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![[Post New]](/s/i/i.gif) 2010/11/28 16:38:49
Subject: Are deamon hunters worth it?
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Eternally-Stimulated Slaanesh Dreadnought
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Terminus wrote:Vindicares are garbage.
Moving on:
I like the way you think
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![[Post New]](/s/i/i.gif) 2010/11/28 16:54:32
Subject: Are deamon hunters worth it?
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Storm Trooper with Maglight
EARTH- America- Rochester MI
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Thank you Mellon, that helped a lot. so i dont think i will be using deamon hunters anymroe. except for the assasins.
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![[Post New]](/s/i/i.gif) 2010/11/28 17:03:10
Subject: Are deamon hunters worth it?
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Slaanesh Chosen Marine Riding a Fiend
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ImpGuardPanzies wrote:Thank you Mellon, that helped a lot. so i dont think i will be using deamon hunters anymroe. except for the assasins.
Glad to help :-)
Please note that you can only take assassins if you have an inquisitor in your army (side bar of WH codex p30). The usual way to do this is to take an HQ Inq lord and then an Elite Assassin. You could also get one elite choice Inq as a WH ally, and then one elite choice Assassin as a DH ally. This would give you one inq to keep your assassin in check.
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![[Post New]](/s/i/i.gif) 2010/11/28 17:13:20
Subject: Are deamon hunters worth it?
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Sadistic Inquisitorial Excruciator
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That has been FAQed, so no, you must take the Inquisitor and Assassin from the same book.
And anyway, it will be moot shortly as the Codex: DH won't be valid.
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![[Post New]](/s/i/i.gif) 2010/11/28 17:46:32
Subject: Are deamon hunters worth it?
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Storm Trooper with Maglight
EARTH- America- Rochester MI
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So after nex codex..not more vindicare? well that sucks balz, but ill still play old rules with my friends. otherwise i would have wasted money and they dont care. so as long as i have old rules right...untill tourney...
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![[Post New]](/s/i/i.gif) 2010/11/28 22:46:37
Subject: Re:Are deamon hunters worth it?
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Daemonic Dreadnought
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Upgrade from elite inquisitor to HQ is 20 points.
Psychic Hood+Mystics don't cost that much even with a HQ inquisitor.
They can jump in a cheap chimera on turn 1 that belongs to melta vets that have been placed in a vendetta.
For another 60 points warriors can provide 3 BS4 plasma guns.
After the psychic hood, mystics, and 3 plasma guns are added the HQ inquistor ends up costing about 30 points more than a squad of Plasma Vets.
That's still a pretty good deal, and why HQ inquisitors are very popular in 2,500 point games.
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Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.
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![[Post New]](/s/i/i.gif) 2010/11/29 00:26:37
Subject: Are deamon hunters worth it?
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Sadistic Inquisitorial Excruciator
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ImpGuardPanzies wrote:So after nex codex..not more vindicare? well that sucks balz, but ill still play old rules with my friends. otherwise i would have wasted money and they dont care. so as long as i have old rules right...untill tourney...
You can still use the Vindicare from the WH codex. You will still need an Inquisitor Lord to field the Vindicare. The Vindicare will still suck.
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![[Post New]](/s/i/i.gif) 2010/11/29 03:56:11
Subject: Are deamon hunters worth it?
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Devestating Grey Knight Dreadknight
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ImpGuardPanzies wrote:Jaon wrote:Ive said it before, and I will say it again one million times. Wait for the codex.
I heard they were going to scrap deamon hunters.
And a vindicare is only 100 pts nothing else is an option. Ive read his page ten times over and never seen that he can only shoot 5 shots per game....
You heard wrong, it has been thoroughly suggested by many trusted sources that they are being rereleased in Jan, and its logical too, the storm raven is about to come out (confirmed) so the GKs probably will too.
God I hope the rumours about GK jump infantry are true ;(
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![[Post New]](/s/i/i.gif) 2010/11/29 04:02:39
Subject: Re:Are deamon hunters worth it?
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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Sadly, those rumors are false as is the Jetbike one
no jump infantry, but there will be DPs and the possabily option for PAGKs to Deep Strike.
besides, Terminators can be troops and they will be getting Stormravens.
i also promise you this, you will wet yourself over the new NFW rules.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2010/11/29 06:53:48
Subject: Are deamon hunters worth it?
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Apprehensive Inquisitorial Apprentice
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Jaon wrote:God I hope the rumours about GK jump infantry aren't true ;(
>_> <_<
Still keeping my fingers crossed for Furious Charge or some other way to make 'em I5.
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From without, the Imperium is assailed by alien monsters from the depths of space, nightmare death-machines and soulless daemons (as well as soulless death-machines and nightmare daemons, and the occasional soulless daemon in a nightmare death machine). |
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![[Post New]](/s/i/i.gif) 2010/11/29 10:37:48
Subject: Are deamon hunters worth it?
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Sadistic Inquisitorial Excruciator
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Well, there were actually concepts drawn up for the jetbike Grey Knights, but were apparently later scrapped.
This is the latest set of rumors:
Release date:
Originally January, now looking more like March.
Organisation/fluff:
Codex: there is much less focus on Inquisition aspects, and no SoB. No Allies. A GK army.
No allies from/to other Codii. new fodder units in codex. not same as guard units. (penal legion troops are the fodder unit I was mentioning in the past, cause I know someone will ask)
Interesting bit here. Got to see some layout work on the new codex. I'll confirm the rumors of a fleshed out chapter org chart, but it's not your typical SM structure of 10 companies of 100 marines for sure.
The organization of GKs chapter being fleshed out has opened a number of new "roles"
The relation of Ordos Malleus to the Inquisition is also expanded upon
Officio Assassinorum also has an interesting fluff piece...albeit very short
To respond to the wishlisting of justicars being treated similar to Wolf guard, don't place bets on that.
It was apparent from my last contact Inq forces were still present...including storm troopers...but there are other new units there as well. From everything I've been told/heard the focus has definately shifted to GK. Not as many options for Inq, Assassins combined to a single unit with wargear to dictate functional role, Inq retinue changes that will effectively kill the tried and true power tactic of shooting everything in sight as it Deep Strikes in. The utter removal of use of allies from other codex books, or inclusion of units from this book with other armies (Self contained...no surprises there.) Overall I always felt the prior incarnation was inquisition with a dash of GK. The feel I have now is reverse of that...but there will still be very effective Inq builds to be had...so far as I know.
Special rules:
Combat squads were an option I know was playtested.
Some interesting Psychic abilities. just about all squads have psychic options. Heavy on they disabling side. Enemy psykers beware.
Not a lot of Mechanised. But quick to deploy.
Army wide. Daemonic Infestation makes summoned demons less instable?
The basic GK marine profile looks very similar to a SM sergeant.
A conversation earlier centered around an ability named "Out the Heretic" which could be used against non-daemon forces causing one unit to "count as" daemons. 'Out the Heretic' is well received by PT
While External Allies rules are gone by all accounts, it does not mean allies in the codex are gone. Inquisition forces ARE present, just not as dominant. And you will recognize others.
'Shrouding' basically unchanged...also known as nightfighting...one source suggests possible grant 6+ cover save (commentary: does this work with Annointed armor?)
'Rites of Exorcism' daemon units charging as if into difficult terrain.
'Aegis' enemy Psykers within 12" take psychic tests with +1d6
Chaos icons work to oppose GK units teleport ability. A unit with a chaos icon will block the ability of GK to teleport into battle within the icons area of influence. I'm hearing that there may also be other items that hinder this deployment tactic from other armies as well.
Wargear:
The new codex has new options (weapons, equipment, etc.) that will be included in those box sets.
Also, I understand there to be a standard 1 special weapon per 5 man squad, plus special options for the upgraded leader.
Yes, beyond psycannon and incinerator, there are 2 other special gk weapons I know were ptd...but these I can't go into detail on at this time. I'll say one had pretty poor response from the playtest group, but there could be some nice tactics developed to make it effective if it did move forward.
Corrected Psycannon profile:
24" A3 AP3 S6, no invulnerable saves, pinning test for units or models with psykers.
or 36" H1 AP4 S5 5" blast, no invulnerable saves, no cover saves. (does not cause psyker pinning)
Incinerator, no profile changes noted: S5 AP4 A1 template, no invulnerable or cover saves.
NFWs: NFW lose the changing abilities based on rank of user. standardized to PA NFW is PW with special abilities vs Daemons, TA NFW is FW with same. I've seen "other" sites reporting I said nfw gave wound daemons on 2+. I never said that. Not sure where that is coming from. From what I know right now NFW will be +2S across the board as now, but PAGKs will all count as PW, and TAGKs will all count as FW. Then on top of that, all nfw gain additional capabilities vs daemons. Plus unit leaders may have master crafted NFW...not sure if it's upgrade or standard.
GK Annointed Armor: All GKs (TA, PA, AA, etc.) wear ornate armor which has been blessed and annointed to provide additional protection both physically and spiritually. Any GK may always Re-roll any failed armor, invulnerable, or cover saves. Annointed Armor is not wargear. Has point cost. Works with Storm Shield. Not as good at might seem...(aka something else to this rule I dont know yet)
The rumor I had earlier about "Annointed armor" got some additional legs with a small twist. Looks like this could be granted to a unit containing a Gk chaplain. Much like other chaplains elsewhere grant re-rolls on charges, the gk chaplains are rumored to grant counter attack and re-rolls of armor saves...caveat being the reroll is only 1st round of cc... It's a complex confirmation, and taken alone I'd pour salt on it, but given I've heard of the anointed armor prior and recent codexes have some charge related chaplain ability...I thought I'd go ahead and post it. It's definitely taking more realistic tones...
New options for Dreadnaughts including librarian. psycannon arm. Purge weapon...large pie plate, special abilities include forcing instability test for daemons, including Daemons of Chaos armies, pinning in other armies.
Army list:
Do not hold too tightly to past structures and expectations.
As far as TAGK as troops? I havent seen anything indicating this. However, I do recall a discussion of TAGK filling roles in two slots though, possible Heavy and Elite.
The GK jet bike sketches did not look at all like sammaels...no plasma gun. Knights on them has NFW in lance style. Very bullet bike rider stance...ie leaning forward over bike, not upright like marine bikes. Had the swept front faring, but not wing motifs. Looked like twin linked storm bolters under slung beneath handles. Very aggressive looking. Too bad they got axed.
according to a tiny bit I got overnight, GK TAs will have access to the standard marine upgrades, plus NFW, incinerators, psycannons, etc., of course. But he is saying the cyclone launcher for them will be arm mounted like their Storm Bolters. I'm very skeptical of this, but this source is close enough to know, so I thought I'd pass it along.
Inq lords are hq and unlock ISTs as troops
ISTs are elite otherwise
ISTs can take chimera or valkyrie as dedicated transport
Inq lord retinue looks more like imperial guard command characters with some seritors thrown in
Temple Assassins one entry in elite, one stat line, options allow for customization into temple variants...but the actual temples are only mentioned in fluff, so some special rules look lost
Demonhosts look to be out
In troops we have imperial guard conscripts...like an imperial guard platoon, but conscripts only
Death cult assassins still elite, larger unit sizes, though
Penal legion squad in troops, different than imperial guard codex entry
chimeras or valkyries as dt only, and only imperial guard
Valkyries only dedicated transport, no vendetta option
Hellhounds in fast, same as imperial guard, but not variants
Deathstrike launchers in heavy, same as imperial guard...replacing orbital strike
Also, some weird dynamics in the ruleset if you have both inq and gk hq present. But details were not given.
(Ed: so from this batch it looks like inq is going to be viable, but I question really this more from a why standpoint. If GW did this, only the hq really separates it much from imperial guard, but handicapped ig. Hope to see more soon once the nov nastiness ends. Damn de are blocking all my insight into the future...)
From what I've been able to gather, the codex has the following counts...caveats apply:
Including Special Characters, not including variant units eg. exterminator/demolisher
Hq: 8-9 entries
El: 6-7 entries
Tr: 6 entries
Fa: 7 entries
He: 8 Entries
Dt: 4 entries
Ive heard the Army list section is between 12-14 pages.
Playtesting:
GK 2000pt AL from Playtest:
HQ
Grand Master with Retinue
Named character
Elite
5-man TAGK squad + 2 spec weapons
Dreadought - unknown configuration
Troop
2x 5-man PAGK squad + 1 spec weapon + razorback
10-man ????? squad + chimera
Fast
Storm Raven
No Heavies
The Playtest list posted was played against 2000 points of Orks including nobs, mek with kuston force field, lots of boys in trukks, a BattleWagon and dread mob. It was Capture & Control with Dawn of War.
GKs held most in reserve.
PAGKS in Razorback came in turn 2 and moved to boys flank. 1 squad got tarpitted with boys, the other fought thru boys to take objective 1.
unknown unit had HQ attached, spent game trading shots with dread mob until TAGKS arrived to help.
TAGKs TP in turn 4 and later assaulted Dread mob. 4 standing at end of game.
The StormRaven took out one trukk turn 3 and the bw turn 5. Dread and HQ w retinue arrived in it and assaulted Nob mob. wiping it out in 1 round. then started after other boys.
It was reported as a pretty one sided battle. GKs nearly unassailable. GK win with 1 objective and second contested in turn 6. supposedly orks were close to 4:1 outnumbering GKs
Models:
The box sets should all be plastic.
The GK models are ornate.
The biggest issue you'll find with the TAs is scale. The new plastics are in scale with the other TA models. The metals are old scale sized. Its a noticable difference.
But even the AA marines look "bigger", though not to such a great extent, to me.
Once painted, the new models have better depth of detail IMO. And more small details not present in the metals. This is in both TA and AA. The best examples to look at are the Blood Angel plastics to understand how much detail can be crammed onto a figure, but still look good.
Plastics:
Storm Raven. obvious choice. Options for BA, GK and ??? (note, other sources say that a BA second wave containing storm raven and librarian/furioso dread are slated for a separate January release) I've had personal conversations with direct individuals, which would surprise me if the SR model was not a keystone of this release. I've personally seen a few mockups of the SR from the modelling teams, many more from the art team. I know what the final selected design is. It looks better than I imagined.
TA knights: 5 pack, Paladin upgrades, squad upgrades. Psycannon, NFW, SSTH, banner? Supposed options for all will be on sprue. Plus NFW will NOT all be halberds. But the exact nature of them was not revealed to me. If this pans out we could see a lot of weapon options in the sprue...a lot more than would be used. Assault Cannon, PsyCannon, Incinerator, SS, TH, NFWs, Cyclone launchers...seems like a lot to jam in, but if we look at SW and BA boxes those were loaded with bits. The GK TA sprues:
5 legs
6 torsos
8 heads
6 nfw
5 SB
unknown # Special Weapons (includeing SS), but if above holds it could be 6+
GK TA back banner
6-8 shoulder shields
12 shoulder pads
~12 upgrade bits (books, scrolls, crux terminus, etc.)
8 arm sets (sounds like the arms have no hands, similar to sanguinary guard)
4 hands (right/left?)
more?
PA knights: 10 pack, justicar upgrades, squad upgrades, extra bits. NFW, psycannon, incinerator, banner?
walker: There have been some rumors of a GK driven walker. I have not personally seen this in any incarnation. However, there is a boxed walker of some type. I suspect this is a dreadnaught box set that will also have bits for BA. (see above) I've seen other people posting rumors of a penitent engine style walker, with a PAGK driver...I have absolutely no confirmation of such a beast. However, if GW wanted to avoid the cries of "GK dont have Dreads, it isnt fluffy" that could be a way...
Tank: I have not seen mention of a GK troop transport. Rhino based with psycannon options has been in some PT. I list this as possible, but unlikely, 4 box sets of this size are about par for a release, 5 would be a surprise.
Blisters:
New Stern
New Chaplain?
Justicar upgrade character
Paladin upgrade character
Inquisition character
2 other blisters unknown contents
Other:
Later release of GK themed terrain set? Concepts are out and some "preview" shots are floating around if you hunt. Nothing more I can say on this. Automatically Appended Next Post: Sentai_Sage wrote:
Still keeping my fingers crossed for Furious Charge or some other way to make 'em I5.
I doubt there will be Furious Charge for models that are already S6 power weapons across the board, however one of those "debilitating" psychic powers mentioned could reduce enemy WS or I, so who knows. All I know is I can't friggin' wait.
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This message was edited 1 time. Last update was at 2010/11/29 10:41:09
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![[Post New]](/s/i/i.gif) 2010/11/29 14:15:29
Subject: Are deamon hunters worth it?
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Eternally-Stimulated Slaanesh Dreadnought
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The plural of codex is codices. not codexes or codii. wish I could send out a memo to the whole 40k community or something. not like its a big deal just people always sound like such goobers when they dont know the right word. Automatically Appended Next Post: oh yeah the rumors look interesting too.
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This message was edited 1 time. Last update was at 2010/11/29 14:15:49
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![[Post New]](/s/i/i.gif) 2010/11/29 15:18:58
Subject: Are deamon hunters worth it?
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Sadistic Inquisitorial Excruciator
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I just copy&pasted the rumors, I didn't compose them. I just noticed what you were talking about, though. I think "codii" is the worst screw-up with that word I've seen so far.
But then again, I'm just so jaded after years of Emporers and Dark/Blood Angles, that I try to tune it out. People are illiterate. Children more so (since children aren't people). Internet denizens are worse still. Combine them all, and you have a recipe for madness even Cthulhu would envy.
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![[Post New]](/s/i/i.gif) 2010/11/29 15:24:18
Subject: Re:Are deamon hunters worth it?
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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i have to change a few things.
this is a confirmed thing.
NFWs
are regular CCWs. if the entire squad passes a Psychic Test at the beginning of CC, then the entire squad's NFWs count as Force Weapons that have been activated. no +2 Str.
all GKs with NFWs can upgrade them to Nemesis Halbards, same as above except with +2 Str.
I don't remember Psycannons being Blast weapons. i think they are pretty much the same, but cheaper.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2010/11/29 23:22:16
Subject: Are deamon hunters worth it?
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Storm Trooper with Maglight
EARTH- America- Rochester MI
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So the only way ig or sm will be able to use gk is to have a second detachment?
And as of now, where is the rule that states that ig and sm can use inquisition allies? my friend is stuck on the thought that i cant use them and havent been able to, d like to show him the rule while i still can.
And those rumors are sounding preattyy kew. cant wait for the codex.
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This message was edited 1 time. Last update was at 2010/11/29 23:23:37
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![[Post New]](/s/i/i.gif) 2010/11/30 00:12:23
Subject: Are deamon hunters worth it?
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Zealous Sin-Eater
Chico, CA
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ImpGuardPanzies wrote:So the only way ig or sm will be able to use gk is to have a second detachment?
And as of now, where is the rule that states that ig and sm can use inquisition allies? my friend is stuck on the thought that i cant use them and havent been able to, d like to show him the rule while i still can.
And those rumors are sounding preattyy kew. cant wait for the codex.
To show your friend the rule you need a paper copy of the DH codex. It on pg 21.
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Peter: As we all know, Christmas is that mystical time of year when the ghost of Jesus rises from the grave to feast on the flesh of the living! So we all sing Christmas Carols to lull him back to sleep.
Bob: Outrageous, How dare he say such blasphemy. I've got to do something.
Man #1: Bob, there's nothing you can do.
Bob: Well, I guess I'll just have to develop a sense of humor. |
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![[Post New]](/s/i/i.gif) 2010/11/30 00:23:13
Subject: Are deamon hunters worth it?
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Painlord Titan Princeps of Slaanesh
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For clarity since I did not see it mentioned, allies troops DO take up FoC slots so you cannot effectively have 3 HQ in an army by including an Inq Lord.
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![[Post New]](/s/i/i.gif) 2010/11/30 00:46:29
Subject: Are deamon hunters worth it?
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Storm Trooper with Maglight
EARTH- America- Rochester MI
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does the pdf file off of scibd work too? lol. thats what im gona look at.
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![[Post New]](/s/i/i.gif) 2010/11/30 01:12:09
Subject: Are deamon hunters worth it?
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Sadistic Inquisitorial Excruciator
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scibd?
The .pdf published online does not have the ally rules.
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![[Post New]](/s/i/i.gif) 2010/11/30 07:29:16
Subject: Are deamon hunters worth it?
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Apprehensive Inquisitorial Apprentice
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Terminus wrote: Automatically Appended Next Post:
Sentai_Sage wrote:
Still keeping my fingers crossed for Furious Charge or some other way to make 'em I5.
I doubt there will be Furious Charge for models that are already S6 power weapons across the board, however one of those "debilitating" psychic powers mentioned could reduce enemy WS or I, so who knows. All I know is I can't friggin' wait.
Just as Good! As long as I get to hit first
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From without, the Imperium is assailed by alien monsters from the depths of space, nightmare death-machines and soulless daemons (as well as soulless death-machines and nightmare daemons, and the occasional soulless daemon in a nightmare death machine). |
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