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Exergy wrote:Envenomed blades. Vehicle upgrade for DE
Any enemy takes a str 4 ap - hit if they roll a 1 to hit against the vehicle.
10 points


That upgrade is 5 Points, I think.
Still a mediocre upgrade, though.

This message was edited 1 time. Last update was at 2012/07/13 23:19:10


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Vepr wrote:
Testify wrote:
DeathReaper wrote:Nemesis Daemon Hammer on a Nemisis Dreadknight.

Total point sink.

It literally does nothing for the model.

Reducing enemy MC to initiative 1 isn't exactly "useless".
A lot of these things aren't.
Some guy was complaining about re-rolling to wound being useless on TMC


Damn the selective reading around here... I said it "used" to be in regards to poison and it was in 5th because you had the choice of wounding on 2s in most cases with an MC or wounding on 4s with rerolls because of the wording of the rule. That is why I mentioned the Avatar because in 5th most of the time it was the only thing you ran up against where the 4 plus rerollable made sense for an MC because you were not wounding on 2s. In 6th poison is much better for MCs.

The rules for poison were the same in 5th ed. But I get your point, so I now declare this topic dead! No more posts about poison.
   
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Hunchkrot wrote:
Vepr wrote:
Testify wrote:
DeathReaper wrote:Nemesis Daemon Hammer on a Nemisis Dreadknight.

Total point sink.

It literally does nothing for the model.

Reducing enemy MC to initiative 1 isn't exactly "useless".
A lot of these things aren't.
Some guy was complaining about re-rolling to wound being useless on TMC


Damn the selective reading around here... I said it "used" to be in regards to poison and it was in 5th because you had the choice of wounding on 2s in most cases with an MC or wounding on 4s with rerolls because of the wording of the rule. That is why I mentioned the Avatar because in 5th most of the time it was the only thing you ran up against where the 4 plus rerollable made sense for an MC because you were not wounding on 2s. In 6th poison is much better for MCs.

The rules for poison were the same in 5th ed. But I get your point, so I now declare this topic dead! No more posts about poison.


I hate to bring back the dead on the topic of poison but I thought in 6th it took into account strength vs toughness so you would get the 2 plus to wound and a reroll if you had poison now unlike 5th with the straight 4 plus.
   
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Vepr wrote:
Hunchkrot wrote:
Vepr wrote:
Testify wrote:
DeathReaper wrote:Nemesis Daemon Hammer on a Nemisis Dreadknight.

Total point sink.

It literally does nothing for the model.

Reducing enemy MC to initiative 1 isn't exactly "useless".
A lot of these things aren't.
Some guy was complaining about re-rolling to wound being useless on TMC


Damn the selective reading around here... I said it "used" to be in regards to poison and it was in 5th because you had the choice of wounding on 2s in most cases with an MC or wounding on 4s with rerolls because of the wording of the rule. That is why I mentioned the Avatar because in 5th most of the time it was the only thing you ran up against where the 4 plus rerollable made sense for an MC because you were not wounding on 2s. In 6th poison is much better for MCs.

The rules for poison were the same in 5th ed. But I get your point, so I now declare this topic dead! No more posts about poison.


I hate to bring back the dead on the topic of poison but I thought in 6th it took into account strength vs toughness so you would get the 2 plus to wound and a reroll if you had poison now unlike 5th with the straight 4 plus.

I thought that but I looked it up and it did in fact flat out ignore Strength and Toughness when rolling to wound, though the re-roll was there so it'd still wound T4 and below 75% of the time, compared to 83% of the time for Strength vs Toughness. So still not exactly a waste unless you NEVER saw anything T5 or above.

Unnessesarily extravegant word of the week award goes to jcress410 for this:

jcress wrote:Seem super off topic to complain about epistemology on a thread about tactics.
 
   
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Testify wrote:
DeathReaper wrote:Nemesis Daemon Hammer on a Nemisis Dreadknight.

Total point sink.

It literally does nothing for the model.

Reducing enemy MC to initiative 1 isn't exactly "useless".
A lot of these things aren't.
Some guy was complaining about re-rolling to wound being useless on TMC

Considering the Doomfists give you the same Str, the Daemonhammer is not worth its points.

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I'm gonna go with another vote for Digital Weapons on the GK Brotherhood Champion. It's a piece of wargear in one of the "designed with 6th in mind" codices, and yet for some reason, they saw fit to make an option that does absolutely nothing in 5th or 6th edition.

At least Target Lock and those types of gear are non-functional because they referenced rules that no longer exist and/or have been FAQ'd to not do anything. Digiweapons on a Brotherhood Champion haven't done anything since the book's creation and won't do anything in 6th edition either. It's really quite silly.

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DeathReaper wrote:
Testify wrote:
DeathReaper wrote:Nemesis Daemon Hammer on a Nemisis Dreadknight.

Total point sink.

It literally does nothing for the model.

Reducing enemy MC to initiative 1 isn't exactly "useless".
A lot of these things aren't.
Some guy was complaining about re-rolling to wound being useless on TMC

Considering the Doomfists give you the same Str, the Daemonhammer is not worth its points.

You didn't say that...you said "It literally does nothing for the model.". That's factually incorrect.

If you knew you were up against Deamons or Tyranids it'd probably be worth it.

Unnessesarily extravegant word of the week award goes to jcress410 for this:

jcress wrote:Seem super off topic to complain about epistemology on a thread about tactics.
 
   
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Tau Target lock

ERJAK wrote:


The fluff is like ketchup and mustard on a burger. Yes it's desirable, yes it makes things better, but no it doesn't fundamentally change what you're eating and no you shouldn't just drown the whole meal in it.

 
   
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It's a special power, but it's an upgrade none the less.

I'm going to throw my vote in for the Intercept Exarch power for Swooping Hawks. I use Swooping Hawks, so this is not for any hate for the unit, no matter how bad they are (I think they've improved in 6th ed, but hey).

What intercept does is it allows you to allows you to always hit vehicles without a WS on the roll of a 4+ at worst, but now that you always hit said vehicles on a 3+ at worst, you are paying points for something that is completely unusable. Admittedly it's only 5pts, but you're still paying to do nothing.

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Testify wrote:
DeathReaper wrote:
Testify wrote:
DeathReaper wrote:Nemesis Daemon Hammer on a Nemisis Dreadknight.

Total point sink.

It literally does nothing for the model.

Reducing enemy MC to initiative 1 isn't exactly "useless".
A lot of these things aren't.
Some guy was complaining about re-rolling to wound being useless on TMC

Considering the Doomfists give you the same Str, the Daemonhammer is not worth its points.

You didn't say that...you said "It literally does nothing for the model.". That's factually incorrect.

If you knew you were up against Deamons or Tyranids it'd probably be worth it.

Not even worth it for Daemons or Nids.

Things die in the first round to a charging dreadknight, so reducing the Initiative is useless.


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We do not have an attorney-client relationship. I am not your lawyer. The statements I make do not constitute legal advice. Any statements made by me are based upon the limited facts you have presented, and under the premise that you will consult with a local attorney. This is not an attempt to solicit business. This disclaimer is in addition to any disclaimers that this website has made.
 
   
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Well most 4th ed books and earlier have simply useless options, just how it works. They are all in a first place tie.
   
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davou wrote:Tau Target lock


After reading and rereading the FAQ, I believe the entry removing FAQ on the Target lock was screwup that made it past proof and now screws Tau. I suspect who ever did that entry just saw the end of the Target lock section about Target priority copy pasted the C&C entry. Shadow sun still has the advanced target lock and vehicles still get Target lock and Sniper drones still have target lock on there unit entry. If it was a mistake I don't see it ever getting corrected.


Automatically Appended Next Post:
DOOMBREAD wrote:
Exergy wrote:Envenomed blades. Vehicle upgrade for DE
Any enemy takes a str 4 ap - hit if they roll a 1 to hit against the vehicle.
10 points


That upgrade is 5 Points, I think.
Still a mediocre upgrade, though.


This has improved in 6th, with CC now being such a good way for horde/swarm units to take out vehicles.

This message was edited 1 time. Last update was at 2012/07/15 02:47:51


 
   
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Condemnor Boltgun for the SoB. A single shot, S5 AP- weapon that causes a Perils of the Warp on an unsaved wound. If the opposing player actually has a psyker in his army, you'd need a 6 to hit to allocate the wound to the psyker (since it's unlikely that he's not part of a unit), then you'd need to wound him, and then he would need to fail his armor save to trigger the PotW effect. All this for 15 points? I'll take a dozen!

This message was edited 1 time. Last update was at 2012/07/15 03:17:52


   
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Transdimensional beamer.

Its a short ranged heavy weapon...on a assault unit.

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Jayden63 wrote:Ork combi rokkit. Its a weapon that hits once every three games.


^^have to agree

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For orks..
'ard case. I get to pay 15 points to remove my ability to assault out of my wagon and shoot all my guns?! Yeah....

'ard boyz. The drawing point of boyz is that they are cheap. I don't look at boyz and think, "Hmm, these things really need an easily ignorable 4+ save, and i'm willing to pay 4 points to get it!

'eavy armour on pretty much anything, for most of the reasons above.

Stikkbomm chucka's and wreckin' balls. Stikkbomms are dumb, and wreckin' balls, while ballsy and cool, are just not worth having pretty much ever. Oh, and the grabbin' klaw. I used one once to grab an eldar skimmer. But otherwise, it should be avioded.

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IG Infantry Heavy Flamer. Because why not waste 15 points instead of spending 5 points on a normal flamer.

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EnormousName wrote:Dark eldar orb of despair or dark gate.

Dark gate is a S10 large blast with a 12" range...

Orb of despair is a S10 AP1 blast that wounds against ld... 6" range.

Just imagine how easily those scatter on your own guys.


OK now imagine it was a large blast with a 6" range. Now you know how IG feel with Demo charges. Either way a S10 blast is nothing to sneeze at, even with such a low range.


Automatically Appended Next Post:
Mohoc wrote:IG Infantry Heavy Flamer. Because why not waste 15 points instead of spending 5 points on a normal flamer.


20 points! Even worse haha`

This message was edited 1 time. Last update was at 2012/07/17 02:51:24


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hotsauceman1 wrote:Heavy bolter, Its only str 5 and ap 4. Not enough to take out even marines.


even marines!

when you start your comparison with god like super humans fully encased in inches of armor you are going to be disapointed.


Automatically Appended Next Post:
the_Armyman wrote:Condemnor Boltgun for the SoB. A single shot, S5 AP- weapon that causes a Perils of the Warp on an unsaved wound. If the opposing player actually has a psyker in his army, you'd need a 6 to hit to allocate the wound to the psyker (since it's unlikely that he's not part of a unit), then you'd need to wound him, and then he would need to fail his armor save to trigger the PotW effect. All this for 15 points? I'll take a dozen!


or you use it against Grey Knights, Psyker Battle Squads and Eldar Seer Councils. Rack up those wounds!

This message was edited 1 time. Last update was at 2012/07/17 03:30:06


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Also, the bolt pistol for anything in the imperial guard. Pay 2 points to screw up list making and make rolling for shooting super annoying and tedious.

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Exergy wrote:
the_Armyman wrote:Condemnor Boltgun for the SoB. A single shot, S5 AP- weapon that causes a Perils of the Warp on an unsaved wound. If the opposing player actually has a psyker in
his army, you'd need a 6 to hit to allocate the wound to the psyker (since it's unlikely that he's not part of a unit), then you'd need to wound him, and then he would need to fail his armor save to trigger the PotW effect. All this for 15 points? I'll take a dozen!

or you use it against Grey Knights, Psyker Battle Squads and Eldar Seer Councils. Rack up those wounds!

You forgot that it only works against multi-wound psykers. All others will be dead by the unsaved wound, so they won't actually care about the perils.

Edit: fixed my quotes

This message was edited 2 times. Last update was at 2012/07/20 20:21:35


 
   
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Back in 5th ed, it was that tau pulse pistol. I don't have a codex, so I'll have to have a tau player flesh this out, but I was under the impression that it only worked if you took a certain HQ that nobody took, or it only worked if the guy survived escaping from his suit, or something. It was a weapon that was almost never, ever actually used, and when it was, it was still a worthless pistol that wasn't likely to kill anything.

I don't know if 6th ed has made a new worse one.


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Ailaros wrote:Back in 5th ed, it was that tau pulse pistol. I don't have a codex, so I'll have to have a tau player flesh this out, but I was under the impression that it only worked if you took a certain HQ that nobody took, or it only worked if the guy survived escaping from his suit, or something. It was a weapon that was almost never, ever actually used, and when it was, it was still a worthless pistol that wasn't likely to kill anything.

I don't know if 6th ed has made a new worse one.



I own the codex, but i don't much look at it. I'll check it for you.

EDIT: it is only available on the spotter for sniper drones, (they don't seem to be used much) and for suits equipted with an ejection system. It's a 15 point upgrade that can only be taken once in the entire army, and only on an independent character without a unit. When you lose your last wound from a non-instant death shooting attack, you lose the toughness and strength of the suit, lose your armor save, and have nothing but a pulse pistol, which is just a pistol version of the pulse rifle. So for it to be used, you'd have to have a commander rolling solo, all by himself, and pay 15 points so that when he dies, which will happen quickly, him being alone and all, you don't lose him entirely. You get a firewarrior without armor and without a decent gun. So you pay more than a firewarrior to, apon death, turn your lone commander into.... worse than a firewarrior.

This message was edited 1 time. Last update was at 2012/07/20 20:54:06


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AegisGrimm wrote:Well, how about the auspex, as it doesn't exist anymore other than as a bit to add character?


When I had an extra few points I would buy it (and for my older books that have wargear I still do) It was great when I played Nids, and now with a person I know who likes to play a large scout marine army, it's good to get an extra shot off at the start. I mean I take anything else if I can, but when the option is there, I dont shrug and say "never mind"
   
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Nemesis Force Halberd is a pretty terrible piece of wargear, same for psychotroke and rad grenades.


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Eidolon wrote:Nemesis Force Halberd is a pretty terrible piece of wargear, same for psychotroke and rad grenades.


The worst piece of wargear for you to take, not your opponant to face.

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hotsauceman1 wrote:Heavy bolter, Its only str 5 and ap 4. Not enough to take out even marines.


I have yet to see any IG. Ork or Marine player run at a sqaud wit h4 Heavy Bolters. Even on Heavy Bolter is enough to take it easy around. 3 shots, wound easy enough, and well, even a Lasegun can take down a Termie if you make him roll enough saves, so HEavy Bolter with it's rang will make back it's points.
   
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Jayden63 wrote:Ork combi rokkit. Its a weapon that hits once every three games.


ha, fully agreed!! But so worth the 5 points when it hits!

I like the digital lasers or grenade launchers you can get for the chapter master's command squad. Never seen them used, waste of the paper they're written on.

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loota boy wrote:
Ailaros wrote:Back in 5th ed, it was that tau pulse pistol. I don't have a codex, so I'll have to have a tau player flesh this out, but I was under the impression that it only worked if you took a certain HQ that nobody took, or it only worked if the guy survived escaping from his suit, or something. It was a weapon that was almost never, ever actually used, and when it was, it was still a worthless pistol that wasn't likely to kill anything.

I don't know if 6th ed has made a new worse one.



I own the codex, but i don't much look at it. I'll check it for you.

EDIT: it is only available on the spotter for sniper drones, (they don't seem to be used much) and for suits equipted with an ejection system. It's a 15 point upgrade that can only be taken once in the entire army, and only on an independent character without a unit. When you lose your last wound from a non-instant death shooting attack, you lose the toughness and strength of the suit, lose your armor save, and have nothing but a pulse pistol, which is just a pistol version of the pulse rifle. So for it to be used, you'd have to have a commander rolling solo, all by himself, and pay 15 points so that when he dies, which will happen quickly, him being alone and all, you don't lose him entirely. You get a firewarrior without armor and without a decent gun. So you pay more than a firewarrior to, apon death, turn your lone commander into.... worse than a firewarrior.


Hey you may talk down about it but i still remember one game with my friend i ahd 1 termi left contesting an objective and he had fired everything he had at it without making a wound. This was turn 6 and if he didn't killl it the game would have been a draw. Just as he was about to concede to a draw he remembered his sniper drone controller had that pistol and lo and behold the scrawnty little guy manage to kill the termie!
   
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loota boy wrote:It's a 15 point upgrade that can only be taken once in the entire army, and only on an independent character without a unit. When you lose your last wound from a non-instant death shooting attack, you lose the toughness and strength of the suit, lose your armor save, and have nothing but a pulse pistol, which is just a pistol version of the pulse rifle. So for it to be used, you'd have to have a commander rolling solo, all by himself, and pay 15 points so that when he dies, which will happen quickly, him being alone and all, you don't lose him entirely. You get a firewarrior without armor and without a decent gun. So you pay more than a firewarrior to, apon death, turn your lone commander into.... worse than a firewarrior.

Yeah, that's the one. The wargear that you have to make your HQ much worse to have access to, and then have to pay more points.

... just for it to have a small chance of doing practically nothing.

I haven't seen anything here yet that's worse than that.


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