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Made in us
Oozing Plague Marine Terminator





Drop pods were far too cheap for what they offered before, so no sympathy for any drop pod spam lists. And if those were free in a Gladius, GW got you good.

All other transports got an increase because you can double down on units inside, meaning more space for more units. This is what makes the Rhino awesome in this edition. I no longer have to buy any new Rhinos when the 3 I already have can carry 6 units! Savings!

And if you wanna know why Primaris need their own vehicles... Just think about that.... New unit from GW. With restrictions that the need the new rhino.
   
Made in us
Shadowy Grot Kommittee Memba






In general, most transports are great in the new edition.

Some transports are worse at certain jobs (ork trukks are less about flinging a cheap and suicidal small unit in now, because they're more expensive and you get what you pay for in terms of durability/effectiveness) but in general they're much stronger to go along with the cost increase.

An easy way to sum up Rhinos, for instance: they're the same toughness and save as a dreadnought with more wounds, and you can now charge out of them.

Drop pods, specifically, are one of the biggest missteps of the edition in my eyes, and we'll see if the FAQ coming out saturday addresses them. To me, they seem to do nothing normal deep strike doesn't, for literally triple the points. They need a fix, along with a few other things, like near-universally overcosted melta equivalent weaponry.

In general, though, what you should do with transports is use them, but keep in mind they're an investment now. Put things in them that have value, and if you've got basic troops that, say, would have 2+ armor while walking through cover and are no longer slowed by terrain, you might consider putting them on foot. And if you don't wanna put them on foot, pimp them out with expensive upgrades to increase their value, and then run them in the rhino.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
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Vigo. Spain.

Is soo hard to use drop pods as a tactical choice that need a real use in the battlefield to be worht those 100 points instead of free and cheap spam to auto win, eh?

 Crimson Devil wrote:

Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.

ERJAK wrote:
Forcing a 40k player to keep playing 7th is basically a hate crime.

 
   
Made in us
The Hammer of Witches





A new day, a new time zone.

 ForceChoke wrote:
Because I run pods. That's how I know.

Maybe you should read the rules and learn how to play before getting upset and tossing your toys out of the pram?

"-Nonsense, the Inquisitor and his retinue are our hounoured guests, of course we should invite them to celebrate Four-armed Emperor-day with us..."
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Eastern VA

Another thing - and this is huge - is that the entire paradigm for vehicles has changed. Used to be, vehicles had few hull points, usually no save, and relied on being completely immune to small arms fire. Of course, that generally made them garbage against high-volume, medium strength attacks, so, to not be completely useless, transports had to be cheap (Rhino, Chimera, Trukk) or have shenanigans (Wave Serpent, Ghost Ark). Lacking these things, they just plain stunk (Devilfish, Taurox Prime).

Now, vehicles have lots of wounds, an armor save (usually 3+, though some have 4+ or 2+), and a toughness value, and they're generally a lot faster. A Rhino does slow way down when it's almost dead, but it's no longer "almost dead" after one smack from an autocannon.

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Made in us
Legendary Master of the Chapter






My god. vehicles are tough in this edition.

and besides that movement and positioning is still really important thats probably why the drop pod looks so over priced.

you gotta get out of the 7th edition cancer mind set. otherwise everything will keep looking like a tint of poo brown.

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Mekboy on Kustom Deth Kopta






drop pods have always been undercosted. they now almost reflect what they should have always cost. no other army gets to decide any of their infanty gets to show up in a spot. and sternguard with combi meltas in a pod are still amazing for the points now that those combi meltas can shoot melta every turn they even got buffed.

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Daemonic Dreadnought





Eye of Terror

Vehicles are tough in this edition, but so are the tactics.

For example, a Rhino with a 10 man squad of Noise Marines. Sonic Blasters are now assault 3. Blastmasters are assault d6. So move 12 inches, disembark, fire 26 shots with no cover, assault striking first is now a thing to consider. Multiplied by 4 is a thing to dread.

Have been waiting for mechanics like this since forever. Can't understand why anyone would get upset about drop pods when tactics like this are available.

   
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Potent Possessed Daemonvessel





 techsoldaten wrote:
Vehicles are tough in this edition, but so are the tactics.

For example, a Rhino with a 10 man squad of Noise Marines. Sonic Blasters are now assault 3. Blastmasters are assault d6. So move 12 inches, disembark, fire 26 shots with no cover, assault striking first is now a thing to consider. Multiplied by 4 is a thing to dread.

Have been waiting for mechanics like this since forever. Can't understand why anyone would get upset about drop pods when tactics like this are available.


Just remember it is really. Move 12", wait a turn. Disembark 9", Fire 26 shots no cover, assault striking first.

Depending on range, it seems likely that there may be a lot of "park vehicle on deployment line, disembark turn 1 for 3" extra movement, and open fire from midfield."

This message was edited 1 time. Last update was at 2017/06/14 16:52:40


 
   
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Northridge, CA

Breng77 wrote:
 techsoldaten wrote:
Vehicles are tough in this edition, but so are the tactics.

For example, a Rhino with a 10 man squad of Noise Marines. Sonic Blasters are now assault 3. Blastmasters are assault d6. So move 12 inches, disembark, fire 26 shots with no cover, assault striking first is now a thing to consider. Multiplied by 4 is a thing to dread.

Have been waiting for mechanics like this since forever. Can't understand why anyone would get upset about drop pods when tactics like this are available.


Just remember it is really. Move 12", wait a turn. Disembark 9", Fire 26 shots no cover, assault striking first.

Depending on range, it seems likely that there may be a lot of "park vehicle on deployment line, disembark turn 1 for 3" extra movement, and open fire from midfield."
I can't imagine you will see this a lot. Your long range weapons won't want the -1BS from exiting the transport, they will just want to sit in cover all game firing shots like mad.
   
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Legendary Master of the Chapter






 andysonic1 wrote:
Breng77 wrote:
 techsoldaten wrote:
Vehicles are tough in this edition, but so are the tactics.

For example, a Rhino with a 10 man squad of Noise Marines. Sonic Blasters are now assault 3. Blastmasters are assault d6. So move 12 inches, disembark, fire 26 shots with no cover, assault striking first is now a thing to consider. Multiplied by 4 is a thing to dread.

Have been waiting for mechanics like this since forever. Can't understand why anyone would get upset about drop pods when tactics like this are available.


Just remember it is really. Move 12", wait a turn. Disembark 9", Fire 26 shots no cover, assault striking first.

Depending on range, it seems likely that there may be a lot of "park vehicle on deployment line, disembark turn 1 for 3" extra movement, and open fire from midfield."
I can't imagine you will see this a lot. Your long range weapons won't want the -1BS from exiting the transport, they will just want to sit in cover all game firing shots like mad.


it being a -1 instead on 6s only now though gives you the option to reposition. i think it depends on the heavy weapon. i think it should be fine for high rate of fire things like the heavy bolter. probably not as good with a 1 shot mm or las cannon.


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Potent Possessed Daemonvessel





 andysonic1 wrote:
Breng77 wrote:
 techsoldaten wrote:
Vehicles are tough in this edition, but so are the tactics.

For example, a Rhino with a 10 man squad of Noise Marines. Sonic Blasters are now assault 3. Blastmasters are assault d6. So move 12 inches, disembark, fire 26 shots with no cover, assault striking first is now a thing to consider. Multiplied by 4 is a thing to dread.

Have been waiting for mechanics like this since forever. Can't understand why anyone would get upset about drop pods when tactics like this are available.


Just remember it is really. Move 12", wait a turn. Disembark 9", Fire 26 shots no cover, assault striking first.

Depending on range, it seems likely that there may be a lot of "park vehicle on deployment line, disembark turn 1 for 3" extra movement, and open fire from midfield."
I can't imagine you will see this a lot. Your long range weapons won't want the -1BS from exiting the transport, they will just want to sit in cover all game firing shots like mad.


Long range? Every deployment option has a 24" (or less) gap between deployment zones. So a unit with say sonic blasters can move 9" (and run if desired) and shoot 24" So that is a 33" threat range, essentially 9" deep into the opponents deployment zone (which in all but hammer and anvil is most of it).

Even more for assault armies, Move 3"+ M +D6 on turn 1. Then move turn 2 and potentially assault.

This message was edited 1 time. Last update was at 2017/06/14 17:27:13


 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

This is from my Space Wolf First Impressions Thread on Drop Pods, I hope this helps.

 Anpu42 wrote:
Drop Pods
Ok, I am dropping out of the Pure Space Wolf Units and delving into Drop Pods.



UNIT COMPOSITION: 1 Drop Pod
WARGEAR: Storm Bolter

Drop Pod Assault: This is where they got better, much better, they land Where you Want! So it is over 9” away, still no more falling off the edge of the world.

Immobile: One you place it, there it is for good or bad.

Transport: Carries 10 Models

It is Reasonably Tough and has a good save like most Vehicles. With 8 Wounds it should hang around for a few turns.

Storm Bolter: Rapid Fire-2 is not going to excite anyone, but with the ability to hurt anything the Drop Pod will have to be delft with at some point take shot away from other units.

Deathwind Launcher: Shorter range than the Storm Bolters, it has the chance of making 6 S5 Attacks. Once more it will have to be dealt with at some point drawing fire.

I know they got expensive, but they are a lot better in some ways. Simple no Scatter Drops, the ability to take a good amount of punishment. I know you can’t put your Dreads and Terminators in them, but...you don’t have to pay of Pods for your Wolf Guard Terminators anymore.

The First Rule of Drop Pods: GO BIG OR DON”T BOTHER!
The Second Rule of Drop Pods: GO BIG OR DON”T BOTHER!
The The Third Rule of Drop Pods: GO BIG OR DON”T BOTHER!


The Fourth Rule of Drop Pods: Wolf Guard Terminators go well with Drop Pods and lessen the Number you need.

How I would use them:
>Never in smaller numbers of three: Never have them more than 9” each from each other. Have one what the job is of what is inside. I do this with the Deathwind Launchers, with a 3-18 possible S5 attacks I personally think it is worth it.

>There is also only two Units I would put in a Drop Pod, Power Armored Wolf Guard, Grey Hunters.

>Blood Claws and Wulfen sound like they could be good, but you end up with not enough Special Weapons to do the Job or not enough Models.

>Bolter Wolves: This goes for both Power Armored Wolf Guard and Grey Hunters, Take Bolt Guns, Special Weapons and Combi-Weapons. Most likely you are doing this to capture an early game Objective (Tactical or Not). If you can put three Drop Pods in a Triangular Formation so they can support each other and the Infantry you dropped off, it can act as an instant Fortification of sorts.

>Character/Tank/MC Hunters: Load up with Plasma/Melta and go to town on your Target. Some people think the safest place for their Character is Behind their Meat-Shields, show them how wrong they are. As for Tanks/MCs, well with enough AP-3/AP-4 you should be able to take it down quick. If you set things up you may be able to kill off One Really Big Threat or Three Smaller ones.

>Assault Force: Bolt Pistols, Flamer and Chainswords. Take a Character that gives you a Re-Roll on Charge and go for it.

Pack Layout:
>Power Armor Wolf Guard: Take only 9 + a Character (Ragnar with out Fangy and Bitey works good) and hope for the long charge to work out. You will be within 12” so you should be able to soften your target up (or soften up one and the Charge another).

>Grey Hunters: A Pack of 10 without the WGPL should do the job. It depends on if you are planning on Assaulting or not. If you are planning on going with Bolter Wolves, I would go for the second Special Weapon and two Comb-Weapons. If you are planing on Assaulting take the extra Frost Blade, though I would not take two of the same..

Mixing them with Wolf Guard Terminators:
>Think about your opponent now having to deal with NINE Targets in their backfield. The Wolf Guard Terminators will probably take the brunt of the Attacks so I would keep them simple, add a Heavy Flamer or an Assault Cannon, maybe a chain fist, that is about it unless you wanted to take a bunch of Combi-Plasma or Combi-Meltas.

A Note: I did not mention Wolf Scouts, but add in a Wolf Scout Pack into the Drop Pod Assault and now he had 10 Targets in his face.

Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

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 G00fySmiley wrote:
drop pods have always been undercosted. they now almost reflect what they should have always cost. no other army gets to decide any of their infanty gets to show up in a spot. and sternguard with combi meltas in a pod are still amazing for the points now that those combi meltas can shoot melta every turn they even got buffed.


scions can
   
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 koooaei wrote:
 G00fySmiley wrote:
drop pods have always been undercosted. they now almost reflect what they should have always cost. no other army gets to decide any of their infanty gets to show up in a spot. and sternguard with combi meltas in a pod are still amazing for the points now that those combi meltas can shoot melta every turn they even got buffed.


scions can


so do jump marines

and terminators.

there are plenty of infantry that can but generally they wont have the kinda raw fire power as drop podable units like a dev full of grav cannons.

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Longtime Dakkanaut






 Desubot wrote:
 koooaei wrote:
 G00fySmiley wrote:
drop pods have always been undercosted. they now almost reflect what they should have always cost. no other army gets to decide any of their infanty gets to show up in a spot. and sternguard with combi meltas in a pod are still amazing for the points now that those combi meltas can shoot melta every turn they even got buffed.


scions can


so do jump marines

and terminators.

there are plenty of infantry that can but generally they wont have the kinda raw fire power as drop podable units like a dev full of grav cannons.


What about crisis suit- oh yeah, farsight enclaves evaporated.
   
Made in ca
Death-Dealing Devastator






 Desubot wrote:
 koooaei wrote:
 G00fySmiley wrote:
drop pods have always been undercosted. they now almost reflect what they should have always cost. no other army gets to decide any of their infanty gets to show up in a spot. and sternguard with combi meltas in a pod are still amazing for the points now that those combi meltas can shoot melta every turn they even got buffed.


scions can


so do jump marines

and terminators.

there are plenty of infantry that can but generally they wont have the kinda raw fire power as drop podable units like a dev full of grav cannons.


I already bought the pods.

"When you call yourself an Indian or a Muslim or a Christian or a European, or anything else, you are being violent. Do you know why it is violent? Because you are separating yourself from the rest of mankind. When you separate yourself by belief, by nationality, by tradition, it breeds violence. So a man who is seeking to understand violence does not belong to any country, to any religion, to any political party or system; he is concerned with the total understanding of mankind." -Jiddu Krishnamurti world renowned champion of peace. An Indian man who spoke at the UN Peace summit 1985.  
   
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Im kind of happy. I had bought 5 pods back in 2011 when I started marines thinking steel rain was cool.... Saw the gladius and decided I didnt wanna spend another few hundred getting more jut to keep up with the list.

Now serendipity means I have the appropriate ammount of pods to do a 'spammy' list

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.

 
   
Made in us
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 ForceChoke wrote:
 Desubot wrote:
 koooaei wrote:
 G00fySmiley wrote:
drop pods have always been undercosted. they now almost reflect what they should have always cost. no other army gets to decide any of their infanty gets to show up in a spot. and sternguard with combi meltas in a pod are still amazing for the points now that those combi meltas can shoot melta every turn they even got buffed.


scions can


so do jump marines

and terminators.

there are plenty of infantry that can but generally they wont have the kinda raw fire power as drop podable units like a dev full of grav cannons.


I already bought the pods.


Well i have 5 pods my self but i aint complaining.

they are a lot tougher now and have so far forced my opponent to run wayyyy back to knock it off. im debating putting in the death wind launcher thing in it though the 24" inch reach out and touch some one storm bolter is always nice.


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Norn Queen






 ForceChoke wrote:
 Desubot wrote:
 koooaei wrote:
 G00fySmiley wrote:
drop pods have always been undercosted. they now almost reflect what they should have always cost. no other army gets to decide any of their infanty gets to show up in a spot. and sternguard with combi meltas in a pod are still amazing for the points now that those combi meltas can shoot melta every turn they even got buffed.


scions can


so do jump marines

and terminators.

there are plenty of infantry that can but generally they wont have the kinda raw fire power as drop podable units like a dev full of grav cannons.


I already bought the pods.




These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
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Riverside CA

Transports more than battle taxis now too.

Space Wolf Player Since 1989
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I forsee lots of droppods on ebay.
   
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Riverside CA

 koooaei wrote:
I forsee lots of droppods on ebay.

I hope so, I need new ones

Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

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Brisbane

 ForceChoke wrote:


Wish I bought nids instead.


Our pods are 50% more expensive than marines... Not that they're bad, in fact they're fantastic, like most transports in 8th. However as you only seem to be concerned with the price of "pods" maybe try reading the index before making knee jerk reactions from hearsay

This message was edited 1 time. Last update was at 2017/06/15 06:53:01


 
   
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Regular Dakkanaut




Come on OP you've been able to see and download every index for two weeks now, and there are tons of bat reps on youtube of 8th. there's no "hearing" about it, you can see plainly how vehicles work now in 8th.

Vehicles are tough as nails now. Rhino's take some doing to pop, Land Raiders can survive a direct tactical nuke on the head and keep rolling. The only thing I've see which is concerning is the rate at which DE can cut through vehicles and reduce them to slag. But I play DE so I'm not complaining!

You're paying now for tons of protection for your units, and depending on your faction some awesome firepower too. This comes at a cost. Drop-pod spam is gone (it should never have even been a thing...). Now you have to choose wisely what to drop, if anything at all. Space Marines should never have been dropping most of their army in pods right into the enemy lines, that's not how they fight. Pod landings should be a rarity and used as a last ditch measure or an occasional surprise attack. Not the fundamental doctrine of your battle strategy.

And no more insufferable free razorbacks all over the table. You pay for them now, or you leave them on the shelf.
   
Made in us
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 Desubot wrote:
 koooaei wrote:
 G00fySmiley wrote:
drop pods have always been undercosted. they now almost reflect what they should have always cost. no other army gets to decide any of their infanty gets to show up in a spot. and sternguard with combi meltas in a pod are still amazing for the points now that those combi meltas can shoot melta every turn they even got buffed.


scions can


so do jump marines

and terminators.

there are plenty of infantry that can but generally they wont have the kinda raw fire power as drop podable units like a dev full of grav cannons.


the key part there was army where any of their basic infantry can aquire it. command squad and captain of chapter master... take a pod, sternguard take a pod, outside of terminators (who can deep strike) seemingly ever space marine can get there which is pretty big.

as for the person having already bought pods... well how many games did you use them? I have thousands of dollars in orks that have been collecting dust for 2 editions now. but I had a lot of fun in 4th and 5th with them and would not ever get rid of them, hoping they do ok in 8th but if not I will just keep tweeking paint jobs and play what works. but personally I think drop pods are still slightly undercosted

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 ForceChoke wrote:
I heard when it gets dmg it moves 3"


I heard that William Wallace kills men by the hundreds. And if HE were here, he'd consume the Eldar with fireballs from his eyes, and bolts of lightning from his arse.

Better read the sources and judge in base of those, not from hearsay. This is valid in any context, not only wargaming, in this post-truth society we built.

Generic characters disappearing? Elite units of your army losing options and customizations? No longer finding that motivation to convert?
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I'm loving it so far, no more WAAC drop pod spam players <3
   
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mfranks985 wrote:
Your army is far from useless.

Transports in 8th are better than they have been in a LONG time, and that is across most if not all factions. The game will play differently in 8th than it did in 7th. It appears that you either have not read the rules for 8th and your army index, or you you are just gak posting for the fun of it.



Well except pod that got nerfed AND price like trippled.

Razorback good, pod less so.

This message was edited 1 time. Last update was at 2017/06/15 14:59:24


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Metalica

tneva82 wrote:
mfranks985 wrote:
Your army is far from useless.

Transports in 8th are better than they have been in a LONG time, and that is across most if not all factions. The game will play differently in 8th than it did in 7th. It appears that you either have not read the rules for 8th and your army index, or you you are just gak posting for the fun of it.



Well except pod that got nerfed AND price like trippled.

Razorback good, pod less so.


Can now charge out of it, it can't mishap and it comes down right where you want it instead of scattering away from the objective that you wanted it to hold, and it can't be taken out with one shot anymore. How exactly did it get nerfed?

 
   
 
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