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Made in ca
Regular Dakkanaut




Another thing I'm not a fan off. Eldar big things titans and vampires got back a new version of holo field which is also a movement based invulnerable.

The problem here is you need to move insanely far vampire is 50" to benefit from the max save which is only a 4++ vs void shields which are now a 3++. The real big problem though is your super heavy will get absolutely destroyed it you don't go first because it has no invulnerable save if you aren't the first player to move.

So while not every opponents army may be able to instant kill it it's very likely that 32 t8 wounds see many disappear when it's the centre of focus. If this happens both become pretty cripled as your b.s. drops to a 5+ with the -1 for heavy weapons on top as well as your movement drops so you can't benefit from an invulnerable save better than 6++ without advancing instead of shooting.

So what I'm really trying to say here is if you aren't getting first turn these guys look pretty dead in the water vs anything that can tickle a land raider (tbh they look squished than the custodes land raider worse save same toughness no invul double the wounds but some lascannons squads will make quick work of you)
   
Made in ru
!!Goffik Rocker!!






Phew, good that forgeworld is illegal.
   
Made in us
Smokin' Skorcha Driver





Central MN

Is there a Mega Dread? I saw in the table of contents a Mekka Dread but wanted to know if they had the Mega Dread and how he looks.

This message was edited 1 time. Last update was at 2017/06/23 15:27:22


SRSFACE wrote: Every Ork player I know is a really, really cool person.
20,000 New and Growing 1000
http://www.dakkadakka.com/dakkaforum/posts/list/592194.page#6769789 
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

 koooaei wrote:
Phew, good that forgeworld is illegal.


Yeah, I almost got caught carrying a Vulture by the police once. That would have been a life sentence right there. You don't even want to know what they do to you if you have a CRASSUS ARMOURED ASSAULT TRANSPORT.

This message was edited 1 time. Last update was at 2017/06/23 15:31:30


The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in us
Longtime Dakkanaut






Los Angeles

 Trickstick wrote:
 koooaei wrote:
Phew, good that forgeworld is illegal.


Yeah, I almost got caught carrying a Vulture by the police once. That would have been a life sentence right there. You don't even want to know what they do to you if you have a CRASSUS ARMOURED ASSAULT TRANSPORT.


I know what they do. The fething kill you. Happened to a buddy's friend's cousin last year when he brought his CRASSUS ARMOURED ASSAULT TRANSPORT to a local GW. No judge. No jury. Just smoked right on the spot next to the paint wrack.

FW is for adrenaline junkies and misanthropes.







   
Made in us
Krazed Killa Kan





Denver, Colorado

 zammerak wrote:
Is there a Mega Dread? I saw in the table of contents a Mekka Dread but wanted to know if they had the Mega Dread and how he looks.


Not as yet. Same for the kill krusha. First time I've seen a unit they actually make a model for be removed from the rulebook, much less twice for the same army.

I've heard that since they no longer make the kill krusha model, seems reasonable they didn't update the rules, but no idea why they didn't update mega dread rules. Some, including myself, hope it was simply an oversight.

"Hope is the first step on the road to disappointment." Words to live by. 
   
Made in us
Smokin' Skorcha Driver





Central MN

 Kap'n Krump wrote:
 zammerak wrote:
Is there a Mega Dread? I saw in the table of contents a Mekka Dread but wanted to know if they had the Mega Dread and how he looks.


Not as yet. Same for the kill krusha. First time I've seen a unit they actually make a model for be removed from the rulebook, much less twice for the same army.

I've heard that since they no longer make the kill krusha model, seems reasonable they didn't update the rules, but no idea why they didn't update mega dread rules. Some, including myself, hope it was simply an oversight.


Agreed, I have 2 Mega Dreads that I would like to run. I guess I will have to try and house rule them in the meantime

SRSFACE wrote: Every Ork player I know is a really, really cool person.
20,000 New and Growing 1000
http://www.dakkadakka.com/dakkaforum/posts/list/592194.page#6769789 
   
Made in us
Devastating Dark Reaper






Tautastic wrote:How are the Hornets and Warp Hunters looking this edition?


Hornets are more expensive than they used to be. Base cost is 21 points higher than a Vyper. For those points you get +2" move, +1 toughness, +2 wounds, an extra attack in melee, a better selection of armaments, and the ability to take items from the Vehicle Equipment List. Hornet pulse lasers aren't as awesome as they used to be, but they fire more shots. Hornets come with shuriken cannons but can take scatter lasers, missile launchers, starcannons, bright lances, or hornet pulse lasers.

Hornet pulse lasers are 48", Heavy 3, S6, AP-3, 2 damage.

Warp Hunter costs 235 and has the stat-line of a Fire Prism. D-flail costs 0 points and has two firing modes: blast and rift. Both have S10, AP-4, and do D6 wounds. Blast is Heavy d3, has a range of 36" and can target enemy units not visible to the bearer. If you target an enemy unit that has 10 or more models, you get 2d3 hits instead of 1d3. Rift is Heavy d6, 12", and hits its target automatically.

FireSkullz2 wrote:Any Necron Info?


Yes. Necrons are terrible and you should feel terrible for playing them. Necron players are skull-faced assassins of joy. Tesseract Arks are T7, 10 wound, LD 10, 3+, 5++ quantum shielded living metal nightmares specifically designed to make baby Jesus cry. The Tesseract singularity chamber has a special rule that says Necron players who use it are total jerks.

Hige sceal þē heardra || heorte þē cēnre,
mōd sceal þē māre || þē ūre mægen lytlað.  
   
Made in de
Focused Dark Angels Land Raider Pilot




Germany

Could somebody sneak me a picture of the Barracude, so I can join in on the discussion?
   
Made in us
Longtime Dakkanaut




Ute nation

FireSkullz2 wrote:
Any Necron Info?


It's more or less what you would expect, gauss pylons might be a little overturned, as they can regularly (greater than a 1 in 10 chance) one shot land raiders, imperial knights, tau'nar, etc. They are almost 500 points though, so probably won't see many in casual games, but might be an auto include in GT lists where you can reasonably expect shenanigans. Outside of that tomb stalkers and sentinels are decent and priced well, though I think the sentinel might be the best bet, since the exile cannon is short ranged but very potent on a unit that can deep strike. The nicest thing is that it gives you a viable dynasty outside of sahhtek with two special characters (Kutlakh & Toholk) that are both worth taking.

Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
Made in ca
Jinking Ravenwing Land Speeder Pilot






Canada

Ozeo wrote:
Has anyone taken a look at the IA xenos book? Somethings in it kinda stand out to me. Look at the tau units and some of it seems kinda.....broken? The gunships are amazing for the points, the XV9s are only a tad bit more expensive then the normal crisis suit and come with 2 double burst cannons. So you can have 1 suit put out assault 16 burst cannon shots. The barracuda is WTF, the R'Varna is a way better and cheaper then a riptide.

Anything else stand out to you guys in the IA books?


Have you seen the Tau sections in the main book? The Tau are a flaming pile of garbage right now. If Forgeworld is showing some kindness to them, more power to them.
   
Made in us
Regular Dakkanaut





fe40k wrote:
How are the Ork units this time around?

I'm more interested in the Grot tanks/Grot Megatank/Killtanks; Orks don't have a dedicated tank-esque vehicle (the battlewagon is the best bet we've got), and I find myself missing the Looted Tank options.

Maybe FW can give me some tanks to play with.


Both are still largely the same.

Grot tanks are still 30 points + weapon (36 points for tank with big shoota). T5 4W 4+ 6++ random movement still a thing. Weapon options are still the same. 6+ invuln. Ld 5 with the Kommanda, which kinda sucks. Can take shootas for free in addition to other weapons.

Grot Mega-tanks are 85 pts base plus what is essentially 7 weapon options. Mutiny rule is no shooting on 1, +1 BS on a 6 but you have to shoot the same thing with all guns. T6 9W 4+ 6++. Few other options (boom kanisters, wreckin balls, etc).

I'm rather fond of them, even if they aren't the most competitive of options.

This message was edited 4 times. Last update was at 2017/06/23 17:32:46


 
   
Made in ca
Regular Dakkanaut




 Grimgold wrote:
FireSkullz2 wrote:
Any Necron Info?


It's more or less what you would expect, gauss pylons might be a little overturned, as they can regularly (greater than a 1 in 10 chance) one shot land raiders, imperial knights, tau'nar, etc. They are almost 500 points though, so probably won't see many in casual games, but might be an auto include in GT lists where you can reasonably expect shenanigans. Outside of that tomb stalkers and sentinels are decent and priced well, though I think the sentinel might be the best bet, since the exile cannon is short ranged but very potent on a unit that can deep strike. The nicest thing is that it gives you a viable dynasty outside of sahhtek with two special characters (Kutlakh & Toholk) that are both worth taking.


Necrons seem pretty good reroll initiative character that also heals vehicles d3 wounds. Monsters are pretty good. Teseract arc is unlikable don't even try. The big guass pylon where do begin costs less than an imperial knight will 1 shot a revenant titan which costs 3 times as much or basically any super heavy you could use in a game, God forbid you bring a super heavy flyer and don't go first cause it's just dead.
   
Made in us
Mekboy Hammerin' Somethin'




Alaska

fe40k wrote:
How are the Ork units this time around?

I'm more interested in the Grot tanks/Grot Megatank/Killtanks; Orks don't have a dedicated tank-esque vehicle (the battlewagon is the best bet we've got), and I find myself missing the Looted Tank options.

Maybe FW can give me some tanks to play with.

The Kill Bursta and Kill Blasta seem pretty good. I'm not sure if they're great for their points (~350) but they definitely seem more like tanks than Battlewagons. They seem pretty good in close combat, especially on the charge. Their BS is on a 4+, so their guns aren't worthless. The new version of Tank Riders is that twelve models can ride and shoot but they only hit on a 6+ (burnas and kombi-skorchas!).

YELL REAL LOUD AN' CARRY A BIG CHOPPA! 
   
Made in no
Liche Priest Hierophant





Bergen

Can hou stil play an eldar corsair list?

Also, is there a different necron army list there?

   
Made in us
Powerful Phoenix Lord





Dallas area, TX

 Marsyas wrote:

Hornets are more expensive than they used to be. Base cost is 21 points higher than a Vyper. For those points you get +2" move, +1 toughness, +2 wounds, an extra attack in melee, a better selection of armaments, and the ability to take items from the Vehicle Equipment List. Hornet pulse lasers aren't as awesome as they used to be, but they fire more shots. Hornets come with shuriken cannons but can take scatter lasers, missile launchers, starcannons, bright lances, or hornet pulse lasers.

Hornet pulse lasers are 48", Heavy 3, S6, AP-3, 2 damage.

So basically, I'll be converting my Hornets to be 'counts as' Ravagers then? I've already magnetized a third "dark lance" to the top of mine.
Between that and the Skathach WK being ridiculously expensive, it looks like I'll be back to never using FW units like I was prior to 7E.

Good to know, Thanx for the heads up.

-

This message was edited 3 times. Last update was at 2017/06/23 22:27:45


   
Made in us
Mekboy Hammerin' Somethin'




Alaska

fe40k wrote:
Big Trakk Supa-Skorcha seems like it's best loadout; 24" autohitting 4d3 flamer? This should melt air units - and it has an additional -1 AP over the 4 Flakk shots! I think the Flakk gun is just too weak from any angle; 4+ shooting against flyers for 1 damage, at the cost of 6+ against any other target? The only advantage is +24" range over the Skorcha, but...

At 168 points per Big Trakk/Supa-Skorcha combo, they'll probably be a go-to unit in many lists; 24" range, but 14" movement for 4d3, S6, AP-2 auto hits? 1 damage per, but who cares with that much fire?

Flakka Gunz do have a strange weapon profile that seems really under powered for the size of the gun. Didn't they used to be pretty much quad autocannons?

YELL REAL LOUD AN' CARRY A BIG CHOPPA! 
   
Made in us
Krazed Killa Kan





Denver, Colorado

 zammerak wrote:
 Kap'n Krump wrote:
 zammerak wrote:
Is there a Mega Dread? I saw in the table of contents a Mekka Dread but wanted to know if they had the Mega Dread and how he looks.


Not as yet. Same for the kill krusha. First time I've seen a unit they actually make a model for be removed from the rulebook, much less twice for the same army.

I've heard that since they no longer make the kill krusha model, seems reasonable they didn't update the rules, but no idea why they didn't update mega dread rules. Some, including myself, hope it was simply an oversight.


Agreed, I have 2 Mega Dreads that I would like to run. I guess I will have to try and house rule them in the meantime


Well, it shouldn't be too hard, really. Mega and Meka dreads have the same chassis, so just add the killkannon & supa skorcha arm options, don't allow the KFF and rokkit bomb packs, and you're pretty much set.

"Hope is the first step on the road to disappointment." Words to live by. 
   
Made in us
Dakka Veteran




 Dakka Flakka Flame wrote:
fe40k wrote:
Big Trakk Supa-Skorcha seems like it's best loadout; 24" autohitting 4d3 flamer? This should melt air units - and it has an additional -1 AP over the 4 Flakk shots! I think the Flakk gun is just too weak from any angle; 4+ shooting against flyers for 1 damage, at the cost of 6+ against any other target? The only advantage is +24" range over the Skorcha, but...

At 168 points per Big Trakk/Supa-Skorcha combo, they'll probably be a go-to unit in many lists; 24" range, but 14" movement for 4d3, S6, AP-2 auto hits? 1 damage per, but who cares with that much fire?

Flakka Gunz do have a strange weapon profile that seems really under powered for the size of the gun. Didn't they used to be pretty much quad autocannons?


Not sure what they used to be, I know what they are now - not good.
   
Made in ca
Been Around the Block




How would one go about converting a warhammer digital file to PDF? For some reason this file doesnt like all of my devices, I am also hoping to print a copy for myself.

Anyone?
   
Made in us
Nasty Nob on a Boar





Galveston County

 Niiai wrote:
Can hou stil play an eldar corsair list?

Also, is there a different necron army list there?


Eldar Corsairs are still there.

Reaver and Skyreavers troops, Cloud Dancers are FA.

Not a new army list, but Kutlakh (Overlord) and Toholk (Cryptek) HQ.

Kutlakh allows Maynarkh infantry to charge when advancing. Don't play Necron so not sure which units this is designed for.

No madam, 40,000 is the year that this game is set in. Not how much it costs. Though you may have a point. - GW Fulchester
The Gatling Guns have flamethrowers on them because this is 40k - DOW III
 
   
Made in au
Fresh-Faced New User




I can't tell if Shadow Spectres are like, good at all. The prism rifles look ok, the dispersed setting seems good but the range is tiny. The Exarchs blaster is 12 inches though, that just seems really short ranged.

A group of 5 can potentially hit like 15 times though, with the exarch potentially doing 3D3 damage by himself.

This message was edited 1 time. Last update was at 2017/06/24 07:22:58


 
   
Made in us
Fresh-Faced New User




 Grimgold wrote:
FireSkullz2 wrote:
Any Necron Info?


It's more or less what you would expect, gauss pylons might be a little overturned, as they can regularly (greater than a 1 in 10 chance) one shot land raiders, imperial knights, tau'nar, etc. They are almost 500 points though, so probably won't see many in casual games, but might be an auto include in GT lists where you can reasonably expect shenanigans. Outside of that tomb stalkers and sentinels are decent and priced well, though I think the sentinel might be the best bet, since the exile cannon is short ranged but very potent on a unit that can deep strike. The nicest thing is that it gives you a viable dynasty outside of sahhtek with two special characters (Kutlakh & Toholk) that are both worth taking.


It's actually a 1-in-3 chance of 1 shotting an Imperial Knight, according to some simulations I ran. 1-in-4 for a Knight with a 4++, but increasing back to a 1-in-3 if you spend a CP to reroll an attack count die of 3 or less.

Kutlakh's 12" bubble letting infantry advance and charge in the same turn, combined with the +1 to each from his MWBD makes him very interesting to pair with Lychguard.

This message was edited 1 time. Last update was at 2017/06/24 04:36:39


 
   
Made in us
Regular Dakkanaut




FireSkullz2 wrote:
Any Necron Info?


We seem to be the big winners of this book. The pylons is an absolute beast and I am lovong the Maynarkh HQs.


Automatically Appended Next Post:
 Uriels_Flame wrote:
 Niiai wrote:
Can hou stil play an eldar corsair list?

Also, is there a different necron army list there?


Eldar Corsairs are still there.

Reaver and Skyreavers troops, Cloud Dancers are FA.

Not a new army list, but Kutlakh (Overlord) and Toholk (Cryptek) HQ.

Kutlakh allows Maynarkh infantry to charge when advancing. Don't play Necron so not sure which units this is designed for.


Lychguard and Flayed ones. Flayed ones should be able to pull off turn 1 charges with him.

This message was edited 1 time. Last update was at 2017/06/24 05:46:38


 
   
Made in ca
Fresh-Faced New User




The hornet is good IMO. If you pack shuriken cannons that can shoot when you advance + vector engine + star engine you get to advance 2d6 and opponent get -2 to hit you for 129 pts

About shadow specters and Irillyth: if you had both in play, how would you play the 2 morale debuff rules if an enemy units was within range of both abilities? roll 4d6 pick the 2 worst or just increase the range of the std shadow specter ability? Comboed with Hemlock + warlock + wraithseer and every one piss their pants large!

Brace of pistols !?!?!?! pistol D6, wound on 4+ , rend on 6s for -1av on a unit that move 16'' .... OP or im missing some thing?

The missing corsaire units from IA11 Doom of Mymeara have no official models and they said we would get rules for every models...

   
Made in gb
Fixture of Dakka




sabarslax wrote:
The hornet is good IMO. If you pack shuriken cannons that can shoot when you advance + vector engine + star engine you get to advance 2d6 and opponent get -2 to hit you for 129 pts

About shadow specters and Irillyth: if you had both in play, how would you play the 2 morale debuff rules if an enemy units was within range of both abilities? roll 4d6 pick the 2 worst or just increase the range of the std shadow specter ability? Comboed with Hemlock + warlock + wraithseer and every one piss their pants large!

Brace of pistols !?!?!?! pistol D6, wound on 4+ , rend on 6s for -1av on a unit that move 16'' .... OP or im missing some thing?

The missing corsaire units from IA11 Doom of Mymeara have no official models and they said we would get rules for every models...


What missing units?

tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam  
   
Made in dk
Conniving Informer





Denmark

 zammerak wrote:

Agreed, I have 2 Mega Dreads that I would like to run. I guess I will have to try and house rule them in the meantime


Just use the Meka-Dread rules. Add its klaw/saw, shooty weapons and stuff, and run it with the supa-charger-thingy? The weapons cost the same no matter who takes them. Works fine for me (I personally run mine wth rippa klaw, killkannon and two skorchas.)

This message was edited 1 time. Last update was at 2017/07/11 17:23:59


 
   
Made in us
Nasty Nob




Cary, NC

 Oestergaard wrote:
 zammerak wrote:

Agreed, I have 2 Mega Dreads that I would like to run. I guess I will have to try and house rule them in the meantime


Just use the Meka-Dread rules. Add its klaw/saw, shooty weapons and stuff, and run it with the supa-charger-thingy? The weapons cost the same no matter who takes them. Works fine for me (I personally run mine wth rippa klaw, killkannon and two skorchas.)


I'm just annoyed that on the Forgeworld Web site, when you look up the Mega-Dread, it specifically says that its rules are in IA:Xenos. It doesn't say "use these other rules that are in there". It tells you they are there. And, of course, they are not. Kind .of a bait and switch, IMHO.

The rules for the Lifta Wagon, which you can no longer buy, are in there, but not the rules for a unit that is currently for sale.

 
   
Made in il
Warplord Titan Princeps of Tzeentch






 Retrogamer0001 wrote:
Ozeo wrote:
Has anyone taken a look at the IA xenos book? Somethings in it kinda stand out to me. Look at the tau units and some of it seems kinda.....broken? The gunships are amazing for the points, the XV9s are only a tad bit more expensive then the normal crisis suit and come with 2 double burst cannons. So you can have 1 suit put out assault 16 burst cannon shots. The barracuda is WTF, the R'Varna is a way better and cheaper then a riptide.

Anything else stand out to you guys in the IA books?


Have you seen the Tau sections in the main book? The Tau are a flaming pile of garbage right now. If Forgeworld is showing some kindness to them, more power to them.



Except it really doesn't
The FW stuff for tau are not all that good either, and absolutely riddled with errors, inconsistencies or simple oddities.
In fact, more units have something that makes no sense in them than units that make sense. (and I'm not even looking at point costs here, who turn it into 3/4 make no sense)


 Niiai wrote:
Can hou stil play an eldar corsair list?

Also, is there a different necron army list there?


There are no army lists in the index.

Corsairs got reduced to 2 units, that's it.
   
Made in us
Longtime Dakkanaut




3 units of corsairs.
Skyreavers
Reavers
Cloud dancers.

   
 
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