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![[Post New]](/s/i/i.gif) 2017/07/14 13:32:44
Subject: Just for fun: lets guess Chapter abilities
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Omnipotent Necron Overlord
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Thadin wrote:One less Chapter ability to guess. Ultramarines got their Chapter tactic revealed today.
+1 Ld, can shoot after falling back with -1 to hit.
I like that more than the rerolling everything ever of their X Doctrines.
Guilliman does all that now.
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If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder |
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![[Post New]](/s/i/i.gif) 2017/07/14 14:05:11
Subject: Just for fun: lets guess Chapter abilities
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Resolute Ultramarine Honor Guard
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@Purifier. Lol. Got 1 right. Curious if I'll be close on others.
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This message was edited 1 time. Last update was at 2017/07/14 14:06:13
DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0
QM Templates here, HH army builder app for both v1 and v2
One Page 40k Ruleset for Game Beginners |
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![[Post New]](/s/i/i.gif) 2017/07/14 14:26:10
Subject: Just for fun: lets guess Chapter abilities
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Omnipotent Necron Overlord
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I am an ultra marines player but I've always had a soft spot for the raven guard. I'll be really interested to see their chapter tactics.
Considering we know what the ultra marines have it will probably come with 2 benefits.
Heres my raven guard guess. Ravenguard units that are in cover are -1 to hit and add +1 to their advance and charge moves.
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If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder |
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![[Post New]](/s/i/i.gif) 2017/07/14 18:17:50
Subject: Just for fun: lets guess Chapter abilities
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Ultramarine Librarian with Freaky Familiar
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Gamgee wrote:Kel'Shan Sept:
Jewel of the Earth Caste: When creating an army with Kel'Shan keyword your commanders/vehicles/battlesuits may purchase an additional piece of gear from the signature systems, wargear, or vehicle equipment. Kel'Shan Sept armies may purchae each additional signature system beyond the normal limit of one per army up to one additional time for each entry.
Advanced Protoytpe: Kel'shan Sept armies may purchase an additional elite unit in detachment they take.
Fear the Xenos: When fighting any xenos race they gain +1 morale when fighting xenos armies and reroll 1's to hit.
Siege Breaker Assault: Kel'shan are infamous for loving close combat assaults to break sieges with high tech close ranged combat. You may spend two command points to roll two dice for all attacks a unit makes and discard the lowest dice.
Mistrust the Auxiliary: May not purchase any auxiliary units.
Elite Forces: One less troop slot in detachments is available to you.
I'd really hope this isn't what it would look like.
The "Elite Forces" and "Mistrust the Auxiliary" are hardly negatives at all. You can quite easily make a build that plays to the strengths of the list without needing either of these. Make a Vanguard detachment, so you don't need Troops anyway, and Auxiliary units get no buffs from the rules of this Sept anyway. Hence, neither is really a loss to this army.
By xenos, would that mean things like other Tau? Why are they better at fighting Tau over Guardsmen? Or, if you mean Xenos (as in, anything not Tau), then that's just a massive bonus all the time.
Siege Breaker Assault is a no-brainer. Lets go through it:
A Command Point would allow you to reroll one single die. If that's worse than the first, then you're stuck with the second.
The Siege Breaker Assault, for double the price, allows EVERY dice to be "re-rolled" (so, nearly always more than 2) and you always get the best of the two rolls. It's not a tactical decision to use that over a Command Point. So long as you have the Command Points to do it, you'd never settle with just the standard re-rolls on attacks - hence, a non-decision.
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They/them
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![[Post New]](/s/i/i.gif) 2017/07/14 20:26:25
Subject: Just for fun: lets guess Chapter abilities
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Irked Necron Immortal
Newark, CA
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Dakka Wolf wrote: Arandmoor wrote:Instead of "Chapter Abilities", I'd like to see "Chapter Disadvantages". Specific chapters should not simply make a chapter "vanilla marines, BUT BETTER!!!!!" ...and yes, I'm specifically looking at Blood Angles, Dark Angles, Space Wolves, etc... Chapter codicies should be zero sum. You should be forced to give up something for every advantage you get, and it should be something you feel when you play. When you play Blood Angels, you should be thinking to yourself "Because I'm BA, I can do this, and it makes my army awesome!". But you should also be thinking to yourself, "Man, if I wasn't BA, I could do that instead." We already have that, usually it's in available units. Space Wolves have all the furry fury but don't have access to the Flying Potatoes, don't have access to Grav or Heavy Weapons in Troops choices, don't have access to various bits and bobs and there are times, usually halfway through a list build you'll think I wish I'd never picked this army!!! Chapter Abilities for the most part are so situational they're often irrelevant. Counter-attack +1 attack when you're charged, tell me that matters against Guard, Tau or Eldar when you're running about with S10 hammers and their whole gameplan is to stay the hell away from you and keep shooting. Accute Senses lets you re-roll the table edge deployment results when outflanking, until Curse of the Wulfen gave SWs the Deathwolves FOC the only way to get Outflank on the Wolves was lucking out on Warlord Traits with the Wolves Unleashed detachment. Except in almost every single instance of this, the units they do not have access to are units you wouldn't normally want to run anyway, given the general strengths of the army. This makes them disadvantages in name only. I think Steve Jackson and Hero games put it best: A disadvantage that does not disadvantage you is worth zero points. Limiting a chapter army list by removing their access to units they wouldn't be able to properly support anyway isn't worth anything because it's not a disadvantage. An actual disadvantage would be something like saying that Space Wolves tend to prefer less sophisticated but more brutal weapons for close-in combat and completely remove their access to normal power weapons. Then re-jigger their army to average a CC strength of 5 with multiple wounds almost across the board, but almost completely bar them from close combat AP values better than -1, with many going from ap 0 to even ap +1 or +2 vs vehicles. As fearsome as a gigantic battle-axe looks in the hands of a genetically enhanced 7-foot-tall giant super-soldier, it's going to be pretty piss poor at cutting through modern armor designed to hold up against weapons that atomize matter at the touch and literally shake things apart at the molecular level. Hell, giving them +1 to ap values vs vehicles wouldn't be out of the question either as vehicle armor is specifically designed to stand up to high-velocity ballistic impacts, the physics of which put said large-surfaced axe-strikes to shame. However, if you could get past the armor plating, you'd really, really be able to do some damage... Against vehicles, with say 20-30 attacks, you'd be looking at around 1-2 wounds dealing multiple damage each. Compared to a tac squad hiding a power fist, that's not too good, but its something you can work with so you're not totally helpless. However, take that same squad against a large non-vehicle target like a carnifex, where suddenly their AP values aren't being penalized for using their chapter-specific weapons, and suddenly you're in business until they get tarpitted by a 1 wound swarm, and their multi-damage attacks start to hurt them again. You should love your army up until you hate it. These non-disadvantaged chapter lists make playing vanilla marines, or any chapter that didn't get their own codex, frustrating to play because without a strong disadvantage that actually makes a different in play it punishes you for not picking them over a more well supported army. What frustrates me most is that it doesn't need to be like this. They simply need to make the disadvantages more distinct and less lazy.
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This message was edited 1 time. Last update was at 2017/07/14 20:28:10
Wake. Rise. Destroy. Conquer.
We have done so once. We will do so again.
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![[Post New]](/s/i/i.gif) 2017/07/15 21:21:00
Subject: Just for fun: lets guess Chapter abilities
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Resolute Ultramarine Honor Guard
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Well, for an ability that UM had years ago and that is way more widely given than it was then, there seems to be a lot of freaking out. Must be short memories or new players.
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DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0
QM Templates here, HH army builder app for both v1 and v2
One Page 40k Ruleset for Game Beginners |
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![[Post New]](/s/i/i.gif) 2017/07/15 21:57:03
Subject: Just for fun: lets guess Chapter abilities
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Commander of the Mysterious 2nd Legion
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Lobukia wrote:Well, for an ability that UM had years ago and that is way more widely given than it was then, there seems to be a lot of freaking out. Must be short memories or new players.
it's something new for space marines, and ultramarines in specific, people are freaking out because of that. nevermind that I garentee you the other chapter tactics will have stuff that is MUCH MUCH better in a given situation.
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Opinions are not facts please don't confuse the two |
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![[Post New]](/s/i/i.gif) 2017/07/15 23:23:14
Subject: Just for fun: lets guess Chapter abilities
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Longtime Dakkanaut
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Gonna guess Iron Hands get either a 6+ invulnerable save across the board, like mechanicus does, or the 6+ FNP equivalent. If the former, they probably get another benefit as I don't see the invulnerable saves stacking and it'd be totally irrelevant for a number of units.
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![[Post New]](/s/i/i.gif) 2017/07/15 23:31:23
Subject: Just for fun: lets guess Chapter abilities
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Commander of the Mysterious 2nd Legion
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SilverAlien wrote:Gonna guess Iron Hands get either a 6+ invulnerable save across the board, like mechanicus does, or the 6+ FNP equivalent. If the former, they probably get another benefit as I don't see the invulnerable saves stacking and it'd be totally irrelevant for a number of units.
"Resliant: each time this model loses a wound roll a d6 on a roll of 6 it does not lose this wound" basicly a lesser version of the death guard trait
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Opinions are not facts please don't confuse the two |
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![[Post New]](/s/i/i.gif) 2017/07/15 23:37:04
Subject: Just for fun: lets guess Chapter abilities
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Slippery Ultramarine Scout Biker
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Dark Angels: Add the Keyword <CHAOS> to all units with the <DARK ANGELS> Keyword. Do not tell your opponent.
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![[Post New]](/s/i/i.gif) 2017/07/16 00:22:27
Subject: Re:Just for fun: lets guess Chapter abilities
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Liche Priest Hierophant
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I imagine something like these for the following:
Blood Angels:
All Blood Angels models with this tactic add 1 to their Strength characteristic in the Fight phase of a turn in which they charged.
In addition, Blood Angels units with this tactic and the Jump Pack keyword may re-roll their Charge rolls.
Dark Angels:
All Dark Angels models with this tactic add 1 to their Leadership characteristic.
In addition, Dark Angels models with this tactic hit on 5s and 6s when firing Overwatch, rather than just 6s.
White Scars:
All White Scars models with this tactic add 1 to their Attacks characteristic in the Fight phase of a turn in which they charged.
In addition, White Scars units with this tactic that do not have the Terminator or Centurion keywords can still charge in a turn in which they Fall Back.
Black Templars:
All Black Templar models with this tactic add 1 to their Attack and Strength characteristic the the Fight phase of a turn in which they charged or in which a model from their unit was slain.
In addition, Black Templar units with this tactic can Consolidate up to 6", rather than 3".
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![[Post New]](/s/i/i.gif) 2017/07/16 13:50:21
Subject: Re:Just for fun: lets guess Chapter abilities
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Trazyn's Museum Curator
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Matt.Kingsley wrote:I imagine something like these for the following: Blood Angels: All Blood Angels models with this tactic add 1 to their Strength characteristic in the Fight phase of a turn in which they charged. In addition, Blood Angels units with this tactic and the Jump Pack keyword may re-roll their Charge rolls. Dark Angels: All Dark Angels models with this tactic add 1 to their Leadership characteristic. In addition, Dark Angels models with this tactic hit on 5s and 6s when firing Overwatch, rather than just 6s. White Scars: All White Scars models with this tactic add 1 to their Attacks characteristic in the Fight phase of a turn in which they charged. In addition, White Scars units with this tactic that do not have the Terminator or Centurion keywords can still charge in a turn in which they Fall Back. Black Templars: All Black Templar models with this tactic add 1 to their Attack and Strength characteristic the the Fight phase of a turn in which they charged or in which a model from their unit was slain. In addition, Black Templar units with this tactic can Consolidate up to 6", rather than 3". Actually, I think for the Black Templar Chapter Tactic they might bring back that rule that gives them a free D6 move whenever they take a casualty. That was an iconic ability of theirs, and made getting into combat easier.
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This message was edited 1 time. Last update was at 2017/07/16 18:57:18
What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
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![[Post New]](/s/i/i.gif) 2017/07/16 18:23:54
Subject: Re:Just for fun: lets guess Chapter abilities
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Neophyte Undergoing Surgeries
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For iron hands I feel like vehicles could get something similar to power of the machine spirit for one weapon each shooting phase, kinda reflecting the benifits they got from the fist of Medusa strikeforce force. For the other infantry I hope it's not a 6+ fnp, because while that did make them more resilient, it was a bit boring gameplay wise. What if they received +1 to toughness while the unit is within 6" of a vehicle?
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![[Post New]](/s/i/i.gif) 2017/07/17 02:26:30
Subject: Just for fun: lets guess Chapter abilities
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Ancient Space Wolves Venerable Dreadnought
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Selym wrote:What I would like:
What I wouldn't be surprised to see:
Exalted.
Well played Sir.
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I don't break the rules but I'll bend them as far as they'll go. |
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![[Post New]](/s/i/i.gif) 2017/07/17 03:18:58
Subject: Just for fun: lets guess Chapter abilities
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Regular Dakkanaut
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Iron Hands
Iron Hand characters repair one additional wound when repairing a vehicle (non flyers only)
Vehicles (non flyers) with 6" of a Techmarine or your Warlord do not suffer a penalty to hit when shooting heavy weapons after moving.
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![[Post New]](/s/i/i.gif) 2017/07/17 03:31:02
Subject: Just for fun: lets guess Chapter abilities
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Ancient Space Wolves Venerable Dreadnought
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Arandmoor wrote: Dakka Wolf wrote: Arandmoor wrote:Instead of "Chapter Abilities", I'd like to see "Chapter Disadvantages".
Specific chapters should not simply make a chapter "vanilla marines, BUT BETTER!!!!!"
...and yes, I'm specifically looking at Blood Angles, Dark Angles, Space Wolves, etc...
Chapter codicies should be zero sum. You should be forced to give up something for every advantage you get, and it should be something you feel when you play.
When you play Blood Angels, you should be thinking to yourself "Because I'm BA, I can do this, and it makes my army awesome!". But you should also be thinking to yourself, "Man, if I wasn't BA, I could do that instead."
We already have that, usually it's in available units.
Space Wolves have all the furry fury but don't have access to the Flying Potatoes, don't have access to Grav or Heavy Weapons in Troops choices, don't have access to various bits and bobs and there are times, usually halfway through a list build you'll think I wish I'd never picked this army!!!
Chapter Abilities for the most part are so situational they're often irrelevant.
Counter-attack +1 attack when you're charged, tell me that matters against Guard, Tau or Eldar when you're running about with S10 hammers and their whole gameplan is to stay the hell away from you and keep shooting.
Accute Senses lets you re-roll the table edge deployment results when outflanking, until Curse of the Wulfen gave SWs the Deathwolves FOC the only way to get Outflank on the Wolves was lucking out on Warlord Traits with the Wolves Unleashed detachment.
Except in almost every single instance of this, the units they do not have access to are units you wouldn't normally want to run anyway, given the general strengths of the army. This makes them disadvantages in name only.
I think Steve Jackson and Hero games put it best: A disadvantage that does not disadvantage you is worth zero points.
Limiting a chapter army list by removing their access to units they wouldn't be able to properly support anyway isn't worth anything because it's not a disadvantage.
An actual disadvantage would be something like saying that Space Wolves tend to prefer less sophisticated but more brutal weapons for close-in combat and completely remove their access to normal power weapons. Then re-jigger their army to average a CC strength of 5 with multiple wounds almost across the board, but almost completely bar them from close combat AP values better than -1, with many going from ap 0 to even ap +1 or +2 vs vehicles.
As fearsome as a gigantic battle-axe looks in the hands of a genetically enhanced 7-foot-tall giant super-soldier, it's going to be pretty piss poor at cutting through modern armor designed to hold up against weapons that atomize matter at the touch and literally shake things apart at the molecular level. Hell, giving them +1 to ap values vs vehicles wouldn't be out of the question either as vehicle armor is specifically designed to stand up to high-velocity ballistic impacts, the physics of which put said large-surfaced axe-strikes to shame.
However, if you could get past the armor plating, you'd really, really be able to do some damage...
Against vehicles, with say 20-30 attacks, you'd be looking at around 1-2 wounds dealing multiple damage each. Compared to a tac squad hiding a power fist, that's not too good, but its something you can work with so you're not totally helpless.
However, take that same squad against a large non-vehicle target like a carnifex, where suddenly their AP values aren't being penalized for using their chapter-specific weapons, and suddenly you're in business until they get tarpitted by a 1 wound swarm, and their multi-damage attacks start to hurt them again.
You should love your army up until you hate it. These non-disadvantaged chapter lists make playing vanilla marines, or any chapter that didn't get their own codex, frustrating to play because without a strong disadvantage that actually makes a different in play it punishes you for not picking them over a more well supported army.
What frustrates me most is that it doesn't need to be like this. They simply need to make the disadvantages more distinct and less lazy.
Did you not read my reply? We already have those exchanges and they don't take much effort to find and no way of supporting them is mostly bullgak.
7th.
*Grav didn't need support.
*Gladius and Skyhammer WAS support.
*Centurions only needed transportation that we could get.
*Thunderfire Cannons need a tarpit to keep enemy units away.
*Bike troops don't need support.
*Land Speeder Storm? Nah, our Scouts weren't worth taking anyway.
*Scouts worth taking would have been nice though.
*Heavy Weapons on troops choices would be nice.
*Stormhawk Interceptors, less than 150ppm for a flying fighter is amazing.
In exchange we got brutal melee gear, although in 7th that was a laughable tradeoff.
Space Wolves' "primitive" melee weaponry like Frost weapons are better than Power weapons even though we cough up extra for them and the Wolf Claw are better than Lightning Claws for the same price. Our melee gear is better than and access to melee gear is better than most of what the Imperium has to offer and in exchange the Wolves have limited access to newer Space Marine weapons, especially ranged weapons.
In 8th these differences hardly matter because taking a mixed army is even easier than it was in 7th - it's just harder to glue them together in the psychic phase.
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I don't break the rules but I'll bend them as far as they'll go. |
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![[Post New]](/s/i/i.gif) 2017/07/17 04:42:33
Subject: Re:Just for fun: lets guess Chapter abilities
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Commander of the Mysterious 2nd Legion
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I expect chapter tactics, relics stratiguiums etc will be what dischourages "Fraken lists"
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Opinions are not facts please don't confuse the two |
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![[Post New]](/s/i/i.gif) 2017/07/17 06:46:47
Subject: Just for fun: lets guess Chapter abilities
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Been Around the Block
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Not enough Crimson Fists in this thread.
Chapter tactics (Crimson Fists):
Bolter drill: A model with the Crimson Fists keyword may use their normal BS when firing 'Bolter' weapons on overwatch instead of hitting on a 6+.
Tenacious: Every time an infantry model with the Crimson Fists keyword is removed from play, roll a die. On a 6, that model may fire a single weapon before being removed from play.
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![[Post New]](/s/i/i.gif) 2017/07/17 11:26:44
Subject: Re:Just for fun: lets guess Chapter abilities
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Nasty Nob
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Some flavourful ones for the Silver Skulls could be as follows;
Portents of Victory: Units with the Silver Skulls keyword add 1 to their leadership when within 6" of a Librarian, but take an additional casualty if they fail a morale test using this increased leadership.
This would simulate the additional self belief given by the augurs of the Chapter Prognosticators.
Head takers: Players earn an additional victory point for 'Slay the Warlord' if the enemy warlord is killed by an HQ choice with the Silver Skulls keyword.
This would simulate the enemy warlord being beheaded and his skull being taken as a trophy.
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![[Post New]](/s/i/i.gif) 2017/07/17 20:03:15
Subject: Just for fun: lets guess Chapter abilities
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Irked Necron Immortal
Newark, CA
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Frozocrone wrote:UM: Probably the doctrines again
IF: devastators re roll to hit against vehicles (similar to tankbustas). Boltguns get +1 strength
WS: Bike troops (aside characters), can charge after falling back
RG: +2 when in cover, Jump Pack units become troops (aside characters)
IH: +1 Toughness, +1 bravery
Salamanders: Heavy Flamer as a heavy weapon option, re reroll to wound with flamers and meltas
Some of those are obviously unbalanced. I don't expect them to be balanced against one another. It's hard to make RG and Salamanders fluffy and yet balanced against the others IMO.
Well, if we take the ultramarines rule as a baseline, then straight up +1 toughness is obviously OP. However, not by much. Meanwhile something like "devastators do X" is probably too limited since not every Imperial Fists army will take Devastators.
IF: Reroll wound rolls of 1 vs vehicles.
WS: Bike troops can charge in a turn where they issued a fallback move, but attack at -1 WS.
RG: Reduce the BS of any unit shooting at a RG squad that arrived from reserve this turn by 1.
IH: Ignore any unsaved wound on a 6+ (bionics).
Salamanders: Reroll wound rolls of 1 or 2 when shooting with flamers or attacking with power weapons (mastercrafting).
Though, I don't agree with IF. They're masters of siege warfare. Not tank hunting.
Imperial Fists: Reroll hit rolls of 1 when in cover or area terrain in any turn this squad did not advance. This includes rolls of 2 if a Commander is within 6". Additionally, Imperial Fist techmarines can repair fortifications as well as vehicles (I'm assuming they can't already do this. I don't have my books with me at work). Automatically Appended Next Post: Kroem wrote:
Head takers: Players earn an additional victory point for 'Slay the Warlord' if the enemy warlord is killed by an HQ choice with the Silver Skulls keyword.
This would simulate the enemy warlord being beheaded and his skull being taken as a trophy.
That would be bonkers OP.
I'd say something more like...
Head takers: All Space Marines units with the Silver Skulls chapter keyword automatically pass moral checks until the end of their next turn whenever they kill an enemy character with a Silver Skulls character.
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This message was edited 1 time. Last update was at 2017/07/17 20:10:46
Wake. Rise. Destroy. Conquer.
We have done so once. We will do so again.
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![[Post New]](/s/i/i.gif) 2017/07/17 20:34:39
Subject: Just for fun: lets guess Chapter abilities
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Legendary Master of the Chapter
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Man coming off the Raven guard one..... maybe Imp fist will just get reroll ALL bolter shots instead of just 1s.
Im hoping for MAXIMUM DAMAGE strat for devs.
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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!
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![[Post New]](/s/i/i.gif) 2017/07/17 20:49:44
Subject: Re:Just for fun: lets guess Chapter abilities
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Neophyte Undergoing Surgeries
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Maybe for Imp fists would ignore the -1 to hit with heavy weapons?
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![[Post New]](/s/i/i.gif) 2017/07/17 20:51:08
Subject: Re:Just for fun: lets guess Chapter abilities
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Legendary Master of the Chapter
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Yeah honestly i have no idea what they are going to do and it excites me.
im probably hyping my self for sadness but 2/2 so far are fantastic.
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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!
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![[Post New]](/s/i/i.gif) 2017/07/17 20:56:44
Subject: Re:Just for fun: lets guess Chapter abilities
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The Last Chancer Who Survived
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nvm, I'm an idiot
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This message was edited 1 time. Last update was at 2017/07/17 20:57:51
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![[Post New]](/s/i/i.gif) 2017/07/17 21:19:33
Subject: Just for fun: lets guess Chapter abilities
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Longtime Dakkanaut
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I'd just like to say, as someone running plague marines a decent amount, toughness 5 isn't that amazing and could be within the realms of a chapter tactic. It tends to be rather swingy, if the enemy is running lots of strength 3 or 6/7 (so lots of lasguns, plasma, or autocannons) it's literally nothing. If they run lots of strength 4/5 (so bolter and heavy bolters, plus tau stuff) it's fairly great, but even then not -1 to hit rolls good.
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![[Post New]](/s/i/i.gif) 2017/07/17 21:25:33
Subject: Just for fun: lets guess Chapter abilities
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Legendary Master of the Chapter
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SilverAlien wrote:I'd just like to say, as someone running plague marines a decent amount, toughness 5 isn't that amazing and could be within the realms of a chapter tactic. It tends to be rather swingy, if the enemy is running lots of strength 3 or 6/7 (so lots of lasguns, plasma, or autocannons) it's literally nothing. If they run lots of strength 4/5 (so bolter and heavy bolters, plus tau stuff) it's fairly great, but even then not -1 to hit rolls good.
Its certainly absolute hell when you are running just a bunch of bolters. and plauge marines also get fnp.
on the bright side the -1 to hit at least has counter play in that you have to get within 12 to ignore it.
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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!
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![[Post New]](/s/i/i.gif) 2017/07/17 21:52:42
Subject: Just for fun: lets guess Chapter abilities
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Calm Celestian
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Raven guard
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This message was edited 1 time. Last update was at 2017/07/17 21:53:16
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![[Post New]](/s/i/i.gif) 2017/07/17 23:16:21
Subject: Just for fun: lets guess Chapter abilities
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The Last Chancer Who Survived
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Time for the Path of the Fist, I guess.
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![[Post New]](/s/i/i.gif) 2017/07/18 15:28:28
Subject: Just for fun: lets guess Chapter abilities
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Servoarm Flailing Magos
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If we give Lobukia half a point for "a stealth mechanic of some sort" (a bit generous, maybe) then he's 2.5 out of 3 for his guesses so far, with the white scars reveal today.
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![[Post New]](/s/i/i.gif) 2017/07/18 15:41:56
Subject: Re:Just for fun: lets guess Chapter abilities
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Legendary Master of the Chapter
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Desubot wrote:
Yeah honestly i have no idea what they are going to do and it excites me.
im probably hyping my self for sadness but 2/2 so far are fantastic.
Imperial fists get ignore cover and reroll vs buildings
Cool factor meh
practical 1000%
dont know how to feel about it.
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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!
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