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Made in us
Discriminating Deathmark Assassin






ah yeah I've been following the D6 Evolution channel...I'll definitely watch that one. I played against Nick Nannavati's gsc at NOVA and got absolutely destroyed. He did the hide the aberrants behind the wall - you can't shoot at them strat which was annoying as I had a dark talon that was going to put a dent in them. Other than that he didn't really play any serious deployment games on me - probably didn't have to

I like that putting blips up front and hide some in los blocking ruins...I'll have to take a closer look at that.
   
Made in us
Discriminating Deathmark Assassin






So what does everyone think of the Goliath vehicles? The list I'm building has no vehicles and all of the gsc players I know don't use them but I see them a lot in youtube battle reports...I do like the look of the model though
   
Made in us
Hurr! Ogryn Bone 'Ead!





WA

They're a fluffy choice. I think a lot of gsc's strength is in running large numbers of bodies, not vehicles. You end up overwhelming your opponent with large targets

 
   
Made in us
Longtime Dakkanaut





Gulf Breeze Florida

They look cool and is a good change of pace than just placing 150+ models on the board every game.

But our vehicles are the weaker choices in the codex. They don’t mesh with anything we currently have.


 
   
Made in fr
Mekboy Hammerin' Somethin'






Hi everyone, I was wondering how many extra shots the kelemorph can get when it shoots ? 1 per pistol or one per shot ? 3 or 6 ? May be a french codex translation thing...
Thanks !!

Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in gb
Longtime Dakkanaut





addnid wrote:
Hi everyone, I was wondering how many extra shots the kelemorph can get when it shoots ? 1 per pistol or one per shot ? 3 or 6 ? May be a french codex translation thing...
Thanks !!


He can get 6 bonus shots. So 12 shots total.
Speaking of the Kelermorph, it's really annoying that the model hasn't been released on it's own yet.
I really want one but all the ones on eBay are super price gouged. :(
   
Made in us
Discriminating Deathmark Assassin






 dan2026 wrote:
addnid wrote:
Hi everyone, I was wondering how many extra shots the kelemorph can get when it shoots ? 1 per pistol or one per shot ? 3 or 6 ? May be a french codex translation thing...
Thanks !!


He can get 6 bonus shots. So 12 shots total.
Speaking of the Kelermorph, it's really annoying that the model hasn't been released on it's own yet.
I really want one but all the ones on eBay are super price gouged. :(


I actually bought two off of ebay. I know they aren't in their own blister pack but they do end up being sold separately if you look around for them. I picked mine up for $30 each which is about on par with the other single minis I bought for my gsc army

This message was edited 1 time. Last update was at 2019/09/16 13:49:25


 
   
Made in ie
Deranged Necron Destroyer





 dan2026 wrote:
addnid wrote:
Hi everyone, I was wondering how many extra shots the kelemorph can get when it shoots ? 1 per pistol or one per shot ? 3 or 6 ? May be a french codex translation thing...
Thanks !!


He can get 6 bonus shots. So 12 shots total.
Speaking of the Kelermorph, it's really annoying that the model hasn't been released on it's own yet.
I really want one but all the ones on eBay are super price gouged. :(


Isnt the Kelermorph worded that it get 3 extra hits and not 6? Since you can't split fire the Pistols 2 shots meaning they would only generate 1 extra hit per pistol?

E.g. I shoot a Kelermorph at a GeQ and both shoots hit. Because I successfully hit with the pistol weapon I then get to do 1 extra hit. Not 1 extra hit for each shoot.

In This case you say 2 pistols shots would generate 2 extra hits but because it says Pistol weapon and not shots it's only 1 extra hit generated. Anyone able to prove me wrong? I would love more hits if possible but the way it's worded you only get 3 extra hits and not 6.

This message was edited 1 time. Last update was at 2019/09/16 14:04:33


I have a Youtube. Rage Against The Imperium. Here is the link if you are interested - https://www.youtube.com/channel/UC0WxDMsMyI7WcChiSfApB4Q

Necrons - Legion of The Silent King - [756-809 PL, 15038-16076pts]
Spoiler:

Unbound Army (Faction) (Necrons)
HQ
Anrakyr the Traveller
Catacomb Command Barge
Selections: Gauss Cannon, Warscythe - 3
Cryptek
Selections: Canoptek Cloak, Staff of Light - 2
Cryptek
Selections: Chronometron, Staff of Light - 3
Destroyer Lord
Selections: Warscythe
Destroyer Lord
Selections: Staff of Light
Illuminor Szeras
Imotekh the Stormlord
Lord
Selections: Warscythe
Nemesor Zahndrekh
Orikan the Diviner
Overlord
Selections: Resurrection Orb, Voidscythe
Overlord
Selections: Resurrection Orb, Warscythe - 3
Overlord
Selections: Resurrection Orb, Staff of Light
Overlord
Selections: Hyperphase Sword, Resurrection Orb
Trazyn the Infinite
Vargard Obyron

Troops

Immortals
Selections: Gauss Blaster, 15x Immortal
Immortals
Selections: 15x Immortal, Tesla Carbine
Immortals
Necron Warriors
Selections: 100x Necron Warrior
Necron Warriors

Elites

C'tan Shard of the Deceiver
C'tan Shard of the Nightbringer
Canoptek Tomb Stalker
Deathmarks
Selections: 25x Deathmark
Flayed Ones
Selections: 20x Flayed One
Lychguard
Selections: Hyperphase Sword and Dispersion Shield, 10x Lychguard
Lychguard
Selections: 6x Lychguard, Warscythe
Triarch Praetorians
Selections: Rod of Covenant, 10x Triarch Praetorian
Triarch Stalker
Selections: Heat Ray*
Triarch Stalker
Selections: Particle Shredder*
Triarch Stalker
Selections: Twin Heavy Gauss Cannon*

Fast Attack

Canoptek Scarabs
Selections: 63x Canoptek Scarab Swarm
Canoptek Scarabs
Canoptek Tomb Sentinel
Canoptek Wraiths
Selections: 3x Canoptek Wraith
Canoptek Wraiths
3x Canoptek Wraith w/ Transdimensional Beamer
Selections: 3x Transdimensional Beamer
6x Canoptek Wraith w/ Whip Coils
Selections: 6x Whip Coils
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Destroyers
5x Destroyer
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Tomb Blades
Selections: Shadowloom, Shieldvanes
Two Gauss Blasters - 9
Heavy Support
Annihilation Barge
Selections: Gauss Cannon - 3*
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Doomsday Ark
Doomsday Ark
3x Heavy Destroyer
Monolith
Tesseract Ark
Two Tesla Cannons
Selections: 2x Tesla Cannon
Transcendent C'tan

Flyer
Doom Scythe - 4*
Night Scythe - 4*


Dedicated Transport
Ghost Ark - 3*

Lord of War
Gauss Pylon
Obelisk

* - This unit is magnetized so can be either model e.g. Doomscythe or Nightscythe
 
   
Made in fr
Mekboy Hammerin' Somethin'






Thanks for your answers. I also asked the tyranid hive,we will see what else pops up

This message was edited 1 time. Last update was at 2019/09/16 21:14:43


Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in us
Slaanesh Chosen Marine Riding a Fiend




Uppsala, Sweden

 dan2026 wrote:

Speaking of the Kelermorph, it's really annoying that the model hasn't been released on it's own yet.
I really want one but all the ones on eBay are super price gouged. :(


It's quite easy to build one yourself. I used Escher bits, just added three arms with pistols and a neophyte head with scarf over the face. Then I greenstuffed a cloak as bonus.

I've also seen several good conversions using the plastic commissar that everyone seems to have lying around.


Automatically Appended Next Post:
 Odrankt wrote:
 dan2026 wrote:
addnid wrote:
Hi everyone, I was wondering how many extra shots the kelemorph can get when it shoots ? 1 per pistol or one per shot ? 3 or 6 ? May be a french codex translation thing...
Thanks !!


He can get 6 bonus shots. So 12 shots total.
Speaking of the Kelermorph, it's really annoying that the model hasn't been released on it's own yet.
I really want one but all the ones on eBay are super price gouged. :(


Isnt the Kelermorph worded that it get 3 extra hits and not 6? Since you can't split fire the Pistols 2 shots meaning they would only generate 1 extra hit per pistol?

E.g. I shoot a Kelermorph at a GeQ and both shoots hit. Because I successfully hit with the pistol weapon I then get to do 1 extra hit. Not 1 extra hit for each shoot.

In This case you say 2 pistols shots would generate 2 extra hits but because it says Pistol weapon and not shots it's only 1 extra hit generated. Anyone able to prove me wrong? I would love more hits if possible but the way it's worded you only get 3 extra hits and not 6.


You can resolve attacks one at a time, then it becomes clearer. See the 40k rulebook page 181 where it is explained in detail how to resolve shooting. The Gunslinger rule says "In addition, each time this model hits an enemy with a pistol weapon, it can immediately make one additional hit roll against the target using the same weapon." So make the first hit roll. If it is a hit, you immediately make one additional hit roll.

This message was edited 1 time. Last update was at 2019/09/17 06:23:36


 
   
Made in us
Scuttling Genestealer





So how do you guys plan on dealing with Space Marine armies that have Infiltrator units blocking our deep-strike shenanigans?

I've heard suggestions for using Hive Guard or Kraken-Genestealers to deal with them turn 1 — but I'd like to keep my list pure-GSC — and unfortunately our options seem to be very limited...

This message was edited 2 times. Last update was at 2019/09/18 23:28:09


 
   
Made in us
Utilizing Careful Highlighting





Augusta GA

You can summon a unit turn 1 with our stratagem using a Magus, which can let you drop a Kelermorph in range of any infiltrators. He can wipe out a squad pretty easily with help from mortars and maybe a bike squad moving up.
   
Made in us
Scuttling Genestealer





 Badablack wrote:
You can summon a unit turn 1 with our stratagem using a Magus, which can let you drop a Kelermorph in range of any infiltrators. He can wipe out a squad pretty easily with help from mortars and maybe a bike squad moving up.


-edit Okay rules question, when deep striking, do we place the unit 9 inches away, or is it 10 inches? So in the case of omni-scramblers, would we place the kelermorph 12" away (in range of his pistols), or would it be 13" (out of range)?



If it's 13", then unfortunately the Space Marines FAQ made it so the Infiltrator's Omni-scramblers overrides any stratagems or abilities that allow you to place a unit within 12" — so we'd still have to place him outside that 12" bubble, which is out of his pistol range — and we can't move him afterwards either since it's during the psychic phase.

So the best we could do is deep-strike 13" away, and then use the "Perfect Ambush" strategem to move the kelermorph in range of his 12" autostubs.



Q: If a unit has a rule that says enemy units cannot set up within a certain distance of it (e.g. Omni-scramblers), but an enemy unit has a rule that says it can set up within a certain distance (e.g. Vexilla Teleport Homer and Lying in Wait), which takes precedence?
A: The rule that says you cannot be set up within a certain distance (in the example instance, Omni-scramblers) always takes precedence.


If we can place him 12" away then suddenly I'm feeling much better about this whole thing, and a little silly for not knowing this

This message was edited 6 times. Last update was at 2019/09/19 01:40:33


 
   
Made in us
Utilizing Careful Highlighting





Augusta GA

Forgot about the scramblers, that drastically reduces any decent units to summon and help deal with the infiltrators. Bladed Cog Neophytes with Webbers and Mining Lasers popped in 12” away can do some damage, otherwise you’d only really effective stuff is bikes and fast melee units.
   
Made in se
Slaanesh Chosen Marine Riding a Fiend




Uppsala, Sweden

 Khorzain wrote:
So how do you guys plan on dealing with Space Marine armies that have Infiltrator units blocking our deep-strike shenanigans?

I've heard suggestions for using Hive Guard or Kraken-Genestealers to deal with them turn 1 — but I'd like to keep my list pure-GSC — and unfortunately our options seem to be very limited...


If they are deployed midfield we can probably charge them. For example: A melee unit, revealed from the nearest blip (outside of 12" of course). Perfect Ambush for 1d6", move 6" advance 1d6". Cast Psychic stimulus. Charge 2d6". That is an average of 20". It costs 3CP, but is in a turn when noone else needs Perfect Ambush. And it requires a WC6 psychic power to succeed (with crouchling and a CP reroll it is fairly certain)

This makes me curious over if GSC genestealers would be useable... 15 genestealers cost twice of what a unit of infiltrators cost. They have an average threat radius of 18,5" or 22" with Perfect Ambush.
60 attacks = 40 hits = 6,7 rending wounds and 13,3 non-rending wounds = 6,7 rending wounds and 6,7 non-rending through armour = 13 wounds. Enough to wipe out 5 infiltrators, even if a couple of genestealers die to overwatch. That should work. Of course Kraken Genestealers are better and cheaper, but this is a tool from our codex. And if you do a soft charge with wrap and kill the unit in the marine fight phase you might even get more mileage out of the genestealer unit in the next turn.

Unfortunately the Omni-scramblers forces us to deploy more than 12" away. So to shoot them with a summoned Kelermorph requires a move with Perfect Ambush.

This message was edited 1 time. Last update was at 2019/09/19 05:19:39


 
   
Made in au
Dakka Veteran





Mellon wrote:
 Khorzain wrote:
So how do you guys plan on dealing with Space Marine armies that have Infiltrator units blocking our deep-strike shenanigans?

I've heard suggestions for using Hive Guard or Kraken-Genestealers to deal with them turn 1 — but I'd like to keep my list pure-GSC — and unfortunately our options seem to be very limited...


If they are deployed midfield we can probably charge them. For example: A melee unit, revealed from the nearest blip (outside of 12" of course). Perfect Ambush for 1d6", move 6" advance 1d6". Cast Psychic stimulus. Charge 2d6". That is an average of 20". It costs 3CP, but is in a turn when noone else needs Perfect Ambush. And it requires a WC6 psychic power to succeed (with crouchling and a CP reroll it is fairly certain)

This makes me curious over if GSC genestealers would be useable... 15 genestealers cost twice of what a unit of infiltrators cost. They have an average threat radius of 18,5" or 22" with Perfect Ambush.
60 attacks = 40 hits = 6,7 rending wounds and 13,3 non-rending wounds = 6,7 rending wounds and 6,7 non-rending through armour = 13 wounds. Enough to wipe out 5 infiltrators, even if a couple of genestealers die to overwatch. That should work. Of course Kraken Genestealers are better and cheaper, but this is a tool from our codex. And if you do a soft charge with wrap and kill the unit in the marine fight phase you might even get more mileage out of the genestealer unit in the next turn.

Unfortunately the Omni-scramblers forces us to deploy more than 12" away. So to shoot them with a summoned Kelermorph requires a move with Perfect Ambush.

Just pointing out you can’t advance off Perfect Ambush
   
Made in us
Slaanesh Chosen Marine Riding a Fiend




Uppsala, Sweden

 Nitro Zeus wrote:
Mellon wrote:
 Khorzain wrote:
So how do you guys plan on dealing with Space Marine armies that have Infiltrator units blocking our deep-strike shenanigans?

I've heard suggestions for using Hive Guard or Kraken-Genestealers to deal with them turn 1 — but I'd like to keep my list pure-GSC — and unfortunately our options seem to be very limited...


If they are deployed midfield we can probably charge them. For example: A melee unit, revealed from the nearest blip (outside of 12" of course). Perfect Ambush for 1d6", move 6" advance 1d6". Cast Psychic stimulus. Charge 2d6". That is an average of 20". It costs 3CP, but is in a turn when noone else needs Perfect Ambush. And it requires a WC6 psychic power to succeed (with crouchling and a CP reroll it is fairly certain)

This makes me curious over if GSC genestealers would be useable... 15 genestealers cost twice of what a unit of infiltrators cost. They have an average threat radius of 18,5" or 22" with Perfect Ambush.
60 attacks = 40 hits = 6,7 rending wounds and 13,3 non-rending wounds = 6,7 rending wounds and 6,7 non-rending through armour = 13 wounds. Enough to wipe out 5 infiltrators, even if a couple of genestealers die to overwatch. That should work. Of course Kraken Genestealers are better and cheaper, but this is a tool from our codex. And if you do a soft charge with wrap and kill the unit in the marine fight phase you might even get more mileage out of the genestealer unit in the next turn.

Unfortunately the Omni-scramblers forces us to deploy more than 12" away. So to shoot them with a summoned Kelermorph requires a move with Perfect Ambush.

Just pointing out you can’t advance off Perfect Ambush


How do you figure that? I've checked the strat and the FAQ, and it really seems like it should work. (Given that Perfect Ambush is used from blip deployment of course)
   
Made in au
Dakka Veteran





Oh off the blip my bad I thought you meant deepstrike I should have read properly


Automatically Appended Next Post:
Great tactic there btw! Though Acolytes would still be better than Purestrains imo because as you said, psychic stimulus and also they benefit from Creeds, C4E gives them an extra 2” for example and if you can probably get Broodsurge charge rerolls and Clamavus inch without too much drama, should only have to string 2 or 3 Acolytes behind to reach their bubbles


Automatically Appended Next Post:
Though I guess Purestrains move 2” faster so no real difference in speed at least lol. (Which still puts Acolytes ahead imo)

This message was edited 2 times. Last update was at 2019/09/22 15:30:34


 
   
Made in us
Slaanesh Chosen Marine Riding a Fiend




Uppsala, Sweden

 Nitro Zeus wrote:
Oh off the blip my bad I thought you meant deepstrike I should have read properly


Automatically Appended Next Post:
Great tactic there btw! Though Acolytes would still be better than Purestrains imo because as you said, psychic stimulus and also they benefit from Creeds, C4E gives them an extra 2” for example and if you can probably get Broodsurge charge rerolls and Clamavus inch without too much drama, should only have to string 2 or 3 Acolytes behind to reach their bubbles


Oooh, yeah. Nice additions. With that they might be able to gain first turn charges on some deployment maps. I'll have to try this.
   
Made in us
Regular Dakkanaut




Yeah perfect ambush turn 1 can be a great way to punish mistakes, especially if your opponent gives you first turn thinking “this is the default against GSC”. You can put a blip all the way in the front of your dz just in case they deploy too far forward and pull it if necessary.
   
Made in au
Dakka Veteran





It does however require selecting Stimulus pre game. Which may not be optimal and also telegraphs it a little. However, Most GSC Psykers have 2 powers but can only cast one so I guess they can keep it up their sleeve.


Automatically Appended Next Post:
though it would be a pretty big fail cascade to spend the 3 CP, move the unit halfway up the board and advance, then in the psychic phase, fail to cast.... which won't happen every game but even with the crouchling, is still a 1/6 chance, so it's likely to feth you out of a game in a tournament, considering you lost an assault unit, gave up a real kill turn 1, and lost 3 CP...

it's less likely when you re-roll CP the lowest dice though I guess, I don't know the numbers on that. But still, it does make Purestrains look a little more attractive.

This message was edited 2 times. Last update was at 2019/09/24 04:16:29


 
   
Made in se
Slaanesh Chosen Marine Riding a Fiend




Uppsala, Sweden

The math about rerolling the lowest dice to cast a WC6 psy power. A fail means a maximum of 5, there is a limited way to get that:
A: 3+2 and 2+3. Reroll the 2, so 3+ will succeed.
B: 2+2. Reroll one of the die, so 4+ will succeed.
C: 1+2 and 2+1. Reroll the 1, so 4+ will succeed.
D: 1+1. Reroll one die, so 5+ will succeed.

Calculate the chance of failure for each of the four cases above.
A happens 2/36 multiplied by 2/6 that fails = 4/216
B happens 1/36 multiplied by 3/6 that fails = 3/216
C happens 2/36 multiplied by 3/6 that fails = 6/216
D happens 1/36 multiplied by 4/6 that fails = 4/216

sum of the four cases is 17/216 ~=7.9% risk of failure. so 92% chance of success.

If we add the Crouchling we only need 5 on the dice:
A: 2+2. Reroll one die. 3+ will succeed
B: 2+1 and 1+2. Reroll the 1. 3+ will succeed
C: 1+1. Reroll one die. 4+ will succeed.

A happens 1/36 multiplied by 2/6 that fails = 2/216
B happens 2/36 multiplied by 2/6 that fails = 4/216
C happens 1/36 multiplied by 3/6 that fails = 3/216

Sum of the four is 9/216 ~= 4,2% risk of failure. So 96% chance of success.

I'd say it's worth taking the chance with advance and Stimulus unless the charge would be really short even without it. Of course strats or psykers within deny range could make the odds much worse.

But yeah, it will probably cost you the game if it doesn't work...
   
Made in us
Brainy Biophagus Brewing Potent Chemicals






Khorzain wrote:So how do you guys plan on dealing with Space Marine armies that have Infiltrator units blocking our deep-strike shenanigans?
I've heard suggestions for using Hive Guard or Kraken-Genestealers to deal with them turn 1 — but I'd like to keep my list pure-GSC — and unfortunately our options seem to be very limited...


I've mostly been relying on Goliath Trucks to deal with them. Autocannon fire is fairly effective against Primaris (each failed save is a dead marine) and Goliaths bring a fairly high volume of fire for their cost. They also can abuse forward deployed marines to get some extra movement by charging, if they happen to be carrying a more assault-oriented squad.

For a more ambush-centric list I think one is limited to Atlan Jackals and Neophytes. Of the two I'd lean more towards the Jackals since they have the speed to get in range turn 1 so you can hopefully thin the infiltrators down before ambushers arrive. Alternatively, one could try to just ignore them and aim for areas outside of their defensive bubble. Infiltrators are a bit pricy for a troops option so I don't imagine that there will be too many unless the opponent is specifically tailoring for a deep strike meta (which admittedly is a trend between Orks, GSC, and the new Drop Pods).

Nitro Zeus wrote:
Great tactic there btw! Though Acolytes would still be better than Purestrains imo because as you said, psychic stimulus and also they benefit from Creeds, C4E gives them an extra 2” for example and if you can probably get Broodsurge charge rerolls and Clamavus inch without too much drama, should only have to string 2 or 3 Acolytes behind to reach their bubbles


Agreed! It is a rather clever idea. In theory one could double down on the first turn aggression with some Rusted Claw Jackals + Flare Launcher (20-21'' move and shoot with shotgun/grenade launcher at normal accuracy), summon a unit, and maybe use Reckless Maneuver from the Broodsurge to toss out another. Probably too many moving parts to be truly nasty, but that is a possibility of 5-6 units on the opponent's doorstep without taking into account allies (aircraft from AM or Swarmy + 'Stealers from 'nids).

Also just to clarify, Purestrain Genestealers do benefit from the Clamavus and other character buffs since they do have the <cult> keyword, they just don't get the passive ability associated with a given <cult>.

This message was edited 3 times. Last update was at 2019/09/26 19:17:47


 
   
Made in au
Dakka Veteran





Yup, they get the Clamavus bonus, but don't get Broodsurge charge re-rolls as that's specific to Broodsurge units, which they are not
   
Made in us
Fresh-Faced New User




So now,that they've nerfed the Kelermorph rerolling for himself and "they came from below" with the new FAQ, there isn't anything else they can possibly nerf for GSC going forward. Or is there?
   
Made in us
Haemonculi Flesh Apprentice






The kellermorph isn't a big deal and honestly that interpretation was massaged out of the written word a few months after the book was out It definitely wasn't broken by any means, but in my experience it generally just wasted precious time off the clock.

The nerf to reserves definitely effects strategy, but they also hit drop pods which means it was a consistent design choice for the game. I am OK with that too.

I would have really liked us and the other older marine/CSM books to get traits army wide, still blows my mind that they wrote our book and the chaos 2.0 and messed that up lol.

I will say as a whole this FAQ was kind of meh. They didn't really address anything major for the game. I would have liked to see them add in a set of terrain beta rules. The weakest part of 8th still lies with the lack of any real terrain rules IMHO. Well, that and codex creep.

   
Made in nl
Longtime Dakkanaut





landersloot wrote:
So now,that they've nerfed the Kelermorph rerolling for himself and "they came from below" with the new FAQ, there isn't anything else they can possibly nerf for GSC going forward. Or is there?
there is a LOT they can still do.
And I could see them upping the price of hand flamers in CA.

Overall this wasn't a big deal for GSC. Few that I know of played the Kelermorph that way (mostly because its tedious to resolve shots one by one until he gets a kill to proc the re-roll) and you can still get T4 deepstrikes by using Return to the shadows.
   
Made in us
Fresh-Faced New User




 Ordana wrote:
landersloot wrote:
So now,that they've nerfed the Kelermorph rerolling for himself and "they came from below" with the new FAQ, there isn't anything else they can possibly nerf for GSC going forward. Or is there?
there is a LOT they can still do.
And I could see them upping the price of hand flamers in CA.

Overall this wasn't a big deal for GSC. Few that I know of played the Kelermorph that way (mostly because its tedious to resolve shots one by one until he gets a kill to proc the re-roll) and you can still get T4 deepstrikes by using Return to the shadows.


I really dont mind the changes and saw the clarification on "they came from below" coming. I'd definitely mind if they upped the cost on the handflamers
   
Made in us
Haemonculi Flesh Apprentice






I doubt they will. They don't inflict that much damage. Generally they get most of their impressions from events and any games I saw at from majors didn't really demonstrate hand flamers to be that great. Drop in, be greatful if they recoup their initial cost then die.

The phobos marines are kind of a bigger issue for them anyway since they ruled in favor of deepstrike denial over lying in wait.

   
Made in us
Sure Space Wolves Land Raider Pilot




Somerdale, NJ, USA

 Red Corsair wrote:
I doubt they will. They don't inflict that much damage. Generally they get most of their impressions from events and any games I saw at from majors didn't really demonstrate hand flamers to be that great. Drop in, be greatful if they recoup their initial cost then die.



I agree. Hand Flamers in my experience are either gimmicky or out of range all of the time. I don't see them increasing the points for them any time soon.

"The only problem with your genepool is that there wasn't a lifeguard on duty to prevent you from swimming."

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