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pretre wrote:Did they put power blades from warp spiders in the BBB? Right now they aren't PW but give an extra attack and ignore armor saves (unlike banshees who have pw).
they are actually described as power weapons in the codex - "...twin power weapons fitted to the forearms...[they] confer +1 A and ignore armour saves." so I would assume they're AP3 melee weapons in line with the Unusual Power Weapon rule.
Described as is fluff. compare to banshee entry.
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Slave wrote:Little confused here. Okay, so C:CSM demon princes are jump infantry.
Whats the fuss about? Does that mean they lose the monstrous creature status?
Flying MC's get skyfire, I get that, but what are the rest of the rules they lose that people are freaking for?
There are numerous differences between a flying monster creature and a monster creature with jump. Move distance, vector strike, specialized rules while swooping instead of gliding, etc. All of which are fantastic, and not offered in the CSM army at all when the same unit gets the option to take it in the Chaos Daemon army. The difference between having "jump" as a unit type, and being a Flying Monsterous Creature, is massive.
Well, necrons got a lot of love from this FAQ, which can be expected as it was the last codex of the cycle; and tau, which have been woefully ignored all through fifth, will see a lot more table time thanks to allies and the uber-stealth bump that stealth suits have received.
I started playing both of those armies before these updates, and now I get to really flex on my marine friends, which is a welcome change. Obviously, my eldar will be on the field a lot more now as well, even if just to support my tau.
I don't play nids, but would have liked to see tyranids improved by the faq or the book, especially since they had a hard time in 5e, but it's not unreasonable to assume that come the digital codex, they'll get some kind of bump...
Regardless, even though 6e wasn't the sweeping overhaul (pancake) I was looking forward to, it's definitely an improvement from 5e.
4/5 of my armies are better today then they were when I started playing, and with the new chaos stuff on the way, I'm pretty happy with my hobby at the moment.
junk wrote:and tau, which have been woefully ignored all through fifth, will see a lot more table time thanks to allies and the uber-stealth bump that stealth suits have received.
How do you figure? Why do so many people seem to be under the impression that better stealth suits are all it takes to "save" Tau?
They were crap before, and they're still crap now, because Tau don't need to waste slots for valuable crisis suits on anti-infantry firepower, which is all stealth suits are good at. They're more survivable now, but still useless.
Desubot wrote: Why isnt Slut Wars: The Sexpocalypse a real game dammit.
"It's easier to change the rules than to get good at the game."
pretre wrote:Did they put power blades from warp spiders in the BBB? Right now they aren't PW but give an extra attack and ignore armor saves (unlike banshees who have pw).
they are actually described as power weapons in the codex - "...twin power weapons fitted to the forearms...[they] confer +1 A and ignore armour saves." so I would assume they're AP3 melee weapons in line with the Unusual Power Weapon rule.
Described as is fluff. compare to banshee entry.
Meh, it's an old codex, all the wargear descriptions are still mixed in with the unit 'fluff' (hate that word, makes it seem the background is just inconsequential behind the numbers; but I digress ) unlike in the newer books. Either way, I'd be willing to bet money on them being interpreted that way in a further FAQ or the next codex.
I'm surprised no-one has commented on the change to Furious Charge. No more +1 Init, just +1 Str now.
Falling down is the same as being hit by a planet — "I paint to the 20 foot rule, it saves a lot of time." -- Me
ddogwood wrote:People who feel the need to cheat at Warhammer deserve pity, not anger. I mean, how pathetic does your life have to be to make you feel like you need to cheat at your toy army soldiers game?
junk wrote:and tau, which have been woefully ignored all through fifth, will see a lot more table time thanks to allies and the uber-stealth bump that stealth suits have received.
How do you figure? Why do so many people seem to be under the impression that better stealth suits are all it takes to "save" Tau?
They were crap before, and they're still crap now, because Tau don't need to waste slots for valuable crisis suits on anti-infantry firepower, which is all stealth suits are good at. They're more survivable now, but still useless.
At least they could potentially make decent allies.
But if I am reading this right, I can't believe more people aren't talking about this:
"Beasts of Nurgle.
Change the effects of Random Poisoned Attacks to read:
"At the beginning of each Fight sub-phase, roll a D6for each friendly Beast of Nurgle unit that is locked in combat. The result is the number of Attacks (before modifiers) that all Beasts of Nurgle in that unit have this turn. These Attacks have the poisoned (4+) special rule."
So, lets say you have 3 units of Beasts in melee, every single one of them gets D3 attacks?
Do they have to be in the same combat? It doesn't say you have to be...
Did Beasts of Nurgle just get 3 times better?
On this note, imagine you had the double FOC, and you took 6 units... dear god.
I've not found anything else relating to it so far.
No 'flakk missile' options either :(
Flak missiles are in the main rulebook missile launcher entry.
It also says that you can only use flak missiles if buy them as an upgrade.
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
Sidstyler wrote:I'm pretty sure someone already did, it's a long thread. I remember someone pointing it out, anyway.
I ran through the thread, I didn't see it. There are armies HURT by this.
Falling down is the same as being hit by a planet — "I paint to the 20 foot rule, it saves a lot of time." -- Me
ddogwood wrote:People who feel the need to cheat at Warhammer deserve pity, not anger. I mean, how pathetic does your life have to be to make you feel like you need to cheat at your toy army soldiers game?
Do all missile launchers have the option of shooting the "flakk" missiles which can hit fliers? Or only the ones that specifically say they come with the flakk option? If it is the latter, does any missile launcher currently have this mode of firing?
Joe Mama wrote:Because I am a bit slow I have to ask...
Do all missile launchers have the option of shooting the "flakk" missiles which can hit fliers? Or only the ones that specifically say they come with the flakk option? If it is the latter, does any missile launcher currently have this mode of firing?
Nothing I've seen has the ability to shoot 'flakk' missiles, either by default or with a purchase. I have not looked through the FAQ's yet, downloading now.
Falling down is the same as being hit by a planet — "I paint to the 20 foot rule, it saves a lot of time." -- Me
ddogwood wrote:People who feel the need to cheat at Warhammer deserve pity, not anger. I mean, how pathetic does your life have to be to make you feel like you need to cheat at your toy army soldiers game?
Dracos wrote:Wychs also no have no answer to 2+ armour, where as before they could engage with an agonizer and 4+ dodge.
If wyches can indeed take any power weapon, as it looks like they can, then the power axe might help at least slightly against Terminators. Granted, you'd lose your Initiative advantage, but would gain Str 4 AP 2 attacks (.66 dead Terminators per turn by itself, a bit more if you score 2 to 5 on your combat drugs roll*).
* All of them help a bit, but "Painbringer" is the best, with it the average rises to 1,5 wounds before saves, so one dead Terminator after invulnerables.
This message was edited 1 time. Last update was at 2012/06/30 21:25:01
Raikoh wrote:So I might have missed somebodies post...
But if I am reading this right, I can't believe more people aren't talking about this:
"Beasts of Nurgle.
Change the effects of Random Poisoned Attacks to read:
"At the beginning of each Fight sub-phase, roll a D6for each friendly Beast of Nurgle unit that is locked in combat. The result is the number of Attacks (before modifiers) that all Beasts of Nurgle in that unit have this turn. These Attacks have the poisoned (4+) special rule."
So, lets say you have 3 units of Beasts in melee, every single one of them gets D3 attacks?
Do they have to be in the same combat? It doesn't say you have to be...
Did Beasts of Nurgle just get 3 times better?
On this note, imagine you had the double FOC, and you took 6 units... dear god.
Yeah, I'm 90% sure you're not reading that right. You're not getting nd6 attacks per Beast of Nurgle, where n is the number of units.
1, Designate a unit.
2, Roll a d6 - this is the number of attacks Beasts in that unit have.
3, Move on to the next unit.
Gamgee on Tau Players wrote:we all kill cats and sell our own families to the devil and eat live puppies.
Kanluwen wrote: This is, emphatically, why I will continue suggesting nuking Guard and starting over again. It's a legacy army that needs to be rebooted with a new focal point.
Confirmation of why no-one should listen to Kanluwen when it comes to the IG - he doesn't want the IG, he want's Kan's New Model Army...
tneva82 wrote: You aren't even trying ty pretend for honest arqument. Open bad faith trolling.
- No reason to keep this here, unless people want to use it for something...
Raikoh wrote:So I might have missed somebodies post...
But if I am reading this right, I can't believe more people aren't talking about this:
"Beasts of Nurgle.
Change the effects of Random Poisoned Attacks to read:
"At the beginning of each Fight sub-phase, roll a D6for each friendly Beast of Nurgle unit that is locked in combat. The result is the number of Attacks (before modifiers) that all Beasts of Nurgle in that unit have this turn. These Attacks have the poisoned (4+) special rule."
So, lets say you have 3 units of Beasts in melee, every single one of them gets D3 attacks?
Do they have to be in the same combat? It doesn't say you have to be...
Did Beasts of Nurgle just get 3 times better?
On this note, imagine you had the double FOC, and you took 6 units... dear god.
Yeah, I'm 90% sure you're not reading that right. You're not getting nd6 attacks per Beast of Nurgle, where n is the number of units.
1, Designate a unit.
2, Roll a d6 - this is the number of attacks Beasts in that unit have.
3, Move on to the next unit.
To be fair, although you are most certainly right, grammatically there is no difference, I wonder if anybody will dare play it this way anyway...
5.000 2.000
"The stars themselves once lived and died at our command, yet you still dare to oppose our will."
junk wrote:and tau, which have been woefully ignored all through fifth, will see a lot more table time thanks to allies and the uber-stealth bump that stealth suits have received.
How do you figure? Why do so many people seem to be under the impression that better stealth suits are all it takes to "save" Tau?
They were crap before, and they're still crap now, because Tau don't need to waste slots for valuable crisis suits on anti-infantry firepower, which is all stealth suits are good at. They're more survivable now, but still useless.
At least they could potentially make decent allies.
Tau aren't "Saved"; what I said is that my Tau would see a lot more table time. With the upcoming massive Tau product release, and the hastings rumors about a new line of completed models + the fluffy Tau change, I think that Tau salvation is still forthcoming, but it's been prophesied.
Speaking of power weapons (well, I was anyway) I just noticed that due to the 'look at the model to see what kind it is' when wargear entries describe a generic power weapon, Avenger exarchs with the old shimmershield/power wpn combo get a power lance and +1S on the charge. Which is nice.
So what else we get? Faster vehicles with a jink save... wraithlords are fear-causing....jetbikes are T4...ummm, I'm struggling here...oh yeah, our swooping hawks get impact hits and their haywire grenades got much more useful. Does that make up for the changes to assault, most importantly the no charge after disembarking? Dunno yet, but one thing's for sure things just got a little harder for an army that was already unforgiving of fools and incompetents lol
Joe Mama wrote:Because I am a bit slow I have to ask...
Do all missile launchers have the option of shooting the "flakk" missiles which can hit fliers? Or only the ones that specifically say they come with the flakk option? If it is the latter, does any missile launcher currently have this mode of firing?
AS far as I've seen in the FAQs, no missile launcher has this currently. It's not clear from what I'm reading if *any* missile launcher can have this upgrade (which would make sense) or if it's something that specifically has to be in it's description.
Fate is in heaven, armor is on the chest, accomplishment is in the feet. - Nagao Kagetora