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Made in ca
Longtime Dakkanaut





pretre wrote:Which is actually a cool idea. I can't count the number of times I put a die next to something to remind me to roll morale or somesuch and then pick it up to make armor saves.

YEah, those are actually cool and useful.

Not for me, since I will always take the most practical/reliable solution over the fancier one (ie. writing wounds down on my list, and blue-taccing glass bead objectives to the board) but they're still cool enough to warrant their own existence (unlike Castle Tapeskull over there)
   
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Badass "Sister Sin"






Camas, WA

Red Corsair wrote:Everyone else was complaining so I figured I would complain about the coast rather then the rules I don't know for sure yet And I am a bit sleepy thanks for asking

The coast is beautiful this time of year! What do you have to complain about? Also, you might want to go grab some coffee.

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Made in us
Sneaky Lictor





Did I read that right?

+2 attack when you Rage?

Hormagaunts, that's 5 attack on the charge, each!

Screw Genestealers! I'm spamming Gaunts!

Tyranids 3000 points
Dark Angels 500 points
 
   
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Haemonculi Flesh Apprentice






kronk wrote:
Ahtman wrote:What are those little metal servo skulls that come with the Gamers Edition? At first I thought maybe they were objective markers, but those ended up being dice. They look like individual dice stands, but that seems a strange thing to produce.


If you read this picture, it says they are "Skull mounted dice holders that are designed to mark the locations of specific objectives or denote vehicle damage by holding the appropriate marker, thus preventing them from being rolled unwittingly in the middle of the game."

So, they hold the objective dice and vehicle damage dice in place.

Spoiler:



Edit: I like Happy Meals, by the way.


Lol, so something fumbly that holds something fumbly on top of something you are moving on and through stuff that may or may not also be fumbly?

   
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Camas, WA

Say fumbly again motherfether, I dare you!

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Haemonculi Flesh Apprentice






pretre wrote:
Red Corsair wrote:Everyone else was complaining so I figured I would complain about the coast rather then the rules I don't know for sure yet And I am a bit sleepy thanks for asking

The coast is beautiful this time of year! What do you have to complain about? Also, you might want to go grab some coffee.


Ha ha, this is why pretre can gimme crap and I don't get ruffled up. He knows where to throw a cheap shot so I laugh but it doesn't sting

I still hate you until my coffee gets here


Automatically Appended Next Post:
pretre wrote:Say fumbly again motherfether, I dare you!


FUMMM...........

This message was edited 1 time. Last update was at 2012/06/21 16:42:00


   
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Badass "Sister Sin"






Camas, WA

Also, I think you may have meant FineCoast. We replaced the normal coast with a far superior resin based sand/water mixture. You'll enjoy it.!

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Decrepit Dakkanaut






Leerstetten, Germany

I like the allied thing, especially as I am currently working on a second army. This allows me to field army 2 as an ally while it is still too small to play by itself.

Which may be the plan for GW.
   
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Haemonculi Flesh Apprentice






pretre wrote:Also, I think you may have meant FineCoast. We replaced the normal coast with a far superior resin based sand/water mixture. You'll enjoy it.!


Ha ha that made me chuckle, so thanks


Automatically Appended Next Post:
d-usa wrote:I like the allied thing, especially as I am currently working on a second army. This allows me to field army 2 as an ally while it is still too small to play by itself.

Which may be the plan for GW.


As an aid to help people collect armies I love the idea. As a way to make very unique fluff filled armies I love the idea. As a way for people to game the system I hate the idea. For me I will be hesitant to use allies just because they seem to pop up again every other edition then vanish. It's too fickle of a process for my taste.

This message was edited 2 times. Last update was at 2012/06/21 16:50:29


   
Made in se
Dakka Veteran





broodstar wrote:Did I read that right?

+2 attack when you Rage?

Hormagaunts, that's 5 attack on the charge, each!

We have no idea if it's on top of the normal charge bonus attack, or really, if the bonus attack from charging is still in the game. So it's likely 4 attacks on the charge for Hormagaunts, in other words a single extra attack per model. Nullified because with only 5+ cover save they will die from a stern gaze in their general direction, and the fact that S4 AP- seems to become a joke against vehicles in 6th ed.

So far for Nids the netto result from the rumours seems to be a completely unnecessary nerf. Worse cover saves, worse FNP, enemy shooting getting better, vehicles getting even harder to pop than before, getting shot when charging, forced to remove the closest models. For what buff, a harder to kill Flyrant that can trade his normal charge or shooting attacks for 1D3+1 hits on a unit? And random extra psychic powers that probably will cost points?
I'm also afraid that as it was in pancake, you won't be able to screen friendly models to give them cover saves from shooting, and MC's seems to be losing +2D6 to pen vehicles. I'm prepared to shelf my Nids.
   
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Badass "Sister Sin"






Camas, WA

N.I.B. wrote:I'm prepared to shelf my Nids.

PANIC!

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Made in gb
Longtime Dakkanaut





I'm pretty sure that previous editions have invalidated armies before. Sometimes these things just happen. It sucks, and it's happened to Imperial armies too, but sometimes it's just impossible to update rules without there being some losers - who were created for a previous generation.

Unnessesarily extravegant word of the week award goes to jcress410 for this:

jcress wrote:Seem super off topic to complain about epistemology on a thread about tactics.
 
   
Made in gb
Daemonic Dreadnought





Derby, UK.

daedalus-templarius wrote:
SoloFalcon1138 wrote:
daedalus-templarius wrote:So Landraiders have 4 hull points, Dreads have 3 hull points, and Terminator armor has 2+ saves vs most power weapons...?

This is looking up for my Draigo/Paladin lists.

Are Dreadknights still garbage? It sounds like they are compared to Dreadnoughts and Landraiders now...


I don't see terminators getting a 2++ save against power weapons. What is the point of storm shields if that is the case?


Wouldn't need to be 2++ if most power weapons are AP3.

Of course, if they are AP2, then nothing changes.

Edit: wow enough people posted that, sheesh.

schadenfreude wrote:
SoloFalcon1138 wrote:
daedalus-templarius wrote:So Landraiders have 4 hull points, Dreads have 3 hull points, and Terminator armor has 2+ saves vs most power weapons...?

This is looking up for my Draigo/Paladin lists.

Are Dreadknights still garbage? It sounds like they are compared to Dreadnoughts and Landraiders now...


I don't see terminators getting a 2++ save against power weapons. What is the point of storm shields if that is the case?


Imperial/chaos plasma guns rapid firing 2 shots out to 24"

Space marine bikes rapid firing 3 shots out to 24"

Chaos/Wolfguard terminators rapid firing 3 combi plas shots each out to 24"

Tau plasma guns rapid firing 3 shots out to 24"


Ok, so what is the point here?

None of those things will hurt my terminators rolling around in Land Raiders.




Gauss guns Rapid firing 24", then getting Glances and removing hull points on 6's mgiht ruin your day though.


Power Axes Ap2 and Swords AP3? What's the point as the majority (all?) codecies witht he option just says "power weapon". Whats to stop just anyone taking an axe all the time (why wouldn't you as you get AP2 rather than Ap3 for the same price)? They might as well just make power weapons AP2 and make an exception for Hammers and Chainfists.

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Grim Rune Priest in the Eye of the Storm





Riverside CA

Something everyone is over looking about Snap Shot.
The Genestealers moves up to some marines; and then assaults and the 10 man marine squad gets to fire on them at BS-1. That is going to be, what 4-6 hits, 3-4 wounds, 1-3 dead Genestealers out of how many! [No Mathhammer used here]

Now what I would be afraid of is assaulting that 50 man conscript squad. There you may be facing 100 Flashlights.


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Camas, WA

10 Marines, 10 Shots. 10/6 hit. 10/12 wound. Maybe 1 dead genestealer.

50 conscripts. 50 shots. 50/6 hit. 50/18 wound. Then whatever a genestealer save is. It is pretty much the same.

What you have to worry about are squads with flamers.

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Riverside CA

pretre wrote:10 Marines, 10 Shots. 10/6 hit. 10/12 wound. Maybe 1 dead genestealer.

50 conscripts. 50 shots. 50/6 hit. 50/18 wound. Then whatever a genestealer save is. It is pretty much the same.

What you have to worry about are squads with flamers.

I Might be pulling out mt Twin-Flamer Grey Hunters more often.

Space Wolf Player Since 1989
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Made in us
One Canoptek Scarab in a Swarm





Praxiss wrote:Power Axes Ap2 and Swords AP3? What's the point as the majority (all?) codecies witht he option just says "power weapon". Whats to stop just anyone taking an axe all the time (why wouldn't you as you get AP2 rather than Ap3 for the same price)? They might as well just make power weapons AP2 and make an exception for Hammers and Chainfists.


I know there was a rumor that said power swords get 5+ invuls as a parry type thing. Maybe the axe forgoes that to be AP2. There will also be lists in the BRB for all generic weapons and will distinguish them through what their name or description says. Like a power weapon with the word "sword" anywhere in the name or description counts as a power sword, etc. There is an example of this in the Newcron codex on the Lord of Fire rule for C'tan Shards where it says it affects "any weapons described as using 'fire' or 'flame' as its effect"

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MC's seems to be losing +2D6 to pen vehicles


Source?

GW Apologist-in-Chief 
   
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Camas, WA

Anpu42 wrote:
pretre wrote:10 Marines, 10 Shots. 10/6 hit. 10/12 wound. Maybe 1 dead genestealer.

50 conscripts. 50 shots. 50/6 hit. 50/18 wound. Then whatever a genestealer save is. It is pretty much the same.

What you have to worry about are squads with flamers.

I Might be pulling out mt Twin-Flamer Grey Hunters more often.


My sisters of battle are going to love it. It might not be a good idea for me to fire BP and Assault Weapons, then charge them to lock them up anymore. Instead, rapid fire everthing and stand there yelling 'Verily, you should approach me brethren!' waiting to hit them again on the way in with hot flamer action.

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Dakka Veteran






If a heavy bolter gets three dice in...what is it called? Snapshot?, would a rapid fire weapon use it's full rapid fire profile? Has this been covered?
   
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Camas, WA

Snapshot is supposedly different than the fire at people while they are charging fire.

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Imperial Guard Landspeeder Pilot




On moon miranda.

Samurai_Eduh wrote:
MC's seems to be losing +2D6 to pen vehicles


Source?



I'd be so happy if that was true. Granted they are supposedly getting a "stompy" double S attack, but the 2d6 armor pen was absolutely ridiculous with "hits on rear armor", it made killing vehicles with MC's way too easy, practically automatic in many cases.

This message was edited 1 time. Last update was at 2012/06/21 17:16:05


IRON WITHIN, IRON WITHOUT.

New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts.  
   
Made in gb
Fresh-Faced New User




pretre wrote:Also, I think you may have meant FineCoast. We replaced the normal coast with a far superior resin based sand/water mixture. You'll enjoy it.!
#

Dont forget to pack your bucket and spade and some green sand, just incase your finecoast has any holes in it.




 
   
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Shas'la with Pulse Carbine






xole wrote:If a heavy bolter gets three dice in...what is it called? Snapshot?, would a rapid fire weapon use it's full rapid fire profile? Has this been covered?


I don't think that there is enough information to say one way or the other. We have no word about how weapons with more than one firing "mode" will work with snap fire.

GW Apologist-in-Chief 
   
Made in gb
Longtime Dakkanaut





pretre wrote:Snapshot is supposedly different than the fire at people while they are charging fire.

Snapshot allows heavy weapons to shoot at BS1 if they've moved. Stand and fire is...stand and fire.

Unnessesarily extravegant word of the week award goes to jcress410 for this:

jcress wrote:Seem super off topic to complain about epistemology on a thread about tactics.
 
   
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One Canoptek Scarab in a Swarm





Vaktathi wrote:
Samurai_Eduh wrote:
MC's seems to be losing +2D6 to pen vehicles


Source?



I'd be so happy if that was true. Granted they are supposedly getting a "stompy" double S attack, but the 2d6 armor pen was absolutely ridiculous with "hits on rear armor", it made killing vehicles with MC's way too easy, practically automatic in many cases.


Meh, I don't see a problem; Necron Lords+ Warscythe do this now anyways. CCBs are getting even better, too, which will do the same thing as an MC doing the vector attack thing. Gotta let the nids have at least something right?

This message was edited 2 times. Last update was at 2012/06/21 17:20:17


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Derby, UK.

N.I.B. wrote: For what buff, a harder to kill Flyrant that can trade his normal charge or shooting attacks for 1D3+1 hits on a unit? And random extra psychic powers that probably will cost points?
I'm also afraid that as it was in pancake, you won't be able to screen friendly models to give them cover saves from shooting, and MC's seems to be losing +2D6 to pen vehicles. I'm prepared to shelf my Nids.


From what i understand the Vectored Strike (the D3+1 attacks you mentioned) will work the same as the Sweep attacks for the Necron CCB -

You fly over a unit, get D3+1 attacks in the movement phase (using your normal strength, bonuses etc i suppose), land, fire off any shooting attacks/psyker powers (at a different squad if you want, at least under the current rules), THEN charge said unit using all your normal attacks (not forgettign that MCs can double their strength apparently by doing a Smash attack or something)

And this applies to ALL Flying MCs, not just the FlyRant.

What's not to like?

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.......Gallery: Necron Gallery - Army Sold
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2nd Lieutenant




San Jose, California

pretre wrote:10 Marines, 10 Shots. 10/6 hit. 10/12 wound. Maybe 1 dead genestealer.

50 conscripts. 50 shots. 50/6 hit. 50/18 wound. Then whatever a genestealer save is. It is pretty much the same.

What you have to worry about are squads with flamers.


You need to double the number of shots to account for Rapid Fire if it's allowed on a Snap Fire response. If it isn't then the above numbers are correct.

This message was edited 1 time. Last update was at 2012/06/21 17:27:11


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Camas, WA

Zathras wrote:
pretre wrote:10 Marines, 10 Shots. 10/6 hit. 10/12 wound. Maybe 1 dead genestealer.

50 conscripts. 50 shots. 50/6 hit. 50/18 wound. Then whatever a genestealer save is. It is pretty much the same.

What you have to worry about are squads with flamers.


You need to double the number of shots to account for Rapid Fire if it's allowed on a Snap Fire responce. If it isn't then the above numbers are correct.


Obviously, but they both get to double their number, since they can both rapid fire, so it doesn't really matter. The Genestealers have far more to fear from the 30 or so attacks that will swing back from the conscripts after they are done killing a bunch.

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Devastating Dark Reaper




I'll buy Eldar having access to fewer psychic disciplines so long as they get some bonuses on their narrower focus, say getting access to more powers from the table, or simply being able to pick the powers they want, rather than having to generate them randomly.
   
 
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