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![[Post New]](/s/i/i.gif) 2012/07/03 07:02:54
Subject: Thousand Sons vs Slow and purposeful
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Screeching Screamer of Tzeentch
Idaho Falls
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So I stumbled onto something, and not sure where to go with this.
According to codex:csm, ts have slow and purposeful. They dependeded on the usr to define s&p, and then continued on stating that if they didn't have a sorcerer, they rolled one dice for determining movement.
Currently, in the bgb, slow and purposeful never mentions moving through difficult terrain. It states that they may not run, preform overwatch, or sweeping advance. No big deal, difficult terrain tests not in effect.
THEN FAQ mentions:
Q: can a unit of ts without a sorcerer or ic with the mark of tzeentch move whilst affected by an ability that reduces the number of dice rolled for moving through difficult terrain?
A: no.
Am I missing something, or am I just reading into it too much.
My way of seeing it, raw, is that they may move 6" as normal, but if they have to take a difficult terrain test, with no leader, then they use 1d6. If anything reduces the dice, they are not moving.
Is this safe to assume, or did they forget the move as though moving through difficult terrain in s&p?
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Life is a game, Play to have fun!
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![[Post New]](/s/i/i.gif) 2012/07/03 08:41:46
Subject: Thousand Sons vs Slow and purposeful
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Sadistic Inquisitorial Excruciator
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necronid wrote:
My way of seeing it, raw, is that they may move 6" as normal, but if they have to take a difficult terrain test, with no leader, then they use 1d6. If anything reduces the dice, they are not moving.
Is this safe to assume, or did they forget the move as though moving through difficult terrain in s&p?
That's what I understand too.
S&P does not require to roll as if moving through difficult terrain anymore, it has some completely different effects now. TS are going to gain in mobility, a lot
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![[Post New]](/s/i/i.gif) 2012/07/03 11:38:59
Subject: Thousand Sons vs Slow and purposeful
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Ghastly Grave Guard
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Obliterators too? That's awesome. Wait, Obliterators don't wear terminator armor? That sucks.
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This message was edited 1 time. Last update was at 2012/07/03 11:41:28
1500
500
Vampire Counts 2400
300
Circle Orboros 20 |
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![[Post New]](/s/i/i.gif) 2012/07/03 12:01:46
Subject: Thousand Sons vs Slow and purposeful
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[ADMIN]
Decrepit Dakkanaut
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necronid wrote:So I stumbled onto something, and not sure where to go with this.
According to codex:csm, ts have slow and purposeful. They dependeded on the usr to define s&p, and then continued on stating that if they didn't have a sorcerer, they rolled one dice for determining movement.
Currently, in the bgb, slow and purposeful never mentions moving through difficult terrain. It states that they may not run, preform overwatch, or sweeping advance. No big deal, difficult terrain tests not in effect.
THEN FAQ mentions:
Q: can a unit of ts without a sorcerer or ic with the mark of tzeentch move whilst affected by an ability that reduces the number of dice rolled for moving through difficult terrain?
A: no.
Am I missing something, or am I just reading into it too much.
My way of seeing it, raw, is that they may move 6" as normal, but if they have to take a difficult terrain test, with no leader, then they use 1d6. If anything reduces the dice, they are not moving.
Is this safe to assume, or did they forget the move as though moving through difficult terrain in s&p?
That is the old FAQ ruling from the previous rules (notice it isn't colored 'pink' in the FAQ document), and they clearly forgot to update it with the new release of the FAQs.
Honestly, I would just ignore the FAQ reference and play the unit using the straight up S&P rules in the rulebook.
If anyone gives you grief just remind them that you're playing a unit of THOUSAND SONS and they should back off.
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![[Post New]](/s/i/i.gif) 2012/07/03 13:07:56
Subject: Thousand Sons vs Slow and purposeful
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Resolute Ultramarine Honor Guard
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Given the improvement in Rapid Fire and the fact that they still can assault, I think they are worth their points (no more playing the "well, I'm playing 1k Sons after all" card). Compare them to Sternguard, and they're really very competitive. I, for one, think that Sternguard are one of the better units in the game and you've got...
Better than Sternguard:
Still can assault
Count as Scoring
Have an Invuln Save
Run with a psyker in the unit
Worse than Sternguard
No Special Weapon choices
-1 Attack
No Drop Pods
At 10 in a squad, there's only 30 points between the two.
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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) 2012/07/03 14:21:26
Subject: Thousand Sons vs Slow and purposeful
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Morphing Obliterator
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Lobukia wrote:
Better than Sternguard:
Still can assault
Count as Scoring
Have an Invuln Save
Run with a psyker in the unit
Worse than Sternguard
No Special Weapon choices
-1 Attack
No Drop Pods
At 10 in a squad, there's only 30 points between the two.
Forgot TS don't have ATSKNF, combat squads and combat tactics. If you are giving them a pro point for having a psyker then you would need to pay him at least a psy power increasing that 40 points gap and even at 40 points I think its a significant difference that's a rhino right there.
But yeah, they got a little buff with 6th
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This message was edited 1 time. Last update was at 2012/07/03 14:26:04
CSM 10k points
IG 3k points
Orks 2k points
WoC 3.5k points
VC 2.5k points
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![[Post New]](/s/i/i.gif) 2012/07/03 14:50:03
Subject: Thousand Sons vs Slow and purposeful
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Screeching Screamer of Tzeentch
Idaho Falls
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There is no running with the psyker as all models move at the slowest speed.
As for atsknf, ts are fearless, and if you want to randomly select psychic power, that closes the 40pt gap (though I prefer woc).
I started reprinting my ts since they were my main army back in 3rd, and still love the fluff. They took a major hit in the last codex with the loss of demons (being flamers are rock solid and pink horrors helped with small hordes), but that was rectified with the allies rules.
Either way, I will be using the raw unless they FAQ something further.
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Life is a game, Play to have fun!
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![[Post New]](/s/i/i.gif) 2012/07/03 16:37:47
Subject: Thousand Sons vs Slow and purposeful
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Resolute Ultramarine Honor Guard
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I did add a psykic ability to the cost already. I picked a middle one for cost.
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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) 2012/07/03 17:47:00
Subject: Thousand Sons vs Slow and purposeful
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Morphing Obliterator
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necronid wrote:There is no running with the psyker as all models move at the slowest speed.
As for atsknf, ts are fearless, and if you want to randomly select psychic power, that closes the 40pt gap (though I prefer woc).
I started reprinting my ts since they were my main army back in 3rd, and still love the fluff. They took a major hit in the last codex with the loss of demons (being flamers are rock solid and pink horrors helped with small hordes), but that was rectified with the allies rules.
Either way, I will be using the raw unless they FAQ something further.
ATSKNF was infinitely better than fearless in 5th, got all the pros but didn't get wounds if you lost combat, if got caught by a sweeping advance pretty much got the benefits of fearless, the only con would be being able to make them run if you followed them with a unit for the rest of the game which pretty much made one of your units babysit them to the table edge. In 6th i think fearless is better yes.
Lobukia wrote:I did add a psykic ability to the cost already. I picked a middle one for cost.
Yeah, you are right, I had 1 more thousand son on my unit.
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CSM 10k points
IG 3k points
Orks 2k points
WoC 3.5k points
VC 2.5k points
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