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The good about all units with 2+ saves now: their armor is hard to ignore.
If my post show some BAD spelling issues, please forgive-me, english is not my natural language, and i never received formal education on it...
My take on Demiurgs (enjoy the reading):
http://www.dakkadakka.com/dakkaforum/posts/list/537654.page Please, if you think im wrong, correct me (i will try to take it constructively).
Oh and I was correct, BADC are just the meanest unit in the game.
Mr Mystery wrote:Suffice to say, if any of this is actually true, then clearly Elvis is hiding behind my left testicle, and Lord Lucan behind the right.
You think it's a coincidence that Nob Bikers and Mega-Nobs have improved...
But are also insanely expensive cash-wise?
I'm glad i'll finally have a reason to use my 30 Meganobz outside of insanely fluff-build lists..
I'll be using Ghaz as a regular Megaboss though..
I'll definitely be trying out some biker armies with the new rules too...
Oh well I knew about Long Fangs I thought he meant other marines finally got the rule.
Secondly my friend plays Orks so what is the big improvement on Meganobz thats the 2+ save guys that roll for difficult terrain/slow and pourpouseful right? what is so good about them now?
2+ saves shrug power weapons (but not fists and Thammers) these days, so they are acres more survivable. Slow and Purposeful no longer kills your movement but prevents you from using snap fire, running or sweeping advancing.
The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
Yeah, Megabobs have become tons better and are extremely Killy in 6th.
Mr Mystery wrote:Suffice to say, if any of this is actually true, then clearly Elvis is hiding behind my left testicle, and Lord Lucan behind the right.
imweasel wrote:I must have missed that part where it said in their codex.
Where else do units purchase equipment from?
The only other weapon I can think of that you can upgrade is the medusa. That upgrade is missing from its profile from the weapons profile in the rule book.
As I mentioned in the thread in YMDC, the Defiler in the previous Chaos Codex had the option to upgrade its battlecannon to indirect fire. The indirect fire profile was listed in the weapon summary with the regular battlecannon profile.
Being listed with the missile launcher doesn't make flakk something available to all. Without anything specifically saying that it is added to the two missile types available in the codex, I see no reason to assume that everyone should just get it automatically.
If you want a more recent example, use the Mawcannon from Codex: Chaos Daemons. The Soul Grinder gets one of the options and has to pay to get one of the others. All options are listed in the Main Rulebook reference.
The Dwarf Wolf wrote:The good about all units with 2+ saves now: their armor is hard to ignore.
Only if you are foolhardy enough to try meleeing things in 6th edition, they will still get blasted just as hard by all the AP1/2 ranged weapons that were left intact.
Interceptor Drones can disembark at any point during the Sun Shark's move (even though models cannot normally disembark from Zooming Flyers).
-Jeremy Vetock, only man at Games Workshop who understands Zooming Flyers
They still have 2 wounds, and snap fire will only be hitting on 6's. Unless i'm trying to assault full-sized units of fire dragons or flash gits i doubt it would make a difference on the way in to assault.
After the assault might be a different story..
Also remember that not all armies have a ton of AP 1 and 2 weapons. Against those Meganobz are going to be utter beatsticks.
*edit for spelling*
This message was edited 1 time. Last update was at 2012/07/01 08:46:50
The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
The Dwarf Wolf wrote:The good about all units with 2+ saves now: their armor is hard to ignore.
Only if you are foolhardy enough to try meleeing things in 6th edition, they will still get blasted just as hard by all the AP1/2 ranged weapons that were left intact.
But in that case, you will probably be facing a 4+ cover anyway, and you will not have to many shoots to spare on a regular 12,5% chance of killing something (4+ to hit, 4+ to wond, 4+ to save, lets guess it is a 4+ to hit, 2+ to wound, 4+ to save, wich mean 20,8333%).
On 5th, that same 2+ save would be ignored by the AP2 shooting (they would have better targets), and targeted by any PW wielding bastard. That would be 3x the amount of attacks per round in the unit (tipical AP2 weaponry shoot 1 time per turn, tipical power weapon fighter have 2+1 attacks on charge), with no saves involved, the chance of killing something per blow is increased to 25% (at 4+ to wound), or 41,666% (on 2+ to wound).
And dont make that mistake, shooting is better now, and will have a greater role in the game, but melee still have its importance.
This message was edited 1 time. Last update was at 2012/07/01 09:00:15
If my post show some BAD spelling issues, please forgive-me, english is not my natural language, and i never received formal education on it...
My take on Demiurgs (enjoy the reading):
http://www.dakkadakka.com/dakkaforum/posts/list/537654.page Please, if you think im wrong, correct me (i will try to take it constructively).
Can I build a 30" ruin and have my Ethereal 'leap down' from the top to kill himself? Is that legal?
Thought of the "All tau in a fish or with a Space Marine IC" plan as well I take it?
Automatically Appended Next Post:
balsak_da_mighty wrote:
This makes me smile. The 4th ed dex for Marines was the best. It helped make some many different chapters it was insane.
Part of the reason I quit WH40k in the first place was because the 4e Imperial dexes were option after option after option and the Tau Empire Codex was "Let's slap together some rules for the current Forgeworld models and then kick off early to grab a pint at the pub."
Automatically Appended Next Post:
whoadirty wrote:Unless I am mistaken, Tyranids have three guns that can take down a Vendetta:
Impaler Cannon - can field 9 of these max in one FOC.
Brainleech Worm - 18" range, at most 8 per FOC
Rupture Cannon - Assault 2, attached to a 265 point figure, at most 3 per FOC (depending on Brainleech numbers)
I understand the best way to deal with flyers is through torrent of fire, but there is no way Tyranids to field it. It seems like 2 Flyrants with Brainleech worms will be mandatory in every army?
Edit: I guess there is Zoanthropes with their Lance Psychic power too.
I think probably the best way for Tyranids to handle flyers is to swap psychic powers for TK rolls and hope for Crush and Objuration Mechanicum. Since OM is a Malediction, passing the psychic test means the flyer gets hit with a haywire grenade without needing to roll a shooting attack, which means 2-5 Glance 6 Pen. Crush is less useful but can at least be used for directed hits against special weapons troops as well.
This message was edited 2 times. Last update was at 2012/07/01 10:04:33
Ascalam wrote:They still have 2 wounds, and snap fire will only be hitting on 6's. Unless i'm trying to assault full-sized units of fire dragons or flash gits i doubt it would make a difference on the way in to assault.
After the assault might be a different story..
Also remember that not all armies have a ton of AP 1 and 2 weapons. Against those Meganobz are going to be utter beatsticks.
*edit for spelling*
Don't forget that Nobz are now characters, so all of the can LOS each other to keep as many alive as possible, they can tag into challenges to save their wounded buddies, challenge spam like bosses to ensure that any character who might wreck the unit can only kill one of them, and all their attacks that aren't Snap Fire can be precision.
DaddyWarcrimes wrote:Don't forget that Nobz are now characters, so all of the can LOS each other to keep as many alive as possible, they can tag into challenges to save their wounded buddies, challenge spam like bosses to ensure that any character who might wreck the unit can only kill one of them, and all their attacks that aren't Snap Fire can be precision.
Meganobz aren't though, which I think is what Ascalam was talking about.
Also, I think a lot of players will begrudge you exploiting the fact that many of the squad leaders in the Ork codex share a name with an elites choice to claim the entire Nob Squad is characters, I certainly wouldn't think highly of someone actually trying to play this way, since it clearly seems like an oversight.
Interceptor Drones can disembark at any point during the Sun Shark's move (even though models cannot normally disembark from Zooming Flyers).
-Jeremy Vetock, only man at Games Workshop who understands Zooming Flyers
Given that paladins are characters, and non-squad leader wolf guard are characters, and warlocks are characters, it doesn't look like an oversight. And yeah, it is weird that MANz aren't characters but normal Nobz are.
Grey elder wrote:Skyfire is totally not fluffly at all its just merely balacning, real life example the German 8,8 anti-air gun was leg- wait for it-dairy for its ability to open up a Russian T34 tank with ease, being extremely accurate. If anything AA guns should have had the ability to hit ground troops with the accuracy.
Already pointed out, with videos, of both the 8.8 and the quad .50 Kraut Mower.
insaniak wrote:Where else do units purchase equipment from?
If they follow every other 40k product the unholy one has had a hand in, they can also buy from the core book if it lists an upgrade price (this is not new at all, BFG had this forever)
This message was edited 1 time. Last update was at 2012/07/01 12:42:23
Fate is in heaven, armor is on the chest, accomplishment is in the feet. - Nagao Kagetora
If they follow every other 40k product the unholy one has had a hand in, they can also buy from the core book if it lists an upgrade price
I can't believe people are even discussing this. The FAQs and erratas didn't say anything about Flakk Missiles at all. They didn't give us a single hint that anyone could upgrade their missile launcher to include these missiles, nor did it say that anyone was getting them free or otherwise automatically. The rulebook tells us that some (that means not all) missile launchers have the option to be upgraded to include Flakk Missiles. Since none of the missile launchers currently in the game have this option and the codex erratas did nothing to change this state, we have to assume it's an ammunition type to be implemented at a later date, possibly for just a single army.
This message was edited 3 times. Last update was at 2012/07/01 12:54:08
If they follow every other 40k product the unholy one has had a hand in, they can also buy from the core book if it lists an upgrade price
I can't believe people are even discussing this. The FAQs and erratas didn't say anything about Flakk Missiles at all. They didn't give us a single hint that anyone could upgrade their missile launcher to include these missiles, nor did it say that anyone was getting them free or otherwise automatically. The rulebook tells us that some (that means not all) missile launchers have the option to be upgraded to include Flakk Missiles. Since none of the missile launchers currently in the game have this option and the codex erratas did nothing to change this state, we have to assume it's an ammunition type to be implemented at a later date, possibly for just a single army.
As I've already posted the spelling of 'flak' seems a little odd for a universal, cross-army thing.
To me it seems it might just be an Ork thing (considering they have a FW vehicle called the Flakk Wagon as it is), it makes sense considering the Imperium can quite easily just deploy Machine Spirit guided krak missiles or Hydras as Anti-Air weapons.
End of the day I could just be wrong, though I guess we'll find out when GWeventually releases the new Codexes.
DaddyWarcrimes wrote:Given that paladins are characters, and non-squad leader wolf guard are characters, and warlocks are characters, it doesn't look like an oversight. And yeah, it is weird that MANz aren't characters but normal Nobz are.
Again, where does it say that? All I can find is the errata that says Wolf Guard that are squad leaders also gain the Character unit type.
This message was edited 1 time. Last update was at 2012/07/01 13:21:08
The old meta is dead and the new meta struggles to be born. Now is the time of munchkins.
DaddyWarcrimes wrote:Given that paladins are characters, and non-squad leader wolf guard are characters, and warlocks are characters, it doesn't look like an oversight. And yeah, it is weird that MANz aren't characters but normal Nobz are.
Again, where does it say that? All I can find is the errata that says Wolf Guard that are squad leaders also gain the Character unit type.
In the table of stats at the back of the book that lists the type for each unit, there is an entry for Squad Leader which lists them as In(ch) for Infantry Character, and an entry for Wolf Guard which lists them as In(ch).
I see it now, thanks. Crazy. One might think it was an oversight as these models can be either a unit or a squad leader, but that excuse doesn't apply to Paladins, right?
The old meta is dead and the new meta struggles to be born. Now is the time of munchkins.
DaddyWarcrimes wrote:Given that paladins are characters, and non-squad leader wolf guard are characters, and warlocks are characters, it doesn't look like an oversight. And yeah, it is weird that MANz aren't characters but normal Nobz are.
wait a minute... so GW drastically overhauled wound allocation, seemingly at least in part to eliminate the rise of complex multiwound units spreading wounds around, then gave the ability to do so back to Grey Knight Paladins and Ork Nobs, two of the worst offenders, while removing the requirement that the unit have complex wargear...
This message was edited 1 time. Last update was at 2012/07/01 13:44:56
Interceptor Drones can disembark at any point during the Sun Shark's move (even though models cannot normally disembark from Zooming Flyers).
-Jeremy Vetock, only man at Games Workshop who understands Zooming Flyers
Hm, basicly no changes of consequence for Craftworld eldar. No flyers or anti aircraft; it would have been great to see the swooping hawks get a anti flyer role.
Fleet is a huge improvement for them, if you like footdar.
Also, Yriel still has a weapon that wound on 2+ and ignore armour, strike at I7. O dear.
Perhaps Footdar will be (even) more viable now (despite the banshees ap3 swords). Perhaps with some new psychic power to boost.
DaddyWarcrimes wrote:Given that paladins are characters, and non-squad leader wolf guard are characters, and warlocks are characters, it doesn't look like an oversight. And yeah, it is weird that MANz aren't characters but normal Nobz are.
wait a minute... so GW drastically overhauled wound allocation, seemingly at least in part to eliminate the rise of complex multiwound units spreading wounds around, then gave the ability to do so back to Grey Knight Paladins and Ork Nobs, two of the worst offenders, while removing the requirement that the unit have complex wargear...
They have a look out sir rule, but its nowhere as survivable as it was in 5th.