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![[Post New]](/s/i/i.gif) 2014/06/01 15:45:34
Subject: Force Weapons: boost?
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Discriminating Deathmark Assassin
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Just thinking that using force weapons in large squads that contain many force weapons get a boost now, right? On one single casting of Force, all force weapons in the unit are activated and become instant death, regardless of how many force weapons are carried... What units are best suited to abuse the arse out of this and generate lots of additional dice? I'm guessing Grey Knights, but I don't play any Imperial forces at the moment.
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![[Post New]](/s/i/i.gif) 2014/06/01 16:03:35
Subject: Force Weapons: boost?
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Fixture of Dakka
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Isnt that the same as before?
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tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam |
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![[Post New]](/s/i/i.gif) 2014/06/01 16:19:59
Subject: Force Weapons: boost?
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Member of the Malleus
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This really didn't change for us. Perhaps other units that aren't GK. Libby with a squad of preferred units?
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I make bad decisions and think they are good.
Team No Bueno
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![[Post New]](/s/i/i.gif) 2015/08/01 16:23:25
Subject: Force Weapons: boost?
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Dour Wolf Priest with Iron Wolf Amulet
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It did get buffed slightly for non-GK units (this is how force weapons worked for GK before), although how many people are going to have more than 1 Libby in a unit?
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![[Post New]](/s/i/i.gif) 2014/06/01 16:24:53
Subject: Force Weapons: boost?
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Wolf Guard Bodyguard in Terminator Armor
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1K Sons maybe?
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![[Post New]](/s/i/i.gif) 2014/06/01 18:38:55
Subject: Force Weapons: boost?
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Discriminating Deathmark Assassin
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What about Death Company?
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![[Post New]](/s/i/i.gif) 2014/06/01 21:11:02
Subject: Force Weapons: boost?
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Stealthy Warhound Titan Princeps
Phoenix, AZ, USA
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Its a nerf to GKs, as we now have to decide in the Psychic Phase to use Force instead of in the Assault Phase.
SJ
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“For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world.”
- Ephesians 6:12
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![[Post New]](/s/i/i.gif) 2014/06/01 22:08:53
Subject: Force Weapons: boost?
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Lieutenant Colonel
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its a nerf to GK's, due to timing, being able to DTW force now, as well as it needing 2+ warp charges to go off.
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![[Post New]](/s/i/i.gif) 2014/06/01 22:10:48
Subject: Force Weapons: boost?
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Depraved Slaanesh Chaos Lord
Inside Yvraine
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Why does it need 2 warp-charges? It's WC1.
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![[Post New]](/s/i/i.gif) 2014/06/01 22:26:35
Subject: Force Weapons: boost?
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Regular Dakkanaut
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You need to roll that 4+ to get the power of. One dice is 50%. If it's import to you in the following combat 2 may be needed. Maybe even 3,
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This message was edited 1 time. Last update was at 2014/06/01 22:27:22
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![[Post New]](/s/i/i.gif) 2014/06/01 22:36:53
Subject: Force Weapons: boost?
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Depraved Slaanesh Chaos Lord
Inside Yvraine
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Indeed, but that's a far-cry from it being WC2. If it was WC2 you'd need ~4 dice to get it off, as opposed to 2 or 3.
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![[Post New]](/s/i/i.gif) 2014/06/01 22:40:21
Subject: Force Weapons: boost?
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Auspicious Daemonic Herald
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BlaxicanX wrote:Indeed, but that's a far-cry from it being WC2. If it was WC2 you'd need ~4 dice to get it off, as opposed to 2 or 3.
You still need to roll 2+ dice to cast it which is what easysauce is saying
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![[Post New]](/s/i/i.gif) 2014/06/01 22:42:30
Subject: Force Weapons: boost?
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Depraved Slaanesh Chaos Lord
Inside Yvraine
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I see.
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![[Post New]](/s/i/i.gif) 2014/06/01 23:03:29
Subject: Force Weapons: boost?
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Rampaging Carnifex
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Further, if you are charged by your opponent, and didn't plan ahead, you will have to wait until your own Psychic Phase in order to activate your Force Weapon. It will be smart to keep your Force Weapons powered up throughout the game, but will be costly in terms of dice.
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![[Post New]](/s/i/i.gif) 2014/06/01 23:30:19
Subject: Force Weapons: boost?
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Homicidal Veteran Blood Angel Assault Marine
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It's nerfed because the enemy can DTW it, pure and simple.
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![[Post New]](/s/i/i.gif) 2014/06/02 12:24:07
Subject: Force Weapons: boost?
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Stealthy Warhound Titan Princeps
Phoenix, AZ, USA
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DtW is less of a worry than needing to pre-plan Assaults in an edition that still makes Assaulting a tough chore. Hammerhand is in the same boat, you have to do everything right to get a unit into combat this edition, which means blowing your dice on Assault powers over ranged attacks or defensive buffs could break you if your charge into Assault fails. 7th is the thinking man's 40k, for sure.
SJ
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“For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world.”
- Ephesians 6:12
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