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![[Post New]](/s/i/i.gif) 2017/06/08 18:48:04
Subject: Astra Militarum 8th ed. Discussion and Rumor Roundup
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Decrepit Dakkanaut
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The stormlord thing could be replicated with a Banesword but the Tremor Cannon is hilarious. Half movement values and bad advance rolls is actually worth something, especially now that it's "blast" is the same size as a Baneblade's.
I mean think about it, that would drop an enemy Knight to 6" of movement while also having a good chance of hurting it.
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![[Post New]](/s/i/i.gif) 2017/06/08 18:59:08
Subject: Astra Militarum 8th ed. Discussion and Rumor Roundup
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Junior Officer with Laspistol
Manchester, UK
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Unit1126PLL wrote:The stormlord thing could be replicated with a Banesword but the Tremor Cannon is hilarious. Half movement values and bad advance rolls is actually worth something, especially now that it's "blast" is the same size as a Baneblade's.
I mean think about it, that would drop an enemy Knight to 6" of movement while also having a good chance of hurting it.
You mean Banehammer! How could anyone get these easy to remember names mixed up! (-:
It does look interesting. 10 models able to fire is enough to do some damage, yet not such a huge investment in points as the Stormlord is. I guess you could put 8 ogryns and a commissar inside for some shooting and fighting power if you plan to move around, otherwise HWT for camping. Automatically Appended Next Post:
The model I have is made in such a way that it can only change between Banesword/Shadowsword/Stormsword. I never used to bother with the transport variants as I am not a fan of hiding painted models in transports. Anyway, which of these variants do people like? The Shadowsword is pretty powerful but I don't know how highly to rate the reroll damage rolls on the other two guns. The d6 shots also looks poor if it isn't the Shadowsword's mega shot.
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This message was edited 1 time. Last update was at 2017/06/08 19:04:01
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![[Post New]](/s/i/i.gif) 2017/06/08 20:30:15
Subject: Astra Militarum 8th ed. Discussion and Rumor Roundup
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Decrepit Dakkanaut
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I have a company of Stormswords as well and I think they are fantastic. Their re-rolls and damage rules, as well as ignoring cover and offering a -4 to saves (which means everything is saving on, at best, a 6+ unless it is invulnerable) gives it a good reliability. Something like a Shadowsword can have a couple of spectacular turns but also awful turns of shooting, whereas a Stormsword is cheap and offers a way to mitigate the pure unpredictable randomness of the other variants.
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![[Post New]](/s/i/i.gif) 2017/06/08 20:33:03
Subject: Astra Militarum 8th ed. Discussion and Rumor Roundup
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Stalwart Veteran Guard Sergeant
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Commissar Benny wrote:
Hmm, I'm hoping that is an oversight. It makes no sense that Ratlings/Ogryn would not be able to be issued orders. Ogryns take orders from commissars all the time. They too lack the regiment keyword.
Orders represent the product of constant drills and the authority of the chain of command. Abhumans (and other auxilia units like rough riders) aren't a permanent part of the regiment, so they don't benefit from that kind of conditioned response to orders.
Besides that, ogryns are unlikely to understand any order more complicated than "bad guys over there, gettem!", and ratlings generally don't put too much stock in the bluster of the tall ones.
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![[Post New]](/s/i/i.gif) 2017/06/08 20:39:30
Subject: Astra Militarum 8th ed. Discussion and Rumor Roundup
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Junior Officer with Laspistol
Manchester, UK
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Formerly Wu wrote: Commissar Benny wrote:
Hmm, I'm hoping that is an oversight. It makes no sense that Ratlings/Ogryn would not be able to be issued orders. Ogryns take orders from commissars all the time. They too lack the regiment keyword.
Orders represent the product of constant drills and the authority of the chain of command. Abhumans (and other auxilia units like rough riders) aren't a permanent part of the regiment, so they don't benefit from that kind of conditioned response to orders.
Besides that, ogryns are unlikely to understand any order more complicated than "bad guys over there, gettem!", and ratlings generally don't put too much stock in the bluster of the tall ones.
The Ogryn ripper gun needs a burst limiter on it, or the Ogryns just hold the trigger down and enjoy the loud noises. Not really conducive to specialist tactics.
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![[Post New]](/s/i/i.gif) 2017/06/08 20:39:34
Subject: Astra Militarum 8th ed. Discussion and Rumor Roundup
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Storm Trooper with Maglight
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More and more this keyword stuff is driving us farther and farther from the Emperor's light.
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Feed the poor war gamer with money. |
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![[Post New]](/s/i/i.gif) 2017/06/08 20:49:09
Subject: Astra Militarum 8th ed. Discussion and Rumor Roundup
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Regular Dakkanaut
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As enthusiastic as I was about the Medi-pack, it now seems kinda lack-buster.
First of all, it only does anything on a 4+. Secondly, it only restores a model or heals one wound.
As far as I know, you cannot resurrect a killed character from the dead simply by being 3" of his location of death.
Its kinda only useful to bring back Guardsmen that blew themselves up with Overcharged plasma. But even then, re-roll 1's to hit will usually avoid that from happening in the first place.
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This message was edited 1 time. Last update was at 2017/06/08 20:49:23
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![[Post New]](/s/i/i.gif) 2017/06/08 20:53:56
Subject: Astra Militarum 8th ed. Discussion and Rumor Roundup
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Junior Officer with Laspistol
Manchester, UK
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I can see a medic protecting your Warlord as useful. It could give him a couple of wounds over the course of a game, which may stop you losing Slay the Warlord points.
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![[Post New]](/s/i/i.gif) 2017/06/08 20:58:29
Subject: Astra Militarum 8th ed. Discussion and Rumor Roundup
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Decrepit Dakkanaut
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It's not as bad as Marine Apothecaries, who can't act in the turn if they fail their 4+ roll, haha.
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![[Post New]](/s/i/i.gif) 2017/06/08 20:59:10
Subject: Re:Astra Militarum 8th ed. Discussion and Rumor Roundup
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Master Engineer with a Brace of Pistols
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I can understand Ogyrns not understanding orders, but Ratlings could still use them.
If Ogyrns can't understand orders, they could give them a bonus to make up for it. Something for being close to officers. Call it "yes boss sir!"
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![[Post New]](/s/i/i.gif) 2017/06/08 21:01:27
Subject: Re:Astra Militarum 8th ed. Discussion and Rumor Roundup
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Junior Officer with Laspistol
Manchester, UK
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Ratlings are belligerent little troublemakers who spend more time stealing from officers than listening to them.
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![[Post New]](/s/i/i.gif) 2017/06/08 21:03:54
Subject: Re:Astra Militarum 8th ed. Discussion and Rumor Roundup
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Master Engineer with a Brace of Pistols
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Fair point.
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![[Post New]](/s/i/i.gif) 2017/06/08 21:08:09
Subject: Astra Militarum 8th ed. Discussion and Rumor Roundup
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Regular Dakkanaut
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Hmm banehammer vs stormlord. Honestly I kinda prefer the Stormlord.
The Stormlord and can carry 20 more models and have 10 more shoot out.
Also I think its main gun is far superior for most things. They have the same range and AP value the banehammer has +2 Str +1 damage and the ability to half movement. The Stormlord has on average nearly 3 times as many shots.
Seems to me the only place where the banehammer excells is vs T7 vehicles where it wounds on a 3+ compared to the vulcan's 5+. Even then banehammer will do about 6.9 wounds to the Stormlords 6.6 wounds.
Now the halving movement I would consider most important of the banehamer but I dont think it can split its fire from the same weapon to my knowledge.
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![[Post New]](/s/i/i.gif) 2017/06/08 21:08:47
Subject: Re:Astra Militarum 8th ed. Discussion and Rumor Roundup
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Kid_Kyoto
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Future War Cultist wrote:If Ogyrns can't understand orders, they could give them a bonus to make up for it. Something for being close to officers. Call it "yes boss sir!"
I really wish I was better at sculpting, because something about your comment caused the mental image of a bullgryn with a peaked cap and commissar's greatcoat to pop to mind.
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![[Post New]](/s/i/i.gif) 2017/06/08 21:09:46
Subject: Astra Militarum 8th ed. Discussion and Rumor Roundup
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Regular Dakkanaut
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Hm, so we can either take Command Squads with Snipers for 1 more point per model, but they can receive orders. With Vox-casters, you also don't need to keep an officer in close proximity.
Remember, with re-roll ones to wound you can have a higher chance of getting a 6, adding a mortal wound in addition to the regular shots.
Or Ratlings, who are 1 point cheaper, can deploy way more efficiently (granting them more chance of getting shots on characters without having to move AND create a HUGE turn 1 no-deepstrike zone.
hmmm....
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This message was edited 1 time. Last update was at 2017/06/08 21:12:08
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![[Post New]](/s/i/i.gif) 2017/06/08 21:36:29
Subject: Astra Militarum 8th ed. Discussion and Rumor Roundup
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Junior Officer with Laspistol
Manchester, UK
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Doctoralex wrote:Hm, so we can either take Command Squads with Snipers for 1 more point per model, but they can receive orders. With Vox-casters, you also don't need to keep an officer in close proximity.
Remember, with re-roll ones to wound you can have a higher chance of getting a 6, adding a mortal wound in addition to the regular shots.
Or Ratlings, who are 1 point cheaper, can deploy way more efficiently (granting them more chance of getting shots on characters without having to move AND create a HUGE turn 1 no-deepstrike zone.
hmmm....
Ratlings can also move 6" a turn after shooting with no penalty. That toughness 2 is brutal though.
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![[Post New]](/s/i/i.gif) 2017/06/08 21:43:45
Subject: Astra Militarum 8th ed. Discussion and Rumor Roundup
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Decrepit Dakkanaut
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Khadorstompy wrote:Hmm banehammer vs stormlord. Honestly I kinda prefer the Stormlord.
The Stormlord and can carry 20 more models and have 10 more shoot out.
Also I think its main gun is far superior for most things. They have the same range and AP value the banehammer has +2 Str +1 damage and the ability to half movement. The Stormlord has on average nearly 3 times as many shots.
Seems to me the only place where the banehammer excells is vs T7 vehicles where it wounds on a 3+ compared to the vulcan's 5+. Even then banehammer will do about 6.9 wounds to the Stormlords 6.6 wounds.
Now the halving movement I would consider most important of the banehamer but I dont think it can split its fire from the same weapon to my knowledge.
That depends on what you were stuffing into it - the Banehammer can easily take 3 HWss (12, actually, total) and 10 can fire out, which is certainly not bad.
And you can't split fire from the same weapon, but halving movement is a huge deal. Just think of how much fun Knights, Wraithknights, or Heirophants will be moving only 6" per turn while still taking 6-7 wounds per shot, and the Banehammer also has a MASSIVE benefit over the Stormlord when shooting Marines - the Banesword wounds on 2s and the Stormlord wounds on 3's.
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![[Post New]](/s/i/i.gif) 2017/06/08 21:50:50
Subject: Re:Astra Militarum 8th ed. Discussion and Rumor Roundup
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Master Engineer with a Brace of Pistols
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Ratlings also only have a 6+ save now. It's a little annoying because they are still wearing flak armour. Toughness 2 is weak enough gw.
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![[Post New]](/s/i/i.gif) 2017/06/08 21:52:19
Subject: Re:Astra Militarum 8th ed. Discussion and Rumor Roundup
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Member of a Lodge? I Can't Say
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There's not a Death Korp thread that I can see so I'm just going to talk in this one.
Combat Engineers are some of the coolest models FW makes. The variety of equipment that lines up with this image ![]() makes them look like they would fit right in in an actual trench. Unfortunately that isn't represented on the tabletop. They're just 4+ guys with lasguns that are always rapid firing that can take shells that are pretty much guaranteed to kill the entire unit. They could have been useful if their points costs stayed the same and they could be upgraded to carry, oh I don't know, actual demolition equipment!
Hopefully this will be improved in 8th.
Rant over. Stay classy Dakka.
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This message was edited 1 time. Last update was at 2017/06/08 21:54:22
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![[Post New]](/s/i/i.gif) 2017/06/08 21:54:51
Subject: Re:Astra Militarum 8th ed. Discussion and Rumor Roundup
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Trazyn's Museum Curator
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NivlacSupreme wrote:There's not a Death Korp thread that I can see so I'm just going to talk in this one. Combat Engineers are some of the coolest models FW makes. The variety of equipment that lines up with this image ![]() makes them look like they would fit right in in an actual trench. Unfortunately that isn't represented on the tabletop. They're just 4+ guys with lasguns that are always rapid firing that can take shells that are pretty much guaranteed to kill the entire unit. They could have been useful if their points costs stayed the same and they could be upgraded to carry, oh I don't know, actual demolition equipment! Hopefully this will be improved in 8th. Rant over. Stay classy Dakka. Are the FW rules out already? I didn't know they released the DKOK list.
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This message was edited 2 times. Last update was at 2017/06/08 21:55:25
What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
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![[Post New]](/s/i/i.gif) 2017/06/08 21:59:21
Subject: Re:Astra Militarum 8th ed. Discussion and Rumor Roundup
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Member of a Lodge? I Can't Say
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CthuluIsSpy wrote: NivlacSupreme wrote:There's not a Death Korp thread that I can see so I'm just going to talk in this one.
Combat Engineers are some of the coolest models FW makes. The variety of equipment that lines up with this image ![]() makes them look like they would fit right in in an actual trench. Unfortunately that isn't represented on the tabletop. They're just 4+ guys with lasguns that are always rapid firing that can take shells that are pretty much guaranteed to kill the entire unit. They could have been useful if their points costs stayed the same and they could be upgraded to carry, oh I don't know, actual demolition equipment!
Hopefully this will be improved in 8th.
Rant over. Stay classy Dakka.
Are the FW rules out already? I didn't know they released the DKOK list.
That was mostly a rant about 7th.
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![[Post New]](/s/i/i.gif) 2017/06/08 21:59:43
Subject: Astra Militarum 8th ed. Discussion and Rumor Roundup
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Fresh-Faced New User
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Doctoralex wrote:Remember, with re-roll ones to wound you can have a higher chance of getting a 6, adding a mortal wound in addition to the regular shots.
Does it make more sense to re-roll the to-wounds or the to-hits (in hopes of rolling more to-wound dice)? I was assuming the latter, but my math-hammer-fu is weak.
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![[Post New]](/s/i/i.gif) 2017/06/08 22:00:22
Subject: Re:Astra Militarum 8th ed. Discussion and Rumor Roundup
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Junior Officer with Laspistol
Manchester, UK
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NivlacSupreme wrote:They're just 4+ guys with lasguns that are always rapid firing that can take shells that are pretty much guaranteed to kill the entire unit.
Well they did have mole mortars (-:
I guess shotguns will be the same as the Guard ones. 12" assault 2 lasgun, with +1 str at 6". I rather like them, as you can advance and shoot at-1 to hit but probably +1 str.
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![[Post New]](/s/i/i.gif) 2017/06/08 22:05:49
Subject: Re:Astra Militarum 8th ed. Discussion and Rumor Roundup
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Trazyn's Museum Curator
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NivlacSupreme wrote: CthuluIsSpy wrote: NivlacSupreme wrote:There's not a Death Korp thread that I can see so I'm just going to talk in this one.
Combat Engineers are some of the coolest models FW makes. The variety of equipment that lines up with this image ![]() makes them look like they would fit right in in an actual trench. Unfortunately that isn't represented on the tabletop. They're just 4+ guys with lasguns that are always rapid firing that can take shells that are pretty much guaranteed to kill the entire unit. They could have been useful if their points costs stayed the same and they could be upgraded to carry, oh I don't know, actual demolition equipment!
Hopefully this will be improved in 8th.
Rant over. Stay classy Dakka.
Are the FW rules out already? I didn't know they released the DKOK list.
That was mostly a rant about 7th.
Ah right, I didn't see the bit about 8th. Woops.
Yeah, DKOK are cool. One of the few regiments currently being sold that aren't cadians or rambo.
Sad to hear they were mediocre in 7th.
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What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
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![[Post New]](/s/i/i.gif) 2017/06/08 22:11:19
Subject: Astra Militarum 8th ed. Discussion and Rumor Roundup
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Member of a Lodge? I Can't Say
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Can normal guard sergeants take lasguns now?
DKoK guys can in 7th. I'm not really sure if that will stick around.
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![[Post New]](/s/i/i.gif) 2017/06/08 22:13:58
Subject: Astra Militarum 8th ed. Discussion and Rumor Roundup
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Ollanius Pius - Savior of the Emperor
Gathering the Informations.
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Nope. We haven't been able to do that since the Doctrines book. Cruddace screwed that up for us.
I'm pushing hard for a FAQ/Errata of it. It literally costs them nothing to do so and Guard are basically the only faction in the game where the squad leaders cannot be equipped the same as the rest of the squad.
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![[Post New]](/s/i/i.gif) 2017/06/08 22:14:59
Subject: Astra Militarum 8th ed. Discussion and Rumor Roundup
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Trazyn's Museum Curator
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NivlacSupreme wrote:Can normal guard sergeants take lasguns now? DKoK guys can in 7th. I'm not really sure if that will stick around. Doesn't look like they can. They can take a boltgun though. Automatically Appended Next Post: Kanluwen wrote: Nope. We haven't been able to do that since the Doctrines book. Cruddace screwed that up for us. I'm pushing hard for a FAQ/Errata of it. It literally costs them nothing to do so and Guard are basically the only faction in the game where the squad leaders cannot be equipped the same as the rest of the squad. Yeah, it is pretty odd. Even marine sergeants come with boltguns standard now. Pretty sure it was chainsword + pistol before.
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This message was edited 2 times. Last update was at 2017/06/08 22:16:44
What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
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![[Post New]](/s/i/i.gif) 2017/06/08 22:19:05
Subject: Astra Militarum 8th ed. Discussion and Rumor Roundup
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Member of a Lodge? I Can't Say
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CthuluIsSpy wrote: NivlacSupreme wrote:Can normal guard sergeants take lasguns now?
DKoK guys can in 7th. I'm not really sure if that will stick around.
Doesn't look like they can. They can take a boltgun though.
Automatically Appended Next Post:
Kanluwen wrote:
Nope. We haven't been able to do that since the Doctrines book. Cruddace screwed that up for us.
I'm pushing hard for a FAQ/Errata of it. It literally costs them nothing to do so and Guard are basically the only faction in the game where the squad leaders cannot be equipped the same as the rest of the squad.
Yeah, it is pretty odd. Even marine sergeants come with boltguns standard now. Pretty sure it was chainsword + pistol before.
You'd think that Cadians would be going for more firepower. It seems like the only reason to give a Guard Sergeant a CCW would be ceremonial.
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![[Post New]](/s/i/i.gif) 2017/06/08 22:19:50
Subject: Astra Militarum 8th ed. Discussion and Rumor Roundup
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Regular Dakkanaut
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Unit1126PLL wrote:Khadorstompy wrote:Hmm banehammer vs stormlord. Honestly I kinda prefer the Stormlord.
The Stormlord and can carry 20 more models and have 10 more shoot out.
Also I think its main gun is far superior for most things. They have the same range and AP value the banehammer has +2 Str +1 damage and the ability to half movement. The Stormlord has on average nearly 3 times as many shots.
Seems to me the only place where the banehammer excells is vs T7 vehicles where it wounds on a 3+ compared to the vulcan's 5+. Even then banehammer will do about 6.9 wounds to the Stormlords 6.6 wounds.
Now the halving movement I would consider most important of the banehamer but I dont think it can split its fire from the same weapon to my knowledge.
That depends on what you were stuffing into it - the Banehammer can easily take 3 HWss (12, actually, total) and 10 can fire out, which is certainly not bad.
And you can't split fire from the same weapon, but halving movement is a huge deal. Just think of how much fun Knights, Wraithknights, or Heirophants will be moving only 6" per turn while still taking 6-7 wounds per shot, and the Banehammer also has a MASSIVE benefit over the Stormlord when shooting Marines - the Banesword wounds on 2s and the Stormlord wounds on 3's.
Yeah its useful vs Imp knights though it does about the same in wounds. However vs Marines I'm going to have to disagree. Even with the max 12 shots you only getting about 5 wounds with the Bane hammer vs an average 6.6 with the Stormlord.
Yeah but the Stormlord still carries and extra 15 people and a full extra 10 can shoot out.
All of the banehammers utilities come from being 20 points less then the Stormlord and the ability to 1/2 1 unit's movement. This is at the cost of more damaging firepower and more troop capacity.
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![[Post New]](/s/i/i.gif) 2017/06/08 22:19:51
Subject: Re:Astra Militarum 8th ed. Discussion and Rumor Roundup
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Master Engineer with a Brace of Pistols
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They really need to rectify that. It's pointlessly limiting. Access to lasguns and shotguns for sergeants please!
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