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Made in gb
Regular Dakkanaut




Hi guys, just wondering what you guys do, or the best way to do this is?

I see people on battle reports of youtube have the tactical objective cards, I can see those are available from GW as a pack of cards you can buy.

But I am guessing these wont include the codex specific ones?

GW lists in the army sepcific datacards - "36 Tactical Objectives, including the 6 specific Objectives from Codex: Tyranids."

So, it includes the codex specific ones, but also others, what are these?

If I want all the cards I need to play, do I need to buy the generic 40k objective cards, and then each armies datacards also on top?


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Made in us
Regular Dakkanaut





the codex specific cards are Stratagems - Tactical objectives and specific Psyker powers or C'tan powers.

the generic 36 pack of objective cards is as you mentioned not the special codex ones, but you can play them and replace 11,12,13,14,15,16 with the ones from your codex, the rest are identical and found in the BRB for if you want to roll dice instead.
   
Made in gb
[DCM]
Calculating Commissar





Gone-to-ground in the craters of Coventry

To play at all, get the cards, or roll D66 and look in the rulebook.
The generic cards are nicer than D66, and make those games much easier to keep track of.
Codex-packs have more than just the objectives cards. They have the IG orders, psyker powers, chapter tactics, etc. They are very useful.

This message was edited 1 time. Last update was at 2019/01/09 15:46:23


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Made in gb
Dark Angels Librarian with Book of Secrets





Cardiff

If you buy an army’s cards you don’t also need the base pack, in answer to your question, OP.

Each army set contains the objective deck with cards 11-16 replaced with faction-specific cards instead of the generic ones.

 Stormonu wrote:
For me, the joy is in putting some good-looking models on the board and playing out a fantasy battle - not arguing over the poorly-made rules of some 3rd party who neither has any power over my play nor will be visiting me (and my opponent) to ensure we are "playing by the rules"
 
   
Made in gb
Waaagh! Ork Warboss





Just keep in mind a lot of them are going to be outdated due to errata to the stratagems and in the T'au's case errata to the actual card itself because GW can't even copy and paste from the codex correctly.

This message was edited 1 time. Last update was at 2019/01/09 15:33:25


Disclaimer: My YMDC answers are from a "What the rules, as written (or modified by Special Snowflake FAQ) in the rulebooks, actually say" perspective, not a "What I wish the rules said" perspective. Even GW agrees with me, send an email to 40kfaq@gwplc.com for a confirmation reply "4. Apply The Rules As Written. If you still don’t have a satisfactory answer, use the rule just as it is written if you possibly can, even if you are not completely happy with the effect the rule has."
Because some people get their knickers in a twist, I'll list these RaW 'oddities' in my sig. Sadly GW's promise of fixing their broken rules has itself been broken. Zoom in to read them. RaW you cannot advance and then fire assault weapons, you can't shoot pistols if within 1" of an enemy; "minimum" ranges don't work; Seraphim have to re-roll saves that "fail" pre-re-roll; the game simply breaks if you ever have more than one wounded model in a unit; the game also breaks if a single rule ever tries to do multiple things simultaneously; Khârn punches himself in the face if he's not near some meatshields; Librarians on Bikes are locked to the Index power list, Howling Banshees can't declare a charge further than 12"; Spore Mines have an infinite range; Shroudpsalm technically doesn't do anything, only enemy models, not friendly models, have permission to move on top of a Skyshield Landing Pad; T'au have access to stackable Ignore Wounds (albeit against Mortal Wounds only); the T'au Early Warning Override Support System only works if a unit is "teleporting to the battlefield", not just arriving mid-battle; you can only ever use the Deathwatch Teleportarium Stratagem "once", and then never again in any battle after you use it; if a model splits fire, each weapon must target a different unit; a Tyrant Guard with Lashwhip can absorb an infinite amount of damage via Shieldwall between the time they die and the time they fight; Chapter Tactics on Successor Chapters don't actually do anything; Codex Leman Russ's can take an infinite amount of Hunter-Killer Missiles, Storm Bolters and Heavy Stubbers; Imothekh's 'Lord of the Storm' ability hits the "target unit" twice; "Airborne" units can't be charged by non-FLY units, but can be Heroically Intervened into, piled into, or consolidated into just fine by non-FLY units; Wave Serpents cannot be legally charged at by any model with a standard base; Slab Shields, along with the 'Take Cover!' stratagem no longer have any effect; and vehicles that are "slain" by a special effect do not trigger the "Explodes" ability.
--- Mathhammer tables for 2D6 and 3D6 Charging with various re-roll abilities --- Stylus CSS theme for DakkaDakka forums to hide black avatar background and fully hide ignored users. 
   
Made in gb
Regular Dakkanaut




Ok figures, how GW make the money on the side lol.

3 armies, so need 3 sets of data cards, plus the generic ones, that's £38 on cards!


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Made in gb
Waaagh! Ork Warboss





BUDFORCE wrote:
Ok figures, how GW make the money on the side lol.

3 armies, so need 3 sets of data cards, plus the generic ones, that's £38 on cards!

They are completely optional. You would be better off making your own. Some nice cardstock is only a couple of quid and almost any stationary store will have cheap A4 lamination services.

Disclaimer: My YMDC answers are from a "What the rules, as written (or modified by Special Snowflake FAQ) in the rulebooks, actually say" perspective, not a "What I wish the rules said" perspective. Even GW agrees with me, send an email to 40kfaq@gwplc.com for a confirmation reply "4. Apply The Rules As Written. If you still don’t have a satisfactory answer, use the rule just as it is written if you possibly can, even if you are not completely happy with the effect the rule has."
Because some people get their knickers in a twist, I'll list these RaW 'oddities' in my sig. Sadly GW's promise of fixing their broken rules has itself been broken. Zoom in to read them. RaW you cannot advance and then fire assault weapons, you can't shoot pistols if within 1" of an enemy; "minimum" ranges don't work; Seraphim have to re-roll saves that "fail" pre-re-roll; the game simply breaks if you ever have more than one wounded model in a unit; the game also breaks if a single rule ever tries to do multiple things simultaneously; Khârn punches himself in the face if he's not near some meatshields; Librarians on Bikes are locked to the Index power list, Howling Banshees can't declare a charge further than 12"; Spore Mines have an infinite range; Shroudpsalm technically doesn't do anything, only enemy models, not friendly models, have permission to move on top of a Skyshield Landing Pad; T'au have access to stackable Ignore Wounds (albeit against Mortal Wounds only); the T'au Early Warning Override Support System only works if a unit is "teleporting to the battlefield", not just arriving mid-battle; you can only ever use the Deathwatch Teleportarium Stratagem "once", and then never again in any battle after you use it; if a model splits fire, each weapon must target a different unit; a Tyrant Guard with Lashwhip can absorb an infinite amount of damage via Shieldwall between the time they die and the time they fight; Chapter Tactics on Successor Chapters don't actually do anything; Codex Leman Russ's can take an infinite amount of Hunter-Killer Missiles, Storm Bolters and Heavy Stubbers; Imothekh's 'Lord of the Storm' ability hits the "target unit" twice; "Airborne" units can't be charged by non-FLY units, but can be Heroically Intervened into, piled into, or consolidated into just fine by non-FLY units; Wave Serpents cannot be legally charged at by any model with a standard base; Slab Shields, along with the 'Take Cover!' stratagem no longer have any effect; and vehicles that are "slain" by a special effect do not trigger the "Explodes" ability.
--- Mathhammer tables for 2D6 and 3D6 Charging with various re-roll abilities --- Stylus CSS theme for DakkaDakka forums to hide black avatar background and fully hide ignored users. 
   
Made in gb
Ork-Hunting Inquisitorial Xenokiller





You don't need the cards but they are nice to have if you play a specific army a lot.

One of the advantages is that the new Chapter Approved 2018 missions allow you to "tune" your deck of cards to remove up to 6 that you don't like.

Works really well to get rid of things that don't suit your army or your opponent's army. Like... Blood and Guts - kill a unit in the fight phase. Yeah my guard army have literally never done that so OUT YOU GO

etc

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