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Made in us
Terrifying Doombull




 Super Ready wrote:
Ice_can wrote:
 Stux wrote:
 Denegaar wrote:
Are Eradicators the same point cost?

Yes. Baseline.
Not sure what the gun upgrade costs.

Stated to be free in another thread or atleast the multi melta is.

A free multimelta would make absolutely no sense... maybe it was in reference to Power Level rather than points?


That seems most likely.
From the glimpses of point costs for other units, they've changed the points section dramatically- its much more readable now. But the big thing is the default weapon loadout always seems to be subsumed into the base cost.
So eradicators should look like:

Eradicators
Unit Size.... 3-6 models
Unit Cost.....40 pts/model
---heavy melta rifle: +X pts
---multimelta: +Y pts

[with the caveat it probably shouldn't be 40 base, but it sounds like it still is]

At least, that's the formatting for other units that you can see here:
https://imgur.com/a/wtxOd5D


Personally, I'm solidly of the opinion that 'Eradicators' shouldn't be a unit. Just special/heavy weapon options for the Heavy Intercessors.

This message was edited 4 times. Last update was at 2020/10/03 16:03:14


 
Made in us
Terrifying Doombull




4.- My poor poor eliminators took another hit below the belt. I think they were in a decent position before the codex, but right now they are weak.


Took a price hike for their trouble too. +2 points per model.


---
Also ATSNKF has changed. No longer a reroll, just 'ignore modifiers on combat attrition tests.' (-1 for half strength, for example).
Its a weird stealth change that may not matter other than the need to remind to people that you don't reroll that.

This message was edited 3 times. Last update was at 2020/10/04 04:24:07


 
Made in us
Terrifying Doombull




I don't think the ATV or the bladeguard really stand out. There are -way- too many ways for pumping out multimeltas AND storm shields with 2D weapons.

Some are even cheaper.

And the upcoming supplements will have more. (Wulfen, sanguinary guard, death company)
Blade guard also struggle against high toughness and their competitors don't have to.

Daedalus81 wrote:
I worry a little less about BGV with the Impulsor changes. Eradicators are awesome, but struggle against bodies and with Aggressors and the TFC taking a solid hit the marine capacity to deal with hordes dropped considerably.

I disagree with basically all of this. Yes, Aggressors are less powerful, but they're still plenty crazy.
Eradicators can happily delete big chunks of any 10 man squad with just 3 bodies (~40%, more with real support).
And marine anti-horde is _fine_. Aggressors can still kill a lot, but so can anyone with basic guns. Or the not-so-basic but still Troops-level guns. Even the not-so-good vehicles can pour out tons of shots.

This message was edited 1 time. Last update was at 2020/10/05 02:16:06


 
Made in us
Terrifying Doombull




 Daedalus81 wrote:

I heard about permanent transhuman for DA Inner Circle, but I can't find what they're referencing.


DA FAQ, page 7, Abilities:
INNER CIRCLE
Those with true knowledge of the Unforgiven’s history and quest for
absolution are utterly intractable warriors who are implacable in
their Chapter’s secret hunt for the Fallen.
If this unit has the Grim Resolve Chapter Tactic, or it has the
Inheritors of the Primarch Successor tactic and it is using the
Chapter Tactic of the Dark Angels, then:
• Each time a Morale test is taken for this unit, it is
automatically passed.
• While this unit is within Engagement Range of any enemy
Fallen units, unless this unit has the Vehicle keyword, this
unit cannot be selected to Fall Back.
• Each time you select this unit to Fall Back, unless it has the
Vehicle, Ravenwing or Chapter Master keywords, roll 2D6:
if the result is less than or equal to the unit’s Leadership
characteristic it can Fall Back, otherwise it cannot Fall Back
and must Remain Stationary instead.
Each time an attack is made against this unit, if this unit
has the Infantry keyword, an unmodified wound roll of 1-3
always fails, irrespective of any abilities that the weapon or
the model making that attack may have.

Every character and Deathwing unit has Inner Circle.

Ravenwing gets a 5++ vs ranged if they move, as the '+1 to hit if stationary' parking lot chapter tactic makes no sense for the biker company. There are also several strats that improve the save or make it work in melee.
Though the new ATSKNF makes little difference to DA. They don't take combat attrition ever (its the other half of their CT). They can lose a guy to a failed morale test, but it stops there.

This message was edited 3 times. Last update was at 2020/10/06 04:47:59


 
Made in us
Terrifying Doombull




Spoletta wrote:
It's not limited to terminators. Black knights too are Inner Circle.


Only infantry get the 'only wounded on 4+' aspect of the rule.
 
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