Switch Theme:

6th nerfed lists, and buffed ones.  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Irked Necron Immortal




Newark, CA

Tinsil wrote:It is a big deal. Those CC units don't shoot well, so when they come on it's a full turn of them getting blasted and doing nothing but staring down the enemy.

The playstyle is pretty much invalid. You could say that the WWP isn't invalid, which is true. The WWP armies from 5th are essentially invalidated, and I feel bad for anyone who had one.


What they did was prevent huge tarpit units from poping out of a WWP and giving the DE's opponent no option/recourse except to get charged. Now they get a chance to respond before you tarpit/wreck them. I feel so sad for you (no I don't).

Now, as far as the WWP goes, it's still useful. You just can't invalidate an enemy gunline without working for it a bit. I mean, it just stops you from assaulting the first turn you come out. It doesn't stop you from doing other things...like shooting the newly buffed rapid fire splinter rifles you get from a big block of warriors and putting some serious hurt on an enemy unit. And the WWP still gives DE some serious advantages for strategically countering enemy position on objectives. And it's not like you couldn't put your witches and incubui into transports or something and playing them like everyone else has to play their melee.

You can't play your army the exact same way you did before the update. Welcome to a new edition of every game ever published.

Wake. Rise. Destroy. Conquer.
We have done so once. We will do so again.
 
   
Made in us
Fireknife Shas'el





United States

Arandmoor wrote:
Tinsil wrote:It is a big deal. Those CC units don't shoot well, so when they come on it's a full turn of them getting blasted and doing nothing but staring down the enemy.

The playstyle is pretty much invalid. You could say that the WWP isn't invalid, which is true. The WWP armies from 5th are essentially invalidated, and I feel bad for anyone who had one.


What they did was prevent huge tarpit units from poping out of a WWP and giving the DE's opponent no option/recourse except to get charged. Now they get a chance to respond before you tarpit/wreck them. I feel so sad for you (no I don't).

Now, as far as the WWP goes, it's still useful. You just can't invalidate an enemy gunline without working for it a bit. I mean, it just stops you from assaulting the first turn you come out. It doesn't stop you from doing other things...like shooting the newly buffed rapid fire splinter rifles you get from a big block of warriors and putting some serious hurt on an enemy unit. And the WWP still gives DE some serious advantages for strategically countering enemy position on objectives. And it's not like you couldn't put your witches and incubui into transports or something and playing them like everyone else has to play their melee.

You can't play your army the exact same way you did before the update. Welcome to a new edition of every game ever published.
Except that WWPs were practically the ONLY way to get certain slower units into the fray outside of footslogging. That's the point of webway portals: to bypass that whole "getting shot" thing and put you right on the enemy's doorstep. DE infantry is NOT good at shooting, nor are they good at staying alive. Warriors popping out will get facerolled (and then charged, if close enough and the opponent rolls high enough) in the opponents turn. Their armor saves are 5+, and you know what shooting weapon negates that? Every single basic rifle. Incubi are slightly better, but can't shoot unless upgraded, and even then they die quicker than Pain Engines due to lower toughness. That's besides the fact that they are now 90% worthless against Terminators without either Drazhar or a Klaivex w/ the Clasped Demiklaive.

The Pain Engine and Parasite Engine are still Monstrous Creatures, still can't be transported, and still die rather easily to massed fire, only now they are required to face it because if they come out of a webway portal, they can't assault. The only DE units that come out unscathed are Reaver Jetbikes, which became insanely fast this edition. 12" move +36" Flat Out"+2d6" move in the assault phase. They can move almost 60" in a single turn, and because they can do damage without either assaulting or shooting (and in fact they cannot shoot if they Flat Out, which is required to use Bladevanes/Cluster Caltrops), it makes them even better.

Also, in an unrelated note, it has now been confirmed in the fluff that the Tyranids Hive Fleets are splinters of a far more massive fleet that is still stretched across the intergalactic void. Sorry, but I think that tops Chaos in terms of "we're boned." We've been holding Chaos off for millennia, but Tyranids? The Emperor can't hold them off, and is the reason they are here.

This message was edited 2 times. Last update was at 2012/07/03 17:33:38


 
   
 
Forum Index » 40K General Discussion
Go to: