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Slayer-Fan123 wrote: So Flayed Skull still ignore cover which is ace for the base guns on everything.
Nobody cares about Poisoned 4+ AP0 D1 weapons in all seriousness, be it ignoring cover (only Light Cover and not Dense) to prevent enemies from getting an added +1 save to overpriced lasgun in most cases
It's been extremely valuable for Flayed Skull through 8th, nothing has changed in that regard.
Splinter Rack = always double tap
Cronos buffs characters and Core units with rerolls of 1s to wound and also gets Blade Artist
Hellions can now charge after a fall back
Vect is awesome
Lelith is awesome
Are you trying to make memes?
Duuude.
Vect on transhuman.
Lelith can kill a model, consolidate out of combat, and then go back in at the end of the phase, and consolidate away again. That's effin awesome.
Super harmonculus is awesome.
You can build a regular Succubus that will do the same, hit harder and presumably cost less with Master Succubus.
Gadzilla666 wrote: 10 Incubi average 12 dead MEQ on the charge, and with their Tormentors rule they'll be scary for anything else to charge. Best to feed them bolters. Hellions got Hit and Run? Before the unit the rule was originally made for? Grrrr.
Anything on Mandrakes?
I make it 14 dead MEQ.
Maybe I missed something in the math. Either way it's a wiped squad unless it's a big squad of CSM or Raptors.
Not exact but it's 31 attacks hitting on 2's, wounding 3's. Stick Drazhar next to them for wounding on 2's.
This message was edited 2 times. Last update was at 2021/03/19 21:18:11
Red Grief - re-roll charges, +2 advance rolls
War trait - ignore wound rolls of 1-3 in melee
Relic - replace archite glaive, +2 S, ap -3, D 3
Glad they still seem fun
I AM A MARINE PLAYER
"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos
"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001
Gadzilla666 wrote: 10 Incubi average 12 dead MEQ on the charge, and with their Tormentors rule they'll be scary for anything else to charge. Best to feed them bolters. Hellions got Hit and Run? Before the unit the rule was originally made for? Grrrr.
Anything on Mandrakes?
I make it 14 dead MEQ.
Maybe I missed something in the math. Either way it's a wiped squad unless it's a big squad of CSM or Raptors.
Not exact but it's 31 attacks hitting on 2's, wounding 3's. Stick Drazhar next to them for wounding on 2's.
Ah, that's the difference. I didn't include Drazhar in my calculations.
Red Corsair wrote:
Gadzilla666 wrote: 10 Incubi average 12 dead MEQ on the charge, and with their Tormentors rule they'll be scary for anything else to charge. Best to feed them bolters. Hellions got Hit and Run? Before the unit the rule was originally made for? Grrrr.
Anything on Mandrakes?
Hellions have had hit and run for over 10 years mate.
My mistake. It was mentioned as if it was a new ability. Apologies. So they've had it since about the time Raptors lost it? Lovely.
Gadzilla666 wrote: 10 Incubi average 12 dead MEQ on the charge, and with their Tormentors rule they'll be scary for anything else to charge. Best to feed them bolters. Hellions got Hit and Run? Before the unit the rule was originally made for? Grrrr.
Anything on Mandrakes?
I make it 14 dead MEQ.
Maybe I missed something in the math. Either way it's a wiped squad unless it's a big squad of CSM or Raptors.
Not exact but it's 31 attacks hitting on 2's, wounding 3's. Stick Drazhar next to them for wounding on 2's.
Ah, that's the difference. I didn't include Drazhar in my calculations.
Red Corsair wrote:
Gadzilla666 wrote: 10 Incubi average 12 dead MEQ on the charge, and with their Tormentors rule they'll be scary for anything else to charge. Best to feed them bolters. Hellions got Hit and Run? Before the unit the rule was originally made for? Grrrr.
Anything on Mandrakes?
Hellions have had hit and run for over 10 years mate.
My mistake. It was mentioned as if it was a new ability. Apologies. So they've had it since about the time Raptors lost it? Lovely.
No, 31 attacks is about 26 hits, wounding on 3's is about 16 wounds and with a 6 up save you should only make 2 saves as 4 of those wounds are at AP-4 so 14 dead. Gos up to around 18 when wounding on 2's.
Hellions have had Hit and Run since at least the 4th ed update and probably since the army was introduced at the launch of 3rd.
Gadzilla666 wrote: 10 Incubi average 12 dead MEQ on the charge, and with their Tormentors rule they'll be scary for anything else to charge. Best to feed them bolters. Hellions got Hit and Run? Before the unit the rule was originally made for? Grrrr.
Anything on Mandrakes?
I make it 14 dead MEQ.
Maybe I missed something in the math. Either way it's a wiped squad unless it's a big squad of CSM or Raptors.
Not exact but it's 31 attacks hitting on 2's, wounding 3's. Stick Drazhar next to them for wounding on 2's.
Ah, that's the difference. I didn't include Drazhar in my calculations.
Red Corsair wrote:
Gadzilla666 wrote: 10 Incubi average 12 dead MEQ on the charge, and with their Tormentors rule they'll be scary for anything else to charge. Best to feed them bolters. Hellions got Hit and Run? Before the unit the rule was originally made for? Grrrr.
Anything on Mandrakes?
Hellions have had hit and run for over 10 years mate.
My mistake. It was mentioned as if it was a new ability. Apologies. So they've had it since about the time Raptors lost it? Lovely.
No, 31 attacks is about 26 hits, wounding on 3's is about 16 wounds and with a 6 up save you should only make 2 saves as 4 of those wounds are at AP-4 so 14 dead. Gos up to around 18 when wounding on 2's.
Hellions have had Hit and Run since at least the 4th ed update and probably since the army was introduced at the launch of 3rd.
A difference in our math then. Still, it doesn't matter, they will shredMEQ, as they should.
As for Hellions and Hit and Run, if it was 4th edition then that is when Raptors lost it in the 4th edition CSM Abomination, er, sorry, codex.
Funny observation for the day: Everyone was convinced GW was going to Plague Marine the weapon options on Scourges, but nobody thought to think about Wyches getting the treatment. I wonder if Kabalite Warriors got the same treatment?
Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.
ERJAK wrote: Forcing a 40k player to keep playing 7th is basically a hate crime.
Also I agree with Imateria, Lelith is solid but you can make a normal sucubus that would make her blush.
6 base attacks, +2 attacks WLT, Triptich whip for 3 more, +1 attack drug.
Yup, a 12 attack per activation Succubus without even assigning an obsession lol. Hitting on a 2, wounding on a 2, flat 2 damage at -3, gross.
Personally I love all the loadouts.
Cursed blade suicide wench is stronger then ever. She bounces mortals with every successful 4++ doge (WLT) and when she dies inflicts d3+3 more? She will REALLY hurt durable monsters and units, and that's just passively before you factor any of her attacks.
The red grief one is as usual baller too.
I am seriously pleased with the reatment they finally gave the cult units. The Succubus actually trashes things in assault, as do the wyches, no escape sounds a bit odd now, but will have to get a better translation.
This message was edited 1 time. Last update was at 2021/03/19 22:56:15
Oh gak, Insensible is now a 5+FNP! That's so stronk!
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.
ERJAK wrote: Forcing a 40k player to keep playing 7th is basically a hate crime.
IDK, feels like a flat nerf to grots. My favorite unit lol
.....Going from a 5++ to a 6++, transhuman (assuming PoF), and 5+FNP is a flat nerf?
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
An interesting switch. Swap Coven's Invulnerable Save with Power From Pain's Ignore Wounds. It will certainly save a bit of time on the table top and arguably even makes sense. Lots of dodging going on (PfP) while Covens shrugs off actual damage.
blood reaper wrote: I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote: Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote: GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet.
vipoid wrote: Sigh. What does GW have against Mandrakes?
What have you got against them, they're quite good.
Not core so even in the Realspace Detachment they don't can't benefit from the Archon's aura (nor anyone else's aura).
Because trying to build a themed army when not a single one of your HQs aren't allowed any synergy with the unit you want to build around is always fantastic fun.
blood reaper wrote: I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote: Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote: GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet.
IDK, feels like a flat nerf to grots. My favorite unit lol
.....Going from a 5++ to a 6++, transhuman (assuming PoF), and 5+FNP is a flat nerf?
No, going from a 4++ and a 6+++ to a 6++ 5+++ definitely IS a nerf. Also Profits of flesh specifically doesn't work on weapons that are strength 8+ and with plasma inceptors running wild that is a pretty impactful ability.
An interesting switch. Swap Coven's Invulnerable Save with Power From Pain's Ignore Wounds. It will certainly save a bit of time on the table top and arguably even makes sense. Lots of dodging going on (PfP) while Covens shrugs off actual damage.
This won't save any time, not sure how you got that idea. They still have 2 saves, one of which needing to take longer verse multi wound damage since it's a FnP
I was not opposed to some form of downgrade, but this is basically a worse save and the time sink still remains. Would have preferred coven simply add +1 to inured to suferring for the 5++
Seems to be an edition for wracks to shine if i am honest. Heck even the hex rifle in a dark techno is wounding most characters on a 2+ for flat 3 damage.
An interesting switch. Swap Coven's Invulnerable Save with Power From Pain's Ignore Wounds. It will certainly save a bit of time on the table top and arguably even makes sense. Lots of dodging going on (PfP) while Covens shrugs off actual damage.
This won't save any time, not sure how you got that idea. They still have 2 saves, one of which needing to take longer verse multi wound damage since it's a FnP
I was not opposed to some form of downgrade, but this is basically a worse save and the time sink still remains. Would have preferred coven simply add +1 to inured to suferring for the 5++
Seems to be an edition for wracks to shine if i am honest. Heck even the hex rifle in a dark techno is wounding most characters on a 2+ for flat 3 damage.
I agree Wracks look good but I'm very dubious about Dark Technomancers.
Suffering d3 Mortal Wounds for every 1 to wound seems like a hell of a drawback.
blood reaper wrote: I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote: Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote: GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet.
An interesting switch. Swap Coven's Invulnerable Save with Power From Pain's Ignore Wounds. It will certainly save a bit of time on the table top and arguably even makes sense. Lots of dodging going on (PfP) while Covens shrugs off actual damage.
This won't save any time, not sure how you got that idea. They still have 2 saves, one of which needing to take longer verse multi wound damage since it's a FnP
I was not opposed to some form of downgrade, but this is basically a worse save and the time sink still remains. Would have preferred coven simply add +1 to inured to suferring for the 5++
Seems to be an edition for wracks to shine if i am honest. Heck even the hex rifle in a dark techno is wounding most characters on a 2+ for flat 3 damage.
I agree Wracks look good but I'm very dubious about Dark Technomancers.
Suffering d3 Mortal Wounds for every 1 to wound seems like a hell of a drawback.
Given the wording implies you can choose like it's a plasma overcharge. You can easily pick what situations you need the damage and wound boosts for.
An interesting switch. Swap Coven's Invulnerable Save with Power From Pain's Ignore Wounds. It will certainly save a bit of time on the table top and arguably even makes sense. Lots of dodging going on (PfP) while Covens shrugs off actual damage.
This won't save any time, not sure how you got that idea. They still have 2 saves, one of which needing to take longer verse multi wound damage since it's a FnP
I was not opposed to some form of downgrade, but this is basically a worse save and the time sink still remains. Would have preferred coven simply add +1 to inured to suferring for the 5++
Seems to be an edition for wracks to shine if i am honest. Heck even the hex rifle in a dark techno is wounding most characters on a 2+ for flat 3 damage.
I agree Wracks look good but I'm very dubious about Dark Technomancers.
Suffering d3 Mortal Wounds for every 1 to wound seems like a hell of a drawback.
It's 1 mortal or d3 for vehicles or monsters so wracks and grots will only ever take 1 for 1
An interesting switch. Swap Coven's Invulnerable Save with Power From Pain's Ignore Wounds. It will certainly save a bit of time on the table top and arguably even makes sense. Lots of dodging going on (PfP) while Covens shrugs off actual damage.
This won't save any time, not sure how you got that idea. They still have 2 saves, one of which needing to take longer verse multi wound damage since it's a FnP
I was not opposed to some form of downgrade, but this is basically a worse save and the time sink still remains. Would have preferred coven simply add +1 to inured to suferring for the 5++
Seems to be an edition for wracks to shine if i am honest. Heck even the hex rifle in a dark techno is wounding most characters on a 2+ for flat 3 damage.
I agree Wracks look good but I'm very dubious about Dark Technomancers.
Suffering d3 Mortal Wounds for every 1 to wound seems like a hell of a drawback.
No rerolls either I believe, it's incredibly punishing now.