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Made in us
Mimetic Bagh-Mari







 mauzer wrote:
I didn't say it did or it didn't, but he seemed confident that it didn't and refuses to back it up. None of the rumors say the hellbrute does or does not get it.

mauzer... man this post reminded me of talking to senior citizen with downs and early onset dementia running for political office…

 Robbietobbie wrote:
 5deadly wrote:
 BladeWalker wrote:
5deadly is my new favorite poster!

Thanks Man. I hope to do more active things in the forums with models and tutorials and such… Got some info from Picster on Massive Voodoo for converting Plague Marines. Maybe if I can get my -Ish- together I might have some decent stuff.
this make me wanna Run Nurgle all MFn day Son!


that looks great, if there's any tutorial on converting and/or painting like that, please do share

Well the Body and shoulders are made from forge world Plague marine with a custom head job


The backpack, arms and legs are from MKIII armor with some custom work done


The Gun is from Forgeworld Phobos pattern of bolters



After that it’s putty work, some cutting and slicing, a bit of hole digging and cord hangin…

I don’t have an in depth from him as the model is a one shot and he didn’t do a step by step… but that being said… But I do have these and I will be following in this vein for all my future nurgle works… I’ve seen some Crapolla and this guy make Nurgle look Sweet… should be easy and expensive…



all the parts above are correct and below is what his reply was to the things I wasn’t sure on.

Raffaele “Picster” Picca
“1. The tiny boils are balls from a Brita water filter.
When you cut those open you'll find some carbon pieces and a lot of cool small balls!

2. the cracks are painted... it's all about contrast....

3. woah i can't remember all the colors, it's a pretty old paintjob... basically GW and Vallejo Model Color paints... but what paints exactly... no clue.... guessing from my own photo i would say:
a mix of codex grey with catachan green for the basecoat. A mix of fortress grey and
camo green for the lights and rotting flesh for the smallest highlights. Vallejo Model Color Dark Sea Blue for the shadows.

For the metal I used tin bitz and highlighted with some bright metal color like Vallejo Model Air Silver."

I hope that helps Robbietobbie.

This message was edited 1 time. Last update was at 2012/09/27 17:22:36


 
   
Made in us
Longtime Dakkanaut




Indiana

Well for a 3 hull point vehicle it will in effect give you an extra hull point all the time with that 5++. So now we can look at them as a 4 hull point(effectively) but in some ways better because they have a chance of ignoring the instant death results.

Now we combine that with ITND and it has a 33% chance of getting one of those hull points back per turn after it takes one. It does more than just increase survivability it forces your opponent to either ignore shooting at them, or shoot enough fire power at them to kill them for fear of any shooting being rendered useless(especially if you are running them with a warpsmith). Quite scary and effective when you look at them that way. Cause the thing is they can not be ignored. Krak Grenades are actually a liability at that point as it prevents you from running while you are going to maybe get one glance per combat, compared to its reliable two kills+

Anyone do the statistics on surviving with 5+ invul compared to not having it?

This message was edited 1 time. Last update was at 2012/09/27 17:20:31


People who stopped buying GW but wont stop bitching about it are the vegans of warhammer

My Deathwatch army project thread  
   
Made in br
Savage Khorne Berserker Biker






 Leth wrote:
Yea (personally I think dreads will be fine), however their use needs to be different than before. Everything in 6th needs to work together. I see dreads as a good support for assault troops to eat overwatch fire before they both charge a target, while also providing light fire support.


This is particularly true if dreads can take vehicle upgrades like Dirge Caster that deny overwatch in a bubble. Though that does make them even bigger targets for lascannong and melta.

In Boxing matches, you actually get paid to take a dive and make the other guy look good.

In Warhammer 40K, you're expected to pay cash out of your pocket for the privilege of having Marines and IG trample all over your Xenos/Chaos. 
   
Made in us
Mimetic Bagh-Mari






More stuff to keep the rumors flowin

“Jimbo 1701”
list of all the units that are markable please?
Lord
Sorcerer
Dark apostle
Warpsmith
Marines
Terminators
Chosen
Mutilators
Possessed
Raptors
Spawn
Warp Talons
Bikers
Havocs
Obliterators

Note, cult marines come with the marks already, daemon princes take a 'daemon of......' rather than a mark and independent characters choose their marks from a wargear list rather than having it in their entry. This is a trend throughout the book - independent characters can choose from more lists, characters from basic lists and most vehicles from the vehicle list.

-Plague marine options

“squad 5-15
extra weapon, plagueknife, fearless, FnP.-
2 may take plasma pistol / plasma gun / flamer / melta (usual costs)
one model can take icon of despair (same as meltagun cost)
unit can be veterans of the long war for small increase per model and take a rhino
champion has more options and can take from ranged and melee lists as well as meltabombs, mutation,”

-Lord Set up

“Lords cost significantly less than they do now as a base cost, 2/3 as much.
Upgrade them to terminators to make them the same base cost as a codex Space marine HQ.
same cost as melta bombs for veteran of the long war rule described elsewhere.
Has the options from wargear lists I mentioned in an earlier post (previous page?) plus can choose from the marks of chaos list, allowing him to make nurgle/khorne/slaanesh cult marines troops.”

This message was edited 1 time. Last update was at 2012/09/27 17:42:46


 
   
Made in us
Veteran Inquisitor with Xenos Alliances






Hmmm... I can mark my spawn. T6 spawn might be interesting.
   
Made in fi
Courageous Space Marine Captain






 5deadly wrote:

Note, cult marines come with the marks already, daemon princes take a 'daemon of......' rather than a mark and independent characters choose their marks from a wargear list rather than having it in their entry.


Wait, wait! Daemon Princes can take stuff from the wargear list, right? So maybe they can afterall get marks, by choosing them as wargear?

   
Made in us
Drone without a Controller




5deadly: I've never been a big fan of the nurgle asthetic(Granted Nurgle is actually tied with Tzee as fav chaos lord.) but you have changed my mind. It's not overly disgusting but just enough that it doesn't lose it's nurgleness. Looking at the FW set there are only two torsos I don't like, the overly bloated ones. I don't mind rot and rust but something about the bloating just freaks me out.(misson accomplished I suppose.)

Great job man!

Someone once told me this about Porsche Panameras:
"There are two Panamera's in my hood. Visual pepper spray. When Jesus was on the cross and cried out "Father, why have you forsaken me?" it wasn't because of the whole crucifixion, it was because he foresaw the design of the Porsche Panamera."
You learn something new everyday.  
   
Made in se
Regular Dakkanaut






Can Nurgle characters get FNP?

The Tick: Everybody was a baby once, Arthur. Oh, sure, maybe not today, or even yesterday. But once. Babies, chum: tiny, dimpled, fleshy mirrors of our us-ness, that we parents hurl into the future, like leathery footballs of hope. And you've got to get a good spiral on that baby, or evil will make an interception.  
   
Made in gb
Fresh-Faced New User




 Crimson wrote:
 5deadly wrote:

Note, cult marines come with the marks already, daemon princes take a 'daemon of......' rather than a mark and independent characters choose their marks from a wargear list rather than having it in their entry.


Wait, wait! Daemon Princes can take stuff from the wargear list, right? So maybe they can afterall get marks, by choosing them as wargear?


The leaked HQ page shows an entry for the warpsmith "may take a single Mark of Chaos from the wargear list"

so marks are in the wargear list, but the DP doesn't have access to them.
   
Made in us
Regular Dakkanaut





So if the dragon has a template and is a flying vehicle do you measure from the weapon itself. If so how far up is this model and how much can you reliably cover with the cone!
   
Made in us
Stone Bonkers Fabricator General






A garden grove on Citadel Station

 Gargantuan wrote:
Can Nurgle characters get FNP?
That's a good question, one I'd like to know the answer to as well. Unless GW wrote in special rules for HQs taking marks, it would seem like a nurgle lord only gets +1 toughness, making him weaker than a standard plague marine.

ph34r's Forgeworld Phobos blog, current WIP: Iron Warriors and Skaven Tau
+From Iron Cometh Strength+ +From Strength Cometh Will+ +From Will Cometh Faith+ +From Faith Cometh Honor+ +From Honor Cometh Iron+
The Polito form is dead, insect. Are you afraid? What is it you fear? The end of your trivial existence?
When the history of my glory is written, your species shall only be a footnote to my magnificence.
 
   
Made in gb
Mighty Vampire Count






UK

 lunarman wrote:
I wouldn't rely on a 5++ or IWND for survivial. They're just "a chance" but not be be counted on in my opinion.

Sure, some shots I'll save, but most of them will get through.


Well it should stop about a 1/3 of all the shots that actually get through to damage you as you don't save against oens that don't.

I am quite happy with my 6+ save with Sisters - or my 5+ DE flickerfields - they have been game changers

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

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in gb
Slashing Veteran Sword Bretheren






Liverpool

Wonder where Maelstrom's chaos pre orders are, wouldve thought they would be up by now.

I keep changing opinions on what to get, the dragon or the fiend. However I am swaying towards the dragon atm.

Am I right in saying the baleflamer is AP3? What else does it have. So the tactic would be to vector strike and then burn the enemy? Just read the new WD's battle report and was suprised with how much damage the flyer done.

Fury from faith
Faith in fury

Numquam solus ambulabis 
   
Made in us
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

St6 AP3 and Torrent, so it can throw the fire 12" and position it pretty easy to hit a ton of models, Especially nasty against marines

Best Painted (2015 Adepticon 40k Champs)

They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) 
   
Made in us
Longtime Dakkanaut





 unmercifulconker wrote:

I keep changing opinions on what to get, the dragon or the fiend. However I am swaying towards the dragon atm.

Am I right in saying the baleflamer is AP3? What else does it have. So the tactic would be to vector strike and then burn the enemy? Just read the new WD's battle report and was suprised with how much damage the flyer done.


It's a str 6 ap 3 flamer template that has a range of 12" from the mouth of the dragon. That means you have, effectively, a 42" range on everything on the table, which in two of the three deployments puts everything in range first turn. The flamer template ignores cover, and the ap3 ignores most armor saves on most troops, and the str 6 will wound most things on a 2 and up. You also get to position the flame template any way you want so long as the narrow end is closer to the dragon than the fat end, which gives you a good range of control over it. With premeasuring and being a flier, you should be able to get any sort of position you want with that flamer template, no matter how far back the opponent deploys.

That means that most troops without an invul or fnp save are just going to die. All you have to do is touch them with the template and not roll 1's. Then you zip off the board next turn and come on the turn after to do it all over again, or you could go into Hover Mode if there's something you REALLY want dead fast. The Baleflamer will be the ideal weapon to get troops off of those pesky quad guns, or to get rid of those new flakk missile havocs or longfangs or whatever else. It could make its points back very quickly.

Especially if you have 2 of them.
   
Made in us
Nigel Stillman





Austin, TX

 5deadly wrote:


-Lord Set up

“Lords cost significantly less than they do now as a base cost, 2/3 as much.
Upgrade them to terminators to make them the same base cost as a codex Space marine HQ.
same cost as melta bombs for veteran of the long war rule described elsewhere.
Has the options from wargear lists I mentioned in an earlier post (previous page?) plus can choose from the marks of chaos list, allowing him to make nurgle/khorne/slaanesh cult marines troops.”


Wow, dang! That's a huge cut in price. Though I'm betting the reason why is because they lose the 5+ invul and fearless. I don't really mind that, since I was planning on taking a Terminator Lord anyway, so the two different 5+ invulnerable saves were just redundant in the long run.
   
Made in us
Fresh-Faced New User




 Vladsimpaler wrote:
 5deadly wrote:


-Lord Set up

“Lords cost significantly less than they do now as a base cost, 2/3 as much.
Upgrade them to terminators to make them the same base cost as a codex Space marine HQ.
same cost as melta bombs for veteran of the long war rule described elsewhere.
Has the options from wargear lists I mentioned in an earlier post (previous page?) plus can choose from the marks of chaos list, allowing him to make nurgle/khorne/slaanesh cult marines troops.”


Wow, dang! That's a huge cut in price. Though I'm betting the reason why is because they lose the 5+ invul and fearless. I don't really mind that, since I was planning on taking a Terminator Lord anyway, so the two different 5+ invulnerable saves were just redundant in the long run.


I'm pretty sure Lords still have the 5+ invuln. I know that the Dark Vengeance one does. Perhaps you need to buy it as an upgrade, dunno!
   
Made in us
Nigel Stillman





Austin, TX

Zakriv wrote:
 Vladsimpaler wrote:
 5deadly wrote:


-Lord Set up

“Lords cost significantly less than they do now as a base cost, 2/3 as much.
Upgrade them to terminators to make them the same base cost as a codex Space marine HQ.
same cost as melta bombs for veteran of the long war rule described elsewhere.
Has the options from wargear lists I mentioned in an earlier post (previous page?) plus can choose from the marks of chaos list, allowing him to make nurgle/khorne/slaanesh cult marines troops.”


Wow, dang! That's a huge cut in price. Though I'm betting the reason why is because they lose the 5+ invul and fearless. I don't really mind that, since I was planning on taking a Terminator Lord anyway, so the two different 5+ invulnerable saves were just redundant in the long run.


I'm pretty sure Lords still have the 5+ invuln. I know that the Dark Vengeance one does. Perhaps you need to buy it as an upgrade, dunno!


Well note that the Aura of Dark Glory is in the Gifts of the Dark gods section. I'm sure that it won't be terribly expensive, no more than 10 points. Even then, the Lord will be a lot less than he used to be. I'm also hoping that we can take multiple Marks, like in 2nd edition. I'd love to have a Khorne/Nurgle lord!

This message was edited 1 time. Last update was at 2012/09/27 21:02:58


 
   
Made in ie
Devestating Grey Knight Dreadknight





Limerick

 Vladsimpaler wrote:
 5deadly wrote:


-Lord Set up

“Lords cost significantly less than they do now as a base cost, 2/3 as much.
Upgrade them to terminators to make them the same base cost as a codex Space marine HQ.
same cost as melta bombs for veteran of the long war rule described elsewhere.
Has the options from wargear lists I mentioned in an earlier post (previous page?) plus can choose from the marks of chaos list, allowing him to make nurgle/khorne/slaanesh cult marines troops.”


Wow, dang! That's a huge cut in price. Though I'm betting the reason why is because they lose the 5+ invul and fearless.


Nope, from what we've been told so far, they still have those.

Read Bloghammer!

My Grey Knights plog
My Chaos Space Marines plog
My Eldar plog

Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
Made in us
Nigel Stillman





Austin, TX

 Godless-Mimicry wrote:
 Vladsimpaler wrote:
 5deadly wrote:


-Lord Set up

“Lords cost significantly less than they do now as a base cost, 2/3 as much.
Upgrade them to terminators to make them the same base cost as a codex Space marine HQ.
same cost as melta bombs for veteran of the long war rule described elsewhere.
Has the options from wargear lists I mentioned in an earlier post (previous page?) plus can choose from the marks of chaos list, allowing him to make nurgle/khorne/slaanesh cult marines troops.”


Wow, dang! That's a huge cut in price. Though I'm betting the reason why is because they lose the 5+ invul and fearless.


Nope, from what we've been told so far, they still have those.



...damn. That's super inexpensive. I remember you from the Warseer Chaos thread, so I will say that if Lords do indeed keep Fearless and the 5+ invul and they are 2/3rds of the cost they used to be, then yes there is no reason to use a Daemon Prince given their price increase. So I -will- give you that!
   
Made in gb
Fixture of Dakka





Southampton

 unmercifulconker wrote:
Wonder where Maelstrom's chaos pre orders are, wouldve thought they would be up by now.


Rumour has it that Maelstrom might be about to cease trading.

   
Made in gb
Slashing Veteran Sword Bretheren






Liverpool

Sweet thanks guys, flamer sounds nasty

Maelstrom ceasing? Do you know where abouts on the internets this unwelcome news lurks? Would really like to read up on this. I have been getting emails from them for vouchers, deals etc and they are saying they are moving warehouses but nothing about closing. Really hope this isnt true :(

edit: should say ceasing trade with GW, not closing all together

This message was edited 1 time. Last update was at 2012/09/27 21:19:49


Fury from faith
Faith in fury

Numquam solus ambulabis 
   
Made in ca
Warp-Screaming Noise Marine




Canada!

I'd be awfully excited about this news if you can add a doom siren to a chaos lord. Can you imagine how many power armored days you'd be ruining pulling up next to a squad in your rhino firing two doom sirens out of the top?

It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax...  
   
Made in us
Daemonic Dreadnought






 Exergy wrote:

 schadenfreude wrote:
Esparoba3 wrote:
 Exergy wrote:

Zakriv wrote:
Question!
I see Chainaxes are AP4, but the Khorne Berserker entry just says they have 'close combat weapons', does anyone know if you need to pay extra for Chainaxes?

2pts per model. not worth it

I mostly play against guard or necrons, so i think they are totally worth it

Not every squad member would need it. They would generate huge amounts of combat resolution against units that don't have atsknf.

they end up costing 13% more with them. against guard they will do 33% more damage with no save, but still have the same T, W, and number of models.
Against guard it might actually be better to grind the blob slowly, so they cannot shoot you.
against the stuff that the chain axes are really effective against, (4+ saves) they really arent useful. Banshees will kill them first;no one takes carpace armor or 'ard boys; necron warriros, fire warriors and the like will die regardless.



Banchies need 6 attacks to drop a zerker, or 16.7% chance per attack. Zerkers with chain axes have a 33% chance per attack to drop a banchie if charged, and have a 42% chance to drop a banchie if charging. Every axe is like having another zerker in the fight. Wound allocate to the ones without an axe first, which should be easy if the unit is properly deployed. Even with a superior initiative and power weapons a small number of zerkers with a chain axe or 2 will wreck the squad of banchies.

Necron warriors are often accompanied by a lord and/or overlord with a scythe & mss.

And there is also the very likely possibility an 8 strong squad of zerkers can be down to 2 or 3 zerkers by turn 4 with the champion among the casualties. If the squad purchased 1 or 2 chain axes, and through careful deployment & wound allocation the chain axes are among the survivors the small squad of zerkers now poses a serious danger of wiping out units like fire dragons, dire avengers, guardians, guardsmen, DE warriors/trueborn, Hive guard, mycenic spores, or a 14 strong block of necron warriors accompanied by a decked out lord.

Like I said 1 or 2 chain axes can make a huge difference against armies that don't have atsknf. It's not uberlicious, but it can be a useful way to spend the last couple of lingering points.


Automatically Appended Next Post:
 Hulksmash wrote:
St6 AP3 and Torrent, so it can throw the fire 12" and position it pretty easy to hit a ton of models, Especially nasty against marines


With a 48" + template threat range when coming in from reserve marines players have a lot to worry about while the thing is in reserve. The #1 factor now as to how scary the weapon will be after the dragon is already on the table is if it's hull mounted, or if the dragon has a neck that can turn. A 45 degree front arc of fire on a flier can be very restrictive even for a torrent weapon, but if that thing can turn it's neck/is 360 degree mounted...

This message was edited 1 time. Last update was at 2012/09/27 21:42:49


Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
Made in us
Speed Drybrushing






Chicago, Illinois

Been following on-and-off for about 30 pages so far, and haven't really seen whether this has been addressed yet:

-Do we know if Cult units can take Terminator armor?
-If not, can Marked Terminators take weapon options specific to cult troops with that mark? (IE Chain Axes or Sonic Weapons)
-Can Marked Havocs take weapon options related to their mark (especially Sonic Weapons, AP3 bolts)?

Rokugnar Eldar (6500) - Wolves of Excess (2000) - Marines Diagnostica (2200)
tumblr - I paint on Twitch! - Also a Level 2 Magic Judge  
   
Made in nl
Jovial Plaguebearer of Nurgle






 5deadly wrote:


I hope that helps Robbietobbie.


Thanks that really is. Couldn't place the model but I guess that was mostly because of the different backpack. Good thing I have 3 death guard conversion kits coming (2PA and 1 TDA) from FW
   
Made in ie
Devestating Grey Knight Dreadknight





Limerick

schadenfreude wrote:With a 48" + template threat range when coming in from reserve marines players have a lot to worry about while the thing is in reserve. The #1 factor now as to how scary the weapon will be after the dragon is already on the table is if it's hull mounted, or if the dragon has a neck that can turn. A 45 degree front arc of fire on a flier can be very restrictive even for a torrent weapon, but if that thing can turn it's neck/is 360 degree mounted...


It is mounted in its mouth with no rotation from what I've seen however with Torrent weapons you may place the Template turned also, so as long as the large end is no closer to the model than the narrow end, so as long as the Template is within its LOS. Given its movement and ability to Hover this is very easy to do.


Automatically Appended Next Post:
 Magc8Ball wrote:
Been following on-and-off for about 30 pages so far, and haven't really seen whether this has been addressed yet:

-Do we know if Cult units can take Terminator armor?
-If not, can Marked Terminators take weapon options specific to cult troops with that mark? (IE Chain Axes or Sonic Weapons)
-Can Marked Havocs take weapon options related to their mark (especially Sonic Weapons, AP3 bolts)?


No to all.

This message was edited 1 time. Last update was at 2012/09/27 22:04:26


Read Bloghammer!

My Grey Knights plog
My Chaos Space Marines plog
My Eldar plog

Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

 Praxiss wrote:
 CthuluIsSpy wrote:
 mauzer wrote:
Also dreads apparently can't take NORMAL auto cannons for some reason? Honestly I prefer the 48inch range to 36in and pinning


Reaper Autocannons are normal autocannons. They are just twinlinked.
And Chaos Dreads never had "normal" autocannons. They also had the reaper version.
Well, since 3rd ed anyway.


i'm pretty sure they just had normal Autocannons. reapers were on terminators and Defilers.

Also, the reaper is 36" range while the normal Autocannon is 48". The price you pay for being twin-linked.


reapers use to be 48" did this change?

hades are 36, but they are +1 str and twice the shots


Automatically Appended Next Post:
 schadenfreude wrote:
 Exergy wrote:

 schadenfreude wrote:
Esparoba3 wrote:
 Exergy wrote:

Zakriv wrote:
Question!
I see Chainaxes are AP4, but the Khorne Berserker entry just says they have 'close combat weapons', does anyone know if you need to pay extra for Chainaxes?

2pts per model. not worth it

I mostly play against guard or necrons, so i think they are totally worth it

Not every squad member would need it. They would generate huge amounts of combat resolution against units that don't have atsknf.

they end up costing 13% more with them. against guard they will do 33% more damage with no save, but still have the same T, W, and number of models.
Against guard it might actually be better to grind the blob slowly, so they cannot shoot you.
against the stuff that the chain axes are really effective against, (4+ saves) they really arent useful. Banshees will kill them first;no one takes carpace armor or 'ard boys; necron warriros, fire warriors and the like will die regardless.



Banchies need 6 attacks to drop a zerker, or 16.7% chance per attack. Zerkers with chain axes have a 33% chance per attack to drop a banchie if charged, and have a 42% chance to drop a banchie if charging. Every axe is like having another zerker in the fight. Wound allocate to the ones without an axe first, which should be easy if the unit is properly deployed. Even with a superior initiative and power weapons a small number of zerkers with a chain axe or 2 will wreck the squad of banchies.

Necron warriors are often accompanied by a lord and/or overlord with a scythe & mss.

And there is also the very likely possibility an 8 strong squad of zerkers can be down to 2 or 3 zerkers by turn 4 with the champion among the casualties. If the squad purchased 1 or 2 chain axes, and through careful deployment & wound allocation the chain axes are among the survivors the small squad of zerkers now poses a serious danger of wiping out units like fire dragons, dire avengers, guardians, guardsmen, DE warriors/trueborn, Hive guard, mycenic spores, or a 14 strong block of necron warriors accompanied by a decked out lord.

Like I said 1 or 2 chain axes can make a huge difference against armies that don't have atsknf. It's not uberlicious, but it can be a useful way to spend the last couple of lingering points.


I am pretty sure chain axes are all or nothing, so your unit of 10 zerkers has to take 10 or none. Also you cannont allocate wounds that way, you go to the closest, no mater who he she is.
20 points is a lot for the chance you might meet some banshees.

In the list you have there, most of the troops have no chance against zerkers anyway. DE warriro / trueborn will fold to zerkers without chain axes, so what is the point of spending more. also they are always run in groups of 5s, you will likely wipe them and then get shot to death. same for fire dragons, same for guardians, same for guardsmen.

assuming you find a HUGE group of necron warriors with a decked out lord, they might be useful, but i dont think that is going to happen.


Automatically Appended Next Post:
 Red Corsair wrote:
str00dles1 wrote:
Since Olblits are still bad, and even worse now, has anyone seen the cost for Havocs and how much weapon weapon or what weapons they can take?


What!!! They are not bad, they are now 70 points wrather then 75 and can buy marks...... So basically for the price you were paying they now can also get T5, with MoN or a 4++ with MoT. Oh and they have assault canons again...... Nope pretty sure they still win over havocs for being a swiss army knife.


without the powerfist they can be tarpitted in assault by anyone now

This message was edited 2 times. Last update was at 2012/09/27 23:17:40


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My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
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Axes are iconic for Berzerkers, so they should have them. But they're only good very situationally. And once they're modelled, then they're stuck with them against every foe.

It would bug me less if the Berzerkers just came with the axes, instead it being an option, even if they ended up costing the same as with the upgrade in the end. Then it at least wouldn't feel like you chose to waste twenty points or so just for laughs every time you play against marines.

   
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Limerick

Exergy wrote:without the powerfist they can be tarpitted in assault by anyone now


How many times do people have to be told they still have Power Fists before they start to understand?

Despite that, I still think Oblits aren't as great as the Fiends or Havocs now due to the restrictions on what you can shoot.

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Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
 
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