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![[Post New]](/s/i/i.gif) 2012/10/04 21:44:51
Subject: Typhus and zombie cultists
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Regular Dakkanaut
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So reading through an early release of the new chaos codex, many people have noticed that Typhus can turn cultists into zombies. The standard max size of a cultist unit is 35 dudes. Its also very clearly states that these "zombies" can't purchase any options.
Adding troops is an option so RAW says that your zombie units can't be any larger than 10 man squads.
While I don't believe that we can get any specific answers here that are definitive until the FAQ is released, do you guys feel that this is simple typo? certainly seems to defeat the purpose to me.
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![[Post New]](/s/i/i.gif) 2012/10/04 21:48:53
Subject: Re:Typhus and zombie cultists
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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Clearly a typo.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2012/10/04 21:50:53
Subject: Re:Typhus and zombie cultists
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Blood Angel Terminator with Lightning Claws
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I don't think its a typo. There is honestly no discussion possible at the moment with this rule. All we know is that as of right now the rules state that Zombies can only be in squads of 10. The rule is actually really clear and there is no ambiguity. Its possible it was a typo, but it seems too clear and the rest of the book is clear and concise. Very straight to the point.
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![[Post New]](/s/i/i.gif) 2012/10/04 21:54:02
Subject: Typhus and zombie cultists
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Regular Dakkanaut
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I really want a walking dead army. 210 zombies on the table sounds very "fun" to play against. LOL
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![[Post New]](/s/i/i.gif) 2012/10/04 22:40:08
Subject: Typhus and zombie cultists
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Bounding Assault Marine
Nocturne
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Clearly an oversight on the Kelly's part. There's no way that that's the way he intended it.
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Sun Tzu "All warfare is based on deception"
Into the Fires of Battle! Unto The Anvil of War!
2500 pts
1500 pts
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![[Post New]](/s/i/i.gif) 2012/10/04 23:15:20
Subject: Typhus and zombie cultists
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Stern Iron Priest with Thrall Bodyguard
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I doubt that, 6th ed has tried to remove tarpits as much as it could. I assume zombies are easy to wound tough to wipe off the table stuff rather than cultists that are comparably easy to deal with. If so why would 6th ed's 1st codex piss on the work that they did with the rulebook.
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![[Post New]](/s/i/i.gif) 2012/10/04 23:24:58
Subject: Typhus and zombie cultists
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Cultist of Nurgle with Open Sores
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Oversight. Pure and simple.
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Slottabases for the Slottabase God!
Daemon host - 2000
Death Guard & Iron Wraiths Chaos Space Marines - 1500 pts incl. mini's from my Daemon Host
Beastmen Warherd - between 1000-1250 points (depending on magic items etc.)
Necromunda/RT Genestealer Cult
Necromunda/RT Beastmen Cult
Old West Lawmen + Cowboys posses
VSF British
Hasslefree Mesaan Army (wip)
Various Post Apocalyptic minis and vehicles for Wasteland 3 Meltdown |
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![[Post New]](/s/i/i.gif) 2012/10/04 23:29:14
Subject: Typhus and zombie cultists
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Longtime Dakkanaut
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alienvalentine wrote:Clearly an oversight on the Kelly's part. There's no way that that's the way he intended it.
And an oversight on everyone who playtested it ??
Nick Bayton, John Bracken, Stefano Carlini, Paul Hickey, Matt Hilton, Andy Keddie, Trevor Larkin, Benjamin Mason, Martin Morrin, Gary Shaw??
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This message was edited 1 time. Last update was at 2012/10/04 23:29:26
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![[Post New]](/s/i/i.gif) 2012/10/04 23:38:26
Subject: Re:Typhus and zombie cultists
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Furious Raptor
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I don't think it's a typo or an oversight. Like Red Comet said, it's pretty clear, straightforward, unambiguous language. And any speculation on whether it was intended is just that... speculation.
Wrote up a probably longer than it needed to be article on this very issue yesterday -
http://www.theruleslawyers.com/2012/10/6th-edition-rulings-plague-zombies-unit-size-limits/
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Willydstyle wrote:Giantkiller, while those were very concise and logical rebuttals to the tenets upon which he based his argument... he made a post which was essentially a gentlemanly "bow out" from the debate, which should be respected.
GiantKiller: beating dead horses since 2006. |
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![[Post New]](/s/i/i.gif) 2012/10/04 23:40:22
Subject: Typhus and zombie cultists
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Blood-Raging Khorne Berserker
South Chicago burbs
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I agree that's its just an oversight.
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![[Post New]](/s/i/i.gif) 2012/10/05 00:13:15
Subject: Typhus and zombie cultists
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Regular Dakkanaut
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I think it will be FAQ'ed simply based on the fact that if they don't, they won't sell as many models.
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![[Post New]](/s/i/i.gif) 2012/10/05 00:30:02
Subject: Re:Typhus and zombie cultists
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Blood Angel Terminator with Lightning Claws
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I love how everyone is saying its an oversight simply because they want to have a horde of zombies in 40k. So far I haven't seen any arguments that actually hold any water.
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![[Post New]](/s/i/i.gif) 2012/10/05 00:32:19
Subject: Typhus and zombie cultists
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Stern Iron Priest with Thrall Bodyguard
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This is a RAI thread, it is always going to be useless and pointless.
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![[Post New]](/s/i/i.gif) 2012/10/05 00:33:49
Subject: Typhus and zombie cultists
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Powerful Phoenix Lord
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So far, I've not seen any actual published rules that even allow CSM to take a horde of Zombies.
Please note, I'm not asking for rules to be quoted here.
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Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia |
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![[Post New]](/s/i/i.gif) 2012/10/05 00:35:22
Subject: Typhus and zombie cultists
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Pyro Pilot of a Triach Stalker
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Happyjew wrote:So far, I've not seen any actual published rules that even allow CSM to take a horde of Zombies.
Please note, I'm not asking for rules to be quoted here.
I have them in my hand.
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![[Post New]](/s/i/i.gif) 2012/10/05 00:37:57
Subject: Typhus and zombie cultists
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Powerful Phoenix Lord
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I didn't realize the codex was already out. I thought it gets released Saturday or something.
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Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia |
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![[Post New]](/s/i/i.gif) 2012/10/05 00:41:45
Subject: Typhus and zombie cultists
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Pyro Pilot of a Triach Stalker
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I didn't say how I got it.
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![[Post New]](/s/i/i.gif) 2012/10/05 00:44:40
Subject: Typhus and zombie cultists
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Powerful Phoenix Lord
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So for all you know, you could have gotten your hands on a very, very well made Fandex...
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Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia |
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![[Post New]](/s/i/i.gif) 2012/10/05 01:38:13
Subject: Typhus and zombie cultists
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Longtime Dakkanaut
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I really dont see the issue. If you want a horde, you go with the 35 cultists and their guns. If you want durability you go with the 10, FNP, Fearless zombies..
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![[Post New]](/s/i/i.gif) 2012/10/05 02:11:49
Subject: Typhus and zombie cultists
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Stern Iron Priest with Thrall Bodyguard
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Some people want orks in their chaos army without having to go with allies :p
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![[Post New]](/s/i/i.gif) 2012/10/05 02:38:56
Subject: Typhus and zombie cultists
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Pyro Pilot of a Triach Stalker
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Happyjew wrote:So for all you know, you could have gotten your hands on a very, very well made Fandex...
An extremely, very, very well made Fandex. Probably made by a Fan who actually works for GW in the game design department.
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![[Post New]](/s/i/i.gif) 2012/10/05 03:03:05
Subject: Re:Typhus and zombie cultists
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Cultist of Nurgle with Open Sores
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iturgies of blood
2012/10/05 00:18:25 Subject: Typhus and zombie cultists
Diakon wrote:
Oh my word writing that article on Rules Lawyers was a waste of time. As is the website to be fair. lol
I do enjoy respectful constructive criticism.
That was a bit unfair actually GiantKiller. Apologies. Was half asleep when I made that comment and now feeling a little ashamed. Guess yr site just isn't for me but I shouldn't've been so harsh.
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Slottabases for the Slottabase God!
Daemon host - 2000
Death Guard & Iron Wraiths Chaos Space Marines - 1500 pts incl. mini's from my Daemon Host
Beastmen Warherd - between 1000-1250 points (depending on magic items etc.)
Necromunda/RT Genestealer Cult
Necromunda/RT Beastmen Cult
Old West Lawmen + Cowboys posses
VSF British
Hasslefree Mesaan Army (wip)
Various Post Apocalyptic minis and vehicles for Wasteland 3 Meltdown |
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![[Post New]](/s/i/i.gif) 2012/10/05 05:17:52
Subject: Typhus and zombie cultists
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Automated Rubric Marine of Tzeentch
Milwaukee, Wisconsin
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Honestly, I would guess that Kelly just overlooked the fact that adding squad members were labeled as an "option" I think it will be FAQ'ed quickly.
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![[Post New]](/s/i/i.gif) 2012/10/05 09:48:00
Subject: Typhus and zombie cultists
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Camouflaged Zero
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The rules are actually quite clear. You can have a zombie unit of ten to 35 models, since the rules say _any_ cultist unit can be nominated as plague zombies (there is no limit on the unit size).
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![[Post New]](/s/i/i.gif) 2012/10/05 10:56:16
Subject: Typhus and zombie cultists
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Regular Dakkanaut
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Lord Magnus wrote:Honestly, I would guess that Kelly just overlooked the fact that adding squad members were labeled as an "option" I think it will be FAQ'ed quickly.
Gentlemen, we all know that nothing is going to be FAQ'ed quickly. Remember that fearless is awesome now, so that's a pretty good reason why they might want to limit the unit sizes
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![[Post New]](/s/i/i.gif) 2012/10/05 11:03:44
Subject: Typhus and zombie cultists
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Daemonic Dreadnought
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The RAI on this is pretty obvious, as is the RAW. I would allow it, and expect an faq clearing it up by saying "except adding more zombies", but nobody should expect a TO to have RAI trump a very clear RAW.
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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.
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![[Post New]](/s/i/i.gif) 2012/10/05 11:53:18
Subject: Typhus and zombie cultists
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Longtime Dakkanaut
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schadenfreude wrote:The RAI on this is pretty obvious, as is the RAW. I would allow it, and expect an faq clearing it up by saying "except adding more zombies", but nobody should expect a TO to have RAI trump a very clear RAW.
Prove RAI is obvious. It seems clear to me that you can have a large blob of crappy infantry or a small blob of good infantry. Its game balance, so your " RAI is obvious" is a silly statement.
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![[Post New]](/s/i/i.gif) 2012/10/05 13:16:18
Subject: Typhus and zombie cultists
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Guardsman with Flashlight
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Seriously?
Seriously?!!
I can't believe that anyone wound think that this is intended and not just an oversight..... and then to scold people for thinking taking 35 man zombie packs is "unintended".
How fething petty can you get?
Plague Zombies is not a Free FNP and Fearless just because you take Typhus.
Plague Zombies can't shoot there guns and can't run, it's clearly a trade off that for no reason should limit numbers to 10.
The Idea that Zombies only come in squads of 10 is F'ing ludicrous.
Chaos Cultist -
"Hey Typhus, how come the Zombies get to be in organized squads and we don't?"
Typhus -
"Idk lol"
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This message was edited 1 time. Last update was at 2012/10/05 13:17:13
Matt Ward makes me cry. |
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![[Post New]](/s/i/i.gif) 2012/10/05 13:26:10
Subject: Typhus and zombie cultists
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Been Around the Block
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Abaddon: Typhus! Bring on the zombie hoard!
Typhus: Erm.. I think some of the zombies have the flu. How about a zombie tea party instead?
Clearly a brain fart moment by Kelly that will be FAQ'd and I would be willing to bet my Gran on that! ... She's been dead 20 years so you do get one extra zombie if you win.
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This message was edited 2 times. Last update was at 2012/10/05 13:29:30
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![[Post New]](/s/i/i.gif) 2012/10/05 14:42:08
Subject: Typhus and zombie cultists
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Regular Dakkanaut
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Well, having 35 of them makes a massive difference. as far as shooting them. I am going to use a scenario here with marines against "10" zombies
rapid firing with 1 plasma gun, on average, they will inflict 9 wounds and the zombies would make 4 FNP rolls. 5 zombies dead. 0% chance of falling back.
Lets take the exact same result with a 35 man squad of regular cultists. The exact same marine squad rapid fires into them, and does 9 wounds. 9 dead. The squad now has a 27.78% chance to fall back.
so by that logic, 10 zombies have a much better chance to guard an objective than 35 cultists.
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