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Please tell me they did not give a way for the lord of skulls to get a 2+ invun save......  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Homicidal Veteran Blood Angel Assault Marine






This thread should be closed...My god. It's great that it took 10ish posts for someone to actually answer.

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Dimmamar

 insaniak wrote:
Unholyllama wrote:Both in Escalation and Stronghold Assault books have a paragraph that reads the rules within the book are optional, not mandatory and that both players should agree to use the rules prior to the game. So if you say "yes" to escalation, then you may be looking at a 2+ Lord of Skulls.

Are you sure? Because that's not what has been said elsewhere, including on the GW Digital Editions Facebook page.


I don't own Escalation, but SA says, "The following is therefore a list of optional rules updates that we recommend that you incorporate into your games of 40k when using fortifications and buildings. You should agree with your opponent before the battle begins whether to use some, or all of these updates" (SA p15).
This note, though, only covers the "Updated Building Rules" and does not cover the Fortification Datasheets; I would thus surmise that, while using the new RULES requires your opp's permission, taking, say, a Voidshield Generator or Macro-Cannon does not, and you may do so without consulting your opponent beforehand.

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Florida, USA

 troa wrote:
This thread should be closed...My god. It's great that it took 10ish posts for someone to actually answer.


Never!! If there aren't more threads to make outrageous hypothetical posts about Escalation no one will be satisfied. My next thread will be...

Escalation... Forced to play!! (Not really... But maybe in some far off land)

The idea that the pick-up game can't be discussed even with a stranger is ludicrous. And if you don't want to have to talk to someone before the game starts then you have different problems then a super heavy. Where is this "social pressure" coming from? Sometimes you just have to put on the big boy pants and realize it's a game usually played by other reasonable people. Have a chat before the game, it will only make the game that more fun.

As to the OP... Of course they did. GW appeals to the douche in all players at one point or another.

You don't see da eyes of da Daemon, till him come callin'
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Lieutenant General





Florence, KY

 Matt1785 wrote:
Where is this "social pressure" coming from?

From comments like the following:

 Matt1785 wrote:
Sometimes you just have to put on the big boy pants and realize it's a game...

Calling a players maturity into question by saying they need to put on their 'big boy pants' is the very defintion of social pressure. Regardless of what the rules may or may not say, its up to both players to decide what rules are to be used and if they can't come to an amicable agreement then BOTH players are at equal fault and its probably for the best that the game didn't occur as neither player will be happy in the end.

'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim
 
   
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Painlord Titan Princeps of Slaanesh






Dallas, TX

Likewise, people should put on their "big boy pants" and not try to make someone play the kind of game they don't want to.

Asking someone "hey you wanna play 40k?" and then dropping your Revenant titan you got for Xmas down on the table could be the same as asking someone "Hey you wanna play a board game?" And when they say yes, you put down Civilizations: The Board Game.

Yes, they want to play against you. No, a 13-hour game wasn't what they had in mind. Likewise, trying to take down a superheavy wasn't what they had in mind, so they should be able to refuse and say "Nah let's do Monopoly instead" or come to some other agreement.

40k Armies I play:


Glory for Slaanesh!

 
   
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Scuttling Genestealer




Tallahassee

Rofl sure let me just be shot to death the whole way across the board for anything in my horde army to tie up your super heavy the rest of the game. OOOOOOOOOOOOO wait what do i have left after turn 1? Not much. This is why most tournies dont use FW crap because it UNBLANCES THE GAME.
   
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Glorious Lord of Chaos






The burning pits of Hades, also known as Sweden in summer

Bloodynecronight wrote:
Rofl sure let me just be shot to death the whole way across the board for anything in my horde army to tie up your super heavy the rest of the game. OOOOOOOOOOOOO wait what do i have left after turn 1? Not much. This is why most tournies dont use FW crap because it UNBLANCES THE GAME.


The Lord of Skulls is not FW. If you are going to jump on the FW-hate bandwagon at least know which units are FW and not.

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Decrepit Dakkanaut




Its also helpful to know that FW == GW. They are one and the same - check out the copyright, for a start.
   
Made in gb
Longtime Dakkanaut





2++ is possible, however not as bad as it seems since super heavy tanks/titans usually have at least one D weapon which ignores invulnerable saves (and all other saves) anyway. Add to that the ability to punch it to death in melee combat (which it won't get the 2++ against) and it's not as bad as all that.

The best tool for dealing with titans and super heavies I've seen so far is to puppet master them and make them blow up their own army.
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

Yes, you can 2++ a superheavy.

Yes you can run a re-rollable 2++ deathstar

Yes you can run that stupid DP spam build.

You don't have to play the opponent. Pure and simple.

I mean, I already worked out a way to legally without allies take a thunderhawk that I can automatically repair 8 hull points a turn, without rolling. If you ask me, that's gotta be the worst combo yet, since the old T-hawk has a fancy D weapon.

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

 Peregrine wrote:
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 juraigamer wrote:


I mean, I already worked out a way to legally without allies take a thunderhawk that I can automatically repair 8 hull points a turn, without rolling. If you ask me, that's gotta be the worst combo yet, since the old T-hawk has a fancy D weapon.


Oh I HAVE to hear this one.

warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!

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The Hive Mind





Thunderhawk, Inquisitor, lots of Techmarines and Servitors.

My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
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Richmond, VA

I said no allies needed.

You simply take clan ruukan, 2 MOTF, 6 techmarines, attach whole thing to 3 servitors, place inside thunderhawk. You repair hull points and other stuff on a roll of a 1+, so you don't have to roll. Way more broken than anything else out there.

Also allies can't get into others transports, but I am helping a guy make an army of 60+ servitors that is functional that uses the INQ book and stuff.

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

 Peregrine wrote:
SCREEE I'M A SEAGULL SCREE SCREEEE!!!!!
 
   
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rigeld2 wrote:
Thunderhawk, Inquisitor, lots of Techmarines and Servitors.


I don't think you can put Inquisitors into a Thunderhawk since they still follow the normal ally rules. No Battle Brothers in each others transports.
   
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New Orleans, LA

 Orock wrote:
So escalation, lord of skulls.

Sit it on a skyshield, then grimore of true names.

Someone please tell me you still need permission to use superheavies.


So... Then he's just sitting on the skyshield, shooting his belly cannon and not rolling up on vehicles and units, crushing them like paper mache?

So what?

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The Hive Mind





 Nilok wrote:
rigeld2 wrote:
Thunderhawk, Inquisitor, lots of Techmarines and Servitors.


I don't think you can put Inquisitors into a Thunderhawk since they still follow the normal ally rules. No Battle Brothers in each others transports.

Meh, I was wrong anyway.

My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
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 juraigamer wrote:
I said no allies needed.

You simply take clan ruukan, 2 MOTF, 6 techmarines, attach whole thing to 3 servitors, place inside thunderhawk. You repair hull points and other stuff on a roll of a 1+, so you don't have to roll. Way more broken than anything else out there.

Also allies can't get into others transports, but I am helping a guy make an army of 60+ servitors that is functional that uses the INQ book and stuff.


Fairly certain modifiers cannot improved things past a 2+
   
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blaktoof wrote:
 juraigamer wrote:
I said no allies needed.

You simply take clan ruukan, 2 MOTF, 6 techmarines, attach whole thing to 3 servitors, place inside thunderhawk. You repair hull points and other stuff on a roll of a 1+, so you don't have to roll. Way more broken than anything else out there.

Also allies can't get into others transports, but I am helping a guy make an army of 60+ servitors that is functional that uses the INQ book and stuff.


Fairly certain modifiers cannot improved things past a 2+

Can't improve saves past 2+. Other things may not have the same restriction.

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on the forum. Obviously

If he's sitting on the skyshield, that's 1000+ (price of LoS + Sky-shield) points being misused. The Lord of Skulls is meant to get up close and wreck face, not fire away with his gun.


Automatically Appended Next Post:
blaktoof wrote:
 juraigamer wrote:
I said no allies needed.

You simply take clan ruukan, 2 MOTF, 6 techmarines, attach whole thing to 3 servitors, place inside thunderhawk. You repair hull points and other stuff on a roll of a 1+, so you don't have to roll. Way more broken than anything else out there.

Also allies can't get into others transports, but I am helping a guy make an army of 60+ servitors that is functional that uses the INQ book and stuff.


Fairly certain modifiers cannot improved things past a 2+


Saves and rolls to hit and wound can't be improved past 2+. Everything else is fine.

Immortal Thunderhawk is immortal. Unless you somehow kill it in one turn.

This message was edited 1 time. Last update was at 2013/12/09 21:40:25


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 juraigamer wrote:
I said no allies needed.

You simply take clan ruukan, 2 MOTF, 6 techmarines, attach whole thing to 3 servitors, place inside thunderhawk. You repair hull points and other stuff on a roll of a 1+, so you don't have to roll. Way more broken than anything else out there.

Also allies can't get into others transports, but I am helping a guy make an army of 60+ servitors that is functional that uses the INQ book and stuff.


Isn't a roll of 1 (on anything, unless explicitly said otherwise), an auto-fail?

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Rihgu wrote:
 juraigamer wrote:
I said no allies needed.

You simply take clan ruukan, 2 MOTF, 6 techmarines, attach whole thing to 3 servitors, place inside thunderhawk. You repair hull points and other stuff on a roll of a 1+, so you don't have to roll. Way more broken than anything else out there.

Also allies can't get into others transports, but I am helping a guy make an army of 60+ servitors that is functional that uses the INQ book and stuff.


Isn't a roll of 1 (on anything, unless explicitly said otherwise), an auto-fail?

Nope. That's never stated.

My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
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Powerful Phoenix Lord





Buffalo, NY

No such rule exists.

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.
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Decrepit Dakkanaut




Rihgu wrote:
 juraigamer wrote:
I said no allies needed.

You simply take clan ruukan, 2 MOTF, 6 techmarines, attach whole thing to 3 servitors, place inside thunderhawk. You repair hull points and other stuff on a roll of a 1+, so you don't have to roll. Way more broken than anything else out there.

Also allies can't get into others transports, but I am helping a guy make an army of 60+ servitors that is functional that uses the INQ book and stuff.


Isn't a roll of 1 (on anything, unless explicitly said otherwise), an auto-fail?

That has NEVER been a general rule.

A S10 weapon against rear armour 10 can never fail to penetrate if it hits.
   
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Metalica

nosferatu1001 wrote:
Rihgu wrote:
 juraigamer wrote:
I said no allies needed.

You simply take clan ruukan, 2 MOTF, 6 techmarines, attach whole thing to 3 servitors, place inside thunderhawk. You repair hull points and other stuff on a roll of a 1+, so you don't have to roll. Way more broken than anything else out there.

Also allies can't get into others transports, but I am helping a guy make an army of 60+ servitors that is functional that uses the INQ book and stuff.


Isn't a roll of 1 (on anything, unless explicitly said otherwise), an auto-fail?

That has NEVER been a general rule.

A S10 weapon against rear armour 10 can never fail to penetrate if it hits.


It would also suck for Initiative tests since a 1 is great success there.

 
   
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I think that both players should know if super heavies are going to be used in a game as it can be unlikely that a player is prepared to face such a unit.

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And you can't tie up a super-heavy walker in cc (unless you use your own), because they can just walk away next turn and shoot you.
   
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on the forum. Obviously

HunterKiller42 wrote:
And you can't tie up a super-heavy walker in cc (unless you use your own), because they can just walk away next turn and shoot you.


Actually, they can no longer do that. There's nothing in the rules that say they can break out of CC.

What I have
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~1660

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 CthuluIsSpy wrote:
HunterKiller42 wrote:
And you can't tie up a super-heavy walker in cc (unless you use your own), because they can just walk away next turn and shoot you.


Actually, they can no longer do that. There's nothing in the rules that say they can break out of CC.

Which is really, really dumb if you ask me. 30 Ork Boys can tie up just about any Titan for the entire game, no sweat. Especially since the new stomp rules aren't as good.
   
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Fortress of Solitude

Waaaghpower wrote:
 CthuluIsSpy wrote:
HunterKiller42 wrote:
And you can't tie up a super-heavy walker in cc (unless you use your own), because they can just walk away next turn and shoot you.


Actually, they can no longer do that. There's nothing in the rules that say they can break out of CC.

Which is really, really dumb if you ask me. 30 Ork Boys can tie up just about any Titan for the entire game, no sweat. Especially since the new stomp rules aren't as good.


Damn, titans are so underpowered.

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Mexico

Waaaghpower wrote:
 CthuluIsSpy wrote:
HunterKiller42 wrote:
And you can't tie up a super-heavy walker in cc (unless you use your own), because they can just walk away next turn and shoot you.


Actually, they can no longer do that. There's nothing in the rules that say they can break out of CC.

Which is really, really dumb if you ask me. 30 Ork Boys can tie up just about any Titan for the entire game, no sweat. Especially since the new stomp rules aren't as good.


The new stomp rules are better at killing large blobs of infantry that doesn't has anything better than a 4+ save.
   
 
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