Switch Theme:

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
»
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
Ragin' Ork Dreadnought




 Tyran wrote:
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.

3 Large Blasts (maximum) at varying strength is not in any way as useful as 30 S10 AP2 attacks. If it were 10 guys in a tiny cluster, the stomp would be better, but that's about the only time. Especially if you are using a big model, where it'll be easy to consolidate into you so that the blast won't get more than 4-5 hits.
   
Made in mx
Towering Hierophant Bio-Titan




Mexico

Waaaghpower wrote:
 Tyran wrote:
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.

3 Large Blasts (maximum) at varying strength is not in any way as useful as 30 S10 AP2 attacks. If it were 10 guys in a tiny cluster, the stomp would be better, but that's about the only time. Especially if you are using a big model, where it'll be easy to consolidate into you so that the blast won't get more than 4-5 hits.


That isn't how new stomp works. New Stomp is that if a unit has at least on model even partially under the blast it is stomped. For each stomp you roll on the stomp table, 1 is nothing, 2-5 the unit suffers st6 ap 4 hits for each model and 6 the unit is removed from play.

So the 30 ork boys unit would be receiving 30-90 st6 ap4 attacks, with the possibility of either nothing happening or the unit being simply removed.
   
Made in us
Beast of Nurgle






Not that it's really germane to the OP, but that's not exactly how stomp works.

The wording is kinda bad so you have to read it VERY carefully. It's really easy to misunderstand how it works.

You resolve stomps one at a time. You place the template for each stomp, the effects table specify that only the models underneath the template are the ones that are hit/affected by the stomp. So you cannot stomp an entire unit of Boyz out of existence with one stomp, just the models underneath the template.
   
Made in mx
Towering Hierophant Bio-Titan




Mexico


GW, why you have 0 writing skills?
   
Made in us
Ragin' Ork Dreadnought




lordwellingstone wrote:
Not that it's really germane to the OP, but that's not exactly how stomp works.

The wording is kinda bad so you have to read it VERY carefully. It's really easy to misunderstand how it works.

You resolve stomps one at a time. You place the template for each stomp, the effects table specify that only the models underneath the template are the ones that are hit/affected by the stomp. So you cannot stomp an entire unit of Boyz out of existence with one stomp, just the models underneath the template.

After seeing his post, I had to go back and triple read the rule. I can definitely see where confusion came from, but as it is written you only hurt the models under the template. The small blast template.
   
Made in mx
Towering Hierophant Bio-Titan




Mexico

Yeah sorry, I reread that rule.

I preferred my way.
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

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.


Not the entire game. Maybe 2 turns. Still, that's 2 turns without D weapons...

This message was edited 1 time. Last update was at 2013/12/11 13:39:47


What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in gb
Ichor-Dripping Talos Monstrosity






Both Stronghold and Escalation are Supplements.

Stronghold Assault is basically a *required* update to the core Warhammer 40,000, with updated rules for buildings and fortifications.
It does no require your opponents permission to use, because you should be using it too by default.

Escalation is a supplement, but makes a permament change to the FoC.

Now obviously, you can refuse to play anyone using the Lords of War slot, same as you can refuse to play anyone for whatever reason (though personally I'd just stipulate no D-Weapons unless I also have D-Weapons).

But if you're just playing a 'TAC' pick up game of Warhammer 40,000, Lords of War, and in turn while probably rare, Titans are something you're going to have to be prepared for.


'Full' / 'Straight' / 'Core' Warhammer 40,000 is now:
Warhammer 40,000 Rulebook
Death From the Skies
Stronghold Assault
Any relevant codex(es) and/or supplement(s)
Escalation
Any 40k stamped Forgeworld models
Any Lord of War stamped Forgeworld models
+ any FAQs for all of the above

With the optional expansions of (that will generally need setting up in advance):
Kill Team
Cities of Death
Planetstrike
Apocalypse

This message was edited 2 times. Last update was at 2013/12/14 11:46:32


   
Made in gb
Regular Dakkanaut




See simple way to keep to many super heavies come in, Got a phantom titan. If we allow super heavies. Expect for stompas its the only titan at the local club.

20k+ Nids 10k Eldar (w/Phantom) 5k Necron 5k Lizardmen
3k Dwarfs
 
   
Made in pl
Horrific Howling Banshee




If i recall it correctly I remember SHs and Gargants being impossible to be targets of psychic powers apart from those which have a STR value.
Was it changed? I've got a feeling from all those posts that you can even furtune a titan or do some other crazy stuff...

"I'm rather intrigued to discover that my opponent, who looks like a perfectly civilised person, is in fact mathematically capable" 
   
Made in mx
Towering Hierophant Bio-Titan




Mexico

Yeah they changed it.
   
Made in gb
Wondering Why the Emperor Left




You can do this with a Tzeentch Warhound and it has Destroyer weapons and rerolls the 2++ and is also cheaper, the Lord of Skulls pays for close combat capabilities so forcing it to stay in one spot isn't ideal.

Currently not in posession of any armies - I merely theorycraft and discuss background,
Waiting for HH Book 6 so I can start an Imperial Army army.  
   
Made in be
Kelne





That way,then left

thisisnotaseriousaccount wrote:
You can do this with a Tzeentch Warhound and it has Destroyer weapons and rerolls the 2++ and is also cheaper, the Lord of Skulls pays for close combat capabilities so forcing it to stay in one spot isn't ideal.

I'd like to point out that this post is wrong, being a titan of tzeentch doesn't give you invuln re-rolls, just to hit-re-rolls and soulblaze on flame weapons in addition to the regular Deamon USR.
   
 
Forum Index » 40K You Make Da Call
Go to: