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Made in gb
Prophetic Blood Angel Librarian




 Brotherjanus wrote:
Do they allow bikes in a Raven? I have never thought about putting a bike in a transport as it's silly, but are they just bulky infantry or are they unit type bike?

As for a deathstar, I personally don't like playing them. I have to in fantasy because that's just how the game works but in 40k I like to stick with things I think make sense. Now if I wanted to make a silly theme where Meph started a rock band and those are his bandmates then I might try it out. Now that I think of it, Meph has the hair for an 80's metal band.....


Haha I love that imagery!
   
Made in us
Lesser Daemon of Chaos




The deck of the Widower

Yes, now I have an image of Meph with a microphone screaming out "Welcome to the Jungle" with his eyes glowing blue. The Iron Hands Chaptermaster would be the bassist with his thunderhammer upside down.

 
   
Made in il
Warplord Titan Princeps of Tzeentch






The amusement when a MSS lord team comes to play though XD

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in gb
Prophetic Blood Angel Librarian




 BoomWolf wrote:
The amusement when a MSS lord team comes to play though XD


MSS would ruin this star. Well would have a 50%ish chance each anyway.
   
Made in us
Monstrous Master Moulder




Cleveland, Ohio, USA

Poly Ranger wrote:
 BoomWolf wrote:
The amusement when a MSS lord team comes to play though XD


MSS would ruin this star. Well would have a 50%ish chance each anyway.


Accept the challenges on the Iron Hands guy. EW and 3++. He'll eat his own attacks reasonably well, and IWND them back later.

They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. 
   
Made in gb
Regular Dakkanaut




Poly Ranger wrote:
This only works if the majority toughness rule from 6th still applies to 7th. Can someone confirm?
Also on a side note does fleet USR pass onto ICs if they join a fleet unit in 7th?

So it consists of:
Mephiston (T6)
Iron hands Chapter Master with bike, artificier armour, shield eternal and thunderhammer (T5)
Corbulo (T4)
And Ordo xenos inquisitor with liber heresius, plasma syphon, power armour (and maybe rad granades but these may be ott) (T3)

This is 3 characters joining a unit consisting of 1 model (Mephiston)
It gives 14 T6 wounds.
With corbulo's reroll Mephiston has a 68.75% chance of rolling Iron arm. With iron arm in play this gives 14 T9 wounds. Still very tough without though and I will explain why.
Corbulo as we all know is the games ultimate small arms tank with a 3+/2+++ and 2 wounds, this will be taken to insane levels at T6 or heven forbid T9. He also give mephy 5+ fnp and both himself and mephy furious charge.
If Iron arm or Endurance is not cast, any ID shots can be LOS to the chapter master with EW and a 2+/3++, fnp, IWND. Even better - the chap master can be out front and LOS 5/6 of the non st8+ shots to corbulo to take the risk off corbs failing his LOS.
The chapter master can also break off from the unit at any point to charge something else on his bike, greatly increasing the units threat range. (As can mephy if fleet doesnt pass on).
The Inquisitor allows the unit to scout somewhat solving the mobility issue (if Mephy can pass on fleet this is even better). He has a plasma syphon to stop any mass rapid firing plasma from chipping wounds off the unit. He also adds 3 T6/9 3+ wounds to the unit if these are needed. He can also take rad granades to decrease opponents toughness if you feel these are needed.

On the charge without Iron arm:
Opponent at -1T, 6 to 9 (with warp speed), S7, ap3, I7 (10), attacks from Mephy, 5 S6, I5, rending attacks from corbs, and 5 S8, ap2, I1 attacks from the chapter master. Plus any attacks from the inquisitor if you decide to deck him out further.
With iron arm Mephy will be striking at S10.

This unit comes to 663pts (+15pts if taking rad granades). If you thought the old Swarmstar (SwarmLord, Prime + tyrant guard) was tough wait till you encounter this. Plus some of the mobility issues the swarmstar encountered are somewhat addressed in this deathstar.

Edit:
Also forgot to mention the benefits of endurance and/or life leech extending the durability of the star if mephy rolls these.




Automatically Appended Next Post:
And don't forget transfixing gaze - I ALWAYS do.


As good as death stars are; I have too much faith in my necron overlords and lords. For similar points, I could buy an overlord with 2 lords and my standard assault cryptek loadout. Ofcourse I wouldn't run a unit with just this, I'd run them with much more but this is similar points cost.

These points give me 6 T5 2+/3++ wounds with defencive grenades, a lighting field, seismic crucible, tremor stave and 3 mindshackle scarabs (and the rules obligate you to move into base contact on the charge with as many units as possible, so you're going to have to take 3 minimum).

Before you charge, I'd hit you with the tremorstave so that you count as moving through difficult terrain. So all your guys are I1 now. If you attempt to charge me, I have defencive grenades which gives you a chance of being blinded and losing the extra attack on the charge. Then you get hit by the lightning field which is D6 Strength 8 AP5 hits. Then you have the seismic crucible which reduces your charge range by D3 which is already reduced by 2 by the tremor stave.

This means your minimum charge range is between -3 and -1 and your maximum is between 7 and 9. That's an average charge distance of about 4 inches. If you manage to get into combat 1->2 of your guys on average will turn against you due to mindshackle scarabs. Then when I attack, I'm going to forgo using my warscythe and use my tesseracts. If any of your characters roll above their wounds(or a 6) then they're removed from play regardless of being eternal warrior or T6.

I'm obviously not going to tesseract the guy who I gain control of as come your round of combat, you'll be either hitting yourself or one of your guys will be hitting your team mates while you try to break through my 3++ lords which can come back on a 4+. They only have 1 wound, so rad grenades don't change anything if you're already strength 8. My overlord will obviously look out, sir onto his 3 crypteks first and then the lord. They've done their job if they kill the death star from sacrificing them (assuming they don't come back).

This message was edited 2 times. Last update was at 2014/05/26 23:36:47


 
   
Made in us
Monstrous Master Moulder




Cleveland, Ohio, USA

That's a very nice tailored unit to counter an IC deathstart the likes of which I've never seen.

Also, defensive grenades be damned. You're fighting marines here, they've all got frag grenades.

They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. 
   
Made in gb
Prophetic Blood Angel Librarian




sonicaucie wrote:
Poly Ranger wrote:
This only works if the majority toughness rule from 6th still applies to 7th. Can someone confirm?
Also on a side note does fleet USR pass onto ICs if they join a fleet unit in 7th?

So it consists of:
Mephiston (T6)
Iron hands Chapter Master with bike, artificier armour, shield eternal and thunderhammer (T5)
Corbulo (T4)
And Ordo xenos inquisitor with liber heresius, plasma syphon, power armour (and maybe rad granades but these may be ott) (T3)

This is 3 characters joining a unit consisting of 1 model (Mephiston)
It gives 14 T6 wounds.
With corbulo's reroll Mephiston has a 68.75% chance of rolling Iron arm. With iron arm in play this gives 14 T9 wounds. Still very tough without though and I will explain why.
Corbulo as we all know is the games ultimate small arms tank with a 3+/2+++ and 2 wounds, this will be taken to insane levels at T6 or heven forbid T9. He also give mephy 5+ fnp and both himself and mephy furious charge.
If Iron arm or Endurance is not cast, any ID shots can be LOS to the chapter master with EW and a 2+/3++, fnp, IWND. Even better - the chap master can be out front and LOS 5/6 of the non st8+ shots to corbulo to take the risk off corbs failing his LOS.
The chapter master can also break off from the unit at any point to charge something else on his bike, greatly increasing the units threat range. (As can mephy if fleet doesnt pass on).
The Inquisitor allows the unit to scout somewhat solving the mobility issue (if Mephy can pass on fleet this is even better). He has a plasma syphon to stop any mass rapid firing plasma from chipping wounds off the unit. He also adds 3 T6/9 3+ wounds to the unit if these are needed. He can also take rad granades to decrease opponents toughness if you feel these are needed.

On the charge without Iron arm:
Opponent at -1T, 6 to 9 (with warp speed), S7, ap3, I7 (10), attacks from Mephy, 5 S6, I5, rending attacks from corbs, and 5 S8, ap2, I1 attacks from the chapter master. Plus any attacks from the inquisitor if you decide to deck him out further.
With iron arm Mephy will be striking at S10.

This unit comes to 663pts (+15pts if taking rad granades). If you thought the old Swarmstar (SwarmLord, Prime + tyrant guard) was tough wait till you encounter this. Plus some of the mobility issues the swarmstar encountered are somewhat addressed in this deathstar.

Edit:
Also forgot to mention the benefits of endurance and/or life leech extending the durability of the star if mephy rolls these.




Automatically Appended Next Post:
And don't forget transfixing gaze - I ALWAYS do.


As good as death stars are; I have too much faith in my necron overlords and lords. For similar points, I could buy an overlord with 2 lords and my standard assault cryptek loadout. Ofcourse I wouldn't run a unit with just this, I'd run them with much more but this is similar points cost.

These points give me 6 T5 2+/3++ wounds with defencive grenades, a lighting field, seismic crucible, tremor stave and 3 mindshackle scarabs (and the rules obligate you to move into base contact on the charge with as many units as possible, so you're going to have to take 3 minimum).

Before you charge, I'd hit you with the tremorstave so that you count as moving through difficult terrain. So all your guys are I1 now. If you attempt to charge me, I have defencive grenades which gives you a chance of being blinded and losing the extra attack on the charge. Then you get hit by the lightning field which is D6 Strength 8 AP5 hits. Then you have the seismic crucible which reduces your charge range by D3 which is already reduced by 2 by the tremor stave.

This means your minimum charge range is between -3 and -1 and your maximum is between 7 and 9. That's an average charge distance of about 4 inches. If you manage to get into combat 1->2 of your guys on average will turn against you due to mindshackle scarabs. Then when I attack, I'm going to forgo using my warscythe and use my tesseracts. If any of your characters roll above their wounds(or a 6) then they're removed from play regardless of being eternal warrior or T6.

I'm obviously not going to tesseract the guy who I gain control of as come your round of combat, you'll be either hitting yourself or one of your guys will be hitting your team mates while you try to break through my 3++ lords which can come back on a 4+. They only have 1 wound, so rad grenades don't change anything if you're already strength 8. My overlord will obviously look out, sir onto his 3 crypteks first and then the lord. They've done their job if they kill the death star from sacrificing them (assuming they don't come back).


That unit could do a good job against the star, but I ask you this - against the vast majority of other units/lists in the game... which is going to do more damage?


Automatically Appended Next Post:
Also worth mentioning that the Meph star (coined it!) Is FAR more durable against the rest of the armies shooting.

This message was edited 1 time. Last update was at 2014/05/26 23:54:51


 
   
Made in gb
Regular Dakkanaut




Poly Ranger wrote:
sonicaucie wrote:
Poly Ranger wrote:
This only works if the majority toughness rule from 6th still applies to 7th. Can someone confirm?
Also on a side note does fleet USR pass onto ICs if they join a fleet unit in 7th?

So it consists of:
Mephiston (T6)
Iron hands Chapter Master with bike, artificier armour, shield eternal and thunderhammer (T5)
Corbulo (T4)
And Ordo xenos inquisitor with liber heresius, plasma syphon, power armour (and maybe rad granades but these may be ott) (T3)

This is 3 characters joining a unit consisting of 1 model (Mephiston)
It gives 14 T6 wounds.
With corbulo's reroll Mephiston has a 68.75% chance of rolling Iron arm. With iron arm in play this gives 14 T9 wounds. Still very tough without though and I will explain why.
Corbulo as we all know is the games ultimate small arms tank with a 3+/2+++ and 2 wounds, this will be taken to insane levels at T6 or heven forbid T9. He also give mephy 5+ fnp and both himself and mephy furious charge.
If Iron arm or Endurance is not cast, any ID shots can be LOS to the chapter master with EW and a 2+/3++, fnp, IWND. Even better - the chap master can be out front and LOS 5/6 of the non st8+ shots to corbulo to take the risk off corbs failing his LOS.
The chapter master can also break off from the unit at any point to charge something else on his bike, greatly increasing the units threat range. (As can mephy if fleet doesnt pass on).
The Inquisitor allows the unit to scout somewhat solving the mobility issue (if Mephy can pass on fleet this is even better). He has a plasma syphon to stop any mass rapid firing plasma from chipping wounds off the unit. He also adds 3 T6/9 3+ wounds to the unit if these are needed. He can also take rad granades to decrease opponents toughness if you feel these are needed.

On the charge without Iron arm:
Opponent at -1T, 6 to 9 (with warp speed), S7, ap3, I7 (10), attacks from Mephy, 5 S6, I5, rending attacks from corbs, and 5 S8, ap2, I1 attacks from the chapter master. Plus any attacks from the inquisitor if you decide to deck him out further.
With iron arm Mephy will be striking at S10.

This unit comes to 663pts (+15pts if taking rad granades). If you thought the old Swarmstar (SwarmLord, Prime + tyrant guard) was tough wait till you encounter this. Plus some of the mobility issues the swarmstar encountered are somewhat addressed in this deathstar.

Edit:
Also forgot to mention the benefits of endurance and/or life leech extending the durability of the star if mephy rolls these.




Automatically Appended Next Post:
And don't forget transfixing gaze - I ALWAYS do.


As good as death stars are; I have too much faith in my necron overlords and lords. For similar points, I could buy an overlord with 2 lords and my standard assault cryptek loadout. Ofcourse I wouldn't run a unit with just this, I'd run them with much more but this is similar points cost.

These points give me 6 T5 2+/3++ wounds with defencive grenades, a lighting field, seismic crucible, tremor stave and 3 mindshackle scarabs (and the rules obligate you to move into base contact on the charge with as many units as possible, so you're going to have to take 3 minimum).

Before you charge, I'd hit you with the tremorstave so that you count as moving through difficult terrain. So all your guys are I1 now. If you attempt to charge me, I have defencive grenades which gives you a chance of being blinded and losing the extra attack on the charge. Then you get hit by the lightning field which is D6 Strength 8 AP5 hits. Then you have the seismic crucible which reduces your charge range by D3 which is already reduced by 2 by the tremor stave.

This means your minimum charge range is between -3 and -1 and your maximum is between 7 and 9. That's an average charge distance of about 4 inches. If you manage to get into combat 1->2 of your guys on average will turn against you due to mindshackle scarabs. Then when I attack, I'm going to forgo using my warscythe and use my tesseracts. If any of your characters roll above their wounds(or a 6) then they're removed from play regardless of being eternal warrior or T6.

I'm obviously not going to tesseract the guy who I gain control of as come your round of combat, you'll be either hitting yourself or one of your guys will be hitting your team mates while you try to break through my 3++ lords which can come back on a 4+. They only have 1 wound, so rad grenades don't change anything if you're already strength 8. My overlord will obviously look out, sir onto his 3 crypteks first and then the lord. They've done their job if they kill the death star from sacrificing them (assuming they don't come back).


That unit could do a good job against the star, but I ask you this - against the vast majority of other units/lists in the game... which is going to do more damage?


Automatically Appended Next Post:
Also worth mentioning that the Meph star (coined it!) Is FAR more durable against the rest of the armies shooting.


Really depends on the mission. When I run a necron death star, it can range from a full royal court with Zahndrekh, Obyron and an overlord with my "assaultteks" + eldritch lances or voltaic staves on the final cryptek spots.

But now that we have unbound, I have found overlords to be more effective than lords and thus started to run an overlord death star where they've joined a royal court of crypteks. I then take Zahndrekh and obyron. Obyron because I can choose to deep strike instead of moving including deep striking out of combat if I wish (it specifies you can do this in the rules).

Zahndrekh because he can take away certain special rules from units and grant them to his own. So I can take counter-attack or furious charge and take them away from my opponent.

For one game I went against 4 land raiders with terminator squads inside. Each turn I'd DS to a land raider and use my voltaic staves to glance it to death. I'd take counter-attack at the start of the turn and then when the inevitable charge came I'd usually wipe out the terminators in one round of combat. Then I'd deep strike to the next land raider and repeat.... This was a dark angels player who was tabled.

I'll admit that it's not incredibly reliable at winning games. But I've never lost in combat with it. Even in a single assault with 18 deathwing terminators + belial. But I got 5 on my personal traits in 6th edition that time which gave me 5+ fnp. So, he had to go through 2+/3++ 5+ fnp 4+ everliving/reanimation with T5.

This message was edited 1 time. Last update was at 2014/05/27 00:15:36


 
   
Made in nz
Longtime Dakkanaut



New Zealand

As much fun as the Iron Hands Chapter Master on Bike is, I would far rather have a White Scars Chapter Master. The problem with this unit is that it is slow. Scout means that its not so slow that its a non factor, but it is slow enough that your opponent can control what they hit. Throw Hit and Run on this unit and avoid getting tarpitted, letting you jump past road blocks and letting you split and kill multiple units on turn 5+.
   
Made in us
Never Forget Isstvan!






problem with the super tailored counter is that between the fact that frag grenades render the difficult terrain useless and the fact that they would have to eat an orbital bombardment first (which could instagib any of them), they could very well roll a 2 or a 6 on psycotrope grenades and be hitting themselves as well.


JOIN MY CRUSADE and gain 4000 RT points!
http://www.eternalcrusade.com/account/sign-up/?ref_code=EC-PLCIKYCABW8PG 
   
Made in us
Lone Wolf Sentinel Pilot






So what is it called? The Avengers?
   
Made in gb
Regular Dakkanaut




Eihnlazer wrote:
problem with the super tailored counter is that between the fact that frag grenades render the difficult terrain useless and the fact that they would have to eat an orbital bombardment first (which could instagib any of them), they could very well roll a 2 or a 6 on psycotrope grenades and be hitting themselves as well.



I think it's about even. The fight I specified above with the 18 termies and belial came down to just a few lords and overlords surviving. It wasn't super-tailored. This was a death-star unit I liked to field because it was so difficult for many people who did the same thing to deal with. With unbound, I believe things will be harder for it. But I have more freedom too.

Also as far as orbital bombardment goes, I've never really had much problems with them. They scatter an average of 7 inches 66% of the time. And generally, all it takes is a look out, sir to the crypteks to save a more expensive lord or overlord.

The thing is, even if you manage to wipe out the unit or insta death them, they can still reanimate with everliving.

A cheesier version of this death star is when you go maynarkh dynasty with kutlakh. This gives the deathstar unit crusader as well as everytime they take a morale test (such as when they're sweeped) for every lord to roll a D6 before it is resolved. on a 6 the lord gains rage and fearless and the unit doesn't run away. On a 1 the lord goes berserk and does D3 hits to the closest model friendly or enemy.

When someone has let me field maynarkh dynasty, usually when they're fielding a big death star of their own, I will purposefully kill off my crypteks just so I can take a morale test and get the chance of my lords going berserk.
   
Made in us
Screaming Shining Spear





I think the lack of mobility actually kills this unit hard. Yes it is a CC monster, and yes it can tank an ungodly amount of shooting. But, what if I just ignore it? In my standard Eldar TAC lists, there is not a single unit that this star would ever be able to catch in CC. All the while, my whole army is shooting the rest of yours off the table.

4000 points: Craftworld Mymeara 
   
Made in us
Regular Dakkanaut





Looks cool and stuff but i would nver spend over 600pts on 3 guys in an army. no mater how tough.
   
Made in us
Boosting Space Marine Biker






Poly Ranger wrote:
He is not an IC. He is the 1 model unit that the 3 ICs are joining.


Automatically Appended Next Post:
I have been assured that in 7th ICs may join single model units.


So, you think that when they state only independent characters can join units that they mean it's okay for units to join non IC's? This ends up with the same result...the non independent character is in a unit. I think that despite the fact it is not spelled out clearly enough to state that non independent characters are intended to be solo, we all pretty much know exactly what was intended.
   
Made in us
Daemonic Dreadnought






The main weakness I see is grav guns wound the unit on a 2+ and it doesn't have rerolls in CC for armor saves. Massed grav guns from a lot of bikes, a centurion death star, or a TH/SS terminator death star + priests should be able to take it down.


Automatically Appended Next Post:

It's also totally legal. It's just like having 3 IC join a unit that only has 1 model alive. Rules wise Mepheston is an infantry squad that consists of 1 model. 3 IC can join an infantry squad.

This message was edited 1 time. Last update was at 2014/05/27 01:18:35


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
Monstrous Master Moulder




Cleveland, Ohio, USA

 Gridge wrote:

So, you think that when they state only independent characters can join units that they mean it's okay for units to join non IC's? This ends up with the same result...the non independent character is in a unit. I think that despite the fact it is not spelled out clearly enough to state that non independent characters are intended to be solo, we all pretty much know exactly what was intended.


Not units to join non-ICs, ICs to join non-ICs. Because they can do that. It doesn't let Mephiston join Death Company or anything.

They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. 
   
Made in ca
Lieutenant Colonel






still vulnerable to tarpits or kiting... neat idea though, very powerfull in lots of situations

 
   
Made in us
Wraith






Rather, try this variant:

-Mephiston
-Sang Priest w/ Jump Pack
-Chapter Master on Bike
-St. Celestine

Now you have speed, more resilience, and most importantly, Hit and Run.

Enjoy.

Your original works well if you abuse shenanigans with the bike chapter master. Maintain 2" coherency and use the bike chapter master's longer base to give the unit extra reach to pull it into combats.

Hilarious. And I have all the models to run either variant. Joy.

This message was edited 1 time. Last update was at 2014/05/27 01:52:28


Shine on, Kaldor Dayglow!
Not Ken Lobb

 
   
Made in us
Member of a Lodge? I Can't Say




OK

If you are trying to make Mephiston part of a unit, though it is very clear it is intended for him not to be able to, you are the kind of person that makes this game unfun for people.



Argel Tal and Cyrene: Still a better love story than Twilight 
   
Made in gb
Prophetic Blood Angel Librarian




 herpguy wrote:
If you are trying to make Mephiston part of a unit, though it is very clear it is intended for him not to be able to, you are the kind of person that makes this game unfun for people.


Bit uncalled for! I actually enjoy lots of fluff filled games as well and have tremendous fun ALONG WITH my mates, win or lose.

Part of the fun of the game is now and again to try and create really strong lists. List building is a major part of the hobby for me.

Now if you don't like that, it is your choice. But sticking to the rules is a legitimate way to play the game I would think. Also please try to refrain from attempting sweeping generalisations of people you don't know, to me personally it comes across as very petty. In the same vein as throwing a temper tantrum because you haven't got your own way when other people haven't agreed with you or want to do something you don't.

Just bear that in mind next time you want to accuse somebody of ruining the game for people. We are in a tactics forum after all.




Automatically Appended Next Post:
 TheKbob wrote:
Rather, try this variant:

-Mephiston
-Sang Priest w/ Jump Pack
-Chapter Master on Bike
-St. Celestine

Now you have speed, more resilience, and most importantly, Hit and Run.

Enjoy.

Your original works well if you abuse shenanigans with the bike chapter master. Maintain 2" coherency and use the bike chapter master's longer base to give the unit extra reach to pull it into combats.

Hilarious. And I have all the models to run either variant. Joy.


This is also an excellent idea!


Automatically Appended Next Post:
 schadenfreude wrote:
The main weakness I see is grav guns wound the unit on a 2+ and it doesn't have rerolls in CC for armor saves. Massed grav guns from a lot of bikes, a centurion death star, or a TH/SS terminator death star + priests should be able to take it down.


Automatically Appended Next Post:

It's also totally legal. It's just like having 3 IC join a unit that only has 1 model alive. Rules wise Mepheston is an infantry squad that consists of 1 model. 3 IC can join an infantry squad.


I hadn't thought of grav - that would be a problem indeed. I don't think termis would be an issue though.

This message was edited 2 times. Last update was at 2014/05/27 02:17:47


 
   
Made in ca
Resolute Ultramarine Honor Guard






Vancouver, BC

 Glorywarrior wrote:
You need him on the bike for the T5...

I thought that was for dedicated transports... sort of like Mephy can't go in any tanks because it doesn't say in his profile: can take a ___ for a dedicated transport. But since nothing says that about ravens, he can be in a raven. I thought it was the same with bikes. They are just very bulky.


In bold, second paragraph of the Transports section (page 80)

"A transport can carry a single Infantry unity and/or any number of Independent Characters (as long as they are also Infantry), up to a total number of models equal to the vehicle's Transport Capacity."

So, no bikes. Not even allowed Jump or Jet Pack infantry, unless it's specifically allowed by the transport. The Very Bulky special rule in the Bike section is probably just there in case there is a transport down the line that does allowed Bikes to ride in them in the future.

 warboss wrote:
Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
 
   
Made in us
Wraith






 herpguy wrote:
If you are trying to make Mephiston part of a unit, though it is very clear it is intended for him not to be able to, you are the kind of person that makes this game unfun for people.


The BRB does not have the text that says specifically that ICs cannot join units with only 1 model anymore. This was an actual change, either by choice or accident. We must, therefore, assume that's how it's to be played unless errata comes otherwise.

So ICs can now join units of one as long as they aren't MCs or Vehicles. Thus I can now voltron onto an Imperial Assassin, Mephiston, or well, the Sanguinor.

Edit:

Which means I can the following list:

*Sanguinor
*Commander Dante

*Jump Chaplain
*Jump Sang Priest
*Furioso Dreadnought

*Sang Guard (PF, 2x Infernus)
*Sang Guard (PF, 2x Infernus)

*Storm Raven

*St. Celestine
*2x Priests

*5x SoB (Hvy Flamer, Flamer)

*10x Seraphim (2x Two Hand Flamers)

Angelic Redemption, I call it.

This message was edited 3 times. Last update was at 2014/05/27 02:39:32


Shine on, Kaldor Dayglow!
Not Ken Lobb

 
   
Made in us
Drone without a Controller





El Paso, TX

Not points smart, but would be hilarious to put said squad in a land raider (as an already tough to kill transport just got harder w/ changes to vehicle damage), with the bike trailing it out of los. speeds up the maneuverability, dump them out and have bike join squad, then charge into whatever you have your sights on. Ridiculous, unnecessary, and not even sure if it'll work, but I'd love to see it happen at least once.

DS:80+S++G+M-B+IPw40k10+D+A++/areWD-R+++T(S)DM+

Armies w/o upgrades
6500pts
1500pts 
   
Made in il
Warplord Titan Princeps of Tzeentch






 obsidiankatana wrote:
Poly Ranger wrote:
 BoomWolf wrote:
The amusement when a MSS lord team comes to play though XD


MSS would ruin this star. Well would have a 50%ish chance each anyway.


Accept the challenges on the Iron Hands guy. EW and 3++. He'll eat his own attacks reasonably well, and IWND them back later.


That will HELP, but the lord might have his own CC tools, and there might be more then one.

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in us
Quick-fingered Warlord Moderatus





Lack of Mobility? No problem, add a GK librarian, roll on sanctic, get gate of infinity, deep strike around the board every turn. And Sanctuary to give your iron hands man a 2++

This message was edited 1 time. Last update was at 2014/05/27 03:20:56


3000
4000 
   
Made in us
Drone without a Controller





El Paso, TX

^Win. GK versatility and awesomeness is about to really help out a lot of crazy SM lists.

DS:80+S++G+M-B+IPw40k10+D+A++/areWD-R+++T(S)DM+

Armies w/o upgrades
6500pts
1500pts 
   
Made in il
Warplord Titan Princeps of Tzeentch






 WrentheFaceless wrote:
Lack of Mobility? No problem, add a GK librarian, roll on sanctic, get gate of infinity, deep strike around the board every turn. And Sanctuary to give your iron hands man a 2++


Gate makes you deep strike, meaning no assault.
As this unit got very little in guns-it renders it quite useless.

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in us
Wraith






Dante + Gate = You don't scatter.

So go ahead, plop down Coteaz + Draigo + Mephi + Corbulo + Dante with gate. Tank on Draigo, use Mephi for T6, LOS all non-AP3, S7 or less wounds to Corbulo and provide spells with Coteaz. You might have to "fire off" Dante to use the T6 well, but that's life.


Shine on, Kaldor Dayglow!
Not Ken Lobb

 
   
 
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