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. |
|
 |
![[Post New]](/s/i/i.gif) 2015/05/22 00:49:55
Subject: Re:mechanicus. Getting out of hand? or new 40k?
|
 |
Longtime Dakkanaut
|
Kanluwen wrote:
The reason why is because while you have things which punch above their weight class or can tote lots of cheap special weapons, the basic Skitarii are still T3 with a 4+ armor save and a 6+ FNP. Infiltrators and Ruststalkers are T3 with a 4+/6+, 5+ FNP.
Convienent you ignore the fact they can boost their BS or WS skill every turn if they wanted and thanks to being Battle Brothers throw them in Drop Pods with the Flesh Tearers formation and kill everyone with BS7 guys with rapid fire Haywire Rifles or 3 shot plasma. Yes allying is an option but doesn't change the fact its what makes Imperial Armies the strongest in the game.
Why, because they can ally in something that can handle Wraithknights?
Please, step back and realize how absurd your post is. You would have a point if the Destroyers or Breachers came with those options as standard and were 30 points each. But they're not. They're in the realm of Terminator points costs.
Lol you make me laugh my comments are not nearly as absurd compared to the Flakk the Eldar were getting. And even then, what's absurd about pointing out that the Mechanicum and Skitarri books are just as nasty in their own ways as the Eldar? Also your being ridiculously naive to think that people won't or don't use allies especially in a competitive setting.
Right. It's called "overspecialization". You can kit the Kataphron Destroyers(or Breachers) out to deal with swarms or you can kit them out to deal with vehicles/MCs. One loadout loses its effectiveness versus the other.
Easily solved with Allies or by taking smaller squads in an MSU approach.
Why, because you don't like them?
Get over yourself.
So because someone has a different opinion regarding Formations you think its best to respond by telling them to get over it? Mature.
|
19th Krieg Siege Army 7500pts.
40k/HH Night Lords 5000pts.
Orks Waaaghmacht Spearhead 2500pts.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/05/22 06:13:56
Subject: mechanicus. Getting out of hand? or new 40k?
|
 |
Regular Dakkanaut
|
Yarium wrote:I'm hoping that tourney organizers will realize that they need to ban all formations as being Apocalypse-level only.
Why would organizers do that? I run very successful events with very minimal restrictions(itc rule set). We see a lot of formations because they add flavor and options to the 40k meta
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/05/22 06:42:09
Subject: mechanicus. Getting out of hand? or new 40k?
|
 |
Fixture of Dakka
|
die toten hosen wrote: Yarium wrote:I'm hoping that tourney organizers will realize that they need to ban all formations as being Apocalypse-level only.
Why would organizers do that? I run very successful events with very minimal restrictions(itc rule set). We see a lot of formations because they add flavor and options to the 40k meta
Indeed. The number of events that I've seen where formations are disallowed are.... none? They are part of the Force Organization now, and a lot of people actually really like them.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/05/22 07:00:30
Subject: mechanicus. Getting out of hand? or new 40k?
|
 |
Imperial Guard Landspeeder Pilot
On moon miranda.
|
Some people love free bonuses for no additional investment. It's not hard to see why. A lot of other people see the downsides to this however.
As to the OP's question, it does appear that the Mechanicus is largely getting the treatment Necrons and Eldar did, but get to buy 2 or 3 books instead of one in order to do it
40k is very rapidly getting increasingly insane in terms of how it functions and how imbalanced it is becoming. Not sure where it's going to come out.
|
IRON WITHIN, IRON WITHOUT.
New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/05/22 07:41:18
Subject: mechanicus. Getting out of hand? or new 40k?
|
 |
Longtime Dakkanaut
|
that is like almost all factions save for necron and eldar.Not that they don't get better with ally, they just don't need to take them. On the other hand to play IG you need the IG book, the marine book, because centurions and pods seem to be a must have and if local people play FW, some FW books to get artilery and flyers. Playing mono codex IG is hell.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/05/22 08:07:15
Subject: mechanicus. Getting out of hand? or new 40k?
|
 |
Imperial Guard Landspeeder Pilot
On moon miranda.
|
Makumba wrote:that is like almost all factions save for necron and eldar.Not that they don't get better with ally, they just don't need to take them. On the other hand to play IG you need the IG book, the marine book, because centurions and pods seem to be a must have and if local people play FW, some FW books to get artilery and flyers. Playing mono codex IG is hell.
The only success I've had playing pure codex with no FW/allies has been dual CAD and ensuring you run no fewer than 12 vehicles, ideally 15+. I still don't like running dual CAD, but in a competitive environment, trying to stick to a single traditional CAD is very dead with IG (at least in my experience). Too much critical stuff crammed into those HS slots that the army just needs to function properly, if they moved some of the lighter units like Hydras, Grfiffons (at least for FW users), and Wyverns to Elites (yes I know they're silly, I'm assuming if there was an IG update that did this, Wyverns would get fixed) that would help a lot, especially considering how pointless the other IG elites are
|
IRON WITHIN, IRON WITHOUT.
New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/05/22 08:23:09
Subject: Re:mechanicus. Getting out of hand? or new 40k?
|
 |
Servoarm Flailing Magos
|
gmaleron wrote: Kanluwen wrote:
The reason why is because while you have things which punch above their weight class or can tote lots of cheap special weapons, the basic Skitarii are still T3 with a 4+ armor save and a 6+ FNP. Infiltrators and Ruststalkers are T3 with a 4+/6+, 5+ FNP.
Convienent you ignore the fact they can boost their BS or WS skill every turn if they wanted.
Convenient that you ignore the fact that this is *army wide*
If you have one unit in combat that you REALLY need to boost WS on to make them viable, you are gimping the shooting of the rest of your army. It's not a no brainer skill to use (except for +3BS in round 1, which is just stupid powerful since you can avoid all WS-based attacks in that round anyway.)
I'm not saying mechanicus isn't powerful. They are, on paper. But the deflecting that Eldar players are doing to try and get the flack off of their stupid units is hilarious. Mechanicus are going to be top tier, maybe even up there with Necron, but never at the same idiotic place as where they put Eldar.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/05/22 12:25:15
Subject: Re:mechanicus. Getting out of hand? or new 40k?
|
 |
Ollanius Pius - Savior of the Emperor
Gathering the Informations.
|
gmaleron wrote: Kanluwen wrote:
The reason why is because while you have things which punch above their weight class or can tote lots of cheap special weapons, the basic Skitarii are still T3 with a 4+ armor save and a 6+ FNP. Infiltrators and Ruststalkers are T3 with a 4+/6+, 5+ FNP.
Convienent you ignore the fact they can boost their BS or WS skill every turn if they wanted and thanks to being Battle Brothers throw them in Drop Pods with the Flesh Tearers formation and kill everyone with BS7 guys with rapid fire Haywire Rifles or 3 shot plasma. Yes allying is an option but doesn't change the fact its what makes Imperial Armies the strongest in the game.
ONCE.
PER.
GAME.
Doctrina Imperatives are ONCE PER GAME unless you take the Skitarii War Cohort Formation(which is 3x Battle Maniples), which allows you to perform Doctrina Imperatives TWICE.
And let's not forget that if you put that BS+3 on, you're at WS1 on Vanguard, Rangers, Ironstrider Ballistarii, and Onager Dunecrawlers and WS2 on Infiltrators, Ruststalkers, and Sydonian Dragoons and vice versa for the WS+3.
So please, tell me how overpowered that is. And while yeah, you can "throw them in Drop Pods with the Flesh Tearers formation" you can do the same thing with Codex Militarum Tempestus Scion Squads loaded up with Meltaguns.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/05/22 12:42:26
Subject: mechanicus. Getting out of hand? or new 40k?
|
 |
Longtime Dakkanaut
|
Vaktathi wrote:Makumba wrote:that is like almost all factions save for necron and eldar.Not that they don't get better with ally, they just don't need to take them. On the other hand to play IG you need the IG book, the marine book, because centurions and pods seem to be a must have and if local people play FW, some FW books to get artilery and flyers. Playing mono codex IG is hell.
The only success I've had playing pure codex with no FW/allies has been dual CAD and ensuring you run no fewer than 12 vehicles, ideally 15+. I still don't like running dual CAD, but in a competitive environment, trying to stick to a single traditional CAD is very dead with IG (at least in my experience). Too much critical stuff crammed into those HS slots that the army just needs to function properly, if they moved some of the lighter units like Hydras, Grfiffons (at least for FW users), and Wyverns to Elites (yes I know they're silly, I'm assuming if there was an IG update that did this, Wyverns would get fixed) that would help a lot, especially considering how pointless the other IG elites are
I agree. I managed to get a hold of the mechanicus rules and after reading them I came to the conclusion that they are everything I would like IG to be. Strong shoty, but still mobile, strong formations and while they are not meq resilient they are more resilient then IG for comperable points. If I were to start over again I would probably take them or necron. I just wish people here let me use two CADs, they are against it because of what other armies can do .
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/05/22 13:19:55
Subject: Re:mechanicus. Getting out of hand? or new 40k?
|
 |
Servoarm Flailing Magos
|
Kanluwen wrote: gmaleron wrote: Kanluwen wrote:
The reason why is because while you have things which punch above their weight class or can tote lots of cheap special weapons, the basic Skitarii are still T3 with a 4+ armor save and a 6+ FNP. Infiltrators and Ruststalkers are T3 with a 4+/6+, 5+ FNP.
Convienent you ignore the fact they can boost their BS or WS skill every turn if they wanted and thanks to being Battle Brothers throw them in Drop Pods with the Flesh Tearers formation and kill everyone with BS7 guys with rapid fire Haywire Rifles or 3 shot plasma. Yes allying is an option but doesn't change the fact its what makes Imperial Armies the strongest in the game.
ONCE.
PER.
GAME.
Let's be fair here. you can use *each one* once per game. So you have BS6 too, which isn't too shabby. But yeah, it has trade-offs. It's actually a very cool little tactical advantage that makes you play your army in a crashing waves type of way. One round you dedicate everything to shooting, the next you try to get everything into combat and so on. Doctrina Imperatives are one of the more well thought out new rules. Or let's call it a "pretty nifty idea."
You can of course also just play it in the easy way. Round 1, +3Bs. Round 2, +1BS. Round 3, +1WS. Ignore the rest of the imperatives because they're too hard to use!
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/05/22 17:15:01
Subject: mechanicus. Getting out of hand? or new 40k?
|
 |
Esteemed Veteran Space Marine
|
Talys wrote: Accolade wrote: Dakkamite wrote:Lol, looks like they released Orks and Dark Eldar and then turned the power up to 11 with the new books.
fething figures.
I know your pain all too well, fellow DEOrk brother.
You forgot Blood Angels 
And Space Wolves....and Khorne Daemonkin....and Grey Knights.
As it is, I'm still not seeing the two AdMech armies as being substantially more powerful than the majority of the other 7th edition books. Extremely low model count and unit diversity for the Cult Mechanicus, and rather fragile units for the Skitarri. Still, they are very new, so my opinion could change, as I'm basing it only what I'm reading on paper. Combining the two will likely make for a more well rounded force that can cover for the weaknesses the individual armies have, but you can do the same thing with just about every other army thanks to allies.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/05/22 17:17:22
Subject: Re:mechanicus. Getting out of hand? or new 40k?
|
 |
Imperial Guard Landspeeder Pilot
On moon miranda.
|
Kanluwen wrote: gmaleron wrote: Kanluwen wrote:
The reason why is because while you have things which punch above their weight class or can tote lots of cheap special weapons, the basic Skitarii are still T3 with a 4+ armor save and a 6+ FNP. Infiltrators and Ruststalkers are T3 with a 4+/6+, 5+ FNP.
Convienent you ignore the fact they can boost their BS or WS skill every turn if they wanted and thanks to being Battle Brothers throw them in Drop Pods with the Flesh Tearers formation and kill everyone with BS7 guys with rapid fire Haywire Rifles or 3 shot plasma. Yes allying is an option but doesn't change the fact its what makes Imperial Armies the strongest in the game.
ONCE.
PER.
GAME.
Doctrina Imperatives are ONCE PER GAME unless you take the Skitarii War Cohort Formation(which is 3x Battle Maniples), which allows you to perform Doctrina Imperatives TWICE.
And let's not forget that if you put that BS+3 on, you're at WS1 on Vanguard, Rangers, Ironstrider Ballistarii, and Onager Dunecrawlers and WS2 on Infiltrators, Ruststalkers, and Sydonian Dragoons and vice versa for the WS+3.
So please, tell me how overpowered that is. And while yeah, you can "throw them in Drop Pods with the Flesh Tearers formation" you can do the same thing with Codex Militarum Tempestus Scion Squads loaded up with Meltaguns.
As noted, you get to use Each Doctrina once per game, so Turn 1 they're usually BS7 (and largely being WS1 is irrelevant as nothing is in melee), turn 2 BS6 (in most games being WS2 will be irrelevant still vs being WS3), turn 3 BS5 (with no penalty), turn 4 when stuff is stuck in combat they start using the WS buffs, etc.
It's not a "once per game choose one", it's "you can use each Doctrina once per game".
One will notice that Skitarii in drop pods has handily won tournaments, Scions in drop pods has not.
Makumba wrote: Vaktathi wrote:Makumba wrote:that is like almost all factions save for necron and eldar.Not that they don't get better with ally, they just don't need to take them. On the other hand to play IG you need the IG book, the marine book, because centurions and pods seem to be a must have and if local people play FW, some FW books to get artilery and flyers. Playing mono codex IG is hell.
The only success I've had playing pure codex with no FW/allies has been dual CAD and ensuring you run no fewer than 12 vehicles, ideally 15+. I still don't like running dual CAD, but in a competitive environment, trying to stick to a single traditional CAD is very dead with IG (at least in my experience). Too much critical stuff crammed into those HS slots that the army just needs to function properly, if they moved some of the lighter units like Hydras, Grfiffons (at least for FW users), and Wyverns to Elites (yes I know they're silly, I'm assuming if there was an IG update that did this, Wyverns would get fixed) that would help a lot, especially considering how pointless the other IG elites are
I agree. I managed to get a hold of the mechanicus rules and after reading them I came to the conclusion that they are everything I would like IG to be. Strong shoty, but still mobile, strong formations and while they are not meq resilient they are more resilient then IG for comperable points. If I were to start over again I would probably take them or necron. I just wish people here let me use two CADs, they are against it because of what other armies can do .
I just wish it wasn't necessary to need to do so
|
This message was edited 1 time. Last update was at 2015/05/22 17:18:26
IRON WITHIN, IRON WITHOUT.
New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/05/22 17:46:12
Subject: Re:mechanicus. Getting out of hand? or new 40k?
|
 |
Omnipotent Necron Overlord
|
Orock wrote: gmaleron wrote:The new Mechanicus stuff is just as scary if not even scarier then what the Edar get and I cant help but laugh at notice one big difference. Notice that there very little complaining or freaking out about this even though they are getting apparently just as if not more powerful book then the Eldar? Kind of hilarious how its showing the IoM bias that seems to dominate the forums and 40k in general. To the topic at hand it will definitely be tough for armies that rely on MC's and Vehicles in particular, especially against those Treaded Servitors (forget the name) that can put out a whopping 72 Heavy Grav Cannon shots a turn. No Imperial player has the right to ever complain about Riptides or Wraithknights anymore. Ironically the Orks got the best deal out of it as their swarms of boys will take care of that rather handily!!
LOL no.
there are no 27 point troops with 12 inch move, jump shoot jump for protection, jink saving, toughness 4 troops with 36 inch turbo boosts with 4 str 6 shots. Nor is there a LoW or anything nearly as durable as a wraithknight for 295 points, or allies that allow them to deep strike, without error, and lay down str D flamer templates. nice try at deflection though.
and as for your grav cannon big scare. Do you know what those do to demons and orks? make them laugh. you know what str 6 does to EVERYTHING in the game minus av 13/14? eliminates it. too bad eldar have no way to deal with av 13/14 though, thats gotta be tough.
Automatically Appended Next Post:
WrentheFaceless wrote:A lot of assumptions about the Cult detachment, and your units dont have to be minimum sizes.
We dont know the Cult Detatchment is 1 of everything yet
its not speculation, it was released today. the cult one is one of everything, and no, it DOES have to be min units of eveyrthing. You dont get to fill you unit to full because of a formation, only free gear, and at 1850 you can only afford min squad sizes for everything, with 35 points left to spare on guys.
Lets be real dude - units that don't have a good armor save are easily killed by anything else. Hence the fact that they have weak armor saves to begin with. The ability to spam heavy grav cannons is going to be game breaking - to the point where something like the wraith knight can not even be fielded. We have no idea where the game is going - apearently 6 ap2 shots at 30 inch range is going to be the new norm. Or at least having army wide undeniable FNP or something.
|
If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder |
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/05/22 18:36:46
Subject: Re:mechanicus. Getting out of hand? or new 40k?
|
 |
Battlefortress Driver with Krusha Wheel
|
Xenomancers wrote: Orock wrote: gmaleron wrote:The new Mechanicus stuff is just as scary if not even scarier then what the Edar get and I cant help but laugh at notice one big difference. Notice that there very little complaining or freaking out about this even though they are getting apparently just as if not more powerful book then the Eldar? Kind of hilarious how its showing the IoM bias that seems to dominate the forums and 40k in general. To the topic at hand it will definitely be tough for armies that rely on MC's and Vehicles in particular, especially against those Treaded Servitors (forget the name) that can put out a whopping 72 Heavy Grav Cannon shots a turn. No Imperial player has the right to ever complain about Riptides or Wraithknights anymore. Ironically the Orks got the best deal out of it as their swarms of boys will take care of that rather handily!!
LOL no.
there are no 27 point troops with 12 inch move, jump shoot jump for protection, jink saving, toughness 4 troops with 36 inch turbo boosts with 4 str 6 shots. Nor is there a LoW or anything nearly as durable as a wraithknight for 295 points, or allies that allow them to deep strike, without error, and lay down str D flamer templates. nice try at deflection though.
and as for your grav cannon big scare. Do you know what those do to demons and orks? make them laugh. you know what str 6 does to EVERYTHING in the game minus av 13/14? eliminates it. too bad eldar have no way to deal with av 13/14 though, thats gotta be tough.
Automatically Appended Next Post:
WrentheFaceless wrote:A lot of assumptions about the Cult detachment, and your units dont have to be minimum sizes.
We dont know the Cult Detatchment is 1 of everything yet
its not speculation, it was released today. the cult one is one of everything, and no, it DOES have to be min units of eveyrthing. You dont get to fill you unit to full because of a formation, only free gear, and at 1850 you can only afford min squad sizes for everything, with 35 points left to spare on guys.
Lets be real dude - units that don't have a good armor save are easily killed by anything else. Hence the fact that they have weak armor saves to begin with. The ability to spam heavy grav cannons is going to be game breaking - to the point where something like the wraith knight can not even be fielded. We have no idea where the game is going - apearently 6 ap2 shots at 30 inch range is going to be the new norm. Or at least having army wide undeniable FNP or something.
And if you spam nothing but grav for your army, you are gonna be super sad when you fight orks and their av 10 vehicles are as tough as someone elses av 14 to you, or their basic troops resist 5/6 hits. Now if you take eldar windriders instead you get TWO jetbikes for the price of one destroyer for mechanicum. Not including the cost of weapons for that destroyer upgrade, but it DOES include the scatter laser for the bike. so thats 8 shots to 6. Then you compound it with being super fast, having a jink save, being able to hide after shooting, having longer range, and NOT being weak against 5/6+ save things. On average, 40 windrider jetbikes with scatter lasers can kill 90 orks from a green tide in one turn. And that same av 10 vehicle has 3 times the chance to glance or pen.
But we can take the basic measurements against marines too. for 1000 points of each unit. Lets do the destroyers first. 1000 points of destroyers is 16 models. We will say they are in range of unlimited marines, their ideal prey. so thats 96 shots, 48 of which hit because they are BS 3. now 2/3 will wound so 32 dead marines, if anyone actually takes that many marines in an army. Now for the windriders. 1000 points of windriders is 37. so 148 str 6 shots. They are BS 4, so round down 98 hits. Now those wound on 2s. so thats 82 wounds. so with average rolls, that is 28 dead marines. Now if you can find someone running deathwing, you beat the eldar handily, 2 to 1 in kills. But 4 less marines, with the ability to wipe any chimeras/rhinos/trukks/dark eldar skimmers ect off the face of the planet much easier is a good trade off. And again every death they suffer is less crippling firepower-wise than the destroyers.
if the rumor is true, you can take a formation that adds +1 BS to the destroyers, making them far more potent. But at a tax of 320 points, because then your not running the fist robots, but the shooty robots. For that cost you can get wraiths, with dark eldar allies, to drop in with str D flamers.
Im not saying mechanicus dosent have its fair share of possible cheeze, but trying to say a slow easily killed army with massive firepower is as stupid as a quick, resiliant army with massive firepower is amusing.
|
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!
8k points
3k points
3k points
Admech 2.5k points
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/05/22 19:03:11
Subject: Re:mechanicus. Getting out of hand? or new 40k?
|
 |
Ollanius Pius - Savior of the Emperor
Gathering the Informations.
|
Vaktathi wrote: Kanluwen wrote: gmaleron wrote: Kanluwen wrote:
The reason why is because while you have things which punch above their weight class or can tote lots of cheap special weapons, the basic Skitarii are still T3 with a 4+ armor save and a 6+ FNP. Infiltrators and Ruststalkers are T3 with a 4+/6+, 5+ FNP.
Convienent you ignore the fact they can boost their BS or WS skill every turn if they wanted and thanks to being Battle Brothers throw them in Drop Pods with the Flesh Tearers formation and kill everyone with BS7 guys with rapid fire Haywire Rifles or 3 shot plasma. Yes allying is an option but doesn't change the fact its what makes Imperial Armies the strongest in the game.
ONCE.
PER.
GAME.
Doctrina Imperatives are ONCE PER GAME unless you take the Skitarii War Cohort Formation(which is 3x Battle Maniples), which allows you to perform Doctrina Imperatives TWICE.
And let's not forget that if you put that BS+3 on, you're at WS1 on Vanguard, Rangers, Ironstrider Ballistarii, and Onager Dunecrawlers and WS2 on Infiltrators, Ruststalkers, and Sydonian Dragoons and vice versa for the WS+3.
So please, tell me how overpowered that is. And while yeah, you can "throw them in Drop Pods with the Flesh Tearers formation" you can do the same thing with Codex Militarum Tempestus Scion Squads loaded up with Meltaguns.
As noted, you get to use Each Doctrina once per game, so Turn 1 they're usually BS7 (and largely being WS1 is irrelevant as nothing is in melee), turn 2 BS6 (in most games being WS2 will be irrelevant still vs being WS3), turn 3 BS5 (with no penalty), turn 4 when stuff is stuck in combat they start using the WS buffs, etc.
It's not a "once per game choose one", it's "you can use each Doctrina once per game".
Read the bolded part.
I didn't say that "once per game choose one", I said that Doctrina Imperatives are once per game.
One will notice that Skitarii in drop pods has handily won tournaments, Scions in drop pods has not.
Okay, and?
What did the Skitarii lists field? What did they get matched against? What were they allied with?
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/05/22 21:04:37
Subject: Re:mechanicus. Getting out of hand? or new 40k?
|
 |
Battlefortress Driver with Krusha Wheel
|
So the formation of robots plus two destroyers was leaked today. Instead of being +1 to bs and ignores cover, you only gain those benefits for a single unit you are shooting and for that to even happen first the robots must target that unit and score an unsaved wound or a pen. So saved wounds and glances even don't count. Much more balanced IMHO.
|
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!
8k points
3k points
3k points
Admech 2.5k points
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/05/22 21:13:15
Subject: Re:mechanicus. Getting out of hand? or new 40k?
|
 |
Imperial Guard Landspeeder Pilot
On moon miranda.
|
Kanluwen wrote:
Okay, and?
What did the Skitarii lists field? What did they get matched against? What were they allied with? http://natfka.blogspot.com/2015/05/skitarii-tournament-report-from-storm.html?m=1 Knights/Eldar, Eldar, Decurion Necrons, KDK, FMC spam Tyranids.
I've can't find a source anywhere of Scions do anything near as well.
|
IRON WITHIN, IRON WITHOUT.
New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/05/22 22:36:39
Subject: Re:mechanicus. Getting out of hand? or new 40k?
|
 |
Ollanius Pius - Savior of the Emperor
Gathering the Informations.
|
Wait isn't this the same tournament that people were pointing to as evidence of Eldar not being powerful with this new book?
Also LOL @ "scouting Vengeance batteries"...
|
This message was edited 1 time. Last update was at 2015/05/22 22:42:44
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/05/22 22:55:35
Subject: Re:mechanicus. Getting out of hand? or new 40k?
|
 |
Servoarm Flailing Magos
|
Kanluwen wrote:I didn't say that "once per game choose one", I said that Doctrina Imperatives are once per game.
Well, you'd be wrong about that though.
" each Doctrina Imperative can only be used once during the game"
I don't get it. Are we arguing the same thing? It's all getting really vague here.
|
This message was edited 1 time. Last update was at 2015/05/22 22:56:55
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/05/23 00:28:35
Subject: Re:mechanicus. Getting out of hand? or new 40k?
|
 |
Ollanius Pius - Savior of the Emperor
Gathering the Informations.
|
Purifier wrote: Kanluwen wrote:I didn't say that "once per game choose one", I said that Doctrina Imperatives are once per game.
Well, you'd be wrong about that though.
" each Doctrina Imperative can only be used once during the game"
I don't get it. Are we arguing the same thing? It's all getting really vague here.
The fact that I said "Doctrina Imperatives" should tell you that I meant "each item labeled Doctrina Imperatives can be used once".
|
|
 |
 |
|