Switch Theme:

HQ choices with big guns  [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 ca
Wondering Why the Emperor Left






I'm a little frustrated about HQ choices being incapable of taking significant weapons with very few exceptions.

A Chaos Lord/ Sorcerer Lord/ Space Marine Chapter Master/ Captain in Terminator Armor is incapable of taking ANY heavy weapons despite their superior ballistic skill.

The Grey Knight grandmasters can and they work very well for them. I'm just confused why the big, badass warlords of the Space Marine/ CSM armies refuse to take big, useful guns.

The closest CSM get to it is the Baleflamer (meh) and the closest the SM get to it is their relic bolter. Why can't my Lord in terminator armor run around with a Reaper autocannon or my Space Marine Chpater Master lay down some pain with an assault cannon or a cyclone missile launcher?

Why can't the Ork Warboss actually take a big shoota, rokkit launcher or a flashy gun? I especially don't understand it in the scavenger-society of Orks and CSM. The biggest/ strongest get the best equipment. So why not the Lords and Warbosses?
   
Made in gb
Longtime Dakkanaut





Nottingham

Gk captains don't get heavy weapon options (assault and salvo) although I doubt that minor correction helps ease the pain. Possibly because they are the army leader, whilst heavy weapons play more of a supportive role. I don't understand why they can't take special weapons though, surely if the guy in charge wants to take a melta, no one would say no.

Have a look at my P&M blog - currently working on Sons of Horus

Have a look at my 3d Printed Mierce Miniatures

Previous projects
30k Iron Warriors (11k+)
Full first company Crimson Fists
Zone Mortalis (unfinished)
Classic high elf bloodbowl team 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

I know where you're coming from.

It might well be a problem of GW applying current/historical military logic to 40k.

In the past, officers never carried rifles because they were supposed to be commanding their troops. Hence, they should be aware of what's going on around them - rather than looking down the barrel of a rifle. In more recent times though, I believe some officers are issued rifles - especially if they're going to be seeing action.

Anyway, the reason this doesn't work in 40k is that it generally assumes that the officers are leaders, rather than fighters. But, in 40k, most HQs act more like medieval kings - leading charges of knight-equivalent troops into the heart of the enemy. Moreover, there's almost never an advantage to an HQ giving orders instead of firing himself (nor any disadvantage for a leader shooting/fighting instead of commanding).

My point is, GW seem to have got it into their heads that officers only carry pistols, but didn't stop to consider why.

Really, there should either be a bonus to a squad if its sergeant/attached-HQ doesn't fire, or else HQs should be allowed to take heavier weapons (within reason).

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in au
Missionary On A Mission




Australia

This is 40k - your big fancy HQ's are meant to be charging forth into glorious close combat, not shooting!


 
   
Made in us
Krazed Killa Kan






 vipoid wrote:
But, in 40k, most HQs act more like medieval kings - leading charges of knight-equivalent troops into the heart of the enemy.


The interesting thing is important most lords, generals, kings, etc didn't actually engage in close combat unless it was relatively safe to do in a winning battle. Some where more cavalier than others about riding into the thick of things to earn glory but unless you where a lesser lord or fledgling knight out to make a name for yourself then it was wiser to hang back and command while the common foot soldiers would fight.

 vipoid wrote:
My point is, GW seem to have got it into their heads that officers only carry pistols, but didn't stop to consider why.

Really, there should either be a bonus to a squad if its sergeant/attached-HQ doesn't fire, or else HQs should be allowed to take heavier weapons (within reason).


Tau basically does this with the Ethereal benefiting the nearby infantry with added firepower, leadership, mobility, and/or increased resilience. Fire Blades also increase the firepower of their unit with more efficient shooting. Buffmander as we all know makes a unit incredibly deadly with optimized shooting potential. Guard also does this with its officers issuing orders to the troops to make them more efficient in their actions or keep them motivated to stay in the fight. Nids have their whole synapse system is a similar thing although most of the synapses creatures are designed to directly fight over hanging back.

With Orks and Chaos it makes sense that they are more concerned about killing than issuing orders while Necrons seem to lack the need for specialized leadership given their very mechanical/robotic nature. Eldar are just a bunch of gitz so there lack of orders issuing is to be expected . Space Marine commanders tend to get very hammy when left to issue orders so I think its encouraged that they get stuck into close combat instead of standing around annoying everyone near them

"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" 
   
Made in gb
Enginseer with a Wrench






There is the Techpriest Dominus, who is very shooty and otherwise is most useful as a support character. Techmarines (previously MotF) and Ordo Xenos Inquisitors can carry conversion beamers. There's Sergeant Telion(who is a HQ unit now) and, more obscurely, there's Lias Issadon, Chapter Master of the Raptors, who's basically Sternguard HQ. Still, they are definitely outnumbered by melee focused characters...
   
Made in us
Regular Dakkanaut





Wisconsin

Flyrants all day!

If you're not part of the solution, you're part of the particulate. 
   
Made in ca
Gargantuan Gargant






Unfortunately, I think it also has to do with GW's arbitrary ideas of what the designated roles are for certain HQ units. Even though Chaos Lords/Space Marine captains should be the "build-a-commander" HQ, with a potential in between point of the specialized roles of techmarines/chaplains, they instead shoe-horn them into being CC beatsticks. They give the illusion of choice with combi-weapons, but ultimately push you towards the plethora of CC weapons they have access to. You're pretty much forced just to take a techmarine on a bike with a conversion beamer if you want ranged. Chaos, as usual, doesn't even get that since the warpsmith has no options beyond their built in meltagun+flamer.

Orks have a similar issue, Warbosses can take kombi-weapons but the only real viable option is the PK. If Orks want a ranged HQ we have to settle for the Big Mek SAG. With things like formations its clear GW is more interested in prescribing what models you should take moreso than letting you figure out things on your own.
   
Made in us
Ultramarine Master with Gauntlets of Macragge




What's left of Cadia

 Grimskul wrote:
Unfortunately, I think it also has to do with GW's arbitrary ideas of what the designated roles are for certain HQ units. Even though Chaos Lords/Space Marine captains should be the "build-a-commander" HQ, with a potential in between point of the specialized roles of techmarines/chaplains, they instead shoe-horn them into being CC beatsticks. They give the illusion of choice with combi-weapons, but ultimately push you towards the plethora of CC weapons they have access to. You're pretty much forced just to take a techmarine on a bike with a conversion beamer if you want ranged. Chaos, as usual, doesn't even get that since the warpsmith has no options beyond their built in meltagun+flamer.

Orks have a similar issue, Warbosses can take kombi-weapons but the only real viable option is the PK. If Orks want a ranged HQ we have to settle for the Big Mek SAG. With things like formations its clear GW is more interested in prescribing what models you should take moreso than letting you figure out things on your own.


I have to agree with this. I tend to have trouble imagining my Captain/Chapter Master doing more than just charging at the enemy and sucker punching him. Even though they're described in the fluff as master tacticians a Captain/Chapter Master's primary role remains as beatstick. Kind of a shame.

TheEyeOfNight- I swear, this thread is 70% smack talk, 20% RP organization, and 10% butt jokes
TheEyeOfNight- "Ordo Xenos reports that the Necrons have attained democracy, kamikaze tendencies, and nuclear fission. It's all tits up, sir."
Space Marine flyers are shaped for the greatest possible air resistance so that the air may never defeat the SPACE MARINES!
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum
 
   
Made in ca
Gargantuan Gargant






 War Kitten wrote:
 Grimskul wrote:
Unfortunately, I think it also has to do with GW's arbitrary ideas of what the designated roles are for certain HQ units. Even though Chaos Lords/Space Marine captains should be the "build-a-commander" HQ, with a potential in between point of the specialized roles of techmarines/chaplains, they instead shoe-horn them into being CC beatsticks. They give the illusion of choice with combi-weapons, but ultimately push you towards the plethora of CC weapons they have access to. You're pretty much forced just to take a techmarine on a bike with a conversion beamer if you want ranged. Chaos, as usual, doesn't even get that since the warpsmith has no options beyond their built in meltagun+flamer.

Orks have a similar issue, Warbosses can take kombi-weapons but the only real viable option is the PK. If Orks want a ranged HQ we have to settle for the Big Mek SAG. With things like formations its clear GW is more interested in prescribing what models you should take moreso than letting you figure out things on your own.


I have to agree with this. I tend to have trouble imagining my Captain/Chapter Master doing more than just charging at the enemy and sucker punching him. Even though they're described in the fluff as master tacticians a Captain/Chapter Master's primary role remains as beatstick. Kind of a shame.


I think what they missed out on was the very easy (and fluffy!) options of taking "Master of..." upgrades to denote what company your captain is from and their specialty.

(i.e.)

Master of the Fleet (15 points): As long as he is on the field, you may choose to have either a +1 or -1 modifier for your reserve rolls.

Master of the Armoury (30 points): Your Captain gains access to the Special and Heavy Weapons wargear section and may make any one of his ranged weapons master-crafted.

Master of the Marches (25 points): All friendly Space Marine units in your army may use his Ld of 10 for morale, pinning and leadership tests.

And so on and so forth. There's easy equivalents to Chaos Lords for this as well, but under other things like "Siege Lord" for Iron Warriors, "Dark Occultist" for Word Bearers...etc.

Another easy way of addressing this issue of just being a beatstick rather than demonstrating any tactical abilities would be just allowing HQ choices to choose what Warlord Traits they start with (though this would obviously have to come at a points cost since some are obviously better than others).

This message was edited 2 times. Last update was at 2015/11/10 02:04:01


 
   
Made in ca
Wondering Why the Emperor Left






I think that removing the random generation aspect of a Warlord trait would allow them to remove the place-holder ones. When someone is generating 18 warlord traits, some of them are obviously place-holders. More-over it stops characters from getting completely redundant ones. Why does a flying dakka Hive Tyrant care about Furious-charge? Or a Chaos Lord on a Juggernaut care about having Move Through Cover (Ruins)?

In terms of giving characters incentive to not fight or shoot guns, the Sergeant of the Devastators and Longfangs gives the squad plenty of incentive to keep the Sarg from shooting. I think that THAT is what Warlord traits should be.

Do you want your Lord to run around in the back-field, giving your Devastators, Flash Gitz, whatever, +1 BS or re-roll 1s or manipulating reserves by simply NOT BEING DEPLOYED? I mean, how awesome of a mechanic would that be? My Warlord is not on the table right now, he's busy orchestrating the war around your ears. Every turn the warlord is in reserves he or she has a determined effect. Eventually the situation is too dire, the Warlord too arrogant, or glory-hungry to hold back, and like a video game boss, shows up. While gone the warlord can remotely manipulating battlefield debris (comms relays/ gun emplacements/ etc) by turning them on and shooting them or shutting them down. +1 Bonus to other reserves as he coordinates the conflict to redirect forces to his location. A masterful tactical plan that needs her to arrive at the nick of time in a heroic intervention, providing a guaranteed arrival on a turn of your choosing through the method of your choosing (Deep Strike, Outflank) or whichever method your warlord has available.

Then give the Warlord the ability to choose weapons that reflect that. Of all the races Tyranids and Tau have the most appropriate warlords for this game-style. It just makes no sense to me that Cato Sicarius can't scoop up a lascannon and take a pot-shot while he's directing his Devastators?
   
Made in us
Willing Inquisitorial Excruciator





Pittsburgh, PA, USA

 Kraytirous wrote:
I'm a little frustrated about HQ choices being incapable of taking significant weapons with very few exceptions.

A Chaos Lord/ Sorcerer Lord/ Space Marine Chapter Master/ Captain in Terminator Armor is incapable of taking ANY heavy weapons despite their superior ballistic skill.

The Grey Knight grandmasters can and they work very well for them. I'm just confused why the big, badass warlords of the Space Marine/ CSM armies refuse to take big, useful guns.

The closest CSM get to it is the Baleflamer (meh) and the closest the SM get to it is their relic bolter. Why can't my Lord in terminator armor run around with a Reaper autocannon or my Space Marine Chpater Master lay down some pain with an assault cannon or a cyclone missile launcher?

Why can't the Ork Warboss actually take a big shoota, rokkit launcher or a flashy gun? I especially don't understand it in the scavenger-society of Orks and CSM. The biggest/ strongest get the best equipment. So why not the Lords and Warbosses?


What kind of pink-panty-wearing Space Marines and Orks are you playing, Son? There's not a Space Marine commander or Ork Warboss in the 41st Millenium who would dare be caught sniping enemies from afar when he can be bringing the Light of the Emperor to some heretic's face with a thunder hammer or krumpin' some beakies with the pointy end of a 'uge choppa.

It sounds like Tau might be more your thing.

   
Made in gb
Killer Klaivex




The dark behind the eyes.

 Vankraken wrote:

The interesting thing is important most lords, generals, kings, etc didn't actually engage in close combat unless it was relatively safe to do in a winning battle. Some where more cavalier than others about riding into the thick of things to earn glory but unless you where a lesser lord or fledgling knight out to make a name for yourself then it was wiser to hang back and command while the common foot soldiers would fight.


Oh, indeed, but you take my point?

Outside of a few exceptions, most leaders in 40k are the 'lead-from-the-front' kind. Moreover, any leader you field in 40k should be kitted out for frontline duty - because that's where they're going to be.

 Vankraken wrote:

Tau basically does this with the Ethereal benefiting the nearby infantry with added firepower, leadership, mobility, and/or increased resilience. Fire Blades also increase the firepower of their unit with more efficient shooting. Buffmander as we all know makes a unit incredibly deadly with optimized shooting potential. Guard also does this with its officers issuing orders to the troops to make them more efficient in their actions or keep them motivated to stay in the fight. Nids have their whole synapse system is a similar thing although most of the synapses creatures are designed to directly fight over hanging back.


Bear in mind though that IG leaders can still shoot and issue orders just fine - which was my point. Likewise, synapse is only dependant on range - the synapse creatures themselves can still move, cast, shoot and fight with no issues.

This message was edited 1 time. Last update was at 2015/11/10 10:05:20


 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in gb
Battleship Captain




Chaos, as usual, doesn't even get that since the warpsmith has no options beyond their built in meltagun+flamer.


Actually, they can be one of the shootier ones - the Burning Brand Of Skalathrax is short range, but one of the most lethal shooting weapons in the game within its field of fire.

But yeah.... It's very much a thing that most HQ characters are supposed to 'heroically' lead the charge.

It tends to be the 'mechanic' analogues who can be shooty characters - a Big Mek, for example, can take a Shokk Attack Gun, which (when it works right) produces a pretty big kaboom. The aforementioned conversion beamer master of the forge. Company Command Squads can take a master of ordnance and an integral heavy weapons team. Most Tau characters can be pretty shooty, and a necron catacomb command barge can fling a lot of shots with his staff of light plus the barge's guns.

Oh. And Guard Tank Commanders.



Termagants expended for the Hive Mind: ~2835
 
   
Made in us
Auspicious Daemonic Herald





Daemons can take an Exalted Flamer as an HQ and they come with a torrent s5 ap3 flamer and d3 lascannon shots at 18" range. Problem is they are both heavy weapons and don't have a way to get relentless (other then trying cast Endurance on them)
   
Made in us
Shadowy Grot Kommittee Memba






Well let's see.

Ethereal, Fireblade, Everything but Anva and Farsight: shooting Hq.

Oddly enough most Nid HQs can build shooting most famous obv the flyrant.

Inquisition has Conversion Beamers, Servo Skulls, and Krazypantsoff.

Orks have Big Meks (kmb basic gun, Shokk attack gun and tellyporta Blasta, and can also have a KFF) and Kaptin Badrukk.

IG have company commanders, and tank commanders/Pask. Since there might as well not be IG special characters that's the whole book.

Eldar have Farseers that are 99% psychic buff oriented. Also fuegan, sniper dude, dark reaper dude.

DE HQs aren't allowed to have fun but you can at least take blasters.


Automatically Appended Next Post:
I'd say less than half the HQs overall are shooting focused. If you don't count psykers as shooting focused.

"Just cause something is true for space marines doesn't mean it's true for everyone"

This message was edited 1 time. Last update was at 2015/11/10 12:27:58


"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in ca
Secretive Dark Angels Veteran




Canada

 Kraytirous wrote:
I'm a little frustrated about HQ choices being incapable of taking significant weapons with very few exceptions.

A Chaos Lord/ Sorcerer Lord/ Space Marine Chapter Master/ Captain in Terminator Armor is incapable of taking ANY heavy weapons despite their superior ballistic skill.

The Grey Knight grandmasters can and they work very well for them. I'm just confused why the big, badass warlords of the Space Marine/ CSM armies refuse to take big, useful guns.

The closest CSM get to it is the Baleflamer (meh) and the closest the SM get to it is their relic bolter. Why can't my Lord in terminator armor run around with a Reaper autocannon or my Space Marine Chpater Master lay down some pain with an assault cannon or a cyclone missile launcher?

Why can't the Ork Warboss actually take a big shoota, rokkit launcher or a flashy gun? I especially don't understand it in the scavenger-society of Orks and CSM. The biggest/ strongest get the best equipment. So why not the Lords and Warbosses?


the land raider excelsior/rhino primaris has lascannons as well not to mention a grav cannon and twin linked plasma gun

sammael has a plasma cannon on corvex or a tl assault cannon and tl hb in sableclaw.
pappa smurf has a twin linked heavy bolter

pask technically counts since he can be an HQ he can technically wield any weapon a leman russ chassis and carry

dont even get me started on veteran sargeant kronus




Automatically Appended Next Post:
 GoonBandito wrote:
This is 40k - your big fancy HQ's are meant to be charging forth into glorious close combat, not shooting!
tell that to the losers who thought 6th edition would be a good idea to print, and those who thought that overwatch was a fun game mechanic (really its more like a reflex than a mechanic, theres no choice to overwatch it just happens). the sad reality is that if you cant carry at least a heavy bolter like weapon the competitive community could honestly care less about your ability to CC which is sad really, shooting combat is devoid of any sense of personality. melee is a personal style of warfare that is designed to make a battle epic, but with such an acceleration in the arms race of 40k releases its likely it will never come back and be meaningful again like honestly, if you sat down and told a competitive opponent that there would be surprise rules in your next game, and told them they couldnt shoot a single gun for the entire game they would probably just shut down on the table. they would have built their whole army around obliterating you in the shooting phase that their army might as well spend the game throwing stones and using harsh words to try and kill you. im serious here the one guy you brought with a power axe might go on to kill his entire army

This message was edited 5 times. Last update was at 2015/11/10 13:56:40


DA army: 3500pts,
admech army: 600pts
ravenguard: 565 pts

 
   
Made in gb
Boosting Black Templar Biker






Inquisitors can take a conversion beamer.
Grey Knight Brother Captains can take Psycannons/Psilencers/Incinerators
Tech-Priest Dominus gets the only Volkite weapon in the game.
CCS can take heavy weapon team.
Techmarines are a walking Arsenal (Plasma-Cutter, Flamer + Combi-Weapon).
SM Captains can duel-wield pistols.

I'm really not seeing the issue here....
Or are you after Davian Thule type captains where they wield Heavy Bolters?


Edit: Oh. And Pask has a goddamn tank.

This message was edited 1 time. Last update was at 2015/11/10 14:19:14


 
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

nudibranch wrote:
There is the Techpriest Dominus, who is very shooty and otherwise is most useful as a support character. Techmarines (previously MotF) and Ordo Xenos Inquisitors can carry conversion beamers. There's Sergeant Telion(who is a HQ unit now) and, more obscurely, there's Lias Issadon, Chapter Master of the Raptors, who's basically Sternguard HQ. Still, they are definitely outnumbered by melee focused characters...

Don't forget that you can give Space Marine Captains some pretty cool Relic Boltguns to make pseudo-Lias Issodons!
There's "The Primarch's Wrath"(S4 AP4 Salvo 3/5, Master-Crafted, Shred) in the Chapter Relics list in the main book and Ex Tenebris(S4 AP5 Assault 3, Rending, Precision Shots) in the Ravenspire Relics from Kau'yon.

Take Lias Issodon as your Warlord, and a pair of Commanders--one with each of the aforementioned Relics and you have some meeeeeeeeeeeeean shooters.

This message was edited 1 time. Last update was at 2015/11/10 14:34:06


 
   
Made in gb
Hallowed Canoness





Between

Gunslinger HQs are a good way to make use of their high ballistic skill - twin plasma or inferno pistols can really put the hurt on the enemy.



"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

 Furyou Miko wrote:
Gunslinger HQs are a good way to make use of their high ballistic skill - twin plasma or inferno pistols can really put the hurt on the enemy.


That's really expensive and short-ranged though.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Lesser Daemon of Chaos




New England

Use Cypher... Shootist HG in the game. BS 10 - longer range pistols, plasma that doesn't get hot, run and shoot or just shoot twice... And you use your guns in close combat.
   
Made in ca
Wondering Why the Emperor Left






That doesn't change the fact that it's still a logical loophole in the game. Why can't my Chaos Lord in terminator armor take a reaper autocannon or a heavy flamer? Why can't my Space Marine Chapter Master with Thunder-hammer/ Stormshield in Terminator Armor take a Cyclone Missile Launcher?

I'm not saying that there are no HQ choices with access to shooting weapons, I'm saying that it's frustrating that three of the most iconic HQ choices in the game are incapable of having any impact on the game aside from melee.
   
Made in us
Shas'la with Pulse Carbine





Yeah, its always bugged me that terminator HQs cant take, assault cannons(auto cannons) or even the cyclone! Maybe i want them to be effective no matter where they are on the field they are usually expensive and supposed to be total badass, let them have some decent ranged weaponry.

Tyranids will consume the universe!!! There is no chance for survival!!
.........eventually anyways......... 
   
Made in us
Decrepit Dakkanaut




I don't think it'd be a bad idea to offer certain weapons. While I'm not certain on offering CML's, Assault Cannons and Heavy Flamers would be cool on Terminator HQ's.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
 
Forum Index » 40K General Discussion
Go to: