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![[Post New]](/s/i/i.gif) 2016/03/06 13:57:45
Subject: Doom of Mymeara- 2nd edition (aka Codex Corsairs)
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Deadly Dire Avenger
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I've had a quick scan through and not seen it. Would you be able to post the shadow spectres, exarch and pheonix lord full entry please
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![[Post New]](/s/i/i.gif) 2016/03/06 16:24:10
Subject: Doom of Mymeara- 2nd edition (aka Codex Corsairs)
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Regular Dakkanaut
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Shuriken Cannons are assault 3, the only non-heavy Heavy weapon I know!
I've had fun deep striking the Voidstorms with dissonace, separate times, in either a venom or jetpack...expensive yes but I said fun not competitive.
Fun fact about the Voidstorms... They can take two dissonance/blast pistols or a power weapon/venom blade + CCW and they keep their lasblaster/rifle/catapult/brace of pistols. Plus you could exchange one in the groups main weapon for a flamer/fusion/blaster/shredder and still keep his 2 pistols or CCW.
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This message was edited 3 times. Last update was at 2016/03/06 16:32:54
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![[Post New]](/s/i/i.gif) 2016/03/06 20:24:53
Subject: Doom of Mymeara- 2nd edition (aka Codex Corsairs)
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Killer Klaivex
The dark behind the eyes.
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Mj445 wrote:Shuriken Cannons are assault 3, the only non-heavy Heavy weapon I know!
Huh. I've never once noticed that.
That's very interesting indeed, thanks.
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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. |
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![[Post New]](/s/i/i.gif) 2016/03/06 21:51:46
Subject: Doom of Mymeara- 2nd edition (aka Codex Corsairs)
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Sybarite Swinging an Agonizer
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@thegrutton
It's a bit of a wordy one mate....
Shadow spectres - 75 pts
ws4 bs4 s3 t3 w1 I5 a1 Ld9 Sv 3+
(exarch is plus 1, WS/BS/I/A)
3 in a unit - jet pack inf.
wargear - Prism rile (dispersed - 18' s4 ap4 Heavy 1 blast/ focused - 18' s6 ap 3 Heavy 1, Lance, ghostlight) , Spect. holo field (5+ cover save when having moved/ 4+ if the unit made a thrust move), Shadow spec jet pack , Heavy aspect armour, Haywire and plasma grenades.
Special rules
Ancient doom
Battle focus
Fleet
Fear
Shadow of death (exarch) - All enemy units within 12' roll an extra d6 when taking morale and leadership checks.
Exarch is 10 points and can have a prism blaster (15) or a haywire launcher (10).
May include up to 7 more specs. for 25 points each.
Ghostlight
When a unit inflicts 2 or more hits with the ghostlight SR, you may choose to resolve them normally OR inflict a single ghostlight attack instead. The hit is based on the profile of the majority of weapons for each hit either add +1 st OR -1 ap (up to st 10 ap 1).
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This message was edited 2 times. Last update was at 2016/03/06 21:52:38
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![[Post New]](/s/i/i.gif) 2016/03/06 22:44:20
Subject: Doom of Mymeara- 2nd edition (aka Codex Corsairs)
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Pyromaniac Hellhound Pilot
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Can we get a conversation going on about the psychic powers that are unique to corsairs?
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![[Post New]](/s/i/i.gif) 2016/03/06 23:25:53
Subject: Doom of Mymeara- 2nd edition (aka Codex Corsairs)
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Fixture of Dakka
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CKO wrote:Can we get a conversation going on about the psychic powers that are unique to corsairs?
Not much point, you can't use them reliably. You can only ever have one Void Dreamer in battle forged army. And you'd need some allies to help get enough warp charges to make use of your completely random powers.
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"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. |
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![[Post New]](/s/i/i.gif) 2016/03/06 23:35:55
Subject: Doom of Mymeara- 2nd edition (aka Codex Corsairs)
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Pyromaniac Hellhound Pilot
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Dont they have a non-scatter deep strike where they can charge afterwards?
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![[Post New]](/s/i/i.gif) 2016/03/07 02:50:34
Subject: Doom of Mymeara- 2nd edition (aka Codex Corsairs)
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Regular Dakkanaut
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I agree with DarknessEternal on the psychic powers.
Yea there is one that allows you to deep strike no scatter and assault afterwards.
But the chance of having your unit pinned and your opponent now gets to fizzle it or pick a new target ...or falling back...or turning into a daemon just messes up everything you are trying to accomplish with your powers. You can fit 6 mastery levels with two cotories and could pull some off, but relying on those powers is a lynchpin too easily pulled.
However this is a tactics discussion so onward! The only ones that I feel are bad are the poison 3+ large blast and the primaris, which would be good if it wasn't warp charge 2. The 4+ cover save one is okay, mitigated a bit with the Burners for vehicles and LoS blocking JSJ tactics. Lots of ignores cover out there. Warp Blink is probably my favorite...able to target friendly vehicles for some extra movement/better placement or shooing away/better placement on an enemy that is far too close to your squishy Void Dreamer. In my humble opinion using the friendly Ongoing Reserves power offensively is best on outflanking Hornets, but still you'd only get this off on them every other turn and trying to stagger two units a turn just ups the chance for perils...defensively can get you out of a jam, still two warp charges though. Warp Tunnel is the deep strike assault one, pop your Void Dreamer in a unit of grotesques, send your Prince off with the unit he is in, whatever. Not much talk needed on that one. Sending the enemy to Ongoing Reserves within 12" is 3 warp charges. Like most of the other Aethermancy powers can be a potent tool, high risk high reward. Just my two cents.
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This message was edited 2 times. Last update was at 2016/03/07 03:09:51
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![[Post New]](/s/i/i.gif) 2016/03/07 09:08:51
Subject: Doom of Mymeara- 2nd edition (aka Codex Corsairs)
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Killer Klaivex
The dark behind the eyes.
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DarknessEternal wrote:
Not much point, you can't use them reliably. You can only ever have one Void Dreamer in battle forged army. And you'd need some allies to help get enough warp charges to make use of your completely random powers.
This.
In terms of the powers themselves:
Path-Ward - Situational at best, garbage at worst.
Warp Blink - Pathetic range.
Dispersion Field - Poor man's Forewarning.
Webway Rift - Might as well throw spoons at them...
Webway Breach - For when your units are contributing too much to the battle.
Warp Tunnel - Nice power, now if only we had a melee unit.
Webway Maze - "Perils of the Warp? Never heard of it."
Looking at the powers, it's like we were given the ones for a different army. I mean, if we were DE - with loads of melee units, a lack of blasts and a lot of units that would like free 4+ cover, it would be great.
As it is though, we're a shooty army with virtually no melee units to speak of (certainly no good ones). So, why are we stuck with a load of melee-enabling powers? What we actually need are the eldar powers - stuff like Prescience and Doom.
What's worse though is the psyker itself. The Void Dreamer has vastly worse powers than an Eldar Farseer, doesn't come with a 4++ or the helm that protects against PotW, and can't take a Jetbike. Yet, not only is the price difference between the two negligible, the Void Dreamer also suffers much harsher Perils of the Warp. And, despite this, Aethermancy is filled with WC2 and WC3 powers - basically guaranteeing that you'll suffer perils if you want to do anything.
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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. |
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![[Post New]](/s/i/i.gif) 2016/03/07 18:20:21
Subject: Doom of Mymeara- 2nd edition (aka Codex Corsairs)
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Deadly Dire Avenger
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Thanks mate, do you have the pheonix lords rules to please
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This message was edited 1 time. Last update was at 2016/03/07 18:32:58
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![[Post New]](/s/i/i.gif) 2016/03/08 12:40:54
Subject: Doom of Mymeara- 2nd edition (aka Codex Corsairs)
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Fresh-Faced New User
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Mj445 wrote: Rypher wrote:You could, if you had a different warlord (a prince for example), take an allied detachment of Irillyth, 3 jetbikes, and a squad of spectres for the cheapest possible configuration to use them.
I'm finding a larger fleet co with two coteries to be quite fun. Mostly with MKGs to manipulate reserves and where things show up throughout the game. I like the idea of pseudo-rangers with a baron attached to infiltrate up and drop a portal early game for other things to pop out of later.
I'm also becoming a fan of a unit of jetpack balestrikers. A unit of 5 including a felarch all armed with dark lances is quite formidable and does work throughout a game. It's pretty much what I wish scourge could do instead of being haywire bats.
The BRB errata made it so non-infiltrating Independent Characters cannot join Infiltrators. Try out Balestrikes with shuriken cannons in a venom! I've had fun with Voidstorms deep striking, both venom and jetpacks, wielding 2 dissonance pistols each. Killed a wounded knight with four 6s out of ten shots. Lucky, but fun...adding a Baron for prescience and his own two shots has helped 6's pop up and a shimmershield has kept them relatively more protected.
But the Barons aint Independent Characters, so they are still able to Infiltrate =)
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![[Post New]](/s/i/i.gif) 2016/03/08 14:51:46
Subject: Doom of Mymeara- 2nd edition (aka Codex Corsairs)
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Regular Dakkanaut
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But the Barons aint Independent Characters, so they are still able to Infiltrate =)
Nice catch!
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![[Post New]](/s/i/i.gif) 2016/03/12 03:41:04
Subject: Doom of Mymeara- 2nd edition (aka Codex Corsairs)
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Regular Dakkanaut
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So, i just started spring league at my local GW. My Prince is in a unit of Cloud Dancers, upgraded to Felarchs w/ venom blades.
My Prince rolled his WL trait to be +1 to FnP that goes to his attached unit.
Should I go with the FnP Prince so the 3 bikes and him can get a bit more tough? Or should I keep him as a Reaper of the Outer Dark for more attacks?
I'm leaning towards the FnP. An extra 4+ save sounds great, especially in smaller games.
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This message was edited 1 time. Last update was at 2016/03/12 03:42:34
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![[Post New]](/s/i/i.gif) 2016/03/14 13:17:02
Subject: Doom of Mymeara- 2nd edition (aka Codex Corsairs)
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Fresh-Faced New User
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I think it came up before in here but the forgeworld book does let you take formations for the eldar craftworlds army build. Most are difficult to feild by having a lot of models. Shadow spectures need three squads like the dire avenger shrine. They get a 3d6 taking the higher two assault jump. The exarch allows enemy units to have to re roll failed leadership tests and all shadow spectures re roll failed leadership
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![[Post New]](/s/i/i.gif) 2016/03/14 17:20:49
Subject: Doom of Mymeara- 2nd edition (aka Codex Corsairs)
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Regular Dakkanaut
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Facelessfools wrote:I think it came up before in here but the forgeworld book does let you take formations for the eldar craftworlds army build. Most are difficult to feild by having a lot of models. Shadow spectures need three squads like the dire avenger shrine. They get a 3d6 taking the higher two assault jump. The exarch allows enemy units to have to re roll failed leadership tests and all shadow spectures re roll failed leadership
Aye, the vehicle formations are especially powerful as you might be taking the min reqs anyways with Corsairs. Giving Nightwings ignores cover on one weapon each if they fire at a flyer, only restriction that they must take the same upgrades and gotta bring 2-3 units of nightwings...almost all of them are awesome...the only bad one is the Wasps as they have no way to deepstrike to benefit from the TL and pinning weapons rule.
Well worth it to trade in some pirate ships for their Craftworld cousins versions.
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This message was edited 1 time. Last update was at 2016/03/14 17:22:05
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![[Post New]](/s/i/i.gif) 2016/03/14 18:22:54
Subject: Doom of Mymeara- 2nd edition (aka Codex Corsairs)
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Fixture of Dakka
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Mj445 wrote:
Aye, the vehicle formations are especially powerful as you might be taking the min reqs anyways with Corsairs.
Remember that all of the formations in that book are for the Craftworld Eldar faction, and not Corsair Eldar.
Not that you can't combine them, just that Craftworld and Corsair vehicles have different rules and options.
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"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. |
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![[Post New]](/s/i/i.gif) 2016/03/16 23:21:51
Subject: Doom of Mymeara- 2nd edition (aka Codex Corsairs)
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Fresh-Faced New User
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vipoid wrote: DarknessEternal wrote:
Not much point, you can't use them reliably. You can only ever have one Void Dreamer in battle forged army. And you'd need some allies to help get enough warp charges to make use of your completely random powers.
This.
In terms of the powers themselves:
Path-Ward - Situational at best, garbage at worst.
Warp Blink - Pathetic range.
Dispersion Field - Poor man's Forewarning.
Webway Rift - Might as well throw spoons at them...
Webway Breach - For when your units are contributing too much to the battle.
Warp Tunnel - Nice power, now if only we had a melee unit.
Webway Maze - "Perils of the Warp? Never heard of it."
Looking at the powers, it's like we were given the ones for a different army. I mean, if we were DE - with loads of melee units, a lack of blasts and a lot of units that would like free 4+ cover, it would be great.
As it is though, we're a shooty army with virtually no melee units to speak of (certainly no good ones). So, why are we stuck with a load of melee-enabling powers? What we actually need are the eldar powers - stuff like Prescience and Doom.
What's worse though is the psyker itself. The Void Dreamer has vastly worse powers than an Eldar Farseer, doesn't come with a 4++ or the helm that protects against PotW, and can't take a Jetbike. Yet, not only is the price difference between the two negligible, the Void Dreamer also suffers much harsher Perils of the Warp. And, despite this, Aethermancy is filled with WC2 and WC3 powers - basically guaranteeing that you'll suffer perils if you want to do anything.
I agree, the powers tell me that the Void Dreamer should be allies with big nasty DE or Eldar Aspects to make any difference).
And am I the only one who has noticed that the Primaris power doesn't have a range? If it's limited to the Void Dreamer and his unit, then it's even worse. If it's an infinite range, then it's not too bad. To me this is a clear oversight (as well as not allowing the Void Dreamer to take a jetbike).
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![[Post New]](/s/i/i.gif) 2016/03/17 03:30:41
Subject: Doom of Mymeara- 2nd edition (aka Codex Corsairs)
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Fixture of Dakka
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JeffPoole wrote:
I agree, the powers tell me that the Void Dreamer should be allies with big nasty DE or Eldar Aspects to make any difference).
None of the Aethermancy powers can be used on friendly units of anything except Corsairs.
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"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. |
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![[Post New]](/s/i/i.gif) 2016/03/17 09:57:37
Subject: Doom of Mymeara- 2nd edition (aka Codex Corsairs)
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Killer Klaivex
The dark behind the eyes.
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JeffPoole wrote:
And am I the only one who has noticed that the Primaris power doesn't have a range?
I hadn't actually noticed that. Shows how much interest I have in Aethermancy, I guess.
JeffPoole wrote:To me this is a clear oversight (as well as not allowing the Void Dreamer to take a jetbike).
The lack of a Jetbike seems intentional (if stupid).
DarknessEternal wrote:JeffPoole wrote:
I agree, the powers tell me that the Void Dreamer should be allies with big nasty DE or Eldar Aspects to make any difference).
None of the Aethermancy powers can be used on friendly units of anything except Corsairs.
You can attach the Void Dreamer to an allied unit and then use his powers. But yeah, other than that they don't play well with others.
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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. |
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![[Post New]](/s/i/i.gif) 2016/03/17 14:13:25
Subject: Doom of Mymeara- 2nd edition (aka Codex Corsairs)
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Fixture of Dakka
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vipoid wrote:
DarknessEternal wrote:JeffPoole wrote:
I agree, the powers tell me that the Void Dreamer should be allies with big nasty DE or Eldar Aspects to make any difference).
None of the Aethermancy powers can be used on friendly units of anything except Corsairs.
You can attach the Void Dreamer to an allied unit and then use his powers. But yeah, other than that they don't play well with others.
Negative. Attaching an IC to a whatever unit makes it 100% a whatever unit an 0% Corsair, so no longer able to use Aethermancy on himself.
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This message was edited 1 time. Last update was at 2016/03/17 14:13:42
"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. |
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![[Post New]](/s/i/i.gif) 2016/03/17 14:33:07
Subject: Doom of Mymeara- 2nd edition (aka Codex Corsairs)
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Killer Klaivex
The dark behind the eyes.
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DarknessEternal wrote:
Negative. Attaching an IC to a whatever unit makes it 100% a whatever unit an 0% Corsair, so no longer able to use Aethermancy on himself.
Depends how the ability is worded. e.g. for Warp Tunnel: "Either the Void Dreamer and their unit, or another non-vehicle friendly unit with the Eldar Corsairs faction within 6"..."
Not that there is no requirement for the Void Dreamer's own unit to have the Eldar Corsair faction.
That said, this seems to be the only power with this wording.
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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. |
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![[Post New]](/s/i/i.gif) 2016/03/17 15:14:41
Subject: Doom of Mymeara- 2nd edition (aka Codex Corsairs)
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Regular Dakkanaut
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Warp Blink and Warp Tunnel will work on non-corsair units. Warp blink is especially useful to move a wraithknight closer for easier charges.
Warp tunnel works well in a seer council or other deathstar.
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ITC 2016 - Best of Harlequins |
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![[Post New]](/s/i/i.gif) 2016/03/18 23:00:14
Subject: Re:Doom of Mymeara- 2nd edition (aka Codex Corsairs)
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Regular Dakkanaut
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So my experience with the FnP Prince has been okay (when I remember they have it)...the biggest downside is getting pinned when you miss the IWND, can't opt to not take it, and as a CC unit that can be a boon (and by that I mean, if I'm in combat it doesn't matter...) or a detriment. Really I'm using it to make the Felarchs venom blade bikers a bit more resilient and I'll probably switch back to Reaper Prince, as they've been hiding most games until they can get a good charge anyways. Hornets have been the stars of my games, wouldn't make a list without them and that is with scatter/pulse/shuriken it really hasn't mattered what I load them with. Oh man though, outflanking Wasps with 2x EMLs are soooooo versatile, if expensive.
One wish I have is that Corsairs special rules and such affected vehicles more. Pulling a vehicle through a portal or giving them tank/walker preferred enemy would have been awesome. I'll take a 6" scatter and 4++ reroll any day though, even if you can't shoot right away.
Spent some league points and was able to make the move through cover/stealth ruins my permanent WL trait, so I'll be deep striking everything and prolly use a Scalpel Squadron for null deployment shenanigans
Edit: The one game I've lost so far was against Ravenwing(?) bikers in the formation that gives 2+ jink re-rolls...reserves failed even with re-rolls and took me out piecemeal. Tell you what though...one Lynx with the Sonic Lance would ruin his day  can't wait to get mine finished and on the table.
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This message was edited 1 time. Last update was at 2016/03/18 23:04:14
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![[Post New]](/s/i/i.gif) 2016/03/18 23:08:54
Subject: Re:Doom of Mymeara- 2nd edition (aka Codex Corsairs)
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Killer Klaivex
The dark behind the eyes.
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Mj445 wrote:So my experience with the FnP Prince has been okay (when I remember they have it)...the biggest downside is getting pinned when you miss the IWND, can't opt to not take it, and as a CC unit that can be a boon (and by that I mean, if I'm in combat it doesn't matter...) or a detriment.
Didn't you say your Prince was on a bike? If so, how is he getting pinned?
Also, in regards to your earlier question, I like the FNP ability for the flavour, but I wouldn't give it to anything but the Prince. 10pts is waaaaaay too much to protect already overpriced Felarchs.
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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. |
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![[Post New]](/s/i/i.gif) 2016/03/19 00:03:37
Subject: Doom of Mymeara- 2nd edition (aka Codex Corsairs)
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Regular Dakkanaut
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facepalmed hard...thanks for reminding me about the bike rules!
I agree, 30 more points for Balelights or whatever. Plus the Prince getting up to 9 attacks has seemed to work better for him.
Automatically Appended Next Post:
Speaking of the Prince. How are you all utilizing him? I've only put him on a bike with the Void Sabre, ML1, and a forceshield in a group of 3 Cloud Dancer Felarchs w/ venom blades. Including a bike Baron with the shadowfield, venom blade, and ML1 hoping for the re-roll save power. Can't see him doing much else, because joining a non-bike unit means they can't be in a dedicated transport and he has no long range weapons to speak of.
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This message was edited 4 times. Last update was at 2016/03/19 00:48:04
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![[Post New]](/s/i/i.gif) 2016/03/20 00:19:41
Subject: Re:Doom of Mymeara- 2nd edition (aka Codex Corsairs)
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Regular Dakkanaut
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What are people's thoughts on the eldar superheavies? I know the titans get a lot of the focus but what about the Cobra and Scorpion? Also the Vampire?
Cobra seems pretty hamstrung by it's 36" range, scorpion's 60" range and 2 shots probably better at anything without void shields. At first glance the vampire seems really overpriced at over 700pts, I guess most people would opt for the pulsar but the thought of delivering a 30 man dire avenger shrine is pretty cool.
Also any thoughts on the Firestorm? Seems pretty sweet now although can it be taken in a non corsair list?
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![[Post New]](/s/i/i.gif) 2016/03/20 11:03:13
Subject: Doom of Mymeara- 2nd edition (aka Codex Corsairs)
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Agile Revenant Titan
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As itbstands, ther Firestorm is available only in a Corsair detachment.
I looked heavily into the Vampire combined with a Skyshield Landing pad with its upgrade. The Vampire can start on the table. With a 4+ one save, Superheavy rules and 12 HP , it is very unlikely to be destroyed on turn 1. Still a theory, however, since I have been unable to secure a Vampire with Pulsars.
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No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. |
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![[Post New]](/s/i/i.gif) 2016/03/20 21:03:15
Subject: Re:Doom of Mymeara- 2nd edition (aka Codex Corsairs)
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Sister Oh-So Repentia
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![[Post New]](/s/i/i.gif) 2016/03/20 23:17:11
Subject: Re:Doom of Mymeara- 2nd edition (aka Codex Corsairs)
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Regular Dakkanaut
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Need them to clarify the Lynx range for salvo fire, says 48" in corsair list and reference section, but just 24" in craftworld profile. Has anyone heard anything about this?
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![[Post New]](/s/i/i.gif) 2016/03/21 00:20:17
Subject: Doom of Mymeara- 2nd edition (aka Codex Corsairs)
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Fixture of Dakka
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There are differences between Corsair versions of things and Craftworld versions of things. I don't see any reason to assume they are not intentional.
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This message was edited 1 time. Last update was at 2016/03/21 00:20:33
"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. |
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