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Made in us
Decrepit Dakkanaut





the_scotsman wrote:
 Trickstick wrote:
Well I found a use for my FW vanquisher model. Now it can be a relic battlecannon. The improved overwatch is a nice buff I guess, nothing amazing. The two stratagems sounds nice, both very mobile focused. I wonder how useful the advancing one will be with Tallarn, hopefully it won't make either one redundant.

Field commander is unexpected, and really opens up the uses of these formations.


I mean, considering that with Mordians and Defensive Gunners you can get up to a 75% chance to hit on overwatch, that's...pretty good...


At least it isn't as bad as Vegeance for Cadia. Now everyone else can get a taste of that.


Automatically Appended Next Post:
 Galef wrote:
The really sad thing about these Specialist detachments, is that the Outrider, Spearhead and Vanguard detachments already pay a heavy CP tax to be used already (because you only get 1CP instead of say 3-5) and making them a Specialist Detachment just to add a freaking Keyword robs them of that CP entirely.
And on top of that, once you've traded that CP, you still have to pay another just to use the special Stratagem that buying that Keyword is for.

Until CPs are related to being Battle Forged and give more than a measly 3CPs, these Specialist Detachments are a hard pass on that for me.

-


Balance!

This message was edited 1 time. Last update was at 2018/12/06 15:58:17


 
   
Made in lt
Mysterious Techpriest






You can just have battalions be specialist detachments. I do hate how it's again rewarding armies that have access to more CP. I hope the way you get CP is reworked somehow.

This message was edited 1 time. Last update was at 2018/12/06 16:01:27


Mathammer(primarily Chaos Daemons, Adeptus Mechanicus, Necrons and Orks) https://drive.google.com/open?id=1mhwa-d77ztppXP9ZUQxur9HewqDTFZ6k
12k pts Daemons
5k pts Orks
5k pts AdMech
3k pts Necrons  
   
Made in be
Mysterious Techpriest





Belgium

 Thairne wrote:
 Aaranis wrote:
Blessed be the Omnissiah, Fistelan Robots have a chance of becoming a thing. Give your Detachment Cohort Cybernetica (1CP) DS 4 Robots with Lucius (1CP), charge 6" with Aegis protocol to soak the overwatch, fight a first time, tank the eventual Counter-Offensive, Binharic Override to switch to Fisty protocols (1CP) and continue punching whatever you wanted to punch.

Now we just need them to be cheaper than triple HPB (you know, the loadout which is actually useful and more safe to use).

A good day to be an Adeptus Mechanicus player.


Usually you either stand or walk 1 turn with Kastelans before you turn into an immobile turret.
So turning heavy into assault makes them more mobile for 1 turn, allowing an advance/no -1 hit.
Only thing I can see right now is the 3" extra charge if Fistelans become a thing with CA18 and a massive price drop on their melee weapons... we are in agreement here.

Roll badly on your one-time-use warlord trait and there goes your entire benefit. Unless the relic, if there is one AND it is good, which I doubt, Id rather use that CP to get an extra relic and use the Autocaduceus...

Overall this detachment seems pretty weak to me.

Yeah I agree the Trait should've been 2d3, that way it would actually be better. It's only when repairing Robots so not broken.

Yes, the movement without penalty is indeed nice. Gives that extra freedom before double shots. I'm just used to plant them round 1 in my meta due to CC-heavy armies.

You have no idea how long I've waited for viable punching Bots.

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in us
Enigmatic Chaos Sorcerer




Tampa, FL

 rvd1ofakind wrote:
You can just have battalions be specialist detachments. I do hate how it's again rewarding armies that have access to more CP. I hope the way you get CP is reworked somehow.


They need to go the AOS route or something.

- Wayne
Formerly WayneTheGame 
   
Made in us
Shadowy Grot Kommittee Memba






 Galef wrote:
The really sad thing about these Specialist detachments, is that the Outrider, Spearhead and Vanguard detachments already pay a heavy CP tax to be used already (because you only get 1CP instead of say 3-5) and making them a Specialist Detachment just to add a freaking Keyword robs them of that CP entirely.
And on top of that, once you've traded that CP, you still have to pay another just to use the special Stratagem that buying that Keyword is for.

Until CPs are related to being Battle Forged and give more than a measly 3CPs, these Specialist Detachments are a hard pass on that for me.

-


whats to stop you from taking say a battalion with 2 tank commanders and 3 LRs in the heavy slot and making it a Fist detachment?

"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 us
Powerful Phoenix Lord





Dallas area, TX

 rvd1ofakind wrote:
You can just have battalions be specialist detachments. I do hate how it's again rewarding armies that have access to more CP. I hope the way you get CP is reworked somehow.
That's exactly my point. If GW wants all armies to take at least Battalion as mandatory, they should make that a Matched Play rule.
But instead they've just made Battalions the de-facto detachment by means of making the others, specifically the Outrider, Vanguard and Spearhead, so not worth it that it isn't funny

-

   
Made in gb
Ship's Officer



London

 casvalremdeikun wrote:
Mandragola wrote:
Yeah field commander is really good.

The slightly irritating thing is to not have all the rules for any of these things. It’s interesting that the primaris detachment buffs inceptors as well as intercessors (but nobody else). I wonder what it does for them, as clearly they can’t become veteran intercessors.

That said, a veteran intercessor battalion can quickly eat all of its own CPs. 1 to have the detachment, three to upgrade the squads and maybe another one to give a character its warlord trait – whatever that may be. So you almost have to have a battery detachment just to have any CPs in the game at all.

It does incentivise taking squads of 10 intercessors though. If the stratagems for them are worth using (unlike the one that lets you have very expensive CP-eating snipers with 3 attacks each in combat…) then it could be pretty interesting. If the auto-rifle stratagem is decent then maybe it’ll even be worthwhile fielding some of them.
Yeah, I was really hoping I wouldn't have to upgrade a Stalker Bolt Rifle Intercessor Squad into Veterans in order to use the Sniper Stratagem. That is 3CP right there to use. Definitely need ten Stalker Bolt Rifles in that squad. Though really, they will be next to a Captain/Chapter Master and a Lieutenant. With the SBR laying down Mortal Wounds, not many Characters would be able to survive.

I am really hoping that the Liberator Strike Force is good. I want a very fluffy Crimson Fists detachment. If it doesn't really work well with my Primaris-focused army, I will likely run Indomitus Crusaders instead.

Why not have both. Woo!

To be honest I expect the crusaders army will be better for both of us, except if the liberators one somehow includes lots of primaris guys too. It might, I guess.
   
Made in us
Badass "Sister Sin"






Camas, WA

https://www.warhammer-community.com/2018/12/06/6th-dec-faction-focus-sisters-of-battlegw-homepage-post-1/

Posted 06/12/2018
Faction Focus: Adepta Sororitas

Now is that a headline you ever thought you’d see on this website? Chapter Approved 2018 would be exciting enough if all it had was a tonne of rules for matched, open and narrative play – but it also contains the beta version of Codex: Adepta Sororitas.

In a radical move, we’re looking to employ the biggest playtest group in the world to make sure the codex is as awesome as it can possibly be – that’s you guys!


The codex in Chapter Approved is but a taste of what we’ve got planned, but it’s already incredibly expansive, featuring a reworked and improved Acts of Faith system, Order Convictions, Stratagems, Warlord Traits and Relics. To help you prepare and stoke the fires of your hype, we’re previewing all of them today.

The Sisters of Battle are renowned for the sheer force of their faith, their belief so strong that it seems to allow them to overcome their physical limitations and perform incredible feats of strength. In the new codex, Acts of Faith are powerful abilities. To cast one, you spend a Faith Point, then see if you can roll over the act’s Devotion Value. Take The Passion:

With a Devotion Value of 5, you’d need to roll a 5 or over – at which point, you can proceed to turn your enemy into heretic-themed bolognese with your eviscerators. You’ll be able to influence this roll in a number of ways, particularly by using a Simulacrum Imperialis and Dialogus.

Unlike in the previous system, Acts of Faith are designed to scale up based on army size, with you getting an additional Faith Point for every ten models with the Acts of Faith rule in your force. This makes the Sisters of Battle incredibly flexible, with Acts of Faith, combined with Stratagems, allowing them to adjust their tactics on the fly.

This codex also offers Sisters of Battle a host of sub-faction rules with which to customise your army even further, representing the unique battle tactics employed by the various Orders Militant. Each gives your army a distinct flavour, as well as being pretty powerful. The Stoic Endurance of the Order of the Valorous Heart makes them even harder to kill, and is fantastic when combined with the 6+ invulnerable save that all Sisters of Battle have:

The Daughters of the Ebon Chalice, on the other hand, are particularly good at pulling off Acts of Faith, and make those trickier Acts that little bit easier to use:

There are six Order Convictions to choose from in total, giving you yet more options when building your army, and letting you represent your favourites from the lore as never before.

With Acts of Faith representing the divine powers of the Sisters of Battle and Order Convictions the character of their sub-factions, a host of Stratagems allow you to use their particular tactical abilities. Turns out it’s a lot more complicated than “burn anything that looks like a heretic”. Suffer Not The Witch, for instance, allows you to put the hurt on your chosen Psyker, whether it’s a Hive Tyrant or Magnus the Red himself!

The humble storm bolter is also getting a massive upgrade in the new codex, with squads of Dominions wielding them suddenly a very appealing prospect indeed, thanks to blessed bolts:

The new Stratagems are designed to interact with and complement the Acts of Faith, making the Sisters of Battle incredibly deep and tactically rewarding for a forward-thinking general. Vessel of the Emperor’s Will is a great example, maximising the effectiveness of your chosen Act of Faith:

Last, but not least, you’ll have a host of Warlord Traits and Relics with which to customise your Characters. These range from options that make a Canoness or Missionary even deadlier in close combat to some great support choices. By combining the Book of St Lucius and Indomitable Belief, for instance, you’ll have a key defensive lynchpin for the rest of your forces:


Alright – one more preview! Penitent Engines have got even better in the beta codex, and we can’t resist sharing just how. For one, these war machines now always fight twice in the Fight phase, and for another, they’ve been given an ability to ignore wounds:

Like the sound of the above? Think it’s too powerful – or not powerful enough? Well, like we said, we’re looking for your feedback! Everything you send us about this beta codex will help us balance Codex: Adepta Sororitas when it comes out in full.

You’ll be able to pre-order your copy of Chapter Approved this weekend. In the meantime, if you missed them, check out our previews of matched, open and narrative play.

This message was edited 1 time. Last update was at 2018/12/06 16:32:36


Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
 
   
Made in us
Dakka Veteran





the_scotsman wrote:
The Salt Mine wrote:
 Daedalus81 wrote:
 dan2026 wrote:
My only idea to fix Greater Daemons is to allow Daemon troops of the same alignment to to take mortal wounds for them. Look out Sir style.


That would be a little nuts. Brimstones / nurglings anyone?

The current rumored prices are a good place for them. If troops drop, too they'll be rocking tables again.



I think all of the Greater Daemons suffer more from fundamental rules problems rather than to expensive. They just don't bring much to the table. Their leadership aura is bad, they are only protected by a 5++, and they are not much better than your run of the mill daemon prince. Also I wouldn't expect daemon troops to get a points drop since they are some of the best troop choices in the game.


Yeah, whenever I get the thought in my head that I'd like one of the new Lords of Change as a big centerpiece to my demon detachment, I always get stuck on "what does this do that a DPtz from my Thousand Sons or a herald on chariot doesn't do better?

Character is still just so ludicrously broken and the captain aura out of the DP/strength aura out of the herald is so much better than his craptastic LD aura.

Their melee damage is pretty similar - 6 WS4+ S6 AP-3 D2 attacks from the chariot, 5 (or less) WS2+ S6 AP-1 D3 attacks from the LOC, 4 S7 WS2+ AP-2 D3 attacks from the prince.

The LOC has double the wounds...but no Character rule, so he will just get shot. And in a world where everyone and their brother has a 3++ knight and people are taking enough anti tank firepower to one round that sucker, I'm just serving them up a big blue turkey for dinner by bringing a LOC.

I guess he smites 30", so I can REALLY smash those D3 guardsmen from downtoooooooown.

He gets 3 psychic power casts, so I can cast all those AMAZING tzeentch daemon psychic powers like

..................

and lets not forget that OTHER amazing power

..................


I thought the LoC was pretty fun and balanced when he had the 2++ warp surge save. Yeah, he wasn't a great investment for 300 points but at least he never died, and could fly around being really annoying for your opponent. I always felt the warp surge nerf was really unnecessary because a 2++ LoC isn't even really that great. Seems like GW just really wanted them to be straight up bad.

--- 
   
Made in us
Dakka Veteran




 Galef wrote:
 rvd1ofakind wrote:
You can just have battalions be specialist detachments. I do hate how it's again rewarding armies that have access to more CP. I hope the way you get CP is reworked somehow.
That's exactly my point. If GW wants all armies to take at least Battalion as mandatory, they should make that a Matched Play rule.
But instead they've just made Battalions the de-facto detachment by means of making the others, specifically the Outrider, Vanguard and Spearhead, so not worth it that it isn't funny

-


Forgive me if it sounds crass, but there's also the point where specialist detachments are specialists and not necessarily an entire army to themselves.

Take the genestealer cult aberrant are now beat sticks detachment, I'm almost certainly not taking that on anything with troops, drop an abominant and a bunch of aberrants in their own detachment and specialize that, maybe take the broodsurge on the troop heavy detachment that actually generates additional CP.

This is honestly the only compelling thing I've seen in the rules not to limit CPs to within their own detachments.
   
Made in ca
Preacher of the Emperor






 pretre wrote:
Unlike in the previous system, Acts of Faith are designed to scale up based on army size, with you getting an additional Faith Point for every ten models with the Acts of Faith rule in your force. This makes the Sisters of Battle incredibly flexible, with Acts of Faith, combined with Stratagems, allowing them to adjust their tactics on the fly.


Yes please!

 pretre wrote:
The humble storm bolter is also getting a massive upgrade in the new codex, with squads of Dominions wielding them suddenly a very appealing prospect indeed, thanks to blessed bolts:


And also thank you!

   
Made in gb
Ship's Officer



London

YeOldSaltPotato wrote:
 Galef wrote:
 rvd1ofakind wrote:
You can just have battalions be specialist detachments. I do hate how it's again rewarding armies that have access to more CP. I hope the way you get CP is reworked somehow.
That's exactly my point. If GW wants all armies to take at least Battalion as mandatory, they should make that a Matched Play rule.
But instead they've just made Battalions the de-facto detachment by means of making the others, specifically the Outrider, Vanguard and Spearhead, so not worth it that it isn't funny

-


Forgive me if it sounds crass, but there's also the point where specialist detachments are specialists and not necessarily an entire army to themselves.

Take the genestealer cult aberrant are now beat sticks detachment, I'm almost certainly not taking that on anything with troops, drop an abominant and a bunch of aberrants in their own detachment and specialize that, maybe take the broodsurge on the troop heavy detachment that actually generates additional CP.

This is honestly the only compelling thing I've seen in the rules not to limit CPs to within their own detachments.

While that’s kind of true, as far as I can see there’s no reason not to just upgrade a battalion – indeed that may remain the better option in some cases.

For example, if you’ve got a stratagem that you use on units in-play (as opposed to upgrading them before the game starts) then you can only use it on one of those units. There’d be no point having three units of intercessor vets with sniper rifles, for example (there’s actually no point having any at all, but that’s not my point here!).

So maybe it’s better in some cases to bring a specialist battalion and take one of unit X, which you’ll spam the stratagem on, rather than a specialist outrider or whatever. Your troops won’t benefit from the specialist detachment but neither will they lose anything. So far we’ve not seen anything to say that these detachments can only contain the units that they actually work for.
   
Made in gb
Longtime Dakkanaut





 casvalremdeikun wrote:
I am really hoping that the Liberator Strike Force is good. I want a very fluffy Crimson Fists detachment. If it doesn't really work well with my Primaris-focused army, I will likely run Indomitus Crusaders instead.


Unfortunately if the other SM detachments are any indicator, the CF one will probably be focused on non Primaris as well.
   
Made in fr
Longtime Dakkanaut




YeOldSaltPotato wrote:
 Galef wrote:
 rvd1ofakind wrote:
You can just have battalions be specialist detachments. I do hate how it's again rewarding armies that have access to more CP. I hope the way you get CP is reworked somehow.
That's exactly my point. If GW wants all armies to take at least Battalion as mandatory, they should make that a Matched Play rule.
But instead they've just made Battalions the de-facto detachment by means of making the others, specifically the Outrider, Vanguard and Spearhead, so not worth it that it isn't funny

-


Forgive me if it sounds crass, but there's also the point where specialist detachments are specialists and not necessarily an entire army to themselves.

Take the genestealer cult aberrant are now beat sticks detachment, I'm almost certainly not taking that on anything with troops, drop an abominant and a bunch of aberrants in their own detachment and specialize that, maybe take the broodsurge on the troop heavy detachment that actually generates additional CP.

This is honestly the only compelling thing I've seen in the rules not to limit CPs to within their own detachments.


I think part of the problem is that the intent, supposedly, is to allow you to run thematic armies.
But a thematic wraith army will be just wraith units (and spiritseers/boneseers), and will therefore not be able to fill CP-generating detachments. So to run the special wraith themed detachment, you are required to run a non-wraith army…

Ideally, these detachments should transform their specific, thematic units (wraithguards/blades, or windriders for the CWE ones) into troops, and at the same time forbid you from using some other non-thematic units to balance things out. These unit-selection restrictions should obviously extend to other detachments in the army.
That way they could really be used as the backbone of thematic lists.

This message was edited 1 time. Last update was at 2018/12/06 16:59:32


 
   
Made in us
Decrepit Dakkanaut




That relic Battlecannon for Guard is wicked good. A straight 3 damage is fantastic on that weapon.

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.
 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

YeOldSaltPotato wrote:

Forgive me if it sounds crass, but there's also the point where specialist detachments are specialists and not necessarily an entire army to themselves.
This is a valid comment, but I would counter it but noting that many specialist TROOPS such as DW terminators and Eldar Windriders were removed from the Troops battlefield role specifically because you could use Vanguards and Outriders to represent those ARMIES in 8E.
But everything continues to benefit Battalions to the point that those specialist ARMIES are no longer valid from a competitive standpoint.
So not only did those units get removed as Troops (which initially was fine) but now you can't truly field a themed army of them outside casual games.
DW armies don't traditionally have 15+ Tactical Marines, nor do Saim-Hann armies have 30+ infantry Guardians. Vanguards and Outriders are meant for this purpose.

The Wildrider Host Specialist detachment screams to be used on an Outrider because all the units named are either HQs or Fast Attacks. But you still need to take a Battalion just to have enough CPs to do anything meaningful.
This would not be an issue if CPs were generated either completely outside of detachments (like Battle Forged giving 3CPs per 500pts of army limit), or in tandem with something else (like potentially Battle Forged generating 3CPs EACH TURN if your WL is alive)

-

This message was edited 1 time. Last update was at 2018/12/06 17:06:45


   
Made in gb
Ship's Officer



London

 Galef wrote:
YeOldSaltPotato wrote:

Forgive me if it sounds crass, but there's also the point where specialist detachments are specialists and not necessarily an entire army to themselves.
This is a valid comment, but I would counter it but noting that many specialist TROOPS such as DW terminators and Eldar Windriders were removed from the Troops battlefield role specifically because you could use Vanguards and Outriders to represent those ARMIES in 8E.
But everything continues to benefit Battalions to the point that those specialist ARMIES are no longer valid from a competitive standpoint.
So not only did those units get removed as Troops (which initially was fine) but now you can't truly field a themed army of them outside casual games.
DW armies don't traditionally have 15+ Tactical Marines, nor do Saim-Hann armies have 30+ infantry Guardians. Vanguards and Outriders are meant for this purpose.

The Wildrider Host Specialist detachment screams to be used on an Outrider because all the units named are either HQs or Fast Attacks. But you still need to take a Battalion just to have enough CPs to do anything meaningful.
This would not be an issue if CPs were generated either completely outside of detachments (like Battle Forged giving 3CPs per 500pts of army limit), or in tandem with something else (like potentially Battle Forged generating 3CPs EACH TURN if your WL is alive)

-

True. And it's also true that specialist detachments kind of make this situation worse. A windrider or speed freek detachment should not be made more effective by having a bunch of infantry tagging along.

When 8th started out, battalions gave 3CPs and nobody had stratagems anyway, it was reasonable to make an army around vanguards or outriders. Now they feel pointless.
   
Made in us
Ancient Venerable Dark Angels Dreadnought





yep, this can't be stated enough. So if I want to run my themed wraith host led by a Spiritseer, I will first have to add the mandatory 180pts for Rangers (HQs are not an issue as you are going to take them anyway) just to get access to +5CP instead of +1CP.. I despise this way of army building.
Same for my ravenwing. After Sammael and Talonmaster, I now have to look at 3 squads of scouts.....just to unlock 4 more CPs. There are no scouts in the Ravenwing.
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

GoatboyBeta wrote:
 casvalremdeikun wrote:
I am really hoping that the Liberator Strike Force is good. I want a very fluffy Crimson Fists detachment. If it doesn't really work well with my Primaris-focused army, I will likely run Indomitus Crusaders instead.


Unfortunately if the other SM detachments are any indicator, the CF one will probably be focused on non Primaris as well.
That's probably fine, I will just segregate them between Detachments. But CF are largely Primaris now. It would make sense if they were built around that fact. Depending on what the Warlord Trait is, I will probably be able to make use of either one. The good thing is, Primaris Captains, Lieutenants, and etc. all have the regular Keyword, so they can be used in any detachment that allows a regular version of those Characters as well.


Automatically Appended Next Post:
 bullyboy wrote:
yep, this can't be stated enough. So if I want to run my themed wraith host led by a Spiritseer, I will first have to add the mandatory 180pts for Rangers (HQs are not an issue as you are going to take them anyway) just to get access to +5CP instead of +1CP.. I despise this way of army building.
Same for my ravenwing. After Sammael and Talonmaster, I now have to look at 3 squads of scouts.....just to unlock 4 more CPs. There are no scouts in the Ravenwing.
You could always fluff them as dismounted RW infiltrators.

This message was edited 3 times. Last update was at 2018/12/06 17:22:15


5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

Slayer-Fan123 wrote:
That relic Battlecannon for Guard is wicked good. A straight 3 damage is fantastic on that weapon.


It's so much better than a vanquisher it is hilarious. I like how the profile even seems like it could be two ammo types, like old vanquishers. Enough blast to attack infantry but enough punch to be an AT shot too.

The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

Mandragola wrote:
When 8th started out, battalions gave 3CPs and nobody had stratagems anyway, it was reasonable to make an army around vanguards or outriders. Now they feel pointless.
Ding! Ding! We have a winner.
Why oh why GW felt like Battalions needed to go up to 5CPs instead of, oh I don't know, BATTLE-FREAKIN-FORGED, I'll never understand.

Until they un-FAQ this mistake, the problem will keep getting worse and there will be no other detachments taken in Matched Play outside one-off LoW or Flyer detachments

-

   
Made in gb
Junior Officer with Laspistol




Manchester, UK

 Galef wrote:
Mandragola wrote:
When 8th started out, battalions gave 3CPs and nobody had stratagems anyway, it was reasonable to make an army around vanguards or outriders. Now they feel pointless.
Ding! Ding! We have a winner.
Why oh why GW felt like Battalions needed to go up to 5CPs instead of, oh I don't know, BATTLE-FREAKIN-FORGED, I'll never understand.

Until they un-FAQ this mistake, the problem will keep getting worse and there will be no other detachments taken in Matched Play outside one-off LoW or Flyer detachments

-


Russ spearheads are still alright, which give obsec. I guess Guard can afford to take them though, unlike other armies. Does anyone else get a special rule for a specific detachment?

The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in gb
Ship's Officer



London

 Trickstick wrote:
 Galef wrote:
Mandragola wrote:
When 8th started out, battalions gave 3CPs and nobody had stratagems anyway, it was reasonable to make an army around vanguards or outriders. Now they feel pointless.
Ding! Ding! We have a winner.
Why oh why GW felt like Battalions needed to go up to 5CPs instead of, oh I don't know, BATTLE-FREAKIN-FORGED, I'll never understand.

Until they un-FAQ this mistake, the problem will keep getting worse and there will be no other detachments taken in Matched Play outside one-off LoW or Flyer detachments

-


Russ spearheads are still alright, which give obsec. I guess Guard can afford to take them though, unlike other armies. Does anyone else get a special rule for a specific detachment?

I don't think they do, but actually the Russ spearhead is an interesting example. The Russes get obsec. If that was a generic rule for these kinds of detachments, so for instance fast attack choices in an outrider got obsec, then there'd be some actual reason to take them.

But as it is, it's nearly always better to take 3 troops and another HQ, and then only have to take 3+ heavy support (or whatever) if you actually want to. Even for the Russes, how useful is it really to be obsec compared to having those 4 extra CPs?
   
Made in gb
Mighty Vampire Count






UK

 pretre wrote:
https://www.warhammer-community.com/2018/12/06/6th-dec-faction-focus-sisters-of-battlegw-homepage-post-1/

Posted 06/12/2018
Faction Focus: Adepta Sororitas

Now is that a headline you ever thought you’d see on this website? Chapter Approved 2018 would be exciting enough if all it had was a tonne of rules for matched, open and narrative play – but it also contains the beta version of Codex: Adepta Sororitas.

Spoiler:
In a radical move, we’re looking to employ the biggest playtest group in the world to make sure the codex is as awesome as it can possibly be – that’s you guys!


The codex in Chapter Approved is but a taste of what we’ve got planned, but it’s already incredibly expansive, featuring a reworked and improved Acts of Faith system, Order Convictions, Stratagems, Warlord Traits and Relics. To help you prepare and stoke the fires of your hype, we’re previewing all of them today.

The Sisters of Battle are renowned for the sheer force of their faith, their belief so strong that it seems to allow them to overcome their physical limitations and perform incredible feats of strength. In the new codex, Acts of Faith are powerful abilities. To cast one, you spend a Faith Point, then see if you can roll over the act’s Devotion Value. Take The Passion:

With a Devotion Value of 5, you’d need to roll a 5 or over – at which point, you can proceed to turn your enemy into heretic-themed bolognese with your eviscerators. You’ll be able to influence this roll in a number of ways, particularly by using a Simulacrum Imperialis and Dialogus.

Unlike in the previous system, Acts of Faith are designed to scale up based on army size, with you getting an additional Faith Point for every ten models with the Acts of Faith rule in your force. This makes the Sisters of Battle incredibly flexible, with Acts of Faith, combined with Stratagems, allowing them to adjust their tactics on the fly.

This codex also offers Sisters of Battle a host of sub-faction rules with which to customise your army even further, representing the unique battle tactics employed by the various Orders Militant. Each gives your army a distinct flavour, as well as being pretty powerful. The Stoic Endurance of the Order of the Valorous Heart makes them even harder to kill, and is fantastic when combined with the 6+ invulnerable save that all Sisters of Battle have:

The Daughters of the Ebon Chalice, on the other hand, are particularly good at pulling off Acts of Faith, and make those trickier Acts that little bit easier to use:

There are six Order Convictions to choose from in total, giving you yet more options when building your army, and letting you represent your favourites from the lore as never before.

With Acts of Faith representing the divine powers of the Sisters of Battle and Order Convictions the character of their sub-factions, a host of Stratagems allow you to use their particular tactical abilities. Turns out it’s a lot more complicated than “burn anything that looks like a heretic”. Suffer Not The Witch, for instance, allows you to put the hurt on your chosen Psyker, whether it’s a Hive Tyrant or Magnus the Red himself!

The humble storm bolter is also getting a massive upgrade in the new codex, with squads of Dominions wielding them suddenly a very appealing prospect indeed, thanks to blessed bolts:

The new Stratagems are designed to interact with and complement the Acts of Faith, making the Sisters of Battle incredibly deep and tactically rewarding for a forward-thinking general. Vessel of the Emperor’s Will is a great example, maximising the effectiveness of your chosen Act of Faith:

Last, but not least, you’ll have a host of Warlord Traits and Relics with which to customise your Characters. These range from options that make a Canoness or Missionary even deadlier in close combat to some great support choices. By combining the Book of St Lucius and Indomitable Belief, for instance, you’ll have a key defensive lynchpin for the rest of your forces:


Alright – one more preview! Penitent Engines have got even better in the beta codex, and we can’t resist sharing just how. For one, these war machines now always fight twice in the Fight phase, and for another, they’ve been given an ability to ignore wounds:

Like the sound of the above? Think it’s too powerful – or not powerful enough? Well, like we said, we’re looking for your feedback! Everything you send us about this beta codex will help us balance Codex: Adepta Sororitas when it comes out in full.

You’ll be able to pre-order your copy of Chapter Approved this weekend. In the meantime, if you missed them, check out our previews of matched, open and narrative play.



Good to see some new stuff

Acts of Faith - hmm roll over a 5+ on a D6 to do anything - not a great start.

However - this is a rather nice strat.






I AM A MARINE PLAYER

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"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

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Made in us
Damsel of the Lady




 Galef wrote:
Mandragola wrote:
When 8th started out, battalions gave 3CPs and nobody had stratagems anyway, it was reasonable to make an army around vanguards or outriders. Now they feel pointless.
Ding! Ding! We have a winner.
Why oh why GW felt like Battalions needed to go up to 5CPs instead of, oh I don't know, BATTLE-FREAKIN-FORGED, I'll never understand.

Until they un-FAQ this mistake, the problem will keep getting worse and there will be no other detachments taken in Matched Play outside one-off LoW or Flyer detachments

-


They said why they did it at the time, if I remember correctly. They were trying to address complaints that people weren't using enough Troops and thus we're being unfluffy/not making preferred types of lists.
   
Made in gb
Ship's Officer



London

Yes, though of all the weapons that sisters have, storm bolters probably needed a buff the least.

Dominion squads using that strat will do pretty insane damage. They might even be the best option for shooting at T7 vehicles. If there's some way to make them fire twice (say an act of faith) then things will get odd.
   
Made in us
Decrepit Dakkanaut




 Mr Morden wrote:
 pretre wrote:
https://www.warhammer-community.com/2018/12/06/6th-dec-faction-focus-sisters-of-battlegw-homepage-post-1/

Posted 06/12/2018
Faction Focus: Adepta Sororitas

Now is that a headline you ever thought you’d see on this website? Chapter Approved 2018 would be exciting enough if all it had was a tonne of rules for matched, open and narrative play – but it also contains the beta version of Codex: Adepta Sororitas.

Spoiler:
In a radical move, we’re looking to employ the biggest playtest group in the world to make sure the codex is as awesome as it can possibly be – that’s you guys!


The codex in Chapter Approved is but a taste of what we’ve got planned, but it’s already incredibly expansive, featuring a reworked and improved Acts of Faith system, Order Convictions, Stratagems, Warlord Traits and Relics. To help you prepare and stoke the fires of your hype, we’re previewing all of them today.

The Sisters of Battle are renowned for the sheer force of their faith, their belief so strong that it seems to allow them to overcome their physical limitations and perform incredible feats of strength. In the new codex, Acts of Faith are powerful abilities. To cast one, you spend a Faith Point, then see if you can roll over the act’s Devotion Value. Take The Passion:

With a Devotion Value of 5, you’d need to roll a 5 or over – at which point, you can proceed to turn your enemy into heretic-themed bolognese with your eviscerators. You’ll be able to influence this roll in a number of ways, particularly by using a Simulacrum Imperialis and Dialogus.

Unlike in the previous system, Acts of Faith are designed to scale up based on army size, with you getting an additional Faith Point for every ten models with the Acts of Faith rule in your force. This makes the Sisters of Battle incredibly flexible, with Acts of Faith, combined with Stratagems, allowing them to adjust their tactics on the fly.

This codex also offers Sisters of Battle a host of sub-faction rules with which to customise your army even further, representing the unique battle tactics employed by the various Orders Militant. Each gives your army a distinct flavour, as well as being pretty powerful. The Stoic Endurance of the Order of the Valorous Heart makes them even harder to kill, and is fantastic when combined with the 6+ invulnerable save that all Sisters of Battle have:

The Daughters of the Ebon Chalice, on the other hand, are particularly good at pulling off Acts of Faith, and make those trickier Acts that little bit easier to use:

There are six Order Convictions to choose from in total, giving you yet more options when building your army, and letting you represent your favourites from the lore as never before.

With Acts of Faith representing the divine powers of the Sisters of Battle and Order Convictions the character of their sub-factions, a host of Stratagems allow you to use their particular tactical abilities. Turns out it’s a lot more complicated than “burn anything that looks like a heretic”. Suffer Not The Witch, for instance, allows you to put the hurt on your chosen Psyker, whether it’s a Hive Tyrant or Magnus the Red himself!

The humble storm bolter is also getting a massive upgrade in the new codex, with squads of Dominions wielding them suddenly a very appealing prospect indeed, thanks to blessed bolts:

The new Stratagems are designed to interact with and complement the Acts of Faith, making the Sisters of Battle incredibly deep and tactically rewarding for a forward-thinking general. Vessel of the Emperor’s Will is a great example, maximising the effectiveness of your chosen Act of Faith:

Last, but not least, you’ll have a host of Warlord Traits and Relics with which to customise your Characters. These range from options that make a Canoness or Missionary even deadlier in close combat to some great support choices. By combining the Book of St Lucius and Indomitable Belief, for instance, you’ll have a key defensive lynchpin for the rest of your forces:


Alright – one more preview! Penitent Engines have got even better in the beta codex, and we can’t resist sharing just how. For one, these war machines now always fight twice in the Fight phase, and for another, they’ve been given an ability to ignore wounds:

Like the sound of the above? Think it’s too powerful – or not powerful enough? Well, like we said, we’re looking for your feedback! Everything you send us about this beta codex will help us balance Codex: Adepta Sororitas when it comes out in full.

You’ll be able to pre-order your copy of Chapter Approved this weekend. In the meantime, if you missed them, check out our previews of matched, open and narrative play.



Good to see some new stuff

Acts of Faith - hmm roll over a 5+ on a D6 to do anything - not a great start.

However - this is a rather nice strat.






That Strategem seems a bit ridiculous.

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.
 
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

Mandragola wrote:
But as it is, it's nearly always better to take 3 troops and another HQ, and then only have to take 3+ heavy support (or whatever) if you actually want to. Even for the Russes, how useful is it really to be obsec compared to having those 4 extra CPs?


I was thinking that the spearhead would be in addition to a brigade/battalion that had some infantry in it. So you basically pull out the tanks to get obsec and stick the specialism on them. Probably upgrade the original detachment with the infantry/artillery specialism, depending on what they do.

The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in gb
Ship's Officer



London

 Trickstick wrote:
Mandragola wrote:
But as it is, it's nearly always better to take 3 troops and another HQ, and then only have to take 3+ heavy support (or whatever) if you actually want to. Even for the Russes, how useful is it really to be obsec compared to having those 4 extra CPs?


I was thinking that the spearhead would be in addition to a brigade/battalion that had some infantry in it. So you basically pull out the tanks to get obsec and stick the specialism on them. Probably upgrade the original detachment with the infantry/artillery specialism, depending on what they do.

Interesting point. In the case of IG, the fact that there are seperate infantry and tank specialist detachments does provide a reason to split up your infantry and tanks.
   
Made in us
Never Forget Isstvan!






Blessed bolts is definitely OP. 1 CP is too cheap for that.

You absolutely shred vehicles and stuff without a 3++ with that.

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