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Made in us
Esteemed Veteran Space Marine



Ottawa

 Khorzain wrote:
Q: If an ability or rule generates an additional hit, (e.g. the
Imperial Siege Masters Chapter Tactic), do these additional hits
gain any other benefits that would apply to an attack on a hit
roll of 6 (e.g. an Infiltrator’s marksman bolt carbine)?
A: Yes, the additional hits are treated as having rolled
the same value as the dice roll that generated them.


So that's an interesting FAQ, I've heard some people say those additional hits don't confer any extra benefits, I guess that clears it up.


Really cool impact. I had actually sent in this exact question as I was pretty certain the Marksman carbine for Infiltrators didn't interact that way with Siege Masters, but I wanted it to lol

Now it does! Infiltrators look pretty good for my Fists now.
   
Made in fi
Courageous Space Marine Captain






Now I'm even more salty that the Fists' bolter ability is not available as a custom trait.

   
Made in us
Omnipotent Necron Overlord






Gunrunner1775 wrote:
that 4++ makes the impulsor stupid hard to kill,
on "average" will take 12+/- lascannons to take out an impulsor in one round of shooting (not factoring in re-rolls) (opponent could get lucky, but that's all part of the game)

my opponent also stated, its more useful to just shoot other more threatening things and ignore the impulsor, wait for impulsors to unload, weather the damage, then have an appropriate counter attack response (for him, was deepstrike inceptors with plasma, with a jump smash captain supporting) his counter attack took out my hellblasters,

we also noted that this tactic will be fantastic vs other elite type armies, but will be nearly useless vs horde type armies,
either way, it is still an extremly brutal alpha strike, not much will survive 20 hellblasters in RF range - 40 shots overcharging, (with nearby captain/lieutenant)

Don't see much purpose in giving a non threatening unit a 4++. Most of the times it's just going to be +1 to your save because ap-2 is the most common AP. Ap -3 does exist but if they want to shoot it at a 100 point impuslor be my guest. I've got redemptors and executioners that really like not getting shot at. Probably going to be taking missles or arrays over the invunes.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in fr
Inquisitorial Keeper of the Xenobanks





France

Spoiler:

Azuza001 wrote:
Ok here is a list that i was thinking should cover all my bases for a space marine all comers list.

[spoiler]
Ravenguard Spearhead Detachment

Hq-
Shrike w/ Hero of the chapter : 150 pts

Heavy Support-
Whirlwind w/ castellen launcher : 80 pts
Devistator squad w/ 5 men, 4 with grav cannons, armored cherub : 150 pts
Devistator squad w/ 8 men, 4 with las cannons, armored cherub : 209 pts
Devistator squad w/ 8 men, 4 with las cannons, armored cherub : 209 pts

Troop Transports-
Drop pod w/ stormbolter : 65 pts
Drop pod w/ stormbolter : 65 pts
Drop pod w/ stormbolter : 65 pts


Ravenguard batallion detachment

Hq-
Librarian w/ null zone, might of heros, jump pack, plasma pistol, armor indominus : 121 pts
Leiutenant w/ stormbolter, power sword, warlord : storm of fire : 66 pts

Troops-
Scout squad w/ 5 men with bolters : 55 pts
Scout squad w/ 5 men with bolters : 55 pts
Tactical squad w/ 5 men, 1 with heavy bolter : 70 pts
Tactical squad w/ 5 men, 1 with heavy bolter : 70 pts
Tactical squad w/ 5 men, 1 with heavy bolter : 70 pts

Total : 1500 pts and 8cp.





So this is the list you used ? Do you think you have been lucky or no ?
I have difficulties to see how you are supposed to win against a horde army and how you cleant so many guardsmen in 2turns

This message was edited 1 time. Last update was at 2019/09/02 18:01:48


   
Made in fi
Courageous Space Marine Captain






*Sigh *

It is not just the transport. It is the stuff you put in the transport which you need to arrive on time and alive. Being able to put the shield on the transport is bloody amazing. The missile launcher on the other hand is pretty crappy, it is not even a Typhoon.

   
Made in us
Longtime Dakkanaut





Toronto

Impulsors are also even better assualt harassment units than rhinos. After unloading, their job is to fly around and bump into things. With fly, 14" move, and a 4++ they can be insanely annoying and change the output of the game even with 0 damage output.

   
Made in us
Possessed Khorne Marine Covered in Spikes



NY

So FAQ's are up and chaplain dreads get litanies now for whoever was asking a few pages back. Also drop pods have to come in by turn 3 now so no holding pods for late game shenanigans.

Where is your saviour now?

"War is an act of force, and there are no limitations to the application of that force" - Clausewitz 
   
Made in us
Longtime Dakkanaut






 McGibs wrote:
Impulsors are also even better assualt harassment units than rhinos. After unloading, their job is to fly around and bump into things. With fly, 14" move, and a 4++ they can be insanely annoying and change the output of the game even with 0 damage output.
^ this. the hype is real y'all. They've been MVP in every game I proxy them (except against harlequins lol)

Battlescribe Catalog Editor - Please report bugs here http://battlescribedata.appspot.com/#/repo/wh40k 
   
Made in fi
Raging-on-the-Inside Blood Angel Sergeant





Looking at my models and seeing two squads of inceptors and two supressors squads, I'm having trouble making a list with all these 12" models.. Like the idea, but plasma inceptors feel horribly expensive when we have impulsors and eliminators feeling lot more point efiicient (primaris only). So guys see any place for plasma inceptors when we have so much more intriguing models. I think four jump squads could be handy to cover mobility issues...
   
Made in pl
Regular Dakkanaut





So Scryer gaze...
Q. A lot of rules apply an effect when resolving an attack, rather than attacks. Does this mean the ability only applies for one single attack? For example, the Masterful Marksmanship Stratagem states ‘Until the end of the phase, when resolving an attack made with a special issue boltgun by a model in that unit, add 1 to the wound roll.’

A: The attack sequence in the core rules is based on attacks being made one at a time. Therefore the wording of these abilities matches how attacks are resolved in the core rules. The ability would still apply to other attacks made by that unit, so long as it satisfied the requirements laid out in the rule. In the above example, the ability would apply for each attack you make with a special issue boltgun by a model in that unit until the end of the phase.

Every model can reroll now hit or wound or dmg?
   
Made in gb
Longtime Dakkanaut




Lemondish wrote:
 Khorzain wrote:
Q: If an ability or rule generates an additional hit, (e.g. the
Imperial Siege Masters Chapter Tactic), do these additional hits
gain any other benefits that would apply to an attack on a hit
roll of 6 (e.g. an Infiltrator’s marksman bolt carbine)?
A: Yes, the additional hits are treated as having rolled
the same value as the dice roll that generated them.


So that's an interesting FAQ, I've heard some people say those additional hits don't confer any extra benefits, I guess that clears it up.


Really cool impact. I had actually sent in this exact question as I was pretty certain the Marksman carbine for Infiltrators didn't interact that way with Siege Masters, but I wanted it to lol

Now it does! Infiltrators look pretty good for my Fists now.

It's an odd decision as I'm fairly sure they have ruled it the other way in a similar FAQ, but GW has spoken.
   
Made in ca
Pestilent Plague Marine with Blight Grenade





The Frozen North

 Mr.T wrote:
So Scryer gaze...
Q. A lot of rules apply an effect when resolving an attack, rather than attacks. Does this mean the ability only applies for one single attack? For example, the Masterful Marksmanship Stratagem states ‘Until the end of the phase, when resolving an attack made with a special issue boltgun by a model in that unit, add 1 to the wound roll.’

A: The attack sequence in the core rules is based on attacks being made one at a time. Therefore the wording of these abilities matches how attacks are resolved in the core rules. The ability would still apply to other attacks made by that unit, so long as it satisfied the requirements laid out in the rule. In the above example, the ability would apply for each attack you make with a special issue boltgun by a model in that unit until the end of the phase.

Every model can reroll now hit or wound or dmg?

Scryer's Gaze specifies "once this turn", so no.

Triggerbaby wrote:In summary, here's your lunch and ask Miss Creaver if she has aloe lotion because I have taken you to school and you have been burned.

Abadabadoobaddon wrote:I too can prove pretty much any assertion I please if I don't count all the evidence that contradicts it.
 
   
Made in gb
Dipping With Wood Stain




Sheep Loveland

Chaplain dreadnought can do this now it can Liteny:

S7 base
S8 (his +1S aura)
S9 (+1S litany)
S10 (Might of Heroes)
S12 (Salamanders WT)
x2 (Dreadnought Melee weapon)

S24 boys with A6 on the charge for 24W possible, rerolling 1's in Close combat with two fists. Not bad. And even without the salamanders WT, S20 will reliably wound everything in normal games on a 2+

40k: Thousand Sons World Eaters
30k: Imperial Fists 405th Company 
   
Made in gb
Long-Range Land Speeder Pilot




UK

Insularum wrote:
Spoiler:
Slaul wrote:
Insularum wrote:
 Orodhen wrote:
Are Predators w/ Autocannons better now that they get an extra AP first turn?

Yes. General rule is that weapons with lower AP benefit the most from the added penetration (AP-1 to AP-2 is a better benefit than AP-3 to AP-4).

Has anyone seen any rules that contradict the following? IF/CF get 2 hits on an unmodified 6 to hit, marksman bolt carbines autowound on an unmodified 6 to hit - does this mean each hit roll of 6 is now two autowounds?


Pretty sure there is an FAQ somewhere that says that even on autowound on 6 weapons any generated hits still need to roll to wound but I could be wrong.


Ice_can wrote:
Insularum wrote:
 Orodhen wrote:
Are Predators w/ Autocannons better now that they get an extra AP first turn?

Yes. General rule is that weapons with lower AP benefit the most from the added penetration (AP-1 to AP-2 is a better benefit than AP-3 to AP-4).

Has anyone seen any rules that contradict the following? IF/CF get 2 hits on an unmodified 6 to hit, marksman bolt carbines autowound on an unmodified 6 to hit - does this mean each hit roll of 6 is now two autowounds?

Please provide the citation that those additional hits are considered to be 6's.
They are just additional hits, they are not "unmodified hit roll of 6", you still have to roll to wound. But this is not a tactics question this really should have been a YMDC.


Xenomancers wrote:
Slaul wrote:
Insularum wrote:
 Orodhen wrote:
Are Predators w/ Autocannons better now that they get an extra AP first turn?

Yes. General rule is that weapons with lower AP benefit the most from the added penetration (AP-1 to AP-2 is a better benefit than AP-3 to AP-4).

Has anyone seen any rules that contradict the following? IF/CF get 2 hits on an unmodified 6 to hit, marksman bolt carbines autowound on an unmodified 6 to hit - does this mean each hit roll of 6 is now two autowounds?


Pretty sure there is an FAQ somewhere that says that even on autowound on 6 weapons any generated hits still need to roll to wound but I could be wrong.
No FAQ required. A 6 on those weapons generates a hit that doesn't auto wound and 1 that does.

Thanks for clarifying - was sure it was too good to be true

Ice_can wrote:
Insularum wrote:
Ice_can wrote:
Insularum wrote:
Anyone planning on trying out a termite assault drill now they have angels of death? They seem insanely good for the price now (points not cash), and even if they are just dropping off some cheap bolter tacs, tactical doctrine will be on by the time they show up.

Have GW added a new FAQ or update to give termite assualt drills angles of death?

https://www.warhammer-community.com/2019/08/16/space-marines-new-rules-for-non-codex-chaptersgw-homepage-post-3/

"Errata
All the updated abilities, wargear profiles and rules clarifications for non-Codex Adeptus Astartes Chapters and the Heretic Astartes – as well as their respective Forge World units – are included here."

The community team epic fail again as the errata doesn't cover the terrmite.

Hooray for FAQ's

Deadly termites and double-hit autowound weapons galore
   
Made in us
Longtime Dakkanaut




 godardc wrote:
Spoiler:

Azuza001 wrote:
Ok here is a list that i was thinking should cover all my bases for a space marine all comers list.

[spoiler]
Ravenguard Spearhead Detachment

Hq-
Shrike w/ Hero of the chapter : 150 pts

Heavy Support-
Whirlwind w/ castellen launcher : 80 pts
Devistator squad w/ 5 men, 4 with grav cannons, armored cherub : 150 pts
Devistator squad w/ 8 men, 4 with las cannons, armored cherub : 209 pts
Devistator squad w/ 8 men, 4 with las cannons, armored cherub : 209 pts

Troop Transports-
Drop pod w/ stormbolter : 65 pts
Drop pod w/ stormbolter : 65 pts
Drop pod w/ stormbolter : 65 pts


Ravenguard batallion detachment

Hq-
Librarian w/ null zone, might of heros, jump pack, plasma pistol, armor indominus : 121 pts
Leiutenant w/ stormbolter, power sword, warlord : storm of fire : 66 pts

Troops-
Scout squad w/ 5 men with bolters : 55 pts
Scout squad w/ 5 men with bolters : 55 pts
Tactical squad w/ 5 men, 1 with heavy bolter : 70 pts
Tactical squad w/ 5 men, 1 with heavy bolter : 70 pts
Tactical squad w/ 5 men, 1 with heavy bolter : 70 pts

Total : 1500 pts and 8cp.





So this is the list you used ? Do you think you have been lucky or no ?
I have difficulties to see how you are supposed to win against a horde army and how you cleant so many guardsmen in 2turns


Yes that's the list. I don't think i was particularly lucky, that whirlwind was doing work vs guard squads. 2d6 shots at squad 1 was on average 7 shots, hitting on 3's rerolling thanks to shrike t1 (t2 and 3 strike moved away so didnt give it rerolls), wounding on 2's rerolling 1's thanks to a leiutenant and ap-1 for devastation doctrine all ment i killed 6 guardsmen per squad of 10. I used the fire again strat and targeted a different squad, so 2 squads down by 6 men each. Heavy bolters from tacticals killed 1/2 more off per squad so now each was down to 2 men. Failed moral, thats 20 guardsmen dead. By t2 my tacticals were within 24" so their support fire made up for whirlwind losing full rerolls to hit.

Also each drop pod and marine in the dev squads not holding a las cannon had their shots to contribute.

But really, it was the 2d6 X 2 str 6 ap-1 1dmg shots that was doing the work on killing the guard each turn with everyone else helping out.
   
Made in us
Omnipotent Necron Overlord






 Crimson wrote:
*Sigh *

It is not just the transport. It is the stuff you put in the transport which you need to arrive on time and alive. Being able to put the shield on the transport is bloody amazing. The missile launcher on the other hand is pretty crappy, it is not even a Typhoon.
Its a 17 point missile with 3 firing modes. It's not incredible but but its better than a regular missle launcher and costs less. The AA stubber isn't bad ether. 4++ is probably the worst option. This is likely the cheapest vehical you are putting on the table. Let them shoot it. Realistically they wont - if you have an executioner or a redemptor and a contemptor - they are going to shoot that instead - I assure you.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Longtime Dakkanaut




Insularum wrote:
Insularum wrote:
Spoiler:
Slaul wrote:
Insularum wrote:
 Orodhen wrote:
Are Predators w/ Autocannons better now that they get an extra AP first turn?

Yes. General rule is that weapons with lower AP benefit the most from the added penetration (AP-1 to AP-2 is a better benefit than AP-3 to AP-4).

Has anyone seen any rules that contradict the following? IF/CF get 2 hits on an unmodified 6 to hit, marksman bolt carbines autowound on an unmodified 6 to hit - does this mean each hit roll of 6 is now two autowounds?


Pretty sure there is an FAQ somewhere that says that even on autowound on 6 weapons any generated hits still need to roll to wound but I could be wrong.


Ice_can wrote:
Insularum wrote:
 Orodhen wrote:
Are Predators w/ Autocannons better now that they get an extra AP first turn?

Yes. General rule is that weapons with lower AP benefit the most from the added penetration (AP-1 to AP-2 is a better benefit than AP-3 to AP-4).

Has anyone seen any rules that contradict the following? IF/CF get 2 hits on an unmodified 6 to hit, marksman bolt carbines autowound on an unmodified 6 to hit - does this mean each hit roll of 6 is now two autowounds?

Please provide the citation that those additional hits are considered to be 6's.
They are just additional hits, they are not "unmodified hit roll of 6", you still have to roll to wound. But this is not a tactics question this really should have been a YMDC.


Xenomancers wrote:
Slaul wrote:
Insularum wrote:
 Orodhen wrote:
Are Predators w/ Autocannons better now that they get an extra AP first turn?

Yes. General rule is that weapons with lower AP benefit the most from the added penetration (AP-1 to AP-2 is a better benefit than AP-3 to AP-4).

Has anyone seen any rules that contradict the following? IF/CF get 2 hits on an unmodified 6 to hit, marksman bolt carbines autowound on an unmodified 6 to hit - does this mean each hit roll of 6 is now two autowounds?


Pretty sure there is an FAQ somewhere that says that even on autowound on 6 weapons any generated hits still need to roll to wound but I could be wrong.
No FAQ required. A 6 on those weapons generates a hit that doesn't auto wound and 1 that does.

Thanks for clarifying - was sure it was too good to be true

Ice_can wrote:
Insularum wrote:
Ice_can wrote:
Insularum wrote:
Anyone planning on trying out a termite assault drill now they have angels of death? They seem insanely good for the price now (points not cash), and even if they are just dropping off some cheap bolter tacs, tactical doctrine will be on by the time they show up.

Have GW added a new FAQ or update to give termite assualt drills angles of death?

https://www.warhammer-community.com/2019/08/16/space-marines-new-rules-for-non-codex-chaptersgw-homepage-post-3/

"Errata
All the updated abilities, wargear profiles and rules clarifications for non-Codex Adeptus Astartes Chapters and the Heretic Astartes – as well as their respective Forge World units – are included here."

The community team epic fail again as the errata doesn't cover the terrmite.

Hooray for FAQ's

Deadly termites and double-hit autowound weapons galore

You want to sort out that wierd quote stack to make a point?

The FAQ still doesn't give termites the required keyword/abilities
The termite still isnt in the index it's it's own download.
   
Made in de
Nihilistic Necron Lord






Germany

https://www.warhammer-community.com/wp-content/uploads/2019/09/warhammer_40000_space_marines_errata_en.pdf

TERRAX-PATTERN TERMITE ASSAULT DRILL
Add the following ability to this datasheet if it is taken from the Space
Marines Faction:
‘Angels of Death
This unit has the following abilities: And They Shall Know No Fear,
Bolter Discipline, Shock Assault and Combat Doctrines.’
Add the following ability to this datasheet if it is taken from the Heretic
Astartes Faction:
‘Hateful Assault
If this unit makes a charge move, is charged or performs a Heroic
Intervention, add 1 to the Attacks characteristic of models in this unit
until the end of the turn.’

This message was edited 1 time. Last update was at 2019/09/02 22:39:20


 
   
Made in us
Ultramarine Chaplain with Hate to Spare






Azuza001 wrote:
 godardc wrote:
Spoiler:

Azuza001 wrote:
Ok here is a list that i was thinking should cover all my bases for a space marine all comers list.

[spoiler]
Ravenguard Spearhead Detachment

Hq-
Shrike w/ Hero of the chapter : 150 pts

Heavy Support-
Whirlwind w/ castellen launcher : 80 pts
Devistator squad w/ 5 men, 4 with grav cannons, armored cherub : 150 pts
Devistator squad w/ 8 men, 4 with las cannons, armored cherub : 209 pts
Devistator squad w/ 8 men, 4 with las cannons, armored cherub : 209 pts

Troop Transports-
Drop pod w/ stormbolter : 65 pts
Drop pod w/ stormbolter : 65 pts
Drop pod w/ stormbolter : 65 pts


Ravenguard batallion detachment

Hq-
Librarian w/ null zone, might of heros, jump pack, plasma pistol, armor indominus : 121 pts
Leiutenant w/ stormbolter, power sword, warlord : storm of fire : 66 pts

Troops-
Scout squad w/ 5 men with bolters : 55 pts
Scout squad w/ 5 men with bolters : 55 pts
Tactical squad w/ 5 men, 1 with heavy bolter : 70 pts
Tactical squad w/ 5 men, 1 with heavy bolter : 70 pts
Tactical squad w/ 5 men, 1 with heavy bolter : 70 pts

Total : 1500 pts and 8cp.





So this is the list you used ? Do you think you have been lucky or no ?
I have difficulties to see how you are supposed to win against a horde army and how you cleant so many guardsmen in 2turns


Yes that's the list. I don't think i was particularly lucky, that whirlwind was doing work vs guard squads. 2d6 shots at squad 1 was on average 7 shots, hitting on 3's rerolling thanks to shrike t1 (t2 and 3 strike moved away so didnt give it rerolls), wounding on 2's rerolling 1's thanks to a leiutenant and ap-1 for devastation doctrine all ment i killed 6 guardsmen per squad of 10. I used the fire again strat and targeted a different squad, so 2 squads down by 6 men each. Heavy bolters from tacticals killed 1/2 more off per squad so now each was down to 2 men. Failed moral, thats 20 guardsmen dead. By t2 my tacticals were within 24" so their support fire made up for whirlwind losing full rerolls to hit.

Also each drop pod and marine in the dev squads not holding a las cannon had their shots to contribute.

But really, it was the 2d6 X 2 str 6 ap-1 1dmg shots that was doing the work on killing the guard each turn with everyone else helping out.


^That's dope. I'm looking forward to getting my recent Thunderfire Cannon conversions painted and onto the table. Those'll be averaging 8 S5 AP-2 hits with Devastator Doctrine. I have Whirlwinds too. An artillery detachment will be fun-times, methinks.

And They Shall Not Fit Through Doors!!!

Tyranid Army Progress -- With Classic Warriors!:
https://www.dakkadakka.com/dakkaforum/posts/list/0/743240.page#9671598 
   
Made in gb
Long-Range Land Speeder Pilot




UK

Ice_can wrote:
You want to sort out that wierd quote stack to make a point?

The FAQ still doesn't give termites the required keyword/abilities
The termite still isnt in the index it's it's own download.

The weird quote stack of a couple of questions I raised earlier that were shot down are now covered by FAQ's

Page 3, final paragraph, Termites explicity are in:
https://www.warhammer-community.com/wp-content/uploads/2019/09/warhammer_40000_space_marines_errata_en.pdf

Page 2, second question, abilities of the kind that cause 2 hits on a six stack with abilities like autowound on a 6:
https://www.warhammer-community.com/wp-content/uploads/2019/08/warhammer_40000_space_marines_en.pdf
   
Made in us
Longtime Dakkanaut




 p5freak wrote:
https://www.warhammer-community.com/wp-content/uploads/2019/09/warhammer_40000_space_marines_errata_en.pdf

TERRAX-PATTERN TERMITE ASSAULT DRILL
Add the following ability to this datasheet if it is taken from the Space
Marines Faction:
‘Angels of Death
This unit has the following abilities: And They Shall Know No Fear,
Bolter Discipline, Shock Assault and Combat Doctrines.’
Add the following ability to this datasheet if it is taken from the Heretic
Astartes Faction:
‘Hateful Assault
If this unit makes a charge move, is charged or performs a Heroic
Intervention, add 1 to the Attacks characteristic of models in this unit
until the end of the turn.’

So rather than updated the downloadable PDF they decided to go with a downloadable FAQ PDF to a downloadable PDF datasheet.
Seriously this is top quality work even by GW's standard.
Did they let the community team wright this FAQ/Errata or have they just stopped giving a damn about 8th edition and have all moved onto 8.5 or 9th or whatever new shiney project they have.
   
Made in us
Esteemed Veteran Space Marine



Ottawa

Ice_can wrote:
 p5freak wrote:
https://www.warhammer-community.com/wp-content/uploads/2019/09/warhammer_40000_space_marines_errata_en.pdf

TERRAX-PATTERN TERMITE ASSAULT DRILL
Add the following ability to this datasheet if it is taken from the Space
Marines Faction:
‘Angels of Death
This unit has the following abilities: And They Shall Know No Fear,
Bolter Discipline, Shock Assault and Combat Doctrines.’
Add the following ability to this datasheet if it is taken from the Heretic
Astartes Faction:
‘Hateful Assault
If this unit makes a charge move, is charged or performs a Heroic
Intervention, add 1 to the Attacks characteristic of models in this unit
until the end of the turn.’

So rather than updated the downloadable PDF they decided to go with a downloadable FAQ PDF to a downloadable PDF datasheet.
Seriously this is top quality work even by GW's standard.
Did they let the community team wright this FAQ/Errata or have they just stopped giving a damn about 8th edition and have all moved onto 8.5 or 9th or whatever new shiney project they have.


I like how the bitching went from NO RULES WAAAAAH directly to RULES IN WEIRD PLACE WAAAAAH
   
Made in us
Longtime Dakkanaut




I just noticed a few things i thought i would share....

Thunderfire cannons are bs2+ in the codex now, thats damn good. 2 of them in an armored company will make an incredible little repair station. On top of all the dakka they can put out.

Also a phobos hq with the armor indominus and is ravenguard gets a 0+ save outside 12" so he can run around and do whatever the hell he wants lol. Not sure how useful it is, but i find it very funny.

At a flgs tournament this weekend i will be trying out some eleminator squads with las fusils. I am thinking 2 in a squas with the srg equipped with the instigator bolt carbine for some mid field fire support. Srg gives the 2 las +1 to hit and wound, and if something gets close to charge they can simply move back during overwatch. However the more i look at i wonder if they would not work better as a single srg with the las and the other 2 as snipers to soak up any wounds that may show up. Thoughts on these guys would be helpful, i am dropping a dev las team for 2 squads of them.
   
Made in us
Decrepit Dakkanaut




Lemondish wrote:
Ice_can wrote:
 p5freak wrote:
https://www.warhammer-community.com/wp-content/uploads/2019/09/warhammer_40000_space_marines_errata_en.pdf

TERRAX-PATTERN TERMITE ASSAULT DRILL
Add the following ability to this datasheet if it is taken from the Space
Marines Faction:
‘Angels of Death
This unit has the following abilities: And They Shall Know No Fear,
Bolter Discipline, Shock Assault and Combat Doctrines.’
Add the following ability to this datasheet if it is taken from the Heretic
Astartes Faction:
‘Hateful Assault
If this unit makes a charge move, is charged or performs a Heroic
Intervention, add 1 to the Attacks characteristic of models in this unit
until the end of the turn.’

So rather than updated the downloadable PDF they decided to go with a downloadable FAQ PDF to a downloadable PDF datasheet.
Seriously this is top quality work even by GW's standard.
Did they let the community team wright this FAQ/Errata or have they just stopped giving a damn about 8th edition and have all moved onto 8.5 or 9th or whatever new shiney project they have.


I like how the bitching went from NO RULES WAAAAAH directly to RULES IN WEIRD PLACE WAAAAAH

Exactly. It's better they did this than nothing at all, and the PDFs are free.

GRANTED some of these things shouldn't be issues at all but oh well.

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
Longtime Dakkanaut




Lemondish wrote:
Ice_can wrote:
 p5freak wrote:
https://www.warhammer-community.com/wp-content/uploads/2019/09/warhammer_40000_space_marines_errata_en.pdf

TERRAX-PATTERN TERMITE ASSAULT DRILL
Add the following ability to this datasheet if it is taken from the Space
Marines Faction:
‘Angels of Death
This unit has the following abilities: And They Shall Know No Fear,
Bolter Discipline, Shock Assault and Combat Doctrines.’
Add the following ability to this datasheet if it is taken from the Heretic
Astartes Faction:
‘Hateful Assault
If this unit makes a charge move, is charged or performs a Heroic
Intervention, add 1 to the Attacks characteristic of models in this unit
until the end of the turn.’

So rather than updated the downloadable PDF they decided to go with a downloadable FAQ PDF to a downloadable PDF datasheet.
Seriously this is top quality work even by GW's standard.
Did they let the community team wright this FAQ/Errata or have they just stopped giving a damn about 8th edition and have all moved onto 8.5 or 9th or whatever new shiney project they have.


I like how the bitching went from NO RULES WAAAAAH directly to RULES IN WEIRD PLACE WAAAAAH

I'm glad they are updating the rules but it's now got to the point were a number od the more casual players I play against have hit the point of just being over the endless stream of FAQ and Errata that they find confusing and just excessive.

Up untill now I've not found it too silly but when your issuing free downloadable ERRATA to free downloadable datasheets instead of just updating the datasheet and puting in a note that a new copy is available I can see a bit more of why they are fed up.
   
Made in qa
Fresh-Faced New User




Azuza001 wrote:
I just noticed a few things i thought i would share....

Thunderfire cannons are bs2+ in the codex now, thats damn good. 2 of them in an armored company will make an incredible little repair station. On top of all the dakka they can put out.

Also a phobos hq with the armor indominus and is ravenguard gets a 0+ save outside 12" so he can run around and do whatever the hell he wants lol. Not sure how useful it is, but i find it very funny.

At a flgs tournament this weekend i will be trying out some eleminator squads with las fusils. I am thinking 2 in a squas with the srg equipped with the instigator bolt carbine for some mid field fire support. Srg gives the 2 las +1 to hit and wound, and if something gets close to charge they can simply move back during overwatch. However the more i look at i wonder if they would not work better as a single srg with the las and the other 2 as snipers to soak up any wounds that may show up. Thoughts on these guys would be helpful, i am dropping a dev las team for 2 squads of them.


I’m pretty sure that save rolls of 1 always fail regardless.
   
Made in us
Longtime Dakkanaut




They do, but 0+ save means ap-2=2+ save so its still funny.
   
Made in gb
Longtime Dakkanaut



Glasgow

Rolls of 1 always fail but colloquially 0+ means AP1 and AP2 weapons dont impact the role AP3 weapons make you a 3+ etc...
   
Made in us
Regular Dakkanaut




Yea shifting terminators from cover gets very hard when they’re rolling 2+
   
Made in us
Regular Dakkanaut




Houston

Silly idea if you've got flyers in your meta: put Chronus in a Stalker. Don't know if it'd be good enough or not, but I like how much of an orveraction it is. "Dang, there's all these flyers. PUT CHRONUS IN A FLAK GUN!"
   
 
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