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Made in us
Omnipotent Necron Overlord






 VladimirHerzog wrote:
 Xenomancers wrote:
Flayed skull literally grants units embarked in transports an ability.


yeah but poisoned weapons is an ability.

As for making open-topped jank just to dodge auras, why? Why can't the dudes in the venom benefit from the Archon rerolls thats affecting the venom itself.


I think overall it is to prevent fortifications too much power. There aren't any particular issues with any of the open topped transports being too powerful with auras. Some fortifications would just be silly though.

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 ca
Arch Magos w/ 4 Meg of RAM






 Xenomancers wrote:
 VladimirHerzog wrote:
 Xenomancers wrote:
Flayed skull literally grants units embarked in transports an ability.


yeah but poisoned weapons is an ability.

As for making open-topped jank just to dodge auras, why? Why can't the dudes in the venom benefit from the Archon rerolls thats affecting the venom itself.


I think overall it is to prevent fortifications too much power. There aren't any particular issues with any of the open topped transports being too powerful with auras. Some fortifications would just be silly though.


then give fortifications a rule that prevents auras instead of making generic open-topped so jank.
   
Made in us
Decrepit Dakkanaut






Springfield, VA

 VladimirHerzog wrote:
 Xenomancers wrote:
 VladimirHerzog wrote:
 Xenomancers wrote:
Flayed skull literally grants units embarked in transports an ability.


yeah but poisoned weapons is an ability.

As for making open-topped jank just to dodge auras, why? Why can't the dudes in the venom benefit from the Archon rerolls thats affecting the venom itself.


I think overall it is to prevent fortifications too much power. There aren't any particular issues with any of the open topped transports being too powerful with auras. Some fortifications would just be silly though.


then give fortifications a rule that prevents auras instead of making generic open-topped so jank.

Wasn't this the argument for getting rid of USRs in the first place? That fixing jankiness with one model would ruin them all?
   
Made in ca
Arch Magos w/ 4 Meg of RAM






 Unit1126PLL wrote:
 VladimirHerzog wrote:
 Xenomancers wrote:
 VladimirHerzog wrote:
 Xenomancers wrote:
Flayed skull literally grants units embarked in transports an ability.


yeah but poisoned weapons is an ability.

As for making open-topped jank just to dodge auras, why? Why can't the dudes in the venom benefit from the Archon rerolls thats affecting the venom itself.


I think overall it is to prevent fortifications too much power. There aren't any particular issues with any of the open topped transports being too powerful with auras. Some fortifications would just be silly though.


then give fortifications a rule that prevents auras instead of making generic open-topped so jank.

Wasn't this the argument for getting rid of USRs in the first place? That fixing jankiness with one model would ruin them all?


yes? but we're not talking about USRs here (altough i feel they could be perfectly implemented in this case, transports have open topped, fortifications have a rule that specifies auras only work within the fortification, IF we even chose to nerf fortifications that way)
   
Made in us
Omnipotent Necron Overlord






Regardless of the rules with the gladiator tank being less than stellar. I did buy 2 today. Will assemble 1 as a valiant and 1 as a reaper.

Lancer not even being considered I am afraid. Considering they all look pretty cool - (reaper looks best IMO) it really comes down to rules how you arm them. I don't magnetize (I would just lose parts this way) If they buff it eventually maybe I'll get another one.

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
Enigmatic Chaos Sorcerer




The dark hollows of Kentucky

 Xenomancers wrote:
Regardless of the rules with the gladiator tank being less than stellar. I did buy 2 today. Will assemble 1 as a valiant and 1 as a reaper.

Lancer not even being considered I am afraid. Considering they all look pretty cool - (reaper looks best IMO) it really comes down to rules how you arm them. I don't magnetize (I would just lose parts this way) If they buff it eventually maybe I'll get another one.

And there you go. Even though it doesn't have "the best" rules you still bought a model you like and intend to use it. As it should be. Everything can't be "top tier" competitive, sometimes you just want to play what you like. That's why even with the infuriating Martial Legacy rule, I'll still be playing my Legion vehicles. Night Lords shouldn't be using daemonic stuff or mutant dreadnoughts, so even though it will make my army "less competitive" I'll still use them. Playing the models you like is what makes this game fun.
   
Made in us
Resolute Ultramarine Honor Guard





 Gadzilla666 wrote:
 Xenomancers wrote:
Regardless of the rules with the gladiator tank being less than stellar. I did buy 2 today. Will assemble 1 as a valiant and 1 as a reaper.

Lancer not even being considered I am afraid. Considering they all look pretty cool - (reaper looks best IMO) it really comes down to rules how you arm them. I don't magnetize (I would just lose parts this way) If they buff it eventually maybe I'll get another one.

And there you go. Even though it doesn't have "the best" rules you still bought a model you like and intend to use it.


He bought a kit that can make three "models". He is not making the "bad" model (the subject of the thread the Lancer version). The Reaper ( I think it's the Reaper - the Dakka/Crusader/Baal version with twin Gatling) is pretty attractive - and comes from the same kit.

My WHFB armies were Bretonians and Tomb Kings. 
   
Made in us
Omnipotent Necron Overlord






 Gadzilla666 wrote:
 Xenomancers wrote:
Regardless of the rules with the gladiator tank being less than stellar. I did buy 2 today. Will assemble 1 as a valiant and 1 as a reaper.

Lancer not even being considered I am afraid. Considering they all look pretty cool - (reaper looks best IMO) it really comes down to rules how you arm them. I don't magnetize (I would just lose parts this way) If they buff it eventually maybe I'll get another one.

And there you go. Even though it doesn't have "the best" rules you still bought a model you like and intend to use it. As it should be. Everything can't be "top tier" competitive, sometimes you just want to play what you like. That's why even with the infuriating Martial Legacy rule, I'll still be playing my Legion vehicles. Night Lords shouldn't be using daemonic stuff or mutant dreadnoughts, so even though it will make my army "less competitive" I'll still use them. Playing the models you like is what makes this game fun.
Oh for sure. I have an end game here. My priamris strike force on display will be lit.

1 Astraeus
3 Repulsors
2 Executionsers
2 Gladiators
3 Impulsors
(Eventually 2 of the new land speeders)

Not to mention so really awesome apoc games.

It's just sad to me that across the board we can have such a wide disparity in 3 kits coming from the same box. This goes for any army.

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 
   
 
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