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Made in de
Veteran Knight Baron in a Crusader




Bamberg / Erlangen

Reading the Goonhammer review fills me with childlike joy that another fun and good codex got released.

4/4 codizes so far that are good.

I hope some of you can sleep better now at night :*

Custom40k Homebrew - Alternate activation, huge customisation, support for all models from 3rd to 10th edition

Designer's Note: Hardened Veterans can be represented by any Imperial Guard models, but we've really included them to allow players to practise their skills at making a really unique and individual unit. Because of this we won't be making models to represent many of the options allowed to a Veteran squad - it's up to you to convert the models. (Imperial Guard, 3rd Edition) 
   
Made in gb
Slaanesh Chosen Marine Riding a Fiend





Port Carmine

Tyel wrote:
2 attacks on wracks seems quite sad when you've got Wyches standing right next to them with (at least) 4. Max units of 20 though, which potentially does make bringing back D3 a turn more attractive.


It's good for internal balance though. The Coven ate the Cult's lunch for the whole of 8th, being both more resilent and as fighty. I'm glad to see Wych Cults as a relevant force within the faction as a whole.

VAIROSEAN LIVES! 
   
Made in au
Longtime Dakkanaut




Hmm some interesting bits from War Zone Charadon for the Cult of Strife, from 27:52 in the readthrough video:

Warlord traits:

Competitive Edge: After fighting and resolving its attacks, if they were all against one enemy unit, make an additional number of attacks equal to the number that did not make the inflict damage step. Basically sounds like a "do over" of any attack that did not get to inflict damage.

Unparalleled Agility: Attacks against the warlord have -1 to hit and -1 to wound.

Master Executioner: Re-roll to-wound rolls


And an interesting Relic:

Garland of Spite: At the start of the Fight Phase, one enemy model within Engagement Range (excluding Monsters and Vehicles) halves its Attacks. Secondly, the wielder of the Relic automatically hits with its melee attacks.

Dark Lotus Toxin: +1 S and Damage to all of the wielder's melee attacks (excluding Relics)

This message was edited 2 times. Last update was at 2021/03/20 12:19:25


 
   
Made in gb
Mighty Vampire Count






UK



wow reading that is so much goodness - lore and game wise. Need to read it all see if anything broken but happy to see so much goodness for my Dark Eldar!

I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"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

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in no
Liche Priest Hierophant





Bergen

Are the Helions playable?

   
Made in gb
Killer Klaivex




The dark behind the eyes.

The Goonhammer review does seem to be overselling the book a tad, to the point of dishonestly in places.

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



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

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


 Andilus Greatsword wrote:

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


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


 insaniak wrote:

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

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in ch
The Dread Evil Lord Varlak





 Jidmah wrote:
Found a "guy flipping through entire codex"-video. Have fun squinting.

Spoiler:




Automatically Appended Next Post:



Same thing for Warzone: Electronic Arts



Shame i can only exalt once..

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in us
Enigmatic Chaos Sorcerer




The dark hollows of Kentucky

Not Online!!! wrote:
 Jidmah wrote:
Found a "guy flipping through entire codex"-video. Have fun squinting.

Spoiler:




Automatically Appended Next Post:



Same thing for Warzone: Electronic Arts



Shame i can only exalt once..

Agreed.

@Spoletta: That Poison weapons working on vehicles stratagem, is that one unit, or the entire army?
   
Made in us
Decrepit Dakkanaut





 Niiai wrote:
Are the Helions playable?


Very very very likely, but they may find the meta hostile so probably not large units of them.
   
Made in us
Haemonculi Flesh Apprentice






 harlokin wrote:
Tyel wrote:
2 attacks on wracks seems quite sad when you've got Wyches standing right next to them with (at least) 4. Max units of 20 though, which potentially does make bringing back D3 a turn more attractive.


It's good for internal balance though. The Coven ate the Cult's lunch for the whole of 8th, being both more resilent and as fighty. I'm glad to see Wych Cults as a relevant force within the faction as a whole.


I was number crunching last night, and assuming wracks had 3 attacks. They were way more point efficient then grotesques and even the talos. That poisoned -1 ap weapon profile already makes them very threatening. At 8ppm it would have been mental had they been 3 attacks. I kind of wish they were 10ppm and did have that extra attack, but this keeps all the options more viable.

Something I didn't expect were how damned impressive hellions are now. They actually are better then groteques now in several ways.

2 hellions from cursed blade with +1 T Are

34 pts move 14 S5 T5 4 wounds 6 attacks at -1 damage 2 They are infantry with a 5+ so can hunt from the shadows for a 3+ save and/or lightning fast for -1

1 grot stock

40 points move 7 S5 T5 4 wounds 5 attacks at -2 damage 2 They are infantry but only a 6+ so can use the strat to go to a 4+ and are not allowed to lightning fast but do have a 5+++


I actually think hellions are flat out better in almost every way now. More durable point for point, larger unit size. Fly, fall back and charge and a whole host of amazing strats.

I am pumped for my hellions but a bit sad for my grots, who honestly look worse then clawed fiends now.


Automatically Appended Next Post:
 Gadzilla666 wrote:
Not Online!!! wrote:
 Jidmah wrote:
Found a "guy flipping through entire codex"-video. Have fun squinting.

Spoiler:




Automatically Appended Next Post:



Same thing for Warzone: Electronic Arts



Shame i can only exalt once..

Agreed.

@Spoletta: That Poison weapons working on vehicles stratagem, is that one unit, or the entire army?


It's one unit. But you can make a succubus with 12 attacks hitting on 2's with poison 2+ at -3 damage 2..... so there is that lol

This message was edited 1 time. Last update was at 2021/03/20 13:59:49


   
Made in ca
Angered Reaver Arena Champion





All looks very promising and the next month is going to be fun seeing what lists people come with.
   
Made in gb
Slaanesh Chosen Marine Riding a Fiend





Port Carmine

 Red Corsair wrote:

I am pumped for my hellions but a bit sad for my grots, who honestly look worse then clawed fiends now.


I'm sad now, I love my Grots I do

This message was edited 1 time. Last update was at 2021/03/20 14:08:01


VAIROSEAN LIVES! 
   
Made in us
Decrepit Dakkanaut





 vipoid wrote:
to the point of dishonestly in places.


Which parts make you feel that way?
   
Made in gb
Killer Klaivex




The dark behind the eyes.

 Daedalus81 wrote:
 vipoid wrote:
to the point of dishonestly in places.


Which parts make you feel that way?


Off the top of my head:

"Flavour. A ton of things that just didn’t quite feel right in 8th edition have been addressed."

This seems excessively generous, frankly.

Some things were improved but there's still a ton of janky stuff in the flavour department, with other things actually being made worse.

HQs can ride in transports with units now. Great! Except that their auras still don't work. So a Master Archon can now ride with his Trueborn retinue and . . . sit around eating sausage rolls, I guess.

Outside of one HQ in one highly-specific detachment, you're still limited to HQ A only being able to affect Troop A, HQ B only being able to affect Troop B etc.. With so few HQs, it doesn't exactly make for a ton of options as far as list-building is concerned. Nor does it make much sense that Haemonculi suddenly forget how to do their job when confronted even by stuff they've helped to augment in the past (like scourges).

Speaking of Scourges, most of their weapons have become Heavy and they have no way around this. So we've got a unit that's supposed to be highly mobile but which you're encouraged to use like a squad of SM Devastators. Hell, bloody Chaos Havocs are functionally more mobile than Scourges.

Not only are Raiders still slow, the fact that Lances/Disintegrators no longer become Assault when equipped mean they've effectively become slower. And with the change to Flayed Skull, the best - the absolute best - they can do is match Eldar heavy tanks for speed.

Going back to Haemonculi, the characters known for bringing all manner of eldritch artefacts and esoteric wargear get... 0 wargear options. This, apparently, is an increase in flavour.

etc.


"Archons are actually worthwhile in a fight now."

Watch out, lads - I hear an Archon can kill a whole Primaris Marine.

Also, apparently having their only remotely good weapon nerfed into uselessness and no longer rerolling hits from his own aura somehow constitutes an improvement.


Just seems to be quite a bit of stuff like this.

Like, there have certainly been quite a few positive changes. I just think some people are being a little dishonest and pretending that every single thing has been fixed.

This message was edited 1 time. Last update was at 2021/03/20 15:36:14


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



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

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


 Andilus Greatsword wrote:

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


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


 insaniak wrote:

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

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Decrepit Dakkanaut




Yeah I'm not shocked they forgot to fix Archons regarding transports.

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
Decrepit Dakkanaut





 vipoid wrote:
 Daedalus81 wrote:
 vipoid wrote:
to the point of dishonestly in places.


Which parts make you feel that way?


Off the top of my head:

"Flavour. A ton of things that just didn’t quite feel right in 8th edition have been addressed."

This seems excessively generous, frankly.

Some things were improved but there's still a ton of janky stuff in the flavour department, with other things actually being made worse.

HQs can ride in transports with units now. Great! Except that their auras still don't work. So a Master Archon can now ride with his Trueborn retinue and . . . sit around eating sausage rolls, I guess.

Outside of one HQ in one highly-specific detachment, you're still limited to HQ A only being able to affect Troop A, HQ B only being able to affect Troop B etc.. With so few HQs, it doesn't exactly make for a ton of options as far as list-building is concerned. Nor does it make much sense that Haemonculi suddenly forget how to do their job when confronted even by stuff they've helped to augment in the past (like scourges).

Speaking of Scourges, most of their weapons have become Heavy and they have no way around this. So we've got a unit that's supposed to be highly mobile but which you're encouraged to use like a squad of SM Devastators. Hell, bloody Chaos Havocs are functionally more mobile than Scourges.

Not only are Raiders still slow, the fact that Lances/Disintegrators no longer become Assault when equipped mean they've effectively become slower. And with the change to Flayed Skull, the best - the absolute best - they can do is match Eldar heavy tanks for speed.

Going back to Haemonculi, the characters known for bringing all manner of eldritch artefacts and esoteric wargear get... 0 wargear options. This, apparently, is an increase in flavour.

etc.


"Archons are actually worthwhile in a fight now."

Watch out, lads - I hear an Archon can kill a whole Primaris Marine.

Also, apparently having their only remotely good weapon nerfed into uselessness and no longer rerolling hits from his own aura somehow constitutes an improvement.


Just seems to be quite a bit of stuff like this.

Like, there have certainly been quite a few positive changes. I just think some people are being a little dishonest and pretending that every single thing has been fixed.


Thanks for that.

On the Character auras in transports - no one has that. Hadn't thought about the loss of run and gun on the boats - interesting.
   
Made in us
Enigmatic Chaos Sorcerer




The dark hollows of Kentucky

On Scourges with heavy weapons: Give them the +1BS Combat Drug. They're now hitting on 3s after moving, and 2s if they don't. With 14 movement, fly, and built in Deep Strike, that's slightly more mobile than Havocs.
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 Gadzilla666 wrote:
On Scourges with heavy weapons: Give them the +1BS Combat Drug. They're now hitting on 3s after moving, and 2s if they don't. With 14 movement, fly, and built in Deep Strike, that's slightly more mobile than Havocs.
Can they take drugs? Are they Wych Cult?

I thought they were Mercs.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in fi
Dakka Veteran




Vihti, Finland

Well about Haemonculus, it is not as its unchanged wargear wise. Haemonculus now has Tools, Ichor Injector, Stinger pistol and scissorhands (that is +2A) as default.

But it doesn't sit well with me either really.
   
Made in ca
Longtime Dakkanaut






They are not Wych Cult, and therefore cannot take Drugs.

Too bad they didn't get that special rule that allows them to move while firing heavy weapons like literally every other heavy weapons team unit has gotten in the last couple years. Even though they have wings.

There's some really good changes with this codex, and as usual some very frustrating changes that make no sense.

Square Bases for Life!
AoS is pure garbage
Kill Primaris, Kill the Primarchs. They don't belong in 40K
40K is fantasy in space, not sci-fi 
   
Made in us
Enigmatic Chaos Sorcerer




The dark hollows of Kentucky

 JNAProductions wrote:
 Gadzilla666 wrote:
On Scourges with heavy weapons: Give them the +1BS Combat Drug. They're now hitting on 3s after moving, and 2s if they don't. With 14 movement, fly, and built in Deep Strike, that's slightly more mobile than Havocs.
Can they take drugs? Are they Wych Cult?

I thought they were Mercs.

Right. It's Hellions I was thinking of. Whoops.
   
Made in us
Longtime Dakkanaut




You can't give them drugs.
There are however ways to buff them up in a Realspace Raiders detachment when there wasn't before - using the Archon with everyone's favourite relic you can reroll 1s to hit and wound.

Really though - the argument surely is that you can still hit on a 4s.

I'm paying 100 points for 4 18" S8, AP-4, D6+2 damage shots.

Whereas 5 Havocs with Lascannons is 145 points?

Shooting a T8 3+ target (T7 favours the lance).

4*1/2*1/2*5.5=5.5.
4*2/3*2/3*5/6*3.5=5.18.

So the Scourge expect to do more damage for around 2/3rds the points. If hitting on 3s its just comical.

Partly this reflects how bad Lascannon rules are - presumably at some point they'll be buffed to the new MM meta - but still.
   
Made in ca
Roaring Reaver Rider






Missed opportunity: Remember our old splinter cannons at rapid fire 3? Yeah so do I... Well with the new splinter wracks allowing rapid fire splinter weapons to fire at full effect up to their maximum range it really feels like a kick in the shin that it was changed to Heavy 3. Like this would have been a really awesome chance for some synergy and would have been the only reason left to take a splinter cannon on a Kabalite. Now they just feel like really sad heavy bolters that don't quite fit anywhere.

Even on Venoms they feel counter-intuitive to me. Like the venom got a nice boost to melee capabilities and wants to be up front anyways to deliver its payload yet a heavy splinter cannon doesn't quite mesh with that idea. Our old version wasn't really wrecking the meta and this new one has the same single target damage potential (worse vs single wound models) as our half range version so why couldn't they just slap on the -1 ap to the RF3 profile and call it a day?

Don't get me wrong the codex in general is looking reeeeally good and most of the major gripes have been resolved but there are some glaring design choices that I can't wrap my head around. Splinter cannons just stand out as one that has me less than enthused. Looking like I may be chopping up a few of my Kabalites this week.

1500 1000
Please check out my project log on Dakka here  
   
Made in gb
Killer Klaivex




The dark behind the eyes.

 Daedalus81 wrote:

Thanks for that.


Sure.


 Daedalus81 wrote:

On the Character auras in transports - no one has that.


That's true but then no other race has this playstyle. Or auras that are as limited in what they affect as the DE ones.

Otherwise, the Archon didn't have to have an aura at all. He could have had something else that would work from inside a transport.


 Daedalus81 wrote:
Hadn't thought about the loss of run and gun on the boats - interesting.


Yeah, it's one of the changes that just seems plain weird, more than anything else.

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



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

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


 Andilus Greatsword wrote:

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


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


 insaniak wrote:

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

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in gb
Walking Dead Wraithlord






 Daedalus81 wrote:
 vipoid wrote:
 Daedalus81 wrote:
 vipoid wrote:
to the point of dishonestly in places.


Which parts make you feel that way?


Off the top of my head:

"Flavour. A ton of things that just didn’t quite feel right in 8th edition have been addressed."

This seems excessively generous, frankly.

Some things were improved but there's still a ton of janky stuff in the flavour department, with other things actually being made worse.

HQs can ride in transports with units now. Great! Except that their auras still don't work. So a Master Archon can now ride with his Trueborn retinue and . . . sit around eating sausage rolls, I guess.

Outside of one HQ in one highly-specific detachment, you're still limited to HQ A only being able to affect Troop A, HQ B only being able to affect Troop B etc.. With so few HQs, it doesn't exactly make for a ton of options as far as list-building is concerned. Nor does it make much sense that Haemonculi suddenly forget how to do their job when confronted even by stuff they've helped to augment in the past (like scourges).

Speaking of Scourges, most of their weapons have become Heavy and they have no way around this. So we've got a unit that's supposed to be highly mobile but which you're encouraged to use like a squad of SM Devastators. Hell, bloody Chaos Havocs are functionally more mobile than Scourges.

Not only are Raiders still slow, the fact that Lances/Disintegrators no longer become Assault when equipped mean they've effectively become slower. And with the change to Flayed Skull, the best - the absolute best - they can do is match Eldar heavy tanks for speed.

Going back to Haemonculi, the characters known for bringing all manner of eldritch artefacts and esoteric wargear get... 0 wargear options. This, apparently, is an increase in flavour.

etc.


"Archons are actually worthwhile in a fight now."

Watch out, lads - I hear an Archon can kill a whole Primaris Marine.

Also, apparently having their only remotely good weapon nerfed into uselessness and no longer rerolling hits from his own aura somehow constitutes an improvement.


Just seems to be quite a bit of stuff like this.

Like, there have certainly been quite a few positive changes. I just think some people are being a little dishonest and pretending that every single thing has been fixed.


Thanks for that.

On the Character auras in transports - no one has that. Hadn't thought about the loss of run and gun on the boats - interesting.


Theres plenty of things "no one" has aaprt from a certain faction has... Thats the whole points of having individual factions and armies having their "thing".

It seems looking at the starts and what not is a whole lot of nothing burger sadly.

https://www.dakkadakka.com/dakkaforum/posts/list/772746.page#10378083 - My progress/failblog painting blog thingy

Eldar- 4436 pts


AngryAngel80 wrote:
I don't know, when I see awesome rules, I'm like " Baby, your rules looking so fine. Maybe I gotta add you to my first strike battalion eh ? "


 Eonfuzz wrote:


I would much rather everyone have a half ass than no ass.


"A warrior does not seek fame and honour. They come to him as he humbly follows his path"  
   
Made in us
Decrepit Dakkanaut





 Brutus_Apex wrote:
They are not Wych Cult, and therefore cannot take Drugs.

Too bad they didn't get that special rule that allows them to move while firing heavy weapons like literally every other heavy weapons team unit has gotten in the last couple years. Even though they have wings.

There's some really good changes with this codex, and as usual some very frustrating changes that make no sense.


Marines don't have that outside of iron hands, really.
   
Made in gb
Killer Klaivex




The dark behind the eyes.

Am I correct in thinking that DE HQs aren't CORE, so their auras don't even work on themselves?

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



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

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


 Andilus Greatsword wrote:

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


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


 insaniak wrote:

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

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Decrepit Dakkanaut





 vipoid wrote:


 Daedalus81 wrote:
Hadn't thought about the loss of run and gun on the boats - interesting.


Yeah, it's one of the changes that just seems plain weird, more than anything else.


The more I think about it the more it makes sense.

If they were still assault they could...

Run, shoot, charge, and shoot into combat with an eventual 5++ on top of prows, hooks, trophies, etc - they be the most versatile units in the game.

This message was edited 1 time. Last update was at 2021/03/20 17:16:45


 
   
Made in us
Lieutenant General





Florence, KY

 vipoid wrote:
Am I correct in thinking that DE HQs aren't CORE, so their auras don't even work on themselves?

That's one of the points of the CORE keyword. From 'Core Units and Characters' on Warhammer Community:

A crucial side-effect of this change is that Characters themselves won’t be affected by aura abilities that utilise the Core keyword – they’re supposed to be commanding others, not inspiring themselves to do better! In the example shown above, the Space Marine Captain won’t be able to re-roll his hit rolls of 1 and will instead have to rely on his own merit to strike home. To be fair, he’ll usually hit on a 2+ anyway!

Nor will the aforementioned Captain be affected by a Lieutenant’s Tactical Precision aura ability – a Captain has been there, seen it, and done it all, which is why he’s in charge and has such an amazing profile in the first place! However – and very much as intended – a nearby Core unit of Space Marines will be significantly more effective when in the presence of their Captain and/or a Lieutenant, just as they should be.

This message was edited 2 times. Last update was at 2021/03/20 17:21:27


'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim
 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

 Daedalus81 wrote:
 vipoid wrote:


 Daedalus81 wrote:
Hadn't thought about the loss of run and gun on the boats - interesting.


Yeah, it's one of the changes that just seems plain weird, more than anything else.


The more I think about it the more it makes sense.

If they were still assault they could...

Run, shoot, charge, and shoot into combat with an eventual 5++ on top of prows, hooks, trophies, etc - they be the most versatile units in the game.


Granted. But I'd rather gunboats be good at being gunboats, rather than trying to be melee units.

 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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