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Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

 Insectum7 wrote:
 Nevelon wrote:
 Insectum7 wrote:
 Lord Damocles wrote:
Arbites are three things nowadays...


Huh. We talking the Enforcers of Necromunda or something else?


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I think they are imperial agents for their 40k rules? Multiple units from the same box
Ahh, cool.

If they're in 40k then that settles that.

I think I prefer the older models though. I like the Palantine Enforcer models better, too.


I agree. New guys are not bad, but lack that old school retro charm.

   
Made in ca
Longtime Dakkanaut





Somewhere in Canada

Breton wrote:
"Units that were 'left behind'" is pretty much the definition of Legends. This is a list of units that are likely to never get another rules release.


It is certainly true that they're unlikely to get additional rules updates... But MOST units should not need rules updates over the course of an edition; updating, where possible, should be (and generally is) restricted to points. Now of course, Legends units are less likely to get points updates too.

However, I do have a real issue with stores, gaming groups, pick-up nights and people who try to keep Legends out of non-tournament games, because GW has specifically stated on numerous occasions that the exclusion of these units from non-tournament play was NEVER their intention. I never like telling players that they're playing wrong, but if the game you're playing ISN'T a tournament, and someone is excluding Legends, according to GW, they literally ARE playing wrong according to the people who designed the game.

Even worse, these people who are not following GW's explicit guidance on the issue often blame GW, when it is they themselves that are the problem.

Which of course, does not mean that you are the problem- I don't actually know your personal feelings about Legends.
   
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 PenitentJake wrote:
Breton wrote:
"Units that were 'left behind'" is pretty much the definition of Legends. This is a list of units that are likely to never get another rules release.


It is certainly true that they're unlikely to get additional rules updates... But MOST units should not need rules updates over the course of an edition; updating, where possible, should be (and generally is) restricted to points. Now of course, Legends units are less likely to get points updates too.

However, I do have a real issue with stores, gaming groups, pick-up nights and people who try to keep Legends out of non-tournament games, because GW has specifically stated on numerous occasions that the exclusion of these units from non-tournament play was NEVER their intention. I never like telling players that they're playing wrong, but if the game you're playing ISN'T a tournament, and someone is excluding Legends, according to GW, they literally ARE playing wrong according to the people who designed the game.

Even worse, these people who are not following GW's explicit guidance on the issue often blame GW, when it is they themselves that are the problem.

Which of course, does not mean that you are the problem- I don't actually know your personal feelings about Legends.


My personal feelings about legends stem from my experience with Fantasy. I'm extremely leery of units that GW even hints at Squatting.

I'd be curious how many models went to Legends and then disappeared entirely.

I'm also not all that impressed with GW saying on the one hand they didn't mean for people to exclude legends while announcing legends are at best second-class citizens of the Warhammer world.

How many that were Legends in 10th will be removed in 11th?

My WHFB armies were Bretonians and Tomb Kings. 
   
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Plus with rules that won't be updated, all it takes is a codex/edition or even a big sesonal army change and suddenly the legend unit may not even work. That is of course assuming people will be okey to play vs legends.

"What units existed in previous editions, but no longer do?"

For my dudes it is maybe not as much units, as load outs. Special grenades, Thunder hammers, psychic ammo for units and vehicles. Technicaly those aren't different units per say, as GK terminators or paladins still exist, but without hammers they just aren't the same.
Some units get so different that it is hard to compare a good multi shot high strenght weapon platform that counters light vehicles(the twin AC dread) vs the horrible regular non primaris GK dreadnought. In name it is the same thing, but one worked and the other one would have to cost some crazy points like maybe 80 max to be even considered .

If you have to kill, then kill in the best manner. If you slaughter, then slaughter in the best manner. Let one of you sharpen his knife so his animal feels no pain. 
   
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Here's a partial list:

https://assets.warhammer-community.com/warhammer40000_legends_legendaryunits_eng_24.09-0uefelwovp.pdf

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2nd ed had Noise Marine Terminators - never any miniatures, they fell under 'just make your own if you want'. I've got a conversion waiting to be painted at the moment, based on the Deathwing that was free mini of the month a while back. Of course they might be making a comeback when Emperor's Children get our codex, but I'm kind of hoping for something more fun like possessed bikers (led by Doomrider obviously).

   
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The first iteration of the Tyranid army was pretty wild, with its Mind Slaves and tyranid squigs. Fun times

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I don't remember his name... if he had one, but I remember ejection seat Tau.

Who would appear next to his dead battlesuit and then get gunned down by whatever just got him to eject in the first place.

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Which isn’t as useless as it sounds. So long as the pilot lived, you denied your opponent full victory points. And in that era, squads couldn’t split fire.

Apply that to something suitably valuable, and you forced your opponent to forgo VPs, or expend yet more shooting that turn.

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 Lathe Biosas wrote:
I don't remember his name... if he had one, but I remember ejection seat Tau.

Who would appear next to his dead battlesuit and then get gunned down by whatever just got him to eject in the first place.


ImpKnights still have a guy like that

she/her 
   
Made in nz
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Auckland, NZ

A few for tyranids include:

  • Shrikes (winged tyranid warriors). Oddly we did get a leader model for these in 10th edition, the winged tyranid prime. But the actual shrike unit it should lead hasn't had rules since 8th edition. For whatever reason they were never given legends rules either.

  • The Red Terror - Ravener character that vanished in 9th edition

  • The Doom of Malantai - Zoanthrope-like character that existed in 5th edition, but was removed in 6th.



  • I can think of a few others that are a bit more hazy as to whether they should count for this.

  • Ymgarl Genestealers - Genestealers with tentacle faces. The most recent kit does actually let you build their models, but they haven't had their own datasheet since 5th edition. So they just count as normal genestealers now.

  • Neurothrope and tyranid prime (on foot) - These used to be characters with their own datasheets, but now only exist as squad sergeants and work the same as a regular model in the unit. So the models are technically still playable, but they're missed.
  • This message was edited 1 time. Last update was at 2025/01/17 03:47:20


     
       
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    Fayetteville

    Arson Fire wrote:
    A few for tyranids include:

  • Shrikes (winged tyranid warriors). Oddly we did get a leader model for these in 10th edition, the winged tyranid prime. But the actual shrike unit it should lead hasn't had rules since 8th edition. For whatever reason they were never given legends rules either.


  • I think the approach is simply that Shrikes never had a model so there's nothing to move to legends. There were forgeworld wings that came out in 2006 for the original plastic warrior kit from 2001. In 4th you could take wings on warriors which moved them to the fast attack slot, but they didn't get designated as Shrikes until 5th.


  • Ymgarl Genestealers - Genestealers with tentacle faces. The most recent kit does actually let you build their models, but they haven't had their own datasheet since 5th edition. So they just count as normal genestealers now.
  • 4


    5th's Ymgarl genestealers were the one and only time genestealers got 2 codex entries. In 4th ymgarl genestealers were an example build using the feeder tendril biomorph that granted the preferred enemy USR to the unit. I'm surprised they retained the feeder tendril heads in the new kit when they got rid of the implant attack, acid maw, and flesh hook versions from the old kit.


  • Neurothrope and tyranid prime (on foot) - These used to be characters with their own datasheets, but now only exist as squad sergeants and work the same as a regular model in the unit. So the models are technically still playable, but they're missed.


  • Similarly hazy is Moriar the Chosen, the original Death Company Dreadnought, from 3rd edition who went away with the 4th edition WD codex when the Death Company Dreadnought became an upgrade that could be taken by any Furioso dread.

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    Someone mentioned corsairs. *Some* of those guys do exist as legends (I think the jetpack guys, the bikes, and... maybe something else.) But units that never got a legends datasheet include:

    * Barons (sorta their sergeant equivalents)
    * Princes (their HQ captain equivalents)
    * Voidseers (arguably are sort of replaced by the Anhrathe box)
    * The ghost... ghost walkers? Something like that. Similar to rangers, but with a bunch of up-close options. Think rangers with fusion guns and such.
    * Malevolents (spooky corrupt pirates)


    ATTENTION
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    Blood Angels also got Cassor the Damned in 6th edition who was a not-Moriar Death Company Dreadnought. He didn't have anything model-wise which was different to a standard Death Company Dreadnought though.


    In 3rd Imperial Guard had tank crew, generated by the crew escape mechanism vehicle upgrade.
       
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     Lord Damocles wrote:
    Blood Angels also got Cassor the Damned in 6th edition who was a not-Moriar Death Company Dreadnought. He didn't have anything model-wise which was different to a standard Death Company Dreadnought though.


    In 3rd Imperial Guard had tank crew, generated by the crew escape mechanism vehicle upgrade.



    to add to 3rd, there's also the cyclops demoltion vehicle's crew. They had a single guardsman it had to stay within 48" and when it blew up he could run around and do whatever you needed.
       
     
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