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				<title>New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ The New units, which jump out at you?<br /> <br /> Which old units suddenly caught your eye?<br /> <br /> Vanguard Vets are one for me.  They had a LOT of two steps forward 1 step back points changes.<br /> <br /> The body went up.  Jump packs when down.  The <span class="glossaryitem" onmouseover='gp(224);'>TH</span> went up, the <span class="glossaryitem" onmouseover='gp(221);'>SS</span> went down.<br /> <br /> The Pred Destructor hasn’t changed as near as I can tell but I hadn’t looked at it that closely.  The Autocannon isn’t better than I remembered.<br /> <br /> I already didn’t like Centurions, but their double nerf in Bolter a Drill is more confirmation.<br /> <br /> 4-6 drop pods (with or without tactical squads deploying from inside) all landing on objectives on turn 1 is definitely going to spark more “within 1” of the doors” debates.  6 T6 8w units that might physically block you off objectives - I’d have to measure the doors and empty spaces - is a go first one trick pony, but it’s not a bad one, and some thought to what to do with them going second wouldn’t be too taxing.]]></description>
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				<pubDate><![CDATA[Mon, 12 Oct 2020 02:26:49]]> GMT</pubDate>
				<author><![CDATA[ Breton]]></author>
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				<title>Re:New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ I noticed repulsors moved to the heavy support slot. makes sense as it's a primaris marine land raider, but that makes a "not so hot tank" even less so ]]></description>
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				<pubDate><![CDATA[Mon, 12 Oct 2020 02:28:22]]> GMT</pubDate>
				<author><![CDATA[ BrianDavion]]></author>
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				<title>New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ The fire strike turret is squadronable.<br /> <br /> The durability for a 24” <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Lastalon makes the accelerator auto cannon feel like a better choice.<br /> <br /> Chapter Command I.e. the one captain rule doesn’t apply if you soup the detachment to IMPERIUM or otherwise make it not an Adeptus Astartes Det.  Of course that’s fairly academic.  Everything you lose doing that is worth far more.<br /> <br /> The nerf to Hero Of The Chapter to now exclude Named is sad. I liked the idea of using it on Tiggy while guilliman was the actual Warlord as required by Supreme Command Dets.  And it doesn’t even slow you down because of the addition of Chief Apothecaries, improved Chaplains etc.  I can still get the trait aura/select unit in the area if I want.<br /> <br /> The tech marine plasma cutter is almost never going to be supercharged, probably should have been 1 mortal wound.<br /> <br /> It looks like Stalker Bolt Rifles, and their Heavy Intercessor version has lost the ignore Look Put Sir ability, or the ability get it.<br /> <br /> Stern guard had an absolutely huge price increase but still look decent.]]></description>
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				<pubDate><![CDATA[Mon, 12 Oct 2020 03:06:10]]> GMT</pubDate>
				<author><![CDATA[ Breton]]></author>
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				<title>Re:New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ My 1st impression was "Goddam, there's more rules involved in playing <span class="glossaryitem" onmouseover='gp(119);'>SM</span> than there are in playing the game...."<br /> And thats before I read a single unit.]]></description>
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				<pubDate><![CDATA[Mon, 12 Oct 2020 05:23:17]]> GMT</pubDate>
				<author><![CDATA[ ccs]]></author>
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				<title>Re:New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/792876/10953161.page"><b><span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>ccs</span></span> wrote:</b></a><br/>My 1st impression was "Goddam, there's more rules involved in playing <span class="glossaryitem" onmouseover='gp(119);'>SM</span> than there are in playing the game...."<br /> And thats before I read a single unit.</div></blockquote><br /> <br /> The joys of the merge and purge codex.<br /> <br /> Some units are worse than others.  Most of the time the per model cost is for the default equipment.  But a few units still charge you extra for said default equipment.   Deathwing Powerfists, Tornado Assault Cannon, and others.  This book was written/edited very poorly.  At least for the way my brain works and were I'm used to finding things in <span class="glossaryitem" onmouseover='gp(50);'>GW</span> books.  It gets even worse because the datasheet order in the pages (some sort of Primaris then Old or Old then Primaris plus release date order I'm not able to see a pattern in) is not the same as the datasheet order in the points list (Alphabetical).]]></description>
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				<pubDate><![CDATA[Mon, 12 Oct 2020 05:56:22]]> GMT</pubDate>
				<author><![CDATA[ Breton]]></author>
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				<title>Re:New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ in terms of rules clarity etc the marine codex is great. no complaints whatsoever there myself. ]]></description>
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				<pubDate><![CDATA[Mon, 12 Oct 2020 06:01:26]]> GMT</pubDate>
				<author><![CDATA[ BrianDavion]]></author>
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				<title>Re:New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/792876/10953184.page"><b>BrianDavion wrote:</b></a><br/>in terms of rules clarity etc the marine codex is great. no complaints whatsoever there myself. </div></blockquote><br /> <br /> I don't think they're unclear so much as not uniform.  The points list and the datasheets should be in the same order.  By <span class="glossaryitem" onmouseover='gp(187);'>FOC</span>, then Alphabetical for both would have been best.  The model cost should have always been for the default equipment - if they didn't want to make a more expensive option the default, it should have been Tornadoes come with a Heavy Bolter and 1 other Heavy, then put the price for both heavies in the points list - do the same with the Deathwing  Terminators come with a Stormbolter and an offhand weapon.  It's very easy to look at the Deathwing entry for example, and skim over the part where you have to pay for the fist there, while it's included in normal Termies.  Another almost as good option would have been to seperate default equipment that has a price.  i.e.<br /> <br /> Deathing X points per model.<br /> <br /> Power Fists Y points per model<br /> <br /> Upgrades:<br /> <br /> Thunderhammer<br /> <span class="glossaryitem" onmouseover='gp(221);'>SS</span><br /> etc <br /> etc.<br /> <br /> There are going to be a lot of people making honest mistakes resulting in an illegal list because of this sort of thing. ]]></description>
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				<pubDate><![CDATA[Mon, 12 Oct 2020 06:16:01]]> GMT</pubDate>
				<author><![CDATA[ Breton]]></author>
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				<title>New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ I like the new Claws. I've always thought they were overpriced before. Now they really are an alternative to other melee options. <br /> <br /> Thumbs up to paying points instead of <span class="glossaryitem" onmouseover='gp(707);'>CPs</span> for Chapter Master and the other equivalents. <br /> <br /> I don't like <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-1 chainswords that can be <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-2 thanks to doctrine, for the same reason I don't like <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-1 (let alone -2) bolters. Lethality is already too hight and adding <span class="glossaryitem" onmouseover='gp(6);'>AP</span> to the crappiest 0 points weapons is terrible game deisgn. ]]></description>
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				<pubDate><![CDATA[Mon, 12 Oct 2020 07:59:57]]> GMT</pubDate>
				<author><![CDATA[ Blackie]]></author>
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				<title>New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ I can take or leave the 1AP, the big thing was the +1A on chainswords.<br /> <br /> I would have enjoyed seeing them monkey with doctrines on a per chapter basis i.e. Ravenguard start in Assault and Go backwards, or Start in <span class="glossaryitem" onmouseover='gp(29);'>Dev</span>, go to Assault, then go to Tactical since first player first turn charges might be problematic, and they'd probably still have a round of "softening up" with the heavy boys in the back.<br /> <br /> Imperial Fists could go <span class="glossaryitem" onmouseover='gp(29);'>Dev</span>, <span class="glossaryitem" onmouseover='gp(167);'>Tac</span>, <span class="glossaryitem" onmouseover='gp(29);'>Dev</span>, <span class="glossaryitem" onmouseover='gp(167);'>Tac</span>, Assault<br /> <br /> White Scars might go <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Assault <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Assault <span class="glossaryitem" onmouseover='gp(29);'>Dev</span>.   <br /> <br /> Each First Founding Chapter might have its own pattern through the three Doctrines.]]></description>
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				<pubDate><![CDATA[Mon, 12 Oct 2020 08:09:41]]> GMT</pubDate>
				<author><![CDATA[ Breton]]></author>
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				<title>New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ Chainsword already had +1A. ]]></description>
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				<pubDate><![CDATA[Mon, 12 Oct 2020 08:24:47]]> GMT</pubDate>
				<author><![CDATA[ Blackie]]></author>
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				<title>New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/792876/10953263.page"><b>Breton wrote:</b></a><br/>I can take or leave the 1AP, the big thing was the +1A on chainswords.<br /> <br /> I would have enjoyed seeing them monkey with doctrines on a per chapter basis i.e. Ravenguard start in Assault and Go backwards, or Start in <span class="glossaryitem" onmouseover='gp(29);'>Dev</span>, go to Assault, then go to Tactical since first player first turn charges might be problematic, and they'd probably still have a round of "softening up" with the heavy boys in the back.<br /> <br /> Imperial Fists could go <span class="glossaryitem" onmouseover='gp(29);'>Dev</span>, <span class="glossaryitem" onmouseover='gp(167);'>Tac</span>, <span class="glossaryitem" onmouseover='gp(29);'>Dev</span>, <span class="glossaryitem" onmouseover='gp(167);'>Tac</span>, Assault<br /> <br /> White Scars might go <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Assault <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Assault <span class="glossaryitem" onmouseover='gp(29);'>Dev</span>.   <br /> <br /> Each First Founding Chapter might have its own pattern through the three Doctrines.</div></blockquote><br /> <br /> that would have been a nightmare to balance around <span class="glossaryitem" onmouseover='gp(325);'>TBH</span> ]]></description>
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				<pubDate><![CDATA[Mon, 12 Oct 2020 08:26:52]]> GMT</pubDate>
				<author><![CDATA[ BrianDavion]]></author>
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				<title>New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/792876/10953097.page"><b>Breton wrote:</b></a><br/>Chapter Command I.e. the one captain rule doesn’t apply if you soup the detachment to IMPERIUM or otherwise make it not an Adeptus Astartes Det.  Of course that’s fairly academic.  Everything you lose doing that is worth far more.<br /> <br /> The tech marine plasma cutter is almost never going to be supercharged, probably should have been 1 mortal wound.</div></blockquote><br /> I was going to mention these exact two things. Agreed that taking extra Captains at the cost of losing the bonuses is absolutely not worth it, it just makes me laugh because of the fluff notion that having non-Marine allies means needing an extra Captain just to sort the rabble out.   <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> The plasma cutter is something I noticed about Mephiston with his plasma pistol, too. I could see a case for making it 2 mortal wounds, based on Hellblasters taking that much damage when they fail...]]></description>
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				<pubDate><![CDATA[Mon, 12 Oct 2020 08:46:10]]> GMT</pubDate>
				<author><![CDATA[ Super Ready]]></author>
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				<title>New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9f5be6da584f0fba7cb0e7a82f664cf8.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/792876/10953279.page"><b>Super Ready wrote:</b></a><br/><br /> The plasma cutter is something I noticed about Mephiston with his plasma pistol, too. I could see a case for making it 2 mortal wounds, based on Hellblasters taking that much damage when they fail...</div></blockquote><br /> <br /> They're not characters.  Characters shouldn't be able to suicide from full wounds like that.  They're supposed to have the best of the best from the Armoury. Also the Redemptor Dread etc only takes the 1 <span class="glossaryitem" onmouseover='gp(494);'>MW</span>.]]></description>
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				<pubDate><![CDATA[Mon, 12 Oct 2020 08:58:02]]> GMT</pubDate>
				<author><![CDATA[ Breton]]></author>
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				<title>Re:New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ The plasma cutter is basically like the old Azrael and Sammael. Never overcharging. Now, both of them have <span class="glossaryitem" onmouseover='gp(93);'>MC</span> plasma which count as overcharging all the time with no ill effects.]]></description>
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				<pubDate><![CDATA[Mon, 12 Oct 2020 12:31:28]]> GMT</pubDate>
				<author><![CDATA[ bullyboy]]></author>
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				<title>New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ Weird to me how the points for chapter command are different in the back of the book to where the rules are outlined]]></description>
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				<pubDate><![CDATA[Mon, 12 Oct 2020 12:58:42]]> GMT</pubDate>
				<author><![CDATA[ McMagnus Mindbullets]]></author>
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				<title>New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ Internal balance is a dream, external is a nightmare. <br /> <br /> 3pts for an item that grants a usually base attack 3 unit +1A, -2ap and full rerolls to wound. <br /> <br /> Vanvets becoming flying assault intercessors<br /> <br /> Dreads being a similar pts cost to every other dread equivalent but getting the massive -1d ability. <br /> <br /> I played a <span class="glossaryitem" onmouseover='gp(412);'>dw</span> vs ba test game and just had no idea what <span class="glossaryitem" onmouseover='gp(269);'>id</span> try to do against either of our lists with an army thar wasnt bringing marine craziness. <br /> <br /> "Oh jeez a redemptor dread with like 12w and -1d, good thing I have flat 4 damage melee weapons because I also have marines."<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 12 Oct 2020 13:05:24]]> GMT</pubDate>
				<author><![CDATA[ the_scotsman]]></author>
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				<title>Re:New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/2a54ce6a77cf7a751eaf198bb5137c14.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/792876/10953425.page"><b>bullyboy wrote:</b></a><br/>The plasma cutter is basically like the old Azrael and Sammael. Never overcharging. Now, both of them have <span class="glossaryitem" onmouseover='gp(93);'>MC</span> plasma which count as overcharging all the time with no ill effects.</div></blockquote><br /> I... don't think you're looking at the same rules I am? Page 139 in the new Marine Codex, the non-Primaris Techmarine (the Primaris one can't take the plasma cutter).<br /> Has a supercharge profile that kills the Techmarine outright on a 1.]]></description>
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				<pubDate><![CDATA[Mon, 12 Oct 2020 16:17:12]]> GMT</pubDate>
				<author><![CDATA[ Super Ready]]></author>
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				<title>New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ Marines:<br /> <br /> -The regular Apothecary takes a large nerf (Needs to use a strategem to revive a "dead" guy), still not great when upgraded, but massively buffed when made your Warlord. Strange way to go about it, did it really need to be nerfed in the first place?<br /> <br /> -Master of the Forge (upgraded Techmarine) looks really good when used with the buffed Dreads, doesn't need to be made the Warlord to get the good buff, and has some pretty good offense outside of his repair powers. Not bad at all.<br /> <br /> -The Smokescreen thing is weird when only one army has it. Those units can shoot and pop smoke for 1 <span class="glossaryitem" onmouseover='gp(707);'>CP</span>, and everyone else gets it for free, but can't shoot. Also on the strategem front, Guerilla Tactics is very interesting.<br /> <br /> Necrons:<br /> <br /> -The articles I read mentioning the build a bear Dynasties left out some eye popping ones. Every non vehicle unit getting the Skitarii Vanguard toughness debuff looks quite good, as does +1 save vs 1 damage weapons. I like that you can make different selections to increase the survivability for different units. Take the 6++ to help your bigger guys, or the +1 save for your regular troopers.<br /> <br /> -The Canoptek Destroyer model is only 1 1/2 sprues and is very tall, dwarfs most models.<br /> <br /> -The Heavy Destroyer is a nice kit and the <span class="glossaryitem" onmouseover='gp(50);'>GW</span> photos don't really do it any favors.]]></description>
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				<pubDate><![CDATA[Mon, 12 Oct 2020 16:23:59]]> GMT</pubDate>
				<author><![CDATA[ Slowroll]]></author>
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				<title>Re:New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9f5be6da584f0fba7cb0e7a82f664cf8.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/792876/10953621.page"><b>Super Ready wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/2a54ce6a77cf7a751eaf198bb5137c14.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/792876/10953425.page"><b>bullyboy wrote:</b></a><br/>The plasma cutter is basically like the old Azrael and Sammael. Never overcharging. Now, both of them have <span class="glossaryitem" onmouseover='gp(93);'>MC</span> plasma which count as overcharging all the time with no ill effects.</div></blockquote><br /> I... don't think you're looking at the same rules I am? Page 139 in the new Marine Codex, the non-Primaris Techmarine (the Primaris one can't take the plasma cutter).<br /> Has a supercharge profile that kills the Techmarine outright on a 1.</div></blockquote><br /> <br /> Correct, which is how Azrael and Sammael used to be. Now they have <span class="glossaryitem" onmouseover='gp(93);'>MC</span> ones and don't die. I guess the techy needs to stop giving all the good stuff away.]]></description>
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				<pubDate><![CDATA[Mon, 12 Oct 2020 19:12:20]]> GMT</pubDate>
				<author><![CDATA[ bullyboy]]></author>
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				<title>New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ Attack bikes with multi melta <span class="glossaryitem" onmouseover='gp(84);'>lol</span>.  Basicly an eradicator with 9 inches more movement, an extra wound, can splitfire without penalty, and comes with 4 extra bolter shots for 10 more points than an eradicator with heavy melta rifle.  Calling it now you are going to see top finishing lists with so many of these things.]]></description>
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				<pubDate><![CDATA[Mon, 12 Oct 2020 19:22:50]]> GMT</pubDate>
				<author><![CDATA[ The Salt Mine]]></author>
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				<title>New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ ...if I take a Scout unit with the <b>SPACE WOLVES</b> Chapter keyword, <span class="glossaryitem" onmouseover='gp(334);'>WTF</span> does the plasma pistol for a guy in the unit (not the Sergeant) have to be paired with a boltgun, not a combat blade?<br /> <br /> When we got the not-brilliant metal Wolf Scouts during late 2nd or early 3rd, there doesn't seem to have been one with a plasma pistol. If you are building the guy from the plastic Scouts, there's an arm on the Blood Claws kit specifically to give you a Wolf Scout with Plasma Pistol - and with the Scout kit not giving you a one-arm boltgun for the model's left arm, or a slung boltgun, for that matter, it doesn't look like you can even build that as a legal load.<br /> <br /> It's a very weird restriction to put on there.]]></description>
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				<pubDate><![CDATA[Mon, 12 Oct 2020 20:41:11]]> GMT</pubDate>
				<author><![CDATA[ Dysartes]]></author>
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				<title>Re:New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/2a54ce6a77cf7a751eaf198bb5137c14.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/792876/10953805.page"><b>bullyboy wrote:</b></a><br/>Correct, which is how Azrael and Sammael used to be. Now they have <span class="glossaryitem" onmouseover='gp(93);'>MC</span> ones and don't die. I guess the techy needs to stop giving all the good stuff away.</div></blockquote><br /> Ahhh, I see - I read your first post as the other way around. To me, this makes sense because Dark Angels are known for extensive use of plasma tech, and having some higher-quality relic weapons dating back to pre-Heresy that other Chapters just don't have access to, even the Techmarines.<br /> But time will tell if they keep this with the new Codex, when it drops.<br /> <br /> Something else I noticed digging through a bit more today. There are two stratagems that look like they work well in tandem - although they cost 3CP together. One is specific to Reivers and stops the opponent's ObSec from working, and should the Reivers need a little extra survivability, the other (which is used for units with Shock Grenades - so again, Reivers) stops a unit they're charging from Overwatching <b>and</b> makes them -1 harder to hit in the following combat.<br /> I see this as being particularly useful for denying, and possibly taking, control of an objective for at least one turn on an objective that the opponent thought was probably safe in their backfield with a single, small Troops unit sat on it without much support.<br /> ...did... did Reivers just become useful?!]]></description>
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				<pubDate><![CDATA[Mon, 12 Oct 2020 20:47:14]]> GMT</pubDate>
				<author><![CDATA[ Super Ready]]></author>
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				<title>Re:New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9f5be6da584f0fba7cb0e7a82f664cf8.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/792876/10953912.page"><b>Super Ready wrote:</b></a><br/><br /> ...did... did Reivers just become useful?!</div></blockquote><br /> <br /> In a word: no.<br /> <br /> Overwatch denial is an obscenely niche role, and Marines already have other better options to deploy it.<br /> <br /> Likewise, the ObSec denial seems great, but the requirement of getting within 3" means it's a telegraphed play 99.999% of the time, and any opponent will react accordingly by either putting enough bodies on the point in question that losing ObSec wont matter, or slagging the Reivers in question.]]></description>
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				<pubDate><![CDATA[Mon, 12 Oct 2020 20:50:37]]> GMT</pubDate>
				<author><![CDATA[ Sterling191]]></author>
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				<title>New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/8c6998baf12562385933340235db47da.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/792876/10953629.page"><b>Slowroll wrote:</b></a><br/>Marines:<br /> <br /> -The regular Apothecary takes a large nerf (Needs to use a strategem to revive a "dead" guy), still not great when upgraded, but massively buffed when made your Warlord. Strange way to go about it, did it really need to be nerfed in the first place?<br /> <br /> </div></blockquote><br /> <br /> Gotta disagree with Apothecary getting nerfed.  A 6+ <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> is FAR superior to the old resurrecting rule <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>.  It's just that the Chief Apothecary is a real no-brainer upgrade for the points.]]></description>
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				<pubDate><![CDATA[Mon, 12 Oct 2020 20:54:33]]> GMT</pubDate>
				<author><![CDATA[ Quasistellar]]></author>
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				<title>Re:New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/792876/10953191.page"><b>Breton wrote:</b></a><br/>There are going to be a lot of people making honest mistakes resulting in an illegal list because of this sort of thing. </div></blockquote><br /> If only <span class="glossaryitem" onmouseover='gp(50);'>GW</span> had had a format for listing the points costs of units and upgrades which had worked for literal decades before they binned it for no good reason...]]></description>
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				<pubDate><![CDATA[Mon, 12 Oct 2020 21:00:29]]> GMT</pubDate>
				<author><![CDATA[ Lord Damocles]]></author>
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				<title>New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ The Hammerfall Bunker doesn't have points options. Heavy Bolters or Heavy Flamers all cost the same.]]></description>
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				<pubDate><![CDATA[Tue, 13 Oct 2020 01:50:48]]> GMT</pubDate>
				<author><![CDATA[ H.B.M.C.]]></author>
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				<title>New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/792876/10953819.page"><b>The Salt Mine wrote:</b></a><br/>Attack bikes with multi melta <span class="glossaryitem" onmouseover='gp(84);'>lol</span>.  Basicly an eradicator with 9 inches more movement, an extra wound, can splitfire without penalty, and comes with 4 extra bolter shots for 10 more points than an eradicator with heavy melta rifle.  Calling it now you are going to see top finishing lists with so many of these things.</div></blockquote><br /> <br /> I was calling that more than a month ago and people shouted me down because they either hated Marines or were that angry at Eradicators or both.  The regular Speeder with <span class="glossaryitem" onmouseover='gp(330);'>MM</span> too.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><a href="/dakkaforum/posts/preList/792876/10953922.page"><b>Quasistellar wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/8c6998baf12562385933340235db47da.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/792876/10953629.page"><b>Slowroll wrote:</b></a><br/>Marines:<br /> <br /> -The regular Apothecary takes a large nerf (Needs to use a strategem to revive a "dead" guy), still not great when upgraded, but massively buffed when made your Warlord. Strange way to go about it, did it really need to be nerfed in the first place?<br /> <br /> </div></blockquote><br /> <br /> Gotta disagree with Apothecary getting nerfed.  A 6+ <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> is FAR superior to the old resurrecting rule <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>.  It's just that the Chief Apothecary is a real no-brainer upgrade for the points.</div></blockquote><br /> <br /> I too was going to disagree.  Even Paying a <span class="glossaryitem" onmouseover='gp(707);'>CP</span> for a guaranteed res instead of a 4+, at full wounds instead of bare minimum is an improvement not a nerf.]]></description>
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				<pubDate><![CDATA[Tue, 13 Oct 2020 02:46:45]]> GMT</pubDate>
				<author><![CDATA[ Breton]]></author>
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				<title>New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/792876/10954176.page"><b>Breton wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/792876/10953819.page"><b>The Salt Mine wrote:</b></a><br/>Attack bikes with multi melta <span class="glossaryitem" onmouseover='gp(84);'>lol</span>.  Basicly an eradicator with 9 inches more movement, an extra wound, can splitfire without penalty, and comes with 4 extra bolter shots for 10 more points than an eradicator with heavy melta rifle.  Calling it now you are going to see top finishing lists with so many of these things.</div></blockquote><br /> <br /> I was calling that more than a month ago and people shouted me down because they either hated Marines or were that angry at Eradicators or both.  The regular Speeder with <span class="glossaryitem" onmouseover='gp(330);'>MM</span> too...</div></blockquote><br /> <br /> No Infantry type is limiting from a terrain standpoint, the Eradicators can pay 5pts/model for +2 damage to all shots, they get one double-shooting multi-melta per squad, and you can't necessarily use the mobility if you want to use the buff auras available to you.<br /> <br /> Not saying Attack Bikes aren't also good, but I don't think it's a cut-and-dried strictly-better situation.]]></description>
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				<pubDate><![CDATA[Tue, 13 Oct 2020 02:55:05]]> GMT</pubDate>
				<author><![CDATA[ AnomanderRake]]></author>
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				<title>New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/c9befceba99b8513348859bc6e9f2f49.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/792876/10954184.page"><b>AnomanderRake wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/792876/10954176.page"><b>Breton wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/792876/10953819.page"><b>The Salt Mine wrote:</b></a><br/>Attack bikes with multi melta <span class="glossaryitem" onmouseover='gp(84);'>lol</span>.  Basicly an eradicator with 9 inches more movement, an extra wound, can splitfire without penalty, and comes with 4 extra bolter shots for 10 more points than an eradicator with heavy melta rifle.  Calling it now you are going to see top finishing lists with so many of these things.</div></blockquote><br /> <br /> I was calling that more than a month ago and people shouted me down because they either hated Marines or were that angry at Eradicators or both.  The regular Speeder with <span class="glossaryitem" onmouseover='gp(330);'>MM</span> too...</div></blockquote><br /> <br /> No Infantry type is limiting from a terrain standpoint, the Eradicators can pay 5pts/model for +2 damage to all shots, they get one double-shooting multi-melta per squad, and you can't necessarily use the mobility if you want to use the buff auras available to you.<br /> <br /> Not saying Attack Bikes aren't also good, but I don't think it's a cut-and-dried strictly-better situation.</div></blockquote><br /> <br /> My first choice for a Melta platform was the speeder then it’s the tornado now that they’re split, the regular speeder is the second choice now.  Not sure where the new Speeder falls.  Speed and fly - or mechanics that replicate the bonuses of fly like fall back and shoot - are huge on a Melta platform.]]></description>
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				<pubDate><![CDATA[Tue, 13 Oct 2020 03:09:24]]> GMT</pubDate>
				<author><![CDATA[ Breton]]></author>
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				<title>New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/cdf8cce6a4faee958d05df52054add74.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/792876/10953904.page"><b>Dysartes wrote:</b></a><br/>...if I take a Scout unit with the <b>SPACE WOLVES</b> Chapter keyword, <span class="glossaryitem" onmouseover='gp(334);'>WTF</span> does the plasma pistol for a guy in the unit (not the Sergeant) have to be paired with a boltgun, not a combat blade?<br /> <br /> When we got the not-brilliant metal Wolf Scouts during late 2nd or early 3rd, there doesn't seem to have been one with a plasma pistol. If you are building the guy from the plastic Scouts, there's an arm on the Blood Claws kit specifically to give you a Wolf Scout with Plasma Pistol - and with the Scout kit not giving you a one-arm boltgun for the model's left arm, or a slung boltgun, for that matter, it doesn't look like you can even build that as a legal load.<br /> <br /> It's a very weird restriction to put on there.</div></blockquote><br /> <br /> The Freddie Mercury Scout (as he was known round our parts) from the first iteration of the Wolf Scout minis had a Plasma Pistol, though he clearly has a <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> too.<br /> <br /> <img src="http://collecting-citadel-miniatures.com/wiki/images/5/59/Wolf_Scout_2001_3.jpg" border="0" /><br /> <br /> There were two Scouts from the second iteration of them that had Plasma pistols (but <span class="glossaryitem" onmouseover='gp(20);'>CCWs</span> too, yet again.)<br /> <br /> <img src="http://collecting-citadel-miniatures.com/wiki/images/6/6a/Wolf_Scout_5.jpg" border="0" /><br /> <img src="http://collecting-citadel-miniatures.com/wiki/images/c/cc/Wolf_Scout_Sergeant.jpg" border="0" />]]></description>
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				<pubDate><![CDATA[Tue, 13 Oct 2020 17:34:51]]> GMT</pubDate>
				<author><![CDATA[ Grimtuff]]></author>
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				<title>New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ Ah - none of them showed up in the 2006 catalogue I was looking at on <span class="glossaryitem" onmouseover='gp(565);'>SOL</span>, just the bolt pistol guys and a couple of special weapon dudes.<br /> <br /> I did think I'd remembered them, but when they weren't listed...<br /> <br /> Point stands, though - if this restriction is meant to mirror released models, someone done goofed.]]></description>
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				<pubDate><![CDATA[Tue, 13 Oct 2020 18:08:22]]> GMT</pubDate>
				<author><![CDATA[ Dysartes]]></author>
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				<title>New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/cdf8cce6a4faee958d05df52054add74.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/792876/10954791.page"><b>Dysartes wrote:</b></a><br/>Ah - none of them showed up in the 2006 catalogue I was looking at on <span class="glossaryitem" onmouseover='gp(565);'>SOL</span>, just the bolt pistol guys and a couple of special weapon dudes.<br /> <br /> I did think I'd remembered them, but when they weren't listed...<br /> <br /> Point stands, though - if this restriction is meant to mirror released models, someone done goofed.</div></blockquote><br /> <br /> Indeed. <a href="http://collecting-citadel-miniatures.com/wiki/index.php/Main_Page" target="_new" rel="nofollow">The CCM Wiki</a> is where I got those images from, if you want a second source for catalogues of minis.  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0">]]></description>
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				<pubDate><![CDATA[Tue, 13 Oct 2020 18:18:20]]> GMT</pubDate>
				<author><![CDATA[ Grimtuff]]></author>
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				<title>New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ That scout sergeants can have two thunderhammers or two plasma pistols or more sensibly a combi weapon and a thunderhammer,<br /> They can also combat squad and do sniper shenanigans and pistol at the same time]]></description>
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				<pubDate><![CDATA[Thu, 15 Oct 2020 22:48:20]]> GMT</pubDate>
				<author><![CDATA[ Samuhell]]></author>
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				<title>Re:New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ Ooh, here's something. Psychic powers appear to have types now... didn't spot it reading the powers themselves, only thanks to its mention in the glossary on page 207.<br /> Three types - at least for Marines, thus far - Blessing, Malediction or Witchfire. I don't think these terms actually <b>do</b> anything just yet - I see no mention of them in the Core book's psychic rules, nor does Smite itself have a type as yet.]]></description>
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				<pubDate><![CDATA[Thu, 15 Oct 2020 23:45:41]]> GMT</pubDate>
				<author><![CDATA[ Super Ready]]></author>
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				<title>Re:New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9f5be6da584f0fba7cb0e7a82f664cf8.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/792876/10957141.page"><b>Super Ready wrote:</b></a><br/>Ooh, here's something. Psychic powers appear to have types now... didn't spot it reading the powers themselves, only thanks to its mention in the glossary on page 207.<br /> Three types - at least for Marines, thus far - Blessing, Malediction or Witchfire. I don't think these terms actually <b>do</b> anything just yet - I see no mention of them in the Core book's psychic rules, nor does Smite itself have a type as yet.</div></blockquote><br /> <br /> that seems to be the new way <span class="glossaryitem" onmouseover='gp(50);'>GW</span> is formatting for clarity, not a bad touch, basicly it clarifies "this spell buffs you, this spell debuffs them, this spell pew pews with mind bullets" ]]></description>
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				<pubDate><![CDATA[Fri, 16 Oct 2020 01:56:16]]> GMT</pubDate>
				<author><![CDATA[ BrianDavion]]></author>
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				<title>Re:New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9f5be6da584f0fba7cb0e7a82f664cf8.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/792876/10957141.page"><b>Super Ready wrote:</b></a><br/>Ooh, here's something. Psychic powers appear to have types now... didn't spot it reading the powers themselves, only thanks to its mention in the glossary on page 207.<br /> Three types - at least for Marines, thus far - Blessing, Malediction or Witchfire. I don't think these terms actually <b>do</b> anything just yet - I see no mention of them in the Core book's psychic rules, nor does Smite itself have a type as yet.</div></blockquote><br /> <br /> They've had them before.  <span class="glossaryitem" onmouseover='gp(50);'>GW</span> does love recycling, and yeah so far it does nothing.  I don't remember it doing anything last time either other ranges for Deny or something that ended up being a more convoluted wording.]]></description>
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				<pubDate><![CDATA[Fri, 16 Oct 2020 04:20:38]]> GMT</pubDate>
				<author><![CDATA[ Breton]]></author>
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				<title>Re:New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ might just be future proofing]]></description>
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				<pubDate><![CDATA[Fri, 16 Oct 2020 04:37:23]]> GMT</pubDate>
				<author><![CDATA[ BrianDavion]]></author>
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				<title>New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ The Hammerfall Bunker is terrifying. <br /> <br /> Does the rule of three apply to fortifications? Can you bring 9 of those things and just walk away with the easiest win ever?]]></description>
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				<pubDate><![CDATA[Fri, 16 Oct 2020 04:42:33]]> GMT</pubDate>
				<author><![CDATA[ Wakshaani]]></author>
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				<title>Re:New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ I am wondering if double chainsword <span class="glossaryitem" onmouseover='gp(671);'>VV</span> could be a thing. 2 attacks base +2 for the chainsword +1 shock assault makes a hefty 26 attacks AP1 for a unit of 5, even better if you run 6 and add a krak grenade and a meltabomb strat into it. They can blend units and put hurt unto light vehicles.]]></description>
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				<pubDate><![CDATA[Fri, 16 Oct 2020 04:52:12]]> GMT</pubDate>
				<author><![CDATA[ Kithail]]></author>
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				<title>Re:New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/874a6e82fa8e1895fe3b2f1291d0bed6.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/792876/10957235.page"><b>Kithail wrote:</b></a><br/>I am wondering if double chainsword <span class="glossaryitem" onmouseover='gp(671);'>VV</span> could be a thing. 2 attacks base +2 for the chainsword +1 shock assault makes a hefty 26 attacks AP1 for a unit of 5, even better if you run 6 and add a krak grenade and a meltabomb strat into it. They can blend units and put hurt unto light vehicles.</div></blockquote><br /> <br /> could be, or run a 4 double chainswords and 1 double lighting claws to give you a guy with a bit more oomph when needed. ]]></description>
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				<pubDate><![CDATA[Fri, 16 Oct 2020 04:54:47]]> GMT</pubDate>
				<author><![CDATA[ BrianDavion]]></author>
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				<title>Re:New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/874a6e82fa8e1895fe3b2f1291d0bed6.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/792876/10957235.page"><b>Kithail wrote:</b></a><br/>I am wondering if double chainsword <span class="glossaryitem" onmouseover='gp(671);'>VV</span> could be a thing. 2 attacks base +2 for the chainsword +1 shock assault makes a hefty 26 attacks AP1 for a unit of 5, even better if you run 6 and add a krak grenade and a meltabomb strat into it. They can blend units and put hurt unto light vehicles.</div></blockquote><br /> <br /> I think they've done that sort of permissions before, and they tend to forget and do it again, then decide you only get the one.  In other words, I think you can do it, and I think they'll nerf it. <br /> <br /> Maybe you can't do it.  As near as I can tell there technically isn't a Pistols List.  There isn't a Melee Weapons List.  Chainsword isn't on the unit points list because it's free.  There's no location to find and add a chainsword.  Of course, layout for <span class="glossaryitem" onmouseover='gp(50);'>GW</span> books lately hasn't worked the same way my brain does so maybe I just can't find it.]]></description>
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				<pubDate><![CDATA[Fri, 16 Oct 2020 05:11:54]]> GMT</pubDate>
				<author><![CDATA[ Breton]]></author>
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				<title>Re:New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/792876/10957245.page"><b>Breton wrote:</b></a><br/>Maybe you can't do it.  <b>As near as I can tell there technically isn't a Pistols List.  There isn't a Melee Weapons List.</b>  Chainsword isn't on the unit points list because it's free.  There's no location to find and add a chainsword.  Of course, layout for <span class="glossaryitem" onmouseover='gp(50);'>GW</span> books lately hasn't worked the same way my brain does so maybe I just can't find it.</div></blockquote><br /> <br /> Page 195, opposite the bunker.  <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Fri, 16 Oct 2020 07:30:56]]> GMT</pubDate>
				<author><![CDATA[ Dysartes]]></author>
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				<title>Re:New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/cdf8cce6a4faee958d05df52054add74.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/792876/10957313.page"><b>Dysartes wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/792876/10957245.page"><b>Breton wrote:</b></a><br/>Maybe you can't do it.  <b>As near as I can tell there technically isn't a Pistols List.  There isn't a Melee Weapons List.</b>  Chainsword isn't on the unit points list because it's free.  There's no location to find and add a chainsword.  Of course, layout for <span class="glossaryitem" onmouseover='gp(50);'>GW</span> books lately hasn't worked the same way my brain does so maybe I just can't find it.</div></blockquote><br /> <br /> Page 195, opposite the bunker.  <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0"> </div></blockquote><br /> <br /> Sigh.  I miss ebook ibook searchable books. ]]></description>
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				<pubDate><![CDATA[Fri, 16 Oct 2020 07:35:19]]> GMT</pubDate>
				<author><![CDATA[ Breton]]></author>
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				<title>New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/792876/10957233.page"><b>Wakshaani wrote:</b></a><br/>The Hammerfall Bunker is terrifying. <br /> <br /> Does the rule of three apply to fortifications? Can you bring 9 of those things and just walk away with the easiest win ever?</div></blockquote><br /> Why do you think the bunker is bonkers? Isn't it that you only get one fortification detachment with three slots? I have to say I never looked into it that much and detachment rules are not part of my <span class="glossaryitem" onmouseover='gp(18);'>CA</span> rulebook  <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Fri, 16 Oct 2020 07:38:48]]> GMT</pubDate>
				<author><![CDATA[ a_typical_hero]]></author>
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				<title>New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/792876/10957322.page"><b>a_typical_hero wrote:</b></a><br/><br /> Why do you think the bunker is bonkers? Isn't it that you only get one fortification detachment with three slots? I have to say I never looked into it that much and detachment rules are not part of my <span class="glossaryitem" onmouseover='gp(18);'>CA</span> rulebook  <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0"> </div></blockquote><br /> <br /> I think you can only take the detachment once.  You can take up to three fortifications per det.  Between the footprint and and terrain rules for deploying the bunkers, its going to be very terrain dependent.  In my area you can probably land all three, but not in an optimal location.  On Planet Bowling Ball you could land all three front and center and absolutely murder anything on the mission objectives.  For "Fun games", you probably want to work with your opponent on terrain/scenery placement to provide several landing areas that don't allow too much doubling up etc or predestined here and only here placements, while not making them game breaking. ]]></description>
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				<pubDate><![CDATA[Fri, 16 Oct 2020 08:28:32]]> GMT</pubDate>
				<author><![CDATA[ Breton]]></author>
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				<title>New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ Yep, the terrain is the big culprit here. On one of our usual table setups, I could probably cover a quarter of the table. Depending on the mission that is 1-3 objectives.<br /> <br /> But then obscuring or blocking terrain comes into play.<br /> <br /> I like the model, I think it is okay for the points, but it feels very unreliable in its performance.]]></description>
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				<pubDate><![CDATA[Fri, 16 Oct 2020 08:50:52]]> GMT</pubDate>
				<author><![CDATA[ a_typical_hero]]></author>
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				<title>New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/792876/10957348.page"><b>Breton wrote:</b></a><br/>I think you can only take the detachment once.  You can take up to three fortifications per det. </div></blockquote><br /> <br /> Correct - and there's a 1CP cost involved, though that can be refunded via FACTION terrain.]]></description>
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				<pubDate><![CDATA[Fri, 16 Oct 2020 08:57:50]]> GMT</pubDate>
				<author><![CDATA[ Dysartes]]></author>
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				<title>New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ The problem isn't the coverage of the table it's the open spaces.  I can only guestimate from the pictures, but the bunker looks to be 4x4 or 5x5 square.  About two marines turned on their sides.  Add a 3x3 border around that and you're looking at 7x7 or 8x8, possibly even 9x9.  <br /> <br /> Now supposedly you should average something every 12x12 block.  That doesn't mean every 12x12 block should have something but that if you DID split everything up each 12x12 block should have something.   <br /> <br /> So that big house everyone loves for the Devastators/HeavyWeaponsTeams/etc might actually be 2 or more "pieces" of terrain based on size, and that would give you a landing spot or two for a bunker/etc. somewhere else.  <br /> <br /> You may want to count the bunkers and other Forts as part of your expected terrain per 12x12 when setting up your terrain too.  Especially as more factions get their unique piece.]]></description>
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				<pubDate><![CDATA[Fri, 16 Oct 2020 09:03:13]]> GMT</pubDate>
				<author><![CDATA[ Breton]]></author>
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				<title>New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[  I also noticed the turret is <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 2+ and ignores movement penalty. Not bad for an autocannon platform. I am wondering if playing 3 is worth it]]></description>
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				<pubDate><![CDATA[Fri, 16 Oct 2020 15:00:32]]> GMT</pubDate>
				<author><![CDATA[ Kithail]]></author>
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				<title>New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/874a6e82fa8e1895fe3b2f1291d0bed6.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/792876/10957573.page"><b>Kithail wrote:</b></a><br/> I also noticed the turret is <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 2+ and ignores movement penalty. Not bad for an autocannon platform. I am wondering if playing 3 is worth it</div></blockquote><br /> <br /> It took me a while to figure out you're talking about the Firestrike Turret, not the turret on top of the bunker.  Or the Predator?  I think?  The ignores movement penalty thing is throwing me off.  Yeah the Autocannon Firestrike is very interesting.  The Lastalon Firestrike is also interesting as a challenge to use at all instead of a how many ways can you use it. <br /> <br /> Roughly 150 points for nearly 20 S7 -1 2D  shots... I know I'm just begging The Usual Suspects to come in here and complain - but that's pretty tasty.  270 points  for 12 24" lascannon shots would be too, except the durability is a little Meh.  I just looked again, and it's better than I thought at first glace.  But still for a 24 inch range weapon vs both all the 24+ inch flashlights, bolters, pulse rifles etc  I think I'd rather have the range. ]]></description>
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				<pubDate><![CDATA[Sat, 17 Oct 2020 05:05:57]]> GMT</pubDate>
				<author><![CDATA[ Breton]]></author>
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				<title>Re:New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ <span style="font-size: 18px; line-height: normal;"> </span>Eh, it's just the Sicaran's main gun, but without rending, 2 less shots, the high movement, and, most importantly, being mounted to that gorgeous piece of armour. Big <i>Meh</i>. <img src="/s/i/a/1283123f8f457630e6d6e616f324c2d6.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Sat, 17 Oct 2020 05:36:04]]> GMT</pubDate>
				<author><![CDATA[ Gadzilla666]]></author>
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				<title>Re:New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d3b020fe81ea1623f0b92b9015c421ab.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/792876/10958154.page"><b>Gadzilla666 wrote:</b></a><br/><span style="font-size: 18px; line-height: normal;"> </span>Eh, it's just the Sicaran's main gun, but without rending, 2 less shots, the high movement, and, most importantly, being mounted to that gorgeous piece of armour. Big <i>Meh</i>. <img src="/s/i/a/1283123f8f457630e6d6e616f324c2d6.gif" border="0"> </div></blockquote><br /> <br /> Its two of the Suppresor's Main Gun.  Which should cause people to go back and look at the Suppressor and decide maybe they can have a stand alone kit now. <br /> <br /> 5 <span class="glossaryitem" onmouseover='gp(29);'>Devs</span>, with 4 <span class="glossaryitem" onmouseover='gp(51);'>HB</span>'s will run about 1/2 of XYZ points.  Theyll get 12 s5 -1 2D shots, at 4T 5x2W  Same cost gets you 16 S5 -3 and either 1D or 2D, 3 of these Turrets are....  not as cheap as I Thought, I just caught myself,  I was doing the dumb math with the new pricing structute.  You don't get a refund.   You don't get <span class="glossaryitem" onmouseover='gp(447);'>AB</span> points back because they didn't take the more expensive talon.   You just pay the base price.   Sorry still getting used to the sometimes this, sometimes that pricing structure. 3 of these guys are minimum XYZ not XYZ  -<span class="glossaryitem" onmouseover='gp(447);'>AB</span> for not having Lastalons.  I did it right the first time, but forgot when I did it this time I saw the unit, then did it wrong this time.  That's not bad, but its also not good. 3 of them with Lastalons though is more than a Repulsor Executioner.  Ouch.  Anyway to continue the comparison 3 of these guys get 18 S7 -1 2D for T5 15W and a 2+  - Again not bad, but I'm not sure it's attractive enough to replace other options.  Perhaps when/if Primaris get a Pod, and you can fit three of them in a pod. But probably not, I think the old marine pod lost the ability to drop <span class="glossaryitem" onmouseover='gp(420);'>TFC</span>'s too. ]]></description>
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				<pubDate><![CDATA[Sat, 17 Oct 2020 06:05:30]]> GMT</pubDate>
				<author><![CDATA[ Breton]]></author>
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				<title>Re:New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/792876/10958165.page"><b>Breton wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d3b020fe81ea1623f0b92b9015c421ab.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/792876/10958154.page"><b>Gadzilla666 wrote:</b></a><br/><span style="font-size: 18px; line-height: normal;"> </span>Eh, it's just the Sicaran's main gun, but without rending, 2 less shots, the high movement, and, most importantly, being mounted to that gorgeous piece of armour. Big <i>Meh</i>. <img src="/s/i/a/1283123f8f457630e6d6e616f324c2d6.gif" border="0"> </div></blockquote><br /> <br /> Its two of the Suppresor's Main Gun.  Which should cause people to go back and look at the Suppressor and decide maybe they can have a stand alone kit now. <br /> <br /> 5 <span class="glossaryitem" onmouseover='gp(29);'>Devs</span>, with 4 <span class="glossaryitem" onmouseover='gp(51);'>HB</span>'s will run about 1/2 of XYZ points.  Theyll get 12 s5 -1 2D shots, at 4T 5x2W  Same cost gets you 16 S5 -3 and either 1D or 2D, 3 of these Turrets are....  not as cheap as I Thought, I just caught myself,  I was doing the dumb math with the new pricing structute.  You don't get a refund.   You don't get <span class="glossaryitem" onmouseover='gp(447);'>AB</span> points back because they didn't take the more expensive talon.   You just pay the base price.   Sorry still getting used to the sometimes this, sometimes that pricing structure. 3 of these guys are minimum XYZ not XYZ  -<span class="glossaryitem" onmouseover='gp(447);'>AB</span> for not having Lastalons.  I did it right the first time, but forgot when I did it this time I saw the unit, then did it wrong this time.  That's not bad, but its also not good. 3 of them with Lastalons though is more than a Repulsor Executioner.  Ouch.  Anyway to continue the comparison 3 of these guys get 18 S7 -1 2D for T5 15W and a 2+  - Again not bad, but I'm not sure it's attractive enough to replace other options.  Perhaps when/if Primaris get a Pod, and you can fit three of them in a pod. But probably not, I think the old marine pod lost the ability to drop <span class="glossaryitem" onmouseover='gp(420);'>TFC</span>'s too. </div></blockquote><br /> Ok, so suppressors each have <i>half</i> the Sicaran's main gun minus rend, etc., etc..  I'd still prefer the assault version mounted on the wicked fast and sweet looking tank. But you do you. And I thought you preferred <i>mobility</i> in your units. ]]></description>
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				<pubDate><![CDATA[Sat, 17 Oct 2020 06:22:28]]> GMT</pubDate>
				<author><![CDATA[ Gadzilla666]]></author>
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				<title>Re:New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d3b020fe81ea1623f0b92b9015c421ab.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/792876/10958170.page"><b>Gadzilla666 wrote:</b></a><br/><br /> Ok, so suppressors each have <i>half</i> the Sicaran's main gun minus rend, etc., etc..  I'd still prefer the assault version mounted on the wicked fast and sweet looking tank. But you do you. And I thought you preferred <i>mobility</i> in your units. </div></blockquote><br /> <br /> I prefer Mobility on my melta units. <br /> <br /> And I said people, not just me.<br /> <br /> <blockquote class="uncited"><div>Which should cause <u>people</u> to go back and look at the Suppressor and decide maybe they can have a stand alone kit now</div></blockquote><br /> <br /> Plus Suppressors are those Vanguard Jump troops.  They have mobility. ]]></description>
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				<pubDate><![CDATA[Sat, 17 Oct 2020 06:37:01]]> GMT</pubDate>
				<author><![CDATA[ Breton]]></author>
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				<title>New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ I think people are still stuck in the 8th way of winning missions and once covid ends and peop,e actually get to get some games in their perceptions of units will change. <br /> <br /> What really stood out to me was that I will definitely be taking at least two infiltrator units every game. The amount of board control they provide can’t be denied. <br /> <br /> Same with Servitors. For 30 points they give us objectives/area denial/scramblers and the like, something sorely missed from marine lists since we are much more expensive now with fewer bodies. ]]></description>
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				<pubDate><![CDATA[Sat, 17 Oct 2020 06:46:42]]> GMT</pubDate>
				<author><![CDATA[ Leth]]></author>
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				<title>Re:New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/792876/10958175.page"><b>Breton wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d3b020fe81ea1623f0b92b9015c421ab.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/792876/10958170.page"><b>Gadzilla666 wrote:</b></a><br/><br /> Ok, so suppressors each have <i>half</i> the Sicaran's main gun minus rend, etc., etc..  I'd still prefer the assault version mounted on the wicked fast and sweet looking tank. But you do you. And I thought you preferred <i>mobility</i> in your units. </div></blockquote><br /> <br /> I prefer Mobility on my melta units. <br /> <br /> And I said people, not just me.<br /> <br /> <blockquote class="uncited"><div>Which should cause <u>people</u> to go back and look at the Suppressor and decide maybe they can have a stand alone kit now</div></blockquote><br /> <br /> Plus Suppressors are those Vanguard Jump troops.  They have mobility. </div></blockquote><br /> Yeah, I know. I thought the passing reference to them was just in reference to where the turret got its guns from. I was comparing the Sicaran to the turret, which your stream of consciousness paragraph was about. Sorry for the confusion. <br /> <br /> And those "jump troops" are almost as goofy looking as the "ATV" (those boots!). <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Sat, 17 Oct 2020 07:06:25]]> GMT</pubDate>
				<author><![CDATA[ Gadzilla666]]></author>
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				<title>Re:New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d3b020fe81ea1623f0b92b9015c421ab.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/792876/10958184.page"><b>Gadzilla666 wrote:</b></a><br/><br /> <br /> Yeah, I know. I thought the passing reference to them was just in reference to where the turret got its guns from. I was comparing the Sicaran to the turret, which your stream of consciousness paragraph was about. Sorry for the confusion. <br /> <br /> And those "jump troops" are almost as goofy looking as the "ATV" (those boots!). <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> </div></blockquote><br /> <br /> Yeah the Sicarran is going to be interesting now that there's "main" book Accelerator Autocannons (and Twins).  Do they conform, stay a seperate same name different stat line,  or do they become "Sicarran Twin Acce..." well you get the idea - STAC's. <br /> <br /> You should see the ETB Inceptors.  I absolutely hate those boots. <br /> <br /> The Sergeant having a freaking SCOPE on his Hip Fired Autocannon is funnier than the bellbottom cowboy booster boots. <br /> <br /> But rules wise they did get a pretty decent fix even with a roughly 20% price bump. or 2% decrease or single point per 3 increase depending on where you get the points costs from and how (Their points costs are all over the board) -  but they fell pretty flat pretty hard on release.  Trading 1 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> for an extra shot, plus getting a boost to their somewhat situational special rule to on hit vs on casualty gives them a niche you can defend taking them from. <br /> <br /> 2 sets of 3 Suppresors are 75% of the cost of 3 Turrets with TAACs.  With some durability issues going both directions.<br /> <br /> If we assume for the sake of argument/hypothesizing the Sicarran conforms instead of staying the same/seperate:  It's a Relic in the Elite slot, Suppressors are in the <span class="glossaryitem" onmouseover='gp(35);'>FA</span> slot, and the Turrets are in the <span class="glossaryitem" onmouseover='gp(57);'>HS</span> slot.   There are probably worse ideas than overdosing on the Accelerator Autocannon.  That'll net you 21 Accelerator Autocannons - 63 S7 -1 2D shots - for about 1100-1200 points plus a bunch of Heavy bolter shots, another 27 or so S5 -1 2D shots,  (Assuming 1 <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> of 3 Turrets - they are kind of expensive) Pack the Troops slot with Assault Intercessors to get your close combat and obsec.  You need a few non Relic Elites to unlock the Sics. Potentially some anti-tank (Combi grav + 2 Heavy Grav Sternguard?) or more close combat.   It's not a bad list and Grav + Rail Guns called Autocannon fit the "theme" you could be going for. It doesn't sound bad at all. ]]></description>
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				<pubDate><![CDATA[Sat, 17 Oct 2020 08:01:49]]> GMT</pubDate>
				<author><![CDATA[ Breton]]></author>
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				<title>New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/531eb33bb2e612b3f713fa0f9197612c.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/792876/10958178.page"><b>Leth wrote:</b></a><br/>I think people are still stuck in the 8th way of winning missions and once covid ends and peop,e actually get to get some games in their perceptions of units will change. <br /> <br /> What really stood out to me was that I will definitely be taking at least two infiltrator units every game. The amount of board control they provide can’t be denied. <br /> <br /> Same with Servitors. For 30 points they give us objectives/area denial/scramblers and the like, something sorely missed from marine lists since we are much more expensive now with fewer bodies. </div></blockquote><br /> \<br /> you figure on 5 or ten man infiltrator squads <span class="glossaryitem" onmouseover='gp(17);'>BTW</span>?]]></description>
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				<pubDate><![CDATA[Sat, 17 Oct 2020 08:26:02]]> GMT</pubDate>
				<author><![CDATA[ BrianDavion]]></author>
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				<title>Re:New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/792876/10958202.page"><b>Breton wrote:</b></a><br/><div style="margin-top:5px; margin-bottom:10px;">
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<blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d3b020fe81ea1623f0b92b9015c421ab.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/792876/10958184.page"><b>Gadzilla666 wrote:</b></a><br/><br /> <br /> Yeah, I know. I thought the passing reference to them was just in reference to where the turret got its guns from. I was comparing the Sicaran to the turret, which your stream of consciousness paragraph was about. Sorry for the confusion. <br /> <br /> And those "jump troops" are almost as goofy looking as the "ATV" (those boots!). <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> </div></blockquote>
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</div><br /> <br /> Yeah the Sicarran is going to be interesting now that there's "main" book Accelerator Autocannons (and Twins).  Do they conform, stay a seperate same name different stat line,  or do they become "Sicarran Twin Acce..." well you get the idea - STAC's. <br /> <br /> You should see the ETB Inceptors.  I absolutely hate those boots. <br /> <br /> The Sergeant having a freaking SCOPE on his Hip Fired Autocannon is funnier than the bellbottom cowboy booster boots. <br /> <br /> But rules wise they did get a pretty decent fix even with a roughly 20% price bump. or 2% decrease or single point per 3 increase depending on where you get the points costs from and how (Their points costs are all over the board) -  but they fell pretty flat pretty hard on release.  Trading 1 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> for an extra shot, plus getting a boost to their somewhat situational special rule to on hit vs on casualty gives them a niche you can defend taking them from. <br /> <br /> 2 sets of 3 Suppresors are 75% of the cost of 3 Turrets with TAACs.  With some durability issues going both directions.<br /> <br /> If we assume for the sake of argument/hypothesizing the Sicarran conforms instead of staying the same/seperate:  It's a Relic in the Elite slot, Suppressors are in the <span class="glossaryitem" onmouseover='gp(35);'>FA</span> slot, and the Turrets are in the <span class="glossaryitem" onmouseover='gp(57);'>HS</span> slot.   There are probably worse ideas than overdosing on the Accelerator Autocannon.  That'll net you 21 Accelerator Autocannons - 63 S7 -1 2D shots - for about 1100-1200 points plus a bunch of Heavy bolter shots, another 27 or so S5 -1 2D shots,  (Assuming 1 <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> of 3 Turrets - they are kind of expensive) Pack the Troops slot with Assault Intercessors to get your close combat and obsec.  You need a few non Relic Elites to unlock the Sics. Potentially some anti-tank (Combi grav + 2 Heavy Grav Sternguard?) or more close combat.   It's not a bad list and Grav + Rail Guns called Autocannon fit the "theme" you could be going for. It doesn't sound bad at all. </div></blockquote><br /> According to CA2020 Sicarans are once again <span class="glossaryitem" onmouseover='gp(57);'>HS</span>, though we'll have to wait for the Compendium to see if that's right. As for the Relic rule: that's not currently a problem for <span class="glossaryitem" onmouseover='gp(22);'>csm</span>, we can have all the Hellforged we want. So they at least got that one right, those things aren't relics for the Legions, they're just the stuff they took with them into The Eye. Of course our only other sources for accelerator cannons are Fellblades, and yeah well, damned CA2018.... <img src="/s/i/a/7ae18ba11c7ba79f6898e876a4b8ba4a.gif" border="0">  <img src="/s/i/a/2d02b2a257db456c87907c8cd3a46cc0.gif" border="0"> <br /> <br /> And no marine should have a scope on their weapon. Their optics are <i>built into their helmets</i>. That's just <span class="glossaryitem" onmouseover='gp(50);'>gw</span> trying to make things look "tacticool". <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Sat, 17 Oct 2020 09:54:50]]> GMT</pubDate>
				<author><![CDATA[ Gadzilla666]]></author>
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			<item>
				<title>New codex, we’ve had a day to digest, what caught your eye?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/792876/10958211.page"><b>BrianDavion wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/531eb33bb2e612b3f713fa0f9197612c.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/792876/10958178.page"><b>Leth wrote:</b></a><br/>I think people are still stuck in the 8th way of winning missions and once covid ends and peop,e actually get to get some games in their perceptions of units will change. <br /> <br /> What really stood out to me was that I will definitely be taking at least two infiltrator units every game. The amount of board control they provide can’t be denied. <br /> <br /> Same with Servitors. For 30 points they give us objectives/area denial/scramblers and the like, something sorely missed from marine lists since we are much more expensive now with fewer bodies. </div></blockquote><br /> \<br /> you figure on 5 or ten man infiltrator squads <span class="glossaryitem" onmouseover='gp(17);'>BTW</span>?</div></blockquote><br /> <br /> They will always be in 5 man units so I don’t see why I would give up the extra sgt and potentially helix upgrade. They are there for area Denial. What is most important for that is more units rather than more bodies. ]]></description>
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				<pubDate><![CDATA[Sat, 17 Oct 2020 11:44:56]]> GMT</pubDate>
				<author><![CDATA[ Leth]]></author>
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