Yeah I dunno, I think it will definitely help for my warhams friends. All we want to do is be space marines, not inquisitors or regular humans.
It won't be a super long campaign... mostly just dungeon crawls.
mugginns on
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NocrenLt Futz, Back in ActionNorth CarolinaRegistered Userregular
edited December 2010
Actually, the preview adventures make it more... Video gamish instead of kill everything everything between points a and b.
It's more set up like old school Rainbow Six with it's list of primary, secondary and thirdtary objective and how achieving each one effects the mission overall.
I also think they set it up for more group dynamics since an Ultramarine probably isn't going to get along too well with a Space Wolf. (Codex deviations and all)
I have played the free rpg day book of Deathwatch and in the game we have kind of played It was being bodyguards for the inquistior as he investagated the imperial guard leadership as they fought the tau
Well what the fuck else are you gonna make a robot tank out of? :P
SJ on
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-Loki-Don't pee in my mouth and tell me it's raining.Registered Userregular
edited December 2010
I'm getting so antsy. I just want my Forgeworld stuff
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Halos Nach TariffCan you blame me?I'm too famous.Registered Userregular
edited December 2010
Apparently I've lost my tape measure and a tub of dice somewhere, ugh, I hate having to borrow other peoples stuff to play.
Played a super close game against some other Nids last night, had it ended on turn 5 I would have won, but it went on to turn 6 and he beat me. His was a dual Tervigon list with the Swarmlord and two Trygon Primes. I made some incredibly awful rolls: a squad of 10 poisoned Genestealers charged a Trygon Prime, you would imagine that that'd be enough to kill most things but no, it just turns around and squashes me. (But he did the same thing later to my Trgon, so I guess it balances.) My Trygon was going for a turn 2 charge against one of his Tervigons, rolled three 1s for his difficult terrain.
His Swarmlord basically stomped up the board killing anything it touched, as you'd expect. Then it managed to live through two turns of Devourer fire and basically win the game for him. Real men of the match were my squad of fifteen Hormagaunts which tore through 4X their points value as they rampaged up the board...
I've seen several rumours kicking about that all Grey Knights will be psychic.
If it's true, DE with the Crucible of Malediction have the potential for hilarity.
I've seen several rumours kicking about that all Grey Knights will be psychic.
If it's true, DE with the Crucible of Malediction have the potential for hilarity.
Downside: you roll 3d6" for the range on it. So you'd really need to charge right into them to make sure.
Also, I just finished drilling holes in the body and wargear for my hekatrix. Going over to a buddy's place soon where the magnets are waiting for me.
2mm works perfect for Dark Eldar arms - you just need to make really sure you get the hole centered.
And now I'm considering magnetizing the trophy rack as well in case I want Phantasm launchers for the squad. :P
I find it funny people steal crown royal liquor at work all the time but leave the bag which was when I was in high school the tres chic dice bag
Your Crown Royal still comes in a bag? Thought they got rid of the bag years ago!
Fun trick for people in need of a dice bag but don't actually want to buy a Crown Royal bottle themselves: Lots of upper-scale bars oft times go through Crown Royal bottles like they're candy, and literally have piles of bags they will gladly hand over if asked. Saves them a trip to a garbage can.
susan on
2010 PAX DM Challenge Grand Champion 2011 PAX Warmachine/Hordes Champion
I just got back from a game against Dark Angels, in which my Tau got to come out and play after a long winter slumber.
I lost but had a great time. The first turn I was tearing it up, which made me feel good. Then, after almost all of my army was destroyed, I had the chance to kill off both of his HQs in a ballsy move. It ended up working, which again made me feel good. I had 250 out of 1500 left when the game ended mercifully, and he had about three times that. I still need to get better at having my crisis suits get charged, though.
Also, is it time? Do we make a new thread? How does that work?
As someone entirely new to this game I've got a rules question or two.
1) I see the internet over complaints about how slow terminator armor is. Does this simply apply to the pursuit rule? Or movement? Consulting both the Main Rulebook and the 5th ed codex yields no info about their movement range so we've just been giving them 6". TL;DR, why do people call terminators slow?
2) Can you shoot into a unit engaged in an assault? Meaning a group of space marines fighting a group of nobz can(not?) be targeted by, say a group of lootas? I think no, but the rulebook is unclear I only know for sure that you can not shoot out of an assault. Because we were unsure last time we just gave the targeted unit a cover save of 4+.
3) The flamers/skorchas kombi weapon/burnas all must make an ap check even though the template hits right? What if you are firing into an opening, does it auto wound or do you check against armor? Also I assume that a scorcha doesn't get the use as a power weapon that burnas do at close range.
4) Finally, do folks play this game at PAX east? I'm thinking of bringing an army.
As someone entirely new to this game I've got a rules question or two.
1) I see the internet over complaints about how slow terminator armor is. Does this simply apply to the pursuit rule? Or movement? Consulting both the Main Rulebook and the 5th ed codex yields no info about their movement range so we've just been giving them 6". TL;DR, why do people call terminators slow?
2) Can you shoot into a unit engaged in an assault? Meaning a group of space marines fighting a group of nobz can(not?) be targeted by, say a group of lootas? I think no, but the rulebook is unclear I only know for sure that you can not shoot out of an assault. Because we were unsure last time we just gave the targeted unit a cover save of 4+.
3) The flamers/skorchas kombi weapon/burnas all must make an ap check even though the template hits right? What if you are firing into an opening, does it auto wound or do you check against armor? Also I assume that a scorcha doesn't get the use as a power weapon that burnas do at close range.
4) Finally, do folks play this game at PAX east? I'm thinking of bringing an army.
1) Termies have a 6'' move and cannot run units down from assault. People call them slow because they dont have jump packs and usually need to be close to do damage. This means buying them a land raider, deepstriking, or running them up the field (usually a bad idea)
2. You cannot shoot any unit in an assault. Unless you have some stupid crazy psychic power which explicitly says so.
3. Not sure what an AP check is. For template weapons, you place the template starting at the gun and see how many enemy models it covers (you must place the template so it does not cover any of your models). Each model partially or wholly covered is a hit. You then roll to wound as normal and the enemy unit may make saves as normal (unless the AP of the weapon is equal to or less than their armor save)
edit: Welcome to the community! Death to the false emperor!
As someone entirely new to this game I've got a rules question or two.
1) I see the internet over complaints about how slow terminator armor is. Does this simply apply to the pursuit rule? Or movement? Consulting both the Main Rulebook and the 5th ed codex yields no info about their movement range so we've just been giving them 6". TL;DR, why do people call terminators slow?
2) Can you shoot into a unit engaged in an assault? Meaning a group of space marines fighting a group of nobz can(not?) be targeted by, say a group of lootas? I think no, but the rulebook is unclear I only know for sure that you can not shoot out of an assault. Because we were unsure last time we just gave the targeted unit a cover save of 4+.
3) The flamers/skorchas kombi weapon/burnas all must make an ap check even though the template hits right? What if you are firing into an opening, does it auto wound or do you check against armor? Also I assume that a scorcha doesn't get the use as a power weapon that burnas do at close range.
4) Finally, do folks play this game at PAX east? I'm thinking of bringing an army.
1) Because they move like regular infantry, 6" at a time. If you didn't give them a transport they're likely never going to make it into combat, and even if they do make the first combat, they are often too far away from another unit afterwards.
2) You can never target any unit in close combat. The only way that shooting might hit a unit in combat is if a blast template scatters onto a unit in close combat.
3) I'm unsure what you mean by an AP check? Template weapons auto-hits the number of models under the template, so you then roll strength vs toughness to see if it wounds for all of those hits. If it wounds, the hit player allocates wounds to models. If the model's armor value is lower than the AP value of the weapon they can then roll to save the wound, otherwise the model is removed as killed.
That might just be because compared to 40k Warmachine is a much tighter, better written, better balanced game that encourages much more tactical thought and PP is pretty much like GW was back in the early 90s when they were friendly and nice and not huge dicks.
I mean I love 40k and all but Warmachine is a superior game if you want a well balanced, highly competetive game with airtight rules.
Posts
It won't be a super long campaign... mostly just dungeon crawls.
It's more set up like old school Rainbow Six with it's list of primary, secondary and thirdtary objective and how achieving each one effects the mission overall.
I also think they set it up for more group dynamics since an Ultramarine probably isn't going to get along too well with a Space Wolf. (Codex deviations and all)
"Oh what a day, what a LOVELY DAY!"
Played a super close game against some other Nids last night, had it ended on turn 5 I would have won, but it went on to turn 6 and he beat me. His was a dual Tervigon list with the Swarmlord and two Trygon Primes. I made some incredibly awful rolls: a squad of 10 poisoned Genestealers charged a Trygon Prime, you would imagine that that'd be enough to kill most things but no, it just turns around and squashes me. (But he did the same thing later to my Trgon, so I guess it balances.) My Trygon was going for a turn 2 charge against one of his Tervigons, rolled three 1s for his difficult terrain.
His Swarmlord basically stomped up the board killing anything it touched, as you'd expect. Then it managed to live through two turns of Devourer fire and basically win the game for him. Real men of the match were my squad of fifteen Hormagaunts which tore through 4X their points value as they rampaged up the board...
Personally, I prefer games which can go either way like that. Even if I lose!
The best games are the ones where it comes down to that one die roll!
I Spent 90% of my Money on Women and Warhammer. The Rest I Wasted.
If it's true, DE with the Crucible of Malediction have the potential for hilarity.
I find it funny people steal crown royal liquor at work all the time but leave the bag which was when I was in high school the tres chic dice bag
I still have the bag I made in 9th grade and the wallet I made that year out of leather
Downside: you roll 3d6" for the range on it. So you'd really need to charge right into them to make sure.
Also, I just finished drilling holes in the body and wargear for my hekatrix. Going over to a buddy's place soon where the magnets are waiting for me.
2mm works perfect for Dark Eldar arms - you just need to make really sure you get the hole centered.
And now I'm considering magnetizing the trophy rack as well in case I want Phantasm launchers for the squad. :P
Your Crown Royal still comes in a bag? Thought they got rid of the bag years ago!
I Spent 90% of my Money on Women and Warhammer. The Rest I Wasted.
Fun trick for people in need of a dice bag but don't actually want to buy a Crown Royal bottle themselves: Lots of upper-scale bars oft times go through Crown Royal bottles like they're candy, and literally have piles of bags they will gladly hand over if asked. Saves them a trip to a garbage can.
2011 PAX Warmachine/Hordes Champion
I lost but had a great time. The first turn I was tearing it up, which made me feel good. Then, after almost all of my army was destroyed, I had the chance to kill off both of his HQs in a ballsy move. It ended up working, which again made me feel good. I had 250 out of 1500 left when the game ended mercifully, and he had about three times that. I still need to get better at having my crisis suits get charged, though.
Also, is it time? Do we make a new thread? How does that work?
1) I see the internet over complaints about how slow terminator armor is. Does this simply apply to the pursuit rule? Or movement? Consulting both the Main Rulebook and the 5th ed codex yields no info about their movement range so we've just been giving them 6". TL;DR, why do people call terminators slow?
2) Can you shoot into a unit engaged in an assault? Meaning a group of space marines fighting a group of nobz can(not?) be targeted by, say a group of lootas? I think no, but the rulebook is unclear I only know for sure that you can not shoot out of an assault. Because we were unsure last time we just gave the targeted unit a cover save of 4+.
3) The flamers/skorchas kombi weapon/burnas all must make an ap check even though the template hits right? What if you are firing into an opening, does it auto wound or do you check against armor? Also I assume that a scorcha doesn't get the use as a power weapon that burnas do at close range.
4) Finally, do folks play this game at PAX east? I'm thinking of bringing an army.
buy warhams
1) Termies have a 6'' move and cannot run units down from assault. People call them slow because they dont have jump packs and usually need to be close to do damage. This means buying them a land raider, deepstriking, or running them up the field (usually a bad idea)
2. You cannot shoot any unit in an assault. Unless you have some stupid crazy psychic power which explicitly says so.
3. Not sure what an AP check is. For template weapons, you place the template starting at the gun and see how many enemy models it covers (you must place the template so it does not cover any of your models). Each model partially or wholly covered is a hit. You then roll to wound as normal and the enemy unit may make saves as normal (unless the AP of the weapon is equal to or less than their armor save)
edit: Welcome to the community! Death to the false emperor!
1) Because they move like regular infantry, 6" at a time. If you didn't give them a transport they're likely never going to make it into combat, and even if they do make the first combat, they are often too far away from another unit afterwards.
2) You can never target any unit in close combat. The only way that shooting might hit a unit in combat is if a blast template scatters onto a unit in close combat.
3) I'm unsure what you mean by an AP check? Template weapons auto-hits the number of models under the template, so you then roll strength vs toughness to see if it wounds for all of those hits. If it wounds, the hit player allocates wounds to models. If the model's armor value is lower than the AP value of the weapon they can then roll to save the wound, otherwise the model is removed as killed.
I mean I love 40k and all but Warmachine is a superior game if you want a well balanced, highly competetive game with airtight rules.
Also, I have new toys!
Thanks Eldercat!