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[WH40K] 8th ed Incoming! New Profiles, new rules new stats quo.

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    DelduwathDelduwath Registered User regular
    Picked that up, as I've been meaning to check those books out for a while.

    Now I just need some guidance on which of those books are good, and which shouldn't be read under any circumstances.

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    Dr_KeenbeanDr_Keenbean Dumb as a butt Planet Express ShipRegistered User regular
    Read books 1-4 first.

    Read a synopsis of Descent of Angels, it's awful. Battle for the Abyss is also pretty bad. Mechanicum is a bit dull, but serviceable.

    Legion and Prospero Burns are personal favorites of mine.

    Everything else is decent-good.

    PSN/NNID/Steam: Dr_Keenbean
    3DS: 1650-8480-6786
    Switch: SW-0653-8208-4705
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    DelduwathDelduwath Registered User regular
    Thank you!

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    valhalla130valhalla130 13 Dark Shield Perceives the GodsRegistered User regular
    edited March 2017
    And I liked the three you said were bad, Keen.

    valhalla130 on
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    Dr_KeenbeanDr_Keenbean Dumb as a butt Planet Express ShipRegistered User regular
    And I liked the three you said were bad, Keen.

    I thought my issue with Descent of Angels might have had something to do with it not being what I was expecting but then Prospero Burns was nothing like what I was expecting and I loved it so who knows. The direct sequel, Fallen Angels, is goddamn excellent though.

    I didn't say Mechanicum was bad, it just didn't interest me. It should definitely be read.

    PSN/NNID/Steam: Dr_Keenbean
    3DS: 1650-8480-6786
    Switch: SW-0653-8208-4705
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    NastrondNastrond Registered User regular
    Holy crap are Harlequins expensive in Shadow war.

    They are capped at 6 dudes maximum... and cheapest legal list of 6 models comes to 975 out of your1,000 points and that is just with everyone carrying a knife and that is it for weapons. Can't even get in the door for less than 575 points for the minimum of 3 guys.

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    McGibsMcGibs TorontoRegistered User regular
    edited March 2017
    soruce?
    3 harlies vs 10 guardsmen sounds friggin awesome. Skermish necro-killteam is exactly the sort of environment harlies should be perfect for.

    McGibs on
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    BrainleechBrainleech 機知に富んだコメントはここにあります Registered User regular
    Nastrond wrote: »
    Holy crap are Harlequins expensive in Shadow war.

    They are capped at 6 dudes maximum... and cheapest legal list of 6 models comes to 975 out of your1,000 points and that is just with everyone carrying a knife and that is it for weapons. Can't even get in the door for less than 575 points for the minimum of 3 guys.

    Like the Sypres of old

    I thought the Sypres or how ever you spell it were neat but could get crub stomped if they ran into a better gang early in their career
    I barely saw them because how tiny the gang you could build was and it was really reliant on not losing people

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    NastrondNastrond Registered User regular
    edited March 2017
    Local store got in their copy of Shadow War today, so people were looking at the rules to see what they wanted to play. Ordered a box of Harlequins and snapped some pics of the rules so I could do the math for how I want to build them.

    IIRC Imperial guard dudes are 50 points for recruits, and 60 points for basic dudes, so hitting 10 guys and then having points to buy weapons seems pretty possible. Cool thing is that Cadians, Steel Legion, and Catchans all have different skill advancement table options to make them feel different. Same for Orcs (Blood Axes vs Def Skulls, etc) or Marine Legions.

    Harlequins definitely seem like they won't be close to that model cap. If you take a Solitaire special character for a mission, it is literally the only model you get for that mission (of course it can charge models 20 inches away ignoring rough terrain, has WS 9 and 6x attack dice and anything beat down in close combat goes straight to disabled, no getting back up during recovery phase...). So it seems like the surgeon faction.

    Also, Dark Eldar Wych recruits are called debutantes. 100% proof right there Shadow War is great.

    edit: Ah ha! Their flip belts mean they never take falling damage. Xcom roof assault abuse faction spotted.

    Nastrond on
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    honoverehonovere Registered User regular
    edited March 2017
    Looks like the initally available gang rosters for Shadow War only include models that are available in plastic. For example Eldar get Guardians and Dire Avengers but no Rangers or other aspect warriors but on the other hand their specials include fucking Wraithguard and Autarchs.

    honovere on
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    ExtreaminatusExtreaminatus Go forth and amplify, the Noise Marines are here!Registered User regular
    Delduwath wrote: »
    Picked that up, as I've been meaning to check those books out for a while.

    Now I just need some guidance on which of those books are good, and which shouldn't be read under any circumstances.

    I can highly recommend The First Heretic. It's what cemented my choice of Word Bearers for my 30k army over Emperor's Children (in addition to being goddamn tired of painting purple).

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    Redcoat-13Redcoat-13 Registered User regular
    honovere wrote: »
    Looks like the initally available gang rosters for Shadow War only include models that are available in plastic. For example Eldar get Guardians and Dire Avengers but no Rangers or other aspect warriors but on the other hand their specials include fucking Wraithguard and Autarchs.

    Where are you getting this info from? I wouldn't mind seeing what actually can go into a gang, and what ends up being a "special" so as to help determine what gang I can for.

    Also, are the specials permanent gang members, or do they turn up for one game and then leave at the end and can't level up with skills / abilities / stats like the rest of your gang (I'm assuming they are taking the progression system from Necromunda)?

    PSN Fleety2009
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    daveNYCdaveNYC Why universe hate Waspinator? Registered User regular
    The $15 dollar deal is worth it just if it only came with The First Heretic and A Thousand Sons, with the other stuff at that level and below being a nice bonus. The $1 deal is a complete steal. The Flight of the Eisenstein is the only weak one in the bunch, and it's not even that weak. The middle level where you're paying for Mechanicum, Descent of Angels, and Battle for the Abyss isn't that great an upsell.

    Shut up, Mr. Burton! You were not brought upon this world to get it!
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    honoverehonovere Registered User regular
    edited March 2017
    Redcoat-13 wrote: »
    honovere wrote: »
    Looks like the initally available gang rosters for Shadow War only include models that are available in plastic. For example Eldar get Guardians and Dire Avengers but no Rangers or other aspect warriors but on the other hand their specials include fucking Wraithguard and Autarchs.

    Where are you getting this info from? I wouldn't mind seeing what actually can go into a gang, and what ends up being a "special" so as to help determine what gang I can for.

    Also, are the specials permanent gang members, or do they turn up for one game and then leave at the end and can't level up with skills / abilities / stats like the rest of your gang (I'm assuming they are taking the progression system from Necromunda)?

    Mostly from the adepticon thread on Dakka.

    Also from the:

    Progression system seems to be very simplified. Xp is just per games taken part in, stat increases are capped at +1 per stat, injury table only a d6 roll.

    Ammo roll is now 1 roll on a combined 2d6.

    honovere on
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    frayfray Registered User regular
    edited March 2017
    Are Graham McNeil's Mars books any good? As much as I love the 40k universe I haven't read many of the novels, apart from Dan Abnett's inquisition series, but I love the ad mech so I'm thinking about picking those up.

    fray on
    "I told you," said Ford. "Eddies in the space-time continuum."
    "And this is his sofa, is it?" said Arthur.
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    DarkewolfeDarkewolfe Registered User regular
    honovere wrote: »
    Redcoat-13 wrote: »
    honovere wrote: »
    Looks like the initally available gang rosters for Shadow War only include models that are available in plastic. For example Eldar get Guardians and Dire Avengers but no Rangers or other aspect warriors but on the other hand their specials include fucking Wraithguard and Autarchs.

    Where are you getting this info from? I wouldn't mind seeing what actually can go into a gang, and what ends up being a "special" so as to help determine what gang I can for.

    Also, are the specials permanent gang members, or do they turn up for one game and then leave at the end and can't level up with skills / abilities / stats like the rest of your gang (I'm assuming they are taking the progression system from Necromunda)?

    Mostly from the adepticon thread on Dakka.

    Also from the:

    Progression system seems to be very simplified. Xp is just per games taken part in, stat increases are capped at +1 per stat, injury table only a d6 roll.

    Ammo roll is now 1 roll on a combined 2d6.

    An oversimplified progression system would take some of the thrill away.

    What is this I don't even.
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    BurnageBurnage Registered User regular
    Darkewolfe wrote: »
    honovere wrote: »
    Redcoat-13 wrote: »
    honovere wrote: »
    Looks like the initally available gang rosters for Shadow War only include models that are available in plastic. For example Eldar get Guardians and Dire Avengers but no Rangers or other aspect warriors but on the other hand their specials include fucking Wraithguard and Autarchs.

    Where are you getting this info from? I wouldn't mind seeing what actually can go into a gang, and what ends up being a "special" so as to help determine what gang I can for.

    Also, are the specials permanent gang members, or do they turn up for one game and then leave at the end and can't level up with skills / abilities / stats like the rest of your gang (I'm assuming they are taking the progression system from Necromunda)?

    Mostly from the adepticon thread on Dakka.

    Also from the:

    Progression system seems to be very simplified. Xp is just per games taken part in, stat increases are capped at +1 per stat, injury table only a d6 roll.

    Ammo roll is now 1 roll on a combined 2d6.

    An oversimplified progression system would take some of the thrill away.

    I'm hearing that it's pretty easy to port the original progression system over, on the plus side.

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    Redcoat-13Redcoat-13 Registered User regular
    honovere wrote: »
    Redcoat-13 wrote: »
    honovere wrote: »
    Looks like the initally available gang rosters for Shadow War only include models that are available in plastic. For example Eldar get Guardians and Dire Avengers but no Rangers or other aspect warriors but on the other hand their specials include fucking Wraithguard and Autarchs.

    Where are you getting this info from? I wouldn't mind seeing what actually can go into a gang, and what ends up being a "special" so as to help determine what gang I can for.

    Also, are the specials permanent gang members, or do they turn up for one game and then leave at the end and can't level up with skills / abilities / stats like the rest of your gang (I'm assuming they are taking the progression system from Necromunda)?

    Mostly from the adepticon thread on Dakka.

    Also from the:

    Progression system seems to be very simplified. Xp is just per games taken part in, stat increases are capped at +1 per stat, injury table only a d6 roll.

    Ammo roll is now 1 roll on a combined 2d6.

    To be honest, my enthusiasm has now taken a bit of a hit if the progression system is limited, as well as the injury table. Capping stat increases on all stats? I seem to remember Toughness capped at 4 back in the day, but I loved my Cawdar Youth who made it to WS 6 and could run / charge a silly distance (he was stuck on BS 2).

    Capping all of the stats seems like it limits the potential narrative you could get as you level someone up.

    I guess things like Territories / Looking for loot have gone as well; what a shame.

    PSN Fleety2009
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    honoverehonovere Registered User regular
    I think the aim of a campaign is collecting promethium cashes and you can spend those, too, to hire specials.

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    NastrondNastrond Registered User regular
    Redcoat-13 wrote: »
    honovere wrote: »
    Looks like the initally available gang rosters for Shadow War only include models that are available in plastic. For example Eldar get Guardians and Dire Avengers but no Rangers or other aspect warriors but on the other hand their specials include fucking Wraithguard and Autarchs.

    Where are you getting this info from? I wouldn't mind seeing what actually can go into a gang, and what ends up being a "special" so as to help determine what gang I can for.

    Also, are the specials permanent gang members, or do they turn up for one game and then leave at the end and can't level up with skills / abilities / stats like the rest of your gang (I'm assuming they are taking the progression system from Necromunda)?

    The way it works is that plastic base troops make up your entire permanent team. Anything else is a dude that shows up for one game if you pay a unit of currency.

    I didn't look too close at the core rule book, but my understanding was that if a dude survives 3 missions they a roll on one of several d6 skill charts, and the charts they can roll on are dictated by their station stat (leader, trooper, specialist, recruit) and any subtyping the kill team has (i.e. Cadian).

    Kill team comp is one and only one leader, up to two specialists (except Imperial Guard who get 3 as a core rule... still GW writing the rules after all...), as many troops as you want, and no more than half your squad as recruits. Each faction has a minimum and maximum number of models in the team, and any exceptions that override the core rules (this is the place where everyone who isn't Imperial Guard can get altered specialist counts). Standard numbers are usually 3 models min and 10 models max.

    Skitarii and Genestealer Cult are fully out on the internet.

    From memory:

    Orcs can have up to 20 dudes

    There is a separate kill team that I think is entirely Tyranid Warriors.

    Tau Kill team are made up of pathfinders and up to 3 drones IIRC. Drones have 3x different configurations.

    I believe that Chaos are lead by an aspiring champ in power armor, a I think then the rest are cultists. IIRC there is a rule about recruits not being promotable to troopers.

    Grey Knights are 3-5 models, all have power armor and storm bolters, and are all psychic.

    Eldar are lead by a dire avenger, have dire avenger specalists, and guardian troops and recruits IIRC.

    Space Marines get scouts only. No dudes in power armor. There are marks + undivided, and IIRC it applies to the entire kill team but I could be wrong on that.

    Dark Eldar get Wyches only I believe.

    I really don't remember what Necrons got. I want to say they are lead by an immortal, and then have regular dudes but that could be a total lie.

    No Sisters of battle.

    Harlequins are 3-6 dudes, all pulled from the troop box. Expensive as hell. All Harlequins are -2 to hit when they run instead of -1, cause fear, +4 invulnerable saves, and treat ALL terrain as open while moving but can't stop on impassable terrain (I think this means they can move over buildings since the terrain rules state high walls are treated as impassable terrain). By default all they get is a knife, but they can all buy shruiken pistols (sustained fire 1, so d3 shots at target or models within 4" IIRC), the leader and specalists (both BS 5) can buy neuro disruptor (wounds on 2+ and no armor save allowed) and fusion pistols (str 8, d6 wounds, -5 armor mod). All can get prismatic grenades that are S4 small blast that inflict -1 WS and BS for a turn. Can buy swords, monosword (-2 arm mod), kiss (on a 6 to wound does d3 wounds and -6 armor mod). Leader and specalists can have power sword, caress that wounds on a 4+ and -1 arm mod, or embrace that is +3 str on the charge. Only other wargear option is a photovisor which I think adds +1 iniative for detection range, but might have that wrong. They don't really have a lot of options for war gear compared to a lot of the other lists. Special character options (the guys who show up for one game) are Solitare, Shadowseer, and Death Jester.

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    Redcoat-13Redcoat-13 Registered User regular
    Nastrond wrote: »
    Redcoat-13 wrote: »
    honovere wrote: »
    Looks like the initally available gang rosters for Shadow War only include models that are available in plastic. For example Eldar get Guardians and Dire Avengers but no Rangers or other aspect warriors but on the other hand their specials include fucking Wraithguard and Autarchs.

    Where are you getting this info from? I wouldn't mind seeing what actually can go into a gang, and what ends up being a "special" so as to help determine what gang I can for.

    Also, are the specials permanent gang members, or do they turn up for one game and then leave at the end and can't level up with skills / abilities / stats like the rest of your gang (I'm assuming they are taking the progression system from Necromunda)?

    The way it works is that plastic base troops make up your entire permanent team. Anything else is a dude that shows up for one game if you pay a unit of currency.

    I didn't look too close at the core rule book, but my understanding was that if a dude survives 3 missions they a roll on one of several d6 skill charts, and the charts they can roll on are dictated by their station stat (leader, trooper, specialist, recruit) and any subtyping the kill team has (i.e. Cadian).

    Kill team comp is one and only one leader, up to two specialists (except Imperial Guard who get 3 as a core rule... still GW writing the rules after all...), as many troops as you want, and no more than half your squad as recruits. Each faction has a minimum and maximum number of models in the team, and any exceptions that override the core rules (this is the place where everyone who isn't Imperial Guard can get altered specialist counts). Standard numbers are usually 3 models min and 10 models max.

    Skitarii and Genestealer Cult are fully out on the internet.

    From memory:

    Orcs can have up to 20 dudes

    There is a separate kill team that I think is entirely Tyranid Warriors.

    Tau Kill team are made up of pathfinders and up to 3 drones IIRC. Drones have 3x different configurations.

    I believe that Chaos are lead by an aspiring champ in power armor, a I think then the rest are cultists. IIRC there is a rule about recruits not being promotable to troopers.

    Grey Knights are 3-5 models, all have power armor and storm bolters, and are all psychic.

    Eldar are lead by a dire avenger, have dire avenger specalists, and guardian troops and recruits IIRC.

    Space Marines get scouts only. No dudes in power armor. There are marks + undivided, and IIRC it applies to the entire kill team but I could be wrong on that.

    Dark Eldar get Wyches only I believe.

    I really don't remember what Necrons got. I want to say they are lead by an immortal, and then have regular dudes but that could be a total lie.

    No Sisters of battle.

    Harlequins are 3-6 dudes, all pulled from the troop box. Expensive as hell. All Harlequins are -2 to hit when they run instead of -1, cause fear, +4 invulnerable saves, and treat ALL terrain as open while moving but can't stop on impassable terrain (I think this means they can move over buildings since the terrain rules state high walls are treated as impassable terrain). By default all they get is a knife, but they can all buy shruiken pistols (sustained fire 1, so d3 shots at target or models within 4" IIRC), the leader and specalists (both BS 5) can buy neuro disruptor (wounds on 2+ and no armor save allowed) and fusion pistols (str 8, d6 wounds, -5 armor mod). All can get prismatic grenades that are S4 small blast that inflict -1 WS and BS for a turn. Can buy swords, monosword (-2 arm mod), kiss (on a 6 to wound does d3 wounds and -6 armor mod). Leader and specalists can have power sword, caress that wounds on a 4+ and -1 arm mod, or embrace that is +3 str on the charge. Only other wargear option is a photovisor which I think adds +1 iniative for detection range, but might have that wrong. They don't really have a lot of options for war gear compared to a lot of the other lists. Special character options (the guys who show up for one game) are Solitare, Shadowseer, and Death Jester.

    Thanks for typing that all out; very much appreciated.

    PSN Fleety2009
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    valhalla130valhalla130 13 Dark Shield Perceives the GodsRegistered User regular
    daveNYC wrote: »
    The $15 dollar deal is worth it just if it only came with The First Heretic and A Thousand Sons, with the other stuff at that level and below being a nice bonus. The $1 deal is a complete steal. The Flight of the Eisenstein is the only weak one in the bunch, and it's not even that weak. The middle level where you're paying for Mechanicum, Descent of Angels, and Battle for the Abyss isn't that great an upsell.

    I've been meaning to replace all my old paper copies of these with ebooks, so this is the time.

    asxcjbppb2eo.jpg
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    NastrondNastrond Registered User regular
    Shop owner sent me the advancement rules:

    Basically after each mission roll to see if any models that were taken out are hurt or fine.

    Gain 1 cache if you lost or tied, and d3 if you won. (first team to 15+ caches and then wins their next game without dropping below 15 caches wins the campaign)

    Then select one non-recruit that was on the mission and not taken out to advance.

    Advancement is on a 2d6 table, with 5-9 gaining a skill, and the other results gaining a stat point. A given stat can only be advanced one time total.

    If your leader died, you must promote a replacement that retains all their stats.

    Then your leader did not die, then you can either do a recruit option or a buy equipment option.

    If you recruit you can buy recruits (plus starting equipment) up to 100 points worth. It appears that if you lose your original leader you are semi-boned if you play a faction with cool leaders as there appears no way to get another model with the leader statblock, but I could be missing something.

    If you buy equipment you may buy up to 100 points worth of equipment.

    You may spend one and only one cache to add 100 points to your recruit or buy option.

    You may then trade equipment between members at this point, except equipment belonging to a new recruit (i.e. you have to wait one mission to trade that gear).

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    TraceofToxinTraceofToxin King Nothing Registered User regular
    edited March 2017
    Getting ready to go through and list a bunch of 40k for sale, if anyone is looking for SM, FW mechanicum, GSC, DW, let me know. Also have a third party skaven BB team that's pretty neat.

    TraceofToxin on
    Everyday I wake up is the worst day of my life.
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    honoverehonovere Registered User regular
    edited March 2017
    The complete gang rules are leaking and skimming the Eldar pages I'm already a bit confused.

    The Avenger catapult cost 5 credits more than the Guardian catapult. You get a whopping 2 inch range increase but lose the +1 to it modifier for short range. Why would I want the Avenger catapult?

    Potentially funny bit: Guardians that level up turn into Avengers. Might that lead to Avengers with heavy weapon platforms?
    edit: nope, that doesn't apply to specialists.

    honovere on
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    Redcoat-13Redcoat-13 Registered User regular
    honovere wrote: »
    The complete gang rules are leaking and skimming the Eldar pages I'm already a bit confused.

    The Avenger catapult cost 5 credits more than the Guardian catapult. You get a whopping 2 inch range increase but lose the +1 to it modifier for short range. Why would I want the Avenger catapult?

    Potentially funny bit: Guardians that level up turn into Avengers. Might that lead to Avengers with heavy weapon platforms?

    Catapult range is pretty small to begin with, so any range increase is fairly significant. I guess that's the trade-off.

    I would also guess that maybe that +1 at 9 inches would be a little too powerful; movement 4, thus charge 8 for a lot of stuff and maybe someone thought getting 2 shots off at close range would be a little too much? Maybe there's a Skill (I wasn't able to find any screenshots of the skill tables) that would "break" things? (I doubt it's any of these things).

    The weapon is also listed as having Sustained Fire; I know what that used to mean in 2nd edition, but I've no idea if it uses the same mechanic.

    PSN Fleety2009
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    honoverehonovere Registered User regular
    Multiple shots are only available through sustained fire. I think d3.

    The proofreading seems to be really bad in this. Seeing several things already that make no sense.
    Genestealer cult specialist for 10 credits.
    Wytchcult 10 credit chainhook available for every model having a -3 armour save modifier in addition to not allowing parry.
    Other misspellings.

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    BurnageBurnage Registered User regular
    I think the chainhook might be half-priced into the Wyches already, all their upgrade options are fairly cheap and they seem to be intended to be the terrifying melee faction.

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    honoverehonovere Registered User regular
    edited March 2017
    But it's only 5 credits more expensive than a second knive and 40 credits less than a power sword for the Siren.

    honovere on
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    BurnageBurnage Registered User regular
    honovere wrote: »
    But it's only 5 credits more expensive than a second knive and 40 credits less than a power sword for the Siren.

    40 credits for +1 strength doesn't seem unreasonable to me.

    The chainhook being 5 credits more than a knife might make more sense depending on the exact rules for dual wielding? If you need two of the same weapon to benefit, then you're basically choosing between 2 attacks or 1 attack with a -3 save modifier. I'm kind of hoping it's something more than "you don't get that many chainhooks in a box of Wyches so we assumed they wouldn't be put on every one".

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    McGibsMcGibs TorontoRegistered User regular
    edited March 2017
    If you get 100 freebee points to spend on new gear between every mission, 40 credits seems perfectly reasonable and not that big a deal.

    McGibs on
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    honoverehonovere Registered User regular
    edited March 2017
    Another Eldar kill team tidbit: Finally in game use for the blade that comes with the Avenger kit that can be mounted at the back of the armour instead of the optics thingy.

    Also weapon platforms are real sneaky as they can't be targeted but you draw line of sight from the platform when shooting with it. The Guardian themself can just sit behind a wall and out of sight.

    honovere on
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    McGibsMcGibs TorontoRegistered User regular
    edited March 2017
    I just remembered I have two dozen of these awesome kromlech kreig-orks collecting dust!
    Squad5_zps3cb6ad27.jpg
    Gunna make a dead shooty killteam!

    McGibs on
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    Dr_KeenbeanDr_Keenbean Dumb as a butt Planet Express ShipRegistered User regular
    PSN/NNID/Steam: Dr_Keenbean
    3DS: 1650-8480-6786
    Switch: SW-0653-8208-4705
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    InquisitorInquisitor Registered User regular
    What the fucking fuck?

    Why is the Tyranid list only Warriors for your basic troops?

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    McGibsMcGibs TorontoRegistered User regular
    Hah, CSM as troops. Suck it loyalists!

    website_header.jpg
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    KoregKoreg Registered User regular
    Anyone have rules for the main game? How do I get specialists? What are short/long range?

    If, if Reagan played disco He'd shoot it to shit You can't disco in Jackboots
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    LanlaornLanlaorn Registered User regular
    Grey Knights are in there, too, and as much as I would love the idea of 3 of my boys taking out a large enemy team in a skirmish level game... unless I'm missing something I don't think that will ever happen. The math is just against them, they cost too much and T4, 3+ just isn't tough enough of a defensive bonus to survive.

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    NastrondNastrond Registered User regular
    I think the general intent is to make it playable with one box of troops. As in buy one thing and you are into the game.

    Plus people will have a hard time building something that truly deforms the the intent of the list building rules if they have somewhat limited options, while still having enough options to inspire conversions. GW games are not fair, but at least new players starting with kill team can be spared from toxic experiences resulting from deformed lists.

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    NastrondNastrond Registered User regular
    I think the intent is to play on tables with terrain, like Malifaux and Infinity, where you can't really stand there and shoot at each other.

    Math takes a massive backseat to tactics in those games due to good tactics dictating of math even happens or not.

This discussion has been closed.