I was a lookin through the new SM Codex, and I came across a peculiar puzzle. BEsides killing the crew, how do you destroy a Thunderfire Cannon? It makes reference to this in the Thunderfire Cannon unit description, saying the Techmarine cannot use his special rules until the Cannon is destroyed, but there are no statistics listed for it besides the Techmarines.
Pg. 55 under Artillery, first heading "The Unit"
"The gun models are treated as vehicles with an Armor Rating of 10 (See the vehicles section). Any glancing or penetrating hit will destroy a gun - do not roll on the vehicles damage table, the gun model is simply removed"
Thunderfire Cannon gets less and less cool, eh? :P
SJ doesn't want 2 Sternguard boxes so that the models are in different poses and don't all look the same. but, it doesn't matter cause they'd be more suited for Vanguard and not Sternguard
I think the vanguard look a lot better than the DC
Ok, you hate the DC models... I get it. I was just trying to offer SJ additional options.
Nax on
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SJ doesn't want 2 Sternguard boxes so that the models are in different poses and don't all look the same. but, it doesn't matter cause they'd be more suited for Vanguard and not Sternguard
I think the vanguard look a lot better than the DC
Ok, you hate the DC models... I get it. I was just trying to offer SJ additional options.[/QUOTE]
I don't hate DC they look awesome but I think that Vanguard look just as good (as do DC) but in terms of practicality for vanilla chapters Vanguard and Assault Marines take the cake.
Conceptually, this is how it works. It outputs the individual rolls down below, so you see what rolled what. You can toggle which fields you want to 'grab' and put in the 'dice to roll' box up at the top by tapping the individual numbers - for example, right now, if we hit that button, it would put 7 where that 19 is. However, if we hit the field below '3's' first, it'd turn green instead of red, and then it'd replace the 19 up top with an 11, instead of a 7. This way, you can isolate the saves you want.
The reroll is done before the numbers at the bottom are shown. I figured what they were beforehand would be irrelevant 90% of the time.
I added a D3 button on the quick bar
Does this about cover everything?
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Mr_Rose83 Blue Ridge Protects the HolyRegistered Userregular
edited January 2009
You might want to check the filter maths there - 1+5+2 is not 7 and 4+3+4 isn't 12 either. However 1+5+2+4+3+3 does equal 7+12.
Of course it could just be a concept drawing, so meh.
tRaslin burna boyz are not considered very good mostly due to not having a dedicated transport option and thus being mostly killed before they get close to the enemy. If you run them in a looted wagon they should do fine. I dunno about 'ard case though, you'd want to keep it open topped so you can get them stuck in asap
Ohh wow, I had never even read about open topped vehicles that transport(always assumed it was basically a way to make something weaker by giving +1 on damage table). Now that I know about the benefits, I'll definitely keep it open topped.
Now, then, I'm thinking a red paint job, armour plates, and a single big shoota(to prevent armament destroyed making it immobilized). 55 points feels expensive though, for an ork transport.
And so on and so forth. But they shouldn't be too customizable, they're working from STC's after all
I would love for there to be an option for
--Reinforced Hull: +-- Adds +1 to side and rear armor.
Kind of like the Demolisher's stats, but accessible across all Leman Russes. Having your Leman Russ blow up because a god damn bolt PISTOL can penetrate the rear armor is beyond ridiculous.
I want to get at least the general dice rolling part done by tomorrow so that I can use it for my apocalypse game too :P
Considering I only have 37 models in my Apoc list I'm not to worried. This thing could have really been useful last apoc game when I fielded the 300 conscripts.:winky:
Rolling three + bricks of dice per platoon was both scarry and awesome at the same time.
Rolling three + bricks of dice per platoon is the reason apocalypse games take forever and are exhausting and stop being fun towards the end, at least as far as outcome determination goes. :P
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Gabriel_Pitt(effective against Russian warships)Registered Userregular
And so on and so forth. But they shouldn't be too customizable, they're working from STC's after all
I would love for there to be an option for
--Reinforced Hull: +-- Adds +1 to side and rear armor.
Kind of like the Demolisher's stats, but accessible across all Leman Russes. Having your Leman Russ blow up because a god damn bolt PISTOL can penetrate the rear armor is beyond ridiculous.
I don't see anything at all ridiculous about a tank going up because someone fired into its engine with a handheld minature grenade launcher.:P
*edit* especially since in this edition, the worst that can happen is immobilization.
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Librarian's ghostLibrarian, Ghostbuster, and TimSporkRegistered Userregular
Rolling three + bricks of dice per platoon is the reason apocalypse games take forever and are exhausting and stop being fun towards the end, at least as far as outcome determination goes. :P
Hence why I'm only bringing 37 models. Granted two of those models cost 1250 points together. :P
I was a lookin through the new SM Codex, and I came across a peculiar puzzle. BEsides killing the crew, how do you destroy a Thunderfire Cannon? It makes reference to this in the Thunderfire Cannon unit description, saying the Techmarine cannot use his special rules until the Cannon is destroyed, but there are no statistics listed for it besides the Techmarines.
Pg. 55 under Artillery, first heading "The Unit"
"The gun models are treated as vehicles with an Armor Rating of 10 (See the vehicles section). Any glancing or penetrating hit will destroy a gun - do not roll on the vehicles damage table, the gun model is simply removed"
Thunderfire Cannon gets less and less cool, eh? :P
That's why you put in cover so at least it gets a "save." As for it's usefulness, I've seen the Thunderfire utterly decimate enemy lines- especially Orks and Niddies EDIT: IG too. The trick is to have enough extra crazy crap on the board that there are too many more pressing priority targets to address. This is tough for smaller Elite Armies like Deathwing and Thousand Sons to deal with; given that we have even less (though more potent) shooting to ration out through a myriad of targets. Also, given it's cheap-as-hell low price and awesome-sauce range it's really not that bad. 8-)
The URL's long, but it all works. Give it a try. Fits great on the iphone.
I put for filters what I need to roll right? Guardsmen hitting on 4's for example.
*edit* Everything seems to work great! I love the use previous results button. Should make rolling wounds faster.
I'll give it a battlefield shakedown tomorrow.
You can actually modify what the 'use previous results' button does by tapping the results fields below the "1's: 2's:..." themselves. It turns them green; green fields get totalled up for the new dice amount number. Did this so it would still work for if you wanted to quickly put saves in, instead of wounds.
I really hope new IG squads have an option for a spotter. Have it be an upgrade for one regular guardsmen, gives them BS4 that they can confer to a unit in the squad instead of shooting themselves. They can't carry special/heavy weapons themselves, though.
The URL's long, but it all works. Give it a try. Fits great on the iphone.
I put for filters what I need to roll right? Guardsmen hitting on 4's for example.
*edit* Everything seems to work great! I love the use previous results button. Should make rolling wounds faster.
I'll give it a battlefield shakedown tomorrow.
You can actually modify what the 'use previous results' button does by tapping the results fields below the "1's: 2's:..." themselves. It turns them green; green fields get totalled up for the new dice amount number. Did this so it would still work for if you wanted to quickly put saves in, instead of wounds.
Wow that's pretty awesome. I assume that return to menu will do something in the future.
I really hope new IG squads have an option for a spotter. Have it be an upgrade for one regular guardsmen, gives them BS4 that they can confer to a unit in the squad instead of shooting themselves. They can't carry special/heavy weapons themselves, though.
I'd like to see some form of "stand and shoot" special rule for certain Guard units. Also variable lasgun settings (which are supposedly in actually.)
Frankly I want to see the book done in a form not unlike Chaos Space Marines. For Troops choices, you have a normal unit of "Imperial Guardsmen" (like generic Chaos Space Marines) who're versatile but lacking in special abilities, and then have "named" units such as "Vostroyan First Born" "Death Korps of Krieg" "Catachan Jungle Fighters" etc, that have their own profile pages and rules like Khorne Berzerkers, Thousand Sons etc.
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Librarian's ghostLibrarian, Ghostbuster, and TimSporkRegistered Userregular
I really hope new IG squads have an option for a spotter. Have it be an upgrade for one regular guardsmen, gives them BS4 that they can confer to a unit in the squad instead of shooting themselves. They can't carry special/heavy weapons themselves, though.
I'd like to see some form of "stand and shoot" special rule for certain Guard units. Also variable lasgun settings (which are supposedly in actually.)
Frankly I want to see the book done in a form not unlike Chaos Space Marines. For Troops choices, you have a normal unit of "Imperial Guardsmen" (like generic Chaos Space Marines) who're versatile but lacking in special abilities, and then have "named" units such as "Vostroyan First Born" "Death Korps of Krieg" "Catachan Jungle Fighters" etc, that have their own profile pages and rules like Khorne Berzerkers, Thousand Sons etc.
I think "stand and shoot" should allow an infantry squad a free shooting attack at an enemy unit assaulting them and forgo their assault attacks. It would be at Initiative 10 to actually allow an IG unit to do something before dieing horribly.
I really hope new IG squads have an option for a spotter. Have it be an upgrade for one regular guardsmen, gives them BS4 that they can confer to a unit in the squad instead of shooting themselves. They can't carry special/heavy weapons themselves, though.
I'd like to see some form of "stand and shoot" special rule for certain Guard units. Also variable lasgun settings (which are supposedly in actually.)
I'm hoping to see hotshot packs make an appearance beyond Inquisitor and Dark Heresy
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No-QuarterNothing To FearBut Fear ItselfRegistered Userregular
edited January 2009
In other news the Siege of Vraks is frakkin awesome. Can't wait for vol 2 with the Deathguard and World Eaters. =D =D =D
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No-QuarterNothing To FearBut Fear ItselfRegistered Userregular
I really hope new IG squads have an option for a spotter. Have it be an upgrade for one regular guardsmen, gives them BS4 that they can confer to a unit in the squad instead of shooting themselves. They can't carry special/heavy weapons themselves, though.
I'd like to see some form of "stand and shoot" special rule for certain Guard units. Also variable lasgun settings (which are supposedly in actually.)
Frankly I want to see the book done in a form not unlike Chaos Space Marines. For Troops choices, you have a normal unit of "Imperial Guardsmen" (like generic Chaos Space Marines) who're versatile but lacking in special abilities, and then have "named" units such as "Vostroyan First Born" "Death Korps of Krieg" "Catachan Jungle Fighters" etc, that have their own profile pages and rules like Khorne Berzerkers, Thousand Sons etc.
I think "stand and shoot" should allow an infantry squad a free shooting attack at an enemy unit assaulting them and forgo their assault attacks. It would be at Initiative 10 to actually allow an IG unit to do something before dieing horribly.
Balance would be the troublesome part, a single Flamer Burst would kill enough charging gaunts points-wise to warrant the death of the IG squad, regardless if they do any other damage from shooting (which they will).
As for variable lasgun settings, yeah hotshot packs would be interesting. I think you're going to see Lasguns have an Assault 1 option, the standard rapid fire, and a single shot Heavy 1 S4 shot or something like that.
Posts
Pg. 55 under Artillery, first heading "The Unit"
"The gun models are treated as vehicles with an Armor Rating of 10 (See the vehicles section). Any glancing or penetrating hit will destroy a gun - do not roll on the vehicles damage table, the gun model is simply removed"
Thunderfire Cannon gets less and less cool, eh? :P
Ok, you hate the DC models... I get it. I was just trying to offer SJ additional options.
Ok, you hate the DC models... I get it. I was just trying to offer SJ additional options.[/QUOTE]
I don't hate DC they look awesome but I think that Vanguard look just as good (as do DC) but in terms of practicality for vanilla chapters Vanguard and Assault Marines take the cake.
Conceptually, this is how it works. It outputs the individual rolls down below, so you see what rolled what. You can toggle which fields you want to 'grab' and put in the 'dice to roll' box up at the top by tapping the individual numbers - for example, right now, if we hit that button, it would put 7 where that 19 is. However, if we hit the field below '3's' first, it'd turn green instead of red, and then it'd replace the 19 up top with an 11, instead of a 7. This way, you can isolate the saves you want.
The reroll is done before the numbers at the bottom are shown. I figured what they were beforehand would be irrelevant 90% of the time.
I added a D3 button on the quick bar
Does this about cover everything?
Of course it could just be a concept drawing, so meh.
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.
Ohh wow, I had never even read about open topped vehicles that transport(always assumed it was basically a way to make something weaker by giving +1 on damage table). Now that I know about the benefits, I'll definitely keep it open topped.
Now, then, I'm thinking a red paint job, armour plates, and a single big shoota(to prevent armament destroyed making it immobilized). 55 points feels expensive though, for an ork transport.
3ds friend code: 2981-6032-4118
Whatever, I was changing numbers as I went and probably just forgot to check over things again, you get the idea. It's just a drawing.
Damn, I just realized if I'm not coming to Newark, I'd better track down and mail those grenade launchers.
It covers everything except how quickly can I have it.
Too bad there probably isn't a way to get me a copy before tomorrow. I'd run it through the Apoc game as a test.
3ds friend code: 2981-6032-4118
It will also fire a Strength D 10" blast.
Base: 35
Standard Leman Russ: +100
--Hull HB: +5
--Hull Lascannon: +15
--Sponsons: etc etc
Demolisher: +110
--Blah
--Blah
Exterminator: +85
--Blah
And so on and so forth. But they shouldn't be too customizable, they're working from STC's after all
3ds friend code: 2981-6032-4118
I would love for there to be an option for
--Reinforced Hull: +-- Adds +1 to side and rear armor.
Kind of like the Demolisher's stats, but accessible across all Leman Russes. Having your Leman Russ blow up because a god damn bolt PISTOL can penetrate the rear armor is beyond ridiculous.
The template's been HTML'ed, and works just right on the iphone. Now for javascript!
I pulled up the link on my iphone but it doesn't seem to do anything but show the interface. Is there a trick to get it to work?
Also, I'm really looking forward to this.
Doh, I miss read it. I see where he said "Template"
Doh.
*edit* It looks perfect on my iPhone, Ein.
I want to get at least the general dice rolling part done by tomorrow so that I can use it for my apocalypse game too :P
Considering I only have 37 models in my Apoc list I'm not to worried. This thing could have really been useful last apoc game when I fielded the 300 conscripts.:winky:
Rolling three + bricks of dice per platoon was both scarry and awesome at the same time.
*edit* especially since in this edition, the worst that can happen is immobilization.
Hence why I'm only bringing 37 models. Granted two of those models cost 1250 points together. :P
What where they?
That's why you put in cover so at least it gets a "save." As for it's usefulness, I've seen the Thunderfire utterly decimate enemy lines- especially Orks and Niddies EDIT: IG too. The trick is to have enough extra crazy crap on the board that there are too many more pressing priority targets to address. This is tough for smaller Elite Armies like Deathwing and Thousand Sons to deal with; given that we have even less (though more potent) shooting to ration out through a myriad of targets. Also, given it's cheap-as-hell low price and awesome-sauce range it's really not that bad. 8-)
The URL's long, but it all works. Give it a try. Fits great on the iphone.
YOU FIT GREAT ON AN iPHONE
3ds friend code: 2981-6032-4118
I put for filters what I need to roll right? Guardsmen hitting on 4's for example.
*edit* Everything seems to work great! I love the use previous results button. Should make rolling wounds faster.
I'll give it a battlefield shakedown tomorrow.
You can actually modify what the 'use previous results' button does by tapping the results fields below the "1's: 2's:..." themselves. It turns them green; green fields get totalled up for the new dice amount number. Did this so it would still work for if you wanted to quickly put saves in, instead of wounds.
3ds friend code: 2981-6032-4118
Wow that's pretty awesome. I assume that return to menu will do something in the future.
I'd like to see some form of "stand and shoot" special rule for certain Guard units. Also variable lasgun settings (which are supposedly in actually.)
Frankly I want to see the book done in a form not unlike Chaos Space Marines. For Troops choices, you have a normal unit of "Imperial Guardsmen" (like generic Chaos Space Marines) who're versatile but lacking in special abilities, and then have "named" units such as "Vostroyan First Born" "Death Korps of Krieg" "Catachan Jungle Fighters" etc, that have their own profile pages and rules like Khorne Berzerkers, Thousand Sons etc.
I think "stand and shoot" should allow an infantry squad a free shooting attack at an enemy unit assaulting them and forgo their assault attacks. It would be at Initiative 10 to actually allow an IG unit to do something before dieing horribly.
I'm hoping to see hotshot packs make an appearance beyond Inquisitor and Dark Heresy
Balance would be the troublesome part, a single Flamer Burst would kill enough charging gaunts points-wise to warrant the death of the IG squad, regardless if they do any other damage from shooting (which they will).
As for variable lasgun settings, yeah hotshot packs would be interesting. I think you're going to see Lasguns have an Assault 1 option, the standard rapid fire, and a single shot Heavy 1 S4 shot or something like that.
When they existed solely on paper, as part of an army that I had no interaction with, I mocked lasguns
"What do you call a lasgun with a laser sight?" we would all chortle, already knowing the answer
It wasn't until I started playing Guard that I realized lasguns are to be feared.
1 lasgun shot is a joke. 100 are not.