I don't think anyone's missile launchers have been errata,d to have a flack mode…
I'm looking in the back of the rule book. Only SM Missile Launchers have a Flakk profile that I can see.
It's just the imperial missile launcher (everyone else has another name for it) and the entry in the weapons section says it only comes with Flakk if you buy the option to do so (which no one can yet). Just Frag and Krak are standard issue.
Only if they get used. One of the biggest issues with 5th was that terrain was never enough, or composed properly. Perhaps you're right though, since they have really incentivized more board coverage.
It's just the imperial missile launcher (everyone else has another name for it) and the entry in the weapons section says it only comes with Flakk if you buy the option to do so (which no one can yet). Just Frag and Krak are standard issue.
Ah, okay, that makes sense. Thanks.
Something else I just realized, Plasma Gets Hot has a greater chance of glancing a vehicle (4+ save) than a Space Marine (3+ save). That's some good power armor.
why are you smelling it?
0
Options
Halos Nach TariffCan you blame me?I'm too famous.Registered Userregular
Hmm, from my brief read through of the rulebook/FAQ looks like things'll be a hard slog for Tyranids; reserve rolls are better but now outflankers can't assault, no options vs fliers barring the lackluster Vector Strike, various assault nerfs. Bah.
I'll give it a few games and see if I can't make something work else looks like I'm jumping back to Dark Eldar...
0
Options
OtakuD00DCan I hit the exploding rocks?San DiegoRegistered Userregular
@Dayspring: Lame. Mandrakes continue to not impress.
0
Options
Der Waffle MousBlame this on the misfortune of your birth.New Yark, New Yark.Registered Userregular
Halos Nach TariffCan you blame me?I'm too famous.Registered Userregular
Aww man what, you don't get to assault out of webway portals anymore either? I guess you could use them for, uh, wrecking tanks with Scourges or something?
The plus to all of this? If I do continue playing 40k, I will definitely be working on my Kroot so I can codex/edition hop as I please. GW has made it abundantly clear that is the way to play 40k.
Guys, it's time for everyone to change their minds about the stupid collectible belt being sold at GW stores right now.
The other side of the buckle is a bottle opener.
Want that belt now.
"Hey bro, get me a beer!" "Okay, one sec, let me take off my pants!"
why are you smelling it?
0
Options
Mr_Rose83 Blue Ridge Protects the HolyRegistered Userregular
Got that belt.
It's a nice belt in its own right, never mind the bottle opener. Not bad for half the price of most belts in dedicated clothes shops here. Oh and if the strap ever breaks, you can remove the buckle without the need to cut anything…
Hmm, from my brief read through of the rulebook/FAQ looks like things'll be a hard slog for Tyranids; reserve rolls are better but now outflankers can't assault, no options vs fliers barring the lackluster Vector Strike, various assault nerfs. Bah.
I'll give it a few games and see if I can't make something work else looks like I'm jumping back to Dark Eldar...
On the other hand you can blow up pretty much every transport in the game without trying very hard
I'm not so sure why Games Workshop FAQ'd in Frost Axes with a profile into the Space Wolves dex? They cost 25 points, and +2 strength, and are initiative 1. Powerfist is all these things, with better strength.
Oh well, I'll just take the lower AP and have it be a frost blade.
While unwieldy makes them I1, it doesn't inflict the other penalty of power fists (the "paired only" rule), so you can use it with a bolt/plasma pistol to gain an extra attack.
How many Space Wolves players don't immediately throw away that attack for a stormshield anyways?
Oh, hey, because of the Challenges thing, Lukas the Trickster is now one of the best characters in the Space Wolves codex. Lukas challenges you, but you have to re-roll all successful hits against him. If you actually beat him, there's a chance his opponent is lost in stasis.
What is a challenge?
Edit: I'm thinking about grabbing 3 of everything in the Necron codex. Well not a few things but most of the stuff. Exceptions are Immortals and Wraiths. I want to be able to run 2 6 Wraith squads and I want about 20-30 Gauss and Tesla Immortals. I also heard there are enough bits in the Immortal sprue to make 5 Gauss/Tesla Immortals and 5 Deathmarks if I buy some extra bits so potentially 10 dudes from one box. Is that legit?
Pretty much just Triarchs, Night Scythes, Immortals, Ghost Arks, Wraiths, and Barges.
Editedit: Is 8 Destroyers and 3 Heavy Destroyers a good amount or should I look into getting more?
Stragint on
PSN: Reaper_Stragint, Steam: DoublePitstoChesty
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
There is no Dawn of War to fuck with deployments. There is no reliable way to deal with fliers (Unless you take a 100 point aegis defense line, or 2 at 2k. Good arguments for using those). Thus, you win the way any true Tyranid player does.
By being the biggest dick in the universe.
HQ - Tyrants w/ Wings, 2x TL devourer, hive commander, 2 rolls on biomancy to try to either get the FNP spell or the +S/T spell. Regardless, he starts in reserve coming in off your table edge. IF he comes in when you don't want, immediately fly him off the short table edge back into ongoing reserves. His only job is to survive until 3/4 when you've killed everything else and now you want to try to get lucky vs fliers. If you get the +S/T spell and first turn, you might want to consider keeping him on the board.
Elite - 8/8/7 Ymgarls - Because they can assault from reserves and come in turn 2/3 on a 2+.
Troops - 3x19+broodlord stealers with toxin sacs (ST on the BL) rolling on biomancy (Because BL don't have 2 warp charges to take advantage of telepathy, or a BS to use any witchfire spell) and hoping for the FNP or enfeeble roll.
Overwhelm them turn 3 and then cover objectives and go to ground against fliers who can't put out anywhere near enough wounds to kill 40+ models (That survive). You can risk the Tyrant later to try to shoot them down or you can say fuck it and just mock them for being unable to tank shock you off objectives. You have no fear of mech because of the new rending rules, you have Ymgarls to erase heavy fire support, and turn 2 you shouldn't have lose more than 20-30 models (That's about the worst I've lost in 5th having the init seized while out of cover) leaving you with 30-40 basic stealers and 23 ymgarls, which will almost guaranteed get to combat turn 2.
Have fun until the new codex!
Also - Harpies are the worst anti-fliers ever... they can't even shoot them or glance most imperials with vector strike.
I saw this at my bookstore the other day, it's totally off topic from 6th edition...but it makes me chuckle.
0
Options
Mr_Rose83 Blue Ridge Protects the HolyRegistered Userregular
Just noticed: Triarch Praetorians' deathsticks just got a new melee profile in the FAQ, effectively becoming S6 AP2 in combat. Still not worth it, probably.
Hm, and they fixed Time's Arrow so it doesn't automatically and instantly vaporise vehicles (along with any transported models) any more.
There is no Dawn of War to fuck with deployments. There is no reliable way to deal with fliers (Unless you take a 100 point aegis defense line, or 2 at 2k. Good arguments for using those). Thus, you win the way any true Tyranid player does.
By being the biggest dick in the universe.
HQ - Tyrants w/ Wings, 2x TL devourer, hive commander, 2 rolls on biomancy to try to either get the FNP spell or the +S/T spell. Regardless, he starts in reserve coming in off your table edge. IF he comes in when you don't want, immediately fly him off the short table edge back into ongoing reserves. His only job is to survive until 3/4 when you've killed everything else and now you want to try to get lucky vs fliers. If you get the +S/T spell and first turn, you might want to consider keeping him on the board.
Elite - 8/8/7 Ymgarls - Because they can assault from reserves and come in turn 2/3 on a 2+.
Troops - 3x19+broodlord stealers with toxin sacs (ST on the BL) rolling on biomancy (Because BL don't have 2 warp charges to take advantage of telepathy, or a BS to use any witchfire spell) and hoping for the FNP or enfeeble roll.
Overwhelm them turn 3 and then cover objectives and go to ground against fliers who can't put out anywhere near enough wounds to kill 40+ models (That survive). You can risk the Tyrant later to try to shoot them down or you can say fuck it and just mock them for being unable to tank shock you off objectives. You have no fear of mech because of the new rending rules, you have Ymgarls to erase heavy fire support, and turn 2 you shouldn't have lose more than 20-30 models (That's about the worst I've lost in 5th having the init seized while out of cover) leaving you with 30-40 basic stealers and 23 ymgarls, which will almost guaranteed get to combat turn 2.
Have fun until the new codex!
Also - Harpies are the worst anti-fliers ever... they can't even shoot them or glance most imperials with vector strike.
Hive Commander doesn't stack, unless they changed it back again.
It doesn't have to. Reserves are now Turn 2: 3+, Turn 3: 3+, Turn 4+: automatic. Rolls of a one always fail.
Tri-Optimum reminds you that there are only one-hundred-sixty-three shopping days until Christmas. Just 1 extra work cycle twice a week will give you the spending money you need to make this holiday a very special one.
Ah, well in that case... But yeah, the whole Epidemius + Nurgle Marines is gonna get FAQ'd so hard.
Honestly I'm not sure it needs to be written out. Plague Marines cost a ton and don't kill much. Getting to 15 kills turn 1 will be difficult against Marine armies, and that's really the only way it works.
I may actually keep my grey knights, but I'm trying to understand how the changes affect most of their weapons.. Can someone explain to my inebriated brain how this affects the nemesis swords/falchions/hammers etc
I may actually keep my grey knights, but I'm trying to understand how the changes affect most of their weapons.. Can someone explain to my inebriated brain how this affects the nemesis swords/falchions/hammers etc
I may actually keep my grey knights, but I'm trying to understand how the changes affect most of their weapons.. Can someone explain to my inebriated brain how this affects the nemesis swords/falchions/hammers etc
With the exception of the hammer and the Doomfist (because they say to use rules for specific other weapons) they are all classed as Unusual Force Weapons and thus are AP3 weapons with their respective special rules.
Tri-Optimum reminds you that there are only one-hundred-sixty-three shopping days until Christmas. Just 1 extra work cycle twice a week will give you the spending money you need to make this holiday a very special one.
0
Options
Mr_Rose83 Blue Ridge Protects the HolyRegistered Userregular
It gives them an AP value.
That's it.
The only 'issue' is that the value is 3 for everything except the thunder hammer which is AP2.
All the other rules (initiative bonuses, saves etc.) are the same.
Not so good against terminators any more ;( Are the doomfist and hammer still termie killers?
Yessir. Both AP2.
And the DCCW entry no longer specifies that walkers get double strength, so now the Dreadknight is going to be S10 with the Doomfists.
Tri-Optimum reminds you that there are only one-hundred-sixty-three shopping days until Christmas. Just 1 extra work cycle twice a week will give you the spending money you need to make this holiday a very special one.
Posts
Only if they get used. One of the biggest issues with 5th was that terrain was never enough, or composed properly. Perhaps you're right though, since they have really incentivized more board coverage.
Ah, okay, that makes sense. Thanks.
Something else I just realized, Plasma Gets Hot has a greater chance of glancing a vehicle (4+ save) than a Space Marine (3+ save). That's some good power armor.
I'll give it a few games and see if I can't make something work else looks like I'm jumping back to Dark Eldar...
Also, synapseless hormagaunts are a thing now?
huehuehuehuehue
Edit: And "aer"?
The other side of the buckle is a bottle opener.
Want that belt now.
"Hey bro, get me a beer!" "Okay, one sec, let me take off my pants!"
It's a nice belt in its own right, never mind the bottle opener. Not bad for half the price of most belts in dedicated clothes shops here. Oh and if the strap ever breaks, you can remove the buckle without the need to cut anything…
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.
Epidemius + 7 Plaguebearers = 230
1): Kill 20 dudemans
2): Win game
On the other hand you can blow up pretty much every transport in the game without trying very hard
Nothing in the BRB associates "attacks" with shooting.
What is a challenge?
Edit: I'm thinking about grabbing 3 of everything in the Necron codex. Well not a few things but most of the stuff. Exceptions are Immortals and Wraiths. I want to be able to run 2 6 Wraith squads and I want about 20-30 Gauss and Tesla Immortals. I also heard there are enough bits in the Immortal sprue to make 5 Gauss/Tesla Immortals and 5 Deathmarks if I buy some extra bits so potentially 10 dudes from one box. Is that legit?
Pretty much just Triarchs, Night Scythes, Immortals, Ghost Arks, Wraiths, and Barges.
Editedit: Is 8 Destroyers and 3 Heavy Destroyers a good amount or should I look into getting more?
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
There is no Dawn of War to fuck with deployments. There is no reliable way to deal with fliers (Unless you take a 100 point aegis defense line, or 2 at 2k. Good arguments for using those). Thus, you win the way any true Tyranid player does.
By being the biggest dick in the universe.
HQ - Tyrants w/ Wings, 2x TL devourer, hive commander, 2 rolls on biomancy to try to either get the FNP spell or the +S/T spell. Regardless, he starts in reserve coming in off your table edge. IF he comes in when you don't want, immediately fly him off the short table edge back into ongoing reserves. His only job is to survive until 3/4 when you've killed everything else and now you want to try to get lucky vs fliers. If you get the +S/T spell and first turn, you might want to consider keeping him on the board.
Elite - 8/8/7 Ymgarls - Because they can assault from reserves and come in turn 2/3 on a 2+.
Troops - 3x19+broodlord stealers with toxin sacs (ST on the BL) rolling on biomancy (Because BL don't have 2 warp charges to take advantage of telepathy, or a BS to use any witchfire spell) and hoping for the FNP or enfeeble roll.
Overwhelm them turn 3 and then cover objectives and go to ground against fliers who can't put out anywhere near enough wounds to kill 40+ models (That survive). You can risk the Tyrant later to try to shoot them down or you can say fuck it and just mock them for being unable to tank shock you off objectives. You have no fear of mech because of the new rending rules, you have Ymgarls to erase heavy fire support, and turn 2 you shouldn't have lose more than 20-30 models (That's about the worst I've lost in 5th having the init seized while out of cover) leaving you with 30-40 basic stealers and 23 ymgarls, which will almost guaranteed get to combat turn 2.
Have fun until the new codex!
Also - Harpies are the worst anti-fliers ever... they can't even shoot them or glance most imperials with vector strike.
Hm, and they fixed Time's Arrow so it doesn't automatically and instantly vaporise vehicles (along with any transported models) any more.
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.
Check the Chaos Demons FAQ. It explicitly works with "both ranged and close combat attacks by followers of Nurgle."
Hive Commander doesn't stack, unless they changed it back again.
Ah, well in that case... But yeah, the whole Epidemius + Nurgle Marines is gonna get FAQ'd so hard.
Presumedly to balance out the fact that you can only stick half your forces in reserves.
Oh. I don't know why you'd take two with Hive Commander, then. Better to grab one with Old Adversary for the aura.
Honestly I'm not sure it needs to be written out. Plague Marines cost a ton and don't kill much. Getting to 15 kills turn 1 will be difficult against Marine armies, and that's really the only way it works.
'Course it wrecks every other army in the game.
They're really only good at doing what Genestealers already do.
In fact, Genestealers got massive buffs for dealing with vehicles, and a much better ability to deal with walkers by stripping hull points.
Also, walkers are always hit at WS with grenades, and against rear armor if immobilized.
http://www.waronthetable.com
Well, your post says "Tyrants," plural, but the rest of it refers to it in the singular, so I guess I'm just dumb.
They're exactly as now except AP3.
With the exception of the hammer and the Doomfist (because they say to use rules for specific other weapons) they are all classed as Unusual Force Weapons and thus are AP3 weapons with their respective special rules.
That's it.
The only 'issue' is that the value is 3 for everything except the thunder hammer which is AP2.
All the other rules (initiative bonuses, saves etc.) are the same.
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.
http://www.waronthetable.com
Yessir. Both AP2.
http://www.waronthetable.com
And the DCCW entry no longer specifies that walkers get double strength, so now the Dreadknight is going to be S10 with the Doomfists.