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[WH40K] Previews galore!

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    honoverehonovere Registered User regular
    Would be interesting to see how much terrain people are using when they complain about getting gunned down.

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    ExtreaminatusExtreaminatus Go forth and amplify, the Noise Marines are here!Registered User regular
    I think the new terrain is an absolute joy. Lightyears ahead of the previous city terrain. It's even better than the sector mechanicus stuff and that was pretty great.

    Are you not cleaning off the sprue connectors or filing down the mold lines at connection points? I can see how that might cause them to sit awkwardly.

    Stacks up like Lego! (semi painted)
    fO5Kgxol.jpg?1

    You're welcome.

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    Dr_KeenbeanDr_Keenbean Dumb as a butt Planet Express ShipRegistered User regular
    If anyone running genestealers doesn't make one of them a combat specialist named John Zoidberg, then I will be thoroughly disappointed.

    Double points if you say this before having him charge a Skitarii.
    https://www.youtube.com/watch?v=FsZar6PQge0

    PSN/NNID/Steam: Dr_Keenbean
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    Switch: SW-0653-8208-4705
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    StragintStragint Do Not Gift Always DeclinesRegistered User regular
    Bizazedo wrote: »
    Stragint wrote: »

    Edit2: Rules are kind of confusing concerning injury roles, shaken, and broken. It seems like it is very hard for Necrons to fail anything and their reanimation protocols feel almost nonexistent.

    I also swear I saw a rule about the injury roll having a -1 modifier I'd they are within 1 inch of an obscuring piece of terrain but I can't find it.
    I've seen a lot of bitching from Necron players that reanimation protocols feel useless to them and they're just getting gunned down. Flayed Ones die before they can get into melee as well. So far, most seem to be reacting to this by going towards heavy Deathmark / Immortal (Gauss) builds with a Warrior helping for points.

    I play with a lot of terrain so getting gunned down isn't an issue and yea, reanimation is pretty hard to pull off so I keep forgetting it is even a thing. I think the best part of Necrons though are the high leadership and Gauss Blasters. Tesla Carbines can't really shine because of the constant -1 to hit in a cluttered board. The leadership as well is nice because it is really hard for Necrons to break, 10 leadership all around means I need to roll an 11 or 12 to fail and it is great for Shaken as well since I need at least 5 models to be out of the game or shaken and within 2 inches of the unshaken model to even fail that.

    I can understand Necron players not being happy about reanimation not being heavily present but I'll take that LD 10 any day for KT. My brother playing DG and my friend playing my Deathwatch had a noticeably more annoying time with the moral phase.

    As for the Flayed Ones, I was hoping having them would help in situations where the enemies strong melee units would be an issue but so far they haven't done much. My two Flayed Ones took out my brother's two Pox Walkers but then a DG with a power fist and another with a flail of corruption just came along and stomped the Flayed Ones without much effort. I think I'm gonna stop running them and focus on a Immortal heavy squad.

    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.
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    honoverehonovere Registered User regular
    The Scout specialist tactics are a bit weird. lvl one is partially redundant with the lvl1 passive effect and lvl 2 is redundant with one of the lvl3 passive effects.

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    InquisitorInquisitor Registered User regular
    I haven't actually had a chance to play against Necrons yet but Reanimation Protocols seems very, VERY strong to me?

    Are people running it right? Necrons in cover should be VERY hard to shift. On an unmodified roll of a 6 nothing happens to them. Put them in cover and now there is -1 to the injury roll. So they get a flesh wound on on a 1-4, they die on a 5, and nothing happens on a 6. Compared to everyone else that dies on a 5-6. They are TWICE as likely to not die.

    Also, because the opponent is forced to pick the highest result when using weapons that deal more than one point of damage, the odds of a 6 coming up and saving the Necron unit goes up.

    It seems quite good to me. Coupled with Leadership 10 and Necrons should be able to play the long game very well.

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    BizazedoBizazedo Registered User regular
    It honestly wouldn't surprise me if people are playing it incorrectly, Inquisitor, I'm just going off what I've read and watched in reviews. This weekend I get to try them for myself.

    I'll even modify the list if you want me to try certain things. I was going to go heavy Immortals / Deathmarks, but if you want I can try something else.

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    InquisitorInquisitor Registered User regular
    Bizazedo wrote: »
    It honestly wouldn't surprise me if people are playing it incorrectly, Inquisitor, I'm just going off what I've read and watched in reviews. This weekend I get to try them for myself.

    I'll even modify the list if you want me to try certain things. I was going to go heavy Immortals / Deathmarks, but if you want I can try something else.

    Run what makes you happy, but I'd definitely love to hear how things go for you :)

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    honoverehonovere Registered User regular
    The "unmodified" might what is tripping people up. That's also a similar small change for the "gets hot" weapons. Only unmodified ones get hot.

    fake edit: Hmm, I hadn't noticed befor but overcharged ion rifles aren't quite as deadly to the user as plasma weapons. It deals at most one single mortal wound instead of taking the model out of action.

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    BizazedoBizazedo Registered User regular
    Inquisitor wrote: »
    Run what makes you happy, but I'd definitely love to hear how things go for you :)
    Will do. Currently I am running

    1 Leader Immortal
    1 Sniper Deathmark
    1 Comms Immortal
    1 Zealot Immortal
    2 Non-specialist Immortals

    All Gauss weapons. So original, I know.

    XBL: Bizazedo
    PSN: Bizazedo
    CFN: Bizazedo (I don't think I suck, add me).
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    StragintStragint Do Not Gift Always DeclinesRegistered User regular
    Inquisitor wrote: »
    I haven't actually had a chance to play against Necrons yet but Reanimation Protocols seems very, VERY strong to me?

    Are people running it right? Necrons in cover should be VERY hard to shift. On an unmodified roll of a 6 nothing happens to them. Put them in cover and now there is -1 to the injury roll. So they get a flesh wound on on a 1-4, they die on a 5, and nothing happens on a 6. Compared to everyone else that dies on a 5-6. They are TWICE as likely to not die.

    Also, because the opponent is forced to pick the highest result when using weapons that deal more than one point of damage, the odds of a 6 coming up and saving the Necron unit goes up.

    It seems quite good to me. Coupled with Leadership 10 and Necrons should be able to play the long game very well.

    The Reanimation Protocol is strong with the -1 modifier for the 1 inch away from obscuring terrain rule but a majority of my models were taken out with melee and not once did my opponent roll a 6 for the injury.

    Quick question for a model being obscured. The rulebook is very clear on what they count as in cover but if I have a model shooting at an enemy out in the open and my model is shooting through a window will I get the -1 to hit? Same question for if a wall is to the left of my model and my model is at the corner of the wall and shooting at a model that it can see to the left.

    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.
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    honoverehonovere Registered User regular
    Stragint wrote: »
    Inquisitor wrote: »
    I haven't actually had a chance to play against Necrons yet but Reanimation Protocols seems very, VERY strong to me?

    Are people running it right? Necrons in cover should be VERY hard to shift. On an unmodified roll of a 6 nothing happens to them. Put them in cover and now there is -1 to the injury roll. So they get a flesh wound on on a 1-4, they die on a 5, and nothing happens on a 6. Compared to everyone else that dies on a 5-6. They are TWICE as likely to not die.

    Also, because the opponent is forced to pick the highest result when using weapons that deal more than one point of damage, the odds of a 6 coming up and saving the Necron unit goes up.

    It seems quite good to me. Coupled with Leadership 10 and Necrons should be able to play the long game very well.

    The Reanimation Protocol is strong with the -1 modifier for the 1 inch away from obscuring terrain rule but a majority of my models were taken out with melee and not once did my opponent roll a 6 for the injury.

    Quick question for a model being obscured. The rulebook is very clear on what they count as in cover but if I have a model shooting at an enemy out in the open and my model is shooting through a window will I get the -1 to hit? Same question for if a wall is to the left of my model and my model is at the corner of the wall and shooting at a model that it can see to the left.

    You take the best possible line of sight from any part of your model to the target. So even if only your model's leg can see the whole target then target it is not obscured.

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    StragintStragint Do Not Gift Always DeclinesRegistered User regular
    honovere wrote: »
    Stragint wrote: »
    Inquisitor wrote: »
    I haven't actually had a chance to play against Necrons yet but Reanimation Protocols seems very, VERY strong to me?

    Are people running it right? Necrons in cover should be VERY hard to shift. On an unmodified roll of a 6 nothing happens to them. Put them in cover and now there is -1 to the injury roll. So they get a flesh wound on on a 1-4, they die on a 5, and nothing happens on a 6. Compared to everyone else that dies on a 5-6. They are TWICE as likely to not die.

    Also, because the opponent is forced to pick the highest result when using weapons that deal more than one point of damage, the odds of a 6 coming up and saving the Necron unit goes up.

    It seems quite good to me. Coupled with Leadership 10 and Necrons should be able to play the long game very well.

    The Reanimation Protocol is strong with the -1 modifier for the 1 inch away from obscuring terrain rule but a majority of my models were taken out with melee and not once did my opponent roll a 6 for the injury.

    Quick question for a model being obscured. The rulebook is very clear on what they count as in cover but if I have a model shooting at an enemy out in the open and my model is shooting through a window will I get the -1 to hit? Same question for if a wall is to the left of my model and my model is at the corner of the wall and shooting at a model that it can see to the left.

    You take the best possible line of sight from any part of your model to the target. So even if only your model's leg can see the whole target then target it is not obscured.

    Cool, that makes more sense. For some reason I was thinking that shooting through a window would still count as obscured and giving a -1 penalty to my shots.

    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.
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    InquisitorInquisitor Registered User regular
    I think it's going to take a bit to find the right terrain density for KT. I think what the starter set comes with and the starting board probably give some good hints to what the designers want though.

    You want a good amount of terrain to be certain, but too much skews things in a very different way. Charging doesn't need LOS, but shooting and overwatch do. Have too much terrain and the game becomes a genestealer paradise. Of course, add too little terrain and everything just gets gunned down.

    Going to take a bit to learn how to Goldilocks the terrain to be juuuuuust right.

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    honoverehonovere Registered User regular
    A quick mental inventory check tells me I have the models/parts for 9 different kill team factions. Only two factions have enough painted models though.

    This means of course that I want to build a Tau team, which I have no parts for at all.

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    BurnageBurnage Registered User regular
    Inquisitor wrote: »
    I think it's going to take a bit to find the right terrain density for KT. I think what the starter set comes with and the starting board probably give some good hints to what the designers want though.

    You want a good amount of terrain to be certain, but too much skews things in a very different way. Charging doesn't need LOS, but shooting and overwatch do. Have too much terrain and the game becomes a genestealer paradise. Of course, add too little terrain and everything just gets gunned down.

    Going to take a bit to learn how to Goldilocks the terrain to be juuuuuust right.

    I'm not even sure if there's meant to be an overall best volume of terrain. Some maps will favour certain teams, and that's okay.

    If it's a concern for non-narrative stuff, just make sure you switch up the terrain volume frequently.

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    Gabriel_PittGabriel_Pitt (effective against Russian warships) Registered User regular
    All the thoughts about killteam terrain are really making me want to get out and finish off my big 2x2' cathedral ruins and the fortress wall I've had on the backburner for a decade. :lol:

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    StragintStragint Do Not Gift Always DeclinesRegistered User regular
    edited August 2018
    For 100 points in my Deathwatch I can get a Intercessor sergeant with auto bolter as leader, veteran frag cannon as heavy, veteran multi melta as demo, and 3 veterans with boltguns. Nee build I'm considering.

    I wanna play with the speciality ammo more and my current list only has two guns that can.

    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.
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    SmokeStacksSmokeStacks Registered User regular
    If I ever run a Deathwatch Killteam it's gonna be shotguns, frags, and bodybags.

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    InquisitorInquisitor Registered User regular
    Speaking of frags, primaris auxiliary grenade launchers seem fun. Throw them on a demolition specialist.

    Grenades take no penalty for range per the grenade rules, so enjoy your 33 inch range accurate shot. Blowing up fodder behind walls with frags and doming people across the map with krak grenades.

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    StragintStragint Do Not Gift Always DeclinesRegistered User regular
    If I ever run a Deathwatch Killteam it's gonna be shotguns, frags, and bodybags.

    I have a shotgun veteran in my current list but I'm not super into it but I am also probably using it 100% wrong.
    Inquisitor wrote: »
    Speaking of frags, primaris auxiliary grenade launchers seem fun. Throw them on a demolition specialist.

    Grenades take no penalty for range per the grenade rules, so enjoy your 33 inch range accurate shot. Blowing up fodder behind walls with frags and doming people across the map with krak grenades.

    I had mine as comms but demo seems more fun.

    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.
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    MazzyxMazzyx Comedy Gold Registered User regular
    Stragint wrote: »
    If I ever run a Deathwatch Killteam it's gonna be shotguns, frags, and bodybags.

    I have a shotgun veteran in my current list but I'm not super into it but I am also probably using it 100% wrong.
    Inquisitor wrote: »
    Speaking of frags, primaris auxiliary grenade launchers seem fun. Throw them on a demolition specialist.

    Grenades take no penalty for range per the grenade rules, so enjoy your 33 inch range accurate shot. Blowing up fodder behind walls with frags and doming people across the map with krak grenades.

    I had mine as comms but demo seems more fun.

    How are you using the shotgun?

    They are basically a fill all role close combat gun. It has the flamer for low toughness targets. It has the 2 damage mode for multiple wound targets. And it has the other one which I think fucks with cover. I am not home so memory is hazy.

    u7stthr17eud.png
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    SmokeStacksSmokeStacks Registered User regular
    edited August 2018
    Speaking of shotguns, I think I'm gonna ditch the auspex toting tactical marine from my Killteam list and add a couple scouts. I just finished building these guys, I hate the normal scout bobbleheads so I dug through my bits boxes and found some replacements that I think better:

    G85VCga.jpg

    Gotta clean them both up a bit more, but I think that they'll be fun to paint.

    SmokeStacks on
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    SvenskaSvenska Registered User regular
    My reiver list got torn up to a lot of lucky shots from my friends heavy stubber and nade launcher. Once they got into combat, knife time was great but really brought my lack of grapplehooks into the light.

    So fixed that, and took two reivers out for some intercessors. Noob-tubing was my fave thing in MW2, why not here as well?

    Since your name means "swedish" in swedish, I just assumed you were, ya know, swedish.

    eNozN1RVNTYwUDVRNVUzUjOsMVQzRCON1UyApAmYbQZRYwaRBlOqZSYA7ZUOyQ==
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    InquisitorInquisitor Registered User regular
    Rules questions:

    Deathguard marine fails a save from a d2 weapon.

    Deathguard makes two feel no pain rolls, passes one, fails one.

    For the injury roll do you still roll two dice and take the highest?

    I think yes, some folks at my store think no.

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    MazzyxMazzyx Comedy Gold Registered User regular
    Inquisitor wrote: »
    Rules questions:

    Deathguard marine fails a save from a d2 weapon.

    Deathguard makes two feel no pain rolls, passes one, fails one.

    For the injury roll do you still roll two dice and take the highest?

    I think yes, some folks at my store think no.

    I say no. As only one damage made it through.

    u7stthr17eud.png
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    ChrysisChrysis Registered User regular
    It's yes. The number of injury rolls is based on the damage of the attack that took the last wound. Disgustingly Resilient doesn't change that, it just prevents the model from losing a wound. The attack that took the last wound was D2 so there are 2 injury rolls.

    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.
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    InquisitorInquisitor Registered User regular
    Mazzyx wrote: »
    Inquisitor wrote: »
    Rules questions:

    Deathguard marine fails a save from a d2 weapon.

    Deathguard makes two feel no pain rolls, passes one, fails one.

    For the injury roll do you still roll two dice and take the highest?

    I think yes, some folks at my store think no.

    I say no. As only one damage made it through.

    I see that argument, but disagree with it and go with Chrysis on this. My main counter argument is this: As per the rules example, if you hit a 3 wound model with a 3 damage attack even though only one damage "makes it through" and takes off the last wound you still roll 3 injury dice and take the highest.

    I definitely think it's not clear enough and will hopefully see a clarification.

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    BizazedoBizazedo Registered User regular
    edited August 2018
    I'd agree with Mazzyx on this. Disgustingly Resilient essentially reduced your damage to 1, so the weapon only did one damage. So that would mean one roll to me.

    If a D6 weapon did 3 damage, how many dice do you roll?

    Bizazedo on
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    MazzyxMazzyx Comedy Gold Registered User regular
    I see the argument both ways.

    You roll dice equal to the damage characteristic of weapon that you shot.

    Disgustingly Resilient ignores a wound on a 5+ but does not modify the damage value of the weapon. So I think with current rules as written you roll the 2 dice keeping the highest.

    u7stthr17eud.png
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    BizazedoBizazedo Registered User regular
    Mazzyx wrote: »
    I see the argument both ways.

    You roll dice equal to the damage characteristic of weapon that you shot.

    Disgustingly Resilient ignores a wound on a 5+ but does not modify the damage value of the weapon. So I think with current rules as written you roll the 2 dice keeping the highest.

    So if it does two damage, do you roll 4 dice?

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    BurnageBurnage Registered User regular
    edited August 2018
    Mazzyx wrote: »
    You roll dice equal to the damage characteristic of weapon that you shot.

    This sounds to me like you need to roll again? The damage characteristic of the weapon is D2 still, not 2 (or D6 and not 3, etc).

    Burnage on
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    VikingViking Registered User regular
    edited August 2018
    the weapon still has a damage characteristic of more than 1, as per the rules for damage characteristic on the injury roll Disgustingly Resilient does not factor into it.

    if a plague marine is on 1 wound and is wounded by a 2 damage weapon, then passes 1 Disgustingly Resilient but not the 2nd
    once you lose your last wound it does not matter if you DR out of being overkilled or not, you have 0 wounds and the damage of the weapon means you have to roll 2 dice and take the highest (good news for necron reanimation protocols at least) for your injury roll.

    wording on the rule says if a model loses its last wound to an attack that has a damage characteristic of more than 1 then....
    DR does not change the damage characteristic of the weapon, it just lets you potentially ignore some of the consequences of it.

    @Burnage the rules are pretty clear on that actually, if the damage is a random value then you use the value rolled when inflicting damage not roll again.

    Viking on
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    NealnealNealneal Registered User regular
    Kantor’s Hounds!

    xqhb6ql2d7us.jpeg

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    StragintStragint Do Not Gift Always DeclinesRegistered User regular
    Making 5 Strike team and 5 Breacher team Fire Warriors out of the 10 from the start collecting box but I feel like it isn't enough variation. I was going to do all the Strike to with Pulse Rifles since I have 5 Pathfinders with Pulse Carbines but I'm kind of thing maybe 3 Pulse Rifles and 2 Pulse Carbines are Fire Warriors.

    Also doing one Shas'ui for Strike and Breacher team and I'm hoping that is enough though I can only use 1 of each in a kill team anyway so it should be fine.

    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.
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    InquisitorInquisitor Registered User regular
    Stragint wrote: »
    Making 5 Strike team and 5 Breacher team Fire Warriors out of the 10 from the start collecting box but I feel like it isn't enough variation. I was going to do all the Strike to with Pulse Rifles since I have 5 Pathfinders with Pulse Carbines but I'm kind of thing maybe 3 Pulse Rifles and 2 Pulse Carbines are Fire Warriors.

    Also doing one Shas'ui for Strike and Breacher team and I'm hoping that is enough though I can only use 1 of each in a kill team anyway so it should be fine.

    Remember you have some drones from that box you can throw in too, for some extra variety. :)

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    VikingViking Registered User regular
    edited August 2018
    and they get to bring the DS8 turret as a free upgrade for the strike/breachers.
    taking a rail or ion rifle on the pathfinders for some harder hits might be an idea. not a fan personally of the tau carbines in KT thanks to the longrange interaction with the multiple profiles.
    and I cant get excited for Markerlights where squads are small and penalties are stacked so easily and you have to get that first marker hit on at least a 4+

    Viking on
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    StragintStragint Do Not Gift Always DeclinesRegistered User regular
    True, I didn't consider the really short range of the Carbine. I think I'll continue to do just the Pulse Rifles on the 5 Strike team units and the Pulse Blaster on the 5 Breachers though they don't have other options.

    For the Pathfinders the idea was 3 Rail Rifles, 3 Ion Rifles, and 4 with Pulse Carbines. Doing 1 Fusion Blaster Stealth Suit and 2 Burst Cannons.

    For the drones I plan on doing at least 1 of each that I can build from what I have since 4 of the 7 drone options are 1 ofs.

    I've just been kind of frustrated with getting the T'au done because I'm trying to do a Maliwan paint scheme and I'm painting the body and gun separately and it has been annoying. Gonna prime the Fire Warriors and drones tonight and start on painting the Pathfinders.

    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.
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    DiannaoChongDiannaoChong Registered User regular
    So I have to build before I can play and test. I haven't played 40k in long enough that I remember anything, but I play AoS. I have 2 kits of burnaz/lootaz that I can set up for a KT. What spread would you guys think is good? I was thinking Spanner for the leader, then 4 burnaz and 3 lootaz? Should I swap in another spanner just to get some variety? Or maybe remove one guy so I can upgrade them all?

    I feel like you cant over specialize and want a variety of weapons for different targets, right?

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    VikingViking Registered User regular
    got my blaster and carbines mixed up.
    the blaster is the one with with a short range that puts you practically in melee (half of 5" for short range? seriously?) though I guess there is no reason you couldn't use the medium or long profiles even at close distances

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