And the bast part of that? It works both ways.
You, as the shooting player, aren't sure if you've already shot enough to kill everyone. So you have to take a bit of a risk when choosing your targets - risking NOT killing a vital model or wasting too many shots on one target.
This achieves the exact same goal I've got in my own game system, but does it in a MUCH more elegant way. Bravo!
(it also uses d12 and trays, which makes me wonder if they've been reading my stuff ).
I took part in an apocalypse game at the end of 7th edition, and even though it was an absolute clusterfuck I had a total blast.
I noticed that a lot of old Epic stuff is fairly cheap on Ebay, if the rules for Apocalypse are fun than it might be worth tracking a bunch of it down and just playing it with Epic models to make lugging an army around significantly easier.
0
Options
Mr_Rose83 Blue Ridge Protects the HolyRegistered Userregular
The space marine data sheet has them having a 6+ save in apocalypse.
I assume that was a response to my post?
What I was getting at is, I don’t think saves are going to happen when you attack with a unit; the enemy just accumulates blast markers and you resolve those after all combat for the turn is done.
My guess is that "blast markers" are just d12's (theyve shown, with little explosion icons on them). Add blast markers when you take damage. At the end of the round, pick up all your blast markers and roll your saves with them, and apply the unsaved damage.
This also solves the massive problem of "walking ghost syndrome" that can come with this sort of system. If damage is applied at the end of the round, you could shoot at something and "kill" it. The other player knows it's already dead, so they act differently with it (suicidal charges etc).
But if you roll for saves at the end of the round too, then you dont know if something's died until the end of the round either. Neato.
Pretty sure the D12s are not the blast markers, though you could probably use them like that, because they’re the damage (and maybe save) resolution dice.
But yeah, saves at the end encourages ‘overkill’ and tactical decisions around that, simulates the fog of war, and simplifies the game flow by an order of magnitude in one fell swoop. Genius!
because they’re the damage (and maybe save) resolution dice.
Hm you might be right, though from the previews they state "large and small" blast markers (not to be confused with templates), which I assume means D6 for small and D12 for large (or vice versa? force marines to roll a 6+ if you score a "large blast" on them?).
I'm making a lot of assumptions here, but my interest is piqued. GW has shown themselves to be competent rules writers when they arent kneecapped by 30 years of legacy baggage.
0
Options
Dr_KeenbeanDumb as a buttPlanet Express ShipRegistered Userregular
because they’re the damage (and maybe save) resolution dice.
Hm you might be right, though from the previews they state "large and small" blast markers (not to be confused with templates), which I assume means D6 for small and D12 for large (or vice versa? force marines to roll a 6+ if you score a "large blast" on them?).
I'm making a lot of assumptions here, but my interest is piqued. GW has shown themselves to be competent rules writers when they arent kneecapped by 30 years of legacy baggage.
The other reason I’m fairly confident that blast markers are not dice comes from this image, from the Warhammr Communityarticle itself:
Pretty sure the circled tokens are the large and small blast markers.
Also, the hexagonal tokens seem to be orders, while the triangular ones indicate battalion commanders/warlords.
The shift to a D12 on anything is a huge shift in gradation. It allows a lot more flexibility. One of the biggest weaknesses of any Warhammer system is its dependence on the d6 instead of a d10,d12,d20 or something like that. The more sides the more you can spread out power levels. I would love if they did that for more of the game.
Suddenly, non-Barbarian players everywhere pick up d12s for the first time.
The shift to a D12 on anything is a huge shift in gradation. It allows a lot more flexibility. One of the biggest weaknesses of any Warhammer system is its dependence on the d6 instead of a d10,d12,d20 or something like that. The more sides the more you can spread out power levels. I would love if they did that for more of the game.
Suddenly, non-Barbarian players everywhere pick up d12s for the first time.
+5
Options
StragintDo Not GiftAlways DeclinesRegistered Userregular
Randomly looked on Ebay to see if someone was selling the sprue that would let me make a stormhawk interceptor and I found one. Cost $13, pretty stoked.
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.
Played a NoVA Open practice game verse one of the club guard players today. First real game with my chaos semi-close to a tourney list. Not 100% there but I am running some test.
Ugh guard can bring so much. Random deployment, got long table edges (24" in on the long edge, 24" between the armies). I won first turn.
My first turn I had good advance rolls and movement in general. But I also failed warptime on my lord discordant when I didn't run. This actually hurt later. I got my heldrake and my maulerfiend though in turn 1. I rolled a 6 on the run so the maulerfiend ran 20" with the soulforge stratagem to get in. I killed 10 scions, 10 guardsmen, and 5 mortar bases on turn 1. I felt not bad.
My opponent turn comes and out comes the damn relic of lost Cadia. Rerolls for pretty his whole army. My maulerfiend and heldrake died though thanks to good saves did absorb a lot of fire. My soulforge pack leader died to the relic cannon which shot 8 shots, hit 7 times (with a -1 to hit), and wounded all 7 times. I mad 2 saves on a 4+ save. It hurt a lot to lose one turn 1. By the end of turn 1 I had lost the JP sorc, the maulerfiend, a LD, the heldrake, a unit of cultist, a venom crawler and had some hurt units.
Turn 2, kill another huge chunk of guardsmen (I kill 57 models by the end of this game). I get my charge off. Kill a tempestus prime, kill scions, kill guardsmen because there is just a wall of bodies between me and the tanks. with my charges badly on my prince and my executioner (rolled a 7 but wanted a 9, rerolled into a 3 meaning hit got a lone tempestus prime). My prince was a single inch from tagging the tank with the relic cannon.
End of turn 2 guard I had lost all my LDs, my executioner, Ahriman, another cultist squad, my prince. I was in rough shape at this point and just had no good place to attack.
I lost but still made about 13-14 points which I was okay with. The guard player plays guard only. This had new stuff for him but it was still guard. I was using tons of new units. And I think I can play it better with practice. Its a good list though not perfect.
Still thinking of rearranging to swap in plaguebears and such. I have a way of doing it. 60 -1 to hit bodies with a 5++/5+++ goes a long way at holding the board that cultist don't anymore. Because cultist are bad and should feel bad now.
+1
Options
StragintDo Not GiftAlways DeclinesRegistered Userregular
The shift to a D12 on anything is a huge shift in gradation. It allows a lot more flexibility. One of the biggest weaknesses of any Warhammer system is its dependence on the d6 instead of a d10,d12,d20 or something like that. The more sides the more you can spread out power levels. I would love if they did that for more of the game.
Suddenly, non-Barbarian players everywhere pick up d12s for the first time.
I actually just played a Goliath Barbarian last night in a one shot D&D thing last night. Lots of fun.
I was thinking of testing something with my Space Wolves. The crackle paint I used for my knight's base is pretty cool and I was thinking of coating the right shoulder of my aggressors with it but I'm not sure how I'd get it to even stay on without just sliding off.
Any suggestions? Maybe a hair dryer to get it to latch a bit and then just let it dry the rest of the way on it's own?
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.
Abbaddon' Dark Destiny gives a good hint how saves work, I think. My guess is depending on the weapon you produce either small or large blast markers and then at the end of the turn you roll your saves, either a D12 against small blast markers, or a D6 against large blast markers. Except for Abby for example who always rolls a D12.
So space Marines would have the equivalent of a 3+ save when they roll a D12 with their 6+ apocalypse rules save, but only a 6+ on a D6 against stronger weapons that use large blast markers.
It also is a bit of a throwback to 2nd edition where terminator armour was 3+ on 2d6. Using a D12 is much less tedious though, when you have to roll multiple saves.
Very interesting stuff so far. I'm already wondering if those rules might be fun for small fast games, too. I haven't really played much 8th edition, but alternating activations and casualties at the end of the round might deal with my biggest pet peeves in 40k at the moment. Waiting for the other player to finish his round and never actually using parts of your army because they get first strikes before they can do anything.
It also is a bit of a throwback to 2nd edition where terminator armour was 3+ on 2d6. Using a D12 is much less tedious though, when you have to roll multiple saves.
Very interesting stuff so far. I'm already wondering if those rules might be fun for small fast games, too. I haven't really played much 8th edition, but alternating activations and casualties at the end of the round might deal with my biggest pet peeves in 40k at the moment. Waiting for the other player to finish his round and never actually using parts of your army because they get first strikes before they can do anything.
Honestly, I've found that as long as there's at least some decent line-of-sight blocking terrain on the board and you're using the new style of deployment, alpha strikes aren't a huge concern any more.
A lot of people play games on planet bowling ball and then turn one is like shooting fish in a barrel. Crank up your terrain density and things get much better.
SmokeStacks on
0
Options
Dr_KeenbeanDumb as a buttPlanet Express ShipRegistered Userregular
I'm already wondering if those rules might be fun for small fast games, too.
This is pretty much where my head's at. I'm never going to paint a huge army and I dislike 40k as it stands currently. So I want to play 40k-sized games with Apoc rules.
A lot of people play games on planet bowling ball and then turn one is like shooting fish in a barrel. Crank up your terrain density and things get much better.
I play a lot on base ITC/NoVA Open terrain sets. Large line of sight blocking ruins in the middle. good cover in between. Leads to a pretty nice set of games with almost all deployments.
I have a shitload of Plaguebearers. There's enough so they give a negative to shooting at them. If, during the shooting phase, I drop them below the requisite number so that they're negative, are they no longer negative? Or is it til end of phase?
Any other abilities work like this?
XBL: Bizazedo
PSN: Bizazedo
CFN: Bizazedo (I don't think I suck, add me).
I have a shitload of Plaguebearers. There's enough so they give a negative to shooting at them. If, during the shooting phase, I drop them below the requisite number so that they're negative, are they no longer negative? Or is it til end of phase?
Any other abilities work like this?
So it should go like this from my understanding:
1)You have 21 Plaguebearers
2)Opponent shoots with a unit, kills 2. All that shooting is a -1 because you were over 20 when the target was selected.
3)Opponent shoots with a different unit at your plaguebearers. These shots do not have a -1 because the check is done on target selection basically. So you are no longer -1 as you are below 20.
Plaguebearers very specifically check the number of models at the start of the phase, the -1 remains for the duration of that phase.
“If this unit contains 20 or more models at the start of a phase, your opponent must subtract 1 from all hit rolls for attacks that target them.”
So as long as you have twenty at the start of that shooting phase they keep that -1 no matter how many die.
Mazzyx’s example would only be correct if the wording was “if this unit contains 20 or more models , your opponent must subtract 1 from all hit rolls for attacks that target them.”
Plaguebearers very specifically check the number of models at the start of the phase, the -1 remains for the duration of that phase.
“If this unit contains 20 or more models at the start of a phase, your opponent must subtract 1 from all hit rolls for attacks that target them.”
So as long as you have twenty at the start of that shooting phase they keep that -1 no matter how many die.
Mazzyx’s example would only be correct if the wording was “if this unit contains 20 or more models , your opponent must subtract 1 from all hit rolls for attacks that target them.”
This is what I get from doing stuff from memory and not having the codex near me.
0
Options
MonwynApathy's a tragedy, and boredom is a crime.A little bit of everything, all of the time.Registered Userregular
Price for the new Skitarii Transport got leaked. Seventy-five goddamn United States Dollars, or ninety Canadian, and I somehow doubt it's a better MBT than a Dunecrawler.
0
Options
StragintDo Not GiftAlways DeclinesRegistered Userregular
Price for the new Skitarii Transport got leaked. Seventy-five goddamn United States Dollars, or ninety Canadian, and I somehow doubt it's a better MBT than a Dunecrawler.
Apparently that new repulsor is $100.
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.
Well I am curious what the price is for the new battlebox armies for Apoc
Apparently $170 which seems super weird. That Imperial Knight detachment at $170 is an absolute fucking steal. Same with the CSM. The Necron and Imperial Guard one also seem pretty good if they area ctually $170.
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.
I'm tempted to grab the guard box. After discounts it plus a Start Collecting would basically be a thousand points of tanks and infantry for $200
The marine box seems really boring though. Just dumping a captain, dreadnought, and 30 dudes in a box seems kinda underwhelming. You could buy two No Know Fear boxes instead and get a much more exciting core for an army (that would be significantly cheaper as well if you sold the Death Guard stuff).
The chaos one is a good deal but its CSM. More CSM. And some more CSM. And really normal chaos marines aren't that impressive.
Feel kind of the same way about the Eldar one. It's technically a good deal, but eh, Wraith units are basically the only thing that get published in these big boxes. Let alone Dark Eldar and Harlequins getting passed over for them continually.
The chaos one is a good deal but its CSM. More CSM. And some more CSM. And really normal chaos marines aren't that impressive.
Feel kind of the same way about the Eldar one. It's technically a good deal, but eh, Wraith units are basically the only thing that get published in these big boxes. Let alone Dark Eldar and Harlequins getting passed over for them continually.
I just finished building out 15 new CSM. Well 20 but 5 were the close combat ones from shadowspear and I don't count them as real units.
And I will paint them and until power armor because a thing they will be it.
I mean if I wanted a power armor tied I can do that already. I have almost 65-70 or more CSM collected and painted over the years.
Posts
You, as the shooting player, aren't sure if you've already shot enough to kill everyone. So you have to take a bit of a risk when choosing your targets - risking NOT killing a vital model or wasting too many shots on one target.
This achieves the exact same goal I've got in my own game system, but does it in a MUCH more elegant way. Bravo!
(it also uses d12 and trays, which makes me wonder if they've been reading my stuff ).
I noticed that a lot of old Epic stuff is fairly cheap on Ebay, if the rules for Apocalypse are fun than it might be worth tracking a bunch of it down and just playing it with Epic models to make lugging an army around significantly easier.
What I was getting at is, I don’t think saves are going to happen when you attack with a unit; the enemy just accumulates blast markers and you resolve those after all combat for the turn is done. Pretty sure the D12s are not the blast markers, though you could probably use them like that, because they’re the damage (and maybe save) resolution dice.
But yeah, saves at the end encourages ‘overkill’ and tactical decisions around that, simulates the fog of war, and simplifies the game flow by an order of magnitude in one fell swoop. Genius!
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.
Hm you might be right, though from the previews they state "large and small" blast markers (not to be confused with templates), which I assume means D6 for small and D12 for large (or vice versa? force marines to roll a 6+ if you score a "large blast" on them?).
I'm making a lot of assumptions here, but my interest is piqued. GW has shown themselves to be competent rules writers when they arent kneecapped by 30 years of legacy baggage.
Also, you know, alternating activations.
3DS: 1650-8480-6786
Switch: SW-0653-8208-4705
The other reason I’m fairly confident that blast markers are not dice comes from this image, from the Warhammr Community article itself:
Pretty sure the circled tokens are the large and small blast markers.
Also, the hexagonal tokens seem to be orders, while the triangular ones indicate battalion commanders/warlords.
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.
Suddenly, non-Barbarian players everywhere pick up d12s for the first time.
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.
My list:
++ Battalion Detachment +5CP (Chaos - Chaos Space Marines) [27 PL, 12CP, 513pts] ++
+ No Force Org Slot +
Battle-forged CP [3CP]
Detachment CP [5CP]
Legion [3CP]: Red Corsairs
+ HQ +
Daemon Prince with Wings [9 PL, 183pts]: Gift of Chaos, Intoxicating Elixir, Malefic talon, Reaver Lord Artefact, Warp bolter, Wings
. Slaanesh
Huron Blackheart [6 PL, 1CP, 105pts]: Infernal Gaze, Reaver Lord, Warlord
+ Troops +
Chaos Space Marines [4 PL, 75pts]: No Chaos Mark
. Aspiring Champion: Bolt pistol, Boltgun
. 3x Marine w/ Boltgun
. Marine w/ heavy weapon: Autocannon
Chaos Space Marines [4 PL, 75pts]: No Chaos Mark
. Aspiring Champion: Bolt pistol, Boltgun
. 3x Marine w/ Boltgun
. Marine w/ heavy weapon: Autocannon
Chaos Space Marines [4 PL, 75pts]: No Chaos Mark
. Aspiring Champion: Bolt pistol, Boltgun
. 3x Marine w/ Boltgun
. Marine w/ heavy weapon: Autocannon
++ Supreme Command Detachment +1CP (Chaos - Chaos Space Marines) [18 PL, 326pts] ++
+ No Force Org Slot +
Detachment CP
Legion: Crimson Slaughter
Legion: World Eaters
+ HQ +
Ahriman [7 PL, 131pts]: Doombolt, Gift of Chaos, Prescience
Master of Executions [4 PL, 70pts]: Mark of Khorne, Talisman of Burning Blood
Sorcerer with Jump Pack [7 PL, 125pts]: Delightful Agonies, Force sword, Mark of Slaanesh, Plasma pistol, Warptime
++ Battalion Detachment +5CP (Chaos - Chaos Space Marines) [65 PL, 4CP, 1,151pts] ++
+ No Force Org Slot +
Dark Disciples [1 PL, 10pts]: 2x Dark Disciple
Detachment CP [5CP]
Legion: The Flawless Host
Specialist Detachment [-1CP]: Soulforged Pack
+ HQ +
Dark Apostle [5 PL, 100pts]: Blissful Devotion, Illusory Supplication, Mark of Slaanesh
Lord Discordant on Helstalker [9 PL, 160pts]: Autocannon, Mark of Slaanesh, Master of the Soulforges
. Helstalker: Techno-virus injector
Lord Discordant on Helstalker [9 PL, 160pts]: Autocannon, Mark of Slaanesh
. Helstalker: Techno-virus injector
+ Troops +
Chaos Cultists [3 PL, 50pts]: Mark of Slaanesh
. 9x Chaos Cultist w/ Autogun
. Cultist Champion: Autogun
Chaos Cultists [3 PL, 50pts]: Mark of Slaanesh
. 9x Chaos Cultist w/ Autogun
. Cultist Champion: Autogun
Chaos Cultists [3 PL, 50pts]: Mark of Slaanesh
. 9x Chaos Cultist w/ Autogun
. Cultist Champion: Autogun
+ Heavy Support +
Defiler [9 PL, 142pts]: Defiler scourge, Mark of Slaanesh, Reaper autocannon
Maulerfiend [7 PL, 132pts]: Lasher tendrils, Mark of Slaanesh
Venomcrawler [7 PL, 130pts]: Mark of Slaanesh
+ Flyer +
Heldrake [9 PL, 167pts]: Baleflamer, Heldrake claws, Mark of Slaanesh
++ Total: [110 PL, 16CP, 1,990pts] ++
Created with BattleScribe
My opponent's list from memory:
++ Battalion Detachment +5CP (Imperium - Astra Militarum) ++
+ No Force Org Slot +
Battle-forged CP
. Categories: No Force Org Slot
Detachment CP
. Categories: No Force Org Slot
Regimental Doctrine: Regiment: Millitarum Tempestus
. Categories: No Force Org Slot
+ HQ +
Tempestor Prime: Hot-shot Laspistol
. Categories: Tempestus Scions, Faction: Astra Militarum, HQ, Faction: Imperium, Infantry, Character, Officer, Tempestor Prime, Militarum Tempestus
Tempestor Prime: Hot-shot Laspistol
. Categories: Tempestus Scions, Faction: Astra Militarum, HQ, Faction: Imperium, Infantry, Character, Officer, Tempestor Prime, Militarum Tempestus
+ Troops +
Militarum Tempestus Scions
. Categories: Faction: Astra Militarum, Tempestus Scions, Troops, Faction: Imperium, Infantry, Militarum Tempestus
. 2x Scion
. Scion w/ Special Weapon: Plasma gun
. Scion w/ Special Weapon: Plasma gun
. Tempestor: Chainsword, Hot-shot Laspistol
Militarum Tempestus Scions
. Categories: Faction: Astra Militarum, Tempestus Scions, Troops, Faction: Imperium, Infantry, Militarum Tempestus
. 2x Scion
. Scion w/ Special Weapon: Plasma gun
. Scion w/ Special Weapon: Plasma gun
. Tempestor: Chainsword, Hot-shot Laspistol
Militarum Tempestus Scions
. Categories: Faction: Astra Militarum, Tempestus Scions, Troops, Faction: Imperium, Infantry, Militarum Tempestus
. 2x Scion
. Scion w/ Special Weapon: Plasma gun
. Scion w/ Special Weapon: Plasma gun
. Tempestor: Chainsword, Hot-shot Laspistol
+ Elites +
Militarum Tempestus Command Squad
. Categories: Tempestus Scions, Faction: Astra Militarum, Elites, Faction: Imperium, Infantry, Tempestus Command Squad, Militarum Tempestus
. Tempestus Scion: Plasma gun
. Tempestus Scion: Plasma gun
. Tempestus Scion: Plasma gun
. Tempestus Scion: Plasma gun
Militarum Tempestus Command Squad
. Categories: Tempestus Scions, Faction: Astra Militarum, Elites, Faction: Imperium, Infantry, Tempestus Command Squad, Militarum Tempestus
. Tempestus Scion: Plasma gun
. Tempestus Scion: Plasma gun
. Tempestus Scion: Plasma gun
. Tempestus Scion: Plasma gun
++ Supreme Command Detachment +1CP (Imperium - Astra Militarum) ++
+ No Force Org Slot +
Detachment CP
. Categories: No Force Org Slot
Imperial Commander's Armoury: 1 additional Heirloom of Conquest
. Categories: No Force Org Slot
Regimental Doctrine: Regiment: Cadian
. Categories: No Force Org Slot
Vigilus Defiant: Emperor's Fist Tank Company
. Categories: No Force Org Slot
+ HQ +
Tank Commander: Emperor's Fist, Lascannon, Plasma Cannons
. Categories: Faction: Astra Militarum, Character, HQ, Faction: Imperium, Leman Russ Battle Tank, Tank Commander, Vehicle, Officer, (REGIMENT), Leman Russ, Emperor's Fist
. Command Battle Tank: Battle Cannon
Tank Commander: Emperor's Fist, Lascannon, Plasma Cannons
. Categories: Faction: Astra Militarum, Character, HQ, Faction: Imperium, Leman Russ Battle Tank, Tank Commander, Vehicle, Officer, (REGIMENT), Leman Russ, Emperor's Fist
. Command Battle Tank: Battle Cannon
Tank Commander: Emperor's Fist, Lascannon, Plasma Cannons, Relic (Emperor's Fist): Hammer of Sunderance
. Categories: Faction: Astra Militarum, Character, HQ, Faction: Imperium, Leman Russ Battle Tank, Tank Commander, Vehicle, Officer, (REGIMENT), Leman Russ, Emperor's Fist
. Command Battle Tank: Battle Cannon
++ Brigade Detachment +12CP (Imperium - Astra Militarum) ++
+ No Force Org Slot +
Detachment CP
. Categories: No Force Org Slot
Operative Requisition Sanctioned
. Categories: No Force Org Slot
Regimental Doctrine: Regiment: Cadian
. Categories: No Force Org Slot
Vigilus Defiant: Emperor's Wrath Artillery Company
. Categories: No Force Org Slot
+ HQ +
Company Commander: Chainsword, Emperor's Wrath, Laspistol, Relic (Cadia): Relic of Lost Cadia
. Categories: Officer, Faction: Astra Militarum, Faction: Imperium, (REGIMENT), Character, Infantry, Company Commander, HQ, Emperor's Wrath
Company Commander: Chainsword, Emperor's Wrath, Grand Strategist, Laspistol, Warlord
. Categories: Officer, Faction: Astra Militarum, Faction: Imperium, (REGIMENT), Character, Infantry, Company Commander, HQ, Emperor's Wrath, Warlord
Primaris Psyker: Force Stave
. Categories: Faction: Astra Militarum, Astra Telepathica, Character, HQ, Faction: Imperium, Infantry, Primaris Psyker, Psyker, Scholastica Psykana
+ Troops +
Infantry Squad
. Categories: (REGIMENT), Faction: Astra Militarum, Faction: Imperium, Infantry, Infantry Squad, Troops
. 9x Guardsman
. Sergeant: Laspistol
Infantry Squad
. Categories: (REGIMENT), Faction: Astra Militarum, Faction: Imperium, Infantry, Infantry Squad, Troops
. 9x Guardsman
. Sergeant: Laspistol
Infantry Squad
. Categories: (REGIMENT), Faction: Astra Militarum, Faction: Imperium, Infantry, Infantry Squad, Troops
. 9x Guardsman
. Sergeant: Laspistol
Infantry Squad
. Categories: (REGIMENT), Faction: Astra Militarum, Faction: Imperium, Infantry, Infantry Squad, Troops
. 9x Guardsman
. Sergeant: Laspistol
Infantry Squad
. Categories: (REGIMENT), Faction: Astra Militarum, Faction: Imperium, Infantry, Infantry Squad, Troops
. 9x Guardsman
. Sergeant: Laspistol
Infantry Squad
. Categories: (REGIMENT), Faction: Astra Militarum, Faction: Imperium, Infantry, Infantry Squad, Troops
. 9x Guardsman
. Sergeant: Laspistol
+ Elites +
Astropath: Telepathica Stave
. Categories: Faction: Astra Militarum, Astra Telepathica, Astropath, Character, Elites, Faction: Imperium, Infantry, Psyker, Scholastica Psykana
Astropath: Telepathica Stave
. Categories: Faction: Astra Militarum, Astra Telepathica, Astropath, Character, Elites, Faction: Imperium, Infantry, Psyker, Scholastica Psykana
Platoon Commander: Laspistol
. Categories: (REGIMENT), Faction: Astra Militarum, Character, Elites, Faction: Imperium, Infantry, Officer, Platoon Commander
+ Fast Attack +
Armoured Sentinels
. Categories: (REGIMENT), Faction: Astra Militarum, Armoured Sentinel, Fast Attack, Faction: Imperium, Vehicle
. Armoured Sentinel: Autocannon
Armoured Sentinels
. Categories: (REGIMENT), Faction: Astra Militarum, Armoured Sentinel, Fast Attack, Faction: Imperium, Vehicle
. Armoured Sentinel: Autocannon
Armoured Sentinels
. Categories: (REGIMENT), Faction: Astra Militarum, Armoured Sentinel, Fast Attack, Faction: Imperium, Vehicle
. Armoured Sentinel: Autocannon
+ Heavy Support +
Basilisks: Emperor's Wrath
. Categories: (REGIMENT), Faction: Astra Militarum, Basilisk, Heavy Support, Faction: Imperium, Vehicle, Emperor's Wrath
. Basilisk: Heavy Bolter
Heavy Weapons Squad
. Categories: (REGIMENT), Faction: Astra Militarum, Faction: Imperium, Infantry, Heavy Support, Heavy Weapons Squad
. Heavy Weapon Team: Mortar
. Heavy Weapon Team: Mortar
. Heavy Weapon Team: Mortar
Heavy Weapons Squad
. Categories: (REGIMENT), Faction: Astra Militarum, Faction: Imperium, Infantry, Heavy Support, Heavy Weapons Squad
. Heavy Weapon Team: Mortar
. Heavy Weapon Team: Mortar
. Heavy Weapon Team: Mortar
Heavy Weapons Squad
. Categories: (REGIMENT), Faction: Astra Militarum, Faction: Imperium, Infantry, Heavy Support, Heavy Weapons Squad
. Heavy Weapon Team: Mortar
. Heavy Weapon Team: Mortar
. Heavy Weapon Team: Mortar
Wyverns: Emperor's Wrath
. Categories: Heavy Support, (REGIMENT), Faction: Astra Militarum, Faction: Imperium, Vehicle, Wyvern, Emperor's Wrath
. Wyvern: Heavy Bolter
Created with BattleScribe
Ugh guard can bring so much. Random deployment, got long table edges (24" in on the long edge, 24" between the armies). I won first turn.
My first turn I had good advance rolls and movement in general. But I also failed warptime on my lord discordant when I didn't run. This actually hurt later. I got my heldrake and my maulerfiend though in turn 1. I rolled a 6 on the run so the maulerfiend ran 20" with the soulforge stratagem to get in. I killed 10 scions, 10 guardsmen, and 5 mortar bases on turn 1. I felt not bad.
My opponent turn comes and out comes the damn relic of lost Cadia. Rerolls for pretty his whole army. My maulerfiend and heldrake died though thanks to good saves did absorb a lot of fire. My soulforge pack leader died to the relic cannon which shot 8 shots, hit 7 times (with a -1 to hit), and wounded all 7 times. I mad 2 saves on a 4+ save. It hurt a lot to lose one turn 1. By the end of turn 1 I had lost the JP sorc, the maulerfiend, a LD, the heldrake, a unit of cultist, a venom crawler and had some hurt units.
Turn 2, kill another huge chunk of guardsmen (I kill 57 models by the end of this game). I get my charge off. Kill a tempestus prime, kill scions, kill guardsmen because there is just a wall of bodies between me and the tanks. with my charges badly on my prince and my executioner (rolled a 7 but wanted a 9, rerolled into a 3 meaning hit got a lone tempestus prime). My prince was a single inch from tagging the tank with the relic cannon.
End of turn 2 guard I had lost all my LDs, my executioner, Ahriman, another cultist squad, my prince. I was in rough shape at this point and just had no good place to attack.
I lost but still made about 13-14 points which I was okay with. The guard player plays guard only. This had new stuff for him but it was still guard. I was using tons of new units. And I think I can play it better with practice. Its a good list though not perfect.
Still thinking of rearranging to swap in plaguebears and such. I have a way of doing it. 60 -1 to hit bodies with a 5++/5+++ goes a long way at holding the board that cultist don't anymore. Because cultist are bad and should feel bad now.
I actually just played a Goliath Barbarian last night in a one shot D&D thing last night. Lots of fun.
I was thinking of testing something with my Space Wolves. The crackle paint I used for my knight's base is pretty cool and I was thinking of coating the right shoulder of my aggressors with it but I'm not sure how I'd get it to even stay on without just sliding off.
Any suggestions? Maybe a hair dryer to get it to latch a bit and then just let it dry the rest of the way on it's own?
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.
I have no idea how he not did brake or chip over the years
I saw they get devourers now and 1 in 3 get Deathspitters O well
And there was a box of gaunts as well
I have no idea where the base is for the carnifex but I might just make one from a rhino side or turret
Abbaddon' Dark Destiny gives a good hint how saves work, I think. My guess is depending on the weapon you produce either small or large blast markers and then at the end of the turn you roll your saves, either a D12 against small blast markers, or a D6 against large blast markers. Except for Abby for example who always rolls a D12.
So space Marines would have the equivalent of a 3+ save when they roll a D12 with their 6+ apocalypse rules save, but only a 6+ on a D6 against stronger weapons that use large blast markers.
I am still curious.
I am also not mortgaging my home to buy a titan.
Very interesting stuff so far. I'm already wondering if those rules might be fun for small fast games, too. I haven't really played much 8th edition, but alternating activations and casualties at the end of the round might deal with my biggest pet peeves in 40k at the moment. Waiting for the other player to finish his round and never actually using parts of your army because they get first strikes before they can do anything.
Honestly, I've found that as long as there's at least some decent line-of-sight blocking terrain on the board and you're using the new style of deployment, alpha strikes aren't a huge concern any more.
This is pretty much where my head's at. I'm never going to paint a huge army and I dislike 40k as it stands currently. So I want to play 40k-sized games with Apoc rules.
3DS: 1650-8480-6786
Switch: SW-0653-8208-4705
I play a lot on base ITC/NoVA Open terrain sets. Large line of sight blocking ruins in the middle. good cover in between. Leads to a pretty nice set of games with almost all deployments.
I know I did not know though as I made those warriors about 10 years ago
Just have no idea where the carnifex's base is so that is another problem
I have a shitload of Plaguebearers. There's enough so they give a negative to shooting at them. If, during the shooting phase, I drop them below the requisite number so that they're negative, are they no longer negative? Or is it til end of phase?
Any other abilities work like this?
PSN: Bizazedo
CFN: Bizazedo (I don't think I suck, add me).
So it should go like this from my understanding:
1)You have 21 Plaguebearers
2)Opponent shoots with a unit, kills 2. All that shooting is a -1 because you were over 20 when the target was selected.
3)Opponent shoots with a different unit at your plaguebearers. These shots do not have a -1 because the check is done on target selection basically. So you are no longer -1 as you are below 20.
“If this unit contains 20 or more models at the start of a phase, your opponent must subtract 1 from all hit rolls for attacks that target them.”
So as long as you have twenty at the start of that shooting phase they keep that -1 no matter how many die.
Mazzyx’s example would only be correct if the wording was “if this unit contains 20 or more models , your opponent must subtract 1 from all hit rolls for attacks that target them.”
PSN: Bizazedo
CFN: Bizazedo (I don't think I suck, add me).
This is what I get from doing stuff from memory and not having the codex near me.
Apparently that new repulsor is $100.
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.
Apparently $170 which seems super weird. That Imperial Knight detachment at $170 is an absolute fucking steal. Same with the CSM. The Necron and Imperial Guard one also seem pretty good if they area ctually $170.
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.
The marine box seems really boring though. Just dumping a captain, dreadnought, and 30 dudes in a box seems kinda underwhelming. You could buy two No Know Fear boxes instead and get a much more exciting core for an army (that would be significantly cheaper as well if you sold the Death Guard stuff).
The Tau one is one farsight away from being the full nine.
Tau looks great though.
Feel kind of the same way about the Eldar one. It's technically a good deal, but eh, Wraith units are basically the only thing that get published in these big boxes. Let alone Dark Eldar and Harlequins getting passed over for them continually.
I just finished building out 15 new CSM. Well 20 but 5 were the close combat ones from shadowspear and I don't count them as real units.
And I will paint them and until power armor because a thing they will be it.
I mean if I wanted a power armor tied I can do that already. I have almost 65-70 or more CSM collected and painted over the years.