Results 271 to 300 of 1485
-
2017-05-31, 07:29 PM (ISO 8601)
- Join Date
- Feb 2010
Re: Warhammer 40K Tabletop XXX: Imperium After Dark
Not actually true. Looking at a leak of the charge phase rule page: "The first model you move must finish within 1" of an enemy model from one of the target units. No models in the charging unit can move within 1" of an enemy unit that was not a target of its charge. If this is impossible, the charge fails and no models in the charging unit move this phase." So they're even more terrible than they initially seemed.
Currently Playing:
Nothing at the moment.
Nova avatar courtesy of the ever awesome LCP.
-
2017-05-31, 07:31 PM (ISO 8601)
- Join Date
- Oct 2012
- Location
- Tharggy, on Tellene
- Gender
Re: Warhammer 40K Tabletop XXX: Imperium After Dark
-
2017-05-31, 08:07 PM (ISO 8601)
- Join Date
- Apr 2013
-
2017-05-31, 08:09 PM (ISO 8601)
- Join Date
- Oct 2012
- Location
- Tharggy, on Tellene
- Gender
Re: Warhammer 40K Tabletop XXX: Imperium After Dark
-
2017-05-31, 08:26 PM (ISO 8601)
- Join Date
- Apr 2011
- Location
- Australia
Re: Warhammer 40K Tabletop XXX: Imperium After Dark
Or that the qualifier only applies to the preceeding scentance, so the only time you don't move on a failed charge is when you can't make the charge AND you can't move without coming within 1" of a model that you didn't declare as your charge target.
Or GW is "teh suk", guess we'll have to wait for the FAQ/errata.
Re : the totally disappointing and yet totally expected balls up of both rules and points, part of me is almost glad I'm currently in the process of moving somewhere that is an hour drive to the nearest gaming store.
-
2017-05-31, 08:41 PM (ISO 8601)
- Join Date
- Apr 2013
Re: Warhammer 40K Tabletop XXX: Imperium After Dark
-
2017-05-31, 09:09 PM (ISO 8601)
- Join Date
- Mar 2011
- Gender
Re: Warhammer 40K Tabletop XXX: Imperium After Dark
-
2017-05-31, 09:41 PM (ISO 8601)
- Join Date
- Feb 2011
Re: Warhammer 40K Tabletop XXX: Imperium After Dark
Guardsmen are 4 points each. And since lasguns can hurt anything now I wonder how effect it would be just to bring 500 guardsmen to a 2000 point game.
Meanwhile cultists are 5 points each despite crappier armor, lower leadership and crappier weapon options, not to mention complete lack of support.
-
2017-05-31, 09:43 PM (ISO 8601)
- Join Date
- Jul 2014
- Location
- Avatar By Astral Seal!
Re: Warhammer 40K Tabletop XXX: Imperium After Dark
I have a LOT of Homebrew!
Spoiler: Former AvatarsSpoiler: Avatar (Not In Use) By Linkele
Spoiler: Individual Avatar Pics
-
2017-05-31, 10:25 PM (ISO 8601)
- Join Date
- Oct 2006
- Location
- Indiana
- Gender
Re: Warhammer 40K Tabletop XXX: Imperium After Dark
Last edited by Renegade Paladin; 2017-05-31 at 10:26 PM.
"Courage is the complement of fear. A fearless man cannot be courageous. He is also a fool." -- Robert Heinlein
-
2017-05-31, 10:43 PM (ISO 8601)
- Join Date
- Aug 2007
- Location
- In your head.
- Gender
Re: Warhammer 40K Tabletop XXX: Imperium After Dark
Well, havn't gone through orks and sisters yet, so I can't tell you about these, but chaos seems to have some nice things.
Cult marines seem nasty.
SoT seems rather good too.
Exalted sorcerer are great (TS only tough), and would be amazing had there been more spells to choose from.
Warp talons are fast, and hit hard. (and can assault from DS while forbidding overwatch)
Some of the chaos characters seems pretty darn strong
The heldrake is pretty rad once you stop looking at it like a plane and start looking at it like a "walker"
Havocs and Raptors are actually better than imperial counterparts methinks.
The spawn might be decent.
Other than being bland as an imperial fist, chaos seems to be doing fine at the moment.
-
2017-06-01, 12:32 AM (ISO 8601)
- Join Date
- Jan 2008
Re: Warhammer 40K Tabletop XXX: Imperium After Dark
I'm not worried about New vs. Old GW. I'll just ask questions on their Facebook. If I get answers, great. If my comments/questions get deleted, then we have problems.
What I'm really worried about, is the 'play testing' that went into this, and, given how...Well, I'm actually kind of worried how Frontline Gaming comes out of this. The FLG guys have their names attached to Warhammer Community hype-pieces. Before, we took their word for it. FLG are cool guys who know the game. Surely they can be trusted to play-test a new game...How much did they sell out? The leaks are out. Were some of these things approved? Who by? Who play-tested [Unit X] and decided that that was the way to go?
Their faces and reputations are on the internet. We know who these people are.
At least everything through WarhammerTV (and Blackshirts) is filtered through Company Men, and we - the audience - know that. But FLG? They're supposed to be different...
Unless money/perks changed hands (which of course it did)...
...Or am I the only one thinking about that?
-
2017-06-01, 02:01 AM (ISO 8601)
- Join Date
- Oct 2011
- Location
- Ho Chi Minh City
- Gender
Re: Warhammer 40K Tabletop XXX: Imperium After Dark
Try as I might, I can't find the official Facebook page.
I plan on building a Deathwatch Watch Company, but don't want to find out that the Bikers etc are out of print.
-
2017-06-01, 02:37 AM (ISO 8601)
- Join Date
- Jan 2008
Re: Warhammer 40K Tabletop XXX: Imperium After Dark
Warhammer 40,000
Warhammer Age of Sigmar
Remember, look for 'Pages', not 'Groups'.
I plan on building a Deathwatch Watch Company, but don't want to find out that the Bikers etc are out of print.
-
2017-06-01, 05:06 AM (ISO 8601)
- Join Date
- Oct 2012
- Location
- Tharggy, on Tellene
- Gender
Re: Warhammer 40K Tabletop XXX: Imperium After Dark
Guard a 2 points cheaper than Ork Boyz now? GW, stop smoking crack when you write rules!!
I have a feeling FLG are gonna lose a lot of fans. There are so many fiddly things in here that dont make sense and should be obvious on a read through (ie Cultists costing more than Guard)Last edited by Blackhawk748; 2017-06-01 at 05:10 AM.
-
2017-06-01, 05:46 AM (ISO 8601)
- Join Date
- Feb 2011
Re: Warhammer 40K Tabletop XXX: Imperium After Dark
-
2017-06-01, 06:01 AM (ISO 8601)
- Join Date
- Jan 2008
Re: Warhammer 40K Tabletop XXX: Imperium After Dark
If I could be bothered, I'd be going through those Faction Spotlights, see if I could find any
lieshype-that-did-not-deliver.
-
2017-06-01, 06:27 AM (ISO 8601)
- Join Date
- Oct 2012
Re: Warhammer 40K Tabletop XXX: Imperium After Dark
For what it's worth, every time this comes up on FLG they make a point to say something along the lines of "We didn't write the rules, we only gave feedback. Whether they use that feedback or not is up to GW, but we think they did well".
I wouldn't get too far on the Woe Is X train yet, anyway. Nobody's played the silly game yet.
-
2017-06-01, 07:17 AM (ISO 8601)
- Join Date
- Apr 2013
-
2017-06-01, 08:17 AM (ISO 8601)
- Join Date
- Jan 2008
Re: Warhammer 40K Tabletop XXX: Imperium After Dark
-
2017-06-01, 08:37 AM (ISO 8601)
- Join Date
- Jun 2010
- Location
- Virginia
- Gender
Re: Warhammer 40K Tabletop XXX: Imperium After Dark
In regards to the charging rules, in that you cannot get stuck in with any unit other than the one(?) you declared against: why is GW so afraid of multicharges? I think forcing
Taupeople to not clump together in a giant hurt ball is a good idea.~ZA
-
2017-06-01, 08:57 AM (ISO 8601)
- Join Date
- Oct 2012
Re: Warhammer 40K Tabletop XXX: Imperium After Dark
That's not true? You can declare multicharges still, and with clever 3" Pile-In you can drag in nearby units. If they put things right next to each other feel free to Pile in such a way that you get within 1" of the next unit as well. And you can Consolidate into other units. Clumping up squads is the bad times.
-
2017-06-01, 09:08 AM (ISO 8601)
- Join Date
- Jun 2010
- Location
- Virginia
- Gender
-
2017-06-01, 09:43 AM (ISO 8601)
- Join Date
- Nov 2014
- Location
- Winter
- Gender
Re: Warhammer 40K Tabletop XXX: Imperium After Dark
Didn't they say that Chaiswords would be better than normal close combat weapons now?
Cause unless I'm missing something what I see is that they have removed that you get +1A from having 2 CCW, but you get an extra A from chainswords (as well as several other CCW).
Not quite a lie, but when an assault marine goes from having 2 attacks to having 2 attacks, while the sarge with PW goes from having 3, to having 2, I don't really see the improvement.
-
2017-06-01, 09:58 AM (ISO 8601)
- Join Date
- Jul 2008
- Gender
Re: Warhammer 40K Tabletop XXX: Imperium After Dark
That's more a faulty inference not a broken promise.
Which kind-of goes for a lot of these 'errors' or 'lies' (always a bad word since it implies intent o deceive). Part of the deal with teasers.
Anyway, that's where the feedback section on the community website will be for. I'm pretty sure that a lot of army-specific finagles will be dealt with when the codexes will roll out, if not before it with FAQS.Last edited by Theodoric; 2017-06-01 at 10:00 AM.
-
2017-06-01, 10:01 AM (ISO 8601)
- Join Date
- Nov 2014
- Gender
Re: Warhammer 40K Tabletop XXX: Imperium After Dark
The stars predict tomorrow you'll wake up, do a bunch of stuff, and then go back to sleep.~ That's your horoscope for today.
01001110011001010111001001100100
-
2017-06-01, 10:14 AM (ISO 8601)
- Join Date
- May 2009
- Gender
Re: Warhammer 40K Tabletop XXX: Imperium After Dark
-
2017-06-01, 10:38 AM (ISO 8601)
- Join Date
- Jun 2007
- Location
- Oxford, England
- Gender
Re: Warhammer 40K Tabletop XXX: Imperium After Dark
I'm not sure that really counts, because in 90% of situations the enemy will fall-back rather than remain engaged. Also, you now don't get +1 attack for charging. Though striking first is undeniably better for almost all forces, with Dark Eldar being about the only ones truly sad about the loss of Initiative.
EDIT: I've been working my way through the Necron stuff, and have just noticed that the Hyperphase Sword and the Voidblade have exactly the same stats. And then the Voidblade costs 3pts more. That's just lazy.Last edited by Voidhawk; 2017-06-01 at 11:08 AM.
-
2017-06-01, 11:56 AM (ISO 8601)
- Join Date
- Nov 2006
Re: Warhammer 40K Tabletop XXX: Imperium After Dark
I'm not sure that really counts, because in 90% of situations the enemy will fall-back rather than remain engaged. Also, you now don't get +1 attack for charging. Though striking first is undeniably better for almost all forces, with Dark Eldar being about the only ones truly sad about the loss of Initiative.
And i guess also Tyranids? though it seems like they are large winners in this change.
EDIT: I've been working my way through the Necron stuff, and have just noticed that the Hyperphase Sword and the Voidblade have exactly the same stats. And then the Voidblade costs 3pts more. That's just lazy.
But It seems more and more clear that this is just a temporary measure to get everyone up to date with the new system.thnx to Starwoof for the fine avatar
-
2017-06-01, 12:04 PM (ISO 8601)
- Join Date
- Oct 2012
Re: Warhammer 40K Tabletop XXX: Imperium After Dark
Sword and Voidblade have different points because different units buy them. While it doesn't make sense for Overlords (who get access to both and will just pick the cheapest), the points seemed to be balanced more for the Lychguard and Praetorians who get to choose those options. Why they didn't just fiddle it around so they ended up the same is beyond me, though.
How are you guys measuring the effectiveness of Command Points? They're obviously very strong, especially that reroll, but are they strong enough to pick Battalion over other Detachment choices for the extra Points? Obviously depends on how good your Troops are, but the ability to make a list without troops is pretty interesting and for some armies, extremely powerful.