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2017-06-01, 12:40 PM (ISO 8601)
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- Apr 2013
Re: Warhammer 40K Tabletop XXX: Imperium After Dark
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2017-06-01, 02:58 PM (ISO 8601)
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- Dec 2015
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- Central Illinois
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Re: Warhammer 40K Tabletop XXX: Imperium After Dark
I'm a bit loath to complain too much, as my main army is a flavor of power armor (and thus won't be too badly affected), but I'm a bit annoyed they took away some of the rules that made Dark Angels distinctive from the vanilla Marines. Grim Resolve is gone. All of our ways to boost Overwatch are gone. Also, we still don't have Land Speeder Storms because reasons? Is there some pathological Dark Angel aversion to LSS so that we didn't get them in 7th and we don't get them now?
Of course, the complaint about lost army-wide rules/relics is true for every army in the game right now so I suppose we'll have to wait until the codices drop for actually distinctive rules, but it feels like it wouldn't have been that hard to keep in some of the things that made factions unique beyond units and wargear.“Stupid entropy ruins everything.”
-Jennifer Ouellette
My divine portfolio (cred goes to Jormengand):SpoilerBobby, the Twist in Time
Divine Rank: 4
Deity of: Twisted Truth, Time
Symbol: A pair of wings made of fossils
Alignment: True Neutral
Worshipers: Archaeologists, forgers
Cleric Alignments: Any neutral
Domains: Artifice, Creation, Knowledge, Time
Favoured Weapon: Longsword
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2017-06-01, 03:59 PM (ISO 8601)
- Join Date
- Nov 2006
Re: Warhammer 40K Tabletop XXX: Imperium After Dark
We did okay, not great but a decent net gain. Not sure yet how I feel about the Carnifex changes and I take back what I said earlier about Mawlocs.
Hopefully we get shrike models soon!
I am pretty certain there are more Tyranid units viable now than there has been in the last decade.thnx to Starwoof for the fine avatar
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2017-06-01, 04:02 PM (ISO 8601)
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- Apr 2013
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2017-06-01, 04:13 PM (ISO 8601)
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- Nov 2006
Re: Warhammer 40K Tabletop XXX: Imperium After Dark
Yeah see.. and Tyranid warriors might actually do something after i dont know how long? :)
thnx to Starwoof for the fine avatar
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2017-06-01, 04:37 PM (ISO 8601)
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- Oct 2012
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- Tharggy, on Tellene
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Re: Warhammer 40K Tabletop XXX: Imperium After Dark
Nid Warriors saw use once people started spamming Autocannons and Scat Lasers, cuz neither one inflicted ID on them, so their second wound was actually good for something.
While at work, i thought about the Orks loss of 'eavy Armor and what that did to our durability, which then had me thinking of the new cover system, and i came to the relization that Orks just got screwed defensively.
Orks used to get a 4+ cover from ruins, just like everyone else. Now they only get a 5+ save (cuz they are wearing those stupid t-shirts) while the Guard are still getting their 4+ and Marines now get a freakin 2+. Orks now have to bum rush their opponents, because they dont have anywhere near the durability to hide in cover and shoot back with their Shootas (which are free at least).
Heres an example: We will have a squad of 10 Sisters Rapid Firing at a squad of Space Marines and Orks, both of which are in cover. So 20 shots that hit on a 3+, thats 13.33 shots hitting and 6.66 wounds inflicted. Now is were it gets nuts.
Orks have a 5+, which means they take 4.44 wounds (we'll call it 4) and the marines have a 2+ which means they take 1.33, so 1. Space Marines (in cover) are now 4 times more durable than Orks, and only cost twice as much. Orks may get a second attack and Mob rule, but they still shoot on 5+ and everything else is basically equal.
So ya, the new rules neuter Orks defensively.
Edit: Also i decided to put my money where m mouth is about the KFF. Its a tight squeeze, but you can fit a 30 boy Mob within 9 inches of the Mek, you're just wrapping the freaking Mob around him, theres only an inch or less between Orks and theres no way you are fitting a second Mob under it. So ya, it'll only work on one mob now, and its a tight fit.Last edited by Blackhawk748; 2017-06-01 at 04:44 PM.
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2017-06-01, 05:01 PM (ISO 8601)
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- Apr 2013
Re: Warhammer 40K Tabletop XXX: Imperium After Dark
Pffft......forget the warriors. Shrikes might actually do something!
But there are definitely areas I'm less happy about (e.g., smite w/ zoans, venomthrope def buff nerf, biovore damage output). It's good but a lot of others did pretty well. I think its going to be a while before the dust settles,.....and then we get to do it all over again w/ the codexes
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2017-06-01, 06:27 PM (ISO 8601)
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- Jul 2014
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- Avatar By Astral Seal!
Re: Warhammer 40K Tabletop XXX: Imperium After Dark
The "Rule of One (except Smite)" is dumb as hell. Glad I don't have that many GK.
Also, Blackhawk, remember you have to have your ENTIRE UNIT in cover to gain the bonus.I have a LOT of Homebrew!
Spoiler: Former AvatarsSpoiler: Avatar (Not In Use) By Linkele
Spoiler: Individual Avatar Pics
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2017-06-01, 06:38 PM (ISO 8601)
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- Oct 2012
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- Tharggy, on Tellene
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Re: Warhammer 40K Tabletop XXX: Imperium After Dark
Well then the entire point is moot, as its nearly impossible to get that many Orks in cover. The more i read into this the more idiotic it sounds. Seriously, the entire unit? May as well say "Horde armies cant use cover" cuz thats basically what just happened.
I guess what im finding particularly stupid, is that they made so many other things granular (Armor saves and Vehicles degrading) but then they made things that where granular suddenly binary (Partial cover not being a thing and the new KFF)
Edit: I also agree on the "Rule of One" I havent seen a single power that wouldnt be fine spammed. Hell Smite is actually really good and is probably better than some of the Faction powers, so the rule really seems pointless.Last edited by Blackhawk748; 2017-06-01 at 06:42 PM.
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2017-06-01, 06:46 PM (ISO 8601)
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- Oct 2013
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Re: Warhammer 40K Tabletop XXX: Imperium After Dark
So wait, Orks have to try to rush into melee combat and not skulk in cover? As in, they play like the fluff says they act? And the game mechanics punish people from playing in a way that counters the fluff? Wish more armies did that... That would be the dream, the game mechanics for each army forcing the player to play their army like the fluff says they act.
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2017-06-01, 06:55 PM (ISO 8601)
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- Oct 2012
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- Tharggy, on Tellene
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Re: Warhammer 40K Tabletop XXX: Imperium After Dark
It sounds great, until you realize that Orks can't survive to get into melee. Painboyz are nerfed, the KFF only works for one unit (effectively) and Boyz no longer have access to a 4+ armor, so they fight in their T-shirts. Also i play Blood Axes, who, you know, use cover. Now using cover is arguably worse than just bum rushing the enemy.
As for playing to fluff, Marines dont engage in melee, like, ever, unless they are a unit specifically designed for it. So Marines (of virtually every flavor besides Blood Angels, Black Templars, and Wuffs) and every other army, will just hang back and blast Orks to oblivion before they can ever close the distance, cuz we can't cover hop and even if we could its never better than a 5+.
Orks arent survivable enough to do what they are supposed to do.
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2017-06-01, 07:01 PM (ISO 8601)
- Join Date
- Nov 2006
Re: Warhammer 40K Tabletop XXX: Imperium After Dark
Orks have a 5+, which means they take 4.44 wounds (we'll call it 4) and the marines have a 2+ which means they take 1.33, so 1. Space Marines (in cover) are now 4 times more durable than Orks, and only cost twice as much. Orks may get a second attack and Mob rule, but they still shoot on 5+ and everything else is basically equal.
Pffft......forget the warriors. Shrikes might actually do something!
But there are definitely areas I'm less happy about (e.g., smite w/ zoans, venomthrope def buff nerf, biovore damage output). It's good but a lot of others did pretty well. I think its going to be a while before the dust settles,.....and then we get to do it all over again w/ the codexes
But yeah.. Gw is going to GW..
The "Rule of One (except Smite)" is dumb as hell. Glad I don't have that many GK.
Can also see that with the new Eldar rules then the different 3+ units seems to be one of the bigger winners. from what i can tell after a brief glance then Dark Reapers, Striking Scorpions, Warp Spiders and Fire Dragons all continue to have some rather nasty weapons.
And with a guarantied Doom an Eldar army can really focus fire a target down.thnx to Starwoof for the fine avatar
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2017-06-01, 07:06 PM (ISO 8601)
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- Oct 2012
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- Tharggy, on Tellene
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Re: Warhammer 40K Tabletop XXX: Imperium After Dark
I purposefully didnt bring up the Morale phase, as i have no ida what And They Shall Know No Fear does now. Its entirely possible that Marines just ignore Battleshock, just as Orks basically do.
You are thinking of Gargoyles, which are winged Gaunts. Shrikes are winged Tyranid Warriors.
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2017-06-01, 07:12 PM (ISO 8601)
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- Oct 2013
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Re: Warhammer 40K Tabletop XXX: Imperium After Dark
Know No Fear is ReRoll Morale. I did see that when I checked out a store's copy with Wolves.
EDIT: Unless different Marines treat the rule differently....Last edited by Saambell; 2017-06-01 at 07:13 PM.
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2017-06-01, 07:26 PM (ISO 8601)
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- Oct 2012
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- Tharggy, on Tellene
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Re: Warhammer 40K Tabletop XXX: Imperium After Dark
Im not sure, in any event they only took 1 casualty, and if i understand Battleshock correctly, they wont take any casualties from that anyway.
I just dont understand why GW took away our Armor. Its been an upgrade since...forever and to have the option suddenly yanked and our other defensive measures hamstrung leaves a bad taste in my mouth.
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2017-06-01, 09:02 PM (ISO 8601)
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- Oct 2010
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Re: Warhammer 40K Tabletop XXX: Imperium After Dark
Orks are supposed to T1 out of a Weirdboy hitting his Da Jump power now if they play horde. Ig not they are supposed to play madmax with buggies, trukks, morkanauts and battlewagons. Option 3 is robo-horde with Kans, Kannons and Nauts.
There are several styles or Orks that do work, just not foothordes walking alowly towards the enemy.
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2017-06-01, 09:34 PM (ISO 8601)
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- Oct 2006
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- Indiana
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Re: Warhammer 40K Tabletop XXX: Imperium After Dark
Chimeras no longer have fire points. It's time to seriously rethink my entire list building strategy.
"Courage is the complement of fear. A fearless man cannot be courageous. He is also a fool." -- Robert Heinlein
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2017-06-01, 10:04 PM (ISO 8601)
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- Dec 2015
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- Central Illinois
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Re: Warhammer 40K Tabletop XXX: Imperium After Dark
None of the transports I've seen have firing points. It would appear that either they will reinstall that later (unlikely), or that's now the sole province of open topped transports.
“Stupid entropy ruins everything.”
-Jennifer Ouellette
My divine portfolio (cred goes to Jormengand):SpoilerBobby, the Twist in Time
Divine Rank: 4
Deity of: Twisted Truth, Time
Symbol: A pair of wings made of fossils
Alignment: True Neutral
Worshipers: Archaeologists, forgers
Cleric Alignments: Any neutral
Domains: Artifice, Creation, Knowledge, Time
Favoured Weapon: Longsword
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2017-06-02, 02:17 AM (ISO 8601)
- Join Date
- Jan 2008
Re: Warhammer 40K Tabletop XXX: Imperium After Dark
It depends on whether or not they were serious when they said they were working on it a long time.
Updating every unit at once, is a monumental task, and credit where credit is due; The madmen actually did it.
While there are many things I disagree with - as do we all - there are certainly many other things that they did right. Fortunately, my collection is so XBOX HUEG that I have the luxury of being able to swap my models out for ones that are actually good. So I have the privilege of reserving judgement until I can hard slog my way through all Factions to compare them to each other - or someone else on the internet does it for me.
...I hope people have been reading the Missions, and what it takes to actually win, and then comparing units to the objective of the game?
Who am I kidding...Of course they haven't.
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2017-06-02, 04:13 AM (ISO 8601)
- Join Date
- Jun 2005
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- Zagreb
Re: Warhammer 40K Tabletop XXX: Imperium After Dark
Like when AoS came out, they updated all the armies at once. While I agree the rules needed some cleaning up, the results are pretty bland. Any interesting effects now do 1/d3/d6 etra mortal wounds instead of what they did before. I miss the moral rules, even if they were not used a lot.
What I can't really figure out is the rules for determining a model point cost.
Take for example the Dire Avengers: at 10 ppm for a model, with a avenger shuriken cannon at 7 ppw and can replace one model with the dire avenger exarch which I can't find the points for. Do models pay for weapons they come with, or only for upgrades?
So what would a squad of 5 cost with a exarch? They seem very expensive then at 17 ppm, very reasonable at 10 ppm but then if the weapons a unit comes are free then wraithguard with wraithcannons would be stupid cheap at 23 ppm.Last edited by Tehnar; 2017-06-02 at 04:21 AM.
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2017-06-02, 04:25 AM (ISO 8601)
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- Oct 2009
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- Canada
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Re: Warhammer 40K Tabletop XXX: Imperium After Dark
Yes, you pay for every weapon you come with. No, you do not have to pay extra for squad leaders (beyond any extra equipment they may have that happens to be mandatory and costs points).
5 Dire Avengers with Shuriken Catapults and no other equipment, assuming the points costs you've listed (I haven't read the Eldar stuff yet), would cost 85 points.
This can get very complicated when it comes to things with a lot of mandatory buys. Stormsurges have a deceptively low base price, because their mandatory weapon buys cost around 200 points (in ten-ish individual chunks, for extra number-crunching). It's... Not easy at all to tell how many points a lot of things cost at a glance. You can easily see, say, Hive Guard costing absurdly low numbers of points, think "Oh, wow, that's cheap", then notice that you have the choice of two extremely expensive guns to give them, bumping the price up heavily. Or look at Obliterators, say "Huh, 65 points base. Pricey." then check their weapons and find they cost 0 points (because nobody but Obliterators can have them and Obliterators don't have a choice), meaning that actually they're pretty cheap when you're finished. Even if they are bland and unreliable *mumble grumble*.
I'm... Not a fan of the system. It's weird and finicky. But it is what it is, and with some sort of an Army Builder app doing the fiddly bits for you it shouldn't be too bad to get a list together.Avatar by the wonderful SubLimePie. Former avatar by Andraste.
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2017-06-02, 04:45 AM (ISO 8601)
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- Jul 2011
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- Oxford, UK
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Re: Warhammer 40K Tabletop XXX: Imperium After Dark
GW gave their old models in AOS horrible joke rules so people wouldn't want to use them publically. I'm probably insane but... have they made the points system difficult to use for similar reasons?
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2017-06-02, 05:14 AM (ISO 8601)
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Re: Warhammer 40K Tabletop XXX: Imperium After Dark
Each Mob would needs its own pocket weirdboy for that to work, Trukks now cost over twice what they did before, and we can now field less walkers than ever before because of the price increases.
So Green Tide, the core Ork strategy in both fluff and tabletop for decades, no longer works. Just brilliant GW.
That....doesnt make any sense. Why would they do that? Hell Chimeras even have that Las Array thing.
It kinda feels that way doesnt it?Last edited by Blackhawk748; 2017-06-02 at 05:16 AM.
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2017-06-02, 05:18 AM (ISO 8601)
- Join Date
- Feb 2010
Re: Warhammer 40K Tabletop XXX: Imperium After Dark
They made it this way to make it easier to update. If they need to change point costs to balance things, whether they are units or wargear, they only have to release updated points pages rather than all of the unit datasheets; they can also tweak an individual item's cost at once and thus the cost of every model using it without releasing multiple errata pages. It's confusing at first, but you can easily copy/print out that one to three pages and keep them next to you when army building to make things easier.
Currently Playing:
Nothing at the moment.
Nova avatar courtesy of the ever awesome LCP.
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2017-06-02, 05:23 AM (ISO 8601)
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- Jan 2008
Re: Warhammer 40K Tabletop XXX: Imperium After Dark
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2017-06-02, 05:50 AM (ISO 8601)
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- May 2009
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Re: Warhammer 40K Tabletop XXX: Imperium After Dark
So, thrown a list together to try out the new edition costings. I'm able to get most of what I'm interested in into a 2000 point list, but I'm going for the cheaper 'elite' options rather than trying to jam in super-heavies.
This is what I'm looking at at the moment:
Spoiler: Tau 2000Battalion Detachment - 824 points - 3 Command Points
Commander - 139
3 Cyclic Ion Blasters
Advanced Targeting System
Commander - 139
3 Cyclic Ion Blasters
Advanced Targeting System
Commander - 139
3 Cyclic Ion Blasters
Advanced Targeting System
Fire Warriors (12) - 96
Pulse Rifles, Photon Grenades
Fire Warriors (12) - 96
Pulse Rifles, Photon Grenades
Breachers (10) - 88
Pulse Blasters, Photon Grenades, Guardian Drone
Devilfish - 127
Burst Cannon, 2 Gun Drones
Outrider Detachment - 234 points - 1 Command Point
Cadre Fireblade - 42
Pulse Rifle, Markerlight, Photon Grenades
Gun Drones (8) - 64
Pulse Carbines
Gun Drones (8) - 64
Pulse Carbines
Gun Drones (8) - 64
Pulse Carbines
Outrider Detachment - 217 points - 1 Command Point
Darkstrider - 45
Pulse Carbine, Markerlight, Photon Grenades
Pathfinders (6) - 76
Pulse Carbines, Markerlights
Recon Drone, Pulse Accelerator Drone, Grav-Inhibitor Drone
Pathfinders (6) - 48
Pulse Carbines, Markerlights
Pathfinders (6) - 48
Pulse Carbines, Markerlights
Vanguard Detachment - 725 points - 1 Command Point
Shadowsun - 173
2 Fusion Blasters
Command Link Drone
Ghostkeel - 174
Cyclic Ion Raker, 2 Burst Cannons
Drone Controller, Advanced Targeting System
Ghostkeel - 189
Cyclic Ion Raker, 2 Fusion Blasters
Advanced Targeting System
Ghostkeel - 189
Cyclic Ion Raker, 2 Fusion Blasters
Advanced Targeting System
Total: 2000
+6 Command Points for 9 total. Plenty of strength 5 shooting. Shadowsun and the Ghostkeels hunt down any heavy / high wound models, and the Commanders fill either role depending on what's needed, or hunt heavier infantry like bikers and terminators. Breachers are another threat, and also reasonably good against anything, and reasonably likely to get there with the durability of the Devilfish now.
I'm tempted to reduce the Fire Warrior squad sizes for more Gun Drones - since Drones are way better at shooting and more mobile / durable - but I'm not sure if the FWs' better Morale means it's worth keeping them as big squads. If I had a few more points, I'd swap the Fire Warriors for more Breachers in Devilfish, and increase the size of the Drone squads.Last edited by Gauntlet; 2017-06-02 at 05:59 AM.
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2017-06-02, 05:56 AM (ISO 8601)
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- Jun 2007
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- Oxford, England
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Re: Warhammer 40K Tabletop XXX: Imperium After Dark
Fire points are gone from all vehicles. The Chimera now has two Las Arrays of Rapid Fire 3, that can only fire if there are passengers.
Most transports that were Open Topped before are still as such, and the passengers may fire out provided the vehicle can. So not if it fell-back, and only with Pistols if it's in combat. But only most open topped vehicles made the transition. Necrons can no longer fire out of a Ghost Ark for example. Check your individual rules.
The purpose of this is (in theory) to force Infantry to get out of transports if they want to do stuff. But with the inability to do so after the transport moved, that's going to be much trickier to do successfully. Expect infantry that want to get close to you to teleport/jump-pack/drop-pod at you instead.
As a note, one vehicle retained the ability to drop off troops during a move: the Valkyrie. They have to drop the regulation 9" away from enemies (and if it moved more than 20" a sixth of them die instantly), but other than that it's a normal disembark they can then move/charge/etc as normal.
I'm actually reasonably sold on using Power Level for casual games. GW points costs have always been a guessing game anyway, so a little variation in exchange for not worrying if you bought melta-bombs on four sergeants or five seems fine.
Speaking of which, I just noticed that both meltabombs and haywire grenades have vanished entirely into the warp. Another small annoyance.Last edited by Voidhawk; 2017-06-02 at 06:04 AM.
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2017-06-02, 05:59 AM (ISO 8601)
- Join Date
- Jan 2008
Re: Warhammer 40K Tabletop XXX: Imperium After Dark
But the nuance! The pointless hemming and hawing for 20 minutes before you actually play!
Speaking of which, I just noticed that both meltabombs and haywire grenades have vanished entirely into the warp. Another small annoyance.
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2017-06-02, 06:01 AM (ISO 8601)
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- Apr 2013
Re: Warhammer 40K Tabletop XXX: Imperium After Dark
Not to mention that it can only be used once a turn.
I'd like to see orks get their own drop pods, but not drop pods exactly, rather than release a model GW should tell you to go get a rock from your garden or somewhere and use that instead, cause, ya know, orks. Painting it red is optional.
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2017-06-02, 06:04 AM (ISO 8601)
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- Dec 2015
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- Central Illinois
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Re: Warhammer 40K Tabletop XXX: Imperium After Dark
Space Marines still have access to meltabombs - but only on assault sergeants IIRC.
EDIT: Chunks of falling Space Hulks would be an excellent reason for Ork "Drop Pods", though they should be dirt cheap, do absolutely nothing other than hit the ground, and have a chance of killing their passengers horribly. Also, it seems like the 9" rule is the official deep strike thing now, but Ork Rock Pods would almost need to scatter, and to act as a large blast (ie d6 hits) on whatever they land on. Would be a lot of fun.Last edited by Bobby Baratheon; 2017-06-02 at 06:13 AM.
“Stupid entropy ruins everything.”
-Jennifer Ouellette
My divine portfolio (cred goes to Jormengand):SpoilerBobby, the Twist in Time
Divine Rank: 4
Deity of: Twisted Truth, Time
Symbol: A pair of wings made of fossils
Alignment: True Neutral
Worshipers: Archaeologists, forgers
Cleric Alignments: Any neutral
Domains: Artifice, Creation, Knowledge, Time
Favoured Weapon: Longsword