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  1. - Top - End - #121
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    Default Re: Warhammer 40K Tabletop VII: Common Sense is not RAW.

    The last line of today's GW news update leaves me... bemused.

    Guess that's it, then. Sisters and Grey Knights must not be getting an update, if their Codex is becoming a free download.
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  2. - Top - End - #122
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    Default Re: Warhammer 40K Tabletop VII: Common Sense is not RAW.

    Quote Originally Posted by KilltheToy View Post
    I saw that on the B&C. They were complaining about how the Daemonhunters Codex is missing inducted units and allies. Witch Hunters is only missing allies.
    Huh...Would you look at that...They are...

    Lucky I bought my Codecies when they were going out of stock and have the Allies rules in them so I can use them.

    If I know bastards - and I do - you wont be able to use Allies rules unless you have your Codex with you. If your opponent sees that you have a ream of paper instead of a book, I can almost bet he'll say "Show me where you can have allies..."

    And you wont be able to show him. And your army will be illegal.

    Quote Originally Posted by Lycan 01 View Post
    Guess that's it, then. Sisters and Grey Knights must not be getting an update, if their Codex is becoming a free download.
    Not in the near future anyway. Best guesses are pegged for January next year. As it's pretty much confirmed that Dark Eldar are 'coming soon' within the next few months anyway.
    Last edited by Cheesegear; 2010-06-23 at 06:50 PM.
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  3. - Top - End - #123
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    Default Re: Warhammer 40K Tabletop VII: Common Sense is not RAW.

    Oh, the took out Allies and Inducted Units from the online Codex? That's pretty... odd. I mean, isn't that one of the main appeals for Daemonhunters? Just doesn't make much sense to remove it. Though I guess that's what you should expect from a free product.
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  4. - Top - End - #124
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    Default Re: Warhammer 40K Tabletop VII: Common Sense is not RAW.

    Quote Originally Posted by Lycan 01 View Post
    Oh, the took out Allies and Inducted Units from the online Codex? That's pretty... odd. I mean, isn't that one of the main appeals for Daemonhunters? Just doesn't make much sense to remove it.
    Yes it does. At the moment, 'Daemonhunters' armies actually look like glorified Imperial Guard armies because the IG Codex is so broken that it doesn't make any sense to not do that.

    It gets DH back to being DH. It might have been an accident. Or it might have been on purpose. Either way, I've got an actual Codex, so, I can still play my army.
    Last edited by Cheesegear; 2010-06-23 at 07:08 PM.
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  5. - Top - End - #125
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    Default Re: Warhammer 40K Tabletop VII: Common Sense is not RAW.

    So, I was looking at the Daemonhunters codex and I noticed that they can take things the Witch Hunters can't. I'm not talking about things like the Grimore of True Names and all that, I'm talking about things that Ordo Hereticus Inquisitors should be able to get, like hellpistols and powerfists.

    What's up with this?
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    Default Re: Warhammer 40K Tabletop VII: Common Sense is not RAW.

    Witch Hunters can't get power fists because the designers decided it should be one of the differances between them (it's kind of moot since hereticus can use their pseudo chainfists). Same as how they don't get terminator armour.

    Helpistols aren't really needed either.

    I had a 2250 point rematch and won that as well.
    Last edited by Closet_Skeleton; 2010-06-23 at 08:48 PM.
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  7. - Top - End - #127
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    Default Re: Warhammer 40K Tabletop VII: Common Sense is not RAW.

    Quote Originally Posted by KilltheToy View Post
    I'm talking about things that Ordo Hereticus Inquisitors should be able to get, like hellpistols and powerfists.

    What's up with this?
    Maybe you should ask GW?

    But, are you really worried about your Inquisitor not having access to Hellpistols and Power Fists when you have access to Inferno Pistols and Power Stakes, and Chuirgeons, Penitents and Crusaders and Mancatchers for your acolytes?

    Quote Originally Posted by Closet_Skeleton View Post
    Witch Hunters can't get power fists because the designers decided it should be one of the differances between them (it's kind of moot since hereticus can use their pseudo chainfists). Same as how they don't get terminator armour.
    Daemonhunters have Eviscerators too. Usable by Grey Knights, even.
    Last edited by Cheesegear; 2010-06-23 at 08:44 PM.
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  8. - Top - End - #128
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    Default Re: Warhammer 40K Tabletop VII: Common Sense is not RAW.

    Quote Originally Posted by Closet_Skeleton View Post
    I had a 2250 point rematch and won that as well.
    With your Tyranids? Care to write us a battle report?



    Random question: Which is better for Shoota Boyz - Big Shootas, or Rokkit Launchas? I'm thinking Big Shootas, and if that's the case, what should I save the Rokkits for - Tankbustas, Kommandos, or converted Lootas?
    Last edited by Lycan 01; 2010-06-23 at 08:53 PM.
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  9. - Top - End - #129
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    Default Re: Warhammer 40K Tabletop VII: Common Sense is not RAW.

    Quote Originally Posted by Lycan 01 View Post
    Random question: Which is better for Shoota Boyz - Big Shootas, or Rokkit Launchas?
    As per always, without knowing what's in the rest of your army, we can't actually help you there.

    However, basic knowledge tells me that with all the anti-Infantry shots (and attacks, because they're Orks) that Shoota Boyz dish out, Big Shootas aren't necessary. However, Rokkits, being not-Shootas turn the rest of the unit into a waste.

    Twin-Linked Rokkits are found on Warbuggies and Deffkoptas relatively cheap. And Killa Kans for cheap when you aren't using Grotzookas. Then you've got Battlewagons and Kannons...

    Yeah. Big Shootas or Rokkits...Depends on what you don't already have.
    Last edited by Cheesegear; 2010-06-23 at 08:58 PM.
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  10. - Top - End - #130
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    Default Re: Warhammer 40K Tabletop VII: Common Sense is not RAW.

    Quote Originally Posted by Lycan 01 View Post
    With your Tyranids? Care to write us a battle report?
    I can't remember it that well. Despite the fact that I finished 20 minutes ago. It's almost 3 AM here.

    There were lots of reserves involved. He had a castle. I had Ymgarl Genestealers. I 'deep striked' onto the battlements, charged, wiped out a unit of sisters, then got shot and broke. Then they rallied and broke again and ran off the table.

    My normal 'stealers never break.

    In the end I had to deep strike my raverners inside the fort to take it.

    At one point his canoness was surrounded by 20 genestealers inc. two broodlords .

    His inquistor got charged by 10 genestealers and four warriors. I would have thrown another three warriors in but charged in the wrong order.

    Niether lasted that long.

    His stupid valkyrie took ages to kill again

    The game ended with his reserves coming on turn 4 (6 seraphim, 2 rhinos, 2 units of dominions, 2 exorcists) and the last of my reserves showing up (13 termagaunts, old one eye, a trygon, 3 warriors). 20 genestealers died to the dominions the moment they showed up. By the last turn only 1 stealer and his brood lord were still on the table.

    The rhinos were annoying, it took my hive tyrant (fresh from shooting at the now destroyed valkyrie) to kill one of them. In fact my tyrant didn't really do anything all game, just shot at the valkyrie until the zoanthrope killed it. The exorcists spent most of the time stunned and only managed to kill 2 warriors before I finally took them out (he foolishly moved into Old One Eye's charge range so my trygon couldn't auto hit).

    At the end it was just the 5 flamer dominions hiding on the second floor of a building. After the raverners and the venomthrope charged it was just the superior left, but the raverners were forced out of the melee due to space reasons. Then Old One Eye charged and even with spirit of the martyr he failed three saves, leaving no sister on the board.

    Those dominions killed an aweful lot.

    It was kind of funny how one game his inquisitor took a force weapon and couldn't wound my hive tyrant and the other he took a power stake and didn't get to fight any psykers, but did fight some T4 W3 enemies.

    Reinforces my intent to convert an inquisitor with both a force sword and a stake.
    Last edited by Closet_Skeleton; 2010-06-23 at 09:12 PM.
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  11. - Top - End - #131
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    Default Re: Warhammer 40K Tabletop VII: Common Sense is not RAW.

    Not sure the full points values, but here's the general gist of the force I'm going for...

    -Warboss with 5 Nobs (Eavy Armor, Power Klaws, Kombi-Shootas, Painboy, the usual)
    -20 Slugga Boyz (Eavy Armor, Nob with PK, 2x Big Shootas)
    -2 x 15 Shoota Boyz (Nobs with Bosspoles, ?? big guns)
    -Trukk or Battlewagon, depending on if I decide to convert it...
    -3 Killa Kans (1 Big Shoota, 2 x Grotzookas)
    -3 Deffkoptas (TL Rokkit Launchas)
    -3 Biker Nobs (Power Klaws, Painboy, Da Works. )


    Boss, Nobs, and Ard Boys handle infantry, Kans, Koptas, and Bikers handle vehicles, and Boyz cap and hold objectives.
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  12. - Top - End - #132
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    Default Re: Warhammer 40K Tabletop VII: Common Sense is not RAW.

    Quote Originally Posted by Lycan 01 View Post
    2 x 15 Shoota Boyz (Nobs with Bosspoles, ?? big guns)
    Why not one of 20, and another of 10? More big guns that way.

    Anyway, looks like you need more Rokkits.

    Trukk or Battlewagon, depending on if I decide to convert it
    Trukks can convert into Battlewagons?
    Last edited by Cheesegear; 2010-06-23 at 09:24 PM.
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  13. - Top - End - #133
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    Default Re: Warhammer 40K Tabletop VII: Common Sense is not RAW.

    20 and 10 would work better, I suppose. I just figured 15 was a nice amount - not too many, not too few, just enough for Fearless...


    With enough Plasticard and Waaaaaaagghh!!, yes.
    Last edited by Lycan 01; 2010-06-23 at 09:29 PM.
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    Default Re: Warhammer 40K Tabletop VII: Common Sense is not RAW.

    Sorry for the late reply about the blood angels list however...

    Storm Ravens cannot transport Terminators.

    So yeah.. sorry for breaking your list but you cant do that.

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    Default Re: Warhammer 40K Tabletop VII: Common Sense is not RAW.

    Quote Originally Posted by DranWork View Post
    Storm Ravens cannot transport Terminators.
    I missed that. Seems like Gauntlet really can't catch a break.
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    Default Re: Warhammer 40K Tabletop VII: Common Sense is not RAW.

    How pathetic that you cheesegear didnt pick up on that. Such a horrid shameful action by yourself that I think you should quit the hobby for ever!

    Yeah its a little thing that not many people realise when they read the storm raven entry, plus like a lot of things in the BA codex its a trap.
    Last edited by DranWork; 2010-06-23 at 11:18 PM.

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    Default Re: Warhammer 40K Tabletop VII: Common Sense is not RAW.

    Never take Rokkits in Shoota Boyz squads. You want those Shootas hitting infantry and a BS2 Krak Missile isn't worth the ten points it costs you.
    If you want rockets put them on Kans or take Big Guns. Maaaaaaaaaybe Deffkoptas, but I'm still not convinced they're not ludicrously overpriced.

    Also:
    Ten is not a good number for Boyz. Neither is fifteen. Assuming the Trukk/Wagon is for your Nobs, they're going to get dead. Fast. I would make it one squad of 30. Once you get around to it you can change that to two squads of 20.
    Painboys can't take Power Klaws; I'm not sure if yours have, just sayin'.
    Lootas are pretty godly; take some. Take lots.
    'Ard Boys are probably not worth the points, but if they work for you then whatever.
    Special weapons in Kommando squads should be Burnas if you're taking Snikrot. If you're not taking Snikrot you should be taking Snikrot.
    Glory Hogs turns Tankbustas from being average to being bad.
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    Default Re: Warhammer 40K Tabletop VII: Common Sense is not RAW.

    Glory Hogs turns Tankbustas from being average to being bad.
    This. Tank busters suffer from having this rule. Badly. Totaly not worth the points that you spend on them at all.

    Kommando's should have Snick as he makes them that much better and with 2 burners they become very good.

    'Ard boys only really work against Marines and even then they arnt really worth the extra cost to get them.

    Pain boys make orks great.

    Loota's are fantastic if you can get decent rolls with them

    Shoota boys are better then close combat boys.

    Deffkopters are good if used correctly.

    That said all of this advice is only applicable if you have decent rolls.

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    Default Re: Warhammer 40K Tabletop VII: Common Sense is not RAW.

    So, Tankbusters suck, Kommandos without Snikrot suck, and don't give Boyz Rokkits. Alrighty...

    What about Burna Boyz?
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    Default Re: Warhammer 40K Tabletop VII: Common Sense is not RAW.

    Burna boys in transports is insane. X times the amount of template hits on a squad as you do a drive by is very powerful. Plus if tehy disembark adn dont shoot they all become power weapons you have a very good squad there..


    -edit-

    And kommando's dont suck without snik, their just that much better with him because they get the ambush rule.
    Last edited by DranWork; 2010-06-24 at 12:50 AM.

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    Default Re: Warhammer 40K Tabletop VII: Common Sense is not RAW.

    Hey guys who is going to go to the GenCon tournament this year?

    Im really excited because it'll be my first tournament. It'll also be nice to have a lot of games. I never seem to get enough games when I am at games night.
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  22. - Top - End - #142
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    Default Re: Warhammer 40K Tabletop VII: Common Sense is not RAW.

    Where in the BA codex does it say Stormravens can't transport Terminators? I can't find it at all. Stormraven entry:
    Quote Originally Posted by BA codex
    The stormraven can carry...one unit of up to 12 models in the cabin [Dreadnought stuff]. Unlike other transports, the Stormraven can transport jump infantry...[claiming objectives stuff]
    No mention of Terminators there.

    Terminator Armour entry:
    Quote Originally Posted by BA Codex
    Terminators count as two models for the purposes of transport capacity, and cannot embark Rhinos and Razorbacks.
    No mention of incompatibility there either. Termies can't take Stormravens at Dedicated Transports, but there's no reason they can't ride in them.

    anyway, moving on to relatively useful stuff, attempt 3 at a competent list:
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    Gabriel Seth- 160

    Sanguinary Priest- 75
    Jump Pack

    Scout Squad (10)- 140

    Assault Squad (10)- 190

    Death Company (5)- 155
    Razorback (TL Heavy Flamer)

    Baal Predator- 115
    Assault Cannons

    Vindicator- 145
    ___
    980


    I have 20 points spare, which I figure I should probably spend on upgrading my Assault Squads' effectiveness. I could run any combination of meltabombs/meltaguns/infernus pistol, or split up the 10man squads into two 5man units for the extra Sergeant. Or take a missile launcher for the Scouts. Or.. aarg, too many options. It's only 20 points, damn it

  23. - Top - End - #143
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    Default Re: Warhammer 40K Tabletop VII: Common Sense is not RAW.

    Just a question here (as a frustrated potential Blood Angel myself), the Sanguinary Priest, I don't think he's going to last long on his own and nothing else you have has jump packs for him to hide with. Now, I've not seen the new codex through a variety of reasons, but in the old one, jump packs were 5 points each and, IIRC the Priest was one of 2 units that could keep the Death Company under control. Why not jump pack them up, maybe losing the flamer on the razorback to get the points for the last jump pack ? You can still use the Razorback as a gunship and have it run with the Predator or backstop the Vindicator while the Predator dakkas things up close.

    Also, your assault squad, are they footsloggers or jump ? If they're on foot, how about swapping the Razorback for a Rhino and maybe tooling them up with a power weapon and melta bombs if you have the points ? If you jump pack the DC, they won't need the transport.
    Last edited by Timberwolf; 2010-06-24 at 05:17 AM.

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    Default Re: Warhammer 40K Tabletop VII: Common Sense is not RAW.

    The Assault Squad comes with jump packs as standard, so that's where I'll be putting my Sanguinary Priest. The Priest gives Furious Charge and Feel No Pain to units within 6 inches- but Death Company already have both of those abilities, so he's just a glorified Assault Sergeant in that unit. As such the Death Company get Seth riding along in their razorback instead. The Twin-linked Heavy Flamer doesn't cost points- it's a free swap between that and the default TL Heavy Bolter (however, the flamer you have to find a model for somewhere ).
    Jump Packs on Death Company are expensive. 35 Points a model. With a Razorback, I'm paying 35 points more than I would for an Assault Squad of the same size with the same transport, and in exchange they actually have the stats and potential to get something done on their own. I usually find an unsupported 5-man assault squad can't be relied on to kill anything bigger than a grot. Add furious charge and bump them up to 2 attacks each and I can generally be sure that they'll do enough damage on their own without just being 5 extra wounds for Seth.

    Edit: I guess I could spend another 15 points and swap out the Death Company unit for Honor Guard, which have the same stats but don't have Black Rage, and would give Seth Feel No Pain and Furious Charge as well (not that Furious Charge is that useful when you're already S8, I5 ) On the other hand I don't really have many points spare. Probably best to stick with the Death Company and give my Assault Squad some anti-tank capability.
    Last edited by Gauntlet; 2010-06-24 at 05:26 AM.

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    Default Re: Warhammer 40K Tabletop VII: Common Sense is not RAW.

    Aha, conned by jump packs as standard , good reasons there. I take it the DC will no longer charge the nearest enemy unit, regardless of what it is when unaccompanied by a Chaplain / SP ?

    I really, really need to go and take a proper squint at the codex and have a bit of a play. Exciting times are ahead.
    Last edited by Timberwolf; 2010-06-24 at 05:28 AM.

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    Default Re: Warhammer 40K Tabletop VII: Common Sense is not RAW.

    Quote Originally Posted by Timberwolf View Post
    Aha, conned by jump packs as standard , good reasons there. I take it the DC will no longer charge the nearest enemy unit, regardless of what it is when unaccompanied by a Chaplain / SP ?

    I really, really need to go and take a proper squint at the codex and have a bit of a play. Exciting times are ahead.
    Death Company have Rage, which forces them to move towards the nearest enemy unit in Line-of-Sight. The rule only says they have to move towards it, they don't have to assault it but since you're gonna eventually be that close anyway you might as well.
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    Default Re: Warhammer 40K Tabletop VII: Common Sense is not RAW.

    Yes, yes they will. Fortunately that's what they're good for. unfortunately, Chaplains and Sanguinary Priests don't actually change that.

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    Default Re: Warhammer 40K Tabletop VII: Common Sense is not RAW.

    I think older versions of the army let you use Sang.Priests and Chaplains to control them, now the only way to control them is to stick 'em in a Rhino or something.
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    Default Re: Warhammer 40K Tabletop VII: Common Sense is not RAW.

    I'm starting to like the thought of biker priests myself. Turbo boost to where they're most needed.

    With feel no pain and relentess, I actually think foot slogging bolter death company might be okay. Like thousand sons/plague marine hybrids. That you can't control and aren't quite as good.
    "that nighted, penguin-fringed abyss" - At The Mountains of Madness, H.P. Lovecraft

    When a man decides another's future behind his back, it is a conspiracy. When a god does it, it's destiny.


  30. - Top - End - #150
    Bugbear in the Playground
     
    ShadowFighter15's Avatar

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    Default Re: Warhammer 40K Tabletop VII: Common Sense is not RAW.

    And running towards a Wraithlord without you being able to do anything to stop them.
    Avatar of Gnar'tigor - former Star Player of the Hellborn Hooligans Blood Bowl team - by Savannah

    Brilliant D&D song from Aussie comedy band Tripod.
    If anyone can find a better-quality version of that, let me know.

    The Hellborn Hooligans Reborn

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