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2011-11-04, 07:26 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
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2011-11-04, 07:29 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
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2011-11-04, 08:08 PM (ISO 8601)
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- Jan 2008
Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Sad face. Due to the Mech nature of the game, and the fact that it's getting more and more so, and then Dark Eldar hitting the game with the army-wide Special Rule "All MCs are junk", Trygons took a massive hit since they can't deal with vehicles well at all.
Mawlocs are still good, on the other hand. Being cheaper, their tunnels actually do something, and they have Hit & Run so can't be swarmed by Stubborn Guardsmen or Scouts on the turn they Deep Strike. Not to mention the agony that is swarms of Fearless units.
As for the stealers i use them becourse i think they are usually worth it
Unless you're Outflanking with that Infiltrate? In that case, Hive Commander + Swarmlord is better for it. And, due to Hormagaunts being a lot cheaper, they're slightly better at it.
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2011-11-04, 11:53 PM (ISO 8601)
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- Sep 2008
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- Australia
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Page 67 of the rule book . Basically if the vehicle has moved any distance even pivoting the models can disembark but not move. They can disembark if the vehicle has moved at crusing or combat speed but not if it has moved flat out. You can also assault straight out a landraider even if it has moved 12"
Lillien Lemmerin:http://www.myth-weavers.com/sheetvie...sheetid=111721
Member of the Mr Scruffy fan club
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2011-11-05, 01:15 AM (ISO 8601)
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- Nov 2008
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2011-11-05, 03:40 AM (ISO 8601)
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- Nov 2006
Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Because listet under crew they only mention guardians, the warlock is mentioned under characters.
thnx to Starwoof for the fine avatar
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2011-11-05, 04:41 AM (ISO 8601)
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
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2011-11-05, 05:48 AM (ISO 8601)
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- Jan 2008
Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
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2011-11-05, 08:59 AM (ISO 8601)
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- Jun 2010
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- Reading, UK
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
So, new Necron codex is out, much hurrah and such. I'm just wondering whether anyone has figured out what the wording on the Abyssal Staff means: "To Wound rolls are made against the target's Leadership, rather than Toughness." So, what does that mean then? On a target Leadership of 8, it wounds on 4's, same as with Toughness? Does a target squad use each individual model's Leadership, or the highest? Should I just wait for an FAQ on it?
I Wanna Be the Guy Kid avatar by Ceika. Many thanks.
If I win, I get to be a king. If I lose, then I get to be a legend.
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2011-11-05, 09:03 AM (ISO 8601)
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- Aug 2010
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Hate me if you want. But that's your issue to fix, not mine.
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2011-11-05, 10:10 AM (ISO 8601)
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Anyone come up with a tournament grade list for necrons yet? I have been looking at some combinations and there are some great options.
Quatum shielding is particularly awesome. Effectively an entire army of 13 AV vehicles. Crazy!Lillien Lemmerin:http://www.myth-weavers.com/sheetvie...sheetid=111721
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2011-11-05, 10:11 AM (ISO 8601)
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- Feb 2007
Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
They're still only AV 11 on the back quarter though.
And that AV13 vanishes after the first penetrating hit.
Still very good though.Marut-2 Avatar by Serpentine
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2011-11-05, 12:01 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
But it basically completely negates krak missiles and autocannons. Also it will be pretty hard to hit the rear until later in the game (unless drop podding) and by then they will be all up in your face rapid firing everywhere.
Some of those items the ctans can have are pretty cool too. Making all terrain dangerous and existing dangerous terrain dangerous on a 1 or 2 is gold. Whats that nids and orks. Either you run in the open and get shot or run through cover and lose a 1/6 of your unit. Painful!
Also imotekh the stormlord is pretty sweet. Making everything nightfighting would certainly make it hard for certain armies. Tau, guard and gunline space marines. Plus on a 6 everything gets hit with d6 str 8 attacks. Whats more he can seize initiative on a 4+. Painful!Lillien Lemmerin:http://www.myth-weavers.com/sheetvie...sheetid=111721
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2011-11-05, 12:07 PM (ISO 8601)
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- Feb 2007
Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Krak missiles can penetrate AV13 (Str 8, roll a 6- result is 14- enough to score a penetrating hit and disable the shielding.)
Autocannons can't though.Marut-2 Avatar by Serpentine
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2011-11-05, 12:20 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
So... What is the difference between the Night Scythe and the Ghost Ark? (Being nowhere near a gaming store anymore, I haven't had a chance to pick up the new codex yet). Is it a sort of razorback vs rhino thing, or something more exotic?
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2011-11-05, 12:26 PM (ISO 8601)
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- Feb 2007
Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Night Scythe, while treated as a transport, actually has a teleportation portal (so when it's destroyed, the unit carried simply goes into reserve) and it's a Fast Skimmer with Supersonic and Aerial Assault.
Larger carrying capacity as well- 15.
There isn't a model yet- but it's cresent shaped, with underslung guns- a bit like the old Necron starships.Last edited by hamishspence; 2011-11-05 at 12:26 PM.
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2011-11-05, 12:35 PM (ISO 8601)
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- Apr 2007
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Ah, that makes more sense - rerolling the psychic tests that allow you to reroll your Scatter Dice. That works just fine, as far as I know
Admittedly, I've never used a Warlock attached to Support Weapons without the Cover power. If I need the Farseer to have Embolden, he gets a retinue - Guide has a 6" range afterall, so he never *needs* to join the Support Weapon unit.
As for the other part, lord_khaine beat me to it. The Guardians are crew and the Warlock is an attached character - you don't use his BS in the same way that you wouldn't use that of a Farseer or Autarch attached to the unit.Last edited by Wraith; 2011-11-05 at 12:37 PM.
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2011-11-05, 01:13 PM (ISO 8601)
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- Nov 2006
Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Personaly im finding Nemesor Zahndrek quite interesting, mainly for his ability to give a singel unit an ability from a long list that includes Furious charge, Tank hunter and Stealth, while simultanious removing a ability from a enemy unit.
Also, he has an ability that lets you deepstrike all units in, each time the enemy gets a unit in from reservethnx to Starwoof for the fine avatar
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2011-11-05, 01:14 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Steam ID: The Great Squark
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2011-11-05, 01:16 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
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2011-11-05, 01:54 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
I guess it can only remove universal special rules. Edit: That means they can remove stubborn or fearless
The Necron special characters sound quite hard from what i have heard at the forum.
And it is S8? That's almost worthless.
What? What kind of rubish is that? 30 gaunts are 180 points. A hive tyrant easyly come up at 225 ponts. How is that not a waste of ponts? The gaunts a quite cheap but not ''dirt'' cheap for what they do.SpoilerAn ork is also 6 points but got:
+1Ws
Weak shooting
+1T
+1A (due to slugga and choppa)
+1Ld (altrough not worth much)
furious charge
they lack:
1-2'' move per turn
2I
re-roll 1's to hit (altrough the additional A is better)
And they are not ''dirt'' cheap, they are, IMHO, a bit cheaper than they should be for what they do, but it is quitte fair.
Also they still can't hurt vehicles.Last edited by Ninjaman; 2011-11-05 at 01:56 PM.
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2011-11-05, 02:03 PM (ISO 8601)
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- Feb 2007
Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Nope- only 7 Universal Special Rules are listed (6 if you take into account that Night Vision and Acute Senses are currently one and the same rule), and Stubborn and Fearless aren't on the list.
true, it will be bad vs anything but low Ld enemies, but it's AP 1, which may help a bit.Last edited by hamishspence; 2011-11-05 at 02:05 PM.
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2011-11-05, 02:36 PM (ISO 8601)
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2011-11-05, 02:42 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Since they're not immune to poison, it would appear so.
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2011-11-05, 02:49 PM (ISO 8601)
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2011-11-05, 02:54 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
No. Titan void shields absorb damage completely. Absorbing one hit causes the shield to collapse, but while the shield is up the vehicle can't be damaged at all, and when it's knocked down, the vehicle is still undamaged by that particular hit.
Plus, they can be restored.
Whereas, even with quantum shield up, a Necron vehicle can still be damaged by glancing or penetrating hits- with one penetrating hit bringing the shield down as well.
And it only protects the front and sides, whereas void shield protects all round.Marut-2 Avatar by Serpentine
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2011-11-05, 02:58 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
I'm pretty sure they don't get 4 shields.
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2011-11-05, 03:02 PM (ISO 8601)
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- Feb 2007
Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
A case could be made that, vs Str 6 weapons- void shields are worse- since one roll of 6 or more to penetrate, will bring down a void shield (glancing hit) whereas the quantum field would be unaffected and the vehicle undamaged by a Str 6 weapon.
Even vs Str 7, the quantum field is useful (can only be glanced) whereas the void field is lost if a Str 7 hit rolls 5 or 6 to penetrate.
But the void field still has the advantage of completely absorbing the hit that brings it down.Marut-2 Avatar by Serpentine
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2011-11-05, 03:02 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Discovery in the Big Black Book, pg 52: "All jump infantry units may enter the battle by 'deep strike'. "
Realisation: Deep Strike allows for models to shoot as though having moved.
Destroyers are now jump infantry with assault weapons.
Deep striking Destroyers.I Wanna Be the Guy Kid avatar by Ceika. Many thanks.
If I win, I get to be a king. If I lose, then I get to be a legend.
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2011-11-05, 03:14 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
The Gauss cannon is now shorter range, lower Str, and less shots, though. Better AP may help to compensate.
The tactic could get nastier with 3 men in each Destroyer squad being upgraded to Heavy Destroyers- since they retain their old range and are now Assault weapons.Last edited by hamishspence; 2011-11-05 at 03:15 PM.
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