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Old 08-01-2011, 07:56 AM   Top  -  End  -  #151
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

The rules in Apocalypse replace those in IA4 for the Heirophant.

The Harridan isn't a flyer in game terms (ie type) so can be targeted normally. It moves more like super jump infantry.

From a more practical consideration the Heirophant is said to be one of the hardest Forge World kits to assemble and paint, so there's that too.
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Old 08-01-2011, 10:03 AM   Top  -  End  -  #152
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

Quote:
Originally Posted by Winterwind View Post
That was sort of a failed gamble on the part of your opponent - he could have activated a psychic power to give all of his terminators enough Strength to wound it, but he probably wanted to save up his psychic power use for activating his force weapons instead.
He was new, didn't have a librarian, and (as far as i could tell) we'd forgone rules for activating force weapons

(also, i used my Farseer's psychic powers, but i left them out of the report because i can't remember most of them - i do remember re-rolling to wounds on the brother-captain's terminators last turn - fat lot of good it did me.)
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Old 08-01-2011, 10:35 AM   Top  -  End  -  #153
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

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Originally Posted by HalfTangible View Post
He was new, didn't have a librarian, and (as far as i could tell) we'd forgone rules for activating force weapons
Grey Knights all have psychic powers. No need for a Librarian to be around. For starters, pretty much every single Grey Knight choice - Terminators, Strike Squads (=Tacticals), Interception Squads (=Assaults), all of them have a power that gives them all +1S - enough to give them the Strength to wound a Wraithlord.
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Old 08-01-2011, 12:38 PM   Top  -  End  -  #154
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

Quote:
Originally Posted by Winterwind View Post
Grey Knights all have psychic powers. No need for a Librarian to be around. For starters, pretty much every single Grey Knight choice - Terminators, Strike Squads (=Tacticals), Interception Squads (=Assaults), all of them have a power that gives them all +1S - enough to give them the Strength to wound a Wraithlord.
This is why you never forget your magic hat. Nothing annoys a grey knight player like someone with a psychic hood, a CSM or Blood Angel Librarian whose leadership equals theirs (Dark Angels only get LS9...) or, indeed a Rune Priest whose rolling is better than theirs on the day.

It's a thing of beauty when attempts to stack hammerhand on top of Might of Titan fail so very badly due to a 100 point model nestling comfortably in a unit.
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Old 08-01-2011, 02:04 PM   Top  -  End  -  #155
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

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This is why you never forget your magic hat. Nothing annoys a grey knight player like someone with a psychic hood, a CSM or Blood Angel Librarian whose leadership equals theirs (Dark Angels only get LS9...) or, indeed a Rune Priest whose rolling is better than theirs on the day.

It's a thing of beauty when attempts to stack hammerhand on top of Might of Titan fail so very badly due to a 100 point model nestling comfortably in a unit.
Psychic Hoods aren't so bad. It's Farseers that make GK players want to tear their hair out. Runes of Warding killed more of my Knights than enemy fire did in one game of mine.

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He was new, didn't have a librarian, and (as far as i could tell) we'd forgone rules for activating force weapons
Except for the Assassins and Henchmen, every unit in the GK Codex is a Psyker. All of them. Including the vehicles. And most of them come with Force Weapons as standard.

I'm not sure what you mean by forgoing the rules for activating Force Weapons.
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Old 08-01-2011, 03:32 PM   Top  -  End  -  #156
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

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Except for the Assassins and Henchmen, every unit in the GK Codex is a Psyker. All of them. Including the vehicles. And most of them come with Force Weapons as standard.

I'm not sure what you mean by forgoing the rules for activating Force Weapons.
'Forego' means to get rid of. We ignored them. Out of ignorance of them, mind, but still! xD
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Old 08-01-2011, 03:44 PM   Top  -  End  -  #157
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'Forego' means to get rid of. We ignored them. Out of ignorance of them, mind, but still! xD
I was confused as to whether you simply ignored Force Weapons altogether, treated them as regular Power Weapons or just ignored the rules for activating them and had them work without a roll.

Either way can seriously alter the effectiveness of GKs Vs. Wraithlords.

I am well aware of the meaning of the word, but the precise implementation when dealing with a codex composed almost entirely of Force Weapon wielders is a bit ambiguous.
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Old 08-01-2011, 05:30 PM   Top  -  End  -  #158
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

I am a bit surprised a unit of Banshee's couldnt do more against a unit of Doomed terminators though?
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Old 08-01-2011, 05:31 PM   Top  -  End  -  #159
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

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I am a bit surprised a unit of Banshee's couldnt do more against a unit of Doomed terminators though?
So was i. I just assumed I botched the rolls.
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Old 08-01-2011, 05:57 PM   Top  -  End  -  #160
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

Quote:
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The Harridan cost only 900 points, has two str10 assault 6 guns, its a flyer, can even carry a brood of gargoyles. And there's a formation that you can use to block the sun (always cool, huh?)
Harridans are bad. You're paying an attack and 200 points to make a Barbed Hierodule flying. The Hierophant is pretty meh with it's T9 2+/6++, but the Harridan with its T8 3+ is just fodder for missiles.
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Old 08-02-2011, 01:52 AM   Top  -  End  -  #161
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

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The Hierophant is pretty meh with it's T9 2+/6++
Strictly speaking, the Heirophant doesn't even have the 6+ Invulnerable. Since where the 6+ Invulnerable comes from is no in print, and therefore no longer valid if a new print is available - which it is (similar to IA4 and Apocalypse/5th Ed. Tyranids). That said, it doesn't have a 3+ Invulnerable either, since, yes, the rules stipulate Psychic Power, and that's not a thing, and/or is Zoanthrope-specific.

Yes, I know this was brought up a page or so ago, but I went and got it clarified, and it turns out neither 3+ or 6+ is correct ("A new Codex is now in print and makes all previous irrelevant."). Still, if anyone tells you a T9, 10 Wound Gargantuan with Regeneration is an easy kill - with or without an Invulnerable - you can safely call that person an idiot.

I suppose if you wanted to cut it from 1250 to a flat 1000 points, this would probably be the way to convince your opponent to let you. Although your opponent would be a very silly person to believe a 6+ Invulnerable is worth 250 points. 3+? Maybe. But mostly because a Gargantuan can't be affected by Null Zone.

Also, the Heirophant loses an attack (oh no! Not 7 attacks!) and starts re-rolling 1s To Hit in Assault (which is way better, considering the number of attacks)...If you want it to be in Assault, that is. And, having just re-read Toxic Miasma, and then stacking it with the Heirodule's Spore Cloud...Why not?

Speaking of Apocalypse;
Who wants to tell me the actual difference between Imperial Armour - Apocalypse, and Warhammer 40,000 - Apocalypse? I assume the Harridan is in the former, as is Stonecrusher Carnifecies and Scythed Heirodules. Anything else? More importantly, is there anything in it that I want?

Also, what's in IA-Apocalypse II?
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Old 08-02-2011, 07:02 AM   Top  -  End  -  #162
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Blood Angels v2

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But I like Sanguinary Guard and Death Company!? Those things are what drew me to blood Angels in the first place!
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Old 08-02-2011, 07:48 AM   Top  -  End  -  #163
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

IA:A updates a lot of units from the older IA books to be in line with the Apocalypse ruleset. And apparently they're updating it again, to IA:A 2E, so the Hierophant might get an all new data sheet anyway.

IA:A2 (which is a different book from the forthcoming IA:A 2E), was the same concept, it just had rules for a different batch of FW models.
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Old 08-02-2011, 07:58 AM   Top  -  End  -  #164
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

Nice job as always, Cheesegear. Quite insightful. Thank you for your effort.
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Old 08-02-2011, 09:29 AM   Top  -  End  -  #165
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

If I recall, you do welcome input on any guides you've created so I thought I'd post a few thoughts and opinions on what you've posted.

Hq
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Old 08-02-2011, 09:43 AM   Top  -  End  -  #166
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

You can only take ONE unit of death company...
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Old 08-02-2011, 09:52 AM   Top  -  End  -  #167
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

Quote:
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You can only take ONE unit of death company...
... unless you take Astorath and then, the skys the limit. you can take up to 120 Death company models (6 squads of 20, it may even be more, I vaguely remember that it's squads of 30 max although I am away from Codex right now) if you have the points as long as you take Astorath.

GW's suggested Astorath, 4 DC squads, 2 DCD list
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Old 08-02-2011, 10:34 AM   Top  -  End  -  #168
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

Quote:
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Speaking of Apocalypse;
Who wants to tell me the actual difference between Imperial Armour - Apocalypse, and Warhammer 40,000 - Apocalypse? I assume the Harridan is in the former, as is Stonecrusher Carnifecies and Scythed Heirodules. Anything else? More importantly, is there anything in it that I want?

Also, what's in IA-Apocalypse II?
40k: A is "Here's how you play Apocalypse, and some units to go with it."
IA: A is "Here's some units to go with Apocalypse, and some that don't."

The Big Squiggoth is fairly notable; there's not much better than it for 50 points. Unfortunately it also takes a Heavy Support choice, so uh. But it's also got the Scythed Heirodule/Harridan and the Stone-crusher Carnifex, along with the Malanthrope if you like that sort of thing..

IA: A2's notable units include the Lucius Pattern Drop Pod and the Hades Breaching Drill. Both of which are overpowered as all hell. There's others, but those are the most egregious. It also contains zero Tyranids/DE/Necrons.
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Old 08-02-2011, 10:37 AM   Top  -  End  -  #169
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

There's also "Apocalypse Reload" which tends to be formations- including Necron ones.
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Old 08-02-2011, 11:34 AM   Top  -  End  -  #170
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

Apocalypse Reloaded also has nift strategic assets, including army exclusive ones

Imperial Armour Apocalypse (I & II) also give FoC slots to all those models in case you want to play with titans/gargantuans but not apocalypse (wierd huh?)
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Old 08-02-2011, 12:59 PM   Top  -  End  -  #171
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

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Imperial Armour Apocalypse (I & II) also give FoC slots to all those models in case you want to play with titans/gargantuans but not apocalypse (wierd huh?)
Not so much the titans, but the smaller stuff (say, fliers, or any other model Forge World has produced that is not insanely huge, such as Tau XV-9)
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Old 08-02-2011, 01:10 PM   Top  -  End  -  #172
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

IA:A II is a bit of a waste if you have or are planning on getting the other IA books as all but three or four of the units/formations in there are reprints.
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Old 08-02-2011, 01:30 PM   Top  -  End  -  #173
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

2 questions.

1. What does the "Without Number" formation require/do?

2. If a squad of hormagaunts were in range of an enemys synapse creature synapse what would happen? Would you retain control, would THEY retain control, would you have to have a psyker duel over them? Actually that last one sounds pretty cool.
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Old 08-02-2011, 01:54 PM   Top  -  End  -  #174
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

I don't have an answer to question one, but the answer to number two is absolutely nothing. Synapse only counts for your own tyranids.
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Old 08-02-2011, 06:17 PM   Top  -  End  -  #175
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

Grey Knights question: are Apothecaries in Paladins really worth it? Cheesegear referred to FNP-Paladins a while back, when talking about things to be prepared for in competitive play or some such. However, it seems like a waste to spend 130 points on a single model just to grant FNP to a unit that seems like it's going to be drawing fire from missiles, Vindicators, LR Battle Tanks, and other FNP-denying things anyways. Am I off base in my intuition - is there some reason FNP is actually really useful on Paladins?
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Old 08-02-2011, 06:39 PM   Top  -  End  -  #176
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

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it seems like a waste to spend 130 points on a single model just to grant FNP to a unit that seems like it's going to be drawing fire from missiles, Vindicators, LR Battle Tanks, and other FNP-denying things anyways.
No, that's about right. I won't say FnP on Paladins is never useful, but as often as not the things that will be shooting them will ignore it to begin with, and in an army that's already tight on models it's an expensive upgrade.
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Old 08-02-2011, 07:19 PM   Top  -  End  -  #177
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

To be fair, it's actually "just" 75 points for the FNP - the rest is the cost of having another Paladin in the unit. And it protects from massed fire, like lasguns or bolters, which are another way of dealing with 2+ saves, after all. I agree though, probably very often not worth it.
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Old 08-02-2011, 07:21 PM   Top  -  End  -  #178
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

about whitout number, IIRC is a upgrade for units from 4th edition Nid codex

by the way, all things from Apocalypse make references to this codex, so grab one if its cheap enough there.

Found the codex in my bookshelf

Anyway, basically any brood with 'without a number' that is removed from play may re-enter the table next turn from your table edge. keeping the same upgrades of course.

Endless Swarm, huh?


and I agree with Incomp on question number 2
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Old 08-02-2011, 11:14 PM   Top  -  End  -  #179
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

Well, with the dawn of the new Sisters of Battle stuff in White Dwarf, seems that I'm getting back into the hobby! Long time no post, guys.

Heading up to my FLGS this Saturday (I believe), to compete in a Trios tourney with my friend, Hootman (Whom I hear has been poking into these threads a tad), playing his Blood Angels, and my other friend, who plays 'nids. Should be fun.

And after that, I'll be attempting to compete in the 'Ard Boyz prelims with Vulkan and my ladies. It's gonna be sweet.

Anyone else prepping for anything? Thoughts on the new Sisters?
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Old 08-02-2011, 11:33 PM   Top  -  End  -  #180
Tychris1
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Join Date: Jul 2010
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Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

I had no idea they were coming out with new sisters stuff, ugggh.

I've had an awful experience with Sisters, since I play Tyranids and the enemy just so happened to bring 2 exorcist tanks and a crap ton of flamethrower templates. Nothing but a group of Genestealers, my Trygon, and scattered bits of soldiers remained by turn 3. The exorcists one shotted my entire squad of warriors, instant deathing them all, and since they were my only Synapse creature in the game (Besides my Trygon Prime who was in reserves to deepstrike) so you can obviously guess how the rest of the game spiraled downwards from there. I managed to insta kill the exorcist tanks though on the turn my Trygon came, but he got stopped by a squad of sisters with cannoness who were getting faith points funneled into them to tie up combat.

Still, I'll look out for it so I know how to properly get around them.

Also I'm prepping to get into Apocolypse (And maybe try making an apocolypse game).
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