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Trickstick

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  1. Does it need to be confirmed? It is a wargear ability, so each model with that wargear gets it. The commentary states that you can't stack core abilities, but says nothing about wargear abilities. Some abilities can't be stacked, but they are always worded in a way that makes that clear. So I don't see anything stopping a wargear ability being used twice if you have two.
  2. You get to roll 2 dice and get 1cp if either of them pass.
  3. The problem is that you can make a logical argument both for and against creed reinforcements. It can be argued that there is a step between destroyed and removed, where you can still measure range to models on the table. Vehicles use this during deadly demise, for example. Basically, there is enough logic on both sides to argue it around and around forever. So you really do just need to make a ruling on how you feel it should be played, and hope that GW clarifies it in a future FAQ.
  4. I like a lot of what you have done, although I don't agree with everything. I'll put some of my thoughts down, although I may get a bit rambling: I feel that handing out heavy to all of the russ main guns will encourage stationary play too much. Maybe just for the longer barrel versions, such as the battlecannon, but I don't think a demolisher should have heavy. I would rather have some sort of vehicle order availability buff instead. For the superheavies, I can see some of the longer range fixed barrel versions getting heavy, such as the banesword, stormblade, and macharius. I like the idea of a Tank Commander being an upgrade. Having Hellhounds in the list seems a bit odd to me, but that is just personal preference I guess. I love the idea of lone operative Ratlings. I really like the niche that your Eradicator change would create. Having a Russ that can strip cover would be nice. 18" is harder for a Russ to get than a Hellhound, but I suppose it is a cost you have to pay for a powerful rule. I do disagree with two of your suggested FAQs though. I will preface this by saying I understand that these are very ambiguously worded in the rules, and the ruling could go either way. However, I would have ruled the other way from you on both the Leontus CP and Creed + reinforcements questions. Leontus + CP, I feel there are enough examples of CP gain "at the start of your command phase" to make this not included in the limit to CP gain outside of the start of the command phase. You have rules from armies like Votann, which have an explicit exception, and Knights, who have a rule giving 3CP that would only give you 1CP with your interpretation of the CP cap. Creed + reinforcements is a trickier question, and I admit it may be disallowed only for balance reasons. However, it can be read that there is a step between "destroyed" and "removed", and that reinforcements could be used in this timeframe to allow it to be within 12" of Creed. Rules like deadly demise act in this time gap, as they are destroyed but still need to measure distances for their effects. I agree with both other FAQs though. Finally, I don't feel qualified to talk too much on the points costs. Every time I try to think of changes, I worry that I am getting too much into biased wishlisting. So I will leave that to others. I agree that Russes are quite high though, it is very hard to justify taking them in any numbers. I found your work interesting though, good job.
  5. Oh not a typo, just they did not consider the interaction when letting ratlings do a normal move in the shooting phase.
  6. Idk, shooting a gun twice because they phrased the embarking rules with "phase" instead of "turn", seems like an exploit to me.
  7. This is a really interesting exploit. I haven't found anything in the rules to prevent it. The restrictions on embarking and disembarking seem to be phase-based, which scarper sidesteps. Also, no "movement phase" restriction on embarking. Is it an unintended exploit? Oh, sure. But it seems to be a hilarious one, which is within the scope of the rules. Makes ratlings the best thing to fill up those extra spaces in a superheavy.
  8. After some discussion, I'm not actually sure you can't use tactical genius with reinforcement. Rules like deadly demise show that interactions can happen between being destroyed and being removed from the battlefield. The question is definitely ambiguous enough to need an FAQ.
  9. They have 1 less BS.
  10. Is this the Geelong Open? They ruled that Creed could use tactical genius on the reinforcement stratagem, so they could get a second 0cp usage out of it in a phase. (Edit: This is a bit of a crazy ruling in my opinion, and more of a house rule than a clarification.) The list also had quite a few sentinels in it I think. Not a bad list, but that ruling really makes it a bit of an outlier for any sort of meta analysis.
  11. The wording from the Metawatch video made it seem like it would be a points based balance solution for indirect, so hopefully Guard will not pay too much for the faults of Desolation marines and D-cannons.
  12. Marshals have a one use ignore battleshock, which would help keep an objective. Also, the command squads with a flag would keep 1oc per model in those blobs. For a list though, I think it lacks Creed. I definitely see the Leontus/Creed combo being in all cometitive Guard lists, they just come with so much for their point cost. 1cp a battleround, redeploy, vehicle orders, 0cp strategems. They are so cheap for getting all of that.
  13. Dkok medipacks are a wargear ability, so it is linked to a specific piece of wargear. You would get 1d3 for every medipack in the unit. However, GW forgot to acutally give the unit the ability to have medipacks.
  14. Death Korps Marshals are like 1 shot commissars now but better. Their rule doesn't wipe orders like a commissar does. And they give out a 5+ fnp. Marshals seem like the best take for dkok/infantry squads.
  15. You can't order units in a transport. However, it wouldn't really do anything anyway, as firing deck gives the weapons to the transport to use. You can order the transport and get the buffs to the firing deck guns, but vehicle orders are hard to get. (Edit: I guess ordering units inside would be useful as you could then disembark with them.) Mechanised orders are quite hurt by the turn sequence too. You need to do orders in the command phase, but you disembark in the movement phase. So you can't use orders on disembarking units. You get the same problem with deepstiking scions, which really hurts.
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