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Wh40k 10th Edition Space Marine Index
Wugo_Heaving replied to Khornestar's topic in + ADEPTUS ASTARTES +
You do realise you can change your own house rules, right? And hilariously the shield means they can shoot their Demolisher Cannon directly into whatever has tagged them in combat. I wish this knee-jerk hyperbole would stop. You have no idea how much their points are, and on top of that you do realise that you will be facing an opponent who might just prioritise taking them out turn 1, and in a position in which their (possible) shoot on death rule won't do much or any damage? But... very few attacks at S4 0/-1AP means they can't "just assassinate" characters. At least they fill the niche of handing out battle shock. I might get hold of a little 5-man squad now, but I'm still not convinced. Things I noticed: Eliminators: You can put a Sniper rifle on the Sergeant and Lasfusil's on the other two (and vice versa). Could you do that before? Also on the fence about fusils being D6 damage. I mean, it's basically more damage but I quite liked the more reliable "elite gun" feel of flat 3, and hope their points don't go up too high as a result. Assault Squad (on foot!): Chainsword doctrine? The cynical part of me thinks they want to sell more assault squads (because everyone has glued jump packs to the ones they already have) and rhinos. But I do hope this is a sign that the melee-oriented Chapters will have similar rules on their unique units. Can't wait to see on foot Death Company with Thunder Hammer doctrine. Outriders: Love that they have bigger squads and can take an ATV But why not include a similar Chainsword doctrine rule for them? The 9th rule of extra attacks on the charge wasn't even as powerful as it seems on paper. Maybe they're keeping that as a rule/strat for White Scars Outriders? I guess they'd be a decent target for the "lance" weapon Stratagem at least. Vanguard Veterans: So they've just switched their fists and hammers off? They should have at the very least have allowed a couple of those in the squad, and for the Sergeant to take a fancy "relic" weapon. Get out of here with that "Heirloom" nonsense. The VV set was the most flexible marine kit and now it's just "lol average melee weapons". What are they, Chaos marines? If they get embiggened along with the Sternguard I hope their profile changes appropriately so that none-melee oriented chapters can have some mobile melee threat. Hunter/Stalker: At least they get the bonus against "fly" rather than "fliers" now. Skyfire protocol might actually be decent against an army that uses a lot of fly units if the Stalker is super-cheap. Depends on whether GW wants to sell more kits, or try and forget they exist so they can discontinue them? In the wider view of the game going forward: I hope they include new/updated datacards in the actual kits for future updated models, or at least include them in the codexes (or even White Dwarf magazines) since presumably the big decks they'll be selling in a month all already include datasheets that will be outdated very quickly (at least for Tyranids and SM's) -
Looks like a Gladius Strike Force Detachment Stratagem has been leaked (no idea if this is genuine) "Honour the Chapter" 1CP The unit's melee weapons gain the Lance keyword, and if Assault Doctrine is active, they get an additional -1AP So anyone can be Blood Angels now! Not sure how I feel about that for generic marines, (Death Watch would be okay, but any Chapter seems a bit much) but it's a good strat, and shows that keywords can be added to weapons via special rules, which is the exact sort of thing I meant regarding SG. If a Sanguinary Guard leader can at least bestow this to their unit even just once per game for free that'd be sweet.
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It is an odd stipulation. Maybe it's an indication that a Chaplain leading a squad gives "Litany of Hate" +1 to hit in melee, and so DC getting full re-rolls on top of that might be too powerful? Although.... that means Lemartes is likely to have a different ability.
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I know. "Lance" is also a verb. It's a description of a rule, not just an explicit description of the weapon itself. I'm guessing their weapons will have it innately, or an ability will activate it. "When this unit makes a Charge, any melee weapons have the Lance keyword" for example. Or perhaps they will have "anti-vehicle/monster"? Death Company get to re-roll all Hits, maybe SG will re-roll all Wounds? SG will need something strong to set them apart.
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Really hoping you can mix and match weapons on the DC Intercessors as you'd really have to use a 10-man squad with 5 bolters, 5 C.swords, 1 Power weapon, plasma pistol and Grenade launcher/s to get the absolute most out of their special rules. Still, at least a 5-man Csword squad seems better now. Love how the two Death Company rules define them as a supporting tactical role rather than just been taken as damage dealers. Adds a touch of variety to BA. What are people thinking Sanguinary Guard will be like? I think the Lance rule (+1 to the Wound roll) would make perfect sense to set them apart. Merging all their weapons into one profile with strike/sweep modes might be likely? OC 2 would be a welcome change to reflect their elite stature but maybe that's too much to ask. I do hope there's some weird and interesting psyker/anti psyker shenanigans going on between all the possible character rules and enhancements since BA are apparently quite potent pyskers, and since I'm sure I read that the old dreadnoughts are being discontinued/legended but that the BA dreads kit is being kept I I really hope they set Mephiston and the Librarian Dread apart into two distinct roles... somehow. As for the actual models, I'm sure I've read rumours of a chaplain and "something with cherubs". Most likely the Sanguinor? If that's true, then I'll guess the Chaplain's pose will be based on the 2nd Edition Angels of Death cover and he'll have a fancy bolter and crozius (but no jump pack) and hopefully the Sangunior won't be a primarch sized Sanguinius surrogate, but just a fancy, upscaled version of what he is now, with an actual broadsword and a retinue of spooky floating babies. Beyond that I don't think there will be any new kits. Maybe when 11th is on the horizon we'll get an updated Astorath or Lemartes (or Corbulo... on a bike?!) since that fits with how things went with Psychic Awakening and Arks of Omen, but I'd love it if they could squeeze in some upscaled Sanguinary Guard with some spears/halberds in there, and port regular SG over to Horus Heresy.
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Brothe Corbulo updated rules concept
Wugo_Heaving replied to Wugo_Heaving's topic in + BLOOD ANGELS +
I think GW should bite the bullet and upscale/Primarisify everything now, (but I think Corbulo is one of the few old models that still stands up well) Heaven's Teeth D2, yes. It feels weird having a D2 chainsword, but I guess he is a named character and it's probably not as OP as I think. Having an aura that increases 6+++ is interesting and synergises with on-foot troops too, especially Death Company Intercessors. Actually, maybe that could be his thing? A Death Company apothecary... somehow? The elephant in the room with Corbulo is the lack of a jump pack, but I'm honestly not sure he should have one. Maybe if he was an Elite choice to essentially replace the Primaris Apothecary in a BA force? Slapping a JP on him seems obvious, but when the JP Sanguinary Priest exists, it seems excessive, because then makes one of them superfluous again. IDK. -
If there's no interest in these posts let me know and I'll stop... BROTHER CORBULO WEAPON RANGE TYPE S AP D ABILITIES Ryza pattern Aquittal Bolt pistol 18” Pistol 1 5 -3 2 Each time an attack is made with this weapon against an INFANTRY unit, that attack always wounds on an unmodified wound roll of 2+ If a hit is scored with this weapon, the target unit is felled until the end of the turn in addition to any normal damage. Each time a melee attack is made against a unit that is felled, add 1 to that attack’s hit roll. Heaven’s Teeth Melee Melee +1 -2 1 - ABILITIES Sanguinary High Priest: At the end of your Movement phase, roll one D6: on a 5+ this model regains 1 Wound. Wounds regained with this ability cannot exceed the model’s original Wound characteristic. In addition, this model can then use its Combat Restoratives ability twice instead of once.
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Just wanted to clarify this query. In a game using Nephilim rules, can I take an Assassin in a Space Marine army, or have they nixed it? Nephlim rules regarding detachments reads: "All of the units in each Detachment in a player’s army must have at least one Faction keyword in common, and this keyword cannot be CHAOS, IMPERIUM, AELDARI or TYRANIDS, unless the Detachment in question is a Fortification Network (this has no effect on a player’s Army Faction)." So reading this, the answers seems to be no. I can't use the shared "Imperium" keyword as the Assassin isn't a Fortification Network. But... The Agents of the Imperium rule reads: If your army is Battle-forged, you can include 1 AGENT OF THE IMPERIUM unit in each IMPERIUM Patrol, Battalion and Brigade Detachment in your army without those units taking up slots in those Detachments. ... An AGENT OF THE IMPERIUM unit included in a Patrol, Battalion or Brigade Detachment in this manner is ignored for any rules that state all units from that Detachment must have at least one Faction keyword in common (e.g. in a matched play game) and when determining your Army Faction. Nephlim is Matched Play so.... yes?
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It's probably a waste of points on a Sergeant, especially a Tactical. Even on an Assault Squad Sergeant you're better of with a power weapon if you want extra hitting power. The best place to take Meltabombs is on Destroyers. The whole squad can take them for 25pts.
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Imperial fists Assault cannons with your assault cannons
Wugo_Heaving replied to GodEmperorOfMankind's topic in + Rules +
I'm tempted with the idea, but at 40pts I'm not 100% sure. A Dual Claw, Melta and Iliastus Leviathan seems fun though. -
2k Blood Angels. First time list for HH
Wugo_Heaving replied to Wugo_Heaving's topic in + Army Lists +
I just like the idea of the Rhino being a mobile bit of cover. I know about accessing Rite of War, it's more that I didn't think it was worth taking a Praetor for it. I didn't realise Heralds allowed access to it so might consider that over the Delegatus. Missed that bit, thanks. Means I can actually make the model now rather than waiting for the Volkite weapons to get released! Curious to know what people think of Outriders. I'm totally new to HH but they seem like a decent little anti-elite gun platform? Not sure if Melta is overkill for the points, since you'll get in rapid fire range easily enough with plasma, and so put out twice the shots that will work against a wider range of targets. -
HQ Centurion, Champion: Paragon Blade, Lightning Claw, Warhawk Jump Pack Centurion, Armistos: MC Volkite Culverin TROOPS Tactical Squad x10: Bayonets and Vexilla, Rhino Transport Tactical Squad x10: Bayonets and Vexilla Assault Squad x10: Bolt Pistol & Chainswords. Sergeant: Charnabal Glaive, Artificer Armour, Melta Bombs ELITES Apothecarian Detachment: 2x Apothercaries The Angel's Tears x5: Volkite Serpentas Contemptor Dreadnought: Fist, Meltagun, Meltacannon Crimson Paladins x4: Blades, Shields. Sergeant: Spear of Perdition FAST ATTACK Outrider Squad x3: Twin-linked Plasma Guns Outrider Squad x3: Twin-linked Plasma Guns HEAVY SUPPORT Heavy Support Squad x8: Volkite Culverins, Rhino Transport Heavy Support Squad x8: Lascannons Not sure about Rites of War at 2K, and have no idea on the Warlord Trait. Since the Champion has two "Specialised Weapons" does that mean he gains an extra Attack, even though they aren't the same weapon? (Paragon Blade and Lightning Claw) Is it worthwhile upgrading The Assault sergeant?
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FA isn't as crowded, and there's much more of a precedence for the Elite slots being filled quickly. I mean, I like the FA slot and use Land Speeders and even regular Bikes and Assault Squads (before they were cool) but it's still the more logical place for scouts. Anyway, maybe Scouts just shouldn't take up any slot at all? Since, apart from points drops and crazy, powerful rule shenanigans I can't think how to 'solve' them.
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I wrote this new datasheet for Mephiston up ages ago (pre- Armour of Contempt and points drop) and wanted to post it somewhere since it's just sat on my computer not being seen by anyone. I think his points would need to go back up, but other than that he's better but not over-powered? What do you think? (The new rules and changes are highlighted in orange.) CHIEF LIBRARIAN MEPHISTON No. Name M WS BS S T W A Ld Sv 1 Chief Librarian Mephiston 7” 2+ 2+ 5 5 6 5 9 2+ Chief Librarian Mephiston is equipped with: Gaze of Calistarius; Vitarus; Frag grenades, krak grenades. Your army can only include one CHIEF LIBRARIAN MEPHISTON model. WEAPON RANGE TYPE S AP D ABILITIES Gaze of Calistarius 12” Pistol 1 8 -3 2 Each time an attack made with this weapon, if a hit is scored, draw a straight line between the closest part of this model’s base and that of the closest model in the target unit. Make one wound roll against the target unit, and each other unit this line passes over. Vitarus Melee Melee X2 -4 D3 Each time an attack is made with this weapon, an unmodified wound roll of 5+ inflicts 1 mortal wound on the target in addition to any normal damage. ABILITIES Angels of Death, Death From Above, (see Codex: Space Marines) Chief Librarian: Each time this model attempts to manifest a psychic power add 1 to the Psychic test. Psychic Hood: Each time a Deny the Witch test is taken for this model, if the unit attempting to manifest the psychic power is within 12” of this model, add 1 to that Deny the Witch test. Lord of Death: Each time this model would lose a wound, roll one D6: on a 5+ that wound is not lost. (Ability) Life Drain: At the end of the Fight phase, if this model has destroyed 3 or more INFANTRY, BIKER or MONSTER models this model gains 1 additional Wound per 3 models destroyed which had a Toughness characteristic of 3 or more. In addition, if this model destroys 1 or more INFANTRY, BIKER or MONSTER models which had a Toughness characteristic of 7 or more, this model gains 2 additional Wounds. Wounds regained, or gained, with this ability can increase this model’s Wound characteristic to a maximum of 7. PSYKER This model can attempt to manifest two psychic powers in your Psychic phase and attempt to deny two psychic powers in your opponent’s Psychic phase. It knows Smite , two psychic powers from the Sanguinary discipline and one psychic power from either the Sanguinary discipline or the Librarius discipline (see Codex: Space Marines) FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, BLOOD ANGELS KEYWORDS: INFANTRY, CHARACTER, LIBRARIAN, PRIMARIS, PSYKER, CHIEF LIBRARIAN, MEPHISTON