chaplainmeliadus Posted March 14, 2011 Share Posted March 14, 2011 When I was reading through it the other day, it seemed like Vindicares were the only choice really worth taking, except maybe the Culexus, and that only because it should be able to pump out a tonne of shots. The Callidus especially seemed like they just couldn't be bothered, or maybe they think we can't understand how to ignore an invulnerable save (possibly I the thing I miss most with this new book). Link to comment https://bolterandchainsword.com/topic/224580-vindicare-nerfed/page/2/#findComment-2688578 Share on other sites More sharing options...
SamaNagol Posted March 14, 2011 Share Posted March 14, 2011 I7 and 4 attacks Link to comment https://bolterandchainsword.com/topic/224580-vindicare-nerfed/page/2/#findComment-2688587 Share on other sites More sharing options...
SamaNagol Posted March 14, 2011 Share Posted March 14, 2011 For less than 150pts you can effectively remove any one single wound model with no invulnerable save every turn. They are AMAZING! Link to comment https://bolterandchainsword.com/topic/224580-vindicare-nerfed/page/2/#findComment-2688590 Share on other sites More sharing options...
Seahawk Posted March 14, 2011 Share Posted March 14, 2011 This is my ranking of the new assassins: Vindicare: total boss! Culexus: ridiculously shooty Eversor: a bundle of anger that is difficult to deploy, but once there can make a mess Callidus: not even worth the time Compared to the old one: Callidus: she-devil! Eversor: Mr. Explodey! Vindicare: vaguely useful Culexus: who uses psykers? Ward just did a flip flop so the world might see new units being taken, though this practice is nothing new in GW. "What models' sales are slumping? Give them the better rules." Link to comment https://bolterandchainsword.com/topic/224580-vindicare-nerfed/page/2/#findComment-2688597 Share on other sites More sharing options...
boreas Posted March 14, 2011 Share Posted March 14, 2011 Also, for the eversor, you can give him "scout" with "Grand Strategy". He should be able to either attack on first turn (if you deploy him) or "outflank" (if you keep him in reserves). Phil Link to comment https://bolterandchainsword.com/topic/224580-vindicare-nerfed/page/2/#findComment-2688740 Share on other sites More sharing options...
Ashe Darke Posted March 14, 2011 Share Posted March 14, 2011 Also, for the eversor, you can give him "scout" with "Grand Strategy". He should be able to either attack on first turn (if you deploy him) or "outflank" (if you keep him in reserves). Phil That does commit the other units, assuming you get more than a 1 on the D3, to taking the Scouts USR as well so I'd make sure it's worth putting it on him or at least have other units you might want to Scout before considering that strategy. Unfortunately you can't choose more than one role with Grand Strategy. Link to comment https://bolterandchainsword.com/topic/224580-vindicare-nerfed/page/2/#findComment-2688742 Share on other sites More sharing options...
Gentlemanloser Posted March 14, 2011 Share Posted March 14, 2011 Also, for the eversor, you can give him "scout" with "Grand Strategy". He should be able to either attack on first turn (if you deploy him) or "outflank" (if you keep him in reserves). Phil He can't infiltrate, so how would you normally get him to just outside the 12" to allow the first turn charge with Fleet? Scout would allow you to do that in conjunction with inflitrate, but now he's lost his 12" charge, I don't see it as something you can rely on. Link to comment https://bolterandchainsword.com/topic/224580-vindicare-nerfed/page/2/#findComment-2688748 Share on other sites More sharing options...
Seahawk Posted March 14, 2011 Share Posted March 14, 2011 You could put 3 of them in 3 storm pidgeons and hope for the first turn... Teehee, or what about scoring Vindicare assassins? That'd be great. Link to comment https://bolterandchainsword.com/topic/224580-vindicare-nerfed/page/2/#findComment-2688768 Share on other sites More sharing options...
Ashe Darke Posted March 14, 2011 Share Posted March 14, 2011 Teehee, or what about scoring Vindicare assassins? That'd be great. See that was something I had considered. We have some pretty tall buildings at our LGS and him high up on an objective seemed pretty cool. Maybe get a Techmarine to Bolster Defences. Link to comment https://bolterandchainsword.com/topic/224580-vindicare-nerfed/page/2/#findComment-2688814 Share on other sites More sharing options...
boreas Posted March 14, 2011 Share Posted March 14, 2011 He can't infiltrate, so how would you normally get him to just outside the 12" to allow the first turn charge with Fleet? Scout would allow you to do that in conjunction with inflitrate, but now he's lost his 12" charge, I don't see it as something you can rely on. Darn, I forgot about he loss of Infiltrate. :( Oh well... Phil Link to comment https://bolterandchainsword.com/topic/224580-vindicare-nerfed/page/2/#findComment-2688902 Share on other sites More sharing options...
ChaosPhoenix Posted March 15, 2011 Share Posted March 15, 2011 One thing I've noticed a little late. The special ammunition of the vindicare is for his pistol too. It's very nice, if a drop pod lands next to you and you have to kill something on the run :cuss Link to comment https://bolterandchainsword.com/topic/224580-vindicare-nerfed/page/2/#findComment-2689299 Share on other sites More sharing options...
Eddie Orlock Posted March 15, 2011 Share Posted March 15, 2011 Ward just did a flip flop so the world might see new units being taken, though this practice is nothing new in GW. "What models' sales are slumping? Give them the better rules."I'd feared as much. Looks like the Callidus team will be joining my knight squad on the bench for a spell. Least for four years when mid-sixth arrives and we might see yet another new dex that turns the ranking on it ear. Link to comment https://bolterandchainsword.com/topic/224580-vindicare-nerfed/page/2/#findComment-2689460 Share on other sites More sharing options...
thor1234 Posted March 15, 2011 Share Posted March 15, 2011 ok as this thread discusses the Vindicare, In a game I played today testing out the Codex an interesting point game up, i thought I share here to see what is decided... in the Game, the Vindicare fire his Shield Breaker at Marneus Calgar, as calgar has technically 2 Invul saves , his iron halo AND his terminator Armour, does the ammo remove both or one? we just rolled a dice for it to speed up the game, what does B&C think????? Link to comment https://bolterandchainsword.com/topic/224580-vindicare-nerfed/page/2/#findComment-2689594 Share on other sites More sharing options...
Ashe Darke Posted March 15, 2011 Share Posted March 15, 2011 ok as this thread discusses the Vindicare, In a game I played today testing out the Codex an interesting point game up, i thought I share here to see what is decided...in the Game, the Vindicare fire his Shield Breaker at Marneus Calgar, as calgar has technically 2 Invul saves , his iron halo AND his terminator Armour, does the ammo remove both or one? we just rolled a dice for it to speed up the game, what does B&C think????? They lose 'any invulnerable saves granted by items of wargear'. So he loses anything that isn't natural such as the 4++ on a T'Son. 4++ comes from Iron Halo, 5++ from Terminator Armour, both wargear and both are destroyed. That's how I read it anyway. Link to comment https://bolterandchainsword.com/topic/224580-vindicare-nerfed/page/2/#findComment-2689600 Share on other sites More sharing options...
bertboxer Posted March 15, 2011 Share Posted March 15, 2011 They lose 'any invulnerable saves granted by items of wargear'. So he loses anything that isn't natural such as the 4++ on a T'Son. 4++ comes from Iron Halo, 5++ from Terminator Armour, both wargear and both are destroyed. That's how I read it anyway. looking at the chaos codex, it's a little tricky concerning the T'sons they have a natural 5++ which is increased to 4++ because of the mark of tzeentch which is technically wargear i believe it would reduce the 4 to 5 why a vindicare would waste his turn just doing this to a T'son i'll never know :D Link to comment https://bolterandchainsword.com/topic/224580-vindicare-nerfed/page/2/#findComment-2689627 Share on other sites More sharing options...
DV8 Posted March 15, 2011 Share Posted March 15, 2011 You could put 3 of them in 3 storm pidgeons and hope for the first turn... Teehee, or what about scoring Vindicare assassins? That'd be great. All the assassins are "Unique", meaning you can never have more than one of any type in an army (Vindicare, Culexus, Callidus and Eversor). Cult Assassins are still unlimited in Henchmen Warbands. DV8 Link to comment https://bolterandchainsword.com/topic/224580-vindicare-nerfed/page/2/#findComment-2689633 Share on other sites More sharing options...
Ashe Darke Posted March 15, 2011 Share Posted March 15, 2011 looking at the chaos codex, it's a little tricky concerning the T'sonsthey have a natural 5++ which is increased to 4++ because of the mark of tzeentch which is technically wargear i believe it would reduce the 4 to 5 why a vindicare would waste his turn just doing this to a T'son i'll never know :D Well the 4++ is under Special Rules and there is no mention of the Mark under their wargear. It's a bad example, a Daemon Prince or anything with an invun in Codex Daemons is probably a better one. Link to comment https://bolterandchainsword.com/topic/224580-vindicare-nerfed/page/2/#findComment-2689635 Share on other sites More sharing options...
SamaNagol Posted March 15, 2011 Share Posted March 15, 2011 If the original Invulnerable save is conferred by wargear, even if it is boosted by something else they would lose it to a Shield Breaker Link to comment https://bolterandchainsword.com/topic/224580-vindicare-nerfed/page/2/#findComment-2690057 Share on other sites More sharing options...
biglou666 Posted March 15, 2011 Share Posted March 15, 2011 You could put 3 of them in 3 storm pidgeons and hope for the first turn... Teehee, or what about scoring Vindicare assassins? That'd be great. All the assassins are "Unique", meaning you can never have more than one of any type in an army (Vindicare, Culexus, Callidus and Eversor). Cult Assassins are still unlimited in Henchmen Warbands. DV8 Are you sure that wasn't the old playtest 'dex dv8? Or did you definetly see it in the final printed dex yourself? thanks. Link to comment https://bolterandchainsword.com/topic/224580-vindicare-nerfed/page/2/#findComment-2690102 Share on other sites More sharing options...
Ashe Darke Posted March 15, 2011 Share Posted March 15, 2011 They are all Unique in the copy that is in the Black Boxes in stores. Link to comment https://bolterandchainsword.com/topic/224580-vindicare-nerfed/page/2/#findComment-2690115 Share on other sites More sharing options...
ValourousHeart Posted March 16, 2011 Share Posted March 16, 2011 The printed codex has them listed as unique. But you could field 3 different assassins... Or an assassins guild... 3 elite assassins and 6 units of deathcult Link to comment https://bolterandchainsword.com/topic/224580-vindicare-nerfed/page/2/#findComment-2690174 Share on other sites More sharing options...
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