Excessus Posted October 3, 2012 Share Posted October 3, 2012 DA have sigils by default... Link to comment https://bolterandchainsword.com/topic/262254-our-jumpers/page/2/#findComment-3194692 Share on other sites More sharing options...
Sception Posted October 3, 2012 Share Posted October 3, 2012 I think the warp talons are a bit pricier than I'll want to field, plus regular raptors seem more in theme with my Black Legion. On the other hand, warp talons are daemons... And I hate the possessed rules... Maybe I'll just give all my possessed wings or jump packs and use them as warp talons? I hadn't considered that.... Link to comment https://bolterandchainsword.com/topic/262254-our-jumpers/page/2/#findComment-3194717 Share on other sites More sharing options...
Lepaca Posted October 3, 2012 Share Posted October 3, 2012 Warp Talons also lack grenades. Raptors do not. Link to comment https://bolterandchainsword.com/topic/262254-our-jumpers/page/2/#findComment-3194760 Share on other sites More sharing options...
Kol Saresk Posted October 3, 2012 Share Posted October 3, 2012 I think that's why they rely on the "Blind" rule. They're meant to be a pure shock unit. Slap an Icon on your HQ, or get your Dimensional Key ready and activated, Deep Strike them in on top of a unit that is giving you trouble, scare the crap out of them, and start tearing them to shreds. Link to comment https://bolterandchainsword.com/topic/262254-our-jumpers/page/2/#findComment-3194794 Share on other sites More sharing options...
Biaz Posted October 3, 2012 Share Posted October 3, 2012 Warp Talons also lack grenades. Raptors do not. What?! Who keeps forgetting to give our damn dedicated assault units grenades?! Where's the damn Quartermaster!! Link to comment https://bolterandchainsword.com/topic/262254-our-jumpers/page/2/#findComment-3194796 Share on other sites More sharing options...
Lepaca Posted October 3, 2012 Share Posted October 3, 2012 I think that's why they rely on the "Blind" rule. They're meant to be a pure shock unit. Slap an Icon on your HQ, or get your Dimensional Key ready and activated, Deep Strike them in on top of a unit that is giving you trouble, scare the crap out of them, and start tearing them to shreds. Except that the blind rule is very unreliable... at best. I really think Warp Talons are not that great without grenades. Link to comment https://bolterandchainsword.com/topic/262254-our-jumpers/page/2/#findComment-3194805 Share on other sites More sharing options...
Iron Father Ferrum Posted October 3, 2012 Author Share Posted October 3, 2012 I had not noticed that Warp Talons lack grenades. That changes the dynamic in my mind. Raptors, I think, are definitely worth more now in comparison. Hmmm... Link to comment https://bolterandchainsword.com/topic/262254-our-jumpers/page/2/#findComment-3194966 Share on other sites More sharing options...
Verbal Underbelly Posted October 3, 2012 Share Posted October 3, 2012 Hey gang members - are raptor champions still allowed to take twin lightning claws? If so I'd take a support unit with twin lightning claws, melta bombs, 2 melta guns. 5-7 unit members. Using Forge World plague marine bits with jump packs and swords from the WFB skeleton set. ;) Link to comment https://bolterandchainsword.com/topic/262254-our-jumpers/page/2/#findComment-3195039 Share on other sites More sharing options...
Azekai Posted October 3, 2012 Share Posted October 3, 2012 You are asking for trouble deepstriking your warp talons within 6" of enemy units. You will be very lucky if you get blind something, rather than be out of range or mishap because you scattered onto the very unit you were trying to blind. Link to comment https://bolterandchainsword.com/topic/262254-our-jumpers/page/2/#findComment-3195088 Share on other sites More sharing options...
Sception Posted October 3, 2012 Share Posted October 3, 2012 Yeah, you'll be more likely to mishap than to actually blind something. It's a nice flavorful rule, but I don't see it as being meaningful on the tabletop. Link to comment https://bolterandchainsword.com/topic/262254-our-jumpers/page/2/#findComment-3195095 Share on other sites More sharing options...
Panda_ Posted October 3, 2012 Share Posted October 3, 2012 While they are nice to have, they don't charge on their arrival like Vanguards, neither do they have Assault grenades. The more I think about this new unit, the less I need them. Link to comment https://bolterandchainsword.com/topic/262254-our-jumpers/page/2/#findComment-3195457 Share on other sites More sharing options...
Muskie Posted October 3, 2012 Share Posted October 3, 2012 I'm a Raptor fan as I always wanted to Khorne and Nurgle Raptors, but if you want to waste 10 points, give your Nurgle Raptors the Icon of Despair, they will then cause Fear twice... #dumbass Link to comment https://bolterandchainsword.com/topic/262254-our-jumpers/page/2/#findComment-3195487 Share on other sites More sharing options...
Iron Sage Posted October 3, 2012 Share Posted October 3, 2012 I'm a Raptor fan as I always wanted to Khorne and Nurgle Raptors, but if you want to waste 10 points, give your Nurgle Raptors the Icon of Despair, they will then cause Fear twice... #dumbass It is for combat resolution though. I agree that this is not worth 10 points though. Link to comment https://bolterandchainsword.com/topic/262254-our-jumpers/page/2/#findComment-3195502 Share on other sites More sharing options...
khurdur Posted October 3, 2012 Share Posted October 3, 2012 I do believe our raptors are a better choice. MoK and banner of wrath give them awesome offensive ability. 215 w/ Mok and the banner give them 4 attacks each on the charge w/ FC. Better than BA assault marines...for less. Warp talon I feel are ok, but more gimicky. Beside, deepstriking within 6" of the enemy has never worked out for me. Link to comment https://bolterandchainsword.com/topic/262254-our-jumpers/page/2/#findComment-3195524 Share on other sites More sharing options...
King Willy Posted October 3, 2012 Share Posted October 3, 2012 Everyones worried about grenades, just don't charge things in cover and you got nothing to fear. Oh noes theres more terrain in 6th, so, unless theres only trees theres gonna be a way to assault them without moving through cover, remember that bottom floor of ruins without a base is open terrain. Link to comment https://bolterandchainsword.com/topic/262254-our-jumpers/page/2/#findComment-3195547 Share on other sites More sharing options...
Payce Posted October 3, 2012 Share Posted October 3, 2012 5 Raptors, 2 Plasmaguns, no champ upgrades, 125 points. Run'em down a flank with a naked Maulerfiend and you can OWN it for 250 points. Same basic principle as Dark Eldar Scourges - it may not be scoring, but whatever you hit with is sure as hell isn't going to be either when you're done with it. Link to comment https://bolterandchainsword.com/topic/262254-our-jumpers/page/2/#findComment-3195563 Share on other sites More sharing options...
minigun762 Posted October 3, 2012 Share Posted October 3, 2012 I'm trying to figure out if there is much of a reason to go 10x raptors vs two 5x squads. Trading max number of specials for... what exactly besides FOC competition. Link to comment https://bolterandchainsword.com/topic/262254-our-jumpers/page/2/#findComment-3195572 Share on other sites More sharing options...
Sception Posted October 3, 2012 Share Posted October 3, 2012 FOC composition, cheaper icon affects, if you're springing for them. Guaranteed to keep the whole unit together when engaging in combat, don't have to worry about them getting separated, or one being unable to charge a target after the other has already charged, due to not being able to get models in base. It's pretty easy to claim first blood off of five power armored dudes acting alone. Not all that much, really. If they really wanted to encourage large squad sizes, they should have done marks and vests as 'per unit' rather than 'per model' upgrades. Link to comment https://bolterandchainsword.com/topic/262254-our-jumpers/page/2/#findComment-3195586 Share on other sites More sharing options...
Mr Bill Posted October 4, 2012 Share Posted October 4, 2012 I had not noticed that Warp Talons lack grenades. That changes the dynamic in my mind. Raptors, I think, are definitely worth more now in comparison. Hmmm... It is a Phil Kelly thing. He has this habit of going back over the codex when he is finished, finding the coolest CC unit in the 'dex and ripping the assault grenades off of them. I look at it as his special torture for each of us. He writes amazing codices with superb balance.... and loves assault squads with no assault grenades. Except Space pups. Phil gave them assault grenades all around. I think he should to to his councilor about that one... See also: Incubi. Link to comment https://bolterandchainsword.com/topic/262254-our-jumpers/page/2/#findComment-3195727 Share on other sites More sharing options...
AekoldHelbrass Posted October 4, 2012 Share Posted October 4, 2012 Slap an Icon on your HQ, or get your Dimensional Key ready and activated Somehow I can't find entry that says we still can deep strike onto icons, is it in the codex? And you cannot guarantee that you'll get your key activated before you roll deep strike for your talons. Oh noes theres more terrain in 6th, so, unless theres only trees theres gonna be a way to assault them without moving through cover, remember that bottom floor of ruins without a base is open terrain. It more depends on the table you're playing. In my local game club all tables are made by professional guy, and there's enough area terrain to get hidden every jump move. So any unit without grenades is totally useless in close combat. It is a Phil Kelly thing. He has this habit of going back over the codex when he is finished, finding the coolest CC unit in the 'dex and ripping the assault grenades off of them. I look at it as his special torture for each of us. He writes amazing codices with superb balance.... and loves assault squads with no assault grenades. Except Space pups. Phil gave them assault grenades all around. I think he should to to his councilor about that one... I hoped we will get the fate of pups, 10 years passed and I still have to field my Night Lords with CSM 2002 to get ELITE raptors... Link to comment https://bolterandchainsword.com/topic/262254-our-jumpers/page/2/#findComment-3195796 Share on other sites More sharing options...
Warsmith Aznable Posted October 4, 2012 Share Posted October 4, 2012 I had not noticed that Warp Talons lack grenades. That changes the dynamic in my mind. Raptors, I think, are definitely worth more now in comparison. Hmmm... It is a Phil Kelly thing. He has this habit of going back over the codex when he is finished, finding the coolest CC unit in the 'dex and ripping the assault grenades off of them. I look at it as his special torture for each of us. He writes amazing codices with superb balance.... and loves assault squads with no assault grenades. Except Space pups. Phil gave them assault grenades all around. I think he should to to his councilor about that one... See also: Incubi. Maybe he couldn't figure out how they'd throw the grenades with the half-meter long knives for fingers? Link to comment https://bolterandchainsword.com/topic/262254-our-jumpers/page/2/#findComment-3195821 Share on other sites More sharing options...
Kol Saresk Posted October 4, 2012 Share Posted October 4, 2012 Don't forget those claws are so sharp that they cut the very fabric of reality. Kind of hard to grab anything, much less grenades. Link to comment https://bolterandchainsword.com/topic/262254-our-jumpers/page/2/#findComment-3195823 Share on other sites More sharing options...
Pariah Mk.231 Posted October 4, 2012 Share Posted October 4, 2012 Don't forget those claws are so sharp that they cut the very fabric of reality. Kind of hard to grab anything, much less grenades. I'm now picturing them trying to pull the pins, slicing clean through the grenade and then having it detonate in their hands. Oops, no more Long War for that guy! Link to comment https://bolterandchainsword.com/topic/262254-our-jumpers/page/2/#findComment-3195845 Share on other sites More sharing options...
Biaz Posted October 4, 2012 Share Posted October 4, 2012 They could always spit the grenades at them. Or drop-kick them... Come on guys, we're Chaos! Think outside the box here! Link to comment https://bolterandchainsword.com/topic/262254-our-jumpers/page/2/#findComment-3195857 Share on other sites More sharing options...
AekoldHelbrass Posted October 4, 2012 Share Posted October 4, 2012 Don't forget those claws are so sharp that they cut the very fabric of reality. Kind of hard to grab anything, much less grenades. It's Chaos, no need to be so realistic. I'm sure they can just put grenade to exhaust of their jump packs, show their bottom to enemy and use jump pack to throw those grenades up to 24" away. Or, I don't know, there's bad with grenades in the warp, they can cut fabric of reality just above opponent's heads. Or at least give them some kind of vox casters (count as having frags) or something like that. But with current rules I'm sure we will just divide in 2 groups: those who have cool tables will not use them ever because all the enemies are in cover most of the time, and those who have simple tables with simple ruins will use them all the time because that's a killy unit on the plain ground. Link to comment https://bolterandchainsword.com/topic/262254-our-jumpers/page/2/#findComment-3195858 Share on other sites More sharing options...
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