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Horus Heresy Volume 1: Betrayal FAQ available


Cmdr Shepard

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I don't know if it has been already posted somewhere on B&C but FW released the FAQ for Betrayal.

 

You can find it here

 

There are a couple of interesting things.

The Praetor can exchange both his bolt pistol and chainsword. That's removed any doubt.

 

Models in a unit joined by a model in Cataphractii TDA do not grant the slow and purposeful rule. So no " ork like slow and purposeful tactics" but what about a model who join a Cataphractii TDA?

 

The Veteran sniper rule has been exaplained: you get precision shot and wound always on 4+ unless you already wound on a better roll.

 

Then there is a thing I find very interesting. The interaction between HH armies and standard 40K armies.

 

That's what the FAQ states

 

 

Q: Are the armies and units in the Horus Heresy books by Forge World meant to be used in

games against regular Codex armies, such as say Grey Knights or Orks?

 

A:While Forge World’s on-going range of Horus Heresy books and their game content are all

designed to use and be compatible with the Warhammer 40,000 rules, they have been fine-tuned and

focused on playing battles in the milieu of the Horus Heresy rather than in conjunction with the

Codexes representing warfare in the 41st Millennium, and this will remain the case.

Designer’s Note:

This means that while you are, of course, free to have fun and play games against

your friends using any forces you like, and Horus Heresy forces will be broadly

‘a fair fight’ with Codex forces of the same scale, certain rules anomalies and inconsistencies may be thrown up that

you have to deal with, although these should not seriously affect the game in most cases. (For

example, certain units, such as those with the Stubborn special rule are at a premium costing in

Horus Heresy armies over their regular Codex counterparts, owing to the results of play testing

within their own sphere.)

 

In terms of using Lords of War and the Primarchs, however, these are definitely not intended to be

used in standard Warhammer 40,000 games, but only in games where both sides use the Age of

Darkness Force Organisation chart, and the specific provisions within, and in games of 2,000 points

or greater.

Designer’s Note:

So if, for example, you wanted to play a battle representing a narrative where the

Sons of Horus Legion fought Orks or Eldar during the Great Crusade, you could quite easily use

those xenos forces ’ Warhammer 40,000 Codexes (possibly house-ruled to accommodate larger

squads) to proxy for their Heresy-era counterparts. In this case, however, both sides should be using

the Age of Darkness Force Organisation chart, with the army’s own Apocalypse level units and flyers

available as Lords of War entries following the guidelines found on page 184 of  Betrayal

 

That means:

1. HH armies and standard 40K armies are compatible with "a fair fight" concept. "Certain anomalies" exists with many Codices, especially if you play the older ones. Remember HH marines do not have ATSKNF.

 

2. If you want to use Lords of War your opponent have the right to do the same. That's hardly a problem. Consider that I played a couple of matches using Angron versus one of my friends' Blood Angels  and we used the Age of Darkness FoC. When he said  he preferred to not field a superheavy I decided  to give his razorback, well 5 of them, the Las Cannon/TL plasma gun upgrade for free. That's more than 150 free points. 

 

I just wanted to say that if you play against open minded and friendly opponents you can have a lot of fun. ;) 

 

Models in a unit joined by a model in Cataphractii TDA do not grant the slow and purposeful rule.

Pretty much confirms what I thought was intended.

Still odd that it would apply for other units, though (eg. orks).

Fortunately, orks aren't exactly reknown for their accuracy concerning firearms.

 

The Praetor can exchange both his bolt pistol and chainsword. That's removed any doubt.

Ditto for the centurions, making double volkite/plasma moritats indeed possible.

As well as clarifying whether or not a missed shot interrupts one or both firing chains (only the one pistol that missed, in case you wondered).

 

I just wanted to say that if you play against open minded and friendly opponents you can have a lot of fun.

Well, remember "The Most Important Rule" and "The Spirit of the Game".

If you can't agree, throw a die and argue after the game, and have fun while playing.

Pretty much confirms what I thought was intended.

Still odd that it would apply for other units, though (eg. orks).

Fortunately, orks aren't exactly reknown for their accuracy concerning firearms.

Yes a little odd since it is an exception to the general rule. Per rulebook you just need a model to be granted with the benefits and the limitations. I suppose it is ane exception aiming at balance: the reason is the abundance of heavy weapon. Imagine heavy support sqauds who move and fire...msn-wink.gif

Ditto for the centurions, making double volkite/plasma moritats indeed possible.

As well as clarifying whether or not a missed shot interrupts one or both firing chains (only the one pistol that missed, in case you wondered).

I'm gald I was right on that point. msn-wink.gif

Well, remember "The Most Important Rule" and "The Spirit of the Game".

If you can't agree, throw a die and argue after the game, and have fun while playing.

True. Sadly there are very few open minded players in my local gaming communty. I'd say three of them, who are also my friends, fall under such "profile". Most of the other are just "win at all costs" players who ruin matches with tricks barely legal under the current rulebook.

I think playing by "The Spirit of the Game" is the most pleasing 40K experience. I'm not against the competitive approach. When fair play and army's effectiveness meet the narrative aspect you have the best experience.

That's why I want ti play HH armies against 40K lists. The Legiones list represent my own Chapter/demi-legion tactics and believes. Narrative games are the best I ever played.

By the way are we sure HH lists give an advantage over 40K? SM without ATSKNF balance most of the advantages (large squads, who even CSM have, and other cool stuff).. just wondering msn-wink.gif

EDIT:

For example while a superheavy is potentially game changing a Primarch just has the stats of a MC with some cool gear. They are strong but they cost from 1/5 to a 1/4 of your army! You have to give up several units to put him in your army....

Yes a little odd since it is an exception to the general rule. Per rulebook you just need a model to be granted with the benefits and the limitations. I suppose it is ane exception aiming at balance: the reason is the abundance of heavy weapon. Imagine heavy support sqauds who move and fire...

What about Ork Lootas? 5-15 heavy weapons in a squad, granted, they're roughly autocannons, but still. Plenty of potential on-the-move dakka.

But, as I mentioned, they're still orks, and they still got rubbish ballistic skill.

I guess its just because of the type of weapons the heavy support squads can get, combined with the high ballistic skill.

A multi-melta one with SaP would make a sort-of-mobile anti-tank unit that even super-heavies would fear.

 

 

Dunno how many other armies can get SaP in a unit with lots of heavy weapons.

 

Yes a little odd since it is an exception to the general rule. Per rulebook you just need a model to be granted with the benefits and the limitations. I suppose it is ane exception aiming at balance: the reason is the abundance of heavy weapon. Imagine heavy support sqauds who move and fire...

What about Ork Lootas? 5-15 heavy weapons in a squad, granted, they're roughly autocannons, but still. Plenty of potential on-the-move dakka.

But, as I mentioned, they're still orks, and they still got rubbish ballistic skill.

I guess its just because of the type of weapons the heavy support squads can get, combined with the high ballistic skill.

A multi-melta one with SaP would make a sort-of-mobile anti-tank unit that even super-heavies would fear.

 

 

Dunno how many other armies can get SaP in a unit with lots of heavy weapons.

 

Ork Lootas are indeed very dangerous but as you mentioned they have a very low BS. Snap-fire makes little difference to them. Even though they compensate with the sheer number of shots. I think the balance issues with the HH SaP comes with "move and fire at full BS" las cannons and multimeltas. As you mentioned they are a serious threat even to superheavies and they also annihilate infantry units. Even plasma cannons would be devastating 10 moving plasma cannons will create a "mobile curtain of death".

 

Currently Orks are the only army I remember they can get SaP and units with lots of heavy weapons. SM don't have SaP models, if I'm not mistaken, while CSM have the Nurgle DP but it cannot join units...

 

 

Yes a little odd since it is an exception to the general rule. Per rulebook you just need a model to be granted with the benefits and the limitations. I suppose it is ane exception aiming at balance: the reason is the abundance of heavy weapon. Imagine heavy support sqauds who move and fire...

What about Ork Lootas? 5-15 heavy weapons in a squad, granted, they're roughly autocannons, but still. Plenty of potential on-the-move dakka.

But, as I mentioned, they're still orks, and they still got rubbish ballistic skill.

I guess its just because of the type of weapons the heavy support squads can get, combined with the high ballistic skill.

A multi-melta one with SaP would make a sort-of-mobile anti-tank unit that even super-heavies would fear.

 

 

Just dont forget a Psyker for the To-Hit-Re-Rolls and it starts to get unfriendly

 

Just dont forget a Psyker for the To-Hit-Re-Rolls and it starts to get unfriendly

 

Divination, one of the most beloved psychic disciplines. SaP+ Divination+ Heavy Support squad would be devastating. I think we have discovered the reason for the SaP exception...;)

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