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Book 2: Massacre - any more info?


Mortarion24

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Nothing is ever set in stone. We ALL dreamed of the horus heresy being a game along with miniatures and look at it now! The xenos players will demand something and I'm sure forge world will oblige.

 

Considering how big a success this has been and judging by the HH staff driving to work in solid gold chariots pulled by indentured buyers...then yes im sure they will :P

Ok, so I've been going over all this new information and I've always had a thing for Heresy era Death Guard so naturally the Grave Warden info caught my interest. Conceptually, I love the whole toxic/chemical nature of the weaponry but I've been scratching my head about one thing in particular: what's so special about the Toxin rule (forcing a toughness test instead of the usual to-wound formula)?

 

Unless there's something that's been left out or I just missed the boat, the enemy player still gets to make an armor save after failing a toughness test, correct? And considering that the enemy will undoubtedly be T4 or greater, wouldn't it be less likely to create wounds than poison or a weapon with the bog standard 4 strength? I'm sure I must be missing something...

I was concerned the Grave Wardens were a bit underpowered as well, but it seems their going to be best in larger numbers to saturate enemies with Toughness saves and Chemical Flamers. Also remember, you can give them a Land Raider or Spartan as a Dedicated Transport, so you'll still have anti-armor (especially with the Spartan).

I was concerned the Grave Wardens were a bit underpowered as well, but it seems their going to be best in larger numbers to saturate enemies with Toughness saves and Chemical Flamers. Also remember, you can give them a Land Raider or Spartan as a Dedicated Transport, so you'll still have anti-armor (especially with the Spartan).

 

True. And synergistically speaking, it occurs to me that Rad Grenades + Toxin rule could be quite nasty. It's almost as if it were designed that way... Clever FW!

 

I was concerned the Grave Wardens were a bit underpowered as well, but it seems their going to be best in larger numbers to saturate enemies with Toughness saves and Chemical Flamers. Also remember, you can give them a Land Raider or Spartan as a Dedicated Transport, so you'll still have anti-armor (especially with the Spartan).

 

True. And synergistically speaking, it occurs to me that Rad Grenades + Toxin rule could be quite nasty. It's almost as if it were designed that way... Clever FW!

Problem is that will never happen - rad grenades only reduce toughness by one in assault, which means that if they are used you can't shoot at that unit cos they will be in assault :( 

and the rad grenade launchers on destroyers only reduce toughness by one when a wound is taken so they don't work either :( grrr

Re: Chem-Munitions - pg 262 of Betrayal: Flame weapons taken as part of a DG force may be upgraded to special issue Chem-Munitions for their flame weapons (flamers, hand flamers, heavy flamers, combi-flamers and flamestorm cannons) at no additional cost. Upgraded weapons gain both the Shred and Gets Hot! USRs - I've no doubt that the Grave Wardens will have this :p

I still think that having Shred on flamer wielding terminators is pretty good - especially when they're 2 wound, 2+/4++ terminators who move through cover...

 

The only problem is that the flamers are not their main armament; only 1 in every 5 get the option, leaving the rest with the lackluster grenade launchers.

 

I still think that having Shred on flamer wielding terminators is pretty good - especially when they're 2 wound, 2+/4++ terminators who move through cover...

 

The only problem is that the flamers are not their main armament; only 1 in every 5 get the option, leaving the rest with the lackluster grenade launchers.

The grenade launcher isnt actually bad. it's not fantastic, but better than bolters by a long shot. if u think that really its 5 blast templates per 5 men, wounding on 4+ for marines you are still gonna rake in the kills. even if they save half, on average you get 3 marines per blast template ish, so lets round down a little and say 12 hits, 6 wounds, 2 kills per 5 men shooting. Then the enemy has to contend with 2+/4++ with move through cover. if they assault they get wounds themselves from toxin rules. add a Primus Medicae/ Librarian with Telekinesis in there and they are VERY tough to kill. Or add Crysus Morturg and get Endurance + Infiltrate for the entire squad. (although I am gonna save this trick for the Deathshroud)

There's a reason why Missile Launchers have Frag and Krak ammunition. Krak isn't any worse just because it's weaker. It has a blast template, which actually hits more models. The same with these Grenade Launchers. They may not hit like a mack truck on a single Marine, but they cover multiple targets in one hit. A group of ten will do massive damage on infantry, and the more you add the better it gets. Remember that with the Rite of War, they actually become Troops. Run a line of them, drop massed templates, watch all troops wither. They have their Chem Flamers, their Grenades, Power / Chainfists... I don't know, they seem pretty awesome to me.

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