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Book 2: Massacre - any more info?


Mortarion24

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Yep.

 

Depthcharge, I was talking with someone else and I sort of stumbled on it. I think the reason the World Eaters get cumulative aggression bonuses but no advantage for getting into CC. I think Forgeworld was highlighting both the rewards of the Nails as well as the high attrition rates of the XII Legion. As a result, you can get some serious bonuses. But only if you survive.

 

My thanks for picking that up, it does make a lot more sense.

 

Im still just a little butthurt about it still and wonder why red butchers and rampagers have 6+FNP when all WEs had the butchers nails around the heresy era. I mean it wouldn't be that much of a benefit, 6+ for FNP kinda sucks and is just barely better than a kick in the head.

 

I still hoped for the ones I put up, but yes that does make more sense now and I'm a bit more agreeable to that.

 

 

Its still a miracle that the WEs weren't completely obliterated due to the high attrition rates. It would be nice if they had a rule reflecting the huge recruit intake to reflect that.

 

lol the DKoK forlorn hope special rule comes to mind

Im still just a little butthurt about it still and wonder why red butchers and rampagers have 6+FNP when all WEs had the butchers nails around the heresy era. I mean it wouldn't be that much of a benefit, 6+ for FNP kinda sucks and is just barely better than a kick in the head.

I'm thinking that the Rampagers and Red Butchers are similar to those dreadnoughts that had the Nails in Betrayer. They're just so lost to the pain that even when out of battle, they have to be restrained by their brothers in order to not inflict collateral damage. And as a result, where a normal World Eater might be shocked out of the Nails' song, they can't be. Just a supposition though, nothing concrete.

Thanks for all the information

 

I'm upset by the phenolic guard. WS4 for a bodyguard unit. Who cares how quickly you attack, if half your attacks will miss. And unless the champion has a grenade harness then their initiative is useless if the enemy hide behind a shrubbery.

 

 

There's the Magos Dominus which has loads of gadgets, and there's an enginseer auxilia who has four servo automata (servitors) can have an additional enginseer and 4 more servitors. Models with a special rule called Cybertheury can take a test depending on the difficulty of the power, basically they have their own form of psychic powers that allows you to blow things up or buff friendly mechanical units. They have their own warlord table to.

 

Then there's elites like the myrmidon secutors who pretty hard to kill with T5 W2 and 3+ armour 5++, carry power axes and can be equiped with a lot of different weapons, they can fire two weapons at once. Castellax as basic troops, there basic weapons are ap3, range 24. Also have an ability that cuase all their melee attacks to be concussive, can upgrade weapons, can make them melee, tech thralls are basic troops they ain't that awesome, have lower bs and ws than normal guardsmen but their standard weapons have one higher strength, they got feel no pain 6+ to. Fast attack has crsuade fleet support wing, choice of lightning, avenger or storm eagle at different cost. Heavy support has Myrmidon destructors which are like the elite versions but with a lot heavy weapons like conversion beamers. They may be more but that's the jist of it.

Great thanks for that.

Any chance of a stat line for the castellax and ball park cost. i need to justify £36 per model!!

also did they get access to any of the tanks? or just LRs as in book 1

I don't think I can give full stat lines or the point cost but imo they are well worth having. Can have 5 (minimum is just 1) for around 400 points (this isn't exact points) but they can have a lot of upgrades and the weapons are pretty deadly.

Less than 100 a piece is good to me....

Can you hint at the survivability of them, compared to say Thallax?

Also do the weapon options replace the bolt cannon?

Thanks again for your time and input, much appreciated

Somebody who has a book, could you please tell us please if there are any unit entries that were updated in book 2, or only new units? I'm afraid to finish my Primus Medicae and Special Support units in case they were changed in book 2, and some loadouts will become illegal...

 

 

Also, are Javelin Speeder similar to experimental rules?

Somebody who has a book, could you please tell us please if there are any unit entries that were updated in book 2, or only new units? I'm afraid to finish my Primus Medicae and Special Support units in case they were changed in book 2, and some loadouts will become illegal...

 

 

Also, are Javelin Speeder similar to experimental rules?

Hey Aekold, you have nothing to worry about; the only thing that was added was an item that a Forge Lord can take allowing to take a Thallax Cohort or Battle-Automata unit as a HS unit choice. Nothing else has been updated or changed, all the entries are new units.

 

So I'm guessing Typhon isn't in this book?

 

You're in luck, DuskRaider...Typhon and the Grave Warden Terminators are the new units/characters for the Death Guard :-)

Hey Aekold, you have nothing to worry about; the only thing that was added was an item that a Forge Lord can take allowing to take a Thallax Cohort or Battle-Automata unit as a HS unit choice. Nothing else has been updated or changed, all the entries are new units.

Thanks!

so what are Typhon's rules ? smile.png

He's got Praetor stats, in Cataphractii armour and armed with a Deathshroud power scythe and hand flamer with chem munitions, as well as Rad grenades.

He also has a special warlord trait that means no unit within 3" can claim an objective. He also has an orbital bombardment attack that is chem based. Extra rules include Warlord's Pride (a rule in this book stating unless the Primarch is on the board, he has to be the Warlord) and Witchblood,which means that as long as Morty isn't being fielded, he counts as a level 1 psyker with the Telepathy discipline

They are very complicated they have str 6 ap 5 ,heavy 1 gets hot weapons, if the enemy takes wounds and fails a leadership test on -1 for every wound it had taken previous it does an additional d6 ap 2 instant death wounds, this has no effect on units that are fearless however.

Kakaphoni info anyone?

 

Basic Marine stats with stubborn & sonic shrieker. The gun is a  S6 AP 5, Heavy 1, gets hot pinning. It also makes non fearless units who took wounds test their leadership (with a penalty from the wounds caused) to see if it causes more wounds.

At some point we should probably draw a line under this before one could splice the bulk of the lists together without buying the book msn-wink.gif

Yeah I'm not going to add any more detail, done quite a bit, will only focus on lore topics now.

At some point we should probably draw a line under this before one could splice the bulk of the lists together without buying the book msn-wink.gif

Yeah I'm not going to add any more detail, done quite a bit, will only focus on lore topics now.

I applaud you for the glimpses you have given us. You've done a Praetor's job, sir! thumbsup.gif

I especially thank you for the Mechanicum stuff. It will hold me over until the book is available for the rest of us.

They said it was weird but it was possible the loyalist forces believed due to Curze's batman nature in punishing the evil doers then he may of joined to prosecute his treacherous brothers.

 

My room is getting plastered soon so may not be on two two or three days after tonight as I'll have to move all my stuff out of the room to let it dry.

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