Soldier of Dorn Posted February 6, 2016 Share Posted February 6, 2016 The pistols are OK but hand flamers really aren't great Until you consider that - until fixed - on a moritat, these flamers will generate an infinite amounts of hits as they can never miss, and thus chain-fire can never end. Any squad or even primarch at under t7 will be killed instantaneously without the roll of a dice. Forgeworld? -Ahem- Forgeworld? I will dreadsock anyone who actually tries this. Link to comment Share on other sites More sharing options...
Noserenda Posted February 6, 2016 Share Posted February 6, 2016 The pistols are all too overpriced to be worth using, just like plasma unfortunately so that aint changing any time soon. Our LEgion sword is pretty sweet though! Link to comment Share on other sites More sharing options...
LaborerDNA Posted February 6, 2016 Share Posted February 6, 2016 The pistols are OK but hand flamers really aren't great Until you consider that - until fixed - on a moritat, these flamers will generate an infinite amounts of hits as they can never miss, and thus chain-fire can never end. Any squad or even primarch at under t7 will be killed instantaneously without the roll of a dice. Forgeworld? -Ahem- Forgeworld? Had the same idea-no fricking rolls. Just remove that big blob of red butchers with Angron. Add a phase walker relic and have an infinitely broken model. Link to comment Share on other sites More sharing options...
Luna707 Posted February 6, 2016 Share Posted February 6, 2016 Does anyone know How do the black shields and shattered legions work rule wise? Link to comment Share on other sites More sharing options...
Blindhamster Posted February 6, 2016 Share Posted February 6, 2016 The pistols are OK but hand flamers really aren't great Until you consider that - until fixed - on a moritat, these flamers will generate an infinite amounts of hits as they can never miss, and thus chain-fire can never end. Any squad or even primarch at under t7 will be killed instantaneously without the roll of a dice. Forgeworld? -Ahem- Forgeworld? I will dreadsock anyone who actually tries this. how can a moritat use them? its legion specific stuff? The pistols are all too overpriced to be worth using, just like plasma unfortunately so that aint changing any time soon. Our LEgion sword is pretty sweet though! The sword is really cool for sure, but in most cases a paragon blade is as good or better, the blade of perdition will shine most against enemies with eternal warrior - now, admittedly You could give the praetor a paragon blade then have your consul use the blade of perdition which is pretty cool. Just really seems like they ought to have had something along the lines of the glaive encarmine available as an option for sergeants. Link to comment Share on other sites More sharing options...
Ironwithout Posted February 6, 2016 Share Posted February 6, 2016 White Scars! Wow they do not dissapoint!!!!! bolterandchainsword.com/gallery/image/176268-received-455050494684806/][/url] bolterandchainsword.com/gallery/image/176269-received-455050491351473/][/url] gallery/image/176270-received-455050314684824/][/url] image/176271-received-455050311351491/][/url] Sorry about sideways pictures. I didnt take them Link to comment Share on other sites More sharing options...
Chapter Master Valrak Posted February 6, 2016 Share Posted February 6, 2016 So Dorn will actually fight?! http://49.media.tumblr.com/tumblr_lmg5bxG0ON1ql141xo1_500.gif Link to comment Share on other sites More sharing options...
N1SB Posted February 6, 2016 Share Posted February 6, 2016 A quick message to say thanks for everyone sharing information from the event. I'm so overwhelmed. I'm very interested in the Mastadon, the Iron Hands Medusa Immortals RoW, plus what those together could mean. Link to comment Share on other sites More sharing options...
Jimm Posted February 6, 2016 Share Posted February 6, 2016 I'm still a little dumbfounded that BA didn't get a regular melee weapon usable on sergeants... when their rules are completely based around melee. The pistols are OK but hand flamers really aren't great, inferno pistols are alright but the melta rule is typically pretty wasted on it. I'm also a little disappointed in this but remember these are sort of place holder rules to enable people to properly use the legions, im sure when BA/DA get the full release they will get plenty more character and identity Link to comment Share on other sites More sharing options...
noigrim Posted February 6, 2016 Share Posted February 6, 2016 The pistols are OK but hand flamers really aren't great Until you consider that - until fixed - on a moritat, these flamers will generate an infinite amounts of hits as they can never miss, and thus chain-fire can never end. Any squad or even primarch at under t7 will be killed instantaneously without the roll of a dice. Forgeworld? -Ahem- Forgeworld? If they don't fix this the will be no reason in taking primarchs, you could even take the phase walker for extra OP Link to comment Share on other sites More sharing options...
Blindhamster Posted February 6, 2016 Share Posted February 6, 2016 White Scars! Wow they do not dissapoint!!!!! SNIP Sorry about sideways pictures. I didnt take them and then you have white scars... who can apparently give every sergeant in their army a Strike at init AP2 weapon. Link to comment Share on other sites More sharing options...
Big Bad Squig Posted February 6, 2016 Share Posted February 6, 2016 White Scars! Wow they do not dissapoint!!!!! SNIP Sorry about sideways pictures. I didnt take them and then you have white scars... who can apparently give every sergeant in their army a Strike at init AP2 weapon. The pistols are OK but hand flamers really aren't great Until you consider that - until fixed - on a moritat, these flamers will generate an infinite amounts of hits as they can never miss, and thus chain-fire can never end. Any squad or even primarch at under t7 will be killed instantaneously without the roll of a dice. Forgeworld? -Ahem- Forgeworld? If they don't fix this the will be no reason in taking primarchs, you could even take the phase walker for extra OP At least now I won't be guilted about playing 'Iron Hands, the Over-Powered Army' Link to comment Share on other sites More sharing options...
m_r_parker Posted February 6, 2016 Share Posted February 6, 2016 Without going into too much detail on the new generic rites (there are over 10) Armoured Breakthrough: Predator squads are compulsory troops, Sicarians as Elites, no fortifications / immobile units / units without transports Primarchs Chosen: Primarch is HQ and not LoW, Veterans and Terminators as Compulsory Troops. Brethren of Iron: Castellax as non-compulsory troops, Vorax as fast attack and Domitar as Elites but requires a Forge Lord / Iron Father / Warsmith Fury of the Ancients: Dreadnought and Contemptor Dreadnought Talons as Compulsory Troops, but are no longer Elites. Need a Forge Lord and Primus Medicae, and can't seine the initiative Outcast Sons: meant for small detachments of traitor loyalists, very circumstantial, not great bonuses. Sky Hunter Phallanx: Jetbikes as Troops, and can voluntarily leave the table to be placed into ongoing reserves. Infantry can only be on Jetbikes or transports with the flyer rule. Orphans of Betrayl: like Outcast sons but for loyalist traitors Drop Assault Vanguard: compulsory troops can only be assault squads, half of which must be enter through deep strike. Only take units that can deploy through Deep strike or embarked on a Flyer transport. Legion Recon Company: recon squads are compulsory troops, all models deployed using scout or infiltrate also gain shrouded during first turn. No termite armour or heavy support choices. Zone Mortalis Assault Force: terminators as non compulsory troops, breacher squads with all models in base contact get bonuses to Invulnerable save Sacrificial Offering: all models gain outflank and must begin in reserve from the primary detachment. An allied detachment must be taken, has stubborn whilst in own deployment zone, and have no VP if destroyed. Traitor only (duh) Link to comment Share on other sites More sharing options...
Fire Golem Posted February 6, 2016 Share Posted February 6, 2016 Does anyone know How do the black shields and shattered legions work rule wise? Yeah I'd very much like to know how Shattered Legions work, my whole plan atm is based on them. Link to comment Share on other sites More sharing options...
The Unseen Posted February 6, 2016 Share Posted February 6, 2016 That white scars legion glaive thing is absolute bonkers. Ap2 at I, or a better power sword, your choice, on every sarge? That's just silly. So much for artificer armor being worth it. Link to comment Share on other sites More sharing options...
m0nolith Posted February 6, 2016 Share Posted February 6, 2016 BA rules are pretty go IMO. Permanent Furious Charge is nothing to sulk at, and the RoW seem very fluffy. I just hope that Assault Marines get a points break. Even with the BA rules, they are still not nearly worth it. Link to comment Share on other sites More sharing options...
Ishagu Posted February 6, 2016 Share Posted February 6, 2016 Without going into too much detail on the new generic rites (there are over 10) Armoured Breakthrough: Predator squads are compulsory troops, Sicarians as Elites, no fortifications / immobile units / units without transports Primarchs Chosen: Primarch is HQ and not LoW, Veterans and Terminators as Compulsory Troops. Brethren of Iron: Castellax as non-compulsory troops, Vorax as fast attack and Domitar as Elites but requires a Forge Lord / Iron Father / Warsmith Fury of the Ancients: Dreadnought and Contemptor Dreadnought Talons as Compulsory Troops, but are no longer Elites. Need a Forge Lord and Primus Medicae, and can't seine the initiative Outcast Sons: meant for small detachments of traitor loyalists, very circumstantial, not great bonuses. Sky Hunter Phallanx: Jetbikes as Troops, and can voluntarily leave the table to be placed into ongoing reserves. Infantry can only be on Jetbikes or transports with the flyer rule. Orphans of Betrayl: like Outcast sons but for loyalist traitors Drop Assault Vanguard: compulsory troops can only be assault squads, half of which must be enter through deep strike. Only take units that can deploy through Deep strike or embarked on a Flyer transport. Legion Recon Company: recon squads are compulsory troops, all models deployed using scout or infiltrate also gain shrouded during first turn. No termite armour or heavy support choices. Zone Mortalis Assault Force: terminators as non compulsory troops, breacher squads with all models in base contact get bonuses to Invulnerable save Sacrificial Offering: all models gain outflank and must begin in reserve from the primary detachment. An allied detachment must be taken, has stubborn whilst in own deployment zone, and have no VP if destroyed. Traitor only (duh) This is fantastic. All of it! Link to comment Share on other sites More sharing options...
noigrim Posted February 6, 2016 Share Posted February 6, 2016 primarch-typhon combos incoming sad that the warlord needs to be in a bike in the WS new rite, Jagthai goes on foot Link to comment Share on other sites More sharing options...
Severoth Posted February 6, 2016 Share Posted February 6, 2016 Any changes to the night lords units? Link to comment Share on other sites More sharing options...
The Unseen Posted February 6, 2016 Share Posted February 6, 2016 Where is this BA ROW I keep hearing of. And a legion bonus that only works in cc, that comes attached to multiple downsides, and doesn't play into being "angels" at all, is kinda bad. That, and 15 pt hand flamers are a joke, and infernus pistols lose a lot of their appeal in an environment where amoured ceramite is common. Ouch. Anyway, I don't want to be a downer today of all days, and would like to say thank you so much to everyone who spent their time to post all this info, it's really appreciated by everyone. Link to comment Share on other sites More sharing options...
Blindhamster Posted February 6, 2016 Share Posted February 6, 2016 That's the issue. BA without their right of war have more negatives than positives, the easier wound chance is nice but to be particularly good in melee you need ap2 which BA can only really get on init1 weapons which typically are wounding on 2s anyway. Then the right of war is great... except it requires you use a unit that is at least for the next half a year or so accepted to be a very bad choice in a heresy game, it grants +1 init but also means you have to accept challenges. As such, you're either striking first and almost certainly not getting through the 2+ armour save of your opponent (and then they cut you down due to having an ap2 weapon either at their own init (WS), a step lower (deathguard... seriously the DG can do CC better than CC armies with the rad grenades and AP2 scythes), or init 1 with an axe or fist... or you strike last and either don't get to strike (WS or DG) or quite likely end in mutual destruction) But still great work on getting all the info folks, thanks! P.s. I think the reason the above frustrates me is because my most likely opponents are deathguard, white scars and DA lol Link to comment Share on other sites More sharing options...
Ishagu Posted February 6, 2016 Share Posted February 6, 2016 I'll be investing in the Double D Imperial Knight. He doesn't look as big as the Cerestus models, is he a modified regular chassis? Link to comment Share on other sites More sharing options...
Lord Blackwood Posted February 6, 2016 Share Posted February 6, 2016 I made my way through the thread as best I could and still didint see the New Imperial Fists rite of war ? I am pretty stoked about the new Knight and Dorns buff tho Link to comment Share on other sites More sharing options...
noigrim Posted February 6, 2016 Share Posted February 6, 2016 That's the issue. BA without their right of war have more negatives than positives, the easier wound chance is nice but to be particularly good in melee you need ap2 which BA can only really get on init1 weapons which typically are wounding on 2s anyway. Then the right of war is great... except it requires you use a unit that is at least for the next half a year or so accepted to be a very bad choice in a heresy game, it grants +1 init but also means you have to accept challenges. As such, you're either striking first and almost certainly not getting through the 2+ armour save of your opponent (and then they cut you down due to having an ap2 weapon either at their own init (WS), a step lower (deathguard... seriously the DG can do CC better than CC armies with the rad grenades and AP2 scythes), or init 1 with an axe or fist... or you strike last and either don't get to strike (WS or DG) or quite likely end in mutual destruction) But still great work on getting all the info folks, thanks! P.s. I think the reason the above frustrates me is because my most likely opponents are deathguard, white scars and DA lol in termies their poweraxes wound at 2+ so you save tose 5pts for the powerfists Link to comment Share on other sites More sharing options...
Vazzy Posted February 6, 2016 Share Posted February 6, 2016 That's the issue. BA without their right of war have more negatives than positives, the easier wound chance is nice but to be particularly good in melee you need ap2 which BA can only really get on init1 weapons which typically are wounding on 2s anyway. Then the right of war is great... except it requires you use a unit that is at least for the next half a year or so accepted to be a very bad choice in a heresy game, it grants +1 init but also means you have to accept challenges. As such, you're either striking first and almost certainly not getting through the 2+ armour save of your opponent (and then they cut you down due to having an ap2 weapon either at their own init (WS), a step lower (deathguard... seriously the DG can do CC better than CC armies with the rad grenades and AP2 scythes), or init 1 with an axe or fist... or you strike last and either don't get to strike (WS or DG) or quite likely end in mutual destruction) But still great work on getting all the info folks, thanks! P.s. I think the reason the above frustrates me is because my most likely opponents are deathguard, white scars and DA lol Imo, the Rite depends on if it allows pods as DT or not. If yes awesome. If not, well my armored speartip list is staying. Link to comment Share on other sites More sharing options...
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