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Rules Changes in LACAL


Brofist

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Alrighty, how 'bout them rad missile servitors. I need a gajillion.

Yes!! I was thinking about those yesterday! Techmarines aren't really my thing if I'm honest, but those Rad Missiles could convince me!

 

They would be amazing in Zone Mortalis games as they are still quite cheap and all those Rad blasts!!

Or in normal games, put them in an Achilles and drive around shooting Rad Missiles and Quad Launchers everywhere!

(Rad Phage making Quad Launchers even better!!)

 

I was thinking actually:

- A Forge Lord can take Techmarine options...

- So he can take Rad Servitors?

- Then he can take wounds with a 2+ and Inv Save

- Plus!!! If you wanted to be a truly awful person, take him with the Void Shield harness to protect the Servitors (at least until it blows up and kills them all but you would have got your points worth by then)

- Even better in ZM (or if you don't want to pay for transport)

Alrighty, how 'bout them rad missile servitors. I need a gajillion.

 

......what.

 

Well that certainly slipped people by. How friggin' cool!

 

Almost 40pts per Servitor though D:

 

But the rad missiles are a whopping 48" range! Plonk them in cover and start doing nasty things.

 

DG just got a new unit baby!

 

Alrighty, how 'bout them rad missile servitors. I need a gajillion.

Yes!! I was thinking about those yesterday! Techmarines aren't really my thing if I'm honest, but those Rad Missiles could convince me!

 

They would be amazing in Zone Mortalis games as they are still quite cheap and all those Rad blasts!!

Or in normal games, put them in an Achilles and drive around shooting Rad Missiles and Quad Launchers everywhere!

(Rad Phage making Quad Launchers even better!!)

 

I was thinking actually:

- A Forge Lord can take Techmarine options...

- So he can take Rad Servitors?

- Then he can take wounds with a 2+ and Inv Save

- Plus!!! If you wanted to be a truly awful person, take him with the Void Shield harness to protect the Servitors (at least until it blows up and kills them all but you would have got your points worth by then)

- Even better in ZM (or if you don't want to pay for transport)

I'd allow it as forge lords and forge fathers are the heads of the techmarines cult mech.

Dont know if anyone mentioned it, but ALL vets now get access to combi-weapons for 10 points each.

Thant means with a Orbital RoW, you could use 5 man combi-melta drop pod strike teams as in 40k.

It has indeed.

Combi-Flamers with Sniper drool.gif

Dont know if anyone mentioned it, but ALL vets now get access to combi-weapons for 10 points each.

Thant means with a Orbital RoW, you could use 5 man combi-melta drop pod strike teams as in 40k.

It has indeed.

Combi-Flamers with Sniper drool.gif

Wait....Flamers with rend?!?!

http://i.imgur.com/JX9cYVL.gif

 

 

I'm just psyched at apothecaries joining my Dark Furies

Aye , my Templar brethren now get the option in lower games to roll with an apothecary or in larger games to take the primus who can still have a sol glove

 

Much victory

Now that's a disturbing image

That's right. You hit the transport.

 

 

 

But throwing my hat into the ring:

 

"...the dreadnought does not have to deploy out unless the controlling player wishes, and if this is the case (though it may still be targeted by shooting attacks), it may not be charged while this rule is in effect."

 

Sentence basically says, if you wish to and do get out of the pod you can be shot at but cannot be charged.

Yup. That's what I'm talking about as well. The other way just doesn't make sense if you dig into it. Here's the exact language for those still waiting for their books:

 

http://i.imgur.com/0yOnrE8.jpg

Nowhere in there does it seem to me that you're immune to being charged if you disembark. The "case" it is referring to is staying inside. If you disembark, then it's just a regular pod that also has shrouding and grants it to anything shooting past it.

 

Nowhere in there does it seem to me that you're immune to being charged if you disembark. The "case" it is referring to is staying inside. If you disembark, then it's just a regular pod that also has shrouding and grants it to anything shooting past it.

 

 

This is how I'm reading it, as well.

I imagine staying on the doors is the same as choosing not to disembark . Quite useful for flamestorm dreadnoughts who can get real close to their intended target while benefiting from shrouding and immunity to assault.

 

This also resolves all that silly business earlier about gluing doors shot for range immunity.

 

The budget Mor Deythan idea makes me happy. I will probably buy another 5 Headhunters because I've been longingly staring at the 5 combi-flamers from the Legion set for some time.

 

That's right. You hit the transport.

 

 

But throwing my hat into the ring:

 

"...the dreadnought does not have to deploy out unless the controlling player wishes, and if this is the case (though it may still be targeted by shooting attacks), it may not be charged while this rule is in effect."

 

Sentence basically says, if you wish to and do get out of the pod you can be shot at but cannot be charged.

Yup. That's what I'm talking about as well. The other way just doesn't make sense if you dig into it. Here's the exact language for those still waiting for their books:

 

http://i.imgur.com/0yOnrE8.jpg

 

Nowhere in there does it seem to me that you're immune to being charged if you disembark. The "case" it is referring to is staying inside. If you disembark, then it's just a regular pod that also has shrouding and grants it to anything shooting past it.

 

That's not how some of us interpret it. To me the rule is pretty clearly written around not allowing dreadnoughts to be charged on the turn they plop down. When you consider all the rules for Burning Retros, I find it hard to support the other view when it changes how the BRB works and then contradicts itself the next turn (something puzzling which nobody can really explain). We're going around in circles here at this point. I think everyone's arguments are laid out pretty clear. I know how my league will be handling this one, just make sure everyone is aboard your ship wherever you play.

Y'all gunna drive me ta drinkin. 

 

The pod lands, the doors are opened. the owning player decided then declares if the dread is embarked or disembarked.
regardless of the rest of the burning retros rule, if a unit is embarked it cant be assaulted. One of the reasons it is worded this way is because even if embarked it can be the target of ranged attacks and this is one of the ,let's say few,  times when a model can be placed on top of another model which hasn't been destroyed.

Burning retros is problematic because it is covering too many things under one rule. 
I do think Burning retros keeps the dread from being assaulted until the players next turn, as it says.(Only because it says "until the start of the owning players next turn"- which would be a raw interpretation)

However, If the droppod is destroyed I believe that effect also stops then. 
My question now as an example of why I think this, is if this were a model giving FnP to a unit who was then killed, at what point does that models Fnp ability stop working? If it stops as soon as that model is removed then the same should apply to the droppod. In which cast it still has to be destroyed before the Dread can be assaulted. 

This whole ordeal has had me looking for a game mechanic to remove the droppod and Embarked dread from play. I think what I was looking for was from an earlier edition.

I can also imagine a player placing the Dread on one of the doors and saying it's embarked. Which to me is as good as modeling for advantage. But that's another can of worms.
 

Soooo, could we move on to something else? As has been said multiple times already, this is getting very circular and the same arguments are simply being thrown again and again with noone addressing each other's points, just ignoring the opposing arguments and slinging theirs anew.

 

Let's just agree to disagree before phosphex comes raining down...

Yes let's just agree to disagree, but no way am I ever allowing charge immunity because the rules of the English language are clear, and I consider myself better versed in it than most native speakers despite it being my third. This is like the Recon rite discussion where it's seemingly patently clear but some folks created non-existent rules and definitions in their reading. It's a fact of life in this game. I do hope it's clarified at an Open event, because it's really hard to discuss tactics when everyone is using a bunch of unique interpretations.

 

Anyway, regarding being on the doors, yes you can't end up on top of another model (like with regular pods and their doors), but the rules in question specifically call out your being able to hang out with the dreadnoughts on any part of the dread pod, including the doors which are mandated to be open.

So how about them chain axes...? Do WE actually get them free because it says if we have access to the chainswords we can get axes for free thus not needing to pay the pts for the chainswords.......

 

 

;-)

Me and Flint will legitimately murder you if this subject is brought up again.

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