Caillum Posted August 1, 2016 Share Posted August 1, 2016 Nice work sharing that info Terminus! Great buff to the Fire Raptor, like you said. It is pretty high on my purchase list now! Link to comment https://bolterandchainsword.com/topic/323937-rules-changes-in-lacal/page/20/#findComment-4454946 Share on other sites More sharing options...
Apostle of the 30th Host Posted August 1, 2016 Share Posted August 1, 2016 Storm Eagles can take them too. So they will have a nice use after unloading passengers. Especially with the Angel's Wrath RoW that gives them Strafing Run. Although they can take Lascannons instead which may be slightly better, if a more expensive option. +++ Just noticed Terminus said the same thing earlier so ignore this haha +++ Link to comment https://bolterandchainsword.com/topic/323937-rules-changes-in-lacal/page/20/#findComment-4455028 Share on other sites More sharing options...
Flint13 Posted August 1, 2016 Share Posted August 1, 2016 ^I think the Storm Eagle gets a pretty good boost out of that. The lascannons are stupid expensive on an already expensive platform. Link to comment https://bolterandchainsword.com/topic/323937-rules-changes-in-lacal/page/20/#findComment-4455148 Share on other sites More sharing options...
Thedarkprincesnun Posted August 1, 2016 Share Posted August 1, 2016 · Hidden by Flint13, August 1, 2016 - No reason given Hidden by Flint13, August 1, 2016 - No reason given Wonder if these changes will get passed onto the 40k version of the vehicles Link to comment https://bolterandchainsword.com/topic/323937-rules-changes-in-lacal/page/20/#findComment-4455491
Khornestar Posted August 1, 2016 Share Posted August 1, 2016 I asked on their FB page if they intend to add Inertial Guidance to the 40k Dreadclaw, and the answer was "we may do a FAQ for IA:13 stuff in the future, but for now the answer is no." So I told 'em I'd just house rule it with Inertial Guidance to save them the trouble. ;) Link to comment https://bolterandchainsword.com/topic/323937-rules-changes-in-lacal/page/20/#findComment-4455505 Share on other sites More sharing options...
Terminus Posted August 1, 2016 Share Posted August 1, 2016 Hey, technically the Sons of Horus get access to Dreadclaws that don't have inertial guidance. By the 41st millennium, only the Black Legion's old rustbuckets are still operational. :D Joking aside, it's totally worth the 15 points upgrade if only making the deep strike flame blaze that must more effective (since you can land super close to infantry and not risk mishap). Link to comment https://bolterandchainsword.com/topic/323937-rules-changes-in-lacal/page/20/#findComment-4455549 Share on other sites More sharing options...
Sentinel Guy Posted August 2, 2016 Share Posted August 2, 2016 I'm still waiting for my copy of the new list to arrive. Do command squads get access to combi flamer/melta/plasma now? That old combi bolter upgrade was useless. If you wanted basic anti infantry you would choose the choom every time. Link to comment https://bolterandchainsword.com/topic/323937-rules-changes-in-lacal/page/20/#findComment-4455561 Share on other sites More sharing options...
Flint13 Posted August 2, 2016 Share Posted August 2, 2016 Hey, technically the Sons of Horus get access to Dreadclaws that don't have inertial guidance. By the 41st millennium, only the Black Legion's old rustbuckets are still operational. Joking aside, it's totally worth the 15 points upgrade if only making the deep strike flame blaze that must more effective (since you can land super close to infantry and not risk mishap). OH! I totally understand why Inertial Guidance is such a big deal. Can you tell I never use dreadclaws? :lol: Link to comment https://bolterandchainsword.com/topic/323937-rules-changes-in-lacal/page/20/#findComment-4455568 Share on other sites More sharing options...
Brofist Posted August 2, 2016 Author Share Posted August 2, 2016 Nope. Just that spendy combi bolter. Link to comment https://bolterandchainsword.com/topic/323937-rules-changes-in-lacal/page/20/#findComment-4455569 Share on other sites More sharing options...
Flint13 Posted August 2, 2016 Share Posted August 2, 2016 ^You jest, but I can get work done with a two combi rhino :lol: Link to comment https://bolterandchainsword.com/topic/323937-rules-changes-in-lacal/page/20/#findComment-4455571 Share on other sites More sharing options...
Brofist Posted August 2, 2016 Author Share Posted August 2, 2016 I'm actually really stoked by the command squad changes. The points drop really makes them an attractive option if you can find a niche for them. They're geared for close combat instead of shooting, but I definitely plan to add a few to my VisV Strike Force! Link to comment https://bolterandchainsword.com/topic/323937-rules-changes-in-lacal/page/20/#findComment-4455574 Share on other sites More sharing options...
Lord Blackwood Posted August 2, 2016 Share Posted August 2, 2016 I'm actually really stoked by the command squad changes. The points drop really makes them an attractive option if you can find a niche for them. They're geared for close combat instead of shooting, but I definitely plan to add a few to my VisV Strike Force! I played with a Dark Angels Command Squad on Jetbikes tooled out for Close combat over the weekend. Very effective unit, though you are right , acid heavy bolts tend to push them over the top for shooting so I wont comment about that ( how you doin) In close combat they were very solid. I did get scolded for putting "all those points" into an HQ choice but I feel like if you arent runnin yer praetor / hq with a special unit or a termi unit they work pretty well . Link to comment https://bolterandchainsword.com/topic/323937-rules-changes-in-lacal/page/20/#findComment-4455577 Share on other sites More sharing options...
Flint13 Posted August 2, 2016 Share Posted August 2, 2016 ^I've been getting an entertaining amount of mileage out of a command squad with Charnabal sabers to pal around with Khârn and an apothecary recently. Link to comment https://bolterandchainsword.com/topic/323937-rules-changes-in-lacal/page/20/#findComment-4455617 Share on other sites More sharing options...
Charlo Posted August 2, 2016 Share Posted August 2, 2016 I do like the Sabres, striking first and striking better with rending is pretty nice! DA can probably get some work in there too, their Legion rules and sabre initiative making a mockery of even WS/I 6 dudes with a stasis grenade. Jump packs being 15pts per dude is weak sauce though... Even Jetbikes are a little expensive at 35 each I feel when they already have a 2+ save. Link to comment https://bolterandchainsword.com/topic/323937-rules-changes-in-lacal/page/20/#findComment-4455774 Share on other sites More sharing options...
Flint13 Posted August 2, 2016 Share Posted August 2, 2016 My thoughts were drowning an opponent in rending dice on the charge, and in a challenge, each Chosen gets boosted to WS6 and Ini5, so they can at least take a shot at an enemy Praetor before biting it. Link to comment https://bolterandchainsword.com/topic/323937-rules-changes-in-lacal/page/20/#findComment-4455950 Share on other sites More sharing options...
Terminus Posted August 2, 2016 Share Posted August 2, 2016 Hrmm, didn't consider the charnabal saber, but that makes the unit only 155 points and should be a big deal in challenges. Maybe leave a fist on the banner for modeling/variety purposes. Link to comment https://bolterandchainsword.com/topic/323937-rules-changes-in-lacal/page/20/#findComment-4456129 Share on other sites More sharing options...
Flint13 Posted August 2, 2016 Share Posted August 2, 2016 ^Also b/c the banner guy has 2 wounds and is more likely to survive to use it Typically I kinda avoid the charnabal sabers, but I think the charging WE command squad actually has enough attacks between them to warrant the points investment. Link to comment https://bolterandchainsword.com/topic/323937-rules-changes-in-lacal/page/20/#findComment-4456140 Share on other sites More sharing options...
Brofist Posted August 2, 2016 Author Share Posted August 2, 2016 I've had good success with combat shields and power axes. Makes them like a budget Tartaros terminator squad, but WS5, 3 attacks base, and fearless. If I wanted to spend more I'd probably go for bikes since you already have that sweet 2+ save. T5 is cool, but then again, you could use those points to buy more bodies. Could go either way I guess. The real question is- how do you get them anywhere? A squad of 5 can't really attach to anything and they're aren't expensive enough to invest in a land raider. Dreadclaws or bikes maybe? I've run mine in rhinos, but they are more a counter charge unit that way. Link to comment https://bolterandchainsword.com/topic/323937-rules-changes-in-lacal/page/20/#findComment-4456275 Share on other sites More sharing options...
Surrender_Monkey Posted August 2, 2016 Share Posted August 2, 2016 Even before the points drop I was looking at the command squad as escort for Vulkan in a Dreadclaw. If you're doing a Drop Pod based army they are invaluable because you can't put your Primarch/Praetor in with Terminators like you would in a Spartan based army. The downside is that unlike most Terminators they aren't scoring, so I was wondering if I would be better off going for a more fragile but scoring Veteran Tactical Squad tooled up for combat. I'm looking at converting them from Pyroclasts, should look pretty sweet. Link to comment https://bolterandchainsword.com/topic/323937-rules-changes-in-lacal/page/20/#findComment-4456305 Share on other sites More sharing options...
Slips Posted August 2, 2016 Share Posted August 2, 2016 If you're playing an OA List, theres always the Kharybdis and Caestus. Link to comment https://bolterandchainsword.com/topic/323937-rules-changes-in-lacal/page/20/#findComment-4456308 Share on other sites More sharing options...
Charlo Posted August 2, 2016 Share Posted August 2, 2016 If you're playing an OA List, theres always the Kharybdis and Caestus. Aye, Legion list is so expansive now that even the heavy restrictions on some RoW are easy to circumvent. Link to comment https://bolterandchainsword.com/topic/323937-rules-changes-in-lacal/page/20/#findComment-4456315 Share on other sites More sharing options...
Emperors Teeth Posted August 2, 2016 Share Posted August 2, 2016 Hey chaps! A couple days back I finished a much belated, but intensely detailed cross-check of the new army book. I was stunned by how extensive the changes were. There are new problems, but so many great changes - like the much refreshed Malcador, sneaky cost changes everywhere and omg the new Cortex Controller. O.M.G. Thallax? Thallax... everywhere! Crusade & Heresy - Legiones Astartes Age of Darkness Army List - rules changes For convenience, here it is in spoilers: *Only changes after book six are considered, so if it changed in there but didn’t again here, it won’t be listed* ----- Army list name changed from ‘Crusade Army List’ to ‘Age of Darkness Army List’ Age of Darkness game rules - More or less the whole section has had a freshening up, but actual changes are below: - Updated ‘Psychic Powers in the Age of Darkness’ box-out (on Librarian Consul) state that Traitor Word Bearers can use Malefic Daemonology powers. - The prevention of units Falling Back counting as scoring has been removed, but is mildly contradicted in the Denial Units rules /:-| - Optional Destroyer Weapon rules removed - Lords of War rules clarifies which units you can take (and in all cases removes mention of Apocalypse Datasheets): Engines of Destruction specifies Titans and an optional list, War Machine Detachment specifies Knights and the optional list. Added ‘Mighty Fortification’ as a new LoW option, which prevents large costly D-weapon armed Fortifications being added through the Fortifications Detachment. - Lots of clarification of army-composition; Stronghold Assault is totes legit, anything such as Unbound, etc is completely ignored and overruled. Warlord Traits - New text bubble outlining Limitations on who can be Warlord (such as multiple units who must be Warlords and so forth). Praetor - Tartaros Armour specified along with other types in wargear - Extensively re-written entry on ‘Master of the Legion’, providing clarity of purpose/use Centurion - Tartaros Armour specified along with other types in wargear - ‘Consul’ rule now called ‘Legion Consuls’. ‘Support Officer’ rule now called ‘Legion Support Officer’ Legion Consuls - All Consul names modified for uniformity: ‘Legion <type> Consul’ - New fluff paragraphs for each type - Legion Champion lost Precision Strike (previously gained in 7th ed FAQ, but this book is newer) - Primus Medicae is +10pts and has new restrictions on several melee weapons - Chaplain causes Fear - Vigilator Sabotage always works- Moritat Chain Fire hits max out at twelve (total hits across both pistols) Template weapons don’t use Chain Fire. Damocles Command Rhino - Extra Armour reduced by -5pts - Auxiliary Drive reduced by -5pts Legion Command Squad - Starting unit cost reduced by -25pts - Tartaros Armour specified along with other types in wargear - Additional models cost reduced by -5pts - Lost Dreadclaw Drop Pod as a Dedicated Transport Legion Veteran Tactical Squad - Starting unit cost reduced by -25pts - Additional models cost reduced by -3pts - All models may now have combi-weapons - Veteran Tactics overhauled with new special rules, effects and bonuses Legion Destroyer Squad - No changes Legion Terminator Squad - Tartaros Armour specified along with other types in wargear Techmarine Covenant - Cost/Techmarine reduced by -10pts - Servo-automata gained new weapon options: Heavy bolter, Multi-melta & missile launcher - Servo-automata Rotor cannon is reduced by -5pts - The ‘automata’s missile launchers can have rad missiles if the Techmarine has rad grenades! Apothecarion Detachment - No longer has a list of squads they can join, instead is now just Legiones Astartes ‘Infantry’ - Gained options for Jump pack & Space marine bike (no jetbike, sorry) - Said new wargear changes which units they can join Legion Dreadnought Talon - Extra armour & Hunter killer missiles both reduced by -5pts Contemptor Dreadnought Talon - Lost the single Culverin option for its second arm - Extra armour reduced by -5pts Legion Rapier Weapons Battery- Both entries merged into one. Legion Mortis Dreadnought - Extra armour & Hunter killer missiles both reduced by -5pts - Helical Targeting Array rule expanded and clarified Contemptor-Mortis Dreadnought - Extra armour reduced by -5pts - Helical Targeting Array rule expanded and clarified Contemptor-Cortus Class Dreadnought Talon - Extra armour reduced by -5pts Legion Tactical Squad - Starting unit cost reduced by -25pts Legion Assault Squad - Starting unit cost reduced by -75pts - Additional models cost reduced by -2pts Legion Breacher Siege Squad - Starting unit cost reduced by -25pts - Additional models cost increased(!!!) by +5pts Legion Tactical Support Squad - Rotor cannon & Volkite Charger reduced by -5pts Legion Reconnaissance Squad - Starting unit cost reduced by -25pts Legion Rhino Armoured Carrier - Extra armour & Hunter killer missiles both reduced by -5pts - Combi-weapon, Heavy bolter & Heavy-flamer all reduced by -5pts - Gained a Multi-melta as a pintle-mount option Legion Drop Pod - Drop Pod Assault has a short new paragraph clarifying differing versions of the rule across different pods Legion Dreadnought Drop Pod - Unit cost increased by +35pts- Burning Retros rule reformatted and many additional clarifications included Legion Seeker Squad - Starting unit cost reduced by -20pts - Additional models cost increased(!!!) by +5pts - Sergeant gained the option for a single Lightning claw Legion Outrider Squad - No changes Legion Attack Bike Squadron - No changes Legion Jetbike Sky Hunter Squadron - No changes Primaris-Lightning Strike Fighter - Sunfury & Kraken penetrator heavy missiles increased by +10pts - Phosphex bomb cluster & electromagnetic storm charges reduced by -10pts - Lost Missile Barrage special rule - Phosphex bombs cluster lost Bomb Cluster special rule (lol) Legion Tarantula Sentry Gun Battery - Unit cost increased by +5pts/gun - Lost Forward Deployment upgrade… which is odd as it is still listed in its rules box - Firing Modes rule removed and Targeting rule expanded, but still references the Firing Modes - Heat Seeker special rule completely changed from affecting Jink Saves to something similar to Preferred Enemy Anvillus Pattern Dreadclaw Drop Pod - Unit cost increased by +15pts - Transport capacity now lists specific Dreadnoughts it can carry - Has ‘Inertial Guidance System’ in its special rules box, but it is not listed in its special rules Legion Land Speeder Squadron - Unit cost reduced by -10pts per model - Hunter killer missiles reduced by -5pts Legion Storm Eagle Assault Gunship - Extra armour reduced by -5pts Xiphon Pattern Interceptor - No changes Legion Javelin Attack Speeder Squadron - Unit cost reduced by -20pts per model! - Gained Strafing Run and ‘Grav-backwash’ (which makes it harder to hit in assault) special rules Legion Jetbike Sky Slayer Support Squadron (New unit) - Similar to Sky Hunters, but all with the same heavy weapon, starting with multi-meltas Deathstorm Drop Pod - Can now only target closest unit in turns after the one it lands in - Inertial guidance suffers from dodgy copy pasting Legion Heavy Support Squad - Sergeant gained the option for a single Lightning claw Legion Predator Strike Squadron - Executioner plasma destroyer increased by +20pts - Heavy conversion beamer reduced by -5pts - Extra armour & Hunter killer missiles both reduced by -5pts - Combi-weapon, Heavy bolter & Heavy flamer pintle weapons reduced by -5pts - Gained multi-melta pintle upgrade - [squadron] Command Tank increased by +10pts (see rules later) and restricted to use in 3-tank squadrons Legion Land Raider Battle Squadron - Phobos cost reduced by -25pts - Proteus cost reduced by -20pts - Achilles cost reduced by -25pts - Extra armour & Hunter killer missiles both reduced by -5pts - Combi-weapon, Heavy bolter & Heavy flamer pintle weapons reduced by -5pts - [squadron] Command Tank increased by +10pts - Proteus gained option for hull-mounted twin lascannons - Achilles gained options for the new quad launcher shells Legion Fire Raptor Gunship - No changes Achilles-Alpha Pattern Land Raider - Gained options for the new quad launcher shells 0-1 Legion Artillery Tank Squadron - Extra armour & Hunter killer missiles both reduced by -5pts - Gained Combi-weapon, Heavy bolter, Heavy flamer, Multi-melta & Havoc launcher pintle weapon options - [squadron] Command Tank increased by +10pts and restricted to use in 3-tank squadrons Legion Vindicator Siege Tank Squadron - Now fully replaces single Vindicator - Extra armour & Hunter killer missiles both reduced by -5pts - Combi-weapon & Heavy bolter pintle weapons reduced by -5pts - Gained multi-melta pintle upgrade Legion Spartan Assault Tank - Unit cost increased by +10pts - Hunter killer missile reduced by -5pts - Flare Shield increased by +20pts - Combi-weapon, Heavy bolter & Heavy flamer & multi-melta pintle weapons reduced by -5pts Legion Caestus Assault Ram- No changes Sicaran Venator Tank Destroyer - Hunter killer missile reduced by -5pts - Gained Twin-bolter, Combi-weapon, Heavy bolter, Heavy flamer, Multi-melta & Havoc launcher pintle weapon options Legion Sicaran Battle Tank - Unit cost increased by +30pts - Hunter killer missile reduced by -5pts - Gained Twin-bolter, Combi-weapon, Heavy bolter, Heavy flamer, Multi-melta & Havoc launcher pintle weapon options Legion Kharybdis Assault Claw - Unit cost reduced by +25pts Leviathan Pattern Siege Dreadnought Talon - No changes Deredeo Pattern Dreadnought - Gained ‘Arachnus pattern heavy lascannon battery’ as a weapons system - Helical Targeting Array rule expanded and clarified Legion Whirlwind Scorpius - Extra armour & Hunter killer missiles both reduced by -5pts - Gained Twin-bolter, Combi-weapon, Heavy bolter, Heavy flamer, Multi-melta & Havoc launcher pintle weapon options Legion Malcador Assault Tank - Now a Heavy Support choice (and a squadron of 1-3, too!) - Unit cost reduced by -25pts/tank - Gained +1BS (ie Space Marine crew, which is removed as an option) - Gained +1AV on the front(!) - Lost Fast - Gained a new special rule: Sub-atomantic Reactor; Less Thunderblitz, less explodiness - Starts with sponson heavy bolters instead of heavy stubbers - Starts with a hull heavy bolter instead of an autocannon - Gained Heavy flamer, Autocannon & Lascannon as hull weapon options - Hull Demolisher cannon increased by +10pts - Sponson Heavy flamers, Autocannon & Lascannon upgrades reduced by -10, -10 & -25pts respectively - Gained Dozer blade, Mine plough & Auxiliary drive as upgrade options - Lost Hunter-killer missile from upgrades - Flare shield increased by +10pts - Gained Heavy bolter, Multi-melta & Havoc launcher pintle weapon options - Lost Heavy stubber pintle option - Combi-weapon & Heavy flamer pintle weapons reduced by -5pts - [squadron] Command Tank increased by +10pts and restricted to use in 3-tank squadrons Legion Cerberus Heavy Tank Destroyer - Hunter killer missiles reduced by -5pts - Combi-weapon, Heavy bolter & Heavy flamer & multi-melta pintle weapons reduced by -5pts - Feedback not as dangerous; causing 1 HP instead of a Penetrating Hit, but also triggers on failing to wound something with a Toughness value Legion Typhon Heavy Siege Tank - Unit cost increased by +45pts - Hunter killer missiles reduced by -5pts - Combi-weapon, Heavy bolter & Heavy flamer & multi-melta pintle weapons reduced by -5pts Legion Falchion Super-heavy Tank Destroyer - Unit cost increased by +20pts - Hunter killer missiles reduced by -5pts - Gained a new upgrade, ‘Neutron wave capacitor’, which gives it the Shock Pulse and Feedback special rules *note that the pintle weapons are not reduced in points on this tank Legion Stormblade Super-heavy Tank - Hunter killer missiles reduced by -5pts - Combi-weapon, Heavy bolter & Heavy flamer & multi-melta pintle weapons reduced by -5pts Legion Fellblade Super-heavy Tank - Hunter killer missiles reduced by -5pts *note that the pintle weapons are not reduced in points on this tank Legion Glaive Super-heavy Special Weapons Tank - Hunter killer missiles reduced by -5pts Legion Thunderhawk Transporter - Unit cost decreased by -55pts Legion Thunderhawk Gunship - Turbo-laser destructor increased by +70pts Legion Mastodon Heavy Assault Transport - No changes Sokar Pattern Stormbird - Gained an option to swap its twin-lascannons for quad-heavy bolters Imperial Primus Redoubt (New unit, well officially now) - Mounting point lost options for: twin-linked heavy flamer, multi-melta & searchlight, Icarus lascannon, Quad gun, Battle cannon & Icarus quad lascannon - Battlements now only have one mounting point, but gained options for: heavy flamer, multi-melta & lascannon - Force Dome rule clarified to include units units on it - Battle Crew rule removed - Limited to use in games of 2500pts or more. Note also that due to the changes in the Age of Darkness rules regarding larger and powerful fortifications, that the Primus Redoubt can now only be taken as a Lords of War choice. Imperial Castellum Stronghold - No changes Rites of War: - New fluff paragraphs for the original four Rites Orbital Assault - Whole Talons of Legion Dreadnoughts & Contemptors may now buy pods, and both types of dreadnoughts can take either Dreadnought Pods or Dreadclaws - Deathstorm Pods can be taken as Fast Attack choices Armoured Spearhead - No changes Angel’s Wrath - Storm Eagles & Fire Raptors gain Strafing Run (!!!) Pride of the Legion - The majority of the units in the army must now have the Legiones Astartes special rule Armoured Breakthrough - The ‘[Company] Command Tank’ from the ‘Master of Armour’ effect now comes with Master of the Legion for the purposes of this Rite only - Additionally, it does not have to be the army's Warlord - If it is the Warlord, it comes with the Super-heavy Command Tank upgrade instead of the regular one (which would have no effect on a long tank - see rules later) Primarch’s Chosen - No changes Brethren of Iron - No changes Fury of the Ancients - No changes Outcast Sons - No changes Sky Hunter Phalanx - No changes Orphans of Betrayal - No changes Drop Assault Vanguard - No changes Legion Recon Company - No changes Zone Mortalis Assault Force - No changes Sacrificial Offering - ‘Circling the Trap’ effect now forces all units to begin the game in Reserve (reiterating one of the limitations for clarity) Legion-specific Rites of War: The Long March- No changes Creeping Death- No changes The Crimson Path- No changes 3rd Company Elite- No changes Last of the Serrated Sun- No changes Horror Cult- No changes The Ironfire- No changes Headhunter Leviathal- No changes Hammerfall Strike Force- No changes Vigil Opertii Mission- No changes Company of Bitter Iron- No changes Liberation Force- No changes The Awakening Fire- No changes Special Rules (only items with changes listed) - ‘Squadron Command Tank’ replaces the old ‘Command Tank’ special rule. It provides resilience and shooting bonuses to squadrons - The old ‘Command Tank’ rule now seems to be ‘Super-heavy Command Tank’, which only a small number of units have access to - Heat Seeker changed (see Tarantula) - Feedback changed (see Cerberus) Wargear (only items with changes listed) - Frag Assault Launchers has had the rules regarding walkers equipped with them removed, despite them still being able to take them. Good job FW, I look forward to using them when I dismount infantry from my Dreadnought… - Cortex Controller has some major changes regarding the units you can field as optional 0-1 heavy support! 1- You can now take 1x 0-1 unit for EACH Cortex Controller in your army 2- You can now take Vorax in addition to the Castellax 3- Thallax don’t have restrictions on Augments 4- Thallax can still take their Triaros! - The Mine Plough has had the rules regarding the ploughing of mines in special missions removed :-/ - Scorpius rounds for Seeker marines’ bolters gained +1 Str, the AP of a Lascannon and lost Rending (which it no longer needs, really) - Hellstrike missiles now ‘Heavy 1, Sunder’ instead of ‘Ordnance 1’ Link to comment https://bolterandchainsword.com/topic/323937-rules-changes-in-lacal/page/20/#findComment-4456360 Share on other sites More sharing options...
Ishagu Posted August 2, 2016 Share Posted August 2, 2016 Absolutely fantastic and detailed run through the changes :-D Link to comment https://bolterandchainsword.com/topic/323937-rules-changes-in-lacal/page/20/#findComment-4456387 Share on other sites More sharing options...
Marshal Rohr Posted August 2, 2016 Share Posted August 2, 2016 I wanna know where people were playing that 20 breachers was deemed powerful enough to get a price bump. Link to comment https://bolterandchainsword.com/topic/323937-rules-changes-in-lacal/page/20/#findComment-4456398 Share on other sites More sharing options...
Slips Posted August 2, 2016 Share Posted August 2, 2016 The way breachers are priced is that they favor small squads (for ZM) with 15 being the same cost pre-update but 20 going up 25. So, here's a unit thats actually better run as multiple 10 Man Units vs Maxing them out. Link to comment https://bolterandchainsword.com/topic/323937-rules-changes-in-lacal/page/20/#findComment-4456407 Share on other sites More sharing options...
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