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Anyone else notice that the kastelans arent shooting as well as they did last time? They are stock 4+ bs and the heavy phosphor blasters are heavy 3 so if it moves they hit on a 5+. Kataphrons get the "no -1 to hit if they move with heavy weapons" but a giant robot doesn't? 9 shot hitting on 5+ is just 3 hits. I guess they are meant to be a pillbox and just plant them and set them to shoot 2x mode and mow stuff down. Not too happy because I always love the look of them but for 220 point for 2 with 3 heavy phosphor blaster each they are kindof meh. Maybe I'm misssing something tho?

Anyone else notice that the kastelans arent shooting as well as they did last time? They are stock 4+ bs and the heavy phosphor blasters are heavy 3 so if it moves they hit on a 5+. Kataphrons get the "no -1 to hit if they move with heavy weapons" but a giant robot doesn't? 9 shot hitting on 5+ is just 3 hits. I guess they are meant to be a pillbox and just plant them and set them to shoot 2x mode and mow stuff down. Not too happy because I always love the look of them but for 220 point for 2 with 3 heavy phosphor blaster each they are kindof meh. Maybe I'm misssing something tho?

 

I know where you come from, but according to the hard data I read so far they are still amazing !

And to be honest, in 7th edition they did not hit much more. 3 Phosphor shots are 1,5 hits; 3 TL Phosphor shots are 2,25 hits, so 3,75 hits in total compared to the 3 now after moving!

If you do not move though, they are now hitting 4,5 times.

With the protocoll they will now hit 9 times, in 7th it was 3 non TL hits plus 2,25 TL hits for a total of 5,25.

 

I think because of the new TL and the new protocoll doubling all the shots they got a lot stronger.

Pretty much stated already, however: vanguards are now better against T5 and potentially dangerous vs vehicles. In 7th they were probably a bit overpowered, especially if you think them in a transport (which we may actually get now...hopefully).

Also, they can run and still fire and hit on 4+, not bad at all.

And yes, their special weapons are a little less powerful, but frankly all seem useful and balanced to the right cost.

Before, I often found 10 Vanguards with 3 plasma simply overkill. I prefer their current version. Rangers need a small buff, however.

So heres one for you... Member of my gaming group was trying to argue that the new Phosphor rules meant that once you've shot at that unit, they can never gain the benefits of cover again (though timeframe not applicable).

 

Most people though it was just for the attacks from the Phosphor weapon as nothing else clarified.

 

How do you guys see it? I'm certainly part of the latter crowd.

How do you guys see it? I'm certainly part of the latter crowd.

I read it the same as you, that the guns just ignore the effects of cover, and nothing else.

 

With the Kastellans, I feel like they fall neatly into two builds now, the immobile firepoint, preferably with a magos babysitter (or Cawl for even more destruction) and fists and fire bots for close assault. The flamers don't care about hit modifiers, so nothing is lost moving (now 8") to punch things, and are good in overwatch when you fail that 3" charge and get charged instead.

Edited by Thorakitai

 

With the Kastellans, I feel like they fall neatly into two builds now, the immobile firepoint, preferably with a magos babysitter (or Cawl for even more destruction) and fists and fire bots for close assault. The flamers don't care about hit modifiers, so nothing is lost moving (now 8") to punch things, and are good in overwatch when you fail that 3" charge and get charged instead.

 

 

i agree with this and wholeheartedly look forward to making my next kastelan unit into some Fire-Fist bots :wub:  cause you know the fists look way cooler than the gun arms :cool.: finally rule of Cool wins out!, plus i can get a nice decal or freehand on the back of that Fist :thumbsup:

 

Mithril

The Kastelan Robots are definitely a case-in-point for GW's statement that "everything will be viable".  Now Phosphor-spam is not the default build as you sacrifice a lot of melee prowess, making both the melee build and Protocol much more relevant.  In either case, I think it's worth the loss of accuracy to gain the overall buff to durability, as I think Kastelans will be quite a bit tougher in 8th.

Pretty much stated already, however: vanguards are now better against T5 and potentially dangerous vs vehicles. In 7th they were probably a bit overpowered, especially if you think them in a transport (which we may actually get now...hopefully).

Also, they can run and still fire and hit on 4+, not bad at all.

And yes, their special weapons are a little less powerful, but frankly all seem useful and balanced to the right cost.

Before, I often found 10 Vanguards with 3 plasma simply overkill. I prefer their current version. Rangers need a small buff, however.

 

I have had a couple games with my Ad. Mech now and my Vanguard with plasma calivers have absolutely been the MVPs in both cases. 9 supercharged plasma shots is just amazing, just make sure you have a magos or cawl close enough to provide a re-roll!

 

In my game yesterday the plasma alone vaporized a squad of scarab occult terminators, sucked that I lost the shooting from the rest of the vanguard though ;)

 

Pretty much stated already, however: vanguards are now better against T5 and potentially dangerous vs vehicles. In 7th they were probably a bit overpowered, especially if you think them in a transport (which we may actually get now...hopefully).

Also, they can run and still fire and hit on 4+, not bad at all.

And yes, their special weapons are a little less powerful, but frankly all seem useful and balanced to the right cost.

Before, I often found 10 Vanguards with 3 plasma simply overkill. I prefer their current version. Rangers need a small buff, however.

 

.... 9 supercharged plasma shots ..

 

 

Plasma Caliver is now Assault 2, so maximum of 6 shots :wink:

 

 

Pretty much stated already, however: vanguards are now better against T5 and potentially dangerous vs vehicles. In 7th they were probably a bit overpowered, especially if you think them in a transport (which we may actually get now...hopefully).

Also, they can run and still fire and hit on 4+, not bad at all.

And yes, their special weapons are a little less powerful, but frankly all seem useful and balanced to the right cost.

Before, I often found 10 Vanguards with 3 plasma simply overkill. I prefer their current version. Rangers need a small buff, however.

 

.... 9 supercharged plasma shots ..

 

 

Plasma Caliver is now Assault 2, so maximum of 6 shots :wink:

 

 

Welp.........I have some opponents to apologize to!

I hope with the inevitable joint codex we will have options to take ore servitors & thralls. I like the idea of a lower end non-army ad mech force. Something along the lines of GS-Cult miners

Oh my god that's hilarious! Just takeep a vanguard detachment with two Techpreist Enginseer "foremen" and a bunch of servitors, then you have spots for servo haulers (assuming they make them units, which would be hilarious).

 

I remember a picture floating around of someone who kit bashed the armoured container kit and the servo hauler kit into a little train, it made me think how cool a model that would be as a transport.

In preparation for the new edition, I've picked up a pair of Sydonian Dragoons. I was gonna equip them with Taser Goads (mainly cos they look the best, IMO) - but what are people's thoughts on the best weapon loadout? Twin-linked weapons are a lot more appealing now, so....

In preparation for the new edition, I've picked up a pair of Sydonian Dragoons. I was gonna equip them with Taser Goads (mainly cos they look the best, IMO) - but what are people's thoughts on the best weapon loadout? Twin-linked weapons are a lot more appealing now, so....

I wish I could help you, but I am in the same boat as you. I know nothing about what is good. I just want to make a 'functional' team, as I can 'count as' things to suit my theme.. now if only I didnt have to make a mini vacuformer for plastic domes..

I hope with the inevitable joint codex we will have options to take ore servitors & thralls. I like the idea of a lower end non-army ad mech force. Something along the lines of GS-Cult miners

 

I call them "Cross your fingers Cannon Fodder" :tongue.: ...

 

Mithril

 

I hope with the inevitable joint codex we will have options to take ore servitors & thralls. I like the idea of a lower end non-army ad mech force. Something along the lines of GS-Cult miners

Oh my god that's hilarious! Just takeep a vanguard detachment with two Techpreist Enginseer "foremen" and a bunch of servitors, then you have spots for servo haulers (assuming they make them units, which would be hilarious).

There's always the option to combine both servohaulers and build a miniature ordinatus, count-as Onagers. Currently finishing the conversion of the second...

 

There's always the option to combine both servohaulers and build a miniature ordinatus, count-as Onagers. Currently finishing the conversion of the second...

 

 

 

 

i could picture a skitarii transport looking somewhat familiar to a servo hauler front with a stretched cabin at the rear with mars specific aesthetics to it... conversion time (although i could only use it in mate's games as a counts as chimera) ... here's hoping we get a transport...:ermm:

 

Mithril 

 

In preparation for the new edition, I've picked up a pair of Sydonian Dragoons. I was gonna equip them with Taser Goads (mainly cos they look the best, IMO) - but what are people's thoughts on the best weapon loadout? Twin-linked weapons are a lot more appealing now, so....

I wish I could help you, but I am in the same boat as you. I know nothing about what is good. I just want to make a 'functional' team, as I can 'count as' things to suit my theme.. now if only I didnt have to make a mini vacuformer for plastic domes..

 

 

The main thing I struggle with for this choice is the fact that Ad Mech have so many other wonderful weapons to engage targets at range. Even with twin linked, Las-Cannons and Auto-Cannons seem a little limp beside things like *in his best Dr. Evil voice* frickin' Neuron Laser beams! While I'm sure they can/will be used to excellent effect with how quickly they can put firepower in nasty locations, but Dragoons really do seem well (best?) suited to a close combat role on so many levels, and Ad Mech have fewer compelling choices in that area if you ask me.

 

 

In preparation for the new edition, I've picked up a pair of Sydonian Dragoons. I was gonna equip them with Taser Goads (mainly cos they look the best, IMO) - but what are people's thoughts on the best weapon loadout? Twin-linked weapons are a lot more appealing now, so....

I wish I could help you, but I am in the same boat as you. I know nothing about what is good. I just want to make a 'functional' team, as I can 'count as' things to suit my theme.. now if only I didnt have to make a mini vacuformer for plastic domes..

 

 

The main thing I struggle with for this choice is the fact that Ad Mech have so many other wonderful weapons to engage targets at range. Even with twin linked, Las-Cannons and Auto-Cannons seem a little limp beside things like *in his best Dr. Evil voice* frickin' Neuron Laser beams! While I'm sure they can/will be used to excellent effect with how quickly they can put firepower in nasty locations, but Dragoons really do seem well (best?) suited to a close combat role on so many levels, and Ad Mech have fewer compelling choices in that area if you ask me.

 

Until FW create the Volkite version :drool:

In preparation for the new edition, I've picked up a pair of Sydonian Dragoons. I was gonna equip them with Taser Goads (mainly cos they look the best, IMO) - but what are people's thoughts on the best weapon loadout? Twin-linked weapons are a lot more appealing now, so....

IMO the lascannon is good. If you're going to get the autocannon, why not bring an icarus array- ten shots hitting at BS-1 for non fly! Fantastic.

 

For Dragoons, I think radium jezzails are better this ed, being mortal wounding sniper rifles that can murder characters.

 

Taser goads are now pants vs vehicles with their 1D and only 3 attacks. Phosphor serpenta are good with their IC but expensive.

 

63 points for a heavy 2 sniper with mortal wounds on a 6 to wound it totes worth it. I'll be running a sniper army with that and lots of transuranic arquebuses which murder everything too, being snipers at S7 and ap-2, omnispex and D3 damage and mortal wounds on a 6. Brilliant.

63 points for a heavy 2 sniper with mortal wounds on a 6 to wound it totes worth it. I'll be running a sniper army with that and lots of transuranic arquebuses which murder everything too, being snipers at S7 and ap-2, omnispex and D3 damage and mortal wounds on a 6. Brilliant.

 

Have to agree with this one, I was incredibly disappointed with the TAs I painted up in 7th but I have a feeling they'll be finding their way out of the cobwebs and dust for 8th!  :)

I am also excited to get some use it of my TA's. I would always take them in 7th and be underwhelmed by their lack of performance. I only wish our infantry still had some form of relentless, as before the rules for our guns got leaked I was excited at the prospect of having squads with one of each special weapon, since universal splitfire is now a thing, but with the new rule that you can't fire the TA if you move, I guess I still need to have a dedicated sniper unit.

 

Edit: grammar

Edited by Odds.043

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