Jump to content

Recommended Posts

Thanks for the clarification, guys. It looks like the "Enhanced" iPad edition simply repeated the GH Special Rules onto BCs. I really don't want to pay another 20 bucks; anybody know if it's been fixed and I can delete/reload?

 

In theory the digital books get updated with fixes like that. I know the Blood Angel one last edition for example was missing the Rhino option for Death Company which confused me to no end when I first read it. I think that eventually got updated.

Has it already been mentioned that the Long Fangs Wolf Guard Pack Leader in Terminator Armour (or shor LFWGPLITA, hehe) can take a Terminator Heavy Weapon now … including the Cyclone Missile Launcher? I can't stop grinning, because I'm so happy about it. I'm not even sure if it's a great advantage in the game, but it will look sooo cool … :biggrin.: 

Certainly wasn't calling it a nerf lol. Because as you say plenty of access to melta. Just the 5 point meltabomb suddenly had a small appeal on a bike type unit due to the cheap cost and the ability to target anything you like. Plus it's been the staple 5 point upgrade to fill in the last couple points. Though I suppose with 4 and 5 point power weapons there's not that much lost at all...

 

Edit: remembered power weapons were cheap now lol

Edited by jbickb
I think the 2x claws issues were and oversight as tgat was a common load out in the past and isn't over powered. For most of us we can probably just pay the points for it and our friends will let us use it until it's fixed. It's not like it's a broken load out or anything.

I hope this is in the right place, quite a few of these threads seem to be overlapping a bit.

 

Has anyone tried out an Iron Priest not on TW yet?  I'm returning to the game and hoping to finish my (mostly) Dread army, and am curious how the repairs are working.  But reading the index in more detail, I'm a bit perplexed at some of the inconsistencies.  For example, our bike (and TW) Iron Priest can't repair if moving more than 6", but the vanilla Techmarine on bike has no such restriction.  

 

In addition, Iron Priests do not appear to have the Techmarine keyword, so servitors are completely useless to us.  Fluffwise, between the number of Dreads in the Fang and the Predator Annihilator origin, we've never been presented as weaker than the vanillas in terms of mech or anything.  So I'm not sure if this was intentional or just an oversight.

 

Likewise, our Tempest's Wrath is exactly the same as the Dark Angel's Aversion power but minus 6" of range.  These little things bug me is all.  

In my first match of 8th I found that blood claws hit hard and better with the 3+ WS. But the fact that the enemy unit can disengage from CC is quite frustrating. I was a little disappointed in my Wolf Priest I had running right behind the blood claws. I wish he had the apothecary rule.

I have read about mixed results with anything really.

 

I like the assault cannon for weight of fire, and that helps against orks and cultists and stuff.

 

The plasma cannon and helfrost cannon are close enough to each other. They have similar preferred targets.

 

The lascannon has by far the longest range, and the best quality in it's shots. However, it is also the most expensive (by quite a bit), and completely useless against things like ork boys and cultists.

 

So, imo, it really depends on what you want Bjorn to do while walking to his main target (because true claw is amazeballs).

In my first match of 8th I found that blood claws hit hard and better with the 3+ WS. But the fact that the enemy unit can disengage from CC is quite frustrating. I was a little disappointed in my Wolf Priest I had running right behind the blood claws. I wish he had the apothecary rule.

Yes, opponents just wandering away when you are trying to hit them is going to take some getting used to for all armies I think. :wink: To be fair, you can use this tactically. An enemy that withdraws normally cannot shoot or charge in the same turn (baring special rules) so you can assault a tank with a small squad that cannot do it much damage just to hinder its shooting next turn.

 

As for the Wolf Priest, his Apothecary abilities have been stunted compared to codex Marines for at least the last edition. Maybe it was because they felt that bringing back a whole Thunderwolf on a 4+ was a bit too good (although TH/SS Termies can be brought back and cost a similar amount). I guess we just have to bear in mind that they work best in multi-wound squads. Fortunately we have TWC, Terminators, and various flavours of bikes to benefit from D3 restored wounds.

 

As for Bjorn, the fact that he can reroll 1s to hit makes me lean towards the Plasma Cannon. It is quite flexible and powerful, particularly when overcharged.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.