Beams Posted October 13, 2017 Share Posted October 13, 2017 (edited) Exactly, it's jumbled. And confusion leads to loopholes, rule ambiguities, and venturesome attempts to abuse them. Equipping a Platoon commander with a power axe is certainly no game-changing. Just as NOT equipping him with a power axe. The no small difference between the two is that the former opens the way to new ways to abuse the game in future, potentially more severe instances, while the latter does not. I know which road we are pursuing in my gaming group at least. I can only hope that GW changes her mind and rules this differently, and as soon as possible. Isn't more confusing for my opponents if all of my Steel Legion Company Commanders now suddenly have power swords instead of the power mauls they are modeled with? Like, we are then promoting either having to scour bits sites and remodel or anti-WYSIWIG, and my group is adamantly wysiwig. Edited October 13, 2017 by Beams Link to comment Share on other sites More sharing options...
duz_ Posted October 13, 2017 Share Posted October 13, 2017 This is a thread to discuss the finer points of the new AM codex. Discussion about how the Index entries and Codex interact should be taken elsewhere.I suggest the Official Rules Forum, as this issue is not unique to guard. Link to comment Share on other sites More sharing options...
Sete Posted October 13, 2017 Share Posted October 13, 2017 So commissars with the warlord trait can issue orders? Link to comment Share on other sites More sharing options...
Harrowmaster Posted October 13, 2017 Share Posted October 13, 2017 RAI I would say yws, RAW no because no one else has the same <regiment> key word Link to comment Share on other sites More sharing options...
Finkmilkana Posted October 13, 2017 Share Posted October 13, 2017 Hilariously, since Voice of Command says they can order units who have the same <regiment> keyword and Commisars have no regiment keyword, one could in joke argue that Commisars with the trait can issue orders to every unit without regiment keyword. I would throw a book at anyone who seriously considered this, but somehow I find the image off some Commisar ordering Kaldor Draigoto to man up and get back into the fight hilarious. Too bad Guiliman is not infantry. shandwen 1 Back to top Link to comment Share on other sites More sharing options...
Halfpint100 Posted October 13, 2017 Share Posted October 13, 2017 Yarrick's auto warlord trait gives him voice of command. He has no regiment. I would assume all AM infantry would be good with him Link to comment Share on other sites More sharing options...
Lord_Caerolion Posted October 13, 2017 Share Posted October 13, 2017 · Hidden by duz_, October 13, 2017 - Off topic Hidden by duz_, October 13, 2017 - Off topic So 50 man conscript units from the Index you can't use, because there is a Conscript option in the codex. But, to play devils advocate, how does this differ from a lost option regarding weaponry, unless they specified weaponry options? Personally, I'm of the opinion that you use the Index for units that have no comparison in the codex. Weaponry will hopefully be fixed by an FAQ, because cherrypicking leads to all sorts of confusion. We've had builds invalidated before, just look at the loss of Sonic weaponry following 3.5's Chaos codex. I mean, don't get me wrong, I'd allow it personally in friendly games, but otherwise this just opens a whole can of worms, picking and choosing from 50 different sources to get the best options and points. Link to comment
duz_ Posted October 13, 2017 Share Posted October 13, 2017 (edited) =][= Previous post removed. As per previous warning above, stay on topic. Further off topic discussion will close the thread. =][= Edited October 13, 2017 by duz_ Link to comment Share on other sites More sharing options...
Guardsman Bob Posted October 14, 2017 Share Posted October 14, 2017 I converted SWS with Demo Charges. What do they count as now? Mine will become regular or vet Catchans with the most basic weapon and shiny add-on prop. Yours can just Index the heck out of themselves. Odds are most people won’t have a clue to what you are doing anyways. Link to comment Share on other sites More sharing options...
Schlitzaf Posted October 14, 2017 Share Posted October 14, 2017 So I took my Vostroyans in a game a couple days again. The Kurov’s Aquila net me 3 CP by the end of the game. (We stopped on T3. But in practical term I had 3 CP left so it basically gave me 1 interruption and 1 reroll). Second, Vostroyan Plasma Ponies were amazing. Notably, I could Rapid at 15”. This is important because I flank, and deploy 15” away from intended target. Rapid with 8 Shots of Overcharge Plasma (2 Units of 6). An infantry-speed squad moves 6” they are 9” away from my Ponies. This means I am well enough to likely avoid a counter charge. And will be able to charge on my following turns with my Ponies. It’s little thing but important nonetheless. Gives them a bit more survivabilty. Third, 6” Range came in other ways. My backfield Lascannons almost never had to worry about movement or otherwise. The regular Lasguns could take pop shots every once in awhile. Which put out a couple wounds here and there. It’s not the greatest thing but that 6” Range was far more helpful than I would have ever initially guessed or suspected. Halfpint100, Khornestar and duz_ 3 Back to top Link to comment Share on other sites More sharing options...
WarriorFish Posted October 15, 2017 Share Posted October 15, 2017 Just a small note to say that the unsung heroes making the Battle Scribe Guard data lists have updated with the new codex. The commissariat will be indisposed for a bit, please do not disturb unless it is really important duz_ and Harrowmaster 2 Back to top Link to comment Share on other sites More sharing options...
mertbl Posted October 15, 2017 Share Posted October 15, 2017 There is a small issue with The data, it only charges you for 9 guardsmen when you create a heavy weapon team in an infantry squad. Link to comment Share on other sites More sharing options...
Halfpint100 Posted October 15, 2017 Share Posted October 15, 2017 There is a strange line for those that can take heavy weapon bases "If models in these units form Heavy Weapon Teams, there is no additional points cost" which can be interpreted one of 2 ways: Since HWT bases are 6 points each when taken in their own squad, you do not have to pay the extra 2 points. You only pay points for 9 models in vets/ infantry squads or 3 in command squads (though there is only 1 squad size quoted for those affected squads, 10 for vets and infantry and 4 for command squads). Personally I go for the first option and pay for the 10 dudes, then add the weapon weapon on top. Guardsman Bob, Khornestar and Imperator Deus 3 Back to top Link to comment Share on other sites More sharing options...
Tyr13 Posted October 15, 2017 Share Posted October 15, 2017 HWT were weird in the index too. I never really knew how to calculate their points value in veteran units... I mean, theres no points value for veteran HWT, so... yeah. Just weird. Hope they FAQ it. Link to comment Share on other sites More sharing options...
Harrowmaster Posted October 15, 2017 Share Posted October 15, 2017 I presume given that the starting size of those units is fixed you pay for that many models and then don't add extra points if you form a heavy weapons team (barring the gun of course) Guardsman Bob, cielaq, Khornestar and 2 others 5 Back to top Link to comment Share on other sites More sharing options...
Tirak Posted October 15, 2017 Share Posted October 15, 2017 I presume given that the starting size of those units is fixed you pay for that many models and then don't add extra points if you form a heavy weapons team (barring the gun of course) Well here's the problem. Forming a Heavy Weapons team out of 2 infantry actually brings down the price. 2 Infantry are 4 points a piece for 8 points. 1 Heavy Weapon Team is 6 points. So... Are we paying 8 points for the heavy weapon team or 6? Link to comment Share on other sites More sharing options...
mertbl Posted October 15, 2017 Share Posted October 15, 2017 I'm playing it as 40 points for infantry squads with a heavy weapon team plus whatever weapon. Halfpint100, Harrowmaster and Guardsman Bob 3 Back to top Link to comment Share on other sites More sharing options...
Harrowmaster Posted October 15, 2017 Share Posted October 15, 2017 (edited) I presume given that the starting size of those units is fixed you pay for that many models and then don't add extra points if you form a heavy weapons team (barring the gun of course) Well here's the problem. Forming a Heavy Weapons team out of 2 infantry actually brings down the price. 2 Infantry are 4 points a piece for 8 points. 1 Heavy Weapon Team is 6 points. So... Are we paying 8 points for the heavy weapon team or 6? I'm paying 8 to be on the safe side, I think that's the way it's meant to be Edit: The six points is just for models in a heavy weapons squad whereas the ones in other units are formed from existing unit members therefore the points need to be paid for both guardsmen/veterans Edited October 15, 2017 by Harrowmaster Link to comment Share on other sites More sharing options...
Tirak Posted October 15, 2017 Share Posted October 15, 2017 Yet it says those two guardsmen may form a heavy weapons team, which has an associated point value as well as its own stat line. The wording is ambiguous and an FAQ is needed, especially for those of us who prep for tourney play. Link to comment Share on other sites More sharing options...
mertbl Posted October 16, 2017 Share Posted October 16, 2017 Heavy weapon team does not have a point value. Heavy weapon squad has a point value. Yet it says those two guardsmen may form a heavy weapons team, which has an associated point value as well as its own stat line. The wording is ambiguous and an FAQ is needed, especially for those of us who prep for tourney play. Link to comment Share on other sites More sharing options...
Tirak Posted October 16, 2017 Share Posted October 16, 2017 Never the less, the wording is ambiguous enough that arguments could be made for an Infantry Squad Heavy Weapon Team to cost 4, 6 or 8 points. I've no problem with any of those three values just so long as we have some sort of official confirmation which of the three it is. Link to comment Share on other sites More sharing options...
mertbl Posted October 16, 2017 Share Posted October 16, 2017 We want through this same issue when the index came out. You are buying 10 men for an infantry squad. 2 become a heavy weapon team. That's all there is to it. Khornestar 1 Back to top Link to comment Share on other sites More sharing options...
duz_ Posted October 16, 2017 Share Posted October 16, 2017 Seems like we've addressed this enough as well... Lets move on! Brother-Chaplain Kage 1 Back to top Link to comment Share on other sites More sharing options...
mertbl Posted October 16, 2017 Share Posted October 16, 2017 Duz_ with the thread save again. Any hidden gems in the codex at this point? Someone on fb brought up tallarn deathstrikes. Keep them off table until turn 3, they'd be pretty safe. Khornestar and Halfpint100 2 Back to top Link to comment Share on other sites More sharing options...
duz_ Posted October 16, 2017 Share Posted October 16, 2017 That sounds like a great idea. Their biggest issue is not being viable to shoot until at least T3/4 and that would help and ignore the movement penalty. I had hoped they would make the Deathstrike easier to shoot in the codex. Right now its likely to be wiped out T1 or 2 without shooting unless youre really lucky. Link to comment Share on other sites More sharing options...
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