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Oh cool whats the usual outcome? flyers staying airborn i bet

 

yes, as i've mentioned, you halve the whole movement characteristic, not just the maximum move, but minimum one as well. 

 

However if the flyer was already damaged and is near a table edge, it is easy to destroy it if you just place units in the narrow semi circle that is between min and max movement value. *

 

*that would be a hilarious way to use the dark matter crystal to teleport a unit so that the flyer crashes, as it has nowhere to go :D. Only works on non hovering flyers.

 

 

The thing I keep thinking with doombolt is how easy/hard it would be to force a flyer to crash if we can half its movement to bring it under the minimum movement.

How so? If you hit a flyer and halved its movement, wouldn't it just go... half its distance? If worse came to worse, enter hover mode? What trickery am I missing with this?

Ok well it has a minimum movement right, if you could force to only move less than that it would automatically crash right? Or can every flyer go into hover mode?

 

 

The thing I keep thinking with doombolt is how easy/hard it would be to force a flyer to crash if we can half its movement to bring it under the minimum movement.

How so? If you hit a flyer and halved its movement, wouldn't it just go... half its distance? If worse came to worse, enter hover mode? What trickery am I missing with this?

Ok well it has a minimum movement right, if you could force to only move less than that it would automatically crash right? Or can every flyer go into hover mode?

 

 

you forget that the minimum move is part of the movement characteristic, so if it works like the guard superheavy, the wording will say that the target halves it's move characteristic, which means that it would go from (min" | max") to (min/2" | max/2"). 

 

I would work if it says that they can't move more than half their move characteristic, but i wouldn't expect it to work like that. And they will probably FAQ it too 

The crystal trick isn't really a thing, judging by the wording of the identical necron veil of darkness-your unit has to be wholly within 6" of the guy with the relic after the teleport-you can't really cover much ground that way.

 

You COULD under ideal conditions, trigger a scenario where this happens. but it requires many other units to accidentally form a band (or be close enough to it) to the plane's placement come your turn.

 

Also, most planes got a rather large band. even cutting the distances in half-you would be hard pressed to actually seal the area.

The crystal trick isn't really a thing, judging by the wording of the identical necron veil of darkness-your unit has to be wholly within 6" of the guy with the relic after the teleport-you can't really cover much ground that way.

 

You COULD under ideal conditions, trigger a scenario where this happens. but it requires many other units to accidentally form a band (or be close enough to it) to the plane's placement come your turn.

 

Also, most planes got a rather large band. even cutting the distances in half-you would be hard pressed to actually seal the area.

You can teleport the bearer AND a unit with him. Bearer can be placed anywhere and unit has to be places with 6 of him. (Outside of 9" from the enemy of course for both)

 

The crystal trick isn't really a thing, judging by the wording of the identical necron veil of darkness-your unit has to be wholly within 6" of the guy with the relic after the teleport-you can't really cover much ground that way.

 

You COULD under ideal conditions, trigger a scenario where this happens. but it requires many other units to accidentally form a band (or be close enough to it) to the plane's placement come your turn.

 

Also, most planes got a rather large band. even cutting the distances in half-you would be hard pressed to actually seal the area.

You can teleport the bearer AND a unit with him. Bearer can be placed anywhere and unit has to be places with 6 of him. (Outside of 9" from the enemy of course for both)

 

 

This I very much like. It's very much like I said... old Angelis Beacon for Deathwatch (except in the last edition your IC would be within the squad).

 

This has lots of potential. Was it once per game?

 

An Exalted with 20 Rubrics would be funny. Or even with 10 Scarabs.

 

 

 

The crystal trick isn't really a thing, judging by the wording of the identical necron veil of darkness-your unit has to be wholly within 6" of the guy with the relic after the teleport-you can't really cover much ground that way.

 

You COULD under ideal conditions, trigger a scenario where this happens. but it requires many other units to accidentally form a band (or be close enough to it) to the plane's placement come your turn.

 

Also, most planes got a rather large band. even cutting the distances in half-you would be hard pressed to actually seal the area.

You can teleport the bearer AND a unit with him. Bearer can be placed anywhere and unit has to be places with 6 of him. (Outside of 9" from the enemy of course for both)

This I very much like. It's very much like I said... old Angelis Beacon for Deathwatch (except in the last edition your IC would be within the squad).

 

This has lots of potential. Was it once per game?

 

An Exalted with 20 Rubrics would be funny. Or even 10 Scarabs.

Deep strike stratagem on 20 rubrics, 10 scarab occult deep striking by themselves, daemon prince and another 20 rubrics teleport with the relic.

 

BOOM half an army in the opponents face and unloading in rapid fire range

The problem i have with it is that i got TS to have a resilient army that would be hard to kill. That isnt the case anymore and this codex doesnt change that. We will still be dominated by D2 weapon spam...

Resilience is Death Guard department, it's in aisle 13.

 

The problem i have with it is that i got TS to have a resilient army that would be hard to kill. That isnt the case anymore and this codex doesnt change that. We will still be dominated by D2 weapon spam...

Resilience is Death Guard department, it's in aisle 13.

Agreed, our thing is psychics and shenanigans. Both of which have improved

I'm labouring under the misapprehension that power-armoured troops with an invun and bonuses against small arms actually are pretty tough?

 

I think that this answer is almost entirely Meta-Dependent.  In my meta Rubrics do quite well, Scarab occult have the same issues all terminators have. 

 

Yet on the internet I hear lamenting of suck and failure on apart of the Rubrics. I can only assume its based on Meta, who you play against, how cut throat the lists are, and if they have a codex. 

 

I would imagine with the all but certain points drop, combined with the stack of stuff were getting for the sons in regards to strategems and rules I think they will be fine. evidently others dont think so. 

 

Fairly encouraged overall though by the presentation yesterday. Although the primary sentiment of "elite armies have issues" is a running theme of 8th which makes sense. I would imagine after the codex drops a regular 20-30 or so rubrics will actually perform just fine, probably great honestly if we get proper support auras. 

im looking forward to the codex.

 

tomorrow i am hosting a 750pt per player 2vs2 3-round event. i've been helping folks test lists (nice to play at work lol) and I use Ahriman on foot, 9 thousand sons (x2) and 5 scarabs with a missile rack.

 

The mobility on the rubrics blows but All is Dust scales quite well at 750..

 

Just imagine the same situation with FREE legion tactic and more strategems!!!!

Any thoughts on Temporal Manipulation?

 

Looking at the definition of Temporal offers clues.

 

1. Of or relating to time

2. Of or relating to secular as opposed to spiritual.

3. Lasting for a relativly short time.

 

The ability to manipulate time seems likely. What other precedents are out there?

im looking forward to the codex.

 

tomorrow i am hosting a 750pt per player 2vs2 3-round event. i've been helping folks test lists (nice to play at work lol) and I use Ahriman on foot, 9 thousand sons (x2) and 5 scarabs with a missile rack.

 

The mobility on the rubrics blows but All is Dust scales quite well at 750..

 

Just imagine the same situation with FREE legion tactic and more strategems!!!!

I don’t think I can get away with a list like that but at 750 the war of escalation is hard to pull off.

 

I’m most excited about points now, and if Scarabs get a 4 up invuln. I think we know about gate, and the 6” bonus. I’d love to hear the second half of it.

 

It’s still funny to me that GK ended up with +1 deny/cast. But I don’t think we really needed that.

I still think it's a gate of infinity power.

Like the Grey Knights power? Pick a friendly and place it anywhere as long as it is 9in from an enemy? While cool how is it dif from the DM Crystal that only has one use?

 

Not entirely familiar with infinity gate.

It is absolutely acceptable as per the recent established fiction that they would have MULTIPLE ways of moving around the universe/battlefield. I can 100% see 3 teleport abilities. I will be shocked if Temporal Manipulation is not a teleport power, even if it saturates us with movement options.

I completely agree with multiple shenangians, what i am curious about is the spell can be cast once a phase, the crystal once per game.

 

We dont kniow the specifics though how is dm crystal different in that it seems to do the same thing though the spell allows more frequency? Of course we won't know for a bit longer and we will likely have multiple ways some subtle some overt with different mechanics.

 

The infinity gate seemed similiar to crystal and i was just thinking outoud really.

Oh, i think i might have a plausible theory of what the spell is. The temporal manipulation could be giving you a 'always fights first' rule, like slaanesh daemons for example. Or the reverse of that - a target enemy always fights last. (i'd definitely prefer the latter).

That sounds cool.

 

I was just looking at the various nid hive fleet traits for some clues to what 2 part traits or others cultists might benefit from.

 

Roll 3 dice take the highest and advance. This is a 2 parter the other part being fall back and charge.

 

Benefit of cover when shooting if not advancing or charging. (Unlikely)

 

Reroll hits in the fight phase against units contain ng fewer models than theirs. Does not really benefit rubs or sots but maybe the point as the sorcerer gets 6 inch rangd buff and more spell options.

 

Reroll hits of one when shooting if you did not move.

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