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Forgeworld delivers Peltast/Hoplite/Termite rules for 40k!


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* furious reading * 

ARghhhh .... i need hoplites and i want to stick them in termites.

How much will the world hate me if I buy these http://www.manticgames.com/mantic-shop/warpath/veer-myn/product/tunneller.html instead of the forge world ones, Obviously I'm not going to be taking them to Sanctioned events.
 

!!!!!!!!!!!!! GLORIOUS DAY!!!!!!!!!!!!

 

Praise be to the Omnissiah!

 

They even added the rules to stop them from ruining Dogmas in Detachments - incredible.

 

So what do we think rules wise?

 

Termite

A Transport for Ad Mech. GLORIOUS. 12 Models is enough for 10 Vanguard and a Dominus caddy, or a lot of nasty Zzappy bois.

 

Hoplites

S3 is too low for an Arc Lance in melee IMO, but otherwise seem nice. 2A on the profile is a welcome surprise too. Good candidate for Termite to hunt weaker vehicles.

 

Peltasts

Slightly better Vanguard that go up to units of 20. Hammershot needs D2, even if it comes at a little more cost in points IMO. Until you get to 12" away Vanguard are actually better though. Blind Barrage is okay but kinda pointless as they can only target themselves...? Also don't see the point of Ignis.

 

Overall though, very nice!

I think the Arc Lance is supposed to be S+3, do any other melee weapons just state Strength? Would also fit the shooting being S6 too, along with the vehicle damage rule as evidence

 

I can think of a couple of examples of fixed strength melee weapons.

The Tyranids bone mace and the Corpuscarii gauntlets come to mind.

 

Does anybody knows their rules from Horus Heresy? It could give us a hint on the intended rule.

S+3 DOES sound more logical.

Str 3 on a weapon that is essentially designed to take on vehicles is... somewhat silly in it's level of redundancy, to say the least. I suspect common sense tells us all we need to know here.

 

But then, common sense is in short supply at GW at times - and sadly we'll be stuck with it how it is unless they update the sheet.

 

This is probably worth an email really.

In Heresy the Arc Lance is:

 

Melee  - S+1, AP4, Concussive, Haywire

Range - S5,   AP5,  Assault 1, Haywire

 

So we got a point of strength in shooting, Comparable AP and Haywire represented. Concussive is a dead rule so no matter.

 

Yeah, the strength is a little off.

 

I suppose the point is in melee they poke out, D3 damage means anything that does get through hurts and they have a 4++ with a mortal wound mechanic to wear down attackers.

It is a shame the Secutarii do not get a FW Dogma... 20 Hoplites with Metallica would have been cool runing up the board.

 

Termite looks solid, but I would have prefered a "normal" transport with a movement of 10" or higher. This thing is kind of slow after diging out of the ground.

 

Peltasts are flexible with the 3 modes of fire. I like the hammershots against MEQ, the Flechette burster is a nice thing when in RF range (a full unit will shoot 80 shots, hitting on 3s, rerolling 1 with canticle!). Ignis blaze might be helpfull sometimes... maybe. Blind Barrage can be usefull if you need them to survive on an objective. Other than that I cant see a reason to skip shooting.

To be honest I think Vanguard are the go to most of the time. Against MEQ we already have Phosphor and Destroyer. Against hored they need to get in RF range to be better than Vanguard (without the chance of dealing 2 wounds). The only selling point for me is the 5++, but therefor you skip your Dogma.

 

And now the Hoplites: It is emberassing that they release only 3 datasheets and there seems to be a mistake in it. S3 can't be intendet for the CC profile, you would need 6es to hurt most AVs which makes the special rule pretty useless.

If the CC profile is S6 as well I think they are very good. A bigger unit can realy hurt stuff. 2 attacks per model, hitting on 3s, possible reroll 1 for Canticle, wounding GEQ on 2s with AP -1 is nothing to sneeze at. Because of the D3 damage and the number of attacks AVs need to be careful as well.

And not to forget: They can tie up enemy units in CC pretty good thanks to the 4++.

 

For both Secutarii units you must consider moral when running 20 models.

 

So all in all nothing realy game changing, but it is nice to get more options since Ad Mech got a little boring. Last week Knights, now Mechanicum... thats what I call motivation. Praise the Omnissiah!

Well, Volkite without the Volkite, anyway. No bonus hits.

 

Hoplites look fun. Termite looks good, are the very least because it's a transport. Peltasts look like the weakest of them. I guess if you have a ton of LoS blocking terrain they would be good? On a first read I thought their shooting profiles were separate weapons, being able to choose isn't bad though. I could see using some in light of that, if only for versatility.

 

I'm now wishing I'd had the foresight to buy a hoplite upgrade pack when I bought my leviathans two weeks ago...

 

Blocks of 20 models will be very fun.

 

I've got 10 Skitarii on Sprue to build so will pick up an upgrade pack from WHW next week... WHICH ONE DO I CHOOSE?!

 

Hoplites look way cooler :cool.:

 

 

 

Theyve already changed the Lance to be S+3 in melee, praise the Omnissiah! 

 

HOPLITES IT IS!

Sadly this wasnt quite the transport option we needed .... but it was the transport option we deserved ...

 

Does anyone else see it having some serious teeth in the combat phase to support the hoplite charge That big drill .. Is  a beast ....   See that predator ....BRRrrrrrrrrrrRRRRRRRRRRR   * Glorious sound of drilling *  no you really don't   

1cp  to change canticle to  re-roll 1's in the fight phase ,  6 attacks hitting on 4's wounding on 2's and - 4 ap  is an average of about 9 damage before the mortal wound drilling kicks in I reckon you will get at least 1 -2 extras.

So happy, so very very happy, this news makes my cog whir. I had gone into this thinking 'my first 40k army won't have transports...ok np' but now :):):):). Deffo putting some pennies aside for a termite for when I visit the specialist games open day. 

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