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


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180 points for 20 hoplites. With the "acquisition at all costs" stratagem they get 3 S6 attacks each, 3+ armor (2+ with shroudpsalm), 4++ vs shooting and 3++ vs melee. Which is pretty interesting. Still, I think the major reason so many of us are hyped for them is because they look fantastic and we've been looking for an excuse to splurge on a phalanx of the handsome fellows.

Pretty much what I was thinking too. That Stratagem is really good now we have a cheap unit to plonk down with it.

Does anyone else think that the Peltasts are missing a rule?

 

Their smoke shroud thingummy, as I recall, the whole point of it was to shoot it at another unit (Titans yo, they're Titan guard!) giving that unit some cover (a rare thing for the big stuff). They had exactly that rule in 7th...

 

I'm not certain why they can only use it on themselves now, it's decidedly unfluffy for sure, and I'd be damn tempted to take a unit if I could slap a -1 to hit on Porphy for a turn or something equally as useful. (-2 to hit shenanigans with Mortan)

 

...Probably just answered my own question, if I weren't cynical and didn't just think it more likely someone forgot in their haste to get the data sheet out :tongue.:

 

EDIT: I'm asking for a poke of the rules team regarding this.

Does anyone else think that the Peltasts are missing a rule?

 

Their smoke shroud thingummy, as I recall, the whole point of it was to shoot it at another unit (Titans yo, they're Titan guard!) giving that unit some cover (a rare thing for the big stuff). They had exactly that rule in 7th...

 

I'm not certain why they can only use it on themselves now, it's decidedly unfluffy for sure, and I'd be damn tempted to take a unit if I could slap a -1 to hit on Porphy for a turn or something equally as useful. (-2 to hit shenanigans with Mortan)

 

...Probably just answered my own question, if I weren't cynical and didn't just think it more likely someone forgot in their haste to get the data sheet out :tongue.:

 

EDIT: I'm asking for a poke of the rules team regarding this.

 

100%, it seems really strange that they shoot a barrage at themselves......

used the peltasts and yea, I can now see that they are underpowered, but still worth while I guess! strange thing though, noticed the peltasts are only 4 power level for ten? have no clue how or why, but so far havn't seen anyone saying stuff about it

used the peltasts and yea, I can now see that they are underpowered, but still worth while I guess! strange thing though, noticed the peltasts are only 4 power level for ten? have no clue how or why, but so far havn't seen anyone saying stuff about it

Really? We basically only play PL amongst our gaming group. That's a steal lol.

I think these are all very nice, but as others have noticed I find the lack of some rules weird:

 

- Peltasts should be able to screen Titans with their -1 hit shot

- Termite should have a chance to inflict mortal wounds on everything around it as it pops out from the ground, like (I think) it did in previous rulesets

- both Peltasts and Hoplites should have rules to include them easily in super-heavy detachments with Imperial Knights and similar units - they are titan guards!

Peltasts not concealing other units is probably intentional. -2 (or more) to hit is reserved for Eldar.

 

Including them in LoW detachments would be weird - +3 CP for one superheavy and a bit of chaff? With vanguard detachments, all they need is an enginseer/dominus/Carl to field 100+ of the dudes, why complicate it? And they're titan guard, that has nothing to do with knights. Warhound or above...

 

Out of curiosity does anyone know if the termites are affected by the beta rules so won’t be able to appear until turn 2 unless it’s in your own deployment zone??

They deep strike like everyone else. So yes, they are affected by that rule.

Well i tried both secutarii today and the peltasts was like expected slighty better rangers. I will use them more but only because its nice to finally use the models again. 

The Hoplites where awesome and tanked a lot with "acquisition at all cost". They are almost auto include for that price. 

 

I put 12 corpuscarii inside the termite and deepstruck turn 2. worked great. I am going to try infiltrate it next time with either fulgurites or hoplites alongside the dragoons. 

 

- Termite should have a chance to inflict mortal wounds on everything around it as it pops out from the ground, like (I think) it did in previous rulesets

 

 

I can see why people miss that fluffly rule, but how does anyone expect that to work when things have to DS 9" away from everything?

 

Only way you could do it would be to let it DS next to enemy models, which would then be pretty broke if the unit inside can then get out and charge 3" away.

 

 

 

Anyway,

good to see peltasts and hoplites back.

 

The peltasts seem a bit meh...too much S3 shooting to do mch my vanguard cant already do...+2pts a model for an 5++ save isnt too bad though..

 

Hoplites sound good when combined with the new termite/as a holding unit

 

Termites

 

look great on paper...will probably just keep the storm bolter/magna cutter as the HF will be out of range the turn it arrives (unless infiltrating with stygies....which may prove interesting)

 

The volkite only hit on 4s when it moves, and is also missing the mortal wound function of the volkite blaster which is a bit odd.

 

Big drill seems frankly HILARIOUS though.

 

Can't wait to ram this into things ...whilst shouting about having 5 kids to feed

Played a small 1000pt game last night taking 10 Hopelites with a standard AdMech force. Roommate played Death Guard. He got turn 1 with my hoplites in the front line of a hammer and anvil deployment. Upon seeing them on the table he promptly went with "I don't know what those guys do. They must die." and shot a defiler, 12 marines, and 12 cultist with auto guns at them. Amazingly only lost 5. The other 5 were charged by a bloat drone with a fleshmower. They took an absolute beating but the mag-inverter shields dished out a boat load of mortal wounds. Went 3 rounds of combat and emerged victorious! It would have died faster if disgusting resilient was not a thing. Impressed for sure, ready to put more on the table! I have 3 more sets of weapons, just need more bodies....:tongue.:

Played a small 1000pt game last night taking 10 Hopelites with a standard AdMech force. Roommate played Death Guard. He got turn 1 with my hoplites in the front line of a hammer and anvil deployment. Upon seeing them on the table he promptly went with "I don't know what those guys do. They must die." and shot a defiler, 12 marines, and 12 cultist with auto guns at them. Amazingly only lost 5. The other 5 were charged by a bloat drone with a fleshmower. They took an absolute beating but the mag-inverter shields dished out a boat load of mortal wounds. Went 3 rounds of combat and emerged victorious! It would have died faster if disgusting resilient was not a thing. Impressed for sure, ready to put more on the table! I have 3 more sets of weapons, just need more bodies....:tongue.:

 

Nice! Doing their intended job well then!

 

Can't wait to pick some up to screen my Malinax.

 

 

 

- Termite should have a chance to inflict mortal wounds on everything around it as it pops out from the ground, like (I think) it did in previous rulesets

 

I can see why people miss that fluffly rule, but how does anyone expect that to work when things have to DS 9" away from everything?

 

Only way you could do it would be to let it DS next to enemy models, which would then be pretty broke if the unit inside can then get out and charge 3" away.

 

 

 

Anyway,

good to see peltasts and hoplites back.

 

The peltasts seem a bit meh...too much S3 shooting to do mch my vanguard cant already do...+2pts a model for an 5++ save isnt too bad though..

 

Hoplites sound good when combined with the new termite/as a holding unit

 

Termites

 

look great on paper...will probably just keep the storm bolter/magna cutter as the HF will be out of range the turn it arrives (unless infiltrating with stygies....which may prove interesting)

 

The volkite only hit on 4s when it moves, and is also missing the mortal wound function of the volkite blaster which is a bit odd.

 

Big drill seems frankly HILARIOUS though.

 

Can't wait to ram this into things ...whilst shouting about having 5 kids to feed

Screw you Benny!

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