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Thoughts about the new codex


antique_nova

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I'd love for it to be D6 across the board to be honest, it would make the neophytes pretty scary. So that's two things that GW will FAQ I imagine, this and mental onslaught and I also inagien they'll clarify officially what the ambush markers are supposed to do. They have already but imagine they'll probably re word it

D6 damage mining lasers eh?

 

The 1 shot and weapon being Heavy is still putting me off though, much prefer the D3 shots on the Heavy version for a chance to actually hit something!

 

Going for a pair of Achilles with the Heavy mining laser and sitting them somewhere in midfield with their scout move I think.  Then hoping the opposition are distracted by everything else and don't shoot them. The fact I'm painting all my vehicles bright industrial Yellow might not help there of course.

Possibly with the Kellermorph popping up and smoking some poor, unsuspecting character for the hit re-rolls as well? It's interesting that.

 

I'm thinking of giving 2 each (mining lasers that is) to my squads in trucks, who will probably be ignored for other more tempting targets. I'm not sure putting all that effort into making a few mining laser hit more often is worth it though.

I am planning to use the neophyte ambush to shoot with autoguns whatever my acolyte flamers didn't kill.

The mining lasers are one shot yes, but they are priced for it, I think they fill the heavy weapon slot in that unit better than anything else. Being able to threaten armor is nice in an army so squishy.

I have 0 complaints about the Mining Laser after my last game: Bladed Cog is no joke for a mobile firebase. I also lock these down with the Patriarch's Living Idol ability and a Magus floating around. With a Kelermorph, that's no small of firepower, but it's mostly just really hard to shift. 14 Neos with 2 lasers and 2 grenade is pretty darn efficient at 100 points, so I take 2 and a third unit with shotguns, flamers and stubbers because they're fun. Having the Patriarch hovering in there should also make people think twice about getting close lol. Then he runs out front to get his 9" Alien Majesty bubble wherever the Genestealers are about to drop in, or the Acolytes and Aberrants are about to jump out...

 

It's funny, but I find myself playing this army a bit like Dark Eldar or old Webway Assault lists - small group sets up and then drop big bubbles of specialist infantry on their heads. My list would likely be more efficient without any vehicles, but they're too much fun to drive around making tonka truck noises with : )

 

4 thumbs up!

 

Cheers,

 

The Good Doctor.

Just finished my game, I definitely agree with the need for more infantry over vehicles. I had something like 100 bodies and it just wasn't quite enough. Granted it was my first time using the dex and some of my deployment was just... bad.

  • 2 weeks later...

as far as I know, heroic interventions (which is what sudden strike enhances) are only possible in your opponents charge phase and effectively allow you to counter-charge their charging units an you cant do it in your own pahse otherwise it would simply be a standard charge

 

Yes, I believe that they would. This could be set out in the codex somewhere, but I'm at work at the moment so don't have access to it.

 

I can't see it mentioned anywhere in the Codex itself which is why I thought I'd ask, but as far as I remember, it's not mentioned in the Daemons book either as it's a restriction of matched play specifically, rather than 40k overall. On that basis, I'll assume it does require reinforcement points to use.

 

Shame really, because without the ability to generate a free unit, the stratagem might as well read "Spend 2CP and sacrifice a psychic phase to achieve the same deployment your units could do for free anyway."

 

 

The strength of summoning isn't "Here's another way to reserve a unit" but "Here's a way to have a sideboard and list tailor to your opponent." You just set aside X points, and decide what you want to bring in after you've made a successful summoning role. The balancing factors to that flexibility is that the summoner generally has to give up another action (in this case, using any psychic powers that phase), it's a bit random, and if all your summoners get smoked, your reinforcement pool is effectively lost.

 

as far as I know, heroic interventions (which is what sudden strike enhances) are only possible in your opponents charge phase and effectively allow you to counter-charge their charging units an you cant do it in your own pahse otherwise it would simply be a standard charge

 

Yes, the main rulebook FAQ has clarified that HI is during your opponent's Charge phase - and that you aren't limited to HI versus only units that have charged, and you can HI even if nothing charged but something is still in range.

Is summoning restricted by the datasheet limits?

e.g. if you have 3 magus on the field in a 2000pts game (and the points required set aside), can you summon a 4th?

 

It is not, as the Rule of 3 is an army-building restriction. On the flip side, while you will need to choose a <CULT> for such summoned units, they aren't part of any Detachment and thus won't benefit from a Cult Creed.

It is not, as the Rule of 3 is an army-building restriction. On the flip side, while you will need to choose a <CULT> for such summoned units, they aren't part of any Detachment and thus won't benefit from a Cult Creed.

Wait a moment - does this mean I could shove 3 patriarchs and 3 magus into a list, keep a few hundred points open and then summon in one additional patriarch each turn (as long as at least one magus is still alive)?

 

That seems rather silly.

  • 2 weeks later...
Just did an Urban Conquest "Decapitation" mission as defender. It went very well, my Patriarch was unreachable. I also summoned a Kelermorph for a total of three. While fun, marines in hardcover shrugged them off. I started with 13+d3 CP, I may keep more reserve points to summon more stuff of what I need. Being able to slot in Kelermorph or such as needed is great. Though the summon doesn't use cult ambush right? Just uses the Stratagems generic deepstrike?

My thoughts here as GSC are the only other army I own and play aside from my BA/Marines.  

I think it's solid.  Great options, well rounded.  

I believe the strongest lists are going to be the Guard/GSC lists, followed by the Nid/GSC lists, followed then by the GSC pure lists.  

I think the blip system has completely nerfed BA-supported alpha, and the GSC just make the nids that much more viable.   On top of that, with 4 GSC units being able to deploy within 9" of the enemy turn one, in addition to regular Kraken stealer speed (+1 kraken stealer doubled advance), in addition to another swarmlord stealer move, the amount of forward pressure is unreal.  


I do believe that as strong as the GSC alpha can be, the "best" GSC lists look to be those gearing towards a very hard Beta strike.  Once screens are down, or sufficiently gimped, its munch time. 

But its still 4 units in your face (9") turn one...which is overwhelming for those that dont screen well, or dont have access to good screens!

Where is the 4th coming from? I get 3 via They Came From Below. I figured Telepathic Summons wasnt eligible T1 because its reinforcement points (*unsure if im correct on that).

 

That said though i find a big factor is who has first turn. If your opponent has it - not great to pop up units really close just to get shot to pieces and/or assaulted.

...On top of that, with 4 GSC units being able to deploy within 9" of the enemy turn one...

 

 

Sorry if I missed something but how are you getting this? Blips must be deployed in our deployment zone, all deepstrike rules apply to those underground (no turn 1 outside of your deployment, etc)

 

...On top of that, with 4 GSC units being able to deploy within 9" of the enemy turn one...

 

 

Sorry if I missed something but how are you getting this? Blips must be deployed in our deployment zone, all deepstrike rules apply to those underground (no turn 1 outside of your deployment, etc)

So this revolves around the They came from below strategem. The rationale being used is that the three unit blips removed count as having been deployed (ie not reinforcements) so thus can deploy via underground in the reveal ambush markers phase.

 

Im not sure this is correct. The wording says they are instead setup underground but im not sure that means a turn 1 deep strike.

Hmm. Interesting. Dakkadakka has a big thread on this, here is what was posted. Seems like it might work

 

 

My question is: Are units placed into Cult Ambush during deployment that are then moved to "Underground" via They Came From Below... able to arrive on the battlefield during the 1st battle round?

 

Appropriate rules quotes below

 

 

From the GSC Codex:

The Came from Below...

Use this Strategem before you reveal an ambush marker. Select up to 3 units (excluding VEHICLES) from your army that are set up in ambush. For each unit that you select, remove one ambush marker from the battlefield. The selected units are no longer set up in ambush are are instead set up underground as described in the Cult Ambush ability

 

 

Cult Ambush

...

When you set up a unit underground, it can emerge at the end of any of your Movement phases - set the unit up anywhere on the battlefield that is more than 9" away from enemy models.

...

 

 

From the GSC FAQ:

Q: In a matched play game, can you use Stratagems such as They Came From Below to increase the number of units set up underground beyond the normal Tactical Reserves limits?

A: Yes. The Tactical Reserves limits concerning this apply specifically to deployment, whilst this Stratagem is used once the battle has started.

 

 

 

From the Big FAQ:

TACTICAL RESERVES

Instead of being set up on the battlefield during Deployment, many units have the ability to be set up on teleportariums, in high orbit, in ambush, etc., in order to arrive on the battlefield mid-game as reinforcements. When setting up your army during Deployment for a matched play game, at least half the total number of units in your army must be set up on the battlefield, and the combined points value of all the units you set up on the battlefield during Deployment (including those that are embarked within Transports that are set up on the battlefield) must be at least half of your army’s total points value, even if every unit in your army has an ability that would allow them to be set up elsewhere.

 

Furthermore, in matched play games, units that are not placed on the battlefield during deployment in order to arrive on the battle mid-game as reinforcements cannot arrive on the battlefield during the first battle round.

 

Finally, any unit that has not arrived on the battlefield by the end of the third battle round in a matched play game counts as having been destroyed.

 

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