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Another day of radio silence from forgeworld. I've accepted I probably won't be getting the book anywhere on time. Which means I'll be scrounging for updated rules on here lol.

 

As said above, Look at the description of the dice on the Forgeworld site.

Dice will ship on 11.09.2020

Thats this Friday, so you will probably get a notice tomorrow.

My main complaint is the radio silence from customer service for over a week when I asked them to modify the order. Yes, covid affects everything. But answering emails isn't very hard, regardless of location. If it's not possible to modify/cancel an order right now because of covid, let me know. Explain the option that are available to me currently. Provide customer service.

And while I was out doing errands between posts, I did get a confirmation of shipment. Presumably with the dice. So at least I'll be getting the book next week.

How can it be over a week, when you could order the book only last friday?

Thats only 6 days, while it was said, that answering emails can take up to 10 days.

It's called hyperbole, the kids do it all the time. Taking up to 10 business days to answer emails? How does that work with their policy of "If your order has not yet shipped, a full refund will be processed within 3 working days of your notice being received."? Note that I just wanted my order changed; answering is courtesy that would have helped, but performing the task requires no manual answer, simply an updated automated order form.

 

They are horrible about answering emails... Spend the $14 to call England...

 

Sadly not an option due to covid :whistling:

I've had the exact same problem.

I contacted FW to modify my preorder just after placing it on 4/11 to change shipping service (I spent 300+, but It wasnt upgraded to Fast Tracked) and... Nothing. Total silence, from preorder to delivery.

A little disappointing, to be honest.

Edited by The_Bloody
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Another day of radio silence from forgeworld. I've accepted I probably won't be getting the book anywhere on time. Which means I'll be scrounging for updated rules on here lol.

 

As said above, Look at the description of the dice on the Forgeworld site.

Dice will ship on 11.09.2020

Thats this Friday, so you will probably get a notice tomorrow.

My main complaint is the radio silence from customer service for over a week when I asked them to modify the order. Yes, covid affects everything. But answering emails isn't very hard, regardless of location. If it's not possible to modify/cancel an order right now because of covid, let me know. Explain the option that are available to me currently. Provide customer service.

And while I was out doing errands between posts, I did get a confirmation of shipment. Presumably with the dice. So at least I'll be getting the book next week.

How can it be over a week, when you could order the book only last friday?

Thats only 6 days, while it was said, that answering emails can take up to 10 days.

It's called hyperbole, the kids do it all the time. Taking up to 10 business days to answer emails? How does that work with their policy of "If your order has not yet shipped, a full refund will be processed within 3 working days of your notice being received."? Note that I just wanted my order changed; answering is courtesy that would have helped, but performing the task requires no manual answer, simply an updated automated order form.

 

They are horrible about answering emails... Spend the $14 to call England...

 

Sadly not an option due to covid :whistling:

I've had the exact same problem.

I contacted FW to modify my preorder just after placing it on 4/11 to change shipping service (I spent 300+, but It wasnt upgraded to Fast Tracked) and... Nothing. Total silence, from preorder to delivery.

A little disappointing, to be honest.

Yea it's frustrating when we're dropping so much money on such an anticipated release.

 

Now my tracking shows an estimated ups delivery for end of day tomorrow. I'll be very surprised if so.

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Not much hobbying done on days that I work anymore, but I do spend a few minutes then and there editing the force orbat/org for my company. Tonight I made myself a nice cup of tea and tried my hardest to come up with the best names possible. Titles, variations on color/absence, ghost and spirit variations, etc. I even sprinkled in some Nostroman names that I spliced up. After about 40 minutes, I finally named all the predator tanks.

9Wwn7EW.png

If anyone wants to help contribute names, I'm all open for suggestions, there's many many more to name! :teehee: :teehee: :yes:

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Seeing the first rules leaks for Crusade on FB:

 

Dreadwing is destroyers and Interemptors as troops

Stormwing is buffs to 20man squads of tacticals and assault

Firewing is seekers and firewing canals as troops

Ravenwing can’t take rad grenades anymore but aren’t as restricted

Deathwing is same as previewed

Deathwing companions can upgrade to terminator armor and jump packs

Corswain is Instant death and AP2 at initiative but no eternal warrior

Ironwing Automata are 300 pts with juicy weapons, something about a lance flamer

Hussars are rotor cannon bikes

Sky seekers are jetbikes with heavy rotor cannons?

Plasma repeaters on bikes now

Edited by Marshal Rohr
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Garro now has a full NL description up on FB for those interested! Some tasty changes all round including some the community have been interested in for a while (the sevatar optional upgrade, and the raptors changes)
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I think I'm going to start with Dreadwing, although I may do Stormwing, Deathwing or Ironwing later.

 

I just love the look of destroyers, they're my favorite infantry model. I was about to make a MK III destroyer squad with no jump packs when the models come in, I think that sounds like a better idea now than it was 2 days ago.

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Just reposting all the rules here, as it seems the discussion is flowing this way. DA units included now although there is still more to come

 

All rules written up by Garro

 

Dark Angels Units & Rules:

 


RUSADE OVERVIEW PART TWO: DARK ANGELS LEGION RULES
this part won't include units, that will be the next bit
-couple of new swords have been added to the 'mastery of the blade' rule
-covenant of death replaced with two new rules
-DA units can't claim any leadership buffs from non-DA units
-DA units can take additional upgrades from the Hexagrammaton or Hekatonystika.
THE HEXAGRAMMATON
-any character or independant character can be made into a 'scion of the Hexagrammton' for a cost, these give a special rule, most of which confer to units it joins (you can 'stack' these if you don't like having friends)
-stormwing allows snap shots on BS2
-deathwing allows the model to reroll a missed to hit roll during a challenge
-dreadwing allows unit to auto-pick 4" instead of rolling for differcult terrain, and reroll dangerous terrain tests
-ironwing units treat crew shaken, as crew stunned
-firewing gains 'hatred (characters)
-ravenwing may reroll run, fall back, and thrust distances
SCIONS OF THE HEKATONYSTIKA
independant characters can take one of several options for a price, unsure if a single IC take scion options from both or not.
- +1str to weapons against enemy units with av11
- +1 attack if they're charged
-roll two dice, taking the highest for deny the witch tests
-reroll 1's to hit while in a challenge with an enemy with WS5 or higher
-reroll 1's to wound against enemy with toughness 5 in combat, or any TWR if toughness 6 or higher
- +1 attack if they're in base contact with 2 or more enemy models
- reroll all to hit and wound rolls against psykers and daemons (all versions) as well as enemy units effected by Blessings
Eskaton Imperative rite of war
-destoryer and interemptor squads are  compulsory troops
-enemy units with LOS to a scion of the dreadwing IC within 12" get -1ld
-all open terrain becomes differcult, may place three markers, all terrain within 6" becomes dangerous in addition to existing rules
-all units and characters with Scion of the dreadwing rule can take rad grenades, statis grenades, or swap a heavy weapon with a plasma incinerator
-compulsory troops and Warlord must have scion of the dreadwing
-enemy scores 1VP if they've got any units left in their own deployment zone, 3VP if its a scoring unit
-all infantry units and IC must start the game in transports
-can't take fortification or allied detachment
STEEL FIST RITE OF WAR
-Predator squadrons are compulsory troops choices
-ironwing ICs give transports they're in a 6+ invuln, or +1 to an existing one
-non-terminator infantry units with ironwing, can take proteus or phobos land raiders as dedicated transports
-ironwing units in transports can reroll armour saves for damage done to them while in transport
-all infantry units must start the game in transports
-only a single bike/jetbike/flyer units can be taken (one of each)
-50% of the units in the army must be 'tank' type vehicles
-no fortification or allied detachments
STORM OF WAR RITE OF WAR
-legion tactical and assault squads that are 20 man strong may take a legion centurion, that joins the squad permanently, may not take a consul upgrade nor be the warlord, doesn't take up a HQ choice
-praetors and centurions gain a form of IG orders, only effects the model, plus unit it has joined.
-all complusory troops and warlord must be stormwing
-tactical squads and assault squads can't have dedicated transports, and must make up 50% of units in the army (their centurions don't count)
-no fortification or allied detachments
THE UNBROKEN VOW RITE OF WAR
-veteran tactical squads and legion terminator squads are compulsory troops
-deathwing ICs get +1 attack while within 12" of an objective
-deathwing units get a 6+FNP while within 6" of an objective, or +1 to an existing FNP. only one model needs to be within distance
-all Compulsory troops and Warlord must be deathwing
-no allied detachments
-place an objective marker in the center of the board, if the DA player doesn't control it at the end of the game, the enemy gets +1vp, +3vps if they control it
THE SEEKER'S ARROW RITE OF WAR
-Jetbike sky hunters, and outrider squads become troops choices
-Ravenwing ICs can buy 'hit and run'
-ravenwing Units gain outflank, and arrive from reserves on 2+
-ravenwing units can add +2" to either run/turbo-boost, charge, or consolidation moves each game turn.
-only include vehicles with 'fast', 'skimmer', or 'flyer' types
-only include a single Heavy support squad
-all jetbike and bike units that aren't compulsory troops start in reserves
-no allied detachement or fortification
SERPENT'S BANE RITE OF WAR
-Seeker squads and firewing enigmatus cadres are troops
-at the start of the game pick three enemy HQs, elites, or LOW choices, all Firewing units, gain +1 to wound or penetrate against these units.
-Firewing ICs gain +1 attack in combat against the picked units
-up to three firewing troops choices can be given infiltrate, if they  deploy within 17" of a picked unit, they gain rage for the first two turns of the game.
-seekers and assault squads are compulsory troops and must be firewing as well as the warlord
-if any of the picked enemy units survive the game, the DA automatically loses, regardless of VPs
-no fortification or allied detachments
next up is the DA units.

 

 

 

CRUSADE OVERVIEW PART THREE: DARK ANGELS UNITS
i'm going to ignore the two units we've already got PDFs for as they won't have changed. which are the inner circle knights and interemptors.
DEATHWING COMPANIONS
- 5-10 models
- artificer armour, bolter, bolt pistol, grenades, sergeant has refractor field
- terranic greatsword or calibanite warblade
-automatically deathwing
-squad can take meltabombs
-replace sword with powerfist
- swap bolter for plasma pistol, combi-weapon, or the shield
-shield gives +4 against shooting, 5+ against melee, can boost the shields to give cover to friendly models in the unit without one, but the sheild models can't shoot or fight.
-can only be taken as a replacement command squad
-the IC that the squad is taken for must be attached and can't leave. they can't be precision shot/striked while part of the unit, and companions autopass any look out sir tests.
-the squad can upgrade into terminator armour (either), swapping the usual bundles of wargear. and gaining access to combi-bolters, thunderhammers and lightning claws. (keeping the calbanite warblade)
-regular companions can take a rhino or proteus as a dedicated transport, terminators can take phobos only.
FIREWING ENIGMATUS CABAL
-three man jump infantry WS5 W2 A3
-firewing, scout, hatred (characters)
-power armour, shroud bombs, needle pistols
-fancy jump pack, that gives a 5+ cover save, and denies overwatch if you're using it in the charge phase.
-fancy swords that are +1str and AP3, can overcharge to give rending and gets hot.
IRONWING EXCINDIO CLASS BATTLE-AUTOMATA
-absolute beast automata, single model
tortured remains of the men of iron, put into terran automata suits of dark age tech.
-two dreadnought close combat weapons, and two unique servo-arms, 5+ invuln, and always explodes.  has the rampage and hatred everything rules.
-has two combi-bolters which can be upgraded into gravguns, irad clensers, or plasma repeaters
- may replace its DCCWs and servo arms with a range of unique guns, all look horrible.
-has all the usual automata rules
-has a rule called 'vengeful rage' each time it suffers a wound, roll a D6, on a '1' it goes native, and follows a basic set of rules for the REST of the game (attacking closest unit even if friendly etc).
-once it goes native DA units can attack it as if it was an enemy unit.
-friendly Techmarines can take a 'kill switch' which will auto-deal D6 'mortal wounds' to the automata, doesn't confer VPs if it dies this way.
CORSWAIN
WS7 W4 A4
-bolter, bolt pistol, grenades
-fancy armour gives 2+/4++ increases to 3++ in combat.
-the blade is +2str AP1 2handed, mastercrafted, and confers instant death while in a challenge.
-master of the legion, and deathwing, precision strikes
MARDUK SEDRAS
-plasma burner, 3 phosphex bombs, cataphractii armour that autopasses dangerous terrain
-master of the legion, dreadwing, may take an inner cicle cenobium as a command squad if he's the warlord
- UBER OP sword that was previewed in road to thramas
-at the start of the game, pick a single faction from the Allies table, that is present in the enemy army. all DA units within 6" of Sedras (including himself) gains preferred enemy against this faction.
LION EL'JOHNSON
stats etc already covered by road to thramas, so going to focus on special rules
-sires of the dark angels, allows DA units to roll extra dice for all morale tests, and use lowest combo
-the Lion and any DA squad he joins can auto-roll 8" for charges ignoring difficult and dangerous terrain or roll normally
-may take a squad of deathwing companions as part of his LOW choice

 

 

 


CRUSADE OVERVIEW PART ONE: NIGHT LORDS
changes and additions, are viewed from their last printed version (red book)
a Talent for murder has been adjusted to be any "non-vehicle units"  with monstrous creatures counting as 5 minis
new legion exclusive weapon that can replace any power weapon for an upgrade fee, independent characters only, the Headman's axe, X2 str AP3 melee, two-handed, rending
Terror assault rite of war
-cover of darkness turn one is now automatic, turn two is 3+
-raptor squads are also now compulsory troops choices, in addition to terror squads
Horror cult rite of war not present, three new ones in book
swift blade rite of war
-must take three HQ choices, gains additional two slots (total five)
-all HQs count as warlords, gains crusader and hatred (loyalists) instead of a trait, ALL warlords must be killed/removed to count as slaying the warlord
-all HQ choices must take a marine bike (regular)
-Hussar squadrons are compulsory troops, outrider squads non-compulsory troops.
-NL units in this rite, add +2 to their number went counting for 'talent of murder' rule.
-must take additional troops choice
-'tank' type vehicles must have the 'fast' type as well
-can't take any 'must be warlord' characters
-can't take 'heavy', 'immobile' units, nor fortification, or allied detachments, traitor only
the cross of bones rite of war
-for each non-compulsory HQ choice, +1 elites choice
-independent characters that aren't in a unit with another get +1 attack
-slay the warlord is worth an extra victory point if the enemy warlord is killed in melee by an independent character
-must take additional troops choice, can't have Curze
-all units must consolidate the full distance towards nearest enemy unit in LOS
The Bloodied Gaunlet
-all compulsory choices gain Zealot, but must start the game on the board, don't confer victory points for killing
-if you've drawn or lost, but all your compulsory choices have been wiped out, you get D3 victory points
-units entering play from turn 3 on wards get outflank
-must take +2 compulsory elites choices, must be infantry, and not in terminator armour of any kind
-compulsory choices can't hold or contest objectives, nor can they take dedicated transports, and the compulsory HQ choice can't be the warlord
-all non-compulsory choices must begin the game in reserves
TERROR SQUADS
-additional models are down 3pts
-bolters now free
-whole unit can take rotor cannons, half price as well
-flamer is still one per squad
-whole squad can take melta bombs (all or nothing)
-headsman's plasma pistol up 5pts
CONTEKAR TERMINATOR ELITE
-5-15 models
-'terminator armour' so could take either
-chainblade, heavy flamer, and ToJ by default
-implacable advance, chosen warriors
-Sevatar can take a squad instead of a command squad
-elites, but if Sevatar and curzes aren't in the army, a single unit of 10 or less models can be take as a HQ choice
-squad can take Teleport transponders
-replace flamer with volkite for price
-change chainblade for power claw X2str ap2, shred, unwieldy
RAPTOR SQUAD
-additional models down 5pts
-onslaught replaced with two new seperate rules, raptor squads can use their jump packs in both movement and charge phases, plus the unit basically gets a version of deflagrate on their melee attacks, (all taken at once after the whole unit has attacked).
-power weapons, chainglaives, and lightning claws all down 5pts
-plasma pistol down 5pts as well
-huntmaster can take a headsmans axe and TOJ
NAKRID THOLE new character
-praetor grade character
-artificer armour refractor field, volkite serpenta TOJ
-Thole can not be precision striked/shot, also on a +5 when he's slain, he doesn't confer VPs
-flay wipe, rending ap4, wounded models drop to I1 until end of it's controlling players turn, can swap he's attacks for a single attack against all enemy models within 2"
-also has a mastercrafted paragon blade, with extra rule that gives an extra attack for models that have been wounded by the wipe.
SEVATAR
-Contekar terminators count for his MoTA rule
-he can also upgrade to artifcer armour and replace the MC chainglaive for a new weapon for a fee, new weapon is AP2
FLAYMASTER MAWDRYM LLANSAHAI
-unchanged
KHERON OPHION OF THE KYROPTERA
- unchanged
KONRAD CURZE
-unchanged

Edited by Marshal Loss
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How are you doing that force org chart? I love it!

Myself, in photoshop. I tear images of side views from either artwork or models that don't have art for them, make silhouettes, and then scale and place as I see fit.

 

Oh man, I’m torn. Dreadwing, Deathwing, and Stormwing hit all the buttons for me. It’s awesome to see a tactical themed RoW.

Dreadwing seems fun, but i'm not even finished with a Ravenwing list... 

 

built two rhinos last night one is modular so i can have a command rhino, which i made from spare parts.

 

 

 

That is a gorgeous conversion. Cheap, efficient. Well done!

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@Nostraman Lizard: Is that all photoshop using the blacked out art images? If so then thats a lot of work and is pretty damn cool.

 

 

 

Also I am glad to have Book 9 after a crap day at work but after testing the space on the shelf I have I was kinda disapointed that it's the smallest of all the black books so far, I hope the content makes up for the size.

 

In addition, the Legion dice I got are really cool and the pictures doesn't really do them justice.

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So, Crusade showed up for me today and turns out.... My idea of using Mark VI for Recon Marines/Seekers in my Dark Angels is actually perfectly fine and supported in the fluff no less! :laugh.:

Page 148 has a Firewing Operator in Mark VI armour, and it flat-out states Mark VI is "highly favoured by the Firewing for its advanced augur and vox systems".

 

And in the same entry, it mentions a lot of Mark VI in the Dark Angels are some of the prototypes of Mark VI armour.

 

Also: I'm :laugh.:-ing at the Ironwing Automata having "Hatred (Everything!)", with the exclamation mark

Edited by Gederas
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So, the Lion is very, very tall. The Lion's base adds about 3mm to his height from his lower foot. Due to his stance he's a bit more upright, but it looks like a Terminator comes to about mid-waist on him if they were both standing equally straight up.

 

TSBuYx9.jpg

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