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Book 9 appears to be on U.S. soil


Aztek

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Corswain running around with a 3++ in cc, instant death in challenges, and an AP1 +2S blade. No EW, but still, awesome. Mad fan of the Eskaton Rite of War as well (Destroyers and Interemptors as troops). Got a busy day so can't dive in for a while but this looks wonderful so far.

 

John before book: "ain't need no DA"

John after book: "WIFE WE CAN AFFORD NOT TO EAT"

 

Some extra highlights for you all, by no means exhaustive

 

Night Lords:

New Legion exclusive weapon that can replace any power weapon, "headsman's axe", str X2 AP3, two-handed, rending

Horror Cult RoW not present in book, but they get 3 brand new ones

Night Raptors are compulsory troops in Terror Assault now

They have a new RoW where you have to take minimum 3 HQs (maximum of 5), all must take a bike and count as warlords & get crusader/hatred, all must die to get slay the warlord

Contekar wear "Terminator armour" so can be in Tartaros or Cataphractii

 

As for the DA, they get so much stuff I don't know where to start. But if you're a Terminator lover like me, you're gonna be happy. If you're an anything lover, you're gonna be happy. Easily the best sandbox set of rules for any Legion.

 

Their Rites of War are extremely powerful. Acid rounds has taken a big hit, but - with the experience of somebody who hasn't played a game of 30k in a year - I expect DA to be considered one of the strongest legions.

Just reposting all the rules here, as it seems the discussion is flowing this way. DA units included now

 

All rules written up by Garro

 


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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The mad lads. They buffed night lords even more.

 

Quick comments based off that review: terror assault automatic and easier follow up is great. I really like trophies being distributable to the special squads. terror marines getting cheaper and getting access to melta bombs is huge; their only bad targets was vehicles, time for that to change. Night raptors seem to be made more consistent at the cost of their burst, but hard to judge. Contekar getting fist equivalent is great, as is access to teleporters, implacable advance and command squad swap.

 

SEVATAR buffs even more? Giving him artifice armour is means he can face tank non ap 2 at a 97% success rate with precog. Have to see this melee weapon, I have a feeling he's going to be absolutely busted. That being said, I hope he still has his split warlord trait

 

Ahem.

 

Headsmans axe is very interesting, but more so on raptors because a lot of characters are better served with artificer+paragon or terminator+chainfist. Being able to pop vehicles and lower level characters at initiative is great, though of course luck has a lot to do with it. Keep in mind that terror assault gives initiative during the night, so that raptor sarge might be able to duel even praetors for a cheeky kill, hitting on 3s and wounding on mega 2s at I5.

 

I'm actually glad they diffused Horror Cults buffs across some unit options and terror assault. I really liked scoring raptors and curze stacking fear properly, but I also really like the mechanics of terror assault. I've had some oddly satisfying run rolls for raptors in range of heralds (a great unit to have with night lords) getting to go 20" in a turn. And other times where I high rolled the attack value post-herald charge. Anyway, terror assault far more flexible now and even more broken as a result.

 

Huh, guess it wasn't that quick.

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The mad lads. They buffed night lords even more.

 

Quick comments based off that review: terror assault automatic and easier follow up is great. I really like trophies being distributable to the special squads. terror marines getting cheaper and getting access to melta bombs is huge; their only bad targets was vehicles, time for that to change. Night raptors seem to be made more consistent at the cost of their burst, but hard to judge. Contekar getting fist equivalent is great, as is access to teleporters, implacable advance and command squad swap.

 

SEVATAR buffs even more? Giving him artifice armour is means he can face tank non ap 2 at a 97% success rate with precog. Have to see this melee weapon, I have a feeling he's going to be absolutely busted. That being said, I hope he still has his split warlord trait

 

Ahem.

 

Headsmans axe is very interesting, but more so on raptors because a lot of characters are better served with artificer+paragon or terminator+chainfist. Being able to pop vehicles and lower level characters at initiative is great, though of course luck has a lot to do with it. Keep in mind that terror assault gives initiative during the night, so that raptor sarge might be able to duel even praetors for a cheeky kill, hitting on 3s and wounding on mega 2s at I5.

 

I'm actually glad they diffused Horror Cults buffs across some unit options and terror assault. I really liked scoring raptors and curze stacking fear properly, but I also really like the mechanics of terror assault. I've had some oddly satisfying run rolls for raptors in range of heralds (a great unit to have with night lords) getting to go 20" in a turn. And other times where I high rolled the attack value post-herald charge. Anyway, terror assault far more flexible now and even more broken as a result.

 

Huh, guess it wasn't that quick.

The 2+ save and ap2 weapon is a 35 point upgrade. Looks like the Contekar only has the option of the Sgt changing melee weapon as well, but any option is better than none! Edited by Aeternus
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Last update from Garro:

 

 


CRUSADE OVERVIEW PART FOUR: REGULAR UNITS
the two big ones here are the new Legion Hussar squadron, and Sky Seeker squadrons.
HUSSAR SQUADRON
-5-10 biker squad
-chainsword, grenades, and bolt pistol
-standard bike with twin-linked bolter
-can replace TL bolter with a TL snub-rotor cannon (12" range salvo4/5)
-sergeant can swap pistol for plasma pistol or hand flamer, can swap chainsword for power weapon/fist, or lightning claw. he can also take melta bobs
-NON-COMPULSORY TROOPS CHOICE!!!!!!!!!!!!!!!!
LEGION JETBIKE SKY SEEKER SQUADRON
-3-10 Jetbike squad
-only 3+ armour and scout
-chainsword, bolt pistol, and grenades
-Orcale array on jetbikes, counts as augury scanner, and can basically 'markerlight' an enemy unit instead of shooting themselves, friendly  units get +1 to hit an enemy unit that's been marked. doesn't stack
-the jetbike starts with a TL bolter but can be upgraded into a HEAVY rotor canon or a grenade launcher.
-sergeant can take same upgrades as hussar sergeant. note neither can take artificer armour.
-NON-COMPULSORY TROOPS CHOICE!!!!!!!!!!!!
THE other new vehicles are just the existing PDFs put into print, with the Deradeo getting a reprint with it's additional weapons load outs that have came out since it's last print.
that's going to wrap up my Initial overview of Crusade. I'm not going to cover the new lore just yet, as it's going to time a while to read through it all and take it all in. I'll be keeping an eye on comments for questions and will try to answer them, but I won't be giving out points costs or full statlines.

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Don't think mine is going to arrive until tomorrow, so eagerly chasing all updates here. Sounds like a really good set of rules so far!

 

The mad lads. They buffed night lords even more.

Quick comments based off that review: terror assault automatic and easier follow up is great. I really like trophies being distributable to the special squads. terror marines getting cheaper and getting access to melta bombs is huge; their only bad targets was vehicles, time for that to change. Night raptors seem to be made more consistent at the cost of their burst, but hard to judge. Contekar getting fist equivalent is great, as is access to teleporters, implacable advance and command squad swap.

SEVATAR buffs even more? Giving him artifice armour is means he can face tank non ap 2 at a 97% success rate with precog. Have to see this melee weapon, I have a feeling he's going to be absolutely busted. That being said, I hope he still has his split warlord trait

Ahem.

Headsmans axe is very interesting, but more so on raptors because a lot of characters are better served with artificer+paragon or terminator+chainfist. Being able to pop vehicles and lower level characters at initiative is great, though of course luck has a lot to do with it. Keep in mind that terror assault gives initiative during the night, so that raptor sarge might be able to duel even praetors for a cheeky kill, hitting on 3s and wounding on mega 2s at I5.

I'm actually glad they diffused Horror Cults buffs across some unit options and terror assault. I really liked scoring raptors and curze stacking fear properly, but I also really like the mechanics of terror assault. I've had some oddly satisfying run rolls for raptors in range of heralds (a great unit to have with night lords) getting to go 20" in a turn. And other times where I high rolled the attack value post-herald charge. Anyway, terror assault far more flexible now and even more broken as a result.

Huh, guess it wasn't that quick.

 

Read Garro's summary of the NL rules and thought the same. Funny how, considering there was quite a lot of trepidation from NL players about how their updated rules would look, the rule set looks so strong. Fingers crossed this is a template for all the other legions as they are updated over time.

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I figured deathwing companions would end up able to take terminator armor. In the Lion primarch novel, they deployed with tartaros I believe.

 

Nice to see that happen! Could do some interesting work with extra 40k DW terminator bits I think.

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The mad lads. They buffed night lords even more.

 

Quick comments based off that review: terror assault automatic and easier follow up is great. I really like trophies being distributable to the special squads. terror marines getting cheaper and getting access to melta bombs is huge; their only bad targets was vehicles, time for that to change. Night raptors seem to be made more consistent at the cost of their burst, but hard to judge. Contekar getting fist equivalent is great, as is access to teleporters, implacable advance and command squad swap.

 

SEVATAR buffs even more? Giving him artifice armour is means he can face tank non ap 2 at a 97% success rate with precog. Have to see this melee weapon, I have a feeling he's going to be absolutely busted. That being said, I hope he still has his split warlord trait

 

Ahem.

 

Headsmans axe is very interesting, but more so on raptors because a lot of characters are better served with artificer+paragon or terminator+chainfist. Being able to pop vehicles and lower level characters at initiative is great, though of course luck has a lot to do with it. Keep in mind that terror assault gives initiative during the night, so that raptor sarge might be able to duel even praetors for a cheeky kill, hitting on 3s and wounding on mega 2s at I5.

 

I'm actually glad they diffused Horror Cults buffs across some unit options and terror assault. I really liked scoring raptors and curze stacking fear properly, but I also really like the mechanics of terror assault. I've had some oddly satisfying run rolls for raptors in range of heralds (a great unit to have with night lords) getting to go 20" in a turn. And other times where I high rolled the attack value post-herald charge. Anyway, terror assault far more flexible now and even more broken as a result.

 

Huh, guess it wasn't that quick.

The 2+ save and ap2 weapon is a 35 point upgrade. Looks like the Contekar only has the option of the Sgt changing melee weapon as well, but any option is better than none!

 

 

Its worth it. He's dirt cheap at 175 given his versatility, 210 is a steal. Compare sigismund to him and start to cry lol. Too bad on the contekar, but they can still be useful, curious on their pricing.

 

Don't think mine is going to arrive until tomorrow, so eagerly chasing all updates here. Sounds like a really good set of rules so far!

 

The mad lads. They buffed night lords even more.

 

Quick comments based off that review: terror assault automatic and easier follow up is great. I really like trophies being distributable to the special squads. terror marines getting cheaper and getting access to melta bombs is huge; their only bad targets was vehicles, time for that to change. Night raptors seem to be made more consistent at the cost of their burst, but hard to judge. Contekar getting fist equivalent is great, as is access to teleporters, implacable advance and command squad swap.

 

SEVATAR buffs even more? Giving him artifice armour is means he can face tank non ap 2 at a 97% success rate with precog. Have to see this melee weapon, I have a feeling he's going to be absolutely busted. That being said, I hope he still has his split warlord trait

 

Ahem.

 

Headsmans axe is very interesting, but more so on raptors because a lot of characters are better served with artificer+paragon or terminator+chainfist. Being able to pop vehicles and lower level characters at initiative is great, though of course luck has a lot to do with it. Keep in mind that terror assault gives initiative during the night, so that raptor sarge might be able to duel even praetors for a cheeky kill, hitting on 3s and wounding on mega 2s at I5.

 

I'm actually glad they diffused Horror Cults buffs across some unit options and terror assault. I really liked scoring raptors and curze stacking fear properly, but I also really like the mechanics of terror assault. I've had some oddly satisfying run rolls for raptors in range of heralds (a great unit to have with night lords) getting to go 20" in a turn. And other times where I high rolled the attack value post-herald charge. Anyway, terror assault far more flexible now and even more broken as a result.

 

Huh, guess it wasn't that quick.

 

Read Garro's summary of the NL rules and thought the same. Funny how, considering there was quite a lot of trepidation from NL players about how their updated rules would look, the rule set looks so strong. Fingers crossed this is a template for all the other legions as they are updated over time.

 

Yea I was honestly thinking nerfs were going to come.

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Not sure what the value of the hussar or the new jetbikes are. They don't seem to really do a job that bikes or jetbikes don't do much, much better. Aside from being troop choices I guess.

 

Guessing they will help players who want mobile armies without specific and limiting Rites of War? A lot of competition for Fast Attack slots betweet Jetbikes, Outriders, Sabres, Land Speeders, Javelins and various fliers (as well as Seekers and any Legion specific units!). Assuming they'll be cheaper than Outrider or Sky Slayer squads as well?

 

 

 

The mad lads. They buffed night lords even more.

 

Quick comments based off that review: terror assault automatic and easier follow up is great. I really like trophies being distributable to the special squads. terror marines getting cheaper and getting access to melta bombs is huge; their only bad targets was vehicles, time for that to change. Night raptors seem to be made more consistent at the cost of their burst, but hard to judge. Contekar getting fist equivalent is great, as is access to teleporters, implacable advance and command squad swap.

 

SEVATAR buffs even more? Giving him artifice armour is means he can face tank non ap 2 at a 97% success rate with precog. Have to see this melee weapon, I have a feeling he's going to be absolutely busted. That being said, I hope he still has his split warlord trait

 

Ahem.

 

Headsmans axe is very interesting, but more so on raptors because a lot of characters are better served with artificer+paragon or terminator+chainfist. Being able to pop vehicles and lower level characters at initiative is great, though of course luck has a lot to do with it. Keep in mind that terror assault gives initiative during the night, so that raptor sarge might be able to duel even praetors for a cheeky kill, hitting on 3s and wounding on mega 2s at I5.

 

I'm actually glad they diffused Horror Cults buffs across some unit options and terror assault. I really liked scoring raptors and curze stacking fear properly, but I also really like the mechanics of terror assault. I've had some oddly satisfying run rolls for raptors in range of heralds (a great unit to have with night lords) getting to go 20" in a turn. And other times where I high rolled the attack value post-herald charge. Anyway, terror assault far more flexible now and even more broken as a result.

 

Huh, guess it wasn't that quick.

The 2+ save and ap2 weapon is a 35 point upgrade. Looks like the Contekar only has the option of the Sgt changing melee weapon as well, but any option is better than none!

 

 

Its worth it. He's dirt cheap at 175 given his versatility, 210 is a steal. Compare sigismund to him and start to cry lol. Too bad on the contekar, but they can still be useful, curious on their pricing.

 

Don't think mine is going to arrive until tomorrow, so eagerly chasing all updates here. Sounds like a really good set of rules so far!

 

The mad lads. They buffed night lords even more.

 

Quick comments based off that review: terror assault automatic and easier follow up is great. I really like trophies being distributable to the special squads. terror marines getting cheaper and getting access to melta bombs is huge; their only bad targets was vehicles, time for that to change. Night raptors seem to be made more consistent at the cost of their burst, but hard to judge. Contekar getting fist equivalent is great, as is access to teleporters, implacable advance and command squad swap.

 

SEVATAR buffs even more? Giving him artifice armour is means he can face tank non ap 2 at a 97% success rate with precog. Have to see this melee weapon, I have a feeling he's going to be absolutely busted. That being said, I hope he still has his split warlord trait

 

Ahem.

 

Headsmans axe is very interesting, but more so on raptors because a lot of characters are better served with artificer+paragon or terminator+chainfist. Being able to pop vehicles and lower level characters at initiative is great, though of course luck has a lot to do with it. Keep in mind that terror assault gives initiative during the night, so that raptor sarge might be able to duel even praetors for a cheeky kill, hitting on 3s and wounding on mega 2s at I5.

 

I'm actually glad they diffused Horror Cults buffs across some unit options and terror assault. I really liked scoring raptors and curze stacking fear properly, but I also really like the mechanics of terror assault. I've had some oddly satisfying run rolls for raptors in range of heralds (a great unit to have with night lords) getting to go 20" in a turn. And other times where I high rolled the attack value post-herald charge. Anyway, terror assault far more flexible now and even more broken as a result.

 

Huh, guess it wasn't that quick.

 

Read Garro's summary of the NL rules and thought the same. Funny how, considering there was quite a lot of trepidation from NL players about how their updated rules would look, the rule set looks so strong. Fingers crossed this is a template for all the other legions as they are updated over time.

 

Yea I was honestly thinking nerfs were going to come.

 

 

Very glad it didn't!

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DA are working out similar to early Thousand Sons I think.

 

The more you play into their uniqueness the more elite and expensive they become so it's a balancing act between that.

 

I'm utterly enthralled with the idea of a Stormwing army on the table. It's peak Heresy for me. Total boots on the ground.

 

Otherwise some impressions on the RoW:

  • Dreadwing: Depending on your number of Interemtors, people may hate you. But thats very "DA".
  • Deathwing: Nice and fluffy but solid too. Out numbered but loads of quality to make up for it.
  • Firewing: REALLY COOL but also a lil broken and gamey. I think event organisers will loathe it... Maybe.
  • Ravenwing: SPEEEEEEEEEEEED, not as deadly as it once was with older Acid Shells but still good.
  • Ironwing: Not much different from Armoured Breakthrough, but nice all the same. If the old "protocol RoW" are still valid, while weird, I think the old one is more interesting.
  • Stormwing: as above. Probably a little underpowered but hey, throwing out bolter shots until you win sounds pretty Heresy to me.
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<p>

 

DA are working out similar to early Thousand Sons I think.

 

The more you play into their uniqueness the more elite and expensive they become so it's a balancing act between that.

 

I'm utterly enthralled with the idea of a Stormwing army on the table. It's peak Heresy for me. Total boots on the ground.

 

Otherwise some impressions on the RoW:

  • Dreadwing: Depending on your number of Interemtors, people may hate you. But thats very "DA".
  • Deathwing: Nice and fluffy but solid too. Out numbered but loads of quality to make up for it.
  • Firewing: REALLY COOL but also a lil broken and gamey. I think event organisers will loathe it... Maybe.
  • Ravenwing: SPEEEEEEEEEEEED, not as deadly as it once was with older Acid Shells but still good.
  • Ironwing: Not much different from Armoured Breakthrough, but nice all the same. If the old "protocol RoW" are still valid, while weird, I think the old one is more interesting.
  • Stormwing: as above. Probably a little underpowered but hey, throwing out bolter shots until you win sounds pretty Heresy to me.

Just based on what I’ve seen here - and with no full unit stats or points - I reckon Firewing could be a real glass hammer. The restriction that you lose, no matter what, if you don’t eliminate your three target units it’s pretty tough. You can’t fully commit to the missions objectives until you’ve killed them off and if you don’t get first turn, the rules around infiltrating in near to a target unit are far less useful.

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Using the Hexagrammaton rules you can turn tactical squads and tactical support squads into Destroyer-Lite squads, buff actual destroyers into elite destroyers, use the toxiferran flamer rules to give your dreads a Destroyer feel. We are going to be able to make some really thematic armies with these. Extremely stoked. Corswain is an absolute beast and depending on the model might prompt me to make an army around his relief forces at the Siege to go with my fists. Edited by Marshal Rohr
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Interesting change with the termite - In addition to being fast attack, it can now be taken as a dedicated transport for destroyer squads, scyllax and veletaris storm sections

Destroyers popping up to unleash Rad Missiles? Love it
With their t-shirt cannons of death. 8)
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Guest Metaliptica
I am just wondering if the lion is able to tale the scions buff and if he bas some kind of buff that allow his army to redeploy or smthg. Can anyone with the book enlighten me ?
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Interesting change with the termite - In addition to being fast attack, it can now be taken as a dedicated transport for destroyer squads, scyllax and veletaris storm sections

Destroyers popping up to unleash Rad Missiles? Love it

 

 

If you're playing Dark Angels, run Eskaton rite or war and then you have Destroyers as compulsory troops taking termites. That's a lot of rad popping up!

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