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I'll be perfectly fine with our current chapter tactics if the restrictions are lifted. Not only on charge, not useless against vehicles. 5+ FNP against mortal wounds and rerolling charges is fine. 

 

What would really help us out are more and cleaner strategems, and better warlord traits/relics. If that happens and crusader squads get some way to not be awful, we'll be golden.

the relics and stratagems are great. My biggest problem is that we dont have any buff for melee. The Blood Angels have +1 to wound as CT, +1 attack as Superdoctrin and massive buffs in psychic powers and stratagems.

 

At the moment we dont have access to +1 to hit or +1 to wound

I'd rather our auto wound get fixed, as I stated above, and we get a strat to have it trigger on 5s and 6s rather than +1 to wound. It makes power swords and chainswords more useful, and helps nudge our special sword relic toward being more efficient than a thunder hammer.

 

I also disagree that our relics are all that good. A 4+ invuln for one battleround is alright, but our anti psycher relic is pretty bad, our psychic bolt shells are middling, and our sword is average. The special chaplain relic is useless if not given to an upgraded chaplain, and that can't be ran alongside Grimaldus.

 

In short, the entirety of our rules are a mess. We need our super doctrine to be fixed and everything else to get a significant tweak. Even where we break the rules, such as when using divine push, we now get screwed over. Either we use it in our turn and the unit gets punched in the head, or we hope they put one of their units in range and don't shoot, which might happen during this new objective game but turns off all of our doctrines and removes our chance for charge bonuses if we just wait a turn.

 

It's, frustrating. And with my old marines still locked at 1 wound a piece in a game with massive piles of AP, I'm so tired of putting them on the field. I can't even use them as hoards now without guard battle cannons tearing them apart.

 

 

There are rumours of OG Marines getting bumped up for 2 wounds (loyalists and chaos) But it's not clear.

What's the source of the rumour and does it say anything about any changes to Primaris?
French forums. Same dudes from supplements.

Although it is not known if they will have 2 wounds. Codex SM august seems pretty certain but the 2 wounds for OGmarines is unclear.

 

Sorry for the translation:

 

"When does the necron v9 codex come out? In the process? What can we expect? Expected on August 1st and release on August 8th?

 

No exact date but surely current August with the SM codex"

 

"Pure interpretation on my part but I think that the Codex SM will only synthesize what already exists by adding the new Primaris entries with maybe also the confirmation of the firstborn to 2PV (PV I assume is wounds) (or not). I expect much more from the Codex Necrons which I hope will bring more than new datasheets."

Edited by Sete

If that was the case, why would you take some Primaris units? If a Crusader gained two wounds, and an Astartes Chainsword, it could be pretty potent.

They would sell the primaris units, and sprues like HH to marine players.

 

Then they could easily introduce primaris to chaos range, and make in the literal sense, spiky primaris.

 

It's a bussiness they want to sell models.

 

But personally I do not believe the og marines will get 2 wounds.

It would defeat the purpose of having primaris in the first place. Chaos Marines could get a rule for 2 wounds tho.

Edited by Sete

OG marines with 2 wounds is a pipe dream IMO. It's just not going to happen, because then Primaris needs to be 3 wounds. 

 

I also disagree that our relics are medicore. We only have one bad one and that's the skull. The sword is best on a Sgt IMO but the Breviary is going to be more crucial than ever in getting off our litanies since you can't CP re-roll them anymore. The witchseekers are also awesome, espeically on a unit like the Phobos Capt. He basically guarantees it goes off every turn. I also think you vastly underestimate the ability to grant units without an invul a 4++ for a turn to weather your opponents shooting. 

Hopefully GW will pull their head out of their butt and alter them to work like Dark Disciples for Grimaldus, boosting his prayer rolls as well as increasing our mortal wound shrug by +1, while giving them pseudo character protection. 

Looks like GW errata’d the new storm shield to be 4++ and +1 to the save roll. They confirmed the wrote the rules in a vacuum.

 

Man they’re bad at this.

Speaking as someone completely unfamiliar with the mechanics who played only a couple games of 7th, and none of 8th, is this errata good or bad for the Indomitus units with shields?

Depends. If you were madly keen on the idea of the captain with artificer armour and a 1+ save, then this is bad.

 

If you thought that that idea was silly, and it was obviously not designed to do anything like that, this errata essentially makes the rules match the common sense.

 

Looks like GW errata’d the new storm shield to be 4++ and +1 to the save roll. They confirmed the wrote the rules in a vacuum.

 

Man they’re bad at this.

Speaking as someone completely unfamiliar with the mechanics who played only a couple games of 7th, and none of 8th, is this errata good or bad for the Indomitus units with shields?

 

 

 

RAW it let to a situation where anyone with a 2+ save and that SS would end up with a 2++ save effectively because of the way the modifiers to your armor worked when clearly that wasn't the intention. It's just a clarification on how we all knew it was supposed to work. 

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