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For me, an extra shot on the autocannon would fix it and bump up by +5pts to compensate (15pts).

 

 

I've been having decent results from 2 reaper autocannons in my 10 man blightlord brick. Especially with +1 to hit, exploding 6's and reroll 1's to hit they end up doing around 9-10 hits and with the decent AP have even put a dent in heavier targets. I think 5 shots for the reaper would be nice (so a step beneath the assault cannon, but higher output than the regular AC). The regular autocannon can't have more shots or it makes the heavy bolter obsolete (like at the moment for example).

I agree, im also a fun of reaper Autocannon .

Man i wanna play Iron warriors so bad with the new rules, I just hope for enjoyable games!

Clockworkschris, do we get a bodyguard rule in our codex? Lord discordent profile attacks stay on 2 damage? Daemonic Engines are the same stats as Tsons and Death Guard? Do we get the +6 range for rapid and heavy weapons psyker power like Tsons?

Some more info.

 

No unit with the bodyguard rule

 

Disco lord

-Is now 9w

-the melee weapons have changed to be additional attacks with claws and tail (dont quite understand this one, asking for more detail)

 

Cultist HQ

-its a squad, with a banner, a priest and a psyker, + some extra bullet catchers

Interesting, disco lord loses a quarter of his wounds but can now be shielded by other units. I wonder how that will affect his cost, especially since GW has kept him criminally overpriced to begin with for the whole edition so far.

Also no longuer degrades!

That cultist HQ better have some cool rules because I just cant see anyone giving up a high value spot for a cultist. If all it does is buff cultists it'll never see the tabletop

We already know it buffs cultist moral, since it has a priest and a psyker it can interact with the noctilith crown, and score some easy psychic secondaries, I will ask but this feels like a unit that wont take up a hq slot if gou bring cultists or something like that.

 

Interesting, disco lord loses a quarter of his wounds but can now be shielded by other units. I wonder how that will affect his cost, especially since GW has kept him criminally overpriced to begin with for the whole edition so far.

Also no longuer degrades!

 

All of these together allow him to function as a better relic caddy, buff-bot, and melee missile because the targeting restrictions will eliminate the need to choose relics with a primary emphasis on survivability and he'll avoid exposure to indirect fire. If he retains his offensive capability and regeneration and goes down slightly in cost, he could be a winner.

 

#DEATHLOBSTERISTHENEWJUMPPACK

Edited by GreaterChickenofTzeentch

It's been asked before so apologies if it's just something you can't answer, but any information on how custom Warbands get their superdoctrine?

No idea yet, but chances are the same way as space marines, by somehow saying your warband is an offshoot of one of the main legions.

 

That cultist HQ better have some cool rules because I just cant see anyone giving up a high value spot for a cultist. If all it does is buff cultists it'll never see the tabletop

We already know it buffs cultist moral, since it has a priest and a psyker it can interact with the noctilith crown, and score some easy psychic secondaries, I will ask but this feels like a unit that wont take up a hq slot if gou bring cultists or something like that.

 

Sounds like a combo of the old Renegade Command Squad and the Triumph of St. Katherine. Do any of the models in it look anything like Traitor Guard, according to your source?

 

 

 

That cultist HQ better have some cool rules because I just cant see anyone giving up a high value spot for a cultist. If all it does is buff cultists it'll never see the tabletop

We already know it buffs cultist moral, since it has a priest and a psyker it can interact with the noctilith crown, and score some easy psychic secondaries, I will ask but this feels like a unit that wont take up a hq slot if gou bring cultists or something like that.

Sounds like a combo of the old Renegade Command Squad and the Triumph of St. Katherine. Do any of the models in it look anything like Traitor Guard, according to your source?

He doesnt know what the models look like.

 

 

 

That cultist HQ better have some cool rules because I just cant see anyone giving up a high value spot for a cultist. If all it does is buff cultists it'll never see the tabletop

We already know it buffs cultist moral, since it has a priest and a psyker it can interact with the noctilith crown, and score some easy psychic secondaries, I will ask but this feels like a unit that wont take up a hq slot if gou bring cultists or something like that.
Sounds like a combo of the old Renegade Command Squad and the Triumph of St. Katherine. Do any of the models in it look anything like Traitor Guard, according to your source?

He doesnt know what the models look like.

 

Thanks.

No unit at all with bodyguard? Isn’t it a staple of every codex so far?

 

I don't think loyal SM have a body guard unit at least not Space Wolves, BT or Space Sharks. Personally I always thought terminators of every type should have it since they almost always serve a body guard role for lords/captains. 

 

No unit at all with bodyguard? Isn’t it a staple of every codex so far?

 

I don't think loyal SM have a body guard unit at least not Space Wolves, BT or Space Sharks. Personally I always thought terminators of every type should have it since they almost always serve a body guard role for lords/captains. 

 

Loyalists have Company Veterans and offshoots (Victrix Honor Guard for Ultramarines) with Bodyguard. Not used a ton except when playing Iron Hands lists with double character Dreadnoughts.

An HQ squad that boosts cultist morale is fairly meh, unless it's full-bore immunity to combat attrition or something; but that, and a psyker, and a priest that can hopefully chant prayers, all rolled into one unit choice, is a lot more interesting.

With the exploding sixes as our doctrine, you'll get two turns of potentially lots of extra shots -- especially since Legionaries still have access to a shoot-twice stratagem.  It'll be good for chip damage, and some Legions actually get AP as superdoctrine too.  Not ground breaking by any means, but workable.

With the exploding sixes as our doctrine, you'll get two turns of potentially lots of extra shots -- especially since Legionaries still have access to a shoot-twice stratagem.  It'll be good for chip damage, and some Legions actually get AP as superdoctrine too.  Not ground breaking by any means, but workable.

 

The best I think you could manage is black legion out of a pod turn 2. 40 shots generating 46 hits, vs meq that's 23 wounds which is impressive for bolters but not small arms in general. If you add a flame icon this converts into 5.5 dead meq or one msu of marines.

 

Naturally that's only bolters though, you could supplement the fire power in the usual ways though there's not much gain unless you over charge plasma (4 shots might be worth the risk some times). 

 

Our army doctrines seem ok but nothing more on reflection, Destruction only lasts one turn and so we wont get much use out of it. Massacre applies to 4 guns bolters and combi bolters which aren't that hard hitting, and meltas and plasma guns which outside of bike squads can only be fielded it small numbers spread through the army (with the exception of bikes who are rumored to be able to have 4 of either). The slaughter doctrine is just for melee, meaningful pistol damage does not exist and we are going to need every bonus hit with our damage one weapons to get any work done. 

 

As it stands from the rumours alone

I would rate the 8th edition dex as stronger than the new one currently. At least for my style of play. 

Don't forget flamers for Massacre.  On average dice each flamer throws more shots than a bolter.  There's no good way to mass them anymore if the weapon limits are correct, which is obviously a bummer, but two flamers throws seven dice on average which isn't bad.  If they're combis on, say, Chosen, you can tap those on top of the bolter halves as well for a few extra dice.

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