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Scout Sentinel looks sexy. Looks pretty easy to get Guard vehicle arty to hit on 2 rerolling 1s.

 

And that Psyker with a blob of 20 infantry + command squad just looks frustrating to deal with. Here's 26 bodies, OC3, 5+/4++/4+++ against psychic/6+++ in general. :sweat:

1 hour ago, sairence said:

And that Psyker with a blob of 20 infantry + command squad just looks frustrating to deal with. Here's 26 bodies, OC3, 5+/4++/4+++ against psychic/6+++ in general. :sweat:

 

That 4++ invuln is against everything!

 

Edit. Whoops! I missread your post!

Edited by Jaipii
Misread the op
Just now, eyedrops said:

5+ heavy weapons teams? The mechanically supported, crew served weapon systems hit on a 5+ or am I an idiot whos reading it wrong?

They all have heavy so your hit on 4s unless you move so same as its been since 8th

Basilisk and Wyvern average basically the same number of shots, I don't really see anyone ever taking a Wyvern?

 

The multi laser is back to being the most useless heavy weapon in 40k.

 

Psychic Barrier is fantastic.

 

Ratlings hit on 2s if they stand still, not sure if that's the case now. No more mortal wounds for their snipers (first sniper rifle datasheet we've seen?)

 

HWTs being able to overwatch on 4+ will be interesting, especially when you consider the new overwatch strat can be used by any unit when an enemy gets within 24", not just getting charged.

7 minutes ago, zero888 said:

Basilisk and Wyvern average basically the same number of shots, I don't really see anyone ever taking a Wyvern?

 

The multi laser is back to being the most useless heavy weapon in 40k.

 

Psychic Barrier is fantastic.

 

Ratlings hit on 2s if they stand still, not sure if that's the case now. No more mortal wounds for their snipers (first sniper rifle datasheet we've seen?)

 

HWTs being able to overwatch on 4+ will be interesting, especially when you consider the new overwatch strat can be used by any unit when an enemy gets within 24", not just getting charged.


The hit debuff from wyverns is pretty good. Just including 1 in a list seems worthwhile.
 

Yeah. poor, pathetic multilaser.

 

Eldar rangers have the same thing with their sniper rifles, I believe.

 

 

Edited by Khornestar

Also, it looks like a 20 man blob of DKOK can field 6x total special weapons, that's not shabby at all

 

EDIT: Just realized the Missile Launcher is the only Sentinel weapon with the heavy keyword, letting you hit on 3s if you stay still. I REALLY like that so it gives you an argument to not always take a lascannon instead of a missile launcher 

Edited by zero888

The guard are looking good! Slightly annoyed about the whole vox caster or plasma gun thing with the kriegers again though. Especially when you have 2 vox caster sets in the kit, one of which just replaces a random goon's backpack but otherwise they are looking solid.

5 hours ago, Tokugawa said:

Plasma is no longer the anti-anything choice for sentinels. 3MW when overheated is painful. 

 

What will be the better all comers choice? Autocannon? Lascannon?

Autocannon seems pretty good.  Although, it could be that the missile launcher is a good all-comers choice now?!  It's the only gun with Heavy so hitting on 3s if you can stand still.  Meh, S9 AP2 Dd6 still isn't good vs vehicles (autocannon better) and S4 blasts is only okay vs infantry.  I dunno, maybe.

 

I can't believe they nerfed the multilaser.  It was already a terrible choice!  They should give it Rapid Fire 2 to make it playable.

Edited by Sergeant Bastone

Autocannon looks a solid all-round choice. It'll wound things like Wave Serpents on a 4+ and lighter stuff on a 3+. The flat 3 damage means it can one-shot Terminators if they fail any saves.

 

Leave serious tank hunting to Lascannons etc but for flexibility, the autocannon gets my vote.

8 hours ago, sairence said:

Scout Sentinel looks sexy. Looks pretty easy to get Guard vehicle arty to hit on 2 rerolling 1s.

 

And that Psyker with a blob of 20 infantry + command squad just looks frustrating to deal with. Here's 26 bodies, OC3, 5+/4++/4+++ against psychic/6+++ in general. :sweat:

Boo!!!

1 hour ago, Karhedron said:

Autocannon looks a solid all-round choice. It'll wound things like Wave Serpents on a 4+ and lighter stuff on a 3+. The flat 3 damage means it can one-shot Terminators if they fail any saves.

 

Leave serious tank hunting to Lascannons etc but for flexibility, the autocannon gets my vote.

I’ve been banking on autocannons for so long, it’s finally my time!

I don't see why you'd take anything but DkoK now. The ability to pile in 4 special weapons, native med pack, and +1 to hit once damaged makes them bonkers better.

 

Also the Sargent's get power weapons and plasma pistols if you want to push them forward with Melta Guns.

16 minutes ago, Commissar Yossarian said:

I don't see why you'd take anything but DkoK now. The ability to pile in 4 special weapons, native med pack, and +1 to hit once damaged makes them bonkers better.

 

Also the Sargent's get power weapons and plasma pistols if you want to push them forward with Melta Guns.

You're taking 5 special weapons since there's no point in taking double vox.

Oh wow, Russ with built in rerolls is sexy. Explains why it's not heavy, it's just not needed. I suspect they'll be able to operate pretty self-contained, without needing any support. Very nice to have a unit like that.

 

Just...where are the other turret options? Are they all separate datasheets again? In that case I suspect they are no longer vehicle squadrons. With no real force org restrictions I suppose it wouldn't really matter anywany.

 

Really surprised it kept it's 13th wound, that's great.

 

Don't really get the "Boo!" In the previous comment...

Edited by sairence

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