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@sairence – you're absolutely right! That's me being dim and not properly understanding the Attachés rule (below, for reference).

 

image.png.ce2b31bab94427813702069b4cbe920d.png

I'd misread or misunderstood this to mean that a command squad could not have more than one Regimental attaché – but the wording is 'a Command Squad unit cannot not have more than one Regimental Attaché unit joined to it'.

 

So looks like that particular problem is fixed. Thanks for letting me know.

 

Edited by apologist
Typo.

Out of curiosity I checked how big a squad you can make. It can be pretty monstrous. Depending on points, could well be worth it to take the attaches and the bodyguard for the bonus abilities and extra wounds. The ability to deny any reinforcements within 12 inches of 3 astropath’s as well as well as be able choose 3 different targets for the artillery bonus seems interesting.
 

20 basic infantry (pick your flavour)

5 command squad

3 regimental attaches

1 ogryn bodyguard

1 other leader type

if techpriest: can also add 4 servitors.

 

So 30 in general as you will usually want something to buff the squad instead of a techpriest, but up to 34 if you do take him.

On 6/15/2023 at 11:07 AM, Arikel said:

Out of curiosity I checked how big a squad you can make. It can be pretty monstrous. Depending on points, could well be worth it to take the attaches and the bodyguard for the bonus abilities and extra wounds. The ability to deny any reinforcements within 12 inches of 3 astropath’s as well as well as be able choose 3 different targets for the artillery bonus seems interesting.
 

20 basic infantry (pick your flavour)

5 command squad

3 regimental attaches

1 ogryn bodyguard

1 other leader type

if techpriest: can also add 4 servitors.

 

So 30 in general as you will usually want something to buff the squad instead of a techpriest, but up to 34 if you do take him.

So are command squads battle line or how are you getting 5 of them?

or do you mean 5 men in a command squad?

2 hours ago, Inquisitor_Lensoven said:

So are command squads battle line or how are you getting 5 of them?

or do you mean 5 men in a command squad?

5 bodies yes

 

30 total models with attaches, ogryn bodyguard, and your 2nd leader. The bodyguard could even tank some of the deadlier attacks with his 4 plus invulnerable , and grants feel no pain to officers in the unit as long as he is alive, which could include the 2nd leader (a castellan for example) which would help versus precision. 
 

Fully upgraded, this could be something fun to throw on the table if you’re feeling a horde. 
 

  • 3 weeks later...

Hey so on that death korps of krieg medipack it is a wargear ability that that the bearer Grant's the ability to its unit but no member of the squad can take it or comes standard with it.

It's unlike any medipack the guard can take and other killteams with medics can't have it.  Final wrinkle is that it doesn't appear in the official app at all.  Not as an option or as any unit rule.  It typically lists all options even if they aren't taken.

Was this wargear a typo left over from an early draft?

On 6/15/2023 at 7:03 AM, sairence said:

I find 15 Ratlings in it funnier. 

 

Disembark, fire at character, shoot and scarper inside, have tank fire another 15 sniper shots.

 

This is a really interesting exploit. I haven't found anything in the rules to prevent it. The restrictions on embarking and disembarking seem to be phase-based, which scarper sidesteps. Also, no "movement phase" restriction on embarking.

 

Is it an unintended exploit? Oh, sure. But it seems to be a hilarious one, which is within the scope of the rules. Makes ratlings the best thing to fill up those extra spaces in a superheavy.

5 hours ago, Trickstick said:

This is a really interesting exploit. I haven't found anything in the rules to prevent it. The restrictions on embarking and disembarking seem to be phase-based, which scarper sidesteps. Also, no "movement phase" restriction on embarking.

 

Is it an unintended exploit? Oh, sure. But it seems to be a hilarious one, which is within the scope of the rules. Makes ratlings the best thing to fill up those extra spaces in a superheavy.

I wouldn’t call this an exploit.

 

to me it’s an unintended or unforeseen rules interaction.

 

while to me an exploit is finding a loophole in rules that quite clearly will be closed as soon as GW finds out about it.

 

9th Ed codex entry for CSTs, and people taking 2 of the same special weapons was an exploit to me.

Edited by Inquisitor_Lensoven
27 minutes ago, Inquisitor_Lensoven said:

I wouldn’t call this an exploit.

 

to me it’s an unintended or unforeseen rules interaction.

 

while to me an exploit is finding a loophole in rules that quite clearly will be closed as soon as GW finds out about it.

 

9th Ed codex entry for CSTs, and people taking 2 of the same special weapons was an exploit to me.

 

Idk, shooting a gun twice because they phrased the embarking rules with "phase" instead of "turn", seems like an exploit to me.

24 minutes ago, Inquisitor_Lensoven said:

9th Ed codex entry for CSTs, and people taking 2 of the same special weapons was an exploit to me.

Haha guilty as charged! Although I didn't really see it as that big an exploit because you couldn't join squads. Anyway I have lots of plasma.

 

It would be a bit messed up now with 4 special weapons+ platoon command squad special weapons in the same unit. Also, more importantly, I think the balance of special weapons is pretty good in 10th.

 

The only weapon I'd like to see given a little glow up is the multi laser, maybe rapid fire 3?

Also how does a castellan attack if armed with a bolter? Finally would sustain fire 1 be a fair ability for the rapier?

7 minutes ago, Trickstick said:

 

Idk, shooting a gun twice because they phrased the embarking rules with "phase" instead of "turn", seems like an exploit to me.

Maybe a typo, but they’re very different words in both meanings and actual spelling…

7 minutes ago, Santaclauswitz said:

Haha guilty as charged! Although I didn't really see it as that big an exploit because you couldn't join squads. Anyway I have lots of plasma.

 

It would be a bit messed up now with 4 special weapons+ platoon command squad special weapons in the same unit. Also, more importantly, I think the balance of special weapons is pretty good in 10th.

 

The only weapon I'd like to see given a little glow up is the multi laser, maybe rapid fire 3?

Also how does a castellan attack if armed with a bolter? Finally would sustain fire 1 be a fair ability for the rapier?

Sling the bolter fight with their melee weapon.

 

multilaser (heavy, RF2) A2 S6 AP0 D1 

 

would be great to me, but I’d also be ok with just going back to AP-1

48 minutes ago, Inquisitor_Lensoven said:

Maybe a typo, but they’re very different words in both meanings and actual spelling…

 

Oh not a typo, just they did not consider the interaction when letting ratlings do a normal move in the shooting phase.

Edited by Trickstick
1 hour ago, Trickstick said:

 

Oh not a typo, just they did not consider the interaction when letting ratlings do a normal move in the shooting phase.

Then it’s not an exploit.

an exploit is something a person takes unfair advantage of.

 

a plain text rules interaction is just that.

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