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I think flyers are going to be in a lot of trouble, especially on a strafing run, as the shots aren't snap shots.. storm eagle at absolute best is gonna have 6 HP at AV 12. Means what, say you shoot 6 lascannon shots, 4 hit, 3 roll a 2+.. doneski.. 

 

Now depending when tactical statuses turn off, and I believe thats the end the end of the controlling players turn, means you can't stop interceptor. 

5 hours ago, de Selby said:

Famously whimsical, that lieutenant Titus.

 

GW make 3 different plastic dreadnought chassis, soon to be 4. Either they want me to play with dreadnoughts or not, they need to make up their minds.

 

I'm starting to wonder if the reason the detachments seem so awkward is that every legion/faction will have a default dedicated detachment with the selection of unit types they most commonly use, and what we've seen so far is not an accurate view of 'normal' army selection?

 

On another topic: do the new detailed rules for titans increase the likelihood there's a plastic titan in the works?

The now following post is made up of 10% seriousness and 90% whishlisting but here we go.

25-vehiclerules-reaverstatline-ioz411eapy.thumb.jpg.6c2023788dfbd35ba0dba5b19d1601bc.jpg

Just aim your attention to the far right column. It says transport capacity. 

There isn't a single Titan in ther portfolio which actually can transport anything.... yet.

There is only one Titan which can transport things....

316d909df2510bf92565610cdef0c7fc8f369d238a6b61b1872c26cf47074db4_1.jpg.4b18c3811e261a17cc07aedf24b46f92.jpg

 

PLASTIC IMPERATOR TITAN INCOMING!!!!!

 

:banana:

 

On a more sensible note I think that things likenthe Mastodon will have similar stats.

 

 

But what if.... you know? :woot:

So assault vehicle allows charges after disembarking without them being disordered. Meaning you can usually charge after a disembark, albeit with a disadvantage.

 

Missions look similar in structure to the mega panned match play ones they introduced. Depends on when you score objectives, but progressive scoring is usually a red flag. Especially when they have "double your scoring on the last turn if you're far behind" catch up mechanics. That being said, and in the context of having no real army building restrictions, it does look like the missions punish you very hard for just spamming vehicles.and at least they fixed the scoring imbalances of those 2nd Ed missions.

 

Still, one of the draws of the playing heresy throughout 8th+ was to get away from progressive scoring.

Edited by SkimaskMohawk

They invented a whole rule for units to earn VPs for wiping out units holding objectives, but not scoring points on the Objective. What is the intention for that rule? Jetbikes charging in? Assault squads? What gameplay moment were they trying to create. 

3 hours ago, TheTrans said:

Core missions are now 4 turns.. 

 

They probably had 'rules commitee' advice from the cheating weasel from Gibraltar who likes to play 4-turn games.

 

 

3 hours ago, Mana said:

night fighting where are u??? (cursing in nostraman)

 

Gone.

 

 

2 hours ago, Nephaston said:

Funny, the leaker is happily building their MkIIs, but will not post sprue pics or anything related to the saturnine sculpts because they dislike them.

Actually hilarious.

 

I can respect that. A man of good taste.

 

 

13 minutes ago, Marshal Rohr said:

They invented a whole rule for units to earn VPs for wiping out units holding objectives, but not scoring points on the Objective. What is the intention for that rule? Jetbikes charging in? Assault squads? What gameplay moment were they trying to create. 

 

Well, they did tell us multiple times how they wanted to create a more 'dynamic game experience' and all that junk.

 

Just looking at the Line (X) USR and know exactly where this is headed.

 

 

1 hour ago, Marshal Rohr said:

They invented a whole rule for units to earn VPs for wiping out units holding objectives, but not scoring points on the Objective. What is the intention for that rule? Jetbikes charging in? Assault squads? What gameplay moment were they trying to create. 

Did I miss something because these pages are almost entirely dedicated to how holding objectives work in order to score them:

Spoiler

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14 minutes ago, Marshal Rohr said:

It’s in the USRs. Vanguard(X)

Oh that one. I think it's an interesting USR. I think it's a good incentive tool to help tell players how certain units may be designed to be used.

25 minutes ago, BitsHammer said:

Oh that one. I think it's an interesting USR. I think it's a good incentive tool to help tell players how certain units may be designed to be used.

Agreed. It nicely bifurcates the role of "Take-and-Hold" Units such as Tacticals, who will probably earn extra points from taking and holding objectives and assault units like assault marines or Terminators that by design are supposed to actively clean objectives from enemies. I think it further emphasizes the different legion roles with your assault troops clearing the path for your line companies that take and hold the area. I like it! 

 

EDIT: Also note how all 3 Core missions are about objectives, which is great. I hated the pure kill point missions. I always make the comparison to the battlefield series (video game) to my friends, which is all about capturing and controlling objectives until you win. This follows the same spirit. I feel like this also encourages list building around taking and holding objectives (ie Vanguard and Line USRs) and not pure killing power of units like HSS in the previous edition.

Edited by 2gud2bbad
I'm disappointed at getting only 3 pretty cookie cutter missions. Only the third mission has some flavor. Given how groggy everything is, they really should have given us 6 core missions, with 3 more focused on kill points and without progressive scoring, to mix up the game. I'm really unimpressed especially compared to some of the very fun and good community missions we've seen in 2.0. Dunno how I feel about only 4 turns and no random turn lengths... for a groggy narrative game it just feels too uninspired.
 
Still, by and large, I like what the actual game seems to be shaping up into. The writing is def intense. Very overwritten, which is compounded by everything being different or renamed, but the same in function.
Edited by Brofist

For some context, ZM was primarily progressive scoring in 2.0 and it devolved into who could take the most scoring troops to sit around on objectives without interacting with each other. That wasn't as fun or interesting as more focused kill point games. Our league fixed this through the introduction of kill focused missions with penalties to taking too many scoring troops, but without it, things got stale.

I had wondered, with the removal of Dedicated Transports, whether we might see Terminators rocking around in Rhinos. The Light Transport rule will presumably be applied to Rhinos though. 
 

Counter Offensive is cool! A real incentive to hang in there even if you take a hammering early on.

1 hour ago, Brofist said:
I'm disappointed at getting only 3 pretty cookie cutter missions. Only the third mission has some flavor. Given how groggy everything is, they really should have given us 6 core missions, with 3 more focused on kill points and without progressive scoring, to mix up the game. I'm really unimpressed especially compared to some of the very fun and good community missions we've seen in 2.0. Dunno how I feel about only 4 turns and no random turn lengths... for a groggy narrative game it just feels too uninspired.
 
Still, by and large, I like what the actual game seems to be shaping up into. The writing is def intense. Very overwritten, which is compounded by everything being different or renamed, but the same in function.

 

Think the accompanying Isstvan expansion book will add a lot of missions. Day 1 dlc is a bit eh.

12 hours ago, Matcap86 said:

 

Can I interest you in Titancus and/or Legions Imperialis? :biggrin:

 

You certainly can! Junior and I played Titanicus but we found it a big of a book keeping exercise which I suppose managing a giant war machine is, so that's not a gripe there. 

 

More I think we were looking for simpler rules, so we borrowed the Legiones Imperialis rules for titans which sped the game up a lot and there was something quite lovely about half a dozen Warlord slugging it out battle of Hoth-esque but... the idea of a 32mm titan is just something else. It appeals to my 8 year old self playing Rogue Trader and building plastic card tanks that were the size of my (now) laptop. Back then having 4 defence lasers and sixteen missile launchers was all part of the fun.

 

I'm not a good painter (no, I'm a terrible painter and tend not to to avoid disappointment) I don't mind airbrushing as it's more forgiving and I both like tanks on the field and to build, so the bigger the model the more fun it is for me on all sides. Put it another way, when the Fellblade comes out I might, accidentally design an armoured company. A superheavy armoured company. 

 

That said, if Workshop made an Imperator titan at 8mm.... Or an Acastus Porphyrion in plastic.... 

 

There goes the ticker again!

 

 

10 hours ago, Mana said:

night fighting where are u??? (cursing in nostraman)

Does anybody know how searchlights will function in HH 3.0?

 

Edit:

The new edition had some interesting choices like status effects and RT stats also they managed to sneak in stinkers as usual. So not stellar in any way. I will be staying with Oldhammer.

 

Edited by Deus_Ex_Machina

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