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Messages - SharkoutofWata

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Because the Agents of the Inquisition book is a travesty and the worst attempt at rules that GW has put out in a pretty long time.  The book has a Faction that has the primary function of being the transports to other Factions when that is just simply banned from the game.  The Inquisitors lost equipment, the Henchmen as you said are limited as hell.  The book is awful.  GW has come out and said that it does not replace the old books, so you can still use the original digital codex for those things, and I think there was a work around in the Sisters of Battle section too if you want to stay in book, but it's not ideal.  I think the best solution is just to use the old book, which still did Inquisitors well enough and then add in the Independent Characters from the new book into the unit of the old one.  It's a little dirty and might require some open minded-ness from your opponent, but the unit itself isn't oppressive so I can't imagine most folks having an issue.  It's not a power gaming option, just building the squad like you want to, which is the whole point of Henchmen.

Discussion: Dark Eldar / Re: Haemy gear, and ally list questions
« on: March 21, 2017, 07:08:48 PM »
I can save you a whole lot of time and say Wyches are not viable.  Dying by droves to Bolters is a bad place to be for an Assault unit that doesn't even put out a whole lot of damage against common enemies.  You're looking at a unit that is outright worse than Genestealers in the Tyranid Codex, and Genestealers were an almost surefire way to lose a game.  So, you will have to go into it with that in mind, your unit is going to die horribly more times than it will accomplish something, so your army needs to maximize on their death and take extra steps to make them annoying.

Your initial concept is flawed.  If you Deep Strike them, they're dead.  They'll be surrounded by whatever gun is closest and blasted off the board.  They are T3, so a Large Blast of S6 or higher will outright kill almost every single model it touches.  They won't get FNP from S6 or higher.  Consider a Raider or a mess of Reavers to deliver a squad.  Both have benefits.  Raiders get a 3+ Jink with Night Shields, which lets them serve as an Assault boat.  Your models can Assault directly from it without standing around with their thumbs up their butts.  But Raiders are also bad, so there's that.  Weak things with limited firepower.  Reavers only carry five models, but three Reavers means 15 Wyches, and on top of that, three Reavers.  Reavers with two Splinter Cannons are good units and again, you can charge right out the back of them.  They're weaker and only protected by a 5++, which is why you need many of them so some survive the drop.  Alternatively, look at Ynnari from Gathering Storm 2.  You lose Power from Pain, but gain Soulburst, which allows out of sequence attacks when a unit dies.  Having multiple small units allows Soulburst to really shine because remember, a unit may only Overwatch once per turn.

Now your questions.  Did you pay for your codex or did you find it online?  Because I found mine online and there is a very clear part missing from a failure in the file where it would say Artifacts of Cruelty, but since I don't use Haemonculi I never noticed.  If you have found it online, take a look at a paper codex to double check.  If you have a paper codex in front of you, I don't know.  I'm not seeing anything in Haemonculus Covens to grant them Artifacts either so I have to assume my own book is wrong or the youtubers are wrong.  I'm going to bet my file is faulty though.

2:  Ally is a word and it means almost nothing anymore.  As you build your army, 'ally' only comes in to play when you determine the relationship between Detachment A and Detachment B.  An Allied Detachment is just a name of another specific Detachment but the term ally and Allied Detachment are completely seperate.  You will be allied to whatever you bring as another Detachment but you can pick any Detachment that exists to add into your army, no matter the faction, ally level or type as long as all the restrictions are abided by.

40K Rules Questions / Re: Fortifications & Upgrades
« on: March 21, 2017, 09:08:19 AM »
Because it's digital I can't give you a page number, but it is said in Stronghold Assault book in the section for Obstacle in the Fortifacation Upgrades chapter.  Six inches.  So each obstacle follows the Battlefirld Debris rules and has additional rules depending on what type you've chosen, but they're all six inches long sections that must be set up wholly within six inches of the Fortification itself.

Discussion: Dark Angels / Re: What is the point of Cypher?
« on: March 20, 2017, 02:21:56 PM »
Agreed.  The way it works now is that the Independent Character is only given permission to join a unit after deployment is completed if one of them has Infiltrate and the other doesn't.  So technically I misrepresented the situation when I said it doesn't transfer, but for all legitimate intents and purposes with Independent Characters, it can't transfer because of these other reasons that prohibit it.

Discussion: Dark Angels / Re: What is the point of Cypher?
« on: March 20, 2017, 01:01:43 PM »
And literally the passage right above it:

Page 166 – Independent Character, Independent Characters and Infiltrate
Change this sentence to read:
‘An Independent Character without the Infiltrate special rule cannot join a unit of Infiltrators during deployment, and vice versa.’

So if you can't join during Deployment, how are you getting the Character in the unit when Infiltrate matters?

Discussion: Dark Angels / Re: What is the point of Cypher?
« on: March 20, 2017, 10:14:04 AM »
That's not how Infiltrate works anymore.  It doesn't transfer to anyone, all models but Dedicated Transports that want to Infiltrate must have Infiltrate natively or through a Detachment rule.

There is no point to Cypher other than fluff.  He's a good character himself, but he doesn't add anything to any army that an Assassin doesn't do better, or an Inquisitor.  It's just another hero model that people into the fluff can choose to take.

Discussion: Dark Eldar / Re: Quick little Haemonculus Coven question
« on: March 18, 2017, 10:40:49 AM »
So it's a roundabout way of doing it, but that interaction checks out.  The Yncarne gives FNP to Ynnari Faction only, not Dark Eldar or the Aeldari, so the Dark Eldar you want to buff with the Cronus must be in the Reborn Warhost so they have both Factions, but it does look like you can get a bubble of FNP 4+++.

Discussion: Dark Eldar / Re: Quick little Haemonculus Coven question
« on: March 18, 2017, 07:40:47 AM »
A Formation is a seperate Detachment you add into your army, just like a CAD or any other Detachment in the game.  You are going to have a Ynnari Detachment and a Dark Eldar Detachment that is your Formation.  Keep in mind, none of the Haemonculus Formations fit into a Ynnari Decurion, so you won't have them be Ynnari Faction or have Soulburst, you just have Dark Eldar from the Dark Eldar Codex.

Discussion: Space Marines / Re: Guilliman is back!
« on: March 17, 2017, 12:37:57 PM »
The Formation is too tax heavy.  400pts of Vanguard Vets minimum, not including the Honour Guard...  that's just too steep unless we're talking about a 4k+ army and even then, the fluff bunny in me rebels at taking that many members of the 1st Company without a Terminator in sight and the gamer part can't stand them footslogging it.  And the Captain of the 2nd, because... reasons?  Maybe it makes sense if I had read the story behind the Formation but outside of an Altar of War, I'm just not into recreating that particular fighting force.

I can see focusing him down with good old Str 6 Spam though.  He won't be as annoying to kill as a Ravenwing Bike Chaplain and Command Squad, or as powerful to be honest since he can be kited around.  I'm actually a little worried he won't live up to my hopes in an army.  I'm definitely looking forward to testing it out though.

Discussion: THE LIST / Re: 1000 Point Iron Warriors List
« on: March 13, 2017, 09:13:42 AM »
Not at all.  What you want to do as you move forward is have sufficient threat saturation.  Make it so that yeah, your opponent can kill a ridiculously expensive model with one shot, but for every shot they put there, they're not shooting at X, Y and Z who will also wreck their day.  You want them to panic and try to shoot everything because it's all scary.  Threat saturation at 1k isn't really easy, which is why I'd drop the Helcult for some scary stuff and get started on that idea early.  Maulerfiends, Forgefiends and old fashioned tanks all make for great Distraction Carnifexes.

Discussion: THE LIST / Re: 1000 Point Iron Warriors List
« on: March 13, 2017, 02:03:22 AM »
Don't put all your faith in Obliterators.  They will die almost immediately to S8 AP2 or better weapons, relying only on that 5++ invulnerable save for being a Daemon.  A Lascannon for instance, or a whole mess of other heavy weapons that aren't unusual in 1000pt games.  They are good units, but just don't oversell yourself on their abilities.

So right off the bat, there's issues here and there.  Your Lord has no Invul.  This is a necessity for any Warlord model and needs to be fixed right away.  You might even just take a Warpsmith since that is the more fluffy option and you're not really doing anything special with that Lord.  There are pluses and minuses to either choice, so I'd go with what you want to do above all else.  Then there's no place to put him.  Are you going to walk a Lord up on some Obliterators?  Why?  If something gets close enough to charge Oblits, something went seriously wrong with your deployment and one Lord isn't going to help.  If you want to put him in the Rhino, then you have too many people in a Rhino and need to come up with something new.

Your Marine squad has fallen to the same issue as many other starter squads.  It has no role.  You don't mix weapons on a unit like this if you don't have to.  If you fire that Flamer, what good is a Lascannon?  If you fire that Lascannon at a tank, are you actually expecting to be in range for the flamer and the Bolters to do something?  Special weapons are meant to compliment one another, and CSM can even take two of the same.  But honestly, this unit is going to be pretty useless either way, so don't invest in them.  You'd be better off with Havocs and taking as many Special Weapons as you like, as long as you like four or less.  The basic dude in Iron Warriors is not where Iron Warriors are strongest but Havocs make a great alternative that most other Legions don't or can't utilize as well.

I hate Helbrutes but the Helcult is the best way to use bad models in my opinion.  I would try to swap that whole block out for Predators as soon as possible though.  Two Preds with Autocannon and Lascannons would benefit from a Warpsmith nicely too.

Discussion: Chaos Space Marines / Re: Terminator Lords
« on: March 08, 2017, 01:13:58 PM »
All of the other CSM Relics are pretty meh.  Overcosted for not a lot of gain.  Only the Brand stands out as something to give the foot soldiers and only the Mace goes on Daemon Princes.  I've been consistently underwhelmed by everything else.  If you're hurting on points, by all means, but having a Brand also threatens Cover Save models like Bikes and other Stealth/Shrouded models in a way a Combi just doesn't.

Discussion: Space Marines / Re: Guilliman is back!
« on: March 08, 2017, 01:09:51 PM »

It's all revealed.  WS9, his melee attacks are Str D when he rolls a 6 to hit.  Couple of other goodies.  I'm liking the rules to be honest, though Monstrous Creature...  Here I was hoping for some Honour Guard buddies.

Discussion: Chaos Space Marines / Re: Terminator Lords
« on: March 08, 2017, 01:41:42 AM »
Burning Brand and Lightning Claw and a squad of Combi-Plasma nukes an enemy Elite unit pretty nicely.  I play CSM very fluffy, in the sense that I sacrifice folks left and right to get my goal accomplished, so my Lord is a big Deep Striking Distraction Carnifex and because I'm ridiculously blessed by the Scatter Dice, they go right where I want them 9 times out of 10.  If my opponent doesn't deal with five Terminators with MoS or MoN right away, they lose whoever the Lord doesn't like and if they do, I'm sending Rhinos and limping Land Raiders into Objectives and getting points.  Terminators can still strike some fear in folks, so I use them to do just that.  I've never run them as my Warlord though.  That space is for Huron Blackheart, but Huron always has a powerful underling as his personal Champion.

Discussion: THE LIST / Re: 500pt Space Marine List, I need help.
« on: March 06, 2017, 04:30:52 PM »
The game doesn't work at 500pts very well.  It's just not where 40k can really be 40k yet, so glaring problems are going to just happen.  If you want to have a Battleforged army, you have to have an HQ and two Troops, so dropping a Scout squad puts you in Unbound territory and frankly, that's not a good start to the game.  Unbound is just models, but Battleforged is a coherent army and people prefer to play against Battleforged.  If you want Bikes, and Bikes are a very good choice, then bump up to 750pts and you can go from there instead of going Unbound.

So, a problem you have made and a lot of people starting out make, is that you've mixed weapons.  This is a general mistake because each gun has a role, and making the squad split roles means that half of the guys can't do their job.  So when you're shooting a tank with your Devs and let's say it's AV12, you physically can not roll a 7 to even make a glancing hit to that armor.  Let's say you fire at a blob of Nids with that same squad, you have half as many shots as you want to shoot because of a Lascannon and Plasma.  Each squad needs to have a specific role and be built for that role only.  This is also why I don't put Missiles in a Scout squad, but it's more fine as long as you are just adding the missile to the same target the snipers are shooting at.

Drop the Storm Bolter on the Librarian.  You're removing his pistol and that removes an extra attack in Assault.  You don't want to do that.  He needs two CCWs and a pistol is one of them.  It's far more important than an extra shot of S4 AP5.  I'm assuming he's in with the Devestators, so I see what the plan was, but it's not worth the loss of an Attack.

Have you thought about Chapter Tactics yet?  White Scars might benefit you the most as you go forward if you're looking at Bikes.  Not liking Tacticals means Ultramarines and Imperial Fists are basically out, as well as the strong Formations like Demi-Company.  You're going to have to pick a Chapter Tactic that gives alternate ways of building Space Marines easily.  You still can make a custom Chapter no problem, but their table rules do need to decided from the set lists.

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