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Messages - Draco765

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As long as any ONE of the Faction Keywords is the same in every single unit that you bring, that is a Battleforged army.

This is also the trick for Khorne Daemonkin to be able to still play the combination of models they use to be able to use, even if the special rules no longer apply.

Discussion: Orks / Re: Ork faction focus
« on: May 26, 2017, 08:18:18 PM »
We do not know the status of what slot the Trukks/battle wagons take. The Force charts we have indicate that they might just be "dedicated transports" which you just take one per slot that you used in the Force Chart.

Discussion: Eldar / Re: Eldar 8th preview
« on: May 19, 2017, 02:24:26 PM »
I'm looking forward to this release. Anyone know the exact date?

It is all rumors right now.

June 10 or June 17 seem to be the top two.

Recent review mentioned they will announce the actual dates by the end of May.

It is a one use only kind of item. You use it and then it is gone, even if the effect did not happen the way you wanted.

And I think it is only one of each special item per model.

General Discussion / Re: 8th Ed. Are you ready?
« on: May 08, 2017, 05:31:40 AM »
3+ save for a Morkanaut is surprisingly low, it will be interesting to see what modifiers various weapons have.

Speculation based on the weapon profile preview people have created the following chart for current AP to Save Modifier:

Ap5,6 Mod 0 (bolter, flamer)
Ap4 Mod -1
Ap3 Mod -2
Ap2 Mod -3 (lascannon)
Ap1 Mod -4

With the addition of the "higher than 6" save introduced in Shadow War which might be included, if they include that, you should always get some kind of save, just like every weapon has a chance of causing a wound.

To usher out 7th edition some of the players in our local want to have a little bit bigger game to make use of some of the larger models that they do not get to play as much of.

Currently they want to run the game as CaDs + optional Knight detachment (no formations, no unbound).
They also voted to run a custom mission.

I might not be playing in it as I do not have as many "big units" as they are wanting to use. Talk of 5 knights or the Tau player using the BIG Forgeworld battle suit has been going around.

Here is the current version of the mission I am going to propose:

Primary: Steal the plans!
Each player will place one objective + terrain holding it anywhere fully within their deployment zone. This objective marker will use the rules for The Relic, but you can only capture an enemy’s objective, not your own.
This Relic that is on this piece of terrain is protected by an impassible Void Shield.
Non-vehicle Defenders can be on the terrain that is covered by the shield, but until the shield is fully disabled, no one is able to shoot or move into or out of the terrain.
Even when the shield is down, all Vehicles treat this terrain as impassible.
A unit can only pick up the relic at end of their Movement Phase.
Terrain Void Shield:
Each hit scored against the Terrain will instead hit a void shield (whilst they remain). Void shields have an Armor Value of 12. A glancing or penetrating hit scored against a void shield causes it to collapse one by one level.
You can disable the shield by shooting at the terrain or hitting the terrain in close combat (the terrain is treated as WS0). The Void shield starts with 2 levels of shield.
If a weapon uses a template or blast marker, roll to pen the void shield once using the weapons normal rules & profile for each template or blast marker that hits.
At the end of each of the controlling player's turns, while the terrain is occupied, roll one die: on a 5+ they instantly add one shield level (this can go above the starting level of shield).

Secondary:  Incoming!
A Chaos Comet has entered the atmosphere where it broke apart and is now raining lumps of Warpstone onto the battlefield.
Game Turn 1: after scout moves Random Deploy Objective markers 1, 2 and 3.
Game Turn 2: after reserves are placed, but before the rest of the movement Random Deploy Objective markers 4 & 5
Game turn 3, after reserves are placed, but before the rest of the movement, deploy Objective marker 6 in the last area.
Game turn 4, after reserves are placed, but before the rest of the movement, follow Comet scatter rules from center of table, increase size of blast to Large Blast, ST D AP1 ignore cover. No objective to be placed. This creates a LOS blocking smoke cloud Large Blast sized at the impact site.
Comet Scatter rules: Split table up into 6 parts, roll 1d6 for which table section the Warpstone lands in (re-roll if area already has a lump of Warpstone), roll a scatter die, if a "Hit" use small line to scatter 1d6, otherwise move the blast 2d6 in that direction from the center of that section. This is a St10 Ap2 ignore cover Small Blast. From then on treat large blast area around it as 5+ cover crater.
If the Warpstone lands on any part of a ruins, remove the ruins and non-vehicle models in the ruins take 1D6 randomly allocated ST4 AP- ignore cover hits and a Pinning Test from the collapse of the ruins. They are now in a 5+ cover crater.
Place the objective marker in center of final blast area, hold objective for Progressive Objective points.

Sound fun? Dull? To hard to score? To easy to score?

40K Rules Questions / Re: Witchfire
« on: May 07, 2017, 02:04:59 PM »
If the power has a weapon profile, yes, you use the psyker's ballistic skill.

Ah, yeah, different section...

But, nope, still not a problem. One gives up a little bit of range for a better chance at a close up shot.

You are just stumbling over the poor fluff writing. Not much can be done about that.

In the game, you will want to keep your Leader as far away as possible anyway, anything charging it will be putting a hurt on it.

Shadow War: Armageddon Rules Question / Re: Eldar- catapult mistake?
« on: April 30, 2017, 01:28:07 PM »
They both can buy and use either weapon.

One weapon gives them extra max range, the other lets them hit better at shorter range.

Discussion: 40K Rumors / Re: Notes from the 40k 8th Edition Stream
« on: April 25, 2017, 05:43:24 AM »
A local player is working to max out his Astra Militarum Lasgun only army since it can destroy everything.

General Discussion / Re: 8th Ed. Are you ready?
« on: April 15, 2017, 08:24:21 AM »
I think my Necrons  will be fine to change over.

But my Forgeworld model that I just got (kharybdis assault claw) to run the Fist of Khorne formation might not make the transition very well.

40K Rules Questions / Re: Dreadnoughts and overwatch
« on: April 11, 2017, 09:18:58 PM »
As a walker, it is able to fire it's weapons on overwatch. There are some situations that cause them not to, the rule book goes into good detail on that under the Vehicle - Walker section.

Discussion: 40K Rumors / Re: (Potential) Changes to the Assault Phase
« on: April 09, 2017, 03:31:08 PM »
Necron assault units also like the idea.

Harlequins do not.

It will all come down to how far different units are able to travel in a turn, factoring in possible transport changes etc.

The rumors that have been leaked are being looked at in the light of current rule sets, when for all we know, the current rules just won't apply anymore.

Discussion: THE LIST / Chaos/Necrons gone crazy
« on: April 05, 2017, 05:50:01 AM »
So after getting 2nd at a local ITC event with a wild and crazy list (Fist of Khorne, Gorepack, Destroyer cult(necron) I have dived deeper into the Chaos to make this list.

This month the ITC even will be focused on Mission 4,5,6 which are heavy on the Objectives, thus Objective secured will be more valuable.

CAD (Necrons)

+ HQ +
Illuminor Szeras

+ Troops +
10x Necron Warrior (Ghost Ark)
10x Necron Warrior (Ghost Ark)
10x Necron Warrior

CAD (Chaos Khorne Daemonkin)

+ HQ +
Chaos Lord: Axe of Khorne, Bolt Pistol, Juggernaut of Khorne, Melta Bombs, Power Armour, Sigil of Corruption

+ Troops +
8x Bloodletters
9x Chaos Cultists, 1x Flamer
Cultist Champion

+ Fast Attack +
Chaos Rhino
20x Flesh Hounds

Formation Detachment (Chaos Space Marines: Codex (2012))

Cyclopia Cabal
Sorcerer: 2x Additional Mastery Level, Bike, Bolt Pistol, Force Axe, Melta bombs, Power Armour, Spell familiar, Veterans of the Long War
Sorcerer: 2x Additional Mastery Level, Bike, Bolt Pistol, Force Axe, Melta bombs, Power Armour, Spell familiar, Veterans of the Long War
Sorcerer: 2x Additional Mastery Level, Bike, Bolt Pistol, Force Axe, Melta bombs, Power Armour, Spell familiar, Veterans of the Long War

The trimmed down Necron CAD is a resilient, slightly mobile force that can grab and hold objectives out in the center zone, maybe even get into enemy territory and steal those. Illuminor can buff the foot troops and gives them +1 RP.

The KDK CAD gives me the Chaos Lord and the Fleshhounds that will be running with the three Sorcerers forming the Death Star which can face off against most units in melee combat with their massive number of wounds, attacks and Meltabombs. Plus the Psychic power the Cabal brings will be able to abuse the high number of non-vehicles grav-spam that is normally played in my area.

Cultists go into the rhino for some mobile back field objective grabbing, they are just cruising around in their tin can.

Bloodletters deepstrike in late game for Linebreaker or to grab an objective somewhere in an odd part of the table.

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