|Topic Review (Newest First)|
|05-29-18 12:15 AM|
|Old Man78||Only recently got 8th rules and new marine codex, to be honest I was initially worried that some things were overly simplified and that the points system was off but after a couple of read throughs and watching some video battle reports it actually looks pretty slick and really customisable. It has definitely spurred me to dig into the sprue pile and stop being a 40k dabbler and get to being a 40k groupie!|
|09-10-17 01:20 AM|
|scscofield||So I dusted my Space Wolves off the other night for the first time since the Stormclaw set came out. Back in 5th ed I loved walkers but when 6th hit they got shelved because of how easy they died. Friday night I fielded Bjorn, Murderfang, and the Axe/Storm Shield Ven Dread. They all three were amazing in terms of performance. The changes from Hull Points to high toughness with wounds is awesome. They are quite durable now and they continue to perform well even as they take wounds since they do not have degrading profiles. Makes me wish I had a bunch of Ork walkers to go with my Orks.|
|08-26-17 01:09 AM|
Aside from the fact that it lifts plasma strength, it outright doubles damage, so it's fantastic against multi-wound models (Primaris marines, Terminators, vehicles). If these happen to improve your odds of killing things, it may well be worth it. Plasma AP means wounds are likely to STICK.
Example 1: Devastator Squad, 4 Plasma Cannons. For 'normal' plasma strength goes from 7 to 8... so wounds T4 on 2+ instead of 3+, and it improves your odds on T7/8 vehicles as well. Potential damage with average number of shots goes from 8 (4 x 2 x 1) to 16 (4 x 2 x 2).
Example 2: A squad of 10 Hellblasters can potentially pump out a rather fantastic 40 wounds a turn instead of 20.
As you only blow yourself up on a 1 (unless you're taking negative To Hit modifiers - and if you do, DON'T supercharge), you can mitigate the risk with various leaders and abilities that allow rerolls of Hit rolls of 1, such as the Space Marine Captain or Astra Militarum "Take Aim!" order. Given that missing plasma is a giant waste, these are useful enough even when you are NOT supercharging, so this isn't much of a cost.
|08-25-17 07:36 PM|
|Trump||What's with super charging plasma weapons? as though people are going to risk their lives just to shoot an opponent?|
|08-25-17 01:47 PM|
The monstrous scything talons on a hive tyrant do 3 wounds, and the massive scything talons on the tervigon and trygon do d6.
So on a good (or bad) day, the tervigon will slay a character with one attack. That shit never happened in the older editions.
There is a definite strategic element to choosing your targets now, but still room for a lot of lols and fuckery. I like that.
|08-25-17 04:22 AM|
Originally Posted by Kharn The Complainer View Post
|08-24-17 08:53 PM|
|Kharn The Complainer||
My friend and I finally found time to play a game. We really enjoyed the new rules and found that after a slow first and second round, we got the hang of it quickly.
I was destroying his death guard army nicely, until his Lord of Contagion killed my Captain in a single round of combat. He scored 3 wounds and I failed to save any of them. If we were playing it right, the Lord of Contagion does 3 damage on each wound, so it killed my Captain outright.
That tipped the casualty points in his favour and we called it a day to get lunch. That horrible noxious cloud shit that the Lord of Contagion has is also evil. On a +4 you cause 1 mortal wound on a model! I mean, wtf?
|07-10-17 01:27 PM|
Originally Posted by darkreever View Post
Captains and lieutenants give a blanket reroll to attacks to all units nearby. I've felt firsthand how devastating that can be, especially when the bastards work together. Three squads laying on the hurt with rerolls, plus the guns on the characters themselves. Any of my Overlords can only buff a single unit each. What the standard lord offers just doesn't appeal compared to that.
|07-09-17 02:28 PM|
Originally Posted by Serpion5 View Post
|07-09-17 07:18 AM|
Two more games, using necrons this time. Even the basic gauss weapon carried by the necron warrior has an ap value of -1, and the gauss weapons carried by immortals are ap -2. So it's a fair assumption that I was pretty confident of doing some heavy damage in these games.
And I did, but so did my opponent's assault cannons. All seven of them. It came down to my first opponent losing all of his infantry but a character and a diminished squad, but his razorbacks cleaned up everything I had in return.
Second game was grey knights and a similar story. His infantry were all but obliterated, taking out a number of necrons in return but it was the autocannons on his dreadnoughts that took out my heavier units and prevented me from hitting back just as hard.
I have noticed that every Imperial Character model I've faced has a bubble effect of buffing nearby units. Guilleman, captains, lieutenants, chaplains and grandmasters. All of them affect all nearby units. Meanwhile, Xenos characters such as my necron lords and overlords, Tyrant and broodlord only seem able to buff one unit at a time. I don't wanna seem sour about it but I'm SENSING SOME FAVOURITISM HERE GW.
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