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Post by acehilator on Oct 29, 2017 21:22:48 GMT
Are there still cheap non-HQ psyker units left that have access to regular Smite without restrictions? AM no, Eldar no, GK no, SM no... CSM? Also, you have to work around the whole "nearest unit" thing.
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Post by LordPathos on Oct 29, 2017 21:28:11 GMT
Bonesingers, that'll learn em.
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Post by bansh on Oct 29, 2017 21:31:32 GMT
Its actually quite easy....as most smiters are more interested in hitting high t or w targets as opposed to chaff...you'll find the generally put themselves in a position for you to pounce on
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Post by acehilator on Oct 29, 2017 21:33:25 GMT
Bonesingers are 70 points. And they don't care if they lose Smite, they are going to use their healing ability anyways (which is not a psychic power).
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Post by Jabberwocky on Oct 29, 2017 21:35:18 GMT
I feel like we have completely glossed over how devastatingly good Psychic Scream has the potential to be. That is potentially devastating to Smite Batteries, which frequently only know Smite, and have a lower Leadership than HQ psykers. And how many of those will comfortably survive the d3 wounds in the first place, being the nearest unit? They're also likely the target of the majority of shooting and smite for the rest of the turn. It's more an issue for big bad psykers, relying on a particular power.
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Post by jesses on Oct 29, 2017 21:35:26 GMT
Are there still cheap non-HQ psyker units left that have access to regular Smite without restrictions? AM no, Eldar no, GK no, SM no... CSM? Also, you have to work around the whole "nearest unit" thing. Aspiring Sorcerers (including sergeant-style Sorcerers) in Thousand Sons, Horrors, the entirety of the Grey Knights Codex. Probably others I'm not thinking of.
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Post by acehilator on Oct 29, 2017 21:47:39 GMT
Aspiring Sorcerers (including sergeant-style Sorcerers) in Thousand Sons, Horrors, the entirety of the Grey Knights Codex. Probably others I'm not thinking of. GK squads are not exactly cheap I thought Horrors are running the 1 damage Smite? But ok, two factions... situationally useful? I think the "fight last" & "synapse in 36 inch" powers are really good, depending on the list you are running.
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Post by jesses on Oct 29, 2017 21:51:47 GMT
I mean, since literally everything in the GK book is a psyker by definition their cheapest unit is affected by this haha.
It's not just those, there are lots of HQ psykers that are designed to be spammed. Inquisitors and Warlocks come to mind. Plus this will be devastating against other Tyranids as well, and our psykers DO tend to be out in front. I can see getting a LOT of mileage out of this.
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Post by kjolnir on Oct 29, 2017 22:07:26 GMT
This is amazing, thank you!
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Post by brassangel on Oct 29, 2017 22:12:27 GMT
Are there still cheap non-HQ psyker units left that have access to regular Smite without restrictions? AM no, Eldar no, GK no, SM no... CSM? Also, you have to work around the whole "nearest unit" thing. You don't have to work around it when you can take 9 of them thanks to Supreme Command. We don't want Smite to become what Grav was last edition, or melta in 5th, etc. There shouldn't be catch all weaponry, and certainly not one that denies armor saves, on a platform that cheap that can hide because it's a character. Full Smite plus full Deny shouldn't be on anything cheaper than 60 points. Smite isn't broken if it's on the properly priced unit. That said, a lot of these points costs were figured in months ago. Chapter Approved will address it because tournament results aren't lying. Cheap Smite characters are dominating.
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Post by acehilator on Oct 29, 2017 22:19:09 GMT
You don't have to work around it when you can take 9 of them thanks to Supreme Command. We don't want Smite to become what Grav was last edition, or melta in 5th, etc. There shouldn't be catch all weaponry, and certainly not one that denies armor saves, on a platform that cheap that can hide because it's a character. Full Smite plus full Deny shouldn't be on anything cheaper than 60 points. Smite isn't broken if it's on the properly priced unit. That said, a lot of these points costs were figured in months ago. Chapter Approved will address it because tournament results aren't lying. Cheap Smite characters are dominating. You misunderstood what was being said. I meant we have to work around the "nearest enemy model" restriction if we want to target Smite spam characters with the "Psychic Scream" power. On the other points, totally agreed. AM Smite Spam with Primaris Psykers is too cheap. We will end up in the same boat with Neurothropes, lol.
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Post by xtztxtxz on Oct 29, 2017 23:23:24 GMT
Did a bit of reorganisation here...
Synapse is now 12" base, 18" for HTs IB indeed has a -1 to hit Malus for shooting. BUT only if u aim at something that isn't the closest unit Likewise it's -2 charge distance(I think) if u attempt to charge something that isn't the closest unit
Hive Fleet traits (apply to everything) * complete* behemoth: reroll failed charges Kraken: can charge after falling back Gorgon: reroll 1s to hit for fight phase jormungandr: always have cover bonus (i'm not sure if i read this right) hydra: reroll misses against units with less models during fight phase kronos: reroll 1s to hit for shooting, IF the unit doesnt move Leviathan: looks to be the same as salamander tactic but i'm not 100% sure
Psychic Powers * missing at least 3 powers* Psychic scream, WC5, Targets nearest enemy within 18" does d3 mortal wounds. if the target is a psyker, also roll 2d6. if the value is higher than the enemy psyker's leadership, the enemy psyker loses 1 spell at random paroxysm WC5, target enemy unit within 12" of the psyker fights last. (there's a whole big ass block of text here talking about exceptions and what not) *cant remember the name* target unit within 36" of the psyker essentially gains synapse warp blast is the same except at a unit of 6 it deals d3+3 instead of d3+d3
Warlord Traits
1) First battle turn, before first turn, you can remove your warlord and set them up again. 2) Never suffer any hit roll penalties. Overwatch still on 6s. 3) Add 6" synapse 4) WL kill a character in fight, friendly hive unit in 3" , get to move as per normal again at end of phase. 5) Before battle start, choose opponent unit. WL reroll all failed hit rolls against that all units with the same dataslate. (etc. All obliterator squads) 6) After end of any phase, wlt take a wound, remaining of battle, all dmg to wl -1
Behemoth: WOund roll of 6 in fight phase. that attack +1 dmg Kraken: 1 friendly kraken unit within 6 of wlt, can fight first in fight phase even without charging Leviathan : 1 per battle round. you can reroll a single hit/wound/dmg /advance charge or saving throw for the wl. Gorgon: end of fight phase. roll d6 for every enemy within 1" of warlord. on 4+, that unit suffer a MW. Jormungandr: Enemy unit dont gain bonus to saving throw for being in cover by attacks from wl, or friendly Jormungandr units within 3 of wl. Hydra: Beginning of each of your turn, roll a dice for each wound WL suffered, on a 6, heal. Kronos: Enemy psyker fail a psychic test within 18 of your wl, they suffer D3 MW
Stratagems 1cp the enemy below (jormungandr) use strat when jor inf set up, put it undergorund. whenever u set up raveners mawloc trygon or trygon prime. any no of its unit can be set up within the tunnels, 3 inch from burrowing unit ,9 inch away enemy. 1cp brute force (behemoth) use when benemoth unit complete charge . roll d6 for each behemoth charging model within 1inch of enemy. each roll of 6, 1 MW on enemy unit. 2+ for a behemoth monster charging (30 man gant charge in, roll d6 for all, on a 6 chuck a mw) 1cp war on all fronts (leviathan) fight phase. select enemy within 1inch of 1 flying and 1 nonflying leviathan unit. can reroll hits & wound rolls of 1 for levi attacks against the enemy unit 1cp Against Shadow (Kronos) enemy psyker attempts to cast a spell within 24 inch of kronos unit. that psyker can only use 1 dice for his psyk test. 1cp Hypertoxicity (Gorgon) fight phase. choose gorgon wiht toxin sac, the biomorph do 1 additional dmg on wounds roll of 5+ instead of 6 2cp Endless Swarm Select a destroyed unit of gants, horms, garg or any hydra inf unit that has been completely destroyted. Add an identical unit to your army and set it up as reinforcement wholly 6inch of any board edge , more than 9 inch from enemy 1cp Opportunistic Advance Use in move phase for advancing Kraken unit (noFly units), can double number you roll for advance and add to the move characteristic 3cp Call the Brood end of move. add a new unit of up to 5 genestealers, wholly within 6 of a brood or infestation node but more than 9 from enemy 3Cp adrenaline surge end of fight phase. select a nid unit from army, can immediately fight again 2cp Digestive Denial After deployment but before turn start. choose a piece of terrain othre than fortifciation. Units fullywithin or on this piece of terrain do not gain any bonus to their saving throws for being in cover..... lol if anyone piles their whole army onto one big terrain in their deployment. 2cp single minded annihilation end of shoot phase, choose inf unit, shoot again lol (devil gants/hiveguard lol) 1cp grisly feast morale phase. select ripper or haru. enenemy within 6 inch must add 1 to morale test 2cp pathogenic slime shooting phase. select nid mon. increase dmg of its attack by for this phase. lol 2dmg dakka flyrant/exo/tyrannofex 3cp sporefield after both armies deploy, add up 2 unit of spore mines as reinf, more than 12 inch from enemy 1cp invisible hunter move phase. lictor within 1 inhc of enemy. that model can fall back shoot and charge. 1cp power of the hive mind end of psyk phase, choose a nid spyker that casted earlier, can cast 1 additional power 1cp pheromone trail choose when nid inf set up as reinf/reserve. if got lictor on battlefield, you can set up wholly within 6 inch of lictor and more than 9 from enemy 2cp death frenzy use when nid char die, it can shoot again as if it were shooting phase, or fight again as if fight phase before its removal 1cp overrun use when nid unit destroys an unit in fight, and not within 3 inch of enemy. that you unit can forgo consolidation, but move and advance as if movement phase but cannot move within 1inch of enemy model 1cp voracious appetite fight phase, nid mon or character is chosen to fight.can reroll all failed wounds for that model til end of phase psk barrage need 3x3 zoans to shoot a point, all unit within 3 inch of that point rolls. 4+ unit suffer 3d3 mortal 1cp caustic blood start of fight phase.select nid unit, roll d6 when a model dies, on 6 enemy suffer mw 2cp rapid regen end of mov, heal d3 1cp scorch bugs shoot phase seelect nid, +1 to wound for all feshborer or fleshborer hive attacks 1cp feeder tendrils when gene lictor toxi venom kills a chara in fight phase, gain d3 cp 1cp implant attack use aft nid unit fight in fight phase. roll d6 for each wounded enemy model and not slain. 2+ suffer , model suffers a mw 1/3cp bounty of hive fleet artefact thing 1cp metabolic movement use in move , after a nid unit as movemed. you can move that unit again includ advance. however roll a d6 for every model, on a 1 , unit gets a MW. cannot shoot or charge that turn.
Relics *missing most relics* there is a relic for any character that gives either +1S, +1A or +1T during fight phase. roll dice to see which buff its a relic venom cannon. same stats as a venom cannon except d6 shots. but if the target is within 12" it auto hits and always wounds on 2+ most of the artefacts are soso. but there is a 30 inch norm crown that negates the effect of IB, but doesn't give you anything else. Kraken relic: -1 to hit from enemy shooting Gorgon relic: after being wounded the first time gain 1T for the rest of the game Reaper of obliterax(bonesword/whip or monstrous bonesword & whip) on 6 to wound do double damage
Units / Wargear
<General> A lot of weapons cost are slightly cheaper and inbuilt into the base cost of units that only can have them. i dont have the numbers but there are many reductions in costs for big bug melee and ranged weapons. eg. massive scything are now 10pts. massive scything talons in a pair are cheaper too (cant remember exact number). monstrous scything talons are much cheaper too. carnifex comes stock with tresher scythe which is now zero points and is the same wording as the hive tyrant. which is, it makes its profile attacks, which in the codex is 4, and then also makes the tail attack, which is now 1d3 attacks. tyrant guard still suck. scything talons are still 0. rending claws are still 2. boneswords are still 4. crushing claws are 12 (stats unchanged) <points> warriors are still the same. zoanthropes are the same. haruspex has a big one. biovores are the same. the spore mine rules are the same too. hiveguard are either the same or has an inconsequential decrease in points. Stinger salvos are now 24 inches Heavy venom canon are now d3 S9 Ap2 3damage Stranglethorn is 25pts 1x Devourer with brainleech is 7pts. Assault 6 1x deathspitter with maggot is 7pt. Assault 3 Monstrous boneswords are 20pts Monstrous boneswords with whip are 15pts
our hive tyrant is now t7, 12W. wings will have deepstrike. has a base 4++. down one attack [to 4]. didnt manage to see the pointage or the wargear options. no idea if monstrous rending claws are still a thing. hive tyrants can still take MRC Swarmlord does still have hive commander. On 6s to wound he does one additional mortal wound swarmlord is t7, 12w, 4++. his blade parry makes it 3++. no other notable change i think. uses leviathan warlord trait old one is is now 9 wounds. 200 pts. hits of 6 generate one additional attack. can be equipped with a scything talons relic that +1s ap-3, 3dmg, +1 attack. uses behemoth warlord trait. No degradation Neurothrope is now HQ, a character and no longer part of a zoanthrope unit. zoanthropes within 6" of a neurothrope reroll 1s for psychic tests. the spirit leech thing now only heals 1 wound for a zoanthrope unit withint 6" Neurothropes are 70 points all in
maleceptors deal 3 mortal wounds if we roll a 6 on that weird aoe ability. it knows 2 spells and can cast and deny 2 spells. also t7. also 4++ maleceptors total pointage including wargear is 172. T7, 12W venomthropes and zoans are still fielded as units of 3 venomthropes when in grp of 3 also affect monsters. when in a grp of 6, the aura becomes 6".
genestealers remain the same. but have an option of getting +1 armour but they lose swift and deadly. (wtf GW) bs4 got flesh hook as option New ability: infestion can put 4 nodes in ur own deploy area , if enemy near it , it disappears. u can pop up from any of the 4 nodes as per normal ds/reserve.
Gargoyles gain DS no changes to raveners.. Shrikes are gone Crone lost 1 base attack but tail weapon is free attack. Tentaclids are 4 shots Red Terror -1 WS/A
Toxicrene - toxic lash are AP-2 tyrannocyte is now 100 pts. 5pts for each deathspitter. Transport rules unchanged
exocrine with all wargear is 210 or something like that. minor points decrease
tyranofex is 185 pts. rupture cannon is 47 or 49. rupture cannon profile is heavy 3, s10 ap-3 d6 damage. thats all. no more funky "if it hits both..blablabla" Acid spray 18" 2D6 hits
there are now 3 seperate carnifex entries. 1.) Carnifex 2.) Screamer killer 3.) Thornback carnifex including 2x monstrous scything talons clock in total at 83 pts.. the 2 pairs of monstrous scything talons for carnifexes are 15 pts, 1 pair is 14 pts. yes.. i know. dont ask me why. there are individual upgrades for basic carnifexes. +1BS, +1 attack on the charge, -1 to hit from enemy shooting. on the charge carnifexes and screamer killers now get +1 WS on top of the current battering ram rule screamer killers come stock with "bio plasmic scream" which is 0 points, 12" assault 6(not sure on the number), S7 ap-1, 1damage. screamer killers come stock with 2 monstrous scything talons as well. 90 pts in total Thornbacks are base 70.
at the end of combat roll d6 for each enemy unit in combat with it. on 6 deal 1 mortal wound Starts with 2 devourers with brainleech worm It can swap the devourers with deathspitters with maggots
And a pair of monstrous scything talons It can swap the claws with a stranglethorn only.
And a chitin biomorph
for the carnifex biomorphs: -1 to hit from enemy shooting biomorph is 10 pts - does not stack with shrouding spores +1 attack on the charge is 8 pts +1 BS is 10 points
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Post by bolk on Oct 29, 2017 23:38:27 GMT
Greatly appreciated, Davor. Thank you.
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Post by draigan on Oct 29, 2017 23:45:12 GMT
Thanks alot for all the hard work guys, certainly brightened up my morning
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Post by jamierk on Oct 30, 2017 5:27:31 GMT
They could just universally fix smite easily, instead of d3/d6 mortal wounds, its 1/d3. Fixed it! A small FAQ would do it.
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