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Post by maugrim on Jul 8, 2010 2:48:13 GMT
Pyrovores are good against Foot Guard (in pods). And maybe Foot Eldar. And maybe in City Fights, or tables with *lots* of terrain.
And stupid opponents.
Against most other things...
Not good.
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Post by maugrim on Jul 3, 2010 3:25:38 GMT
If you want to get picky about measuring to specific models in squads then a large raft of issues crop up (and this is just the ones for Codexs I have handy):
Space Marines: Chapter Banners, Company Standards, Psychic Hoods, Inspiring Presence (Kantor), Teleport Homers Space Wolves: Loyal Companions (Fenrisian Wolves), Runic Weapons, Lord of the Tempest (Njal), War Howl (Ragnar), Living Legend (Logan), Saga of Majesty
Psychic Powers: Force Dome, Null Zone, Vortex of Doom (failed check), Thunderclap, Storm Caller, Tempest's Wrath, Jaws of the World Wolf
All of these reference measuring distances or placing things ontop of the specific model. None of which is technically possible while they are riding in vehicles.
Are they all illegal while being transported?
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Post by maugrim on Jun 24, 2010 22:05:28 GMT
- Add a bike to the Forge Master even in 1000 points - it makes him Relentless so he can move and fire his Coversion Beamer. - If possible, trade out the scouts for even 5 man Tacticals mounted in Rhinos. A little more expensive, but much more survivable - Thats alot of Multi-meltas (Dreads + Speeders), exchange the Speeder MM with ACs? Still useful against light armor (especially sides) and much more useful against masses of troops.
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Post by maugrim on Jun 23, 2010 12:53:12 GMT
It is in the Space Marine Codex under "Combat Squads". Short answer, yes.
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Post by maugrim on Jun 20, 2010 20:30:12 GMT
One thing that's been going through my mind for a few days, is the differences 5th ed vs 4th ed vs previous edition. Alot of this is my own ramblings...
I remember the CC demo rules from Chapter Approved and how they became the standard rules in 5th. What that meant (as the CC rules evolved) was mean that Close Combat was incredibly decisive, and CC armies became dominant (Chaos, Tyranids) and Shooty armies weren't (Imp Guard, Tau). 5th Edition has been tilting the balance the other way, and people have been adapting... kinda.
5th edition changed transports and mech damage, which taken alone would've changed things. But then the Imp Guard codex came out and made their mech both cheap and effective. Most codexs since then have reinforced the cheap transport options and shootiness over CC additions, even the Blood Angels have better, cheaper transports for their guys - along with some upgrades to CCness.
This is moving the game back away from CC concentration - the drive to get across the table and into Close Combat as soon as possible - and more towards shooting again. Alpha strike armies blowing as much as their opponents off the table as possible as soon as possible. Melta-heavy armies trying to blow the transports off the table.
Even our codex has many more shooting elements to it than before (Pyrovores, Harpies, Hive Guard, Tyranofex) while making our anti-tank CC elements more expensive (Carnifex, HT) pushing towards us being the same as other armies - shooting the tanks, then CC the squishy bits.
So where does that put us? CC is still very effective - see Deathstar units. But getting them to CC is the problem for many armies. Alot of people still look for the Rhino-rush, Razorwolves, Chimera-wall/Vendettas and now flying Land Raiders. So we have codexs changing things in order to allow expensive ways that used to die before delivering their cargo (LRs vs Melta) to get close and deliver their cargo unmolested (deepstriking LRs).
I expect to see Dark Eldar Raiders being able to Deep Strike - and then assault out of them. Its the next obvious step - Raiders shouldn't be as survivable as LRs, but should be able to deliver its CC package safely. CC isn't going to change until 6th (even if then), and the Mech rules isn't going to change until 6th (even if then) so we're going to see two things:
Powerful CC units to counter the powerful CC units in other codi. Fast and/or Tough transports to get those CC units into close combat.
Unfortunately - our codex is the exception to most of that. We don't have a tough transport option at all. We have drop pods to deliver CC units which can't attack the turn they arrive. Or we have units that appear... but can't attack. Or we have Outflanking units, our best option. To patch it up - we have a unit that provides a 5+ cover save instead.
We have options on the CC units, but then again we've always had those. But we have few power weapon CC units... we rely on forcing lots of saves. Not an impossible tactic, but we need lots more models ($$$ and time consuming in time-limited tournament settings) to achieve the same effects. And our powerful CC units are usually glass hammers with ID susceptible toughness and/or bad armor saves.
Overall - our codex was very powerful in late 4th with the rules as they were. 5th started the trend the other direction with new mech damage tables, moving towards more tanks - and more anti-tank for other armies. Now here we are. Our anti-tank has been reinforced, but mostly with shooty units. Our CC units still have little to protect them until they get into CC - which means we need lots of them in order to guarantee their arrival - larger broods.
So other armies need to get tanks to get them into CC ($$$) whereas we need to get new units to shoot those tanks - and higher numbers of models to guarantee our units reach CC ($$$). And somehow avoid the Alpha Strike, which there absolutely no way for us to do - since while we've been reinforced in the shooting department we still can't do an Alpha Strike.
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Post by maugrim on Jun 20, 2010 1:55:05 GMT
I'm trying to think back... 3rd edition Tyranids? Or 3rd edition WH40k? I remember 2nd (Yay Psychic Phase!!) and 4th better than 3rd I think...
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Post by maugrim on Jun 19, 2010 14:27:35 GMT
I didnt read all the above posts but as far as it appears in rule, you can only use 1 psychic power of a certain choice a turn (so you cant use spirit leech twice in a turn) but if you can normaly shoot 2 normal weapons you may instead use 2 powers and no weapons, keeping in mind you may not use the power again that turn. Force weapon gives 1 extra psychic power only for combat. You're wrong on a few things here, or are just trolling: 1) Spirit Leech is not a Psychic Power it is a Special Rule, so it doesn't have anything to do with this discussion. It goes off as its rule says it goes off. 2) Unless you've got a special rule that says you can use 2 (or more) powers (Epistolary, Swarmlord, Eldrad, Hood of Hellfire, etc) you can only use one per turn, regardless of how many times you can shoot. 3) You can only use an individual power once per turn. So no Vortex of Doom twice, or Guide twice, or Leech Essence twice, or Force Weapon twice - unless you have a special rule saying otherwise (Eldrad).
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Post by maugrim on Jun 16, 2010 18:31:00 GMT
Yes. Onslaught is specified as a Psychic Shooting attack that automatically hits a friendly unit.
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Post by maugrim on Jun 15, 2010 21:46:09 GMT
No, he cannot. Because you always have to shoot everything at the same unit. Because it is a psychic shooting attack, and it targets a friendly unit, you cannot then shoot at a different unit.
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Post by maugrim on Jun 15, 2010 3:56:22 GMT
I believe in the Force Weapon description in the BRB it specifies it can only be used one per turn...
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Post by maugrim on Jun 13, 2010 16:57:02 GMT
But the powers of the Enslavers, the Emperyan (sp?), are an anthema to the Star Gods - which is why they went to sleep in the first place: to let the Enslavers/Chaos wipe out all inteligent life and therefore lose their ability to access this plane - let new life evolve for them to eat, and then wake up to a banquet without any chance of opposition to them.
Unfortunately, intelligent life was a little too resilent. With the Emperor and Eldar keeping things running in the meanwhile - Enslavers/Chaos kept on ticking and even grew some... although actually Chaos has become more structured (if that's possible) and raw Chaos Energy is more rare and has become more controlled (Psykers). And also nobody can control it like the Old Ones/Slaan did.
Of course - that doesn't consider the Tyranids (tools of the Outsider) also coming to eat *all* life... so the other C'Tan needed to wake up to make sure they got their share before it was all gone. So the Deciever has the Eldar (and their tools the Tau), the Dragon has the humans, the Nightbringer has the short end of the stick with the Necrons (until they get a new codex) and the Outsider has the Tyranids. And hey - who really wants to try to control the Orks??
Mmm... smorgasborg.
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Post by maugrim on Jun 13, 2010 14:28:41 GMT
Theory: Laughing God = Deciever
Therefore - why would the Deciever miss an opportunity to manipulate yet another race? And keep then directed to erradicating the Enslaver threat?
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Post by maugrim on Jun 11, 2010 13:05:29 GMT
Marine Codex pg 51 "Space Marines automatically pass tests to regroup, and can take such tests even if the squad has been reduced to less than half strength by casualties, though all other criterea apply."
Which means if you are still within 6" of an enemy model, you still need to fall back again. It also isn't at the end of your run away move - like it was in 4th edition. It happens whenever you pick that unit to move in your movement phase, just like everybody else. So just like us moving Synapse creatures in order to make things fleeing suddenly Fearless again, so can Marine players move things around in order to help their guys rally. For example, running a tank up and tank shocking the guys within 6" of your guys so they aren't within 6" anymore.
Continuing from the Marine Dex: "Usually troops that regroup cannot move normally and always count as moving whether they do or not, but these restrictions do not apply to models subject to this special rule." The rest talks about Sweeping Advances.
So yes. They automatically pass their rally test - providing they are more than 6" away from enemy models and within unit coherency. And, then according to the BRB, get a 3" consolidation move. And then, according to ATSKNF, can move, shoot and assault normally.
Personally - if they took the Consolidation move, I'd still say they moved that turn and therefore couldn't use Heavy Weapons, etc. I've always played that they rallied automatically (outside 6" of course) and could move and fight normally, but didn't really put together the free 3" consolidation move on top of that.
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Post by maugrim on Jun 8, 2010 22:13:18 GMT
I think the six result on Penetrating Table (removing tank and unit inside) was a little much. Especially when you've got so much Melta and other AP 1 stuff running around.
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Post by maugrim on Jun 8, 2010 20:42:10 GMT
Random thoughts: - Can't fire Heavy or Special weapons out of transports - Things being fired at by guys in Tanks get Cover Save to represent problems aiming - If you fire out of the tank, you can/will take hits on the squad when it gets shot at - Auto Pinned when transport explodes - Auto Fall Back move when transport explodes (or on a 6) - Glances only -1 to result table - Hit on 3s when moving 6", 5s when moving 12" - Squads inside vehicles don't count as scoring - Can't get out of tanks voluntarily if it moved more than 6" (involuntary exit still possible), except for Assault vehicles. 12" for Open Topped, but can't Assault - unless Open and Fast. - Only unit vehicle was bought for can use it - If tank explodes (6) then wounds caused count as Rending
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