Post by ikken on Jun 29, 2012 14:29:48 GMT
so i have been reading the updates on 6th , i won't have my book for about a week or so , but many of the rules are no longer rumor and are confirmed by ppl with the book .
as i understand it shooting now affects models from closest to farthest , and with multi wound models you need to kill a whole model b4 moving back to the next model . ( similar to fantasy )
feel no pain now 5+ and only negated by wounds that cause instant death .
cover save now 5+ but only 25% of the model needs to be in cover .
only models in a unit that are in range and visible can be killed even if you do enough wounds to kill more than 1 model in a unit . the rest are ignored .
units can regroup/rally as long as they are above 25%
all scenarios have a 50% chance of night fighting which means you can't hit models over 36' away , and other cover save benefits which should buy you at least 1 turn of safety
I was thinking last night that this set of rules, if they work the way i understand them to, makes a squad of carnifexes next to unstoppable .
the rule about kill the closest model 1st works to our advantage , as if you position your fexes so that 1 is always out front of the others ( or closest to the most likely enemy to shoot at it ) by an inch you can save your unit . As one fex takes damage shift it so that another undamaged fex is closer to the threat . this won't be 100% but should be doable more often than not .
feel no pain on the unit will help now as well . so if you have a tervagon handy this increases their survivability .
5+ cover save and only 25% of the model needs cover should help alot , 25% is not that hard to get .
on top of that poison allowing a 2+ re-roll to wound .
if you put regen on them , and move injured fxes to the back so they have a turn or 2 to regen wounds , this unit should survive to make it to CC most games . and be able to take a ton of enemy fire .
they are still expensive a modest unit of 3 will cost 600 to 700 points but they are not a glass hammer any more . and running them in a unit has advantages if you work them right .
they are still vulnerable to ID force weapons , but tanks can get wrecked in cc by a single attack as well , so i guess that everything has an Achilles heal . Fexes won't be a point and click instant win unit , I doubt anything in the nid codex will have that ability , you will always need skill to win but i think units of fexen are a competitive viable unit now .
I am just tossing this out for discussion , I think we will have to go over each unit in the dex and re evaluate them over the next week or so .
as i understand it shooting now affects models from closest to farthest , and with multi wound models you need to kill a whole model b4 moving back to the next model . ( similar to fantasy )
feel no pain now 5+ and only negated by wounds that cause instant death .
cover save now 5+ but only 25% of the model needs to be in cover .
only models in a unit that are in range and visible can be killed even if you do enough wounds to kill more than 1 model in a unit . the rest are ignored .
units can regroup/rally as long as they are above 25%
all scenarios have a 50% chance of night fighting which means you can't hit models over 36' away , and other cover save benefits which should buy you at least 1 turn of safety
I was thinking last night that this set of rules, if they work the way i understand them to, makes a squad of carnifexes next to unstoppable .
the rule about kill the closest model 1st works to our advantage , as if you position your fexes so that 1 is always out front of the others ( or closest to the most likely enemy to shoot at it ) by an inch you can save your unit . As one fex takes damage shift it so that another undamaged fex is closer to the threat . this won't be 100% but should be doable more often than not .
feel no pain on the unit will help now as well . so if you have a tervagon handy this increases their survivability .
5+ cover save and only 25% of the model needs cover should help alot , 25% is not that hard to get .
on top of that poison allowing a 2+ re-roll to wound .
if you put regen on them , and move injured fxes to the back so they have a turn or 2 to regen wounds , this unit should survive to make it to CC most games . and be able to take a ton of enemy fire .
they are still expensive a modest unit of 3 will cost 600 to 700 points but they are not a glass hammer any more . and running them in a unit has advantages if you work them right .
they are still vulnerable to ID force weapons , but tanks can get wrecked in cc by a single attack as well , so i guess that everything has an Achilles heal . Fexes won't be a point and click instant win unit , I doubt anything in the nid codex will have that ability , you will always need skill to win but i think units of fexen are a competitive viable unit now .
I am just tossing this out for discussion , I think we will have to go over each unit in the dex and re evaluate them over the next week or so .