jesse
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Posts: 732
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Post by jesse on Jun 4, 2017 17:11:53 GMT -6
They didn't even mention the fact that you can take multiple St. Celestines!
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Deleted
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Post by Deleted on Jun 4, 2017 18:18:41 GMT -6
They didn't even mention the fact that you can take multiple St. Celestines! It is a pretty funny misprint. If you take a Supreme Command detachment you could have an army of just Celestine. Angel Army Assemble!
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cj
neophyte
Posts: 734
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Post by cj on Jun 5, 2017 9:50:12 GMT -6
Looking at the Forgeworld rules posted in Community, www.warhammer-community.com/2017/06/05/forge-world-preview-indexes/, and some of the rules posted I don't think have been seen before. Power of the Machine Spirit is sweet, and the storm bolter being rapid fire 2 rather than assault 2 is cool. I imagine this will be universal for all land raiders, and I'm thinking shooting terminators could be good. This edition looks fun.
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jesse
neophyte
Posts: 732
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Post by jesse on Jun 5, 2017 10:09:21 GMT -6
It is a pretty funny misprint. If you take a Supreme Command detachment you could have an army of just Celestine. Angel Army Assemble! Even better, Celestine's buff to invulnerable saves doesn't say it doesn't stack, so those four St. Celestines could be used to get 2++ on all your units (re-rollable on Seraphim)! It's the buff to end all buffs! Sisters (really just Celestine) are unstoppable! Also, those rules for the Laser Destroy have left me very happy with my decision to go with Laser Destroy Vindicators for 30k (in the event of the change to 8th, whever that is). Hopefully, they'll still be able to shoot 2-3 times per model.
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Post by rogerspacem on Jun 5, 2017 10:13:42 GMT -6
Terminators certainly got better, but they are roughly the same. Storm bolters are super nice, Rapid fire 2 means 4 shots after terminators safely deepstrike/teleport. However, Terminators are not the best shooty unit just durable. Small fire can still wither them down, and a melee unit can rip them to shreds (at least electro priests can, but they are terrifying.) If anything Land raiders and terminators are more playable for causal games which is great. In a competitive screen i'm not too certain. Only saw a couple games from miniwargaming about dark angels termines. Kinda liking them, but kinda not. still better than before, so its an improvement.
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Post by Nick P on Jun 5, 2017 11:02:36 GMT -6
It is a pretty funny misprint. If you take a Supreme Command detachment you could have an army of just Celestine. Angel Army Assemble! Even better, Celestine's buff to invulnerable saves doesn't say it doesn't stack, so those four St. Celestines could be used to get 2++ on all your units (re-rollable on Seraphim)! It's the buff to end all buffs! Sisters (really just Celestine) are unstoppable! Also, those rules for the Laser Destroy have left me very happy with my decision to go with Laser Destroy Vindicators for 30k (in the event of the change to 8th, whever that is). Hopefully, they'll still be able to shoot 2-3 times per model. I'm not sold on the laser destroyer over the quad lascannon - I mean yes, S12 is awesome, but it just seems like you'll still get more damage output from the basic quad lascannons: 8 lascannon shots - hitting on 3+ = 5.28 hits, wounding on 3s (T8 seems to be pretty common among even the biggest/baddest models like wraithknights and knights) = 3.48 wounds at -3, so with heavy stuff having a 3+ save you'd be getting a 6+ save, so 3 unsaved wounds = 10 total wounds after the 3d6 wounds rolled. 2 laser destroyer shots - hitting on 3+ = 1.32 hits, wounding on 3s (since T8 isn't half of S12, still only 3s) = .87 wounds, but at -4 a 3+ save is ignored. Then the D6 so 3 wounds on average, with a 57% chance to do 6 instead, and a 13% chance to do 9 instead. So the laser destroyers DO give you the possibility of getting 36 wounds in a single shooting phase, but realistically the quads are going to give you better return and more consistently.
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jesse
neophyte
Posts: 732
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Post by jesse on Jun 5, 2017 11:16:53 GMT -6
Oh, yeah, the quads are better on the Spartan than the Laser Destroyer, especially since both will wound most vehicles on 3+. I guess if you're really worried about Super Heavies that are T9 or T10 then Laser Destroyers might be better. I was just talking about the Vindicators, where a Laser Destroyer Array (hopefully) gets multiple S12 AP-4 D2D6 shots. A battery of three will make short work of Spartans.
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Post by Eric formerly Eric on Jun 7, 2017 6:52:43 GMT -6
Rules clarification: so it looks like you can charge a unit but pile-in to engage units that you didn't actually charge. However, you can only use attacks against units that you charged? Can the engaged-but-not-charged unit strike? Also tactically how would people use this? Im torn because it seems like it can be abused, but at the same time, having one or two hormagants/Boyz pile-into an unengaged unit seems like a death sentence for them (and a waste of their attacks)
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jesse
neophyte
Posts: 732
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Post by jesse on Jun 7, 2017 7:11:41 GMT -6
Engaged but not charged units should be able to strike back as they're locked in combat and therefore can be chosen to attack.
It would be used by large units to tie-up multiple units. The goal wouldn't really be to kill everything or even survive that long, but as long as they can survive the combat phase, the enemy units will be forced to retreat (and therefore not shoot) or stay in combat and not shoot. It could also be used by durable units (like terminators) that won't really be hurt by the extra unit. In general, though, it would probably be better to consolidate into them after combat rather than during pile-in to avoid being attacked.
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Post by Eric formerly Eric on Jun 7, 2017 7:26:00 GMT -6
Ohhh, good point about consolidating into units. That's really the brutal tarpit technique.
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Deleted
Deleted Member
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Post by Deleted on Jun 7, 2017 7:47:52 GMT -6
Ohhh, good point about consolidating into units. That's really the brutal tarpit technique. Yeah, that is precisely why FLY units are going to be key for countering Assault based armies. The ability to fallback and still shoot lets them get around tarpits.
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Post by Nathan on Jun 7, 2017 19:24:30 GMT -6
Man trying to come up with new tau tactics has been fun since now Tau are loosing out on 2 phases of the game.
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jesse
neophyte
Posts: 732
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Post by jesse on Jun 7, 2017 19:49:03 GMT -6
Heavy Flamers are the new anti-aircraft.
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Post by Russell on Jun 7, 2017 21:14:15 GMT -6
Heavy Flamers are the new anti-aircraft.
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Deleted
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Post by Deleted on Jun 7, 2017 21:39:05 GMT -6
Heavy Flamers are the new anti-aircraft. If you are really good at rolling 5's to wound.
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