jesse
neophyte
Posts: 732
|
Post by jesse on Jan 24, 2019 16:43:35 GMT -6
The new truck is definitely tempting. Not as tempting as the bikers, but pretty great.
|
|
|
Post by kingwalnut on Jan 25, 2019 11:00:39 GMT -6
www.warhammer-community.com/2019/01/25/25th-jan-warhammer-40000-new-charactersgw-homepage-post-1/That Kelermorph could be nuts. I am having a hard time finding reasons why I shouldn't get one. I am imagining ambushing him with my shotgun neophytes in someone's back line. Getting at least a 5, moving d6 inches so my shotguns are in half range. That is 6 S4, -1, D2 pistol shots hitting on 2s and as many as 5-6 more shots from those hits onto a character. And then 16 shotguns, hitting on 4s, rerolling to hit if he Kelermorph killed something, and a flamer. He is just as good protecting back lines with my shotgun bros, but what I am getting at is I definitely have a place for him. Might buy one off of eBay as I have no interest in more Neophyte Hybrids rom the KT box.
|
|
|
Post by Eric formerly Eric on Jan 25, 2019 11:15:47 GMT -6
Yeah thats an awesome model with awesome rules. Im definitely grabbing one.
|
|
|
Post by Nick P on Jan 25, 2019 11:30:20 GMT -6
Definitely grabbing one. I feel like GSC is going to be one of those armies I'll end up having at least one of every unit, just for variety sake, so I can have some real fun with this army in terms of painting and just fielding a fun force to play against.
|
|
zyggy
initiate
Posts: 242
|
Post by zyggy on Jan 25, 2019 11:44:11 GMT -6
Wow, the snowball potential for the Kelermorph is incredible. Sniping characters and buffing nearby units at the same time, and a custodes number of shots for one infantry model. It's range and the fact the gun is still S4 are the only things holding it back, but with cult ambush there is a ton of potential with this guy. Also, have to laugh at the fact that he's a literal six-shooter.
For the tech priest Manipulus... as if kastelans needed to somehow be stronger. Sure, let's just make each of their 18 Heavy Phosphor Blaster shots range 42". That seems fair.
|
|
|
Post by kingwalnut on Jan 25, 2019 11:52:33 GMT -6
Also, have to laugh at the fact that he's a literal six-shooter.
|
|
jesse
neophyte
Posts: 732
|
Post by jesse on Jan 25, 2019 12:32:03 GMT -6
Why not ambush him with some aberrants, genestealers, or acolytes? With the +3 to the ambush role, it could put them in perfect position to smash things. Granted, this wastes his reroll 1's buff, but, so what?
|
|
|
Post by kingwalnut on Jan 25, 2019 12:52:12 GMT -6
Why not ambush him with some aberrants, genestealers, or acolytes? With the +3 to the ambush role, it could put them in perfect position to smash things. Granted, this wastes his reroll 1's buff, but, so what? I would rather deliver aberrants or genestealers with something that gives them buffs. If he is the only unit with the +3 on cult ambush rolls, then I think he becomes an ideal delivery vehicle. However, I am willing to bet the Primus/Aberrant/etc. are all going to get a similar treatment.
|
|
|
Post by Nick P on Jan 28, 2019 11:13:51 GMT -6
|
|
zyggy
initiate
Posts: 242
|
Post by zyggy on Jan 28, 2019 11:19:04 GMT -6
The details of the new cult ambush ability revealed in full! Seems kind of abusable to be honest, especially since if you don't actually place ambush blips until a certain turn, the GSC player can just sort of... lie that one was there. Also seems a bit needlessly complicated, but then that's what the regular 9" cult ambush is for if you want to forgo all that.
Still, definitely a lot of potential to screw with your opponent's head. Guess I'll need to see it in action to get a good grasp on it.
|
|
|
Post by Nick P on Jan 28, 2019 11:40:25 GMT -6
Maybe I missed something on the cult ambush, but it seems pretty straight forward - you place the blips *during deployment*, but don't have to commit to any specific blip being tied to any specific unit, they're just possible entry points for any of your ambushing units. So you're not really "lying" about where the units are, your opponent just needs to be prepared for your most deadly unit to come from anywhere, which is really freaking cool and has a very "predator" vibe Since the enemy can't come within 9" of the blips on their first turn, you can really easily just block off parts of the board (or the whole board) with only 4 blips. 9" in on either side, and 18" apart from each other down the edge of your deployment zone, guarantees that the enemy *cannot* cross much further than mid field on their first turn. Great way to screen for a potential "cult gunline" using leman russes and baneblades, mortar teams, etc.
|
|
|
Post by Eric formerly Eric on Jan 28, 2019 11:41:29 GMT -6
I mean, this is a traditionally short range army. So the ambush ability really doesnt give much of an offensive boost. It just helps defensively for an army that is majority T3 5+.
|
|
|
Post by kingwalnut on Jan 28, 2019 11:42:54 GMT -6
I am not immensely jazzed about the cult ambush that we see right now. They still have not told us how this system interacts with units that have "get +3 on cult ambush rolls" seeing as regular deploying"underground" sounds like you are dropping 9" away. I think we might be seeing a new cult ambush table that is a bit more reliable than the current one. As in, they come in 9" away from an enemy unit and then you roll on cult ambush and that makes them do something from that new position or they move or whatever.
And it seems the whole point of the blip markers IS to mess with your opponent's head, which I enjoy. It is very flavorful for the cult to be able to do that and I look forward to what other stratagems are brought forward.
I need more details, but I am somewhat hopeful!
|
|
|
Post by Eric formerly Eric on Jan 28, 2019 11:44:55 GMT -6
Maybe I missed something on the cult ambush, but it seems pretty straight forward - you place the blips *during deployment*, but don't have to commit to any specific blip being tied to any specific unit, they're just possible entry points for any of your ambushing units. So you're not really "lying" about where the units are, your opponent just needs to be prepared for your most deadly unit to come from anywhere, which is really freaking cool and has a very "predator" vibe Since the enemy can't come within 9" of the blips on their first turn, you can really easily just block off parts of the board (or the whole board) with only 4 blips. 9" in on either side, and 18" apart from each other down the edge of your deployment zone, guarantees that the enemy *cannot* cross much further than mid field on their first turn. Great way to screen for a potential "cult gunline" using leman russes and baneblades, mortar teams, etc. So i guess it is abusable as a gunline army if you invest most of your points in IG tanks (or exocrines/tyranofexes). I just figured a cult-only army wouldnt gain too much of an advantage since all the infantry units are short range offensively.
|
|
|
Post by Eric formerly Eric on Jan 28, 2019 11:46:56 GMT -6
I am not immensely jazzed about the cult ambush that we see right now. They still have not told us how this system interacts with units that have "get +3 on cult ambush rolls" seeing as regular deploying"underground" sounds like you are dropping 9" away. I think we might be seeing a new cult ambush table that is a bit more reliable than the current one. As in, they come in 9" away from an enemy unit and then you roll on cult ambush and that makes them do something from that new position or they move or whatever. And it seems the whole point of the blip markers IS to mess with your opponent's head, which I enjoy. It is very flavorful for the cult to be able to do that and I look forward to what other stratagems are brought forward. I need more details, but I am somewhat hopeful! I honestly read the "+3 to ambush rolls" as a pre-codex ruleset. I guess the cynic in me assumed GW was packaging rules that would be outdated after a week.
|
|