>40k 7th edition quick reference sheet(s)
>Forgeworld Book index
Not Homebrew Bread edition
Homebrew Ork Psyker time!
Current point of contention is (I believe) the 1/army upgrade. It's there to allow orks to get some consistency on their known powers, as well as more dice to throw.
It's already restricted to 1/army, on a level 3 Psyker that only knows Big WAAAAAGH! powers.
- Choose 1 power and generate more dice based on number of nearby units
- Level 4
- Reroll known powers
That sounds like a great idea, i've always wanted to make a coffee shop/FLGS
This. Also drop Killa Kan & Deff Dread prices. 50pts for a 11/11/10 2HP walker is why I cant sleep at night
nah, thats reserved for ahriman, fateweaver and eldrad. Leave it at level 3, and generate from Kunninly Brutal and Brutally Kunnin schools
There is that BL relic, but that gimps your Focus in exchange Leave ML4 for the big bosses, maybe add a level 4 warphead character but don't let the generics get that high.
40% of that list isn't homebrew. Behold, the FW Dread Mob List!
I just realized that it got taken down from public listing, maybe IA8 gets updated soon?
HAHAHAHAHA I HAVE NO FUCKING CLUE ANYMORE HAHAHAHA
dont worry ive been working on getting them painted
So what would you go with? it's intended to be a unique choice, (0-1 per army) if you take that final upgrade, but I don't want a named character, so that people can take whatever they want.
I'm going to list the number of characters that I can think of that are Mastery Level 4.
And Eldar over 10,000 years old, being on the path of the seer the entire time. Is actually dying of old age, despite being a god damn Eldar. Was powerful when he started around 12,000 years ago.
A Sorcerer that has been Sorcering for another 10,000 years. Currently Tzeentch, the God of Sorcery's, main man in the mortal world.
Gained power by turning his followers to dust and absorbing their powers.
The most Sorcery Sorcerer deamon around, literally made from the most sorcery part of the God of Sorcery.
I think that's it, actually.
Point is, Mastery Level 4 is not something you can slap on the table without 10,000 or so years of psyker dickery, and it devalues the homebrew as a whole.
God, that's terrible. I just looked over those weapons. A 27 point Crisis suit will put out more firepower and be more mobile with the only downside being that it's not immune to bolter fire from the front. That's a very small downside for the benefits though.
Those should totally be 35 points, if not less.
usually some autism as to charging after the scout move and the nebulous definition of player turn vs game turn
its actually very clear cut and easy to understand for someone with basic reading comprehension
That's what I was told.
But I want some semi-reliability towards knowing at least one power, and having 1 be selected caused one guy in the last thread to have an aneurysm.
What would you do? With the powers being so different from eachother, you could get really fucked.
Make it a level 2 that can upgrade to level 3, give it a unique pair of schools or a dual-school like what the eldar have. Price them fairly low so as to be competitive with a warbos, give them a bunch of options for customisability, give them a warp field for 4++ or something, etc. Don't just give them level 4, thats lazy, level 4s are characters who manipulate reality like playdough and are major players on the galactic scene, not generic weirdbosses
Where can I download the Sabbat Worlds Crusade background book by Dan Abnett? There's no one seeding it anymore
Dont forget that they even have to take psuedo Morale Tests!!
Hmm...the only homebrew idea I've had lately was giving Sisters of Battle access to a Land Speeder Storm variant as a transport, with a few weapon restrictions and different vehicle equipment.
Of course, that'll only matter once I actually bite the bullet and but into them, and even then I'm not sure how fluffy it would be for them to even use landspeeders.
I wasn't going with 4. I want them to be able to be a generic level 3, and 1 guy per army can get better control over his powers and be a pseudo-wurrzag.
Is choosing 1 of his powers too much?
Orks being able to turn 1 charge is a hard concept for people to gather.
>generic level 3
Thats the ceiling. I just read it after your changes, its fine now.
>Is choosing 1 of his powers too much?
No, it just gimps him, let him roll on a unique school and get three powers+focus like what many armies have, with six unique powers that arent all shit like the current one.
Yeah, reading over it again I think 30 is more fair. I think I'm overestimating the value of Rokkits. Maybe a bit less, but it's just staggering to think that they might cost double what they actually should.
Random powers every turn made 4th ed (comically, the last edition for orks) wierdboys an active detriment.
How does it gimp him? He has to roll on Big WAAAAAGH!, and now he chooses 1 power, rolls for 2, and gets the primaris.
>18 points, despite costing 16 for one in a Boyz squad
>4 points for a 4+ armor to improve the 6+
>27 (Twenty Seven) extra points for a Warbike to make all those Nob Bikes from 4th useless.
Non-vehicle marines in the CSM codex gain "Let the Galaxy Burn!" Once per game, each unit with Let the Galaxy Burn! may choose either to fire all ranged weapons it would normally be able to fire twice in the shooting face, or to double it's initiative characteristic and charge 6+d6 inches. Units that fire twice may not fire in the next friendly shooting face, or overwatch in the next enemy turn, and units that charge 6+d6 inches may neither consolidate after an assault this turn nor charge in the next friendly turn.
Did the math, and I'm getting them somewhere around 42.
AV 11, but weak on one side
2 Hull points, times two.
Strength is 2 above the magic average of 3
A second attack at strength 5
WS low by 1
Klaw that's AP2, strikes before I1, and hits at S7
Cowerdly Grots is a 1/3 chance for Crew Shaken, can be mitigated entirely by a large unit and a nearby Deff Dread
The lowest I can see them going is 40. For that price, you could get a Space Marine with a Powerfist, which strikes after the Kan, and also can die to bolters, poison, ect.
The Klaw is still only striking at Initiative 2, which is very similar to I1 against many targets you'd use it against. Consider as well that the Marine has WS 4, while the Kan only has 2, meaning that the Kan is rather likely to miss with its attacks. It's also only Strength 7 rather than 8 like the powerfist, which is rather significant due to instant death.
The individual parts are okay when looked at in a vacuum, but when you take them together it doesn't sync up well.
Are 4 Thunderwolves equipped like this acceptable?
x2 Chainsword + SS
x2 Wolf Claw + Bolt Pistols
They will be accomponied by Harold for the Furious Charge, Leadership, Counter Attack rules. I figured Str6 on the charge would be good enough to handle most things, might give the leader Melta bombs
Get rid of needing assault grenades to charge through cover, make standardcharge distance 6+1d6", make it possible to make a disordered charge out of deep-strike, and make disordered charges the current 2d6".
Nobz down to 17 per model.
Warbikes down to 16 per model.
Warbikes need to be a little more expensive for Nobs, since that extra toughness and 4+armor is also buffing a second wound.
Does the Imperium differentiate between heresy, blasphemy, and infidelity? Also, is there any practise similar to excommunication?
The ecclesiarchy would differentiate between blasphemy and heresy. Infidelity is never touched on because there is only war.
Excommunication exists. The traitor legions are Excommunicate Traitoris, for example, and I'm fairly certain the Inquisition uses similar terms when talking about traitors in their ranks.
A Crisis suit is probably a more straightforward comparison, since they share very similar stats.
A Crisis suit with a Burst cannon is 27 points, which gives them a similar gun as well.
The main differences are that the can has an AV, though a rather weak one. For the average 12 S 5 hits you'd need to glance a Kan to death, you need 9 against a Crisis suit, assuming it gets an armor save. This is a fairly small difference when you consider that the Kan also has vehicle damage to worry about.
As well, a Crisis suit has a Jetpack, offering it much more mobility with its firepower. A Crisis suit will be taking less damage simply by jumping into and out of cover while firing, while a Kan will have to take whatever damage coming towards it head on.
From there, the last big difference is having a high-strength, AP 2 close combat weapon. While this is certainly a nice benefit, its main use will be against vehicles that won't be swinging back.
In comparison to that, a Crisis suit with a Fusion blaster is 32 points, and has AP 1 compared to the 3 of a Rokkit or the 2 of a close combat attack. It has the Melta rule and is much more likely to take out a vehicle, and doesn't need to charge in to do so.
I think 35 points is perfectly fine, gaining a bit of durability and melee capability in exchange for a lack of mobility and having worse guns.
It was intentional. Assaulting from deep-strike really isn't too bad, though it should still have some risk involved. Having it retain the 2d6 means failed charges are much more possible, especially if difficult terrain or scatter goes poorly.
The guaranteed charge distance is to add in predictability so you have something to rely on. The 2d6 for disorganized is to make it more of a gamble and something that can go south.
Let's see the difference with FAXIV:
Walker base: 30 points
+1 AV: 35 points
-1 Hull Point: 30 points
-1 WS: 27 points
Bolter: 30 points
S7AP2 Melee(Offset by WS2/I2): 40 points
Oh hey, we both came up with the exact same numbers, through different systems. I really like to see when something like this happens, because more than one person coming to the same conclusion bears a lot of weight on how accurate the estimate is.
They're still way the hell overcosted, and let's also assume that if you want to sell moar models, you need to have the actual points cost below what it's worth to the player. So ideally Killa Kanz should be either 35 points to make them mildly powerful, or 30 points to make them an "Auto-take, buy a shit-ton".
I've got some sad for you. Took a shot in the dark a few months ago and just asked FW support if they were going to update IA8 any time soon. What they basically said back was "We aren't working on it any time soon". I capped the email here.
Do yourself a favor and get any of the 3 but Orks haha, they are in a horrible spot right now, the other three are the 1st, 2nd, and 3/4th top codexs. I would say Necrons cause they're interesting to me.
Definitely read their fluff though, make sure you like what you're playing
I agree completely. However I'm also of the mindset that it's complete bullshit that makes the squad utterly worthless. If I were to update the codex, I would make them 35 points, and remove Cowardly Grots entirely.
To quote the goddamn rulebook:
"Vehicles are immune to all morale checks. It is generally assumed that the crew of vehicles has absolute faith in the ability of their armour to protect them"
This should obviously still apply to Grots, who are made as big as Gazhkul when they're put in a Killa Kan.
Glad I collected my 27 model Dread Mob for Forgeworld to abandon us
I'll be straight, I love orks but if you pick orks you'll most likely lose most if not all your games and even after you learn to use them most of the armies outperform the orks, the other three are more forgiving with new players.
I play with the 6th ed updated dread mob list, and i have no-one complaining about either out of date rules or 35 point kans, so i don't mind much. Some people dislike playing against a wall of AV, but in that case i just run the Tide instead
I think the idea is that Grots, having poor leadership normally, would lose the faith in their armor when they see another one next to them blown up.
That said, I think it should only fail on a 1 or have the bonuses be increased to +2. That means that the squad won't break as long as there are 3 of them left, or if a Deff dread is nearby threatening to Krump them.
Then the only worry is if you have a squad away from the Deff dread that falls below 3 models, and even then it'll still be a rather low chance.
They are universally loved by the fanbase for a variety of reasons. They're goofy as hell, and great comedic relief from a setting that's normally well known for literally being the origin of the phrase "Grimdark".
Orks have free reign in their fluff to do basically whatever the hell they want, and it will simply just work. Do you want to play with the entire collection of awesome cars from Mad Max? Go right ahead! Do you want to put LOOTED CARNIFEXES on the table? Go right ahead! Do you want to have an overall great laugh as the other players insist you have to yell "WAAAAGH!" in order to actually call a Waagh?
Because I have actually convinced the LGS' Ork-Bro that he literally has to say WAAAAGH! in order to call a WAAAGH in the game. It's hilarious, and oftentimes many people in the store will gather around to join in with the WAAAAGH when it's time to go!
Orks made it to the list because of this kind of thing, the background to them was just so fantastic, they made the final 4 on fluff alone. I'd already seen people saying Orks were crap on the field elsewhere.
It was standing there, looked like it was contemplating something, and then that look back, the damn thing knew it was going away forever. Like it had one last look back at it's home, it's family.
The fuck, man?
>you'll never have the courage he had
Rokkits used to be much better when they could conceivably blow up a vehicle, you know, back in 5th edition. When Kans got updated it was like the rules writers were still operating back in the days of Kan Wall, without realizing that that died a long, long time ago.
What annoys me is that a Nob on a Warbike with a Power Klaw is 70 points. That's the same price as a Thunderwolf Cavalry with a Thunderhammer. The Thunderwolf gets:
>+1 Initiative (largely irrelevant though if both have unwieldy)
>3+ armour save vs 4+
The Nob gets
>Mob Rule (ha ha ha)
>Furious Charge (but because of the way PKs and Thunderhammers are calculated, TWC strike at Str 10 whilst Nobz go at Str 9, and then only on the charge)
>3 Twin-Linked Str 5 Ap5 shots at 18 inches vs 1 Str 4 Ap5 shot
>3+ jink cover save
This seems unequal.
That does seem very odd. Even at a cursory glance, Warbikers are 18 points each just like the Nobs, and the Nob boss is only 28 in that squad. Making warbikes even half the price means you're looking at 31 per Nob Biker, with the main benefit being more strength and an extra wound compared to Warbikers.
If this is a homebrew edition then I'll show this: https://1d4chan.org/wiki/Waffle_Edition_40K
On a different not, is there any reason why Craftworld Eldar wouldn't use Splinter weapons or for Dark Eldar to not use Lasblasters and Shuriken weapons. The Corsairs use both.
Dark Eldar likely prefer the suffering caused by poison as opposed to the cleaner kills Shuriken and lasers cause, and also might be unable to make them properly work without the minor psychic abilities.
Craftworld Eldar might not like Splinter weapons out of some respect for tradition or just not having access to the proper poisons, with wraithbone being more common for shuriken weapons, and lasers requiring less reloading. Splinter weapons might have more limited ammo, which matters less to Dark Eldar Raiders, but more to Craftworld Eldar who might need to make a prolonged defense.
That said, considering that they're battle brothers, it would be very easy to mix the two and fluff one as the other. Some Guardians as Kabalites using Shuriken weapons, or the other way around.
how do you guys feel about someone making their own units? I really want to make a Dark Eldar cruise yacht out of an old toy. was thinking hull mounted weapons on each side like a battle ship, a special hammer of wrath attack, and transport capacity of 20
hull mounted side guns
3x per side, str 8 ap2 lance blast
Transport capacity 20.
when charged, if you have a troop in transport, you may unload them front of your yacht, engaged with the enemy models.
When your vehicle passes over a enemy infantry unit in the movement phase, D6 Models within the unit must make a weapon skill check or be removed as a casualty.
Welp now that I got everyone emotional, I have a first working list of my Wolves x Grey Knights.
R8 H8 Masterb8.
=== Space Wolves CAD===
Harald Deathwolf- 190pts
3x 10 Grey Hunters- 195pts
>2 Melta Guns, Drop Pod
5 Thunderwolf Cavalry- 290pts
>4 Stormshields, 1 Thunderhammer
===Grey Knight Nemesis Strike Force===
>ML 3, Liber Daemonica, Nemesis Stave
2x 5 Terminators- 195
> 1 Daemonhammer, 1 Psycannon, 4 Swords
>Greatsword, Incinerator, Psycannon, Personal Teleporter
This is me, decided to go for Eldar.
Is the Battleforce a good starting box? If not, can you guys recommend something?
Also, should I expect to get shit from people for picking this army?
Playing with outdated and no longer legal dread mob is one thing, but also choosing the old points cost on top of that?
Pretty douche move. But whatever, if that is what your group accepts or is ignorant of, who am i to judge.
As opposed to Killa Kanz that are blatantly overcosted in every possible way?
As opposed to playing a literal bottom-of-the-barrel army that struggles to play well even with optimized lists against middle-tier armies?
I'm sorry, but anyone who complains about Orks doing stuff like the Dread Mob list is an insufferable dick. Even with 35 point killa kans, they're not going to be all that hard for you to deal with, but the Ork Player gets to bring more. What can possibly be so bad about that?
>But Anon, how is that fair if I only table you on turn 3 instead of turn 2? C'mon, think of the suffering of us poor Eldar and Tau players!
Dark Angels Battle Company Tournament List
Company Master ;105
Command Squad x 5; 140
>5 Meltaguns, Drop Pod
Command Squad x 5; 140
>5 Meltaguns, Drop Pod
Assault Squad x 5; 80
> 2 Flamers, Drop Pod
Assault Squad x 5; 90
>Jump Packs, Melta Bomb
Devastators x 5; 130
>3 Lascannons, Rhino
Devastators x 5 115
>3 Missile Launchers, Rhino
Tactical x 5; 90
>Melta, Combi-Melta, Drop Pod
Tactical x 5; 90
>Melta, Combi-Melta, Drop Pod
Tactical x 10; 180
>Plasma, Plasma Cannon, Combi-Plasma Rhino
Tactical x 10; 180
>Plasma, Plasma Cannon, Combi-Plasma Rhino
Tactical x 10; 180
>Plasma, Plasma Cannon, Combi-Plasma Rhino
Tactical x 10; 200
>Grav, Grav Cannon, Combi-Grav, Rhino
Scouts x 5; 55 Points
What, exactly, do you think has changed between 6th and 7th edition to make Killa Kans 15 points more expensive? What rule changes have taken place that would justify the price difference?
Killa Kan point costs are 4th edition, not 6th.
Secondly, I guarantee you are using the updated 7th edition rules for your upgrade yet choosing to use 4th edition prices, am I right? I know I am don't bother answering that.
So why do you feel justified in picking and choosing anything because its what you feel should be used? It brings me back to my previous question, why don't you just pick and choose from any codex, from any ruleset?
Fuck you too, anon.
That's okay then. So long as people won't throw a shitfit if they just see Eldar.
I like the models, they have lots of clean bright colours that are going to stand out on the table more. I like the look of them.
The fluff's pretty cool, they might be a bit mary sue-ish sometimes, but they aren't ultra edgy or something like Dark Eldar or some of the Imperium.
It's actually using the updated 6th edition rules for the Dread Mob Orks.
It lists Killa Kans as being 35 points per model, and also explicitly lists killa kans in the Dread Mob as using a different ruleset than in the original codex.
Technically these are "Dread Mob Killa Kans".
>Secondly, I guarantee you are using the updated 7th edition rules for your upgrade yet choosing to use 4th edition prices, am I right? I know I am don't bother answering that.
Mate, not the anon you're talking to but if I could use the 4th edition rules for Killa Kans, including all upgrades, I would do it in a flash.
The "updated" and no longer available list. So he's using outdated, no longer valid, old point costs for a model and yet still not seeing why it's a douche move.
He's probably buying grot riggers for 5 points and then using the 7th edition rule set for it, which is IWND. That's what I was stating.
Then pick the battle force, it's a good start, from there you can begin to plan on what to focus, jut get a farseer and you have the core of your army ready to begin.
>but they aren't ultra edgy or something like Dark Eldar
As a dark eldar player I must tell you you make them as edgy as you want, I just want to be a decadent noble up to some fun and the occasional raid.
Its me, >>45042965 again. I play because its a local homerule that the group allows because it makes sense-like BA dreads getting a decent amount of attacks, and scouts getting ws/bs4. Its a balance thing, and i still get whooped most of the time anyway, its just not an autolose before i even place my models. But sure, i'm the WAAC player doing dick moves, whatever
As an ork player I can say that an Ork Decurion could be so customizable that I can't even imagine what it would be like, pretty exciting I'd imagine
Are you fucking retarded you shit-eating niggeroid? I literally just gave you a fucking link to the damn thing, ITS STILL AVAILABLE FOR DOWNLOAD STRAIGHT OFF THE SITE. Go back to liberia and rip the black skin off your limp niggerdick so you can get aids and die a painful death, and then send your corpse to some homosex naked clown cannibal there so they can use your aids ridden festering asshole to make war-juice to kill kids with. This is how much I care for you.
Fitting as in good, or fitting as in what GW would actually do?
Because the Ork one is going to look like this:
>1 unit of Nobz or Meganobz
>1 Big Mek
>6 units of Boyz
>1 unit of Gretchin
>All models taken in this Detachment gain the Hammer of Wrath special rule.
>He's probably buying grot riggers for 5 points and then using the 7th edition rule set for it, which is IWND. That's what I was stating.
And like I said, I'll run the 4th edition rule for Grot Riggers every time, even when it was worthless on Killa Kans. 5 points for IWND on a 2 hull point 11 AV walker is quite fine by the way.
Orks probably need an Eldar style one that has a wide variety of Core formations. One with lots of Boys for a Green Tide, one with Bikes and buggys for speed-freakz, one with more walkers for Dread-mob, and whatever else they can center a Ork warband around.
The side formations would be various specialty units to add onto that.
Dark Eldar could go for something more focused, with a single core contingent that forms the basics of a Raiding party, with kabalites, Raiders/Venoms, Archons, and other fairly straightforward things. Then the extra formations would focus either on the gladitorial half with Wyches, beastmasters and the like, or the homonculi covens.
Chaos Space Marines basically needs 3 more Decurions all along the lines of Khorne Daemonkin, with an army-wide benefit that's as cool as Blood Tithe, different unit sizes, but the requirement everything take Marks.
Hey tg. Just finished my first mini in 15 years. Looking for opinions on my color scheme. I might just go with alpha legion colors.
I feel like Dark Eldar and CSM are hard to do because of how vastly different they could be. A warband of Khornates would play completly different to a warband of tzeetchian follower. Similar problem with Deldar, A wych cult will play differently than a kabalite warband which will be vastly different than a haemonculous coven.
Yeah. If we're going what GW might actually do, the CSM decurion is going to be:
Black Crusade (1+)
1 Chaos Lord
1 Unit of Terminators
3 units of CSM, Berserkers, Noise Marines of Thousand Sons, depending on the mark of the Lord
2 units of Cultists
And give everyone a free roll on the fucking boon table or something.
>Gave you a link to it
Now find it on the site without doing a google search, I'll wait.
Like I said, he can choose to play with what he wants but at least be consistent in it, otherwise why doesn't he just pick and choose any of the rules from any of the codexs and just use them? That is essentially what he is already doing, only point I'm making.
Sure, see above. Why not use 4th edition furious charge too while you're at it? You're already picking and choosing, why not just go a bit further with it?
And just so you know 4th edition grot riggers was a 4+ to remove immobilised. But as you only seem to play with what you feel, then go ahead, just don't pass it off as valid to other people.
My mistake, I should have known it was too good to be true. I'll make the adjustment immediately.
>All models with the 'Ere We Go! special rule that roll a 10 or higher on their charge distance (after modifiers) gain the Hammer of Wrath special rule. Models that gain Hammer of Wrath in this way strike at their base initiative instead of Initiative 10 (Orks ain't that fast!)
Your paints are super thick, and very blocky. Maybe a wash/some highlights could help, but I'd dip him in simple green/purple power and start over.
Captcha being a bitch to anyone else?
CSM needs a lot more than just the decurions. Go take a look at the KDK book: All the daemon choices are better than their equivilents from CSM, sometimes far, far better. The base units themselves are trash, and the entire faction needs a 5e DEldar style reboot, of both rules and models.
And it's never going to happen.
In terms of benefits, Orks would get some sort of twin-linking and a bonus to initiative on the charge, either during waaghs or just on specific types of units.
Dark Eldar would treat the turn as 1 later for Power from Pain, get to re-roll on combat Drugs, and add 1" to any movement they make.
>don't pass it off as valid to other people.
I literally said i use it as a home rule and everyone is fine with it, just like normal rules for BA dreads and scouts. There is no picking and choosing, its us changing the game so i'm not unfairly gimped
Agreed, they need a massive overhaul rather than a simple Decurion to fix them. I will say that Khorne Daemonkin at least feels fluffy though, and I would like to see the other 3 get a similar cool thing.
1 warboss on bike
1 unit of nib bikers
2 units of bikes or boyz on trukk
1 unit of buggies
Command benefits: Don't press waaaagh!! Units on this detachment stealth and jink on the trukks and buggies
1 unit of nobz or mega nobz
4 units of boyz
1 unit of storm boyz
2 units of lootas/flashgitz
Da biggest and da badest: models on this formation gains Fearless
>And just so you know 4th edition grot riggers was a 4+ to remove immobilized.
Which i knew. And which was fucking useless in 4th because immobilized units in squadrons counted as destroyed. And I would still take it if it meant that I could use the 4th edition Killa Kan rules, which were actually you know, reasonable.
>You're already picking and choosing, why not just go a bit further with it?
Because you seem to be labouring under the misapprehension that I'm the original faggot you're arguing with. I'm not. I'm the one who clearly said I wasn't him. I'm also the one who said
> if I could use the 4th edition rules for Killa Kans, including all upgrades, I would do it in a flash.
I'm not arguing for being allowed to do it. I'm not arguing for being able to pick and choose from whatever ruleset you like, regardless of how poor your faction is. I'm saying that if Gw put out an update tomorrow saying "We will allow you to use 4th edition Killa Kan rules in your 7th ed codex" I would. Not because the Kan rules back then were particularly good, but because the new ones are spectacularly BAD.
>Da biggest and da badest: models on this formation gains Fearless
You did see what the Goffs got in their own supplement right? Warlord must accept and offer challenges, and +2 to rolls on the Mob Rule table. Fearless? Not a hope.
>No bundle for the formation is put up on the site because GW is too embarrassed by the model
>Image in the book for the formation is some bikes with trukks in the background, no sign of buggies anywhere.
>GW might actually do
1 Lord (must take a mark)
1 Unit of Mutilators (must take same mark as lord)
1 unit of cult troops depending on mark
2 squads of CSM (must take same mark as lord)
2 units of cultists (must take same mark as lord)
Bonus - all models with 6" of lord get crusader
1 Unit of Terminators (must take land raider dedicated transport, must take votlw)
3 units of chosen (must take votlw)
3 units of CSM (must take votlw)
Bonus - As long as Abaddon is alive all units in the detachment get fear.
1 Vrosh Tatertot
2 units of possessed
1 unit of mutlitors (must have at least two)
1 unit of obliterators (must have at least two)
1-2 units chaos spawn
3-5 Helbrutes (must be the monopose helbrute)
0-1 maulerfiend OR forgefiend
Bonus: Vrosh tattersoul and his unit get scout
fuck, i didn't need this at this hour
The one with Bjorn and two dreads? It's not amazingly OP (which in some schools of thought that makes it bad) but it's not crippling bad either (which in some schools of thought means it is forgettable). It's really just middle of the pack. If the dreadnoughts used the statlines of the vanilla dreads and have 4A and the ability to squadron up, I can see it being useful maybe? As it stands though? There are better and worse options out there.
Well tell us about it you nerd, we're all sad from me posting penguin video
I used to have friends who played, a few years back. However they didn't like anyone using their units.
I have a new friend with 5 different armies that are 2000+.
He let me use his shit, and now I'm fucking hooked.
Aight, give me a few minutes.
Yeah my friends got me into it too. Now I'm still the most addicted 5 years later. Thankfully we got back into it in 7th, one of my friends has ADD, fucking pain in the ass to do anything that takes commitment with him
We were playing the last part of the campaign he was playing about a year ago.
The scene was his Space Marines were now leaving a planet after destroying a warp point (or something. I have some lore-learning to do) leaving Orks and some Chaos stranded since all their ships were kill.
We succeeded, a friend of mine (his first time playing too) manned his SM together. While he controlled the Chaos and Orks.
It was 2000 points per side, my buddy and I vs him. We won 15 victory points vs 2. Space Marine Bikers a dope.
Free Transports, BS4 overwatch, and it's an excuse to paint and finish the 100 Power Armoured dudes I've had sitting in a box for a few years.
Also because Ravenwing is so strong that I'm having trouble getting games, can't play Deathwing since RAW makes them autolose now that they don't get T1 Deepstrike.
>Friend bitches endlessly about imperial knight I've used against him twice.
>Still bitching six months after he blew it up first turn with a split firing über suit squad that also knocked out my sicarian at the same time.
Making a Green Tide army sometime soon; is this how it should be done, or am I fucking up?
95 Shoota Boyz, Warboss with a bosspole and power klaw, 5 nobz with power klawz, and a painboy. Beyond that, I was thinking of complementing it with some tankbustas and lootas (one squad each). Should I upgrade the lootas with anything, or are they good flat? Should I get a lucky stick on the boss for the weapon skill?
Also, I want an opinion; What's the FUNNIEST ork klan? Goffs are cool to me, being the biggest and most brutal, but I like orks because they're effective but also hilarious.
Is it deathskullz, stealing everyone's shit, painting it blue, and using it against them? Blood axes with their outfits and "camouflage"? Bad Moons being rich because they literally knock the teeth out of each other?
I hope you mean BIG BOSSPOLE and not just regular Bosspole, also you can't take Lucky stikk on that boss as he no longer has access to it. Would need to use a Warboss from Ork Codex.
I've found I get a lot more utility firing 3 weapons a round out of Rhinos than I do with a twinlinked heavy bolter. More survivable too, than standing the combat squadded guys outside the armour.
Sorry, I'm new to orks. Whichever one gives fearless to the whole unit. The lucky stick was a recommendation from someone else, so I guess that wasn't fully correct.
Everything else look okay, though?
Excommunication is only a thing when execution is not immediately available as an option (E.g. When declaring someone traitor or heretic but you aren't actually sure where they are right now...)
Personally, if you're planning on running the Warboss in a Green Tide with the Big Bosspole (which you absolutely should), I wouldn't put anything other than that an 'Eavy Armour on him. The reason is that he must accept and issue challenges if he is the Warlord, thanks to the terrible Ghazghull supplement special rules. And any half-way decent tooled up character will cut a Warboss to pieces, and there goes Fearless for the entire Tide.
You can always go for more Power Klaws, but I've never run a full 10 since I find it overkill. The weakness of the Tide is that if it can be tarpitted, you leave the rest of the enemy's army free to claim objectives, so you need some other elements.
Lootas are a good choice, and don't need upgrades. You can buy an Aegis Line with an Ammo Dump for them if you like, which comes out to 70 points extra, but they gain a 4+ cover save that can turn into a 2+ if they go to ground, plus rerolling all 1's on shooting.
Tankbustas are great, but need a transport. This is a bit of a tricky one, since one of the biggest advantages of the Tide is that it negates your opponent's AT weaponry. Grav, plasma, Railguns, Haywire, melta; it's all worthless against the Tide. if you start throwing in lots of vehicles, you lose this advantage.
On the other hand, tankbustas can deal with stuff that really hurts the tide, like Gargantuan Creatures and Super-heavy walkers. It's a trade-off. My current Tide list runs a Biker death-star alongside it.
You have to look in the Ghazgkhull supplement, where the Green Tide formation is located, and see the Orkimedes' Kustom Gubbinz section. Because you're taking a Warboss in this formation his access to relics is changed so he can onlychoose from Orkimedes' Kustom Gubbinz, and not the other relics.
If you want to take a Lukky stikk you'll need to take a standard CAD or Ork Horde Detachment, and then buy another Warboss and equip him with it.
As you will. Other than that there's not much to comment on. I suppose if you could find the points to make your captain suck less that would be great but that's more of a luxury than a requirement. The captain could probably die and you won't lose anything of real value in this list. You look solid.
Also it's full BS overwatch with the lion's blade.
Yes, and that's why you run him naked except for armour and the Big Bosspole. You keep him the hell away from the action and hope you wipe out whatever you're fighting before the Boss piles in enough to swing.
Ork dream relics.
1 - Da Finkin Cap
2 - Da Lucky Stikk
3 - Big Bosspole
4 - Da Supa-Cybork
5 - Mega Force Field
6 - Headwoppa's Killchoppa
A model can take any of the following
Can the Skitarii/Cult Mech stand up to Tau assuming the Tau isn't being a Riptide Spamming Cheesemaster?
Someone I know might be getting Tau in the future and I kinda was hoping that SkitMech would be fair for both of us.
I have a hunger
That only monstrous creatures can satisfy
Continuing from yesterday's analysis... Part one of two
>Chaos Space Marine
(1 / (1/2 * 1/3 * 1/3)) / 13 = 1.38 "Lasgun Health" per point, as fired by BS3
(1 / (2/3 * 1/2 * 1/3)) / 13 = 0.69 "Bolter Health" per point, as fired by BS4
(1 / (2/3 * 5/6 * 1/1)) / 13 = 0.14 "Plasma Health" per point, as fired by BS4
(1 / (1/2 * 1/2 * 5/6)) / 4 = 1.2 LHPP
(1 / (2/3 * 2/3 * 1/1)) / 4 = 0.56 BHPP
(1 / (1/2 * 5/6 * 1/1)) / 4 = 0.6 PHPP
>Mark of Nurgle Cultist
(1 / (1/2 * 1/3 * 5/6 )) / 6 = 1.2 LHPP
(1 / (2/3 * 1/2 * 1/1 )) / 6 = 0.5 BHPP
(1 / (2/3 * 5/6 * 1/1 )) / 6 = 0.3 PHPP
>Mark of Tzeentch Cultist
(1 / (1/2 * 1/2 * 5/6)) / 5 = 0.96 LHPP
(1 / (2/3 * 2/3 * 5/6)) / 5 = 0.54 BHPP
(1 / (2/3 * 5/6 * 5/6)) / 5 = 0.43 PHPP
>Mark of Nurgle Chaos marine
(1 / (1/2 * 1/6 * 1/3)) / 16 = 2.25 LHPP
(1 / (2/3 * 1/3 * 1/3)) / 16 = 0.84 BHPP
(1 / (2/3 * 5/6 * 1/1)) / 16 = 0.11 PHPP
>Mark of Slaanesh + Icon of Excess (Ten Man Squad)
(1 / (1/2 * 1/3 * 1/3 * 1/2)) / 18 = 2 LHPP
(1 / (2/3 * 1/2 * 1/3 * 1/2)) / 18 = 1 BHPP
(1 / (2/3 * 5/6 * 1/1 * 1/2)) / 18 = 0.2 PHPP
>Mark of Slaanesh + Icon of Excess (Twenty Man Squad)
(1 / (1/2 * 1/3 * 1/3 * 1/2) / 16.5 = 2.18 LHPP
(1 / (2/3 * 1/2 * 1/3 * 1/2) / 16.5 = 1.1 BHPP
(1 / (2/3 * 5/6 * 1/1 * 1/2)) / 16.5 = 0.22 PHPP
Offense is much harder to calculate as there are a lot of scenarios.
BS3 Autopistol (and melee) vs MEQ = 0.06 WPA
BS3 Autopistol (and melee) vs GEQ = 0.17 WPA
BS4 Bolt pistol vs MEQ = 0.11 WPA
BS4 Bolt pistol vs GEQ = 0.44 WPA
MEQ Melee vs MEQ = 0.08 WPA
MEQ Melee vs GEQ = 0.22 WPA
If we assume 1 pistol shot, and a charging attack (1 A + 1 (CCW) + 1 Charging Bonus)
CSM vs MEQ = 0.35 Wounds per model during maximum attack
CSM vs GEQ = 1.10
Cultist vs MEQ = 0.24
Cultist vs GEQ = 0.68
Part two of two
So there you have it. Unless used as a budget scoring unit, Cultists are an offensive unit, not a defensive one. At their best, they are better per point at killing than your basic Chaos Space Marines, but they are very fragile. If the enemy is spamming low AP high STR weapons like plasma cultists are also a pretty good choice since a plasma gun will kill a space marine just as easily as it will kill a cultist, but a cultist costs less points per model.
But what about Chosen? They get the pretty unique bonus of +1 A over a normal Chaos Space Marine. They also get the unique bonus of getting a close combat weapon for free without losing their bolter.
>Pistol then charge
Chosen vs MEQ = 0.43 / 18 = 0.024
Chosen vs GEQ = 1.32 / 18 = 0.073
>Rapid fire then overwatch then counterattack
Chosen vs MEQ = (3 * 0.08 + 2 * 0.11 + 2 * (1/6 * 1/2 * 1/3)) / 18 = 0.0286
Chosen vs GEQ = (3 * 0.22 + 2 * 0.44 + 2 * (1/6 * 2/3 * 1/1)) / 18 = 0.0979
Chosen are... well, As they are. The fact that they get their CCW and still keep their bolter is pretty cool, but their bolter is kind of just a better weapon than the CCW.
>Bolter Chaos Space Marines rapid firing then overwatching then getting one attack
vs MEQ = (1 * 0.08 + 2 * 0.11 + 2 * (1/6 * 1/2 * 1/3)) / 13 = 0.0274
vs GEQ = (1 * 0.22 + 2 * 0.44 + 2 * (1/6 * 1/2 * 1/3)) / 13 = 0.0888
So at their peak, Bolter CSM are slightly better than Melee CSM, and off their peak, Bolter CSM can shoot at stuff as where Melee CSM and Melee Cultists can't. Arguably, being locked into an assault is a little safer as it protects against shooting, but that is debatable.
Any help on this little project of mine?
Most decurion Core's tend to feature a
0-1 "kingsguard" elites
~3 core troops
1 fast attack squadron
1 Heavy Support more iconic that good
And a slot based on the specific army's general theme
>Just got to try and position correctly so your Nob/Warboss can hide like a grot.
Heres the swarmlord. I rushed him a bit, i need to go back and touch up
But hes so tiny compared to the other guys, it feels weird. I only have the Stonecrusher because the rules are too good to pass on. I cant get another because then i would need to use another Heavy slot if I wanted to put him in a pod as well, and im already doubled down on my CAD as it is. Now I'm trying to fill out formations to take the load off my heavy slots
>But hes so tiny compared to the other guys, it feels weird
honestly, i kind of like that carnifexes are smaller, its like they dont have anything redundant and they're just straight up muscle fibre
I wouldnt mind an update to the model to make them like 30-50% larger, while also improving their rules a bit. Bump them up to 6 wounds like all the other big boys, and give them a 2+
>Cultists are best used as one the following:
Backfield objective holders that never come under fire
A counter to tons of high strength, low AP attacks.
A glass cannon offensive unit that is carefully positioned to allow the whole blob to actually attack.
Chosen are kind of just OK
CSM are much better at defense for the points than Cultists
Mark of Excess CSM are very tough indeed
Don't take away their bolters
And don't give marks to Cultists
Nids need a 7th edition update, so I guess they'll be getting their own LoW next time. The last update they got was for Shield of Baal, where they got all those models.
So, yeah, think that's when they'll get it. We're still missing 7th IG though.
they're the ones we're missing currently, not in any particular order.
Not really shovelware, it's £20, it looks well done. It seems to be a simple card based campaign game. I like those type of games.
Total War: Warhammer
Battlefleet Gothic: Armada
Space Hulk: Deathwing
Those are not shovelware. Freeblade will probably come to PC at some point as well.
They're in FW books only. He's meaning the equivilent of a Gorkanaut/Knight Titan/Stormsurge/Baneblade in the regular codex.
I don't see the problem with that. There is lots of named-but-no-model Nids like Dominatrix which could fill that slot. I think each dex should have a LoW option and LoW HQ.
Have you actually played it? Cause I have. It's Space Marine MP. Check Steam reviews as well.
Protip Shovel =! games I don't like.
>Shovelware is a derogatory computer jargon term that refers to software bundles noted more for the quantity of what is included than for the quality or usefulness.
And since that isn't what Eternal Crusade is, it is by literal definition, not shovelware.
There is a common myth out there that cultists are tougher than CSM. They are not. Maybe most people knew that already.
I didn't expect cultists to be more offensive though. Too bad they can't take any transport options so getting them into the assault is never going to happen.
Chosen are one of my favorite units due to their high number of attacks while retaining their ranged weapon, but in terms of efficiency they are kind of just OK. Not terrible, just OK.
Is it? Well whatever, have something else. Lots of cool shit to do with Nids.
As for your comment.... Knight Titan? They have their own book? It'd be silly to put them in every Imperial book. Or did you mean Gorkanaut for being shit?
Yup. Or, you know, something new. Doesn't really matter. Nids have lots of directions to go in.
>Because I 've never seen cultists not have 4+ cover from being in a ruin where they should be
I wish I was playing at your tables then, because the tables I play on generally have no cover, just a few LoS blocking pieces in the corners where they don't affect the game
>Still no reliable information on a CSM update
>Half of my LGS don't even want to play against me if I feild IA13 units because "FW is OP"
>My other army is Orks.
Just kill me now.
Yeah, cultist's aren't tougher, they are just more cost effective when S7+ ap 2/3 starts flying.
As for the offense, it's grot theory.
If the enemy has armour saves to protects them, sheer number of shot wins
If the enemy does not have armour saves, sheer number of shots win.
Bolters only win out against GEQ and even then the difference is minimal.
And yeah, Chosen are pretty much Nobz, S8 pies piss though their armour and murder them too.
I remember in earlier editions (way back when) back before there was true line of sight there were all kinds of forests and stuff. Sure, the forests were often 8.5" by 11" in size and suspiciously flat, but it made for a more interesting game.
>come closer so I can hit you with my sword while standing in my barricade
Well, disregard that part of my post, I suck cocks.
Guess Orks need a LoW then? They were first 7th, right? We'll see, I hope they do get something good. Orks are awesome and if you like hobbying, they're glorious making scratch built and conversions and shit. But maybe that's why nobody cares if you use them... cause they're so poo.
Give Flash Gitz an option to get +1S or -1AP if they pay some points, give them 'Ard Armour and there we go.
>Dumping any amount of points into your HQ as CSM if you aren't going the DP route.
You are doing it wrong. Take a Chaos Lord, give him maybe an invuln and stick him into a blob of cultist to give them fearless. BAM : 80~ pts required HQ manning the quadgun with BS5. You can dump your points on better stuff like Heldrakes and a bunch of Obliterators.
They DO have a Lord of War. The problem is that for the pre-Eldar codices a LoW mean "take the most important named character and make him LoW".
Ghazkull, Logan Grimnar, Dante... are all LoW
I bought it way back last year like a retard, my PC is fucked right now though so I've not played it yet.
The other thing was that you could only see something like 3" into a forest, any troops hiding inside could not be targeted by your troops, but I think you could target a forest with artillery and the like. The other thing is you couldn't shoot out of forests effectively either.
That is until they brought out the catachans codex who got rules to do with placing more forests and being able to shoot out of them with ease amongst other rules to do with units in reserve appearing inside forests all over the place. Broken as fuck.
In 7ed while the inherent terrain rules are sparse barring some building and ruin rules, the book does encourage you to make your own terrain dataslates with custom terrain rules so if you liked the old terrain rules you should incorporate them back in.
The people at your LGS are faggots.
I have never and will never refuse to play anyone. And of the 12 or so people I regularly play against only one has a reputation for refusing because he can't stand to lose.
>There are people right now in this thread who don't put down any LoS block.
>There are people who play on boards were being able to set up a gunline and having full visibility across the entire map is a "standard game"
No wonder ya'll suck.
But is the Stompa in the codex or is it FW only?
I meant no-character LoW.
Shame anon. If you ever played Space Marine MP, it's like that. Like a 3rd person Battlefield.
Well, to be fair... In 1990, a box of Tactical Marines cost £2.50 less (if you apply inflation) to what they do now. Difference is, now you get more options, more weapons, more bitz.
So, in reality, nothing has changed much. All model companies are overpriced, GW isn't anything special in that regard.
I know right. Last game I had so much terrain that I had 2 carnifex waltz into my backfield with only one round of shooting at them. It was a bloodbath. God I love dense fucking terrain.
You can literally expect half of all people to be dumber than average.
Marines aren't really a good exemple, a better one is the 20 man boxes being cut to 10, but the price only cut to 70%
Or the 10 man boxes that got the same. treatment, while their codex units still have 10 man minimum.
Or the way they apply hot-dog theory to units with mandatory sergeants with no alternate builds, insufficient special/heavy weapons.
Went over the Orkz a second time, running the numbers. I'm much more happy with what I have now.
Barring the inevitable backlash about everything, how's draft 1 for the Orkz? Starts on page 17.
>playing Eternal Crusade
>loyalists can't get their shit together, rampant team killing and no one knows how to play their class or take a point
>chaos is all fucking Night Lords and edgy faggots who somehow know how to play as a team
What fucking world am I living in.
What if GW does a simple re-package of a new Ork dex, what would be the verdict from Ork players?
Its been a thing of late I feel, that GW "new" releases of Codex is simply adding digital Photoshop pics from some random anon, a few pages of fluff and copy-paste the rules, then ad on a formation or two.
How would this affect the player base of one of the worst dexes out now? And would you be surprised?
The reaction would be pretty unanimously "this is what we expected". Tau got a rebranded old codex with a few changes, SW are bound to be getting the same next month, Orks being such an early release, if they actually get one, will have much of the same.
Yeah, I also have the feeling campaign books much like the tau ones will be the way early 7th codices get updates. Shame really because you can't fuck around with point costs much that way.
Both my factions got a slew of terrible to mediocre formations with only one or two gimmick ones, often just used for other people's armies.
So yeah I wouldn't be surprised, but some new ones that don't suck or a Decurion would help a lot.
>What if GW does a simple re-package of a new Ork dex, what would be the verdict from Ork players?
Cheap shit, should have been a FAQ, or a patch add-on like mont'ka
>How would this affect the player base of one of the worst dexes out now?
Depends how it is.
>And would you be surprised?
Yeah, releasing a new codex for a 7th edition army would mean they admit it was flawed, not a GW habit.
GW are like a government in that, better to have a minority suffer and complain than admit any wrongdoing and let everyone know you failed.
Rate my marine list. I think I've got a good balance but I kind of want a dreadnought in the list somewhere.
Chapter Tactics: Unknown (Star Phantoms)
Primary Detachment (Exorcists)
Chapter Master 245pts (warlord)
- Thunder Hammer
- Shield Eternal
- Artificer Armour
- Jump Pack
- Digital Weapons
Scout Squad 105pts
- Bolt Pistols & CCW
- Camo Cloaks
- Land Speeder Storm
Tactical Squad 190pts
- 10 models
- Drop Pod
Scout Bike Squad 69pts
- Melta bombs
- Locator Beacon
Scout Bike Squad 69pts
- Melta bombs
- Locator Beacon
Stalkers Squadron 225pts
- 3 Stalkers
Skyhammer Annihilation Force 940pts
Assault Squad 205pts
- 10 models
- Jump Packs
- Veteran Sergeant: Eviscerator
Assault Squad 205pts
- 10 models
- Jump Packs
- Veteran Sergeant: Eviscerator
Devastator Squad 265pts
- 10 models
- 2 Multimeltas
- 2 Grav-Cannons with Grav Amps
- Drop Pod
Devastator Squad 265pts
- 10 models
- 2 Multimeltas
- 2 Grav-Cannons with Grav Amps
- Drop Pod
Why do you have camo cloaks and a LSS on CC scouts?
Why scouts AND tacticals?
Scout bikers are inferior to normal bikes, run them instead, the locators do nothing since the skyhammer arrives turn 1 automatically
Unless you play in a competitive meta, enjoy not playing any games-people near me hate that one
>mixed weapons in dev squad
you dense motherfucker, run all grav for results or all melta to be not made of cheddar.
All in all its an average list using a cheese formation to make up for a mediocre everything else.
Let's just agree to disagree then, I like them a lot, you can even convert them to make pretty convincing choppers.
The fact that they are ridiculously good on the table helps too.
No, but with decent amount of conversion it can at least go from Fisher-Price tier to the more tolerable "physics are just another enemy to be defeated"
Wasn't thinking about that with the camo cloaks. Whoops.
The scout bikers help the assault squads not scatter. They infiltrate, scout move to where the assault marines need to be and then charge.
The mixed dev weapons are to combat squad them. That way I have flexibility in my target allocation, and if need be I can put all the matching weapons into single units. Star phantom tactics help with this.
I chose stalkers because I don't take fliers. I'm autistic like that.
I'll tweak the list.
>>Still no reliable information on a CSM update
I'm sorry, but Sad Panda has said no CSM update until 2017. That's as close to set in stone as you're going to get.
I play Orks, so I know your pain. At least we have each other.
>Thats why Dred mob is popular, with its 400 point stompa you can be not-shit
The funny thing is that the Mek Stompa is really not that good. 400 points is pretty much what its worth, given that to give it much of a ranged presence you have to either knock its CC arm off or pay an extra 100 points.
>tfw 90+ page CSMhomebrew will never see the light of day
wulfen. fucking yiffs get better possessed, i knew it.
Nice, this is my take on it. Tried my best to slim it down a bit.
It's because they can't and blitz is bullshit Ork players (at least some of them) are just desperate for some cheese. They probably still cry about the fall of the Nobs bikers star
Does jink/cover stacks with stealth, particularly nightfighting stealth?
>can run and charge and reroll charge distance
You fucking what mate?
>Nids and Orks cry out in pain
It's not a fucking war gear issue. Not everyone wants all the fucking grav cannons. The BA demi company sucks. BA chapter tactics of just FC sucks. The plus 1 initiative on the charge should just be part of it. THEN we get to a demi company benefit...
BA really need auxiliary formations that don't fucking suck. Most of the SoB formations would work they just have to be tied to the demi company with its overarching benefit and losing the MOTHER FUCKING STORM RAVEN TAX on most fucking formations.
Sorry to break it to you mate but they can indeed and denial is very sad to see. I hardly call a 600 point investment on transport, cheese.
But yeah, keep trying to lie about very clearly written rules to make yourself feel better, doesn't change the fact that turn 1 charges are legal, viable, and beautiful.
2 Wounds each ain't going to save those guys with T4 4+ save. Cant understand the rules but do they at least have a FnP? Any form of Invulnerable? If not, massed firepower or one well placed pie-plate will destroy this unit in one go. And thats not something you want with a 30p/model unit. And to ad TH+SS combo is yet another +20p, which ads up to a 50p/ model count if you really want these guys playable.
Don't get me wrong, I think these guys could potentially put on the hurt, but they need speed, or transport. They need to get in to cc ASAP, because with the points cost and their cc ability they will be a target priority for any opposing team.
Wulfen - WS 4 / BS 2 / S 3
kek/ T 4 / W 2 / I 5 / A 3/ I 8 / 4+
Wulfen pack leader - WS 4 / BS 2 / S 3
kek/ T 4 / LP 2 / I 5 / A 4 / L 9 / 4+
Curse of the Wulfen
When its killed it makes a free attack
Ability to run and then charge, can reroll charge distance.
30 points per model can take 5 more.
Frost axe for 8 points
Frost claws for 12 points
Hammer and storm shield for 20
Wulf leader can take an extra set of Frost claws
The unit can take a dedicated stormwolf as transport.
This should be a general rule in any new ork dex. If a unit can have the good´ol "run and charge" rule, thats apparently oh so OP, a team can have it as well.
Think developers of 40k is starting to realize CC ain't as op as it used to be back in 3-5th edition. And I agree, it was fucking horrible back then, but now its just the other way around.
That really does not look like a 5. Looks a lot more similar to the attacks.
Its a 5 you dufus.
First of, yes it looks like one when comparing it between Initiative and Attacks
Second, its a extra strong Space marine, you really think GW and its team of space yiff-fanboys would give their all new unit 1 less strength than the actual marine? No way.
4+ armor? 150 points? T4? I know a tank that would love to be in the same board as them - but for cheaper
Marines are s4, even scouts are, there's no way the extra beefy feral marines are weaker.
Even if they have all the other shit, thinking it's a 3 is being wilfully obtuse, not even worth the bits and pixels of the post.
Mate, just stop. It's 3. Stop looking at it from across the room through your binoculars, just have to compare Wulfen leaders, which is no doubt a 3, to the attacks on the normal guys, which is no doubt a 3.
Or are you suggesting the leader is 2 strength points weaker than the grunts?
Can the Orks fight in the vacuum without any suits?
If you don't zoom it to blurry as fuck levels, they both look like fives. Blurry it's hard to tell, but is still distinct from the threes.
Better pics will be incoming though, so you can be wrong then.
What kind of coward is afraid of admitting they're wrong?
Look, I understand you want this special snowflake to be good, and it probably will be you do not have a basis for the frost weapons, but a 3 is a 3. You refuse to believe it, so be it. When it comes out true, what will you do?
Of course! See, you die because you can't breathe in the space, right? but if you don't try to breathe in the first place then you can't breathe in the deadly space that surrounds you. Simple.
Hard vacuum of space is represented as weapons all have rending, toxic environments I believe is 4+ poisoned on all weapons.
Haven't seen Acid Rain in a scenario yet, maybe all movement outside ruins/fortifications count as dangerous terrain?
Same with glass-storms and similar shit.
We enjoy the unique combination of bestial menace & Saturday morning cartoon villain goofy bullshit that the faction brings. We enjoy the hell out of the models & their silly expressions & exaggerated character. We enjoy bearing down across the field on an increasingly nervous opponent when we survive to make a charge.
We enjoy the hilarious fluff: a race who slaps shit together with duct tape & psychic belief to make it work or work better; space pirates!; silly language; cavalier attitude about life & death; always lookin' fer a skrap; going back in time to kill yourself to get 2 of your favorite gun; fighting through the warp until landing in Chaos Valhalla; & all the rest.
People's opinions don't reflect on me in any way besides the one vote I out in.
Just pointing out they have a poor track record on /tg/, last time it was even a stupid thing about someone's colour scheme, after 10 or so minutes there were 200+ votes for "strip it and start over", in night-time WIP with less than 30 unique posters in the thread.
Last time I made a strawpoll it was about how many spyders you could take in the canoptek harvest formation got as many votes as there were posters in the thread at that time (~30) within 10 minutes with most of them just so being of the same opinion of the guy that was for more than 1. It evened out exactly as more people actually from the thread voted on it though.
I would really help knowing what's the effect of Curse of the Wulfen and of the Frost Claws, because right now, with these informations, I wouldn't really know how to use them most effectively.
Without weapons upgrade they would be really brutal, 5 S5 I5 attacks each on the charge, but they would lack any kind of AP (so a 5 members squad would inflict less than 3 wound on a SM squad) and they lack grenades, so they risk to lose their higher initiative.
While taking the Frost Axe or the Hammer-Shield combo would make them killier (and, in the case of the SS, more durable) but they would lose the initiative and they would cost much more (they would become terminator less survivable to AP2 attacks but with better chances to reach melee)
Let's try it as free association.
Write the numbers below.
> 15pt klawz
> reduced points cost on Kanz, Nobz, Nob bikes
> Removing detrimental rules
> Standard 'Eavy Armor on Nobz
There. We started to put an actual dent into what makes the Ork codex unusable. Can someone compile these into a better replacement codex?
CALL ABUSE PUPPY
Original positions and stat.
It's a shitty photo of shitty models, nothing worth getting hot under the collar about.
> Better at foightin' than da Boyz
> better at WAAAGH!
Fucking Christ on a cracker, GW, nerf my army harder while copying & then buffing what are supposed to be unique army rules when you hand them to Imperials on q silver fucking platter.
> SPEES MUNREENZ get better WAAAGH,
> also get to assault from deepstrike now...
> AFTER REMOVING THAT CAPABILITY FROM MY FUCKING XENOS ARMY
Jesus fuck-all dick-gargling AIDS-ravaged tampon-puking Nurgling puddle of daemonette ejaculate & rot fluids, fuck this company & their game.
I'm talking to all my buds about using an Ork fandex at this point. I've been shat on enough, & it's time for a change.
Fucking Christ, it's unbelievably egregious at this point.
These are the guys that found a crazy definitely chaos dreadnought in their markings and instead of putting it down now send it into battle encased in ice upon where if it survives they pick it back up again and try again.