Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Waaaghpower

Pages: [1] 2 3 ... 68
1
News, Rumours and Trading / Re: 8th Edition Announced: It's FREE??
« on: April 25, 2017, 08:51:55 PM »
I'm starting to like this less and less;
https://www.warhammer-community.com/2017/04/25/warhammer-40000-unit-profiles/

Also as a commenter on facebook pointed out, Tactical Dreadnought Armour has a better armour save than actual Dreadnoughts. Which seems weird to me.

Giving all vehicles toughness and wounds completely eliminates any reason to outflank, they're now equally tough/squishy all over.

I might test it, but I'll probably end up sticking with 6th edition.
I'm guessing the idea is that Dreadnought defense comes from high Toughness and number of wounds. Also, if they give it a 2+, then they have nowhere to go for Contemptor/Ironclad dreads.

2
News, Rumours and Trading / Re: 8th Edition Announced: It's FREE??
« on: April 24, 2017, 11:23:20 PM »
I wouldn't mind the discouraging of allies, except... I play Sisters of Battle. I play Inqusition. I have about fifteen Grey Knights. I play Deathwatch. I play Custodes, and Sisters of Silence, and I have less than Mechanicus models (including Belisarius Cawl.)
All of these were sold to me (and bought BY me) under the idea that I could use them all together, and that most of them were *designed* to be used together. Deathwatch are not a legit army on their own. Inquisition on their own would be laughable. Being penalized for an army comp that was previously encouraged is annoying.

I wouldn't mind losing Armor values either, except with it goes a whole host of other things - Dedicated anti-tank fire becomes, at best, another variation of 'Shred against specific enemies'. Flanking the target for a better firing solution is gone. Special weapons that only work against one target or another (haywire/poisoned) become less special.
If they ditched Walkers I'd be fine, but all tanks is too much.


Templates will be missed just because I like 'em. Carefully placing models so that you don't get destroyed by a grenade is fun. Hitting multiple enemy squads that are tightly packed together is fun. Launching a 7" or 10" blast into a big squadron of enemy tanks is really fun. (Plus, it offered a way for inaccurate armies (like my Orks) to still have threatening single-shot weapons.)

As for the rules... I'm mostly annoyed because I'll have to re-buy everything, with no spacing out. The rulebook, three army books, and probably five or six codices. Grrr.

3
Online Roleplaying / Re: Dark Heresy Roleplay Thread
« on: April 24, 2017, 07:49:52 PM »
Roll - Randomize... Things and secret... Checks.
 [Spoiler] You don't get to see this![/spoiler]

Roll - Randomize lockers.
[Spoiler] You don't get to see this either![/spoiler]

Roll - Lockpicking
[Spoiler] +30 Security Check. Int. 33. Needs 67 or lower.
Roll 1 - 75
Roll 2 - 38
Roll 3 - 69
[/spoiler]

As the others resorted to more brutish measures, Scythia knelt by a lock, working to open it smoothly and without force. The first resisted, but after some gentle ministrations with her multi-tool, she opened it to find an unloaded autopistol, several packets of an unidentified powder, and a stack of hand-written log books.

As she moved to the next locker, though, she hesitated, hearing a voice echoing down the hall from deeper in the prison.

"Down this way. Watch it, I saw one of 'em in the break room. Scary fella, about the size of a hab block."

"No more rubber rounds, then. Got it."

(18 lockers are still shut. You have opened 7, collectively.)

4
News, Rumours and Trading / Re: 8th Edition Announced: It's FREE??
« on: April 24, 2017, 07:28:37 PM »
I watched their Q&A today, and am now... Less optimistic.
Armor value is gone.
Templates are gone.
Lasguns can now hurt Land Raiders.
Formations are gone, though more complicated/specific detachments are now available.
Allies are now heavily discouraged, at least based off of what they're saying.
They're actually going with 'Whoever charges first, hits first'.

Oh, and the rules aren't going to be free, or even any cheaper to get universal access. Unit rules will be split into a number of books (for 'Space Marines,' 'Imperium', 'Xenos', and 'Chaos', or so it sounds,) at a 'lower pricepoint' than codices, but if you want detachment rules or other special options you need to buy that army's codex as well.

Angry reacts only.

5
News, Rumours and Trading / Re: 8th Edition Announced: It's FREE??
« on: April 23, 2017, 04:17:42 AM »
I think I'm a little against-the-grain in that I actually quite like the 7th edition rules, they're perhaps my favorite ruleset (I've played in 5th and 6th,) so I'm a little hesitant about the update - If they change it, it's definitely not going to be the thing I like, but it MIGHT not be as good as what currently exists.

That being said, movement values and save modifiers both *seem* like good ideas. Making there be an actual reason to take Terminator Armor over Artificer Armor, adding more value to armor saves over invulns, and reducing the number of rerollable saves and the time taken rolling defensive dice could all be good things. I don't want the Psychic Phase to change much, though the method of choosing powers could be tweaked so that there's less of a gap between good and bad powers. I like the way assault currently works. I like the way shooting works.

So... cautious, but optimistic that they fix the problems without breaking the stuff I like.

6
Online Roleplaying / Re: Dark Heresy Roleplay Thread
« on: April 18, 2017, 03:35:43 AM »
Roll - Randomize lockers. [Spoiler] You don't get to see this![/spoiler]
Roll - Shotgun Stock Attacks
[Spoiler] Weapon Skill Check. Needs 78 or lower.
Roll 1 - 52
   Damage roll - 1
Roll 2 - 31
   Damage roll - 6
Roll 3 - 46
   Damage roll - 9
[/spoiler]

It takes two heavy blows to smash the first lock, but the second comes off easily, and Salk stops to examine their contents.

The first contains one broken Chrono, one unused prophylactic, one black suit jacket, one pair black suit pants, one hat - black, one pair of sunglasses, and twenty three throne gelt.

The second contains one half bar of chocolate, one bunch of keys on a white metal ring, one packet of lho sticks, two plastic ball-point pens - one black, one red - one pocket tome, one address book - imitation red leather - and one white metal chrono.

The second contains

7
Online Roleplaying / Re: Dark Heresy Roleplay Thread
« on: April 15, 2017, 06:34:42 PM »
Roll - Randomize lockers. [Spoiler] You don't get to see this![/spoiler]
Roll - Baleful Eye attacks
[Spoiler] Ballistic Skill Check. All but Critical Fail.
Roll 1 - 24
   Damage roll - 6
Roll 2 - 27
   Damage roll - 7
Roll 3 - 49
   Damage roll - 9
[/spoiler]
In quick succession, Whilhelm blasts three locks into molten slag. His third attempt proves fruitful, and he locates the correct locker on the third try, finding and reclaiming his appropriated gear in half a minute.

8
I'm legit uncertain what my character could or should be doing right now.

9
Hobby / Re: Army Showcase: Tau Hunter Cadre
« on: April 14, 2017, 02:38:03 PM »
Spoiler tags are still broken...
That scheme is looking really good, though!

10
I have not tried it out yet, mostly because I like my 40k games to be as big and dramatic as possible. If I want to play a more focused, small-scale game, I'll play X-wing or Space Hulk. It's really cool in theory, but I already have too many wargaming things going on, and playing 40k Lite just isn't my bag.

The terrain in that box looks hella cool, though!

11
Online Roleplaying / Re: Dark Heresy Roleplay Thread
« on: April 11, 2017, 11:29:24 PM »
Roll - Scythia checks for cameras.
[Spoiler] Awareness Check. Per 33, needs a 33 or lower.
RESULT: 2.[/spoiler]
Scythia glances around, almost giving the all clear, when the she catches a glimpse of a tiny reflection of light down the hall, opposite from where they had come from. It is almost invisible, veiled in shadow as it is, but the camera watching them is very real and very much watching them.

Roll - Scythia attempts to pick the lock.
[Spoiler] +10 Security Check. Int 33, +5 for Servo-Skull, needs a 48 or lower.
RESULT: 11. 3 degrees of success.[/spoiler]
Taking the time to work on the door, Scythia moves with as much speed as she can without risking failure. After a moment of jostling - Or thirty seconds, to be precise, the door pops open with a 'Click'. "We're in," she says.


12
Online Roleplaying / Re: Dark Heresy Roleplay Thread
« on: April 11, 2017, 10:49:54 PM »
Roll - Scythia plots out the route to the equipment locker.
[Spoiler] +40 Intelligence Check. Int 31, needs a 61 or lower.
RESULT: 33. 3 degrees of success.[/spoiler]

"It's off to the left," Sythia says, as they exit, scanning the hallway for threats. Without waiting any longer, she departed into the shadows. Salk followed behind, as did Wilhelm - After a brief hesitation, at least - but the rest of the group followed after Tarkus - Most of them wanting the quick escape, but Arlo simply staying with the largest fighting force, his instincts still in control of his actions.


It took only thirty seconds for Scythia's group to get to the impound, but the door - A thin piece with a glasteel window inside - Was locked, and they couldn't enter.


Tarkus's group reached the exit at roughly the same time. The door was not apparently locked, but a large red warning sign was on the door handle reading 'EMERGENCY EXIT - ALARM WILL SOUND'.

13
Forces and Allies of the Imperium / Space Marine Anti-Air Thoughts
« on: April 06, 2017, 11:13:29 PM »
(I'm trying to have discussions here, but it's not that easy when nobody responds...)

I tried out Hunters and Stalkers for the first time yesterday! It was a game against a CSM player - I had an Iron Hands Rhino Rush with a Command Squad on Bikes, the Hunter/Stalker formation, and Chapter Master Smashfather. He had a Death Guard Rhino Rush with a bike squad, the three-Helldrake formation, and a lord on a bike. Mirror match! (I also had a Librarius Conclave and he had Havocs, but that's not a mirror match.  :-\ )


Anyways, it was a close game - I may post a battle report later, because it was pretty cool how it went. I'm not going to regale you with tales here, though, because that's not what this post is for!
This post is for my thoughts on the anti-air.

And overall? Stalkers are pretty great, Hunters are... Less so.

I had something like 320 points of anti-air, three Stalkers and one Hunter, and he brought 510 points of pure Helldrake. Thanks to the insane volume of fire that my Hunters could put out with Interceptor shots, (9 ignores-cover shots per target,) I was able to incapacitate a Helldrake on turn two (I got a hull point on each, and a Weapon Destroyed result on one,) I put two Hull Points on his third Helldrake when it came in turn three, and finished off the weakened one with the working gun when it came in from ongoing reserves on turn four. Ignoring Cover (the bonus for having three) wasn't as big of a deal as it might have been, since he had that 5+ invuln, but it did get me a Hull Point that I wouldn't have gotten otherwise, and being able to fire at multiple targets with a single unit was invaluable for dealing with target saturation, and when there was only a single target, being able to buff up their damage was similarly invaluable. Having these guys didn't just kill fliers for me, it was able to neutralize potential sources of damage before those sources got to hurt me, so they boosted both my offensive AND defensive capabilities.

Unfortunately, in order to bring those Stalkers are part of a Medusa Strike Force, I had to bring in an Anti-Air Defense Force, which meant bringing a Hunter as well.
The Hunter DID actually get me a kill, which was neat. (On the bottom of turn four, I hit the other Helldrake that had a working gun, got past his invuln, and took out his last Hull Point.) It was the only time it got me anywhere, though - Even with Armorbane, a single BS4 shot that doesn't ignore cover is just too unreliable to cause significant damage, and the formation bonus (+1 BS for the Stalkers if they fire at something that the Hunter hit,) is completely useless - Against any decently sized air force, the Stalkers are going to be firing Interceptor every turn, or at least the first couple of turns, which are the most important ones. The Hunter cannot fire Interceptor, so it's not going to be firing with the Stalkers. This effectively nullifies any formation bonus until you get to turn 4 or 5, by which point most fliers *should* be dead.


So, the Stalkers I'm very impressed with, at least if you know you're going to be facing fliers, or at least skimmers. Bringing three for 240 points (You ARE buying Storm Bolters for all of them to soak up Weapon Destroyed results, right?) provides enough AA for just about any potential threat. The Hunters... Well, their model looks nice, and they're not the worst tax you could pay, right?


(If you expect to face FMCs and not Fliers, by the way, the Hunters are a little better - Punching through armor saves is nice, and they actually get to use their formation bonus. Plus, if you take them in a Medusa Strike Force like I did, you can bring two, use PotMS to fire them at two different targets, and then have the Stalkers fire with BS5 at both targets. It's just not good against actual Fliers, which is ironic considering it has Armorbane.)

14
Online Roleplaying / Re: Dark Heresy OOC/Discussion Thread
« on: April 06, 2017, 10:50:30 PM »
No problem, as I said before, everyone's posts have been pretty clear and straightforward.

Something worth noting, though: Tarkus has told the group the most clear exit route, but as of yet nobody has tried to remember/gotten an answer to where the impound locker is. Following his advice, you're just going to be leaving.
(And if nobody posts, I'm going to assume you're following his advice.)

15
Forces and Allies of the Imperium / Re: New Triumvurate Tactica?
« on: April 05, 2017, 08:14:18 AM »
The only way to transport him is to use Psychic powers. Soulswitch and Worldwrithe (I can't remember the loyalist name...) both let you teleport him across the board rather effectively, but that requires you to first bring a Psyker who knows the power, can succesfully manifest, and is well positioned to do so.

Pages: [1] 2 3 ... 68