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Messages - pepsi

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1
Crisis suits are clumsy, a good amount of str 4 attacks will get the best of them (looking at 6 attacks from three of them, of which half will miss most of the time). Wolves have to get there though.

Weapon I always hated were templates. Suits go down fast when str 8 weapons are involved. Autocannons, krak missiles, and demolishers in my opinion (armor 13-14 we have to respond to with fusion blasters). I can take a hit or two from conventional weaponry, it's the high end stuff that makes up for it.

 

2
It's has changed my firepower a bit. Two missilepods, plasma rifle. Lone suits with two fusion blasters and flamer. They work out to be relatively affordable now that the multitracker and target array expenses are no longer needed. It's scary to think that you can get a lot of missiles for under 1000pts. 

3
Besides being a bit more expensive, im scratching my head when it comes to the benefit of twin linked missilepods vs BS 3 missilepods x 2. Four shots at str 7 (average of 2 hitting)  vs 2 shots with a really good chance of hitting. The new FAQ says we can take multiples of the same weapon, but we cannot fire more than two. If someone wants to stick to a deathrain configuration, simply spend more and get two missiles now?

4
Yep, you can turn them on to meet your needs. Means they are halfway decent against anything they shoot at, T 1- T 10, and can make up their points fast if they rend.

5
It's scary knowing you can still get 8 missilepods from two uis, and you can get them rerolled with that support pattern Jayne is mentioning. Or cover ignored.

6
Assume if the signature item is a weapon that it takes up a weapon slot. They don't make that distinction for items, such as the command and control node, or the gauntlet. Nothing save the 1 per army and PT cost limits it really.

7
Normal shooting rules apply in overwatch. So far if a flamer was touching friendly units, you would not be able to target the enemy through them. I would imagine the same in overwatch. You would need to be on the sides of the unit if you plan on taking advantage of the D3.

8
Although do note: the crisis battle team is just like before. Each has one of each weapon, and there should be 6 gun drones. Meaning that your going to likely have to get the commander box to get any of the special bits (pretty steep imo). My first box was missing three gun drones, but GW fixed that right away.

9
News, Rumours and Trading / Re: New Elves on the Horizon
« on: April 23, 2013, 11:33:31 PM »
Hell, why did Batman appear at the end of that video?

10
I just realized this. Our crisis suits are relentless, and they can take up to 3-4 weapons (4 for commander). That is a lot of dakka. Can you imagine an AFP, a cyclic ion blaster, and a burst cannon? 3 shots at str 7, 4 shots at st 5, and a large blast template at BS 5?     

On top of this you can take a self-destruct and get another large blast once the crisis suit dies.
As far as I can see you cannot do that. You can take 4 weapons but can only fire 2 per turn. Two sets of twin linked Plasma might work or a Plasma with twin linked Plasma.

Reread relentless and I think Ill retract my statement. Makes more sense to twin link something and give them a support system.

11
I just realized this. Our crisis suits are relentless, and they can take up to 3-4 weapons (4 for commander). That is a lot of dakka. Can you imagine an AFP, a cyclic ion blaster, and a burst cannon? 3 shots at str 7, 4 shots at st 5, and a large blast template at BS 5?     

On top of this you can take a self-destruct and get another large blast once the crisis suit dies.

12
Unless that character is a war lord of course scale.

13
Opening my pathfinders box today to find that the two sprues they include are packed with bits. The one thing they typically cut back on were special weapons, but amazingly they have 3 each of the special ion and rail rifles. Alternatively, they all can have the carbine option.

The pathfinders themselves are kind of dorky because of the way the new antennas attach to the helmets, but the new sprues are pretty solid, thought you would like to know.

14
Forces and Allies of the Imperium / Re: New Kroot
« on: April 13, 2013, 09:34:35 AM »
That is the thing about Kroot: they are never effective in combat until the unit is weakened by shooting. The biggest change is losing str and attacks, but you now have rifles that will still remove ork and imperial guard saves, including gaunts. In addition, you have rifles that can switch between rifle and sniper modes if you pay extra. You wound everything on a 4+ at one shot a piece (assuming sniper rifle) or you can close up and rapid fire, which means you have a lot of tactical diversity. You can choose to add cheap hounds to try to wound creatures that are supposed to strike before you (anything I 4) or throw on a Krootox for str 6 attacks. And if you want them to be anywhere on the board you have a good chance to do it. The downsides are minimal: they still get killed fast, they are not the strongest attackers, and they are not great because they lack frag grenades (always had that issue). The decision to attack is based off of the shots. Maximize their shots at 24 inches and your cheap units will do their job. I personally am thinking about 2 squads, 15 kroot 10 kroot hounds.

Allied with imperial guard I can make up for the lack of pulse fire, or I can beef up my missile pod counts between drones and crisis suits. I want to thank the author personally. However, I hate the lack of target arrays... and there is no combat armor option for the ethereals. 

15
News, Rumours and Trading / Re: Alien heads sprue - Male Kadesh
« on: April 12, 2013, 12:18:07 AM »
I love the female heads. Just got mine by mail today from across the pond. They just need minor cleaning, but they're very smooth and "Kadesh"  ;) like.

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