Yes, I can see where you are coming from and there are some good points. On my behalf, I was always of the toughness is toughness school and generally wounds would reflect toughness. This has certainly changed over time in certain way's and I feel a little foolish for not noticing the mechanic.
Nevertheless, I will be a stubborn bastard and say Marine Commanders should be toughness 5, and I always thought Ogryn's should have been toughness 6. No rules, no logic, just my Imperial bias. Thank you for the replies by the way. Sorry, if I was a tad grumpy.
I thought the Deathwing Knights were great, actually. For starters, both they and Deathwing are one Power Level cheaper than regular termies no idea why. But really it comes down to that Mace. It's really the best hammer. Giving up 1 AP to not have -1 to hit? You should always want that. Note also that the successor chapters have no Chapter Masters at all, since they can't use the unique ones and no neutral ones exist anymore. To be honest I don't know why they bothered with the restriction.
And with the new wound allocation rules i. I just want to use the thirty-odd year old models I have with mauls and axes as if they had mauls and axes! No powerfist, no chainfist, no non-sword power weapon. I do get that, but people are generally pretty forgiving with "counts as" on older models, particularly if there's no corresponding loadout so no confusion.
The lion helm has gone back to it's 3rd ed roots, only dark angel models not units. The Ravenwing medic has the mobility to get to the place he is most needed and the Deathwing doc will be hanging out with other multiwound models… The standard Apothecary is just going to be a source of band-aids for a Company Master. He's not the "OMG must have! Remember Apothecaries can bring back dead models in addition to restoring lost wounds to injured models.
That had me wondering as well. The Lone Wolf is a superb character, much cheaper, yet potentially more effective than Rag's. In fairness, Ragnar needs some buffs; however, I've repeated that so many times. Nevertheless, I'm generally pretty happy about things.
It's a little nerfed from what I recall. Interesting to see if the SW's do get CA. Thus far, it doesn't look promising. However, CA, was only ever bought in when they decreased the BC's weapon skill and the SW's had crappy assault troops. Hence, maybe the buff's to them have now made CA extinct as they can back up the GH's a little better now?
Very cool. So Grey Hunters get their chainsword for free now, basically? If so, why not make them part of their basic wargear? Hmmm, interesting. What do you make of what you have seen so far in the lists? I'm a fun and fluff RT era gamer just getting back into 40K thanks to 8th. It looks pretty balanced to me, which is cool. However, I'm more than interested in getting the opinions of current players.
I don't really know yet, I haven't had a great deal of time to wrap my head around the Indexes yet. Nvm, the Grey Hunters pay for their chainswords in their base cost 14 pts base vs 13 pts base Tacticals. Looking over the list of "elsewhere in this book" units for the Dark Angels, I notice that they have access to all of the new Primaris Marines… But none of the Primaris Marines even the heroes like the Lieutenant are part of the Deathwing.
At least, not in a Codex Astartes compliant Chapter. I only vaguely recall the fluff from GS3 because it was pretty bad, but wasn't the 2nd Company part of the rowboat's big party there, which got messed up pretty bad by Chaos? That would make sense, then. I mean, presumably Big Bobby G has some kind of system figured out for how to reorganize chapters to integrate the Primaris marines; just throwing them into companies willy-nilly doesn't really seem like his meticulous, teetotaling style.
Sammy is awesome, he can attack fliers T6 and will all those re rolls Ravenwing will be blasting plasma everywhere. Why isn't there an option to field a simple wolf lord on foot like a standard captain? It didn't hurt anybody.. The weapon profile isn't show on the Wargear Chart. Wolf gaurd battle leaders are practically just lone wolves. On the other hand, I dont like them because the. Contained in this workshop are the Warhammer 40, 8th Edition datacards that contain the keyword Astra Militarum.
They are organised in the same order that they are found in the Index Imperium 2. Also contained are some faction specific dice. Contained in this workshop are the Warhammer 40, 8th.
If manifested, roll 2D6, adding 2 to the total if the psychic test was more than Engulfing Fear : WC 6. If your opponent scores higher, or if the scores are drawn, nothing happens. If your score is higher, the enemy model reduces its Leadership, Ballistic Skill and Weapon Skill characteristics by 1 for the rest of the battle e. Before the battle, generate the psychic powers for PSYKERS that can use powers from the Obscuration Discipline by selecting the psychic powers you wish the psyker to have.
That unit can immediately move as if it were its Movement phase; it cannot Fall Back as part of this move and must Advance. When rolling to see how far this unit Advances, roll 3D6 and discard the two lowest results. You cannot use Temporal Corridor on a unit more than once per Psychic phase. That unit suffers a mortal wound. If your army is Battle-forged, and the model you chose was a Character, you can then roll 3D6. You can either roll one D6 to generate each litany randomly re-rolling duplicate results , or you can select which litanies the model knows.
This is not cumulative with any similar rules e. When resolving an attack made with a ranged weapon by a model in that unit against the closest visible enemy unit to that model, add 1 to the wound roll. When resolving an attack made with a melee weapon by a model in that unit, on an unmodified hit roll of 6 you can make one additional attack against the same unit using the same weapon.
This additional attack cannot generate another attack. When resolving an attack made with a ranged weapon by a model in that unit, add 1 to the hit roll. If your Warlord is a Character, it can use a Warlord trait. Choose your Warlord Trait immediately before either player stats to deploy their army. Roll a dice each time this Warlord loses a wound. On a 6, does not lose the wound. After shooting with that unit, it can move as if it were your Movement phase; if it does, it must Advance and cannot declare a charge in the following Charge phase.
Remove them from the battlefield and set them up again as described in the Deployment section of the mission if both players have abilities that redeploy units, roll off; the winner chooses who redeploys their units first. Add 1? When resolving an attack made against this Warlord, subtract 1 from the hit roll. Add 1 to the Damage characteristic of ranged weapons this Warlord is equipped with.
This does not apply to Grenades or Relics. Once per battle, if your Warlord is on the battlefield, you can re-roll a single hit, wound, damage or saving throw roll.
Your Warlord can fire their Pistol, Assault, Rapid Fire, and Grenade weapons at enemy Chracters even if they are not the closest enemy model. In addition, whenever your Warlord piles in or performs a Heroic Intervention, they can move towards the closest enemy Character instead of the closest enemy model. Roll a dice each time your Warlord loses a wound. Add 1 to the result if your Warlord did not move during his last Movement phase. If the enemy has units that have charged, or that have similar abilities, then alternate choosing units to fight with, starting with the player whose turn is taking place.
You can either roll one D3 to randomly generate one, or you can select one. When resolving an attack made against this Warlord, an unmodified wound roll of always fails, irrespective of any abilities that the weapon or the model making that attack may have. When taking that Deny the Witch test, do not roll the dice; it is automatically passed. Once per battle, at the start of the battle round, you can select a combat doctrine that is not currently active.
If both players have units that can move before the first turn begins, the player who is taking the first turn moves their units first. Dark Angels 8th Edition. Combat Doctrines Models in this unit gain a bonus depending on which combat doctrine is active for your army see below. Counter-Offensive: 2 CP Used right after an enemy unit that charged has fought.
Insane Bravery: 2 CP You can automatically pass a single Morale test and must be used before taking the test. Prepared Positions: 2 CP At the start of the first battle round, before the first turn begins. Hunt the Fallen: 1 CP Use this at the start of the battle. Inner Circle: 1 CP Use this before the battle. Wisdom of the Ancients: 1 CP Use at the start of any phase.
Dark Angels Unique Items. Havenfall Blade Models with a power sword or master-crafted power sword only. Foe-Smiter Models with a storm bolter only.
Mace of Redemption: Models with a power maul only. If your army includes any Specialist Detachment, you can give the following relics to a Character from the corresponding Specialist Detachment in your army Ravenwing Attack Squadron: Monster Slayer of Caliban Model with power sword only.
Digital Weapons When a model with this Relic fights, it can make 1 additional attack using the close combat weapon profile see the Warhammer 40, Rulebook. Bolts of Judgement When you give a model this Relic, select one bolt weapon pg 34 that model is equipped with. Dark Angels Psychic Powers. Trephination : WC 7 If manifested, roll 2D6, adding 2 to the total if the psychic test was more than Dark Angels Warlord Traits.
Tenacious Survivor: Roll a dice each time this Warlord loses a wound. Master of the Vanguard: Add 1? Stealth Adept: When resolving an attack made against this Warlord, subtract 1 from the hit roll. Brilliant Strategist: Once per battle, if your Warlord is on the battlefield, you can re-roll a single hit, wound, damage or saving throw roll.
Huntsman: Your Warlord can fire their Pistol, Assault, Rapid Fire, and Grenade weapons at enemy Chracters even if they are not the closest enemy model. Stubborn Tenacity: Roll a dice each time your Warlord loses a wound. Inexorable When resolving an attack made against this Warlord, an unmodified wound roll of always fails, irrespective of any abilities that the weapon or the model making that attack may have. Tactically Flexible Once per battle, at the start of the battle round, you can select a combat doctrine that is not currently active.
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