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AbusePuppy

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Everything posted by AbusePuppy

  1. You have learned well, my disciple.
  2. I don't see why they would need to. Nothing is being targeted by a shooting or melee attack.
  3. Getting charged by five Thundercav and the eleven characters attached to them is all part of The Lion's brilliant tactical plan, right? ...Right?
  4. Blast weapons of any type- including barrages- can hit any model, whether it is in LOS or not.
  5. The ITC vote this coming week will almost certainly render that portion of the FAQ meaningless.
  6. The FAQ question specifically is talking about a Brotherhood of Psykers unit casting a power, so it wouldn't be meaningful in the situation described. Really, Wyrdvane Psykers are the only ones who can take advantage of it, since no other Brotherhood units have access to single-model buff spells.
  7. And by "later" you mean "in 4th edition, which was more than a decade ago." This ain't exactly new. I like how most of those flyer vs. flyer boxes involve two Attack Flyers, some of which aren't even capable of hurting each other with their guns. Gonna snap shoot at that dude SO HARD.
  8. A Hellbrute and a a squad of basic CSM? How can I resist quality units like those, especially when they're made even better in melee by the powerful abilities of the formation!
  9. One that is fairly relevant is that Wulfen that are embarked at the beginning of a turn- including in a Drop Pod- no longer grant bonuses. That makes taking advantage of their bonuses a lot harder. Poor, sweet child of summer, you think GW has any kind of coherent philosophy about anything?
  10. Vehicles do not suffer Immobilized or Weapon Destroyed results (since they have a different damage table than vehicles) and thus these results cannot be repaired. Armor Value lost to damage results (and other effects of the table) likewise cannot be repaired either, as the repair rules make no mention of any of them. However, they are able to restore lost HP.
  11. "A 1 always fails" is not a universal rule- it specifically applies to armor saves, to-hit rolls, to-wound rolls, and reserve rolls. Other types of rolls can pass or fail on a '1' based on their individual rules, and it so happens that repair rolls are allowed to pass on a natural '1'.
  12. There actually is a Drone unit pack that is something like two Drones for $14 or something ridiculous like that.
  13. If they actually got Aid Unasked For as part of their codex detachment, you'd see a lot more LotD in tournaments.
  14. That is also what the 40K version does, amongst other things.
  15. Well, the thing is in that case there is no ambiguity at all; your whole army starts in reserve and you lose at the end of turn 1. GW's suggestion is essentially just your opponent being polite to you because you brought a sucky army and you don't want to lose the game as soon as it starts. They didn't need to put anything more than a "yup, don't be a dumb" reply there but they decided to be generous and throw a bone to people who like skelington men too much, and I can't really hate them for that.
  16. Melta is pretty easily available to Tau for tank-busting if you need it, but really Missile Pods (and High-Yield Missile Pods) will usually do the trick due to number of shots- getting a reroll from Tank Hunter or a Dawn Blade Cadre helps a lot, though. Heavy Flamers ruin Tau infantry, it's true. But really Tau infantry just aren't that tough to start with; even Boltguns can do a lot of work on them thanks to the weak Toughness value. Don't get in stand-up firefights with things and don't let people get the drop on you. Grav weapons will devastate most things they shoot at- again, the best way to handle this is not to let them shoot at you. Tau have the most extensive (and, in fact, almost the only) access to Interceptor in the game- use it. Broadsides, Riptides, Ghostkeels, and Stormsurges will all make short work of most Drop Pod units. This does work, but getting the whole unit within 2" of the Tau models can be rather difficult (especially if you want to make use of a Heavy Flamer) and even if you manage it, most of the Tau blast weapons have the option for a solid-shot mode that doesn't rely on template placement (even if it is less effective.)
  17. Yeah, Defensive Grenades no longer give Stealth. They can instead be throw as a weapon with the Blind rule.
  18. They establish themselves ahead of the main body of a Tyranid invasion, yes, but once the hive fleet arrives they fight rabidly against the planet's defenders in order to weaken them so that the main Tyranid forces can more easily overpower any resistance. GSC allied with Tyranids would presumably represent this stage of an invasion, where the hive fleet had made planetfall and the GSC had outed themselves through sabotage and betrayal of the defensive forces, and working alongside their alien masters. Going purely by the fluff, the GSC should absolutely be Battle Brothers with Tyranids- they are suicidally devoted to them and literally have no thoughts but to serve their purposes.
  19. It's okay, Shadow is a joke of a rule anyways, so it really doesn't hurt you much!
  20. Almost, but be sure to mention how the army is "very skill-based" and talk about how, even though it was a very bad matchup and the other player was one of the strongest 40K players in the entire universe, you still tabled him at the top of turn 1. It also wouldn't hurt to say something disparaging about the other guy's list as well, preferably implying that by playing (insert any given faction in the game) they are basically the most unoriginal P.O.S. ever and are just abusing broken units.
  21. Tournaments are one of the best painting motivators, I find, because you had a hard-and-fast date that you need to have things ready by. Really puts the kibosh on the ol' procrastination engine.
  22. I'm pretty sure he still has an extensive supply of them- if you can't get in contact with him through Ordo, I can ping him for you.
  23. It's nice that you think that your Wulfen/Thunderwolf deathstar army isn't a netlist.
  24. Everyone thinks their list is a "counter-meta" list, just like everyone thinks that their own list is very tactical and complex while other people's lists are just point-and-click netlists.
  25. The problem you're gonna run into is that none of your units are THAT tough. T4/3++/FNP will shrug off a decent number of wounds, but it won't be that hard for S5+ weapons to grind them down and you really don't have that many models. Killing the Wulfen off quickly eliminates your movement bonuses and armies that play with reserve strategies are going to be able to divide/avoid you pretty easily. You'll tear static gunlines to pieces, but you don't usually see those ranking very highly in tournaments. The Thunderwolves are really not much tougher against most things (T5 vaguely balances lack of FNP) but will go down quite quick once people focus fire on them. There are a LOT of anti-infantry weapons out there, from Tau to Eldar to Renegades to Knights and more and all of them are going to do a number on you. Lacking the Librarius Conclave is really going to limit your defensive options a lot- the SW casters just can't get the same good powers for the most part (especially Invisibility, Endurance, and Shrouding) and are less reliable for getting off spells. I don't think the VSG is doing a lot for you- you've already got the 3++ saves to shrug Grav wounds, and it's not like you'll be inside of its radius any turn but the first. I would be much more worried about mobile units that can stay away from you and flyers, which you have no way to do anything meaningful to at all. Also, you aren't going to get turn 1 charges unless you get lucky and roll the double-move power against someone who wasn't expecting it or if the other guy is just bad and doesn't deploy to get away from you. It will be very hard for people to avoid turn 2 charges from at least some of your units, but turn 1 is really optimistic.
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