Fix Posted May 24, 2014 Report Share Posted May 24, 2014 Quad guns are only particularly good against fliers. Quote Link to comment Share on other sites More sharing options...
fluger Posted May 24, 2014 Report Share Posted May 24, 2014 Now if you have skyfire you snapshot against ground targets. Quote Link to comment Share on other sites More sharing options...
Guest Mr. Bigglesworth Posted May 24, 2014 Report Share Posted May 24, 2014 This also impacts targeting skimmers too? Or can sky fire still fire full bs at skimmers? If this changed I think that would be biggest impact as most things didn't have both skyfire and intercept. Though quad took a big hit. Quote Link to comment Share on other sites More sharing options...
doc Posted May 24, 2014 Report Share Posted May 24, 2014 So last night I played against "that" tzeentch list. Yeah, the one with 18 +d6 warp charges....It took about 20 mins for my opponent to work out all his powers...Turn 1 psychic phase took about 45 min. Just the psychic phase.My psychic phase was MUCH shorter. He pretty much denied EVERYTHING!I took a SW Rune priest... Does my runic sword still work on a 4+? If that fails can I still use my deny dice pool? What do my SW powers count as charge-wise? Can I activate multiple powers now?Lots of questions about the transition.... The most confusing power was Flickering Flame. How do you deal with the variable warp charges? Messy discussion! Oh, and the new mission cards are very interesting! EDIT: chariots are not that tough in CC.. challenged out the champion, crushed the chariot! with blood claws... 1 Quote Link to comment Share on other sites More sharing options...
Guest Mr. Bigglesworth Posted May 24, 2014 Report Share Posted May 24, 2014 Do you think psychic phase was long because of newness or it is just a new thing. It seems like the same issues apply to a horde player... Know plan and stick with it so you don't slow play. Any perils done? Seems like they hoped the internal balance of the warp charges is based on perils happening more frequently. Quote Link to comment Share on other sites More sharing options...
MauzDeadalive Posted May 24, 2014 Report Share Posted May 24, 2014 I feel that Chariots are not that tough in general...the key is going to be who is in the chariot as I strongly feel that Command Barges are going to be even more the rage. I also feel the biggest change this edition is the clarity or ease of comprehending the rules as a whole. At least I feel less confused after I read something for the first time through so far. Quote Link to comment Share on other sites More sharing options...
Burk Posted May 24, 2014 Report Share Posted May 24, 2014 chariot changes are really cool. owner chooses which wounds it or the rider takes. so you put the bolters against the chariot (cant hurt it) and the high ST against the rider. if either is killed, both are removed. Quote Link to comment Share on other sites More sharing options...
cadaver2k Posted May 24, 2014 Report Share Posted May 24, 2014 Is the cover save for jink now a 4+, if so does a bike with skilled rider get a 2+ when turbo boosting? Thanks. Quote Link to comment Share on other sites More sharing options...
MauzDeadalive Posted May 25, 2014 Report Share Posted May 25, 2014 Is the cover save for jink now a 4+, if so does a bike with skilled rider get a 2+ when turbo boosting? Thanks.Jink is now just a 4+ with no bonus for Turbo Boosting as far as I can tell. Quote Link to comment Share on other sites More sharing options...
cadaver2k Posted May 25, 2014 Report Share Posted May 25, 2014 Is yheir a bonus for skilked rider? Quote Link to comment Share on other sites More sharing options...
Malindle Posted May 25, 2014 Report Share Posted May 25, 2014 Doc, Gotta ask, how were the Pink Horrors aside from acting as Warp Charge batteries? And how often was he able to get flickering fires off? Quote Link to comment Share on other sites More sharing options...
doc Posted May 25, 2014 Report Share Posted May 25, 2014 Doc, Gotta ask, how were the Pink Horrors aside from acting as Warp Charge batteries? And how often was he able to get flickering fires off? We only played 2 turns... In 2 hours... He fired it off twice. Flamers were actually quite effective at shooting in the psychic phase. Quote Link to comment Share on other sites More sharing options...
doc Posted May 25, 2014 Report Share Posted May 25, 2014 Do you think psychic phase was long because of newness or it is just a new thing. It seems like the same issues apply to a horde player... Know plan and stick with it so you don't slow play. Any perils done? Seems like they hoped the internal balance of the warp charges is based on perils happening more frequently. I think the problem is a the number of powers a tzeentch player can roll for, the number of tests they gets to roll, and then the number, (Or lack of on my SW part) DtW I get to do. With so many units having more than one power, and no limit on how many you can fire off (as far as we read in the rules), it was just a LONG phase for that army.In 6e they still did plenty of psychic stuff, but it went a lot faster. Some of the new powers make tzeentch extra annoying... 2+ invuls re rolling fails is filthy! There were a couple of perils, but with tzeentch's +3 to leadership there was very little harm done. Quote Link to comment Share on other sites More sharing options...
VonVilkee Posted May 25, 2014 Report Share Posted May 25, 2014 We only played 2 turns... In 2 hours... He fired it off twice. BTW codex chaos daemons page 68 flickering fire. Can be manifested as warp charge one, two, or three. Declare how many before attempting to manifest the power. easy that one! 1 Quote Link to comment Share on other sites More sharing options...
ROGRE Posted May 25, 2014 Report Share Posted May 25, 2014 Played Death Wing vs. Dark Eldar yesterday. The new Reserves rules do not state anything about how much of your force can be held in reserves. We played it as I could reserve my entire Death Wing and deep strike everyone in on turn one using the Death Wing Assault rules. Does it sounds like we played it right or did I miss something in the book regarding reserves? Quote Link to comment Share on other sites More sharing options...
fluger Posted May 25, 2014 Report Share Posted May 25, 2014 Nope. Full reserve is back. That is awesome. Drawing now is really worth it. Quote Link to comment Share on other sites More sharing options...
Steel Angel Posted May 25, 2014 Report Share Posted May 25, 2014 Full reserve is back but if you dont have any models on the table at end of any turn you lose 2 Quote Link to comment Share on other sites More sharing options...
Murphy'sLawyer Posted May 25, 2014 Report Share Posted May 25, 2014 Full reserve is back but if you dont have any models on the table at end of any turn you lose Well Dark Angels in full reserve with Green Wing in Drop Pods and Deathwing coming in turn one means no models at the beginning but almost all you models in by the end of your turn. Not that is very competitive. Quote Link to comment Share on other sites More sharing options...
pretre Posted May 25, 2014 Report Share Posted May 25, 2014 Great article AP! Quote Link to comment Share on other sites More sharing options...
Guest Mr. Bigglesworth Posted May 25, 2014 Report Share Posted May 25, 2014 Most people agree that is cool but rule for auto lose if tabled is there, so only armies that can deep strike turn 1 can do this. 2 Quote Link to comment Share on other sites More sharing options...
InfestedKerrigan Posted May 25, 2014 Report Share Posted May 25, 2014 Can CD still 1st turn DS or did they swap that for ability to start on table? Quote Link to comment Share on other sites More sharing options...
Guest Mr. Bigglesworth Posted May 25, 2014 Report Share Posted May 25, 2014 Swap to be on table 1 Quote Link to comment Share on other sites More sharing options...
VonVilkee Posted May 25, 2014 Report Share Posted May 25, 2014 CD, chaos daemons? Follow normal deployment and reserves now. Every unit in the dex has deep strike. Musicians/instruments of chaos can get you more units at a time but don't change the timing... Quote Link to comment Share on other sites More sharing options...
Guest Mr. Bigglesworth Posted May 25, 2014 Report Share Posted May 25, 2014 In other words new daemons can't deep strike turn 1. Quote Link to comment Share on other sites More sharing options...
Burk Posted May 26, 2014 Report Share Posted May 26, 2014 So would a catacomb command barge be a chariot, or just a fast open topped skimmer transport? Quote Link to comment Share on other sites More sharing options...
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