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Posted: Mon Feb 13, 2006 11:36 am
actually a great weapon will only give you +1S and you do that after doubling aslo it is a two handed weapon so you eitehr use that or the fist not both so you dont get the bounus to both, also a fist on a MS is a waste (espeicaly a chain fist) as you alerady ignore saves and roll 2d6 for ap, but this is a thread for reens so i will stop ripping apart your lord now
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Posted: Mon Feb 13, 2006 1:27 pm
menoftanith actually a great weapon will only give you +1S and you do that after doubling aslo it is a two handed weapon so you eitehr use that or the fist not both so you dont get the bounus to both, also a fist on a MS is a waste (espeicaly a chain fist) as you alerady ignore saves and roll 2d6 for ap, but this is a thread for reens so i will stop ripping apart your lord now When did I say that the great weapon was included in the doubling? I included at after. Besides I think you get the 2d6 added onto your strength correct
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Posted: Mon Feb 13, 2006 3:28 pm
Reddemon menoftanith actually a great weapon will only give you +1S and you do that after doubling aslo it is a two handed weapon so you eitehr use that or the fist not both so you dont get the bounus to both, also a fist on a MS is a waste (espeicaly a chain fist) as you alerady ignore saves and roll 2d6 for ap, but this is a thread for reens so i will stop ripping apart your lord now When did I say that the great weapon was included in the doubling? I included at after. Besides I think you get the 2d6 added onto your strength correct Oh I am sorry but a chain fist gives your strength plus 2d6 for getting through a vehicle and has nothing to do with a marshall or infrantry unit.
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Posted: Mon Feb 13, 2006 3:40 pm
Reddemon menoftanith actually a great weapon will only give you +1S and you do that after doubling aslo it is a two handed weapon so you eitehr use that or the fist not both so you dont get the bounus to both, also a fist on a MS is a waste (espeicaly a chain fist) as you alerady ignore saves and roll 2d6 for ap, but this is a thread for reens so i will stop ripping apart your lord now When did I say that the great weapon was included in the doubling? I included at after. Besides I think you get the 2d6 added onto your strength correct if you include it before it woul;d be s12 if you include it after its s11 as its only +1, dark blade gives you +2. and yes the 2d6 is added to your S but theres no point giving him a chain fist as that just gives him 2d6 that he already has, also at S6/7 (depending on weapons and upgrades) you dont need a fist to damage vehicals so why give up the prince inative value, for a high S statured prince your better with either dark blade or just the great weapon. as with 5 attacks you are more than likley to roll high enough to damage any vehical as well as strong enough to wound mort things easily
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Posted: Mon Feb 13, 2006 4:05 pm
Hey could you give an HQ choice apower fist and a lightning claw and get the benefits for both?
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Posted: Mon Feb 13, 2006 4:18 pm
No.It's one or the other.
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Posted: Mon Feb 13, 2006 4:51 pm
GT_Popogeejo No.It's one or the other. Yea you can either smack em around last or have a cool looking power weapon
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Posted: Mon Feb 13, 2006 5:46 pm
Reddemon xUnknownxAngelx Drachyench_The_Eternal Reddemon eldin706 Looks like a great army but I prefer the accept any challenge no matter the odds vow for I have a complete close combat BT army except for the few heavy support. As for the marshall I like to give him the 2+ armour save and the 4+ invulnerable as well as a pair of lightning claws with terminator honours as well a sthe claws being master crafted so that he can have 5 attacks 6 on the charge, hitting normal troops on a 3+ and able to re-roll one failed to hit and all failed to wounds, now that is a marshall that can kick some major a**. Except for my bas a** idea. Chaos lord, Deamonic stature, Strength, Essence, Relience, and Mutation, Termi armour, MC Chainfist, MC Great weapon. I can hit you with 6 attacks on the charge, also I can inflict 5 strength 12 attacks. Also going with strength 4 for a marshel(I think thats their stregth) your trying to wound me on 6's. and with 4 or 5 wounds it wont be very fun Illegal, no Stature with Termi armor, as it doesn't have an Asterix(*) next to it. That also means no Chainfist. Plus you'd only have a Max of 4 wounds. And on average, as long as 3 of the marshals attacks hit, you should take a wound each turn. Also max strength is 10 not 12. Deamonic Stature bring his strength up to 5. Chain fist can double it. And adding in the Deamonic Strength and Great weapon bonus you get Strength 12 you make the double before you add any str bonuses.
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Posted: Mon Feb 13, 2006 6:00 pm
Also the strength chart only goes up to 10. Thereare no strength 12 weapons. So max strength is 10.
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Posted: Mon Feb 13, 2006 6:03 pm
Anyone know where I can find the rules on the Deathwatch? I haven't decided yet but I either want to incorporate a Deathwatch squad into my army or have one of my Sergeants be a Deathwatch member who has one back to his chapter and kept his weapons while he was in the service of the Deathwatch.
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Posted: Mon Feb 13, 2006 6:38 pm
Lozt_1 Reddemon xUnknownxAngelx Drachyench_The_Eternal Reddemon eldin706 Looks like a great army but I prefer the accept any challenge no matter the odds vow for I have a complete close combat BT army except for the few heavy support. As for the marshall I like to give him the 2+ armour save and the 4+ invulnerable as well as a pair of lightning claws with terminator honours as well a sthe claws being master crafted so that he can have 5 attacks 6 on the charge, hitting normal troops on a 3+ and able to re-roll one failed to hit and all failed to wounds, now that is a marshall that can kick some major a**. Except for my bas a** idea. Chaos lord, Deamonic stature, Strength, Essence, Relience, and Mutation, Termi armour, MC Chainfist, MC Great weapon. I can hit you with 6 attacks on the charge, also I can inflict 5 strength 12 attacks. Also going with strength 4 for a marshel(I think thats their stregth) your trying to wound me on 6's. and with 4 or 5 wounds it wont be very fun Illegal, no Stature with Termi armor, as it doesn't have an Asterix(*) next to it. That also means no Chainfist. Plus you'd only have a Max of 4 wounds. And on average, as long as 3 of the marshals attacks hit, you should take a wound each turn. Also max strength is 10 not 12. Deamonic Stature bring his strength up to 5. Chain fist can double it. And adding in the Deamonic Strength and Great weapon bonus you get Strength 12 you make the double before you add any str bonuses. I know. Hes stregth 5(7). Just like hes T5(6)
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Posted: Tue Feb 14, 2006 12:09 am
xUnknownxAngelx Anyone know where I can find the rules on the Deathwatch? I haven't decided yet but I either want to incorporate a Deathwatch squad into my army or have one of my Sergeants be a Deathwatch member who has one back to his chapter and kept his weapons while he was in the service of the Deathwatch. there in one of the WD they might be in one of the newer index astres as well, but they would be pre reen relase
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Posted: Tue Feb 14, 2006 7:46 am
xUnknownxAngelx Anyone know where I can find the rules on the Deathwatch? I haven't decided yet but I either want to incorporate a Deathwatch squad into my army or have one of my Sergeants be a Deathwatch member who has one back to his chapter and kept his weapons while he was in the service of the Deathwatch. I think it is WD 305 not to sure though might be 301 or 302...
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Posted: Tue Feb 14, 2006 10:35 am
How do I get ahold of back issues of WD? If I go to the WD site will they still have copies that go back that far. Three sets of rules I'm looking for are Deathwatch rules, rules for the Plasma Blaster, and rules for a Legion of The Damned Squad I also want to incorporate.
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Posted: Tue Feb 14, 2006 11:03 am
Try Ebay.They have almost every issue there.
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