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Posted: Sun Oct 14, 2007 10:52 pm
King Kento You have much to learn. Besides the fact that its only ONE point to have the searchlight, so why not, you never know when that night fight scenario may happen.
Also, at short range its very rare that someone is going to botch the night fight range, but for 1 point, it doesnt hurt to ensure that its always going to hit.
Finally, keep in mind that if one imperial vehicle with a searchlight can make its spotting distance, then other models dont have to if theyre shooting at that same target. So if the crusader is right on them, then the devestators 40some inches back dont have to worry anymore and are back in range as if its daylight. Hmmmm, true. But I would mostly spend the points on frags and kraks (Pre-DA+SM codex.) Now I can barely think of where to spend them on. gonk I haven´t played Night Fight rules simply because most of my friends don´t play it. xP
Yeah, but when you think about the fact that it is ONLY on land raider, you make it a meaty target for enemies anti-tank weapons in the moment when you use it. O.o Or is the rule that if you use a searchlight on a vehicle enemies can fire at it without throwing the "to-see-distance"? sweatdrop Redtuskk Storm bolters Assault cannons (forgets name) missile launcher thingies and powerfist, chainfist, shield thing, lightning claws, and....thunder hammers? I thought that was all they could use in way of weapons. Assault Cannons, Cyclone Missile Launchers and Chainfists are only usable for regular terminators. On commanders (Captain & Masters), they can use Thunder Hammer and/or Storm Shield, Lightning Claw(s), Storm Bolters, power weapons, power fists and Combi-Weapons.
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Posted: Mon Oct 15, 2007 5:22 pm
King Kento Flametempest King Kento Flametempest Okay! I finnally settled on a 1500 point army. what do you think: HQ: space marine master- termie armor, bolter, power weapon space marine captain- storm bolter, power fist, iron halo 5 man command squad- meltagun, company champion Elite: 5 termies- 2 assault cannons dreadnought- inferno cannon, assault drill Troops: 20 marines- 2rocket launchers, flamer, plasma gun 10 marines- bolt pistols+chainswords, flamer fast: 5 assault marines, 2plasma pistols Heavy: vindicator- hunterkiller missle total: 1469pts I dont believe models in terminator armor can have bolters unless they are combibolters. So you need to change that to a combi weapon or a storm bolter. Id agree on dropping an HQ. Either replace it with another type of HQ, or another unit entirely. No point in being redundant. Id actually reccomend keeping the master for the 10 Ld, and dropping the captain.
im confused witht he first set of marines. You cant have 20. perhaps specify what the squad makeups are.
otherwise it seems solid. not my thing, but its workable. Any traits?Actually its a storm bolter theres actually 3 tactical squads, its just that two are armed almost exactly the same so i lumped em together ( and i may drop a missle launcher) The captain and command squad will probably be swapped for antoher assault squad with dual flamers. (i plan on having either one or the other of the hq's present in one battle, not both) As for traits, they have Bring the fight to them, And death before dishonour i'm suprised no one asked about the dreadnought's weapons. Inferno cannons and assault drills aren't usually seen on them in most games As for the dread, Im familiar with FW enough to know them. My only comment concerning it is its going to have to wander up to the front lines to use it at 6" inches a turn with only Armor 12 backing it. Id reccomend a drop pod.
Also an assault squad with flamers sounds like a good idea. Further, considering that youre not using transports, keep the missile launchers, you need the 48" guns to compensate for slow movement.i've made my decision! 1. replace captain (sometimes) with a reclusiarch (with bolt pistol) 2. i'll swap between my other dreadnought (assault cannon+powerfist,flamer) if situation requires also, i do have transports, i just forgot to list them. 2 rhino's both transport tactical squads
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Posted: Mon Oct 15, 2007 7:20 pm
Asmondai King Kento You have much to learn. Besides the fact that its only ONE point to have the searchlight, so why not, you never know when that night fight scenario may happen.
Also, at short range its very rare that someone is going to botch the night fight range, but for 1 point, it doesnt hurt to ensure that its always going to hit.
Finally, keep in mind that if one imperial vehicle with a searchlight can make its spotting distance, then other models dont have to if theyre shooting at that same target. So if the crusader is right on them, then the devestators 40some inches back dont have to worry anymore and are back in range as if its daylight. Hmmmm, true. But I would mostly spend the points on frags and kraks (Pre-DA+SM codex.) Now I can barely think of where to spend them on. gonk I haven´t played Night Fight rules simply because most of my friends don´t play it. xP
Yeah, but when you think about the fact that it is ONLY on land raider, you make it a meaty target for enemies anti-tank weapons in the moment when you use it. O.o Or is the rule that if you use a searchlight on a vehicle enemies can fire at it without throwing the "to-see-distance"? sweatdrop Redtuskk Storm bolters Assault cannons (forgets name) missile launcher thingies and powerfist, chainfist, shield thing, lightning claws, and....thunder hammers? I thought that was all they could use in way of weapons. Assault Cannons, Cyclone Missile Launchers and Chainfists are only usable for regular terminators. On commanders (Captain & Masters), they can use Thunder Hammer and/or Storm Shield, Lightning Claw(s), Storm Bolters, power weapons, power fists and Combi-Weapons.reg termies can also use power fists and storm bolters, thats the standard.
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Posted: Tue Oct 16, 2007 12:12 am
Asmondai King Kento You have much to learn. Besides the fact that its only ONE point to have the searchlight, so why not, you never know when that night fight scenario may happen.
Also, at short range its very rare that someone is going to botch the night fight range, but for 1 point, it doesnt hurt to ensure that its always going to hit.
Finally, keep in mind that if one imperial vehicle with a searchlight can make its spotting distance, then other models dont have to if theyre shooting at that same target. So if the crusader is right on them, then the devestators 40some inches back dont have to worry anymore and are back in range as if its daylight. Hmmmm, true. But I would mostly spend the points on frags and kraks (Pre-DA+SM codex.) Now I can barely think of where to spend them on. gonk I haven´t played Night Fight rules simply because most of my friends don´t play it. xP
Yeah, but when you think about the fact that it is ONLY on land raider, you make it a meaty target for enemies anti-tank weapons in the moment when you use it. O.o Or is the rule that if you use a searchlight on a vehicle enemies can fire at it without throwing the "to-see-distance"? sweatdrop Paying for a squad's grenades is anywhere from 5-10 points, a searchlight is still 1 point. Most people arent going to come out with even numbers anyways, might as wlel make use out of it.
youre correct, once the land raider uses the searchlight in this example than it also can be fired on without the enemy rolling a spot distance. However, we're talking about a land raider, all 14s, and its always a target, i dont see how this makes it different.
Also, you have nids charging towards your marines, light up some searchlights on your rhinos. Not having to roll spot checks so you can wipe ot the bugs before they hit your lines, is pretty nifty for the only downside being that they can now fire on your rhino with a little less trouble.
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Posted: Tue Oct 16, 2007 1:08 am
Wait, don't most marine vehicles get search lights and smoke launchers as a standard upgrade these days?
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Posted: Tue Oct 16, 2007 3:55 am
Redtuskk reg termies can also use power fists and storm bolters, thats the standard. Oh, right, the standart tools, right, me forgot that. ^^"Lt. Brookman Wait, don't most marine vehicles get search lights and smoke launchers as a standard upgrade these days? Not on the regular Space Marine codex. :-/ If I remeber correctly. And Black Templars.... Only on Blood Angels and Dark Angels, because they both have majority of gears and tool already added to the army, just count the squad size, make it bigger, add more weapons and go play.
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Posted: Tue Oct 16, 2007 7:46 pm
Can Terminators fire heavy weapons if they move? For example, if a model in Terminator Armour were to carry an Assault Cannon, and it moved, would it be able to fire it as well?
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Posted: Tue Oct 16, 2007 7:59 pm
Shikokoro Can Terminators fire heavy weapons if they move? For example, if a model in Terminator Armour were to carry an Assault Cannon, and it moved, would it be able to fire it as well? Yep.
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Posted: Tue Oct 16, 2007 8:12 pm
Shikokoro Can Terminators fire heavy weapons if they move? For example, if a model in Terminator Armour were to carry an Assault Cannon, and it moved, would it be able to fire it as well? Assault cannon is an assault weapon.
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Posted: Tue Oct 16, 2007 10:02 pm
Redtuskk Shikokoro Can Terminators fire heavy weapons if they move? For example, if a model in Terminator Armour were to carry an Assault Cannon, and it moved, would it be able to fire it as well? Assault cannon is an assault weapon. Hate to burst your bubble, but in spite of the name, an assault cannon is a heavy weapon.
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Posted: Tue Oct 16, 2007 10:51 pm
Razorith Vulsroy Redtuskk Shikokoro Can Terminators fire heavy weapons if they move? For example, if a model in Terminator Armour were to carry an Assault Cannon, and it moved, would it be able to fire it as well? Assault cannon is an assault weapon. Hate to burst your bubble, but in spite of the name, an assault cannon is a heavy weapon. That is correct and yes, Terminators can move, fire and assault without the same rule restrictions as normal units have. Fluffly that is explained with the fact that terminator armour has alot more stronger exosceleton, making the heavy weapons weigth distribution more efficient, or something closely like that.
Same rule also applyes to attack-bikes and if I remember right, you can still assault enemy units even if you had fired Rapid Fire weapons at them, but the standart rule recarding shooting and assaulting still applyes, meaning you can ONLY assault the unit that you have fired at in the shooting phase.
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Posted: Tue Oct 16, 2007 11:03 pm
Shikokoro Can Terminators fire heavy weapons if they move? For example, if a model in Terminator Armour were to carry an Assault Cannon, and it moved, would it be able to fire it as well? Yes, cyclones or whatever they are missile launchers and assault cannons can be fired as you please while moving about. Making a back peddling terminator squad a bit of a b***h to take out.
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Posted: Wed Oct 17, 2007 9:27 am
King Kento Shikokoro Can Terminators fire heavy weapons if they move? For example, if a model in Terminator Armour were to carry an Assault Cannon, and it moved, would it be able to fire it as well? Yes, cyclones or whatever they are missile launchers and assault cannons can be fired as you please while moving about. Making a back peddling terminator squad a bit of a b***h to take out. Thank you, that helps me plan a little bit better.
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Posted: Wed Oct 17, 2007 1:03 pm
Razorith Vulsroy Redtuskk Shikokoro Can Terminators fire heavy weapons if they move? For example, if a model in Terminator Armour were to carry an Assault Cannon, and it moved, would it be able to fire it as well? Assault cannon is an assault weapon. Hate to burst your bubble, but in spite of the name, an assault cannon is a heavy weapon.oh wait now I remember
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Posted: Wed Oct 17, 2007 5:35 pm
its as misleading as heavy flamer
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