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Posted: Fri Jul 23, 2010 10:57 am
a trick - buy them a chimera, then use a valkyrie, and use chimera to taxi another squad(s) on the battlefield
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Posted: Fri Jul 23, 2010 2:12 pm
Van Evok a trick - buy them a chimera, then use a valkyrie, and use chimera to taxi another squad(s) on the battlefield What he said really. Yes, take a Valkyrie and a Chimera. Valkyries are the way to go though, especially with Veterans who need to go places and do things.
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Posted: Sat Jul 31, 2010 10:18 am
Valkyries all the way for sure! I have a Chimera but nowhere near as spiffy as a Valkyrie. whee
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Posted: Thu Sep 09, 2010 10:20 am
Ok got a question. I'm a Guard player (obviously) and I am having problems with some other players. I don't have a GW store where I'm at and the owners of the hobby shops that do play don't really know much about the rules.
So my question is this: A heavy weapons team has two wounds and replaces two guardsmen to make the squad an even ten. They heavy weapons squad takes one wound. Is the entire team destroyed, does it take one wound like a normal model, or does the team disappear and get replaced with a single guardsman?
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Posted: Fri Sep 10, 2010 2:58 am
It takes a single wound, simply put a die or a token on the base to denote this.
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Posted: Fri Sep 10, 2010 11:33 am
Ok then say a Tau pathfinder takes it out with a sniper rifle. It will kill any model with toughness 3. Since they are counted as two guardsman would the model be removed or would the mode be removed?
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Posted: Fri Sep 10, 2010 11:43 am
James Chase Ok then say a Tau pathfinder takes it out with a sniper rifle. It will kill any model with toughness 3. Since they are counted as two guardsman would the model be removed or would the mode be removed? It can only cause 1 wound. Being Heavy 1, you can only cause the 1 wound.
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Posted: Fri Sep 10, 2010 1:48 pm
he meant instant death due to s6 on t3... and sadly, this would be the result. think counter-material rifle hitting the very weapon the team is using, and killing the crew in ammo explosion
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Posted: Sat Sep 11, 2010 8:09 am
I still want to berate the author of the IG codex over implementing this into the book though, it is a pointlessly stupid idea and the result of a debate that only idiots had in the previous editions regarding heavy weapon teams.
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Posted: Sat Sep 11, 2010 10:54 pm
the REAL reason for the weapon teams debacle was the idea to mount them on large bases, and GW not trusting the average customer to calculate and mark wounds remaining properly... well, maybe they were right razz
though giving the weapon team eternal warrior should be a possibility - just saying that in case of death of one crewman, second one can still operate weapon
though eternal warrior in IG army seems out of place
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Posted: Sun Sep 12, 2010 4:41 am
Back then the mounting on a larger base was optional and allowed for little dioramas, but like a pack of idiots tournament players had to ask idiotic questions about it. So now we've got an easily taken out heavy weapon that really needs Eternal Warrior or some other special rule to make it a bit more durable.
Even worse, it is now mandatory for heavy weapon teams to be mounted on a large base together. talk2hand
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Posted: Sun Sep 12, 2010 1:03 pm
I know what you mean. unfortunatly there is no way around this except trying to house rule it with your friends. GAWD i miss the old codex.
Back then I used to run carapace armoured drop troops. THAT was a blast. Start out with 100+ guardsmen, all deep striking!
Sure, casualties were heavy, and I had no tanks or artie, but I only ever lost against armies like nids, and even then I still had a chance.... *shigh* I wish GW wasn't stupid.
Don't get me wrong though, the new dex is still fun, i just miss the flexibility of the old dex.
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Posted: Sun Sep 12, 2010 1:29 pm
The old Doctrine system was pretty flawed though, most options were ignored in favour of a select few and only converters for the most part took the rather expensive or obscure ones.
At my store almost all of the Guard players told one another to pick two Doctrines over everything else: Close Order Drill, which was free and gave a good benefit and Iron Discipline, which was a great essential for holding the line with command and platoon command squads.
The current codex is fine, great even, with a few glaring exceptions of course. Storm Troopers being overly expensive is one of those. Vox Casters, while useful, are a joke really. The loss of the Leadership rule for all officers is a big loss in my opinion. Certain vehicle upgrades (sponsons, extra armour, camo netting) are too expensive.
But in return we get new (but too expensive! crying ) tank patterns, the return of the Griffon and an Order system that actually works quite well when you get the hang of it.
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Posted: Sun Sep 12, 2010 2:55 pm
YOU. MUST. TAKE. CLOSE. ORDER. DRILL. scream
Story of the old Guard forums really. talk2hand
That and the constant demand that you min-maxed your army. No veteran sergeants, no expensive stuff on officers, NO plasma weapons in infantry squads (because they can't have medics), always give the commissar a power fist but never one to the officer, give your Russ tanks only the bare basics and NO upgrades. Oy vey, horrible advice they gave out then.
New codex is okay, pretty much summed up by Winnie really. My only laments are that some things are dumbed down or made even less attractive to field. Storm Troopers are just too expensive, even with their new weapons (which I refuse to call hot-shots) and Spec-Ops rules, same with most of the HQ choices, too expensive and pretty useless.
Now if we could just get a Griffon kit. emo
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Posted: Sun Sep 12, 2010 3:02 pm
One thing the new dex is good for though is MEDUSAS! Arti got an upgrade with all of the stuff they brought back.
Yeah, i loved close order drill. the rules stated that the models bases had to be touching, so when i deep struck, guess what?
Now i'm forced to use the elysian drop troop rules from imp armour though. Check out the list I posted in the ARmy list topic. Criticism would be greatly appreaciated.
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