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Lady Blodwynn

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PostPosted: Sun Sep 08, 2013 1:02 am


Asmondai
I was also suprised that Flakk-missiles aren´t default gears for missile-launcher (costs points to have it) and no own codex psychic powers. :-/
Should they though? Why do the Space Marines need their own psychic powers?

And everybody has to pay for Flakk missiles or the equivalent, it would be a ruddy mistake to give them to the Space Marines for free all of the sudden.

Asmondai
Althou, there are few things that raises a question;
There´s a separate HQ choice for Terminator Captain, instead of having an
upgrade on Captain itself.
Does it allow for the fielding of Terminators as troops or a Terminator command squad?

Asmondai
Black Templar´s have no restrictions on Librarians in their army, which is one of the many stable trademarks of the chapter. <.<
If you know the fluff you'll know that you cannot field them, but then again years and a few editions ago you couldn't field Slaanesh alongside Nurgle either. If this really bothers you, maybe you should ask GW to FAQ it for you? wink

Asmondai
You can ally your codex: space marine with another codex: space marine, just use 2 different chapter tactics?
....then what´s the point of the Ally Matrix in the rulebook??
Perhaps if you want to ally with another, non-Astartes army, it would come in handy then?
PostPosted: Sun Sep 08, 2013 1:07 am


Lt. Brookman
*snip* a weapon that can reliably kill those annoying Plague Marines and all those other models with pumped up toughness values. A toughness of 5 no longer means a thing when the weapon always wounds on a 3+ and completely ignores that 3+ armour save.
I guess Nurgle is the only real flavour of Chaos worth taking in the current game. Almost makes me wonder if they put it in just to counter MEQ even more so than before. rofl

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PostPosted: Sun Sep 08, 2013 4:43 am


Lady Blodwynn
Those items are for the most part very Dark Angel specific. Yet I do not see how this is a big deal? The Blood Angels and Space Wolves have their own share of specialist wargear that nobody else has access to either.


It´s not, it was just my assumption considering the previous edition of DA book,
but considering how these equipment works (Conversion Field, Displacer Field, Infravision, Porta-Rack and Power Field Generator),
they sound like something all space marines should have,
at least the Infravision (model gains Night Vision).

Yes, BA and SW have their own wargears no one else have,
but majority of them are design in chapter theme in mind, such as the
wrist-mounter angelus weapons and tooth-neckless/fur-cloak equipment,
in same manner as Perfidious Relic of the Unforgiven and Corvus Hammer.

I´m not really complaining, I´m just suprised. neutral


Lady Blodwynn
Should they though? Why do the Space Marines need their own psychic powers?


For flavour mostly.
I would have atleast assumed that they would have dropped the current amount of powers to 3-6 powers as optional, but completly remove them?
I dunno, maybe I´m still stuck on being sceptic because of Matt´s 5th Edition. sweatdrop


Lady Blodwynn
And everybody has to pay for Flakk missiles or the equivalent, it would be a ruddy mistake to give them to the Space Marines for free all of the sudden.


Again, being sceptic. sweatdrop

Lady Blodwynn
Does it allow for the fielding of Terminators as troops or a Terminator command squad?


Neither, which makes this question even more confusing. :-/

Lady Blodwynn
If you know the fluff you'll know that you cannot field them, but then again years and a few editions ago you couldn't field Slaanesh alongside Nurgle either. If this really bothers you, maybe you should ask GW to FAQ it for you? wink


Really?
I thought you needed at least an Mark of Undivided as your gene...
no wait... that was FB.... <.<"
Just pointing the obvious M´am. cool


Lady Blodwynn
Perhaps if you want to ally with another, non-Astartes army, it would come in handy then?


Yes, that is what it is there for,
as well to mark out that you cannot ally yourself with your own codex
(unless you play with tyranids),
but with the inception of supplements and now with the new space marine codex, this begs the question;
Can everyone else do this in the future or now?.
Could I play double FOC list with Dark Angels using Deathwings and
Ravenwings AND vanilla-Dark Angels as separate detachments?
If not, then again, what is the point of no-same-codex restriction in Ally Matrix?
PostPosted: Sun Sep 08, 2013 9:40 am


Lady Blodwynn
Lt. Brookman
*snip* a weapon that can reliably kill those annoying Plague Marines and all those other models with pumped up toughness values. A toughness of 5 no longer means a thing when the weapon always wounds on a 3+ and completely ignores that 3+ armour save.
I guess Nurgle is the only real flavour of Chaos worth taking in the current game. Almost makes me wonder if they put it in just to counter MEQ even more so than before. rofl
Nurgle is the only reason to really play Chaos, the rest just isn't as viable or great really.

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PostPosted: Sun Sep 08, 2013 9:47 am


Asmondai
It´s not, it was just my assumption considering the previous edition of DA book,
but considering how these equipment works (Conversion Field, Displacer Field, Infravision, Porta-Rack and Power Field Generator),
they sound like something all space marines should have,
at least the Infravision (model gains Night Vision).

I´m not really complaining, I´m just suprised. neutral
The Porta-Rack is a torturer's implement and may be more at home with a chapter of robe wearing sadists. wink I'd be happy that the first legion has items that the others do not have access to, it might be nothing in the end, but it is still something that sets them apart from the other legions.

Asmondai
For flavour mostly.
I would have atleast assumed that they would have dropped the current amount of powers to 3-6 powers as optional, but completly remove them?
I dunno, maybe I´m still stuck on being sceptic because of Matt´s 5th Edition. sweatdrop
They really don't need their own psychic powers. Only factions like Chaos and Orks would really benefit from having their own set of psychic abilities. Perhaps Space Wolves will get their own set, but that's about it really, the Imperium benefits a lot from being the more boring and steady choice when it comes down to psychic powers.

Asmondai
Yes, that is what it is there for,
as well to mark out that you cannot ally yourself with your own codex
(unless you play with tyranids),
but with the inception of supplements and now with the new space marine codex, this begs the question;
Can everyone else do this in the future or now?.
Could I play double FOC list with Dark Angels using Deathwings and
Ravenwings AND vanilla-Dark Angels as separate detachments?
If not, then again, what is the point of no-same-codex restriction in Ally Matrix?
The codex actually erratas this quite handily. It can be seen as cheesy, but what the hell, if you can ally Eldar with Eldar (Ianden) or Tau with Tau (Farsight), then this should also be a possibility. The background is filled with the stories where Chapters with long standing histories team up to combat a greater evil together.
PostPosted: Sun Sep 08, 2013 2:28 pm


Asmondai
*snip*
First off I'd like to say I'm very, very sorry for coming across as awfully antagonistic and rude in my previous reply.

Regarding the wargear.. It could perhaps be that the Dark Angels have hoarded more technology than other Chapters and were less eager to share it with their second founding Chapters. I have to agree though that the "Porta-Rack" (A horrible and unfitting name that belongs in a 50's commercial if you ask me!) is something that solely belongs to the Dark Angels.

Regarding psychic powers.. The previous powers were perhaps a bit too overpowered. Not to mention, a Librarian had access to all of them if I remember correctly, now we've got some more balance with a limited to the amount of powers one can have.

Regarding inter-codex allies.. Chances are, this will be the case! Codex: Black Legion can ally with vanilla Chaos and I'm pretty sure that the future Imperial Guard supplements will be more of the same. rofl

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PostPosted: Mon Sep 09, 2013 1:36 am


Lt. Brookman
The Porta-Rack is a torturer's implement and may be more at home with a chapter of robe wearing sadists. wink I'd be happy that the first legion has items that the others do not have access to, it might be nothing in the end, but it is still something that sets them apart from the other legions.

Lady Blodwynn
I have to agree though that the "Porta-Rack" (A horrible and unfitting name that belongs in a 50's commercial if you ask me!) is something that solely belongs to the Dark Angels.


To be more precise, the porta-rack is not only for fluff flavor,
but also solely because, yet again, dark angels only has one unit
(ravenwings) and drop-pods with access to teleport-homers.


Lt. Brookman
They really don't need their own psychic powers. Only factions like Chaos and Orks would really benefit from having their own set of psychic abilities. Perhaps Space Wolves will get their own set, but that's about it really, the Imperium benefits a lot from being the more boring and steady choice when it comes down to psychic powers.
4
Lady Blodwynn
Regarding psychic powers.. The previous powers were perhaps a bit too overpowered. Not to mention, a Librarian had access to all of them if I remember correctly, now we've got some more balance with a limited to the amount of powers one can have.


And Eldars naturally,
And it was Tigurius who had access to all psychic powers,
norm-librarian could only choose few of them.
PostPosted: Mon Sep 09, 2013 3:13 am


Asmondai
To be more precise, the porta-rack is not only for fluff flavor,
but also solely because, yet again, dark angels only has one unit
(ravenwings) and drop-pods with access to teleport-homers.
Isn't this more or less addressed in the fluff though?

I could also be mistaken, but doesn't the Land Speeder Storm or the basic Scout squad have access to the homing beacon?

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PostPosted: Mon Sep 09, 2013 2:59 pm


Lady Blodwynn
Asmondai
To be more precise, the porta-rack is not only for fluff flavor,
but also solely because, yet again, dark angels only has one unit
(ravenwings) and drop-pods with access to teleport-homers.
Isn't this more or less addressed in the fluff though?

I could also be mistaken, but doesn't the Land Speeder Storm or the basic Scout squad have access to the homing beacon?


As far as I´m aware,
no, it´s not mentioned,
other then deathwings and ravenwings using deep strike tactics
in tandem with each other.
It probably has something to do with the Deathwing Assault and Vegenful Strike rules,
but they hardly seem that overpowering in comparison to the Drop Pod Assault rule.

Yes, I can deep strike my entire terminator army in turn 1 or 2 AND
have twin-linked rule during deep striking,
but on average, a drop pod costs only 1/6th of what average terminators squads cost.

Scout squads have no access for Teleport Homers and there is no
Land Speeder Storm in dark angel codex.
In fact, none of the characters have access to such equipment either,
other then the fore-mentioned porta-rack.
Only Ravenwing Attack Squadron has Teleport Homer as their default wargear.
PostPosted: Wed Sep 11, 2013 1:15 am


So I got all these cool things, a shiny new codex, I got my rule book, but...I can't play...Because they only do Warhammer on Tuesdays and I can't come Tuesdays because of class...

crying

Br0metheus

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PostPosted: Wed Sep 11, 2013 1:47 am


Asmondai
As far as I´m aware,
no, it´s not mentioned,
other then deathwings and ravenwings using deep strike tactics
in tandem with each other.
It probably has something to do with the Deathwing Assault and Vegenful Strike rules,
but they hardly seem that overpowering in comparison to the Drop Pod Assault rule.
Sorry, I meant the vanilla codex Scouts and Storm speeders. sweatdrop

However, Ravenwing having access to the locator beacons as standard equipment does make sense, as they are the hunters who go track down the Fallen and call in the Deathwing for when the killing blow is to be struck.
PostPosted: Wed Sep 11, 2013 2:19 am


just saw some new marine unit in a local gaming shop, details not clear, but apparently S5 T5 W2 firing 2 weapons per turn...

Van Evok

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Asmondai
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PostPosted: Wed Sep 11, 2013 1:40 pm


Lady Blodwynn
Sorry, I meant the vanilla codex Scouts and Storm speeders. sweatdrop

However, Ravenwing having access to the locator beacons as standard equipment does make sense, as they are the hunters who go track down the Fallen and call in the Deathwing for when the killing blow is to be struck.


That is alright, we had a crossed information going on. 3nodding
Yes, scouts can have teleport homers in vanilla-codex.
...."vanilla"...... can we really use that phrase anymore since 4th edition? :-/

Yes, it makes sense in that regard,
but not when it comes to tacticals or scouts.
Specially scouts was a big question mark back in the 4th Edition DA,
since there was small reasons to take scouts due to not having
teleport homers and being Elite choice.
Thankfully GW came to their senses and put them back as Troop choises,
but still, no teleport homers seems rather silly. :-/
PostPosted: Wed Sep 11, 2013 2:01 pm


Van Evok
just saw some new marine unit in a local gaming shop, details not clear, but apparently S5 T5 W2 firing 2 weapons per turn...


That would be the Centurios. 3nodding

Asmondai
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PostPosted: Wed Sep 11, 2013 2:04 pm


Asmondai
That is alright, we had a crossed information going on. 3nodding
Yes, scouts can have teleport homers in vanilla-codex.
...."vanilla"...... can we really use that phrase anymore since 4th edition? :-/

Yes, it makes sense in that regard,
but not when it comes to tacticals or scouts.
Specially scouts was a big question mark back in the 4th Edition DA,
since there was small reasons to take scouts due to not having
teleport homers and being Elite choice.
Thankfully GW came to their senses and put them back as Troop choises,
but still, no teleport homers seems rather silly. :-/
I think from a fluff point of view Scouts are still pretty much in the dark about the workings of the Chapter and the many Inner Circles the Chapter has. I think it would probably mean offing the future of your Chapter if you let them go around scouting when there are Fallen about. ninja

Despite what the community might say, I still think that Jeremy did a smashing job on the Dark Angels codex. It might be a bit unconventional, but by the Emperor, it works! 3nodding
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