"As I've always said, Wes is wise." - Scryer in the Darkness
"Wes, if you keep this up you'll need to change your name to MajorWiseJanson." - Azzy
"Many boffins died to bring us this information." - Forgeworld Announcement E-mail
The random bombardment mechanic of letting counters fall onto the table is an old Space Marine\Adeptus Titanicus thing, used to be the way that drop pods were handled. Nice to see it back again!
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For the trench warfare I remember that any gaurd infantry that doesn't move from it's starting point gets a 4+ cover save, as soon as they move they lose it and can't regain it.
The guard player may also place a certain amount of 6" long obstacles, razor wire and tank traps I believe...
>>> Summary updated incorporating the various know-whats into each mission. Thanks The Custodian and others.
Let me know if you want it in a different format.
Void... blissful void.
Great summary, and the news of Kill-Team included in this book has made me very excited I will definitly get this now!
ALright... I think im going to go back to GW to get a better idea on some of the other races... Specificly those that have no idea whats coming at the moment. Orks, crons, chaos (both flavours), and Tau... Also will have a better look at the generic ones. I love beeing in walking distance of GW
BTW I seem to remember deamons had a mission with a warp gate that takes up 12" from the centre... Not sure how that works...
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Cadian 501st "Traitor's Bane" Regiment
Alright just got back from GW...
Seems that many missions have the player starting on a 2+, especially if it revolves around ambushes/ attacking. In some cases the player just flat out gets first turn, no questions asked.
Pillage- Spearheadlike deployment (Something was different about it though). Objectives are placed on the table as normal. WHat happen though is if the player controls an objective at the end of the turn with no enemy contesting then they get 1 Salvage/Pillage point per objective. WHoever has the most by the end of the game wins.
Black Crusade- All non vehicle units get Without Number. Kill point mission.
Night Fight- Board is split into 4 triangular sections, each one assigned a number from 1-4. Deamon player stays the same for deployment. Enemy however rolls a d6 for each unit. on a 1-4 they must deploy in the corresponding triangle section. 5-6 however the enemy may choose where to deploy. Night fight is in effect.
Invasion- At the centre of the table a warp rift it placed. 4 objectives are placed at an equal distance between the rift and table corner. Deamon player may either deepstrike or enter from the rift as iffrom reserves. If fo rany reason whatsoever the enemy comes within 6" of the rift the are instantly destroyed
Feigned retreat- Table is divided into thirds lengthwise. Dark eldar player deploys 2 units in the centre section, the ramained in his own. Enemy deploys in the remaining section. All dark eldar player units get "Come and get me Suckers!", which mean they get hit and run
Pre Emptive Strike- Kill point mission. All eldar units are worth 2 kill points, enemy troops 1 kill points, enemy hqs 3, and all others 2 kill points.
Flank Attack-Only eldar vehicles with the fast rule (all of them ) and embarked units may outflank
NOTE: I may be getting some aspects of flank attack mixed with mobile defense...
Mobile Defense- Cant remember much. THough all Eldar montrous creatures, walkers and non mounted units start on the board.
Prepared assault- THis is the mission I think with the artilery attack one. Gaurd player gets 2 markers, enemy one. When used you drop the marker from 36" above where you want it to go. WHere is lands suffers a S8 ap? Blast (unsure if large or small)
Trench warfare- Any gaurd unit standing out in the open (this is the change) get a 4+ cover save if they dont move...
Ambush- Enemy starts off within 12" (or was it 6?) of the center line (running edge to edge) and deploys there, cannot deploy within 12" of the table edge making the enemy be stuck in a convoy like line. Cron player deploys anwhere else on the table
Implaccable Advance- Board is divided into thirds length wise. 1 Objective in each section of the board. No outflanking allowed. BOth sides have the Objective secured rule. Whenever an objective is taken and held until the end of the turn it counts as secured. THe unit may then move off the objective yet the player still keeps the objective.
Blitzkrieg- (not that good for mech gaurd, but mech eldar would like it) BOth sides start with entire army except fast attack in reserves. Any vehicles with the fast rule may enter the board on first turn on a 4+
Waaaagh!- The ork player may continue his waaagh for more than one turn. However after the first time the ork player may not claim any cover saves at all. LoS rules still apply
Cut N run- Orks get Hit and run, Enemy gets stubborn I believe
Vertical thingy- All tau skimmers may enter play from the enemies table edge.
Linebreaker- Baneblade player wins if the total sum of primary weapons and ordnance leaving the other table edge exceeds 7... Cant remember exactly..
Got to put one together earlier...
The weapons are indeed plug fit into any one of three different shoulders and they have a neat little design trick... the part of the weapon that fits inside the shoulder has a gap where the arm peg slots through, holding it secure without the need for glue as long as the arm is attached to the torso. Even easier and more convenient than the recent guard releases.
The three heads are as follows (I called it!)
Grey Knight style with the knightly mouth section, like the chapter champion head.
Iron armour style, with plenty of studs kinda like pig iron heads.*
Crusader Pattern with a slight style update, kind of like the power fist master of the arsenal/Chronos*
*might have these names the wrong way round or something.
All of these are fully interchangable with the whole marine head range pretty much... you could probably even have an unhelmeted head if you wanted a "naked" dread!
The replacement plates for the front and side armour (to cover ' famous battles of the smurfs') are pretty much all cool and include a tyranid hunter icon (nid head with a sword thru it).
The kit also includes an Iron Halo which fits onto the Sarcophagi with the rounded tops. There are also two other sarcophagi, both square like the classic dread version, except it seems like you can leave the marines helmet showing thru a gap where the vision slit would be, that you can also replace a regular slit.
Any questions, i'll see what else I can remember.
Best plastic kit so far this year, easily.
Edit: Oh, and... it seems ever so slightly larger in width than a regular dread... but that may be my imagination. The ork dread, however, is HUGE. Way larger than an SM dread.
Thanks for the reports guys. My local store get their box tomorrow so I'm going to have a look then.
I doubt they'll be built when I get there but if they are I'll try and sneak a phone camera shot next to an Ork boy or something.
Originally Posted by Jahrael
Can you describe the alternative front armors in more detail? I've seen on the sprues that there are 2 for the left and 2 of the right. How do they look like apart from the Tyranid Hunter icon? Are there some kind of eagle wings like plates like the on the metal venerable dreadnought<?
I think theres one with an aquila debossed on it.
And another that has three blank scrolls on it.
Basically they're all variations on the kind of detail the other parts you've seen have.
And some of the side bits have arches like the assault cannon ammo box from the metal model, but way cleaner looking.
Edit: I don' think there's any exactly like the metal eagle wings plates sorry.
Thank you. I really enjoy this kind of preview of the Ven Dread kit. If you get your mitts on any of the others, I'd love to hear what you've got to say about them.
Armies: Waaagh! Žursblóš, Hivefleet Orochi
I wouldn't mind seeing that deff dread and killa khans in nice Goff black color scheme