Should we open a new threat for the 6 edition?
Should we open a new threat for the 6 edition?
WH40k - 6th edition
Eldar: W:0 - D:0 - L:0
Chaos Blood Angels: W:0 - D:0 - L:0
Grey Knights: W:0 - D:0 - L:0
WHFB - 8th edition
Daemons: W: 17 - L:1 - D:1
Lizarmen: W: 15 - L:3 - D:0
As the other races are getting new 6th ed. threats: yeah we should
Hi all,
I'm looking to allying an inquisitor+henchmen with my IG army for 6th, and looking for good inquisitor builds for the 1500pts range
As there's no new thread yet. DCAs seem to have gotten a slight buff. They are armed with two generic power weapons, which as per the rulebook can be modelled to represent either sword, axes, etc thus giving them those special rules. Now, the rule that says two different melee weapons don't give +1A has vanished from the rulebook. So...
DCA: Power Sword, Power Axe. Can pick which one to use, and still gets +1A for having two melee weapons. Against 2+ saves it can use the Axes (+1S, AP2, I1), against anything else it can use the swords (normal S, AP3, normal I).
The profile of a Nemesis Force Halberd is
Str User, AP3, Melee, Force, Two-handed, +2 Initiative, Daemonbane
as per "Unusual Force Weapons" rule on page 60, correct?
And the Necron FAQ switched answers around - Whip Coils reduces Halberds to I1 - not to I3.
So we might see less Halberds now?
Whip coils + Lash whips are the only thing affecting Halberds that i can think off and neither is common enough to even consider dropping the halberd.
And while DCA's can indeed carry around one of both the new rules preventing any unit from charging from a stationary vehicle thats not an Assault vehicle is a giant nerf to them. Even with crusaders there just not survivable enough to be able to spend a turn outside there transport without losing to much. Id rather switch back to Purifiers or Paladins (who got major buffs) for my assault elements.
Thinking we might see more Dreadknights as 6th seems to have buffed them:
- Dread close combat weapons now increase strength regardless of not being a dreadnought.
- +1 attack for having 2 close combat weapons
- Personal teleporter allowing to re-roll charge range
Ok so picked up the codex today as well as the new rulebook and wanted to add 500 points of gk to my lamenters...im thinking crowe a squad of purifiers in a rhino and a dreadknight...only thing is is it worth it...also im probably gonns start an entire army of gk as their rules seem awesome...any pointers as im not readin 132 pages of tactica when most of it could be "yeah seems cool" etc etc
ok so looking for
Leman russes
Chimeras
Valkyries
Check out my "Get your backside in Gear" PLOG...please?
I would advisy anyone who wants to add GK's to there army because there awesome and winning ect to take a hard thing.
Greyknights work they way they do because everyone in the army is a GK. Everyone has a force weapon, everyone has a stormbolter.
Taking 1 squad in your normal army just gives your enemy a good unit and a mediocre unit to shoot at. And when it comes down to it your still a 20/30 point space marine that dies just as fast.
It can be an awesome addition to an army but not by just slapping something in there.
Whoever posts next, open up a new thread
I dont OPEN it since I yet dont have the book so I hace nothing interesting to say but lets do it properly for an easier following
WH40k - 6th edition
Eldar: W:0 - D:0 - L:0
Chaos Blood Angels: W:0 - D:0 - L:0
Grey Knights: W:0 - D:0 - L:0
WHFB - 8th edition
Daemons: W: 17 - L:1 - D:1
Lizarmen: W: 15 - L:3 - D:0