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Thread: Codex CSM

  1. #221
    Librarian Graystoak's Avatar
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    Maybe mark of Khorne gives transports the assault vehicle rule? Surely in the last 10,000 years a world eater Techmarine remained sane for long enough to turn the chassis of a rhino around, or at least reverse the gear box!

  2. #222
    Brother Sergeant Brother Heinrich's Avatar
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    Re: Codex CSM

    I have to say, I'm really not pleased at the divergent split they've created with the Obliterators, I like the original idea of one adaptive unit with a powerfist and a bunch of guns, not an army made up of a host of different transformers.

  3. #223

    Re: Codex CSM

    Possesed better get different/better options. Current option are worse in 6th and buying power weapons sounds like it would be expensive, though with Terminators getting more expensive they might have a role now.

    I see nobody taking Deamon weapons at AP3, why would you take a pimped out lord that can't crack open all those terminators (or other 2+) units out there that can still stab yourself in the face?

    Cheaper Noise Maries sound pretty good (no pun intended) if they are salvo 2/3 36" no cover saves. A 10 man scoring unit should kill 3-4 marines or alot more of just about anything else. Any troops in 36" can feel some pain.

    Cheaper Havocs might mean I need to dust off mine.

    I don't think anyone is going to pay 35 points for a raptor, power weapons or not. If they are T4 A3 people will shoot them until they die and move on.

    melee obliterators sound bad, unless they are really cheap I don't see people using them. getting 3-4 turns to blast them off the board seem like a waste.

    No drop pods? Why GW? Why?

    New Land raider seems meant for Zerkers.

    Daemon Prince with wing = jump? Well that sucks. But I guess it will sell more models so people buy the new flyer.
    Last edited by Vedar; 26-07-2012 at 21:23.

  4. #224
    Chapter Master Xandros's Avatar
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    Re: Codex CSM

    I don't see why people call for ap2 weapons on characters. That every weapon should be ap2. You already do get axes and power fists. What more do you need? Something that isn't unwieldy? No such animal.

  5. #225
    Chapter Master librerian_samae's Avatar
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    Re: Codex CSM

    I'm still secretly hoping deep down other units will have access to sonic weapons but if not I may just have to have a unit of lightning clawed +1 initi and fear causing termies. hehehe

    Would be nice if bikes can keep their chassis mounted weapon options.

    I'm really liking the current bunch of rumours, lets me try new things without feeling too out of theme for a cult army unlike the last codex, also it's nice to hear they might have bits to help with the integration of at least daemon allies via icons and dark apostle.

    Finally I'm thinking of a techno daemon virus infected iron hands force, mmm mutated chaos infected gribbles...
    "every year spring has sprung, but why oh why has it never tangled and broken like a well used slinky?"

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  6. #226

    Re: Codex CSM

    Quote Originally Posted by Xandros View Post
    I don't see why people call for ap2 weapons on characters. That every weapon should be ap2. You already do get axes and power fists. What more do you need? Something that isn't unwieldy? No such animal.
    Putting an unwieldy weapon on your Lord makes a mockery of his Initiative score, which keeps him from getting peeled by (you guessed it) Terminators. I see where you're coming from, but 6th is kind of the Terminator edition (along with fliers), and I for one don't want to see my expensive lord flapping helplessly at the paladins my opponent has aimed at me.

  7. #227

    Re: Codex CSM

    [QUOTE=Vedar;6345454]
    I see nobody taking Deamon weapons at AP3, why would you take a pimped out lord that crack open all those terminators (or other 2+) units out there that can still stab yourself in the face?

    Well we don't really know the rules for them other than that they are ap3 and can still kill the wielder. The post that Satyr put up earlier ("they're pretty different now, you still wrestle with them. I think it's a matter of preference")
    to me suggests they will, like the current edition have different rules depending on the mark of the wielder, so we will have to wait and see, there may be one that is good at taking terminators down. But even if there isnt one that can help a lord take down terminators easily, I'am sure it will let them kill other targets better than a normal power weapon.

  8. #228

    Re: Codex CSM

    Quote Originally Posted by librerian_samae View Post
    Finally I'm thinking of a techno daemon virus infected iron hands force, mmm mutated chaos infected gribbles...
    Sounds like Maulers and Obliterators are tailor-made for this.

  9. #229

    Re: Codex CSM

    Quote Originally Posted by Xandros View Post
    I don't see why people call for ap2 weapons on characters. That every weapon should be ap2. You already do get axes and power fists. What more do you need? Something that isn't unwieldy? No such animal.
    Because people want easy solutions with all ups and no downs.

  10. #230

    Re: Codex CSM

    Quote Originally Posted by Xandros View Post
    I don't see why people call for ap2 weapons on characters. That every weapon should be ap2. You already do get axes and power fists. What more do you need? Something that isn't unwieldy? No such animal.
    Thunder hammers would be nice. Its a freaking DAEMON weapon. They are super rare and extremely powerful.

  11. #231
    Chapter Master Starchild's Avatar
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    Under the new rules it will be a rare character who can strike at normal initiative with an AP2 weapon. I know it's frustrating but this really "evens out the playing field" with a hefty bit of balance.

    Chaos will be no exception to this. From the rumours it sounds like Abaddon will be one of the few characters in the game wielding an AP2 normal initiative weapon.


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  12. #232

    Re: Codex CSM

    Quote Originally Posted by Draconis View Post
    Thunder hammers would be nice. Its a freaking DAEMON weapon. They are super rare and extremely powerful.
    Well granted, we don't know what other rules they have yet. A daemon weapon is never just a power weapon. A straight-up AP number was never going to be the whole story.

  13. #233

    Re: Codex CSM

    Quote Originally Posted by Starchild View Post
    Under the new rules it will be a rare character who can strike at normal initiative with an AP2 weapon. I know it's frustrating but this really "evens out the playing field" with a hefty bit of balance.

    Chaos will be no exception to this. From the rumours it sounds like Abaddon will be one of the few characters in the game wielding an AP2 normal initiative weapon.
    I'm sorry, but I still don't see how it makes any sense or how anybody can agree with the decision to take the ability to kill something as common as a Terminator from even most of the special, named characters. There are still a lot of guns with AP2, Monstrous Creatures still have AP2 and even Rending still has AP2, so what is the justification for taking that away from characters like Kharn, Asdrubael Vect or Mephiston?
    It is just totally retarded and if there was one thing in the game that didn't need boosting, it was Terminators.

  14. #234
    Modstralian The Dude's Avatar
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    Re: Codex CSM

    So what you're saying is that there are still plenty of things that can deal with Terminators, so therefore they have been given a boost?

    Please at least try to think adaptively for a second. If your characters can't deal with Terminators in close combat as effectively as you want them to, use one of those other things you mentioned
    The Tale of Guilders

    That's just... like... your opinion, man.

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  15. #235

    Re: Codex CSM

    Quote Originally Posted by Barghest View Post
    Putting an unwieldy weapon on your Lord makes a mockery of his Initiative score, which keeps him from getting peeled by (you guessed it) Terminators. I see where you're coming from, but 6th is kind of the Terminator edition (along with fliers), and I for one don't want to see my expensive lord flapping helplessly at the paladins my opponent has aimed at me.
    A high I is not nearly as important in 6th as it was in 5th, if your lord has a decent number of attacks and good survivability then unwieldy is hardly a downside.

  16. #236
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    Re: Codex CSM

    Hopefully Chaos Lords have access to an artificer armour equivalent again. I won't be so irritated about daemon weapons being AP3 (it seems inappropriate for such rare and powerful weapons) if I can at least laugh off power swords etc.

  17. #237

    Re: Codex CSM

    Quote Originally Posted by TrangleC View Post
    I'm sorry, but I still don't see how it makes any sense or how anybody can agree with the decision to take the ability to kill something as common as a Terminator from even most of the special, named characters. There are still a lot of guns with AP2, Monstrous Creatures still have AP2 and even Rending still has AP2, so what is the justification for taking that away from characters like Kharn, Asdrubael Vect or Mephiston?
    It is just totally retarded and if there was one thing in the game that didn't need boosting, it was Terminators.
    Most of them can take plasma pistols, which I believe can be used as AP2 in melee.

  18. #238

    Re: Codex CSM

    Quote Originally Posted by Draconis View Post
    Most of them can take plasma pistols, which I believe can be used as AP2 in melee.
    That was a 6th edition rumor that never happened

    I wonder if they changed Fabius biles mutation chart, and if Lucious has the same benefit as this noise marine whip challenge rumor
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  19. #239
    Chapter Master Starchild's Avatar
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    @TrangleC: Terminators are supposed to be the ultimate elite infantry. They were quite powerful in 2nd edition and they've been playing catch-up... until now.

    It was so bad for Terminators in 3rd edition that Andy Chambers had to give them the Crux Terminatus (5+ invulnerable save) via Chapter Approved.

    Anyway there's always the option if fighting fire with fire (i.e. pit Chaos Terminators vs. the loyalist Terminators). Often you'll find that SM players have the same problem with lack of AP2 melee that you do, which is something that can be exploited.


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  20. #240
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    Re: Codex CSM

    Not every weapon but I would have thought a daemonic weapon would be able to kill terminators just as easily as power armoured guys.
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