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Koumei
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Post by Koumei »

maglag wrote:Now that's some 2+ armor and S4/T4!

It's one of the interesting things about the Phoenix Ladies, they all have superior S/T to their base race, whereas nowadays most race's heros have the same S/T as the regular dudes (or in the case of orks, the heros have the same S/T than regular warbosses, because of course the bauss has superior stats to the squad leaders that in turn are stronger than the boyz than in turn are stronger than the defensive screen gretchin). I'm a bit surprised Koumei didn't point it out, just mentioning the first Phoenix Lady has T4.
Actually yes, it is worth pointing out. Phoenix Lords/Lasses have S 4 T 4, like some other race I can't quite remember.
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Oh right

Similarly, Wraith____ get big stats. Exarches still having 2 Wounds is amazing, to be honest, but they really always were "Almost HQ choices".

I really like the old days where Commissars were Space Marines in build, and Adepta Sororitas had T 4 (Canonesses had S 4 T 5) and Genestealers had big numbers as well. It doesn't exactly break the game.
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Koumei
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Post by Koumei »

Also, why are fucking Eldar Jetbikes Troops while IG Sentinels, plain old Walkers, are Fast Attack? Because fuck you that's why.

GOTTA GO FAST!
Wave Serpents:
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The transport of the century. I mean, 12/12/10 is a great start off the bat when you're talking transport options. But let's make it a Fast Skimmer Tank, too! Let's hold twelve models rather than ten, and give it a Twin Shuricannon (can swap for a Twin Lance, Scatter-Laser, Star Cannon or Missile Launcher) and a Twin Shuripult (can swap for a Twin Shuricannon).

Also it has the Serpent Shield, which downgrades Penetrating hits to Glancing hits on a 2+ (Front and Side armour only). Also once per game they can fire out to 24" at S 6 AP - Assault 2d6 Ignores Cover, Strikedown. The shootiness used to not be 1/game, and perhaps longer ranged? People freaked out. Given the range and everything (including the fast movement that is, plus potentially Scouting as well), it was pretty nuts. Even now it's good for scoring First Blood by popping a Transport.

Aspect Warriors: Swooping Hawks
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5-10 Jump Infantry. They get an Assault 3 Lasgun, Haywire and Plasma Grenades, and a Grenade Pack: when they Derp Strike and don't suffer a Mishap, one model gets to make a special shooting attack in the Movement Phase (24" S 4 AP 4 Barrage, Blast, Ignores Cover). Doesn't need LoS, and if the unit has 6+ models, it upgrades to Large Blast.

At the end of the Movement Phase, if they moved over an enemy Flyer or Flying Monstrous Creature, that target takes a S 4 AP 4 Haywire hit on the roll of a 4+ (Flyers hit on Side Armour). So that's pretty good. If they have an Exarch they don't scatter for Derp Strike. The Exarch also has the usual stuff, and can take a Power Weapon, and can either give his gun the Blind (and make it AP 3) rule or boost it to S 5.

Aspect Warriors: Warp Spiders
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5-10 Jet Pack Infantry. 3+ Armour, and Death Spinnaz! (S 6 against your Initiative, Assault 2, 6 to Wound is AP 2. Still uses your Toughness for Instant Death.)
Also they can make a risky Warp Jump (2d6+6" teleport, but suffer a casualty on a double 1).
They have Hit & Run, and can actually make a Warp Jump (only 2d6") in response to being shot at. The enemy can't pick a different target, so if you get out of LoS or range, it just sucks to be them. This can be used for great shenanigans. If you have an Exarch (usual stat boosts), the unit is basically Fearless, and he can take a pair of Power Swords and either Twin his Death Spinner or swap it for a Spinneret Rifle (slightly longer range, Rapid Fire, AP 1).

Aspect Warriors: Shining Spears
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SPEAR! SPEAR! SPEAR!

3-9 Eldar Jetbikes with T 4/3+. They get Laser Lances (6" S 6 AP 3 Lance, in close combat they're AP 3 Lance weapons, +3 S on the charge), Outflank and Skilled Rider. Also if they move at all, they have a 4+ Cover Save. If you upgrade one to an Exarch he gets the stat boosts, re-rolls to Wound Monsters and to Penetrate Vehicles, and can swap his lance for a Power Weapon or a Star Lance (6" S 8 AP 2 Lance, or in combat AP 2 Lance, +5 S on the charge). Very pricey unit, but if used carefully, you can deal a good amount of damage right where you need to.

Aspect Warrior: Crimson Hunter
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You don't have to paint it crimson, but red ones do go faster.

It's a Flyer with the Vector Dancer rule, two Bright Lances and a Pulse Laser, and against Flyers it can re-roll failed Penetrations. Can't be taken in squadrons. One Hunter per formation can be an Exarch, for BS 5, Precision Shots (on a 5+), and can swap the Lances for Star Cannons if it wants.

Vyper Squadron
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1-6 Open-Topped Fast Skimmers. At 10/10/10 and 2 HP each, they're fragile, but what do you want? They cost the same as Terminators. Has a Shuricannon (can swap for a Starcannon, Lance, Scatter Laser or Missile Launcher) and a Twin Shuripult (can swap for a shuricannon). Also has access to the Vehicle Wargear, so can probably take an Invulnerable Save or something.

Hemlock Wraithfighter
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Yes, it's a dual-kit.

It's a Flyer with Vector Dancer and Psychic Pilot (Level 2). It can draw from Sanctic Daemonology, Runes of Battle, and Telepathy. Also it has Spirit Stones (ignore Shaken on a 2+ and Stunned on a 4+), a Mindshock Pod (bubble of -2 Ld for enemies) and two Heavy D-Scythes (Strength D Blast weapons, -1 to the Destroyer table). Noice.

HEAVY SUPPORT. NO REALLY, SO VERY HEAVY
Aspect Warriors: Dark Reapers
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Slow and Purposeful, and Twin-Linked when shooting things that Zoomed/Swooped/Turbo-Boosted/moved Flat-Out. Only 3-10 guys, and they have a 3+ save, a Rangefinder (no Jink saves), and a Reaper Launcher with Starswarm Missiles. If you like spending points you can give them all Starshot missiles too.
-Starswarm: Heavy 2 Marinekillers
-Starshot: S 8 AP 3 Heavy 1

If you upgrade one to an Exarch (usual bonus), he can individually take Starshots, or can swap his weapon out for a Shuricannon, a Missile Launcher, or a Tempest Launcher (S 4 AP 3 Heavy 2 Blast Barrage). Also, whatever the profile for his weapon, it fires once more (ie Heavy 1 becomes Heavy 2, heavy 3 becomes Heavy 4). They can take a Serpent.

Vaul's Wrath Support Battery
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All hail the plastic kit

1-3 big weapons, each with 2 Guardians. Can take a Warlock buddy. Not actually that pricey. The basic support weapon is a Shadow Weaver (S 3 AP 3 Assault 3 Blind, long range), but they can all swap for D-Cannons (Strength D Blasts) or Vibro-Cannons (S 7 AP 4 Heavy 1 Pinning, each model in the same unit that hits boosts the rest of the hits, so if all three hit, they all hit for S 9 AP 2).

Falcons
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1-3 Fast Skimmer Tanks that can each hold 6 models. 12/12/10 with 3 HP. Has a Pulse Laser, Shuricannon and Twin Shuripult and you know how those can be upgraded by now. Also if it has three models, they get to Deep Strike, and the first one placed doesn't Scatter, with the other two being no-Scatter placed anywhere within 4".

Fire Prisms
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This is a favourite for people to paint up all cool. Observe:
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1-3 Fast Skimmer Tanks, 12/12/10 with 3 HP. I really like these things. They have a Prism Cannon and a Twin Shuripult that can be upgraded to a single Shuricannon.
Prism Cannon has three settings:
-Dispersed: 60" S 5 AP 3 Large Blast
-Focused: 60" S 7 AP 2 Blast
-Lance: 60" S 9 AP 1 Lance
If you have more than 1 model in the squadron, they can link their weapons: one fires as normal, with +1 S -1 AP for each other Prism in the unit (who sacrifice their shooting). It specifies you only sacrifice the shots of the ones that can actually fire their cannons normally, so no using it to get around Crew Shaken. So for 3 of them you could fire a Focused shot at S 9 AP 1 or a Dispersed shot at S 7 AP 1 or a Lance at S 10 AP 1 with Lance.

Night Spinners
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1-3 Fast Skimmer Tanks, 12/12/10 with 3 HP, and they're fairly low-cost. Twin Shuripult that can be swapped up as normal, and a DOOM WEAVER!
-Dispersed is 48" S 7 (against Initiative) AP 6 Large Blast Barrage.
-Focused: Torrent Template S 7 (against Initiative) AP 6.
Still uses Toughness for Instant Death, and in either setting a 6 to Wound is AP 2.
They sort of have a combined fire as well, like above. Each one that elects not to shoot adds +1 S and +1 shot to the weapon of the firing one (Dispersed only).

War Walkers
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1-3 Open-Topped Walkers, 10/10/10 with AP 2. They're like walking coffins.
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Fuck you!

They're Fleet, have the Scouts rule, and they still have Battle Focus and Ancient Doom, unlike most vehicles. Power Field (5++), so they're not actually as fragile as Sentinels, and two Shuricannons which can be upgraded exactly the way you're thinking. Back when Scatter-Lasers Twinned your other weapons, taking these with 1 Scatter, 1 (other) made them amazing hunters. Now though, you probably won't see them on the field.

Wraithlord
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Another one for fancy paintjobs:
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Remember these, guys? Monstrous Creature Characters (no, just 1 per slot), with S 8 T 8 W 3 and a 3+. Yes, they're immune to rank and file Space Marines. Fearless, Equipped with two Shuripults (can swap for Flamers), can take a Ghostglaive (S +1 AP 2 Mastercrafted), and can also take up to two heavy weapons.

In the next exciting episode I will finish the Eldar off - and then you have Orks to look forward to!
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Post by Koumei »

LORDS OF WAR

Wraithknight
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This is the thing that freaks people out. I mean aside from the Serpent Shields and the Mass Heavy Weapon Jetbikes. The statline is 4/4/10/8/6/5/4/10/3+ which is pretty bulky, but the thing is, almost any weapon that will reliably Wound it (you can of course try to chip away with a Heavy Bolter) is likely to be AP 3, meaning it needs to pick up an Invulnerable Save. More on that later.

It's a Jump Gargantuan Creature, so it has great mobility for positioning itself and escaping. It has a pair of Heavy Wraithcannons, and the Ancient Doom rule, but not Battle Focus. It can swap the cannons out for a Scattershield (there we go! 5++ that can Blind enemy units when passed) and either a Ghostglaive (which in its case upgrades close combat to Strength D) or a Suncannon (S 6 AP 2 Heavy 3 Blast). Can also take a couple of other Heavy Weapons.

Avatar of Khaine, the last Magmabender
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It's just a Monstrous Creature (Character), not Gargantuan, but it has Fleet, Battle Focus, Ancient Doom, and the Daemon rule. 10/10/6/6/5/10/5/10/3+/5++

It also has Fearless, Furious Charge and Rage, and extends them to friendly Craftworld Eldar in a bubble. It's also immune to flamer weapons, Pyromancy powers, and weapons with the Soul Blaze or Melta rule.

It has a spear that increases it to S 8 AP 1 Armourbane (so it punches you with a melta gun), and also functions as a Melta Gun.

And now we get to cover the lovely formations for their Decurion!

A Guardian Battlehost is 1 Farseer (optional Warlock Conclave), 3x Guardian Defenders, 1x Vypers, 1x War Walkers, 1x Vaul's Wrath. Guardian Defenders get free weapon platforms, and Vypers/Walkers/Vaul's Wrath all get Preferred Enemy when shooting stuff within 12" of Guardians.

A Windrider Host is 1 Farseer Skyrunner, 1 Warlock Skyrunner Conclave, 3x Windriders, and 1x Vypers. 1/game if the Farseer is still alive, all of the Shuriken weapons gain the Shred rule for one turn.

A Guardian Stormhost is 1 Farseer (optional Warlock Conclave), 3x Storm Guardians, 1x Vypers, 1x War Walkers, 1x Vaul's Wrath. The special weapons and power weapons for Guardians are free, and Vypers/Walkers/Vaul's Wrath all get Preferred Enemy when shooting stuff within 12" of Guardians.

So as core choices, they are kind of big and expensive, but they provide good stuff at least. Two of them give free upgrades that you would have wanted to take, and give the support weapons some conditional re-rolls. The other is just full of units you wanted anyway, and gives a 1/game good effect.

A Seer Council is 2 Farseers (one may be Eldrad) and a Conclave of 5+ models. If anyone has a Jetbike, they all have to. They're jammed together as one unit that has to stay together, you can re-roll on the table if one of these is your Warlord, and the formation gets to harness Warp Charges on a 3+ instead of 4+

An Aspect Host is 3 units of any combination of the following: Dire Avengers, Howling Banshees, Striking Scorpions, Fire Dragons, Swooping Hawks, Warp Spiders, Shining Spears, Dark Reapers. Each has to take an Exarch. You should probably consider making all three of them primarily Shooting OR primarily Melee, rather than mixing them up. Because not only do they get Leadership re-rolls, but you choose either WS or BS, and the whole formation gets +1 to that.

Dire Avenger Shrine: 3 units of Dire Avengers, but you can only take one Exarch. 1/game, all Avengerpults in the formation are Assault 3 instead of 2. Also they all have +1 BS and the Leadership re-rolls.

Crimson Death: 3 Crimson Hunters. One of them has to be an Exarch. They get Preferred Enemy (Flyers and Flying Monstrous Creatures), and a 4+ Cover Save (re-roll it if they Jink).

Wraith Host: 1 Spiritseer, 3x Wrathguard and/or Wraithblades (any combination), 1 Wraithlord, 1 Wraithknight. They all get Battle Focus, score! Also everything except the Seer re-rolls misses against enemies within 18" of the Seer.

And that's it - remember the others were just boring "Take a unit of X" or "Take one X".

But overall, this is a great codex. People were shitting themselves about how the game has been divided into "Eldar vs Eldar" and "Everyone else" and it's the biggest power surge ever and the game is ruined, but they basically do that every time - currently people are shrieking about Tau. Eldar can be more punishing to pick up as a new player, but on the other hand, if you take the formations that give you a lot of re-rolls and things, that can teach new players how, for instance, Fear works, while giving them good odds of pushing past those things. Likewise they'll learn the value of cover, something Space Marine players basically never worry about. It can be a good army for new players. And for everyone else too. A+

Next we'll have Orks :D
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Stahlseele
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Post by Stahlseele »

orkz orkz orkz orkz orkz!
Welcome, to IronHell.
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Peculiar properties of spacetime ensure that the perception of the magnitude of Soon is fluid and dependent, not on an individual's time-reference, but on spatial and cultural location. A marketer generally perceives Soon as a finite, known, yet unspeakable time-interval; to a fan, the interval appears greater, and may in fact approach the infinite, becoming Never. Once the interval has passed, however, a certain time-lensing effect seems to occur, and the time-interval becomes vanishingly small. We therefore see the strange result that the same fragment of spacetime may be observed, in quick succession, as Soon, Never, and All Too Quickly.
Koumei
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Post by Koumei »

SO HERE IZ ORKS

For the record, I hate the orks: they're stupid, their execution is stupid, most of their fans are stupid, it's all just stupid. And the fans are really fucking annoying. It's just one big excuse to shout and be a pain in the arse. "Oh it's in character!" And yet if I act in character by setting fire to my opponent, that's called aggravated assault! So if you like Orks, you're a [EDITED]. Go slam your genitals in a car door right now.

But whatever. Also this book has a running joke where every mention of Gork has (or possibly Mork?) and vice versa.

So what are the army-wide rules?
'Ere We Go: when charging, the unit can re-roll one die for the range.

Mob Rule:
If, after any re-rolls, a unit still fails a Morale or Pinning check (but not specifically Fear tests or... maybe something else? Oh, getting killed by Dire Swords, right), roll on a...

RANDOM TABLE! Drink three times. Oh orks you so randumb!

1 = if locked in combat, pretend they passed it. Otherwise, they fail as normal.
2-3 = If they have any Characters, they suffer 1d6 S 4 AP - hits (not to Characters) but then pass the test. Otherwise, they fail.
4-6 = If they have 10+ models, they suffer 1d6 S 4 AP - hits but then pass the test. Otherwise, they fail.

So basically they're kind of Fearless...ish. But not 100% Fearless.

Warlord Traits are: Gain Waaagh! (if they already have it, units that benefit from the Waaagh! are Fearless for a turn), bubble of Leadership re-rolls, bubble of re-roll all dice for running/charging, re-roll one failed Hit/Wound roll per turn, re-roll one failed Save per turn, +1 Strength. Some of these are okay. I could definitely see you taking the basic Tactical one instead.

They have only one single Formation, which is as follows: 1 Warboss, 1 Mek, 1x Nobz or Meganobz, 6x Boyz, 1x Gretchin. Re-roll your Trait, every unit of 10+ models gets Hammer of Wrath when their charge distance rolls a 10+, and if the Warboss is the Warlord, he can call a Waaagh! every turn after the first.

That said, are Apocalypse formations (from 6E) still just Formations, that you can bloody well take in your Battleforged army? Because if so, there are some others that can help, including "take around a hundred models worth of Boyz, they are now one big fuck-off unit".

HQ:
Warboss
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It's a pile of big old numbers with a Slugga and Choppa and Stikkbombs. 'Ere We Go!, Furious Charge, Mob Rule. Base S 5, or S 6 on the charge, or S 10 whether or not it charges, when you have a Power Klaw. Which of course you obviously do. If you don't, you're using it specifically for shooting. So if you roll "I GET +1 S", then that's either literally 100% useless (already S 10), or "Basically useless because it only helps you do what you are trying not to do". 4 attacks, +1 for paired weapons (unless you swap one weapon for a Klaw), +1 on the charge.

Can take 'Eavy Armour, or can swap the Slugga and Choppa for Mega Armour with a Twin Shoota and a Power Klaw (Power Fist). Or he can take a bunch of wargear from various lists.

If he's your Warlord, he can call a Waaagh! on one turn after the first. This lets everyone with 'Ere We Go! charge even if they run. So it's like having old Fleet. Which is what a Waaagh! did back in the day, so whatevs.

He is really meant to be your Warlord. At 60 points naked (I'll let you imagine that), that's okay.

WEIRDBOY
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He has a stick. 'Ere We Go!, Furious Charge, Mob Rule, Psyker (Level 1), and if there are a bunch of Orks next to him, he generates an extra charge but has to pass a test that Phase or suffer a weak hit that allows no saves. He can be upgraded to Level 2, and gets his powers from both forms of Daemonology, and THE POWER OF WAAAGH!

Mek things:
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Mek - not the Bigmek, just a regular Mek. All of 15 points.
They don't take up Force Org slots, but you can take one for every HQ you have. Seeing as these are still HQ choices, that arguably means you can take as many as you want as long as you have one other HQ. They have to be assigned to Infantry and Artillery units. Only one Wound, Slugga, Choppa, Mek Tools (fix shit), Stikkbombs. 'Ere We Go!, Furious Charge, Mob Rule. May take a Grot Oiler or Mek weapons, and can swap his Choppa for a Killsaw (Chainfist).

A Big Mek is an actual HQ. Bigger stats (still not a Warboss), Slugga, Choppa, Mek Tools, Stikkbombs, 'Ere We Go!, Furious Charge, Mob Rule. Can take 'Eavy Armour, swap his Choppa for a Killsaw, take stuff from lots of lists, swap his gun for a Shokk Attack Gun (the one where you roll 2d6 Strength and consult a RANDOM TABLE for an 11+ or doubles, but only drink once) or Kustom Forcefield, do the Mega Armour thing... and if he's in Mega Armour he can also make various choices, and even take a Tellyport Blasta (S 8 AP 2 Assault 1 Blast, 6 to Wound is Instant Death, 6 to Penetrate is an auto-Penetrating hit).

Painboys
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"Zydrate comes in a little glass vial"

These have the 'Urty Syringe (Poison 4+) and Dok's Tools, and the rules of 'Ere We Go!, Furious Charge and Mob Rule. Can take some wargear. You attach them to valuable units to add FnP.

Special character: Da Painboss. Toughness 5 is nice, has a Klaw, 'Urty Syringe, Cybork Body, Dok's Tools. 'Ere We Go!, Furious Charge, Mob Rule, and One Scalpel Short of a Medpack: he grants Fearless and Rampage to units. Can't leave a unit without that unit being slaughtered.

Special character: Da Freeboota King. Slugga, Choppa, Stikkbombs, Bosspole, Gitfinda, 'Ere We Go!, Furious Charge, Mob Rule, and can take up to 3 Ammo Runts. 3+/5++ Saves, and has a special gun which is an Assault 3 Plasma Gun. As a Freeboota, he wears the proper pirate hat and speaks like a pirate (ie West country farmer), not a football hooligan from Manchester or wherever.

Special character: Boss Zagstruk. Slugga, Choppa, 'Eavy Armour, Stikkbombs, Cybork Body, Rokkit Pack (so he's Jump Infantry). 'Ere We Go!, Furious Charge, Mob Rule. His HoW attacks are S 8 AP 2.

And I am already bored, so more will happen tomorrow. And be assisted by actual booze.
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Post by maglag »

Koumei wrote:SO HERE IZ ORKS

For the record, I hate the orks: they're stupid, their execution is stupid, most of their fans are stupid, it's all just stupid.
I believe that's their point. They're the 40K version of silly slice-of-life animes. Some people dislike it, others love it.
Koumei wrote: It's a pile of big old numbers with a Slugga and Choppa and Stikkbombs. 'Ere We Go!, Furious Charge, Mob Rule. Base S 5, or S 6 on the charge, or S 10 whether or not it charges, when you have a Power Klaw. Which of course you obviously do. If you don't, you're using it specifically for shooting. So if you roll "I GET +1 S", then that's either literally 100% useless (already S 10), or "Basically useless because it only helps you do what you are trying not to do". 4 attacks, +1 for paired weapons (unless you swap one weapon for a Klaw), +1 on the charge.
Hey, don't understimate the big choppa or even the good old choppa+pistol basic loadout! In particular because the Warboss has the best Initiative in the whole ork army (4! As good as a speech merine!), which is lost when you take a power klaw.

So a warboss with pistol+choppa delivers 5 attacks at S6 on the charge at I4, great for shredding light infantry like guardsmen and Tau and several kinds of daemons, and a big choppa warboss delivers 4 attacks at S8 (read: ignore feel no pain on T4 dudes) on the charge at I4. Depending on your meta and the rest of your army, they can all be viable choices. Orks have plenty of other sources for power klaws, not so much for I4.
Last edited by maglag on Sun Dec 13, 2015 2:31 pm, edited 3 times in total.
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Post by Stahlseele »

Orkze are basically there for fucking with the people who take the whole hobby and the grimdark of that universe too serious.
Welcome, to IronHell.
Shrapnel wrote:
TFwiki wrote:Soon is the name of the region in the time-domain (familiar to all marketing departments, and to the moderators and staff of Fun Publications) which sees release of all BotCon news, club exclusives, and other fan desirables. Soon is when then will become now.

Peculiar properties of spacetime ensure that the perception of the magnitude of Soon is fluid and dependent, not on an individual's time-reference, but on spatial and cultural location. A marketer generally perceives Soon as a finite, known, yet unspeakable time-interval; to a fan, the interval appears greater, and may in fact approach the infinite, becoming Never. Once the interval has passed, however, a certain time-lensing effect seems to occur, and the time-interval becomes vanishingly small. We therefore see the strange result that the same fragment of spacetime may be observed, in quick succession, as Soon, Never, and All Too Quickly.
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Post by Koumei »

I don't take it too seriously, I just have a certain low threshold for annoying bullshit. That's just like saying Fishmalks in WoD and Chaotic Stupid Kender in D&D are specifically there to fuck with people who take it too seriously.

Anyway, I need to go do some shopping. This can continue when I return.
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Post by maglag »

Don't be so tsundere Koumei, we all saw you post the pics of looted Wraithlords, looted Fireprisms and whatnot. You call the orks baka stupid, but you actually have a fondness for them.

You know, that shows that by 40K standards, orks are actually pretty smart, since they're actually willing to loot the weapons from their enemy's dead cold fingers and use them.

Yes, Comissar Yarrick is an honorary ork, that's why Grazgul let him go alive after stomping his baneblade.
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Post by Koumei »

So, the drink of choice for this chapter will be 12 year old Glenfiddich single malt Scotch whisky. It is delightful - a mild bitterness and a slowly-spreading warmth that envelops the mouth without burning. It instils a pleasant numbing sensation and doesn't leave an unpleasant aftertaste.

Oh right, we're reviewing Orks, not booze.

Troops:
Boyz are your standard Troop choice for this. 10-30 doods at 6 points each. S 3 T 4 A 2, Slugga, Choppa, Stikkbombs. 'Ere We Go!, Furious Charge (so charging for 4 S 4 attacks each), Mob Rule. Can upgrade one model to a Boss Nob, who has S 4 W 2 A 3. The whole lot can swap Sluggas (pistols) for Shootas (assault weapons). They can also take 'Eavy Armour, but if you take both those upgrades you're looking at 11 points/model. That's almost double. 1/10 models can swap out for a Big Shoota or a Rokkit Launcha. The Boss can take various weapons or a Boss-Pole (re-roll your Mob Rule result unless it's the "Character causes hits to everyone but you pass" result).

They can take a Trukk.

Gretchin are for if you're a cheapass taking absolute minimum Troops (35 points per squad), or if you want to do a silly "flood the board with little bastards" thing). They're 10-30 and really shitty in every way, but bettwe at shooting than Orks (they're as good as guardsmen!) and have pistols. For every 10 you have one Runtherd, a real Ork with a Slugga and Grabba Stikk, and Stikkbombs. He also hets 'Ere We Go! and Furious Charge. These guys don't have Mob Rule and are really good at failing Ld tests.

ELITE
Burna Boys
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These are Ork Aspect Warriors with Flamers that can instead be used as Power Swords, but they have to choose each turn, one or the other.

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laughingeldargirls.jpg

On the other hand, it's 5-15 models and they all get the flamerswords, not just 4 models.

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This will do for sad battle sisters

Up to 3 can be upgraded to Meks, able to take Killsaws and various Mek weapons. They all have Mob Rule, Furious Charge and 'Ere We Go! They can take a Trukk

Tankbustas

These are grand. They used to have stupid "YOU HAVE TO SHOOT VEHICLES" moral imperatives, but now they just get double points for First Blood if they score it by smashing a vehicle. This works well, and I'd give it a purity seal if I could be fucked.

5-10 guys with Rokkit Launchas (Assault 1 Krak Missile Launchers), S 6 Melta Bombs and Stikkbombs. They have the usual rules and also Tank Hunters (re-roll Penetration). Up to three Bomb Squigs, up to two can swap launchas for Tankhammers (Unwieldy melee Krak Missile, no longer 1 use though), can swap one for a Boss Nob. Can take a Trukk. Still looking at Aspect Orks here, but it's a very useful aspect.

Nobz

2-9 Nobz and 1 Boss Nob. S 4 W 2 A 3 assholes. Slugga, Choppa, Stikkbombs, the usual rules. They can take a variety of ranged and melee weapons, and take stuff like a Waaagh! banner, ammo runts, bosspoles and all that. They can also all take 'Eavy Armour, and Warbikes. If they don't take the bikes, they can take a Trukk or Battlewagon.

Meganobz
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Traditionally called Mega-Armoured Nobz, or MANZ for short, these guys take quite a hammering and can dish some out too. I guess they're an Aspect Ork, but you could also say they're like Orky Terminators. Expensive and with their weaknesses, they're not overpowered but are a good addition to most Ork armies, and if you know where to use them, they're great. Against inexperienced players you can sort of just scare them and get them to throw all the wrong attacks against them too, I suppose.

2-9 Meganobz + 1 Boss Meganob, all with Mega Armour, Twin Shoota, Stikkbombs and Power Klaw. S 4 (8, 9 charging) T 4 W 2 A 3 Sv 2+ is nice there. They have the usual rules, and anyone can swap the Twin Shoota for a Kombi-Skorcha or Kombi-Rokkit, or take a Bosspole, or swap both weapons for Killsaws. Can take a Trukk or Battlewagon. 40 points per model mind you, so they really do have a lot of similarities to Terminators.

Kommandos: Infiltrating Stealthy Move-Through-Cover Aspect Orks with the usual rules as well. 5-15, one can be a Boss Nob. A few can take Big Shootas, Burnas or Rokkit Launchas.

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Character: Boss Snikrot, who doesn't take up a slot if you also have Kommandos. He can only join Kommandos. He has the usual rules for Kommandos, except also Fear, and if he is attached to Kommandos and held in Reserves, then when they come on, you can choose the table edge, even the enemy one. They also get Shrouded (instead of Stealth, not in addition to it) for that turn. His pair of melee weapons are AP 5 Shredding.

Here are some Looted Stuff conversions to make things funnier:
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"Oi guv, synchro is bigger en' hundred percent, wot's that up about den?" "Use da' N2 mine ya git!

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Post by name_here »

It's sad that if I didn't recognize the model I'd think the Nemesis Dreadknight was an Ork original rather than looted from the Grey Knights.

Looted Carnifex is priceless.
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Post by Koumei »

The Nemesis Dreadknight SHOULD be an Ork model. It has that dumb "I HAVE ARMOUR ON MY ARMOUR" thing (that still completely leaves parts of the base guy exposed) thing going on, the awkward build to it, the "BIGGAR IS BETTAR RIGHT GUYS?" thing... it suits them perfectly. You can even make it Choppy AND Shooty, what more could you want?

(More dakka, obviously)
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Post by Koumei »

FAST ATTACK:
Trukk

A cheap shitty transport (12, Open-Topped, Fast) with a Big Shoota on it. On a 6 it downgrades a Penetrating Hit to a Glancing Hit, because it's so shittily made. Did you know that haphazard scrap piles in bad repair are more likely to survive las-cannon shots than well-made reinforced tanks?

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Stormboyz

Jump Infantry. They have missiles strapped to their backs, but sadly no rule that lets them shoot themselves into aircraft. They even lost the old "Can Deep Strike and charge, but take a bunch of hits on landing" rule. Not as an overreaction to them, but just part of the general "NOBODY MAY DO THAT" thing. Anyway, Slugga, Choppa, Stikkbombs and the usual rules. Can take a Boss Nob. 5-30 Aspect Orks. Also they're young rebels against the anarchy of Ork society, which means they ape authority figures, practice things relentlessly, and polish their boots in public. To basically they rebel by having military discipline. Fascism is anarchy. Order is chaos. Slavery is freedom.

Deffkoptas
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Rather dumb looking Jetbikes. T 5 W 2 4+ each, 1-5 of them. They get a Choppa and a Twin Big Shoota. All the usual rules and Hit & Run and Scout. They can also swap the guns for KMBs (Assault 1 S 8 Plasma Guns) or Twin Rokkit Launchas, and they can all take Buzzsaws (Power Fists) and Bombs. One thing that annoys me is when they take something with shitty accuracy, and then "because it has shitty accuracy" they Twin-Link it (Twinned BS 2 is slightly better than regular BS 3) and ALSO "because it has shitty accuracy" they make it cheaper or stronger. You want to bitch about Eldar? These assholes do just fine for scoring First Blood by popping the sides of Transports.

They have three Flyers that all use the same kit. The Dakkajet:
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2x Twin-Linked Supa Shoota (S 6 AP 4 Assault 3), Supersonic, Strafing Run - so against ground targets it's Twinned BS 3, because flying really fast while shooting at things that aren't on the same horizontal plane as you makes it easer.

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On a Waaagh!, each of its Supa Shootas fires an extra shot. It can take Red Paint, a Flyboss, and an extra Twin Supa Shoota.

Burna Bommer:
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Twin Big Shoota, Twin Supa Shoota, and two Burna Bombs (Large Blast Heavy Flamers). Supersonic, and the Shoota type weapons get an extra shot when a Waaagh! is called. The Big Shoota is manned by a Grot, so is BS 3. Can take Red Paint and up to 6 Skorcha Missiles (regular Blast Heavy Flamer missiles).

Blitza-Bommer:
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No rules for shooting its own tailfin.

Big Shoota (Grot gunner), Twin Supa Shoota, Two Boom Bombs. Supersonic, and Shoota weapons get the extra shot on a Waaagh! Can take red paint.

Boom Bombs are S 7 AP 2 Armourbane Large Blast, and 1/use of course. So kind of nuts there, but whenever they make a bombing run, they have to roll 2d6 on a RANDOM TABLE (drink once). With "No bomb, just Crash and Burn, hahaha waste of points fuck you", "no bomb, just ram the target with each of you taking a S 9 AP 2 hit", "normal bombing run" (most results, to be fair), and "Bombing Run, then fire all of your Shoota weapons at the target, hitting the Rear Armour for vehicles, also it's Pinning. Can still fire Shoota weapons in the actual Shooting Phase, at a different target if you want".

Warbikers are bikes. 3-15, one can be a Boss Nob. Slugga and Choppa. Usual Ork rules. T 5. Whatevs.

Warbuggies:
Cheap and less stupid looking than they used to, that is a backhanded compliment, they're still not great.
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1-5 vehicles, ranging from the Warbuggy (Fast, Outflanking, Open-Topped with a Twin Big Shoota) to the Wartrakk (the same, but re-rolling Dangerous Terrain) to the Skorcha (Wartrakk with a Heavy Flamer instead of a Twin Big Shoota). Buggies and Wartrakks can swap their Twin Big Shootas for Twin Rokkit Launchas. On Fast Outflanking assholes. Of course they can. Can take Red Paint, Extra Armour and Grot Riggers.

Only one more post to go, and then Orks are DONE. After that, it's either Tau or Space Marines.
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Post by Irish »

As much as I would love to see you dig into SPEHSS MEHREENS, I think the wait will make it worth it. I've not seen anyone use Tau since about 5th edition in my FLGS, so they get my vote for next.
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Post by Stahlseele »

i can't help but notice a distinct lack of drinking here O.o
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Peculiar properties of spacetime ensure that the perception of the magnitude of Soon is fluid and dependent, not on an individual's time-reference, but on spatial and cultural location. A marketer generally perceives Soon as a finite, known, yet unspeakable time-interval; to a fan, the interval appears greater, and may in fact approach the infinite, becoming Never. Once the interval has passed, however, a certain time-lensing effect seems to occur, and the time-interval becomes vanishingly small. We therefore see the strange result that the same fragment of spacetime may be observed, in quick succession, as Soon, Never, and All Too Quickly.
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Post by Koumei »

I think leaving Spaz Morons until last is funny, so sure.

HEAVY:
Mek Gunz
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For those armies full of Gretchin. Truth be known, they're actually not bad in general. The only real problem is that every unit of these is a Heavy slot you could instead spend on Lootas. So basically, 1-5 Mek Gunz (artillery pieces with T 7 W 2 Sv 3+), each with 2 Gretchin... and you use the Toughness of the Mek Gunz to determine overall Toughness of the unit.

An artillery piece has a Kannon (a regular Missile Launcher by any other name), but you can swap it for a Lobba (strong Mortar), Zzap Gun, Bubblechukka (roll 1d6, that's both the Strength and the AP. Large Blast), Kustom Mega-Kannon (S8 Plasma Cannon), Smasha Gun (S 1d6+4 AP 1) or Traktor Kannon (Skyfire S 8 AP 3 Skyfire, and against Zooming Flyers any Glancing or Penetrating Hit also causes Immobilisation, and against Swooping Flying Monsters, it bestows a -3 penalty for the Grounded Test).

Battlewagon
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Remember that these are also Dedicated Transports for MANZ. It's an Open-Topped Tank that can carry 20. It can be upgraded to have an 'Ard Case, in which case it isn't Open-Topped but still has five fire points and three access points. It can take a Killkannon (S 7 AP 3 Large Blast Ordnance), in which case it can only hold 12 doods. It can also take a Kannon, Lobba or Zzap Gun. It can also take up to four Rokkit Launchas or Big Shootas, and a Deff Rolla and Grabbin' Klaw. And the other Ork vehicle stuff too.

It's 14/12/10 with 4 HP so a wall of them is really hard to break for a lot of forces. At least, before the contents are within charging range. On the other hand, they start off on the pricey side and it only goes up with upgrades.

Walky bits:
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"Oi 'ave da' drill wot will pierce da' 'eavens ya git"
Deff Dreads aren't 1-3, sadly. It's a Walker with two Power Klaws and two Big Shootas. They can be swapped for MORE POWER KLAWS, or for Skorchas, KMBs or Rokkit Launchas. It can take Riggers and Extra Armour.

Killa Kans are 1-6, and are smaller, less terrifying Walkers. 1 Kan Klaw (+2 S AP 2), 1 Big Shoota, It has a sort of pseudo-Leadership test thing if it takes casualties, resulting in Crew Shaken (no extra Hull Point loss) if they fail. They can swap Big Shootas for the same weapons as Deff Dreads and can take Extra Armour and Riggers.

GORKANAUT
A very big Walker with 5 Hull Points that nonetheless is not a Super-Heavy. It can carry six models, has Rampage, and is armed with a Skorcha, two Twin Big Shootas, two Rokkit Launchas, a Deffstorm Mega Shoota (S 6 AP 4 Heavy 3d6), and the Klaw of Gork or Mork (S 10 AP 1 Concussive).

MORKANAUT
Same base as the above, but no Rampage, and its wargear is a KMB, KM-Kannon, Two Rokkit Launchas, Two Twin Big Shootas, and the Klaw of Gork or Mork. Also it can take a Kustom Force Field.

Below: Both of them
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LOOTAS, THE BEST BIT
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Aspect Orks: 5-15, with Stikkbombs and Deffguns (Autocannons that are Heavy 1d3 instead of Heavy 2. Note you only lose 1 BS for firing Snap Shots - feel basically free to move and shoot, or shoot Flyers, or move and shoot Flyers). Usual Ork rules. Up to three can evolve into Meks. Can take a Trukk. These seriously work out to be some of the most points-efficient anti-aircraft things in the game.

Flash Gitz
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More pirate stuff Aspect Orks. 1 Kaptin and 4-9 Gitz. Snazzgun (24" S 5 AP 1d6 Assault 3), Bosspole, Stikkbombs and Gitfindas (BS 3 when they stand still). Usual Ork rules. Can take a Trukk or Battlewagon. Sadly, they're too pricey and don't really add anything that other units can't do.

LORDS OF WAAAGH!
Ghazghkull Thraka is an Independent Character with a big statline, T 5 W 4 Sv 2+ and Feel No Pain 6+. He has Mega Armour, a Cybork Body, a Power Klaw, Big Shoota, Bosspole and Stikkbombs. 'Ere We Go!, Eternal Warrior (so Feel no Pain always), Furious Charge (drink once), Mob Rule, and calls a Waaagh!

Any turn he calls a Waaagh!, he gets a 2++. Sadly you can't use him as the Warboss in the formation that lets you call it every turn. And when he calls it, Mega Armoured units can Run despite the usual restriction. Score!

STOMPA
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This one IS a Super-Heavy Walker. Three Big Shootas, a Deff Kannon (big range S 10 AP 1 Massive Blast), a Skorcha, a Supa-Gatler (S 7 AP 3 Heavy 2d6 three separate times, and if it rolls doubles for number of shots, not including the first time per game or on the third Tuesday of a month (but that is excluded if you are wearing jeans), then it runs out of ammo and cannot be used after that payload of shooting), three Supa-Rokkits (infinite range Krak Missiles that have Large Blasts), a Twin Big Shoota, a Mega Choppa (Strength D) and a Partridge in... I've already used that joke. Friendly Orks within 6" are Fearless, too.

It can carry 20 models, and can take some extra Supa-Rokkits.

There, done. So we can have Tau next.
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Post by Koumei »

Stahlseele wrote:i can't help but notice a distinct lack of drinking here O.o
That's what you think. I forgot to mention that every time you see Strength 1d6 or AP 1d6 or RoF 1d3 or whatever, that's close enough to a random table for me. And of course the "every time you lose the will to live" rule applies, and while that's different for each person, I'm on a hair trigger there at the best of times. Trust me, I've had plenty.
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Post by maglag »

THE GREATER GOOD!

I would say that Tau are the actual troll race in 40K. No gods, no senseless sacrifice of their own people, no 10 000 year civil wars, no relic skull swords (or any skulls for the matter), they make grimdark fanboys rage extra hard.

In particular speech merine fanboys who were always claiming "ok, our armies commit attroticites, but it's the only way to survive in 40Kverse" and then the Tau appeared and were all "Hey guys, turns out you can survive and prosper in 40K without genociding your own children!"
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Post by Ghremdal »

What are you talking about, Tau are totally the totalitaristic police state where obedience is enforced with mind control and concentration camps.
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Post by maglag »

Except the part where the Imperium is light-years ahead in mind control (IoM has psykers with telepathy plus their religion) and concentration planets camps where trillions of people have been caged living, dying and being born for the last milleniums and then the Inquisition on top of that.


Heck, even when Farsight rebelled, the Tau leaders were mostly cool with it, letting him go off to do his own thing, while whenever an human speaks against the IoM, he's called HERETIC and imperial forces are dispatched to brutally supress/murderize their own people. The Imperium is still waging a 10 000 bloody war against the speech merine chapters who dared to question the supreme leader god-emperor's unquestionable orders.
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Post by Stahlseele »

The Tau mostly being "blanks" and having no Warp-Tech also helps keep them away from the stuff of course.
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Peculiar properties of spacetime ensure that the perception of the magnitude of Soon is fluid and dependent, not on an individual's time-reference, but on spatial and cultural location. A marketer generally perceives Soon as a finite, known, yet unspeakable time-interval; to a fan, the interval appears greater, and may in fact approach the infinite, becoming Never. Once the interval has passed, however, a certain time-lensing effect seems to occur, and the time-interval becomes vanishingly small. We therefore see the strange result that the same fragment of spacetime may be observed, in quick succession, as Soon, Never, and All Too Quickly.
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Post by OgreBattle »

Tau happened when GW staff found their old beta tapes of rockin' 80's mecha anime
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Post by OgreBattle »

Silent Wayfarer wrote: Also, why Striking Scorpions are the orkiest unit in 40K, even more than actual orks:
they'z green (this is propa)

they've got choppas that are choppier (always +1 str)
they've got sluggas that are shootier (better ap)

dem aspekt boyz got choppy in one hand n' dakka in the other, but decided that wasn't enough dakka so they put dakka on their face n' deyz use this dakka when they gets choppy.

DA skorpion boss can take a power klaw or an 'uge choppa (that's choppier than what orkses got, can get more than +2 strength), or a pair of super extra choppy choppas.
and since DA scorpion boss is da boss, he's got his dead choppy power klaw, but thought "iz gotta be shootier too", and stuck a bit of dakka on.

and their dakka? It shoots choppy disks!
Dakka while choppy, choppy shooty dakka, comprehending this would make an ork's mind implode. Eldar shootas don't got range like a propa ork shoota though, so that's an arguable deficiency compared to orks.

brutally kunnin, they're real slippery and sneaky like
kunningly brutal, they do this all in dead 'ard 'eavy armor.

sneakin in 'eavy armor. everybody else is like "we'z gotta strip down to be slippery like". Beakies do this, umies do this, even orkses do this, but Eldar's all like " You'z all stupid, dats why youz monkeys. Iz putting on 'eavier armor, iz gonna stomp through the jungle all sneaky like and chainsaw you stealthy like cuz Eldar's da best like dat. And if youz looks at me funny, dakka comes outta my face"

and the Skorpion Big Boss travels around the galaxy lookin' to scrap, with his extra shooty dakka face that's twice as shooty which makes him 33% choppier, and he's got extra 'eavy armor but it's extra flashy so he can run in it and be even more kunnin' and sneaky.
Hah, that's something I wrote years ago, there's a picture that goes with it:

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Other observations in that light are...

Wave Serpents:
"dem flyin' wagons got a force field ...made of DAKKA!!"

Spirit Stones:
"some Eldar after dey get krump'd go "oi I ain't done fightin' yet ya gitz, put me soul in sumthin dead 'ard wiff alotta dakka" an he comes back for anuvver go as a tank"

Shuriken Catapult:
"like a shoota ...wiff terrible range"

The guardian and the grot also fulfill the same function in their respective armies, cheap cannon fodder that man heavy weapons and gets herded into battle by herders/warlocks that prevent them from running away, while out of combat they maintain society as artisans and such.
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Post by Koumei »

Okay, time for Codex: Tauist Monks

Wait, hang on, that's not right.

You know how we start things by now: if a unit has the Bondage Ritual, they get Heroic Morale even if they don't have a character. Ethereals give a bubble to all Tau, where they use his Ld, but if an Ethereal is killed in a mission that uses VP, the enemy gets one extra point. Any unit that has 3 vehicles or Monstrous Creatures has +1 BS (not including their drones). And finally, units with the Supporting Fire special rule can Overwatch for units within 6". Now any given unit can still Overwatch only once, but you can totally have one enemy unit charge one unit, and three squads Overwatch them in the face.

I'll also explain Markerlights, because they are important. If something has a Markerlight weapon, that's 3 feet Heavy 1. If you hit, there's no damage, it just places a token on the target for the rest of that phase. Any other unit can then "use" those tokens: anything firing a Destroyer Missile can change the Strength from 8 to D (1 per missile), you can spend X to increase your BS by X (even for Snap Shots), you can Ignore Cover (2 tokens), and you can fire one Seeker Missile per token (no LoS needed, BS 5, Ignores Cover, fired beyond the usual weapons-per-turn limit of the vehicle). If you're not making full use of these, you're a chump. It's your shtick.

What the hell, let's also talk about Drones:
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They're mostly 2/2/3/4/1/4/1/7/4+ and move like Jet Pack Infantry. If a unit is only Drones, they are not Scoring even though "having a bunch of sentry turrets guarding the Thing and shooting anyone who approaches" is a great way of actually holding an objective. I guess you're supposed to assume the Objectives aren't just tactical locations, but they're crates of loot and data nodes and shit and you need people to sit and interact with them.

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"Is anyone there?"

If a unit takes Drones, they count as extra dudes for basically all purposes. But they can't purchase options (and thus don't pay for them), so if "all members of X squad can take EMP grenades for 1 point each", you aren't forced to (and cannot choose to) pay those points to put them on Drones.

If an Independent Character has Drones, he can still join units, and his Drones join as well. If he then gets killed, his Drones join the other unit. If he is killed otherwise, they remain a unit (and can be joined by another Independent Character who cannot then join another unit and still take them). The unit is only wiped out when the Drones are too.

Drones can be attached to vehicles, and can then just detach. They are ignored for the purpose of Victory Points, and if they are still attached when the vehicle Gets Rekt, they are destroyed as well. When attached, they get to shoot as though they were embarked passengers with their own fire points, but have to shoot the same target as the vehicle.

There's a gun drone with Supporting Fire and a Twin Pulse Carbine.
There's a gun drone with Supporting Fire and a Missile Pod.
There's a gun drone with Supporting Fire, a Missile Pod and a Shield Generator.
There's a gun drone with Supporting Fire, a Burst Cannon, a Homing Beacon, and Positional Relay.
There's a drone with Supporting Fire and a Markerlight.
There's a drone with a Shield Generator.
There's a drone with a Pulse Accelerator to boost the Pulse weapons of its squad.
There's a drone with a Gravity Wave Projector.
There's a drone with a better Shield Generator (3++)
There's a drone that lets nearby units re-roll 1s to hit when shooting
There's a drone that grants a 6++ to its whole unit (5++ to itself and to models with field amplifiers)

So drones also play a big part in tactics and in unit customisation.

NOW we can move on to Warlord Traits: enemies can't Look Out Sir!*, 1/game bubble of re-roll 1s to hit when shooting, 3d6" Jet Pack Jumps*, 1/game all Gone to Ground units just jump to their feet and act normally, 1/game gain Skyfire, no-Scatter Deep Strike*
*If you lack the wargear for this to actually apply, re-roll

So half of them are 1/game things. And they're not shitty, admittedly. The other half depend on your load-out but can be re-rolled if they're literally useless for you. The Deep Striking is technically 1/game too, because you can't jump in and out. So I can see people using it, especially seeing as they'll obviously have a re-roll, I mean, who doesn't?

So far I wouldn't say it's bad. Actually, I like the Markerlights and cooperative elements. It helps with making a synergistic army that isn't just "The best Heavy choice" and "The best Fast choice". But you haven't even seen the actual units yet. So let's move on to some of those.

Actually first, let's look at their Decurion:
1+ Core (Hunter Cadre, but the wording leaves open the possibility of future books adding new Core choices)
0-1 Command per Core (Contingent Headquarters)
1-10 Auxiliary per Core:
-Optimised Stealth Cadre
-Retaliation Cadre
-Allied Advance Cadre
-Firebase Support Cadre
-Drone Network (just a unit of Drones, nothing special)
-Air Caste Support Cadre
-Assigned Air Caste Asset (just a Sun Shark Bomber or Razorshark Strike Fighter)
-Infiltration Cadre
-Heavy Retribution Cadre
-Armoured Interdiction Cadre

The benefits are the Warlord Trait re-roll, and any number of units can choose to all shoot the same target at the same time, being treated as one unit. This means they get to share Markerlight expenditures. Futhermore, if 3+ units do this at a time, they get +1 BS. SCORE! That alone is very nice, and if you were going to take 1 Commander, 3 basic Troops, 1 Battlesuit squad, a Fast Attack squad and a Heavy Support squad anyway, then just straight-up do this.

HQ
Commander
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Here's hoping GW images can be hotlinked. It's a defensively bulky model that is Jet Pack Infantry with Supporting Fire. It can take a variety of special weapons and stuff, and can also be upgraded to the XV86 Coldstar with a Missile Pod and a very shooty High Output Burst Cannon. The Coldstar can choose to move like a Flying Monstrous Creature, but without all the other stuff. So basically they can become hard to hit, move really far, and accurately shoot Flyers. That isn't a bad option, but it IS an expensive one.

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The big bits on the backs of the shoulders are the bits that make it a Coldstar. It's just an option in the plastic kit.

Ethereal
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Weak statline. Stubborn. Each turn you choose a different element, granting an effect to a bubble:
-Earth: Feel no Pain 6+
-Fire: Pulse weapons (including Kroot Rifles with Pulse rounds. Not including Pulse Bombs, Pulse Driver Cannons or Pulse Blastcannons) get an extra shot when at half range.
-Wind: can Run and then fire Snap Shots (not as cool as Eldar haha)
-Water: Stubborn
-Heart: sorry, it was omitted

They can take a few options. They have handy support abilities, but they're pretty squishy for a model that awards extra points when slain, and the fact is there are HQ choices that have mecha suits and Jump Jets.

Character: Commander Farsight
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So it's the Battlesuit, with a Plasma Rifle, Shield Generator, and Preferred Enemy (Orks). Also has a special close combat weapon: S 5 AP 2 Armourbane.

Character: Commander Shadowsun
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Special Stealth Suit (Jet Pack) with a 3+/5++ and two Fusion Blasters that can be used at different targets. Infiltrate, Stealth, Shrouded, and if she joins Stealth Suits, they auto-pass Look Out Sir! rolls. Can also take some Drones.

Character: Aun'Shi
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Ethereal with an Honour Blade, Photon Grenades, EMP Grenades, a Shield Generator, and in a challenge he has to choose between re-rolling all failed Saves or gaining Rending.

Character: Space Pope Aun'va
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Well he has more Wounds, and also comes with some bodyguards, which is something I guess. Also, whenever he suffers an Unsaved Wound, he then rolls 1d6, and if he rolls equal to or higher than the AP value, the Wound is discarded - so he always ignores AP 1 hits, he never ignores AP - hits (though his Armour Save can help there), and I guess you want to hit him with that (1/3 chance from the Armour Save) or with AP 5 because that's only a 1/3 chance to ignore while still denying his Armour Save. He gets to use two elements per turn, and the whole army re-rolls Leadership Tests while he's alive.

If you were taking an Ethereal, it's only twice as expensive to take this guy, who actually survives more, and gives a much better effect. I mean he practically gives literally twice the benefits and has twice the Wounds (plus guards), but the extra defensive stuff is a bonus. Also he looks like the pope which is kind of funny.

Cadre Fireblade
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If you're on a budget for HQ choices but want to survive a bit more than an Ethereal and don't want to give free VP to the enemy, take this. Pulse Rifle, Markerlight, Photon Grenades, 4+ Save, 3 Wounds, Split Fire, and when you attach him to a unit and that unit stands still, their Pulse Rifles and Pulse Carbines fire an extra shot in the Shooting Phase. Stacks with the power of Fire, for something like 4 shots/turn.

Character: Darkstrider
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Scouting, Outflanking character who can only join Breachers, Strike Teams and Pathfinders, and after firing Overwatch, his unit gets to make an extra 1d6" shimmy, before the enemy rolls charge distance, which can really fuck their plans up. That bit is awesome. When shooting enemies with Toughness (but not Snap-Shooting), the enemy has -1 T (against his shots and those of his unit). Yes, it explicitly says this affects Instant Death thresholds, so you can Instant-Death Eldar/Human/Tau heroes with T 3.

Tune in next time for Troops and maybe Elite.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
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maglag
Duke
Posts: 1912
Joined: Thu Apr 02, 2015 10:17 am

Post by maglag »

The greater good has arrived!
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Koumei wrote:Weak statline. Stubborn. Each turn you choose a different element, granting an effect to a bubble:
-Earth: Feel no Pain 6+
-Fire: Pulse weapons (including Kroot Rifles with Pulse rounds. Not including Pulse Bombs, Pulse Driver Cannons or Pulse Blastcannons) get an extra shot when at half range.
-Wind: can Run and then fire Snap Shots (not as cool as Eldar haha)
-Water: Stubborn
-Heart: sorry, it was omitted
It was too OP.
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