robm
Marine
Posts: 63
|
Post by robm on Jun 13, 2011 15:48:37 GMT -5
|
|
|
Post by hyv3mynd on Jun 13, 2011 17:26:34 GMT -5
Here you go Chris:
"Q: Personal teleporters make the unit with them jump infantry. How does this affect a Dreadknight with a personal teleporter? (p28) A: It is a monstrous creature that moves like jump infantry."
Allthough I was wrong about nemesis doomfists. It doubles walker str, but they ruled have no effect on the MC, so it's only str6.
|
|
|
Post by ccourtney on Jun 13, 2011 20:19:49 GMT -5
Str 6 not 10 is a big difference, it kept me from assaulting you with my wraithlord. That guy with the teleporter is some kinda good, I'm sure we will start seeing more of them around. I gotta tell you I did like that army and how it played/you played it, it was a fun game. Nice not to see the standard GK spam and it played well, I can see that being a good all comers list with a lot of versatility to it.
Now stop F'n around and get painting......
|
|
|
Post by hyv3mynd on Jun 13, 2011 22:31:02 GMT -5
Yeah I just can't get by why they would give it weapons that double str on walkers but not the model using them. My best guess if they still want it to have a force weapon true to gk's, but not the +1 to invuln saves like a sword, and not the init6 like a halberd. It does make sense as they have Hammerhand. Yeah I love the Dreadknight, it delivers every game. I think it killed 26 genestealers by itself when I played Jay. Having "one of everything" makes for fun combinations on the table. I do have to be careful with so few scoring bodies, seize ground will always be my weakest game. The only f'n around I'm doing is taking breaks from painting. Just spent the last 6 hours on this fool: The good news is with only 35 bodies in the army, it'll still go faster then batching 40 genestealers.
|
|
|
Post by ccourtney on Jun 14, 2011 2:56:00 GMT -5
Drill out the barrels on that guys gun you lazy bastard....or did you roll the "clog guns" with your jokaero weapon-smiths?
|
|
|
Post by hyv3mynd on Jun 14, 2011 7:14:16 GMT -5
Nah the gun, sword, and skull are still unfinished allthough I do like that they made Jokaero self-nerfing in large numbers in the FAQ.
|
|
sinistermind
Sergeant
Dice, the perfect example of a love/hate relationship
Posts: 315
|
Post by sinistermind on Jun 14, 2011 10:52:21 GMT -5
sweet thanks for the update, best part of it for me is that our dreads can score with grand strategy, makes 2x twin-autocannon dreads all the more valuable now that they can objective camp with support of course
|
|
|
Post by hyv3mynd on Jun 14, 2011 11:59:16 GMT -5
sweet thanks for the update, best part of it for me is that our dreads can score with grand strategy, makes 2x twin-autocannon dreads all the more valuable now that they can objective camp with support of course Yeah that's one of the ones I didn't see coming. AFAIK the ork codex FAQ ruled that deff dreads made troops by big meks cannot claim objectives.
|
|
|
Post by Goldeagle on Jun 14, 2011 13:57:08 GMT -5
Personally, I think the ruling on the Nemesis Doom fist for Dread Knights is silly. So, even with a successful Hammer hand, the 18 foot Dread Knight has a weaker fist than a Space marine sergeant with a Power fist. I saw the Hammer hand ability on the Dread knight as an important tool when wielding the sword, rather than the fists. Why not just make them strength 8 fists to begin with ... at least then not going to strength 10 would have made sense.
|
|
rotnak1271
Sergeant
The Googlicious
\,,/ (>_<) \,,/
Posts: 341
|
Post by rotnak1271 on Jun 15, 2011 8:07:41 GMT -5
The GK faq is now modifying other armies.
Obliterators being counted as daemons should really be listed in a chaos faq.
|
|