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New Dex Q&A

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Post by Kavanar Sun Apr 03, 2011 11:44 am

Lol, didn't think of that, although I guess the purifier leader has that really evil daemonblade so I guess I could write some cheesey fluff about the Inquisitor being incorruptable or something like that...
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Post by DarkRonin Sun Apr 03, 2011 12:12 pm

True but Crowe doesn't actually use the abilities of the Daemonblade. Everyone against him does Mad
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Post by Kavanar Sun Apr 03, 2011 1:19 pm

i do not see the point of the blade of antwyr as all it does is allow crowe to use his heroic sacrifce Sad
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Post by DarkRonin Sun Apr 03, 2011 1:33 pm

It does allow him to use it, its just that for him, he has a normal CC weapon. He can Rend anything on a 4+ but for him though, compared to a normal champion, he doesn't normally ignore armor (if he does so) and unlike the Champion, he cannot re-roll failed wounds.
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Post by Zealadin Sun Apr 03, 2011 6:03 pm

As S4 a 4+ rend is basically the same as a power weapon against most opponents, and alot better against MC's and similar, although obviously its not a force weapon.
Its slightly worse against T3, but thats a small tradeoff.

What sucks is he gets stuck with a low amount of attacks, so his damage is negligable, and he can't really take out anything on his own.

Worst single character unit design ever? I thnk so!
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Post by Rivan Sun Apr 03, 2011 6:57 pm

Zealadin wrote:As S4 a 4+ rend is basically the same as a power weapon against most opponents, and alot better against MC's and similar, although obviously its not a force weapon.
Its slightly worse against T3, but thats a small tradeoff.

What sucks is he gets stuck with a low amount of attacks, so his damage is negligable, and he can't really take out anything on his own.

Worst single character unit design ever? I thnk so!

Totally agree! If it weren't for the fact that he makes Purifiers scoring, he won't really be worth anything IMO. Actually, since I incorporate a lot of fluff in my lists even for GT's, I won't even be running a lot of Purifiers since supposedly there are only around 40 or so at any given time. So 1 squad of purifiers is good for my lists and I definitely don't need Crowe for that Razz
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Post by DarkRonin Mon Apr 04, 2011 10:50 pm

Looking over the Spearhead formations, or more specifically, the Monstrous Spearhead Formation, I was checking out the rules. It says that models in that formation get some Universal Special Rules: Fleet, Rage, Furious Charge, Counter-Attack. It also says that Fleet doesn't apply for Flyer types. Does this mean those that already have wings or move like Jump Infantry? It would be interesting to see a Spearhead of Nemesis Dreadknights on the table.
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Post by Kavanar Tue Apr 05, 2011 2:21 pm

I was just looking over the codex and have found my attention drawn unto the techmarine. This guy can be amazing in an objective game as, say if the objective was in a ruin in my DZ, he can bolster it and then just sit back, relax and blast anything that moves with an orbital strike relay while a strike squad hugs the objective. What are your opinions on the usefulness of the techmarine.
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Post by DarkRonin Tue Apr 05, 2011 2:39 pm

The Techmarine may not seem like much, but I think his two strengths is that he has Bolster Defenses and that he can take either a Conversion Beamer or an Orbital Strike (He could take both, but why bother?). Maybe three strengths now that I look at it, but the 2nd and 3nd are very similar. Only issue is that he is very fragile, but if you stick him to a unit, he becomes much more of a threat.
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Post by Rivan Fri Apr 08, 2011 5:47 pm

Spoke w/ GW HQ and asked them the falchions and cleansing flame interpretations:
- falchions grant only +1 attack total, not +2
- cleansing flame from 2 squads occur simultaneously, so 2 squads attacking 20 orks will roll 20 dice each

I was told these would hopefully be addressed I'm the FAQ's since a lot of people ask them about it.
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Post by RCDragon Fri Apr 08, 2011 7:58 pm

Rivan wrote:Spoke w/ GW HQ and asked them the falchions and cleansing flame interpretations:
- falchions grant only +1 attack total, not +2
- cleansing flame from 2 squads occur simultaneously, so 2 squads attacking 20 orks will roll 20 dice each

I was told these would hopefully be addressed I'm the FAQ's since a lot of people ask them about it.

Well Brothers I'm confused now...I called and talked with Adam "Customer Service Specialist" and got a totally different answer...last week

I was told the Falchions grant +1 Attack, that having two close combat weapons grants another +1 per the rule book....each are separate of each other...

A banner grants an extra +1 attack...do you lose that when you charge? Each rule should be independent of each other in my opinion...otherwise what's the bonus of having the Falchions...the rule book grants +1 attack for having two weapons already, why repeat it in the CODEX without at least clarifying that point...

I guess having +1 attacks for falchions, and +1 attack for two weapons makes them too powerful???

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Post by NemesisForce Fri Apr 08, 2011 8:55 pm

Personally, I'd just wait for the official FAQ. Those GW phone jockey's try but they're infamous for contradicting themselves. If any of you ever talk to those guys again please beg them for an 'official' clarification list of what models are actually daemons. Starting with the CSM book. Rolling Eyes
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Post by Primarch Fri Apr 08, 2011 9:14 pm

The banner modifies base attacks, so everyone has +1 attack whilst the bearer is alive. It stacks with all other modifiers.

As for Falchions, that's just fsck ridiculous, I can't believe that GW doesn't even know what they want the rule to mean.

and the definition of Daemon.... Evil or Very Mad
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Post by Zealadin Fri Apr 08, 2011 10:31 pm

Its important to keep in mind that the FAQ section of the errata is often just the GWS house rules on how they have decided to interprit a badly worded rule.
The Errata is more of a 'correction', while the FAQ is simply how they choose to play, which sometimes provides a good answer, and sometimes provides a bad answer (particularly if your not a SM army - SM errata/faqs are always beneficial, everyone elses normally not so much).
Since its normally an easy method of getting an answer most people use the FAQ, and it helps remove arguements, despite in some cases the GWS FAQ going directly against the way a rule was clearly intended to work, and was written, particularly older edition codexes.

Anyway, daemons are pretty well defined if you ask me, they have the daemon special rule afterall (as the whole Chaos Daemon codex has). The bad design of the CSM codex kind of messed this up, but that may have been on purpose to ensure that GK's didn't provide too hard a counter for many of their choices.

Really have to wait for an official FAQ/Errata I'm afraid since they use their 'council' system to come to a decision, instead of one person giving an opinion.
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Post by DarkRonin Fri Apr 08, 2011 10:57 pm

If you really want to push it, the only things that are Daemons in the CSM codex is obviously the Daemon Prince (It is considered a Daemon in Chaos Daemons), Greater Daemons, Lesser Daemons, Possessed, and any vehicle that has Daemonic Possession (Defiler, etc.). Outside of that Codex, the only other Daemon out there is the Avatar from the Eldar Codex. Under its rules, it even says that it is to be treated as if it was a daemon. Oh and lets not forget the severely nerfed Daemonhost (Ward, you did not give justice to this awesome model!)
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Post by MJSwasey Sat Apr 09, 2011 12:09 am

I often use the Inat or Nova FAQ's. They're not perfect, and I can find things i disagree with, and occassionally they do a rules change to overturn raw because it's dumb, but they're pretty comprehensive and standardized.

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Post by Aubec le noir Tue Apr 12, 2011 6:58 am

i've nearly finished reading the new codex and i have some questions :

1/ Can hammerhand been cast multiple times ? : exemple : justicar Thawn has a Psyker mastery of 2 but only 1 power (hammerhand) and his unit has it too ... so can he cast it 2 times ? (i thought that a psyker could without exception cast only 1 power 1 time a turn ... scratch ) and his unit 1 more for a +3 S ?

2/ what is the use of digilasers for the Brotherhood Champion that can do the reroll with his sword (and as basic rule you can only reroll once)

3/ what is the use of a third jokaero ? the second gives you a +1 on the chart avoiding the 1 and therefore the aesthetic modification but after you may avoid the 2 result wich is very interesting (+12" for all non gabarit weapons)

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Post by Valten Tue Apr 12, 2011 7:07 am

I don't think that hammerhand can be cast twice. Thawn having a mastery level of two would mean that he / his squad would be able to cast hammerhand and activate their force weapons on the same turn.
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Post by Aubec le noir Tue Apr 12, 2011 8:11 am

ok
and what about the banner ... if the squad got the banner the force weapons are activated automatically ... then Thawn is like a moron with the possibility of activation of a psypower but he can't ... !? scratch
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Post by Valten Tue Apr 12, 2011 8:30 am

Not at all. As I understand it even if you have a banner you can't automatically activate the force weapons if you have cast hammerhand as it still counts towards your number of psychic powers cast that turn.

I know the banner gives the squad +1A per member, but it doesn't give the squad +1 psychic mastery.
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Post by DarkRonin Tue Apr 12, 2011 8:40 am

In a normal GKT squad, they would only be able to cast one spell per turn. The Banner just autocasts Force Weapons successfully, still using their one spell per turn. At least by taking Thawn, you get the chance to have both Hammerhand and Banner in the same turn instead of one or the other.

The Digital Weapons on the Brotherhood Champion had me confused to begin with too, but it's weapon already does the re-roll to wound but even better because it re-rolls all! The only decent upgrade I can really consider taking with him is the Empyrean Brain Mines. Psybolts could be useful too, could make the points for that back easily.

For the Space monkeys (Would make a good missile against a rude opponent!), the added benefit of having a third one is to get a +2 and possibly get that 6+ result where you just roll on the table twice and get two results. I'm sure that the +1 per monkey doesn't affect that 6+ result since it would seem a tad silly to have more the monkey to make sure you get more uber toys.
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Post by Aubec le noir Tue Apr 12, 2011 9:25 am

ok thanks brother. It makes Thawn quite useful ... well more useful ...
so : digilasers aren't useful at all for the Brotherhood Champion ( what i thought too when reading the abilities of his sword) and a 6+ with 1 jokaero or a 6+ with 2 it's the same so 2 yes (to keep the "2" result and avoid the "1") but 3 is useless.
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Post by DarkRonin Tue Apr 12, 2011 9:58 am

Yea, that upgrade for the Champion is a bit silly to have for him. Hopefully its a typo and that they FAQ it at some point. Though I could see it having more use for Crowe then a normal Champ.

Also, having both a Banner and Thawn in the unit is good, especially if Thawn dies, then you would be casting the Force Weapon test with a Ld8 instead of 9. So it'll help quite a bit in that instance.
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Post by elugin Thu Apr 14, 2011 10:20 am

How does it work for Combat Squads and Reserve. Say I have unit of 10 GKSS in reserve, then I want them to enter as two 5-men squads. Do I have to roll for reserve for each squad or only once for the original unit?
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Post by Rivan Thu Apr 14, 2011 10:38 am

According to GW HQ, you roll for the squad once. When they come in, they walk or DS onto the board as one unit. You then decide if they're splitting up. If they do split up, they are considered two different units at that point and either Run into two different directions or shoot at two different targets. That's how GW explained it to me.
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