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Post by kirsten on May 13, 2017 13:41:42 GMT -5
don't worry Reds, 8th is going to give them a big boost
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Post by emptyhat on May 13, 2017 15:02:21 GMT -5
Man, you guys are sucking all the joy out of my next hobby project before I even start it. They are still the most fun army to model and if you can stand using a green tide formation that is supposed to be good. But if you compare the codex and expansions to the good 7th armies you'll see that outside low point games they have serious problems. kirsten: That would be nice but I expect more of the same.
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Post by kirsten on May 13, 2017 15:24:27 GMT -5
Nah, 8th edition is going to be way more balanced. It is far easier to do with the datasheet format. When hit rolls are all fixed, and anything can wound anything else, it is much easier. Look for big boosts to Orks, Nids, Dark Eldar, and any other duff books.
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Post by emptyhat on May 13, 2017 17:06:47 GMT -5
That would be nice but things were looking like they'd have a nice balance in 7th until about halfway through when GW decided to throw it all to the dogs. So I'll believe 8th will be well balanced when we get onto 9th.
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Post by Trickstick on May 13, 2017 20:59:29 GMT -5
...if you can stand using a green tide formation that is... I'm actually quite optimistic about this in 8th. I used to use massive advancing infantry platoons back in 5th and it was glorious. I think that they may make a return now that templates are being removed. The ability to move 50 troops around without having to worry about 2" spacing will make it far quicker, and you won't have to worry about losing so many inches from casualties.
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Post by cheminhaler on May 14, 2017 10:17:09 GMT -5
Bosspole no longer lets you re-roll leadership. It only lets you re-roll Mob rule, except breaking heads. Orks fail leadership 50% of the time (I think) and the mob rule gives three results that you either meet the criteria for or you still count as having failed. The first one is be in close combat, that isn't so bad but you have to have already arrived in close combat. The second one is have a character and you take D6 st4 hits. The third is have more than ten models in your squad and take D6 St4 hits. This makes Ork infantry very likely to break and run away in the parts of the game where they have lost their transport but haven't made it to combat. Lets face it Ork transports go down about as soon as the enemy focuses on them and Ork boyz will be taking leadership tests about as soon as the enemy decide to shoot at them after that. Once that happens they will break and run away, or they will reduce their numbers to below a useful level. Shoota boyz can still fire as they run but slugga boyz will be pretty worthless at that point. Yeah when I played my 30 strong mob was Fearless. Still a battlewagon is hard to take out; even an open-topped one. I would like to challenge you to prove it but Warboss Grogg has no Troops thanks to Lemon Steela. The best I can do is offer your Orks the hospitality of the Genestealer Cult, which would be a fun match.
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Post by emptyhat on May 14, 2017 10:36:06 GMT -5
...if you can stand using a green tide formation that is... I'm actually quite optimistic about this in 8th. I used to use massive advancing infantry platoons back in 5th and it was glorious. I think that they may make a return now that templates are being removed. The ability to move 50 troops around without having to worry about 2" spacing will make it far quicker, and you won't have to worry about losing so many inches from casualties. Platoons are a bit different from a formation that encourages you to put all of your eggs into one unit that does one thing. Green Tide is better suited to 40k solitaire.
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Post by RedCuffs on May 14, 2017 14:59:45 GMT -5
Just to change tack slightly. So we'll be able to get out of close combat by simply using move and breaking contact. Can't shoot or run in that turn.
But will we be able to "go to ground" in that turn after that move? Will "go to ground" be a thing ?
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Post by Trickstick on May 14, 2017 18:21:44 GMT -5
Just to change tack slightly. So we'll be able to get out of close combat by simply using move and breaking contact. Can't shoot or run in that turn. But will we be able to "go to ground" in that turn after that move? Will "go to ground" be a thing ? That could be pretty useful, as you can pour a ton of fire onto the assault unit. It may make a layered defense formation quite a good idea. You would have to be careful to avoid multi-charges though.
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Post by RedsandRoyals on May 15, 2017 9:59:42 GMT -5
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Post by Walk on May 15, 2017 11:43:59 GMT -5
They look like plastic true scale marines
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Post by RedCuffs on May 15, 2017 11:44:59 GMT -5
A Strength 4 Rapid Fire weapon ... ok, that's standard. AP -1 ? ... well ... alright then ... Range 30" !!! THIRTY INCH RANGE !!!
These "infantry" could deploy to the extent of their 12" deployment zone, Move their (assumed) 6", And still hit the far board edge !!!
And just when I thought my Guard could have had a chance.
Be weak Reds. Go get some of those new marines. I'll stick to fielding my old Guard. Who will remain weak.
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Post by RedsandRoyals on May 15, 2017 11:50:08 GMT -5
I do like the minis. The armor design and poses are neat, and I love the bolt rifle design.
My gut reaction though is to get a set of female heads from Statuesque Minis and make some female space marines. That way they're more than just "NuMarines".
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Post by emptyhat on May 15, 2017 11:53:09 GMT -5
Maybe you can use command points to buff your cover. Like Orks can use command points to survive a round of combat.
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Post by dougeye on May 15, 2017 12:25:34 GMT -5
Waiting for the cawl pattern thunder hawk.......
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Post by RedCuffs on May 15, 2017 12:30:06 GMT -5
I do like the minis. The armor design and poses are neat, and I love the bolt rifle design. My gut reaction though is to get a set of female heads from Statuesque Minis and make some female space marines. That way they're more than just "NuMarines". With those female heads on they'll be "Nubile Marines".
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Post by RedCuffs on May 15, 2017 12:32:51 GMT -5
Sorry, was that a sexist comment ?
Oh hang on ... I don't care
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Post by Melissia on May 15, 2017 13:45:07 GMT -5
It was, but even more it was also just stupid and even less clever than GW's "Primaris Marines".
(seriously why would you make a second post in order to bring attention to it?)
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Post by RedCuffs on May 15, 2017 17:54:14 GMT -5
Reds, I've just popped one of my statuesque female heads onto a space marine. There're meant to be heroic scale but it still looked a tad out of scale. A bit like a kid his dads overcoat. Maybe just because the head is one of the bald ones and so looks smaller. One of the heads with one of those nice big hair doos may look better.
Either way the heads are cheap enough to buy to experiment with. Be sure to post pics of your Fembo Astartes when you get them done.
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Post by RedsandRoyals on May 15, 2017 19:35:53 GMT -5
Thanks for the test. I was going to reach out to them and see if they could give me some idea. My hope is that, since the marines are less squat, it'll look a bit better.
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Post by Melissia on May 16, 2017 12:22:09 GMT -5
Huh. So apparently there's only 12 chapters worth of MarineMarines. 12,000 Primaris Marines total. That's... really pathetic. Black Templars and Space Wolves combined have that number of marines IIRC...
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Post by nutty on May 16, 2017 12:33:57 GMT -5
Well... if there where a couple of million of them running about it wouldn't be noteworthy when 200 primaris marines show up and turn the tide of the war for <planet x>.
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Post by Melissia on May 16, 2017 12:52:16 GMT -5
It's already not impressive for that to happen, when normal marines can do that with just a few dozen.
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Post by emptyhat on May 16, 2017 15:20:09 GMT -5
I thought they retconned it so that there were only 12 Black Templar and they just really get around.
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Post by cheminhaler on May 16, 2017 15:25:47 GMT -5
Marine... marines? Sorry this is just getting too confusing. Are the guard going to experimented on? Will we get Astra Militarum Guard -Guard servitors?
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