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Post by Lord General Armstrong on Mar 31, 2009 17:50:28 GMT -5
U only get the pdf for free from games workshop because they don't make a codex any more
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Post by norge187 on Mar 31, 2009 20:02:38 GMT -5
This all being so very true. But I wonder If a form or shape of the Armored Company will make an appearance in the new codex.
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Post by -=Commissar Wibble=- on Mar 31, 2009 20:28:10 GMT -5
You an me both, norge. Even if they do, I'll probably stick with the old one. SImply because it'd be too much damn effort to remove the great big Side Skirts I've glued onto my russes.
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Post by aeonian on Mar 31, 2009 21:43:41 GMT -5
What do you mean? Our vehicles still have access to extra armour! *raises eyebrow*
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Post by Lord General Armstrong on Mar 31, 2009 22:55:08 GMT -5
no he's talking about armoured side skirts you put on vehicles it is a doctrine. It gives you plus 1 to the side armour. But no higher than the frount and a max of 13.
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Post by WestRider on Apr 1, 2009 1:35:32 GMT -5
Yeah, but you can still say it counts as Extra Armour. Especially since our Side Armour's 13 now anyways.
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Post by Deleted on Apr 12, 2009 21:42:13 GMT -5
Side skirts is a good thing for a demolisher, makes it a 14/14/11 tank !
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Post by Julian Sharps on Apr 12, 2009 22:25:42 GMT -5
Actually, it doesn't. Side skirts only raise side armor to front armor or 13, whichever is lower.
However, since the ordinary Leman Russes are getting side armor increases...
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Post by aeonian on Apr 12, 2009 22:47:11 GMT -5
Where did this Side Skirts upgrade come from? I've never seen it before!
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Post by commissargaunt on Apr 13, 2009 9:37:00 GMT -5
Side skirts is an upgrade for armoured companies if they take their "special AC only doctrines" yeah AC rule, however they are the only 40k army that cant win a game that isnt KP based without totally destroying the enemy's army (tanks as troops can't capture objs. lol)
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Post by WestRider on Apr 13, 2009 14:36:58 GMT -5
Can't they take an Armoured Fist Platoon as a Troops Choice as well?
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Post by Julian Sharps on Apr 13, 2009 19:23:49 GMT -5
Nope. Armored Fist Squads are Fast Attack only now in Armored Company. There is little overlap between the two lists (and they can't be combined).
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Post by Kaikelx on Apr 13, 2009 19:35:34 GMT -5
So you'll have three squads for attacking infantry, with those competing with hellhounds? How many objectives do games usually have?
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Post by Julian Sharps on Apr 13, 2009 19:45:15 GMT -5
But Fists are Fast Attack choices, which means they can't take objectives, either.
In the Armored Company list there are only three Troops choices: Leman Russes, Leman Russ Conquerors and Leman Russ Exterminators. Since all of these are vehicles, none of them can take objectives. As a result, the Armored Company list can only win games by completely destroying the enemy.
They'd better make an update.
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Post by Deleted on Apr 14, 2009 12:58:03 GMT -5
*Ahem*, gentlemen, the ORIGINAL Armoured Company rules are GW from 3rd Ed, I can't remember the WD no, but have got the 2001 Chapter Approved to prove it. The FW one is an Armoured Battle Group, which is why there are more men in the list than the GW ones. At present, my Guard comprises of pure armour, the only men are the nine Cyclops operators, (only because of lack of funds). I agree that the Armoured Company/Battle Group lists have been nerfed by the 5th Ed rules, eg, claiming objectives, can't fire HBs or HFs as well as LC on the move, at present, and CC hits always rear armour, BUT then my tanks usually play Appocalypse, force is passing 100 vehicles for 340+ and under current rules, passing 30k pts for 112k pts, on hold 'til I get more cases! My tactics for Appocalypse are to deploy half the Russ variant companies, preferably sponson to sponson, all Basilisk and Manticore companies behind the AV14 wall, all the Cyclops in the front line under the sponsons, (yes, they do fit!), and all the Baneblades amongst the Russes and other long range super-heavies on hills. Typically, the only movement comes from the Russ and BB in this deployment. Then, making use of the Flank March and, if allowed, as it usually just me in charge of almost 100 vehicles, Careful Planning Strategic Assets to bring the rest of Russ variant companies, the Hellhammers and other close-up super-heavies from behind. I then SQUEEZE the enemy 'til there is nothing left but scrap and potential Soylent Verdas makings. But I have yet to check if my tanks can survive under the new IG rules, farewell I10 sponsons, ignore Lance & Melta rules, 4+ to stick a grenade to my tanks and reroll 1's to hit/scatter dice. I'll be losing on average 80pts an AV14 vehicle, it would be a 100pts but they're increasing the points on standard Russ by 20 for HMLC & SMHB config., ie, ALL of MINE! /Rant On/ I don't care that the side armour has gone up a point, it's the rear armour that has become critical as enemy infantry/walkers/BIG critters can just walk up to the front of your lovely vehicle, and unless it counts as a Demolisher variant, if they have S4 or more attack against vehicles, ie, everything that has equivalent to Frag Grenades, they can cause major disruption to your plans. There are simply no tactics to taking down IG vehicles now, they just charge you from wherever and hit your rear. \Rant Off\ All I need now is some infantry to make a legal army 'til they release new AC rules. Hmm, at least the Cyclops operators can be "cheaply" replaced by Valkyries, Apocalypse with no infantry ftw, ALL HAIL THE EMPEROR AND THE OMNISSIAR!! (Oh, and GW for releasing a placky Valkyrie!)
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Post by WestRider on Apr 14, 2009 13:08:47 GMT -5
Re: Armoured Fist inclusion: I can never keep the different versions of that list straight. Thanks for the correction.
Jervis actually said at a Games Day or something that he felt that releasing the AC list was one of the worst mistakes GW had ever made, and that such armies had no place in regular 40K. There's not going to be a true Armoured Company list redone outside of Apocalypse unless there's another major upheaval in the Design Studio.
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Post by Kaikelx on Apr 14, 2009 19:57:13 GMT -5
He's gotta point, I mean, armored company has more tanks then most players have anti tank weapons.....
Ah well, back to heavy infantry or Tau for me...
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Post by aeonian on Apr 14, 2009 23:52:35 GMT -5
I would dearly love to see an updated list for Armoured Company. I wonder how it would incorporate all the new tanks? For example, where would the Punisher belong? It's certainly not strong enough to be heavy support, but it's too overpowered for a tank troops choice...Hmmm...
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Post by Julian Sharps on Apr 15, 2009 1:24:53 GMT -5
Make it an option for a Tank Ace.
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Post by aeonian on Apr 16, 2009 9:32:09 GMT -5
With all these new tanks, I just may have to edit or rewrite parts of this tactics message. The Fire Wire could do with some Punisher squadrons backing it up with frontal fire power
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Post by Hetfiltrator on May 10, 2009 21:04:10 GMT -5
i envy the imperial guard for their tanks all we get is the predator T-T
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Post by Rolling Thunder on May 28, 2009 16:34:15 GMT -5
Serves you right for choosing the weaker army.
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Post by Hetfiltrator on May 28, 2009 17:16:33 GMT -5
that was low and we are not weaker maybe in armour and man power but we get all the fun new infantry toys
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Post by Hetfiltrator on May 28, 2009 17:21:17 GMT -5
actually Aeon Codex armoured company you can give vehicles doctrines. Such as ace sponser gunners (sponser weapons have Intintive 10 in assualt) 10points ace gunners (can reroll ones and the scatter dice just the directional one) 25points evasive driving (If the enemy assults a tank with this upgrade all models in that squad take a wound on 4+) 10points Anti -mag (tanks have a 4+ save against grenaides) 10 points Forge crafted (tanks can force an enemy to reroll the damage table dice, once per game) 25 points And thats only some of the Doctrines don't foget crush and grind oh and i just remembered the [glow=red,2,300]LAND RAIDER[/glow]
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Post by Rolling Thunder on May 29, 2009 8:32:09 GMT -5
EVERY TIME YOU DOUBLE POST, A KITTEN DIES. HORRIBLY.
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