Mixing Races (not halfbreeds) in Wargames...

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Koumei
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Post by Koumei »

It was in the fake leak where a pistol in close combat used its shooting stats for Commissars having Strength 7 AP 2 close combat attacks with Plasma Pistols, and Relentless Celestians having Strength 8 AP 1 close combat attacks with Multi-Meltas. In the actual rules, a pistol is just "another close combat weapon, enjoy +1 Attack", however if you have two pistols you can fire both in the same Shooting Phase - basically to give a "fuck you" to the special rule of Seraphim.

DE were already pretty good: you could do some amazing poisonspam. Seriously, if you thought Nids were "the poison army", you were mistaken. Dark Eldar can make basically all of their shooting (save for your anti-tank weapons... unless you just want to run up with haywire bombs, which was a totally legit tactic until the Flyers came in) Poison 4+. I know one guy who did pretty well with a force that put out literally a hundred poison shots per round. Now sure, "Poison 4+" is the same as "S 4" against Space Marines, and the same as "S 3" against Imperial Guard, but the best Chaos Meringues list happens to include Plague Marines (T 5) and Nurglemarked Bikers (T 6). Some of the favourite Nid lists include many Monstrous Creatures (T 5-7). And so on and so forth - you can frequently get high-Toughness foes, and Poison flips them the V.

Then factor in Characters having Venom Blades (Poison 2+) or Agonisers ("Poison" 4+ Power Weapons), or Lhamaeans having Poison 2+ for their Pistol and CCW - and giving the same to the Archon (only for existing poison weapons he has), and you're golden.

Then you have such options as Lancespam, Hellions or Wracks as Troops, Flyers (they were previously a bit of a gimmick for DE but now...), I could go on. They're very decent. You could do a lot worse than fielding DE.

Other forces that are good include every flavour of Space Marine that isn't Chaos (at least, Blue, Red, Grey, Wolf), Imperial Guard, Necrons. There are some things you can do with Eldar, Tau and Nids, but it's not so good. Eldar have great options if Imperial Armour is allowed, as they have a "not Apocalypse" Corsair force that is great. Orks have some decent Imperial Armour options (likewise, not Apocalypse, an actual separate army list), otherwise they suck titan balls. Daemons... a bit hit and miss, though the new rules aren't so bad for them - no longer do they HAVE to Deep Strike, and they all cause Fear. Chaos Meringues are still shit for the most part, Sisters are still a joke, Nids are usually suffering...

But the game is actually looking better, for those who like the game. That said, I'm going to remain "someone who likes to assemble/convert cool models and paint them up all pretty and put them on display", and even then, someone asked about buying some of my Sisters and I'm very tempted to let a bunch go.
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OgreBattle
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Post by OgreBattle »

So I could say, give an Archon two blastpistols, and have him fire bs7 directed shots at enemy leaders?

Would a Dark Reaper Exarch, as a squad leader, be able to direct who is hit by his missile? Same with Dragon and Spear Exarchs.

Fuegan and Maugan Ra seem stronger now.
Last edited by OgreBattle on Fri Jul 13, 2012 3:46 am, edited 2 times in total.
Zinegata
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Post by Zinegata »

Koumei wrote:It was in the fake leak where a pistol in close combat used its shooting stats for Commissars having Strength 7 AP 2 close combat attacks with Plasma Pistols, and Relentless Celestians having Strength 8 AP 1 close combat attacks with Multi-Meltas. In the actual rules, a pistol is just "another close combat weapon, enjoy +1 Attack", however if you have two pistols you can fire both in the same Shooting Phase - basically to give a "fuck you" to the special rule of Seraphim.
I meant during the shooting phase If a Commissar fires his plasma pistol, he gets to pick its target. Same with a Commissar using a powerfist in melee - characters always pick who to assign wounds to.
Koumei
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Post by Koumei »

Characters/Special Characters can allocate the hit on the roll of a 6 to hit. So hilariously, "on any Snap Fire hit ever". But yeah, it isn't going to just happen all the time.
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OgreBattle
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Post by OgreBattle »

Splinterracks on Raiders means rerolling those plentiful misses, giving them 30.5% accuracy when snap firing.
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Post by Voss »

DrPraetor wrote: Black Templars / Blood Angels / Dark Angels / Space Wolves + Imperial Guard (Grade A). All these lists are weird with some stuff that's an awesome bargain and some stuff that's wank but is in roles you kinda need. So they benefit from allies more than the other armies. Also, 1 Leman Russ is what you really wanted.
No it isn't, not even vaguely. Almost everyone can pull a large blast S8+ weapon out of somewhere.
What you want from the guard are hydras and/or vendettas. At least until the new 6e army books start handing out the skyfire rule like candy, but that won't happen for at least a year (got to really squeeze on the sales of those new flyer models, then have something new to sell that counters them).

What people will primarily use the allies for is getting stuff they normally can't take, either because their own army list are old or limited, or because another army gets it for cheap. With guard, that is mass bodies, mass melta or other anti-armor weapons (or possibly plasma, to counter the upswing in terminators 6e will produce) and being able to shoot (or field) flyers.

And of course, what this basically means is taking a specialized army and then using allies to fill the gaps- like daemon shock troops for a guard army, or Marines (particularly in the form of Blood Angels or Space wolves) to fill the complete lack of such in a tau army.
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