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Show Notes
Date
4-29-16
Intro
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News
- Today is the last day to take advantage of the Imperial Knights: Renegades box set at our 25% off price! This is a limited release so do not wait to get such a hot deal.
- Also, shoot in your Games Workshop pre-orders! There’s some awesome stuff coming out.
- In other Games Workshop news, they will be entering big box stores with some intro kits to hook new players.
- New Infinity releases for Ariadna, Yu-Jing, Haqislam, and the Morat, and they look incredible.
- Forge World releases some awesome new doctor models for the Solar Auxilia!
- Wargames Con tickets are now up for sale! August 26-28, Austin, TX. Also, the BAO was sold out, but we refunded a single ticket, so as of now, there is 1 spot left!
- Dropfleet Commander update! Pictures of sprues, and they’re looking awesome.
Upcoming ITC Events
- Oz-Con, West Plains, MO, April 29-May 1st, 2016
- ITC Gear Up, D’s Hobbies, Bend, OR, April 30th, 2016
- Tier 1 tournament center RTT, Anchorage, AK, April 30th, 2016
- Menza Masquerade, The House of War, Ringwood, Australia, April 30th, 2016
- DeLaWarr Open, Newark, DE, April 30th-May 1st, 2016
- Solos for Cash, Colonel light Gardens, South Australia, April 30th, 2016
- GT: CanHammer Team Tournament, Ontario Canada, April 30- May 1, 2016
- SN Battle Reports: No Retreat II, Gibraltar, April 30- May 1st, 2016
- Broadside Bash, San Diego, CA, April 30th- May 1st, 2016
Rumors: The Rumor Section is gathered from the web and is not in any way information we receive from any manufacturer nor is it necessarily accurate. This section of the podcast is intended for entertainment purposes only.
- Big changes on the way for Age of Sigmar! Points, campaign play, and narrative play.
- Orrucks on the way for AoS and th emodels look absolutely awesome!
- Dog fighting in 40k? Death from the skies sounds quite cool with updated Data Slates for flyers, dog fighting rules and 2 very cool new models, the Space Marine Stormhawk and Wazbom Blastajet.
Rant Session
- A great survey was run by Alex and Jamie, showing the opinions of many of our fellow Games Workshop hobby enthusiasts.
Tactics Corner
Rules Lawyer
Completed Commissions
- Tabletop Plus Celestant Prime for you to check out from our painting studio!
List Review
Hey just got back into 40k after about a year would love to have my list reviewed on signals from the frontline.
Ultramarines Skyhammer (1850)
Combined Arms Detachment
- Captain in Terminator Armour(Combi-Meltagun + Chainfist)
- 5 Tactical Squad(Plasma gun,Drop pod)
- 5 Tactical Squad(Plasma gun,Drop pod)
- 5 Tactical Squad(Plasma gun,Drop pod)
- 2 Centurion Devastator Squad(Grav-cannon)
- 1 Centurion Sergeant(Grav-cannon)
- 2 Centurion Devastator Squad(Grav-cannon)
- 1 Centurion Sergeant(Grav-cannon)
- 2 Drop pod
Formation: Skyhammer Annihilation Force
- 5 Assault Squad(Jump Pack)
- 5 Assault Squad(Jump Pack)
- 10 Devastator Squad(Grav-cannonx4,Drop pod)
- 10 Devastator Squad(Grav-cannonx4,Drop pod)
As a tau plays the power that scares me the most is null zone (-2 to an enemy units invulnerable save). I played a unit ofor 2 surges this week against a iron hands deathstar with libi conclave and dark angels allies and lost my Stormsurges in combat cause I went from 4++ to 6++.
The SM deathstars where already durable enough l. The angel of death just takes it from manageable to outright nigh unkillable.
Having access to D and stomps are great but doesn’t mean shit till you get a 6 awhich at the point can be look out sir’d
Not to mention the other OP powers, like reroll failed saves, switching units, moving terrain, ignoring kine or sight and cover! Pretty crazy imo.
I don’t feel like the Null Zone is that big against Tau- the full deathstar will typically kill a Stormsurge in a turn or two of combat anyways, it’s really just a matter of how many casualties the Stomps do. Ensuring you get into combat (or protecting yourself via reroll saves, etc) are much bigger for them.
But yeah, the powers make an already-annoying army just completely untouchable in some cases. If they roll up Worldscape, Invisibility, and Veil then it really doesn’t matter what your army has or does, you cannot ever hurt them or escape them.
Yeah, null zone has always been a clutch power for Space Marines ever since I remember playing back in the start of 6th (used to LOVE it coming out of a land raider with my librarian against some Necron Wraiths! HAHA)… those were the days…
Hey, I guess it could be worse right… it used to be a bubble AND it was just flat-out re-roll successful saves… OUCH.
Not to be salty, but I don’t remember people saying it was too OP back then…
I really think that the ability to cast things on a 2+ with the Conclave is part of the problem, but it really stinks that we’d have to target a specific formation to get rid of… that doesn’t seem quite fair when there are other formations that “people dread”… what a tough call on how to rule 🙁
Just to add another thought here… since a lot of people end up dumping lots of points into one unit, or a deathstar, etc. I mean isn’t that just sort of the risk you run? It’s the same for a lot of other armies dealing with a lot of other things… I mean just look at some other “bad match-ups”… I think it’s just the competitive nature of the beast.
I would really prefer to see an “ITC Modification” to these powers rather than banning the trees altogether, just like for Invisibility… there are a lot of other really cool powers in the supplement that enable more “fluffy” armies to be more effective… and we really don’t want to cripple those people. It should be about empowering people playing lists that want their Libby conclave in a pod to shoot lightning sparks everywhere on the drop… or a libby buffing some vindicators advancing up the field… there’s a lot of that stuff in there we shouldn’t get rid of by banning the whole tree…
As a recommendation, one way to modify Electrodisplacement would be that it just counts as having been in reserve, if the unit it swapped with was in reserve (same would go for outflank, infiltrate, scout, etc.) That has worked locally for us. You could modify the terrain moving thing as well to just be more specific… i.e. “…can’t move fortifications, anything on the terrain (models/objectives) stay in place and don’t come along for the ride… another option that’s worked locally.
I’d like to see more of that in the inevitable ITC poll for these rather than banning the whole tree, or the conclave…
Null Zone wasn’t broken then and I wouldn’t say it is broken now- the problem is that it covers yet _another_ of the armies’ weaknesses (enemy deathstars) above and beyond the other stuff already there. Worldscape, Veil, and Electrodisplacement are the real offenders, most of the other stuff is just icing on the cake.
The deathstars, with the new powers, aren’t just a matter of “bad matchups”- they are problematic because they break the normal assumptions of 40K (you can’t assault on the first turn) and they are almost impossibly durable (the number of even Scatter Laser or Lascannon shots required to do a single wound to the unit borders on the absurd.) As a result, they make the game less interactive; it becomes a match of who rolled their good powers and who got first turn and very little else matters beyond that.
I don’t particularly like the idea of banning the powers outright, but even with modifications they are still very abusive, if somewhat less so. I question whether it will be enough.
Maybe we will see a fashion of deathstar armies that can also do null deployent to prevent losing theirs before it can use it’s psychic powers. Something with single drop pods to send down every turn to prevent it from losing before it arrives or such.
They certainly will have that much, since they want the Pod in order to do Electrodisplacement shenanigans. But with as much LOS-blocking terrain is common at LVO/BAO, they almost don’t need that for going second.
On the survey how did 101.3% of people own space marines? Is this to do with the comment on it not accounts for people oqning multiple s?
Yeah, people got double-counted if they had two SM Armies (inc. SW, GK, BA, DA), triple-counted if they had three, etc.
I’m actually kind of surprised it isn’t higher, given how many people I know with multiple SM Armies, and how few I know with none.
The 1/12 rule means wounds have to have an odds of at least 8.33% chance of going through. Not sure if FNP factors.
The 3+ rerolling 1s works out as follows:
You have a 2/6 chance of failing a 3+.
The Rerolling 1s, means you only get 1/6, but then you add 1/3 of the other 1/6th.
So the odds of failing, are MUCH higher, than 1/12.
Basically, if ANY of the face values of the first roll of the dice, that are failiures count, you can’t do better than 1/6 (17%).
So, a full 3+/3+ is slightly worse than 2+/4+. Interestingly, if you add a 5+ FNP, a 3+/3+/5+fnp (7.1%, or 1 in 14 chance of failure) is better than a 2+/4+.
I don’t think Sisters of Battle are realy still as good as you think. Maybe pre Decurions but at this point most things they can do don’t even matter. Ignore cover melta sounds good but who uses vehicles anyway? Otherwise just compare a Sister to a Marine. Between ATSKNF and Chapter tactics it is beyond silly.