9 thoughts on “Warhammer 40k Video Battle Report: Space Marines vs Sisters”
You guys ought to start making unit-tutorial articles. For example, we are experimenting with thunderfire cannons in battles here and still none of us has figured out how on earth you make your points back with a 140 point TFC after three games using them.
These kind of articles are nowhere to be seen and I´m pretty sure we nerds in our gaming club arent the only ones being frustrated at the odd new unit and how to make it useful and I bet there are more of these examples across other codexes.
Thunderfire cannons do not hit on 2+ as far as I can tell. The TFC itself can only fire if the gunner is within 3″ but, unlike 7th, I do not see any rule anywhere that says the gunner’s BS takes precedence over the gun (gun hits on 3+).
And as far as stratagem I’m assuming he means the TFC-specific stratagem. The ability to slow units down to half when moving, advancing, and charging is crazy amazing.
Back from work, checked the codex, yeah, cannon only has bs3.
I´ll experiment some with tremor shell strategems.
However for the extreme point cost and poor damage the TFC suffers from I would expect that the tremor ability should be included in its rule and not forcing the player to spend CP on something you already pay 140 points for that again..basically kills three guardsmen a turn (for 140 points) and still is very situational (yeah, you will SO enjoy taking that TFC point burden when your opponent unpacks his turtling tau army with their awesome fast closing melee units).
Bad design but then again while bols “dares” to post articles about how crap blasts are, in here over at everythng-is-perfect-land I´m the only not being a blind zealot cheerleeder:P
lol.
Oh well, point remains, it would be welcome if you posted an article series about how to use overpriced crap units that never outside a million years are going to earn their points back (unless you waste your command point pool on them instead on important things like power, charge, auspexes and melee order shenanigans) because there actually ARE people out there scratching their heads about all those “awesome” whirlwinds, missile/las cents, LoTD and tfcs and how on earth they can ever be added into an all comer competitive build without giving points to the opponent pretty much by default.
Besides, since I am so very very wrong on all these matters it should be a walk in the park to teach us clueless players how to start winning games loaded up on TFCs and legion of the damned.
You guys ought to start making unit-tutorial articles. For example, we are experimenting with thunderfire cannons in battles here and still none of us has figured out how on earth you make your points back with a 140 point TFC after three games using them.
These kind of articles are nowhere to be seen and I´m pretty sure we nerds in our gaming club arent the only ones being frustrated at the odd new unit and how to make it useful and I bet there are more of these examples across other codexes.
T-Fire cannon is for the stratagem which is bananas good.
But yes, see your point.
On way to work. Dont have codex memorized. Does the strategem work for one TFC or all of them for a turn?
Do you mean the strategem that lets artillery auto hit? TFC already hits on a 2+.
Thunderfire cannons do not hit on 2+ as far as I can tell. The TFC itself can only fire if the gunner is within 3″ but, unlike 7th, I do not see any rule anywhere that says the gunner’s BS takes precedence over the gun (gun hits on 3+).
And as far as stratagem I’m assuming he means the TFC-specific stratagem. The ability to slow units down to half when moving, advancing, and charging is crazy amazing.
Indeed it is. And yes, the gun hits on a 3+, the Techmarine doesn’t actually shoot it.
Lists?
The lists are linked in the post above.
I missed that, thanks.
Back from work, checked the codex, yeah, cannon only has bs3.
I´ll experiment some with tremor shell strategems.
However for the extreme point cost and poor damage the TFC suffers from I would expect that the tremor ability should be included in its rule and not forcing the player to spend CP on something you already pay 140 points for that again..basically kills three guardsmen a turn (for 140 points) and still is very situational (yeah, you will SO enjoy taking that TFC point burden when your opponent unpacks his turtling tau army with their awesome fast closing melee units).
Bad design but then again while bols “dares” to post articles about how crap blasts are, in here over at everythng-is-perfect-land I´m the only not being a blind zealot cheerleeder:P
lol.
Oh well, point remains, it would be welcome if you posted an article series about how to use overpriced crap units that never outside a million years are going to earn their points back (unless you waste your command point pool on them instead on important things like power, charge, auspexes and melee order shenanigans) because there actually ARE people out there scratching their heads about all those “awesome” whirlwinds, missile/las cents, LoTD and tfcs and how on earth they can ever be added into an all comer competitive build without giving points to the opponent pretty much by default.
Besides, since I am so very very wrong on all these matters it should be a walk in the park to teach us clueless players how to start winning games loaded up on TFCs and legion of the damned.
😛