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interesting, techmarines repairing hull points may make them more popular, but I think that this FAQ is the final death knell for chaplains, as they can no longer ignore MEQ armor.
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Don't be so sure about chaplains...
I'm on my phone, I'll write more when I get to a proper computer.
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"Deception is the point. Any fool can calculate strength. That one has been doing it from the moment he saw us. Now, he has to calculate what he can't see."
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well, the fact that Cassius (I think that's his name) will now be strength 6 toughness 6 will certainly be a draw, but, unless the game shifts away from being 80% MEQ i just think that the chaplain will be left by the wayside.
as a question though, maybe i missed it, but, what is the AP value of special weapons such as Relic Blades, Daemon Weapons, and Nemesis Force weapons of varying types. my lord has a daemon weapon and my best mate plays grey knights, but neither of us own a copy of the main rulebook as of yet.
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Yes, the maul itself is only AP4, but you forget the Concussive effect, that will be awesome against MCs or characters, making them I1 until the end of the next assault phase. It's a force multiplier, making an enemy not able to kill your fists/hammers/axes before they can strike...
"Unusual powerweapons"- and force-weapons, like nemesis weps and most special character weapons(unless stated otherwise in the FAQs), are counted as AP3 in addition to any other rules they have...unless stated otherwise in a codex(like nemesis hammers that count as force thunderhammers). Both Khârn and Typhus have axes for instance(I1 yes, but the only ones with AP2!)...
Daemon weapons are up in the air atm. I'm at work and can't check my codex(but I brought my rulebook, hihi), but if it is how I think it is, then Daemon Weapons aren't unusual power weapons...but we'll see...
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"Deception is the point. Any fool can calculate strength. That one has been doing it from the moment he saw us. Now, he has to calculate what he can't see."
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since the first part of the description of daemon weapons is that it is a power weapon, then i would imagine that without a specific rule clarifying the issue, that daemon weapons will be AP 3 as well.
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Yeah, I just need to get home and read my codex before I can build a proper argument for either of the cases...
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"Deception is the point. Any fool can calculate strength. That one has been doing it from the moment he saw us. Now, he has to calculate what he can't see."
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Well I got home and read through my codex, and the wording I had imagined wasn't there...
Too bad, DWs seems to be generic AP3 weapons...
...except Typhus, but his is a force daemon weapon...
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"Deception is the point. Any fool can calculate strength. That one has been doing it from the moment he saw us. Now, he has to calculate what he can't see."
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QUOTE (Excessus @ Jun 30 2012, 11:51 PM)
Yes, the maul itself is only AP4, but you forget the Concussive effect, that will be awesome against MCs or characters, making them I1 until the end of the next assault phase. It's a force multiplier, making an enemy not able to kill your fists/hammers/axes before they can strike...
Good point there; I'm getting more and more excited about fielding Death Company again!
Anyone else notice how it appears that Space Marines can put two combat squads (seperate units) in the same rhino?
FAQs and the rulebook; so much to read! My brain hurts!
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"I encourage my men to explore the philosophy of bloodshed; to understand the intellectual structure that informs their killing" 'Alpharius', Legion
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Yep, having combat squads in the same transport is a good deal.
Since I was leaning more towards shooty marines to begin with, I'm starting to wonder if combat squadding is the best thing for my army now.
Since individual units can move around within a squad (as long as cohesion is maintained) while my heavy weapon marine stands still to fire at full BS, and the squad gets Snap Shot, Overwatch, and better Rapid Fire capabilities, they're a lot tougher now.
Of course, fewer units can mean bigger death from psykers, and fewer targets to shoot at each turn, so there's a balance there.
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I slip through the murky darkness like a dark, murky, slippy thing.
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The best thing about combat squads is the fact you can react to mission/deployment/opponent when decided on the size of your units; versatility is the key
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"I encourage my men to explore the philosophy of bloodshed; to understand the intellectual structure that informs their killing" 'Alpharius', Legion
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QUOTE (shas'o r'myr @ Nov 12 2012, 07:37 AM)
how do snapshots and overwatch work?
It's all in the rulebook, friend. Basically you hit on 6:es, but since it's a rule it's better to read the whole thing once you get your DV box.
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"Deception is the point. Any fool can calculate strength. That one has been doing it from the moment he saw us. Now, he has to calculate what he can't see."
He has a few traits that some may not agree with (namely those who are staunchly on the side of the emperor still) and the FAQ was clearly written during the period between the release of the rulebook and the new CSM codex, but it still leaves a fairly able bodied alpha legion special character.