Beiträge von Kampfkeks

    Die Frage mit dem Moralwert war auf den Neuralschreder bezogen.
    hm, dann bringts die Callidus gegen SpaceMarines nicht sehr viel. Oder ne andere Interesante Sache wärs bei nem Vespidenschwarm, da hat eigentlich nur ein Modell MW9 der Rest 6.

    Wird der Moralwert aus dem Profil benutzt oder geht auch der des Generals?



    nächste Frage:
    Terminatoren dürfen sich bewegen und mit ner Schweren Waffe schießen. Aber dürfen sie auch angreifen?

    Hallo zusammen,
    ich hab mir vor kurzem eine Box mit Terminatoren gekauft, bin mir jetzt aber nciht sicher wie ich sie ausrüsten soll.
    Wie würdet ihr das machen? 2 Stukas, 1ne Stuka und ein Raketenwerfer oder 2 Raketenwerfer. Den neusten Gerüchten nach soll der Raketenwerfer Schwer2 sein. Ist das mischen von Stuka und Raketenwerfer sinnvoll?
    Oder sind die Nahkampfterminatoren sowieso besser?

    Zitat von Bell of lost souls
    HQ
    Chapter Master
    - Ws6 Bs5 S4 T4 W3 I5 A4 Ld10 Sv3+
    - May take a Relic blade and Storm Shield.
    - May take Artificer Armour.
    - Has around 20 Options
    - May take Terminator armour, Jump Pack or a Bike
    - Gives a one shot Orbital Strike which is S10 Ap1.
    - Has a Bolter, may upgrade to Storm Bolter, Combi Plasma, Combi Melta, Combi Grenade Launcher
    - May replace Bolt pistol and CCW for pair of Lightning Claws or a Relic Blade


    Captain
    - Ws6 Bs5 S4 T4 W3 I5 A3 Ld10 Sv 3+
    - May take a Relic blade and Storm Shield.
    - If he takes a bike, Bikes may be taken as Troops
    - Much the same options as above, does not have the orbital strike.


    Chaplain
    - Ws5 Bs4 S4 T4 W2 I4 A2 Ld10 Sv3+
    - Price is about the same.
    - Comes with Crozius and Rosarius
    - Still allows rerolls to hit.
    - Makes unit with him Fearless
    - Can replace his bolter with storm, combi-, powerfist, plasma pistol.
    - When taking terminator armour he replaces “power armour, boltgun, frag and krak grenades for Terminator armour and” one shooting weapon.


    Librarian
    - Ws5 Bs4 S4 T4 W2 I4 A2 Ld10 Sv3+
    - Has gotten cheaper.
    - Comes with Force weapon and Psychic Hood
    - May have 2 powers.
    - May be upgraded to an Epistolary which allows the use of two powers a turn. Apparently this is expensive.
    - Psychic hood now has a range of 24" (whether it means that the power is within 24", or the Psyker I dont know)
    - 9 powers:
    Avenger - essentially an AP3 heavy flamer,
    Force Dome - 5+ invulnerable for Librarian and squad until end of next player turn,
    Gate of Infinity - Librarian and squad Deep Strike back within 24", but with minor risk...,
    Machine Curse - shooting attack causing Glancing Hit on 1 vehicle within 24",
    Might of the Ancients - Librarian gains strength 6 and rolls 2d6 armour penetration.
    Null Zone - all enemy units within 24" re-roll successul invulnerable saves for rest of player turn ,
    Smite - 12" range, assault 4 St4 AP2,
    Quickening - gains Fleet and Ini.10,
    Vortex of Doom - 12" St10 AP1 Heavy1 Blast...failed test = blast centred on Librarian without scatter.


    Master of the Forge
    - Ws4 Bs5 S4 T4 W2 In4 A2 Ld10 Sv2+
    - Comes with Servo Harness
    - Has Conversion beamer which gets stronger and more powerful the further away he is firing, in three stages. Maxes out at S10 Ap1 Large blast at 72"
    - Allows Dreadnaughts to be taken as Elites AND heavy support if he is there.


    Honour Guard (?-10)
    - Ws4 Bs4 S4 T4 W1 I4 A2 Ld10 Sv2+ 30+ points as standard.
    - Can only be taken if a Chapter Master is present in the army.
    - Artificer Armour and power weapon as standard.
    - Can take Relic Blades which are a two handed power weapon that gives St6.
    - Can take Aux. Grenade launchers.
    - One may take a Chapter Standard which, if it still has the same rules as now, gives them Counter attack.
    - They may take a Chapter Champion, Champion is WS 5.
    - Chapter Champion must direct attacks against enemy Independant characters if he can.
    - May NOT take Storm Shields.


    Command Squad:
    - May only be taken by captains.
    - 4 vets and 1 apothecary, Company Champion is an optional upgrade for one model.
    - Chainsword and either bolter or pistol as standard.
    - They can have bikes.
    - Any can replace pistol or sword with: Storm Bolter, Flamer, Plasma gun, Meltagun, Combi-whatever, power sword or fist, lightning claw, thunder hammer.
    - Pistol can be replaced with Plasma Pistol.
    - Melta bombs and Storm Shields can be taken by anyone.
    - Apothecary gives the unit Feel no pain
    - One may take a Company Standard which, if it still has the same rules as now, gives them Counter attack.


    Kor’Sarro Khan, Captain of the White Scars 3rd Company
    - Ws6 Bs5 S4 T4 W3 In5 At3 Ld10 Sv3+
    - Gives models in his unit hit and run and Furious Charge.
    - Moondrakkan is a bike he may take. It’s a bike which can use the Run ability and can also Fleet
    - Moonfang- A Power sword. Any 6’s on the to wound roll become Instant Death.
    - May exchange Chapter Tactics for Outflank.


    Kayvaan Shrike
    - Ws6 Bs5 S4 T4 W3 In5 At3 Ld10 Sv3+
    - Jump pack, Iron Halo and master crafted rending lightning claws.
    - May exchange Chapter Tactics for Fleet.
    - He has Infiltrate and gives it to his unit.


    Pedro Cantor
    - Ws6 Bs5 S4 T4 W4 In5 At4 Ld10 Sv2+
    - Storm Bolter (Assault 4 and AP 4) and Powerfist
    - Sternguard in his army count as Scoring units
    - May exchange Chapter Tactics for Stubborn.
    - All friendly units within 12” receive +1 attack.


    Marneus Calgar
    - Ws6 Bs5 S4 T4 W4 In5 At4 Ld10 Sv2+
    - Can be fielded in either power armour or terminator armour. Has an Iron Halo with either.
    - 2 Powerfists and a Stormbolter (Assault 4 AP 2)
    - He has a power weapon which he is allowed to use (only when in artificer Armour?)
    - Eternal warrior.
    - His Chapter Tactics allows his army to choose to pass or fail any Ld tests.
    - May reroll any failed to wound rolls in both shooting and hand to hand.
    - May take 3 squads of Honour Guard, if they are all 10 man. These do not take up FOC slots.


    Chaplain Cassius
    - Ws5 Bs4 S4 T6(!) W2 In5 At3 Ld10 Sv 3+
    - Feel No pain
    - New background.


    Chief Librarian Tigurius
    - Knows all(!) the psychic powers available to the marines.
    - May use 3 powers per turn.
    - Allows army to reroll any reserve rolls.


    Captain Lysander
    - Ws6 Bs5 S4 T4 W3 In4 At4 Ld10 Sv2+
    - Thunder hammer is Master Crafted and gives Lysander S10, he also adds +1 to the damage against vehicles
    - Storm Shield (3+ invulnerable save for him)
    - Eternal Warrior (Again?!)
    - Bolter Drill- The Squad he is with is allowed to reroll misses with Bolters, bolt pistols, storm bolters and heavy bolters.
    - Allows one piece of terrain to be fortified, to give +1 to its normal cover save.
    - May exchange Chapter Tactics for Stubborn.


    Captain Sicarius
    - Ws6 Bs5 S4 T4 W3 In4 At3 Ld10 Sv3+
    - 1 tactical squad gets Counterattack, Infiltrate, Scout or Tank hunters for free.
    - An army led by captain Sicarius may re-roll the dice when attempting to seize the initiative.
    - Blister pack allows for bare head & helmet in hand or wearing helmet with plasma pistol in hand.
    - His mantle gives him Feel no pain(?)
    - Is able to kill a Wraithlord in one hit with his wargear(?)


    Vulkan He'stan
    - Ws6 Bs5 S4 T4 W3 In4 At3 Ld10 Sv2+
    - Chapter tactics allows all meltas and flamers to become twin linked and all Thunder hammers to become Master Crafted.
    - 3+ invulnerable (GAH!)
    - Heavy Flamer (which rerolls to wound)
    - S6 Power weapon, Master Crafted


    Brother Chronus
    - Upgrade for a Space Marine Vehicle
    - Gives it Bs5 and allows it to ignore Crew Stunned and Crew Shaken results.
    - If vehicle is destroyed he can scurry away and crew another one.


    Scout Sergeant Telion
    - Upgrade for Scout Squad
    - Can give his BS of 6 to another scout in the unit.
    - Armed with a long range 'stalker' pattern boltgun with the pinning and rending special rules.


    Elites
    Sternguard Veterans (5-10):
    - Ws4 Bs4 S4 T4 W1 I4 A2 Ld9 Sv3+
    - Come with Bolters and 4 Kinds of Specialised round
    - Dragonfire bolts- Normal Bolter, Ignores cover
    - Hellfire Rounds- wound on a 2+.
    - Kraken bolts- 30” range, S4 Ap4 Rapid Fire
    - Vengeance rounds- 18” range, S4 Ap3, Rapid Fire, Gets hot
    - Can Upgrade bolters to Storm Bolters (lose the specialist rounds)
    - Can take Combi weapons (keep the rounds).
    - Can also take from a small list of special and Heavy Weapons (Flamers, Heavy flamers and such.)
    - One of the Sternguard can take a Powerfist or Power weapon
    - They may choose which round to use each turn.


    Dreadnaught:
    Just like now, also may take twin CCW's or twin autocannons.


    Venerable Dreadnaught:
    WS and BS 5, with most of the Dreadnaught's basic weapons options.


    Ironclad Dreadnaught:
    Basic Dreadnaught Stats with front and Side armour 13.
    - Probably comes with a Heavy Flamer rather than a Storm Bolter
    - Can take a Hunter Killer
    - Has Move through Cover.


    Terminators(5-10)
    - Basic Terminators just like now.
    - Cyclone Now Heavy 2
    - 1 Heavy weapon, 2nd may be purchased if squad has 10 models.


    Assault Terminators(5-10)
    - As now.


    Techmarine
    - Comes with a 2+ save.
    - Allows one piece of Cover in his deployment zone become +1 to its cover save.
    - Still has servitors. May choose to leave them.


    Legion of the Damned
    - WS4 BS4 S4 T4 W1 I4 A2 Ld10 Sv 3+ invulnerable
    - Their Sergeant has Ws5
    - They always Deep Strike, but reroll scatter if they want.



    Troops
    Tactical Marines(5-10):
    - Start at 4 marines and a sarge for 90 points, full squad is 165.
    - Sergeant is included in cost, may take powerfist, storm bolter, combi-bolter.
    - Variable squad sizes are possible.
    - Special and Heavy weapons are unavailable unless there are 10 marines in the unit, but then they get free Flamer and a free Multimelta or Heavy Bolter or Missile Launcher. Meltagun- 5 points, Plasmagun 10, Lascannon- 10, Plasma cannon- 5
    - Bolter, Polt Pistol, Frag and Krak grenades as standard. (NB: they do NOT have a CCW)
    - Sarge can take Power weapon, Power Fist, Lightning Claw, Plasma Pistol, Storm Bolter, Combi Flamer, Combi Plasma, Combi Melta (and maybe combi grenade Launcher)


    Scouts
    - Ws3 Bs3 S4 T4 W1 In4 A1 Ld8 Sv4+
    - Sergeant is WS4, BS4.
    - Sergeant may take combi-weapon, plasma pistol, power weapon or powerfist.
    - Shotguns probably S4
    - May be an option for Teleport Homers.
    - Their Heavy bolter can take hellfire Rounds
    - Squads can be equipped with camo cloaks, granting the Stealth USR.


    Bikes
    - Requires a Captain on a bike.
    - Requires 5+ bikes. For details of bikes see Fast Attack options.


    Rhino:
    - Probably will drop to 35 points ala Dark Angels and Blood Angels.


    Razorback:
    - Comes with heavy bolter included in cost.
    - May upgrade to: twin-linked heavy flamer, twin-linked assault cannon, twin-linked lascannon, lascannon and twin-linked plasmagun.


    Drop Pod:
    - Drop pod assault means that Half of all Drop pods come in on the First turn (GW doesnt want Deep striking armies to come on turn 2 or later...understandable)
    - Drop pods in the first wave can act as guiding beacons for pods in the Second wave.
    - Costed at slightly more than 2 marines.
    - Holds 12 marines or 6 terminators or 1 Dreadnought or 1 thunderfire cannon.


    Fast Attack
    Bikes (3-8+trike):
    -May combat squad, requires 8 bikes plus an attack bike. Divides into 4B/4B+1AB.


    Attack Bikes (1-3):
    - Must pay for Multi-Melta.


    Scout Bikes (3-10):
    - Can upgrade bike with a grenade launcher
    - Can booby trap areas of terrain with hazardous cluster mines.
    - Sergeants can be equipped with locater beacons. These function as a teleport homer for any deep-striking unit (drop pods, jum packs etc.)


    Assault Marines (5-10):
    - Sergeant may take a Storm Shield or combat shield.
    - Only sergeant may have melta-bombs.
    - Special weapons are 1 for every 5 models
    - Specials include flamers and plasma pistols.
    - May remove jump packs and get a free rhino or drop pod in return.


    Vanguard Veterans (5-10):
    - Ws4 Bs4 S4 T4 W1 I4 A2 Ld9 Sv3+
    - Sergeant may take a Relic blade and Storm Shield.
    - Come with Bolt Pistol and Close Combat weapon, can all take from a bunch of upgrades including: Power weapons, Power fists, Lightning claw (yes, one)
    - Probably have an option to take Bolters
    - May also take Combat shields and storm shields.
    - Jump packs are an upgrade which gives them the Heroic Intervention rule. May take a transport instead.
    - Heroic Intervention allows them to assault the turn they Deep strike.


    Land Speeders (1-3):
    Pretty much as now.
    - Typhoon missile launchers fire as Heavy 2 missile launchers.


    Land Speeder Storm:
    - Has a Jammer which disrupts deep striking close by.
    - Scouts charging from it -2 from the enemy Ld.
    - Carries 5 scouts (and scouts only) and counts as Open Topped


    Heavy Support
    Thunderfire Cannon
    - Has techmarine crew.
    - Can fire in 3 different ways (all heavy 4): St 6 AP5 blast, St 5 AP6 blast ignores cover, St 4 AP- blast causes difficult terrain test in next turn/dangerous terrain for vehicles(inc. skimmers)
    - May be mounted in a Drop Pod.
    - Techmarine attendant can bolster defences, providing a 1 point bonus to the cover save of a single ruin in the Space Marine deployment area.


    Predator:
    Pretty much how it is in Codex: Blood Angels (i.e. expensive)


    Vindicator:
    - Siege Shield allows it to auto-pass terrain tests.


    Devastator:
    - Sergeant has a Signum, allows one Marine to fire at BS 5.


    Whirlwind:
    - Has BA/DA style ammo. (Including incendiary?)


    Land Raider
    - Machine spirit allows an extra weapon than allowed to be shot at any available target.
    - Multi Melta is now a pintle option for all variants.
    - Can Carry 12 models


    Land Raider Crusader
    - Machine spirit as above
    - Frag Launchers as normal (useful too, now.)
    - can carry 16 Models


    Land Raider Redeemer
    - Machine Spirit as normal
    - Redeemer cannon: Range- Template S6 Ap3 Heavy 1
    - Transport Capacity: 12 models



    Not unit specific:
    Decision to split in to combat squads is made at the time each unit is deployed or when a unit disembarks from its Drop Pod.
    Combat Tactics – allows any unit to automatically fail any Morale Check it takes (from shooting and CC).
    Combat shields now give a 6+ invulnerable save.
    Storm shields now give a 3+ invulnerable save.
    Aux. Grenade launchers are short range, can fire in tandem with another weapon.
    All sergeants are veterans now, so are just called sergeants.


    Meiner Meinung nach kann das neue AB bleiben wos grat ist. Wenn das rauskommt, kann ich meine Spacemarines mit Nahkampfbewaffnung wegschmeißen. Dummerweise hab ich nur welche ohne Bolter. Und die Scouts mit Scharfschützengewehr sind noch schlechter als sie grat schon sind.

    Hätt mal ne Frage zum Neuralschreder der Callidusassassine. Der verwundet auf den Moralwert des Gegners. Aber wenn ermittelt wird, ob das Modell sofort ausgeschaltet wird, verwendet man dann den Widerstandswert oder der Moralwert?

    Bin ja selber Neueinsteiger und mir wärs auch lieber wenn die SM keinen neuen Codex bekommen würden, da ich jetzt nicht weiß was für Einheiten ich mir jetzt neu kaufen soll und außerdem bedenken habe, dass die Wesenszüge erhalten bleiben. Gibts da schon irgentwelche Gerüchte dazu? Will auch weiterhin einen eher Nahkampfbasierten Orden spielen (und bestimmt keine Blood Angels, da meine grün sind)

    Ich hab nciht direkt viele Modelle von Space Marine. Ein Kumpel hat mir mal vor einiger Zeit seine alten Chaosspacemarine billg verkauft und ein anderer hat mir 5 Grey Knights geschenkt, die er nicht mehr braucht. Und da ich nciht soo viel Geld ausgeben wollte, wollt ich die kombinieren. Selber hab ich mir jetzt noch 5 Scouts und nen Cybot gekauft.


    zZ hab ich folgende Modelle schon bemalt
    einen Helden (eig nen Hexer)
    5 Grey Knights
    5 Scouts, 4x Scharfschützen, 1x Raketenwerfer
    5 Space Marine mit Nahkampfbewaffnung (eigentlich Chaosmarines)
    1 Schweren Bolter
    1 Laserkanone
    1 Cybot


    übrig wär noch ein weiterer Held und ne Hand voll Nahkampfmarines

    Hallo zusammen,
    Hatte schon länger mal vor mir eine Spacemarinearmee aufzubauen, doch ist oft was dazwischen gekommen (Schule, Bund, fehlendes Farbschema...)
    Jetzt möcht ich endlich meine Armee aufbauen. Dachte daran, das sie aufeinander aufbaut, so das am Ende alle meine Einheiten in der Liste vorkommen. Auch ist es mir wichtiger Einheiten einzusetzten die mir gefallen, als das sie besonders stark sind.
    Meine letzte Liste für 500 Punkte so aus:
    Wesenszüge (Auch wenn das jetzt noch nicht so rausgekommen ist):
    Vorteile:
    Wild – Keine Gnade
    Wild - Tragt den Kampf zum Feind
    Nachteile:
    Von Angesicht zu Angesicht


    HQ:
    Scriptor (ehemaliger Chaoshexer)123P
    Epistolrius 100P
    Wut der Alten 3P
    Crux Terminatus 15P
    Boltpistole 1P
    Auspex 2P
    Sprengranaten 2P


    Standard:
    7x Spacemarine 150P
    Sergeant
    Schwerer Bolter 5P
    Plasmawerfer 10P
    Energiefaust 15P
    Crux Terminatus 15P


    5xScout 95P
    Sergeant
    4xScharfschützengewehr 4x5P
    1xRaketenwerfer 10P


    Sturm:
    5xSturmtruppen (eigentlich Grey Knights)130P
    5xMelterbomben 10P
    2xPlasmapistole 10P


    Punkte: 499


    Am Ende hab ich mir gedacht, das folgende Armee herauskommt (bei 1500 Punkten).


    HQ
    Reclusiach (wird der Chaoshexer übernehmen)151
    Meisterhafte Plasmapistole
    Sprungmodul
    Crux Terminatus
    Fragmentgranaten


    Großinquisitor 171
    3xWaffenservitor
    3xSchwere Bolter
    2x Weiser
    Psi-Bolter
    Nahkampfwaffe


    Standard
    6xTaktische Marines 170
    Nahkampfbewaffnung
    Crux Terminatus
    E-Faust
    Rhino


    5xScouts 90
    4xScharfschützengewehre
    SchwererBolter


    10xInquisitionsgardisten 100


    Elite:
    5xTerminatoren 245
    2xSturmkanone
    1x Kettenfaust


    Cybot 130
    ehrwürdig
    zusätzliche Panzerung


    Callidus 120


    Sturm
    6xSturmtruppen 142
    Melterbomben


    5xGrey Knights 150


    Unterstützung
    6xDevastoren 165


    1484


    Was haltet ihr davon. Schlagkräfig genug? Und wie würdet ihr die letzten Paar Punkte verbrauchen?

    Hab vor kurzem meine Warhammersachen mal wieder rausgekrammt.
    Eigentlich will ich ne Spacemarine Armee mit Teilen der Inquisition spielen, aber wird aber wohl wegen teuren Einheiten bischen schwer alles unter zubekommen was mir gefällt. .


    Komm auf bischen mehr als 500 Punkte (5 Nahkampfmarines, 5 Scharfschützenscouts, nen Helden und 5 Greyknights)

    Der Prinz gefällt mir ganz gut, aber der Ast darf keinen Zweihänder mehr nehmen, wenn er ein Magisches Banner hat. Wäre auch so nicht sinnvoll, da der dann eh nur +1 zu Stärke gibt.
    Würde die Magier noch verbessern. Ist meiner Meinung nach nicht genug Magie um wirkich Schaden zu machen.
    Der Löwenstreitwagen hat keine Treffer der Stärke 6. Durchgehend 5.
    Hast du dir schon überlegt, wo du deine Magier reinstellst um sie zu schützen?

    Shurion: Tyrion hat nur einen 1+ Rüstungswurf. Der Rossharnisch zählt nicht


    Aber warum steht da das Tyrions Einheitenstärke auf 2 gesetzt wird. Ist doch normal o0.


    Freu mich schon auf die nächsten Spiele um die neuen Einheiten auszuprobieren. Glaub das der Löwenstreitwagen ein richtiger Breaker wird. Und vorallem die Drachenprinzen mit Ast.
    Nur die Bogenschützen mag ich immernoch nicht.


    Was haltet ihr vom Drachenmagier?

    Habs jetzt auch :)
    Das was ich bis jetzt gesehen hab, gefällt mir ganz gut. Nur schade das die Ringe schlechter wurden und Tyrion nur noch ne Flammenschablone hat. Zorn des Khaine fand ich da um einiges besser.


    Hat Tyrion jetzt ne Kavalariebase oder ist die Monsterbase noch aktuell?

    Hab gehofft das es ein paar mehr Auswirkungen hat. So wie die Albiongegenstände.
    Und wenn ich das richtig verstanden habe, haben die HE nicht mal die Phönixkrone zurückbekommen.


    Sammy: Warum haben die HE gewonnen. und warum sind sie das neuste Volk. Hast dus mit den Zwergen verwechselt?