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New Repulsor Variants
#76
Posted 11 May 2019 - 03:42 PM

#77
Posted 11 May 2019 - 03:43 PM

Says that it's more limited than the standard Repulsor.Is the new variant confirmed to have any or limited transport capability? It's got all the doors still so, one would assume so? Still not at my regular station so apologies if I missed it
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#78
Posted 11 May 2019 - 03:45 PM

An actual tank destroyer version with Twinned Mega lascannons centreline in the hull and no Turret would be hawt
But yeah a Whispercutter would be better!
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#79
Posted 11 May 2019 - 03:46 PM

Is the new variant confirmed to have any or limited transport capability? It's got all the doors still so, one would assume so? Still not at my regular station so apologies if I missed it
From the live blog:
"And, just in case anyone survives, the Repulsor Executioner has a modest transport capacity, allowing you to disgorge a squad of Primaris Space Marines to finish off anyone with the audacity to stay standing."
#80
Posted 11 May 2019 - 03:48 PM

I was excited until I read it had a transpot capacity. It will be costed to a degree I dislike upwards of what it needed to be otherwise. Oh well. Still looks cool and I do like the weapons.
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Pieces of paper for impassable terrain? My main problem with all of this is it really takes away from the game. A giant sheet of white paper on the table sort of breaks the theme of tiny fake armies running around tiny fake locales.
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#81
Posted 11 May 2019 - 03:49 PM

If it comes in sub 350(realistically sub 300) and can reliability take out heavy vehicles (ie knights) it’s worth it. More then likely tho is it’ll be 400 points fully kitted and all its anti vehicle weapons will be tied up in swingy d6 rolls (d6 shots doing d6 damage) that it’ll have no consistency.
As transports they leave me with a meh feel. It’s more a tacked on concept then the repulsors primary function.
I like the look of the new variant. The Orky application of put a gun on every surface at least makes more sense on a “tank” version.
Hopefully this will be leading into the next wave of primaris marines and C:SM v2.
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#82
Posted 11 May 2019 - 03:56 PM

Oh my god can we please for the love of the emperor get a proper main battle tank and a proper transport instead of all these “let’s do both at the cost of more points!”
If they ever do give Primaris a true battle tank it’s going to need even more guns now!!!
Is that a bad thing?
Lord Raven19
Lord of Deliverence; Scion of Albion; Baron of Camelot; Champion of Mortarion; Lord under Abaddon; Emissary of Szarekh.
Victorus aut Mortis
#83
Posted 11 May 2019 - 04:04 PM

The laser destroyer variant won't make any sense with a transport ability. To be a reliable anti-tank, we're going to want it to be 48"+ away so whatever it's transporting won't shoot that far "to finish off anyone with the audacity to stay standing". I can see the idea of having a small intercessor squad as a point defence help but they won't be using the transport ability as they'll be outside to screen deepstrikers or chargers away.
This was why I was fully for the Astraeus not having any transport room. Why would you need it when the macro accelerator is 72" range in the first place. A premium will be paid for the transport ability that you will use 1/10 times.
Edited by Biscuittzz, 11 May 2019 - 04:05 PM.
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#84
Posted 11 May 2019 - 05:04 PM

The laser destroyer variant won't make any sense with a transport ability. To be a reliable anti-tank, we're going to want it to be 48"+ away so whatever it's transporting won't shoot that far "to finish off anyone with the audacity to stay standing". I can see the idea of having a small intercessor squad as a point defence help but they won't be using the transport ability as they'll be outside to screen deepstrikers or chargers away.
This was why I was fully for the Astraeus not having any transport room. Why would you need it when the macro accelerator is 72" range in the first place. A premium will be paid for the transport ability that you will use 1/10 times.
Which is the issue Dracos points out.
#85
Posted 11 May 2019 - 05:17 PM

Primaris for me need mobility and LR, reliable AT.
For chaos I can get 4 lascannons for 176 points on infantry that are mobile.
Having the repulsor as the main source as AT doesn't reduce the issues primaris have. They cope with single big things but alone, they cannot cope with hordes of armour.
Also shifting a rubbish plasma weapon to a highly pointed chassis doesn't make the weapon any better.
Primaris "big guns" need riptide index to codex treatment. 2 damage heavy onslaught Gatlings could be a start...
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#86
Posted 11 May 2019 - 05:26 PM

They don't hold 10 primaris Marines?Was hoping for turret-less variant, with 10 primaris capacity.
The Repulsor model looks like it was designed with 7th edition in mind. And what's with all the Purple Prose Bolter guns on a space marine vehicle? Call that stuff Bolters with rapid number of shots they have and be done with it.
Edited by Trevak Dal, 11 May 2019 - 05:35 PM.
- Dracos likes this
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#87
Posted 11 May 2019 - 05:29 PM

To me it all comes down to points and ability to do its job.
If it comes in sub 350(realistically sub 300) and can reliability take out heavy vehicles (ie knights) it’s worth it. More then likely tho is it’ll be 400 points fully kitted and all its anti vehicle weapons will be tied up in swingy d6 rolls (d6 shots doing d6 damage) that it’ll have no consistency.
As transports they leave me with a meh feel. It’s more a tacked on concept then the repulsors primary function.
I like the look of the new variant. The Orky application of put a gun on every surface at least makes more sense on a “tank” version.
Hopefully this will be leading into the next wave of primaris marines and C:SM v2.
I absolutely agree that it will be the points that make or break this model but I think you might be setting the bar a little high in expecting a < 300 point model to reliably take out ones that can cost double that.
However I definitely think you’re right in expecting the weapons and damage to have the usual inconsistent rolls mechanic. I’m hoping they at least follow a similar example of things like the neutron lasers on dunecrawlers which treat damage rolls of 1 or 2 as a minimum of 3.
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#88
Posted 11 May 2019 - 05:31 PM

Your opinion is important, and someone posting here probably does care what you think. You should go tell them. Remember that it really hurts to come up with an idea you care about and have no one else care. Go care about something and tell them what you think. Now. Think of what it would have meant to you when you were young.
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#89
Posted 11 May 2019 - 05:35 PM

The laser destroyer variant won't make any sense with a transport ability. To be a reliable anti-tank, we're going to want it to be 48"+ away so whatever it's transporting won't shoot that far "to finish off anyone with the audacity to stay standing". I can see the idea of having a small intercessor squad as a point defence help but they won't be using the transport ability as they'll be outside to screen deepstrikers or chargers away.
This was why I was fully for the Astraeus not having any transport room. Why would you need it when the macro accelerator is 72" range in the first place. A premium will be paid for the transport ability that you will use 1/10 times.
Which is the issue Dracos points out.
Yes? My point is agreeing with him.
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#90
Posted 11 May 2019 - 05:36 PM

With that said, my primaris project is way too far in the future for me to think about buying.
#91
Posted 11 May 2019 - 05:51 PM

#92
Posted 11 May 2019 - 05:53 PM

Upgunned repulsor... Clearly more guns was the answer.
Primaris for me need mobility and LR, reliable AT.
For chaos I can get 4 lascannons for 176 points on infantry that are mobile.
Having the repulsor as the main source as AT doesn't reduce the issues primaris have. They cope with single big things but alone, they cannot cope with hordes of armour.
Also shifting a rubbish plasma weapon to a highly pointed chassis doesn't make the weapon any better.
Primaris "big guns" need riptide index to codex treatment. 2 damage heavy onslaught Gatlings could be a start...
I disagree - that weapon isn't rubbish. It's almost identical to a twin Las. Less range, more AP, but it's otherwise mathematically identical. The only problem was it used to be on a model that gets hit by two hit penalties simultaneously - movement and degradation. Half of that is gone here. I think it will be worth trying it.
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#93
Posted 11 May 2019 - 05:57 PM

The laser destroyer variant won't make any sense with a transport ability. To be a reliable anti-tank, we're going to want it to be 48"+ away so whatever it's transporting won't shoot that far "to finish off anyone with the audacity to stay standing". I can see the idea of having a small intercessor squad as a point defence help but they won't be using the transport ability as they'll be outside to screen deepstrikers or chargers away.
This was why I was fully for the Astraeus not having any transport room. Why would you need it when the macro accelerator is 72" range in the first place. A premium will be paid for the transport ability that you will use 1/10 times.
Which is the issue Dracos points out.
Yes? My point is agreeing with him.
*2nd try*
My post was in agreement. Some members find that the repulsor a passable unit and infer that the new tank will be as well, good for them but the unit is a jumbled mess.
P.s main gun looks like legos
Edited by Silas7, 11 May 2019 - 06:00 PM.
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#94
Posted 11 May 2019 - 06:16 PM

Ahhh I see, sorry for the confusion.
My first thought was if you would replace the heavy onslaught cannon with another laser destroyer to make it double barrelled, you'd get a grav version of the apocalypse tank from red alert 2.
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#95
Posted 11 May 2019 - 06:51 PM

Ahhh I see, sorry for the confusion.
My first thought was if you would replace the heavy onslaught cannon with another laser destroyer to make it double barrelled, you'd get a grav version of the apocalypse tank from red alert 2.
Courtesy of Gael Knight over on dakkadakka. It looks a million times better
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#96
Posted 11 May 2019 - 06:52 PM

I disagree - that weapon isn't rubbish. It's almost identical to a twin Las. Less range, more AP, but it's otherwise mathematically identical. The only problem was it used to be on a model that gets hit by two hit penalties simultaneously - movement and degradation. Half of that is gone here. I think it will be worth trying it.Upgunned repulsor... Clearly more guns was the answer.
Primaris for me need mobility and LR, reliable AT.
For chaos I can get 4 lascannons for 176 points on infantry that are mobile.
Having the repulsor as the main source as AT doesn't reduce the issues primaris have. They cope with single big things but alone, they cannot cope with hordes of armour.
Also shifting a rubbish plasma weapon to a highly pointed chassis doesn't make the weapon any better.
Primaris "big guns" need riptide index to codex treatment. 2 damage heavy onslaught Gatlings could be a start...
D6 shots is too random and 2 damage is too low. Even if I'm losing the penalty to hit for moving. I'd wager that the mammoth lascannon will be far better. Admittedly it'll probably be higher points but should kick like a mule.
I'd take the las talon over the plasma any day.
But, that's just my view, far from fact

#97
Posted 11 May 2019 - 07:04 PM

I disagree - that weapon isn't rubbish. It's almost identical to a twin Las. Less range, more AP, but it's otherwise mathematically identical. The only problem was it used to be on a model that gets hit by two hit penalties simultaneously - movement and degradation. Half of that is gone here. I think it will be worth trying it.Upgunned repulsor... Clearly more guns was the answer.
Primaris for me need mobility and LR, reliable AT.
For chaos I can get 4 lascannons for 176 points on infantry that are mobile.
Having the repulsor as the main source as AT doesn't reduce the issues primaris have. They cope with single big things but alone, they cannot cope with hordes of armour.
Also shifting a rubbish plasma weapon to a highly pointed chassis doesn't make the weapon any better.
Primaris "big guns" need riptide index to codex treatment. 2 damage heavy onslaught Gatlings could be a start...
D6 shots is too random and 2 damage is too low. Even if I'm losing the penalty to hit for moving. I'd wager that the mammoth lascannon will be far better. Admittedly it'll probably be higher points but should kick like a mule.
I'd take the las talon over the plasma any day.
But, that's just my view, far from fact
Let's just hope it's not Vanquisher syndrome all over again.
#98
Posted 11 May 2019 - 07:04 PM

Courtesy of Gael Knight over on dakkadakka. It looks a million times better
Ahhh I see, sorry for the confusion.
My first thought was if you would replace the heavy onslaught cannon with another laser destroyer to make it double barrelled, you'd get a grav version of the apocalypse tank from red alert 2.
Apocalypse ready
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Your opinion is important, and someone posting here probably does care what you think. You should go tell them. Remember that it really hurts to come up with an idea you care about and have no one else care. Go care about something and tell them what you think. Now. Think of what it would have meant to you when you were young.
A Group for Lore Minded Hobbyists and World Building Projects
#99
Posted 11 May 2019 - 07:06 PM

I'm not against that conceptually since it rescales Marine transports yo match regular scale and I like the Grav look.Ughh.
I s really hoping for a new hull
But this confirms to mass that the repulsor is the rhino/predator replacement
My sticking point is that without ways to buff it with Chapter Tactics it's hard to employ large expensive models effectively.
My company inform me that their new primaris brother just don't fit in the safety harnesses. And the Chaplain won't let us ride unless we buckle up.
#100
Posted 11 May 2019 - 07:38 PM

twin heavy laser destroyers would also rock
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