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New & Improved Flesh is Weak!


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Because the person who reported them on FB is clearly untrustworthy. He said the Iron Father is not a named character but WarCom specifically said he was.

Unless they mean that we're also getting something similar to white scars in that our captains are now iron fathers like the Khan on a bike

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So, the previewed warlord trait...this opens up so many possibilites. Effectively it combines the 7th edition Fall Back with "jumping" into CC with units usually too far away.

 

Considering the CC pile in/consolidate rules allow quite a lot of unintuitive movement when read in detail, this might be incredibly useful. Let's see, what are the most obvious ways...

 

  • Heroic Intervention: Walk into CC, beat up enemies, walk out again. Then shoot, and go back in if necessary.
  • Get charged - if not killed by the first activated unit, counter activate for 2CP and walk away before the next unit can finish the job
  • Charging - charge unit X, pile in to get around it, then consolidate into an entirely different unit behind it and prevent it from shooting
  • Charging - charge unit with an additional unit, consolidate unit to the side of the target, consolidate character around it. No more falling back for the target unit, and at the end of the opponent's turn walk out again to freely use the character
  • Charging - charge hardcore CC unit, beat them up as far as possible, then run back out to avoid retaliation

Combine this with a biker or jump pack character, and the result may be quite flexible and hard to predict for your opponent.

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Did someone say Gorgon's Chain? I used to really love that Relic and was very sad it went - if it's coming back and is anything like the old one I'll be very happy :smile.:

So the relics for the UM and the WS have all been copied from the 7th Ed Angels of Death Supplement, so it stands go reason the IH ones will too!

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Agreed. And yes, it seems odd - without context, I'd have guessed it would be RG rather than IH, with that kind of flexibility and CC focus. But still, it's very very promising. Slingshot Smash Captain indeed...

 

Slingshot Chaplain Dreadnought, is my preference! :biggrin.:

 

*edit*

 

Turns out I've been playing the game wrong for the entirety of 8th. I thought consolidating required you to wipe out the opposing unit (like in prior editions, I think?). Lol... how dumb of me.

Edited by Juggernut
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Turns out I've been playing the game wrong for the entirety of 8th. I thought consolidating required you to wipe out the opposing unit (like in prior editions, I think?).

Yep, few people actually read the fine print, and what you can do with it.

 

There's more - consolidate/pile in restrict that your model(s) end up closer to the nearest model, but that is wide open for use - it can mean piling in 3" closer to unit Y, but 0.01" closer to (the closest) unit X. Which is how unit Y may now be closest model for the second move (consolidate). And if you really want to prevent a unit from using pile in/consolidate at all, go into base contact - there is no way the model can end its move any closer than 0".

 

Removing that restriction basically grants a free 6" movement at the end of both your and your opponent's turn, which can indeed make for some shenanigans...

Edited by MajorNese
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And it's not a Fall Back move so you could conceivably consolidate out of combat on the opponent's turn and be free to move/shoot/charge normally in your turn.

 

That's a moot point; the Ravenwing and Windrider Host specialist detachments have stratagems that let you make a "as if the movement phase" fall back move in the assault phase and they don't block them from acting normally next turn. Falling back out of sequence in a previous turn is irrelevant once another turn comes around with its own movement phase.

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