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Executioner changes might give us hope for our Spider tank?


Black Knight

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New datasheet for the Executioner tank of the Space Marines. It shows a new profile for the main gun at Heavy 2: Str 12: AP -4: DMG D3+3. I am not too fussed about the 12 Strength but if they could make our version on the Duncrawler Heavy 2 D3+3, it would really help it flopping so much. Also in other news it looks like Heavy Stubbers are indeed getting an extra hit so that might explain the price increase on ALL our vehicles.

 

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Edited by Black_Knight
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I hope you are right but I have a niggling feeling that this is just going to be space marine buffs regarding the executioner, but the extra shot on the heavy stubber will probably help most of our vehicles.

 

I hope our weapons have a revision when our codexes comes round, I'm worried that space marines will leave many armies in the dust after their buffs land.

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I really hope we do see some updates to how a lot of the older weapons systems, and our vehicles in general work.

 

2 Shots on the neutron would be good, although ive never minded the swinginess as much as others. For every game where ive rolled 1 shot on my first turn, ive had a game where ive rolled 3 and blown full health leman russes off the table no problem.

 

The loss of the 'move and shoot' ability that admech used to have over other armies was also a  shame (although I do agree that vehicles getting penalties to hit after moving was daft) - not sure how they'd replace it now though - I wouldn't like to see 'extra buffs for not moving'  as it leads to a more static playstyle.

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Give us grinding advance.

 

Is that the AM (the other AM lol)  where you can shoot the turret weapon twice if under half speed? 

 

I guess that would work and id certainly take it, but it again means you are moving about slower.

 

What i really liked about our vehicles in 8th was being able to move full speed with tanks/walkers whilst getting a shooting 'buff'. It meant you could really duel it out with more static tank lines due to being able to move in and out of cover/LoS, whilst they got debuffs for doing the same.

 

As i say though im not sure how you would now reflect this with no penalties to moving anymore on vehicles.

 

Some sort of advanced auspexes where our vehicles ignore certain cover bonuses instead? (although phosphor already has this)

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  • 2 weeks later...

 

Give us grinding advance.

 

Is that the AM (the other AM lol)  where you can shoot the turret weapon twice if under half speed? 

 

I guess that would work and id certainly take it, but it again means you are moving about slower.

What about a sort of... scuttling advance for the Onagers?

 

As they are now, vs +4"Mv for -1 to Hit, or something like that. Could be fun!

 

Vague wishing aside, I'd hope the 3+D3 thing comes in; GW have a license at the moment to break loose from what went before, and it sounds like they've been seizing it heartily for Marines and Necrons.

 

If it's not this for Onagers, imagine what wonders we could experience if they sought to make Fistbustor Kastellans a goer, or Ruststalkers where they've got something impressive and fun to do!

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Necrons have also been given D3+3 on some of their tank killing weapons too so I see us getting it. Then again I do see our crawlers neutron laser like this, so I don't mind a high swingy weapon but right now its too swingy.

Edited by Black_Knight
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I can certainly see neutron being changed to D3+3 damage rather than D6 (min 3) if thats becoming the norm.

 

The swinginess with it comes with the number of shots for me though, not the damage itself. Or did you mean shots (a neutron laser able to get 6 shots a turn might be tad nuts haha)

 

Getting flat 2 shots with D3+3 damage (retaining the -4AP S10) would be fine for me I think

Edited by DanPesci
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