Author Topic: Forgeworld Updates  (Read 2099 times)

Mad Dok Rob

  • Paragon Tier Level 16
  • ***
  • Posts: 564
  • Da Orks are Da Best
    • http://fingerpaintingwitharchimedes.blogspot.com/
    • Email
Forgeworld Updates
« on: December 23, 2013, 10:45:02 AM »
Forgeworld Updated some of their stuff.

Imperial Armour 2 Second Edition
http://www.forgeworld.co.uk/Downloads/Product/PDF/i/IA2faq.pdf

The Ork Dread Mob Army List
http://www.forgeworld.co.uk/Downloads/Product/PDF/d/Dred_Mob.pdf

The Tyrants Legion Army List
http://www.forgeworld.co.uk/Downloads/Product/PDF/t/Tyrants-Legion.pdf

Seige Assault Vanguard Army List
http://www.forgeworld.co.uk/Downloads/Product/PDF/S/Siege_Assault_Van.pdf

For Orks
-It is kind of cool that Buzzgub can take his Kustom Stompa as an HQ (but you lose your Lord of War slot when you do)

-It kind of stinks that Grot tanks lose their big shoota for 5 points and have to replace it with a normal shoota for the same price (really reduces the effectiveness of a not very good unit with a very cool model)

-And the overpowered Ork army is hit with the nerf sledgehammer.  The lifta droppa, a pretty cool gun that did some interesting stuff, has become borderline useless.  It has lost it overload shot (so no more str D one a game shots from it).  And the rules have been completely rewritten.  No more d6 glancing or d6 penning hits from the 4+ to hit.  You now have to hit on normal BS (5+) and then have to roll a table.  If you hit (33% chance), you have a 16% chance of rolling on the mishap table (any of witch really screws over the Liftawagon), 44% chance of doing d3 glances, and 16% chance of having the vehicle explode.  And it ONLY effects the vehicle hit, no more flinging tanks into other tanks.  And of course, the LiftaWagon stays hideously expensive.

-Mekboy Junka has a neat new piece of wargear.  Heavy Plates, for 20 points the front and side armour is increased by 1.  Pretty cool, but a bit too expensive.  Would be nice to see something like that in the new codex.
http://fingerpaintingwitharchimedes.blogspot.com/

Warhammer 40k
6,914 pts Waaagh Dakkagut (Goff Orks)
4,913 pts Dark Angels 

Warmachine   
     183 pts Protectorate of Menoth

the_trooper

  • God
  • *****
  • Posts: 2549
  • Pay where you play.
    • Email
Re: Forgeworld Updates
« Reply #1 on: December 23, 2013, 11:16:40 AM »
I'm glad to see they updated the Servants of Decay list!

Oh wait.

Mad Dok Rob

  • Paragon Tier Level 16
  • ***
  • Posts: 564
  • Da Orks are Da Best
    • http://fingerpaintingwitharchimedes.blogspot.com/
    • Email
Re: Forgeworld Updates
« Reply #2 on: December 23, 2013, 02:43:34 PM »

-And the overpowered Ork army is hit with the nerf sledgehammer.  The lifta droppa, a pretty cool gun that did some interesting stuff, has become borderline useless.  It has lost it overload shot (so no more str D one a game shots from it).  And the rules have been completely rewritten.  No more d6 glancing or d6 penning hits from the 4+ to hit.  You now have to hit on normal BS (5+) and then have to roll a table.  If you hit (33% chance), you have a 16% chance of rolling on the mishap table (any of witch really screws over the Liftawagon), 44% chance of doing d3 glances, and 16% chance of having the vehicle explode.  And it ONLY effects the vehicle hit, no more flinging tanks into other tanks.  And of course, the LiftaWagon stays hideously expensive.

Did not realize that the LiftaWagon and the Stompa used different LiftaDroppas.  Sompa liftadroppa is still pretty ace.  Dread Mob list did lose Kustom Stompa...which kinda sucks if you run a dread mob list
http://fingerpaintingwitharchimedes.blogspot.com/

Warhammer 40k
6,914 pts Waaagh Dakkagut (Goff Orks)
4,913 pts Dark Angels 

Warmachine   
     183 pts Protectorate of Menoth

Pat.H

  • Paragon Tier Level 12
  • ***
  • Posts: 411
Re: Forgeworld Updates
« Reply #3 on: December 23, 2013, 05:59:10 PM »
Dred mob can take six flyers. Dakka Jets are fast attack while blitza/burna bommers are heavy support. Zhadsnark looks Luke he might be fun to play around with. Being able to scout a warbiker squad up, Turbo 24", tank shock units and swing a power Klaw at space marine initiative should make for some interesting tactics. And he is cheaper than Wazdakka.
Should the miserable Grot crews survive for long they will soon become deafened and have to resort to a rudimentary system of sign language. This is rarely successful as there are only so many signs a Grot can carry around with him.

Pat.H

  • Paragon Tier Level 12
  • ***
  • Posts: 411
Re: Forgeworld Updates
« Reply #4 on: December 23, 2013, 10:20:30 PM »
The Siege Assault list looks pretty interesting. It's for use with the space marine book. It changes the force org chart so you gain an extra heavy slot at the cost of a fast attack. You also get a new warlord traits table assuming your warlord isn't a unique character which has very nice stuff on it. You can also take your, dreadnoughts, predators, whirlwinds and vindicators in squads of up to 3. So you could have 12 vindicators if you wanted. You can give your tactical squads little shields that let them re roll armour saves against shooting attacks. (no dedicated transport though.) There's an assault squad that can take a land raider as a transport. It's essentially dred mob for space marines. If you have lots of vehicles or play Iron Hands you should seriously take a look at this. Even if you don't want to take your vehicles in squadrons the extra heavy slot is worth a look. There are some drawbacks though. Namely you can't take drop pods and you have to place a special objective called the siege objective. Unless you completely table your opponent or control the siege objective you can only draw the game regardless of how many victory points you have.

The Tyrants Legion looks like it would be a ton of fun to play. Its basically based on Huron Blackheart's chapter before he became Huron Blackheart. It's a renegade Space Marine chapter. It's a combination of Imperial guard and space marine stuff. And you can make some crazy balls to the wall combos of Leman Russes, space marines, conscripts, auto turrets, lightly armored flying transports. It was intended for use to make Astral Claws/ Badab War stuff but I see no reason why you couldn't use this list to make your own renegade Space Marine chapter. If you have a bunch of random space marine and Imperial Guard, or even some Chaos stuff, just lying around, mix it up and see what you can come up with using this list. Just be aware you have to include at least 1 unit of Legion Auxillia (Essentially cultists only better). You also have to take a Tyrant’s Legion Centurion in games of 1500 points or more.

I think the real question now is can these lists be used in tournaments now that they are freely available?

« Last Edit: December 23, 2013, 10:49:14 PM by Pat.H »
Should the miserable Grot crews survive for long they will soon become deafened and have to resort to a rudimentary system of sign language. This is rarely successful as there are only so many signs a Grot can carry around with him.

Mad Dok Rob

  • Paragon Tier Level 16
  • ***
  • Posts: 564
  • Da Orks are Da Best
    • http://fingerpaintingwitharchimedes.blogspot.com/
    • Email
Re: Forgeworld Updates
« Reply #5 on: December 23, 2013, 11:06:14 PM »
Dred mob can take six flyers. Dakka Jets are fast attack while blitza/burna bommers are heavy support. Zhadsnark looks Luke he might be fun to play around with. Being able to scout a warbiker squad up, Turbo 24", tank shock units and swing a power Klaw at space marine initiative should make for some interesting tactics. And he is cheaper than Wazdakka.

Technically, you could take 12.  Fightas are FA and can come in squads of 3.
http://fingerpaintingwitharchimedes.blogspot.com/

Warhammer 40k
6,914 pts Waaagh Dakkagut (Goff Orks)
4,913 pts Dark Angels 

Warmachine   
     183 pts Protectorate of Menoth