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gabluh
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Wysłany: Pią 18:06, 11 Lut 2011 Temat postu: daemonhunters i gabi |
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Jak wiecie mam zamiar przeżucić się na łowców demonów. I mam prośbe gdyż słabego neta na delegacji posiadam prosze o wwszystkie nowości na jakie się natkniecie szperając w sieci ,byście je umieścili własnie w tym temacie. A ja se poprostu wejde i pooglądam. Bede wdzieczny.
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vorset
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Wysłany: Pią 22:25, 11 Lut 2011 Temat postu: |
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gabluh
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Wysłany: Sob 20:49, 12 Lut 2011 Temat postu: |
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Poczekam na transformersa z forge worda a tak bede bazowac na troopsach i invach 2+ i pistoletach zatrutych z przebiciem 2
hahaha to bedzie przegiete
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Wysłany: Nie 9:20, 13 Lut 2011 Temat postu: |
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Cytat: |
Released on April 9th with 3 new plastic kits. Power armoured Grey Knights, Grey Knight Terminators and the Dreadknight.
Special Rules
As it stands the Grey Knights lose Fearless and instead gain And They Shall Know No Fear and Combat Squads.
Each Grey Knight Squad will count as a psyker for the purpose of any special rules other armies might have. All units shall act in a similar manner to the Psyker Battle Squad in the Imperial Guard army list.
Any unit that wishes to deep strike may not do so within 6" of a Grey Knight squad.
Incinerators are reportedly template weapons with S5, AP4 and rending. Reportedly ignores cover and invulnerable saves.
Psy-cannons are reportedly S7, AP4 with rending with different profiles for moving or staying still. Reportedly still ignores invulnerable saves.
Special Characters
Brother Captain Stern
Brother Captain Stern has stats equal to that of a Grey Knight Grand Master. He is equipped with a Storm Shield and a Nememis Forceweapon that inflicts Instant Death whilst he himself has Eternal Warrior.
He is allowed a Grey Knight Command Squad.
Rules wise he is said to lower the points cost of Grey Knight Terminators but this has yet to be clarified.
Torquemada Coteaz
Inquisitor Lord special character. Eqquiped with an Annointed Daemonhammer, Artificer Armour, Icon of the Just and Psyber Eagle.
Rules are pretty much as they are now except that he makes all Inquisitorial Henchmen troops instead of Elites.
HQ
Grey Knight Grand Master
Stats as they are now.
Is able to confer special abilities on D3 units per army which include master crafted weapons, digital weapons and a Grey Knight version of the wolf standard.
Can use two psychic powers a turn and can take a command squad. Has access to various eqquipment including digital weapons, daemon hammer, a sword that increases his strength by +2, a halberd that increases his initiative by +2 as well as psy-cannon or incinerator.
Grey Knight Command Squad
Has a wide variety of options including one member being upgraded to an Apothacary conferring Feel no Pain and one member taking a Chapter Banner.
Inquisitor Lord
Has access to a wide variety of wargear and psychic powers.
Rumoured possibility of allowing one unit of Inquisitorial Henchmen as troops but this has yet to be verified.
Elites
Inquisitorial Henchmen
Wide variety of types to choose from.
Crusaders - Eqquiped with powerweapon and storm shield.
Death Cult Assasins - High initiative and power weapon attacks.
Arco-flaggelants - Powerweapon attacks. Subject to Rage, Fleet, Fearless and Feel no Pain. Cannot be mounted in a transport.
Priests – Unknown what these do yet. Believed to possibly confer Fearless and Rage but this is still debated. Can take a plasma gun.
Inquisitorial Stormtroopers – BS 3, eqquiped with carapace armour but only have normal las-guns, frag and krak grenades. Can be given plasma guns, meltaguns, grenade launchers and flamers.
Acolytes – Can be given a wide variety of eqquipment very cheaply including storm bolters and combi-weapons.
Psyber skulls/Familiars – Unknown what these do yet.
Mystics – Act as teleport beacons for deep striking units.
Medics – Confer Feel no Pain.
Daemonhosts – Unknown what these do yet.
Servitors – Normally have powerfists but these can be exchanged for heavy bolters, multi-meltas and plasma guns.
Can have access to a Chimeras and Rhinos as transport.
Paladin Terminators
More elite versions of their normal terminator brethren with an attack and can take two special wepaons for every five members in the sqaud. Led by a Brother Captain.
Have access to a wide variety of psychic powers and can take a Land Raider as a dedicated transport.
Dreadknight
A Grey Knight mounted in a large exo-skeleton. Is a monstrous creature equipped with a Dreadnought Close combat weapons and a Gatling Psy-cannon that has reportedly twelve S5 AP4 rending shots at turn.
Believed to have toughness 6, 4 wounds and a 2+ save.
Is able to deep strike and is rumoured to be upgraded to include a jump pack whilst another rumour has it able to take a psychic power that allows it to teleport.
Assassin Kill Team
All Assassins are 1-3 per elites slot. They keep their current profile and all have a 4+ invulnerable save as well as Infiltrate, Move Through Cover and Stealth.
Vindicare has access to specialist ammunition in every turn of the game and can pick out which model is hit. Is great at taking out vehicles, characters, squad leaders and special/heavy weapon bearers. Ammo types are Hellfire (Auto-wound on a 2+), Turbo-pentrator (4D6 + Rending) and Shield Breaker (Any model wounded but not killed gets no benefit from invulnerable saves and looses their invulnerable save for the rest of the game if not killed)
Eversor is still the killing machine that is subject to Rage and Fleet with powerweapon attacks that automatically wound on a 4+ irrespective of toughness. Bio-meltdown rule is now reportedly a large template.
Culexus is extremely useful for killing psykers and daemons. The range of his aura is reportedly increased to 18” and his Animus Speculum has a number of shots equal the number of psykers in both armies within 12”.
Calidus is able to deploy in the same way as a lictor and can do D6 AP2 shots to a unit on the turn she appears before firing her neural shredder which is an AP3 template attack. Can force reportedly force D3 units to redeploy with the Word in Your Ear special rule.
Troops
Grey Knight Terminators
Can be eqquiped with either nemesis forceweapons and storm bolters or thunderhammers and storm shields. Can take a wide variety of pychic powers.
Reported to have two wounds each a can take one special weapon for every five terminators in the squad. May deploy by Deep Strike.
Grey Knights
Power armoured Grey Knights equipped with Nemesis Forceweapons and Storm Bolters. May take an Incinerator or Psy-cannon for every five models in the squad. Rumoured to have access to several psychic powers including one that allows them to teleport similar to the Spacemarine psychic power Gate of Infinity.
May take a Rhino as a dedicated transport.
Fast Attack
Penitent Engines
As yet it is not confirmed if Grey Knights are getting access to Penitent Engines but some rumours state that they are.
Interceptor Squad
Grey Knight Squad that is able to deep strike and has the Spacemarine psychic power Gate of Infinity allowing them to re-deploy quickly.
Heavy Support
Stormraven Gunship
As per the Blood Angels Codex. One of the few heavy weapons platforms in the army. Is immune to crew shaken and crew stunned.
Purgutation Squad
May take up to four psy-cannons or incinerators. Have access to a wide variety of psychic powers.
Special Character can reportedly make them troops.
Land Raider
As per Codex Spacemarines but is immune to crew shaken and crew stunned.
Land Raider Crusader
As per Codex Spacemarines but is immune to crew shaken and crew stunned.
Land Raider Redeemer
As per Codex Spacemarines but is immune to crew shaken and crew stunned.
Grey Knight Dreadnought
Is believed to be a psyker as with the Librarian Dreadnoughts of the Blood Angels so can be eqquiped with a Nemesis Forceweapon instead of a Dreadnought close combat weapon.
Can use one psychic power a turn and is immune to crew shaken and crew stunned.
Can take a wide variety of weapon types including twin-linked las-cannons, psy-cannons, plasma cannons and missile launchers. Is one of the few heavy weapon units in the army. |
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gabluh
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Wysłany: Nie 11:38, 13 Lut 2011 Temat postu: |
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Spróbuje przetłumaczyć i pewnie będzie to troche nieudolne więc szymi i eflik lub mistrz lingwistyki piotras mnie poprawią.
Cytat: |
Released on April 9th with 3 new plastic kits. Power armoured Grey Knights, Grey Knight Terminators and the Dreadknight. |
Czyli mamy już zapewnione ,że modele nowe trafiły do produkcji.
Cytat: |
As it stands the Grey Knights lose Fearless and instead gain And They Shall Know No Fear and Combat Squads.Each Grey Knight Squad will count as a psyker for the purpose of any special rules other armies might have. All units shall act in a similar manner to the Psyker Battle Squad in the Imperial Guard army list.
Any unit that wishes to deep strike may not do so within 6" of a Grey Knight squad. |
Chamy nie mają już feerlessa ale zasady marinsów i dodatkowo każdy jest psykerem.Działają jak psykerzy IG? Wszyscy desantują się miniumum 6 cali od knightów?
Cytat: |
Incinerators are reportedly template weapons with S5, AP4 and rending. Reportedly ignores cover and invulnerable saves.
Psy-cannons are reportedly S7, AP4 with rending with different profiles for moving or staying still. Reportedly still ignores invulnerable saves.
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To mnie ucieszyło mocna broń która ignoruje covery i invy jedynie savy poniżej 4+ mogą ją powstrzymać z rendingiem. psycanony z tego co pamiętam są cięzką 3 lub szturmową 3 w pierwwszym wypadku strzela na 36'' a w drugim na 18'' czyli taki rapid S7 rending no i ignoruje invy WOW! DE nie ma szans
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Brother Captain Stern |
Ziom z tarczą i nemsisem dodatkowo zmniejsza koszt termosów
Cytat: |
Grey Knight Grand Master |
Wymiatacz psyker i wojownik przypuszczam ,że w chuj drogi k3 umiejętności i full uposazenie
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Grey Knight Command Squad |
Tacy jak w spaciakach
Chyba słabsza wersja Grand mastera
Henchmeni są oczywiści ale daje wybranych
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Arco-flaggelants - Powerweapon attacks. Subject to Rage, Fleet, Fearless and Feel no Pain. Cannot be mounted in a transport.
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Mocnarz biegnący do najbliższego chyba taka pojedyncza wersja death squadu
Cytat: |
Medics – Confer Feel no Pain.
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Chyba hanchmenów można dołanczać do odziału więc czyżby kazdy odział mógł mieć feel no pain?
Cytat: |
Paladin Terminators |
2 specjalne bronie na każdą 5 czyli 10 ma 4 specjalne bronie np psycannony + 6 powerek
Cytat: |
Dreadknight
A Grey Knight mounted in a large exo-skeleton. Is a monstrous creature equipped with a Dreadnought Close combat weapons and a Gatling Psy-cannon that has reportedly twelve S5 AP4 rending shots at turn.
Believed to have toughness 6, 4 wounds and a 2+ save.
Is able to deep strike and is rumoured to be upgraded to include a jump pack whilst another rumour has it able to take a psychic power that allows it to teleport. |
12 strzałów z psycannona ,4 woundy 6 tafa i save 2+ czyli to nie robot ,może mieć jumppacka i psychiczny jest
Cytat: |
Assassin Kill Team
All Assassins are 1-3 per elites slot. They keep their current profile and all have a 4+ invulnerable save as well as Infiltrate, Move Through Cover and Stealth.
Vindicare has access to specialist ammunition in every turn of the game and can pick out which model is hit. Is great at taking out vehicles, characters, squad leaders and special/heavy weapon bearers. Ammo types are Hellfire (Auto-wound on a 2+), Turbo-pentrator (4D6 + Rending) and Shield Breaker (Any model wounded but not killed gets no benefit from invulnerable saves and looses their invulnerable save for the rest of the game if not killed)
Eversor is still the killing machine that is subject to Rage and Fleet with powerweapon attacks that automatically wound on a 4+ irrespective of toughness. Bio-meltdown rule is now reportedly a large template.
Culexus is extremely useful for killing psykers and daemons. The range of his aura is reportedly increased to 18” and his Animus Speculum has a number of shots equal the number of psykers in both armies within 12”.
Calidus is able to deploy in the same way as a lictor and can do D6 AP2 shots to a unit on the turn she appears before firing her neural shredder which is an AP3 template attack. Can force reportedly force D3 units to redeploy with the Word in Your Ear special rule. |
1-3 na slot elity zasady scautów i inv 4+
Vindicare - snajper przechuj wybiera do kogo strzela rani na 2+ a przebicie 4k6 !!! no i rending dodatkowo łamacz tarcz dosłownie a w efekcie po trafieniu do kogoś niszczy mu inva do końca gry
Eversor Typowy rzezimieszek biegnie i napierdala ,może biec w fazie walki wrecz rani na 4+ i wybucha z duzym wzornikiem
Culexus włowca czarownic
Calidus - pojkawia się jak lictor i strzela k6 ap3 oraz ap3 template i chyba moze k3 odziały ponownie rozlokować bo ma Word in u Ear
Troopsy
Termosy z 2 woundami bronią CC oraz bolterami szturmowymi dodatkowo oczywiście są psykerami
Knightci Force weapon i storm bolter na każdą 5 można wziąść psycannon dodatkowo każdy odział ma teleport taki jak kronikarz spaciaków
Heavy
burzowy kruk - śmietnik ze skrzydłami. Nie działa 1 i 2 przy tabeli uszkodzenia pojazdu.
Purutation squad- devki w deamonhaterach ale można z nich zrobić troopsy za pomocą HQ
Drednaught - typowy tyle ,ze czaruje
Armia zapowiada się impnująco jeśli chodzi o siłe CC jak i strzeleckiej.
Czekam!
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Wysłany: Nie 21:03, 13 Lut 2011 Temat postu: |
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z tego co wywiedziałem się w sztabie 4 osoby czekają już na tę armie, jak dlamnie jest ostro przegięta, i mam nadzieję że będzie cholernie droga punktowo... bo jest mocniejsza od dark eldarów chyba dwukrotnie ;P
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Wysłany: Wto 20:06, 15 Lut 2011 Temat postu: |
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Bigred napisał(a):
So there has been a lot of talk and rumor dumps on the impending Grey Knights codex. We've heard that while some of the little stuff is still up in the air, fundamentally most of this stuff is locked down. So lets talk about what this army looks like it will be able to do on the tabletop.
1) Hide and Appear. Regular GKs can move at an insane pace, even teleport across the board. Deny the opponent any targets as long as possible and then bamf right across the board to be in their face late in the game. Elite armies (which GK certainly are) generally overwhelm their opponents for short periods of time; by making the period of time that the game is actually interactive short, you increase the value of your army’s strengths.
2) Draigopalooza. Draigo makes Paladins troops. According to the rumors, Paladins can have 2+/2++ saves , Feel No Pain, and be all different models. On two wound models. So Draigo is the Warboss who gives you Terminator Nob Bikers. Let’s look at the bolter fire it takes to get one wound through. 1 wound requires 2 FNP saves, 2 FNP saves requires 12 armor saves, 12 armor saves requires 24 hits, 24 hits requires 36 shots from BS 4. BS 4 Plasma still requires 9 shots!
3) Coteaz Allows Henchman as Troops. Sure, Crusaders are wimpy T3 guys. But they have Stormshields, they are cheap, and they protect a ball of decent buddies who can shoot and chop things to bits. Since you’ll almost certainly want an Inquisitor to do evil things, having a cheaper scoring unit or two can’t hurt.
4) Purifiers Kill Everything! Nothing like seeing those two 30-man Stubborn IG blobs disintegrate as two Purifier squads contact them both and use Cleasing Flame to flambé ~85% of them (50% for the first one, then 50% of what is left after the first round of saves). And since Cleasing Flame is at the start of EVERY Assault phase, it handles certain high initiative low save problems very nicely, too.
5) Grand Masters Make Scoring Dread Knights. Having to fight Voltron is even worse when he is a scoring unit, because then you really do have to deal with him. And since you need 100,000 Plasma shots (more or less) to deal with the Paladins, it may not be simple to find the extra firepower to kill these guys.
6) Vindicares Loves You! Sure, there are armies that a Vindicare isn’t all that good against (Foot Orks come to mind). But the rest of us really do have characters that we want to keep their Invulnerable Saves and sergeants with Power Fists and other key models that we would prefer not to have killed from across the board. Not to mention the shot that averages like a 36” range Melta against anything (even Melta-proof) stuff in the game. I have read countless arguments about the Vindicare not being worth the points, but any model that can become the focus of an opposing army’s anxiety is worth the points to me.
7) Warp Quake Denial Zones. “Normal” Grey Knights can create areas that block teleport homers and force Mishaps on Deep Striking enemies. This is another power that allows you to control the tempo of the game and the location of the enemy; restricting the enemy’s ability to go wherever they want is one of the greatest assets a commander can have. More and more this will lead to the enemy getting restricted to the tiny killing ground that is ruled by the Paladins and Dread Knights…
Razorbacks Ignore Shaken and Stunned on a Leadership 10 Psychic Test? This makes putting guns on AV 11 transports a lot more sensible – and it is already one of the most common army configurations around…
9) Brother Champion Heroic Sacrifice of Doom. One attack that removes the bad guy model from play, hitting Chapter Masters on a 3+. Sure, it only happens with the Brother Champion dies, but Abaddon was going to kill him anyway, and might as well go along for the ride. Bon Voyage Abby!
10) And You Thought Jaws of the World Wolf was Bad! Not only do the Librarians have a Jaws in Template form (much better for scaring every model in an expensive unit), Brother Captain Stern gets to explode every assault phase and kill EVERYTHING in a 6” radius that fails a Strength test. Sure, that is only 1/3rd of the Marines near him, but that means most characters are still at least twice as likely to fail against Stern’s power as against Jaws, and who hasn’t lost a Chapter Master or two against Jaws?
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Wysłany: Czw 11:16, 17 Lut 2011 Temat postu: |
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[link widoczny dla zalogowanych]
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gabluh
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Wysłany: Czw 21:30, 17 Lut 2011 Temat postu: |
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No fakt chyba będą przegięci ale i tak ich kupować będę poprostu by zmienić armie. Ale pewnie bęzie tak 4 boysy squady za 1 squad zwykłych GK. I to się wyrówna. Przypuszczam ,że nie bęzie można mieć tylu rodzaji odziałów co u marinsów tylko np 2 troopsy hq jedna maszyna i jedna elita. Na wszystkie zapełnione sloty Ultraków.
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Wysłany: Pią 2:51, 18 Lut 2011 Temat postu: |
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jak to powiedział radek w czwartek nie ma co się jarać plotami do puki GW dexa nie sprzedadza
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gabluh
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Wysłany: Sob 18:12, 19 Lut 2011 Temat postu: |
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Hq
Brother Captain 150
Inquisitor 25
Elita
hanchmen
5xDeathcult Assassin 75
Jokaero Weaponsmith 35
2x Demonhost 40
Vindicare assassin 145
Paladin Squad 5+apotekary 350
troops
Grey Knight Terminator Squad 5, 200
Grey Knights Strike Squad 10, 200
Grey Knights Strike Squad 10, 200
2x rhino 80
1500
bez uleprzeń i nie mam nic ze slotów fast attack i heavy support
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Szymi
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Wysłany: Śro 21:50, 09 Mar 2011 Temat postu: |
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Na oficjalnej stronie gw już można zapoznać się z nową armią Grey Knights
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Wysłany: Śro 21:57, 09 Mar 2011 Temat postu: |
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Paladin Squad 5+apotekary 350 -strzeli do tego 5 ariegardy z 5 cp, i fnp i save 2+ będzie wspomnieniem
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gabluh
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Wysłany: Pon 22:33, 14 Mar 2011 Temat postu: |
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in 5+, tafi 4 a jeden zinvuje ,3 padnie
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gabluh
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Wysłany: Nie 21:28, 27 Mar 2011 Temat postu: |
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Właśnie drwałem okrojony codex greyknightów
Z ciekawych spraw Gran master ma rzut przed grą k3 i ile wypadnie tyle jednostek może obdarzyć specjalną zdolnością - kontratak ,przezucanie wszystkich 1 ,scout mów ,jednostka punktująca
Brothers - captain ma zdolność do zmniejszania lub zwiększania rzutu na rezerwy czyli w 2 turze wchodzą na 3+ może kumulować się z innymi. oraz hammerhand czyli +1 do siły na odział
kronikarz też ma hammerhenda i same zasadniczo niszczycielskie czary np. might of tytan czyli +1do siły i k6 dodatkowe na przebicie kumuluje się z hamerhendem. Może i nie mają specjalnie strzeleckich super broni ale za to pojazdy będą uciekać przed zwyklakami
Brotherhood champion - ws7 !!! przeżuty na zranienie i cały odział na trafienie. A tu ciwkawostka nie ma typowych ataków wybiera w szarży jeden z trzech. Trafia wszystkich co się z nim stykają po razie ,nie atakuje ale przezuca sejvy lub k3 atak z I 10 w independenta no i jak ginie ma jedną szanse na zabranie kogoś ze sobą bez sejvów.
Termosy mają 1 wound na szczęście.
Te dziwne czułki na plecakach deamonhaterów to osobisty teleport. Prócz deepa mogą raz w grze ruszyć się na 30 cali i strzelić. No i hammerhand
Purgation squad oczywiście hammerhand no i coś co pozwala strzelić poza zasięg nawet do niewidocznego ale wróg ma covera 4+
Paladyni mają aptekarza i 2 woundy oraz jakiś specjalny atak ale nie moge doczytać.
Purifiers- po szarży możemy zrobić by wszystko co jest atakowane było ranione na 4+ czyli np wrightlord czy cos.
Rhinos działa jak u chaosu może się naprawiać i nie działa stuned i shaken crew.
Dreadknight 5 4 6 6 4 4 3 10 2+ zawsze się teleportuje na pole bitwy
Dred daje -4 do LD przy rzucaniu czarów przeciwnikom.
Stormraven może wozić dredy i po wyjściu można szarzować
O Henchmenach nie bede sie rozpisywać
Faktycznie assasini mają ws i bs na 8, I 7 oraz a 4 Mają osobistego feel no paina ale dziala tylko na 6 Vindicare wybiera do czego łupie tzn konkretną figurkę w odziale. Ale to są specjale więc nic z tego.
Servo czachy stawia się przed grą jako znaczniki i w 12 cali nie mozna zrobic inflirtacji ani scoutmówa.
No i ogólnie to są bardzo drodzy ale mimo małej ilości broni strzeleckiej można nieźle pokąbinować
Post został pochwalony 0 razy
Ostatnio zmieniony przez gabluh dnia Nie 23:01, 27 Mar 2011, w całości zmieniany 2 razy
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