Fortificaciones y esccalation

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Fortificaciones y esccalation Empty Fortificaciones y esccalation

Mensaje  stupendoman el Dom Dic 08, 2013 4:06 am

Resumen en ingles de reglas de ambos codex y las reglas de los Señores de la batalla

Escalation:
-It's super-heavies in regular 40K games.
-A single super-heavy is a Lords of War detachment.
-The super-heavy must be one which can be chosen by your primary detachment. No allying in a super-heavy.
-Unlike FW's Lords of War in 30K games, there is no points restriction.
-Reprints the rules for super-heavies and Apoc-type weaponry. No apparent changes from Apoc.
-In missions where you can take super-heavies, if you have a super-heavy and your opponent does not, you get +1 on the roll to seize.
-There are a couple of downsides. First, every 3 wounds or hull points you knock off a super-heavy count as 1 VP.
-Also, if your opponent has a Lords of War detachment, you can roll on the Lords of War warlord table - chock full of bonuses for your warlord (and sometimes his unit) for killing super-heavies. Some are better than others (and dependent on your warlord's build - you're not going to want to have Armorbane and Fleshbane on a Guard company commander, nor twin-linked ranged fire on your klaw-boss...)
-Most armies only have one available unit. Imperials do NOT get to take each other's Lords of War.
-Marines get the Thunderhawk Gunship. IG get several different Baneblade variants. 'Crons get their new stuff (Obelisk, Vault, Transcendent C'tan). Daemons and Chaos Marines both get the big Khorne guy. Orks get Stompas. DE and Eldar both get the Revenant Titan. Tau get the Tiger Shark, the world's worst flier. 'nids get the Harridan.
-Strength D weapons ARE present and are exactly the same as in Apoc. But there aren't many units with them... one of the IG tanks, the Thunderhawk, and the 'crons can get a Hellstorm template with it. Big winner here is the Revenant - FOUR pulsar shots, each large blast strength D. Ouch!

There's nothing in these rules saying "optional" or "expansion"...

Stronghold Assault:
-Fortification rules.
-Several changes to the default rules for fortifications. Units can assault when leaving fortifications, emplaced weapons can autofire even if nobody is in them, fortifications can be captured. LOTS of changes to how battlements work, and the new rules are a lot clearer (basically "treat them as ruins and as one big access point to the building"). Damage table changed a bit, mostly to accommodate the changes to battlements and to allow the LOL massive fortifications with a -1 on the damage table. THESE rules are labeled as optional.
-Most buildings can take additional upgrades, such as extra barricades, barbed wire, tank traps, comm relays, quad guns, etc. Void shield for 25 points. BS3 autofire for 30 points.
-Individual changes:

Aegis and Bastion unchanged aside from having access to the extras.
"Imperial Strongpoint" with 1-3 bastions, 1-5 Aegis, 0-1 Skyshields, and 0-1 Honored Imperium as a single fort choice.
"Honored Imperium" includes all three of the bits from that kit. Statue still hands out fearless, the eagle and window thingy hand out Stubborn. Hm...
Rules for the Wall of Martyrs. 80 points, works like an Aegis with no weapon option, but units in one get Stubborn.
Also with a Defense Emplacement version with just the emplacements for 40 points. Heavy weapons in one of these can reroll Overwatch (meh).
Wall of Martyrs bunker, 55 points. "Wide fire points" mean eight models can fire out, not too shabby. Can take all the upgrades too.
Firestorm Redoubt, "Extra wide fire point" means six models can fire out. Quite a bit nastier with the rules changes, especially if you give it the magos machine spirit - 4x TL skyfire/interceptor lascannons is not to be sneezed at, even if they are autofire-only. Still pricey though.
Can take the Vengeance Weapon Battery with a quad icarus lascannon, still 75 points, can still take 2.
"Wall of Martyrs Defense Network" - 1=3 bunkers, 1-4 lines, 1-3 emplacements, 0-2 firestorm, 0-2 vengeance, all one choice...
NEW fort, "Promethium Relay Pipes" - think an Aegis made of gas lines. Blow up on 1/6 of successful cover saves for burny fun (i.e. it's a crappy defense line). Notable because any non-vehicle unit with a flamer within 2" can fire it as a Torrent. Helloooo, Burna Boyz. Did not actually say "unit that is not embarked on a vehicle"... Interesting choice for 40 points.
NEW fort, "Void Shield Generator". 50 points, building with no capacity except battlements (and "only" AV13). Projects a void shield out 12". Can buy two extra void shields for 25 points each.
"Void Relay Network", 1-3 Promethium Relay Pipes, 1-3 Void Shield Generators, 0-1 Honored Imperium. That's right, folks, you can multi-layer these bastards. Now you can take your vulnerable stuff and protect it inside NINE void shields for the low low price of 300 points...
Skyshield is the same excepting a special rule (for 5 points) allowing you to start a flyer on it instead of from reserve... but it has to hover the first turn. Not sure this is actually a good idea, but eh, it's fluffy.
Fortress of Redemption is mostly the same, except another 10 points gets you the "remote fire" special rule. Models in the central area can fire the guns in the other areas. Not too shabby.
The two Apoc ones are also present, though nothing is saying "for Apocalypse". Strength D weapons on each (also 500+ points cost...)
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Re: Escalation and Stronghold Assault super recap
Postby Avatar » Sat Dec 07, 2013 7:29 pm

Got asked for more super-heavy detail.

IG: Choose between eight different Baneblade variants, all 14/13/12 9 HP. Guns and points:
Baneblade: S9 AP2 10" blast, plus a demolisher cannon. 525 points
Banehammer: S8 AP3 7" blast, makes stuff take dangerous terrain tests if it doesn't die, yawn. 410 points.
Banesword: S9 AP3 10" blast, min. range 24", 430 points.
Doomhammer: S10 AP1 5" blast, 420 points.
Hellhammer: S10 AP1 7" ignores cover blast, 36" max range. 540 points.
Shadowsword: SD APwhocares large blast. 455 points.
Stormlord: S6 AP3 heavy 15, double shots if it doesn't move, plus 40 transport and 20 fire points. 480 points.
Stormsword: S10 AP1 10" blast ignores cover, 485 points.

Marine Thunderhawk: AV 12/12/10 flyer, 9 HP, 685 points. Will never be seen without a turbo-laser destructor, 90 points, gives it an SD large blast. Also some missiles and lascannons and stuffs. POTMS on a super-heavy, lol. 30 troop capacity but no special rule to drop them off without going into hover.

CSM and Daemons share the Khorne Lord of Skulls, 13/13/11 9 HP 888 points. Daemonic possession on a super-heavy, lol (also Daemon though.) Variety of gun types, most expensive of which is the S9 AP3 hellstorm template with Instant Death (and gets hot...) Skullhurler can also do an S9 AP3 10" blast that forces rerolls on successful saves. Gains an attack for every HP it loses. D melee.

Necrons get the Obelisk (335), the Tesseract Vault (315 plus lots), and the Transcendent C'Tan (420 plus lots). Obelisk is 12/12/12 6 HP and has a shedload of Tesla, plus auto-hits enemy flyers and skimmers within 24" with an S8 hit on their side armor. Meh.

Tesseract Vault is 14/14/14 9 HP and you pay tons of points for 2 and only two powers. SD hellstorm template. S7 AP3 10" apoc barrage 6. 10/8/6 15" template. 6D6 krak. S9 AP2 10" blast. And one cheap crappy gun.

C'Tan has the same weapon options, plus has to buy one of three additional powers. One of them makes anything he moves over in an 18" straight-line move take a Destroyer hit.

Ork Stompas, 770 points. S10 AP1 7" blast. Supa-gatler with S7 AP3 Heavy 2D6 and can attack 3 different units per turn (until the 2D6 rolls doubles...) D melee, of course.

Both kinds of Eldar have the Revenant Titan. 900 points. Dual pulsars, each with 2 SD large blasts per turn. Gulp. Has a sonic lance option you could take if you're a moron who doesn't want FOUR SD LARGE BLASTS A TURN. Also a crap missile launcher. Still has its super-special holofield "this is not a save so it works against D stuff too", you hit on 3+ if it did not move or 4+ if it did. Also it moves 36" and can run if you don't shoot but why do you need to run if you can move 36"?

Tau got the Tiger Shark, a flyer even the Dark Angels laugh at. 520 points. For that lordly sum, you get... 12/12/10 6 HP, twin-linked ion cannon, twin-linked missile pod, and... 14 gun drones you can deploy. Or 6 smart missiles. Oh, also two burst cannons. Yeah, just... just don't, huh?

'nids get the Harridan, 735 points. S10 T8 W8 FMC. Two bio-cannons, S10 AP3 6 shots each, so at least it can bust tank. 3+ armor save because lol. Also it can transport gargoyles if you're inclined to...

Sisters get -nothing-. Inq gets nothing too.



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Mensaje  barny_gamble el Dom Dic 08, 2013 8:08 pm

Pues no suena mal ni tan burro, en fin, una unidad de Crisis con comandante pueden caer sin dispersarse detras de un baneblade, etc.., y soltarle la mas grande de misiles de F7 con cazacarros y dejan al baneblade fuera de juego y encima el jugador Tau gana puntos extras de victoria, etc., pues fijate.

Cuando los vayais probando, por favor, comentad opiniones.

Gracias!
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Mensaje  stupendoman el Lun Dic 09, 2013 11:20 am

Fortificaciones y esccalation SnapShot%2528351%2529

Asi queda el organigrama
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Mensaje  CarlosAlvarezAmo el Jue Dic 19, 2013 9:00 pm

Ayer lo probamos Juan y yo. Efectivamente las crisis brutalizan todo.

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Mensaje  barny_gamble el Vie Dic 20, 2013 12:10 am

Tras probar Scalation, mis conclusiones:

1.- Los beneficios que dan a un ejercito sin Lord of War, son muy buenas.con

2.- Los Codex, como ayer Tau, no necesitan un Lord of War ni de lejos, es mas tienen potencial de sobra para eliminarlos hasta con facilidad.

3.- Una lista con Lord of War, muy rancia tiene que ser para poder ganar una liga y/o torneo contra las listas Competitivas Rancias de Necrones, Eldar, Taus o Flying Circus.

Por lo que no creo que sea nada desequilibrante jugar con esas reglas.
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Mensaje  Aertes D el Miér Ene 15, 2014 4:06 am

Asalto a fortalezas no es sino actualizar las reglas sobre edificios. En suma, se permite desembarcar y asaltar desde edificios, se simplifica sobremanera las reglas sobre edificios con parapetos (balcones), y se aclara que un edificio es tuyo hasta que te lo quiten, aunque no haya nadie dentro. Ademas, se aclara a que distancia hay que poner los accesorios (como el cañon de una linea aegis). Incluye tres misioncillas que no son nada del otro jueves, pero parecen curiosas.
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Mensaje  stupendoman el Miér Ene 15, 2014 5:00 am

A mi me parece una buena expansion
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