Search found 41 matches
- Sat Mar 28, 2015 5:39 pm
- Forum: Warhammer® 40,000® Armageddon™
- Topic: Vulkans Wrath is brutally hard
- Replies: 32
- Views: 12372
Re: Vulkans Wrath is brutally hard
Yeah we were talking about different things. Such a ROF does not exist in Armageddon to my knowlege. Every stregth of a unit shoots a natural number of shots so the overall shots are always unit stregth times number of shots. What I don't know is, how that works with initiative. The faster unit sho...
- Mon Feb 23, 2015 4:32 am
- Forum: Warhammer® 40,000® Armageddon™
- Topic: How does it work: Wounds
- Replies: 4
- Views: 2058
Re: How does it work: Wounds
I think you misunderstood the first formula, the 100 is supposed to be 100% - AP%, which is the same thing as yours (least if I'm reading your acronyms right). Lootas have -1% chance in both The ork tank with thew belly gun tends to do fairly well, not the best but an annoying unit. The chance for s...
- Sun Feb 15, 2015 9:34 am
- Forum: Warhammer® 40,000® Armageddon™
- Topic: My Steel Legion Flamers are not assaulting
- Replies: 6
- Views: 2779
Re: My Steel Legion Flamers are not assaulting
They have the assault skill because they need it to hit. Basically their range is so short they need to close to melee to shoot. They have no regular shooting attack, that is why the orks always get to shoot at them first.
- Sat Feb 14, 2015 10:48 pm
- Forum: Warhammer® 40,000® Armageddon™
- Topic: V1.04 bugs
- Replies: 12
- Views: 4339
Re: V1.04 bugs
This has been brought up before iirc. If I'm not mistaken the "win" for getting the titan there happens after the "lose" from time up, so you need to get it there a turn early. Also for Hades Trap this is the case in several campaign missions. There tends to be a high point, and ...
- Sat Feb 14, 2015 10:43 pm
- Forum: Warhammer® 40,000® Armageddon™
- Topic: My Steel Legion Flamers are not assaulting
- Replies: 6
- Views: 2779
Re: My Steel Legion Flamers are not assaulting
Only one attack. They have one weapon, the flamer, which attacks in melee. They have nothing else. When you have a flamer weapon instead of a power sword or equiv the animation is firing the flamer, not the power sword or equiv one.
- Fri Feb 06, 2015 4:00 pm
- Forum: Mods and Scenario Design
- Topic: tyranids stats crunching and idea thread (community project)
- Replies: 39
- Views: 16016
Re: tyranids stats crunching and idea thread (community proj
And hybrids. Killing terminators on a 2+ since the dark age of technology :-D It's a reference to Space Hulk. Hybrids would get random heavy weapons. The beamer was awesome! Space Hulk also had terminators dying horribly to genestealers. Broodlords were terrifying. That said, normal/AT variants are...
- Wed Feb 04, 2015 3:55 am
- Forum: Mods and Scenario Design
- Topic: tyranids stats crunching and idea thread (community project)
- Replies: 39
- Views: 16016
Re: tyranids stats crunching and idea thread (community proj
wait a second! wait a second here, are you saying that you know the devs are working to add a trait that increases friendly units cover saves? is it coming in the expansion pack? :shock: if that's the case, that's awesome news, shroud cover is a very important faction trait for the nids. Sadly I do...
- Mon Feb 02, 2015 4:01 pm
- Forum: Mods and Scenario Design
- Topic: tyranids stats crunching and idea thread (community project)
- Replies: 39
- Views: 16016
Re: tyranids stats crunching and idea thread (community proj
hey dayta, a few questions and notes: 1. shouldn't maleceptor have some sort of melee attack? i'm pretty positive that i read somewhere that it has it. besides, look at it's huge talons. :shock: It does, but its actualy weaker in melee than the other MCs, but I figured since the psyker attack was s...
- Sun Feb 01, 2015 5:26 am
- Forum: Mods and Scenario Design
- Topic: tyranids stats crunching and idea thread (community project)
- Replies: 39
- Views: 16016
Re: tyranids stats crunching and idea thread (community proj
Yay life, least I got girl scout cookiees. Also edited in the ymgarl genestealers into the post that had the other variants and nerfed the Broodlords a bit. This is the stuff from the Leviathan expansion and should be the last of the units. Let me know of I missed any or if you have feedback on them...
- Sun Feb 01, 2015 5:01 am
- Forum: Warhammer® 40,000® Armageddon™
- Topic: All Ultramarines
- Replies: 2
- Views: 1934
Re: All Ultramarines
1. Regular squads with grav guns, standard Land Raiders, and Land Raider Achilles. The Hellfire Dreadnought is also decent after you get it some vet 2. Dreadnoughts are your friends and a lot of Infantry is required imo compared to steel legion. Consider using scout squads to gain vet, then upgrade ...
- Wed Jan 28, 2015 6:44 pm
- Forum: Mods and Scenario Design
- Topic: tyranids stats crunching and idea thread (community project)
- Replies: 39
- Views: 16016
Re: tyranids stats crunching and idea thread (community proj
More Stats! Should be the last of the Codex Units. Next will do the stuff from the Leviathan Expansion book. Hopefully will be posted by end of today where I live. Tervigon 2 "variants" representing the same thing. Basically to represent the termaguants that spawn from the Tervigon, either...
- Wed Jan 21, 2015 10:03 pm
- Forum: Mods and Scenario Design
- Topic: tyranids stats crunching and idea thread (community project)
- Replies: 39
- Views: 16016
Re: tyranids stats crunching and idea thread (community proj
hey no worries, real life comes first, take your time. :D besides, we are way ahead of schedule in terms of stats crunching. i need some clarification guys regarding the carnifex and tyrants and flying tyrants variants and their cost. lets see if i get this right: ( note: i need very specific input...
- Wed Jan 21, 2015 12:50 am
- Forum: Mods and Scenario Design
- Topic: tyranids stats crunching and idea thread (community project)
- Replies: 39
- Views: 16016
Re: tyranids stats crunching and idea thread (community proj
Sorry for nothing yesterday, life happened and forgot. Anyway, here are the warriors and their variants. Did not include all possible weapons/combinations for the units, but included the primary variants This is mainly because the other options did not seem to add much to what the unit already does ...
- Mon Jan 19, 2015 5:54 am
- Forum: Warhammer® 40,000® Armageddon™
- Topic: Act 2 Mission 2 (Breakthrough Operation) seems impossible..
- Replies: 22
- Views: 11842
Re: Act 2 Mission 2 (Breakthrough Operation) seems impossibl
Killing Ork Heavy Armor: Shadowswords are actually pretty good at this (and killing titans) and one of the few superheavies truly worth it. Otherwise Laser Destroyers (upgraded) or Land Raider Achilles do well. Killing Ork Infantry: Try the Land Raider Crusader/Redeemer variants. Both typically kill...
- Mon Jan 19, 2015 4:50 am
- Forum: Mods and Scenario Design
- Topic: tyranids stats crunching and idea thread (community project)
- Replies: 39
- Views: 16016
Re: tyranids stats crunching and idea thread (community proj
More unit stats! Didn't complete a while section, but did some bread and butter units. Tried to make the Tyrants scary/worth it. But first, replies. hey dayta, is the range of exocrines bioplasma cannon a typo? it's pretty much an artillery unit, so the plasma cannon's range should be at least aroun...
- Mon Jan 19, 2015 12:10 am
- Forum: Mods and Scenario Design
- Topic: tyranids stats crunching and idea thread (community project)
- Replies: 39
- Views: 16016
Re: tyranids stats crunching and idea thread (community proj
An overall response to Xadie's points, then I'll get to doing more unit stats. Hammer of Wrath: I've been largely ignoring this. The reasons are twofold. First is that units already in game that should have it don't, and including it would require editing those units too for balance. Second is I thi...
- Sun Jan 18, 2015 3:40 am
- Forum: Mods and Scenario Design
- Topic: tyranids stats crunching and idea thread (community project)
- Replies: 39
- Views: 16016
Re: tyranids stats crunching and idea thread (community proj
Same, I got confused as to what you were referencing when you said they have it all, my bad. Nah, I was confused because I looked at first in the Apocalypse book from 2008 >_< No problem, they've released like 3 or 4 versions of the most common big guys/lords of war. Here is the Heavy Support ideas...
- Sun Jan 18, 2015 2:49 am
- Forum: Mods and Scenario Design
- Topic: tyranids stats crunching and idea thread (community project)
- Replies: 39
- Views: 16016
Re: tyranids stats crunching and idea thread (community proj
Tomorrow is off so should get some rough stats for a lot of those up if you don't mind me doing that. Just fire away! ;) Also as far as i know: all hierophant come with two Bio-cannons, Spore Cloud, Scything Talons, Lash Whip and Toxic miasma. But they have the option to get max one upgrade which i...
- Sun Jan 18, 2015 1:33 am
- Forum: Mods and Scenario Design
- Topic: tyranids stats crunching and idea thread (community project)
- Replies: 39
- Views: 16016
Re: tyranids stats crunching and idea thread (community proj
Well the Hierophant has no variants. It's a complete package with all the joy. Two Bio-cannons, Spore Cloud, Scything Talons, Lash Whip and Toxic miasma. The top it off it has regeneration and is agile :shock: Spore Cloud works only against infantry. Lash Whips provide an initiative bonus at melee....
- Sat Jan 17, 2015 8:31 pm
- Forum: Mods and Scenario Design
- Topic: tyranids stats crunching and idea thread (community project)
- Replies: 39
- Views: 16016
Re: tyranids stats crunching and idea thread (community proj
I've taken a high HP, low defense approach so far. On table top most tyranid creatures aren't that hard to hurt, but take a lot of punishment. I've also neglected to provide stats, primarily because last time I knew GW did not like that and dedicated warhammer forums try to discourage it (GW are ver...