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TOPIC: Differences accross packs
#16812
Cloud Runner (User)
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Differences accross packs 6 Months ago Karma: -1  
Hi all,

Noticed a few differences between the packs concerning common themes:


1. Invasion doubles: there's a difference in the set up type and what counts as scoring.

Emperor 1.2 states:

Invasion Forces fight the Capture and Control mission using the Spearhead deployment from the 5th Edition Warhammer 40,000 rulebook. If sides are tied on Objectives then Kill Points are used to determine the victor. All walkers and nonvehicle units count as scoring unless stated otherwise.


Whereas all the other packs (including Eldar) state:

Invasion Forces fight the Capture and Control mission using the Dawn of War deployment from the 5th Edition Warhammer 40,000 rulebook. If sides are tied on Objectives then Kill Points are used to determine the victor. All walkers and nonvehicle Troops and Elites units count as scoring unless stated otherwise.



Which deployment type is to be used (all of the previous first round doubles games were spearhead) and what counts as scoring?

I assume that as Emperor 1.2 was the latest release, that it superceeds the others and they will be updated in future revisions?



2. Sabres & siege shields - they're available to emperor and Warmaster forces, but not the DA currently, though it was mentioned taht they would be available - was this just an oversight on the 1.3 version?



3. Deathstorm drop pods - currently only in the Warmaster pack. I am assuming that Emperor and Dark Angel armies can still sue them, but must use the FW rules?

Are they going to use the FW points costs and which FW rules do they use? Is it the Imperial Armour 2 update that you can down load as a pdf, or the rules as found in Imperial Armour: Apocolypse 2? Not massively different, but I think the IA: Apoc 2 rules clear up some of the ambigous points such as when it fires and where ranges are measured from etc.

Currently assuming the above to be correct, Loyalist and DA armies will get cheaper gun pods than the Warmaster forces - stitch that traitors!


4. Sternguard with Vengeance rounds - explicitly mentioned as unavailable for Emperor and Warmaster armies, but no mention of in the Dark Angel pack - do I assume correctly that we get some new toys that the others dont't, as a throwback to plasma love of old?


That's all I've noticed at the moment, but if anyone else notices any other cross pack discrepancies etc (often with same named rules but different ffects last time round) please post them here for ease of collation.

Thanks in advance to Ulf & the team for any answers etc.
 
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Last Edit: 2010/03/10 13:44 By Cloud Runner.
 
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#16814
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Re:Differences accross packs 6 Months ago Karma: 3  
Well spotted all of those,
although I think the main point is the Spearhead/Dawnofwar deployment as they are very different and may affect many lists.

Cant remember off the top of head but didn't the IA update reduce deathstorms to BS:2.
 
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Last Edit: 2010/03/10 13:59 By CmdrLaw.
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#16827
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Re:Differences accross packs 6 Months ago Karma: -1  
Spotted another one.

Twin-linked assault cannons - Warmaster pack says that an assault cannon is replaced with a twin-linked autocannon and that a twin-linked assault cannon is replaced with a quad gun - see Planetstrike book.

Emperor and Dark Angel packs state that the twin-linked assault cannon is replaced with two twin-linked autocannons.


As an alternative, perhaps replace them with an exterminator autocannon from the IG codex, with a simple statline entry? Does the same job without making it too harsh.



Also a point on the Invasion games. Looks similar to potential problems with the Deathblow games from last year - take a 50point techmarine as the compulsory unit and then load up on other stuff.

And, going with a Dawn of War deployment, there could very well be no units deployed on the table. DoW allows up to 1 HQ and up to 2 Troops (presumably per player, not per team) but as the compulsory unit is an elites choice (which can hold objectives), players may not have any troops or HQ in their armies, therefore being prevented from deploying anything on the table at the start - is that intentional?
 
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Last Edit: 2010/03/10 20:36 By Cloud Runner.
 
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#16832
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Re:Differences accross packs 6 Months ago Karma: 4  
Oooh like the Exterminator fix. Simple ftw.

In the last Warmaster pack they had better (And cheaper) access to "Fell" superheavy variants than the loyalists.
 
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Re:Differences accross packs 5 Months, 3 Weeks ago Karma: -1  
Great to see a fix on the Elites slot for Invasion across the board, Vengeance rounds and the sabre siege shields in DA v2.0.


Still a disparity on the Invasion set up and twin-linked assault cannon replacements between packs.

Furthermore, which force org chart do we use on cityfights? Standard, or the Hit & Fade form the book? (I'm assuming standard, but ya never know)

Also, in the Dark Angel Pack, it references superheavy vehicles in the HAF - are the standard (i.e. BS 3) vvehicles allowed such as the macahrius, stormblade etc, or is it only the Fellswords/Fellblades etc?
 
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