Cavalieri Grigi - Mi sa che è la volta buona!!!
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InqBantoo
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 Messaggio Inviato: Lun Gen 10, 2011 11:06:47    Oggetto:
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AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHH!!!

bisaw bisaw bisaw

https://www.games-workshop.com/gws/content/article.jsp?aId=14300088a&_requestid=2072895

In arrivo: Cavalieri Grigi
— Articolo di Adam Troke

Mentre si preparava allo scontro finale con Horus il traditore, l'Imperatore concesse all'Umanità un ultimo dono, a tutela e protezione contro gli orrori del Warp: i Cavalieri Grigi. Fratellanza segreta di guerrieri scelti, questi possenti combattenti sono la linea d'acciaio e argento che si erge scintillante a dividere l'Umanità dai Demoni del Caos.

Termine di paragone per tutto l'Imperium per quanto riguarda fortezza mentale e disciplina marziale, i Cavalieri Grigi vegliano, eterne sentinelle contro le incursioni demoniache, e rispondono con la furia del giusto ai rampolli degli Dei Oscuri e a chi viene a patti con essi.

Coperti da barocche armature Terminator ed armati di micidiali strumenti di morte come requiem d'assalto e armi psioniche Nemesis, questi valorosi si abbattono sul nemico, scatenando un assalto di poteri psionici e facendo a brandelli chiunque si opponga.

Essi sono una forza inarrestabile, la manifestazione della volontà dell'Imperatore stesso, prodi guerrieri che sacrificano di buon grado la propria parte umana per assicurare la sopravvivenza dell'Umanità tutta.

Ad aprile Games Workshop pubblicherà il Codex Cavalieri Grigi, assieme a una vastissima gamma di miniature Citadel magnificamente dettagliate. I dettagli sono ancora coperti da ferreo segreto, ma aspettati una splendida scelta di kit di plastica con cui potrai assemblare il tuo esercito di Cavalieri Grigi.

Nel corso delle prossime settimane ti daremo altri dettagli, sia qui sul sito web di Games Workshop che sulle pagine di White Dwarf. Assicurati di essere il primo a conoscere le novità: iscriviti alla newsletter di Games Workshop e tieni d'occhio il blog Novità del giorno.
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 Messaggio Inviato: Lun Gen 10, 2011 11:54:27    Oggetto:
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Vedi che dovevi aver fiducia asd
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GabBorg
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 Messaggio Inviato: Lun Gen 10, 2011 12:09:21    Oggetto:
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EVVAI!!!!! GRANDE!!!!

Ora il dio che ispira le scelte della GW dovrebbe concentrarsi su Tau e Necron big grin
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 Messaggio Inviato: Lun Gen 10, 2011 16:06:45    Oggetto:
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GabBorg ha scritto:
EVVAI!!!!! GRANDE!!!!

Ora il dio che ispira le scelte della GW dovrebbe concentrarsi su Tau e Necron big grin


festa Ballerine festa Ballerine festa Ballerine
rulezlove vittoria rulezlove vittoria rulezlove vittoria

si sembra che i rumors + attendibili diano questi 2 codex, ma intervallati da un capitolo di SM, non si sa ancora quale, ma ne rimangono pochini da rifare... templari e DA... se mi rifanno sia i templari che i cavalieri lo stesso anno sono FOTTUTO!!!

cmq bisogna vedere cosa faranno prima fra necron e tau... l'altro codex aspetterebbe almeno 7/8 mesi...
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 Messaggio Inviato: Ven Gen 28, 2011 14:54:33    Oggetto:
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ultimissime news rilasciate oggi:

The Grey Knights are getting a new unit or they are getting an upgrade that causes an automatic hit to any enemy model in base-to-base with them. This hit wounds on a 4+ regardless of enemies toughness with normal saves allowed and occurs before ALL attacks (think old mandiblasters), but still adds to combat resolution at the end of combat.

traduzione: i gk avranno una nuova unità o un upgrade che causa un colpo automatico a tutti i modelli nemici in contatto di base con loro. Questi colpi feriscono al 4+ indipendentemente dall resistenza dle bersaglio e consentono i tiri salvezza(armatura,TI) e vengono effettuati prima degli attacchi da mischia normali,inoltre le ferite provocate da questi colpi contano ai fini della risoluzione del combattimento.....

e in + vi linko il pdf del riassunto fatto da Eltharion di tilea

http://www.mediafire.com/?l2npprwn4v7h6y7
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 Messaggio Inviato: Ven Gen 28, 2011 15:41:41    Oggetto:
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GabBorg ha scritto:
ultimissime news rilasciate oggi:

The Grey Knights are getting a new unit or they are getting an upgrade that causes an automatic hit to any enemy model in base-to-base with them. This hit wounds on a 4+ regardless of enemies toughness with normal saves allowed and occurs before ALL attacks (think old mandiblasters), but still adds to combat resolution at the end of combat.

traduzione: i gk avranno una nuova unità o un upgrade che causa un colpo automatico a tutti i modelli nemici in contatto di base con loro. Questi colpi feriscono al 4+ indipendentemente dall resistenza dle bersaglio e consentono i tiri salvezza(armatura,TI) e vengono effettuati prima degli attacchi da mischia normali,inoltre le ferite provocate da questi colpi contano ai fini della risoluzione del combattimento.....

e in + vi linko il pdf del riassunto fatto da Eltharion di tilea

http://www.mediafire.com/?l2npprwn4v7h6y7


si pare che sia una delle possibilità per "l'Olocausto", anche se non è chiaro se rimane un potere psi o diventa una qualche abilità...
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 Messaggio Inviato: Gio Feb 10, 2011 12:31:44    Oggetto:
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terzo giro di rumors... molto bello... molto molto bello!!!

Army Wide Rules:
Aegis: Psykers targeting a squad with Aegis suffer -1 Ld. Psykers within 12" of a dreadnought with Reinforced Aegis suffer -4 Ld.
And They Shall Know No Fear
Combat Squads
Psyker Pilots
Brotherhood of Psykers
Psyker Mastery Levels: Character can use 1 psychic power per turn for each level (so 2 powers per turn at level 2).
Preferred Enemy: Demons

Wargear:
Nemesis Force Halberds: +1 Initiative.
Psycannon: Str 7 AP 4 36" Assault 2/Heavy 4, Rending
Incinerator: Str 5 AP 4 Template, Rending
Personal Teleporter: Unit can move as though they have a jump pack. Once per game, the unit may move 30", but may not assault afterwards.

Psychic Powers:
Hammer Hand: +1 strength in Close Combat
Warp Quake: Any deepstriking unit that lands within 12" suffers automatic mishap.
Holocaust: S5 AP - Large Blast 12"
Quicksilver: Unit becomes Initiative 10
Warp-Rift: Template that auto removes models from play
The Summoning: A single friendly unit that is anywhere on the table is placed within 6" of the librarian and counts as deepstriking.
Smite: As C:SM
Might of Titan: Beginning of librarians assault phase. Unit within 6" gains +1 str and extra D6 armour pen vs vehicles. Bonus is cumulative with hammerhand.
The Shrouding: Opponents shooting phase. All units within 6" gain stealth (minimum 5+ cover in the open).
Mind Blades: Start of any assault phase. One enemy unit within 6" loses 1 toughness for the rest of the assault phase.
Vortex of Doom: As C:SM
Sanctury: Enemy assault phase. Enemy units wishing to assault any Grey Knight within 12" of librarian must make a difficult AND dangerous terrain test.
Psychic Communion (Grandmaster and Captain only): Take a psychic test. If passed, you may modify any reserve rolls by + or -1.
Heroic Sacrafice (Champion only): During any assault phase and when the "chaplain" dies. If the psychic test is passed, make one attack against any one model that is in base to base with the champion. If the attack hits, the model is removed as a casualty with no saves. If it misses, there is no effect.
Cleansing Flame (Purifiers only): Start of any assault phase. All enemy models that are part of the same assault suffer a wound on a 4+ before any blows are struck with saving throws allowed. Casualties count towards combat resolution.
Astral Aim (Purgation Squad only): Shooting Phase. Unit and attached characters may fire at any unit in range and regardless of line of sight. Target automatically gets a 4+ cover save that cannot be modified.
Reconstruction (techmarines only): Beginning of techmarine's movement. Re-roll any repair roll.
Fortitude (Vehicle only): At the start of Grey Knight player's turn, removes any shaken or stunned results.
Zone of Banishment(Captain Stern only): During Stern's assault phase. All models (friend and foe, but NOT stern) within 6" make a strength test or are removed from play. Demons must re-roll successful tests.


Grey Knight Retinue:

Apothicary: ? BS ? S ? T ? W ? I ? A ? Ld ? Sv ? 75 Points
Wargear: Reducter, Narthecium
Options: ?
Special Rules: Feel No Pain.


HQ
Special Characters:
Lord Draigo: WS 7 BS 6 S 5 T 5 W 4 I 5 A 5 Ld 10 Sv 2+ Points 275
Wargear: Titan Sword (str 10 vs demons and psykers), Storm Shield, Frag, Krak, Psyk-out grenades
Options: ?
Special Rules: Lord of Titan (take Paladins as troops), Psychic Mastery 2, Eternal Warrior
Psychic Powers: Hammer Hand, Psychic Communion, Cleansing Flame

Grand Master Mordrack: Storm Raven cost

Brother Captain Stern: WS ? BS ? S ? T ? W ? I ? A ? Ld ? Sv ? Points ?
Wargear: ?
Options: ?
Special Rules: Psychic Mastery 2
Psychic Powers: Hammer Hand, Zone of Banishment, Psychic Communion.

Castellan Crowe: WS ? BS ? S ? T ? W ? I ? A ? Ld ? Sv ? Points ?
Wargear: ?
Options: ?
Special Rules: Psychic Mastery 1
Psychic Powers: Hammer Hand, Heroic Sacrifice, Cleansing Flame

Inquisitor Corteaz: WS ? BS ? S ? T ? W ? I ? A ? Ld ? Sv ? Points 100
Wargear: ?
Options: ?
Special Rules: Psychic Mastery 2, Henchmen may be taken as troops
Psychic Powers: Hammer Hand, Sanctuary, Mind Blades

Inquisitor Karamazov - Witch Hunter
Inquisitor Valeria - Xenos Hunter

Standard:
Grand Master: ?
Wargear: ?
Options: ?
Special Rules:
Psyker Level 1
Make Paladins troops.
Pick D3 Units and give them a special rule:
1) Makes them scoring (kinda neat for dread and or elite paladins)
2) Makes them re roll 1s to wound all game
3) Makes them have counter attack USR.
4) Makes them Scout
Note: All these units are affected by the one choice.
Psychic Powers: Hammerhand, Psychic Communion

Brother Captain: WS ? BS ? S ? T ? W ? I ? A ? Ld ? Sv ? Points ?
Wargear: ?
Options: ?
Special Rules: Psyker level 1.
Psychic Powers: Hammer Hand, Psychic Communion.

Brotherhood Champion: WS 7 BS ? S ? T ? W ? I ? A ? Ld ? Sv ? Points ? (chaplain)
Wargear: ?
Options: ?
Special Rules: Psyker Level 1
Psychic Powers: Hammerhand, Heroic Sacrafice.

Librarian: WS ? BS ? S ? T ? W ? I ? A ? Ld ? Sv ? 150 Points
Wargear: ?
Options: Upgrade to Psyker Mastery 3 +50 points. Take additional psychic powers for +5 points each.
Special Rules: Psyker Mastery 2
Psychic Powers: Hammer Hand

Ordo Malleus Inquisitor
Ordo Hereticus Inquisitor
Ordo Xenos Inquisitor
Inquisitor: WS 4 BS 4 S 3 T 3 W 3 I 4 A 3 Ld 10 Sv ? 25 Pts
Wargear: Something exactly like a Dijin Blade, Forcefield, enemy takes save vs wound or die (like lucas the trickster)
Options: Psycher Mastery 1?
Special Rules: Stubborn, Independent Character, Henchmen Retinue (3-12)

Inquisitorial Henchmen:
Arco Flagelant: ?
Wargear: Close Combat Weapon
Special Rules: Feel No Pain

Banisher: ?
Wargear: ?
Options: Eviscerator
Special Rules: Demons within 6" re-roll successful invulnerable saves.

Crusader: ?
Wargear: Power Weapon, Storm Shield.
Options:?
Special Rules: ?

Demonhost: ?
Wargear: ?
Options: ?
Special Rules: ?

Deathcult Assassin: WS? BS ? S ? T ? W ? I ? A ? Ld ? Sv 5++ ? Points
Wargear: 2 Power Weapons.
Options: ?
Special rules: ?

Servitor: ? Cheap
Wargear: Heavy Bolter or Multi-melta
Options: Up to 3 can be armed with Plasma Cannons
Special Rules: Mindlock without inquisitor

Weaponsmith: ?
Wargear: Creates weapons like oblitorater (Lascannon, multi-melta, heavy Flamer)
Options: ?
Special Rules: Roll D6 each turn and add +1 starting at second turn. Bonus applies to squad:
1) no effect.
2) +12? range to all guns.
3) Armor saves improved by one.
4) All shooting weapons become rending
5) All models gain a 5+ invuln
6) "The Works": Roll twice on the table and apply both results. No result can be taken twice.

Mystic: ?
Wargear: ?
Options: ?
Special rules: Teleport homer.

Psyker: ?
Wargear: ?
Options: ?
Special Rules: Same as blast in IG Psyker Battle Squads.

Warrior Acolyte: Basic Guardsman or stormtrooper?
Wargear: Laspistol and Chainsword
Options: Bolt Gun, Storm Bolter, Hot-shot Lasgun, Combi-weapon, Powersword or plasma pistol, storm shield, power fist, carapace armor, power armor, melta bombs
Special Rules: ?

Elites:
Techmarine: WS ? BS ? S ? T ? W ? I ? A ? Ld ? Sv ? Points ?
Wargear: ?
Options: ?
Special Rules: Psychic Mastery 1
Psychic Powers: Hammer Hand, Reconstruction

Purifier Squad: WS ? BS ? S ? T ? W ? I ? A ? Ld ? Sv ? Points ?
Wargear: ?
Options: ? Anti-horde
Special Rules: Psyker level 1
Psychic powers: Hammer Hand, Cleansing Flame


Venerable Dreadnought: WS ? BS ? S ? T ? W ? I ? A ? Ld ? Sv ? Points ?
Wargear: ?
Options: ?
Special Rules: Psyker
Psychic Power: Fortitude

Paladin Squad
Paladin Terminator: WS 5 BS 4 S 4 T 4 W 2 I 4 A 2 Ld 10 Sv 2+/4++ Points 55
Squad Size: 1 - ?
Weapons: Storm Bolter, Frag Grenades, Krak Grenades, Nemesis Force Halberd
Options: Psychout grenades, Brotherhood Banner, Nemesis Demon Hammer, Pair of Nemesis Falchions, Nemesis Warding Stave, Psycannon, Incinerators, Psylencers, Apothecary, Banner of Brotherhood, Psybolt Ammo, Master craft any weapon +5 points.
Special Rules: Psyker Level 1
Psychic Powers: Hammer Hand, Holocaust

Callidus 145 Points

Eversor 130 Points

Vindicare 145 Points
Wargear: Exitus Rifle (AP 1 Sniper Rifle)
Options: ?
Special Rules: Choose any model as target (not just unit), 4d6 armor penetration, always wounds on a 2, remove invulnerable save from target for rest of game, Stealth, Feel No Pain (6+)

Culexus 135 Points

Assassin Profile: WS 8 BS 8 S 4 T 4 W 2 I 7 A 4 Ld 10 Sv 4++ Points: See temple
Wargear: ?
Rules: Feel No Pain, Dodge Save

Inquisitorial Henchmen Warband

Troops:
Grey Knight Terminator Squad
Grey Knight Terminator: WS 4 BS 4 S 4 T 4 W 1 I 4 A 2 LD 9 Sv 2+/5++ 40 Points
Wargear: Storm Bolter, Nemesis Force Weapon, Frag Grenades, Krak Grenades.
Options: Psybolt ammo
Special Rules: Psychic Mastery 1
Psychic Powers: Hammer Hand

Special Upgrade Character - Justicar Thawn: WS ? BS ? S ? T ? W ? I ? A ? Ld ? Sv2+/ ?++ ? Points
Wargear: ?
Options: ?
Special Rules: 4+ will be back.

Grey Knights Strike Squad (the regular GK's)
Grey Knight: WS 4 BS 4 S 4 T 4 W 1 I 4 A 1 LD 8 Sv 3+ 20 Points
Wargear: Storm Bolter, Nemesis Force Sword.
Options: Psybolts, Personal Teleporters
Special Rules: Psyker Level 1
Psychic Powers: Hammer Hand, Warp Quake.

[Transports]
Rhino
Wargear: ?
Options: ?
Special Rules: Psyker
Psychic Power: Fortitude

Razorback
Wargear: ?
Options: ?
Special Rules: Psyker
Psychic Power: Fortitude

Chimera

Fast:
StormRaven: 205 Points
Wargear: ?
Options: ?
Special Rules: Psyker
Psychic Power: Fortitude


Heavy Support:
Purgation Squad
Grey Knight:WS 4 BS 4 S 4 T 4 W 1 I 4 A 1 LD 8 Sv 3+ 20 Points
Wargear: Storm Bolter, Nemesis Force Weapon, 4x Incinerators, Frag Grenades, Krak Grenades
Options: Replace Incinerators with Psycannons at +20 points each, Psilencers for +? points.
Special Rules: Do not need line of sight.

Dreadnought
Wargear: ?
Options: ?
Special Rules: Psyker
Psychic Power:Fortitude


Nemesis Dreadknight (MC): WS 5 BS ? S 7 T 7 W 4 I ? A 3 Sv 2+/4++ 130 Points
Wargear: Heavy Psycannon, Super Incinerator, 2 close combat weapons.
Options: Personal Teleporter +75 Points
Special Rules: Monsterous Creature, Deepstrike, Psychic Mastery 1
Psychic Powers: Hammer Hand, Holocaust.


Land Raider (and variants, including redeemer)
Wargear: ?
Options: ?
Special Rules: Psyker
Psychic Power: Fortitude


Units tied to unknown Special Character:
Ghost Knights - Terminator retinue that increases in size with each wound the character takes.
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 Messaggio Inviato: Gio Feb 10, 2011 12:37:09    Oggetto:
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e ancora:

Unit Breakdown
Special Characters:
Lord "Draigo" LR cost.
Grand Master "Mordrack" Storm Raven Cost
Brother Captain Stern
Castellan Crowe

Inquisitor Corteaz
Inquisitor Karamazov
Inquisitor Valeria

HQ
Grand Master
Brother Captain
Brotherhood Champion
Librarian
Ordo Malleus Inquisitor
Ordo Hereticus Inquisitor
Ordo Xenos Inquisitor

Elites
Techmarine
Purifier Squad
Venerable Dreadnought
Paladin Squad
Callidus
Eversor
Vindicare
Culexus
Inquisitorial Henchmen Warband

Troops
Grey Knight Terminator Squad
Special Upgrade Character - Justicar Thawn
Grey Knights Strike Squad (the regular GK's)

Transports
Rhino
Razorback
Chimera

Fast
StormRaven

Heavy Support
Purgation Squad
Dreadnought
Nemesis Dreadknight (MC)
Land Raider (and variants, including redeemer)

Unit Notes
Grand Master Rumors
Pick D3 units during deployment and giving them a special rule:
Makes them scoring (kinda neat for dread and or elite paladins)
Makes them re roll 1s to wound all game
Makes them have counter attack USR.
Makes them Scout
All these units are affected by the one choice.

No Drop Pods
But GK strike squads are supposed to be able to take personal teleporters. This makes them jump infantry. And once per game it is rumored to allow them to make a 30" move, just move... not a on table deep strike. they Can shoot when they do this, but not charge.

Paladins: 2 wounded terminators (they can have an apothecary in the squad)

Purifiers: Grey Knights that have a lot of anti horde options, they are the ones with the power that will do a wound on every engaged enemy model in cc on 4+.

Terminators equipped with frag and krak grenades.

Psychic Powers
Hammer Hand: +1 strength in Close Combat
Warp Quake: Any deepstriking unit that lands within 12" suffers automatic mishap.
Holocaust: S5 AP - Large Blast 12"
Quicksilver: Unit becomes Initiative 10
Warp-Rift: Template that auto removes models from play
The Summoning: A single friendly unit that is anywhere on the table is placed within 6" of the librarian and counts as deepstriking.
Smite: As C:SM
Might of Titan: Beginning of librarians assault phase. Unit within 6" gains +1 str and extra D6 armour pen vs vehicles. Bonus is cumulative with hammerhand.
The Shrouding: Opponents shooting phase. All units within 6" gain stealth (minimum 5+ cover in the open).
Mind Blades: Start of any assault phase. One enemy unit within 6" loses 1 toughness for the rest of the assault phase.
Vortex of Doom: As C:SM
Sanctury: Enemy assault phase. Enemy units wishing to assault any Grey Knight within 12" of librarian must make a difficult AND dangerous terrain test.
Psychic Communion (Grandmaster and Captain only): Take a psychic test. If passed, you may modify any reserve rolls by + or -1.
Heroic Sacrafice (Champion only): During any assault phase and when the "chaplain" dies. If the psychic test is passed, make one attack against any one model that is in base to base with the champion. If the attack hits, the model is removed as a casualty with no saves. If it misses, there is no effect.
Cleansing Flame (Purifiers only): Start of any assault phase. All enemy models that are part of the same assault suffer a wound on a 4+ before any blows are struck with saving throws allowed. Casualties count towards combat resolution.
Astral Aim (Purgation Squad only): Shooting Phase. Unit and attached characters may fire at any unit in range and regardless of line of sight. Target automatically gets a 4+ cover save that cannot be modified.
Reconstruction (techmarines only): Beginning of techmarine's movement. Re-roll any repair roll.
Fortitude (Vehicle only): At the start of Grey Knight player's turn, removes any shaken or stunned results.
Zone of Banishment(Captain Stern only): During Stern's assault phase. All models (friend and foe, but NOT stern) within 6" make a strength test or are removed from play. Demons must re-roll successful tests.
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 Messaggio Inviato: Gio Feb 10, 2011 14:10:25    Oggetto:
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Beh direi che ci siamo!!!!

Manca solo una data smile
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 Messaggio Inviato: Lun Feb 14, 2011 11:53:13    Oggetto:
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Vai Tambu, fatti il pippone a due mani asd
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InqBantoo
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 Messaggio Inviato: Lun Feb 14, 2011 12:55:14    Oggetto:
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OMMADONNINA SANTA MA CHI E' GUNDAM??????????????

speriamo bene perchè qua c'è aria di puttanata... shock
avete provato a mettere a tutto schermo la panoramica?? a parte i 2 gundam vengono fuori anche un bel po' di orpelli sulle miniature!!!

Ballerine Ballerine Ballerine

li voglio SPANATI FINO AL MIDOLLO UN CODEX DA FAR SCHIFO DA TANTO E' POMPATO CON UNITA' ENORMI E COSTI RIDICOLI!!! arf arf AAAAAAARRRRFFFFFFF!!! cool
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 Messaggio Inviato: Lun Feb 14, 2011 13:59:05    Oggetto:
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InqBantoo ha scritto:

li voglio SPANATI FINO AL MIDOLLO UN CODEX DA FAR SCHIFO DA TANTO E' POMPATO CON UNITA' ENORMI E COSTI RIDICOLI!!! arf arf AAAAAAARRRRFFFFFFF!!! cool


Bene, ma tanto verrai preso per il kulo fino alla morte per il Voltron semovente...
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 Messaggio Inviato: Lun Feb 14, 2011 14:11:26    Oggetto:
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Sisma ha scritto:
InqBantoo ha scritto:

li voglio SPANATI FINO AL MIDOLLO UN CODEX DA FAR SCHIFO DA TANTO E' POMPATO CON UNITA' ENORMI E COSTI RIDICOLI!!! arf arf AAAAAAARRRRFFFFFFF!!! cool


Bene, ma tanto verrai preso per il kulo fino alla morte per il Voltron semovente...

temo ank'io.... Sad
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 Messaggio Inviato: Lun Feb 14, 2011 17:16:56    Oggetto:
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No fermi! Qui si critica un robottone alla gundam? Siamo impazziti!
Se mi dite che è + bella la scatola di tonno con due braccia e due zampe vi uccido!!!!

Da che mondo e mondo i mobile suit dovrebbero essere così!!!!!
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Registrato: 31/07/06 09:28
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Residenza: Fortezza Crociata Sfonda'anus

 Messaggio Inviato: Mar Feb 15, 2011 09:39:22    Oggetto:
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GabBorg ha scritto:
No fermi! Qui si critica un robottone alla gundam? Siamo impazziti!
Se mi dite che è + bella la scatola di tonno con due braccia e due zampe vi uccido!!!!

Da che mondo e mondo i mobile suit dovrebbero essere così!!!!!

hmm ma cosa ci sta a dire con warhammer??? non mi sembra molto in BG... spero solo che non ritirino fuori le "collaborazioni" con i tau... se hanno ceduto la tecnologia per fare le armature vomito...


qua qualche analisi sui rumors.. MOOOLTO INTERESSANTE!!!

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…

Cool 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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