half the battle for comp play is understanding ur opponents army now you dont need to know everything about the codex but i do think having some cliff notes that will tell you the basics about each army the specific rules for that codex and list ull end up seeing or could see will help you decide on a battle plan im going to do this as a 2 part series as other wise ill be here all day lol
dark eldar
power from pain after a unit kills a unit they get a token that gives the unit extra abilities
1 FNP
2 FC
3 fearless
they also have night vision
fleet
combat drugs roll a d6 and consult the chart
1 roll ona extra d6 when fleeting/running
2 +1ws
3 +1s
4 re-roll wounds incombat
5+1a
6 1 pain token for all units
de have mostly poison shooting weapons
arial assualt means ravagers and both fighter bombers can move 12" and fire all weapons
spacewolves
ATSKNF
acute senses
counter attack
sagas
wolfkin - wolves are i5 ld7
bear - eternal warrior
majesty - re-roll failed morale within 6" inlcuding his unit
hunter - outflank and stealth
warrior born - bonus attacks equal to models killed from previous assualt phase
beastslayer - reroll hits against walkers and T5
iron wolf - vehicles with this character in can move d3 extra inches as well as add 1 to the repair rolls
long fangs can split fire
terminators cant deep strike in this army
grey knights
ATSKNF
combat squads
aegis -1 penalty to psychic test
re inforced aegis -4 to test (only happens if you are within 12")
pyschic pilot vehices count as ld10
preffered eney deamons
grenades
pyschotroke has 6 effects
1nothing
2 enemy unit has 1 attak this round and hit automatically
3 re-roll to hit
4 ld2
5 I1
6 enemy unit takes an Itest those that fail
these only last 1 round
psyk-out grenades - deamons and pskyers in the assualted unit are reduced 2 I1
rad grenades - is -1T for the duration of the turn doesnt effect instant death
assassins are unique characters and u can only take 1 of each
psybolt adds +1str
next blog will be3 more codex's
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