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Re: New Codex = New Warboss', what will you be fielding?
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Old 29 Dec 2007, 22:56   #1 (permalink)
Shas'Ui
 
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Default Re: New Codex = New Warboss', what will you be fielding?

I'm thinking a power klaw is much more viable now with the upgrade to T5. More survivable means he's more likely to thwack things with the klaw! And he can't be one-shotted by S8 hits anymore.

I feel it's even more important due to the loss of the choppa, but remember a Warboss with a klaw can still opt to strike at initiative and backed with furious charge he can go fast and knock some heads.
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Old 30 Dec 2007, 07:56   #2 (permalink)
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Default Re: New Codex = New Warboss', what will you be fielding?

technically a claw doesn't reduce your I to 1.

The rulebook says that it doubles the user's strength (up to 10) ignoring armour saves and that all other modifiers are applied after it is doubled.

It also says "A power fist is slow and cumbersome to use, so strikes with a power fist are always delivered at initiative 1"

Nowhere doe it say that the power claw strike at I 1 and the FAQ hasn't changed this.


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Old 30 Dec 2007, 10:59   #3 (permalink)
Shas'El
 
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Default Re: New Codex = New Warboss', what will you be fielding?

Yes, but with the Power Kalw in all respects "counting as power fist", this is a moot point...
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Old 30 Dec 2007, 13:31   #4 (permalink)
Shas'El
 
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Default Re: New Codex = New Warboss', what will you be fielding?

The rulebook entry is listed as Power Fist / Claw, thus any rules listed under it are subsequently for both versions of the weapon. If they were meant to have separate characteristics then there would be an an entry for each of them and not a combined entry.
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Old 30 Dec 2007, 16:15   #5 (permalink)
Shas'El
 
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Default Re: New Codex = New Warboss', what will you be fielding?

Thor, I think we're going to have to agree to differ. As Emlyn says this is clearly a moot point but certainly where I play we use RAW (at least in this case) and go with rule that the power klaw doesn't reduce initiative.

And of course, the rulebook doesn't even say that they are the same in all respects. Even more odd is that earlier in that passage it specifically refers to a "power fist or claw" making the ommision of the last 2 words later on even more obvious and seemingly deliberate. (When the FAQ is taken into account, I mean we all know how good GW's proofreaders are) :P
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Old 31 Dec 2007, 02:00   #6 (permalink)
Shas'El
 
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Default Re: New Codex = New Warboss', what will you be fielding?

Hmm...well, the new codex has an entry for the PK stating that it is treated as a power fist in all regards. That should clear it up, no?
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Old 31 Dec 2007, 08:23   #7 (permalink)
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Default Re: New Codex = New Warboss', what will you be fielding?

OK, I hadn't managed to get hold of the PDF. I thought it would be like witchblades in codex eldar saying that it is a witchblade as per the 40K rulebook.
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Old 31 Dec 2007, 10:37   #8 (permalink)
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Default Re: New Codex = New Warboss', what will you be fielding?

Anyways, what will you be fielding?

Ive been thinking of putting him on a bike and giving him a klaw.
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Old 31 Dec 2007, 11:56   #9 (permalink)
Shas'El
 
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Default Re: New Codex = New Warboss', what will you be fielding?

Back on topic, if I field the boss I have now, the blister pack Warboss, then I can get away with fielding him with a big choppa (that thing is huge!), with a twin-linked shoota (looks like one to me). I'll most likely give him with a cybork body and 'eavy armor, but may choose between if points are a factor.

I do plan to make another Warboss but am torn between doing a mega armored version or giving him a bike. I'm leaning towards giving him a bike figuring that +1 toughness should help a bit with the lack of armor, compared to mega armor that is, and let him get into assault quickly.
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Old 31 Dec 2007, 14:39   #10 (permalink)
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Default Re: New Codex = New Warboss', what will you be fielding?

I think the HQ section is where we've got the best choices in the entire codex. All the HQ options are viable, whereas that isn't the case for other slots.

As a 'Warboss' - definately on a bike w/ powerklaw. The ability to be where you need him to be is more important than anything else, and T6 is better than a 2+ save against the things you really need to worry about. It means that unless you've got a S4 powerfist, you're going to have a hard time getting wounds to land, and the 5+ inv helps against that. With the ability to give 'im an attack squig for a whopping seven S10 attacks on the charge, he's going to lead by example of plowing through everything in front of him.

But the other HQ options are good too. A KFF mek adds significantly to the survivability of your mobs. A shokk-attack mek provides the long-range fire that we used to get from a Looted Russ or Basilisk. And, a pair of warpheads can be used, together, to almost ensure a Waaagh move every turn.

Too many good HQ choices, too few slots.
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