Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
A) Nobody's seen the new FAQ, so we don't know what exceptions the hell cannon might get, but...
The new rules both buff and nerf the cannon. I ran one today, and mind you, it did great, blasting skaven out of a horde unit and panicking it off with 3 heroes in it.
New war machine rules...
The wounds value of the machine is there for completeness only! The actual wounds of the combined model equal the crew's remaining wounds! This: bad thing.
Against shooting, use the machine's toughness as the crew huddles behind it: good thing.
In combat, use the lowest average toughness of the crew. So T4 to wound the hellcannon: bad thing.
In combat and against shooting, use the armor save value of the crew. Chaos Dwarfs have heavy armor: bad thing.
The new template rules are awesome. At str 5, we will wallop the crap out of non-ItP units: good thing.
I don't have the rulebook, of course, so I'm unsure about some things. You do take a monster reaction test when the crew is destroyed, but if the war machine rules override the monster and handler rules, then there's only three wounds, from the crew, which when removed means the model's gone.
It'll have to be addressed in the FAQ, and I hope we're not screwed.
Monsters and handlers no longer skirmish.
So what happens if the cannon eat the dwarfs and then go on a rampage? Do you still use their T, even though they're already dead?
"The more choices you force the opponent to make, the better the chance for you to capitalize on his mistakes"
Yeah, it raises a lot of questions. The FAQ will have to address the machine in the context of the new rules. But I tell you, a strength 5 armor save with the -1 panic test is really nice, especially if pandaemonium is in play.
Hm, I thought it was a monster/handler, not a warmachine
ya'll are talkin about all this without bringing up the potential, albeit small, the fact that it can blow up every sorcerer on the field if you are indeed running a puppet. I run this thing hoping that i misfire, yeah, it might gobble up the crew, but small sacrifice for the smiting i guess.
I wonder if there will be cake.....
I've been taking the book of secrets, which means I roll d6+1 when I miscast. It hasn't happened yet, but it won't be good when it does. The hell cannon scares me a little, but I think the positives outweigh the negative.
(That is, until my lvl 4 tzeentch sorcerer lord turns to pudding.)
There is nothing bad about the Hellcannon now, all the changes help it immensely. It is in a bit of a weird category, being for all intents and purposes a monster with handlers which has a shooting attack it can use if it passes a Ld 9 test. So most of the rules for warmarchines don't apply to it, including taking the crew's armour saves (as handlers they are ignored), remaining wounds (once again, handlers ignored, so you use the wounds of the creature), against shooting the handlers are surprise surprise ignored, so you only hit the Hellcannon, with the new to-wound chart this may be a problem, armour save is once again of the monster, as the handlers are ignored. Basically, the only time you care about the handlers is...I don't know, never I guess.
The only time you pay attention to any of the warmachine rules is when it fires like a stone thrower, in which case you place the template etc etc, but it is at strength 5 (strength 10 under the hole, woo!) and has it's own misfire table. Hopefully we roll a three.
In short: Hellcannon = awesome to the max, it is extremely powerful in shooting, as well as no slouch in CC.
+++XENOS SPOTTED+++ thrilling battles within the Vitorina subsector: http://xenosspotted.blogspot.com/