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Helbrute Dataslate Details

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GingerBalls
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Post  Lore Weaver Fri Mar 21, 2014 4:01 pm

still rumours, I don't have my copy yet.


Mayhem Pack:
3 Helbrutes needed, gain Deep Strike, It Will Not Die, always roll on crazed chart

Helcult:
1 Helbrute and 2 Cultist units. Cultists give 3+ Cover to Helbrute but lose one per successful save. Helbrute hits cultists on roll of 1 in CC. Cultists get Fearless while Helbrute is alive, Zealot if it dies.

Helfist Murderpack:
5 Helbrutes, one is champion. Champion gains 5++ and other Helbrutes can LOS on it. Whole thing is a vehicle Squadron. If Champion is alive, choose Crazed results. If Champion dies, all Helbrutes get Rage.

============

All three of these look outstanding. I'd pay 500 points for 5 brutes as a single squadron with a 5++ and get to pick crazed results....
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Post  GingerBalls Fri Mar 21, 2014 4:11 pm

Sounds like fun.
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Post  Rhaevyn Fri Mar 21, 2014 4:13 pm

they are all good. i'de be all over this.

Fearless cultists that screen your hellbrutes? fearless/hatred cultists if the hellbrute dies? gimmeh 3 units of these please/thanks.

instead of taking typhus for zombies, you get to fill your elites slot with hellbrutes.

hi i'm larry, this is my brother darryl, and my other brother darryl
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Post  System Commander Fri Mar 21, 2014 4:17 pm

Theae look awesome.

Being able to.pick your crazed result.. or knowimg youre going.to rage every turn is pretty handy.

But.. deep strike and IWND is fun.. not as fun as getting a cultist shield.. Ha !
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Post  Planes Fri Mar 21, 2014 4:27 pm

They'd be a formation, so it wouldn't even be taking up FoC slots. The big question is if said cultists score or not.
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Post  Rhaevyn Fri Mar 21, 2014 4:44 pm

Sad non scoring cultists? boo to that.
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Post  Planes Fri Mar 21, 2014 4:52 pm

Yeah, formations are their own thing that exist outside the FoC.
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Post  Lore Weaver Fri Mar 21, 2014 4:59 pm

When I get my copy, we'll see how it's worded. If they're not scoring, I would categorize it as "Fun" not "Competitive".
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Post  Rhaevyn Fri Mar 21, 2014 5:15 pm

1st and 3rd are still good formations. just the cultists that need to be scoring in order for it to be useful.
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Post  Lore Weaver Fri Mar 21, 2014 5:29 pm

Rhaevyn wrote:1st and 3rd are still good formations. just the cultists that need to be scoring in order for it to be useful.

Agreed. My preference would be the deepstrikers.

5 dudes as a squadron is kinda nice, in that they don't cough up first blood, and you can throw some shooty dudes in there (shoot your autocannon or multimelta twice)
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Post  Planes Fri Mar 21, 2014 5:40 pm

Yeah, the wording on the Murderpack could be rather significant. If you are able to simply choose every turn without having to be provoked, suddenly that TW Las Cannon becomes worth the points.
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Post  Aegwymourn Fri Mar 21, 2014 6:02 pm

Planes wrote:Yeah, formations are their own thing that exist outside the FoC.

Did we ever get a direct quote from GW saying that. The last thing I read is that we don't know for sure how formations are supposed to fit into the FOC.

To be fair since there are not any that I am currently thinking about taking I'm not up on it.
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Post  Planes Fri Mar 21, 2014 6:20 pm

Last I checked it looked something like this:

Helbrute Dataslate Details Force+Org

Better view available here: http://www.belloflostsouls.net/2014/03/40k-6th-edition-sprawl.html
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Post  Planes Fri Mar 21, 2014 6:37 pm

Ah, here we go, the wording on Formations straight from the Tyranid Vanguard:

A Formation presents a collection of two or more units that fight alongside one another in a particular way . When you
choose an army , you can take a Formation as a special form of Detachment. Unless otherwise stated, you can take any
number of Formations in your army, and each is considered to be a completely separate Detachment, regardless of how
many units make it up.
Each Formation will tell you what units you need to take and what, if any , options or restrictions apply to the units that make
up that Formation. The army list entries for each unit in the Formation (the units’ profiles, points values, unit types, unit
composition, special rules, battlefield role etc.) can either be found in the codex corresponding to the Faction on the
datasheet, or elsewhere in the dataslate itself.
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Post  Lore Weaver Fri Mar 21, 2014 6:37 pm

That was just made by some schmoe.
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Post  Planes Fri Mar 21, 2014 6:44 pm

To the best of my knowledge, though, it lines up with what the rules allow for the current state of the FoC.
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Post  Lore Weaver Fri Mar 21, 2014 7:10 pm

I'm tempted to agree with your other post. The Tau one wasn't as clear.
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Post  Rhaevyn Fri Mar 21, 2014 7:44 pm

So when it says battlefield role. That means HQ elites or troops.... yes?
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Post  Lore Weaver Fri Mar 21, 2014 10:35 pm

Alright, I have my copy now.

These are mostly true. The 5 that get to 'pick' only get to if they have a crazed token, and it applies to the whole squadron.

The Brute with the cultists isn't in a unit with them, but gets a 3+ cover save when shielded by them! and they're fearless. (No zombies, just cultists, still pretty good, if scoring (on that front, I lean 'yes'))

The three dudes that deepstrike all roll together(one roll for all 3). At the beginning of the movement phase, they must roll on the crazed table. On the turn they come in, you wanna roll a 1 or 2. 3-4 isn't horrible.

I'd say all three are decent. Not game breaking.
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Post  Planes Fri Mar 21, 2014 11:08 pm

"Crazed token". Does that mean if one dude in the squad goes crazy, they all do?
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Post  Lore Weaver Fri Mar 21, 2014 11:49 pm

Planes wrote:"Crazed token".  Does that mean if one dude in the squad goes crazy, they all do?

Just the ones with crazed tokens.
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Post  Rhaevyn Sat Mar 22, 2014 12:19 am



the way i read the first one, Mayhem pack, the formation isn't a "group" per say, its just three separate hellbrutes that all gain IWND and Deepstrike... and are permanently crazy... Which is pretty good. Note: You only roll for crazy at the start of the movement phase, so the turn these boys drop down, they can light stuff up with thier multimeltas and then next turn when they are probably within charge range, they have a good chance to get rage, or fleet and rage and run in for some melee whoop-ass. 300 points of sweet disruption.

and the helcult... man if your going to take cultists. they might as well be fearless cultists that give your brutes cover saves and fly into Zealot mode once it dies. can't think of a much better board control situation than a helbrute with a 3+ cover sitting in the middle of the table surround by two units of 20-30 cultists.

A new monster mash army is going to be hitting tables near you! ... as soon as these bikes are finished being painted Sad
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Post  Lore Weaver Sat Mar 22, 2014 9:08 am

Heh, I'm burnt out on painting too...
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