Vindicare Assassin

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ryank
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Vindicare Assassin

Post by ryank » Thu Apr 25, 2013 11:22 am

Able to use all of the ammo or limited with some?

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xtroopers9
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Re: Vindicare Assassin

Post by xtroopers9 » Thu Apr 25, 2013 12:05 pm

If you are asking if any are banned, not that I am aware of. Or are you asking if you have to pick one for the game? in that case he always has all of the different ammo, that you pick from when you shoot.
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ryank
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Re: Vindicare Assassin

Post by ryank » Thu Apr 25, 2013 3:41 pm

xtroopers9 wrote:If you are asking if any are banned, not that I am aware of. Or are you asking if you have to pick one for the game? in that case he always has all of the different ammo, that you pick from when you shoot.
Meaning the 3rd option for causing crazy damage to vehicles.

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Re: Vindicare Assassin

Post by Aegis » Thu Apr 25, 2013 5:30 pm

ryank wrote:
xtroopers9 wrote:If you are asking if any are banned, not that I am aware of. Or are you asking if you have to pick one for the game? in that case he always has all of the different ammo, that you pick from when you shoot.
Meaning the 3rd option for causing crazy damage to vehicles.
Part of his rules, fair game. At least, I have not heard anyone ban it.
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xtroopers9
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Re: Vindicare Assassin

Post by xtroopers9 » Thu Apr 25, 2013 7:51 pm

oh, just the fact that its ap 1? I mean its only str 3, then 4d6 pen, its not that bad. Also if someone is playing more fluffy then they would only bring one of each assasin.
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WE ARE THE NECRONTYR WE CLAIM DOMINION OVER THIS THREAD SURRENDER AND DIE.

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BewareOfTom
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Re: Vindicare Assassin

Post by BewareOfTom » Thu Apr 25, 2013 8:12 pm

well their is some formation where you can bring like 4-6 of the same assassin
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Re: Vindicare Assassin

Post by kernbanks » Thu Apr 25, 2013 9:29 pm

yes the Assassinorum Execution Force2-6 Assassins of a single temple... each temple has benifits if the assassins are used in concert with eachother. The Vindicare entry is kinda weak, needs all of them to shoot one unit and for each shooter the player can choose on other unit in los of the target to take a pinning test. Eversor and Culexus are much more powerful special abilities, but the assassins themselves are obviously weaker. I'm personally a big fan of the low Callidus, word in ear is amazing and positioning one unit per assassin to include facing is very powerful... I like it when tanks show me their backsides
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Re: Vindicare Assassin

Post by bigoldfrog » Thu Apr 25, 2013 11:37 pm

Vindicare's rule! Even though in all likelihood they'll be shooting at me I hope there is no limitation on them.

6 of them would be a pain on a board with lots of scenery to hide in, scenery of the right type and positioned well. Otherwise they'd still be powerful, but nothing near game destroying (in either case).

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miniwargaming
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Re: Vindicare Assassin

Post by miniwargaming » Fri Apr 26, 2013 9:36 am

They are fine. There is plenty of "cheese" in Apocalypticon, and that is part of the fun.

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Re: Vindicare Assassin

Post by ryank » Sat Apr 27, 2013 1:14 pm

Does the shield breaker ammo do anything to void shields?

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Re: Vindicare Assassin

Post by Aegis » Sat Apr 27, 2013 3:06 pm

Shield breaker rounds only affect equipment that provides invulnerable saves. Having said that, a turbo penetrator round will easily chew through a void shield at av 12.
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Re: Vindicare Assassin

Post by kernbanks » Tue Apr 30, 2013 1:49 pm

Aegis wrote:Shield breaker rounds only affect equipment that provides invulnerable saves. Having said that, a turbo penetrator round will easily chew through a void shield at av 12.
4D6 averages at 14... so even all that awesome front armor is basically play-dough. Their weakness... 4++ and only 2 wounds with no ability to hit fliers, so those dam hellturkeys can flush them out of any cover.
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