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I was playing Tomb Kings during Storm of Chaos also. Their campaign narrative was something along the lines of "Maybe hang out in your desert away from the rest of the world or something, try not to get in the way." Some mentions of maybe venturing out into the wilds to retrieve stolen artifacts among the chaos if you could be bothered, but that was about it. Eye of Terror was infinity times more fun.
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# ? Dec 14, 2012 04:53 |
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# ? Jun 9, 2024 19:12 |
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Cataphract posted:Still, a friend of mine had his tomb king character mentioned in part of the fluff that came out. that was pretty cool. Because the character accomplished something impressive? Or had a really cool name?
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# ? Dec 14, 2012 05:16 |
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Chaos Spawn: what's a good number to take in a unit? Inspired by the Oath thread, I started making on from scratch (wire frame and Milliput) but then got a little crazy with a box of Tyranid bits I won off ebay. So now I've got 3 built up and another 2 that just need blobs of Green Stuff/Milliput to stick arms and legs into. Is 5 'enough'?
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# ? Dec 14, 2012 10:56 |
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AgentF posted:Because the character accomplished something impressive? Or had a really cool name? from memory, he submitted pretty fluffy battle reports when he sent in his game results and then one of the updates mentioned his general.
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# ? Dec 14, 2012 11:18 |
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krushgroove posted:Chaos Spawn: what's a good number to take in a unit? Inspired by the Oath thread, I started making on from scratch (wire frame and Milliput) but then got a little crazy with a box of Tyranid bits I won off ebay. So now I've got 3 built up and another 2 that just need blobs of Green Stuff/Milliput to stick arms and legs into. Is 5 'enough'? 5 is the max unit size...
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# ? Dec 14, 2012 11:43 |
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The Dregs posted:My son really wants the Dark Vengeance box for Christmas. He wants the Chaos stuff and he wants to give me the Space Marines to teach him how to play. Fine with me, I don't mind starting 40K again. The only problem is, I really hate how the Dark Angels look. Would it be difficult to convert them to vanilla marines or to maybe trade them? I can't imagine they are worth much in trade. Ebay is probably awash in Dark Angel bits. I painted mine as Blood Angels, and I was pretty pleased with the outcome: ineptmule posted:Oath Complete!
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# ? Dec 14, 2012 11:52 |
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Edit:^^^^^Great example of painting the DA marines in other colors. It took me a few looks to even see the DA iconography. Those are bitchin looking blood angels.krushgroove posted:Chaos Spawn: what's a good number to take in a unit? Inspired by the Oath thread, I started making on from scratch (wire frame and Milliput) but then got a little crazy with a box of Tyranid bits I won off ebay. So now I've got 3 built up and another 2 that just need blobs of Green Stuff/Milliput to stick arms and legs into. Is 5 'enough'? As far as tactically spawn are awesome. They move ultra fast and ignore all terrain. Their mass number of attacks and S5 threaten all non-Monolith/Landraiders vehicles, poorly armored hoards and elite units betting on low-AP attacks. Also since they are so fast and thick they can hide your combat lord if he takes a bike, jumppack or disc. This is another delivery system if you don't want to have a slow mob of cultists. If you take unmarked Spawn then a Khorne Lord with Juggernaut and axe of blind fury can peal off in another direction and do his thing, or if you want T6 spawn a biker Nurgle sorcerer (1-2 rolls on Nurgle, rest in Bio) can ride along and debuff the enemy and or buff the spawn with a spell and having a cheap Force Axe(Maledictions are done in movement phase and do not affect target for shooting/charging). Edit2: Necron Wraiths are 35pts each +20-30pt upgrades and are considered good melee unit. WS4, W2, T4, S6(Rending), A3, 3++sv and Special ignore terrain. Nurgle Spawn are 36pts each WS3(Fear), W3, T6, S5(Poisoned?), A1-6(and rage), -(4+?)sv and Beasts ignore terrain. The codex are different and the statlines are not one-to-one but you can see why they are competitive. WhiteOutMouse fucked around with this message at 12:27 on Dec 14, 2012 |
# ? Dec 14, 2012 12:09 |
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Awesome, thanks for the Chaos Spawn info! I'll definitely be using them in our big Hammerfest game next week. Also S5, wow!
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# ? Dec 14, 2012 12:58 |
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Cataphract posted:there's a reasonable amount of work involved removing the iconography but you can just as easily ignore it an paint them up however you please. I want to make Lamenters
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# ? Dec 14, 2012 13:05 |
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The Dregs posted:I want to make Lamenters ineptmule posted:I painted mine as Blood Angels, and I was pretty pleased with the outcome:
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# ? Dec 14, 2012 13:14 |
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LordAba posted:I kind of wish they would expand on the giant ork vs tyranid crazyness that Kryptman caused. Other than the fact that the tyranids now have a firm foothold in the Octarius empire. krushgroove posted:Chaos Spawn: what's a good number to take in a unit? Inspired by the Oath thread, I started making on from scratch (wire frame and Milliput) but then got a little crazy with a box of Tyranid bits I won off ebay. So now I've got 3 built up and another 2 that just need blobs of Green Stuff/Milliput to stick arms and legs into. Is 5 'enough'?
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# ? Dec 14, 2012 13:15 |
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ineptmule posted:I painted mine as Blood Angels, and I was pretty pleased with the outcome: This is really good work (non-drilled barrels aside ), and gives me hope that, if I get around to assembling & painting mine, I can pull of Black Templars pretty well.
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# ? Dec 14, 2012 13:20 |
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I don't get why spawn are good I can't look past the fact that they have no save
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# ? Dec 14, 2012 13:33 |
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Crowleraptor posted:I don't get why spawn are good I can't look past the fact that they have no save Really cheap T6 wounds on beast bodies with a ton of attacks, 3-8. They are good cheapo escorts for biker/jugg Lords, but I'd rather pay a bit extra for Bikers because they offer far more utility and don't just die horribly to poisoned weapons. DE can easily mulch multiple Spawn units in one turn. Plague Marines will also fare well against them.
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# ? Dec 14, 2012 13:45 |
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Chaos Spawn are a really cheap interceptor unit with enough strength to damage most vehicles, making their movement and charge range a huge concern. Your opponent needs to focus higher-strength guns at them to actually deal enough damage to take them out (barring poisoned weapons) or they are going to be inconvenienced by models that are quite tough in close combat and get a crushing number of attacks. They're basically a throw-away unit that is capable of non-throw-away results if your opponent doesn't handle them properly.
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# ? Dec 14, 2012 14:28 |
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God it's weird hearing about spawn and chaos bikers being good.
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# ? Dec 14, 2012 15:33 |
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I'm buying the Space Marine megaforce today with the intention of making that my new main army eventually. In the long term, my idea is to not play any specific chapter, but to paint them up however I want, have a bunch of the HQ's to choose from & invent some fluff like they're specialists in imitating other chapters or whatever. My notion here is this will let me eventually collect a crapload of Space Marine figures so I can field a wide variety of things. Short term, I was thinking I'd get just one or two things to round that out. What's the bare minimum recommended to round out a SM force that starts with the megaforce models? I was thinking of just picking up a razorback for now & using my Grey Knights as either SM terminators or just run them as allies to have more variety than comes with the box. Also do I need to buy special weapons for the tactical squads that come in the megaforce, or does the box come with them? edit: oh & I was thinking the command squad that comes with the megaforce could double as a sterngard squad because those seem cool to me. Do they look enough alike that that would be kosher? Fletchtar fucked around with this message at 15:44 on Dec 14, 2012 |
# ? Dec 14, 2012 15:41 |
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Fyrbrand posted:God it's weird hearing about spawn and chaos bikers being good. Let me tell you about how bad a choice Chaos Daemon Princes are. It is indeed a strange world.
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# ? Dec 14, 2012 16:13 |
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PierreTheMime posted:Let me tell you about how bad a choice Chaos Daemon Princes are. Thousand Sons are still bad at least...right?
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# ? Dec 14, 2012 17:40 |
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PierreTheMime posted:Let me tell you about how bad a choice Chaos Daemon Princes are. Wait, how are they a bad choice? My DP has been annihilating everything in its path, Black Mace or no.
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# ? Dec 14, 2012 17:43 |
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A Daemon Prince of Tzeentch with Power Armor, Wings and the Black Mace is really good. However it is still like 260 points. A Khorne Biker Lord with a 4+ invuln and the Axe of Blind Fury with some biker bros is a whole lot of hurt and can assualt the enemy back line on turn 2.
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# ? Dec 14, 2012 18:26 |
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Ith posted:A Daemon Prince of Tzeentch with Power Armor, Wings and the Black Mace is really good. However it is still like 260 points. Well, true, and this is what I use. And then have a sorceror juice him up until he's a striding destroyer of all things. It's...astonishing.
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# ? Dec 14, 2012 18:36 |
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Fyrbrand posted:God it's weird hearing about spawn and chaos bikers being good. Spawn don't come with a save, but they can still get a cover save like any other unit, which is generally what you'll be using. Their main defense is the fact that T6 is just really hard to hurt- even standing with no cover, a full squad of Rapid Firing Marines won't even kill a single Spawn. Save you don't have to roll are ones you can't fail.
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# ? Dec 14, 2012 19:12 |
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Cataphract posted:Gosh, I remember being part of the warpath at that time too. It was great early on in the campaign but got increasingly frustrating as time went on. I was heavily involved. I ended up forming a WoW guild with Rob from there which was pretty good fun and lasted a while. Rob had a ton of his fluff get mentioned in the GW stuff which was quite cool.
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# ? Dec 14, 2012 19:52 |
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Corrode posted:I was heavily involved. I ended up forming a WoW guild with Rob from there which was pretty good fun and lasted a while. Rob had a ton of his fluff get mentioned in the GW stuff which was quite cool. I wish they would do something like that again. It sounds like a lot of fun! Anytime there's a chance to shake up the fluff a little is a good thing. Any reason there hasn't been any since?
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# ? Dec 14, 2012 19:57 |
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Hixson posted:Any reason there hasn't been any since? Because players are unpredictable and don't play like GW expects them to, messing up their pre-planned post campaign fluff.
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# ? Dec 14, 2012 20:31 |
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GW has gotten entirely out of the tournament business. So the odds of another event like this are remote.
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# ? Dec 14, 2012 20:42 |
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Goat Bouillabaise posted:Well, true, and this is what I use. And then have a sorceror juice him up until he's a striding destroyer of all things. It's...astonishing.
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# ? Dec 14, 2012 20:43 |
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Von Humboldt posted:I'm guessing the Sorcerer keeps casting Boon of Mutation on the Prince? That does seem baller, but doesn't that risk your Prince turning into a spawn, and all your investment going down the hole? (Not that that isn't entertaining or chaos as all hell.) How does a Daemon Prince turning into a spawn even work in fluff? Maybe someone can point out where it's happened in canon but it seems really weak given that the whole point of achieving apotheosis into a prince is that you've got tenure, as it were.
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# ? Dec 14, 2012 21:01 |
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JerryLee posted:How does a Daemon Prince turning into a spawn even work in fluff? Maybe someone can point out where it's happened in canon but it seems really weak given that the whole point of achieving apotheosis into a prince is that you've got tenure, as it were. But then you are loving with it by using the boon. The gods have a sense of humor.
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# ? Dec 14, 2012 21:12 |
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Hixson posted:I wish they would do something like that again. It sounds like a lot of fun! Anytime there's a chance to shake up the fluff a little is a good thing. They take a lot of effort and no-one's ever really happy with them. They're quite difficult to manage both fluff-wise and in reality - for the fluff, coming up with a good campaign where every player can get involved no matter what they play without turning it into some titanic end-of-times affair (which means it'll always be anticlimactic, because GW will never destroy the knife-edge-of-the-apocalypse setting they have going) is really hard. Reality-wise it takes a ton of involvement from the web team and interaction with the community which they're not really fans of, and I think the guys who were really into that kind of stuff (like Andy Chambers, Gav etc.) have since moved on and the new guys don't seem to have much desire for it. It also doesn't move units particularly well and the ones it does are often hard to track since the armies they produced were often heavily conversion based - for every guy who spunked £500 to make some cool whacky army from the campaign book, there's ten others who took their existing army and used the High Elves +2 list without spending a single pound on any of it. A 'campaign' army with an entire new range might as well just come out as a new codex on its own and not dominate the schedule for 2-3 months. Nowadays I think they prefer FW to produce 'campaign' books which you play at home in small groups a la Horus Heresy, or to bring out stuff like Blood in the Badlands or Fire Rain Death or whatever the new 40k one was called.
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# ? Dec 14, 2012 21:14 |
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Fearless posted:There have been allusions to veteran nobs from that conflict being larger than terminators. Can you expand on this? It's one of my favorite bits of fluff regarding tyranids - didn't realize there was more information on it.
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# ? Dec 14, 2012 21:27 |
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Bavius posted:Can you expand on this? It's one of my favorite bits of fluff regarding tyranids - didn't realize there was more information on it. Codex: Orks, page 8. Ork veterans of the decades-long Duros campaign reputedly grew to twice the height of a man.
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# ? Dec 15, 2012 00:42 |
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Fearless posted:Codex: Orks, page 8. Ork veterans of the decades-long Duros campaign reputedly grew to twice the height of a man. Modified WFB ogres into Duros vets as counts-as deffdredds or kans, maybe?
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# ? Dec 15, 2012 00:48 |
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Black Orcs are pretty big, but probably still not big enough. Maybe converted ogres?
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# ? Dec 15, 2012 01:57 |
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Goat Bouillabaise posted:
Nah. There is already an entry in the codex for Giant Nobs (snicker), theyre called Warbosses.
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# ? Dec 15, 2012 02:22 |
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Miles O'Brian posted:Nah. There is already an entry in the codex for Giant Nobs (snicker), theyre called Warbosses. Well played, sir. Well played.
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# ? Dec 15, 2012 03:11 |
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Just got back from a lovely game where I continue to teach this semi-new Space Marine player about the rules and he continues to have fun regardless of how often I end up stomping him. I don't mean to... it just happens. :/ I snapfire'd his untouched Dreadnought to death today with a single Devourer with Brainleech Worms when he tried to charge my Flyrant he'd Grounded. Four 6s to hit and three 6s to glance. I felt bad and happy at the same time.
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# ? Dec 15, 2012 03:38 |
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Miles O'Brian posted:Nah. There is already an entry in the codex for Giant Nobs (snicker), theyre called Warbosses. Best thing about Apoc? Units of warbosses deepstriking in a rok. Lead by a giant ork counts-as-angron. PierreTheMime posted:I snapfire'd his untouched Dreadnought to death today with a single Devourer with Brainleech Worms when he tried to charge my Flyrant he'd Grounded. Four 6s to hit and three 6s to glance. I felt bad and happy at the same time. Devourers are amazing this edition, not that they were bad before. Though I still wonder what they were thinking when they made the venom cannons suck so badly! That's why I feel bad whenever I use my Sisters. They are literally luckier than average... I haven't played too many games with them since the white dwarf codex, but I have saved more vehicles than lost with the stupid 6+ invul save. Last game I rolled 6 missiles with my exorcist, needing 6s to hit a stormraven. One hit, one pen (6), one blown up stormraven (6). It proceeds to fall out of the sky, killing all but one death company member with a thunder hammer. The death company member charges it for two turns in a row... and between the 6+ invul and the some insane misses manages to not do any damage to the exorcist. Faith in the emperor indeed.
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# ? Dec 15, 2012 04:00 |
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# ? Jun 9, 2024 19:12 |
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LordAba posted:Devourers are amazing this edition, not that they were bad before. Though I still wonder what they were thinking when they made the venom cannons suck so badly! I always thought it would be a cool rule if they forced some sort of hits on passengers if they scored a penetrating hit. In the fluff they're sharpened crystal shards that evaporate into toxic fumes, so it would make sense that it could fill an enclosed cabin and do some damage. Something like all passengers take a S4 hit just like an Explode result, or something. Sadly they're just not that great, though 6th Ed. did make them a little better now that blast templates are full strength no matter what.
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# ? Dec 15, 2012 04:17 |