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Definitely the heads; I kind of like the Spear bodies, they have a neat kind of 'knight' look to them.
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# ? Jul 13, 2013 21:35 |
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# ? Jun 2, 2024 02:13 |
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Yeah, agreed. Seperately, I have the following for sale: - x1 Autarch with Wings, Fusion Gun, Power Weapon - x1 Farseer - x1 Foot Warlock - x6 Fire Dragons w/ Exarch - Fusion Blaster/Dragon's Breath - x6 Howling Banshees - x7 Warp Spiders w/ Exarch - x2 War Walkers - Twin Scatter Lasers
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# ? Jul 13, 2013 21:42 |
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Boon posted:Yeah, agreed. Seperately, I have the following for sale: PM sent
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# ? Jul 13, 2013 21:51 |
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MasterSlowPoke posted:Schizotek, what's the gaming scene like down in Davie/Plantation? I'll be moving over that way in a couple weeks. I've only been a few times since I moved there myself in January because I'm a bad goon and haven't made time to play or finish painting my Iron Warriors. But the from what I gather most people have switched to Warmahordes as a reaction to GW prices. People still play 40k, just not to the same degree. But there's two busy gaming stores and a GW store that used to be run by an awesome dude, that got replaced by a GW business drone. Do not go there. But that's from where I'm at. I'm only vaguely aware of Davie being somewhat near me, so I'm not sure how close the stores I go to are to you. I'll mark em on the map. e: Looks like you're right next to Past Present Future, which is probably the best of the three. And is the one I normally visit. Schizotek fucked around with this message at 22:59 on Jul 13, 2013 |
# ? Jul 13, 2013 22:43 |
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Putting together my new Nephilim crapfighter and followed the instructions to paint the cockpit prior to the rest of the assembly, only to discover the pilot (also prepainted) blocks the vast majority of my hard work, so i memorialized it for myself prior to putting it together: You can still see some of the buttons, but the patent leather seat is all covered, tragically. I just feel bad because it's my first attempt at paintwork since getting back into the hobby and I like how it turned out. The model is really cool, though, and I magnetized the bomb and main gun, so I can switch it back and forth between the two options.
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# ? Jul 13, 2013 22:52 |
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Since I'm getting back into 40k and haven't touched my SoB since 6th came out, is Jacobus and Co. still a must have unit, or have they kind of fallen away with the new assault and transport rules?
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# ? Jul 13, 2013 23:01 |
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raverrn posted:Cool things from the Farsight Codex preview: Shas'O Riptide (Earth Caste Piloting Array), Fusion Blades, Warscraper drones, Commander Brightsword. Something about suit armies, but it's unclear, and Arthas Moloch is totally a demonworld now. I was pretty stoked before any of the rumors of what might be in it, but a full suit army and Commander in a Riptide, Mmmmmmmmmmmm. Really hope they get a hard copy of this out quickly.
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# ? Jul 13, 2013 23:16 |
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Mef989 posted:Since I'm getting back into 40k and haven't touched my SoB since 6th came out, is Jacobus and Co. still a must have unit, or have they kind of fallen away with the new assault and transport rules? Jacobus isn't bad, but as you mentioned the transport = no charge stinks. On the plus side they don't really need cover, and still wreck things on the charge. It's just you might have to sit around for a turn and soak up some firepower; remember to keep your crusaders up front for the 3++ save. Saint Celestine and Seraphim are still great (with slightly overpriced special weapons). Sisters weren't hit too much by the new rules: they never assaulted out of a transport anyways, and with the new "get out 6 inches" rules you can position them much better when getting out. Slapping a heavy bolter retributor squad behind an aegis defense line with a quad autocannon is decent enough air defense, as they can give the autocannon rending. Exorcists are still good. Dominion squads aren't bad (can still outflank and shoot, and come in 2nd turn on a 3+). The fact that all sisters get frag/krak grenades make them decent against monstrous creatures. Some of the forgeworld models got better with them. The Avenger strike fighter is a fluffy (and good!) aircraft for them. The repressor was FAQed by forgeworld: it lost a few firepoints for AV13 on the front, plus gained the 6+ invul save. 6th edition didn't make sisters worse, but they still suffer from a stupid white dwarf codex. GW needs to poo poo or get off the pot in regards to sisters. Hope is the first step on the road to disappointment.
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# ? Jul 13, 2013 23:45 |
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Khorne Flakes posted:I was pretty stoked before any of the rumors of what might be in it, but a full suit army and Commander in a Riptide, Mmmmmmmmmmmm. Really hope they get a hard copy of this out quickly. Is October quick enough? If you have a smartphone the digital version will work.
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# ? Jul 14, 2013 00:18 |
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Khorne Flakes posted:I was pretty stoked before any of the rumors of what might be in it, but a full suit army and Commander in a Riptide, Mmmmmmmmmmmm. Really hope they get a hard copy of this out quickly. In not sure if that riptide is an HQ or not. If it was would you still need to include Farsight? The 20th can't get here soon enough!
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# ? Jul 14, 2013 00:31 |
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I'd like to run a footslogging Dark Angels force that makes use of the standard of devastation, and I'm a little lost. How should I be kitting out my tac squads and how many should I be running at 1500? What are the main threats to this kind of force? I know the heldrake is a big one, but is there anything else that's come out recently that I need to watch for? How do I deal with the drake anyway? I took a little 40k break and since then Tau, Eldar, and Chaos Daemons have come out. What kind of support options should I be looking at?
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# ? Jul 14, 2013 01:01 |
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NTRabbit posted:I also added myself to the list - Adelaide, Australia - even though the majority of my first army (Eldar) is still on a container ship somewhere between Vancouver and Sydney, so I'm realistically a good couple of months away from actually being able to play. Right, then. We must game. Chuck me an e-mail if you're interested. Actually considering we're in Adelaide there's a good chance we've already played each other and are probably also related as well.
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# ? Jul 14, 2013 01:05 |
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humannature posted:I'd like to run a footslogging Dark Angels force that makes use of the standard of devastation, and I'm a little lost. How should I be kitting out my tac squads and how many should I be running at 1500? What are the main threats to this kind of force? I know the heldrake is a big one, but is there anything else that's come out recently that I need to watch for? How do I deal with the drake anyway? I took a little 40k break and since then Tau, Eldar, and Chaos Daemons have come out. What kind of support options should I be looking at? I've played one game in the new edition with my shooty Dark Angels, and I used a dev squad with flakk missiles and a bunch of lascannons from dreds/preds/meltas on speeders. I'm putting together our jet "anti flyer" flyer, using quotes because honestly it seems kind of terrible, but I have yet to use it. It seems better to be an anti infantry platform, 11 S5/6 AP 4 shots a turn at BS 5, though flyers do have low armor so I dunno. I played against Necron flyers and did pretty well, but a helldrake would probably wreck a dev squad's poo poo, so you might want to consider lots of spread out flakk missiles or maybe do take a Nephilim and see how it goes. Alternatively play Deathwing and ignore the helldrake altogether!
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# ? Jul 14, 2013 01:52 |
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humannature posted:I'd like to run a footslogging Dark Angels force that makes use of the standard of devastation, and I'm a little lost. How should I be kitting out my tac squads and how many should I be running at 1500? What are the main threats to this kind of force? I know the heldrake is a big one, but is there anything else that's come out recently that I need to watch for? How do I deal with the drake anyway? I took a little 40k break and since then Tau, Eldar, and Chaos Daemons have come out. What kind of support options should I be looking at? Your main threat is losing the banner. Having it protected by some armor is a really good idea; try sticking it in an LRC so it can benefit from the banner's effects (Salvo 4 bolters all day erry day). It'll also let them roll around and keep up with the tac squads, further extending the range of the banner since it measures off the hull, and take some of the anti-tank heat. Mobile tac squads should probably stick to 2x special weapons; plasmaguns are decent all-rounders. If you prefer staying put, MLs and PCs are your go-to, flavored to taste. I'd probably go for 4 full tac squads, since any more than that and you're struggling to get guys in range of the banner (and bunching them up too close together). If you want to deal with the 'drake, the aegis defense line with quadgun usually does the trick, as does double autocannon dreads. I wouldn't bother with flakk missiles, they cost too much for a negligible effect. Besides, lascannons are cheaper. A dev squad with 4x lascannons won't break the bank and will provide some decent anti-tank; the same squad with plasma cannons will nuke pretty much any infantry, and most light vehicles. They're a prime target for the Heldrake though, so watch out. Edit: also, Librarian with Divination is really solid for this kind of list, especially if they roll Foreboding. Give them a Power field generator and, with some careful positioning, can more or less negate the Heldrake as a threat. Slimnoid fucked around with this message at 02:24 on Jul 14, 2013 |
# ? Jul 14, 2013 02:20 |
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Groetgaffel posted:I'm the only one in Sweden so far. Well, I know one goon here personally, but he's in the other end of the country. Cooked Auto posted:Make that two. Added myself as well. I envy the two of you living in such a fantastic place.
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# ? Jul 14, 2013 03:49 |
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NovaLion posted:I envy the two of you living in such a fantastic place.
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# ? Jul 14, 2013 04:04 |
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Cooked Auto posted:Make that two. Added myself as well. Groetgaffel posted:I added myself. Jokes on you two because I live in the rear end-end of nowhere. Submitted myself but I doubt anything is gonna come from it. edit: Jesus there are a lot of goons in the states. Must suck to look for a game in the Rocky Mountains states though. Soulfucker fucked around with this message at 04:22 on Jul 14, 2013 |
# ? Jul 14, 2013 04:17 |
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raverrn posted:Cool things from the Farsight Codex preview: Shas'O Riptide (Earth Caste Piloting Array), Fusion Blades, Warscraper drones, Commander Brightsword. Something about suit armies, but it's unclear, and Arthas Moloch is totally a demonworld now. Sweet. I knew I bought those dreadnought drill arms and made piledrivers for a good reason! Also after digging through my old hobby box, I found ~20 forgeworld crisis suits (at least one of each) and 10 regular crisis suits ready to be assembled. Should be real fun.
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# ? Jul 14, 2013 05:18 |
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How's this for a friendly, fluffy Blood Angels list amongst friends? Blood Angels Combo (849pts) 850pt Blood Angels 5th Edition Roster (Primary Detachment) Blood Angels 5th Edition (Primary Detachment) Selections: HQ (153pts) Librarian (153pts) Epistolary (50pts), The Sanguine Sword, Wings of Sanguinius Power Armour (3pts) Storm Bolter (3pts) Elites (178pts) Furioso Dreadnought (125pts) Furioso (125pts) Blood Talon, Blood Talon with built-in Meltagun Sanguinary Priests (53pts) Sanguinary Priest (53pts) Power Armour (3pts) Chainsword, Storm Bolter (3pts) Troops (363pts) Assault Squad (190pts) 9x Assault Marines (162pts), Retain Jump Packs Veteran Sergeant (28pts) Bolt Pistol, Chainsword Tactical Squad (173pts) Flamer, Missile Launcher, 9x Tactical Marine (144pts) Veteran Sergeant (29pts) Storm Bolter (3pts) Fast Attack (155pts) Baal Predator (155pts) Flamestorm Cannon, Heavy Bolters (30pts), Pintle Storm Bolter (10pts) Sorry of this is mucked up looking, I only have my phone for the web.
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# ? Jul 14, 2013 06:22 |
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Blacktoll posted:How's this for a friendly, fluffy Blood Angels list amongst friends? Cool Blood Angels tip: Librarians almost never need to be Epistolaries (unless you want to use lots of Big Book powers) because of the way Warp Charges replenish (on each PLAYER turn all player's warp charges replenish) and also during which turn your powers are cast. If you drop Wings and Epistolary for a Jump Pack you save 25 points and still get 12" move (and Deep Striking which you don't get with Wings) and then you can take a BA Codex power that activates on your opponents turn (like Shield) and get the benefit of being able to cast a 5+ 6" cover save bubble during your opponent's turn to protect you from their shooting and then on your turn cast Blood Lance/Fear/Sword/Whatever you took that activates on your turn. Then use those free extra points to give your Priest a Power Sword. I'd also drop the Storm Bolters (all of them) and the Pintle Storm Bolter to give your Assault Squad some Melta Guns (or Plasma Guns) because that's about all they are good for before they get into assault. I like the Super Shooty Baal Pred more than the Super Fire variant but they are both pretty useful. A lot of people will say either go all shooting or all fire but I can see merit in the Flamestorm/HB version (each one of your turns you can move 12" and shoot both sponsons until you get into Flame Cannon range) unless you plan on outflanking it in which case go all fire and get one or two turns of template death in before it gets blown up. The lone Frag Cannon + Heavy Flamer Furioso in a Drop Pod is also awesome for doing this on the first turn. Pacheeco fucked around with this message at 07:04 on Jul 14, 2013 |
# ? Jul 14, 2013 06:57 |
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Here is my first ever attempt at making my own army. Can anyone give me some advice/criticism about how awful this list is, and what i should do to make it better. code:
UberJumper fucked around with this message at 07:44 on Jul 14, 2013 |
# ? Jul 14, 2013 07:37 |
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Couldn't go to our local GW Store's 2nd Anniversary dealio, so I spent some time finishing up some leadership. Painted 6 sergeants and added some details to my Commanders. I think I zoomed in too far, you can see way too much detail in the paint. OH WELL. I might Oath my last box of guardsmen. Or my Manticore. Or this last Chimera... Babe Magnet fucked around with this message at 08:23 on Jul 14, 2013 |
# ? Jul 14, 2013 08:20 |
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Just ordered x9 Jetbikes and everything I need to make x5 Shining Spears, x1 Mounted Autarch, and x2 Shuriken Cannon Jetbikes... This goddamn hobby. I'm going to be so pissed when that Saim-Hann book comes out and they have all new jetbikes.
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# ? Jul 14, 2013 08:50 |
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UberJumper posted:IG list. Well, I'm not an expert, but 2 things come to mind when looking at your list. First, your Company commander is on foot while the rest of your list is tracked. Consider sticking your CCS in a Chimera. Second, drop the lascannons on your Russes. They have ordnance weapons so can only fire the rest of their guns as snap shots. Use your Demolisher for anti tank duty instead, or equip one of your vet squads with melta guns. Also, your list is really light on scoring units. IG is squishy and fragile, so get another vet squad. You could also invest in an infantry platoon, but your theme seems to be armour/mechanised. Consider switching out one of your tanks for more troops. Also, save some points on the powerfists maybe? The go-to option for IG seems to be power axes, but on vets I rarely give them close combat weapons (basically close combat = death, no matter the upgrades on vets). Also, the Forgeworld rules are found in their own series of books known as Imperial Armour, or is used as counts-as, like I do with my Death Korps.
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# ? Jul 14, 2013 08:51 |
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Lumbering Behemoth. As long as you move combat speed with the Leman Russ, you can fire your turret at full BS, one weapon at full BS, and the rest as snapshots. I know for a fact that if you don't move at all, you can fire every single one of your weapons at full BS because the Leman Russ loving owns. E: Also, because of Lumbering Behemoth, you can fire your main battle cannon while Shaken or Stunned! Unless it was FAQ'd that is. 1) Shaken and Stunned tanks can only Snapshot, which doesn't allow Ordnance. BUT 2) Lumbering Behemoth lets you fire your turret weapon (even Ordnance) at all times if you moved combat speed or less. 3) Codex trumps base rule book. Babe Magnet fucked around with this message at 10:08 on Jul 14, 2013 |
# ? Jul 14, 2013 09:59 |
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AgentF posted:Right, then. We must game. Chuck me an e-mail if you're interested. I'll definitely let you know once I have an army, and it's in a state fit to be put on a table. I'm a bit hesitant to walk into one of the two GW stores and say "I've never played before, and never shopped here before, but here's 1500 points of Eldar, who wants to go?" We probably went to school together, and had mutual friends from university
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# ? Jul 14, 2013 10:12 |
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FAQ changes Lumbering Behemoth to Heavy vehicle type, so it can't use that logic no more, the ordnance Leman Russes kinda suffer from that but the rest got major buffed.
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# ? Jul 14, 2013 10:16 |
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Well gently caress, nevermind. You probably shouldn't run a lascannon on a Russ regardless unless you get Pask to bump that BS up a bit. But then your Russ is easily over 200 points now and you're just asking for it to get popped before it does anything fun.
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# ? Jul 14, 2013 10:25 |
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There's a bit of ambiguity around the "firing ordnance=everything else is snap shots" because that rule is under the moving and shooting with vehicles section of the BRB and it could be that this is only the case when vehicles move and fire. GW haven't clarified it in any official FAQ but there has been posts on the GW and FW facebook pages to suggest that this is the case. UberJumper posted:
That stuff is in the forgeworld Imperial Armour books. The rule of thumb is that you need your oponents permission to field imperial armour units but you can proxy in some of the models to represent codex stuff.
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# ? Jul 14, 2013 11:05 |
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Cataphract posted:There's a bit of ambiguity around the "firing ordnance=everything else is snap shots" because that rule is under the moving and shooting with vehicles section of the BRB and it could be that this is only the case when vehicles move and fire. Ya this has been a point of debate since one minute after we got the 6th ed. rulebooks in our hands. I think it's reasonable to play it that way until they get off of their asses and spend the ten seconds it would take to fix this type of poo poo. I had to send an email to them asking if a Vengeance Weapon Battery with battle cannon will attempt to shoot at a Flyer or FMC if it is the closest enemy unit. RAW, it tries to shoot Flyers even though they can't be hit by template and blast weapons Phyresis fucked around with this message at 11:51 on Jul 14, 2013 |
# ? Jul 14, 2013 11:43 |
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Phyresis posted:Ya this has been a point of debate since one minute after we got the 6th ed. rulebooks in our hands. I think it's reasonable to play it that way until they get off of their asses and spend the ten seconds it would take to fix this type of poo poo. I had to send an email to them asking if a Vengeance Weapon Battery with battle cannon will attempt to shoot at a Flyer or FMC if it is the closest enemy unit. RAW, it tries to shoot Flyers even though they can't be hit by template and blast weapons I have a pair of monoliths just itching for this to be cleared up
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# ? Jul 14, 2013 14:36 |
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As much as I would like it to be otherwise, I think that the Ordnance rule prevents you from making anything but snapshots with any other weapons, even if you stand still. The fact it appears under the superheading about moving and shooting is largely irrelevant, since the rule itself is quite specific about what it says it does and in no way refers to actually moving. A lot of quite mediocre units would be a hell of a lot better if the rule actually worked that way, but until GW rewrites things, I think we're stuck with it. :\ Mef989 posted:Since I'm getting back into 40k and haven't touched my SoB since 6th came out, is Jacobus and Co. still a must have unit, or have they kind of fallen away with the new assault and transport rules? Exorcists and Retributors are still really good (the latter especially inside a Bastion), Battle Sisters are still middling but not awful, Dominions and Seraphim are pretty decent, and mechanized is still the way to go.
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# ? Jul 14, 2013 15:18 |
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AbusePuppy posted:As much as I would like it to be otherwise, I think that the Ordnance rule prevents you from making anything but snapshots with any other weapons, even if you stand still. The fact it appears under the superheading about moving and shooting is largely irrelevant, since the rule itself is quite specific about what it says it does and in no way refers to actually moving. I agree that we're stuck with the RAW but I disagree that it is specific and/or clear. It's part of a two sentence paragraph tucked away in a weird section of the book and the first sentence reads "unlike other units vehicles can move and fire with ordnance weapons". The fact that that sentence comes first in the paragraph makes it ambiguous. On top of that there's the fact that it makes no sense to make the lumbering behemoth and heavy rules operate so differently from one another.
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# ? Jul 14, 2013 16:51 |
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TheBlobThing posted:Well, I'm not an expert, but 2 things come to mind when looking at your list. First, your Company commander is on foot while the rest of your list is tracked. Consider sticking your CCS in a Chimera. Second, drop the lascannons on your Russes. They have ordnance weapons so can only fire the rest of their guns as snap shots. Use your Demolisher for anti tank duty instead, or equip one of your vet squads with melta guns. Also, your list is really light on scoring units. IG is squishy and fragile, so get another vet squad. You could also invest in an infantry platoon, but your theme seems to be armour/mechanised. Consider switching out one of your tanks for more troops. Also, save some points on the powerfists maybe? The go-to option for IG seems to be power axes, but on vets I rarely give them close combat weapons (basically close combat = death, no matter the upgrades on vets). Is this any better? code:
EDIT: Also what is the verdict on the Leman Russ Executioners? it looks so Or Vendetta's? UberJumper fucked around with this message at 18:37 on Jul 14, 2013 |
# ? Jul 14, 2013 18:24 |
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Babe Magnet posted:Well gently caress, nevermind.
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# ? Jul 14, 2013 18:26 |
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UberJumper posted:Is this any better? I'd say drop the power weapon on the company commander, and make all the special weapons in the company command squad plasma guns. I'd say take the tanks out of squadron so they can shoot at different things and so they both count as scoring units in Big Guns Never Tire. Executioners are the plasma ones, right? People tend to really spread out their infantry blobs if they know you're using it, but being AP2 can be really useful, it's really good at killing deep striking units (since they can't spread out). Vendettas are great, and I find myself generally preferring to load up on them rather than taking Leman Russes at all.
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# ? Jul 14, 2013 20:17 |
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Well, that didn't take long: Apparently you can make a pretty sweet Lord of Skulls walker using the blood tanks to form legs. PierreTheMime fucked around with this message at 21:08 on Jul 14, 2013 |
# ? Jul 14, 2013 20:31 |
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Pacheeco posted:Good Advice. Hey, so I've adjusted my list based on the advice you gave. I agree with you about the Baal Predator, I think mixing it up is best, though I want to try out the Twin-Linked Assault Cannons with Heavy Flamers. I took off Epistolary and opted for the Jump Pack as well as Shields of Sanguinius instead of Wings of Sanguinius. My idea is to have him Deep Strike with the Assault Squad and sow some discord. Using the extra points from removing all the chaff, I was able to hand out power weapons to the Sanguinary Priest and the Assault Squads Veteran Sergeant as well as adding melta's to the same squad. As I said before is that I plan on deep striking in with the Librarian and Assault Squad whilst my Tactical Squad plods forward with the Sanguinary Priests and Baal Predator as support. Any glaring holes in this list? code:
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# ? Jul 14, 2013 20:33 |
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PierreTheMime posted:Well, that didn't take long: Now that is just rad as hell.
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# ? Jul 14, 2013 20:37 |
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# ? Jun 2, 2024 02:13 |
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Blacktoll posted:Hey, so I've adjusted my list based on the advice you gave. I agree with you about the Baal Predator, I think mixing it up is best, though I want to try out the Twin-Linked Assault Cannons with Heavy Flamers. I took off Epistolary and opted for the Jump Pack as well as Shields of Sanguinius instead of Wings of Sanguinius. My idea is to have him Deep Strike with the Assault Squad and sow some discord. Using the extra points from removing all the chaff, I was able to hand out power weapons to the Sanguinary Priest and the Assault Squads Veteran Sergeant as well as adding melta's to the same squad. 850 is a hard level to cover all your bases with because of the shift to objective based missions; I assume the objective of this list is to deny your opponent their objectives and just ignore your own. I like putting my Priests with the Assault Squads but I never run Tac Squads (I prefer Scout Sniper Squads) so the added FNP protection should help your Tac Squad survive unless somebody brings some S8 shooting. The Assault Cannon/Heavy Flamer Baal Pred is probably the worst possible mix; one TL Assault Cannon isn't going to do a ton of damage and the flamer sponsons will be doing nothing until you are in range to get assaulted but if you took the HB sponsons you would be over points so I guess its the best you can do. Pacheeco fucked around with this message at 20:56 on Jul 14, 2013 |
# ? Jul 14, 2013 20:49 |