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I've got a box of Thunderwolf Cav and have no idea on how I should be kitting out the riders. I was thinking of storm shields and power fists for everyone, but that makes em very pricy. The rest of the army is basically gonna be dudes in drop pods.
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# ? Jan 26, 2015 12:59 |
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# ? May 28, 2024 16:13 |
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Asides from taking Grey Knights, what is the a good counter too daemons ?
Foul Ole Ron fucked around with this message at 13:41 on Jan 26, 2015 |
# ? Jan 26, 2015 13:33 |
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^^^ What?BeigeJacket posted:I've got a box of Thunderwolf Cav and have no idea on how I should be kitting out the riders. I was thinking of storm shields and power fists for everyone, but that makes em very pricy. I tend to make them cheap and take more of them. Usually one guy with a fist/hammer and maybe one or two shields up front to take some hits, and I used to take units of 5. As you said, they get expensive fast
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# ? Jan 26, 2015 13:34 |
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Foul Ole Ron posted:Asides from taking Grey Knights, what is the a good counter too daemons ? In general or with a specific army? Against any particular Chaos Daemon army build? Aside from Grey Knights, Tyranid are second-best against a Psyker heavy army. They have enough ML dice to have a decent chance to counter manifest rolls and their -3 Ld. score against Psykers makes clearing units of Daemons in close combat much more effective (provided the Tyranid win close combat). Keep in mind that Chaos Daemons are essentially Fearless in Shooting but in Assault they must make a Leadership check if they lose close combat and suffer losses equal to the result minus their Ld. score (unless they roll a 2, in which case you're just boned). In general Chaos Daemons aren't particularly powerful unless they get Invisibility off or something, it's mostly playing keep-away as the majority of their army is close combat oriented and has middling shooting aside from a couple stand-out units. Keep focus-firing units out, stay in terrain and the majority of the army has no way to assault at Initiative into terrain, and clear out any Psykers that are summoning (if any). There's really not all that much to it--a lot of the strength and weakness of Chaos Daemons is literally random and there's no defense against it, but that's the idea.
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# ? Jan 26, 2015 14:00 |
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BeigeJacket posted:I've got a box of Thunderwolf Cav and have no idea on how I should be kitting out the riders. I was thinking of storm shields and power fists for everyone, but that makes em very pricy. 1-2 Fists or Hammers, depending on squads size, is usually sufficient; more than that is overkill. Storm Shields I would give to roughly half the dudes, although you could go up or down on that depending on what guns you expect to face. I find a lot of the time you're just rolling armor saves, though, which the Shield doesn't help at all with. Foul Ole Ron posted:Asides from taking Grey Knights, what is the a good counter too daemons ? Any army that puts out large numbers of shots, especially high-strength ones, will be problematic for Daemons, since they are typically relying on invulnerable saves to protect themselves. FMC-based lists obviously have problems with anything that can bring much Skyfire (or that gets the first turn and can hit them before they're in the air.) Khorn Dogs and other aggressive ground lists usually struggle with strong counter-assault troops and blocking tactics (such as with cheap Rhinos/Drop Pods, etc.) Summoning armies tend to not have a lot of active ways to go after the enemy early and thus can't deal well with aggressive foes or ones that can sit back at long range with lots of shooting (especially lots of barrage weapons to snipe out the spellcasters.)
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# ? Jan 26, 2015 14:02 |
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Jesus Christ, Hollismason. Who'd you piss off this time?Master Twig posted:It was against the old orks, but I once had an opponent have a shokk attack gun scatter just right so it hit a Trygon Prime, a Tervigon, the Swarmlord and a tyrant guard. Rolled double six and on one turn I saw almost half my points disappear. I was too amazed to be upset about it.
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# ? Jan 26, 2015 14:12 |
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Thanks for the replies guys about countering daemons. I recently watched daemons curb stomping a decent Necron list and was just curious on how to avoid a similar fate.
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# ? Jan 26, 2015 14:49 |
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Carnifices
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# ? Jan 26, 2015 14:56 |
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HiveCommander posted:Carnifexen Cataphract posted:Carnifices Maybe they're were-Carnifices cursed by some Chaos witch? Ever think of that, smart guy?
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# ? Jan 26, 2015 15:01 |
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Carnipodes
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# ? Jan 26, 2015 15:03 |
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HiveCommander posted:Jesus Christ, Hollismason. Who'd you piss off this time? I use a squad of 10 grots for my mek's retinue. It helps keep him out of trouble for cheap, and doesn't tie up my lootas.
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# ? Jan 26, 2015 15:10 |
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HiveCommander posted:Jesus Christ, Hollismason. Who'd you piss off this time? The entire death thread pretty much
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# ? Jan 26, 2015 15:34 |
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Say I wanted to magnetize a resin mini. What precautions would I need to take when drilling to place the magnets? Would a simple paper mask work, or would I want a more complex filtration system? Thinking of setting up my Contemptor to be able to swap arms in case I do want to field Marines some day.
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# ? Jan 26, 2015 15:43 |
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NTRabbit posted:The entire death thread pretty much Taking how poo poo I imagine that thread to be, then how poo poo you'd have to be to get an avatar like that out of it, and I'm coming up with Hollismason. The science fits!
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# ? Jan 26, 2015 15:48 |
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It's Carnifeces.
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# ? Jan 26, 2015 15:48 |
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Are you using a drill, or a vise? A paper mask is likely fine because regardless. Honestly, I wouldn't wear anything at all. You're drilling for a second. I'm sure if you had a career where you were surrounded by resin dust you'd want some protection, but 'drilling two contemptor arms' will probably not create enough dust to be harmful even if you snorted it. Also, resin dust seems to be pretty heavy, so I don't think it'll really be aggressively entering your airways.
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# ? Jan 26, 2015 15:52 |
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Master Twig posted:It's Carnifeces.
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# ? Jan 26, 2015 16:23 |
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REAL MUSCLE MILK posted:Are you using a drill, or a vise? A paper mask is likely fine because regardless. Pin vise, yeah. Drill would be way to easy to wreck the mini with.
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# ? Jan 26, 2015 16:28 |
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Holy hell those kick rear end.
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# ? Jan 26, 2015 16:41 |
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Esser-Z posted:Say I wanted to magnetize a resin mini. What precautions would I need to take when drilling to place the magnets? Would a simple paper mask work, or would I want a more complex filtration system? Thinking of setting up my Contemptor to be able to swap arms in case I do want to field Marines some day. In order to get any sort of health problems, you'd basically have to be surrounded by piles of resin dust every day for hours on end and/or snorting it through a straw like it's cocaine. Don't worry about it.
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# ? Jan 26, 2015 16:52 |
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Boon posted:Just wait until someone uses the Scatter Laser to TL that Pulsar which they then fire at a seperate target because it's a Super Heavy and can technically do that. That'll make you want to punch someone in the face (I don't do this because I think it's bullshit). The pulsar can't split fire. Yes super heavies can shoot at separate targets with separate guns but all of the shots from one gun must resolve into the same target. I traveled to our sister store in Minot this weekend and played in a little RTT. Tabled my first two opponents then lost to one of my teammates playing for top table. Because of battle point scoring that pushed me to 4th (out of 20) while my teammates picked up 1, 2, and 6th(ish).
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# ? Jan 26, 2015 16:59 |
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HiveCommander posted:Nah, that was back in 5th I've actually been running them at my FLGS lately. They're decent and a fun to play with, but I wouldn't bring them to a tournament. Kind of on the same level as Trygons right now. Tyrannocites really opened up the game for them. We're starting a campaign soon that will only go a few weeks and the organizer is making it so there's no allies, no formations and no forgeworld. It's strict, but those kind of restrictions I think are a huge boost for Tyranids since they don't really need to rely on those to make a good list. My poor Malanthrope will sit on the sidelines, but it's looking to be a lot of fun. Problem is I'm the only Tyranid player in the campaign, so they're having trouble putting me on a team (they're trying to make teams fluffy).
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# ? Jan 26, 2015 17:01 |
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I can't even really parse what the helmet is supposed to be. Esser-Z posted:Pin vise, yeah. Drill would be way to easy to wreck the mini with. You probably don't need to wear anything, but a paper mask would be fine.
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# ? Jan 26, 2015 17:05 |
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Naramyth posted:The pulsar can't split fire. Yes super heavies can shoot at separate targets with separate guns but all of the shots from one gun must resolve into the same target. I think hes saying that you use the scatter laser to hit, which gives the other weapon twin linked, but you can then fire that at another target because super heavies can split fire between weapon systems.
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# ? Jan 26, 2015 17:08 |
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What kits are these?
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# ? Jan 26, 2015 17:31 |
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serious gaylord posted:I think hes saying that you use the scatter laser to hit, which gives the other weapon twin linked, but you can then fire that at another target because super heavies can split fire between weapon systems. Tangentially, it's always weirded me out that normal tanks CAN'T split fire. So many of them have sponsons. The entire point of sponsons is to be able to engage additional targets! Oh, and thanks for the info on the resin dust, guys! Esser-Z fucked around with this message at 17:40 on Jan 26, 2015 |
# ? Jan 26, 2015 17:33 |
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JerryLee posted:What kits are these? Event exclusive Iron Warrior and Alpha Legion models.
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# ? Jan 26, 2015 17:34 |
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And here we go!quote:Necron Special Rules: quote:Canoptek Scarabs are Fast Attack, 60 points. quote:Dispersion Shield Mind Shackle Scarabs now cause fear. Hahaha. And Reanimation now works on every wound, but is weaker against Instant Death.
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# ? Jan 26, 2015 17:39 |
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Rest in peace cool robots getting knocked down and standing back up. Now it's just a new way to not get knocked down. MY NARRATIVE.
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# ? Jan 26, 2015 17:41 |
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Esser-Z posted:Say I wanted to magnetize a resin mini. What precautions would I need to take when drilling to place the magnets? Would a simple paper mask work, or would I want a more complex filtration system? Thinking of setting up my Contemptor to be able to swap arms in case I do want to field Marines some day. As a guy super sensitive to dust who can't even use glue without some precautions, I wear either a scarf or a paper mask whenever I model for longer than an hour.
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# ? Jan 26, 2015 17:42 |
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So no new units for the Necrons then? No Newcrons.
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# ? Jan 26, 2015 17:42 |
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Lol mindshackle scarabs didn't just get nerfed, they basically got removed from the Codex. Fear is so situational, though I guess on 3d6 its OK. Needs to be appropriately costed to even be considered.
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# ? Jan 26, 2015 17:48 |
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quote:Flayed Ones, Elites, 65 Points for 5 guys quote:Whipcoils can be purcahsed for 3 pts per model. S = user, gains swiftstrike (+3 init)
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# ? Jan 26, 2015 17:48 |
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That's a weird as hell Alpha Legion dude. I like the mask, but the topknot.. not so much
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# ? Jan 26, 2015 17:49 |
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If you don't like topknots, find another game.
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# ? Jan 26, 2015 17:51 |
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Esser-Z posted:Rest in peace cool robots getting knocked down and standing back up. Now it's just a new way to not get knocked down. MY NARRATIVE. Games Workshop, more out of touch than Tony Abbott
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# ? Jan 26, 2015 17:58 |
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So Entropic Strike is just gauss in close combat? Good to see there's no shortage of imagination in the design team these days.
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# ? Jan 26, 2015 18:01 |
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The collective rage about mindshackle scarabs has caused them to now be pointless haha.
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# ? Jan 26, 2015 18:04 |
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Eh, the Reanimation Protocols are a good and a bad thing making it just another save makes it a bit faster gameplay wise, but helps in areas like assault and people not surrounding the Bargelord to make him not be able to get back up. It doesn't help in areas with the shooting phase etc.. It'll help units like Lychguard, who are 25 points a model, and actually worth it now. Praetorians apparently are the same cost as Lychguard. Entropic Strike is a bit weird now, 6s autoglance is actually pretty interesting. Not remotely surprised about Mind Shackle Scarabs, all the butthurt that item caused. It getting moved to cause fear and fail a fear check on 3D6 is all but useless pretty much.
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# ? Jan 26, 2015 18:04 |
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# ? May 28, 2024 16:13 |
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Getting back up after dying was THE iconic Necron mechanic. "I'll Be Back" and the Terminator-reference, becoming the robot-zombies thing. When I think of Necrons, I think of that mechanic. They no longer have it.
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# ? Jan 26, 2015 18:06 |