|
Lobster God posted:Boom Boom Boom No.
|
# ? Jan 14, 2017 01:50 |
|
|
# ? Jun 6, 2024 02:13 |
|
Bawitdaba da bang a dang diggy diggy diggy said up jump the boogy
|
# ? Jan 14, 2017 03:32 |
|
MasterSlowPoke posted:Bawitdaba da Mods please ban
|
# ? Jan 14, 2017 04:31 |
|
RIIIIVVVEEETTTTSSSS!!!
|
# ? Jan 14, 2017 05:05 |
|
Just finished up this Dynat, he is only 14th model painted in the last two decades so I am pretty pleased with how he has turned out, please excuse the mediocre image quality.
|
# ? Jan 14, 2017 13:10 |
|
That looks great! I've finished my mini sabbatical after beasting that Bloodthirster. Tomorrow I work on my Raven Guard Contemptor, Word Bearers Chaplain, and a couple of randos.
|
# ? Jan 14, 2017 20:56 |
|
The rumors I posted here originally are complete bullshit. Turns out Mango Polo was running an experiment, the conniving bastard. Instead, I'm going to compliment this: Kingcobra posted:Just finished up this Dynat, he is only 14th model painted in the last two decades so I am pretty pleased with how he has turned out, please excuse the mediocre image quality. Safety Factor fucked around with this message at 21:44 on Jan 14, 2017 |
# ? Jan 14, 2017 21:26 |
|
Safety Factor posted:The rumors I posted here originally are complete bullshit. Turns out Mango Polo was running an experiment, the conniving bastard. I'm sorry But it as totally worth it.
|
# ? Jan 14, 2017 21:59 |
|
Beep. Boop. Greetings Warhammer 30k enthusiasts [posters in the best warhammer thread]. We are excited [apathetic] to officially announce Skullapaloozaa 2017, this thread's skull themed miniature painting and conversion contest. The contest is open to anyone with an account and includes prizes [jokes] and a panel of celebrity judges [unfortunate volunteers]. As thread regulars, your participation is encouraged [mandatory] in our lighthearted community event. Skullapaloozaa will accept entries until 24:00 PST on January 20th when it will officially begin [issuing bans]: https://forums.somethingawful.com/showthread.php?threadid=3805534 Thank you for your attention. Remember- Submit to The Emperor's will [obey]
|
# ? Jan 15, 2017 05:12 |
|
My first Mk III Marine from the Burning of Prospero box is done! I'm hoping to get enough models done by sometime in February for a campaign of Tactical Strike with some local Horus Heresy friends. Speaking of which, does anyone have the link to the goon-curated version of those rules?
|
# ? Jan 15, 2017 11:36 |
|
Here you go: https://docs.google.com/document/d/1ahdfeBukDCz8DLBs_PUudfnOiyCAO3U0gqLjW_IwYZU/edit?usp=sharing
|
# ? Jan 15, 2017 11:58 |
|
BULBASAUR posted:Here you go: Cheers!
|
# ? Jan 15, 2017 12:11 |
|
Hello 30k players: I have some friends with 30k armies and would be interested in using my 40k Imperial Guard with the Solar Auxilia rules - what is their current army list, which book is it in? TIA.
|
# ? Jan 15, 2017 13:17 |
|
Crusade Imperialis would be the most recent and up to date rules for auxilia and militia
|
# ? Jan 15, 2017 13:29 |
|
Endman posted:My first Mk III Marine from the Burning of Prospero box is done! I really like this scheme. What colors did you use for his armor?
|
# ? Jan 15, 2017 13:53 |
|
Genghis Cohen posted:Hello 30k players: I have some friends with 30k armies and would be interested in using my 40k Imperial Guard with the Solar Auxilia rules - what is their current army list, which book is it in? TIA. Worth mentioning that SA all have vacuum-sealed carapace armor so their closest 40k analogue would be stormtroopers/kasrkin. They also have really unique tank options, so no porting chimeras over. Imperial militia and cults is probably a better fit for regular cadian dudes rolling around in Rhinos with familiar tank options.
|
# ? Jan 15, 2017 16:42 |
|
tallkidwithglasses posted:Worth mentioning that SA all have vacuum-sealed carapace armor so their closest 40k analogue would be stormtroopers/kasrkin. They also have really unique tank options, so no porting chimeras over. Imperial militia and cults is probably a better fit for regular cadian dudes rolling around in Rhinos with familiar tank options. Yeah, but I like the idea of carapace armour and some of their squads (eg the all-power-axes one) look very cool. I convert all my models and have done converted plasticard vehicles before, so I actually want something different to the 40k IG look.
|
# ? Jan 15, 2017 18:24 |
|
Genghis Cohen posted:Yeah, but I like the idea of carapace armour and some of their squads (eg the all-power-axes one) look very cool. I convert all my models and have done converted plasticard vehicles before, so I actually want something different to the 40k IG look. have fun!
|
# ? Jan 15, 2017 18:58 |
|
tallkidwithglasses posted:have fun! So I don't suppose you know which army book their rules are in?
|
# ? Jan 15, 2017 20:02 |
|
Genghis Cohen posted:So I don't suppose you know which army book their rules are in? https://www.forgeworld.co.uk/en-US/The-Horus-Heresy-Crusade-Imperialis-Army-Lists
|
# ? Jan 15, 2017 20:31 |
|
Thank you!
|
# ? Jan 15, 2017 21:02 |
|
Alright, Victory is Vengeance trip report: I took BULBASAUR's edit of the VisV rules on down to my FLGS to try out. I made some minor edits, myself, mostly rejiggering things to be in actual tables instead of haphazardly spread across the page. I convinced one of my friends, who's been big into 40k Kill Team recently, to give it a shot. Naturally, there were some teething issues and I came away with a few questions for those of y'all who have played this game type before. 1. Melee combat was a little clunky. The rules are that a model is only engaged in close combat if it is in base to base contact with one or more enemy models at its initiative step. Additionally, wounds can only be allocated to enemy models in base to base with one or more friendly models. That's Forge World's wording. As an example, I have an ad hoc unit of 5 tactical marines and one centurion. The centurion piles in at I5, does three wounds, but is only in contact with one enemy model while the tactical marines are in base contact with another four. How many models would be removed? 2. The rules state that ad hoc units may split fire. Is this the special rule, in which case only one model would actually be able to shoot at a different target, or does this allow all of the models to pick their own targets? 3. There's no real limit on how many action points can be spent per turn, right? I know the Adepticon ruleset maxes your pool at 7 because it's not meant to be used in a campaign setting (10 AP can be spent to increase a character's stats and AP carry over between missions, for those who don't know). BULBASAUR's edit tries to deal with this by only allowing 7 AP to be spent over the course of the entire game which isn't the same thing. Long story short, would the game be improved by imposing a limit of 2-3 AP spent per turn? 1-2 points per Hero or Leader per turn? Is a spending limit the way to go? Are players meant to constantly re-roll things? 4. If a unit that is under the effects of being out/low on ammo (snapfiring everything) rolls a 1 to hit, do they trigger an ammo roll as normal? 5. Given that the basic hero roles have some obvious favorites, I tried out the edited versions in the goon document. There are some that just don't work as well as others. I mean, there's one that's been edited to involve precision strikes and shots, but that's no longer a general mechanic for characters in 7th edition. I ran my hero as a Slayer and was generating action points left and right while my Paragon opponent barely got any. Slayer had stuck out clearly as the best option for my guy. As a result, I feel that the roles should be pared down for now, not expanded. I see a lot of potential with this ruleset, but it's clear that FW themselves didn't flesh it out enough nor do a good job of imposing certain restrictions. There are mechanics that I really like, I just want a little more clarity on some of this stuff. To that effect, I'll work any answers to the above questions into the goon document before putting it up for review. Bonus question: If a model strikes at two initiative steps, such as a forge lord with a power sword and a servo arm, does the model get to pile in twice, once at I5 and again at I1?
|
# ? Jan 15, 2017 21:24 |
|
Lord_Hambrose posted:I really like this scheme. What colors did you use for his armor? For the purple: Basecoat Naggaroth Night -> all over layer of Xereus Purple -> recess wash with Nuln Oil -> highlights with Genestealer Purple. For the gold: Basecoat Retributor Armour -> wash with Agrax Earthshade -> general highlight with Liberator Gold -> selective highlights with Stormhost silver. I hope that's helpful
|
# ? Jan 15, 2017 22:10 |
|
Safety Factor posted:Alright, Victory is Vengeance trip report: Woo! Glad you sunk your teeth into this one. It's been a few months since we played this last, but let me run you through this as best as I can. This is a living document and if you would like, we can work together on putting together a version 2.0 with further revisions and actual rules tables in the back. quote:1. Melee combat was a little clunky. The rules are that a model is only engaged in close combat if it is in base to base contact with one or more enemy models at its initiative step. Additionally, wounds can only be allocated to enemy models in base to base with one or more friendly models. That's Forge World's wording. As an example, I have an ad hoc unit of 5 tactical marines and one centurion. The centurion piles in at I5, does three wounds, but is only in contact with one enemy model while the tactical marines are in base contact with another four. How many models would be removed? Wonky melee combat is basically a cornerstone of warhammer I would encourage you to play a few more times to see how it feels. I wasn't crazy about it at first, but it went a long way in slowing down melee. In your example, the centurion does three wounds to a single enemy model. After he is dead none of the wounds bleed over. Overkill is not a thing in VisV unless you are surrounded by models. quote:If a model strikes at two initiative steps, such as a forge lord with a power sword and a servo arm, does the model get to pile in twice, once at I5 and again at I1? This is how it is intended to work. Is this different from the BrB? If so, let me know and I'll clarify it in VisV. quote:2. The rules state that ad hoc units may split fire. Is this the special rule, in which case only one model would actually be able to shoot at a different target, or does this allow all of the models to pick their own targets? I clarified it in the document. Your interpretation is correct. Each and every model in an Ad-Hoc unit can shoot at different targets. quote:3. There's no real limit on how many action points can be spent per turn, right? I know the Adepticon ruleset maxes your pool at 7 because it's not meant to be used in a campaign setting (10 AP can be spent to increase a character's stats and AP carry over between missions, for those who don't know). BULBASAUR's edit tries to deal with this by only allowing 7 AP to be spent over the course of the entire game which isn't the same thing. Long story short, would the game be improved by imposing a limit of 2-3 AP spent per turn? 1-2 points per Hero or Leader per turn? Is a spending limit the way to go? Are players meant to constantly re-roll things? In practice there are usually a lot of re-rolls and the action point mechanic emphasizes the importance of heroes and leaders. You really feel a vacuum if you loose a leader or two and can't put them into a squad to buff the unit. Nothing can be re-rolled more than once though, so nobody should be fishing for a success over and over again. In terms of design I like the action point system quite a bit and there is no wrong answer about capping AP spends per turn or keeping it open. Keeping it open lets people save them for when they really matter while limiting them can be built into the Leader/Hero mechanic (each hero/leader allows you to spend a certain number of points per turn, as an example). I'd say play a few more times and see how you like it. I found the action point system is my favorite part of VisV. quote:4. If a unit that is under the effects of being out/low on ammo (snapfiring everything) rolls a 1 to hit, do they trigger an ammo roll as normal? No they shouldn't. I added this line into the Ammo rules. quote:5. Given that the basic hero roles have some obvious favorites, I tried out the edited versions in the goon document. There are some that just don't work as well as others. I mean, there's one that's been edited to involve precision strikes and shots, but that's no longer a general mechanic for characters in 7th edition. I ran my hero as a Slayer and was generating action points left and right while my Paragon opponent barely got any. Slayer had stuck out clearly as the best option for my guy. As a result, I feel that the roles should be pared down for now, not expanded. This is where I think the most balance is needed, without a doubt. I spent a lot of time on these mods and even still I think there's work to be done. Some are very specific, but can be powerful in certain builds. I ran Duelist 3-4 times and let me tell you, if it's a Vigilator with some Seekers, the points pile up fast. Slayer is strong, but you gotta get into melee with it. Meanwhile Marksman for ranged characters is a steady flow of 1-3 AP each turn. I'm surprised your friend wasn't getting many AP with Paragon. If you put your Hero up front he should be getting at least 1-2 AP each turn... the trade-off being, he is first in line to get shot. Each role should be pretty specific to the point it's good at one thing, but not great as a result of the specialization. For example Pathfinder with a unit of Recon Marines is frightening, but the flip side is if your opponent ignores shooting at you (or there is not much terrain) you have nothing to 'pathfind'.
|
# ? Jan 15, 2017 23:01 |
Quick question, where is the best place to get some skulls and jewellers chain?
|
|
# ? Jan 15, 2017 23:33 |
|
Thundercloud posted:Quick question, where is the best place to get some skulls and jewellers chain? A cemetery. Assuming you already own a shovel ofc
|
# ? Jan 15, 2017 23:41 |
|
Hollismason Hollismason HOLLISMASON
|
# ? Jan 15, 2017 23:41 |
|
Thundercloud posted:Quick question, where is the best place to get some skulls and jewellers chain? Any decently stocked arts & crafts or hobby store should have it, alternatively Galeforce 9 sell a chain if you can find their stuff anywhere.
|
# ? Jan 16, 2017 01:18 |
|
Kingcobra posted:Just finished up this Dynat, he is only 14th model painted in the last two decades so I am pretty pleased with how he has turned out, please excuse the mediocre image quality. Endman posted:My first Mk III Marine from the Burning of Prospero box is done! Dang, this is some nice stuff this page. Both of these are just fantastically clean paint jobs, jeez. Endman- I started scaling up my painting from some Victory is Vengeance campaign games, it was definitely a good place to start from. Slammed an unexpectedly large ham today- 2v2, 1650 a side. Ended up going on pretty long but was a lot of fun. Here's what I took: Ironwing! Delegatus with terminator armor in a unit of powerfist termies in a DT Spartan, 5 acid heavy bolter marines in a LR Proteus, a Sicaran Venator, and two tac squads in Rhinos. I was allied with Ultramarines, who had 2 squads in rhinos, a regular Sicaran, those axey shieldy guys with a Chaplain in a LR, a Contemptor Mortis, a quad mortar squad and a Whirlwhind Scorpius. The traitors were Night Lords and greenmarine's Mechanicum. Metallica marines took pride of the legion with termies in an LR, two units of vets in rhinos, a teleporting termie squad, two icarus lascannon fortifications and a predator; the Martians brought a Magos in a unit of Castellax, a unit of Ursarax, a unit of Thallax in a death tractor, a cheapo squad of objective fodder with laslocks, a big doofy plasma mortarbot and an Avenger. We rolled mission 2 with an ambush deployment- me and the Ultramarines were surrounded by traitors, and we had an objective in our area to hold and one in theirs to grab. Any units totally destroyed in the first turn would be worth a VP, plus slay the warlord and attrition as secondary objectives. Deploying the battlefield: We luckily seized the initiative and tried to break out towards our objective. My Venator zapped the pred for a victory point, and the Spartan blew up the weapon on one of the Icarus lascannon turrets. . The traitor response was pretty decisive, however. One of my rhinos of Marines got popped open and the squad within was vaporized right after by the big artillery robot, causing the few survivors to scurry away and get cut down by Castellax: My terminators popped out to engage the Castellax for the objective as the rest of the armies positioned with each other and exchanged fire. Ironwing was really neat here, as I could use my combi-bolters to wound the T7 Castellax on 5's- had my tacs survived the first turn they could have Fury of the Legion'd those Castellax and probably killed one and wounded another. Pretty cool. That said, the Castellax tanked a ton of shooting and let the Magos scurry away to safety. On the other side of the battlefield, the Ultramarines were pushing against the heavy hitters of the traitor force along with my Sicaran Venator. Things were going OK until the Avenger dropped in and strafed my Sicaran, and the Ursarax charged into the Contemptor. It fought on valiantly and was soon assisted by the elite of Ultramar. Things were starting to snowball against the loyalists, however. Both the Ultramarine and Dark Angel Sicarans got popped, the Proteus was immobilized, and one by one squads were torn apart by fire. With a few brave DA legionaries still clinging to their objectives and their comrades dead around them, the loyalists suffered a tactical loss. The last defenders: +++ BEGIN DATA PULL [I LEGION SPARTAN CATEGORY]+++ Martian chassis no. 773991 "Sic Semper Terranus" was assigned to a squad of Terran veterans in Cataphractii armor at the beginning of the Tactical Dreadnought Armor project and served as a chapter command vehicle in numerous successful compliance missions across the Great Crusade. It was involved in fighting early into the Heresy and was observed as a participant in a last stand of a combined Ultramarines and I Legion force on Cypra Mundi IV. Strangely, it was not fired upon during that exchange and was later observed in numerous subsequent Dark Angel actions, including participation in[RECORDS DELETED]Tragically, the Ultramarines in the force died to a man, but the Dark Angels are definitely loyal nothing to see here ok?!
|
# ? Jan 16, 2017 02:50 |
|
Endman posted:For the purple: Basecoat Naggaroth Night -> all over layer of Xereus Purple -> recess wash with Nuln Oil -> highlights with Genestealer Purple. Thanks!
|
# ? Jan 16, 2017 07:30 |
|
Great report and the LensFX additions are spot on. But I have to say, Terr Anus is the best.
|
# ? Jan 16, 2017 07:33 |
|
So I want a bunch of word bearers and a knight covered in skulls, have I come to the right place?
|
# ? Jan 16, 2017 08:13 |
|
Yes. Right now the trend with Word Bearers is a provocative red, though fashion leaders are divided on whether it should be metallic or matte. Ceramic grey is also making a resurgence, but for now it is strictly the domain of hipster Diabolists and dadcore Ashen Circle. A knight is the perfect accessory to your Word Bearers army as it allows you to add a delightful splash of colour.
|
# ? Jan 16, 2017 11:40 |
|
Mango Polo posted:Great report and the LensFX additions are spot on. You're not wrong.
|
# ? Jan 16, 2017 15:51 |
|
tallkidwithglasses posted:You're not wrong. "Come brothers, today we ride aboard the Terr Anus! Together we shall be the mighty sword that plunges deep into the darkest and most vile recesses of the enemy!" Oh and fancy poo poo coming soon. I really like how these were painted. So soft.
|
# ? Jan 16, 2017 21:29 |
|
BULBASAUR posted:Wonky melee combat is basically a cornerstone of warhammer I would encourage you to play a few more times to see how it feels. I wasn't crazy about it at first, but it went a long way in slowing down melee. In your example, the centurion does three wounds to a single enemy model. After he is dead none of the wounds bleed over. Overkill is not a thing in VisV unless you are surrounded by models. BULBASAUR posted:This is how it is intended to work. Is this different from the BrB? If so, let me know and I'll clarify it in VisV. BULBASAUR posted:I clarified it in the document. Your interpretation is correct. Each and every model in an Ad-Hoc unit can shoot at different targets. BULBASAUR posted:In practice there are usually a lot of re-rolls and the action point mechanic emphasizes the importance of heroes and leaders. You really feel a vacuum if you loose a leader or two and can't put them into a squad to buff the unit. Nothing can be re-rolled more than once though, so nobody should be fishing for a success over and over again. In terms of design I like the action point system quite a bit and there is no wrong answer about capping AP spends per turn or keeping it open. Keeping it open lets people save them for when they really matter while limiting them can be built into the Leader/Hero mechanic (each hero/leader allows you to spend a certain number of points per turn, as an example). I'd say play a few more times and see how you like it. I found the action point system is my favorite part of VisV. BULBASAUR posted:No they shouldn't. I added this line into the Ammo rules. BULBASAUR posted:This is where I think the most balance is needed, without a doubt. I spent a lot of time on these mods and even still I think there's work to be done. Some are very specific, but can be powerful in certain builds. I ran Duelist 3-4 times and let me tell you, if it's a Vigilator with some Seekers, the points pile up fast. Slayer is strong, but you gotta get into melee with it. Meanwhile Marksman for ranged characters is a steady flow of 1-3 AP each turn. I'm surprised your friend wasn't getting many AP with Paragon. If you put your Hero up front he should be getting at least 1-2 AP each turn... the trade-off being, he is first in line to get shot. Each role should be pretty specific to the point it's good at one thing, but not great as a result of the specialization. For example Pathfinder with a unit of Recon Marines is frightening, but the flip side is if your opponent ignores shooting at you (or there is not much terrain) you have nothing to 'pathfind'. Generally speaking, I'll send my version to you once I've made a few more edits and we've hammered out some ideas for roles. Like I said, I enjoyed this game type and want to play it more in the future. It just needs some fine-tuning.
|
# ? Jan 16, 2017 21:53 |
|
Cool! I agree, it's in a good spot, just needs some fine tuning. Getting ideas from the thread is also welcome, especially if more people here want to try out the system. One thing to add- there currently is a cap of 7 AP per game. You can generate more in a game to carry over, but you can only ever use 7 (3 from your hero + 2x2 for each leader)
|
# ? Jan 16, 2017 22:18 |
|
Mango Polo posted:"Come brothers, today we ride aboard the Terr Anus! Together we shall be the mighty sword that plunges deep into the darkest and most vile recesses of the enemy!"
|
# ? Jan 16, 2017 22:23 |
|
Is it me, or is the Fist just a little bit too lemon? Great painting all the same.
|
# ? Jan 16, 2017 22:27 |
|
|
# ? Jun 6, 2024 02:13 |
|
They don't really have a consistent theme for the Fists on the FW store. The kits based on multiple copies of calth are almost neon compared to the command squads and vehicles.
|
# ? Jan 16, 2017 22:28 |