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Someone please stop me. I'm tempted to buy a stormlord and fill it with 6 heavy weapons squads with mortars, 2 company commanders, and 2 platoon commanders. For 854 points you get 1 vulcan mega bolter, 3 heavy stubbers, 5 twin heavy bolters, 4 lascannons, 18 mortars, and 6 orders. It probably isn't as effective as I want it to be but it sounds really fun. Stanley Tucheetos fucked around with this message at 13:28 on Jun 21, 2017 |
# ? Jun 21, 2017 13:23 |
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# ? May 15, 2024 04:12 |
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xtothez posted:[*]The Swarmlord got the worst of the reserve rolls, arriving on turn 4. Even with his double move he didn't manage to reach anything before the end of the game. Were you rolling for reserves? I'm pretty sure you just choose the turn he comes in.
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# ? Jun 21, 2017 13:26 |
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Stanley Tucheetos posted:Someone please stop me. I'm tempted to buy a stormlord and fill it with 6 heavy weapons squads with mortars, 2 company commanders, and 2 platoon commanders. That sounds rad as hell. How can you afford not to do it?
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# ? Jun 21, 2017 13:35 |
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DO IT TO IT posted:Were you rolling for reserves? I'm pretty sure you just choose the turn he comes in. We played the narrative mission Patrol (pg200), where you start with three units on the board and roll for reserves. We both used the stratagems that adjust the rolls up and down, so I was needing 5+'s for reinforcements. As is usual for 40k, my most expensive unit failed both rolls and automatically entered on turn four.
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# ? Jun 21, 2017 13:40 |
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Still haven't gotten a chance to play a game on the new rules due to "work". But I have been playing with battlescribe in prep for ATC. Anyone have any experience with Guilliman led lists yet? Seeing how easy it is for certain armies to effect a turn 1 charge I decided to change up my list to the following. Battalion Det HQ - Sicarius, Chronus in Razorback with Twin assault Cannon Troops - 6x 5 man tacticals with: 3x combi-melta/melta, 3x Combi-Plas/Grav-Cannon Dedicated Transport 5x Razorback with twin assault cannon Patrol Det Hq - Techmarine Troops - 2x 5 man Scouts Super-Heavy Auxilliary Roboute Guilliman Lots of firepower here, still unsure if Grav-Cannons are the way to go.
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# ? Jun 21, 2017 14:03 |
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DO IT TO IT posted:Were you rolling for reserves? I'm pretty sure you just choose the turn he comes in. Some of the narrative missions use Reserves rules and have strategems that let you modify the results
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# ? Jun 21, 2017 14:09 |
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xtothez posted:Hormagaunts are incredible. I took 60, and despite half arriving late they were just an unstoppable tide that swept away anything they touched - including consolidating into a damaged Russ to finish it off. Did they consolidate from a combat they had taken part in and take out the Russ in the same turn? Cause I'm pretty sure they can't do that.
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# ? Jun 21, 2017 14:43 |
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Fuegan posted:Did they consolidate from a combat they had taken part in and take out the Russ in the same turn? Cause I'm pretty sure they can't do that. Unless they're berserkers, in which case they can totally do that poo poo
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# ? Jun 21, 2017 14:47 |
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Fuegan posted:Did they consolidate from a combat they had taken part in and take out the Russ in the same turn? Cause I'm pretty sure they can't do that. No, they consolidated into it from killing Coteaz and attacked it in the following turn.
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# ? Jun 21, 2017 14:52 |
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How are these new morale rules playing out? Looks like MSU might suffer if they lose a dude, roll badly and *poof* rest of the squad disappears.
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# ? Jun 21, 2017 14:55 |
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BeigeJacket posted:How are these new morale rules playing out? Looks like MSU might suffer if they lose a dude, roll badly and *poof* rest of the squad disappears. It's fine and helps MSU more than large units. It's only d6+models lost.
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# ? Jun 21, 2017 15:03 |
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Naramyth posted:It's fine and helps MSU more than large units. It's only d6+models lost. There's definitely a sweet spot for most units and I don't think it's "minimum size" for most. Like you don't want to run minimum size Necron Warrior squads because you want to keep them able to reanimate, so somewhere in the 12-18 range is probably ideal. And for Orks and Tyranids I think you still want to go bigass hordes
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# ? Jun 21, 2017 15:07 |
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TheChirurgeon posted:There's definitely a sweet spot for most units and I don't think it's "minimum size" for most. Like you don't want to run minimum size Necron Warrior squads because you want to keep them able to reanimate, so somewhere in the 12-18 range is probably ideal. Agreed. I'm coming at it from the imperium lyfe. And big blobs of guard are good with a commissar.
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# ? Jun 21, 2017 15:09 |
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BeigeJacket posted:How are these new morale rules playing out? Looks like MSU might suffer if they lose a dude, roll badly and *poof* rest of the squad disappears. I thought morale would be a big deal but it kind of isn't. Big hordes of infantry generally have rules to mitigate or ignore it, and small units rarely lose enough dudes at once to care about it. It only matters in edge cases e.g. if you kill 20 Orks in a turn and they're too far away to mob rule up with other Orks.
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# ? Jun 21, 2017 15:09 |
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TheChirurgeon posted:Unless they're berserkers, in which case they can totally do that poo poo Yup, they're pretty scary! edit: regarding morale, in my third match of 8th I forgot to put one of my hormagaunt broods in range of synapse, and thus they lost ~8 models to their morale check after the first enemy turn. After that I made sure to stay within synapse Soulfucker fucked around with this message at 15:14 on Jun 21, 2017 |
# ? Jun 21, 2017 15:11 |
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BeigeJacket posted:How are these new morale rules playing out? Looks like MSU might suffer if they lose a dude, roll badly and *poof* rest of the squad disappears. MSU is mathematically and practically more resilient to morale checks. You lost most of a small unit and then roll poorly on morale it may get wiped out, but you're still likely losing fewer models overall. 9 wounds plus a morale check into a 10 man Space Marine Squad is taking fewer models off the table than it would into 30 man unit. They incentivize blobs with units like Commissars to circumvent morale checks, or things that make Morale easier to pass like Mob Rule. Also people do realize losing models to Morale is supposed to abstract them breaking and fleeing the battle, right?
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# ? Jun 21, 2017 15:20 |
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BeigeJacket posted:How are these new morale rules playing out? Looks like MSU might suffer if they lose a dude, roll badly and *poof* rest of the squad disappears. They mostly affect everyone, but in ways that change your strategy. So far in my games the only way morale has really mattered has been when a unit got almost killed and then the morale took care of the rest of it. Morale keeps the game moving when you've clearly lost an engagement but otherwise everyone has ways to keep it in check. Being able to spend 2 command points and then automatically pass and then fly away with your 1 Triarch Praetorian and then roll 5 5's and bring the squad back to 6 with 2 wounds each as a Necron was pretty fun.
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# ? Jun 21, 2017 15:27 |
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Tiger Millionaire posted:Any of our resident Ork players want to give me some advice? I am trying to draft a 1.5k list now indexes are out. Warbikers wreck rear end. Koptas are more expensive because Big Bomms are free, they get a boatload of S5 attacks, and they are an absolute nightmare to try to kill at T5 W4. You might consider loading a Big Mek on a Warbike with both a KFF and a Shokk Attack Gun to ride beside the Killcannon Battlewagon--it took me loving 4 rounds of beating its rear end for me to drop a BW, even with Big Bugs and heavy mining equipment and rending out the rear end.
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# ? Jun 21, 2017 15:33 |
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Corrode posted:Thanks. Shows how long it is since my Ironclad got on the table. I think they're a free option for them now...
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# ? Jun 21, 2017 15:49 |
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mango sentinel posted:MSU is mathematically and practically more resilient to morale checks. You lost most of a small unit and then roll poorly on morale it may get wiped out, but you're still likely losing fewer models overall. 9 wounds plus a morale check into a 10 man Space Marine Squad is taking fewer models off the table than it would into 30 man unit. They incentivize blobs with units like Commissars to circumvent morale checks, or things that make Morale easier to pass like Mob Rule. Not necessarily. Yeah, to some extent--a 5-man devastator squad is more resilient to morale-related deaths, but less resilient to suffering casualties from shooting and assaults--they lose combat effectiveness much faster than a 10-man devastator squad because each wound they take reduces their effectiveness by more than 20%. Also, every army has the ability to auto-pass moral checks if they eat it real bad one turn. quote:Also people do realize losing models to Morale is supposed to abstract them breaking and fleeing the battle, right? It can mean breaking and fleeing, blipping out of existence, phasing out, succumbing to additional wounds, being eaten by your comrades, etc.
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# ? Jun 21, 2017 16:09 |
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Yes, a devastator squad is the ideal example because if you can afford them you might want ablative wounds for the squad, because if you lose a bolter marine it's 13 points but if a 5-man squad takes a casualty it's either the sergeant or a 23-41 point devastator. But for tactical marines? You can get 2 5-man squads, and each one has a combi weapon and a special or heavy weapon, and be overall less vulnerable to morale. A 10-man space marine squad rerolling morale is still really resistant, but with 5-man squads you may as well be immune to morale. And you can put both squads in the same rhino. They balance this by making it so if you have more units deployed you go second. I think that's a fine way to do it.
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# ? Jun 21, 2017 16:28 |
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So I got my Nids out for their first 8th edition game. I tottaly stomped my friends demons. He had no real shooting so he couldn't get to the tervigon which was keeping the termaguant squads full as the chipped away at what ever they were fighting. I also got 2 6 wound smites against his blood thruster. This is the first time my Nids have ever tabled anyone. The only thing I lost was 2 fexs and 3/5ths of a hormaguant squad. The Malenthropes were being proxied for venomthropes since i couldnt find point values for them.
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# ? Jun 21, 2017 16:29 |
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I've headed back to 40k after many many years away, and picked up Genestealer Cults since, hey, that's what I played last time around. I'm trying to work out what to add to my force to make it competitive/not terrible. Here's what I have so far: Patriarch Magus Primus 24 Acolyte Hybrids 32 Neophyte Hybrids 4 Aberrants 4 Purestrains I'm going to pick up a box of purestrains to bring them up to useful numbers, but I need some hard hitters and... well, I'm not sure what else. Do people think I should pick up a couple of Russes for GSC, or should I just go with an allied Imperial Guard detachment? If I do the latter, what's the best way forward? Or would tyranids be a more sensible addition? Thanks in advance folks.
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# ? Jun 21, 2017 16:32 |
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Thanks for the ork advice everyone! I've got a nice little 1.5k list now, Warboss on bike, big mek with kff on bike, painboy on bike (these will be fun conversion projects), 3 squads of 3 nob bikers, 3 squads of 30 boyz, 3 Kustom Mega Kannons with a regular Mek to keep them cooled off. It feels like it should have the tools to tackle most things. Though, I've given all the bikers big choppas instead of klaws, because they are 1/3 the cost and have the same ap and average damage as klaws, don't have the -1 to hit that klaws do either.
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# ? Jun 21, 2017 16:39 |
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General Olloth posted:Being able to spend 2 command points and then automatically pass and then fly away with your 1 Triarch Praetorian and then roll 5 5's and bring the squad back to 6 with 2 wounds each as a Necron was pretty fun. Have done something similar, only with a warrior blob blasted down to 3 models and then coming back to 12 the next turn. Aren't Praetorians fearless though? I don't have my codex on me, but I thought that was one of the big reasons to use them.
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# ? Jun 21, 2017 17:02 |
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JesusIsTehCool posted:So I got my Nids out for their first 8th edition game. Such a cool looking army. We'll have to play soon!
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# ? Jun 21, 2017 17:03 |
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Looking at the Primaris stats, why doesn't the lieutenant's bolt rifle get the AP and extra range of other Primaris bolters? You'd think a weapon with a fancy title like master-crafted auto bolt rifle would get more than just 2 damage standard Marine bolter stats, and Assault instead of Rapid Fire. Does getting 2 shots at 24 inches instead of 15 inches really make such an overwhelming difference that giving it at least the extra AP would make it overpowered?
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# ? Jun 21, 2017 18:10 |
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Nifara posted:I've headed back to 40k after many many years away, and picked up Genestealer Cults since, hey, that's what I played last time around. I'm trying to work out what to add to my force to make it competitive/not terrible. Here's what I have so far: Guard has a lot more shooting, what with HWTs, fliers, and artillery. I actually considered it, and now have some Heavy Weapons Teams for sale/trade Tyranids are really strong and much more melee-focused. I've actually gotten pretty stomped with GSC until I ran a Tyranid detachment with mostly GSC, but a Hive Tyrant, Dimachaeron, and Toxicrene, at which point I tabled my opponent for the first time in 8th edition. Mostly, consider whether you want soldier mans with blasty tanks or giant dinosaur bugs led by floods of gribblies.
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# ? Jun 21, 2017 18:10 |
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The Bee posted:Looking at the Primaris stats, why doesn't the lieutenant's bolt rifle get the AP and extra range of other Primaris bolters? You'd think a weapon with a fancy title like master-crafted auto bolt rifle would get more than just 2 damage standard Marine bolter stats, and Assault instead of Rapid Fire. Does getting 2 shots at 24 inches instead of 15 inches really make such an overwhelming difference that giving it at least the extra AP would make it overpowered? Being able to run and shoot is pretty nice, and 2 wounds per hit is too.
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# ? Jun 21, 2017 18:16 |
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The Bee posted:Looking at the Primaris stats, why doesn't the lieutenant's bolt rifle get the AP and extra range of other Primaris bolters? You'd think a weapon with a fancy title like master-crafted auto bolt rifle would get more than just 2 damage standard Marine bolter stats, and Assault instead of Rapid Fire. Does getting 2 shots at 24 inches instead of 15 inches really make such an overwhelming difference that giving it at least the extra AP would make it overpowered? It feels a lot like Lieutenants in particular were intended as babysitters for tactical squads.
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# ? Jun 21, 2017 18:23 |
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Gyro Zeppeli posted:It feels a lot like Lieutenants in particular were intended as babysitters for tactical squads. I like the idea of having a Lieutenant and a Captain sitting in the middle of a blob of Intercessors and Hellblasters. The Hellblasters in particular would be pretty funny when overcharging- rerolling 1s to hit and would would make them incredibly consistent for their damage output.
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# ? Jun 21, 2017 18:27 |
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See, I think I'd like Lts better hanging out with the big guns. Blowing your 3+ lascannon wound roll is brutal. In comparison, with an intercessor squad the Lt is adding maybe 1 extra 1 damage wound against a T4 target. chutche2 fucked around with this message at 18:35 on Jun 21, 2017 |
# ? Jun 21, 2017 18:33 |
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So has anyone played against Magnus yet? At 415 points he seems drastically under-costed.
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# ? Jun 21, 2017 18:35 |
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TKIY posted:So has anyone played against Magnus yet? At 415 points he seems drastically under-costed. I've seen a lot of people complaining about how much Tzeentch got shafted with them using the 3 generic chaos powers, but haven't seen any reports anywhere of actually playing magnus.
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# ? Jun 21, 2017 18:37 |
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chutche2 posted:See, I think I'd like Lts better hanging out with the big guns. Yeah. I feel like at least talking starter set chars, Swordguy should catch up with the Inceptors to help them through combat situations, Gunhaver should stick with the Hellblasters for that sweet plasma reroll.
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# ? Jun 21, 2017 18:38 |
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chutche2 posted:See, I think I'd like Lts better hanging out with the big guns. Pedro re-rolls on lascannons saved my game the other day so I'm definitely in favour of this. Gonna throw down 6 dreadnoughts next time I play.
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# ? Jun 21, 2017 18:39 |
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That's the first squad largely done, I'm humming and hawing over whether I'm gonna do squad identifiers and such on them so haven't varnished and fully committed yet but I'm pretty happy with them. Decided to use the nominal sergeant as a normal dude for a bit more visual variety in the squad and while i really wasn't sold on inceptors when they were announced I'm a lot more partial to them without the armour colour on their respirators so they dont look like they have big dumb mouths. Next order of business is batch painting an intercessor squad which will hopefully take me less time than these greebly motherfuckers.
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# ? Jun 21, 2017 18:40 |
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chutche2 posted:I've seen a lot of people complaining about how much Tzeentch got shafted with them using the 3 generic chaos powers, but haven't seen any reports anywhere of actually playing magnus. I watched a game last night ans he's basically unstoppable. T8, 18w, 4++ (rerolling 1s) and he rolls out d6/2d6 with his smite and then a ton more with his sword all while flying around at Mach 2. Ate a Swarmlord in combat without breaking a sweat and Swarmy had the charge.
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# ? Jun 21, 2017 18:40 |
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But yeah, it's why i'm debating if I want a techmarine or a primaris Lt when I field my 3 tarantula outrider detachment. Techmarine can repair them and carry his own heavy gun, Lt lets them get those rerolls. When I'm building an actual competitive list, those tarantulas are super undercosted and pair well with buffs.Corrode posted:Pedro re-rolls on lascannons saved my game the other day so I'm definitely in favour of this. Well remember, the Lt rerolls wounds and Pedro rerolls hits. So you can use both.
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# ? Jun 21, 2017 18:40 |
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# ? May 15, 2024 04:12 |
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Artum posted:That's the first squad largely done, I'm humming and hawing over whether I'm gonna do squad identifiers and such on them so haven't varnished and fully committed yet but I'm pretty happy with them. Decided to use the nominal sergeant as a normal dude for a bit more visual variety in the squad and while i really wasn't sold on inceptors when they were announced I'm a lot more partial to them without the armour colour on their respirators so they dont look like they have big dumb mouths. These look really cool. Good work! I"m looking forward to seeing the intercessors.
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# ? Jun 21, 2017 18:41 |