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moths posted:Primus I dig the Primus as he is painted but from the thumbnail I thought he had a silver head like Destro and I was extra excited.
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# ? Sep 30, 2017 22:39 |
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# ? Jun 3, 2024 18:24 |
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Phyresis posted:
Well, whoever wanted Stormtrooper detachment support, there you go. Ironically, this means that the Stormtrooper box now represents a doctrine-free detachment, because your Comissar breaks their "all MT" restriction."
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# ? Sep 30, 2017 23:11 |
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The Bee posted:Well, whoever wanted Stormtrooper detachment support, there you go. No, it means you can just pick whatever Doctrine you want for the Commisar. The MT guys don't break his doctrine and don't get their own.
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# ? Sep 30, 2017 23:18 |
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JoshTheStampede posted:No, it means you can just pick whatever Doctrine you want for the Commisar. The MT guys don't break his doctrine and don't get their own. Pretty sure commissars are in the list of stuff that can be taken in any regimental detachment without breaking rules, like primaris psykers or ogryns
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# ? Sep 30, 2017 23:20 |
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Oh, okay. I remembered seeing somebody say that you needed to have a certain percentage of models be in the same regiment to get doctrines, so I figured the Tempestus blurb meant that 100% of them needed to be Tempestus.
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# ? Sep 30, 2017 23:22 |
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Genghis Cohen posted:Pretty sure commissars are in the list of stuff that can be taken in any regimental detachment without breaking rules, like primaris psykers or ogryns Yep, and apparently they don't benefit from the Regiment's Doctrines. Don't quote me on that, I'm a known idiot
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# ? Sep 30, 2017 23:42 |
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Well well well boys and girls, looks like Russes are back on the menu! Now I just need to finish my backlog of Russes, and I'll be able to put nine of them off varying kinds on the table.
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# ? Sep 30, 2017 23:51 |
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Phyresis posted:Knight Commander Pask is rolling around in the Hand of Steel, which has a punisher gatling cannon mounted onto its turret. If the Hand moves 5" or less in the Movement phase, it can fire 40 BS2+ S5 shots at 24" range, re-rolling hit rolls of 1 due to the Canadian Doctrine. You can make it so it cannot overheat with the Overlapping Fields of Fire stratagem if you deal a unsaved wound to the target with something else, because it gives + to hit which as per the FAQ means you cannot roll a one.
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# ? Sep 30, 2017 23:52 |
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R0ckfish posted:You can make it so it cannot overheat with the Overlapping Fields of Fire stratagem if you deal a unsaved wound to the target with something else, because it gives + to hit which as per the FAQ means you cannot roll a one. Nice catch, I'll have to rethink my list a bit. Hull-mounting some lascannons onto vehicles would certainly help with that!
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# ? Oct 1, 2017 00:01 |
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So I really like Broadsides. How they look, how tough the platform is, etc. I know they're pretty heavily overcosted for what they do right this minute, but I'm going to stick with them and hope the Tau codex fixes that problem at least a little bit. I do like how painful the Heavy Rail Rifles can be against armor, and I'm willing to put a good amount of eggs in that basket. Given a full squad of Broadsides as a given for anti-armor, how does the rest of this look? The lack of 4x Fusion Blasters on the Commander is due largely to how goofy I think the Fusion Blaster looks, and this is the model I have to work with. +++ New Roster (Warhammer 40,000 8th Edition) [108 PL, 1998pts] +++ ++ Battalion Detachment +3CP (T'au Empire) [108 PL, 1998pts] ++ + HQ + Cadre Fireblade [3 PL, 50pts]: Markerlight, MV4 Shield Drone Cadre Fireblade [3 PL, 50pts]: Markerlight, MV4 Shield Drone Commander [6 PL, 125pts]: 2x Cyclic ion blaster, Multi-tracker, Plasma rifle + Troops + Breacher Team [5 PL, 80pts]: 9x Fire Warrior, Fire Warrior Shas'ui Strike Team [5 PL, 80pts] . Fire Warrior Shas'ui: Pulse rifle . 9x Fire Warrior w/ Pulse Rifle Strike Team [5 PL, 80pts] . Fire Warrior Shas'ui: Pulse rifle . 9x Fire Warrior w/ Pulse Rifle Strike Team [5 PL, 80pts] . Fire Warrior Shas'ui: Pulse rifle . 9x Fire Warrior w/ Pulse Rifle + Fast Attack + Pathfinder Team [6 PL, 92pts] . 6x Pathfinder: 6x Markerlight . Pathfinder Shas'ui: Markerlight . 3x Pathfinder w/ Ion Rifle: 3x Ion rifle Pathfinder Team [6 PL, 137pts] . 6x Pathfinder: 6x Markerlight . Pathfinder Shas'ui: Markerlight . 3x Pathfinder w/ Rail Rifle: 3x Rail rifle Pathfinder Team [6 PL, 137pts] . 6x Pathfinder: 6x Markerlight . Pathfinder Shas'ui: Markerlight . 3x Pathfinder w/ Rail Rifle: 3x Rail rifle + Heavy Support + XV88 Broadside Battlesuits [30 PL, 579pts]: 6x MV7 Marker Drone . Broadside Shas'ui: 2x Plasma rifle, Heavy rail rifle, Shield generator . Broadside Shas'ui: 2x Plasma rifle, Heavy rail rifle, Shield generator . Broadside Shas'vre: 2x Plasma rifle, Heavy rail rifle, Shield generator + Dedicated Transport + TY7 Devilfish [7 PL, 127pts]: 2x MV1 Gun Drone, Burst cannon TY7 Devilfish [7 PL, 127pts]: 2x MV1 Gun Drone, Burst cannon TY7 Devilfish [7 PL, 127pts]: 2x MV1 Gun Drone, Burst cannon TY7 Devilfish [7 PL, 127pts]: 2x MV1 Gun Drone, Burst cannon Created with BattleScribe
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# ? Oct 1, 2017 00:08 |
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The best part about Detachments is that they let you play around with a bunch of different forces that can still play together. Unless you're Xenos.
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# ? Oct 1, 2017 00:14 |
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Strobe posted:So I really like Broadsides. How they look, how tough the platform is, etc. I know they're pretty heavily overcosted for what they do right this minute, but I'm going to stick with them and hope the Tau codex fixes that problem at least a little bit. I do like how painful the Heavy Rail Rifles can be against armor, and I'm willing to put a good amount of eggs in that basket. Given a full squad of Broadsides as a given for anti-armor, how does the rest of this look? The lack of 4x Fusion Blasters on the Commander is due largely to how goofy I think the Fusion Blaster looks, and this is the model I have to work with. Not bad, you might find yourself having trouble with vehicles, particularly if there are lanes of fire you cannot cover without moving as without target locks you are reliant on markerlights giving the ignore movement penalty. You will often find if the other guys unstands how pathfinders work the just vanish in a couple of turns at most. I would recommend having some more drones hanging around the broadsides and commander if they have any AT those 6 drone will get consumed fast, particularly if they target them with chaff clearing. The drones on the devilfish are okay for this, shield drones are also good since if they shoot at them directly they have to get through both the 4++ and the 5+++. I have some concern that you are spending an awful lot on the devilfish, but your milage may vary on that depending on terrain and local meta.
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# ? Oct 1, 2017 00:20 |
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Beer4TheBeerGod posted:The best part about Detachments is that they let you play around with a bunch of different forces that can still play together. Eldar and Tyranids came out of this remarkably well, considering GSC and Ynnari rules. Imperium Soup is undisputed king, then Chaos and Eldar about even, and Tyranids are shaky yet interesting in third. Really hoping auxiliaries can be fleshed out into a GSC-esque subfaction. Orks and Necrons get kinda screwed, though, but they're kinda loners anyway.
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# ? Oct 1, 2017 00:20 |
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The current Emergency Plasma Vents rule in the Index specifically excludes the executioner plasma cannon whereas the Codex version does not. This implies that I was wrong yet again and Executioners only suffer one mortal wound for each to-hit roll of one when supercharging its main plasma cannon. This means that the Super-Heavy tanks must be taken in a Supreme Command Detachment or a Super-Heavy Detachment in order to benefit from a Doctrine. Supreme Command should be relatively easy to fill; Tank Commanders (including Pask) are HQ and you can probably spare the points for a Lord Commissar or Primaris Psyker or two. I was actually right on this one: they don't prevent a Detachment's units from gaining a Doctrine, but they themselves do not benefit from one. Small miracles (praise the God-Emperor of Mankind)
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# ? Oct 1, 2017 00:22 |
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R0ckfish posted:Not bad, you might find yourself having trouble with vehicles, particularly if there are lanes of fire you cannot cover without moving as without target locks you are reliant on markerlights giving the ignore movement penalty. You will often find if the other guys unstands how pathfinders work the just vanish in a couple of turns at most. I would recommend having some more drones hanging around the broadsides and commander if they have any AT those 6 drone will get consumed fast, particularly if they target them with chaff clearing. The drones on the devilfish are okay for this, shield drones are also good since if they shoot at them directly they have to get through both the 4++ and the 5+++. I have some concern that you are spending an awful lot on the devilfish, but your milage may vary on that depending on terrain and local meta. That's basically my read on it. The mechanized infantry in this list are proven commodities on my table. Really, the Strike/Breacher teams are 100% interchangeable in terms of how many of a given squad I use, but I typically max out at two Breacher Squads (one for each Cadre Fireblade). The Devilfish charges into something that hurts in the shooting phase and either forces it to fall back or ties it up for a turn, next turn the Breachers disembark within 2.5", the Devilfish falls back (I a little bit and call it a "dust off") and shoots at whatever it wants, then the Breachers unload with 30 shots at S6 AP-2. Usually good for killing a squad of Terminators, on average, which is much more than I could otherwise reasonably expect for an 80 point unit (total of 249 for the Devilfish and Cadre Fireblade, which usually don't all die on the same turn to a single unit). The Fireblades don't always start embarked, because 2+ Markerlights are a fantastic way to start the chain. I seriously thought about Target Locks on the Broadsides, but in the end decided I preferred the 4++ over what could be, for most of the game, something entirely redundant. 50/50 odds to flat-out ignore a melta shot wins, especially since if it's a particularly clutch shot I can choose to not move and skip worrying about Target Lock entirely. Total, there are 26 Markerlights in this list and I fully expect them to be the first things gunned down. That's why there are so many of them.
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# ? Oct 1, 2017 00:46 |
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Beer4TheBeerGod posted:Any of you spergs in the MD area; GW just opened up a new store in downtown Annapolis. I'll be down that way around Christmas, if you want to meet up and slam hams.
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# ? Oct 1, 2017 00:51 |
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Strobe posted:That's basically my read on it. The mechanized infantry in this list are proven commodities on my table. Really, the Strike/Breacher teams are 100% interchangeable in terms of how many of a given squad I use, but I typically max out at two Breacher Squads (one for each Cadre Fireblade). The Devilfish charges into something that hurts in the shooting phase and either forces it to fall back or ties it up for a turn, next turn the Breachers disembark within 2.5", the Devilfish falls back (I a little bit and call it a "dust off") and shoots at whatever it wants, then the Breachers unload with 30 shots at S6 AP-2. Usually good for killing a squad of Terminators, on average, which is much more than I could otherwise reasonably expect for an 80 point unit (total of 249 for the Devilfish and Cadre Fireblade, which usually don't all die on the same turn to a single unit). The Fireblades don't always start embarked, because 2+ Markerlights are a fantastic way to start the chain. The cadre fireblade does not affect breachers, only units armed with pulse pistols, rifles and carbines gain the bonus shot.
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# ? Oct 1, 2017 01:22 |
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Short one - Inceptor bases, solutions that A. permit transport and B. Do not involve selling my soul in a Faustian pact to not be poo poo, go.
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# ? Oct 1, 2017 01:39 |
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R0ckfish posted:The cadre fireblade does not affect breachers, only units armed with pulse pistols, rifles and carbines gain the bonus shot. Well poo poo. I thought it just said "Pulse weapons". That sucks. Looks like it's all Strike Teams from here on out!
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# ? Oct 1, 2017 01:40 |
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Shockeh posted:Short one - Inceptor bases, solutions that A. permit transport and B. Do not involve selling my soul in a Faustian pact to not be poo poo, go. Pin them. Drill into the top of the stand where the seat is, and then into the inceptor where it would sit.
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# ? Oct 1, 2017 01:46 |
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Shockeh posted:Short one - Inceptor bases, solutions that A. permit transport and B. Do not involve selling my soul in a Faustian pact to not be poo poo, go. I bought some 1/8" clear plastic rods from Plastruct. Part # PLS90292 I figured it would be easier to drill out. A 1/8" hole is easy enough to dril.
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# ? Oct 1, 2017 01:56 |
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TheChirurgeon posted:I'll be down that way around Christmas, if you want to meet up and slam hams. Sounds good. We got a bunch of spergs in the area so we should get some hamslammage going. Next month is their grand opening. Apparently in order to get the Terminator Chaplain you need to do a bunch of stuff to promote the store to get a card filled out, which is kind of a bitch.
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# ? Oct 1, 2017 02:07 |
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Anyone have a recipe for the Primaris Chaplain's leather coat?
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# ? Oct 1, 2017 02:34 |
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Shockeh posted:Short one - Inceptor bases, solutions that A. permit transport and B. Do not involve selling my soul in a Faustian pact to not be poo poo, go. I skipped the plastic flight bases, built up some cork rock formations on the base, and then drilled/pinned one foot into the rocks, so it looks like are moon-bouncing.
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# ? Oct 1, 2017 02:35 |
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So AM can add cruaders and priests to their detachment. Interesting. Crusaders are 15 PPM for WS3+ 1W A2 guys with storm shields and power swords. Can't go in any guard transports but they get acts of faith. The storm shields make it interesting.
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# ? Oct 1, 2017 02:50 |
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Canadians are absurd. Their Relic is ball tearingly good. https://www.youtube.com/watch?v=lZvxXh1KTus
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# ? Oct 1, 2017 02:58 |
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Mind summarizing what it is instead of linking to a four hour video?
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# ? Oct 1, 2017 03:06 |
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chutche2 posted:So AM can add cruaders and priests to their detachment. Interesting. They have the Militarum keyword now. They can go in transports.
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# ? Oct 1, 2017 03:06 |
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So here is a bit of math I want to harvest from you guys, so with Tau to get +1 and reroll 1s on against a target you need 80 points of pathfinder markerlights. Now can you replicate the effects with cadians for less? The cadian doctrine is rerolling 1s when you have not moved, and they have the 2 CP stratagem which lets you get +1 against a target if a unit has done a unsaved wound against it, so what is the cheapest way you can deal at least a wound to a land raider for example?
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# ? Oct 1, 2017 03:06 |
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R0ckfish posted:So here is a bit of math I want to harvest from you guys, so with Tau to get +1 and reroll 1s on against a target you need 80 points of pathfinder markerlights. Now can you replicate the effects with cadians for less? The cadian doctrine is rerolling 1s when you have not moved, and they have the 2 CP stratagem which lets you get +1 against a target if a unit has done a unsaved wound, so what is the cheapest way you can deal at least a wound to a land raider for example? Technically, in order to get that as Tau you only need 40 points of Pathfinders. . To get it reliably you need 80, but doing so means you give up the Pathfinders' really nice support weapons and is probably a bad idea. The cheapest way to deal wounds to big targets in Guard is Heavy Weapons Teams. You don't need to reroll or add 1 to hit when you can just put another HWT on the field for less than the cost of the support mechanism to improve your numbers, especially when you can put multiple Lascannons on the field for fewer than 80 points in Guard.
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# ? Oct 1, 2017 03:09 |
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Strobe posted:Mind summarizing what it is instead of linking to a four hour video? Canadians re-roll all the things. One of their relics is 'reveal at the start of the turn, all [Canadian] units with 12" re-roll all to hits and all to wounds against keyword [Chaos] until the start of the players next turn. So he had 2 punishers that between them fire 80 punisher rounds 18 heavy bolter rounds re-rolling everything. It was incredible.
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# ? Oct 1, 2017 03:09 |
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R0ckfish posted:So here is a bit of math I want to harvest from you guys, so with Tau to get +1 and reroll 1s on against a target you need 80 points of pathfinder markerlights. Now can you replicate the effects with cadians for less? The cadian doctrine is rerolling 1s when you have not moved, and they have the 2 CP stratagem which lets you get +1 against a target if a unit has done a unsaved wound against it, so what is the cheapest way you can deal at least a wound to a land raider for example? If you have a +1 to hit then you can never roll a 1, therefore you can never reroll it. Or am I totally wrong about that?
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# ? Oct 1, 2017 03:15 |
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Eh, pretty situational. Picking relics before a game instead of during army building makes it much more worth taking as a deliberate play when you end up against Chaos, but it's not game-breaking against ALL THE THINGS the way you made it sound. 80 Punisher shots is going to mulch light infantry (well, a maximum of two squads of them), and do appreciable damage to heavy infantry (likewise, maximum of two squads), but it's going to do Good pick, not universal by a long shot, Punishers are probably not the unit you want to use it on to get the biggest bang for your buck.
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# ? Oct 1, 2017 03:16 |
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Beer4TheBeerGod posted:If you have a +1 to hit then you can never roll a 1, therefore you can never reroll it. Rerolls are determined before modifiers. If you have a reroll effect on all misses with (for example) 3+ BS, and the target has a -1 to hit effect, then any 3s you roll don't get rerolled, but are then modified down into 2s by the negative and miss. Since the reroll window has already passed, they can't be rerolled again. If you have a negative modifier and are firing overcharged with a reroll 1s effect, all of your 2s will explode and cannot be rerolled.
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# ? Oct 1, 2017 03:17 |
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Yeah, making your enemy's units suffer -1 to hit is super good and even better vs. plasma. Conversely, +1 to hit buffs are amazing
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# ? Oct 1, 2017 03:19 |
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Strobe posted:Eh, pretty situational. Picking relics before a game instead of during army building makes it much more worth taking as a deliberate play when you end up against Chaos, but it's not game-breaking against ALL THE THINGS the way you made it sound. Where the Punisher really shines is being used as a weapon to generate at least one wound against a target to pop off the Canadian Strategem that gives everyone else +1. So you Punish the target before shooting it with everything else. Strobe posted:Rerolls are determined before modifiers. If you have a reroll effect on all misses with (for example) 3+ BS, and the target has a -1 to hit effect, then any 3s you roll don't get rerolled, but are then modified down into 2s by the negative and miss. Since the reroll window has already passed, they can't be rerolled again. Interesting. Is that in the FAQ or what?
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# ? Oct 1, 2017 03:20 |
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Strobe posted:Eh, pretty situational. Picking relics before a game instead of during army building makes it much more worth taking as a deliberate play when you end up against Chaos, but it's not game-breaking against ALL THE THINGS the way you made it sound. Sorry, it still allows re-rolls and wounds of 1? I think against all armies, and then it's just boosted to all results against keyword Chaos. and it's a bubble, so you can just position it where you want and all units within 12" get it, including against overwatch results if they get charged in that turn. Hellhounds are different now, went from 1D6 2 damage to 2D6 1 damage. Canadians just straight up re-rollings 1s if they don't move is so very good. My Steel legion look on with envy. The Deathstrike is still hot trash. Basilisks now getting -3 AP is amazing.
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# ? Oct 1, 2017 03:26 |
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Beer4TheBeerGod posted:Where the Punisher really shines is being used as a weapon to generate at least one wound against a target to pop off the Canadian Strategem that gives everyone else +1. So you Punish the target before shooting it with everything else. That's an expensive wound generator. Much like the question above, "add another HWT" is probably an easier and cheaper way to do it. But Russes are cool and good, and Punishers do definitely mulch the poo poo out of light infantry especially with Grinding Advance. Beer4TheBeerGod posted:Interesting. Is that in the FAQ or what? Yes. Page 178 – Re-rolls Change this paragraph to read: ‘Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a result that was made by adding several dice together (e.g. 2D6, 3D6, etc.) then, unless otherwise stated, you must roll all of those dice again. You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied. (emphasis mine)
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# ? Oct 1, 2017 03:27 |
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Yeast posted:Sorry, it still allows re-rolls and wounds of 1? I think against all armies, and then it's just boosted to all results against keyword Chaos. Basilisks are good now and I hope they don't buff Earthshaker Platforms because they're lame forgeworld poo poo Manticores are still great, surprised they didn't get a nerf or a minimum range or anything because they can still fire a storm eagle rocket in Overwatch, which is hilarious to me.
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# ? Oct 1, 2017 03:30 |
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# ? Jun 3, 2024 18:24 |
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Strobe posted:That's an expensive wound generator. Much like the question above, "add another HWT" is probably an easier and cheaper way to do it. But Russes are cool and good, and Punishers do definitely mulch the poo poo out of light infantry especially with Grinding Advance. Awesome, thanks.
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# ? Oct 1, 2017 03:33 |