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PierreTheMime posted:I haven’t checked but didn’t Cawl have FNP in 7th? I clawed the poo poo out of him with a Tyrant and the player just sighed and removed him from the table after failing his meager invulns. Cawl had rerollable FNP.
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# ? Jan 3, 2018 19:15 |
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# ? May 29, 2024 10:25 |
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What do the plus signs mean for a test? Is 5+ an armor save, 5++ an invuln, and 5+++ a FNP?
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# ? Jan 3, 2018 19:15 |
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BJPaskoff posted:What do the plus signs mean for a test? Is 5+ an armor save, 5++ an invuln, and 5+++ a FNP? That's the typical convention, yes.
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# ? Jan 3, 2018 19:23 |
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PierreTheMime posted:I haven’t checked but didn’t Cawl have FNP in 7th? I clawed the poo poo out of him with a Tyrant and the player just sighed and removed him from the table after failing his meager invulns. He did indeed. That rerollable FNP really made him survivable. I actually won an HQ royal rumble with him in 7th. Instead they gave him 3 more wounds and a reroll aura. That sigh is what I do with him every single time I field him. Actually, if I remember correctly, Skitarii had a 6+ FNP, which has been replaced with a 6++ invuln. If I was making a wishlist for AdMech, i'd want Nuerostatic Aura to actually loving do something for infiltrators, for Conversion Fields to make a comeback (because it was an awesome mechanic), Cawl to get that rerollable FNP back, and our 6++ switched to a FNP for Skitarii. Cawl certainly doesn't feel like a 10,000 year old machine-man. But I don't see how they'd do all that since they're not releasing further codices. We're stuck with what we have until 9th, right? Aside from point changes?
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# ? Jan 3, 2018 19:41 |
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Among other things there were bits that made up for Skitarii not having any transports. Most everything died to a stiff wind but were surprisingly mobile; the basic infantry had scout moves, move through cover, and relentless. The last of which was only relevant for a single weapon choice that is now the only weapon in the game that you cannot move and fire with. Dunestrider gave the CC troops and walkers 9 inches movement and a +3 to their charges. This lives on in a stratagem only the walkers get.... which adds an extra dice to advance moves on units that either want to charge or don't have any assault weapons. Speaking of said CC troops. One of them had this neat 6 inch aura that lowered enemy combat skills. Now it just lowers leadership. At 3 inches. Everything used to have FNP 6+. Now they don't, unless you choose a specific forgeworld stratagem that's not even as good because it only works on the model's last wound. Both sub-factions had access to their own special rules that granted affected units large one-turn buffs. This has been condensed into a single list that grants small buffs 5/6ths of which are mostly redundant, incredibly situational, or outright useless. In exchange we have some of the best goddamn guns in the game that aren't mounted on superheavies or other weird forgeworld bullshit. And even that's not enough because you just can't field enough of them to make up for, say, a tide of leman russes. edit: I'm holding out hope for some new units in a campaign book or something. Der Waffle Mous fucked around with this message at 19:44 on Jan 3, 2018 |
# ? Jan 3, 2018 19:42 |
I have updated my Dark Angels test model. I gave the green some edge highlighting so that the details weren't so muddled. As always C&C is encouraged.
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# ? Jan 3, 2018 19:42 |
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Felime posted:Eeeeh, you could do a classy stahlhelm(say, paired with a neo-medieval look, or something. Any theme NOT immediately reminiscent of nazi germany), but the problem is that anyone desperate to use a stahlhelm is NOT going to do a classy stahlhelm, and if you do it classily, it's probably not going to jump out at you as "that nazi helmet." hi have you heard of the death korps of krieg or perhaps the armageddon steel legion?
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# ? Jan 3, 2018 19:43 |
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ChineseConnection posted:I've found some situational uses for Mob Up. As one poster pointed out below, its best used in keeping your ork boyz units above the 20 model threshold to keep their +1 Attack from the Green Tide passive. I've used it a handful of times when my first wave gets depleted to 10 units, then I merge them with the next engulfing unit of 30; it has the secondary benefit of keeping your model count high for Mob Rule morale tests. Other than that, I don't see the use. Some players were coming up with stupid ideas like merging large groups of nobs or kommandos together, but that seems like a waste of two command points to me. Thanks for the info. The DAKKA stratagem might be worth it on a full squad of 30 shoota boyz (it should equate to one extra dead marine in a full volley) but outside of that it seemed rather limited. Mob Up seemed like the one that had the most promise. The point reduction on the Klaw was sorely needed, so I'm glad we got that. I still want a full Codex so bad.
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# ? Jan 3, 2018 19:50 |
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Anyone in the DC area good at building and magnetizing? I need to optimize my hobby time between now and Adepticon, and I was wondering if I could potentially pay someone to build and magnetize a Repulsor for me. I think it would take me too long to do well.
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# ? Jan 3, 2018 19:52 |
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jadebullet posted:I have updated my Dark Angels test model. I gave the green some edge highlighting so that the details weren't so muddled. That's much much better. Lookin' good. Beer4TheBeerGod posted:Got a pic? Otherwise I vote Commander Cap. It's just bits at the moment. I think that thematically the cap will work better.
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# ? Jan 3, 2018 19:55 |
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Der Waffle Mous posted:The last of which was only relevant for a single weapon choice that is now the only weapon in the game that you cannot move and fire with. Everything that you posted is spot on, but especially poo poo like this. Do you feel advanced yet? DO YOU FEEL ADVANCED!? Don't forget the cool formation that made all our plasma immune to overheating. That was rad as hell too. I'm also holding out hope for future releases that'll plug the gaps, but hope, first step, disappointment.
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# ? Jan 3, 2018 19:57 |
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It feels like Dark Eldar all over again. Who are ironically one of the better index armies.
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# ? Jan 3, 2018 20:04 |
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The Sex Cannon posted:Anyone in the DC area good at building and magnetizing? I need to optimize my hobby time between now and Adepticon, and I was wondering if I could potentially pay someone to build and magnetize a Repulsor for me. I think it would take me too long to do well. I'm pretty sure I'm near you, and I love building crap. I'd be willing to take a shot at it.
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# ? Jan 3, 2018 20:11 |
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Kung Fu Fist gently caress posted:hi have you heard of the death korps of krieg or perhaps the armageddon steel legion? Death Korps are a WW1 smorgasbord and are more reminiscent of French uniforms of the era. Steel Legion draw on German paratrooper uniforms from WW2 but don't go whole hog with it. Valhallans are straight up Red Army though, just as Praetorians are Anglo-Zulu war British.
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# ? Jan 3, 2018 20:19 |
Kung Fu Fist gently caress posted:hi have you heard of the death korps of krieg or perhaps the armageddon steel legion? Just a quick correction for you here, but the DKoK are wearing WWI french helmets accented with a Stahlhelm style shrapnel guard. Everything else about them is French, minus the leg wraps which are British. Even their attitude is Verdun style French. I only bring this up because WWI French are cool, and I'm tired of seeing Nazi DKoK. Steel Legion are very much Wehrmacht inspired though, with futuristic additions. (And that makes sense because they are a highly industrial themed army)
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# ? Jan 3, 2018 20:22 |
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Kung Fu Fist gently caress posted:hi have you heard of the death korps of krieg or perhaps the armageddon steel legion? The armageddon models except from the officers all have dome-helmets, but do have a distinctly german look to them. DKK take a lot from WWI, and at least have the grimdark trench warfare clones thing going on. Despite that(and the fact that they're retail nazis rather than lovingly converted tiny nazis), both regiments are a couple less tasteful insignia(lightning bolts) or a red and black banner away from me starting to be uncomfortable associating with their owner. WW2 games kinda get a pass because nazis belong there, but the overlap between people who cram nazis where there don't need to be nazis, and people I'm not certain I want to associate with is pretty significant.
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# ? Jan 3, 2018 20:30 |
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The real 40k Nazi army is far more subtle anyway - Forgeworld's Red Scorpions.
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# ? Jan 3, 2018 20:32 |
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MasterSlowPoke posted:The real 40k Nazi army is far more subtle anyway - Forgeworld's Red Scorpions. I think everyone knows they are literally nazis.
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# ? Jan 3, 2018 20:34 |
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jadebullet posted:Just a quick correction for you here, but the DKoK are wearing WWI french helmets accented with a Stahlhelm style shrapnel guard. Everything else about them is French, minus the leg wraps which are British. Even their attitude is Verdun style French. WWI French are super rad, and it's the sole reason I want to do a DKOK army one day.
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# ? Jan 3, 2018 20:50 |
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Felime posted:I think everyone knows they are literally nazis. I do not. What makes them Nazis? (I am not trying to defend the Red Scorpions, I am just curious)
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# ? Jan 3, 2018 21:08 |
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The Sex Cannon posted:I do not. What makes them Nazis? Their entire thing is genetic purity.
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# ? Jan 3, 2018 21:22 |
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That would do it, wouldn't it?
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# ? Jan 3, 2018 21:25 |
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The Sex Cannon posted:Anyone in the DC area good at building and magnetizing? I need to optimize my hobby time between now and Adepticon, and I was wondering if I could potentially pay someone to build and magnetize a Repulsor for me. I think it would take me too long to do well. Come on over to my house and we can tackle it on a weekend. Or I can do it while you paint and we bullshit about stuff. You got magnets for it?
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# ? Jan 3, 2018 21:25 |
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I've got a lot of magnets, actually. I'll text you.
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# ? Jan 3, 2018 21:28 |
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That reminds me, I've got some corporate training in D.C. soon (probably late this month). Would anyone be interested in a friendly game if I were to pop into the area?
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# ? Jan 3, 2018 21:29 |
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I'd be down!
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# ? Jan 3, 2018 21:29 |
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I, too, would be down for some 40K.
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# ? Jan 3, 2018 21:32 |
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jadebullet posted:I have updated my Dark Angels test model. I gave the green some edge highlighting so that the details weren't so muddled. That really helps IMO. I would thin down the highlighting a bit and try to make a bit thinner, but that will just take a lot of time and by your tenth dude or whatever you'll have it down just fine. I like the base (the skull work is fantastic), and overall it's a solid build.
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# ? Jan 3, 2018 21:36 |
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The Sex Cannon posted:That would do it, wouldn't it? And they're suggested to possibly be loyalist Emperor's Children.
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# ? Jan 3, 2018 21:37 |
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Ew, gross. That makes them even worse.
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# ? Jan 3, 2018 21:39 |
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jadebullet posted:I have updated my Dark Angels test model. I gave the green some edge highlighting so that the details weren't so muddled. Personally I'd probably do a contrasting color on the shoulderpad border as well, but it's looking much better as-is.
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# ? Jan 3, 2018 21:49 |
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WhiteWolf123 posted:Thanks for the info. The DAKKA stratagem might be worth it on a full squad of 30 shoota boyz (it should equate to one extra dead marine in a full volley) but outside of that it seemed rather limited. Mob Up seemed like the one that had the most promise. The point reduction on the Klaw was sorely needed, so I'm glad we got that. Me too. I'm really hoping to see a codex before Adepticon, but I don't think its going to pan out. Last month I told myself I'd sign up for the grand tournament if there was still a spot open on New Year's Day, and would you believe my luck, there was one last open slot because someone else canceled. I guess I'm sending myself into the lion's den as this will be my first tournament ever, but since I'm just a couple miles away its to tempting to represent the Orkz in the big match up. Do any veterans have any pointers or advice? My intent is to field a green tide army (90 boyz, 30 gretchins, 30 stormboyz + various infantry support units + about 600 points of artillery).
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# ? Jan 3, 2018 22:04 |
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ChineseConnection posted:Me too. I'm really hoping to see a codex before Adepticon, but I don't think its going to pan out. Last month I told myself I'd sign up for the grand tournament if there was still a spot open on New Year's Day, and would you believe my luck, there was one last open slot because someone else canceled. I guess I'm sending myself into the lion's den as this will be my first tournament ever, but since I'm just a couple miles away its to tempting to represent the Orkz in the big match up. With an army that big your biggest issue will be time. Get plenty of games in and make sure you know how to play fast. Try to be as familiar as possible with all the various opponents, what's strong, what's weak, etc. The biggest thing is just getting out there and having familiarity with what you're strong and weak against. If you're going to be slogging a lot of guys on foot consider a Weirdboy to use Da Jump to get some threats where you want them. The biggest challenge with tournaments is just how loving long they take; spending a full day slamming hams can be brutal and it's easy to forget stuff. That's one of the nice things about Orks; they're a fairly simple army. Power Klaws are your best anti-tank so I would revolve around those. The slugga boy is one of the most post-efficient units in the game so having a hoard of them is always good. I like using Battlewagons to get them across the field but on foot can work too.
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# ? Jan 3, 2018 22:28 |
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The whole imperium is a mishmash of Catholic Crusaders, Nazis and British Imperialists so I don't know how one aspect of the Theocratic Fascist Empire is any more or less bad than any other part of it. Dudes painting swastikas and SS lightning bolts on their 40k minis can gently caress right off though.
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# ? Jan 3, 2018 22:40 |
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Does anyone in this thread perhaps have a SM Scout heavy bolter they'd be willing to flog me? Ideally including the arms as well. It's for a Sgt Harker conversion I'm planning, unfortunately eBay prices for one are pretty insane.
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# ? Jan 3, 2018 23:21 |
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The Sex Cannon posted:Anyone in the DC area good at building and magnetizing? I need to optimize my hobby time between now and Adepticon, and I was wondering if I could potentially pay someone to build and magnetize a Repulsor for me. I think it would take me too long to do well. Dunno if you found a goon yet, I can assist if need be- I fully magnetized mine, every single weapon is interchangeable.
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# ? Jan 3, 2018 23:25 |
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Worked up a test model for my not-nazi steel legion models. I'm thinking they are from heavily polluted acid mining world. Lots of safety yellow rubber chemsuits and black. Black vehicles and lots of hazard stripes. I've got some catachans and a few tallarns that will have the same scheme.
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# ? Jan 3, 2018 23:29 |
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Skails posted:Worked up a test model for my not-nazi steel legion models. I absolutely love the idea of yellow hazard suit guardsmen fighting.
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# ? Jan 3, 2018 23:32 |
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Don't think anyone linked Tzeentch faction focus. https://www.warhammer-community.com/2018/01/03/faction-focus-tzeentch-daemonsgw-homepage-post-3/
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# ? Jan 3, 2018 23:33 |
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# ? May 29, 2024 10:25 |
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PierreTheMime posted:Personally I'd probably do a contrasting color on the shoulderpad border as well Heresy. Get in the Luther bin.
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# ? Jan 3, 2018 23:36 |