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Wizard van Drukhari get in
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# ? May 15, 2018 22:33 |
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# ? Jun 5, 2024 22:59 |
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Goddamn those are hot.
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# ? May 15, 2018 22:35 |
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Some goon did a great set of wizard van Dark Eldar back in the day, its cool to see the idea cycle back around.
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# ? May 15, 2018 23:29 |
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IMO it's less "idea cycle" and more "the entire gimmick of Eldar aesthetic" Eldar vehicles always look better the closer they are to something out of a Boris Vallejo drawing. Neurolimal fucked around with this message at 23:35 on May 15, 2018 |
# ? May 15, 2018 23:31 |
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Pendent posted:They're a great kit so I think they're worth picking up for that alone. Cheers, its a cool kit and I would love to make it work.
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# ? May 15, 2018 23:35 |
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This is a super vague question, but what is the technique/trick to making vibrant cool colors like purple and blue look good on minis? When I'm prowling pinterest it seems like those are the hardest colors to make look awesome on minis.Neurolimal posted:IMO it's less "idea cycle" and more "the entire gimmick of Eldar aesthetic" Kabal of the R E T R O W A V E
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# ? May 15, 2018 23:35 |
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Corrode posted:Wizard van Drukhari get in Every jetbike has itself and its rider airbrushed on the side recursively so.
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# ? May 15, 2018 23:39 |
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Foul Ole Ron posted:Cheers, its a cool kit and I would love to make it work. I'm still working on figuring out how to really make my Blood Angels work in the post-FAQ world and it is entirely possible that Reivers will be a part of my solution to the board presence problem after some testing. Carbines and grapnel launchers might be decent at skirmishing if you start them on the table- it might be worth trying a unit or two of them to support infiltrating scouts during the first turn or two for instance. Basically they aren't bad, per se. Just difficult to use. I really did enjoy painting mine so if you like the kits I'd have no reservations in recommending that you pick a kit up.
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# ? May 15, 2018 23:43 |
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Pendent posted:I'm still working on figuring out how to really make my Blood Angels work in the post-FAQ world and it is entirely possible that Reivers will be a part of my solution to the board presence problem after some testing. Carbines and grapnel launchers might be decent at skirmishing if you start them on the table- it might be worth trying a unit or two of them to support infiltrating scouts during the first turn or two for instance. I'd say they still make sense as skirmishers even if you need to wait for turn 2 to bring them on. They're not expensive and are reasonably tough, so they can work well with grav chutes to come on turn 2 and either hold mid-field objectives or pressure your opponents objectives if he just leaves a single squad on them or something.
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# ? May 15, 2018 23:48 |
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Booley posted:I'd say they still make sense as skirmishers even if you need to wait for turn 2 to bring them on. They're not expensive and are reasonably tough, so they can work well with grav chutes to come on turn 2 and either hold mid-field objectives or pressure your opponents objectives if he just leaves a single squad on them or something. It feels weird to have something in reserves that isn't really going to do anything huge when it's so important to have stuff on the board, both for having boots on the ground and for manipulating the power level restriction for reserve units. They're still probably fairly usable but I feel like they might be more useful deploying as far forward as possible and advancing into the mid field turn 1.
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# ? May 15, 2018 23:56 |
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JIZZ DENOUEMENT posted:This is a super vague question, but what is the technique/trick to making vibrant cool colors like purple and blue look good on minis? When I'm prowling pinterest it seems like those are the hardest colors to make look awesome on minis. Inks and silver undercoat. Or inks and white with blending. Basically inks.
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# ? May 15, 2018 23:56 |
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Pendent posted:It feels weird to have something in reserves that isn't really going to do anything huge when it's so important to have stuff on the board, both for having boots on the ground and for manipulating the power level restriction for reserve units. They're still probably fairly usable but I feel like they might be more useful deploying as far forward as possible and advancing into the mid field turn 1. I guess it depends. I haven't played with my BA since the FAQs dropped, but I've been leaning more and more towards my assault units not being in deep strike. I really hate how you're reliant on various buffs, but it's very hard to get more than 1 unit into combat out of deep strike.
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# ? May 15, 2018 23:58 |
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I have some deathwatch mans that I built for kill team / small games. I haven’t played any 8th at all yet. How does the game play at very small points values? Thinking kinda combat patrol scale of the game - couple of squads and some transports sort of thing. Also if I have the codex, what else do I need to play? I saw people up thread saying that the free rules pack doesn’t have everything?
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# ? May 16, 2018 00:00 |
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Dumb question, but work has kept me from the rules development. What do I need to be up to date for a tournament in the next month? Also, SJ , you gonna be at bugeater?
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# ? May 16, 2018 00:01 |
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Immanentized posted:Dumb question, but work has kept me from the rules development. What do I need to be up to date for a tournament in the next month? You know it. I'll be doing WMH Saturday but I'll be hanging out Friday-Sun shooting the poo poo with people and helping out. In fact, I'm currently building some Frontline Gaming terrain for it. I... do not like building their terrain.
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# ? May 16, 2018 00:03 |
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ineptmule posted:Also if I have the codex, what else do I need to play? I saw people up thread saying that the free rules pack doesn’t have everything? The regular rule book has a few things the quick rules don’t, such as missions, deployment types, other game modes, and army-generic Stratgems, and Warlord Traits (you only need to know about the 1CP to reroll one die per phase strat). Everything else you need is in the codex you’re playing with, as each unit has all the rules they need (excepting army-wide special rules that are listed at the front of the unit entries). Basically if you and your opponent can agree on a mission and deployment method without the book, you’re set. (Don’t forget the 1CP to reroll strat!) PierreTheMime fucked around with this message at 00:08 on May 16, 2018 |
# ? May 16, 2018 00:06 |
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S.J. posted:You know it. I'll be doing WMH Saturday but I'll be hanging out Friday-Sun shooting the poo poo with people and helping out. In fact, I'm currently building some Frontline Gaming terrain for it. I... do not like building their terrain. Word, I'll PM you my # in the run up. I'll be playing the 40k doubles with my buddy Travis and bumming around the rest of the weekend as well.
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# ? May 16, 2018 00:08 |
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PierreTheMime posted:The regular rule book has a few things the quick rules don’t, such as missions, deployment types, other game modes, and army-generic Stratgems and Warlord Traits (you only need to know about the 1CP to reroll one die per phase strat). Everything else you need is in the codex you’re playing with, as each unit has all the rules they need (excepting army-wide special rules that are listed at the front of the unit entries). It has the various detachments (which again you don't super need), and the other useful rulebook strat (2cp to interrupt the order of combat)
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# ? May 16, 2018 00:09 |
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Immanentized posted:Word, I'll PM you my # in the run up. I'll be playing the 40k doubles with my buddy Travis and bumming around the rest of the weekend as well. Sick! I'll see you then. At some point I'm going to have to start painting some of these drat Orks I have sitting around.
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# ? May 16, 2018 00:09 |
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Booley posted:I guess it depends. I haven't played with my BA since the FAQs dropped, but I've been leaning more and more towards my assault units not being in deep strike. I really hate how you're reliant on various buffs, but it's very hard to get more than 1 unit into combat out of deep strike. I'm still very much experimenting but have been having some decent luck with a big block of Sanguinary Guard. I support them with a Thunder Hammer Captain with Angel's Wing and a Terminator Librarian who has Unleash Rage and Wings of Sanguinius. If you use Descent of Angels on the SG everything you're charging with has a pretty fair chance of making the charge due to re-rolls but the only thing that really has to make it into the fight are the guard. They're already getting the +1 attack from Unleash Rage regardless of what happens with the Librarian, and even if the Captain fails his own charge with careful positioning you can have the Guard still able to get the re-rolls for 1's which is a decent substitute for the full re-rolls you get if the Capain is able to succeed. The issue here is of course that while the Sanguinary Guard will very likely wreck anything they touch I don't have a way of clearing the screening units out with Inceptors like I did before (Pre-FAQ Turn 1 Inceptors drop down and punch the hell out of stuff, Turn 2 the assault units start coming in). I'm looking at possibly using Stormtalons or something but need to do testing to see how they preform.
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# ? May 16, 2018 00:13 |
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Booley posted:It has the various detachments (which again you don't super need), and the other useful rulebook strat (2cp to interrupt the order of combat) How do you guys not have to worry about the 2 CP to auto-pass morale strat? I use that easily twice a game.
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# ? May 16, 2018 00:13 |
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Strobe posted:How do you guys not have to worry about the 2 CP to auto-pass morale strat? I use that easily twice a game. Morale is basically a non-issue for a marine player running a lot of MSU or for a fair number of other armies these days, one way or another.
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# ? May 16, 2018 00:15 |
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Strobe posted:How do you guys not have to worry about the 2 CP to auto-pass morale strat? I use that easily twice a game. My guys are squads of 5 at ld9, if they're next to my banner or my chaplain they become ld10 and literally cant fail and the only way they can fail otherwise is by losing 4 men in a single turn without just being wiped out and rolling two 6s in a row, this has happened literally once in the space of like 10 months.
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# ? May 16, 2018 00:19 |
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Beer4TheBeerGod posted:Inks and silver undercoat. Or inks and white with blending. Basically inks. now there's a good lookin' model my friend
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# ? May 16, 2018 00:24 |
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Worth mentioning if you buy the Data Cards for your army, it will include your 3 core rule stratagems. So you can have the literal rule reference still.
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# ? May 16, 2018 00:24 |
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JIZZ DENOUEMENT posted:now there's a good lookin' model my friend Almost done with three Inceptors. Now that the semester is over I've been working like crazy.
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# ? May 16, 2018 00:26 |
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Okay, hamgoons, I have a bit of a problem. Back when I started my Necron army I got the old battleforce (the one with 20 warriors, 5 immortals/deathmarks, and a ghost ark). During assembly, I used 5 of the warriors to make 5 gauss immortals. Later when I got another box of warriors (for a total of 32 warriors), I used some more of the extra parts to create 2 crypteks and the overlord on a command barge. But now I want to run bigger squads of warriors, but only have 24 warriors built (along with 2 old metal warriors I've been using as lords). Is it worth it to try and tear apart some of the models and rebuild them as warriors?
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# ? May 16, 2018 02:02 |
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You may just be better off getting a box of warriors solo or a start collecting. I think its 12 necron warriors to a box an trying to cannibalize models more often than not leads to crap breaking beyond sane repair methods.
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# ? May 16, 2018 02:31 |
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JIZZ DENOUEMENT posted:This is a super vague question, but what is the technique/trick to making vibrant cool colors like purple and blue look good on minis? When I'm prowling pinterest it seems like those are the hardest colors to make look awesome on minis. Another vague question, how does pinterest manage to collect the high quality content it has when searching for warhammer dudes? It shits on google while simultaneously infuriating me with its arcane functionality.
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# ? May 16, 2018 02:31 |
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goodness posted:Another vague question, how does pinterest manage to collect the high quality content it has when searching for warhammer dudes? It shits on google while simultaneously infuriating me with its arcane functionality. The functionality is aggressively anti-user. I hate it but tolerate it.
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# ? May 16, 2018 02:37 |
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Am I wrong to think a unit of 5 Deathwatch Reivers with carbines would be really good? Special ammo, grapnels, just have them hauling rear end around the map causing trouble
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# ? May 16, 2018 03:35 |
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Special Ammo makes Carbines fantastic. You can also get some sickeningly good use out of Heavy Bolt Pistols in melee.
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# ? May 16, 2018 03:49 |
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I've got a different question about Necrons - I've never played with or against them, and so I'm not sure how to build my Lychguard that I got from Forgebane. I'm leaning toward Hyperphase Swords and Dispersion Shields because they seem like they'd be good as a tanky unit, but Warscythes also look pretty cool. Similar deal with the Wraiths - are there any worthless options here, or am I safe to just pick what looks/seems cool for them? I generally build based on the Rule Of Cool, but still want to make sure I'm not taking a Crap Trap Choice for an army I'm unfamiliar with. I'm also really confused why everyone's been arguing about the viability of the dual-resurrection-orb loadout for the Necron Lord; the codex clearly states that they can only take a single orb. Are there some supplemental forgeworld rules I'm not aware of?
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# ? May 16, 2018 03:51 |
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JIZZ DENOUEMENT posted:Agreed, lot of fun options to try. Grots, wyches, talos, and even Wracks to a certain degree are all pretty good in combat PPW. Jesus Christ these are sexy as hell.
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# ? May 16, 2018 04:19 |
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So I'm thinking about getting some 1' x 1' MDF boards cut out, and then just throwing a bunch of random scatter terrain on them for ruins to give infantry some cover. Are there any recommended sizes for terrain features like this, or does it really matter?
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# ? May 16, 2018 04:26 |
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So how does -1 to an attack work when it comes to things like re-roll on 1 or specials like rending on 6? Do I re-roll a 2 and 1? Is rending on 6 impossible?
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# ? May 16, 2018 05:03 |
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I'm putting base coats on my first Drukari stuff and this Venom just called me "boy"
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# ? May 16, 2018 05:06 |
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bird food bathtub posted:So how does -1 to an attack work when it comes to things like re-roll on 1 or specials like rending on 6? Do I re-roll a 2 and 1? Is rending on 6 impossible? Rerolls happen before modifiers- meaning that if you had a heavy weapon that moved with a base BS of 3 you would be able to reroll results where the dice facing is a 1 or a 2 but not the 3 even though it's a miss. Stuff like rending or Gets Hot usually happens after modifiers, meaning that a plasma weapon shooting a target with a -1 hit will overheat on a 1 or a 2.
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# ? May 16, 2018 05:06 |
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Edit: nvm answered better above.
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# ? May 16, 2018 05:07 |
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# ? Jun 5, 2024 22:59 |
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bird food bathtub posted:So how does -1 to an attack work when it comes to things like re-roll on 1 or specials like rending on 6? Do I re-roll a 2 and 1? Is rending on 6 impossible? You reroll before modifiers are applied. If you have a "reroll failed hits" ability and your normal to-hit is a 3+, you can reroll 1s and 2s but if you roll a 3 it's stuck (and then misses). Any ability that says "Hit roll of 6+" can't be achieved with a -1 to hit. You also explode on plasma on more dice faces if you have a - to hit.
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# ? May 16, 2018 05:08 |