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Maneck
Sep 11, 2011

Chainclaw posted:

Finished these guys today. The more I paint, the more I like the ad mech line, which I already liked a lot. I'm excited to do the Dunecrawler soon.




Nice robo ninjas.

Maneck fucked around with this message at 05:19 on Dec 3, 2018

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JIZZ DENOUEMENT
Oct 3, 2012

STRIKE!

Chainclaw posted:

Finished these guys today. The more I paint, the more I like the ad mech line, which I already liked a lot. I'm excited to do the Dunecrawler soon.




Whoa these are kicking rad. Super ninja skeleton technology skeletons. I don’t think I’ve ever seen these models before. 10/10 nice work.

They look flimsy, were the models tough to assemble?

The Jumpoff
May 4, 2011
Your dad's in the Russian Mafia, that's the jumpoff!

JIZZ DENOUEMENT posted:

Whoa these are kicking rad. Super ninja skeleton technology skeletons. I don’t think I’ve ever seen these models before. 10/10 nice work.

They look flimsy, were the models tough to assemble?

Not the poster of those but having assembled Ruststalkers/Infiltrators, if you don't keep the specific leg/body parts matched up exactly right, those models will not assemble nicely at all. I also feel like for infantry models with Kill Team rules (non-Commanders rules even) their bases are GIGANTIC just because of the dumb bow-legged stance GW cast them in. Like i'm pretty sure my Ork Warboss HQ shares a base size with a generic one of them.

Thanqol
Feb 15, 2012

because our character has the 'poet' trait, this update shall be told in the format of a rap battle.

JIZZ DENOUEMENT posted:

Whoa these are kicking rad. Super ninja skeleton technology skeletons. I don’t think I’ve ever seen these models before. 10/10 nice work.

They look flimsy, were the models tough to assemble?

You see how those swords have holes in the middle near the base, giving them the structural durability of a large antennae?

Mmmmmmmmmmmmmm.

Assemble them as the infiltrators.

ChezWagon
Aug 20, 2002
Its hot until you realize Im having a seizure

OhDearGodNo posted:



For xacto blades, I highly recommend using #16 blades. Since most of us are stupid and cut towards our thumb, this has a non-edge area that is suited just right to where when it slips/cuts through won’t cut you.



My thumb and I thank you for this.

Cainer
May 8, 2008

Schadenboner posted:

So what's on people's "wish list" for Chapter Approved this year (points changes, changes to mechanics, etc.)?

Let's see, some nice sister's stuff would be great. Like maybe give me a reason to use my suicidal bondage chainsaw ladies, or my giant suicidal bondage chainsaw machine with flamers. A buff to hand flamers would be nice, maybe give me a reason to take them over double melta pistols on my Seraphim. Something to make the Exorcist more reliable. A rule to let us take the other units from the Ministorum without losing our Sister relics and strategems would hit the spot. Taking a separate detachment just to use them is lame, I just want to stack the deck with priests. Also a buff for Uria Jacobus would be nice, I love his model but he is way too expensive for what he does, which is usually nothing.

And I hope they don't hurt my Armigers, I really love these robos and I don't want them to get the nerfbat too hard.

e. Oh and I forgot! Please let us be bros with the Inquisition again, I miss my Witch Hunter lists of yore.

Cainer fucked around with this message at 13:33 on Dec 3, 2018

GET INTO DA CHOPPA
Nov 22, 2007
D:
Being able to mix in Inquisitors with Sisters of Battle is all I ask for.

Killer_Bees!
Dec 25, 2005

I, for one, welcome
our new insect overlords.
Buglord
I am doing a thing ... a cult thing. The codex cannot come fast enough because I have so much to paint and build and no idea whats worth while.

Lincoln
May 12, 2007

Ladies.
Sooooo....this is the time of year when I have more time on my hands, and I'm thinking about getting back into 40K. Haven't played in about 10-12 years, but I do have a shitload of Orks painted up and ready to go. Any significant changes in strategy/tactics as far as Orks are concerned? I don't even know if there's a new codex.

PierreTheMime
Dec 9, 2004

Hero of hormagaunts everywhere!
Buglord

Lincoln posted:

Sooooo....this is the time of year when I have more time on my hands, and I'm thinking about getting back into 40K. Haven't played in about 10-12 years, but I do have a shitload of Orks painted up and ready to go. Any significant changes in strategy/tactics as far as Orks are concerned? I don't even know if there's a new codex.

You’re returning at the perfect time, the Ork codex was just released and is pretty great! There are a number of newer model kits you may want to consider to bolster your boyz, but the bread and butter of most lists are the models you probably already have.

The differences between the 4th/5th Ork rules and what they are now is... significant. I’d recommend you read up on the new rules and maybe some of the articles and codex breakdowns available before you really commit to major purchases. There are plenty of Ork players here that can probably get you in the right direction.

PierreTheMime fucked around with this message at 15:05 on Dec 3, 2018

Chainclaw
Feb 14, 2009

The Jumpoff posted:

Not the poster of those but having assembled Ruststalkers/Infiltrators, if you don't keep the specific leg/body parts matched up exactly right, those models will not assemble nicely at all. I also feel like for infantry models with Kill Team rules (non-Commanders rules even) their bases are GIGANTIC just because of the dumb bow-legged stance GW cast them in. Like i'm pretty sure my Ork Warboss HQ shares a base size with a generic one of them.

Yeah, they were a pain to assemble, and the swords seem flimsy. The arms assemble at weird angles, and the instruction manual isn't great at making it easy to figure out where to put them. I had to clip and re-glue the arms on one of them after I got it more put together. I've already broken the swords on both of my Sslyths twice, so I'm expecting these to break, too.

On the other hand, they are cool looking robot ninjas.

TheChirurgeon
Aug 7, 2002

Remember how good you are
Taco Defender

Killer_Bees! posted:

I am doing a thing ... a cult thing. The codex cannot come fast enough because I have so much to paint and build and no idea whats worth while.



this is cool! The purple clothing really pops. I look forward to seeing more of your mans.

inscrutable horse
May 20, 2010

Parsing sage, rotating time



jng2058 posted:

Grab one of these chain-axes online: https://www.shapeways.com/product/2Z9B3PMNX/mini-knight-khopesh-chain-weapon?opsttionId=65370612&li=marketplace put the Thermal Spear on top of the carapace, stick the stubber or melta-gun on a tentacle and you're good to go.

I'll bookmark that link, but like I said, the Warglaive's already earmarked for my Knight detachment :( Hopefully I'll land a job soon, because then I can throw some :10bux: at more warhams.

Chainclaw posted:

Finished these guys today. The more I paint, the more I like the ad mech line, which I already liked a lot. I'm excited to do the Dunecrawler soon.

[rad cyberninjas]

I gotta admit, I'm fielding Ruststalkers for their coolness alone, despite their not being all that great. At least their princeps is nice in Kill Team. Speaking of, here's mine:


TheBigAristotle
Feb 8, 2007

I'm tired of hearing about money, money, money, money, money.
I just want to play the game, drink Pepsi, wear Reebok.

Grimey Drawer
Rumors, sure, but seeing Primaris Intercessors go from 18 to 17 seems pretty negligible. Assuming you have 15-20 intercessors, that's enough points to add what, one combi-weapon somewhere? A few power swords?

Then again I've also seen claims that the Gravis Captain will go from 130something to 90, which is appropriate, given his short range and static loadout

Inspector_666
Oct 7, 2003

benny with the good hair
Are Ad Mech any good in 40k? I am pretty much 100% decided that I want to make a Skitarii killteam, but also it's Hanukkah so maybe I should just ask for the Start Collecting box with the Dunecrawler and all that?

PierreTheMime
Dec 9, 2004

Hero of hormagaunts everywhere!
Buglord

Inspector_666 posted:

Are Ad Mech any good in 40k? I am pretty much 100% decided that I want to make a Skitarii killteam, but also it's Hanukkah so maybe I should just ask for the Start Collecting box with the Dunecrawler and all that?

They are pretty solid if a little static. They offer powerful shooting with a few tricks, but are pretty predictable in terms of performance so they're good but not particularly exciting. They are great to splash into other armies because they can be used for cheap Battalions but still have good punch.

Inspector_666
Oct 7, 2003

benny with the good hair

PierreTheMime posted:

They are pretty solid if a little static. They offer powerful shooting with a few tricks, but are pretty predictable in terms of performance so they're good but not particularly exciting. They are great to splash into other armies because they can be used for cheap Battalions but still have good punch.

"Solid" and eligible for Rule Of Cool seems like a pretty good combo.

TheChirurgeon
Aug 7, 2002

Remember how good you are
Taco Defender
yeah it seems like their biggest challenge is being slow -- the have no transports and little means for deep-striking or dropping in closer to the opponent, which makes some of their cooler units (like Electoo Priests) kind of worthless.

PierreTheMime
Dec 9, 2004

Hero of hormagaunts everywhere!
Buglord

Inspector_666 posted:

"Solid" and eligible for Rule Of Cool seems like a pretty good combo.

The Start Collecting set is a great value and everything you get is useful. I would probably recommend getting a Techpriest Enginseer as well for a second HQ, since having two Dominii is a bit overkill to begin with.

TheChirurgeon posted:

yeah it seems like their biggest challenge is being slow -- the have no transports and little means for deep-striking or dropping in closer to the opponent, which makes some of their cooler units (like Electoo Priests) kind of worthless.

This is another reason why Stygies VIII is one of the better Forgeworlds, as you can drop in heavy-hitters if you want some melee punch.

PierreTheMime fucked around with this message at 16:30 on Dec 3, 2018

inscrutable horse
May 20, 2010

Parsing sage, rotating time



I've only played Kill Team, and only three games at that, but they've been pretty solid in my experience. Lost my first game against an Ork player, absolutely creamed a Death Watch player, and won the re-match against the Orks. AdMech are overall good at shooting, have decent CQC models (Sicarians), and their canticles are never bad. Leadership/morale isn't too impressive, and some things are a bit overpriced re: usefulness (I'm looking at you, transuranic arquebus!)

PierreTheMime
Dec 9, 2004

Hero of hormagaunts everywhere!
Buglord

inscrutable horse posted:

I've only played Kill Team, and only three games at that, but they've been pretty solid in my experience. Lost my first game against an Ork player, absolutely creamed a Death Watch player, and won the re-match against the Orks. AdMech are overall good at shooting, have decent CQC models (Sicarians), and their canticles are never bad. Leadership/morale isn't too impressive, and some things are a bit overpriced re: usefulness (I'm looking at you, transuranic arquebus!)

The Arquebus is far more valued in the standard 40k game, where Characters can be immune to ranged fire. It's still drat expensive (probably overcosted by 5-10pts), but having 1-3 can be very useful and damaging to the opposing player where Character auras are key.

R0ckfish
Nov 18, 2013
https://www.warhammer-community.com/2018/12/03/3rd-dec-war-zone-vigilus-a-new-theatre-of-wargw-homepage-post-2/
Looks like specialized detachments are a thing to enable odd unit combos, will be interesting to see how that goes.

The relic for the dread waagh looks pretty fun.

inscrutable horse
May 20, 2010

Parsing sage, rotating time



PierreTheMime posted:

The Arquebus is far more valued in the standard 40k game, where Characters can be immune to ranged fire. It's still drat expensive (probably overcosted by 5-10pts), but having 1-3 can be very useful and damaging to the opposing player where Character auras are key.

Oh, definitely! I've made a 5-man Ranger squad with 2 arquebuses for my regular army, just in case I ever get to play against someone, but as far as Kill Team is concerned, it's definitely underpowered/overpriced. I mean, having a 60" range looks cool on paper, but it has no use on a playing field that's 22"x30", and Heavy 1 S7 AP-2 is hardly the bad-rear end mofo it is in regular 40K. It still has its use - I used it to drop the Death Watch leader in the first round, but it's not 15 points worth of awesome.

Schadenboner
Aug 15, 2011

by Shine

TheChirurgeon posted:

yeah it seems like their biggest challenge is being slow -- the have no transports and little means for deep-striking or dropping in closer to the opponent, which makes some of their cooler units (like Electoo Priests) kind of worthless.

Is the FW Termite thing generally considered bad then?

WhiteWolf123
Jun 18, 2008

The man in black fled across the desert, and the gunslinger followed.

GW posted:

Every Specialist Detachment is fun, thematic and designed to be usable in any kind of play – all you’ll need to use them is to spend a few Command Points.

Well I guess that settles that...

Schadenboner
Aug 15, 2011

by Shine

WhiteWolf123 posted:

Well I guess that settles that...

GW knows less about how their games are actually played in the real world than even I do: Volume XIV...

Inspector_666
Oct 7, 2003

benny with the good hair

PierreTheMime posted:

This is another reason why Stygies VIII is one of the better Forgeworlds, as you can drop in heavy-hitters if you want some melee punch.

I was fully planning on making them Stygies VIII because even aside from mechanics they have the coolest uniforms and also "The Ever-Staring Cyclops" is the coolest loving nickname and their fluff rules.

RagnarokAngel
Oct 5, 2006

Black Magic Extraordinaire

Schadenboner posted:

GW knows less about how their games are actually played in the real world than even I do: Volume XIV...

They cost CP so... yeah i can see the concern but with the recent curtailing of CP regen they might be ok.

Im glad to have been wrong, that windrider host might make me use my bikes again.

R0ckfish
Nov 18, 2013
More previews:
https://www.warhammer-community.com/2018/12/03/3rd-dec-chapter-approved-matched-playgw-homepage-post-1/

That eternal war mission actually looks like fun.

Flavivirus
Dec 14, 2011

The next stage of evolution.

Huh, turning First Blood into ‘did you destroy an enemy unit in your first turn?’ is a very nice tweak. It means the player who happens to go first can’t just deny it to their opponent.

E: also, making the Eight take up a single Lord of War slot and cost over 1000 points is an... interesting choice.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

Flavivirus posted:

Huh, turning First Blood into ‘did you destroy an enemy unit in your first turn?’ is a very nice tweak. It means the player who happens to go first can’t just deny it to their opponent.

E: also, making the Eight take up a single Lord of War slot and cost over 1000 points is an... interesting choice.

It's an interesting way to dodge the Commander rule, at least. Maybe it'll be a T'au LOW worth using, finally?

TheChirurgeon
Aug 7, 2002

Remember how good you are
Taco Defender

Flavivirus posted:

Huh, turning First Blood into ‘did you destroy an enemy unit in your first turn?’ is a very nice tweak. It means the player who happens to go first can’t just deny it to their opponent.

E: also, making the Eight take up a single Lord of War slot and cost over 1000 points is an... interesting choice.

Yeah I really like the adjusted first blood rule, and I like that scoring in these missions happens at the end of the battle round rather than the turn. Gives a good incentive to go second


Schadenboner posted:

Is the FW Termite thing generally considered bad then?

With only 8" movement it's not particularly fast, and if you do the tunneling deep strike you end up having to wait until turn 2 to put it on the table and turn 3 to get the guys out of it, which I think really hurts it. I haven't heard of anyone running (or even owning) them, but I could be wrong on that one. As-is, i think they suffer the same fate as drop pods, only they cost more.

TheChirurgeon fucked around with this message at 18:29 on Dec 3, 2018

R0ckfish
Nov 18, 2013

Flavivirus posted:

Huh, turning First Blood into ‘did you destroy an enemy unit in your first turn?’ is a very nice tweak. It means the player who happens to go first can’t just deny it to their opponent.

E: also, making the Eight take up a single Lord of War slot and cost over 1000 points is an... interesting choice.

That data sheet is going to be an apocalypse. I am wondering a bit as to whether being in matched play will matter too much, if you are doing over >1000pts of eclectic loadout models you probably won't have enough leftover for reliability in any particular role, we shall see I guess.

Flavivirus
Dec 14, 2011

The next stage of evolution.

Strobe posted:

It's an interesting way to dodge the Commander rule, at least. Maybe it'll be a T'au LOW worth using, finally?

I’ve had fun with the Stormsurge, though it could definitely be improved in the post-Knight landscape.

Considering its impact on listbuilding, this does kinda fit with the Vigilus formations: losing CP to get a unique benefit. I guess you could run them in a Supreme Command of Farsight plus two Fireblades, but at that point you’re spending over 1200 points on a detachment that’s giving you 1 CP. Likely better to slot them in an aux super heavy and put farsight in a standard Battallion or w/e.

Flavivirus fucked around with this message at 19:10 on Dec 3, 2018

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
I think Farsight might be included as part of the card? The Eight is him plus his seven buddies.

Genghis Cohen
Jun 29, 2013

RagnarokAngel posted:

Im glad to have been wrong, that windrider host might make me use my bikes again.

Saw this, got really excited, read the article, squinted at the partially-obscured picture. Shining Spears don't count as part of the formation. I get there's a fluff reason, but come on! Still excited, mind you.

Deified Data
Nov 3, 2015


Fun Shoe

PierreTheMime posted:

This is another reason why Stygies VIII is one of the better Forgeworlds, as you can drop in heavy-hitters if you want some melee punch.

Inspector_666 posted:

I was fully planning on making them Stygies VIII because even aside from mechanics they have the coolest uniforms and also "The Ever-Staring Cyclops" is the coolest loving nickname and their fluff rules.

Sorry to be a bubble popper but as of the last big FAQ, GW completely changed what Infiltrate does (it's a free move from your deployment zone now), taking Stygies from the best Forgeworld to...I guess still second best after Mars, since their -to hit is still really good. But if rumors from CA are to be believed they might not even have that any more. Sadly the only means of dealing with admech's speed problem anymore is buying termite drills or running the FW that lets you deepstrike.

I'm the guy who finished his first 1.5k of infiltrating melee-heavy Stygies right before the big FAQ, ask me how I know lol

Deified Data fucked around with this message at 19:21 on Dec 3, 2018

Bombogenesis
Mar 27, 2010

Mekkatorque 2016
Dinosaur Gum
I pre-ordered the Fists box, don't care much about the upgrade sprues though. Related: anyone have any tips for a good vibrant pink? Would grey or white be a better prime?

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

Bombogenesis posted:

I pre-ordered the Fists box, don't care much about the upgrade sprues though. Related: anyone have any tips for a good vibrant pink? Would grey or white be a better prime?

White and get an airbrush or can to spray the pink on.

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Badablack
Apr 17, 2018
I actually like to put pink down over a really bright red. A white base can desaturate your pinks which are going to be fairly translucent, with red you get that vibrancy showing through.

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