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Tommu
Aug 4, 2019

O vanity of Sleep, Hope, Dream, endless Desire,
The Horses of Disaster plunge in the heavy clay
Dang facebook 40k minion posting group producing some banger jokes

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TKIY
Nov 6, 2012
Grimey Drawer
I've read funnier obituaries for children.

JBP
Feb 16, 2017

You've got to know, to understand,
Baby, take me by my hand,
I'll lead you to the promised land.
Welcome to the new Arch Warhammer comedy open mic night.

JackMann
Aug 11, 2010

Secure. Contain. Protect.
Fallen Rib
Hey now, you might not like my jokes, but at least don't call me a Nazi.

Harvey Mantaco
Mar 6, 2007

Someone please help me find my keys =(

JackMann posted:

Hey now, you might not like my jokes, but at least don't call me a Nazi.

Your jokes are better than nazism ♡

JackMann
Aug 11, 2010

Secure. Contain. Protect.
Fallen Rib

Harvey Mantaco posted:

Your jokes are better than nazism ♡

Thank you.

JBP
Feb 16, 2017

You've got to know, to understand,
Baby, take me by my hand,
I'll lead you to the promised land.

Harvey Mantaco posted:

Your jokes are better than nazism ♡

I was too harsh and a downgrade to um, miniwargaming comedy open mic night.

Tommu
Aug 4, 2019

O vanity of Sleep, Hope, Dream, endless Desire,
The Horses of Disaster plunge in the heavy clay

JackMann posted:

Thank you.

Please refrain from making these jokes again tho

Lizard Combatant
Sep 29, 2010

I have some notes.

I said come in! posted:

I like my evil horsey.


How good are these horse-dogs?!

I'm halfway through my box, the first one (on the right) I tried painting assembled and it suuuuuuucked but the second one I did the legs separately and it was a lot of fun.

Genghis Cohen
Jun 29, 2013

Lizard Combatant posted:

How good are these horse-dogs?!

I'm halfway through my box, the first one (on the right) I tried painting assembled and it suuuuuuucked but the second one I did the legs separately and it was a lot of fun.



The robot horse-dog eyes came out really well!

JBP
Feb 16, 2017

You've got to know, to understand,
Baby, take me by my hand,
I'll lead you to the promised land.
Them robodogs are looking good as hell.

Lizard Combatant
Sep 29, 2010

I have some notes.

Genghis Cohen posted:

The robot horse-dog eyes came out really well!

Thanks! It's just Nihilakh Oxide and contrast Aethermatic blue over silver. Which is now my go to for any blue glow effects, it's simple and looks alright on the table

Bucnasti
Aug 14, 2012

I'll Fetch My Sarcasm Robes

JackMann posted:

The hardest part is writing the name of the paint on the bottle (I use address labels for this).

If you slice down both sides of the label on the newer pots you can peel the front off and it will remain adhesive so you can just slap it onto your new bottle.

Endman
May 18, 2010

That is not dead which can eternal lie, And with strange aeons even anime may die


JackMann posted:

In 9th edition, Dark Angels deploy directly to the trash can.

Hang on this isn’t a new feature at all

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

Bucnasti posted:

If you slice down both sides of the label on the newer pots you can peel the front off and it will remain adhesive so you can just slap it onto your new bottle.

Just peel the whole label off and reapply, if you wrap it over itself it will help prevent it from getting peeled away. Only problem would be if your bottles are a really tiny diameter and you end up covering up the label text but my squeeze bottles are as narrow as I think you would practically want and it works fine

Sab669
Sep 24, 2009

TURGID TOMFOOLERY posted:

Space Marines are literally the meta-defining S-tier faction. Even after nerfs.

Everyone, everywhere, fields Space Marines because they are also literally by far the most popular faction in 40k.

It’s still way too early to know how Space Marines will be, power level wise, in 9th. However all current codexes will be usable with 9th. So it’s likely Marines will still be good.

With that said, play testers have implied that the rules for all the 9th edition codexes were developed at the same time, so hopefully there will be better balance across factions.

By all accounts so far, 9th will be the most user-friendly and streamlined edition of 40k yet.

As The Bee said, I meant Marines generically.

So fielding Plague Marines instead of Poxwalkers, for example

Psyber Spine
Jan 18, 2019

Is it worth getting the space marine codex now or waiting for the new edition to drop? I bought a few boxes that I liked the look of to do during quarantine and painted up my own little successor chapter so I've got the start of an army but I don't know their rules. I've never collected marines before and I'd quite like to get the codex to read about things like company and squad markings but I don't want to get it and have the rules be out of date five minutes later.

Tommu
Aug 4, 2019

O vanity of Sleep, Hope, Dream, endless Desire,
The Horses of Disaster plunge in the heavy clay

Psyber Spine posted:

Is it worth getting the space marine codex now or waiting for the new edition to drop? I bought a few boxes that I liked the look of to do during quarantine and painted up my own little successor chapter so I've got the start of an army but I don't know their rules. I've never collected marines before and I'd quite like to get the codex to read about things like company and squad markings but I don't want to get it and have the rules be out of date five minutes later.

Wait for a new edition and see what codexs drop post edition. There's a decent enough chance that we get a new space marine book. Early on.

Kitchner
Nov 9, 2012

IT CAN'T BE BARGAINED WITH.
IT CAN'T BE REASONED WITH.
IT DOESN'T FEEL PITY, OR REMORSE, OR FEAR.
AND IT ABSOLUTELY WILL NOT STOP, EVER, UNTIL YOU ADMIT YOU'RE WRONG ABOUT WARHAMMER
Clapping Larry

Psyber Spine posted:

Is it worth getting the space marine codex now or waiting for the new edition to drop? I bought a few boxes that I liked the look of to do during quarantine and painted up my own little successor chapter so I've got the start of an army but I don't know their rules. I've never collected marines before and I'd quite like to get the codex to read about things like company and squad markings but I don't want to get it and have the rules be out of date five minutes later.

For now I would suggest it's fairly easy to research what each of the chapters do online through tactics guides etc. You don't need to know the exact wording of every rule and even if the SM codex and all supplements were re-released on day 1 of 9th (which is highly unlikely), the overall style of the chapters in terms of how they play is unlikely to radically change.

The SM codex is also limited in the sense there are multiple SM chapters that have their rules entirely separately (e.g. Blood Angels, Dark Angels, Space Wolves etc) so you'll rule all those out if you buy the SM Codex.

If you do your research and find you like a certain chapter (SM or stand alone) but you already have the models, you can plug all the models into Battlescribe and you'll get all the rules for those models anyway.

So really the codex would mostly be needed for:


  • If you're playing games with people you don't know/in tournaments in which case you (currently) need the physical rules
  • If you want the hobby section for inspirations on design and info on the lore (but frankly the Internet is full of this stuff)
  • To help you pick what to buy next (but until 9th is fully revealed you may want to hold off on anything other than bread and butter units like Intercessors)

If you're like me the prospect of meeting up in real life to play toy soldiers seems a while off and it sounds like you have plenty to be getting on with (and may want to hold off anyway). So I'd say there's no rush to buy the codex right now, and you can buy it when you feel you need/want it.

If that's before 9th is released its not the end of the world anyway, it's just more of a gamble as they may re-release the codex early in 9th. Or they may not. Who knows?

Living Image
Apr 24, 2010

HORSE'S ASS

Psyber Spine posted:

Is it worth getting the space marine codex now or waiting for the new edition to drop? I bought a few boxes that I liked the look of to do during quarantine and painted up my own little successor chapter so I've got the start of an army but I don't know their rules. I've never collected marines before and I'd quite like to get the codex to read about things like company and squad markings but I don't want to get it and have the rules be out of date five minutes later.

I would not buy a Space Marine codex within weeks of a new edition launching, there's never yet been an edition where they didn't get a new book very early on.

The Bee
Nov 25, 2012

Making his way to the ring . . .
from Deep in the Jungle . . .

The Big Monkey!
AdMech gave us another core stratagem drop! This time, its a nerf to triangle trapping.

For 2 CP, you can make your Fall Back into a Desperate Breakout. Roll a d6 for each model in the targeted unit, and on a 1 destroy a model of your choice. Then fall back as usual, moving across enemy models as if they weren't there. Any model who can't get out via this move is lost, presumably torn to shreds by the enemy. Any model who does escape can't do anything else on their turn, even if they can normally fall back and charge (Kraken), fall back and shoot (fliers), or similar such effects.

This is huge because trapping still fills its intended purpose in some ways (totally disable an enemy unit) in every way but one (actually keeping your melee unit safe from gunfire.) Its also basically proof falling back as we know it is untouched, because I could not see this being a further 2 CP cost if falling back already cost CP to do.

That said, are we seeing a huge survivability buff in the future? All of these rules interest me, but seem built for longer, more drawn out engagements than 40k usually has.

One interesting foible here; the triangle traps of old may be way easier to fall back from compared to engulfing an entire enemy unit, so if you're trying to maximize your potential death count it might be better to try and grab as much of the enemy unit as possible. However, the initial d6 roll isn't per model in engagement range. It's for the entire unit. If your Fire Warriors try to help their trapped brother get out from my Hormagant pack's clutches, they may find themselves getting mauled on a bad roll.

The Bee fucked around with this message at 17:11 on Jun 21, 2020

ThoraxTheImpaler
Aug 13, 2014

CONDESCENDING
ASSHOLE

The Bee posted:

AdMech gave us another core stratagem drop! This time, its a nerf to triangle trapping.

For 2 CP, you can make your Fall Back into a Desperate Breakout. Roll a d6 for each model in the targeted unit, and on a 1 destroy a model of your choice. Then fall back as usual, moving across enemy models as if they weren't there. Any model who can't get out via this move is lost, presumably torn to shreds by the enemy. Any model who does escape can't do anything else on their turn

This adds choices to a situation that is otherwise completely choice-less and that's a good thing. Any interaction that results in one player saying "well I guess there's literally nothing I can do" is bad for the game.

The Bee
Nov 25, 2012

Making his way to the ring . . .
from Deep in the Jungle . . .

The Big Monkey!

ThoraxTheImpaler posted:

This adds choices to a situation that is otherwise completely choice-less and that's a good thing. Any interaction that results in one player saying "well I guess there's literally nothing I can do" is bad for the game.

Oh, totally agreed. It's a bit of a shame that melee units lose some of their guaranteed shoot protection, but your opponent having a choice between letting your wrap-and-trap be a defensive measure or another source of wounds is very interesting. And if you can make two sets of bubblewrap on one turn, you can play some really fun mind games with your opponent.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
Call me crazy but everything so far looks to be shaping up to a gamestate where being wrapped around an enemy unit to protect yourself from shooting is significantly less imperative than before.

Kitchner
Nov 9, 2012

IT CAN'T BE BARGAINED WITH.
IT CAN'T BE REASONED WITH.
IT DOESN'T FEEL PITY, OR REMORSE, OR FEAR.
AND IT ABSOLUTELY WILL NOT STOP, EVER, UNTIL YOU ADMIT YOU'RE WRONG ABOUT WARHAMMER
Clapping Larry

The Bee posted:

Oh, totally agreed. It's a bit of a shame that melee units lose some of their guaranteed shoot protection, but your opponent having a choice between letting your wrap-and-trap be a defensive measure or another source of wounds is very interesting. And if you can make two sets of bubblewrap on one turn, you can play some really fun mind games with your opponent.

To be fair between smaller boards, more LoS blocking terrain, the change to assault order, the "Cut them down!" stratagem, and the death of overwatch, those are all a bunch of melee buffs.

The nerfs seem to be the fact you fail all charges if you cannot make any one of your multiple charges, the fact vehicles can shoot at people assaulting them, and this stratagem.

So I'm a little more optimistic about it all now, they lead early on a lot of the buffs and not a lot of the nerfs. Hopefully they all balance out to make shooting a little less dominant and boost melee armies without making melee totally dominant like it was in some previous editions.

The Bee
Nov 25, 2012

Making his way to the ring . . .
from Deep in the Jungle . . .

The Big Monkey!

Strobe posted:

Call me crazy but everything so far looks to be shaping up to a gamestate where being wrapped around an enemy unit to protect yourself from shooting is significantly less imperative than before.

It''s tricky. I both can and can't see that. The presence of line of sight blocking cover (and potentially -1 to hit cover) makes it a lot trickier to shoot them off the table and the smaller board size seem like they'll help melee get up the table. But it still feels like one wrong move, or a successful enemy fall back, and your unit'll be blasted clean off the table. I feel like there's one last survivability-shaped piece missing from the puzzle here.

I said come in!
Jun 22, 2004

Lizard Combatant posted:

How good are these horse-dogs?!

I'm halfway through my box, the first one (on the right) I tried painting assembled and it suuuuuuucked but the second one I did the legs separately and it was a lot of fun.



What colors did you use for your saddle and bags? Those look really great! Your paint job is so much better than mine and inspires me to do better.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
But the reverse is also true. One failed fall back (or inability to fall back) and the other player gets a unit wiped off the table if you're using a decent melee unit. This is not a problem unique to melee armies.

ThoraxTheImpaler
Aug 13, 2014

CONDESCENDING
ASSHOLE

Strobe posted:

But the reverse is also true. One failed fall back (or inability to fall back) and the other player gets a unit wiped off the table

I'm terrified of the possibility of somebody wrapping one of my Leman Russes and one bad role just destroying it. The chance for disaster is definitely there.

Cooked Auto
Aug 4, 2007

https://www.warhammer-community.com/2020/06/21/sunday-preview-the-psychic-awakening-finale/

Final (I think?) PA book comes up for preorder next week. Also that Daemonifuge special edition looks insane and something worthy of a limited release for once.

The Bee
Nov 25, 2012

Making his way to the ring . . .
from Deep in the Jungle . . .

The Big Monkey!
To be fair, we don't know if you can fail fall backs yet. Falling back being a strategem like overwatch seems to have been disproven (and honestly, good, because it was a lovely idea and would've been way too unfair to shooty armies). I know there's speculation you'll need a leadership roll for it, but I'm waiting until we get anything concrete on that front and using 8th rules to fill the gap until then.

The 1d6 roll for a Desperate Breakout is surprisingly terrifying, though, even with Big Guns Never Tire meaning that you can fight back instead of having to risk it. Statistically its more likely to impact your big mobs, but man is the possibility of one of your elites poofing into thin air nerve-wracking.

Actually, this is an interesting point to mathhammer. 1d6 per model on its own sounds terrifying, but is it more or less likely to bear fruit than your average shooting phase retaliation? You get a lot more rolls on the shooting phase, but those rolls have to be filtered through a hit, a wound, and a save first. Meanwhile, this is just a mortal wound on steroids.

Genghis Cohen
Jun 29, 2013
Although the current rules set-up has its issues, I look back with bafflement on the rules 3rd-7th edition. I played 40k a lot more from 3-6th, years of it being my primary tabletop game. I'm pretty sure that for all that time, there was no way at all to fall back from combat intentionally. If a non-vehicle got charged, they were in combat until they died, the game ended, or maybe if you got thrashed and took heavy casualties you could be forced to fall back. Even if it was the latter, your opponent either caught you and swept you off the board, or your unit survived and kept running away - regrouping was extremely difficult unless you were Space Marines, who did it automatically. Because of this, many units or whole armies were 'Fearless', ie they never ran away. So for most games, once the charges went in (and this was before Overwatch or random charge ranges, although also before pre-measuring) that part of the game was basically over bar rolling out the dice.

How on earth did that last for so long?

xtothez
Jan 4, 2004


College Slice

Genghis Cohen posted:

How on earth did that last for so long?

Most melee-focused armies had terrible rules, and couldn't get into combat before getting shot.

jng2058
Jul 17, 2010

We have the tools, we have the talent!





Sab669 posted:

As The Bee said, I meant Marines generically.

So fielding Plague Marines instead of Poxwalkers, for example

Regular power armor Marines are in a bad place here in the twilight of 8th edition. Primaris Intercessors have twice as many wounds, twice as many attacks, and a better gun for only 5 points more. So for quality Troops, you take Intercessors. If just you want the cheapest possible Troops to fill out a Battalion with, you want Scouts with Bolters who cost 1 point less than their power armored brethren and only give up one pip of armor save.

So you generally only see regular power armor dudes in situations that only they are allowed to do, like a Grav-Cannon Devastator Squad in a Drop Pod, or as Assault Marines or Vanguard Marines with Jump Packs, or things like Techmarines for which there isn't a Primaris version yet. The classic Smash Captain, a power armor Captain with a Jump Pack, Thunder Hammer, and Storm Shield is only available as a standard Marine, for instance.

So no, they aren't the mainstay of your force. They're specialists whose niche grows smaller and smaller with each new Primaris release. If you'd asked us this question a month ago, I'd have included Bikes and Attack Bikes as things only regular power armor Marines can do, but with Outriders and Invaders coming, that isn't true anymore.

And of course, all of this is based on the rules as we have them now. Once 9th edition hits in a month or two, complete with a massive change in how much various models cost pointswise, this may change. Perhaps Tactical Marines will have a glorious comeback. I wouldn't bet on it, since GW is working hard to sell you new Primaris to replace all the regular Marines you've already bought, but who knows? Stranger things have happened in this dumb hobby.


Corrode posted:

I would not buy a Space Marine codex within weeks of a new edition launching, there's never yet been an edition where they didn't get a new book very early on.

True, but that's because the Marine codex was always the oldest or one of the oldest codexes in existence by the time a new edition hit because it was the first or one of the first for the old edition. This time, the Marine codex is the newest. So maybe they won't pop a new marine codex first this time? :shrug:


Genghis Cohen posted:

Although the current rules set-up has its issues, I look back with bafflement on the rules 3rd-7th edition. I played 40k a lot more from 3-6th, years of it being my primary tabletop game. I'm pretty sure that for all that time, there was no way at all to fall back from combat intentionally. If a non-vehicle got charged, they were in combat until they died, the game ended, or maybe if you got thrashed and took heavy casualties you could be forced to fall back. Even if it was the latter, your opponent either caught you and swept you off the board, or your unit survived and kept running away - regrouping was extremely difficult unless you were Space Marines, who did it automatically. Because of this, many units or whole armies were 'Fearless', ie they never ran away. So for most games, once the charges went in (and this was before Overwatch or random charge ranges, although also before pre-measuring) that part of the game was basically over bar rolling out the dice.

How on earth did that last for so long?

https://www.youtube.com/watch?v=kDtabTufxao&t=59s

jng2058 fucked around with this message at 18:47 on Jun 21, 2020

The Bee
Nov 25, 2012

Making his way to the ring . . .
from Deep in the Jungle . . .

The Big Monkey!
That's about how I remembered it. Chaos is in a similar boat, but without a Chaos Primaris to fall back on, right? Do the cult troops (Berserkers, Noise Marines, Plague Marines, Rubrics) make appealing troop choices, or does Chaos just nab enough Cultists to fill detachment slots and focus on other parts of the force org chart instead?

xtothez
Jan 4, 2004


College Slice

The Bee posted:

To be fair, we don't know if you can fail fall backs yet.

Interestingly that stratagem says "attempt to fall back", implying that it's no longer automatic. Perhaps they've added some rule like the old Sweeping Advance where you have to roll movement value + D6" to escape.

The Bee
Nov 25, 2012

Making his way to the ring . . .
from Deep in the Jungle . . .

The Big Monkey!

xtothez posted:

Interestingly that stratagem says "attempt to fall back", implying that it's no longer automatic. Perhaps they've added some rule like the old Sweeping Advance where you have to roll movement value + D6" to escape.

Oh poo poo! That's a really good eye. Though if this is the case, I really hope failing the fall back move doesn't then wipe your entire squad for being in engagement range. It specifies "any unit that ends its fall back move", so I think that wouldn't be the case. But if it was, the stratagem'd go from a lifesaver to not worth the risk really fast.

How did Sweeping Advance work?

xtothez
Jan 4, 2004


College Slice

The Bee posted:

How did Sweeping Advance work?

When a unit failed a morale check and had to flee, both units in combat had to roll D6 and add their Initiative stat. If the retreating unit won they got away, if they lost the roll the whole unit got wiped out and the attackers consolidated.

As more and more factions become effectively immune to morale, it rarely came up as you only left combat if you could fail a morale check.

xtothez fucked around with this message at 19:38 on Jun 21, 2020

SerCypher
May 10, 2006

Gay baby jail...? What the hell?

I really don't like the sound of that...
Fun Shoe

Genghis Cohen posted:

Although the current rules set-up has its issues, I look back with bafflement on the rules 3rd-7th edition. I played 40k a lot more from 3-6th, years of it being my primary tabletop game. I'm pretty sure that for all that time, there was no way at all to fall back from combat intentionally. If a non-vehicle got charged, they were in combat until they died, the game ended, or maybe if you got thrashed and took heavy casualties you could be forced to fall back. Even if it was the latter, your opponent either caught you and swept you off the board, or your unit survived and kept running away - regrouping was extremely difficult unless you were Space Marines, who did it automatically. Because of this, many units or whole armies were 'Fearless', ie they never ran away. So for most games, once the charges went in (and this was before Overwatch or random charge ranges, although also before pre-measuring) that part of the game was basically over bar rolling out the dice.

How on earth did that last for so long?

I was in a event battle once with 1000 point armies. A chaos terminator squad with a lord and all power weapons charged my wraithlord. He did not know strength 4 could not hurt toughness 8. He looked it up and asked a referee because it was so lame. So he had to just sit there for the next 2 hours as my wraithlord tore apart 1-2 terminators every turn. It was like 60% of his army. I felt bad for him lol. It was a stupid time and at least now you have the possibility of hurting anything.

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I said come in!
Jun 22, 2004

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