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ijyt
Apr 10, 2012

The two lost legions are lost because they add more mystery and confusion to a setting built on mystery and confusion. Narratives are more interesting when things don't always get explained. That's it.

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JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!
Plus explanations can lead to dumb and bad places, see: everything to do with the Emperor's origins.

Macdeo Lurjtux
Jul 5, 2011

BRRREADSTOOORRM!

moths posted:

It's explicitly mentioned in Betrayer, IIRC - which is a neat nod. But I think there's an implication that it was punitive.

I need to read that again.

Did boxnauts get cut in HH2?

Was that in the Space Wolves/ Thousand Sons books? I could have sworn there was a mention in one of those about the Space Wolves being used to cleanse at least one the lost legions.

Cessna
Feb 20, 2013

KHABAHBLOOOM

moths posted:

But I think there's an implication that it was punitive.

This is VERY heavily hinted in Prospero Burns.

ijyt
Apr 10, 2012

Macdeo Lurjtux posted:

Was that in the Space Wolves/ Thousand Sons books? I could have sworn there was a mention in one of those about the Space Wolves being used to cleanse at least one the lost legions.

I distinctly remember Lorgar and Magnus talking about their "lost brothers" and what the Emperor had Russ do to them.

jadebullet
Mar 25, 2011


MY LIFE FOR YOU!

Cessna posted:

This is VERY heavily hinted in Prospero Burns.

It is also implied in The First Heretic, with Lorgar being very close with the 11th(?) Primarch and the Gal Vorbak being very tempted to kill said primarch in his incubation pod in order to save the galaxy from the pain that was caused.

Oddly enough, even the Gods of Chaos uphold the idea that those records were expunged, as they don't show Argel Tal where the pods of the 2 lost primarchs land in that vision sequence.

moths
Aug 25, 2004

I would also still appreciate some danger.



Macdeo Lurjtux posted:

Was that in the Space Wolves/ Thousand Sons books? I could have sworn there was a mention in one of those about the Space Wolves being used to cleanse at least one the lost legions.

Yeah I think it was Prospero Burns - not Betrayer. Two Ultras in a landspeeder are talking it over as they're clearing civilians out of Lorgar's Perfect City for demolition.

Mulva
Sep 13, 2011
It's about time for my once per decade ban for being a consistently terrible poster.
I respect that they've given a lot of information about the two legions over the Horus Heresy books, but still left it somewhat of a mystery. Like the larger picture is fully spelled out:

The two Primarchs deviated from acceptable behavior in some way that wasn't falling to Chaos or turning traitor, had to be put down, but their legions themselves were simply mind-wiped and absorbed into the other legions. Mostly Ultramarines. It's not something seen as a righteous smiting but an unfortunate necessity. And they were forgotten not in a social pressure sense, but in a flat out psychically mind-wiped from memory sense. Whatever they did it was knowledge based to some degree, insomuch as knowing what it was they did was itself a threat to the Imperium. And this mind-wiping was something at least a few of the Primarchs that were found by that time agreed to. Many simply hadn't been found by the time the two were memory-holed, and thus did not have to be tampered with. Those Primarchs simply never knew what happened in the first place.

There, that's a not entirely detailed but relatively straightforward story. It's still a total mystery that tells you nothing much about them even when one shows up. We know that the Second was quiet, contemplative, and largely humorless. Little things like that. What they actually did? No real clue to narrow it down beyond knowing what it wasn't, and the fact nobody seems to attach any shame to the normal marines of those legions. They could have been a lot more coy or a lot more blunt, but they managed to tell a story with it without removing the role they were intended for.

GreenMarine
Apr 25, 2009

Switchblade Switcharoo
Each primarch represents an aspect of the Emperor's personality (perhaps a virtue and a vice). What are the two aspects that we would expect to see expressed as Primarchs that aren't? Might give a feel for who the two missing Primarchs were. Their sins were probably exaggerations of their personal flaws.

moths
Aug 25, 2004

I would also still appreciate some danger.



Two traits the Emperor would conceal from even himself are shame and doubt.

But the Emperor has neither of these things! But all men do, and their absence makes a good for those being emblematic of the missing two.

BULBASAUR
Apr 6, 2009




Soiled Meat
Here's today's legion(s) overview:

9th Legion: Blood Angels

quote:

+ Legion Overview +
=============================================================================
The Blood Angels legion stems from a sordid history of bloodshed and violence. It wasn’t until their primarch, Sanguinius, that they were repurposed from a horde that rivaled world eaters in acts of carnage and destruction into a fighting legion. Following a great restructuring, the IXth legion became the exemplars of the great crusade to the point where the universe nearly forgot that behind the exterior was a monster barely contained. Over time, The Blood Angels would amass great works, relics and experimental arms. Prior to Signus, MK IV was prevalent but mk III was not unheard of. Though not specifically called out, MK V is assumed to be heavily used during the time the legion had to make their way towards Terra from within the Ruinstorm. Given a preference for close combat, the lighter MKII was also fairly common until the legion reached Terra and were able to acquire the more advanced MK VI armor.

The most prevailing theme is expertly crafted armor and weapons. Inordinate time, money and energy is spent perfecting the art of war and by extension the tools of the battlefield. Even common marines were encouraged to develop and use artifice as a means to distract and channel their nature. Prior to Sanguinius, there were no cultural themes. Many companies were thrust into nearly impossible battlefields with little to no hope of survival, with common used rituals of flesh eating. When Sanguinius joined the legion, there was a massive shift in culture. Largely based on real-world renaissance Italy, art and culture were used to curtail this base nature. The form of man is seen as a reflection of the more terrible nature of their soul, but the prevailing theme of blood and blood letting continued as a way to both stifle lust and bind the legion to each other and their primarch. Space Vampires is the easiest parallel in this regard, but with a slight humanist vibe due to their Primarch’s influence.

If you want the violence and mayhem of a World Eater, but can’t quite go the extra mile to be truly evil look no further. As a melee focused legion, their expertise is in combat, and their rules encourage melee combat even for their most basic troops. That isn’t to say they are incapable of ranged combat, just that they want to get stuck in as soon as possible; including their vehicles!


+ Edition Changes +
=============================================================================
As a later edition legion near the peak of the original game, the the Blood Angels enjoyed wide model and rules support. In 2.0, the legion finds its special units in a very similar place, but with tweaks across the board. The LA (Blood Angels) trait now triggers in any melee, whether charging or being charged, but only on the charge, providing you with the same +1 to your wound roll and triggers even if disordered.

Crimson Paladins can now have a full ten person squad. Paladin shields reduce all melee attack rolls by 1 and make it harder to land a blow, but now at the cost of being exposed to Instant Death. Angel Tears now have the baseline stats of Destroyers with the benefit of costing less than a Volkite equipped Assault Destroyer squad. They still have plentiful access to assault cannons, flamers, rotor cannons and their signature grenade launchers. The biggest difference is that Pinning is more important than ever and they can supply suppression fire quickly. Raldoran is now a strategy heavyweight having picked up the ability to choose their warlord trait from any Loyalist non-unique/named character warlord available. Blades of perdition are now a set of weapons. Essentially, two handed power weapons with the ability to supply two wounds for every one wound they inflict. In an edition with plentiful multi wound models, this will come in handy. They’re also available to any character model which includes sergeants or anyone with the character trait. Unfortunately, you’re still unable to recreate a Sanguinary Guard properly.

+ Departmento Mathematica +
=============================================================================
Like most melee oriented legions, Blood Angels are not complicated. Their LA rules encourage you to charge at every opportunity. Furthermore, their advanced reaction is made to help you weather initial fire to get off that critical charge with more surviving marines. There’s not a lot of subtlety going on here, but you can catch someone off-guard by using traditionally non-melee units who suddenly drop some hits in. Look toward bayonets as they’re surprisingly good for this, with chain bayonets potentially getting re-rollable 2+ to wound attacks.

Angels are a more generalist legion in that many other legions are better at one very specific thing than BA. Deepstrike assaults are the biggest unique playstyle available to this legion. Day of Revelation is one of the most blatant Deep Strike friendly RoW, increased further since you can now assault after deep striking in. While you announce when it will happen, everything is going to come in and hit hard when they do. Drop pods followed by jump units will be the order of the day here, as they all come in at once in a single place of your choosing. Day of Sorrows is an interesting defensive Rite, granting the now-rare abilities to run legion terminators as line troops (crimson paladins specifically) along with a nice feel-no-pain save to every half strength unit that is close to an objective. If the unit already has FNP, the value of that rule is increased by +1, which can be massive if you have sufficiently stacked bonuses (I.E. apothecaries, heart of the legion, etc.)

Blood Angels still get access to inferno pistols (now at a reduced cost) and also Iliastus Assault Cannons on anything with a heavy flamer. This is not restricted by unit, so you may consider the on brand all assault cannon predator as a gimmick build or drop one on a Rhino if you can stomach the cost. Perdition weapons are also really nasty in an edition where wounds have increased everywhere; and we can put them on any unit. We also have access to different flavors of Perdition weapons like Mauls, Axes and Spears.

The best thing you can do to be good with this army is to be very aware of your LA rules. Enemies know what you have and will stop at nothing to prevent you from charging. Use this to your advantage and set up your own gotchas to force your opponent to waste reactions. If you have the ability to lay down pinning, do this with gusto as pinning is very powerful and allows you to execute on your legion trait fully.

14th Legion: Death Guard

quote:

+ Legion Overview +
=============================================================================
The Death Guard are the Primarch Mortarion’s unbroken blades. They are known for their relentless, grinding frontal assaults using elite, resilient infantry, and murderous close-range artillery and chemical weapons. In-game, this translates into a focus on tough-as-nails Terminators, extra-dangerous (to the user and the target) flamer weapons, and rules that play up the Death Guard’s slow and purposeful advance with heavy infantry-carried weapons. The new Liber Hereticus describes the Legion as “the anvil upon which the Loyalist assault halted and broke” at Isstvan V and the description is fitting for all their action in the Heresy and on the tabletop.

The Death Guard favor MK III power armor for its reinforced forward-facing plating and its brutal aesthetic complements their demeanor well. They wear the gouges, burn-marks, bolt impacts, and las blasts they’ve sustained on their armor with pride, making them a great canvas for extreme weathering techniques. While the vast majority of the Death Guard sided with Horus, there’s ample room to play them as filthy Loyalists as well. Nathaniel Garro is a well-known Loyalist Death Guard tryhard who foolishly remained in the Emperor’s camp and is largely responsible for getting word to Terra about Horus’ rebellion.

Give the Death Guard a consideration if you’re interested in nasty foot-sloggers who like to bring weapons that feel as bad as their armor looks to the battlefields of the 31st millennium.

+ Edition Changes +
=============================================================================
As one of the first legions with rules in the original game, the Death Guard underwent several minor rule reworks to bring up through the years of the original game. In HH 2.0 they are given some additional rules changes, making them into indomitable poison-slingers, but with some slight changes from the first edition. Three of the most notable are the changes to Remorseless, power scythes, and the addition of toxin bombs. Additionally, their unique reaction is pretty solid.

Remorseless
In HH 1.0, Remorseless was a pretty ho-hum rule that made Death Guard immune to Fear and automatically pass any Pinning tests. In HH 2.0, Remorseless enables Legiones Astartes (Death Guard) units that don’t have the Cavalry or Artillery unit type to ignore any modifiers or restrictions on moving during the Movement phase, including those inflicted by debuffs like Pinning. This does not apply to units using Run or jump pack moves or deep striking. Additionally, and most substantially, any unit with this rule that doesn’t Run or use jump pack movement counts as Stationary when using Shooting attacks. This means, for example, that Legion Heavy Support Squads can move and shoot their heavy weapons at full BS. This rule will really help you get your points out of Legion Heavy Support squads, landing more hits and getting you into better positions. Kit up some Legionaries with plasma cannons, multi-meltas, autocannons, missile launchers, whatever–all will fall before the Death Guard’s advance.

Power scythes
Power scythes have gone from being alternatives to power fists to solid alternatives for “regular” power weapons. They no longer replace power fists (generally a +15 pts upgrade), but power weapons (+10 pts). In the first edition, they were nasty AP 2 blades that struck at an initiative step between “faster” power swords and power mauls and “slower” power fists–allowing you a shot at chumping your opponent’s characters and terminators before they could strike back. That use-case is gone now. Power scythes are now Str +2 AP 3 with the Rending (6+), two-handed, and Reaping Blow (1) special rules.

The chance to pop off an auto-wounding, AP 2 hit with Rending is welcome, but losing the flat AP 2 is a bummer. I haven’t seen final leaks on what Reaping Blow (1) does, but based on older leaks it presumably gives +1 Attack if the model wielding a weapon with this rule is in base-to-base contact with more than one enemy model. In Phase 1 playtest rules, there was no Initiative malus for wielding a power scythe, so if that sticks through to the final edition that’s nice.

Toxin bombs
Death Guard Traitor characters now have access to these for +10 points each. When a Character or unit with a Character carrying these gets charged, the charging player has to roll a D6 for each model in the charging unit. Each 1 results in an automatic wound to the unit, assigned by the controlling player. No armor saves, cover saves, or damage mitigation (Feel No Pain, Shrouded, etc.) rolls can be made against these, but invulns are allowed. They’re a mean addition to the Death Guard arsenal.

Unique reaction: Remorseless Advance
This is triggered in the Shooting phase when a Death Guard unit has been targeted by an enemy unit. The reacting player’s unit that they choose to pop this on gets a 4+ Feel No Pain against the shooting attacks from the attack that triggered this reaction and will auto-pass Morale and Pinning tests caused by that specific shooting attack. Once the shooting attack has been resolved, the Death Guard unit can move 7” in any direction. Nice for resilience and more effective table control (or fleeing, if that’s your bag).

Other changes and one thing I am assmad about :
The Legion-wide Sons of Barbarus rule from 1.0 is gone in all but name. In 1.0, it enabled Death Guard units to reroll failed Dangerous Terrain tests and gave them a 4+ FNP against Poison and Fleshbane attacks. In 2.0, it’s just the name of the rule that grants Death Guard Warlords access to unique Warlord Traits. Losing the reroll is a bummer, but not that big of a deal. Seems it was a casualty of the Great Removing of Rerolls in 2.0, which is certainly not unwelcome.Intractable, a malus to Sweeping Advance tests, is also gone.

Chem munitions are now “alchem” weapons. Death Guard units with the regular flamer versions of these weapons can upgrade them to the alchem versions for free. Alchem versions of weapons gain Fleshbane and Gets Hot, which is pretty solid. In 1.0, chem munitions granted Shred and Gets Hot, so the Legion’s chem stuff stays lethal without having to deal with rerolls. It should be noted for discerning hobbyists that these are decidedly flame-type weapons, so particularly committed players should be sure to represent the muzzles of these weapons as having significant heat staining. Only dumbasses of global distinction would think that these types of weapons shouldn’t have heat staining.

I was assmad in 1.0 when Death Guard only had access to rad grenades when using a specific Rite of War, and that has persisted into 2.0. Toxin bombs are sweet, but it just feels odd that the “chemical weapons” Legion still doesn’t have full access to a wargear item like rad grenades.


+ Departmento Mathematica +
=============================================================================
There are three unique Death Guard Warlord Traits: The Reaper’s Visage (Traitor only), Witch Hunter, and The Blood of Barbarus. Only that last one is really worth taking in most games. It gives the Warlord and any unit he joins a buff that makes Rending, Poisoned, and Fleshbane attacks only hurt them on a 6. It also gives the army an additional reaction in the Shooting phase– so, one more Remorseless Advance is good.

The legion has two Unique Rites of War: The Reaping and Creeping Death.

The Reaping lets you take Vets as Compulsory Troops and Heavy Support Squads as non-compulsory Troops. It also gives access to rad grenades (-1 Toughness to enemies when charged or charging) to Characters. Units in a detachment using this RoW can’t Run or use a Reaction that allows them to Move, aside from Remorseless Advance. You also can’t deep strike anything when using this RoW. It’s pretty good and fluffy for Death Guard.

Creeping Death, in contrast with its rules in 1.0, is actually useful in 2.0. It makes all Death Guard units auto-pass Dangerous Terrain tests, turns the Death Guard Deployment Zone into Difficult Terrain and Dangerous Terrain, and anything in the Death Guard DZ gains Shrouded (6+). Area Terrain on the board also counts as Dangerous Terrain. It turns Grave Wardens into non-compulsory Troops as well. It can only be used by Traitors and requires the use of a Siege Breaker Consul. Pretty solid and might be more widely useful than The Reaping.

The Death Guard Legion also has two unique Terminator units: Deathshroud and Grave Wardens.

Deathshroud (Elites choice) are equipped with Tartaros Terminator Armor and carry an alchem pistol and a power scythe. They’re WS 5, have 3 Wounds, and have the Battle-hardened (1) rule, among others. Battle-hardened prevents them from getting Instant Death doubled-out by Strength 8 and 9 weapons, making them…hardy. They seem like they can be solid objective-holders and ID power-fist-deniers in 2.0. These are good attributes, but they’re very expensive units–the baseline unit is 140 Points for two and each additional one is 70 points. I don’t see these guys as being particularly worth it, especially compared to Grave Wardens.

Grave Wardens (Heavy Support choice) wear Cataphractii Terminator Armor and carry assault grenade launchers, power fists, and a Death Cloud (fart cloud) projector. They’ve gone up in price: 200 pts for the squad of 5 and +35 pts each for additional guys in 1.0, 250 pts for the squad of 5 and +45 pts each in 2.0. Despite this increase, they’re still pretty much a must-take for Death Guard. Their 18” range grenade launchers can fire Krak (Str 6 AP 4 Assault 2) or Toxin (Str 1 AP 5 Assault 4, Poisoned [3+], Ignores Cover) grenades. The latter are real nice. The Death Cloud projector is a Str 1 AP 4 Poisoned (3+) template, which is also solid offensively and defensively for Wall of Death. They’re a great close assault and line-holding unit.

All in all, the Death Guard have two strong, but different Rites of War, and rules and units that complement them well. When using either, a Grave Warden Death Star riding in a Spartan or similar whip, it'll be a good pick. For close ranged engagements, such as Zone Mortalis, the Death Guard continue to be absolutely lethal. If you’re considering Death Guard, I’d recommend starting out with a minimum-strength squad of Tacticals or two, and then getting Grave Wardens and Vets. Complementing those with a Dread is a real solid start. Get some templates and get to huffing your own farts!

BULBASAUR
Apr 6, 2009




Soiled Meat
ZM rules recap:
  • New table size for <1000pt games, 1001pt games for a 4x4
  • No core legion or core rulebook reactions
  • Blast and template weapons are +1 to wound instead of shred
  • No deepstrike unless you designate the battlefield as not having ceilings
  • Single shared FOC
  • Amiger, vehicle, and antigrav units are not allowed
  • Base restrictions are gone
  • Dreads, MCs, and automata are limited to models with 6W or less
  • Models with cavalry, dreadnought, >4W, or bulky (3) can't go through small doors
  • No more dangerous terrain checks for jet/jump pack use
  • Doors have different armor values and wounds
  • Reaction fire is gone, there are new specific ZM reactions
  • Aura type effects or other such special rules need line of sight to work
  • Reserves are rolled starting on turn 1
  • Outflank assault comes out of access points, assumption is that disordered outflanks go out of other access points

BirdieBedtime
Apr 1, 2011
Most of those sound...good? Especially now that my Ashen Circle won't konk their noggins on a bulkhead.

long-ass nips Diane
Dec 13, 2010

Breathe.

BULBASAUR posted:

ZM rules recap:

  • No more dangerous terrain checks for jet/jump pack use


This makes playing a moritat a lot better but also a lot less fun

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!
Yeah, that was a fun, flavorful tradeoff.

BirdieBedtime
Apr 1, 2011
With the new Dangerous Terrain rules, having 'jump pack movement = dangerous' would have been far too punishing. It was cute losing a guy once every two or three moves, less so multiple times per move.

ijyt
Apr 10, 2012

if you do not relish the chance to become a red smear on a bulkhead, do you really have the right to wear a jump pack?

Improbable Lobster
Jan 6, 2012

"From each according to his ability" said Ares. It sounded like a quotation.
Buglord

GreenMarine posted:

Each primarch represents an aspect of the Emperor's personality (perhaps a virtue and a vice). What are the two aspects that we would expect to see expressed as Primarchs that aren't? Might give a feel for who the two missing Primarchs were. Their sins were probably exaggerations of their personal flaws.

Gay and Trans

Ristolaz
Sep 29, 2005

By completely blowing off my BS you have passed the first trial
They tried to unionize

War and Pieces
Apr 24, 2022

DID NOT VOTE FOR FETTERMAN

Lady Marines confirmed for 10th edition

Beerdeer
Apr 25, 2006

Frank Herbert's Dude
I was able to check out the boxes yesterday and they are SOLID and HEAVY AS gently caress.

BULBASAUR
Apr 6, 2009




Soiled Meat
ZM rules:
https://drive.google.com/file/d/1RRLvcrCHPhIBGvds3FQT12NOhPusQZDH/view

Lucinice
Feb 15, 2012

You look tired. Maybe you should stop posting.

Lucinice posted:

I think I'm going to hold off on buying into HH until I see if a scene forms in my city. I was going to play with a friend but he changed his mind :(

Hey never mind the situation changed so I'll definitely be buying into HH. Probably can't buy the box right now due to costs but I'm thinking of getting one of the legion books so I can start planning my army.

Floppychop
Mar 30, 2012

It looks like locally there may actually be a sizeable amount of people in my area getting into 30k with the new box/edition.

Of course that has me thinking of which Legion I'd roll with, but I'm kind of stuck in analysis paralysis of World Eaters or Salamanders.

But before I jump whole-hog into this, what's the size (in rough model-count) of a normal game? I don't want to get into something where I'd have to paint up 100+ marines. I may already own most of an army anyway, but I'm not sure. I have a recast Fellblade and unit of Firedrakes that a friend dumped on me, and a Forge World Sicaran and 30 plastic mk3 marines that are still unassembled.

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!
I think GW would like you to do 3-3.5k, but Goon-Approved Coolest Format Zone Mortalis is 1K.

The box is 1500 before any unit upgrades.

DrPop
Aug 22, 2004


Floppychop posted:

It looks like locally there may actually be a sizeable amount of people in my area getting into 30k with the new box/edition.

Of course that has me thinking of which Legion I'd roll with, but I'm kind of stuck in analysis paralysis of World Eaters or Salamanders.

But before I jump whole-hog into this, what's the size (in rough model-count) of a normal game? I don't want to get into something where I'd have to paint up 100+ marines. I may already own most of an army anyway, but I'm not sure. I have a recast Fellblade and unit of Firedrakes that a friend dumped on me, and a Forge World Sicaran and 30 plastic mk3 marines that are still unassembled.

For something like a smaller 1-1.5k ZM game, you could easily have an entire army consist of 20-30 models (or even less for certain RoWs that might be in 2.0).

In my experience World Eater armies are much larger than Salamanders armies. World Eaters like to drown the enemy in big blobs of chainaxe wielding freaks, Salamanders are usually pretty elite, smaller forces centered around Firedrakes like the ones you have as well as other hardy infantry.

Jack B Nimble
Dec 25, 2007


Soiled Meat
Are we going to be able to use that land rider esque tank, I forget the name, in ZM?

Macdeo Lurjtux
Jul 5, 2011

BRRREADSTOOORRM!
Maybe as an objective.

Snacks and Violence
Sep 18, 2004

...and he kept stabbing them, again and again. He's a halfling, he's supposed to be jolly...Why isn't he jolly? WHY ISN'T HE JOLLY?
My test World Eater. I am pretty happy with how he turned out, even if I forgot to put the "under" shoulder pads on.





edit- Apparently I have no idea on how to actually imbed the image.
edit 2 - Thank you for the help.

Snacks and Violence fucked around with this message at 21:34 on Jun 16, 2022

Tiny Chalupa
Feb 14, 2012

Snacks and Violence posted:

My test World Eater. I am pretty happy with how he turned out, even if I forgot to put the "under" shoulder pads on.

https://imgur.com/a/LSkZpxz

edit- Apparently I have no idea on how to actually imbed the image.

I think thats a drat solid World Eater scheme there

Floppychop
Mar 30, 2012

Snacks and Violence posted:

My test World Eater. I am pretty happy with how he turned out, even if I forgot to put the "under" shoulder pads on.

https://imgur.com/a/LSkZpxz

edit- Apparently I have no idea on how to actually imbed the image.

right click the image > copy image address > put timg tags > paste between timg tags

Like this
code:
[timg]https://i.imgur.com/kF7ZyvQ.jpeg[/timg]

Ristolaz
Sep 29, 2005

By completely blowing off my BS you have passed the first trial
Use [img] instead of [timg] if you are a true khornate

with a rebel yell she QQd
Jan 18, 2007

Villain


I received my FW upgrade kits and minis this Tuesday. I got my decals today. My FLGS posted that they got the HH boxes and they have enough for everyone who preordered as well as some extras for the shelves...

But I did not get a notification from them about my order while my friends here did, now I'm nervous. :ohdear:

with a rebel yell she QQd
Jan 18, 2007

Villain


with a rebel yell she QQd posted:

But I did not get a notification from them about my order while my friends here did, now I'm nervous. :ohdear:

So uh, I checked on my pre-order status with my FLGS and it said my order was canceled. But as the money was taken from my card and I got an invoice from them, I gave them a call to check what happened.
They told me it looks like it was an administrative error, because they see that the payment was successful yet the order was canceled, but no problem because they have 1 copy left...

Marshal Prolapse
Jun 23, 2012

by Jeffrey of YOSPOS

JcDent posted:

I think GW would like you to do 3-3.5k, but Goon-Approved Coolest Format Zone Mortalis is 1K.

The box is 1500 before any unit upgrades.

Plus I think if the lore/rule book is used as a lord of war, you could get a couple hundred of points from it alone.

Also goddamnit why does my local comic book store have to respect street date? I assume it’s because they’re a master dealer, and they can do a 20% discount, and they wanna maintain a good relationship with GW.

Lord_Hambrose
Nov 21, 2008

*a foul hooting fills the air*



One guy posting his box and mentioning the store can get your retailer account revoked, so following the rules isn't exactly crazy. Tons of people break street dates, but if you are not a trustworthy regular it just isn't worth it.

goodness
Jan 3, 2012

When the light turns green, you go. When the light turns red, you stop. But what do you do when the light turns blue with orange and lavender spots?
Not my model but if anyone is looking for MK6 jump pack I found this. It is modeled after Dominion Zephon's



https://cults3d.com/en/3d-model/game/jumppack-for-2-0

Stephenls
Feb 21, 2013
[REDACTED]
If one were going to build a Raven Guard army consisting of elements of Istvaan V survivors and post-Istvaan V reinforcements wearing black and the raven sigil who've hooked up with an embittered nomad predation fleet of former Pale Nomads who've reverted to the pre-Corax grey livery and abandoned the raven sigil for the XIX numeral, designed to be fielded as one army or split in two to fight itself, am I incorrect in assuming that it'd be reasonable to build the Pale Nomads as counts-as Sons of Horus for purposes of when they're played on their own?

Broken Record Talk
Jul 28, 2009

A three-hundred thousand degree baptism by nuclear fire;
we had it coming.

Stephenls posted:

If one were going to build a Raven Guard army consisting of elements of Istvaan V survivors and post-Istvaan V reinforcements wearing black and the raven sigil who've hooked up with an embittered nomad predation fleet of former Pale Nomads who've reverted to the pre-Corax grey livery and abandoned the raven sigil for the XIX numeral, designed to be fielded as one army or split in two to fight itself, am I incorrect in assuming that it'd be reasonable to build the Pale Nomads as counts-as Sons of Horus for purposes of when they're played on their own?

I think as long as you make it pretty obvious what is what, in terms of differentiated color schemes, and are really clear about the fact that a chunk of your army is not using RG rules, you should be okay.

My experience with HH is that people are pretty open to cool ideas like that, as long as there is no confusion about rules because of it, and as long as you're using models from the correct in-game time period. Basically, make the idea cool, and don't require a bunch of extra effort from your opponent to play against it, and you should be golden.

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Stephenls
Feb 21, 2013
[REDACTED]

Stephenls posted:

Watch the FLGS that's opening in the mall across the street from my apartment building sometime in June get all these things at a discount on launch day while I'm waiting a week for everything to arrive via shipping.

So exactly this happened. They opened literally today. They even have the Heresy stuff on the shelf, though they won't let anyone buy any of it until tomorrow.

Alas it is too late to cancel my GW order.

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