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Dump_Stat
Aug 12, 2007

The glue trap works perfectly!
So, what's the verdict? Did assault get better? And if so, how so?

I'm going to get my books tomorrow :)

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Dump_Stat
Aug 12, 2007

The glue trap works perfectly!
My FLGS was sold out of rulebooks pretty much right away, but when I went in, the manager, who I've known for years and have treated to beers on more than one occasion said that he had set one aside just for me because he knew I would be in sometime this weekend. So, I got my new books. That's why I love my local gaming store and the rapport that they form with their neighborhood customers. :)

I have nothing against GW stores, but you just don't get that kind of person to person customer care outside of local shops. Long live the neighborhood geek stores!

If it makes you guys feel better, the A Galaxy at War book is filled with really beautiful photos of models looking well-painted and sterling. It's going to go right near the toilet, so I have some warhams porn to read while taking care of nature's business.

Sad to hear about assault having no overhaul. Oh well, guess my Flesh Tearers will stay packed away (Not that they're terrible), but it looks like my Guard / Imperial Knight lists will be stomping around on the tables some more.

Dump_Stat
Aug 12, 2007

The glue trap works perfectly!
Do CSMs get any sort of an edge with summoning Daemons?

Dump_Stat
Aug 12, 2007

The glue trap works perfectly!
Is the thread still in "unbound" status, or is this just regular nerd fighting?

For content: I bought an Imperial Knight, assembled and am in the middle of painting it. I'm thinking of selling my Space Wolves and Flesh Tearers to buy 5 more of them. Best idea or worst idea?

Dump_Stat
Aug 12, 2007

The glue trap works perfectly!

Swagger Dagger posted:

Do it, contribute to 40k Accelerationism.


They're so fun to assemble and paint. I like the idea of going to a local tourney and plopping down 5-6 models saying "That's my deployment" and walking outside for a cigarette while my opponent pulls out fist fulls of Orks / Guard / Nids and sighs at his horde army.

Dump_Stat
Aug 12, 2007

The glue trap works perfectly!
My non-forums member buddy hasn't piked up the 7e books yet and was asking about ways to defend against psykers as Dark Eldar. I told him that I didn't know much about DE, besides some of their basic builds, so I'd ask the forums.

I basically said to take allies that are, themselves psykers, like Farseers and whatnot, but he only has DE, surprisingly as his first army (And even more surprisingly, is quite decent with them).

Any tips?

Dump_Stat
Aug 12, 2007

The glue trap works perfectly!
Cool, thanks for the tips.

Dump_Stat
Aug 12, 2007

The glue trap works perfectly!

Slimnoid posted:

So on the plus side, they went down in points, dedicated transport option, more shots on their guns, no gets hot, possibility for BS3 if they don't move, and can reroll a single charge dice.

On the negative side, no S6, no ignore cover, their save got worse (6+ from a 4+), and no options beyond ammo runts. No painboy, no cybork bodies, nuttin'.

So what will end up happening, is that unless you stick their happy asses in a fortification or something, they will most likely cruise around in a battlewagon firing unreliable AP weapons and never get to use their BS3, making them expensive shoota boyz that might shred something important if said target is somehow out in the open. Seems a bit of a wash so far.

I wouldn't be surprised if Painboys became like Commissars and Sanguinary Priests. 3 per Elite / whatever slot, doesn't use up force org.

Looks like with the new rules, they could plant on a spot and hold it pretty well. It'd be a pain to go toe to toe infantry shooting and chew through that many wounds in cover while those guns are raining down on you.

Looks like the unit could have its uses.

Dump_Stat
Aug 12, 2007

The glue trap works perfectly!

BobFromMarketing posted:

Alright so in my time looking at the Necron rules I have come across the synaptic disintegrator which has a strength of X. What exactly does that X mean? Is the strength variable? Does it always wound on a certain number? I really need to get the main rulebook :vomarine:

"X" usually means that strength isn't applicable. I don't know anything about 'crons, really, but when you see an X, that generally means that some other effect, takes place where you would normally use the Strength or whatever it happens to be, stat.

Edit: You guys post fast.

Dump_Stat
Aug 12, 2007

The glue trap works perfectly!
Double post.

Dump_Stat
Aug 12, 2007

The glue trap works perfectly!

Von Humboldt posted:

I know plenty of players who would play Sisters if they could get them at a decent price and not in pewter. (I'm one of them!) There is a lot of hope that GW saw how well Wood Elves did, and figured out that a lot of players are interested in older ranges but held back by either cost of entry, apathy over old sculpts, or a desire to play with not pewter. Of course, people have been saying that Sisters were getting an update and plastic models for years, and they've only gotten a WD update and that rather uninspired digital codex.

I have dozens and dozens of the metal sisters. There was also a big hope that they'd get redone a few years ago when Dark Eldar exploded in both quality and popularity. I wouldn't put much stock in the Wood Elves theory, if the 14 year old (?) Dark Eldar codex, and their rags to riches success story in 5e didn't change GW's mind.

We'll almost certainly see some kind of an update some day. Whether it be another digital codex or a full blown release. But It'll probably be a very long way down the road. I hope that I'm wrong, but this is GW and they have this weird thing about ignoring them.

Dump_Stat
Aug 12, 2007

The glue trap works perfectly!

WhiteOutMouse posted:

So... MSP is in town and bro gaming with me. I will finally get to play 7th! :woop:

And holy poo poo he surprised me with his 90%painted Knight!

How do these things Move Through Cover? My e-book does not really say anything different from 6th, but I thought it was fixed for some reason.



Ps, and this genius of a brother embedded a screw into waist and a nut into the hips for excellent transportation

:science:

Dayum, that looks nice. I'm building 3 of them for the Brawl in the Fall tournament in Fresno, CA in October.

I'm a little jealous of the effort he put into putting a screw in the mid section. I did mine all ghetto-like and took two length of sprue, and made a cross on the inside of the body, after I had already set the base piece of the torso at the bottom end of the crossed sprue bits.

Yeah, it's cheap and non-fancy, but no one will ever see it and it keeps to body from ever falling off.


Rapey Joe Stalin posted:

Here's a couple of semi-rough test models I've just finished. Trying to decide on a scheme to use for my next army. The Ultramarine was easy to do but looks a bit flat. The Fist pops more but was a bit of a poo poo to paint and I'm not sure how well it will translate to vehicles. I'd also need to add another layer of highlighting to the yellow after the glaze because of how it flattened them down.




For "semi-rough test models" those are crisp as hell. Nice job.

Dump_Stat
Aug 12, 2007

The glue trap works perfectly!

adamantium|wang posted:

Heavy bolters need to be Salvo 3/4. Or at least 2/3.

We house-ruled that they were salvo 2/3 a couple weeks ago and they were just decent enough to where it wasn't an automatic discard for an Autocannon (Havocs), which I think was a nice balance because it wasn't YOU HAVE TO TAKE THEM good, but just nice enough to where options were weighed.

Dump_Stat
Aug 12, 2007

The glue trap works perfectly!

Moola posted:

You REALLY should just be buying this if you want combi-weapons.

http://www.anvilindustry.co.uk/index.php?route=product/product&path=60_87&product_id=277

Cheap, fantastic quality, holes for magnetizing, extra bits.

From last page, but seconding Anvil Industries for bits. A few of the Space Marine bits may not mesh well with the 40k aesthetics, but all of their weapons and alternate leg poses, etc look really slick.



I bought these for my Chaos Havoc Autocannons. They look so much better than the GW ones, and I've had at least 3 or 4 people ask where I got them.

If you're in the states, go to their Ebay store. You might save a couple bucks on shipping.

Dump_Stat
Aug 12, 2007

The glue trap works perfectly!
When do the quarterly, or whatever, statements come out? I'd like to see how GW is doing. The Imperial Knight, Guard, Orks, 7E and scrapping Games Day (Which turned from a fun gaming expo, into a large, full retail-price GW store with no fun events of any kind) have made 2014 a pretty bold year so far. But how long can they keep up the break-neck release momentum? An implosion feel inevitable.

Dump_Stat
Aug 12, 2007

The glue trap works perfectly!
This Marneus Calgar talk reminded me of that janky rules conflict a while ago, where he would join a unit of Guard and be executed by some back-water nobody Commissar because he chose to fail a leadership test from his God of War rule (or whatever it was called). Good times.

I just like the thought of the super human Chapter Master of the Ultramarines, hundreds of years old, veteran of thousands of wars, champion of humanity, and scourge of all enemies of the Emperor, being double tapped in the dome by some green-behind-the-ears Commissar on his first deployment.

Dump_Stat
Aug 12, 2007

The glue trap works perfectly!
I run almost the exact same Salamanders Kill Team list, but with a heavy bolter with Relentless in lieu of one of the Heavy Flamers. Sally Manda's KT 4 lyfe :hfive:

Dump_Stat
Aug 12, 2007

The glue trap works perfectly!
So, did GW ever release a straight up color for the space wolves armor, or are we still stuck using Space Wolves / Shadow grey mix, or whatever they're called now. (That's how long it's been since I painted my wolves)

Dump_Stat
Aug 12, 2007

The glue trap works perfectly!

I love Kromlech. I've bought several different bits / models from them over the years. They can be quite pricey, but the quality is pretty impressive.

Dump_Stat
Aug 12, 2007

The glue trap works perfectly!

Rap Music and Dope posted:

Hi I posted in the GBS thread but figured it'd be much better here. Former fantasy player and absolutely do not want to play this game. However I still like to paint the figures and was wondering if anyone could link any good cheap sites for some Orkz? I believe some knock off sites exist and it doesn't have to be 40k. I guess you could say I want a generic version? Thanks guys.

http://www.manticgames.com/mantic-shop/warpath/marauders.html

Or check out Reaper's line of Bones Miniatures. It's not necessarily sci-fi, or Ork related, but if you want to satisfy a painting itch, you an get good minis there for dirt loving cheap, to where if you screw up, it doesn't matter because the model only cost you two bucks or so.

http://www.reapermini.com/Miniatures/Bones

Dump_Stat
Aug 12, 2007

The glue trap works perfectly!
Not sure if this has been posted yet.

I have never and probably will never buy anything 40k that is "scratch built" off Ebay because there's always a lack of quality and a slapped together aesthetic that you just can't....

http://www.ebay.com/itm/Warhammer-40k-Warlord-Class-Titan-ONE-OF-A-KIND-/201125563053?pt=Games_US&hash=item2ed4048aad... :awesome:

Oh my.

Dump_Stat
Aug 12, 2007

The glue trap works perfectly!

My one sad contribution to this world lives on. I helped print this thing and it shames me that it's shown up in my favorite thread :(

Dump_Stat
Aug 12, 2007

The glue trap works perfectly!
Does anyone know what sized base is supplied for Krom Dragongaze? It looks like the standard infantry sized one and not the Termie base. But I could be wrong.

Dump_Stat
Aug 12, 2007

The glue trap works perfectly!

Hollismason posted:

In Regards to the BAO , Imperial Knight army that's doing so well.

He's playing the Adamantine Lance formation which let's you reroll your Ion Save, give you D3 Hammer of Wrath attacks and reroll charge distance. You just have to stay with in 3 inches of him of each other.

So he's wrecking shop with it.

Where are the rules for this formation? That sounds sweet.

Dump_Stat
Aug 12, 2007

The glue trap works perfectly!

SUPER NEAT TOY posted:

The formation is specifically 3 Knights, so at least there's that. They also re-roll charge distance and get D3 HoW hits.

I have exactly 3 Knights and my friends are going to loving hate this formation. I must get my hands on this book!

Dump_Stat
Aug 12, 2007

The glue trap works perfectly!

Sulecrist posted:

Does anyone feel like ranking and describing, on a spectrum from poor to awful, the following Chaos units?:

Raptors
Warp Talons
Maulerfiend
Forgefiend
Defiler
Helbrute
Terminators
Chosen

I have a friend who played Chaos who I'm trying to lure back in, and I'd like to help him avoid nasty surprises. Our group tends to use a lot of terrain, for what it's worth.

Jumping in from last page, but I have a couple small issues wiith this list.

Maulerfiends are pretty good CC monsters, and should not be included here. Run two or more and you can get a few cheap-ish assault death machines that will be in your opponent's deployment zone on turn two, being big threats that need to be dealt with, taking the hate off the rest of your army.

Forgefiends aren't bad either. They're a little pricey, points-wise, and Chaos is a book where you run into "That's decent, but this other unit is better". Forgefiends often get passed up because a couple other HS options tend to be either cheaper and accomplish roughly the same thing (Havocs) or more versatile (Oblits) Sadly Forgefiend often get sent packing on for these reasons. I'm personally a huge fan of Havocs with all Autocannons.

Raptors aren't terrible. They suffer from the same problem as Forgefiends "They're OK, but XYZ is just much better. CSMs have a really bad rear end Fast attack slot now, which hasn't always been the case. When you are unfortunate enough to share the same slot as the AMAZINGLY AMAZING Heldrake, you're gonna spand a lot of time on the shelf. Barring the Heldrake, both Spawn waves and bikers usually get the same job done as Raptors.

Termies are really good! If you run them cheap... I put down a 3 man squad, all with combi-meltas, and deep strike in as a cheap, surgical suicide / harassment unit. It comes out to about 125 pts, almost always blows up whatever it shot at, and now becomes another problem my opponent has to divert attention to, ever for a turn or two.

The above units aren't bad, they range from middle of the road to good.

I would say Worst to best...

Warp Talons (Just too drat expensive with a very meh ability)
Defiler (Again, just way too expensive for what it does)
Chosen
Helbrute
...
..
.
Raptors
Forgefiend
Terminators
...
..
.
Maulerfiend

Dump_Stat
Aug 12, 2007

The glue trap works perfectly!

Sykic posted:

When did people start thinking Maulerfiends are good? I was under the impression most people hated them. I've yet to see one actually cause any damage and an immobilised Maulerfiend being all "Guys? I'm relevant! Honest!" in the middle of the table is a remarkably common sight around here. Is it a 7th thing?

I see them run in pairs fairly often. They're not a be-all-end-all unit, but at least one of them will usually make it into melee and wreck stuff.

They provide an imminent threat at a decent price that has to be dealt with early on. If they make it into assault, awesome.

Dump_Stat fucked around with this message at 06:37 on Jul 30, 2014

Dump_Stat
Aug 12, 2007

The glue trap works perfectly!

BuffaloChicken posted:

Finished two commission minis. It's fun to convert IG regiment models to other regiments.




Both good, but this guy looks fantstic!

Dump_Stat
Aug 12, 2007

The glue trap works perfectly!
Is there a consensus on whether or not Thousand Sons are worth using in 7e? They still seem really over costed to me, but maybe I'm missing something.

Dump_Stat
Aug 12, 2007

The glue trap works perfectly!

PierreTheMime posted:

Thousand Sons are considered generally good, but overpriced. They pay a high cost for a moderate save and the privilege of attaching a ML1 Tzeentchian Psyker to their unit. As much as I love the fluff and would like to see a Thousand Sons see a gaming table, they have been overcosted for at least the last two editions.

I have a squad that I tooled around with in 6E, but I haven't used them in 7E. Right now, I'm running two ML3 Sorcerers and have been weighing whether they're worth paying the high points over taking my Plague marines, given the additional mastery level.

Edit: I also love their fluff. Ghosts in hollow suits of power armor. even if they kept their high points cost, I'd jump on them if they had a 3++ like Legion of the Damned or a 5+ Feel No Pain (Since they literally cannot feel anything).

Dump_Stat
Aug 12, 2007

The glue trap works perfectly!

Cream_Filling posted:

Looks a lot like the Dakkajet, just smaller.

Also saw this while GISing:


Does that mean it repels Jewish occupation or something? I must be missing something(?) :confused:

Dump_Stat
Aug 12, 2007

The glue trap works perfectly!
Since there has been recent Chaos talk, is the Decimator Daemon Engine worth it? And if so, what load out? I think I'm finally going to take the dive into getting some Forgeworld stuff.

Dump_Stat
Aug 12, 2007

The glue trap works perfectly!

Tuxedo Jack posted:

It's probably OK to judge people for facial tattoos.

I've met, maybe four people with face tattoos and can attest to this. They've all been pretty lovely human beings.

Dump_Stat
Aug 12, 2007

The glue trap works perfectly!

PierreTheMime posted:

#notallfacetattoos

Generally in the United States that may be the case, but it's still anecdotal.

I'm sorry that I didn't keep the indigenous Maori tribe of New Zealand in mind when I made that post.

Dump_Stat
Aug 12, 2007

The glue trap works perfectly!
So gonna deploy my Fortress of Beerdemption now.

Dump_Stat
Aug 12, 2007

The glue trap works perfectly!
35 pts for what is a essentially a master crafted power axe that swings at initiative? Not bad.

Dump_Stat
Aug 12, 2007

The glue trap works perfectly!

HiveCommander posted:

To be fair, there is a poo poo-ton of bits in the PAGK box (and GKT box too), more so than what you get out of other bits favourites like the Devastator box.
A few of my friends have bought a box each just for the parts to kitbash some Librarians because of the psychic hoods and power weapons.

Yeah but to be fair on the opposite end of the arguement, $20 extra for those neat little bits, compared to other SM equivalents?

Dump_Stat
Aug 12, 2007

The glue trap works perfectly!

Improbable Lobster posted:

The Iron Hands upgrade sprue is $22 CAD so it isn't out of line. Expensive, but not out of the ordinary.

I don't know much about the Iron Hands set, but isn't that a conversion sprue for people who want to make standard Space Marines into customized Iron Hands? I thought they were optional bits sold separately and not a mandatory inclusion, or core element of any one boxed set? (I know there was a kit all of their own a few editions ago). The GK stuff isn't separated. So, if you want to buy GKs, you have to buy the sprues with all that extra neat stuff on it. So, I guess my question remains, does the difference in price justify the additional bits that you get with the GK kit, compared to similar, cheaper Space Marine equivalent boxes?

Dump_Stat
Aug 12, 2007

The glue trap works perfectly!

MasterSlowPoke posted:

Those guys own; you got the Salamanders skin tone perfectly.

In other news, here's how to waste 140 bucks:


The Titan that autism built.

E: For a split second, before the Pony stickers registered in my mind, I thought that it was some kind of shout-out to the secret level in Diablo 3, in which case I liked it just long enough for my eyes to find their bearings.

Dump_Stat fucked around with this message at 06:22 on Aug 17, 2014

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Dump_Stat
Aug 12, 2007

The glue trap works perfectly!

Boon posted:

Not 40k, but Nagash is coming back and the model looks not only huge, but a modern, more ridiculous, version of his old model.

Post it up, duder.

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