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Sir Teabag
Oct 26, 2007

WhiteWolf123 posted:

God I hope so.

I don't think they can make them good again, because the assault rules are terrible and now people can flamer my orks when they're in Trukks/Battlewagons. But maybe they can make them cheaper. That would be okay with me.

Wait a second, you can use template weapons on open topped vehicles and hit the units inside?

(I don't have the new book, and haven't read through the 500+ pages of discussion since I last read this thread.)

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Sir Teabag
Oct 26, 2007
Quick question since I don't have a 7th ed rulebook just yet:

Have the rules for Ordnance and Heavy vehicles changed at all? In particular, can I fire the battle cannon on a Leman Russ and still fire the sponsons, or hull mounted weapon? Or would they just be snap shots still?

Sir Teabag
Oct 26, 2007

Squifferific posted:

Heavy vehicles: "Heavy vehicles can never move faster than Combat Speed and can never move Flat Out....For the purposes of determining which weapons a Heavy vehicle can fire (and at what Ballistic Skill), Heavy vehicles are always treated as having remained Stationary."

Stationary shooting: "A vehicle that remained Stationary can fire all of its weapons (remember that pivoting on the spot does not count as moving)."

Ordnance Weapons and Vehicles: "Unlike other units, vehicles can move and fire with Ordnance weapons. However, a vehicle that fires an Ordnance weapon can only make Snap Shots with its other weapons that turn. A vehicle that moved at Cruising Speed can still Snap Shoot Ordnance, but of course, cannot fire any Ordnance weapon that cannot be fired as Snap Shots."

I was curious too so I looked it up. Looks like you can move that tank 6" and fire the battle cannon no problem, but everything else is a Snap Shot.

Dang, that's weak! Thanks though.

Sir Teabag
Oct 26, 2007

Esser-Z posted:


I mean, it's not like all Orks have the same proportions anyway!

This is why Orks need body acceptance. We can't all fit into your Imperial standard size 0 terminator armour! #Orkyatallsizes

Sir Teabag
Oct 26, 2007

Sulecrist posted:

I run (Salamanders) 7x Sternguard with 2x Heavy Flamers and a master-crafted Combi-Melta and Melta Bombs on the character. I'm not sure how optimized it is but it's a ton of fun and I have had a lot of success with it. I haven't figured out consistently good Specialist traits, though, and 7 bodies is not a ton.

My new Kill Team is probably going to be some combination of Kommandos and Boyz, but I'm waiting for the new Codex before I lock in, and I talked about fluff like two pages ago so I won't rehash. By the way, whoever said "Orklipse": thank you, that's awesome.

I feel like this would be the perfect opportunity to pick up some of those sweet empire fanatics and kitbash them as a bunch of cultists as part of a Chaos KT. I did all my best kitbashing and converting when I made up a Chaos Dwarfs blood bowl team. The smaller scale of the game, and an actual deadline for modeling and painting helped motivate me to be a bit more creative/diligent anyway.

Sir Teabag
Oct 26, 2007

LordAba posted:

What about the grots? Sure, orks have problems but they never know the fear of being killed by their own weapon or of the smaller ones accidentally sucked up by a shok attack gun.

#YesAllGrots

Oh sure, blame us Orks! The majority of grots are killed by imperial weapons! And maybe the grot shouldn't have been standing so close to the big mek! #NotAllOrks

(I'm so, so sorry...)

Sir Teabag
Oct 26, 2007

The Gate posted:

Yeah, basically. The enemy team had squads of 3 basic grunts (Tac Marines, Necron Warriors, Guardsmen, etc), with the starting number being determined by the army, Marines had fewer squads than IG for example. Then you had a small point allotment to spend on a boss guy.

The Kill Team had a point limit and certain "hard" and "soft" rules they had to follow. Hard rules (IIRC things like no HQ or psykers, no MC's) could never be broken. Soft rules (no 3+ shot guns, no heavy guns, no 3+ wound models) could be broken, but gave the enemy more mook squads and more points to spend of the boss.

Game started, units moved randomly and had limited "view". As the KT did noisy stuff like firing guns, assaulting and not wiping a team, using jump packs, alarm counters built up and increased view distance, and there was some sort of mechanic to fight over control of the movement of the mooks. If the KT was ever spotted, the defender got full control of the mooks and could swarm the KT. There were a bunch of scenarios and objectives, it was pretty cool.

Then they turned it into a rehash of 40k in 40 Minutes. Woo.


Edit: As I recall you could take a kill team of like 4 Deathwing, which each broke 2 rules (2+ armor and an invul save) at least. Try and just brute force through since you basically gave the enemy team a shitload of mooks and a super-badass boss from all the extra points. All sorts of fun stuff.

Yeah this was an awesome variant. I wish the BRB included rules for things like this still.

I thought it was no multi-wound models and your vehicles had to have AV of less than 33 total. So you could include things like Sentinels and War Walkers, but could only really use them after your enemy had discovered you.

I remember carving up hordes of guardsmen with some necron wraiths back in the day. It was totally one sided, because the game mechanics took away the thing that made guard good - massed firepower. Then my buddy would bring out Marbo or some poo poo and ruin my warriors. It felt more like a 90's action movie than 40K and was a nice change.

E: I've still got my fourth ed book. Going to look this poo poo up this weekend.

OB_Juan posted:

The Orks only use one hashtag.

#WAAAGH! :orks101:

Check your WAAGH privilege!

Sir Teabag
Oct 26, 2007
Played a tournament this weekend. So I got four games in. Lost three and won once. I should have had a second win, but I was too cocky with a deepstrike mishap. I placed a unit of GK Paladins with Draigo in range for FRFSRF, a plasma-cutioner, and was planning on sealing the deal with a basilisk shell and a manticore barrage. This was turn two, and I had already killed a strike squad - leaving him with only a vindicare, these terminators that I had placed in range of all my shooting, and a another strike squad hiding behind an LoS blocking building.

Well, don't you know the vindicare goes and shakes my plasma tank so I can't fire templates. I widdle a bunch of the terminators down to one wound and am feeling pretty confident I'll just get them next turn.

His following turn and every subsequent one after that he gets invisibility off on his paladins.

...welp.

So I snatched defeat from the jaws of victory, and a lesson was learned. I didn't expect to win anything, I had only played two games of 7th up to that point and had never been a very competitive or competent general. I had fun, and I'd do it again though because four 40K games in one day was really fun. Just gotta step my game up.

Low lights include some of the younger and goonier players using the expressions, "rape face" and "anally raped" all the damned morning. I think they cut it out in the afternoon because I was visibly cringing every single time.

Sir Teabag
Oct 26, 2007

SRM posted:

Them's some good lookin Grey Knights, but god drat that mud is awesome. The weathering on the troops is good but the mud stuck to those tank treads looks so right, like the Grey Knights were called to fight on a daemon world made entirely of chocolate cake.

You might say the weathering takes the cake! :rimshot:

I wish I could paint to that standard, but I'm painting up a second platoon for my guard and think I would lose my mind.

If I'm running a tempestus scion platoon as an elite choice and want them to deepstrike, do I roll reserves once or for every squad? I feel like they should all drop in together. I think Al Raheim's outflanking platoon came in as one in the last 'dex, but I'm not sure about changes due to 7ED.

I want to run an all/mostly infantry army at 1500, and this is my idea for getting some mobility. Rather than having like five squads run for an objective and planning on one or two making it.

Sir Teabag
Oct 26, 2007

Post 9-11 User posted:

What's the sound of a Tau player going against a list an army that is four Imperial Knights?

"Sigh..."

Dude somehow got two 3+ invulnerables. Luckily, he's still terrible at the game and sat back shooting rather than just charging first turn and tabling the poor bastard. Fortunately, Jesse is really relaxed when he plays, doesn't even bat an eye when one of the Knights blows up, or when his thermal cannon scattered back onto his own Knight.

Wait, what? This sounds like a glorious clusterfuck.
Any more details?

No one in my area plays with Knights (yet), so I have to play them vicariously through the interwebs.

Sir Teabag
Oct 26, 2007

Pierzak posted:

I'm not sure what you're talking about.



So you get to choose one: sperm zoanthropes, or bone-pecker zoanthropes.

40K is the best game.

Sir Teabag
Oct 26, 2007

Post 9-11 User posted:


Would it surprise you that my ex-fiancee's mom is also insane? She sent her a home made birthday card last year, made with Crayola marker. She drew party balloons on it and wrote underneath:

(Balloons, not spermies)

:psyduck:
In crayon???

Sounds like the Knight player was going pretty easy on the Tau player, or didn't realize how easily it could have been over had he charged.

Sir Teabag
Oct 26, 2007

ANAmal.net posted:

In his defense, one time I almost spent like $900 on ForgeWorld in one go (the only reason I didn't, is I was too drunk to put in my credit card info correctly).

The system does work!

Sir Teabag
Oct 26, 2007
That Helfrost thingy is probably pretty useful for taking out some of the nastier units of Necrons. Since removed from play may not allow them their reanimation protocols. But at I2 I never realized a Necron death star was really that terrifying to anyone.

It would be perfect for AM multiwound models too I guess - because killing guardsmen is such a tricky thing to do!


Oh man! This is glorious!

Sir Teabag
Oct 26, 2007
I dug up some old third ed Blood Angels stuff I had and was wondering if I could make any sort of viable army or allied detachment out of this? It would be allying with Guard.

Mephiston
Some commander with a jump pack
A captain of some sort with a melta gun
2 tac squads w/ missile launcher and flamer
1 Devestator squad (Multi-melta, lascannon, plasma cannon, heavy bolter)
Assault squad with jump packs
Metal furioso dreadnought
Rhino
Chaplain(? One of those dudes with the skull masks)
Death Company - all metal with bolt pistols and chain swords
Terminators with power fists and storm bolters

Haven't actually seen anyone in my area field Blood Angels in a long time and it looks like there are some really cool plastic sculpts out now.

Sir Teabag
Oct 26, 2007

Karandras posted:

If you're looking for Guard Allies you could take your Death Company (troops choice) and Chaplain (Elite or HQ), as a thematic and pretty killy unit. The Death Co have rage, FNP and reroll to hit and wound on the charge with the Chaplain. Then one or two of whatever else interests you. Tac Squads aren't that useful if you're guard, but if you stick the assault squad full of melta it could be a neat option to storm troopers, as Blood Angels get deep strike rerolls.

I hear old metal dreads are best used for throwing during games store tantrums

Thanks for the tips. I figured out one of the commander models is Tycho. I think I'll throw him in with the death company and buy them a rhino. Deep strike the assault squad with melts bombs. And I also found a land speeder with a multi melta after scrounging around a bit more! I may use the dreadnought too if I can get w cheap drop pod off Kijiji. But that might be getting w little points heavy for an allied detachment.

Sir Teabag
Oct 26, 2007

LordAba posted:

Too bad terminators don't wear terminator armor.

Telion gives camo cloaks + Stealth.

Sir Teabag
Oct 26, 2007

AbusePuppy posted:

Remember that if a barrage weapon can't see its target or is inside its minimum range, you won't get to subtract your Ballistic Skill from the scatter distance.

Whoa, whoa! You can't direct fire anymore?

Also I was playing in a tournament, despite not being very competitive or having a competitive list, and my opponents insisted that barrage weapons always scatter. There's no direct hit for them.

I conceded the point because the guy was adamant and I don't have a 7th ed rule book. I just wanted to play four games of forty kay in a day to see if I could maintain my sanity.

E: Preemptive yeah the guy was kind of a douche. He's not in my regular gaming group so it ain't no thing.

Sir Teabag
Oct 26, 2007

ghetto wormhole posted:

Next time just ask literally anyone else in the room because that's a really basic rule.


AbusePuppy posted:

Sort of. 7E changed the terminology and stuff somewhat; also, I got it slightly wrong above because the Barrage rules are confusing and keep changing. If you can see your target, you get to subtract your BS from the scatter roll- i.e. the old "direct fire" mode. However, cover (and casualty removal) still happens from the center of the blast marker in this case. If you can't see your target and they are not within your minimum range, you are still allowed to fire, but you don't subtract your BS in this case.

So inside your minimum range, you can only "direct fire" barrage weapons.

And no, barrage weapons don't always scatter. The person may have either been thinking of certain specific weapons (Orbital Bombardments, for example, which are barrage weapons but have additional rules about scattering) or some of the older-edition rules. Or they were just a cheater.

Phew, that clears things up nicely thanks! I was positive that he had it confused with orbital bombardment or an MoO or something. But him being the one at the table with the rulebook I just conceded the point. It's not worth arguing with hams that are desperate to win, and it's highly unlikely I'll ever have to play him again. So whatever, water off my back.

Sir Teabag
Oct 26, 2007

Cataphract posted:

So, paladins lose objective secured... they can still score, are still tough as nails and now get cheaper FNP. If you want to you can still run an all paladin force as unbound. And, if you really want those models to be objective secured you can just use them as regular terminators.

And psyboltt was stupid and incredibly frustrating to play against; the fact that you could make a pair of twin linked autocannons str 8 for 5 points was pretty ludicrous.

It's become clear that force org manipulation is out... which, honestly, is not a big deal because everything scores now and you can take whatever models you like in an unbound army or across multiple CADs.

This. Plus it looks like they're set to dominate the psychic phase.

So now I'm thinking about how to work some sort of psychic defense into my Necrons, and maybe actually using psykers with my IG after being repeatedly stomped by psychic forces and having none of my own.

I still think Grey Knights are cool. I liked the models for the actual Grey Knights themselves the most, and wasn't too fond of all the small squads of henchmen and stuff that would get used instead of them. Especially since when I ran into it, it was just sort of like playing a slightly more proficient IG force. You can still do pretty much all the same things by using allies. Flood the board with a cheap platoon or two of naked gaurdsmen (maybe krak grenades for if an MC charges them) for holding objectives and just use your Grey Knights to do the actual fighting.

That said, I understand the frustration of having to buy a new book that takes out half your units or changes the way you used to play.

Edit: The last time I played against Grey Knights the guy had three land radiers. Two with paladins and I think Draigo, and one with Coteaz and some death cult assassins. After their lascannons wrecked my Vanquisher Russ' I didn't really have anything but volume of fire to try and take them out. The guy used his now impenetrable Land Raiders to block off LOS and the Paladins to stomp all over whatever units he wanted/block objectives. It was really effective, but would have been a totally different game had my dice not abandoned me on turn one. gently caress you dice, gently caress you and all your god damned ones and twos.

Sir Teabag fucked around with this message at 18:37 on Aug 19, 2014

Sir Teabag
Oct 26, 2007

panascope posted:

largest war machines piloted by a guy in a bathtub.

It's actually full of nutrient broth and pee-poo.
Septic warriors, attack!
:goonsay:

panascope posted:

Hail Satan.

Sir Teabag
Oct 26, 2007

Moola posted:

I am literally shaking.

I just noticed that Militarum Tempestus doesn't have access to Vendettas.
I'm triggered so hard right now.

But seriously, I had a cool notion to bust out my Storm Troopers to be ObSec bros with my Astra Militarum and would have to buy a bunch more Valkeries. gently caress that, deep striking Storm Troopers forever. (I'm never going to win a game of 40K.)

Sir Teabag
Oct 26, 2007

BULBASAUR posted:

In fact, you can do everything you want! You could almost say that the force org has become... unbound! How exciting!

I tried to play in a tournament once - but my opponent and I couldn't agree on what the objective markers meant to our respective commanders. WHY did they want to fight over them? What emotional resonance would a victory hold for the Eldar on Signus X2341-5631, and what did the Imperial Guard have to gain by fighting over this desolate piece of rock?

After about an hour and a half of trying to work this out the round was over, and I was kicked out of the tournament. Colonel Straken, overall commander of Operation Bicep, had one last vox transmission to make: that he wouldn't be returning to Catachan for Emperorsmas.

Hello group, it's me - Teabag. I can't play a game of 40K without a rock hard, forged narrative. And it's becoming a problem.

Foul Ole Ron posted:

I am playing daemons against grey knihht tomorrow, what can I expect from the new changes ?

It's still listed as pre-order on the website. So I don't think you have to worry about any changes, which may or may not be what you wanted to hear depending on your chance on psybolts and henchmen.

Sir Teabag fucked around with this message at 22:32 on Aug 21, 2014

Sir Teabag
Oct 26, 2007

The Sex Cannon posted:

Guys, I might be bad at this whole Warhammer thing.

You're not alone. I think I've won maybe 3 or 4 games with my IG. The biggest problem I have is people shaking my battle tanks or artillery and being unable to shoot for huge stretches of the game. Or if my opponent has an invisible deathstar, which means I can't shoot their most powerful unit with the majority of my good guns. The best I can do in that case is throw up some sacrificial road blocks and hope to tie it up. But with only guardsmen to block the advance that doesn't hold many close combat units up for long at all.

I most commonly come across invisible gravstars or a chaos lord + sorcerer on bikes with a bunch of spawn. Truly nasty units that can wreck anything in my army. Not much to do when they remove the volume of fire you can throw at them. Hitting on sixes and wounding on sixes and just hoping they roll some ones for armor saves.

Most of my games are tightly contested, but you can just tell when a particular unit or two are going to win the game for your opponent before the match starts.

Sir Teabag
Oct 26, 2007
Any advice for dealing with invisible units? I mostly play Necrons - though I could add some psykers to my guard.

Getting tired of having to roll a million sixes to do anything to my opponents already super tough death star units.

Sir Teabag
Oct 26, 2007

BULBASAUR posted:

Template weapons?

Can't hit invisible units with template weapons, because you're forced to snap-shot at them.

AbusePuppy posted:

Well, Necrons are actually in a pretty good place for dealing with Invisible stuff for a number of reasons. Tesla has been brought up already, but it bears repeating: Necrons have a lot of twin-linked Tesla, which barely suffers any penalty at all when it comes to shooting Invisible units. (Note that the Arc rule will also affect them normally, as it doesn't roll to hit.) Overlords are also a great way to put some damage in- the Sweep Attack rule, because it is neither a shooting nor close combat attack, will hit normally and also bypasses that obnoxious cover save they inevitably have. Similarly, in close combat Mindshackle Scarabs don't care how impossible it is to see you, they simply cause the enemy to autohit themselves.

Hadn't considered MSS as a solution, nor an Overlord on the barge. Thanks!
Although now I have to decide if I want to assemble/use this kit as a CCB or an Annihilation Barge.

AbusePuppy posted:

One common change that many groups play with is having Invisibility reduce enemies to WS1/BS1 when attacking, rather than forcing hit on 6s/snap shots; it makes the power a lot more fair and lets the weapons you would think would be most effective, i.e. area effect ones like flamers and blasts, do their job.

I like this solution, as it would actually allow my guard to shoot things. Rather than sit their with their dicks in their hands while a unit of invisible bikers meltabombs all my tanks. I'll see what the guys think.

Sir Teabag
Oct 26, 2007

Hencoe posted:

Also doom scythe death lasers, since there is no target, there is no snap shot.
There is also no jink. (this is still necron v invisible dudes right?)

Necron's or IG advice is good for me, I've got both and have struggled with invisible units with both. Doom scythe is a good suggestion - may wait until there is a new codex before I pick one or two up though. New codexes seem to be coming out fast, and I don't want to commit to a couple of units that may not be so great when they get a new book. I'll try proxying them for now though!

I've tried to get lucky scatters onto invisible units before, but it's very situational. It doesn't work out too well for me beyond maybe one turn of attempting this at best, because the invisible unit I'm trying to kill is usually a fast moving CC squad heading straight at me to ruin my day.

Sir Teabag
Oct 26, 2007

Direwolf posted:

Meanwhile, my rinky dink Spiritseer just ran around with the Telepathy Primaris and killed a jetbike squad, a Dark Reaper squad and Maugen Ra. Bring back purchased powers!

I agree with this, and make invisibility like 200 points too. It wouldn't be so bad if there were a more reliable way to deny the witch. Or if there were some adverse consequence for rolling a bucket of dice to get the power off. I've seen a couple Perils tests, but I've never seen anything nasty happen to a psyker that rolled a perils.

Sir Teabag
Oct 26, 2007

Fix posted:

I cast invisibility on my vortex missile battery strongpoint in a game last night just as it was down to its final hull point, but it got blowed up anyway when a nearby vindicator shot the psyker squad that had cast the spell and were thusly standing high in the air on its invisible battlements. One of the stray missiles that got detonated upon its destruction scattered perfectly to clip both of my Deathstrike launchers.

That unit is an unending well of comedy.

This is glorious. I'm picturing it like your army was the bad guys from Commando, and Anrie has just rigged your entire base to blow with nothing but a little C4 and some frag grenades. I hope you managed to shoot the Death Strike missiles before this happened!

BULBASAUR posted:

I can think of one good troll against a space wizard army: word bearers with a navigator:

-Enemy Psykers taking Perils of the Warp automatically suffer Instant Death
-All Psykers, friend or foe, roll three dice and discard the lowest result for the purposes of determining Perils of the Warp results

But yeah invisibility is silly

Is this 30K only? Because if I ever go down that route I think I know what to do now.

Sir Teabag
Oct 26, 2007

Hollismason posted:

Just in general, was wondering if anyone was going for Summoning.

Haven't seen it yet in my gaming groups, sadly.

Sir Teabag
Oct 26, 2007

Squifferific posted:

I did a dangerous thing and I started playing around in Battlescribe with the new Grey Knights list. Then I went to see prices online. The Vanguard box is $260CAN, has $323 worth of models in it, and can be found at my friendly online retailer for $195.

Then I thought of the 40+ infantry and six tanks I still have to paint for my Guard army. ONE ARMY AT A TIME.

I bought this.
I still have Guard to paint. :getin:

Sir Teabag
Oct 26, 2007
*Reads the new Assassin rules. Glances at Grey Knights I've been assembling*

Please don't let my friends stumble upon the Calexus assassin....

Sir Teabag
Oct 26, 2007

Master Twig posted:

After 9 days and using pretty much all of my free time on it, I got the Hive Knight completed. I know it's not perfect, but I love it dearly.



This thing is so loving dope. 9 days well spent!

Edit: Love what you did with the shielding on the mega-venom cannon or whatever you're going to call that huge dick gun!
Have you managed to play more than the once with it?

Sir Teabag
Oct 26, 2007
The thing I really liked about the 5th ed DE book was how you could form three different types of conceptually different armies. Two of which being glass cannons: long range kabalite glass cannon, and short range wyche glass cannon. And then a third, rarely seen slightly tougher mid-range army.

Hopefully the new 'dex makes all three and the combination of those three viable. I'd love to see some diverse Dark Eldar armies. A monochrome rainbow coalition of depraved space elves would be hella cool.

Sir Teabag
Oct 26, 2007

Master Twig posted:

I was just reading the Renegade GT rules about army building, and they have at the bottom this paragraph.

"Units Generated during the game that were not purchased as part of a player’s army list (e.g. Tyranid Tervigons spawning Termagaunts or the Chaos Daemons Portaglyph summoning daemons, or Conjuration Powers) are considered part of the owning player’s army, but not any specific Detachment. This means they do not benefit from any Command Benefits of any of the Detachments included in the army (including Objective Secured)."

In regards to the Tervigon/Termagants, this seems like a really bad interpretation of the rules to me. The Tyranid Rulebook, on page 48, Spawn Termagants, second paragraph reads: "A unit spawned by a Tervigon is identical in every way to a Termagant unit chosen from the Troops section of the army list, an is treated as such for all mission special rules."

They're saying because it says "the army list" and not "the Tyranid detachment" that the spawned gaunts wouldn't count as part of the detachment, and not get OS. My interpretation is that it would count as having purchased gaunts from the same detachment as the Tervigon, and they would have Objective Secured, because they would be "Identical in every way."

Has anyone seen anyone else try to argue this? I've never had anyone interpret it any other way, but here a GT has gone completely against what I think would be the correct interpretation of the rules. Am I just being pedantic to favor my army?

I can't comment on whether or not you're just favouring your own army as I've never read the summoning or conjuration rules. (I don't play deamons, and don't have a copy of the 7th ed rule book.)

To me it seems like this particular tournament organizer must think summoning units onto the board leads to slow playing or something. Maybe he just gets beat by summoning armies all the time? It just seems like an oddly specific and intended to penalize players that want to run horde armies. I've played in very few tournaments, mostly just local shindigs, but I've never encountered anyone who had a problem with this.

Are there any other units that are "created" mid game like this? I can't really think of any.

E: Are there any additional rules for combat squads or guard platoons? Do you have to pick which half of the combat squad, or which unit from the platoon get ObSec?

Sir Teabag fucked around with this message at 05:38 on Sep 24, 2014

Sir Teabag
Oct 26, 2007
It sucked before, but I'm really going to miss how my Hydras used to ignore cover saves from skimmers now.
I think my IG are super hosed, and I was rarely able to win with them as it was. Haha, oh well...

Edit: Because I'm bad.

Sir Teabag
Oct 26, 2007

Tuxedo Jack posted:

http://www.torrentoffire.com/5934/the-meta-post-nova

Interesting numbers, if you're into that sort of thing. The poor performance of IG has me second guessing myself for LVO in February. I'm not going to chase the meta, but goddamn...

Maybe it's not that I'm bad, maybe it's that all the other armies I play are better than mine!? :unsmith:

No... no I'm just bad.

That said my buddy is moving, so I'll be giving his IG a home. Once it's all repainted and combined with mine I'll have a unit of ogryns, ratlings, 4 infantry platoons, 5 chimeras, 2 Leman russ battle tanks, 2 variant leman russ, 40 storm troopers, a bane blade, a bunch of officers and commisars, 3 vendettas, a unit or two of rough riders, 5 sentinels, and maybe some other miscellaneous stuff. What I'm trying to say is that one day soon I might be able to build an effective non-psyker, no allies IG list. And after that win, I will quit 40K forever.

Fake edit: Jesus I forgot about artillery and hellhounds. Anyway, it's nuts.

Sir Teabag
Oct 26, 2007

This looks good, but his back leg should probably be angled so his toes are angled away from his body/almost perpendicular to his other foot. It looks a little bit like he's duck walking towards the enemy rather than bracing. The other foot and arms look great though.

Sir Teabag
Oct 26, 2007
code:
+++ New Roster (1500pts) +++
Astra Militarum: Codex (2014) (Combined Arms Detachment) Selections:

+ HQ + (200pts)
    * Company Command Squad (120pts) 
        Flak Armour
        * Company Commander (Warlord)
        * Officer of the Fleet
        * Veteran Autocannon Team
            Autocannon, 2x Frag Grenades T, Lasgun
        * Veteran w/ Lasgun
            Frag Grenades, Lasgun
        * Veteran w/ Vox-caster
            Frag Grenades, Lasgun, Vox-caster

    * Lord Commissar (80pts) 
        Bolt Pistol, Flak Armour, Frag Grenades, Krak Grenades, Power Axe, Refractor Field


+ Troops + (600pts)
    * Infantry Platoon (210pts) 
        * Infantry Squad
            (Combined Squad)
            Krak Grenades for Squad
            * Autocannon Team
                Autocannon, 2x Flak Armour T, 2x Frag Grenades T, Lasgun
            * 5x Guardsman
                5x Flak Armour, 5x Frag Grenades, 5x Lasgun
            * Guardsman w/ Grenade Launcher
                Flak Armour, Frag Grenades, Grenade Launcher
            * Guardsman w/ Vox-caster
                Flak Armour, Frag Grenades, Lasgun, Vox-caster
            * Sergeant
                Close Combat Weapon, Flak Armour, Frag Grenades, Laspistol
        * Infantry Squad
            (Combined Squad)
            Krak Grenades for Squad
            * Autocannon Team
                Autocannon, 2x Flak Armour T, 2x Frag Grenades T, Lasgun
            * 6x Guardsman
                6x Flak Armour, 6x Frag Grenades, 6x Lasgun
            * Guardsman w/ Grenade Launcher
                Flak Armour, Frag Grenades, Grenade Launcher
            * Sergeant
                Close Combat Weapon, Flak Armour, Frag Grenades, Laspistol
        * Platoon Command Squad
            * 4x Guardsman w/ Lasgun
                4x Flak Armour, 4x Frag Grenades, 4x Lasgun
            * Platoon Commander
             
    * Infantry Platoon (390pts) 
        * Infantry Squad
            (Combined Squad)
            Krak Grenades for Squad
            * Flakk Missile Launcher Team
                2x Flak Armour T, Flakk Missiles, 2x Frag Grenades T, Lasgun, Missile Launcher
            * 5x Guardsman
                5x Flak Armour, 5x Frag Grenades, 5x Lasgun
            * Guardsman w/ Grenade Launcher
                Flak Armour, Frag Grenades, Grenade Launcher
            * Guardsman w/ Vox-caster
                Flak Armour, Frag Grenades, Lasgun, Vox-caster
            * Sergeant
                Close Combat Weapon, Flak Armour, Frag Grenades, Laspistol
        * Infantry Squad
            (Combined Squad)
            Krak Grenades for Squad
            * Flakk Missile Launcher Team
                2x Flak Armour T, Flakk Missiles, 2x Frag Grenades T, Lasgun, Missile Launcher
            * 6x Guardsman
                6x Flak Armour, 6x Frag Grenades, 6x Lasgun
            * Guardsman w/ Grenade Launcher
                Flak Armour, Frag Grenades, Grenade Launcher
            * Sergeant
                Close Combat Weapon, Flak Armour, Frag Grenades, Laspistol
        * Infantry Squad
            (Combined Squad)
            Krak Grenades for Squad
            * 8x Guardsman
                8x Flak Armour, 8x Frag Grenades, 8x Lasgun
            * Guardsman w/ Flamer
                Flak Armour, Flamer, Frag Grenades
            * Sergeant
                Close Combat Weapon, Flak Armour, Frag Grenades, Laspistol
        * Infantry Squad
            (Combined Squad)
            Krak Grenades for Squad
            * 8x Guardsman
                8x Flak Armour, 8x Frag Grenades, 8x Lasgun
            * Guardsman w/ Flamer
                Flak Armour, Flamer, Frag Grenades
            * Sergeant
                Close Combat Weapon, Flak Armour, Frag Grenades, Laspistol
        * Platoon Command Squad
            * Guardsman w/ Flamer
                Flak Armour, Flamer, Frag Grenades
            * 2x Guardsman w/ Grenade Launcher
                2x Flak Armour, 2x Frag Grenades, 2x Grenade Launcher
            * Guardsman w/ Lasgun
                Flak Armour, Frag Grenades, Lasgun
            * Platoon Commander
                
+ Fast Attack + (340pts)
    * Vendetta Squadron (170pts) 
        * Vendetta
            (Grav Chute Insertion, Special Manoeuvres)
            2x Twin-linked Lascannons, Extra Armour, Searchlight, Twin-linked Lascannon

    * Vendetta Squadron (170pts) 
        * Vendetta
            (Grav Chute Insertion, Special Manoeuvres)
            2x Twin-linked Lascannons, Extra Armour, Searchlight, Twin-linked Lascannon

+ Heavy Support + (360pts)
    * Leman Russ Squadron (360pts) 
        * Battle Tank
            2x Heavy Bolter, Battle Cannon, Lascannon, Searchlight, Smoke Launchers
        * Battle Tank
            2x Heavy Bolter, Battle Cannon, Lascannon, Searchlight, Smoke Launchers


Created with BattleScribe

Playing against my friends Chaos list, he's got 2 heldrakes and Belakor in his list, plus an invisible biker lord riding with a tide of nurgle spawn. He's a pretty competitive player, does well in tournaments, and I'm trying to become a better player in general. Does this look like a balanced list for taking on that kind of flak?

My game plan is to have two smaller blobs sitting in my backfield plinking away, while a third blob with two flamers led by the Lord Commissar sneak through cover to capture objectives and hit his troops (mostly cultists). I've got two flak missiles launchers for flying targets, and two vendettas (with an Navy officer to try and get them in on turn 2, or maybe to delay his Heldrakes). My Russes have a lot of dakka in case his Biker Lord with Sorcerer and Spawn get invisibility off, and battle cannons for if they don't (and firing ordnance wouldn't affect the sponsons and hull shooting because I am betting I'll have to snap shoot with them at his death star all game anyway).

I'm not using artillery so I can make room for the Vendetta's. I plan on housing my Platoon Command Squads in the Vendetta's to drop on objectives late in the game as they are ObSec.

He's fielded similar lists to this before and I've always struggled. So I included krak grenades on my blobs for when they get stuck in combat. I'm hoping that I'll get off the take aim order and maybe be able to snipe his sorc to diminish his psychic phase (if he get's off invisibility I need sixes to hit, so may as well make those sixes that hit actually go where I want with precision shots). I didn't bring any pyskers because with the models I have, it wouldn't make a big enough difference to allow me better shots at denying invisibility. Figured more firepower would be just as effective. And I'm always going to save whatever dice I have to try and deny invisibility.

Edit: Also I know that I don't have the best manoeuvrability as Guard, so I'm going to go for the outflanking warlord trait if I can. Just to get the Lord Commissar and his squads up a bit faster - and possibly to move my Russes up a little closer. I know someone was saying that you should have thirty man blobs as a rule, but I'm not as worried about the volume of firepower I'll be facing. More what will happen when I get caught up in CC or he hits me with a psychic scream. Two baleflamers don't worry me any more than two regular flame throwers would since I'm guard. So I think he'll probably be going for my flak missile squads or trying to vector strike my Vendettas and Russes.

Sir Teabag fucked around with this message at 18:48 on Oct 21, 2014

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Sir Teabag
Oct 26, 2007

Genghis Cohen posted:

A few things on that list:

If your opponent is running a pretty hard list like that against you, there will be problems.

Command squad, fine, the main issue is your plan for it - are there infantry units heavily equipped enough for it to be giving orders to? I didn't even give mine any weapons last time, as it is better off out of LoS. Why offer your opponent the warlord point?

Lord Commissar, why are you taking him? His combat ability is negligible against an army like chaos, so a regular commissar gives your squad the same morale benefit for 25 pts.

Infantry: Here is where I disagree with your list. What do you envision using krak grenades for? Because they seem limited use against this kind of opposition. Why flamers and grenade launchers? What you need is plasma, or to a lesser extent melta, to do wounds to high T targets. Autocannons are ok, consider lascannons as well.

Vendettas are fine.

Tanks - never take weapon upgrades on a leman russ or demolisher, because the turret weapon is ordnance they can only snap fire those hull weapons when firing the turret. Overall the ordnance ones are considered less useful, and this is certainly the case against the targets you are describing. Consider punishers or exterminators instead. Maybe a demolisher to double out his spawn. Do not run them in a squadron, you are giving up flexibility and exposing yourself more to enemy fire for no benefit.

Thanks man!
Maybe I'll sub out the CCS lascanon for a MoO and hide him as much as possible? I figured I'd keep him by the 20 man squads with autocannons and missile launchers to issue orders to them.

I'd equip them with plasma or melta if I had my plasma gunners assembled! I could just proxy them - I'll try building a list using proxies instead. I've just used Grenade launchers since 5th ed, and they've always been handy for me. The other thought I had (while trying to save points) was that it would only be four plasma guns, which is not going to be enough to cut through his spawn and force saves on his lord and/or sorcerer with invisibility. Did I mention I loving hate invisibility? Hahaha.

The last 20 man squad with flame throwers was meant to just sneak the Lord Commissar back up the field and take out cultists and other objective holders. I figured it wouldn't be threatening enough to warrant a trip from his two most deadly units, but has enough wounds to stick around in a fight with some cultists. Would it be better to just roll them into the other 20 man squads and run two 30 man squads with plasma? I also thought I'd be able to use the krak greandes in combat against his spawn, instead of just flailing the butts of their rifles helplessly. I'm still learning 7th so I might be wrong here. I've just had incidents in the past where say a wraith knight charges me and all I can do is twiddle my thumbs for a round or two, so I thought that might be useful vs Bel'akor (not sure what his toughness is).

My only worry is that if I'm using only two 30 man squads that I won't have enough flexibility to move around and hit multiple targets.

Hadn't considered not squading my Russes - I usually have to to fit in the artillery I'm bringing! Thanks for the tip. I was thinking of brining an executioner, but if he gets invisibility off then it's useless against most of his list due to it's blast templates. I really like the autocannon Russ suggestion, thanks!

I'll likely be playing against a DA list after this game, so I would like to have some flexibility in my list (maybe against Orks if I'm lucky!). I just happen to know what the Chaos player tends to bring.

I was expecting to lose, but do you think my original list would even put up a good fight? I'm pretty terrible at this game and my usual goal is "don't get tabled"! So sorry in advance if some of my questions are really stupid.

Edit: I've also got a Vindicare assassin I could bring, but when I play guard I generally like to have as many bodies on the table as possible and he seems quite expensive. I'm also sure he would have a massive bullseye on his head for Bel'akor to psychic scream at.


Edit 2: How does this look? I would only be using my Battle Tanks as proxies for Exterminators, which makes me happy.

code:
+++ 0pt Astra Militarum: Codex (2014), Officio Assassinorum: Dataslate (2014) Roster (Combined Arms Detachment, Officio Assassinorum Detachment)) +++

Astra Militarum: Codex (2014) (Combined Arms Detachment) Selections:
+ HQ + (125pts)

    * Company Command Squad (125pts) 
        Flak Armour
        * Company Commander
             Warlord (*, Warlord Trait: Astra Militarum)
        * Master of Ordnance
            Artillery Bombardment (*), Close Combat Weapon, Flak Armour, Frag Grenades
        * Officer of the Fleet
            Close Combat Weapon, Flak Armour, Frag Grenades, Navy Orders (Navy Orders: Co-ordinate Reserves, Navy Orders: Intercept Reserves)
        * 4x Veteran w/ Lasgun
            4x Frag Grenades, 4x Lasgun


+ Troops + (565pts)
    * Infantry Platoon (180pts) 
        * Infantry Squad
            (Combined Squad)
            Krak Grenades for Squad
            * Autocannon Team
                Autocannon, 2x Flak Armour T, 2x Frag Grenades T, Lasgun
            * 6x Guardsman
                6x Flak Armour, 6x Frag Grenades, 6x Lasgun
            * Guardsman w/ Grenade Launcher
                Flak Armour, Frag Grenades, Grenade Launcher
            * Sergeant
                Close Combat Weapon, Flak Armour, Frag Grenades, Laspistol
        * Infantry Squad
            (Combined Squad)
            Krak Grenades for Squad
            * Autocannon Team
                Autocannon, 2x Flak Armour T, 2x Frag Grenades T, Lasgun
            * 6x Guardsman
                6x Flak Armour, 6x Frag Grenades, 6x Lasgun
            * Guardsman w/ Grenade Launcher
                Flak Armour, Frag Grenades, Grenade Launcher
            * Sergeant
                Close Combat Weapon, Flak Armour, Frag Grenades, Laspistol
        * Platoon Command Squad
            * 4x Guardsman w/ Lasgun
                4x Flak Armour, 4x Frag Grenades, 4x Lasgun
            * Platoon Commander
                
    * Infantry Platoon (385pts) 
        * Infantry Squad
            (Combined Squad)
            Krak Grenades for Squad
            * Flakk Missile Launcher Team
                2x Flak Armour T, Flakk Missiles, 2x Frag Grenades T, Lasgun, Missile Launcher
            * 6x Guardsman
                6x Flak Armour, 6x Frag Grenades, 6x Lasgun
            * Guardsman w/ Grenade Launcher
                Flak Armour, Frag Grenades, Grenade Launcher
            * Sergeant
                Close Combat Weapon, Flak Armour, Frag Grenades, Laspistol
        * Infantry Squad
            (Combined Squad)
            Krak Grenades for Squad
            * Flakk Missile Launcher Team
                2x Flak Armour T, Flakk Missiles, 2x Frag Grenades T, Lasgun, Missile Launcher
            * 6x Guardsman
                6x Flak Armour, 6x Frag Grenades, 6x Lasgun
            * Guardsman w/ Grenade Launcher
                Flak Armour, Frag Grenades, Grenade Launcher
            * Sergeant
                Close Combat Weapon, Flak Armour, Frag Grenades, Laspistol
        * Infantry Squad
            (Combined Squad)
            Krak Grenades for Squad
            * 8x Guardsman
                8x Flak Armour, 8x Frag Grenades, 8x Lasgun
            * Guardsman w/ Flamer
                Flak Armour, Flamer, Frag Grenades
            * Sergeant
                Close Combat Weapon, Flak Armour, Frag Grenades, Laspistol
        * Infantry Squad
            (Combined Squad)
            Krak Grenades for Squad
            * Commissar
                (Stubborn, Summary Execution)
                Bolt Pistol, Close Combat Weapon, Flak Armour, Frag Grenades, Krak Grenades
            * 8x Guardsman
                8x Flak Armour, 8x Frag Grenades, 8x Lasgun
            * Guardsman w/ Flamer
                Flak Armour, Flamer, Frag Grenades
            * Sergeant
                Close Combat Weapon, Flak Armour, Frag Grenades, Laspistol
        * Platoon Command Squad
            * 4x Guardsman w/ Grenade Launcher
                4x Flak Armour, 4x Frag Grenades, 4x Grenade Launcher
            * Platoon Commander
                
+ Fast Attack + (340pts)
    * Vendetta Squadron (170pts) 
        * Vendetta
            (Grav Chute Insertion, Special Manoeuvres)
            2x Twin-linked Lascannons, Extra Armour, Searchlight, Twin-linked Lascannon
    * Vendetta Squadron (170pts) 
        * Vendetta
            (Grav Chute Insertion, Special Manoeuvres)
            2x Twin-linked Lascannons, Extra Armour, Searchlight, Twin-linked Lascannon

+ Heavy Support + (320pts)
    * Leman Russ Squadron (170pts) 
        * Exterminator
            2x Heavy Bolter, Camo Netting, Dozer Blade, Heavy Bolter, Searchlight, Smoke Launchers, Turret-mounted Exterminator Autocannon
    * Leman Russ Squadron (150pts) 
        * Exterminator
            2x Heavy Bolter, Heavy Bolter, Searchlight, Smoke Launchers, Turret-mounted Exterminator Autocannon

Officio Assassinorum: Dataslate (2014) (Officio Assassinorum Detachment) Selections:
+ Elites + (150pts)
    * Vindicare Assassin (150pts) 
        (Deadshot, Fearless, Independent Operative, Infiltrate, Lightning Reflexes, Move Through Cover, No Escape, Stealth)
        Blind Grenades, Close Combat Weapon, Exitus Pistol (Exitus Ammo), Exitus Rifle (Exitus Ammo), Spy Mask


Sir Teabag fucked around with this message at 19:49 on Oct 21, 2014

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