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Hollismason posted:Apparently if you have Scout and Infiltrate , you can Infiltrate then make a Scout Move. That's kind of neat. You could do this in 6th, too.
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# ¿ May 23, 2014 22:10 |
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# ¿ May 5, 2024 13:00 |
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quote:There is no limit to the number of units you can place in reserve, though if you have no models on the table you will still lose at the end of a game turn. Units from reserve can manifest psychic powers as they please. Deathwing just got a boost! It'll be the only one they get this entire edition
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# ¿ May 24, 2014 03:27 |
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Fuegan posted:Starting to pick up some pace on my 30k Salamanders. They're pretty quick to paint to this standard (going for the FW weathered look rather than crisp edge highlighting) but wondered if anyone might have any tips to make them stand out a little more, if anything? I know the bases could do with a little more to them but it does the job for now. Maybe do the eyes and helmet slits in a different/brighter color? I'm partial to gold, but I'm biased because that's how I did my marine helmets. I think they look pretty baller and you already hit my thoughts about the base.
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# ¿ May 28, 2014 01:53 |
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Hollismason posted:I think you guys don't understand what foundation is. It's just something that evens out skin tone and it helps get rid of blemishes. No one would know if you were wearing it and it'd actually make you look better. I don't think you understand the people that play this game, or the target audience of those videos. e: vvvv
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# ¿ May 28, 2014 03:13 |
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Glad you decided to stay with us.
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# ¿ Jun 11, 2014 04:38 |
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Post 9-11 User posted:When Weird Boys first came out it allowed Orks to get a "Wauugh"-like move every turn. Then, 6th happened and it became irrelevant. They're just heavy vehicles now. No more "Lumbering Behemoth" or whatever the old rule was called (it was FAQed to just be a heavy vehicle even then, though in 6th).
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# ¿ Jun 12, 2014 19:31 |
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UberJumper posted:I have a 1000 point game tommorow. My opponent's list is unbounded and he is bringing a loving Stormlord. I am playing IG, how do i take down a Stormlord? A tank commander in a Vanquisher squadron isn't a bad place to start, ~450 for 3 Vanquishers (with the commander attached). 2 platoons with heavy weapon lascannon squads could be a decent backup as well. 3 AV 14 tanks of your own with their own Vanquisher cannon+lascannons and random lascannons in infantry and weapons squads would be good against a tank that size. I wouldn't want to show any side of it to that many lascannons regardless of the AV. Since he's bringing a big tank like that, there shouldn't be too much more to shoot at and you could probably fit a Manticore or a Deathstrike in your list to counter whatever other chaff he brings. Maybe 2 infantry squads per platoon, and a heavy weapons squad with 3 lascannons each? I'm not looking at a codex right now but I feel like you could get away with a list like that for right around 1000 points. That's a battle-forged list too, your guardsmen would be telling whatever objective claimers he has floating around to get the gently caress off of their objective.
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# ¿ Jun 13, 2014 03:17 |
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Post 9-11 User posted:Begone, vile temptor! Good thing I have no money, I would love to snag those robe-bros, would probably make them into spooky death company (I have Dark Angels and Blood Angels, trying to model and style them to be mix-and-match as I please). I'm using my robed marines as the veteran sergeants for my squads, as opposed to the standard scrubs that are my sergeants when I'm feeling like skimping on points.
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# ¿ Jul 9, 2014 02:22 |
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dichloroisocyanuric posted:
I think the main advantage of Deathwing right now is that you can try to angle for going second, and reserve all of them for a Deathwing Assault on turn 1, instead of only reserving half of them like in 6th. It would deny your opponent a turn of shooting, and when your terminators do come down they'll be twin-linked for that first turn. That might be their only advantage, though
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# ¿ Aug 10, 2014 05:27 |
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CapnAndy posted:I'm used to selling these things in pairs, since HeroClix is a 2d6 game, but I understand you guys use... lots of dice, all at once? How many dice would you want to buy in a set? If they're $5 a die (so $10 a pair, $25 for 5, etc.), does that kick the price point too high? Sometimes I need to roll around 80 dice, though I tend to break it up into groups of 15 (at most) to make it easier to pick out what I need (3 IG squads combined doing FRF/SRF is a sight to behold ). $5 per die definitely prices me out.
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# ¿ Aug 13, 2014 08:00 |
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dichloroisocyanuric posted:As for Chaos Drop Pods, didn't they have them in Dawn of War? They didn't, but you could them make them invisible and give them like 4 special weapons, including heavy bolters and plasma guns
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# ¿ Aug 14, 2014 16:50 |
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Esser-Z posted:Those orks rule. I don't even play orks, and this is why I love orks.
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# ¿ Aug 20, 2014 20:09 |
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HiveCommander posted:Half the armies in 40k are fascists though, I'm afraid you'll have to be a bit more descriptive. As long as they aren't those drat space commies, we're fine and dandy I'm reading through the Grey Knight rumors thread over on dakka. Their " OMG SKY IS FALLING WHY YOU HIT ME WITH NERFBAT GW " never fails to entertain.
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# ¿ Aug 21, 2014 16:50 |
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Karandras posted:MasterSlowClap Grey Knight strike squads. Also, large units storm troopers. I've been thinking about giving my storm troopers some rhinos that the Grey Knights brought to the fight and just left unattended/unmanned
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# ¿ Aug 24, 2014 20:53 |
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Speckled Jim posted:Why are missiles so popular with the devastators? Is it the versatility? I would have thought plasma could do everything a missile launcher would do except with ap2. Thats assuming you dont take flakk missiles, which seem thoroughly overpriced to me. No ones that afraid of blowing themselves up are they? My devastators aren't afraid of it at all, they love to blow themselves up actually Missiles can do a stronger small blast (though with worse AP) or direct fire at vehicles and be able to at least glance AV14. They're more versatile for the same cost, and without the risk of your marines deciding they're done with this world and blowing themselves up. e:
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# ¿ Sep 9, 2014 20:04 |
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JerryLee posted:Frag missiles were s4 ap6 I thought? You're right. It's been too long since I played them. I sold all of my rocket launchers last edition and went all-in with plasma cannons e: Let's have a kitbash. I wanted to build a land raider crusader but didn't have any twin-linked assault cannons, so I took 2 from the ravenwing upgrade sprue (that nobody ever uses), hacked the barrels off of those, took the little stubby barrels off of the heavy bolters that come with the land raider, and got this for a result: It's a little longer than what the assault cannons look like, but otherwise I'm pretty pleased with it. Icon Of Sin fucked around with this message at 20:39 on Sep 9, 2014 |
# ¿ Sep 9, 2014 20:34 |
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Hollismason posted:Well it's rumoured Eldar will get a LOW , or big "model". Orks got one, Space Wolves got one, Grey Knights didn't but they have the Imperial Knight. Grey Knights got a Lord of War in Draigo.
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# ¿ Sep 10, 2014 23:27 |
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I feel like there's a Dark Eldar vehicle bit that might fit. Maybe the shock prow, or something like that? Might be too spiky though.
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# ¿ Sep 12, 2014 21:04 |
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Hra Mormo posted:So thanks whoever talked to me about bikes earlier, I have a Dark Angels Battleforce in the mail and decided to go with White Scars chapter tactics. Got the new codex, borrowed the new rulebook and have been familiarizing myself for some upcoming 750pts games against Tau. Tau, huh? Looks like I'm going to have a lot of dead bikes on my hands. I've been planning to run the following list for starters and see what happens, rip apart at your leisure. The nice thing about speeders is that you can have a fast platform with double heavy bolters for only 60 points. That's the only way I've ever run them, since it starts feeling expensive for such a fragile platform past that. The DA attack bike can be hit-or-miss; either someone ignores it because it's a single model, or they home in on it to get first blood.
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# ¿ Sep 18, 2014 19:18 |
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So I've got a game coming up against somebody playing Nurgle-themed CSM, what's a common list for that kind of army? I imagine lots of T5, FNP and lots of poison shenanigans, am I far off the mark? We're playing a 1250 point game.
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# ¿ Sep 20, 2014 16:35 |
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SRM posted:Lots of T5 and FNP due to Plague Marines, but you'll only really see any poison in close combat with them. I'd imagine lots of Plague Marines in Rhinos and maybe Nurgle-marked Obliterators, who are tough sonsabitches. Nurgle obliterators would be T5/2+, right? That sounds pretty rough. I'm trying something new and going full mechanized. Librarian (ML 2), devastator squad (4x plasma cannons, razorback with lascannon), 3x tac squads (rhino and plasma gun per), a predator (autocannon, heavy bolters), and 2 dreads (assault cannons on both, because ). Lots of AV11 and 12, limited on ability to crack AV14 (outside of lascannon and dreads punching things, but they never live long enough to do that )but everything on the table can at least glance AV13. Running with Iron Hands chapter tactics (6+ FNP for everyone, all vehicles have It Will Not Die) so we'll see how badly this goes.
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# ¿ Sep 20, 2014 18:16 |
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Sulecrist posted:Marine players, how do you deal with Broadsides? They're infuriating. Lascannons and missile launchers will both double them out, I think. It's been a long while since I played against them, though.
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# ¿ Sep 21, 2014 01:50 |
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My Running as Iron Hands, for the IWND on all the vehicles and 6+ FNP for everyone. 1250 points, fighting some Death Guard. There's enough mid and high-strength weaponry floating around to where I can hopefully mitigate the T5. I've got a whole lot of str 5, 6, and 7 on the board, and enough str 4 to have a good volume. List as follows Librarian (ML2) 3x tac squads (veteran sergeant, plasma gun) -dedicated rhinos (2x storm bolters apiece) devastator squad (4x plasma cannons) -dedicated razorback (lascannon) 2x dreadnoughts (assault cannons for both) 1x predator (autocannon, heavy bolters) Comes out to 1250 exact. Can't wait until he brings a heldrake or 2 and roasts my marines left and right
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# ¿ Sep 22, 2014 00:40 |
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koreban posted:
You saw a Dark Angels victory?
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# ¿ Sep 25, 2014 23:50 |
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WhiskeyJuvenile posted:PFGs in Land Raiders is a thing again in 7th edition, right? Measuring from the hull and everything? The tech priest with a PFG attaching to a command squad carrying the dakka banner seems like it could spit out an impressive number of shots (a hurricane bolter on either sponson and an assault cannon on the front) and be stupidly tough to break open. That's pushing 450-500 points for that unit though, so about 2 squads of Deathwing or so
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# ¿ Sep 30, 2014 03:58 |
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WhiskeyJuvenile posted:You run it with a bunch of Ravenwing supporting usually, I think They got a massive boost when the requirement for >50% of the army to be deployed on the table at game start was removed. Turn 1 Deathwing Assault with the entire army is at least possible now, and with the changes to jink Deathwing is in a better spot than a full Ravenwing army. Still not the greatest by any means, but Deathwing is in a better spot than it was.
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# ¿ Sep 30, 2014 04:13 |
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How many scouts? e: your inbox is full.
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# ¿ Oct 1, 2014 03:50 |
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Seems like DA would have some fun there. One Azrael somewhere on the team suddenly creates Deathwing/Ravenwing troops across 2 boards at once, and all DA would be batting at LD10. What I'm saying is that DA got a bone thrown to them for once and I don't know how to react
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# ¿ Nov 18, 2014 04:20 |
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spacegoat posted:Infiltrating Prime in a unit of Hormas or Gants could be pretty good. If they come in a group, I'm pretty sure he can. (I feel like carnifexes come in broods, but it's been forever since I played against them)
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# ¿ Nov 19, 2014 20:01 |
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I tried switching from melta to plasma with my stormtroopers. The 1's still came, and followed straight into the armor saves for getting hot
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# ¿ Dec 3, 2014 21:12 |
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I mean, White Scars are better at being bikes than Ravenwing is...but nobody can do terminators like Deathwing. That'll make me sad when that gets pulled out of the codex
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# ¿ Dec 9, 2014 00:20 |
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They could probably roll DA into the main marine codex now if they really wanted to. Chapter tactics: stubborn for everyone, terminators get fearless, and preferred enemy: CSM. Throw in a few named characters and chapter relics for taste, and it's done. It's not like anyone uses the terrible flyers out of that book anyways.
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# ¿ Dec 9, 2014 00:38 |
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Cooked Auto posted:RIP Sly Marbo. They renamed the IG to AM because they had to go into witness protection when Marbo got cut. Nobody cuts Marbo from the team.
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# ¿ Dec 9, 2014 02:34 |
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I want to get a box of chaos marines to sprinkle throughout my
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# ¿ Dec 10, 2014 21:54 |
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Rapey Joe Stalin posted:Interesting. At first glance that looks like an actually viable way of fielding a first company. Belial is pissed.
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# ¿ Dec 15, 2014 00:24 |
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Posigniat posted:Thank you very much for the swift reply! One more quick question, due to the number of rules and special abilities, can I keep a visual marker of effects both positive and negative on the board, Warmachine style? If allowed do they frown on it if I do the same for my opponents pieces? I recently watched a YouTube battle report and the tiny group of Space Wolves had about eight special rules per unit and that's a lot of information for me to digest. Go for it. I'm pretty sure someone in this thread (or one of the previous ones) had custom-made markers to denote all sorts of lingering effects (jink, soulblaze, pinned, etc).
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# ¿ Jan 8, 2015 22:00 |
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big_g posted:Once upon a battlefield dreary, where I cowered, spent and bleary, Well done.
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# ¿ Jan 10, 2015 15:55 |
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panascope posted:This thing has been floating around for a while. I'd never seen it before. Then again, this is the only place I dare to go for 40k info after attempting to wade through Dakka and Warseer.
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# ¿ Jan 10, 2015 15:59 |
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Hra Mormo posted:It is a well-known fact that an individual's power level in the Warhammer universe is defined by the size of their hat or helmet. This might have been the basis for the entire Ork campaign in the last DoW II expansion
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# ¿ Jan 11, 2015 17:45 |
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# ¿ May 5, 2024 13:00 |
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IG can throw down 3 platoons of a command squad, 3 infantry squads, and a heavy weapon squad each and they're all troops. Add in a company commander for some orders shenanigans on the heavy weapons squads and you've got ~120 wounds across 16 units. There was one 1000 pt game that I played where I had more models on the field than the tyranid player did, that was fun times
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# ¿ Jan 13, 2015 04:23 |