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Safety Factor
Oct 31, 2009




Grimey Drawer

Danimo posted:

welp, surprise goon warham matchup :hfive: That was a good game. I should have taken a few pictures of it. I beat up on the Sisters player right after you did, before our game, and your report explains why he was so depleted already.

That was my first time playing at that LGS. It was pretty fun but playing on those crazy tables wasn't as fun as looking at them. It was really easy to get put in a really bad spot, and all the structures didn't accommodate Rubric marine and tzaangor-cultists well. The space station in particular seemed awful for anything bigger than tactical marines on a 25mm bases.

We should play a regular sized game of 40k some time
I knew there was a chance at uncovering another goon by making that post. :v:

Yeah, the boards could be a little awkward, particularly the asteroid/space station, but the effort in them was pretty apparent and while I may not play on them regularly (if they were available), they were great for one day. I really enjoyed the event despite the organizational issues. Thanks again for being a good sport about deployment in our game. It made for a really interesting game and you still came out ahead in a roundabout way.

But yeah, man, if you want a game of 40k, hit me up. I don't always bring a full army when I head down, I usually bring stuff to paint (that I never seem to get around to), but I'm looking to use my Tyranids with the launch of 8th. At least while I tweak my 30k Dark Angels to be cross-compatible. I'm typically there on Friday and Saturday unless I've got anything else going on and the store's pretty friendly. You shouldn't have any trouble finding a game on the weekends or you can just bring something to build or paint and hang out at one of the tables.


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Safety Factor
Oct 31, 2009




Grimey Drawer

tallkidwithglasses posted:

Is there a good way to transport them or are they fine just footslogging?
You can shove them into chimeras and even valkyries. :getin:

SRM, please strap grav-chutes to your ogryns and drop them out of a plane.

Safety Factor
Oct 31, 2009




Grimey Drawer

OMG sriracha pudding! posted:

The Warp Talons don't have any options though! For 5 models, they can't cost any more than 140 points / 9 power. The other units have the same issue: if you max out the unit you still end up paying ~30 pts more than you'd expect based on the 20pts = 1 Power thingy. Poor warp talons =(
Power is very inconsistent and rarely seems to work out to 20 points even. Don't try to apply logic to that system. :v:

Safety Factor
Oct 31, 2009




Grimey Drawer

panascope posted:

Carl come back :smith:

Safety Factor
Oct 31, 2009




Grimey Drawer

goose willis posted:

Which one of you nerds is responsible for this

https://www.youtube.com/watch?v=MZjStciqDf0
I'm the Lethal Weapon on in the background.

Safety Factor
Oct 31, 2009




Grimey Drawer
I've played a couple of games of 8th now and the rules for targeting characters has bitten me in the rear end both times. I didn't think it would come up much at all, but In both games, I've had an enemy character completely in the open and the closest visible target except for an enemy unit in close combat. They weren't even near each other, the squad in combat just happened to be slightly closer so my units couldn't fire at a character standing around like an idiot. It's loving dumb. It should have been the closest visible, viable target.

There are a few cases like this where the game would have been improved with an additional sentence, or even a single word, added in the right place. I also liked how GW addressed modifiers and re-rolls in their little commentary and there is absolutely nothing in the rulebook to indicate where this decision came from. I mean, it's fine, it's not hard to work out, but it really should have been in the rulebook.

Safety Factor
Oct 31, 2009




Grimey Drawer

Pendent posted:

The reroll/modifiers interaction is absolutely in the rulebook. It's spelled out pretty clearly in a blurb on the side of one of the pages. I don't have the book with me to provide a page number since I'm at work but I can completely guarantee it's in there.
I just re-read the blurb on re-rolls and, you're right, it's there. I had previously read that a dice could only be re-rolled once and stopped because I am a dumb and assumed there wasn't anything new in there. You'd really think that a pretty important statement like that might be featured more prominently.

No one else in my store knew that statement was there either. I played a game of 8th last night and that came up in conversation afterwards. Weird.

Safety Factor fucked around with this message at 18:04 on Jun 30, 2017

Safety Factor
Oct 31, 2009




Grimey Drawer

Corrode posted:

How much more prominently can it really feature? It's a single paragraph of text which is the whole rules for re-rolls.
The sentence on modifiers is not prominent at all. I don't think I'd call the blurb on re-rolls prominent either. That's a pretty important blurb. It needed to be called out better than in the sidebar of the psychic phase page with the same importance as sequencing or fast dice rolling.

Safety Factor
Oct 31, 2009




Grimey Drawer
Got a rules question:
A hive crone has a minimum move of 10" and a maximum of 30". It doesn't fly high, isn't hard to hit, can charge, can be charged, etc. If it is in close combat at the start of its owner's turn, is it forced to leave combat thanks to its minimum move?

Safety Factor
Oct 31, 2009




Grimey Drawer

The Bee posted:

Oh, seriously? That sucks. Honestly, the only fun thing about capital-F Fliers in this game is the part where jump pack troops can assault them. And the poor Hive Crone doesn't even get that decency.
I don't know. I ran a Hive Crone out of curiosity in my last game and it did fairly well. It flew forward 30" my first turn and charged a unit of hellblasters. It got subsequently charged by a lieutenant in my opponent's turn, but I managed to wipe out the hellblasters in his assault phase and flew away in my movement phase to harass a predator. It was pretty low on wounds by that point and died, but it distracted a good chunk of the enemy army and, well, it's cheaper than a hellblaster squad so I was happy. It sucks that it can't get stuck in against a choice target, but I can see what they were going for with forcing it to move on.

Safety Factor
Oct 31, 2009




Grimey Drawer

PantsOptional posted:

[*]While Bikes cost a lot, they're completely loving insane. Rolling up with 4 Bikes and dropping 22 bolter shots on top of the special weapons was completely ridiculous. Bumping them up to 2 Wounds also made a huge difference, as both of our Bike units just held on forever.
22 shots? 4x4=16... :confused: Where did the other 6 shots come from?


Deptfordx posted:

I had somehow completely failed to notice bikers were 2 wounds and had rapid fire 2 on there bike bolters now. Guess I'm going to have to finish painting that bike squad that's been sitting half-painted in a box for about 2 years.

A question. So can they fire their bike bolters and their bolt pistols/special weapons at the same time?
Pistols come with a little caveat. A model can either fire all of its pistols OR all of its other weapons. This stops things like tactical marines from getting 3 shots at 12". So no, a biker couldn't fire their bike's bolters and their pistol at the same time. However, a biker armed with a special weapon can fire that and their bike's bolters. I figure bikers will always be given chainswords instead of pistols.

Safety Factor
Oct 31, 2009




Grimey Drawer
:laffo:
So I guess GSC Purestrain Genestealers are 10 points now. That's less than Tyranids' 12 and they get Cult Ambush out of the deal. They also manage to be cheaper than Acolytes. What the gently caress?

Safety Factor
Oct 31, 2009




Grimey Drawer

Master Twig posted:

Well, with the new point values, I have constructed the list I will bring to a 2000 point tournament on Saturday.

Battalion Detachment
Patriarch
Patriarch
15 Purestrain Genestealers
15 Purestrain Genestealers
20 Devourer Gaunts
15 Devourer Gaunts & 5 Fleshborer Guants
Exocrine

Spearhead Detachment
Hive Tyrant, Wings, 2x Deathspitters, Monstrous Rending Claws, Toxin Sacs
Malanthrope
Exocrine
Trygon
Trygon
Don't you need a third troops choice for that Battalion?

Safety Factor
Oct 31, 2009




Grimey Drawer

xtothez posted:

Purestrains can't take toxin sacs for that awesome double-damage rending, and only gain morale immunity from a Patriarch rather than any synapse unit. They also trade the benefits of Catalyst for the more offensive Broodmind powers. apparently powers affect <TYRANIDS> rather than <HIVE FLEET> so this is OK.

Considering Patriarchs are 12pts cheaper too I'd still be tempted to bring a GSC Vanguard detachment though.
You have to pay 4 points for toxin sacs though, it's not like they're free. This is just GW screwing up again. They totally thought they'd price the Purestrains the same as the Tyranid genestealers and forgot that rending claws are 0 points in the GSC list while they're 2 for Tyranids. :downs:

I'd argue that purestrains should be a little more thanks to the cult ambush rule, but I guess I'm not a games designer. While 18 vs. 12 was a bit of skew, I expected normal genestealers to get a slight bump, not purestrains getting a discount.

Safety Factor
Oct 31, 2009




Grimey Drawer

The Kingfish posted:

You still have to pay a point cost equivalent to the full strength unit. You could bring one grot as a troop choice but you'd have to pay the cost of a full squad.
No, the FAQ specifically says otherwise. If you're playing with points, you only pay the points for the models you have.

The answer, of course, is to not play with understrength units.

Safety Factor
Oct 31, 2009




Grimey Drawer

The Bee posted:

Yeah, they just errata'd it out for matched play, probably to be fair for people going "gee I only have 29 Tacticals and not 30." And then the cheese emerged.
But 29 tacticals is totally valid as two 10-man squads and one 9.
:confused:

21

Safety Factor
Oct 31, 2009




Grimey Drawer

chutche2 posted:

This is an actual 2000 point list

Vanguard detachment:
Techmarine with servo arm and power axe

5x contemptors, 4 with kheres 1 with multimelta

Vanguard detachment
Techmarine with servo arm and power sword

2 venerables with twin lascannon and missile launcher
Venerable with twin lascannon and heavy flamer DCCW
2x Venerable with assault cannon + heavy flamer DCCW
Dreadnought with twin heavy flamer + heavy flamer DCCW
I see nothing wrong here.

Safety Factor
Oct 31, 2009




Grimey Drawer

TKIY posted:

Some guy just went 5-0 in a UK GT with this list:

Yncarne
Yvraine
Farseer
Maugan Ra
3 beastmasters
5 kabalites
149 Razorwing flocks



8th edition ladies and gents.
Hahaha. People at my store came up with this same list as an idiotic idea of what someone could run in 8th. We didn't think it would actually be used. Imagine owning 149 razorwing flocks.

Godspeed, bird army. :patriot:

Safety Factor
Oct 31, 2009




Grimey Drawer
I'm kind of excited about the CSM book. I never played my Night Lords in 6th or 7th for a variety of reasons and never got to try them out with their legion rules. The chaos index is too bland for me to bother with, but Night Lords-specific rules will probably change that for me. Maybe Fear won't be useless trash.

I would be interested in the normal marine book, but Dark Angels are still going to be separate so :geno:. I am left wondering if it would be worth picking up just to update the generic units available to me, but I doubt tacticals and dreadnoughts are going to change all that much.

Safety Factor
Oct 31, 2009




Grimey Drawer

chutche2 posted:

Maybe one day we'll get a world eaters rhino with a buzzsaw on the front.
We had that once. In the 3.5 book. :smith:

Safety Factor
Oct 31, 2009




Grimey Drawer

chutche2 posted:

Was that really a thing? That's amazing.
Yup.



I don't know how good it actually was, but it was there and the book even had that example in it. Back when GW promoted conversions.

Safety Factor
Oct 31, 2009




Grimey Drawer

Hummingbird James posted:

Just an FYI, destroyer blades were a thing in the last codex, still described as having whirring blades, and will probably be back in the next codex. They gave the tank D6 automatic S5 hits on any units it tank shocked, 2D6 if the unit being shocked decides to do Death or Glory. One of my favourite things to do was put it on a Rhino and give it the Legacy from IA:13 that gave destroyer blades an AP value equal to the tank's current hull points, so I'd just deposit a squad of dudes and then just start beep-beeping my way through dudes before it finally went down in flames.

Now to get me a Hellforged Predator so I can keep doing that in 8th ed.
I completely forgot they were still around. :downs: I never got to play my CSM in 6th/7th and I always tend to keep my vehicles pretty trim so I hadn't even noticed.

That combo sounds pretty great though. I love the idea of the Galaxy's Meanest Rhino just driving around and murdering dudes with welded-on sawblades and poo poo.

Safety Factor fucked around with this message at 19:31 on Jul 5, 2017

Safety Factor
Oct 31, 2009




Grimey Drawer
Why would you upgrade every member of a squad? I always build in basic dudes to act as bullet catchers for the upgraded guys. Especially for melee squads. A unit is never going to make it across the board unscathed and even with 8th if you make it in with a lucky deep strike, you're going to start losing models pretty quickly. Better to lose bolt pistol/chainsword mooks than an upgraded model with a thunder hammer/storm shield.

This approach is probably why I will never do a Deathwatch army.

Safety Factor
Oct 31, 2009




Grimey Drawer

Xarlaxas posted:

I thought it was just the Intercessors, but I guess some of the other jump pack troops get to a 1 in 6 chance of causing Mortal Wounds on the charge, to represent their crazy falling from the sky antics.
As far as I'm aware, it's only the Inceptors. At least for marines, that is.

Safety Factor
Oct 31, 2009




Grimey Drawer

Xarlaxas posted:

Those are the ones! Got Intercessors and Inceptors mixed up. :downs:
I knew what you meant, the names get confusing. I was more saying that no other jump units have that ability, at least for space marines. I don't know the other armies well enough to say it more definitively. :v:


MasterSlowPoke posted:

I wouldn't build any with the double chainswords until the codex comes out. I'd give it 50/50 shot that survives the real book.
Adding to this, Death Company can't take dual chainswords. Their options are much more limited than, say, vanguard who actually can do that.

Safety Factor
Oct 31, 2009




Grimey Drawer
I, for one, like that the bumblemarines are so fat that they have a special rule to represent them getting lucky and crushing an enemy under their corpulent, armored bulk.

Safety Factor
Oct 31, 2009




Grimey Drawer

Proletariat Beowulf posted:

Biovores are one of the better sources of Mortal Wounds, it appears. Stack a full squad in a Tyrannocyte and watch them go to town.
Um. What? Why?

Safety Factor
Oct 31, 2009




Grimey Drawer
They're trash.

Safety Factor
Oct 31, 2009




Grimey Drawer
I still want to know why that one guy puts biovores into a tyrannocyte.

Safety Factor
Oct 31, 2009




Grimey Drawer

Beer4TheBeerGod posted:

It looks like the Primaris Captain has a bunch of options so I am curious as to how they turn out.
If you mean the actual model, not really. You have the option of two different bolters and either a pointing hand or a power sword. That's it.

I hope it's not indicative of the options in the codex.

Safety Factor
Oct 31, 2009




Grimey Drawer

The Bee posted:

What would it take to make Primaris / Heresy-style Marines work on a 40k context? Would the basic bolter need to be way better for Intercessors more than warm bodies, or is the specialist/heavy too essential?
30k legion tactical squads work because you have 10-20 of the idiots. They're cheap, ranging from 125 for 10 (with a sergeant) to 225 for 20 before upgrades. They also have a special rule allowing them to double-tap their guns, but they are then unable to fire in their next shooting phase and can not perform overwatch. They have the option of switching their bolters for chainswords or simply taking one in addition to their bolter and bolt pistol. There's a couple of other little upgrades too. The vexilla, basically a small banner, lets them re-roll failed morale checks and the nuncio-vox acts as a teleport homer and lets them spot for artillery. They are decent units on their own, but they really shine when they've got an attached apothecary for Feel No Pain and a support character like a chaplain or librarian can be a big force multiplier.

Basically, while 10-20 basic bolter marines may sound boring, there's a lot more going on there than it might seem. Their primary role is capturing objectives, obviously, but they can provide some solid weight of fire and are not too shabby in melee.

Safety Factor fucked around with this message at 23:01 on Jul 6, 2017

Safety Factor
Oct 31, 2009




Grimey Drawer

goose willis posted:

Shadowsword is one of the dumbest loving names for a gigantic tank I've ever seen and is another symptom of the loving lazy "NounNoun" naming scheme that has plagued science fiction and fantasy ever since the advent of Warcraft

Safety Factor
Oct 31, 2009




Grimey Drawer

TKIY posted:

The lack of a HellSword is unforgivable.
I would also like a HellLord. Helllord.

Safety Factor
Oct 31, 2009




Grimey Drawer

jng2058 posted:

Is that a Tyrannid thing? Because I don't see Heavy Weapons being unable to Overwatch in either the rules for Heavy Weapons or Overwatch. :shrug:
It's specific to the spore mine launcher.

Safety Factor
Oct 31, 2009




Grimey Drawer
So I guess everyone's going to ignore the solid boost in melee capability and just focus on the slight drop in ranged efficiency? Biglys are fine. Right now they're suffering from a lack of options and the need for normal marines to shore up the holes in an army, but I expect that to change quite a bit with the actual codex. Intercessors might stay bolters only, but there will be other unit types to help out.

Safety Factor
Oct 31, 2009




Grimey Drawer

chutche2 posted:

The fact that the tac sergeant can take a power axe or something probably makes up for the attack deficit. 96 points gets you 6 S4 attacks and 2 power axe attacks, vs 100 getting you 11 S4 attacks. Better against a lovely horde of something but the tac squad can give you better attack quality where it counts. And yeah we'll see melee biglys eventually but melee biglys will compare to assault marines or vanguard or terminators, not to tacticals. Intercessors compare to tacticals.
Are you so sure that Intercessor sergeants won't be able to take power weapons in the actual codex? We don't know the full range of options these units will have.


chutche2 posted:

Oh?

I did 2 power axe attacks with a .666 chance of hitting giving 1.332 hits, .666 chance of wounding for .887 wounds, .666 chance of failing the save for 0.59 damage. Plus 6 S4 attacks doing 0.665, added together for 1.255. Biglys with 11 S4 attacks do 1.22. A very slight difference in the marines favor, enough to not matter. Like I said in my edit, the intercessors will come ahead in a lot of situations if the extra AP doesn't matter and you just want them to hold an area against massed S3 and S4 1 damage melee. In which case for the points they seem like a good attrition unit. But they'll crumple the moment they see anything that does more than 1 damage, and I expect the enemy to focus units with that capability on them.
I edited out my bad math because I accidentally carried over the 2/3 to hit to 2/3 to wound. I'm too used to it being 1/2 and 1/2. :downs:
The tactical squad you mentioned and the intercessor squad line up fairly well against each other vs. marines.
Tacticals: 1.26 wounds
Intercessors: 1.222 wounds

That difference may as well be insignificant in a real game as we all know odds never work out quite that way. The math works out more in the tacticals' favor against 2+ saves, but both squads put up such poor numbers there that it's a pretty futile fight.

Biglys still fine.

Safety Factor fucked around with this message at 04:00 on Jul 7, 2017

Safety Factor
Oct 31, 2009




Grimey Drawer

TheChirurgeon posted:

The thread needs more cool hobby poo poo.
*Safety Factor sighs as he unboxes his Night Lords*

Ok, so I've talked up this army for a while as something I'm excited to bust out in 8th edition so I thought I would finally take a few pictures of them. They've been sitting in storage for too long and while this doesn't represent all the models I have built, it's a pretty good sample of what I'm going for with the army. I haven't touched them in at least a couple of years and I stripped and disassembled the one squad I had painted to customize them more. They're still in pieces. :v: All of these models were built back when 25mm bases were the norm, for an idea of how long I've had them. I rebased as soon as 32mm bases were available; mashed fishing weights weren't enough to keep my raptors from tipping over, but the larger bases seemed to fix it.

The basic concept for the army is a Night Lords warband similar to the one portrayed in ADB's series. The marines are not dedicated to any of the gods, they steal everything not nailed down, and utilize a ton of looted wargear, mostly out of necessity. The leaders are a bit more into chaos as a means to gain more power, but calling it worship would be going a little too far. However, my raptor lord is built to emulate the basic shape of a winged demon prince with the two-pronged sword and large left claw. The intent is for the models to represent the same character at different points.

Let's move on to these cynical bastards:
Chaos Marine Squad:
These guys have an identically-equipped sister (brother?) squad; it's the one that's currently in pieces. Both units will have rhinos to ride around in and I have one built with FW legion doors and spiky treads I got from Skull and Blood Industries on ebay. I have enough for a second rhino just waiting on a chassis though I may go with a deimos for variety. I probably should switch out the champion's bolter for a combi-plasma given the changes in 8th.



Raptor Squad:
I built two different aspiring champions because there'll eventually a second squad. I've just lumped them all together for now.




HQs:
The chaos lord with the axe is a simple conversion, but is one of my favorite models. He was going to represent a lord with the insane Khorne murder axe from the 6th edition book. The arms and haft of the weapon are stolen from the 40k Deathwing kit while the axe comes from the plastic aspiring champion. Said champion was used to make my raptor lord who was very, very involved and another of my favorites. I even replaced the fingers on his powerfist and his goddamn toes.


I noticed the jump pack was at an angle after I took these pictures. Seems like the glue/greenstuff bond had been broken somehow, but the pin had kept it on. It's fixed now.

With the pictures out of the way, time for some more commentary. Y'all will have noticed that all of my raptors have metal jump packs. I hate the plastic jump packs because they have spikes growing out of their turbines, among other reasons, and the old metal raptors' packs were rad as hell. I lucked into 30-35 metal raptors for $70 on ebay and decided to go for it. I'm not using the raptor bodies as they're a bit smaller and thinner than most marine models and I can't convert them the way I'd like to. Going plastic lets me work in all sorts of parts. I've used chaos marine, imperial marine, forge world bits, and even some metal Night Lords parts I've had since 3rd or 4th edition. This army is my own, personal converter's dream because I can finally mix and match parts to my hammy heart's content. Future units will incorporate leftover MkIII and MkIV parts from my plastic 30k models. I also have some MkV armor which is my favorite, but unfortunately I don't have a use for it in my 30k army. These guys actually predate my 30k DA by quite a bit so I'm glad I picked some up back then. I even experimented with jeweler's chain as can be seen on the two chaos lords and will continue to work it onto champions, demon engines, etc.

My basic game plan for the army is to run two chaos marine squads in rhinos, a backfield cultist squad, a bunch of deep-striking raptors, terminators, and maybe even warp talons, with two maulerfiends to (hopefully) draw fire. The maulerfiends are (maybe, eventually) going to be painted as if they're from other legions such as the Iron Warriors or Word Bearers and have been hastily painted blue over an existing paint job. I don't see these guys as having the means to make such things themselves. Fortunately, they're shameless thieves. I need to get through a fair chunk of my 30k DA before I can justify returning to this army, but I'm really looking forward to it. The CSM codex is coming soon and I'm hoping for some solid legion rules. And bolter/chainsword chaos marines. :argh:

Safety Factor
Oct 31, 2009




Grimey Drawer

Genghis Cohen posted:

This is a loving cool army mate. I love to play against people who have a real vision for what their force is.
Thanks. I'll be honest, I don't go much further in concept than what I posted. I don't name my models or write fluff about them, but I enjoy over-arching themes and concepts. The idea of a downtrodden chaos marine warband was too good to pass up. When/if I get back around to them, I'll definitely post updates.


TheChirurgeon posted:

These are awesome! I may copy your Raptor champion/Aspiring champion conversion to do another NL raptor champion of my own. I already have most of those bits lying around, but I'll probably keep up my "winged raptors" theme.
Do you mean the raptor lord? Have at it! Be warned that the conversion is pretty complicated. You have to carve the head out of the aspiring champion and fill in his torso a bit. The sword's off of the finecast sorcerer and the base of the powerfist is a leftover warp talon lightning claw with the fingers from the terminator lord's powerfist. The toes are trimmed off of a spare set of raptor/warp talon feet and transplanted over. The aforementioned sorcerer is halfway through a conversion to have a winged backpack and a stolen force staff. Never finished it. I have a metal Night Lords "Hero" floating around somewhere too.

I've always been a big fan of the winged helmets despite how goofy they are. Unfortunately, I was looking at them on GW's site and they're now finecast. I don't see the wings faring too well with that material (and Texas heat) which is too bad. Luckily, I still have 4-5 of them so as long as I stick to aspiring champions and characters I should be fine. I was going to use them for my raptor champions, but thought the FW heads might be a bit more aerodynamic. I might have to rip them off and replace them with the winged ones because gently caress it. Hats with wings are :black101:

Expect an update on these guys in like two years. :v: I'm currently musing on bases for the army and I think I might actually go with GW's Sector Imperialis sets. They're fairly cheap compared to other custom bases and these guys would totally be terrorizing an urban center.

I really did not need this distraction from my 30k DA. Maybe I'll alternate units...

Safety Factor fucked around with this message at 21:43 on Jul 7, 2017

Safety Factor
Oct 31, 2009




Grimey Drawer
I like how the Dark Angels bigly librarians get the Deathwing keyword and the Unforgiven ability, but don't actually get access to their unique psychic lore. Blood Angels don't either.

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Safety Factor
Oct 31, 2009




Grimey Drawer
Are furies trash? They cost 12 points each for this:


They seem like trash. However, I've been trying to think how I can work some into my Night Lords (when I get back around to them) as a gimmick summoned unit. My plan would be to use the WHFB Spirit Hosts and split them up so each base would be three separate furies. 9 from each box. I'd paint them up in a bunch of dark greys to look like shadowy spookghosts. I don't know what else I could count them as, the rules for furies fit almost perfectly, but having to set aside 12 points per spookghost looks like a rip off. Am I wrong?

Not like it really matters. The idea is to be thematic, not necessarily good. :v: This just seemed like a cool idea and I'd like it to be at least moderately effective. I'm going to do it regardless

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