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The Kingfish
Oct 21, 2015


Yeast posted:

Also Imperial Guard Squad Sergeants can take any ranged weapon.


Plasma Gun, Flamer, Vulcan Mega Bolter :getin:

Any weapon from the ranged weapon list. Which means either a bolt gun, bolt pistol, or plasma pistol.

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The Kingfish
Oct 21, 2015


BattleScribe has the points wrong for autocannons on the taurax.

The Kingfish
Oct 21, 2015


Also, I can't bring multiple veteran squads with different types of weapons. When I change the special weapons on one it changes the special weapons on all of them.

The Kingfish
Oct 21, 2015


Here's the 1850 list I plan to use for a game on Sunday:


++ Spearhead Detachment +1CP (Imperium - Astra Militarum) [62 PL, 1173pts] ++

+ HQ +

Tank Commander [13 PL, 380pts]: Heavy Bolter, Heavy Bolters
. Command Battle Tank: Battle Cannon

+ Troops +

Militarum Tempestus Scions [3 PL, 61pts]
. Tempestor: Hot-shot Laspistol
. 2x Tempestus Scion: 2x Hot-shot Lasgun
. 2x Tempestus Scion w/ Plasma Gun: 2x Plasma gun

+ Fast Attack +

Armoured Sentinels [3 PL, 55pts]
. Armoured Sentinel: Plasma Cannon

+ Heavy Support +

Heavy Weapons Squad [3 PL, 72pts]
. Heavy Weapons Team: Lascannon
. Heavy Weapons Team: Lascannon
. Heavy Weapons Team: Lascannon

Leman Russ Battle Tanks [22 PL, 324pts]
. Leman Russ Battle Tank: Battle Cannon, Heavy Bolter
. Leman Russ Battle Tank: Battle Cannon, Heavy Bolter

Leman Russ Demolishers [12 PL, 180pts]
. Leman Russ Demolisher: Heavy Bolter, Turret-mounted Demolisher Siege Cannon

++ Vanguard Detachment +1CP (Imperium - Astra Militarum) [26 PL, 552pts] ++

+ HQ +

Company Commander [30pts]: Chainsword, Laspistol

+ Troops +

Conscripts [4 PL, 90pts]: 30x Conscript

+ Elites +

Commissar [31pts]: Bolt Pistol

Platoon Commander [2 PL, 20pts]: Chainsword, Laspistol

Veterans [6 PL, 100pts]: 5x Veteran, 3x Veteran w/ Grenade Launcher, Veteran w/ Vox-caster
. Veteran Heavy Weapons Team: Missile Launcher
. Veteran Sergeant: Chainsword, Laspistol

Veterans [6 PL, 93pts]: 6x Veteran, 3x Veteran w/ Flamer, Veteran w/ Plasma Gun, Veteran w/ Vox-caster
. Veteran Sergeant: Chainsword, Laspistol

Veterans [6 PL, 101pts]: 5x Veteran, 3x Veteran w/ Meltagun, Veteran w/ Vox-caster
. Veteran Sergeant: Chainsword, Laspistol
+ Dedicated Transport +

Chimera [5 PL, 93pts]: Heavy Bolter, Multi-laser

Chimera [5 PL, 93pts]: Heavy Bolter, Multi-laser

Taurox [4 PL, 85pts]: 2x Autocannon

++ Vanguard Detachment (Imperium - Adeptus Astra Telepathica) [2 PL, 40pts] ++

+ HQ +

Primaris Psyker [2 PL, 40pts]: Force Stave, Gaze of the Emperor, Psychic Barrier

++ Total: [96 PL, 1848pts] ++

Created with BattleScribe

The Kingfish
Oct 21, 2015


Yeast posted:

So in 2000pts, a Guard infantry army can get a stupid amount of re-rolls.

3 for Battle forged, 27 from 3 Brigades, and then + 2 if you take Creed.

Just a causal 32 re-rollable dice per game.

edit: Guard superiority artwork for the new page:


Can you post your list? I'm confused about how you are fitting 53 units into 2000 points.

The Kingfish
Oct 21, 2015


You couldn't possibly use all of those re-rolls in a 6 turn game because you don't have a psyker.

The Kingfish
Oct 21, 2015


True.

The Kingfish
Oct 21, 2015


Stealth suits are terrifying in 8th. Ghostkeel's especially.

The Kingfish
Oct 21, 2015


Liquid Communism posted:

That is the dumbest bit of rules lawyering I've seen today, and it's been a long day.

It's actually good rules lawyering.

The Kingfish
Oct 21, 2015


I'm excited about penitent engines in this edition.

Trying to decide if it's worth it to put a commissar, officer, and priest with a conscript squad. It would definitely be fun...

The Kingfish
Oct 21, 2015


Kreig steeds have claws?

The Kingfish
Oct 21, 2015


JSJ was terrible, it needed to go.

The Kingfish
Oct 21, 2015


Can Pask give orders to himself?

E:as written he definitely can, but I'm not sure if that was geedubs intent.

The Kingfish
Oct 21, 2015


chutche2 posted:

So a kinda hilarious thing me and my friends came up with

A 185 point vanguard detachment consisting of 1 company commander and 6 platoon commanders, all with power axes and laspistols. You get guys with 3-4 wounds, 3 attacks, and a 5+ invuln save that hit on 3+, and if they're ever in combat during their shooting phase they can all give themselves Fix Bayonets and immediately make 3 attacks each

And if you play them right they will be immune to shooting attacks 😂

The Kingfish
Oct 21, 2015


8th is insanely good compared to 7th. I don't play other war games so I couldn't tell you if it's actually good or not.

The Kingfish
Oct 21, 2015


Fluff question: is there one tyranid hive mind or does each fleet have its own hive mind?

The Kingfish
Oct 21, 2015


Just realized I can put 6 flamers in a chimera with 2 special weapon squads.

The Kingfish
Oct 21, 2015


Also just realized I can't give vox casters to a SW squad.

The Kingfish
Oct 21, 2015


My list for a 2000 point game on Tuesday. The strategy seems pretty self explanatory: advance/absorb with Pask, the Demolisher, and Guard blob. The HW squad, platoon commander and Battle Cannon LRs play the back field. Vets play the middle ground and react to how the game goes/capture objectives late game. Storm Troopers will basically do the same.

++ Spearhead Detachment +1CP (Imperium - Astra Militarum) [53 PL, 895pts] ++

+ HQ +

Knight Commander Pask [14 PL, 247pts]: Lascannon, Plasma Cannons
. Command Executioner: Turret-mounted Executioner Plasma Cannon

+ Elites +

Platoon Commander [2 PL, 20pts]

+ Heavy Support +

Heavy Weapons Squad [3 PL, 72pts]
. Heavy Weapon Team: Lascannon
. Heavy Weapon Team: Lascannon
. Heavy Weapon Team: Lascannon

Leman Russ Battle Tanks [22 PL, 364pts]
. Leman Russ Battle Tank: Battle Cannon, Heavy Bolters, Lascannon
. Leman Russ Battle Tank: Battle Cannon, Lascannon

Leman Russ Demolishers [12 PL, 192pts]
. Leman Russ Demolisher: Lascannon, Turret-mounted Demolisher Siege Cannon

++ Vanguard Detachment +1CP (Imperium - Astra Militarum) [39 PL, 688pts] ++

+ HQ +

Tempestor Prime [2 PL, 41pts]: Bolt Pistol

+ Elites +

Commissar [2 PL, 35pts]: Bolt pistol, Power sword

Militarum Tempestus Command Squad [3 PL, 64pts]
. Tempestus Scion: Plasma gun
. Tempestus Scion: Plasma gun
. Tempestus Scion: Plasma gun
. Tempestus Scion: Plasma gun

Special Weapons Squad [3 PL, 45pts]: 3x Guardsman
. Guardsman W/ Special Weapon: Flamer
. Guardsman W/ Special Weapon: Flamer
. Guardsman W/ Special Weapon: Flamer

Special Weapons Squad [3 PL, 45pts]: 3x Guardsman
. Guardsman W/ Special Weapon: Flamer
. Guardsman W/ Special Weapon: Flamer
. Guardsman W/ Special Weapon: Flamer

Veterans [6 PL, 86pts]
. Veteran: Lasgun
. Veteran: Lasgun
. Veteran: Lasgun
. Veteran: Lasgun
. Veteran: Lasgun
. Veteran Sergeant: Chainsword, Laspistol
. Veteran w/ Special Weapon: Plasma gun
. Veteran w/ Special Weapon: Plasma gun
. Veteran w/ Special Weapon: Plasma gun
. Veteran w/ Vox-caster: Lasgun, Vox-caster

Veterans [6 PL, 101pts]
. Veteran: Lasgun
. Veteran: Lasgun
. Veteran: Lasgun
. Veteran: Lasgun
. Veteran: Lasgun
. Veteran Sergeant: Chainsword, Laspistol
. Veteran w/ Special Weapon: Meltagun
. Veteran w/ Special Weapon: Meltagun
. Veteran w/ Special Weapon: Meltagun
. Veteran w/ Vox-caster: Lasgun, Vox-caster

+ Dedicated Transport +

Chimera [5 PL, 93pts]: Heavy Bolter, Multi-laser

Chimera [5 PL, 93pts]: Heavy Bolter, Multi-laser

Taurox [4 PL, 85pts]: 2x Autocannon

++ Battalion Detachment (Imperium - Adeptus Astra Telepathica) [1 PL, 21pts] ++

+ Elites +

Astropath [1 PL, 21pts]: Psychic Barrier, Telepathica Stave

++ Battalion Detachment +3CP (Imperium - Astra Militarum) [25 PL, 396pts] ++

+ HQ +

Company Commander [3 PL, 30pts]: Chainsword, Laspistol

Tank Commander [13 PL, 225pts]: Heavy Bolters, Lascannon
. Command Battle Tank: Battle Cannon

+ Troops +

Infantry Squad [3 PL, 47pts]
. 8x Guardsman
. Guardsman W/ Special Weapon: Flamer
. Sergeant: Chainsword, Laspistol

Infantry Squad [3 PL, 47pts]
. 8x Guardsman
. Guardsman W/ Special Weapon: Flamer
. Sergeant: Chainsword, Laspistol

Infantry Squad [3 PL, 47pts]
. 8x Guardsman
. Guardsman W/ Special Weapon: Flamer
. Sergeant: Chainsword, Laspistol

++ Total: [118 PL, 2000pts] ++

Created with BattleScribe

The Kingfish
Oct 21, 2015


Soldier o Fortune posted:

Looks good. Would you benefit from Vox casters to ensure you can get orders to the right units when needed? And perhaps at least one Commissar to keep those squads in the game?

Edit: somehow missed your Commissar there. Whoops.

Plan is to have one company commander hang out with the psyker and commissar amongst the three units of guard. It shouldn't be too hard to make sure they all stay in coherency and within 6" of the buff characters. The second commander will be in a chimera with the plasma vets and a vox. The meltavets have vox too and are basically the only unit likely to need vox.

The Kingfish
Oct 21, 2015


I just realized the "fix bayonets" order probably includes 6" of pile-in and consolidation moves. Could be useful for bubble-wrapping with conscripts.

The Kingfish
Oct 21, 2015


The rules allow for some stupid looking meta-stuff and last I looked some of the youtubers hadn't figured out extremely simple poo poo like mixing characters into units.

The Kingfish
Oct 21, 2015


Mixing characters into units mostly. Lots of people think you have to conga-line your mobs back towards their buffers. You don't. Just put the buffers inside the mob, there's nothing that says you can't.

The Kingfish
Oct 21, 2015


It's only a problem if you roll poorly a bunch of times. If I was an ork player I'd put my boss exactly slightly behind the farthest ahead boy in my mob and then just pull from the back every time. Worst case scenario is a boss behind but still in buff range of the boyz.

The Kingfish
Oct 21, 2015


I'm gonna wear my stink face whenever anyone asks if they can bring FW poo poo.

The Kingfish
Oct 21, 2015


goose willis posted:

Which one of you nerds is responsible for this

https://www.youtube.com/watch?v=MZjStciqDf0

This kid owns

The Kingfish
Oct 21, 2015


Stanley Tucheetos posted:

I'm going to try 1500 point list out this weekend in a casual setting. Tell me what you guys think about it.


The plan is to use the conscript squads as bubble wrap against chargers while the infantry teams and heavy weapons squads dish out the real damage. The tempestors will deep strike near high value targets and hopefully take it out. I'm not entirely sold on Bullgryns working with this list, but I couldn't resist having 25 S7 -1AP 2W attacks on the charge. The Sentinels are mainly for capping objectives and having a chance to damage heavies. The hellhound will be doing drive-by barbecues against enemy infantry squads and if it survives try to go for objectives late game.

My Biggest concern with this list is not having as many large guns to take down heavies as i usually do.

I'd also recommend dropping the plasma pistols for more special weapons on the command scions.

The Kingfish
Oct 21, 2015


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.

The Kingfish
Oct 21, 2015


They are just rewriting the rules at this point then. The rules as written didn't need clarifying.

The Kingfish
Oct 21, 2015


Would you mind elaborating on your friends' armies? That's a though list but It doesn't seem too beardy.

When someone in my friend group stumbles across a really strong list we will talk through what they think might counter it/what they are scared of coming up against. If nobody can beat the list and it isn't fun to play against then you might as well switch it up outside of competitive play. Or you could try giving your opponents some extra points or something.

My first impression is that they should try and get good though. Some people just haven't adjusted to the new 8th edition turn 2 assault meta.

The Kingfish
Oct 21, 2015


Is there a way to magnetize/build sentinels so they can be either armored or scout? The only sentinel I have came pre-built.

The Kingfish
Oct 21, 2015


Haven't yet seen anyone post about how Pask can be given a 6+ feel no pain via a warlord trait so I figured I'd post about it here. It's pretty great.

The Kingfish
Oct 21, 2015


The ultramarine tactics are concerning. They are super good and it's easy to imagine GW loving the whole game up again with dogshit faction rules. They should have released chaos or deldar faction rules first to show they aren't planning on throwing those factions in the trash again this edition.

The Kingfish
Oct 21, 2015


JesusIsTehCool posted:

I think I would rather have an even more broken game (I don't think 8th is ever close to being balanced) that has more interesting rules and variation. Every army having some reroll bubble thing is boring. When my Dark Angel army feels similar to playing my nids army something is wrong.

I'll be happy if the variations are actually interesting. 7th's formations were really cool for tau, marines, and elder but everybody else got hosed.

I'm really happy about 8th and I'm not trying to chicken little here or anything. All I said was that the Ultramarine's special rules are concerning. If every faction's special rules are equally cool then it will be great for the game.

The Kingfish
Oct 21, 2015


No way would any codex allow their gene seed to be corrupted by left handedness

The Kingfish
Oct 21, 2015


Zark the Damned posted:

Probably like this



Eww

The Kingfish
Oct 21, 2015


So I finally bought the new guard codex. I thought I had read that commissars suck now but they are basically unchanged.. Is 1d4chan wrong?

The Kingfish
Oct 21, 2015


That's literally the stupidest thing I've ever heard.

The Kingfish
Oct 21, 2015


So I might as well just loving throw this codex in the trash? By "errata" do you mean the $35 dollar chapter approved book?

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The Kingfish
Oct 21, 2015


Frrriiick.

Commissars and conscripts have been my favorite since like three editions ago and I was stoked on how good they were on the index. At least vanilla LRs look like they are worth fielding again.

Can I still field a wave of mans now that conscripts aren't great and commissars are clearly awful?

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