Riptides are TauPrides edition.
>40k 7th edition quick reference sheet(s)
>Forgeworld Book index
EBay is good. I've found a decent seller of used stuff and use it to flesh out my army. Although I still like building from scratch and it sometimes hard getting what you want. Shipping after conversion rate can be brutal too
I had a squad of Skitarii Rustlers get into an IG parking lot of Russes and Pask's Punisher and destroyed two and a half vehicles before being shot to pieces by the rest of my opponent's Guardsmen. Five little dudes with haywire grenades and Haywire attacks on the Princeps does wonders.
Ebay is great for 40k, but absolutely sucks for Fantasy. Or Dwarfs, at least.
Khrone Khan vs White Scars Khan.
Both of their units got killed and charged each other and killed each other
was a good fight
>only a nob with pk and a shoota boy left
>destroys a razorback, gets wrecked
>dreadnought comes to assault us
>fails a four-inch charge
>pk attacks the dreadnought
>roll a 6, blows up. Boy dies Nob makes it
>nob charges a predator, predator misses first shot
>Nob gets a hull point off the predator before the predator kills him and almost glances himself
Dice gods decided to let me have a chuckle before I lost
>my necrons vs some blood angels
>I'm pretty much fucked so we agree to let this be the last turn
>first necron warrior I ever painted
>added a chip to his skull and call him Scarcron for fun
>last one alive in his squad
>in one turn he successfully dodged fire from 10 blood angel devastators all with storm bolters
So for the same price as 'ard boys i could take commandos that get stealth, infiltrate, and move through cover. other than needing boys to fill troops slots they seem better then ard boys to me.
I usually go unbound with my orks though, so I'm going to try it. Also you could use grots for an allied detachment and park a bunch of kommandos in some building to run interference for your other force, fits lore wise too, kommandos n grots would be more likely to work with another race....I think i need to get out my purple paint and bits box
Might want to try out Snikrots Kommando formation if that takes your fancy.
Snikrot + 4 units of Kommandos, they replace stealth with shrouded on turn they arrive until the start of their next, and in addition get to reroll failed cover saves on the turn they arrive if they didn't shoot.
Always had a soft spot for Kommandos and Stormboys.
Chaos VS SW
Massive melee vs massive drop pod army
Both sides clash, little remains
Two drop pods and the wolf transport plan vs just a chaos landraider at the end of the game
13-10, SW win, only because of the game type that let the enemy player take objective cards from their opponent (+3 points for SW)
>yfw the SPACE WOLVES captured the objectives from CHAOS
Tempestus Scion squad in a Valkyrie arrives on the table, gets blown up. One survivor, just a generic Scion. Claims an objective and shoots a flying, full-health Hive Tyrant. That then failed its grounding check and died.
Stormsurge facing a mechanized army with a many flyers and I decide fuck it and shoot a missile at the flyer as I had no AA (no markerlight spent so str 8 ap1).
He decides not to jink roll 6 to hit, roll 5 to pen roll 6 to get an explodes result causing the flyer to land on firewarriors and take some out.
Then a rhino runs the stormsurge over killing it instantly.
>Gargantuan creature killed by tank shock argument
welp it's time to abandon thread. i swear there's an anon that brings up the most obscure rules conflict sometimes
We had this discussion already. The Stormsurge is only immune to being removed from play from 'attacks', which a Tank Shock isn't.
The Stormsurge's rules are poorly written, so it gets Crunched.
Hey /tg/ i figured this would be the best thread to ask, i wanted to start playing GK and was wondering if the bundle GW is offering is worth it if i want to start 1500-1850 point games.
Bipedal baby stroller
My Skitarii playing against a friends Tau. Both armies had nearly shot one another off of the table by turn 5 but I'd still managed to get my warlord within charge distance of his (Vanguard Prime with a Phospher pistol and Taser Goad / Tau commander in battle suit with the 2+ save). After the shooting round I only had 4 vanguard left in the unit including the warlord and he still had the commander alive with two drones, doubting my chances of surviving his shooting phase I charged. I called a challenge and it went pretty well with my 4 attacks turning into something like 6 wounds with the taser rule. He managed two wounds back at my warlord and I failed both saves and FnPs resulting in both commanders killing each other.
Here's how it goes down
>Stormsurge is anchored
>Rhino tries to tank shock
>Stormsurge can't move
>Follow through the tank shock, Rhino Crunches the Stormsurge
From here, there are 3 options
>Assume the Stormsurge doesn't get removed, both it and the Rhino now occupy the same space, which is against the rules. Situation is unresolved
>Go by very strict RAW that a Tank Shock isn't an attack, and therefore it removes the Stormsurge anyway. Very silly, but resolves the situation.
>Decide to houserule and move the Rhino back an inch away from the Stormsurge. This is the most reasonable decision if you're playing a fun game and are concerned with things making sense from a fluff perspective. This also means that this decision is meaningless in this instance because someone is using a Stormsurge and therefore hates fluff and fun.
I had gotten my ass kicked by Daemons recently as Ravenwing. However it could have come down to the very last blow with enough luck.
All that was left was my Interrogator Chaplin and a black knight with his Daemon Prince (of Tzeentch I believe) and I want to say juggernaut. Daemon bull riders, idk... He had a couple troops on opposite poles holding objective but they weren't important.
He was up by 5 points 2-7 but neither had gotten Slay the Warlord and I was sitting on Apprehend and Interrogate (slay enemy warlord in challenge=D3), King slayer (D3) and assassinate (1 character=1point)
So Chappy Bro rolls up to the Daemon Prince takes his dick out and tries to challenge the Prince. Got that cunt down to 1 wound before collapsing with his brothers.
Its my Stormsurge so I don't give a shit
>If the attack fails to stop the vehicle, then the Tank Shock continues as normal, except the brave (but perhaps foolish) glory seeker is crushed by the vehicle grinding over him - the model is immediately removed as a casualty.
>Any attacks that normally inflicts Instant Death or says that the target model is removed from play inflicts D3 Wounds on a Gargantuan Creature or Flying Gargantuan instead.
>If some enemy models in the enemy unit would end up underneath the vehicle when it reaches its final position (it makes no difference whether the unit is Falling Back or not), these models must be moved out of the way by the shortest distance, leaving at least 1" between them and the vehicle whilst maintaining unit coherency and staying on the board. Any models that cannot manage this are crushed and removed from play as casualties with no saves allowed. Crunch!
So essentially what we have here is an infinite loop where after failing to Death and Glory the SS takes d3 wounds, and after failing to move out of the way it takes an additional d3 wounds, and after that they still aren't our of the way so they take another d3 wounds until the SS eventually dies.
Any attack that normally inflicts Instant Death or says that the target model is removed from play inflicts D3 Wounds on a Gargantuan Creature or Flying Gargantuan Creature instead.
Tank shocking isnt an attack
Why are we still here? Just to suffer? Every night, I can feel my dice... and my rulebooks... even my minis. The editions I've lost... the players I've lost... won't stop hurting... It's like they're all still there. You feel it, too, don't you? I'm gonna make them give back our past.
I've always seen it as an "attack"
I can understand why people see it as not an attack if you read RAW though. Also seems very silly.
Each to their own, I stand corrected
Instead of bitching to no end, why don't any of you play an older edition with modern models? You could play an edition with at least some semblance of balance, and you get the older (often times cooler) fluff.
I already converted a bunch of Tau units into 2e rules specifically for that purpose. Sadly, nobody in my group is too excited to jump into a 'new' rule system and re-learn everything.
5th, 6th and 7th were all bad in their own special way.
>why don't you guys pick a poison that kills you in a different way.
Anybody who thinks otherwise is on a massive nostalgia trip.
Honestly if you can convince people to go through the effort you might as well just comp the modern system an d show some restraint. As a resident Taufag in my lgs I have a list for every army tier, and every codex (baring Eldar, so far as I know) can have a list that goes as low as needed.
Tank shock against Gargantuan Creatures should really just be treated like a Ramming attack against a Walker.. As in, the Rhino runs into the stormsurge, causing an S7 AP- hit. Which to be honest makes a hole lot more fucking sense than the bullshit that is the rules loop that tank shock currently produces.
>converting new units
Who said anything about that tho? I'm talking about stuff like using a modern Tactical Squad, as opposed to a 3rd
edition Tac Squad.
>re learning a completely different rules set
It can't be that different, can it?
I dunno. I kind of like the idea that Stormsurges are so terrible that even a basic troop transport can knock it over and render it useless.
Plus it means even less people will take Stormsurges, which is a plus.
>Plus it means even less people will take Stormsurges, which is a plus.
True, but death or glory is a pen on a 2+, or a S:D hit depending on the load-out, so it's not likely to matter.
I don't remember if his was third or fourth edition but armor saves used to be 2d6 and their were weapons that ignored the extra dice.
4th edition glancing hits could destroy a vehicle.
4th assaulted a tanks facing armor not automatic rear
Wound allocation was horrible cancer of complicated broken bullshit.
>6 Space Marines (a Sergeant, a meltagunner, a guy with a lascanon, and 3 normal Marines) get shot by an Imperial Guard veteran squad. The Marines take 6 lasgun wounds and 6 wounds from plasma guns. Now your first instinct is to say “man they took 6 wound from weapons that ignore their saves, they should all die.” And that makes sense. But then in comes wound allocation. The defending player knows the wound allocation rules, so he allocates two lasgun wounds each to the sergeant, the meltagunner and the guy with the lascannon. Meanwhile the 3 normal marines take the 6 plasma gun wounds. So the normal guys all die, but there is a good chance the special guys all walk away unhurt after making their saves. And those three extra plasma gun wounds that should have killed the squad? They vanish into thin air, victims of black magic voodoo.
my morkanaught got one shotted by a bright lance-- all the burnas inside died, Eldar player got 1st blood, and monster hunter.
Kharn and entourage get blasted out of their landraider, charge the unit who blew it up and slaughter them. Enemy warlord squad starts running over, fire a single plasma shot from Kharn (who is also my Warlord) into the Harlequins and one-shot the Harlequin Warlord HQ because of plasma insta-death. One shot, one kill.
Not so much as a Cinematic, but a Montage of glorious explosions.
In a 3000 point game against a Guard Player who had 100% of his army consisting of tanks. I had my usual space marines, and was trying out the Deredeo Dreadnought for my first time.
Turn 1 shooting:
> Deredeo destroys a Leman Russ with the Anvillus Cannons, and a Hellhound with its Aiolos Missiles.
Turn 2 Shooting:
> Deredeo destroys another Leman Russ and a hellhound
Turn 3 shooting:
> Deredeo destroys a 3rd Leman Russ, and a Taurox Prime
Turn 4 shooting:
> Deredeo destroys its 4th Leman Russ, and the guy's other taurox
Turn 5 shooting:
> Deredeo destroys its 5th Leman Russ. It finally fails to actually kill a light tank with its Aiolos Missiles, instead shaving off 2 hull points.
The whole game the guard player just ignored it. Even as it was removing a leman russ and a light tank from the table each and every turn. While not cinematic, that walker scored almost 1000 points worth of tank kills, more than 5x its points cost.
Words cannot begin to describe how hardcore that silly boat with legs is.
From what I've heard of area terrain blocking line of sight, it sounded like a pretty cool deal. Then again, I might just be biased from getting sniped across the map by Railguns through tiny gaps before.
Ork mek gun anon here, after working for several hours on it I am over 50% finished with the guns.
Without any kind of plan or idea what I was doing I unleashed my inner mek just stuck what looked right together in the shame of a gun.
My mek guns are an ramshackle amalgamation of different bitz and gubbinz but I'm pretty proud of them so far.
Somehow I need to put together one last blasta' kannon from something.
What do you think /tg/? Is it any good?
This is the first time I have converted anything, please no bully.
>be me in deployment
>going second, so trying to hide my dudes and tanks out of line of sight
>hiding from opponent's hammerhead
>yeah that tank can't see me over the wall its behind
>opponent doesn't even move the tank, just swivels the turret enough that the gun barrel is hanging over the wall
>"yeah so longstrike is shooting is shooting at that tank, what's the front armour?"
> Remove Mob Rule entirely, instead have leadership bonuses based on squad size. Now DAKKA ORKS are viable.
> Gorkanauts and Morkanauts are now Superheavies
> Reduce the cost of Stompas to 620 points
> Reduce the cost of flash gitz
> Remove the psuedo morale stupidity from Killa Kanz
> Double the attacks of Deff Dreads, half the cost of their weapons.
>Hey anon, my skimmer top can see the head of your Keeper over this building. That'll be 60 shots in her face
Just for you anon when I fight one I'll be sure to kill it first.
I would suggest that the SS is actually a liability at t6 and 3+ armor. In a competitive game that thing gets shot off the board on turn 1 for the extra VP from LOW.
It does have a lot of shooty on turn 2 for its cost, tho...
Or position in front of unit to absorb fire.
Okay so there are plenty of lords of war in say Valedor or other campaign books, are they legal as lords of war in standard CAD non apoc? This is probably with opponent permission kinda thing.
All the crunch in Valedor is Apocolypse - The book says so repeatedly. Which is a shame, because I love the Nid formations in there.
i figured but it's wishful thinking to be bringing some of the apoc stuff into regular 40k. ya know within reason.
Anybody going to the tournament this weekend in Toledo, OH? This is my first tourney, going with a bunch of friends, looking forward to shenanigans. Anybody going? What are you running?
I've fielded the tyrannofex and tervigon formations out of that book several times. They are awesome. Just make sure it's cool with your opponents first. Don't try to sneak them into tournaments, because that will end poorly.
Billion dollar idea
Warhammer 40k game where you are a Titan pilot. Working your way up from a simple Scout Titan, all the way to a Emperor Class Titan.
Its like Mech Warriors
only with bigger bots.
I would LOVE to get Chaos Gate, but it doesn't work on windows 10
How I would fix vehicles
>Change Weapon Destroyed to a 5-6
>Replace Explodes! with Catastrophic Damage!
>When a vehicle suffers a Catastrophic Damage result, roll a d3 and consult the following table
>2- d3 HP lost
>Vehicles that fail dangerous terrain tests are no longer immobilized, instead they are Stuck
>A vehicle that fails a dangerous terrain test immediately stops at the point where it would have entered said terrain. It can move no farther that turn. At the beginning of the next movement phase, roll a d6. On a 4+ the vehicle becomes unstuck and may move normally, but must take dangerous terrain checks as normal. If the vehicle fails to free itself, it automatically does so at the beginning of the next movement phase, as the crew has gotten out and managed to jimmy the vehicle lose.
So on a whim to get into 40k I picked up the rulebook + codex and choose Orks. At this time I only knew of the GW and only one older guy there knew about Orks (but was playing Eldar) besides the employee who sure seemed like he did. I would try to suggest something and they would either shoot it down or deconstruct the idea entirely. As a new player I assumed they understood better than I.
What should I get to start and they said three boxes of boyz and a warboss.
>Alright. Do that, come back.
What do I need now? Three Trukks and another box of boyz
>Alright. Do that, come back.
I feel like I shouldn't get any more troops, what should I do? MegaNobz, Painboy and another trukk
>Alright. Do that, come back.
Not too bad, almost at 1000 points. What is next? Three boxes of Burnas and another Trukk
And now that is where I am. I hate Trukks now, as well as boyz. Fuck burnas I am going to try and destroy them back into Lootas and ruin the model. At first I thought I was alright because I won 1/2 500pt games and 1/3 750 point games.
Enter 1000 points and I lose five in a row. Twice I have been tabled before my turn two.
Once I found the LGS a bit farther out everyone started telling me how bad of a list I have and how useless half my models are.
Currently converting Betrayal at Calth into CSM. I've got a bunch of bits from two possessed boxes and a regular marine box that I'm adding to the marines (Helmets, trophies, possessed blade arms, etc.) However, I only have two chaos-style backpacks. Think that'll be a problem?
Vehicles will always be inferior to MCs as long as they all have the inherent risk of being instant-deathed
And fuck forbid assault infantry are given a reliable way of getting across the table in one piece, right
Boyz used to be the answer, and don't knock Burnas (I know they're useless but I love them). I would get another Boyz box and throw the leftover Loota parts on them, or beget yet just buy torsos/legs on eBay. Then do yourself a favor and Battlewagons.
Never could justify Trukks, even before they were nerfed
you need coolbro opponents who stratify their lists. Stop playing with dicks.
Aw, nah, bruh!
You just gotta slap a Mega-Stikk Boss in with a 29-strong squad of Boyz with a PK Nob.
Most opponents just can't ignore it--boss tanks all the non-AP2 hits, LOS the rest, problem solved.
Vehicles explode. It's a just something that happens.
Use more fucking cover ya git. Look at how dense Infinity games are, copy that.
Yes, because infantry should be at a high risk of getting shredded. That's war.
Vehicles should be more precarious than an actual monster. I can tell you a horse is more reliable than my car, but there's also issues with the horse as well.
The gap here is too big though.
agree. stompa required for playing seal clubbers.
Everyone was cool till I got to 1000 points. The Gamesworkshop was 10x more WAAC then this new shop but I am still constantly losing to Spacewolves, Astra Militarum, Dark Angels, Eldar and Cult Mechanicus.
My record at the new shop (all 1000 pt games) is 2/10 which is still pretty shitty.
Something that happens that makes vehicles far weaker than MCs
It might be war, but it's not balanced
Why should vehicles be more fragile than monsters? They're supposed to fill the same roles
Tau infantry retreating into a lone building and turning it into Pavlov's House, while a Ghostkeel and a Dreadnought fought in close-combat outside.
Vehicles are SUPPOSED to be immune from small arms fire while MCs can get shot by everything.
The main issue is AV 11 isn't standard all around. Because of the perforation of S4, we need AV11. If it was then vehicles would be a lot more happy.
However you're looking at it from a skewed point of view. It should be noted that due to pure energy weapons it's a lot easier to pop vehicles. Right now it's hard because we need specialized arms. If we had meltas in today's world then vehicles as a whole would become a lot less valuable. Hell with the spread of the RPG-7, M1 Abrams and Challenger tanks are fucking glass to anyone who wields one. The only issue is that missiles are heavy and carrying multiple is a task. Still doesn't change the fact that even in today's world tanks don't actually "tank" as much as they used too.
So yes in the year 40,000 with highly portable anti tank weapons vehicles assume a lot more fragile role than in today's world and certainly world's more fragile than in WW2.
Since you literally can't find an MC that costs as much as it should, why not give them the same millstone as vehicles and risk being one-shot?
I recall some anon made a mirror MC "pen" results chart. It's exactly the nerf that MCs need to put them on par with vehicles.
Orks spend ~300 points on an Orkanaut that gets 1-banged; Eldar spend ~300 on A NUCLEAR WALKING DEATHMOBILE that can pretty much solo anything thrown at it.
It's like the Ork Dex designers forgot they needed to tone down point cost despite the prodigious shooty power the 'Nauts bear because it's already (over-)balanced by BS2.
Now FFS, if I run a 350 point machine against your 300 point meat titan, ought they not have the same chance to kill each other, rather than the outcome being a foregone conclusion? Mutually assured destruction or ineffective glancing & a drawn-out fight are what should follow.
Forget how based in reality it is or isn't
We're talking about balance
And yes MCs can be shot by anything, but it doesn't matter because they all have good armour saves, invulns and FNP all on top of high toughness
If you made AV11 standard then you could say the same for vehicles.
Now only S5 can glance and S6 has a chance of pinning, S7 needs 4s to glance and even S8 could roll a 1 or a two and be fine.
>Does this fix the nids?
Nids would benefit heavily from a decurion style that would have strong assault formations. They also need help with every HQ you haven't seen in the last three year. Ontop of all this they would also appreciate a bio-Tidewall that can be moveable cover (again giving assault bonuses) that isn't a distraction Carnifex. Next the artillery creatures need better dakka. One change wont change anything.
Tl;dr I eat a mouthful of bait.
> Are Eldar still broken
Man, I'm not sure.
> Army-wide access to Strength D, something every other faction only gets in Apocalypse battles.
> Army-wide RENDING
> Strength:D FLAMETHROWERS.
> Lots of bullshit formations that add on to cheese by making them unbeatable by anything with 'marine' in its name.
> Deep striking with no scatter on a lot of things, including the previously mentioned D-FLAMERS.
All I want for Tyranids is actual interesting Biomorph upgrades that let them adapt and do more than one thing effectively.
I've heard it said that the reason they stopped doing that is because people just end up ignoring all the cool stuff and just taking the single strongest option, but I'd say the Tyranid codex is well beyond the point where that's a problem.
Played a 1500 point game against a bud recently. I play Imperial Guard and he plays Space Marine. We try to add a continuation of narrative to help connect the games we play. We've been fighting over a city, and my forces have been pushed back into a nearby forest. His forces thus send in a company of assault marines to finish the job and ambush my guard in the forest.
The game took place in a hab-settlement within the forest. Lots of line of sight blocking terrain for the assault marines to make good use of their jump packs. When the fight broke out, a Commissar rallied a group of 20 conscripts and made way to the outskirts of the settlement, which served as the space marine deployment zone, to secure an objective. Vicious fighting carried on for 7 turns. The conscripts weren't met with much resistance, though they did finish off a couple assault marines which were remnants of a larger squad. On the last turn, the commissar ushered the conscripts back into the settlement, to find the burning wrecks of various vehicles and leman russ battle tanks and piles of corpses. The only survivor was a lone assault marine in the main courtyard, presumably sorting through the wreckage.
They promptly lined up, and with the Commissar's order the firing squad gunned down the last marine.
I seem to remember hearing something about Orks landing on their planet long ago and the Kroot managing to fight them off and eat a few Meks.
Gave them enough technical knowledge for guns and their spaceships, but there were probably some gaps.
2 Death Company members jumped from a building down upon a Riptide, one armed with a power axe dealing it a fearsome number of wounds. His buddy died, but on the next turn he was able to finish the monster off without dying.
My battlewagon with a ram immobilized itself 4 games in a row
Also my meganob squad with a mega warboss shot a striking scorpion+karandras mob down to karandras and 2 scorpions (TL shootas are actually really good) then got totally wiped before striking when they charged the remaining scorpions.
GW's been flipping back and forth between 'nerf' and 'buff' moods for a while
Orks were just unlucky enough to get caught in the brief phase they were starting 7th ed as blank slate edition
We just have to hope their current choice of direction lasts an entire edition and no other new Codex gets gimped by their bipolar disorder
3 lootas units shoot down a Taunar on the first turn.
This, surprisingly. 7e started off with a bunch of armies getting revamped and having special rules removed and becoming more bland. Then suddenly there was a massive shift and now special rules and formations are all over the place.
eldar have always been relatively powerful, last edition their basic transport was dealing more damage then a leman russ. orks on the other hand are like chaos where they're generally weak but have tons of units. they should be balanced against DE and blood angels
If I wanted balance, I'd play an actually good game, which no edition of 40k has been. I'm here for a game I can get in with friendlies and casuals down at the LGS rather than spending weeks setting up meeting days and having only six people play the game locally, and for where I live, 40k is that game.
Ask when chaos is getting a codex too, seriously so close to quitting right now.
> Army contains 4-5 sub-armies that all play completely different
> Fans get pissy when there's no difference except one unit per god and Marks
> GW doesn't update book for fear of even more backlash
I mean, can you blame them?
Chaos will get a new codex AFTER sisters of battle. The Cycle of teasing models for updated armies in OTHER supplements has decreed. Sisters of Battle shall be updated, Chaos will come afterwards in 2017, and will contain MANY NERFS, NO DECURION.
Search your feelings, you know this to be true.
Warhound scout titans are of comparable height (though way more massive) to Battletech Heavy 'Mechs, so I can see it being a lot of fun. Reavers up though it becomes more akin to "are you the one who can save this continent?"
It has a 4++ invul and FNP. Short of Instant Death ranged attacks which are rather rare, or D weapons, there's no way to negate either. With that in mind, you need to cause 24 Ap3 or better wounds to make it drop, on average.
Bear in mind too that it operates at 100% combat effectiveness until the last wound falls off.
Even a grav-spam army I think would have trouble tossing that much firepower at the thing.
You won't regret it. Best 15$ I've ever spent from chinaman.
Imagine if GW continued the early 7th ed trend of nerfing codexes
Now imagine theyre going to go back to that starting with YOUR codex
>I play CSM
Eh, not much different from what I expected
Is that a thing?
I don't think that is a real thing.
>Warlord: Warboss with BP/PK, TL Shoota, Lucky Stikk, Cybork, Gitfinda - 132
>HQ: Painboy - 50
>Elite: 11 Burna+Trukk RL - 206 / 3 Meganob w/ TL Shoota+Trukk RL - 150
>Troops: 3x11 Shoota Boyz + BP/PK Nob + 3 Trukk RL - 153 ea
I personally believe it's taking so long to update the Chaos dex because they have to reboot the entire model line. Berserkers, CSM, Havocs, Bikers, Berserkers, Power Armored Lords and Sorcerers, Obliterators, etc, are all super old models or otherwise resin (And they are moving back to plastic kits, aren't they?)
They've gotta redo all of those kits, in addition to probably giving the faction a new legaly copywritable name the same way SM, IG, etc have gotten. All of that's got to take a lot of time, and the Horus Heresy push has probably been to try and keep sales from Chaos people while they do all of this.
the dark gods give me hope this is true rather than the alternative ;_;
They're actually pretty fun, 12" move and a torrent flamer on a12/12/10. Pretty sure it only costs as much as it does because of it's speed (130pts - Leman Russ eradicators cost less)
I'd probably just convince my group to keep letting me use the 6e codex.
Come to think of it, is there anything particularly out of place in the earlier Ork, Tyranid, or CSM books that would prevent them from being used as-is?
>forgot this isnt the general I made
>worryingly check image name
Lose the Cybork and Gitfinda on the Boss. Rams on Trukks are good.
>Is that a thing?
>I don't think that is a real thing.
Warboss in Mega-Armour and Lucky Stikk has a 2+ rerollable save. It's rather good. Trouble is there's a lot of AP2 out there.
Trukks aren't great, but they have their uses. Tankbustas benefit well from one, and 8 of them in a Trukk comes to only 134 points, for 9 Rokkit shots (8 with Tank Hunter). Burnas I find are much better in a Battlewagon since it can tank stuff a bit better.
Now, if your local area allows Forgeworld (and they should) try these babies on for size.
55 points for a large blast Str 6 Ap4 barrage? And it's Ordnance? Sign me up.
Or perhaps a Helldrake weapon on a Fast vehicle for the same price. Run 24 inches forwards into cover, then 12 at the enemy and open fire.
This way you can turn your Trukks into something quite useful, and focus on getting the rest of your force up to scratch.
Rules are from Imperial Armour 8.
Looking damn good there fellow Ork anon.
From my own experiences doing the same thing, can I recommend the rear tray on the Trukk as a good source of "platform" pieces? Just needs a bit of work with a hobby saw and you get some great flat pieces that serve you well. These are my attempts at the same process.
>I recall some anon made a mirror MC "pen" results chart. It's exactly the nerf that MCs need to put them on par with vehicles.
Whenever a Monstrous Creature suffers an unsaved wound, roll on the following chart. Add +1 to the roll if the wound was caused by an AP2 weapon, or +2 to the roll if the wound was caused by an AP1 weapon.
1-3: Concussion - A blow to the creature's head or targeting systems leaves it unable to focus. The Monstrous Creature can only fire Snap Shots until the end of its next turn.
4: Stunning Blow - The wound overwhelms the creature momentarily, leaving it temporarily disabled. The Monstrous Creature can only fire Snap Shots until the end of its next turn. In addition, it cannot move until the end of its next turn. If it is a Flying Monstrous Creature, it may not change flight modes in its next movement phase.
5: Arm Shot - One of the creature's arms or weapon mounts is ripped asunder. One of the Monstrous Creature's weapons (randomly chosen) is destroyed. This can include wargear such as teeth and claws. If the creature has no weapons left, treat this result as Crippled instead.
6. Crippled! - The creature's lower limbs or locomotion systems are utterly destroyed. A Crippled Monstrous Creature cannot move. If it is a Flying Monstrous Creature in Swoop mode, it immediately takes a Grounded test that it automatically fails.
7: Mortal strike! - The blow punches through to a vital organ or system. The wound causes Instant Death.
>Has problem getting tabled turn two
Well you see... one does not simply field their hole in egg shells and expect them not to crack. They are AV10 all around, open top.
Ramshackle does not do jack shit against 10+ bolter shots. Do what the anon said and get some boyz or nobz to slap the loota weapons onto if you dont want to ruin your burnas. 3 boxes of tankbustas or just more Meganobz since you have those started.
Give the Warboss Megaarmor and put him, the Painboy and as many MANZ as you can into a toy firetruck with all the pieces of the truck you throw against the wall right now. Seriously smash two of them and look up train carts, toy firetrucks or anything with near dimensions.
Boyz will be boyz. If you don't want to commit to spamming them then you are best only using two of them to make room for your lootas and more MANZ. They will only be for objectives, poorly at that. You can also get a Big Mek to go with the crazy MANZ mob you are going on.
You can save the third trukk you are no longer using as bits for Mek Guns (there is a guid posted, probably in this thread).
>Mek Guns (there is a guid posted, probably in this thread).
was posted as I was typing, beautiful.
Throw those trukks anon. It will probably feel nice n orky.
Yep. Went to my local mechanic and asked if he had any spare. Two days later he handed me a bag with 30.
I also made some kannons ages back from airhose nozzles and bullet casings, and zzap guns from microphone jacks. It can be quite fun visiting the local hardware store to look for gubbins.
Can confirm that chopping up trukks is incredibly cathartic.
>See how anon makes Tyranids the Worst All Time Army in Warhammer40k history in one easy step!
Yeah I bet you're all thinking about Riptides and Wraith Knights when you see this but remember your friendly neighborhood Tyranids Bros who've been bottom feeders for quite awhile already.
I'd rather be squatted.
3 HP actually. And the Helldrake's Baleflamer is Str 6 Ap 3.
They're 55 points, you don't care if one blows up. And they can make those points back easily if they get in range, which with cover they have a reasonable chance of doing. 36" threat range on Turn 2 is respectable.
Oh I know it would dumpster Tyranids even more than they are now. It's the problem with 40K; looking at a Wraithknight, Dreadknight or Stormsurge you'd think "Hey, grav is a great and really needed addition to the game". Except it makes the have-nots even worse.
I guess as an Ork player I'm just sick of seeing my overprices vehicles explode all over the place whilst MCs stride through the same firepower losing single wounds and never having to worry about dieing because someone shoved a melta in their face.
This can be fixed easily by the following:
> Remove Hull Points entirely in 8th edition
> There is only the vehicle/monster damage table.
> If you become immobilized and lose all your weapons, then you're a wreckage.
Oh, I almost forgot. Also remove all wounds from monsters. The only way to kill them is to rip off their arms and legs, or explodify their heart.
Even then, imagine a monster without arms and legs still foaming at the mouth and roaring at anything that gets too close.
You know this solution is so bad I'm gonna post twice about it.
I mean goddamn at least vehicles need a higher strength weapon to roll on the chart. You could literally cripple a Carnifex with a goddamn Las gun . What the fuck.
>"I'm gonna fire my mass Las guns at your Carnifex"
>"well you failed two wounds, let's see the result"
>"well it seems my flashlights have ripped your arm off and destroyed your legs"
>the sound of sledge Hammers smashing Imperial Guard units echos throughout the store.
>alright I'm gonna fire my Termagants at your Chimera
>Oh they can't even do anything?
I am fucking triggered.
Just make them Walkers and remove the 1-4 results and make weapon destroyed a 6, Immobilized a 7 and explodes an 8.
Everything is fixed and nothing is too over powered.
Even easier, just say that a requirement for rolling on the table is the strength of the weapon being equal to or greater than the target's toughness.
Maybe even just make it greater so Toughness 5 MCs aren't screwed over by Tau infantry.
I modeled my Chaos Sorcerer with a Force Glaive, since I didn't see any reason why alternatives wouldn't exist.
I'm not sure if a Force weapon has to be a blade or not though. Either way, I'd say to go for it if you want it. Just make it clear by looking that it's supposed to be one.
>Nemesis Daemon Hammer- The most common Nemesis Force weapon to be used by non-Grey Knights, the Nemesis Daemon Hammer is often used by high rankingInquisitorsof theOrdo Malleus. The Nemesis Daemon Hammer combines the crushing impact of a more traditionalThunder Hammerand magics of destruction -- few entities of the Warp can survive the impact of a Force Hammer. This weapon was developed by the Ordo Malleus as the ultimate weapon in daemonic destruction.
Depends on what you mean by chaos army. Daemons? Chaos Space Marines? Renegades and Heretics?
Khorne Daemonkin is probably your best bet for something 'fair', since it can compete towards the higher end without being straight busted.
If you don't like Khorne, Tzeentch should be good for a Chaos Daemons list.
Nurgle and Slaanesh don't have many great options if you wanted to focus on them, sadly. I'd recommend the Renegades and Heretics list for focusing on Slaanesh, since they can pick up Noise Marines and Sonic Dreadnoughts, and are decent overall. Not sure what to recommend for Nurgle, though I hear Chaos Marine Bikers do alright for themselves.
You could also potentially take some Chaos Imperial Knights to fill out a list, since they're on par with the Loyalist variants.
Yeah. Don't go fucking with the Big 3, but otherwise you'll be fine.
Ah shit, I didn't realise daemon hammers worked that way, I thought it was just a blessed anti-daemon thing. Great to know that there's precedent.
That sounds pretty cool, I remember force axes looking more like glaives anyway in the past so you could always fluff it as an ancient design if someone gets upset. Force weapons as blades makes more sense to me but rule of cool prevails every time.
Chaos is by no means competitive for tournament environments or WAAC players. But playing casual games in the shop should be ok. Expect to lose in the beginning until you manage to get the hang of how Chaos works. Their HQ's are very killy and almost always want to be in combat, though Sorcerers are good at shooting with various psychic disciplines.
What you should get: most people load up on cultists, which are cheaper pointwise than Chaos marines and fill troops slots. Personally I run both Cultists for rushing the enemy and as backline objective holders and chaos Marines to hold midfield stuff. The elites section of the army has some good stuff, but most of it is expensive pointswise. IMO, you can't go wrong with Terminators and a Hellbrute or two which are useful in detachments. Heavy support is where Chaos packs the most punch with corrupted space marine vehicles and daemon engines. 10/10 go buy a maulerfiend for running up and eating tanks or a forgefiend for multipurpose S8 shooting. Fast attack has chaos bokers and Spawn, which according to tg are the only things keeping the codex alive. I don't run any of them and I've done ok. So, I hope this helps Anon, and don't let the fact that we have a mediocre and old codex get you down!
Well, it'd be weird to have a Psyker that should have good close-combat ability and not give it a Force weapon. That'd just be silly.
I really resent the Maleceptor. Giant Psychic monster and they give it a janky witchfire.
>psychic level 1
its psychic brotherhood, which means the psyker points cost are spread across the whole unit. Psykery should not cause such ridiculous costs on what are tac marines with storm bolters
>December sales were below expectations across the Group. At this stage in the Company's financial year, the Company's internal projections indicate that pre-tax profit for the year to 29 May 2016 is unlikely to exceed £16 million. A further update will be made when appropriate.
>Reported sales fell by 2.2% to £55.3 million for the period. On a constant currency basis, sales were up by 0.7% from £56.5 million to £56.9 million; split by channel this comprised: retail £23.0 million (2014: £23.4 million), trade £22.3 million (2014: £22.0 million) and mail order £11.6 million (2014: £11.1 million).
GW sales down in the period they launched Age of Sigmar and Betrayal at Calth. Not to mention Tau and whatever other codices hit since July.
CSM without Forge World are one of the worst armies in the game and probably won't even do well casually. With Forge World units (such as Rapier Batteries, Fire Raptors, Sicarans, and Hell Blades) they become playable and semi competitive. The greatest irony of CSM is the best way to play them is to not run any marine models.
Daemons are top tier because of Malefic Summoning but require a lot of skill to be played at that level. Pretty strait forward if you just make a Grimoire deathstar and run forward at them.
Khorne Daemonkin is a slightly more functional version of CSM that has some daemons sprinkled in their. The Blood Tithe mechanic basically means free rules and units which help compensate for the mediocre units you are forced to take. Can be pretty good if you take only use already solid units (Maulerfiends, Soul Grinders, Flesh Hounds, Bikes, Hell Drakes) since blood tithe just makes it better.
Sort of, in the UK I know a lot of shops that were expecting more sales than they had in the lead up to Christmas and even on this week there were some coming out with different blames for their profits slouching. Even our version of dollar stores had profit drops so it's not surprising that an expensive hobby shop did as well.
I think they just need to be cheaper. Sure T4 sucks for instant death but they usually have a decent cover save and still eat up high strength shots that would normally be hitting bigger monstrous creatures.
>Maybe improve their guns or melee weapons as well.
I don't know how much better you can get than 5pts for Rending or 20 points S:user AP3 +3I
Deathspitters is S5 AP5 assault 3 for 5pts.
Unit A charges. Unit A is comprised of Bob who us I6, and Billy who is I4, but wields two weapons. One of them is unwieldy.
Unit B is comprised of Joes who are I4.
When does Billy have to decide if he is going to use his unwieldy weapon or normal I4 weapon? Before Bob goes or after Bob goes?
>I'm gonna give my uneducated opinion on economics
Please enlighten us
>30k mechanicum vs KDK
>the kdk guy has this ongoing need to beat my army, he brought a lord of skulls this time
>s9 ap3 ID hellstorm is bad news for castellax
>turn one, focus fire LOS as hard as possible
>do 2 HP total
>real fuckin worried
>he goes to delete my castellax
>daemongore cannon gets hot, truly the omnissiah has blessed me
>my turn, thallax deepstrike in, then blow 5 HP off that big nigger in one go, krios venator finishes it off, it goes boom and kills the LR with his lord and some some termies in it
>thanatars give them a plasma bath
>it all spirals down from there, its basically just him summoning skullcannons and me popping them, repeatedly
>luck out on maelstrom cards, ends up 23-5
i think i need to put this army into storage and play something less cunty
I gave an opinion? I posted a segment of GW's financial report and stated that stuff had come out in that time period. GW themselves said sales were down.
I know nothing of economics which is precisely why I didn't give an opinion.
I'm doing a weeaboo shit with marines chapter atm. I've got bunch of katanas for my marines, and now thought of using GK as basis for table top rules.
I've got head shoulder and weapon conversions for the marines, but I wanted to make these kinda giant warriors to use as dread knights
Any idea where I can get base models to make these? suggestions?
Verminlords might work as a base as they have the right weaponry you want and are the right height. Only thing is they're very fleshy and furry without much armour so you'd need a fair amount of greenstuff work as well.
Infinity has good scifjapan stuff,
Domaru, especially the new ones, see pic, and Haramaki would fit well
Do you guys buy all your stuff new? How much are you willing to spend on a single model?
It depends on the model, and where I can find it, I mostly play Infinity now, so for an average sized dude, maybe 13usd at most, but for 40k, unless it was a speciifc model I really wanted, no more than 10 for characters, 7ish for squad members.
>Do you guys buy all your stuff new?
Most of it, though usually at a fair discount either online or at a shop near me. Tend to get $10-20 off any given kit.
>How much are you willing to spend on a single model?
Depends a lot on the model. Some things are just expensive due to size, while others I get specific bits for, so the total is more than it would seem.
I think the most I've spent on a singe thing though is $120 for a Dark Eldar Tantalus.
Why do I love stormies so much;_;
Ah, I haven;t bought gw stuff at retail in years, been buying shit off craigslist then redoing them to be somewhat presentable. Those prices are insane. I was shocked by the lets collect sets that were 120 usd for a book and like 5 dudes
Citadel paint pot, etch some lines and slap some misslepods on top
Side note, I;m looking to do a wolfenstein tno themed thing, any suggestions? The eisenkern look great.
Also, do support turrets count as models for game terms?
I just finished the Imperial Guard campaign in Dark Crusade and the outro said that after his great victory, Alexander had an extremely bright future ahead of him, as the leader of Kronus Liberators.
I wonder what great things happened to him afterwards!
It also has 2 less fire warriors than the previous kit and like a 40% increase in price. But hey, now you have more non-special weapon options that you will never equip to anything ever, and a bunch of extra heads!
So in kill team, with the below rule, would you be allowed to bring a turret?
You’re on Your Own: Extra models cannot be generated during the course of the
game by any means. Furthermore, the Reserves rule is not used unless as a result of
the Outflank special rule. Models cannot enter Ongoing Reserve by any means. If any
models in your Kill Team can normally only be deployed via Deep Strike, simply deploy
them along with the rest of your army
Oh the sprues definitely have $60 CAD worth of parts on them, but you're never going to use all those bits because most of the pieces are 3 different types of base rifles and 20 different heads. The kit is a fair price on paper and a rip off in practice because it's two kits worth of parts put into one box, but only enough pieces to create 1 squad.
Buy it from Chinaman.
No I won't tell you how to contact him.
Find it out yourself.
Every man must find his own path to the oriental man of cheap resin and it is a perilous journey.
>I gave an opinion? I posted a segment of GW's financial report and stated that stuff had come out in that time period. GW themselves said sales were down.
You said "sales are down." The quote said sales are up after currency adjustment - i.e. sales are slightly down but it's because of currency fluctuations.
>generated: produce: cause (a particular result or situation) to happen or come into existence.
RAW refers to "set up" while Kill Team RAW mentions generated.
This is actually quite a damn question.
Like, it could be interpreted as everyone that purchased as part of the squad can set one up. though 1 per force slot seems more reasonable,
I was looking at it like the support weapon platforms that guardians have, where its more a token, but it draws lof from itself, not the guy shooting it, so on that ground, it exists and is a model that would mean it cannot be taken.
I think just taking it and treating the group that purchased it the squad would be acceptable?
Why is this named after Corax
Don't him and his legion like black
>on a warrior
nah, EW is plot armour for important NPCs like muhreen CMs and yarrick. t5 is way more appropriate for a bigass combat mainstay for the swarm, they should be tougher than a puny umie warrior
>Tyranid codex in a nutshell.
>It's very disappointing.
As a Chaos player who just enjoy the game, I keep hearing that.
But it's getting hard to take serious when your DP gets downed in one turn from 12 twinliked S6 shots that cost atleast 75 points less then your dude who at best gets 2D6, S user shots with range 12.
Not to mention that you rightfully use Malenthropes or what the FW thing is called, meaning everything has atleast a 3+ cover save, and spawning units out the butt.
My keeper is lucky to suvive a round of shooting against a Dakkafex.
I honestly don't see where the Tyranid victim complex gets it's validity from anymore.
And before bringing up Taudar, that's a problem effecting everyone, not just nids.
We've been almost as nerfed as you guys every codex for years, we have little to no ranged AP-the 12 s6 has no AP whatsoever-we have no Invulnerable at all other than the swarmlord, who is a 450+ point deathstar who still gets tarpitted by anything with EW/multiple wounds, our highest BS is 4, we have no allies whatsoever-we would kill for anything like your Daemons, our single good unit is considered cheese by anyone up to and including marine gravspam, the list continues. Basically, we're an assault-focused army forced to become shooty, and we have one unit good at it.
>Maybe improve their guns or melee weapons as well.
Warriors with a prime are pretty killy, the problem is T4 and the terrible price tag on the prime
>they should be tougher than a puny umie warrior
That's why they have 3 wounds. EW would fix the problem clean
>B-but you have flyrants
Guess I have to start including them to my army because people won't shut up them.
Eternal warrior is plot armour, it is almost always handed out to an important character, not some midfield sternguard-equivalents with a bad save. T5 is something that is actually reasonable. Anyway, there are dozens of more deserving units in the nid dex for EW-Tyrants, most MCs, etc
So, I've recently started colleting space marines but hadn't started painting them yet because I wanted to look around the chapters taking my time to sounding them.
I like the Hawk Lords colors and the fact that they were involved during the 13th Crusade is nice since that I'm going to run them together with IG but the problem is that they don't like Drop pods while I (as a player) do.
So, should I play them and get called "unfluffy" because I'll have more drop pods than flyers (gonna play one or two stormtalons) or should I just play Black Consuls and go with the lore?
LISTEN UP YA GITZ!
AD ENUF OF UZ NOT UZING BLITZ BRIGADE RITE SO IZ BOUT TO LAY SOME NOWLEGE ON YA.
BLITZ BRIGADE CAN SCOUTZ YA SEE! BUT DA RESTRICTION SAYZ DAT UZ CANT CHARGE OUTTA DA WAGON CAUZ IT MITZ BE TOO SCARY FOR DEM DER PANZY GITZ.
BUTZ IT SAYZ UZ CANT CHARGE ON DA FIRST TURNZ, WHICH IS ACTUALLYZ DA FIRST PLAYER TURN.
SO WEZ MITE NOT BE ABLE TO CHARGE FIRST AFTER GOINZ FIRST BUT WEZ CAN CHARGE SECOND ON DA FIRST TURNZ IF WEZ GO SECOND!
WEZ JUST HAZ TO LET DEM GITZ GETZ A FEW SHOTS OFF FIRST.
NOWZ UZ MITE BE SAYING! BOSSS! WEZ SCOUTED! WE CANTZ CHARGE FIRST TURN ANYWAYZ.
AND IZ KRUMP YA FOR SAYING DAT! YA SEEE DA BATTLEWAGON WAS DA UNIT DAT SCOUTED YA GIT! NOT UZ BOYZ / NOBZ / MANZ / FLASHGITZ (WHICH DAYZ BE HAPPY ABOUT CAUZE NOW DAYZ IN RANGE TO SHOOT SOME FISH IN DA BARREL HAHA!
SO WEZ ARE NOT EFFECTED BY THE SCOUT MOVE RESTRICTIONZ OF NOT CHARGING!
WAAAAAAAAAAAAAAAAAAGHHHHHHHHHHHHHHH!!!! UZ DA BRIGADE AND CHARGE TURNZ 1 YA GITZ!
This argument is so bad because it assumes people are taking shit weapons with shit strength.
>Oh on you can't take T5 how will my weakest gun hurt you.
Meanwhile they field a Str 10 Ap 1 48 inch range weapon.
tyranids. Our MCs are outclassed in their own niche
Not him, but if they (orks/guard) do take boyz/guardsmen, they have the option of taking good weapons in their other slots. Tyranids lack this
>My sisters vs. Farsight enclaves
>Farsight and friends deep-strike down and kill a rhino, fail to kill an exorcist
>Exorcist murders Farsight's buddies
>Canoness with Eviscerator charges him
>Farsight strikes first and deals a wound
>Initiative step 1
>Canoness would probably have a shit-eatting grin at this point
>4 failed saves
>Farsight falls to the ground, dead
>Fanatical space nun runs off into the night, covered in Blueberry blood
I dunno, I take Tankbustas and pray to Gork and/or Mork. Lootas can hurt high toughness but rarely ignore their armour save. Or their "haha got one toe in a ruins 4+ cover save".
But should they have to against warriors? The only real major flaw warriors have is ID. Raising their toughness would solve this, but it's also needless buff because there are better, more straight forward solutions. This is the point I'm trying to make
and somewhat failing
I asked a question about base sizes yesterday and some anon kindly answered, thank you.
I have another question though:
Using old Pleasureseekers as Seekers of Slaanesh. They fit on a 40mm round base, look much beter on a 50mm round base, but the plastic Seekers come on a 70x25mm 'oval' base.
Is it ok to use the round bases? The 50mm are about 3cm2 larger and the 40mm about 4cm2 smaller. But both are considerably wider.
If on a terrain heavy table: use battle focus to pop in and out of LOS while dakkaing shit. Rangers sit still, obviously.
If on a terrain light table: hide in cover and shoot shit (maybe after being dropped off onto an objective by a wave serpent).
If on planet bowling ball: die.
More generally guardians want a warlock, avengers you can be a smidgen more aggressive with due to their 4+ save. Don't be seduced by avengers' special rules when they get charged, those are bonuses, you don't really want them in close combat.
If you want to try to gunline with your guardians consider the pale courts options in the corsairs book.
>playing Dark Eldar vs Tau
>maelstrom mission, the one where you keep your cards secret
>warlord haemonculus and a single grotesque charge commander and battlesuit escorts
>challenge between haemonculus and commander, take a wound off him with the scissorhand
>Tau commander makes an attack with onager gauntlet
>rolls a 1 to wound
>next round of combat
>haemonculus does no damage
>continues to miss for a few rounds of combat while grotesque whittles down escort suits and haemonculus can't seem to land a wound
>succubus with WS9 and 4++ save plus a second squad of grotesques charge into the combat
>tau player concedes
>turns out he was holding Slay the Warlord as a tactical objective
>could have pulled ahead in points and won if only his commander managed to land a wound on the haemonculus
My personal opinion is yes. Simply because Warriors have a 4+ armour save. That is the downside to their toughness. Warriors, Nobs etc should be resilient to stuff and T5 is on that cusp where it can still be reliably taken down by weaker mass fire but is still strong enough to not be wiped out because it got looked at wrong.
Simply T5 2 wound model with a 4+ save is not going to have any negative effect on the game, because as mentioned if you really want to bring it down just take that Str 6+ weapon you have and focus fire it like you should.
Why should I? Cover is crucial to my army and personally I hate the 25% rule since it can be hard to determine. Do fexes get cover from termagants for example. If I say yes and my opponent says no then which is it?
40 Drop Pod army guy here:
Looking this over, whilst it was a fun idea in taking unbound gimmick lists to the limit, it was also pretty dumb in that it's no fun to play against and only really has anti infantry capability, even upgrading to deathwind launchers.
A fluff justification someone suggested though was a chaos corrupted ai/partial STC bombarding a planet with empty drop pods as it's main strike capability. I do like that. I also like the idea of using pod spam to block movement lanes and to hold objectives by simple brute force of throwing pods at it until you can't get a unit in to contest.
But yeah, I'm now thinking more of using about 15 (750 points worth) deathwind launcher pods and filling the rest of my points with other units a mad ai vessel manufacturing shit and orbital bombarding with it might deploy. What units are appropriate? Bearing in mind they need to both be themed as manufacturable and deployable from orbit.
Kataphrons seem a good option, the orbital cannibalising it's crew for parts.
Yes, it was actually covered in a whitedwarf that your Fex does.
However, you can admit how batshit insane it is to have a tiny fraction of your base "in cover" yet the majority of it outside it. That's pretty min max gameplay and just taking advantage of stuff.
Point of cover is to break LoS and put things between your model, if there isn't anything between you and just left toe remained inside the square it kinda breaks the allusion of what is actually happening in the game.
So yeah, you should. Want to be in cover, be in cover. Can't draw a straight line between your body and the other models body? Then you're intervened and in cover.
My personal opinion, my way of playing the game, and my thoughts on how it should be done properly.
Say warriors do become T5. Should other stuff in the tyranid codex that's of similar size (raveners, lictors, zoanthropes, venomthropes) become T5 as well, do you think?
The most important rule says you roll-off for it. Sadly some WAACunts use this as a means of cheating and getting their way 50% of the time.
>lictors, various 'thropes
Raveners are warrior genus, same with shrikes, although shrikes might need to stay lighter. Lictors are sneaky and skinny, thropes are wimpy specialists, neither feel significantly tougher than Marines like stock Warriors do
I think a big problem is the combination of TLOS with the sort of scenery people use. Ruins like pic related are really common where I play, but having loads of holes you can generally still trace a line of sight even through several such terrain pieces. TLOS would be my choice in principle but it needs solid buildings or whatever to break LOS properly.
>However, you can admit how batshit insane it is to have a tiny fraction of your base "in cover" yet the majority of it outside it.
Oh of course, the base should be mostly if not entirely in the ruins. Doing the actual "tip of the toe" is simply goes against the spirit of a good game
TLOS causes too many arguments. I had to buy a laser pointer after one too many people being weird about it.
The worst is people who hear you explicitly say you're moving X unit to get in range/to shoot at something then don't raise their LOS objection until the shooting phase so they can act smug about you having wasted that unit's turn/ "fallen into a trap". I've seriously had this happen to me a couple times, especially with the case of single unit models.
The problem with laser pointers is you only need to get a little bit of light to claim you can see it, even if less than 1% of the light gets through. Much better is to use a laser pointer which projects an image (something simple like pic related) as then you can easily judge if the image is visible, if 50% of the image is visible, or whatever.
what if all the 'canon' fiction about space marine battle prowess is just imperial propaganda, and their performance on the tabletop is their 'real' canon performance?
Chapters would die out really, really quickly, as basically any battle would see half a company or so wiped out. Unless of course the thing of there only being 1000 marines in a chapter is also propaganda to keep imperial rulers (governors and rouge traders, maybe even the high lords) from panicking about legions...
If I were going to set up a diorama of sorts involving exodites, what would be the most likely race to mount an offensive against them?
So I went to my FLGS today to buy the rulebook and Tau codex (I posted about this yesterday).
>They had neither and put in an order, the Filipino edgelord who runs the store wasn't friendly at all.
>Then he didn't believe me when I said I don't have whatsapp after he asked if I wanted to be added to the local 40k whatsapp group.
Considering just buying stuff off Amazon, but even that's a pain in Dubai.
Anyhow, made this based on yesterday's MWG discussion.
Pick one. It was an army. Now it's a mediocre unit in an overpowered codex.
Tyranids are the army that would be gaining the T5 Warriors. Besides, Tyranids have tons of units and weapons packing S4+.
Shooting weapons, accuracy, and cover reduction have been increasing in strength and potency for a while now. It's time for Tougness, Wounds, and melee stats to start getting the same treatment.
Their traditional enemies are imperial knights, but they're probably too big for a good diorama unless you're putting all the exodites on carnosaurs. So, maybe some slightly more feudal-themed imperial guard (I've seen some nice conversions based on bretonnian men-at-arms) to represent the basic forces of a knight world?
It just makes me happy. I can quite happily continue to play this game ad infinitum because I own the models, I have the rule books, and I have the friends who are in the same boat.
So seeing GW sales fail is nothing but hot sizzling steak in my stomach.
>It's time for Tougness, Wounds, and melee stats to start getting the same treatment.
>I love power creep
Jesus guy, if they start doing that shit and continue on as they have, basically no figures will die within the turn limit by the next edition.
Its the only one in the UAE.
I went during a wargaming meetup, expecting there to be lots of people playing so I could watch, learn, and meet people.
There was only one game going on, and it wasn't 40k (don't remember what is was).
It seems the shop is mostly just for MTG, tons of tables for that.
Tips for buying stuff online?
I'm moving to the US in 5.5 months, so I'd like to build a small army to be ready to play there.
I dunno, 2 battles you had with your friend might have occurred decades apart in 40k canon, giving enough time to bring the chapter numbers back up to strength. I would also assume that the 1000 marines only rule doesn't apply to initiates ready to join the full chapter as soon as one falls
ok /tg/ quick question, I live in Canada and im looking to get my hands on the Haemonculus covens supplement but I looked on geedubs website and its gone however there is a softback version apparently but its not on the Canadian site, will it be released over here?
(if I remember correctly champions of fenris wasn't available for some time but eventually is was released)
I suppose the other thing is balanced battles are not the most common in canon. The vast majority of dark eldar raids will be against poorly trained/equipped PDFs, not space marine strike forces. The vast majority of tyranid assaults will outnumber their opponents 10,000 to 1, not 3-5 to 1. And so on. So, a lot of the time space marines would be striking vastly inferior forces and taking fewer casualties.
Back in ye olden days, when army compositions were set by percentages, vehicles had locational damage, and there were actual rules for fielding exodites. The exodite fluff (two whole pages!) says exodites and knights fight a lot, knight war machines are a common sight on exodite worlds, and exidtes use the webway to strikes knight worlds in retaliation. There hasn't been as much fluff about exodites since, so even though it's old it's the most detailed info on them we have.
I think changing the prime to an upgrade similar to the neurothrope where if the squad has x amount of warriors, one may be upgraded to a prime would work well.
Could make shooty warrior spam for troops a viable option.
Also, having synapse grant FNP or something could really save the nids and make synapse actually mean something again, instead of just being a general pain in the ass.
Hmm. I agree, but I don't like the specific idea of nids (effectively) getting army-wide FNP. Gaunts and the like aren't meant to be shrugging off small arms fire, they're meant to die to it. I'd prefer them getting a different buff, like say removing the three buffs you get when you roll a 6 on the instinctive behaviour table and just making it so you get those when the unit is in synapse.
But yeah. A bit more carrot than stick would be good with synapse.
The Tyranid Prime has two issues:
1: It's not cheap. Completely overpriced in fact, which sucks for what is clearly intended as the cheap HQ choice of the faction. Harks back to the old days when you could use Warriors as your HQ without involving a Tyrant except in larger games.
2: Wings biomorph is stupidly phrased as upgrading a MC to a FMC, meaning you can't take a flying prime. Even though Shrikes are in fact a thing.
Well if they did buff the rest of the codex up to top tier levels through massive, systematic changes... I would be cool with them changing the wings biomorph to just give jump status.
Not removing the dedicated flyer monsters from being flyers, just punishing idiots who monobuilded flyrant lists.
I take joy in when a codex improves overall but punishes monobuild morons: See annihilation barge and night scythe spam being fucking dead despite necrons overall getting much stronger.
>I think changing the prime to an upgrade similar to the neurothrope where if the squad has x amount of warriors, one may be upgraded to a prime would work well.
I think it would work too, but it would be nice to have a HQ choice under 100 pts. OOE should definitely be an upgrade to a fex brood
IB should go back to what it was in 3rd ed. Having 3 tables is just pointless and the feed one is mind nummingly bad
>meaning you can't take a flying prime. Even though Shrikes are in fact a thing.
What's funny is that 6th ed made it so that the Alpha Warrior rule applies to shrikes too, but there's no point in taking a footslogger with jump infantry
>mfw playing both Orks and CSM
>mfw no CSM update in sight and Orks being what they are
>mfw my LGS meta is composed of no-fun-allowed try-hards that force me to field cheesy as fuck lists because without that I would be obliterated
Just kill me now.
I was thinking about getting an imperial knight for when I play in bigger games like Apoc with friends, and read up on Gerantius the Forgotten Knight.
Is he any good, or is there something better? Its my first superheavy I'm buying for my marines, and just wanted to make sure he wasn't terrible before I went, bought one and painted it up to be him.
Just nurf the gun, that's what upsets the people. If wings took a weapon slot, getting extra attack from weapons would be impossible and that in turn would be bullshit.
Space Wolves? Didn't they get a Dex this edition?
Probably because he only opens his mouth when he knows for sure something is going down. Like media people used to do before they fucking spammed bullshit.
Initially, as a SW player I had your same hope, also because there are codices with greater needs right now, but I can't really feel that way anymore.
This past two months I kept imagining what we could receive with this new codex: 4A dreadnoughts, WS4 Blood Claws, some cool rule for the scouts, hellfrost weapons for the long fangs, and now I feel I really need that codex.
Maybe not actually the codex, but something new. It's like receiving a fine meal, not good but fine, and then someone come out and says "In this box there is the most good food you may want".
Even if you aren't hungry anymore, now you feel the need to eat whatever there is inside that box, and you would feel cheated if it was actually empty
Yep, but this rumormonger with 100% of right guesses said that there will be something new/more next month
Pretty much every other FMC performs at it's best when it spends most of the battle gliding, with the exception of the two Nid ones which are, from their body plan, literally just organic planes.
Have you ever played against slaanesh flying circus? I have, it has a pathetic damage output if you try to get away with just swooping around whipping and shrieking things.
Dumbass probably could have tabled me if he committed to the ground, but nope, just kinda whizzed them around uselessly as I cleared all his ground troops, settled onto objectives and started making half-hearted pot shots at monsters so obsessed with surviving they refused to try to play the game.
Tervigons only spawning Termagants kills it for me, they're the least cool of the horde monsters for nids.
If you're only gonna have a 12 inch gun anyhow? MIght as well just fucking take Hormagaunts.
Anyhow flying... Gargoygon? Sounds badass.
No, they are the equivalent of the tactical marines. The ancient ones are the Long Fangs (called that way because the Canis Helix makes the SW fangs longer with the age), while the veterans are the Wolf Guard
1st company should really be WS/BS 5 I think. Don't even play muhreens anymore.
Hey, they never said anything about not upping the price to go along with the change. That said they are just regular tacs. Space wolves take a long time to mature.
A unit of nothing but those would be pretty nice...
>Pretty much every other FMC performs at it's best when it spends most of the battle gliding
They kinda have to glide since 7th ed fucked up swooping for CC units
and buffed it to shooting ones
>If you're only gonna have a 12 inch gun anyhow? MIght as well just fucking take Hormagaunts.
Higher strength and that's still 12" less footslogging, not to mention that a horde of some in a horde of gaunts may not even get a chance to hit
>Higher strength and that's still 12" less footslogging, not to mention that a horde of some in a horde of gaunts may not even get a chance to hit
Well, with their run bonus plus fleet for the charge, they're going to be in combat about as early as Terms would get to actually fire.
The big bonus Terms have is a MC who spawns them. Otherwise at least synapsed Hormagaunts can tarpit shit with their fearlessness and even kill a few things through raw attrition.
It's better to have both, as ignores cover AP4 fucks you. Meanwhile TL BS5 doesn't give you much more than plan BS5, 1-2 extra shooting hits aren't as big a deal as your entire unit disappearing to a LR eradicator.
All nid troops are shit.
Termagaunts lack the range for their small arms span to do shit.
Horms can outrun synapse and buying either of the upgrades to make them actually handy make them too costly.
Genestealers are a bit nicer, but hard to not get shot up and don't horde as well.
Rippers? What the fuck use is a slow swarm.
Big Spores? Physically incapable of actually reaching a flyer to use their gimmick, but hey: Cheap.