Talking People Out of Playing Eldar Edition
>40k 7th edition quick reference sheet(s)
>Forgeworld Book index
Crunch wise the ID on grounding tests is bad. However I for one like the ID on the grounding. It makes it feel like the suit is the pinicle of technology, being able to fly and fire weapons, however it is fragile. I built the damn model and it feels and looks fragile. I like it, it's also a nice self nerf.
The FMC has its benefits, most everyone is familiar with it. However as you said, other than familiarity it's a bad way to do it. Which, I don't know. I haven't had to the chance to use it, but in principle I do agree.
I don't think the burst cannon variant is a bad weapon, it whips AV10 (which is common on flyers and rear armor which you can reach easily) I sorely wish they included a fusion blaster instead of a missile pod, or an ion Cannon at least.
I think they looked at the Flying Hive Tyrant and said "we need one of those!" could have been something really special, but it was kinda lazy considering the FHT already exists.
A squad of them is an interesting proposition though. I don't think there's precedence for that though and it'd be pretty powerful. Would probably need to be a LOW slot to balance it out.
This is exactly what I do.
When I dropped in earlier today I picked up a Vargard Obyron for $9 because its weapon was warped. I microwaved a cup of water and now its all fixed.
Next time I go in I guess I will get the Orikan the Diviner and try out the formation everyone was talking about last thread. I think the royal court would be a good addition to my CAD for a bump up in points for 1250.
>tfw your flgs gets their warham stock at massive discounts but sells at full price
Parting with my first army was the hardest choice but in the end someone else actually wanted them and they were about to just be a learning tool so I decided why not have a learning tool that isn't bad.
Exactly, what's even worse is that there's a second smaller store like a 5 minute walk away with a 10-20% discount on everything so I play in the larger store and buy from the smaller.
I've been doing it for a while and I'm worried the manager of the larger store is catching on especially now everyone is doing "new year new army" and he doesn't remember selling me half of my new army...
I sold off my chaos marines and I regret it to this day because a few years later I just started them back up again
I would say don't do it unless you're quitting forever or need the money to eat
It's not really a matter of the burst cannon being a bad weapon, purely the fluff of it in relation to void combat. In those conditions with no intervening terrain to hide behind, you really want to be able to strike your enemy well before you close to skirmish distances.
As my top of my head suggestion said: Sacrificing some strength for range and rending would be fluffy - Distinct too, the only other rending weapon on this scale for Tau is on the Hazard suits.
How does this image make /tg/ feel? especially my Australian battle brothers.
If a start a nid army with the express intention of not using Flyrants will I be disappointed?
I like Zoanthropes, Dakkafexes, Exorene's, Genestealers and Raveners and they all seem like fairly useful units - can I make a good army using them as a basis?
>oh look, something i can get on ebay for a 1/3 of the cost
anything is possible but i'd need to buy more stuff to run the army how i want otherwise i wouldn't mind. i also didn't buy it to be WAAC by the way
you would gimp yourself yes
Just started Imperial Guard after coming from fantasy for a few years.
Good god the 40k rule book is a fucking mess. Fantasy seemed to be set out much nicer.
Do I need/should I buy any supplements for IG? I know there is a few out there but no idea were to start.
How does anyone justify living in Australia.
It's not just a GW thing.
So you'd be better with 4 pulse Rifles with rending?
Here's a run down of them: https://1d4chan.org/wiki/Warhammer_40,000/Tactics/Imperial_Guard(7E)#Supplements
The old battle force, the new cadian defense force, and a extra Leman Russ. Comes to...
6 heavy weapons teams, using some extra bases I can stretch this to 3 of each, minus the heavy bolter
2 sets of command squad, Ill set aside some guardsmen bodies to use all the unique bits up
2 Leman Russ tanks
This will do me for a while. I may pick up 1 commissar or something.
I need to add like 230 more points to my 1000 point list. This is for a fun and is a casual setting, Im not planning or removing anything as it is using everything I currently own.
Farseer with Singing Spear
10 guardians with scatter laser, warlock with singing spear
10 guardians with scatter laser, warlock
5 warp spiders including exarch with powerblades ans spinneret rifle
Wraithlord with brightlance, sword and 2 heavy flamers.
Im at 783/1000 points. What should I add? Im going more shooty and defensive than rapid assault.
pls dont say wraithknight, i enjoy the company of my friends
>How does anyone justify living in Australia
>high standard of living
>great weather most of the year
>practically no chance of being shot to death
Other than expensive GW products cannot think of one reason why not to
>How does anyone justify living in Australia.
Higher minimum wage? I probably earn way more than an American in the same industry even taking the exchange rate into account.
But yeah, even I'm finding it harder to afford GW stuff these days, as much as there are a heap of themed armies I'd like to try for 40k, I've actually been selling / trading armies to reduce the amount of armies I have.
Wasn't good for my wallet when I had 4 to 5 months in a row where all my Fantasy and 40k got updates. Now far less likely to happen with just RG (30k and 40k), Skitarii (soon AdMech), and Fantasy Chaos.
GW prices are bad in AUS. good there's sites like Black Cultist that offer good discounts.
Unfortunately, its come to the point were I don't even buy from my local GW. Ill go there to game however. Sometimes ill use their paints too.
I'd rather be shot to death than be eaten by proto Tyranids.
Not just GW products, even vidya is outrageously expensive and other luxury items. Every hobby has issues in Ausland.
So 2 wraithlords?
Can they handle most threats themselves?
These seem cool, I can add a squad of 3 in with holo fields and bright lances and snipe tanks, but av 10 hp 2 is kinda eh.
Zoanthropes, dakkafexes, and exocrines are all great. You may not sweep tournaments with them, but you can win friendly games.
Genestealers are in an unfortunate state right now, as someone who's tried several times to make them work I strongly just advise against it.
I have a really hard time justifying raveners over shrikes when they cost the same point, have basically the same stats, only shrikes have synapse and ravener's don't.
That said, I've seen builds for shrikes that do some serious damage, and iirc I guess they'd work on raveners. Just a bummer to lose the extra synapse for no reason.
Yeah, they should work well as linebreakers in smaller point games.
Try you're best to avoid them getting tarpitted, as they suck a bit in melee but they can be shot at for days and not die.
Hey /tg/ I could really use some help with my KDK gorepack. I really want to keep it and the list contains everything I have besides the Dark Vengeance Chaos models and two flesh hounds.... I know at least two players from my playgroup occasionally come here so I am sure they will recognize the list. Every army besides Tau, Dark Eldar, non Ultramarine Codex Spacemarines and Supplement armies.
Really think I should try using some of the other formations but I am not sure which to look in to. Definetly feel like I am the slowest learner in my group, we started just before Halloween and any game over 1000+ pts has resulted in a terrible record.
2x2 Plasma Gun Bikers, +Champ w/ Power Fist
2x2 Meltagun Bikers, + Champion w/ Combi- Melta, Melta Bombs
11x Flesh Hounds
12x Flesh Hounds
>Combined Arms Detachment (986pts)
HQ: JuggerLord w/ Kor'lath, The Axe of Ruin (180pts)
Troops: 2x8 Cultists (58pts/ea)
Fast Attack: 3x1 Heldrakes (170pts/ea) Two are Baleflamers, one has Autocannon
Heavy Support: Forgefiend (180pts)
>Eldar ears are a highly sensitive and erogenous zone. Their ears also perk when aroused.
>Eldar do not ejaculate; rather their orgasms release mass bursts of psychic energy, which can be used to impregnate a sexual partner. Any gender may impregnate any gender this way.
>putting a Autocannon on a Hell Drake
That is the gayest thing I've ever read.
>That said, I've seen builds for shrikes that do some serious damage, and iirc I guess they'd work on raveners. Just a bummer to lose the extra synapse for no reason.
Well my main reasoning is the size of the models.
Raveners are gonna have a way easier time hiding out of LoS than shrikes and an easier time moving through terrain due to being beasts.
Thought it would combo quite well to keep them safer as to make cool looking shrikes I'd probably have to make them pretty big models.
>Zoanthropes, dakkafexes, and exocrines are all great. You may not sweep tournaments with them, but you can win friendly games.
That's cool, I'm torn between nids, Eldar and Tzeentch daemons atm.
I basically want an army where I can kill people with mind bullets and have units that look cool.
Eldar would fit the bill if they had a Psychic discipline with more witchfires. Also I hate how Farseers and Warlocks suck in melee.
>muhmuhmuh Eldar need to be good at everything
Would actually be a better way of balancing them - currently they are one of the cheapest psykers in the game - make them better at melee and give them a points hike and you end up shadow-nerfing them.
But yeah Zoanthropes seem like a unit made for killing people with mind-bullets and they look awesome to boot.
Just a summary man. Visuals aren't important.
The thing with video reports though is they tend to be two guys awkwardly standing around talking into a camera mumbling a vague description of the last player turn like:
"Well um as you can see, this turn our models moved about a bunch and um, Dan killed my Wraithlord. So uh... See you next turn."
>Zoanthropes...are all great.
They aren't really. You generally need to throw 5-6 dice at Warp Blast to be sure of casting it successfully, which will often be the bulk of your psychic pool. It's pretty short ranged, and the Lance profile, while very powerful, suffers from the same problems that all single-shot anti-tank weapons do; between rolling to hit and the opponent's cover save, actually pushing damage through isn't terribly likely. They're not all that tough either, a brood of 3 being about as hard to kill as 6 Space Marines.
I'm not saying Zoanthropes are terrible, but I wouldn't call them great either. They're just sort of okay.
Sounds like shit content producers m8.
Striking Scorpion (he does cuts)
Miniwargaming (they're awkward in other ways, but not boring)
Those two do more of a narrative thing.
Table Top Tactics is better for WAAC.
Does footslogging Eldar work?
e.g if I run 4 full squads of Dire Avengers will they get shot to shit before they do anything?
Also want to run a seer council on foot so simillar kinda question.
Suddenly the jungle in front of us exploded and a hand full of Eldar charged through the vegetation. Unlike the other Eldars we had encountered these one had a strange looking helmet and were equipped with glowing swords. The ambush caught us by complete surprise and even before anyone had chance to fire single lasgun the xenos struck. Half the squad panicked and fled and I made sure to remember their deeds, they had to be punished for their lack of effort in the duty of the emperor. A tall Eldar closed in on me holding a spear in one hand. I drew my sword and met her charge but just as we were about to lock weapons her mask gave a terrifying howl that almost shattered my soul. The impact shocked my body, freezing it on the spot and I prepared my mind to finally end my duty. Dying in battle for the emperor would be just as I prefered.
But the strike never came. Instead I had to helpless witness the rest of the squad flee with the assaulters following. I tried to force my body to move if just to just raise my arm so I could shot one of these xeno scums with my bolt pistol but I couldn’t even move a finger and my scream just became a muffled growling.
The Eldars came back from their pursuit. Half a dozen sat down in front of me as the Eldar with the spear pointed at me and and said something in their strange language that made them laugh.
Taking of her mask I could see she was reminding about a human, pale skinned and fair with a red alien symbol tattooed below her left eye. She was a few inches taller than me, and a her malicious gaze met mine.
She slapped my sword and bolt pistol out of my hands and then proceeded to pull my pants down. To my great embarrassment the foul xeno technology that had paralysed me had also left me with erection.
whoops forgot my picture
BACK TO YOUR SMUT THREADS DAMN IT
The group giggled as she cut open my underwear with the spear.
I felt my face turning red by shame but still I could do nothing but growl. Would she mutilate me? Shame me and then kill me? I had been well educated in interrogation and I knew what would be next.
I thought. Instead she went down on her knees and grabbed my cock in an armour clad hand, then slowly she closed her mouth around it as the rest of the Eldars giggled and cheered.
To my horror I was defiled by an alien. She moved her head faster and faster and despite my disgust I was still hard. I growled, both by anger and pleasure now. I would not let her have it. I would not put shame on the emperor's name. The Eldar slowed down and looked me in my eyes. They glittered with a mix of enjoyment and domination. If I was to die I would at least not let this xeno scum make me climax. But once again I failed the emperor. I let out a moan as I came in her mouth. She rose to her feet with one hand victorious in the air to the rest of the group's amusement. Soon there after they disappeared into the jungle, except for the tall Eldar that put her spear against my throat. But she did not relieve me from my shame, instead she let out a sadistic laugh and then vanished into the jungle.
Take less flesh hounds in the one unit, use the points to increase your bike squad numbers slightly for more wounds.
I don't see the reason for the helldrakes, you're trying to get to melee and the flamers, while killing stuff, aren't taking out the stuff that's killing you, right?
The helldrake with autocannon is decent AA and for killing light tanks, but without turret head helldrakes are meh.
You should look into going all melee all day. Maulerfiends would help, as would taking a bike chaos lord to roll with the bikes.
It does, make sure they take the shimmer shield for kicks, the invul will at least annoy your opponent. Take some dark reapers, warp spiders and scorpians.
Council on foot is slow and dead. Instead look into adding harlequins.
Thanks I have a bit. My grorepack is good but idk if the way I am running it is. I suppose I might as well run all heldrakes with flamers.
The bonuses from Slaughtercult are nice but the units it makes you take (CSM) are not.
The Brazen Onslaught: (1-4 Termie packs and 2-4 Bloodcrusher packs) Is what I am interested in. I have three bloodcrushers I forgot to mention. I can just add War Machine formation for my Forgefiend.
Do I have to have an HQ? Can I just take three formation and make any independant character the warlord?
Is it worth giving Meltavets Demolitions, in addition to being embarked in a Chimera?
I've rarely gotten to use the S8 AP2 pieplate, but the Meltabombs have helped bring down walkers before.
Sure, it's S6 AP3, but it's also limited to a 45 degree arc. If your opponent knows what Heldrakes are, he's gonna spread his units and you're unlikely to hit more than 2-3 per flamer. Killing 15 marines over the course of the game isn't hugely impressive to my mind, especially considering maneuvering considerations.
I suddenly got the urge today to start building a Farsight Enclaves army with lots of Crisis suits. I don't want it to be too ridiculously powerful though, so I've decided a good way to tone it down would be to limit the equipment on my 'troop' suits.
Would a 3 man crisis team with a single burst cannon each be a good stand in compared to fire warriors? Its a similar amount of shots as a small squad and a similar amount of wounds.
Also, how pricey would this probably end up being?
Why can't you use Darkstrider in any contingent? Was it an oversight or what?
If you're taking lots of suits with minimal fire warriors Stealth suits or hazard suits might be a better idea for S5 dakka, and they add variety. Making your crisis suits worthless by taking one weapon each just to be a "sportsman" is stupid.
I wasn't planning on taking all of them as Burst cannon suits, just a few squads to fill in for the lack of Fire Warriors.
That said, you are probably right in that other suits could help give some variety.
Sounds like it could work well for my purposes. I'll look into it. Thanks.
Unless you're playing against a guy with long fangs or any other kind of devastator in the open, a few ap 3 flamers aren't going to win the day for you.
Especially considering most stuff is either in boxes, has a 2+ or whatever. Helldrakes are meh.
Shas'obama reporting in
How many boxes of sniper drones should I get? Are they worth the price in coins and points?
Tiger sharks are so hilariously useless.
520 points for a HP6 flyer and 14 drones
I've used them with decent success, though they're not really worth it in larger numbers. A single marksman with a handful of Drones in cover can do good work. 3 BS 5 sniper shots (6 at 24") is plenty to snipe with.
By keeping them small it also makes the opponent focus on larger units, which makes your cheap Sniper able to sit around and take potshots for far longer.
It's 4+ squads of drones so the intention was probably that you can only take one of the formation.
But yes if you had multiple formations you'd get stacked bonuses
The 4 or more units would only really matter if you wanted more squads to get the special rule.
That said, for just over 200 points you can take the minimum. 700 is enough to make all of the Drones in your army BS 5.
wildly flailing your limbs is not honorable combat
Anyone got any recommendations for a female jetseer model? I was thinking about just converting the guardians on jetbikes but I was wondering if there were any good third party sculpts or better conversion ideas for my biker babes.
>>practically no chance of being shot to death
This does not make up for the high likelihood of being poisoned, raped, stabbed, robbed, or beaten by the locals and the local wildlife.
Step off your high kangaroo for a moment and realize that you did not cure a problem, you simply shifted it from one demographic to the other. That's not something to be proud of.
So, i'm playing in an apoc game soon and I was thinking about using the War Council of Mandragora, with some updates me and the group agreed on for the 7e codex- such as using the royal court detachment since its the only royal court now.
I'm just worried if it'll die like a bitch or not, since it requires so many HQ and models in it as a single super unit.
Any advice on what I should or should not take in it and if it is worth taking, what sort of things I should avoid putting in it?
Would be a shame to lose my Juggerlord but a Gorepack and Brazen Onslaught combo seems very fun. Of course then I lose all the other models in my CAD and the Heldrakes used to be rather good.
Am I kitting my bikes out alright or should I go full melee? I haven't even thought of trying it t b h. I though that was what Fleshhounds are for. How do you feel about what I said about about dropping the CAD for the other formations? My group is slowly spreading their troops much better. Fully support getting more bikes. I like the models and how they play. At 1000pts I run my hounds 11 and 5, should I just keep that all the way through.
To be honest since I have started playing everyone has stronger, more tuned armies. Even our new player has the wraith formation for Eldar that kicks my dick in at 1000 points.
I can give brief summaries of everyone's 1000pt lists but above that I have stayed away from outside of a full team battles.
Dire Avengers, Swooping Hawks, Shadow Spectres, Dark Reapers, or Wraithblades.
Dire Avengers can be shooty, but have a surprising amount of choppy what with counter-attack and high initiative. Give the Exarch a Diresword and he can murder well above his points cost, at the cost of not grabbing the shimmershield.
Swooping hawks are one of the best deepstriking options around. When you have six of them, they shit out a bunch of grenades in a pie-plate as they land, then you've still got a highly mobile shooty unit with Hit and Run. Haywires for vehicles, and mass laser fire for infantry.
Shadow Spectres are Forgeworld models, so make sure your group is OK with them. They're basically Warp Spiders with less shots, better AP, and cover saves. Their laser guns can combine with their exarch's to make a mini fire-prism shot that can put the hurt on big targets. They are also fairly expensive, points-wise.
Dark Reapers, on the other hand, have no tricks other than just shitting out AP3 shots like they're going out of style. The exarch can take a missile launcher and Fast Shot to put double the missiles and more accuracy as 20 guardians would. Very expensive points-wise.
Wraithblades aren't shooty, but they are one of the best gunline defenses out there. With no assault vehicles, they have trouble getting to melee, but if you keep them as a force protection, they can get in and become fucking blenders.
Swords have more attacks at S6, AP3. Axes have less attacks at S7, AP2, and a 4+ invuln save. Combined with their toughness, they can kill damn near anything in melee, or tie it up for the rest of the game.
To be fair, yeah, you do need to make sure to get a neurothrope and a pod for them to really do work.
And when I'm talking about tyranids, that's really all I mean when I say 'great' in the context of anything but flyrants. 'Fairly useable' would probably have been a more accurate way of conveying what I meant, but it was a pretty off-the-cuff response.
>Forgeworld models, so make sure your group is OK with them.
>Pale Host from new IA 11
>3 Fire Dragon teams from Aspect Lord Shrine
>Warp Hunter from the Strong Stand Alone
>Engines of Vaul for Falcons to deep-strike the Fire Dragons
>Engines of Vaul for Fire Prisms
>Skyhunter Squadron for a Lynx
Eldar tank Army. Can it work? Would it be fun to play/play against?
I probably have around $3-4k worth of models had they been new, that I really only spent around 1500, that I grabbed off of ebay over these last 3 years. The key is to take a good week to search for a good lot for your army. I'll grab a new kit every so often if I don't want to wait for it secondhand, or a fresh slate to paint on. Superclean and Simple Green are your best friends. now matter how bad the lot is painted, a gallon bucket of super clean for two nights will take that shit right off. A good lot could result in 4k+ points of models for $500 depending on the army and paint job. Go for the bad jobs, strip em, and you'll save the bank.
Suppose its been enough generals to ask again:
I am bringing a ~500pt Deathwing Strikforce for my Ravenwing Army. This will be a unit of Knights and Regular PF/SB Termis led by a Level 2 Termi Lib. (just has a force axe, maybe a storm bolter?)
What I am looking to deal with are Daemon Princes and the things Daemons summon, Lychguard, Thunderwolf Cavalry, Carnifex, Wraithguard/knight and Centurians.
The Knights all come equiped with Storm Shields And Maces of Absolution with Smite;
>Fortress of Shields: Any model equipped with a Storm Shield that is in base contact with at least two other models with this rule gains +1 Toughness
>Smite: Can opt to exchange normal attacks for a single Smite attack at Strength x2, AP2.
The Terminators just have 4 powerfists, a power sword and 5 Storm bolters.
I am unsure which group to put my librarian in but will probably roll for Telepathy.
With teleport beacons all over the place they can come in where and when ever they are needed. I was just curious how you guys thought of them or terminators in general. If you play any of the factions above I am even more interested.
>high likelihood of being poisoned, raped, stabbed, robbed, or beaten by the locals and the local wildlife.
>relative to what?
Kek Americunt. please provide references from credible sources before shitposting.
When it comes to Carnifex v Termis I have yet to beat the latter. They always have some stormshields so I imagine your knights with +1T and some crazy mace would squash me right proper. Powerfists work well enough. I don't see many librarians in close combat so probably give him your bolter and let him be shooty.
>pick ONE and only one EVER
But seriously you need to spend less time on int if that's the case, shit is poisoning your mind bro
Hey new Ultramarine player here. I have been using a lot of advice from 1dchan which I found mostly helpful. Christmas spoils brought me Tigerus, three Centurion Devastator and the Rhino I needed for my 10 Tactical marine. Today was my first 1000 point game and I got to use them all and I have to say it was awesome. My gameplay is still really shabby but my opponent as well as a seasoned Space Marine player really helped me out. The Centurions are a bit slow but once in range they decimated his two tanks. To expand should I get more centurians, or some sort of transport for them. Maybe a Dreadnaught and drop pod or thunderfire cannon. I am not interested in any forgeworld at this point.
My list is as follows though:
>HQ:Chief Librarian Tigurius (165pts) Librarian level 2 with Combi Melta and Force Axe (100pts)
5 man Scout Squad with Camo Cloaks in a Landspeeder Storm (105pts)
10x Space Marines Tactical Squad with Combi-flamer, Flamer, Rhino (190pts)
9x Space Marines Tactical Squad with Combi-melta Meltagun, Rhino (181pts)
>Heavy Support - Centurion Devastator Grav-cannon and Grav-amp Omniscope Squad (250pts)
I've got bits and pieces from different Space marine sets that have kind of sat around for a few years, and I'm trying to put together a 10 man tac squad, and thought that the pistols looked pretty gud on the minis, but after some reading, it seems like i should really only be putting bolters on my squad? Is this true? I'm very new.
>Top of sixth edition
You're meming too hard friend.
Tactical Marines have both equipped. However if you put bolt pistols and chain swords on all of them, then you've just created Assault Marines.
>You're meming too hard friend.
Are you trying to imply that not only were Eldar stronger than Tau in 6e, but that the new buffs in 7e to Eldar were weaker than the buffs given to Tau?
Its fucking true though. there's some broken FW shit out there.
The group I'm in, both players need to agree to FW models for them to be allowed in a game. So if someone wants to bring in their FW cheese then you know to take in your super heavy/gargantuan spam yourself.
Tau couldn't really deal with Eldar min max trickery last edition. Invisibility and whatever else was free reign.
But now we have some trickery of our own. Hitting the rear armor of vehicles no matter the facing, Stormsurges S:D missiles, being basically BS4 now and markerlights sharing. Wraith Knight? S:D missiles and mass monster hunter. Wraith Guard with D weapons in a Wave Serpent? Ghost Kheels striking at the rear armor. Scatter bikes? Ignores cover.
It's usually not done, but it really doesn't matter.
Seriously, what from FW is cheesy? i run Nids and GK, and their FW stuff bar the malanthrope is worse than the codex stuff. More fun, yes, but almost always not as good
I'd say the top tier is a tie between Eldar and Necrons. Eldar can put out the pain better then everyone but they're nowhere near as tough. Necrons can do both. Eldar had a flat out broken codex in 6th, the Wave Serpent shield range must have been a typo and nearly everything else such as aspect warriors etc were trash. Now they've got a very (internally) balanced book, its just not balanced to the other codexes out there.
Tau in 7th can utterly shit on Eldar. So much ignores cover etc and sheer firepower that they can delete scatter bikes, jet councils and even wraithknights.
Well I won a 4k game with the Dread Mob tonight, won a game of Munchkin, and a really cute girl and I started texting again. How did your game night go /tg/?
i annihilated a KDK player yesterday with mechanicum, but it wasnt really a satisfying victory since i pretty much knew i would win turn 2 when i ended his lord of skulls before it could do any damage
theres some qt grill in one of my classes who keeps shooting me smiles so theres hope there
My imperial guard got easily tabled by iron hand space marines. It sucked becauces he killed 4 units turn one including my warlord to drop podding flamethrowers so I knew it was over before my first turn.
You will be disappointed yes. Nids are an awful Codex but they can win games. Unfortunately, the Flying Hive Tyrant is what props it up. You can make a decent army using many of the models on your list, but you'd need to also include at least 2 Flyrants if you wanted to be serious
Which are the best and worst flyers?
Maximum min-sized tac squads, assault squads and devestator squads, each with one of the free razorbacks. Has anyone just flooded the board with so many 3+ saves and no obvious targets? How many bodies can you take in an 1850 point game?
>>showing us a pic of the game, including Stompa-chopping a LR, instead of a pic of the cute girl.
you did the right the thing anon
On my end no game night, but watched The Martian with a buddy and decided to tall-scale my marines for my glorious return to 40k
I got completely smashed by a Dark Eldar player running 5 Talos engines and 7 Grotesques with a Chronos in a Hammonculus Coven list. I hit the Talos mob with 2 squads of 8 Tankbustas, 15 Lootas rerolling 1's from an ammo dump, and 5 Kustom Mega Kannons which did 17 hits and 12 wounds.
The front Talos lost 2 wounds at the end of this. I then charged with my Tankbustas and 3 MANZ. All died before they could even swing.
I conceded end of Turn 2.
Various, but many people, like myself, came up with the idea of using the Stormlord + 20 Mortar teams as a mobile bunker. Thing is, it says "If the Stormlord remains stationary, it can fire twice". Which is fine, but Super Heavies count as stationary even if they move. Unfortunately I asked FW about this (though they might have changed it since then) and you can't move and shoot and still get the bonus.
There is some good blob destroyer tanks out there that have Ignores Cover.
I personally like the Stormblade. It can melt groups as well as tanks. Though I don't think it's S8 Blast thou, so no ID those Spess Muhreens.
Except for where it says it does.
Unless this is an old version.
I'm racking my brains to think of OP FW Cheese. I just can't. Spartan's aren't DT's. None of the IG unique tanks are amazing (though Infernus is fun). Their transports are meh. Fire Raptor is decentish, but I'd still prefer the Space Wolves Doghead ships since they can one-hit things with their Helfrost special rule.
Land Raider Excelsior? That has a Grav Cannon on it and I think has some other abilities.
Manticore Batteries are good. They're cheaping than Manticore's, can be grouped in 3 per 'battery' so you can have 9 in a Battleforged army. They can be fitted to be good AA. Their default weapon is pretty decent en masse. Earthshaker Platforms are cheap as well, obviously can't move either, but can still pump out same stuff for cheaper. I think there is a vehicle which also makes any artillery piece twin-linked when nearby, so can make it even more fun.
Eldar Corsairs Wraithknight has OK weapons, but WK's are good anyway. Wraithseers are pretty cool.
Loth is pretty OP.
Nope, there isn't really anything so OP that it blows stuff out of the water. Even the Riptide variants from FW aren't as cheesy as the originals, as the originals can form squadrons for +1BS now, meaning 9 per battleforged army, while FW variants can't.
Is the Skyhammer Annihilation force a good addition to a Grey Knights army? I was thinking two minimum jump assault marines with a single flamer to tie especially shooty things up, and two maximum devastator squads, running either four multimeltas each or four gravs each and hiding behind six ablative wounds to remove tanks/shooty walker platforms/scary MCs and GMCs, thus giving the GKs time to deepstrike and shoot to give a turn 2 massive assault. If there isnt anything that is an especial target or if i need to make something go to ground, then the devs will be combat squadded for twice the going-to-ground. This would only be fielded against something that regularly beats the crap out of me, namely tricksy eldar and Ravenwing's 2++ rerollables
>A Dreadnought disembarking a Lucius Pattern Dreadnought Drop Pod can launch an assault the turn it does so but must make a Dangerous Terrain test if this is the case. (Note that this differs from the rules for normal Drop Pods, and reflects the Dreadnought Drop Pod's special designer and larger size)
>Drop Pods always enter play using the Deep Strike special rules.
As soon as it lands, it disembarks, it can then assault.
I posted in yalls general earlier tonight asking for advice on my list since I hadnt played WH in a few years. I ended up tabling this dude from my Infinity group, it was a straight up ass whooping- my BA+IG vs his Dark Eldar. I felt kinda bad to be honest.Are Dark Eldar super weak? It felt like he was weak and fragile.
Deldar are frail but powerful for the first three turns, then become superpowered rape machines the last two. Glass cannons that get better with time, basically. You had great firepower and good mobility/assaulting, it was a bad matchup for him. But yes, Deldar had their codex fucking stripped of most of their best stuff, and a lot of units lack basic stuff-incubi and grenades, for example
Doesnt matter if they assault a vehicle
>As soon as it lands, it disembarks
You don't have to with the lucius, you can stay in it. That rule is for when you do choose to leave it.
>I'm going to take my dangerous terrain test and assault.
Can't assault out of deepstrike.
>... can launch an assault the turn it does so
Yeah, it can disembark then assault. Just not on the turn it deepstrikes.
>... (Note that this differs from the rules for normal Drop Pods
Different because normal drop pods spit you out as soon as you land.
It adds in the dangerous terrain test, that's the only real difference.
i think this is something for FW to rectify, since i'm going off what it says and have come to a different interpretation to you. If anyone actually cares instead of just arguing for entertainments sake, then they should email FW for clarification
New IG player here. Is daemon summoning worth looking into? Apparently the Wyrdsvane psykers can go malefic powers. I know its heresy as fuck but it seems like fun to have a few different units each game.
Otherwise how good are the IG psykers in general?
Maybe, I've only played against it once and my interpretation is also how the guy using it played it. That said it also had a rule about the pod gaining shrouded on the turn it arrives alongside the dread if it chose to leave but I don't know if that was an older or newer ruleset for the pod.
Primaris Psyker is good and cheap. Wyrdvanes suck, daemon-summoning is heresy and frankly pretty shit, you'll peril practically all the time without summoning anything. Ally in some Inquisition for ten-point warp charges and daemonhosts ifyou want that.
Not every Imperial Guard force uses the same unit names. In the US Army, you will find Parachute Infantry Regiments functioning as a battalion within a brigade. While a mechanized infantry unit will have different nomenclature and unit structure.
So you cant really pick one unit to represent all IG forces. But to in todays army, a regiment is 4 line companies of ~110 dudes each. A weapons company of 75 guys. And a HQ company of 150 guys.
Thats the average light/airborne regimental cmposition, in the US Army.
In the IA where the Mechanicum are doing a Jurassic Park with Tyranids, when it inevitably goes wrong, the regiment called in numbered something like 1650 men and women in various roles. This was, however, supported by Inquisitorial assets and a force of Astartes, so a regular regiment might be even larger
2000 point imperial fag army.
Primaris psyker divination force axe
Company command squad: Master of ordnance. Officer of the fleet
3x vets with meltas.
Chimera: 2x heavy flamers, Heavy stubber.
Demolitions, 3x melta guns.
Chimera: 2x heavy flamers, heavy stubber
Demolitions, 3x melta guns.
Chimera 2x heavy flamers, heavy stubber
Demolitions, 3x melta guns.
Chimera 2x heavy flamers, heavy stubber
Demolitions, 3x melta guns.
Chimera 2x heavy flamers, heavy stubber
(5th squad without demolitions), 3x melta guns.
Chimera 2x heavy flamers, heavy stubber
Bane wolf (no upgrades)
Vendetta (no upgrades)
Vendetta (no upgrades)
Leman russ Demolisher (no upgrades)
Leman russ Demolisher (no upgrades)
General imperial guard tips are welcome, as I haven't played since early 6th and have no idea what the new meta is now.
I'm just starting myself, but apparently the Executioner Russ is were its at now.
For 2000 points it looks a bit light on bodies. Id find a way to work in a bunch of regular guards, or a conscript blob.
Vetspam isnt great against top armies as they all have ways to blow up transports long before they drop their explosive loads all over their models, but barring gravspam and xenos terribilis, theyre fine. Grenadiers are better unless you face nothing but mechanised lists and are way cheaper. Drop two vets squads, bring more tanks for a better mechguard list or a bunch of regular guard with heavy weapons.
The Banewolf seems out-of-place. Maybe drop it and consider some upgrades on some vehicles
The CCS should not see combat if it can be avoided, orders are seriously incredible.
Consider taking Pask in a Punisher and a second buddy tank, he is seriously good and is a good starting HQ. You can take him in addition to your CCS and Psyker.
Don't think you can out-psyk enemies like tricksy elfs, baby-carrying knights and foul demons, but find a good niche for the Primaris and keep him out of trouble if possible
Ignore everything i say since i've played five games in 7e, GK and Nids is suffering
I used to use the lucius all the time, the rules he posted do allow you to assault the turn it comes in but you have to take a dangerous terrain test to do so. But I'm almost positive they are old rules unfortunately. The new rules are where the shrouded thing comes from, and you don't have to leave the pod when it lands. Kind of a shitty change I think.
Going by your image are you planning on running them as traitor guard? If so it might be worth checking out IA13, you can run a list similar to that but with chaos goodies on the side and cheaper chimeras.
I just checked, the Wyrdvane can no longer take Malefic. Wyrdvane just sucks all round. Inquisition Psykers are insanely cheap, the cheapest way to gain 3 charges in the game. 60 points for three scoring units and three psykers-thats six powers, including Primaris, and the Inquisitor is never a tax either with the options available-Coteaz is incredible for his points.
Something that isnt an MBT, basically. Maybe an Exterminator or Vanquisher, both are good, and Pask basically split fires so just think of them as two tank units that have to stay near each other.
Play basic guard, talk to your local people about playing it and if theyre fine then change over. If you do decide to play IA armies, its courtesy to have a hard copy handy
>Equipment lists twin linked missile pod
>Not a single picture of it I've seen has a missile pod
>This picture has a full parts break down and still no missile pod
Where are the missile pods tg
i can't find the missile pods
Also worth noting is that Pask might seem nice to upgrade, but you aready have a pile more extra points in a single tank, and a heavy 20 weapon with rending is going to be on EVERYONES top priority. Finally, ensure your tank loadout is diverse, swap the second Demolisher for something else depending on what your army's weakpoints are. Just don't get a Vanquisher, theyre shit without AP1
Ooh, that's cool actually. Very different from the usual missile pod parts.
...Of course it also means it has a much larger than normal missile pod, but I guess you can just say it stores any purchased seeker missiles internally.
They are there, dw. From what I remember they are built into the front of the aircraft hull, in front of where you can see the engines in that pic
Bretty gud units. Like >>44657620 it's worth keeping them small, but as long as you have other decent threats and a good strategy, the opponent will almost always go for the big scary threat in his face. Plus the distance at which Sniper Drones operate (including cover/LoS, remember they can JSJ) means even as maxed blobs they can remain unmolested.
But moneywise fuck that noise. 24 fucking GBP for 3 drones and a spotter? Grab some random drones you're not using and convert them. Turn a box of Fire Warriors or Pathfinders into spotters.
A Stormsuge will evaporate a Wraithknight. Hell, it has an okay chance at crippling two of them if it fires two missiles at each, lowering their health far enough for a power gunline to deal with before they get the charge.
Honestly 2 is bullshit. With that you're already say.. 70% into "Competitive". Some of the older codexes can't hope to win against that setup unless they pull out all the WAAC stops.
Stormsurge also costs a fuck tonne more. You're an idiot if you think it's better than a wraithknight because it can beat one in a vacuum. With his left over points that Eldar player just bought wraithguard, scatbikes and D-cannons and tabled the rest of your army.
It's better out of a vacuum because you just deleted his superheavy before it could contribute much. Now your opponent is down one technically more broken but worse in this specific case superheavy and you're anchoring down to bombard his smaller shit.
Fun no cheese list, r8.
Tau Empire: Codex (2015) (Formation Detachment) (1990pts)
Heavy Retribution Cadre (1990pts)
2x KV128 Stormsurges
KV128 Stormsurge [Pulse Driver Cannon, Shield Generator, Target Lock, Twin-linked Burst Cannon]
KV128 Stormsurge [Early Warning Override, Pulse Driver Cannon, Shield Generator, Twin-linked Burst Cannon]
2x KV128 Stormsurges
KV128 Stormsurge [Pulse Driver Cannon, Target Lock, Twin-linked Burst Cannon]
KV128 Stormsurge [Early Warning Override, Pulse Driver Cannon, Shield Generator, Twin-linked Burst Cannon, Velocity Tracker]
2x XV95 Ghostkeel Battlesuits
Ghostkeel Shas'vre [Cyclic Ion Raker, Twin-linked Fusion Blaster]
Ghostkeel Shas'vre [Cyclic Ion Raker, Twin-linked Fusion Blaster]
You have all been discussing about outdated rules. The new ones don't allow Deep Strike assault.
Guard are shooty enough already, they actually need a knight less than any other Imperial Faction. That said, the Errant is your best bet, the Thermal Cannon rapes enemy parking lots
No. Now you ridiculously expensive gun platform is being deleted by all his sources of S6 shooting and D strength because you were dumb enough to put all your eggs in one basket, because that's all you have.
No no no, 1850 is the standard of a specific American tourney circuit. It bleeds out to other places, but a tourney circuit mindset bleeding into places is the exact opposite of a good thing.
Otherwise 1500 and 2000 are the two main points levels to aim for depending on size of game you're looking for.
Good to know, thanks lads. I guess I'll make lists for all 3 possibilities.
Does anybody else do that? Pore over various configurations and multiple points limits so say you're fighting hordes at 1500 with one of your armies you got a list just for that?
So you don't know what we're talking about huh? Even if you're getting mixed up with wraith cannons you should know damn well webways and serpents exist.
The 24 inch artillery platform? Yeah, I've played against those with Necrons a couple times.
They're assholish for forcing me to deploy out of range, but unlikely to clip anything important before I eliminate them.
And no, your transport isn't going to allow you to get enough of your wraiths in shooting range of anything important to actually earn their points back, it's just going to make sure I don't focus much on what the rest of your list is doing.
The deep striking ones I grant you, but if you're willing to ally in an abuse to a codex already so insanely high powered I'm not sure what's even going through your head.
Not particularly, I gave my first army (Orks) to my friend as a thank you for everything he did for me. I tried selling at first to other people, but it never went, and when he expressed interest I just said 'here' lol. He almost never uses them which is a shame, but at least they are there.
My second army were my Chaos Space Marines, which I don't regret at all. I love Chaos but I got so bored with them, and I hated painting them. I collect Daemons and Renegades & Heretics so I still serve the Dark Gods, but now its with armies I love painting, converting and playing with.
I also sold off a Beastman army fairly quickly after I had acquired it. I loathed painting them, they bored me to tears. I also hated playing with them, but that was mostly because they were low tier and I didn't like Fantasy much
Its not hard if you actually want to part with them.
>meanwhile IG formation in that book forces you to take 200 guardsmen and the special rule gives you move through cover for them
FUCK YOU GW DESIGNERS FUC YOU FUC YOU FUCK YOU FUC YOU
Because it doesn't have to exist the pod the turn it arrives. So it can stay in for the turn it deep striked and assault out of it the next turn.
Now, if we're going to talk about the logic of this dreadnought being impervious to enemy fire, that's another thing. Why not just have the doors be closed until you do decide to assault?
They don't need allies to DS. They have Falcons for DS. Don't even need WG, just take Dragons and enter the backline and remove the Stormsuge. Or take Illic or zoom up the board and drown it in s6 with your goddamn troops. Or take that forgeworld plane or JSJ between LOS with the WK or throw jetseer council at it. Eldar have so many more options and so much D strength the Tau with their one formation (that isn't very effective against them) and one extremely pricey unit can't compete if they are actually trying to win.
Yeah, there is.
You can take a tank commander, three Russ squadrons and an enginseer tax.
Fill in your troops from Auxilliary formations.
Wow avoiding a jillion points of foot guardsmen sure was hard.
The only broken things i've seen from FW are the R&H list from Vraks, Ordinance Tyrant. Thudd Guns are practically Wyvern-tier guns, and you can get 4 for hardly any points at all. You can have 35 total..as troops. You can take upwards to 18 Medusa guns. These are all T5-6 if my memory serves me right, with several wounds. If you take these in a Purge detachment, ALL of these blast markers count as dangerous terrain until your next turn.
Any army that starts on the board without deepstrike or infiltrate support is obliterated within two turns.
Fair, but if you want to take massed infantry spam you want to take massed infantry spam.
Otherwise you can Guardcurion just fine with a handful of tanks with troops added to taste.
Okay I got my IA:13 book with me now, and you're right. Furthermore, Medusa guns are 80 points, Earthshakers 55, Thudd Guns/Heavy Mortar teams 30 points each. Since Ordinance Tyrant frees up Heavy Support, you can take 3 teams of 3 Rapiers at only 20 points each.
So yeah Renegades of Vraks is broken as shit if you take Purge + Ordinance Tyrant
Knights are some of the best termies around. For the other unit I suggest giving them at least one or two storm shield and thunder hammer and a typhoon missile launcher. When they deep strike they twin-link everything and they have separated fire, so the missile launcher can shoot something and the storm bolter something else.
Also I suggest to put the librarian with the knights.
thanks so much. For 1500 I have stripped all I can from my Ravenwing short of the lone Assault Cannon Landspeeder. Would that be worth dropping since it doesn't become an attack squad till 1850? 70pts to further help the termis or librarian.
Still interested in how other armies feel about termis and dealing with them.
>Pask and buddy tank
>Tank commander and buddy
>three single Russes
1150 odd points
how much is a vet squad with a chimera, three special weapons and the carapace armour upgrade?
Dire Avengers will die like bitches in combat against basic stuff from other armies. Don't let counter attack fool you, they will get blended. Also never give the Exarch a melee weapon since he will have extreme difficulty wounding anything in melee and kitting a sergeant out for melee in a shooty Eldar squad is not going to do shit. It's also expensive as hell. The shield is more justifiable, but still bloody expensive for a 5+ invuln.
Swooping Hawks don't have hit and run, but otherwise you are right. They rock.
Shadow Spectres are fine. If your opponent bitches, remind him you could be fielding the totally legal scatterbikes instead.
It's a very good way to get those powers you absolutely need off (That manifesting on a 2+ is pure magic) Works quite well in my experience as a monster warp battery for and IQ detachment (Maxed out it generates 11 warp charges.)
So its the best, what I can do with new starter?
++ Tau Empire: Codex (2015) (Combined Arms Detachment) (500pts) ++
+ HQ (75pts) +
Ethereal (75pts) [Blacksun Filter (5pts), Homing beacon (5pts), Honour Blade (5pts), Hover Drone (5pts), Recon Armour (5pts)]
+ Elites (256pts) +
XV8 Crisis Battlesuits (256pts) [6x MV7 Marker Drone (72pts)]
··Crisis Shas'ui (60pts) [Drone Controller (8pts), 2x Plasma Rifle (30pts)]
··Crisis Shas'ui (57pts) [2x Plasma Rifle (30pts), Target Lock (5pts)]
··Crisis Shas'vre (67pts) [2x Plasma Rifle (30pts), Target Lock (5pts)]
+ Troops (169pts) +
Strike Team (169pts) [EMP Grenades (20pts), 9x Fire Warrior with Pulse Rifle (81pts), 2x MV1 Gun Drone (24pts)]
··DS8 Tactical Support Turret (10pts) [Missile Pod]
··Fire Warrior Shas'ui (34pts) [Markerlight and Target Lock (15pts), Pulse Rifle]
The Necron player doesn't bring a full decurion outside of big team games or against the Eldar player. He does use the royal court with 5 Lychguard and they are more durable then I want to deal with. Was hoping knights can at least tie them up better than my bikes.
I was suprised how strong the Wraith Host was at 1000pts but now that he has some of the tanks he can field up to 1500 and is really too much for my bikes to handle.
The TWC has proved too much for my Command Squad unless I want to trade unit for unit.
The Daemon Prince of Tzeentch fires a bunch of high strength shots into my Support Squad and ruins a Darkshroud. He always gets (I want to say) Iron Arm or something and hits like a truck too.
Centurians are another big harassment that I want termis to deal with.
Wait I was looking at the wrong thing. I misread it.
I didn't realise it was the sentinel formation. I though it was just a regular platoon.
I replace my earlier opinion with holy fuck.
The Infantry Company needs 3 'Emperor's Shield Platoons', which specify that you need 5 Infantry Squads in each.
Infantry Squads are 10-man, so that's 150 Guardsmen right there before taking into account that you need 3 Platoon Commands and 1 Company Command, at least another 20 models.
Yeah, six and you're done, but they crap out a lot of dakka that can scythe through light infantry, too, so more is not an awful idea.
If your opponent has some backline units in cover, you drop the grenades on them, shoot the blood out of the survivors, and they still threaten any infantry within 36 inches the next turn.
In 6th Ed you could also Skyleap them, basically putting them back into reserves so you could drop a second pie plate and destroy a second squad. Very cool, but they're fragile enough it's easy to get below that 6 model threshold if the opponent is smart.
280pts for 5 Infantry Squads and a Platoon Command Squad without upgrades, so 840 there, at least 3 Sentinels for another 105.
Company Command is 60 without upgrades.
So to field 1 Infantry Core is going to be 1005 no upgrades.
according to Battlescribe, and then you'll add upgrades etc. Its actually not too far off what other armies Cores end up taking up in points. It's just an ass load of models.
Guard players, how do you bring yourself to pay a premium for 10 models per box when you need like.. blobs of 40+ before they can actually kill something or not die in 1 turn?
Doesn't it depress the shit out of you having however portion (in some cases over half) of your army cost a ton of cash but can't do much? I mean if I was a Guard player, I'd just go mechanized, at least the tanks can do a bit of stuff.
>tfw shitty fire warriors squad is 30£ and you need thee of them
I find fully mech guard to be depressingly boring to play against. And full vehicle lists are annoying as fuck to play against since you will need to tailor to bring enough anti tank since a balanced list will flounder against that much AV.
Just my opinion.
I'd argue Fire Warriors can do more than Guardsmen. Grenades that can take down tanks, Longer range shooting at 2 higher strength that can poke holes in transports, plus turrents and optional drones for added support.
>tfw elite troops that are cheap as fuck on eBay
Oh no I don't mean FULLY mechanized but speaking for myself, I tend to play elite armies because I enjoy the feeling of each of my dudes being worth a decent something. Good armour saves, weapon choices, rules and such. I feel a lot better when the things I spend money on can give me good returns on the tabletop (in a casual manner, not WAAC).
I find it depressing to spend money, time and effort into shit that sucks and dies the moment you sneeze in their direction.
Yes you could, but if you're going to field lots of Guardsmen you might want the re-roll to hit which is only if they are in the Detachment.
I'm actually considering running the Detachment with just a Tank Commander Command slot as an ally to my RG or AdMech, even if the Command Benefits do nothing for it.
Literally did nothing wrong and the Ethereals are all corrupt bads anyway.
Farsight is the true saviour of the Tau Empire and the universe.
Real talk, now. Fuck are you doing? Call her. You told yourself you would dozens of times now. Get off your ass and do it.
And don't worry, nobody can see this, this is your subconscious. It's all in your head. Other posters just see garbled shit if anything at all.
Shit like this is why I'm going to make and cast my own custom Accessory sprues. I'm sick to my fucking stomach of a unit being able to take like 6 different weapons each yet their respective box gives you like 2 of each weapon max.
So I've mostly been collecting, converting and building a bunch of nids, over the years because I really like them. But I've actually yet to play a single game in 7th (And I only managed to get 4-5 in 5th-6th combined with my nids)
Could someone help me put together a viable 1850 point army from this? The few games I've played have been 1000 or below
2x Flyrant, 2xdevourers (1st edition and 3rd edition hive tyrants)
Swarmlord (2nd edition hive tyrant)
2xTervigons (one scratch built, one regular)
6xwarriors, 4 with devourers, 2 with barbed stranglers. (Old 1st edition plastic ones)
Broodlord (Old patriach model)
30xgenestealers (20 1st edition ones and 10 of the new ones)
10xgenestealer hybrids (Plastic)
2xzoanthropes (one 1st edition and a 3rd edition)
3xvenomthropes (scratch built)
Malanthrope (scratch built)
Carnifex, 2xdevourers (2nd edition)
Carnifex, 2xdevourers (2nd edition)
3xbiovores (1st edition)
Hive crone (Scratch built)
>tfw shitty fire warriors squad is 30£ and you need thee of them
Or you could just get the new Start Collecting Tau box for 85 burger-bucks and basically get your FW for free while you get 3 of the sweet new Crisis Suits and an Ethereal.
Also, you only really need 2 boxes of FW if you're just going for the absolute minimum to run the Hunter Contingent.
it isn't a list, I'm asking for help putting together a 1850 list and put down all the stuff I have.
I don't have any experience with 7th edition, and most games I've played in general where 1000points or below.
I thought I saw a 'list' in there somewhere, my bad. Personally my 1850 lists would be composed as such:
2x Flyrants w/ devourers, electroshock grubs
3x Hive Guard w/ Impaler Cannon
30x Termagant brood
1x Tervigon w/ Miasma Cannon, dessicator larvae
1x Carnifex Brood w/ devourers
1x Tyrannocyte with Barbed Stranglers
and lastly a Living Artillery Node formation
I have never been able to make sense of the Haruspex.
It doesn't even look like a fetish model it's so busy, lumpy and random. It just looks like it swallowed a krak missile and is having it's bowels violently forced out of it's mouth by the detonation.
It's not scary or disturbing, just frozen in the instant of a painful death.
70% of the units in the current codex suck, but you happen to have most of the models that make a good tyranid army.
-2 x TL devourer
-2 x TL devourer
30 gants 150
30 gants 150
hive crone 155
- 2 x TL devourers
- 2 x TL devourers
Something like that. You could even get rid of a tervigon and a squad of gants to add a living artillery node with your biovores and warriors.
Show me pics of your recent games /tg/
>30 gants 150
what's the extra 30 from? 30 gaunts only cost 120 stock.
they're 195 sadly. (Also isn't cluster spines good for the 5 points for them?)
Other than that thanks.
Little confused about the electro grubs, since I figured you'd want to be shooting your TL devourers?
12 inch single shot S6 AP2 shooting attack with prescision shots.
Crushing claws, can generate extra attacks and heal one wound if it does any wounds in assault.
Otherwise pricey, slow, tough with a lot of wounds but not justifying it's price.
Generic Tyranid MC.
5 points each x 30 = 150. But yeah sorry don't have my codex handy so some points may be off.
As for the grubs, great against AV 13+. And sometimes better then firing both devourers.
I'm finding it hard to dig up info on point systems. I bought the Dark Vengeance set for two players and was wondering about how many points each of those forces would be, and what the upgrade path to a higher point game would be.
At the same time is deploying with allies just a simple thing assuming you can ally with them?
My fucking lord I know that feel.. Also:
>Friend gifts me 11-man Strike squad he that's been gathering dust in some old storage closet
>Hunt down bits to assemble that last guy at any cost, including casting bits.
Download from the MEGA in the OP the CSM and the DA codices and then try to figure out what options the different models have so that you can figure out the total point costs of the armies.
As far as I can remember there are actually boxes of "upgrades" for the two armies, with the DA one containing a Terminator Command Squad/Deathwing Knights, Ravenguard Command Squad/Black Knights and one of the DA fliers.
In the rulebook there is a ally matrix. If two armies are Battle Brothers they can ally as if they were the same army
My army has no such thing as tax in general. There's nothing I care about for 1k sons so CAD all the way, take whatever you please.
I'm eager to see what Tzeentchian stuff is coming this year. While CSM won't be getting updated till Summer 2017, they said we'll get something mostly of the blue variety.