No one else could be assed to make a General Edition
>40k 7th edition quick reference sheet(s)
>Forgeworld Book index
What are some good ideas for varying up types of terrain? So far .y group just has boxes for buildings and scattered rubble.
I'm getting rather sick of fighting in constant cityscapes. Any way to mix it up?
Holy shell it felt like an eternity waiting for a new thread. Hope Ravenwing anon is still here:
Unfortunately I can't help with what you are looking for but I am starting my own Dark Angel Bike army and had a few questions.
Is the support squadron worth adding more than three land speeders to?
Right now all three of my bike squads of three bikers are using different weapons to have a squad of each. Melta, Plasma and Grav. Which do you prefer?
Is it worth scouting? With the strike force I can't charge if I scout, right? Seems to make the whole formation bonus moot.
Also I understand the Darkshroud is conferring scout and shrouded to his land speeders. It says the icon of old caliban is giving stealth to units within six inches but not to the darkshroud itself. If the land speeders gain stealth do they still confer it back to the Darkshroud?
Because posting AoS images in a 40k thread will ruin the thread faster than you can say
anything positive about any faction whatsoever, I dun posted the AoS ones that have leaked so far over here >>44669504 >>44669518.
I have a couple of questions about forgeworld:
1) I've seen that in the 40k section they have some units that are actually from 30k.
Some of them can obviously be used for some units, like the mkII and mkV assault squads, but there are also other, more "specific" units, like the Breacher Siege. Are there rules for them or are they to be used as fancy count-as?
2) The Dreadnought models, the "boxy" ones, not the contemptors, are mono-pose or is there at least some degree of customizability for the pose?
For the worst troops choice in the game.
B R O F A M
Tis the season of clearance. The Terrain God of my group spent $40 for ~60 trees, a cabin, barn, and two silos. Then he hit up the pet stores aquarium section and picked up a 3 section Castle, two viking ships and a half broke pirate ship for ~$30. Then he just hot glues the shits onto rounded blobs of bassa(?) wood for bases.
It helps that he just got a 6x4 Snow Mat for Christmas but he also has the regular grassland mat.
Reminder that the realm of chaos is arranged into the gods' symbols.
Honestly Fire Warriors aren't the interesting part of the Tau millitary, because they're the privates who haven't earned a more specialised job like Hammerhead gunner, Pirhana pilot or Battlesuit pilot yet.
They are literally spare guns cheaper than just spamming drones, without the mobility or firepower of the more major elements of the Tau millitary.
They are the cannon fodder, and because they're shittily equipped by Tau standards 75% of them die before they can get promoted.
Or in other words, they're the most grimdark part of the army. If Aun'Va hadn't pushed expansionism so hard they wouldn't need to overstretch their millitary far enough to need footsoldiers.
So...how do I even get into WH40K? I mean tabletop game I know lore and memes well. Is it still popular or is it dying? What's easiest faction after Space Marines? I checked out prices in one shop and fuck me is that shit expensive but for some reason Orks were relatively cheap altough I've heard they suck now.
No I watched Mad Max. When I got up near the last thirty minutes I refreshed to see the new general was only just made. Besides I am using my tablet right now and don't save images to it.
What armies do you like, from your reading of the lore and (I assume) seeing artwork and pics of models? It's always better to pick an army that you really like rather than looking for one that easy or cheap or whatever.
Actually, they are highly disciplined and they are by no means "shittily" equipped. Their standard tool kit is superior to most races frontline soldiers they encountered and they are also equipped with more advanced weaponry like the Breachers plasma shotguns, rail rifles, and Ion rifles.
The Tau prefer to use Fire Warriors because Drones are limited in what they do and allied races cannot be trusted enough to form the core of the Tau military.
Also among the Fire Warriors are a lot o veterans who forgo promotion to stay in the Fire Warrior ranks. You know, the Fireblades and the veteran pathfinders.
Something the Tau do not believe in.
>that one troll that doesn't even bother reading anything related to the faction yet spouts off like he actually has read stuff
>they're shittily equipped
>s5 ap5 weapons
And yet you still have a horribly wrong understanding of them. The majority of fire warriors aren't aiming for promotion and thus failures if they don't get it, they're doing the job their capable of and doing it to the very best of their ability. Your view that they're failures or cannon fodder shows you don't understand the tau's concept of working for the greater good.
If you are only interested in 40k for the game you are probably going to have a bad time. It really must be taken as a whole hobby to justify the investment (to me). You aren't just buying a box of minis, you are buying the brushes, primer, paint, and probably an exacto knife too. This is before or after you get your rulebook, template, scatter + dice and codex. Picking a faction that is "easy" probably is not the right way to go about it either. You are going to be painting and modeling more than playing for the first few months while you learn. Most people avoid heavy Psykers like Daemon and Grey Knights as it is another phase to learn, but even that isn't too bad. Also newer players are best to stay away from supplementary factions like Harlequins, Khorne Daemonkin and Scions. They aren't a staple army and may lose support (be absorbed back into their motherbook).
>Actually, they are highly disciplined and they are by no means "shittily" equipped. Their standard tool kit is superior to most races frontline soldiers they encountered and they are also equipped with more advanced weaponry like the Breachers plasma shotguns, rail rifles, and Ion rifles.
Shitty by Tau soldier standards, but do go ahead and not bother to read what I said.
>The Tau prefer to use Fire Warriors because Drones are limited in what they do and allied races cannot be trusted enough to form the core of the Tau military.
And they also only need that much of an army because they're obsessed with mass scale expansion, something Aun'Va essentially manufactured the entire Damocles Crusade to fire up to new heights because he's the worst think to happen to the species.
>Also among the Fire Warriors are a lot o veterans who forgo promotion to stay in the Fire Warrior ranks. You know, the Fireblades and the veteran pathfinders.
Relevance to the possibility of an entirely mechanised defensive army?
>Something the Tau do not believe in.
And yet do anyway when the Ethereals tell them to. Shas'la of all three on foot branches are definately the most vulnerable section of the non-auxilliary army by a long shot.
Orks are fun and simple to use. It's weird how everyone loves them, when people see them playing everyone is rooting for them to win even if nobody actually expects them to.
Chaos Space Marines are bad with lots of redundant or useless units, may as well use renegade marines with the normal SM codex or go full chaos with daemons.
Guard are the "normal" without all the crazy magic or technology. They're fun to play as can compete without being too overwhelming by themselves.
As a guard player I found it extremely difficult at first knowing what special weapons I should put on my guys and ended up having to butcher a tank because I equipped it with a useless combination of weapons.
So I have the new Tyranid, Tau, Space Marine, and Necron Formations. Anybody have Imperial Guard?
Few threads ago there was talk of popular deathstars. Only example mentioned and explained in any detail was orikan star. However, are there any other popular deathstars atm?
These things are of great interest to me.
>implying it's necessary to be hyper competitive.
Seriously, not everyone in every single store is playing net-lists. Guard are fine right now, just because they can't trounce WAAC fags doesn't mean they're not worthwhile.
>And yet you still have a horribly wrong understanding of them. The majority of fire warriors aren't aiming for promotion and thus failures if they don't get it,
Something I passed no comment on, nor even brought up.
>they're doing the job their capable of and doing it to the very best of their ability.
Yes. And they're not trusted with any of the good equipment for a minimum of four years of active duty. They're raised from birth with no choice in the matter, and most of them die before getting to the next stage.
>Your view that they're failures
Also something I didn't say.
>or cannon fodder shows you don't understand the tau's concept of working for the greater good.
They're raised to be happy to throw their lives away and not question it. They're practical about it and will make every effort to not spend a life needlessly (unless given dumb orders by an Ethereal), but they'll still end up spending the majority of those lives regardless.
S5 guns and 4+ armour is the Tau equivalent to a Guardsman's laser pointer and t-shirt. They just have better tech and higher standards of practicality.
I am unsure if this counts bu my girlfriend runs an annoyingly wolf heavy Great Wolf Detachment with 4-6 Thunderwolf Cavalry and a ThunderWolf Lord with the named axe. They all take Storm shields and Thunderhamers (she doesn't like shooting, I had to get her Long Fangs just so she would take something with actual range). There can be up to 20 fenressian wolves running in front of this furball.
>Shitty by Tau soldier standards, but do go ahead and not bother to read what I said.
There is no such thing as by "Tau standards". The Fire Warrior are the core of the Tau military. They are the bloody standard and they are equipped with high end technological weapons too. You have no point.
>And they also only need that much of an army because they're obsessed with mass scale expansion, something Aun'Va essentially manufactured the entire Damocles Crusade to fire up to new heights because he's the worst think to happen to the species.
Aun'Va long scale plan have proven to be highly successful and have expanded the Tau empire greatly. Disregarding firewall incident and his death, the Tau expansion has been success and the Imperium has been removed a viable threat to the Empire as he intended.
>Relevance to the possibility of an entirely mechanised defensive army?
The Fire Warrior work in tandem with Tau armour to be a mobile and mechanised fighting force that unloads great firepower before disappearing in their devilsfish before enemies can get at them.
>And yet do anyway when the Ethereals tell them to
Very rarely and only in the most desperate situation. So there is no yet here.
The Tau do not believe in the notion of cannon fodder. They don't use their allies as cannon fodder, they don't use their drones as cannon fodder, and they certainly do not use their own troops as cannon fodder.
I am unsure but I just got an Obryn and am probably going to get the Orikan just because of that thread. I was wondering if those two+ two Warscythe overlords with 5 shield guards would be enough to run a mini Deathstar.
THEY KILLED BRANSTARK ON KAT !!!
fucker had a good run, over 3 years of building a massive torrent collection of pretty much every novel/codex/audio out there.
>Yes. And they're not trusted with any of the good equipment for a minimum of four years of active duty.
Except that Shas'la are given Rail Rifles, Ion rifles, and Plasma shotguns. All advanced and potent weaponry.
>They're raised to be happy to throw their lives away and not question it. T
As do all Tau. Again, you gave no point.
Frontline soldiers have a high morality rate. So what? So do tactical marines and Eldar Guardians.
with daemons we have heralds with screamers who focus on buffing themselves to 2++ and spitting out psychic powers. i've tried putting heralds with fiends or hounds, respectfully to their gods, but while they are a strong fast moving force they can't weather firepower. in combat they will slaughter most
Everytime the Gue'vesa are brought as fighting forces, the text says that the Tau do not use them as cannon fodder.
He changed his name and moved his collection here
>There is no such thing as by "Tau standards". The Fire Warrior are the core of the Tau military. They are the bloody standard and they are equipped with high end technological weapons too. You have no point.
Have you considered that your complete failure to see a point means you have no clue what I'm talking about?
It'd be another matter if you saw the point and disagreed, making effort to refute it, but here you're just straight up admitting ignorance then barreling on anyway.
>Aun'Va long scale plan have proven to be highly successful and have expanded the Tau empire greatly. Disregarding firewall incident and his death, the Tau expansion has been success
It was extremely unethical and has ultimately led to more loss of Tau life than any other relevant factor. He may well be a deluded enough extremist to think he's genuinely done it for the sake of the greater good, but ultimately it's just plain impatience to incautiously leap from minor power onto the galactic stage.
>and the Imperium has been removed a viable threat to the Empire as he intended.
Ha ha ha ha ha ha
>The Fire Warrior work in tandem with Tau armour to be a mobile and mechanised fighting force that unloads great firepower before disappearing in their devilsfish before enemies can get at them.
That sure is a description of how the Tau millitary currently operates.
>Very rarely and only in the most desperate situation. So there is no yet here
Go read the Farsight supplement's coverage of the war for Arkunasha.
>The Tau do not believe in the notion of cannon fodder. They don't use their allies as cannon fodder, they don't use their drones as cannon fodder, and they certainly do not use their own troops as cannon fodder.
It's really cute that you think millitary pragmatism and effort not to spend life foolishly ammounts to much when your overall policy is so hyper-agressive that you end up maintaining an -extreme- attrition rate regardless.
>It's really cute that you think millitary pragmatism and effort not to spend life foolishly ammounts to much when your overall policy is so hyper-agressive that you end up maintaining an -extreme- attrition rate regardless.
That's still not cannon fodder. Not even the guy you're replying to, but you really don't seem to understand the concept of cannon fodder.
i would get it, plague drones alone are $60 and the box separately is like $135 but $85 is a steal
daemons anon, they exist in 3 games now and gw has given up on selling square bases
>Have you considered that your complete failure to see a point means you have no clue what I'm talking about?
I have seen your point as dismissed it. Saying "shitty" by Tau standards and not showing any proof that he Tau are gimping the Fire Warriors is not a point.
>It was extremely unethical and has ultimately led to more loss of Tau life than any other relevant factor. He may well be a deluded enough extremist to think he's genuinely done it for the sake of the greater good, but ultimately it's just plain impatience to incautiously leap from minor power onto the
Few losses compared the gains and resources the Tau and it was not impatience. The Third Expansion happened during when the Imperium as at its most vulnerable time with its forces being tied by by greater threats. The Tau were in position to grab a chunk of the Imperium and triple their holdings.
Also it was a prime time to break the Imperium hold on the area.
>Ha ha ha ha ha ha
His plan was to draw the Imperium into space the Tau conquer and ambush them. That exactly what happened and Imperial crusade was defeated and was sent backing.
There will be no crusade sent to stop the Tau anytime soon. The Imperium is on its way out. Thank the Mcguffen god for giving the Imperials the firewall missile to sabotage the Tau victory.
>Go read the Farsight supplement's coverage of the war for Arkunasha.
Farsight men were used to distract the Orks while the Tau can muster enough forces to kick the Tau out. It was a decision that saved much lives in long run but it was a nightmare for Farsight and his men in the short run.
>It's really cute that you think millitary pragmatism and effort not to spend life foolishly ammounts to much when your overall policy is so hyper-agressive that you end up maintaining an -extreme- attrition rate regardless.
Extremely? I don't think so. The Tau are extremely careful with causality estimates and their losses are always offset by their gains.
>There will be no crusade sent to stop the Tau anytime soon.
The reason for this are Abbadon, Leviatan and Margaret. The Tau don't even know about them existing, they are just lucky (read plotshielded) that the empire has much bigger problems than them.
>not showing any proof that he Tau are gimping the Fire Warriors
Aaaaaaand here we have the concrete proof you're responding to some imagined argument rather than the one I made. Good for you.
>There will be no crusade sent to stop the Tau anytime soon. The Imperium is on its way out. Thank the Mcguffen god for giving the Imperials the firewall missile to sabotage the Tau victory.
Ah, hi Carnac.
The Kroot description in the codexes says that the Kroot are treated with much respect and that the Tau DO NOT USE THEM as cannon fodder.
The cannon fodder has become a meme now considering how much you guys like using it.
Could some one please post the Table of Contents page for the Imperial Armor 11 Doom of Mymeara Second Edition? This way we can actually know the correct order of the scanned photos we all have in PDF format. Thanks!
Memes aside, Wyches are the worst troops in the game right? I mean is there anything else as shitty as them? I have a hard time thinking of any.
>Aaaaaaand here we have the concrete proof you're responding to some imagined argument rather than the one I made. Good for you.
What imagined argument? Did you or did you notsay the Fire Warriors were shittily equiped by Tau standards and yet have nothing to back it up?
Also I conceded the field. Good for you.
Actually, the reason the TSE were launched was because the Ethereals got news about the 13th Black Crusade and other great threats that were besetting the Imperium.
With the Imperium's back turned, the Tau would take a chunk of desriable prime space and then ambush the Imperial vengeful crusade. With the might and time of the Imperium crusaders expended, the Imperials will have no choice but to withdraw leaving the whole region for the Tau.
It would have worked perfectly but the firewall ruined nearly everything. However, the Imperials are no longer a concern. They retreated to face whatever doom awaits them in the other side of the galaxy.
Now the Tau have to worry about the Leviathan Tyranids that came out of nowhere and the Red Star System Orks.
Yeah, an almost immediate partial solution pretty much renders it a non-issue unless the Imperium take advantage to decapitate the Tau millitary whilst they're isolated. Which they explicitly aren't doing because it was a parting shot.
im considering adding some big ][ to my guard, cheap warp charges and more resilient warlord/fancy commissar equivalents seem pretty appealing.
basic gunline, xenos inq attaches to conscripts for meatshield durability and vets go in vendetta.
yay or nay?
also has anyone already experience with the cadian decurion?
Probably yes. Everything else has some kind of use, even as just an objective grabber - they fail at even that.
1 attack base, S3, melee units with their only redeeming quality being that they get an invulnv in cc, for 10 points each.
Compare them to Daemonettes and cry. It's quite surprising that wyches are 7th and Daemonettes are 6th desu.
They are used mostly as garrison because they are not as trusted as the rest of the Tau allied forces.
In the context of the Deathwatch book, the Inquisition has planted many agents in Gue'vesa. Heck, in the novels the Gue'vesa has been infiltrated by Imperial troops (Damcoles Anthology and Fire Caste).
Which colours would you use for Pathfinders in a way that makes your opponent forget you have them on the table?
>mfw memeing on you losers with ultramarines
This happend to me once
>Play Tau against marines
>ZPlace a small group of pathfinders in a small ruin
>My colour scheme is dark blue
>They blended in with the blue metal on the ruin
>My opponent could find them when I said I was shooting markerlights
>Played CSM at tail end of 5th and beginning of 6th
>Took a break from 40K
>Renwed interest, want to play again
>mfw CSM is considered the very worst army in the game
Aegis Defense Line (100pts) [Gun Emplacement with Quad-gun (50pts)]
++ Inquisition: Codex (2013) (Inq Inquisitorial Detachment) (401pts) ++
Ordo Xenos Inquisitor (117pts) [Bolt Pistol, Force Sword, Liber Heresius (15pts), Power Armour (8pts), Psychotroke Grenades (15pts), Psyker (Mastery Level 1) (30pts), Rad Grenades (15pts), 3x Servo Skulls (9pts)]
Ordo Xenos Inquisitor Solomon Lok (FW) (230pts) [Warlord]
····Inquisitorial Henchmen Warband (170pts) [2x Crusader (30pts), 2x Jokaero Weaponsmith (70pts), Psyker (10pts)]
········3x Servitor (Heavy Weapon) (20pts) [Plasma Cannon(10pts)]
3x Inquisitorial Henchmen Warband (18pts) [Psyker (10pts)]
····2x Acolyte (4pts) [Chainsword, Flak Armour, Laspistol]
++ Astra Militarum: IA01.2 - Armoured Battle Group (2012) (Combined Arms Detachment) (810pts) ++
2x Company Command Tank (190pts)
····Vanquisher (30pts) [Beast Hunter Shells (15pts), Co-axial Heavy Stubber (10pts), Heavy Bolter]
2x Battle Tank Squadron (150pts)
Imperial Navy Gunship Support (130pts)
····Vendetta (130pts) [3x Twin-linked Lascannons]
++ Astra Militarum: Codex (2014) (Allied Detachment) (689pts) ++
Company Command Squad (125pts) [Flak Armour, 4x Veteran w/ Lasgun]
····Company Commander (20pts) [Camo Gear (10pts), Close Combat Weapon, Flak Armour, HoC: Volkov's Cane (10pts), Orders]
····Master of Ordnance (20pts)
Infantry Platoon (409pts)
····Conscripts (147pts) [49x Conscript (147pts)]
····2x Infantry Squad (111pts) [8x Guardsman, Guardsman w/ Flamer (5pts), Taurox (50pts)]
········Sergeant (6pts) [Bolter (1pts), Close Combat Weapon, Melta Bombs (5pts)]
····Platoon Command Squad (40pts) [2x Guardsman w/ Lasgun]
········Autocannon Team (10pts) [Lasgun]
Veterans (90pts) [Flak Armour for Squad, 6x Veteran w/ Lasgun, 3x Veteran w/ Meltagun (30pts)]
Wyvern Battery (65pts)
Lib Conclave (iron hands or raven guard tactics)
one on 2nd mastery level with melta bombs
Skyhammer annihilation force (black templars tact)
5 assault marines
vet serg with power fist
5 aaaault marines
vet serg with melta bombs
4xgrav canons with amps
drop pod with locator beacon
10 x devastarors
drop pod with locator beacon
CAD (black templars tact)
panolpy of crusader
5x initiates (CCW+pistol)
2nd crusader squad
5 initiates (CCW+pistol)
rhino with dozer blade
Librarians goes with 5men crusader squad usinig invisibility and shriek. They're just killing machine :)
Chaplain and second crusader squad ride rhino towards enemy until its destroyed, then they try to assault whatever is possible
Dev squad with gravs are droping next to nasty things like reptides or wraithknights
10men dev squad lands and split in two 5 man squad which pin down enemies for assault marines attack
Dred and talon are for support.
What do you think? What would you change?
asked earlier but got no response. I found one of chinaman's emails and sent an order but now I'm not sure if I read it correctly.
is it ldk...etc or idk...etc? I can't find my original source again.
I sent my order to the ldk one.
What do you guys think of the Kabalite Stormsurge formation?
Since it's a WD exclusive formation of more than a year and a half ago, here the basic rules (as much as I remember them, so there may be some errors)
-3 Kabalite Warriors or Trueborn
-All the Warriors/Trueborn and the Archon must be on Raiders
All the unit don't begin the game on the tabletop, yet they are not in reserve.
During the movement phase of your first turn put the Raider on which the Archon is embarked in any point of the tabletop (note that it's not deepstriking, so no scatter) and all the other models within 12" of it. They must be in open ground and at least 1" away from enemy models.
Until the beginning of your second turn the Raiders are considered Zooming Flyers and have the Strafing Run special rule.
The Reavers are considered having Turbo-boosted but can still shoot during the shooting phase
Until the beginning of your second turn, all enemy units within 12" suffer a -3 malus to the leadership
First google image search if so
So uh what's a F.a.T Mat? Is it a pre-painted cover on a table with a bunch of shit marked on it? Like "this grey square is a building, it's a 4+ cover and this side prohibits LoS" ? Basically an easy board without the need for physical terrain?
I think he might be right. I run Crimson Slaughter usually and tend to destroy my brother's orks because everything has fear and so he's leery to actually get into melee with me (Since he fails his fear at least half the time). Playing him with the base dex the one time I did it was mostly luck with my win based on objective cards, and he kicked the crap out of me otherwise.
Yes, there are. I remember there were a few that came out together with those rhino+land raider command vehicles, in a book were there were also Ultramarine formations. Can't really remember if there were any not Khorne ones, but for sure there was with Berzerkers and that forgeworld drop pod of which I can't remember the name right now
Not sure of the brand but my friend who has the groups table just got his second mat. He has a pretty generic grassland one and like it because he can make uniform bases that work for that mat. He just got a second one and a bunch of clearance items for it >>44669685
Some Helbrute ones that are mostly lackluster (Because Helbrutes kind of suck), one that's Kharn + 4 Khorne CSM Squads + 4 Berserker squads that seems ok if super pricy. There's supposed to be one for Belakor if you're a faggot, and I think Cypher has one as well?
So there's a few, but most of them are lackluster.
I Play mono Slaanesh so maybe I should try him.
I build models as my greatest joy in the hobby, and that shrouded looks god damn tempting.
I just want my model to stay on the board for a turn. It kinda stings when you use 300+ points that gets removed from one round of Flyrant shooting, while said nid player complain to the high heavens about how bad his codex is.
Ha, alright. Seems easy to make yourself.
Them's pretty good ideas for terrain. I actually have several empty miniature boxes jam-packed with empty sprues. I once made a small guard tower by cutting up sprue into bricks and gluing them around a TP tube.
If cutting/cleaning the sprues into bricks and gluing them 1 by 1 weren't a pain in the dick, I'd build a big fucking multi-part citadel with them and popsicle/wooden tea stirrer sticks.
I'm not saying the book haven't got it's issues, but him using that lynchpin FW model is fine as far as I'm concerned, but Dakkafexes and 3+ cover saves everywhere, with flyrants thrown in...
It kinda gets hard to feel pitty when you run a themed list.
>tfw we will never get that Imperial Armour about the Minotaurs and IG/Penal Legion vs Tzeentch Chaos
IA 2 Update when? I want Contemptors with 20 point Heavy Conversion Beamers, and 4 attacks base.
Chaplain Dreadnoughts with 5 attacks base too.
> What is: Badab War Chapter Tactics
> What Is: Horus Heresy 4: Imperial Cults and Militia.
Hellbrute ones are pretty gud as they let you deepstrike for free!
Basically like loyalist dread/ drop-pod but can't arrive on turn 1.
Also one with 5 hellbrutes that is interesting. It lets you choose you're crazed result so technically you can chose the shoot-twice result, abandon the dread, and still be able to chose it's result when it regains mobility next turn.
Also Kranon's hellguard formation which is actually pretty gud.
You give enemy units within 12" -1ld and -1BS if they are within 12" of 2 units. Useful for when you get caught with you're ballbag in the wind after assaulting.
Don't worry guys, Orks, Nids, Chaos Space Marines, and IG are all getting updated Codex and we'll be tier 1.
Just hold on a bit longer, reserves are on their way.
Is 4 Melta bombs in a unit a large enough threat to a knight that it will not charge the unit?
Let's assume the knight wouldn't be able to shoot away the Meltabomb-carrying models, and that the unit rerolls failed hits.
>Chaos Space Marines
yeah, over a year for now
As an Ork player, I just can't see them being tier 1 while staying true to the fluff as a bunch of unruly and unreliable troops (i.e. random S, AP, shots, tables of effects, needing Nobs / Bosses to fight without running).
Of course, bringing back the old Mob Rule table and/or giving all Nobs the same rule as a Runtherd Squighound would help.
don't you fucking understand that it pisses me off that you never talk wh40k lore.
at least when /v/ talks wh40k it is very lore-heavy but people don't talk about it here and it makes me angry!!!
Out of all of those, I only use Forgefiends, but I do use a DP. In general I try to keep it 1 MC per army, cause I don't like playing cheese. I'll only field 2 MCs when it's 1850-2k but I have no interest in superheavies or GCs. That and I can't bloody handle them.
I meant to bring back old Mob Rule (not table) or remove the new one. Make the whole 'take wounds to try ignore failed LD test' should be an optional thing like it is with Runtherds.
>those dawn of war players pretending they know anything about real 40k
then ask a question about the lore
i'd like to see some in universe investigations from say warp smiths on the nature of daemon engines and what they think about riptides or wraithknights
>Now we prolly should just allow apoc formations at this point, but technically they're not counted.
Hell no, some of them would rape way too much face.
There's a daemonettes one that lets you charge out of CC and have a 4+ to rend.
1 squad would actually kill a wraithknight before if could strike.
>to the fluff as a bunch of unruly and unreliable troops
Seems like you've only been reading one side of things. There is a reason why SM fluff is littered with remarks about not under-estimating the Orks or for taking them at face value as being incapable idiots.
Orks must be bad because fluff is just wrong in so many ways.
Yeah I do. Not much. I follow a Heirarchy of sorts with a mix of shoulderpads, insignias, headcrests and colours. This left me with using most everything stock except for my Sorc Warlord having custom shoulderpads and my Terminators using one of pic related each.
I also mocked up Bikers, using the Egyptian Big Shields from the same Scibor range as hoverboards. Other than that, everything's stock, but I don't really use much foot other than those so that's mostly all.
They think they're walkers in the fluff and don't understand why the fish people keep calling them creatures.
But then I've seen goldfish that think that rock at the bottom of their tank is a castle so I guess I can't blame them for being idiots.
The Orks themselves could certainly be stronger, but a lot of the fluff also talks about how they fall apart when you kill the ones in charge.
Whole Waaaghs! have been stopped just by assassinating the Warboss.
Oh I'm not arguing that, and it should be reflected on the table top when the Warboss/Warlord goes down. But then it should also have the benefit of the Warboss/Warlord being alive, even more so if he is in a fight himself.
Adds a lot to the feel of the gestalt field that Orks share. I despise old mob rule and much prefer new one, but it needs reworking with no wounds. And BS2, no matter what the fluff says, is just too much of a cripple.
Orks can beat the shit out of CSM if the ork player isn't a shitter.
Trouble is most Ork player will try and outmelee CSM which is where they will fail hard against fearless units who hit them first.
well the reason why they're creatures is that they have a direct link and i wonder if chaos could benefit from that. ya know beyond make a machine, stick a daemon inside, graph some daemonflesh to the outside or wait for the daemon to get used to it's body. there's probably a way to make helbrutes/dreadnoughs into living entities again or possibly into daemon princes
there's more then a few regular formations that hit that hard, but not a lot of apoc formations at that level
Actually lets settle this once and for all /tg/.
Who's the shitter faction, CSM or Orks?
I think CSM are way shitter cos a fluffy force is nearly universally shit whereas for orks anything can be fluffy.
Like even the balls to the wall - powergamey ITC winning bike list was still a really fluffy Evil Sunz list.
i have acquired a small gurd force - a platoon of 45 with a mix of special weapons, a 5 man scion squad i will use asa command squad, a heavy weapons team of 2 las cannons and an auto cannon a chimera and an armored sentinel with las cannon
any suggestions what to add? i was thinking another heavy weapons team and another platoon command squad so i could have 2 20 man platoons
I agree, CSM is worse. Supplements and FW aside, comparing just the codexes (how they're kindof MEANT to work), CSM loses out because both competitive AND fluffy are shit (only competitive list is spam DPs, not even a high chance of winning).
Any way you cut CSM, you're either going to have a shitty fluffy list, or a plain shitty list.
Twin-links fluff is literally that it is firing twice as many bullets. If that is not the definition of Ork I don't know what is.
But no, give twin-linked to the BS5 unit instead of the BS2 unit. Makes perfect sense.
Khorne lord with Axe of Blind fury can level entire Ork units before they so much as get to swing.
Seen a game where he hoped from Ork unit to Ork unit and by the end of it had nearly 60 kills to himself including MANZ, Warbosses, regular boys, and Warbikers.
Who the fuck thought 13 attacks at I with AP2 was a great weapon is almost as retarded as the guys who make 48" str 10 ap 1
>Supplements and FW aside
Even with those 2 included Orks win out.
Their FW shit is way better than CSM's, if a bit outdated.
That's the problem with Ork players though. They just want to play a horde army and don't pay enough attention to the dakka.
yeah we'd get bloated if we add in apoc formations but it's not like they're gonna be nerfing the recent factions. i wanna fight the devil on even terms, damn the world to become a devilman if i have to.
by power level? i'd say orks because some of the stuff csm get and their battle brothers. there's also the superior statline on marines compared to orks and special characters
How does the KDK bloodthirster axe or the other artifact weapons compare? Cause KDK rules might be better for a Khornate warband of CSM, but if the Blind Fury axe is better for murderizing...
>They just want to play a horde army and don't pay enough attention to the dakka.
I've actually been testing out Blitz Brigade + Flash Gitz spam for that 24" assault 3 BS3 dakka....worked out pretty well. Fucking love scout moves. Blitz Brigade is best formation with turn 1 assaults.
Except Blitz Brigade doesn't allow turn 1 assaults, it specifically says so.
On the other hand, I've just been planning on Blitz Brigade + Flash Gitz too, so good to see someone is making it work before I do it.
i seem to remember someone talking about a part of the imperium that holds a lot of old human technology that they don't really know how it works, but it's super effective.
does anyone know what that might be and where I can read more?
i know that almost all human technology is old and no one knows how to use it, but there was a specific word or name for a collection of superweapons or something.
Actually they still count as moving inside a battlewagon
>Blitz Brigade is best formation with turn 1 assaults.
The formation explicitly says you can't charge on turn 1 anon
It doesn't allow assaults on the first turn, which means first player turn as confirmed in the rule book. So you go second and get turn 1 charge.
And before you say it. The scout move is made by the Battlewagon so the unit inside is not restricted to the "can't charge" clause either.
Actually they still count as moving inside a battlewagon
Scout move happen before the movement phase, BS3 negation only happens if you moved in the movement phase, so they fire at BS3 because they haven't moved unless they move again in their turn. All perfectly legal.
The starter box is a sweet deal. The Commissar Lord is an awful HQ, but the heavy weapons team can be tossed into other squads. The Russ speaks for itself.
A good anti tank unit is a company command squad with a Lascannon. Get it to order "On my target" on itself to mess up jinking units easily.
Would still love some help?
Whats the best way to run Heavy Attack Bikes? I got two of the battleforces and was thinking maybe 1-2 heavy bolter (or melta?) Attack Bikes and a corresponding Landspeeder. If I do double Heavy bolter + 2 HB attack bikes.
For those that don't know if the Landspeeder from this formation lands a hit on a target the bikes get BS5 and up to 6-12 S5 hits sound pretty good. They have upgraded teleporter homers if I ever bring deathwing.
What do you mean?
A scout moved Flashgit is BS3 until the Wagon moves.
And if you go second then you can have a first turn charge out of the Battlewagons using BlitzBrigade.
So yeah, it is a consistent BS3 and being able to turn charge 1st turn.
The Scout part is worded a bit strangely, it does say the Blitz Brigade does prevent charging on the 1st turn (but as pointed out that means player turn unless specified otherwise), while the normal Scout rule specifies Game Turn.
>while the normal Scout rule specifies Game Turn.
Yeap, so it is a good thing you're not charging with your battlewagons seeing as how Scout does not confer its restrictions to units inside.
Newer Necron player here. I have the opportunity to buy 20 warriors very cheap but am wondering if I would be better off adding to my tomb blades instead. If I get them do I HAVE to get ghost arks? The warriors I do have are very durable objective holders.
I am running Anrakyr the Traveller (160pts) and
Illuminor Szeras (110pts) buffing a group of 10 Immortals (170pts) that walk with Anrakyr and Vargard Obyron (120pts). I have 10 Warriors in a Ghost Ark ((235pts) and 6 Sword and Shield Lychguard for Szeras. (975/1000)
So I've been out of the 40k news cycle since the Deathfire HH novel came out I think.
What have I missed? The game still dying due to hilariously stupid prices?
I miss any good novels? Any major lore shifts?
Also, I see the novels mega is still MIA, damn, I loved getting all the ebooks and novellas from it.
Slow reply but I'll take my chance to whine. Tyranid and Ork players do it incessantly but it sometimes just feels like nobody even plays DEldar even enough to complain. Doesn't help that Corsairs seem to deliver similar fluff but better statlines.
As a DEldar player it makes me sad. I can only imagine they got bogged down in design hell and someone was figuring out the combat drugs rule so they 'had' to be bad for cost because of the potential from that. Then they settled on what we got for Combat Drugs and PfP and they were just never updated.
I don't really want haywire back, because while its nice having tankbusters, it doesn't match the fluff. I want my evasive gladiators, dodging around slow enemies and clumsy attacks where possible and finding weak spots. I've heard of house-ruling to give them Rending for example or just give them Lelith's Quicksilver Dodge which gives them a little more survivability and fits the Dark Eldar feel of relying on dodging and evasion. Even heard of one guy who gave them Jink.
The only good part of the Wyches is they've got high I and the cc dodge. If you can get them in, they can tarpit well, and maybe the Hekatrix can do some damage with an (extremely overcosted) Agoniser.
Wyches are the worst troops. Hellions might be the worst FA. Wych Cults got really fucked over. At least Reavers are good.
Ravenwing guy from last thread. I run the attack squad at 1850 but its just a landspeeder and attack bike with 3 total Heavy bolters and was mostly just to fill points. Though now that I am bringing Deathwing I will get that.
For your bikes grav is the thing most people know Ravenwing to spam. Definitely take it over plasma. I keep a melta squad as well though just to kill armor.
It is worth scouting if you think it is but I usually turbo charge. Depends on deployment + factors.
>It says the icon of old caliban is giving stealth to units within six inches but not to the darkshroud itself. If the land speeders gain stealth do they still confer it back to the Darkshroud?
I am new myself but doesn't shroud override stealth? I have been getting 2+ jink saves for that unit.
But anon, those are elites. With Uncanny Dodge (5+ Invuln) and WS 5 with two power weapons.
You want to compare those to Bloodbrides. Then cry as some mon'keigh harlot is apparently more evasive and a more efficient killer than a vampire-space-elf who fights monsters for fun.
At least Wyches have nice models. So they look good on a shelf, I suppose.
Out of the three, I'd go with Salamanders, cause they need more love, however you'll find more Ultra-friendly parts in your kits, so I'd say go with an Ultramarine or one of their successors.
But, it's not all that simple. Space Wolves have a completely different Codex than the other two. Your cannon fodder is wearing power armor, and your best fast attack is vikings riding massive wolves.
Pick the aesthetic you like best, first. The hobby won't be as enjoyable if you're looking and saying "Fuck these roman-ass-plumes/pelts-on-everything are so stupid looking after looking at them more".
I feel like the biggest issue DE have is how much ignores cover there is everywhere. For an army based around going fast and dodging, having your primary means of defense completely ignored is terrible.
Just feels like we suffer from being an early release. We get a bunch of situational toys and defenses and then it feels like everyone and their dog has ways of ignoring it. Don't get me started on how a few otherwise great artefacts totally fail against anything involving anti-Fear.
Then there's the ass-backwards design on PfP - DEldar are a glass hammer, sure, fine. We want to open up and wipe out as much as possible. So getting buffs as the game goes on doesn't support that alpha strike doesn't really help. If you last that long, a Turn 4/5/6 DEldar army can actually be meaty, but by that time you're normally a bunch of smoking wrecks.
Also hurts that we don't really 'go fast' any more. We're just doomed to be the ferry service occasionally for our Eldar overlords.
Flickerfields would be nice on more than just Venoms. Its why you don't see Raiders that often.
>9 per model
Move through Cover
Power From Pain
>Dodge gives a model a 6+ invulnerable save at all times. If a model has moved in its last movement phase, it is a 5+ invulnerability save. During the fight sub-phase, it is a 4+ invulnerability save.
>One model becomes a Hekatrix for 6 points.
>All models may be upgrade to Bloodbrides for 3 points per model.
>One Bloodbride may be upgraded to a Syren for 15 points.
I seriously couldn't believe these things were 10 points looking at them. They're close combat units that deal .43 wounds to a guardsman for twice the cost.
40k endtimes would be neat. I've always advocated they do something like that, then jump the timeline forward like 500 years.
New status quo. New heroes. Old heroes either dead or in new places.
Whoops, was thinking of a change I did for houserules. Remove Move through Cover and return the Plasma Grenades.
I got into Dark Eldar pretty much purely for the Wych Cult fluff. The idea of a group of 'enlightened' space elves who just don't give a shit about the galaxy sliding into satan's asshole and getting off on how miserable everyone is and how worse they can make it for everyone else tickles me. It's the grimmest of grimdark. They're not tragic, they're unrepentant. No trying to forge a galaxy-spanning glorious empire, just making their own little dimensional slice as (un)comfortable as possible. No longterm, just "lol lets steal a sun".
And doing it with style. Dragging people in to fight in glorious combat and making every death a spectacle.
Then I learned that this apparently meant having a pack of Eldar who get mulched in any form of combat and are only good for shoving haywire grenades onto vehicles.
I know fluff being disappointing when met with the crunch, but c'mon.
And then they got rid of the grenades.
Thinking of getting a Blitz Brigade together for a 2000 point tournament
Suggestions on exactly what to pack them with, and what to spend the remaining points on?
I'm not really talking about the rules. I'm talking about the lore and plot. I wouldn't want them to change 40ks basic system like they did with fantasy.
I know little of Age of Sigmar's lore. But the transition from old fantasy to it wouldn't work 40k-wise.
I'm running a Chaos Contempter and curious about the best way to run it. Been having some decent luck with Extra Armor, Khorne Dedication, Power Fist, and Butcher Cannon, to move up the board mulching light armor, before charging in to rip and tear with 5+d3 on the charge attacks. Is there a better way to run it? Should I swap the Cannon for another fist? Go rifleman style? Put something other than a combi bolter in the power fist?
Now you know how Marines feel about the AP2 Proliferation. And precisely why my space marines; who fluffwise shouldn't even need cover, are always in cover. There's entirely too many fucking AP3-IgnoresCover/2/1 weapons now.
You see I never got this "GW wants to sell more than a dozen minis" argument. Every game of all the specialist systems I played your warbands eventually became really large. In a couple of gaming circles I played in we started experimenting with insurgent networks and warbands. Still small skirmish gaming but where we scaled it up to 2 or 3 units. It didn't seem like it would be that hard for GW to scale these games up into the the range of 36 models and a few rickety vehicles. It felt like something you could do really easy with an expansion box.
Then your Necormunda militia/mercenary/cult insurgency could be an auxiliary to your Guard army, fodder for your Chaos Marines, Or combine a couple of these irregular groups to make self styled bandit army or some kind of space pirates. Sure they would be squishy, but they would be cheep point costs and GW could sell mountains of them. The whole idea would be hugely customizable and it wouldn't unbalance the game because the basis of all these irregular factions would always be jobber level dudes. None of them would ever get to the level of power armor or Lemon Russes.
The idea is even easier through the lenses of Gorka Morka. Hell it would just look like your average Ork army.
I can see the counter argument where people have to keep track of every leg wound or equipment variation. But it just seems like a point/currency system could eventually purchase your unit some kind of elite status that would be reflected in the squads stats, moral, and equipment. The original gang would buy/recruit new squads of jobbers that maybe didn't have as much autonomy if you scaled it down to a skirmish level or acted as sentries. When you scaled thing back up to play with the big boys you would maybe have one auxiliary command unit that was your original gang and a couple of jobber units that marines could eat for breakfast. The mere role playing aspect of it would push people to expand their collections
10 guardians with scatter laser and warlock
10 guardians in wave serpent, brightlace, shuriken cannon, ghost walk matrix, holo field
5 warp spiders with exarch, powerblades and spinneret rifle
Fire prism, shuriken cannon, holo fields, ghost walk matrix
>wraithlord, 2 flames, brightlance and ghostglaive
You're obviously trying to make this list for casual games, but it still comes off as something that would make people hate you.
You should consider visiting Kurt Cobain's dentist.
Fine, the final battle between law and chaos, you fucking autist.
The Salamanders' Tome of Fire states that there will be an ultimate battle, involving Vulkan (and presumably other primarchs), against the enemies of humanity. My ideas weren't even original, they're canon.
If you're worried about too strong or too weak you really shouldn't play Eldar at all, it's kind of hard to make them suck. But from a pure statistics points, in order to make it not suck, you should take literally every upgrade and as few units as possible. You seem to have already taken this to heart, ergo your army is too strong for casual games, but just right for a competitive environment.
In order to make it suck more, take no upgrades of any kind on anyone, bring 3 Farseers all rolling on anything NOT the eldar powers, preferably Daemonology Sanctic. Replace all your guardians with Storm Guardians too.
Truck Boyz lost again tonight. There is an ork player who said he would take them for 60% GW... I wish I had looked for help outside the GW I started at. This LGS is just as active but way more helpful. Should end up with about 250-300 if I go through the deal if I sell my Codex too. Abandoning an army may be frowned upon but for what it would cost to fix what I have I might as well try something new.
Now to redecide on what army to play all over again...
Havent sold them yet, I do not enjoy them at all though. I start the game with five models on the board and by my turn 2 may luckily have three of those models left. I don't really want to run bikes or shell out for three battle wagons + an arm and leg of tankbustas and MANs.
Originally I picked Orks because I wanted a horde that chopped things up. I know the Green Tide is a thing but that is too much and even that has obvious flaws. I would enjoy them if I could play the way I want to.
Wrong again. Everyone in 40k is damnable and sinister. Everyone. The Horus Heresy for example was not a battle between "Good and Evil" or "Law and Chaos." It was merely variations on cunthood. Humans being differing brands of terrible.
If there is to be a 40k end times, it will need to be a battle of desperation, pride and selfishness. Every faction will be at its most carnal, despite their advancements in technology.
Well if you want a horde that chops things up Tyranids are more viable swarm army because of army wide Synapse (fearless bubble), way better psykers who buff units, actual support units and they're not I2.
I don't know if Tyranids are better than Orks, but they sure as hell are a better swarm army because of the support they can provide each other. You might not win, but it's super fun to roll a billion rending dice for genestealers at I and WS "better than yours"
You'd have more fun running the swarm with Nids, mainly because of Synapse and Catalyst.
So, I played a game of apoc with some friends and tried out the decurion format with my necrons along with the War Council of Mandragora and a conclave of the burning one.
Lost less than 20 models, half of those only because of a D-weapon and the other half because they were flayed ones with bad rolls and my opponents lost a lot more.
Like, I gave the conclave cryptek the godshackle and the other the veil of darkness and was planning on slowly whittling my opponent's baneblade variant, but I rolled time's arrow for the nightbringer and it died in one hit thanks to some amazing rolls without my friend being able to even use it.
And then all of my other units just proceeded to eat the faces of my opponents, so like... I want a less strong army- would sisters of battle allied with either legion of the damned or the new skitarii box formation be a decent choice?
i know buying standard sisters is worse than having a crack addiction, so I planned to build them outta the Eisenkern Valkir Heavy troopers
Sisters are a solid mid-tier army, though the new Skitarii box mixed with some other Skitarii things would also be a decent choice.
The big downside to sisters is models and by extension price.
Another thing to consider is neither army has a very wide range of models, so expect lists to be a bit samey.
Trukk boy player here. I think I may look into Tau, definitely sticking with a xenos army, Tyranids arent what I am looking for modelwise unfortunately. I am going to pull a 180. I don't have to take the larger suits till higher point games right? The start collectiong box looks nice. What would be a good ~$150 to add to it.
The Eldar Corsair Prince "Wielder of Profane Powers"First Prince option grants a level of Psychic Mastery (up to a maximum of 3), however I only see the option to make one mastery level aside from this. Am I missing something or is that a typo and he can only even ever get two mastery levels?
The Start Collecting box for Tau is a good deal with good units.
You also probably don't have to worry about taking anything weak. Most of the stuff in the Tau codex is perfectly usable unless you're against super competitive lists.
For a starting army though, a squad of pathfinders would be a good addition for Markerlights. A Broadside or Hammerhead could work if you want something longer range without springing for a bigger suit.
Alternatively, just get multiple starter boxes. You really can't go wrong with more Crisis suits, and extra Fire Warriors can help fill in points and grab objectives.
Two sets of kroot and FW, Fun models for painting and playing if you don't want to be a dick. Broadsides are expensive but good, so buy only if your lgs has good discount, crisis suits are good, Honestly there are lots of options for any strength or play-stile within the limits of being a shooting army, so more detail into what you want would be needed.
All Kroot is tricky, both getting enough models and playing them.
If you want a Kroot heavy force, I would recommend starting off with two squads of ten to start off with to see if you like them.
I like the look of Firewarriors, Broadsides, Drones and Crisis Suits.
Stealth Battlesuits look interesting but a bit eggy. I like the bigger suits buy I dont think I would get a big Riptide, maybe a Ghostkeel. Hammerheads look like an alright centerpeice to a small force.
I am going to go look at the codex right now. I don't have to have supplements do I?
>It kinda gets hard to feel pitty when you run a themed list.
Have you considered how it feels to run a fluffy list with the codex: Brainleech Worms? It's not impossible, but you'll have to shoot yourself in the foot multiple times to do so
There are a couple books with spare formations, but the codex should be everything you need.
If you want different looking Stealth Suits, XV-15s were an old metal version that resembles the infantry.
Two copies of the Starter Box will give you plenty of Crisis suits and Fire Warriors for cheap. A Broadside or Hammerhead will work well for long range fire support for such a force. It shouldn't be too hard to make a 1000 point list from all of those.
So pick up a starter box or two, model some of the drones that come with it as Marker drones, then pick up a Hammerhead kit. I'd recommend the Hammerhead over the Broadside if only because you can easily swap it between a Hammerhead, Sky Ray, or Devilfish.
Guard better get free send in the next wave for their next codex or I'm going to be pissed.
It doesn't say all models need to be within 3" of the overlord. As long as one model from the warrior squad is within 3" of the overlord they're good to go.
Any other deldar players mad about corsairs?
I mean, fuck man... this is the kind of shit that should have been given to the Dark Eldar all along, but instead are given to a secondary sub-eldar army.
>max 2 MC
I dont even win with it
As a DE player, yes it makes me angry, I mean how the fuck gw expects to sell useless shit like current tyranids, orks and dark eldars when everything, even the elite units are outclassed by everything on other codexes, CSM doesn't count because they are MEQ whinners that truly doesn't know what's to be truly crippled as an army.
my friends sick to fuck of me fielding a squadron of russes every game, so for his sake im gonna not run vehicle heavy IG for our next 1500~1850 pt game.
what can I bring to replace my russes in terms of hitting power? I'm gonna field mostly infantry, so what should i bring, a shitton of heavy weapon teams?
Let's talk about Lamenters. The glorious fucking bastards.
I want to start them, and reading their floof, it looks like a drop assaults with loads of drop pods and storm ravens screaming in with mostly veterans.
I'm thinking of just using the normal BA codex for the shenanigans, and use vanila marines models so the *weep* checkers can be painted on properly.
thoughts? any books they are mentioned in can someone recommend?
If they would have given the gargoyles objective secured then this could have been a decent enough formation, but as it is now is baffling. What benefit this has? Is deep striking a suicide squad worth the warrior-tax, or is the Tyrant worth the troop-tax?
It's really a formation that does nothing. The only real benefit is if, after deep-striking your gargoyles, you suddenly find yourself needing them next to your Warriors (who are probably in your deployment zone babysitting).
It's extremely situational. Maybe it could have some use if it was a larger formation that could include multiple Gargoyle or Warrior teams, so that you could have several squads jumping between to points, but as it is it doesn't do much.
The official rules for Lamenters basically say to use the Blood Angels codex, so that's probably a good starting point. It is a bit weaker than the standard marine codex, but if you're worried about that you could just include some formations from the main book to shore up your options.
I only read up on the Lamenters recently myself, and they sound like a very awesome chapter. I wish you luck in painting their pauldrons though. It's very detailed.
>Tossing a whole army because one method doesn't work
You iz mukkin' about, ladz. I understand wanting to win once in a while, really. You just have to play a different variant of your army, is all. Trukks as a delivery method for Boyz are fucked as of the 7th Ed. codex, true; but finding & looting cheap vehicles for Blitz Brigade is priceless.
I've seen a few Ork lists that cleaned up tournaments, & will post a couple of winning strats.
30-strong mobs of Boyz, all w/ PK Nobz, good--being led by a MegaStikk Boss, better. Stick the boss up front to tank all the hits, then LOS any AP2 wounds incoming.
Kustom Mega Kannonz are baller as hell; stick a MA Big Mek in them to make them mobile.
Lootaz are still absurd. Place them on a SkyShield Landing Pad you've Orked-out for maximum LOS on the battlefield.
Pull from our FW book: use the Gunwagon, a 13/12/11 open-topped tank with a 10-troop capacity. Great for MegaNobz, Burnaz, or Tankbustas. Also, 3 to a squad for 1 HS slot.
Green Tide? Take an extra CAD with 2 min grot squads to camp & put in Meks to pull challenges, a MegaStikk Warboss to tank hits from the front, a Painboy to add survivability, & a Weirdboy to get extra attacks & shit. Chock-full of PK Nobz, shit is terrifying.
Shit, keep your Trukks (literally & in reserve): make them MegaNob missiles. Toss Mad Dok Grotsnik in with a 3 or 4-man MANz squad & watch a unit with minimum S9 attacks get Rampage. Laugh as even armor & superheavies at 3x the cost crumple.
Kustom Stompaz with a Deff Arsenal can ring in at less than 600 points, I believe, & will wipe out anything you point them at. Or shit, a KlawStompa.
Don't forget super-cheap templates & rolling artillery: BS2 doesn't mean shit when you have ammo runts in a Supa Kannon Big Trakk, or 5 different Looted Wagons with Boom Gunz that ran like under 70 points. Orks can shit out a ludicrous, absolutely savage barrage of S8 AP3.
>so that you could have several squads jumping between to points
You can't really jump multiple times since the deep strike placement rules means a one large blast is able to cripple a brood of 30.
Who writes this shit? I think Cruddace is really a legit retard
If it was multiple squads you could at least position two warrior broods at either side of your deployment and shuffle around Gargoyle squads quickly.
It'd still be pretty situational, but at least it wouldn't be completely useless.
>you could at least position two warrior broods at either side of your deployment and shuffle around Gargoyle squads quickly
Yeah, but then you have jump infantry that can't move, is in a cluster with 12" guns
I didn't say it'd be the greatest thing ever, just that it would do something that could be helpful. It would effectively give those Gargoyle squads a very long jump move as long as they land near the Warriors.
It's a small benefit, but it's still more significant than the current one, which will get used once at best.
I hear a good way to paint the checkered pattern is with a fine tip sharpie over a white base.
Use paper and the sharpie to make straight lines, then fill them in with paint or the sharpie.
Just be careful, as it will rub off if you don't use a sealing coat.
Hard to go wrong with Riptides. A Gunrig is nice, and even better if you have a model with high BS or special rules to man it. Ghostkeel is really short range, and Hammerhead suffers from a low number of shots with the Railgun. Ion Cannon Hammerheads can work well for some things.
>They need to be eliminated at some point.
The Eldar could say the same about most other races really. They're not any worse than the Imperium, and are in some ways better since they seem to understand the implications of what they're doing.
HFY has no basis in an argument. They coexisted with humanity for at least 25000 years between leaving Terra and the start of the Great Crusade, just because the Emperor said something isnt what his ideal features doesnt mean its gospel truth, unless you're actually a sororitas
nah. They could co-exist for twenty five millenium, and they didnt wipe us out when they had the chance. Submitting will never happen from either side, stop quoting text-to-speech.
Why kick an anthill? What will the anthill ever do to you? Only immature people kick anthills, the Eldar are not immature people.
However you best better shoot that dude with a gun who just kicked down the door. He's looks kinda dangerous.
The Craftworld Eldar are the ones who splintered off before that happened and are repenting for it.
The Dark Eldar are the ones who are the hedonists who don't think they did anything wrong.
Hmm...it's almost like the 'good' faction got the strong book, and the 'evil' faction got the bad book.
This entire discussion is pointless regardless. 40k doesn't have any real good guys.
Making 500 point lists is strangely fun
>Combined arms detachment
65 pts -- vrosh tatortot <Warlord>
146 pts -- Chaos Space Marines, 2x extra csm, Meltagun, Rhino
88 pts -- Cultists, 9 additional cultists, Shotgun
201 pts -- Chosen, 2 extra chosen, 5 flamers, 1 power weapon, Rhino
>Total 500 points
>Combined arms detachment
80 pts -- Chaos Lord, Power Weapon <Warlord>
150 pts -- Cultists, 25 additional cultists
59 pts -- Cultists, 9 autoguns
105 pts -- Chaos Terminators, 1 combi melta, 1 combi flamer
105 pts -- Chaos Terminators, 1 combi melta, 1 combi flamer
>Total 499 points
>Combined arms detachement (it's not like CSM have any others)
75 pts -- Sorceror, spell familiar <warlord>
65 pts -- Cultists, 8 autoguns, Shotgun, Heavy Stubber (DV Config)
55 pts -- Cultists, Flamer (DV config)
203 pts -- Chaos Space Marines, 4x extra csm, 8 close combat weapons, powerfist, rhino
100 pts -- Helbrute
>Total 498 points
>Combined arms detachement (Chosen Variant of previous list... more offensive!)
78 pts -- Sorceror, combi-bolter, spell familiar <warlord>
50 pts -- Cultists
55 pts -- Cultists, Flamer
216 pts -- Chosen, 3x extra Chosen, powerfist, rhino, havoc launcher
100 pts -- Helbrute
>Total 499 points
>warriors with Venom Cannon-100
>Genestealers with broodlord with scything talons 134
>Termagant Brood with two more gribblies 48
>Termagant Brood with two more gribblies 48
>Termagant Brood 40
enjoy never playing a game
the idea was to remove everything bar lysander, with Deathleaper or the Stealers killing off the dev squad and the warriors acting as synapse so the gribblies swamp the tac squads. I could swap the warriors for a pair of zoanthropes, i guess. In the end it'll be the one big yellow maniac chasing around a bunch of faster enemies, and a twelve-strong unit of gribblies will take him four turns to delete once they catch him.
Yeah, two Zoans would be better. Poor warriors. Anyway, i can barely touch the big yellow bugger with anything in the codex bar Swarmlord, so i may as well take any objectives, kill everything else he has, and if something needs to slow the bugger down, he finds it hard to hit Deathleaper anyway and deathleaper can escape with hit and run if it manages to avoid the hammer. Anyway, 500 points lists are fun but the games arent that great, i find 1000 point games better. Mostly because i can take a Tervigon without gimping myself