Necron decurion is fluffy and not WAAC at all, GIT GUD edition.
>40k 7th edition quick reference sheet(s)
>Forgeworld Book index
First of THASZAR THE INVINCIBLE, LIKE I GUVE A FUCK ABOUT TRADITIONS AND LAWS IN GENERAL.
Next 40k edition does the following:
Changes grav to blast and large blast.
Re-works stomp attacks and D weapons.
Changes vehicle damage table to a 2d6 table.
Boosts for melee, failed charges allow movement, USRs grant other buffs, if the unit ran it can add +d3 to charge range.
FMC grounding becomes easier.
Psy Powers change to be: Total rolled + ML = Warp charge total. Must equal or exceed power total, all powers have their warp charge increased to match new system.
Ruins and other terrain rules back in.
Focus fire comes back.
Challenge re-rolls from spectators returns.
RIP GW, they can't even do werewolves in power armor.
>Some armies still in 6th
Ok, sure thing buddy.
How would the Tidewall Rampart be fixed? Would removing its ability to move be simple enough. Or should it be destroyable like a building?
I've played against this thing pretty often and never had an issue with it. It got used pretty heavily when the book first came out but none of my area Tau players ( at least not the good ones) are using it now.
Sorry friend, but current management doubled down on the full retard version of 40k. A reasonable set of rules will never appear in 40k. Its only going to get worse, until it inevitably flatlines.
Question on assaults. If a unit is already in melee and gets charged by another unit, does it get to make Overwatch against that charge? And does it get to retaliate against both units during combat or only one?
Serious Question here /tg/, if you had to bath with, lather, and oil up your fellow battle brothers, what chapter would you want to be in?
Tidewalls aren't a big deal. The main one is literally just a fancier ageis line. The Gunport is pretty decent as a cheap hammerhead alternative, but fairly fragile.
The biggest one is probably the Droneport, actually. It only cost 4 points more than the drones that come with it. You get a cover save that renders the unit using it relentless, and can deploy the drones as replacement markerlights mid game, invincible until activated.
>Leman Russ is the worst primarch
>Ultramarines are the best chapter
>Tau are glorious good guys
>Eldar are more Japanese that Tau
>Matt Ward was a good writer
>Newcrons are better than Oldcrons
>Abbaddon is a success
>Imperial Guard is useless
>Be'Lakor is stronger than the Chaos Gods
>Lorgar is the best traitor primarch
One of the Unforgiven. Why do things by halves?
You misspelled Abaddon and left out the line about the Dark Angels. Seriously, how do you not have that memorized by now?
I'm pretty new to WH40K and got this kit to get started, what do you guys recommend to remove the Space Marines and sand off the pointy bits that remain? I have zero experience with hobby stuff
Lads... i have a 50$ amazon gift card.
what should i get that would generally improve my painting/modelling experience?
Sandpaper works for filing, but you should get some metal files eventually. Tamiya have a decent set for cheap. To remove mould lines and extra bits of sprue just run a hobby knife over them without any pressure.
I'd get some clippers to help remove the models from the sprues - the GW ones are nice but super expensive, you can find lots of decent side cutter style clippers at a hobby store.
Then get a good exacto knife - something comfortable. You'll use this pretty often. You can use it to start cleaning the spurs and scrapping down mold lines.
A set of 3 files (flat, triangle, and round) can be used for finer manipulation. Add in an emory board for finishing up delicate areas.
Tools wise that should get you started - add in some good plastic glue (I like Testor's Model Masters) and you should be ready to get started with the modelling side.
I'd recommend watching some youtube videos on hobbying, its an unbelievable resource when getting started (I wish I'd had it when I got started). GW's painting videos are pretty rock solid too.
You can also check out the gunpla/plastic model general too >>>/m/13786867 , guys with a lot of experience over there that can apply to painting 40k models. If you want to learn to do weathering/battle damage effects I'd highly recommend you ask over there about them.
We could share stories of our experiences with possession and show off our sick scars.
Looking at this for an upcoming tournament at my store - thoughts?
War Convocation - 1850
-Tech Priest Dominus - Eradication Ray, Phospor Serpenta, Infoslave Skull, Digital Weapons, Conversion Field, Scryer Skull Perspicatus, Warlord
-3x Kataphron Destroyers - Heavy Grav Cannons, Cognis Flamers
-3x Kataphron Destroyers - Plasma Culverins, Cognis Flamers
-7x Vanguard - 2x Plasma Caliver, Omnispex, Alpha w/Conversion Field, Digital Weapons, Phosphoenix, Arc Maul
-5x Rangers - 2x Arquebus, Omnispex, Alpha w/Conversion Field, Digital Weapons, Phospor Blast Pistol, Arc Maul
-5x Ruststalkers - Princeps w/Conversion Field, Digital Weapon, Prehensile Dataspike, Arkhan's Divinator
-5x Infiltrators - Flechette Blasters & Taser Goads, Princeps w/Conversion Field, Digital Weapons, Infoslave Skull, The Omniscient Mask
Ironstrider Ballistarii - Cognis Lascannon
Dunecrawler - Icarus Array, Cognis Heavy Stubber, Mindscanner Probe, Cognis Manipulator
-Knight Crusader - Rapid Fire Battle Cannon & Heavy Stubber, Stormspea Rocket Pod
Fleshtearer's Strike Force
How are Imperil Gun Emplacements controlled? I don't see any control panel.
I think the general idea is that Marines are largely chemically castrated during the process (sans perhaps Space Wolves). The Emperor had no romantic interest that is ever mentioned.
Does anybody have any experience playing with Carcharodons chapter tactics?
If so I would like some advice on how to run them.
And before you ask, my friend is ok with me putting Tyberos in the Gladius.
>I THINK Salamanders have families
If I recall correctly, Salamanders stay with their original families to keep in touch with the people of Nocturne. So not their kids, but probably nephews and nieces.
>I think the general idea is that Marines are largely chemically castrated during the process
That has never been part of the process, if anything the reason marines are never looking for sex is because the hypnotherapy has replaced all their sex drive with the need to destroy the enemies of man and that their routine leaves no free time and whatever free time they do have they probably spend it fixing their shit and meditating, maybe even wargaming with each other to test strategies. On the other hand Space Wolves have the whole "Viking Debauchery' as a key part of their culture, which means feasts and sexing up women and wolves, basically its a cultural thing not a physical thing.
Congrats, you literally just copy pasted every top-table tournament War Convo list, which all got it from Jeff Robinson. I commend you on your creativity you fuckwit.
I hope you crushed by a Tau player.
Also drop the fucking plasma culverins and take more grav you idiot.
If the emperor had a daughter what do you think she would be like?
Obviously she would be a 8/9ft tall super psychic, would she have her own chapters with gene seed made from her?
I literally just sat down and wrote that list based on fitting what I figured I'd need for War Convo in the points accounting for needing drop pods for alpha strike/null deploy capacity.
My thought process on the plasma culverins vs. 2nd grav was that the 4 blast would help against more horde type armies. Without them basically I'm counting on the Crusader soley to deal with hordes (and I guess support from the Infiltrators/Ruststalkers).
>Im a ingorant nigger, please fuck my retarded face.
Let me guess, you come from /v/ and have only played the games and have the internet tell you all about 40k instead of reading it on your own.
Wulfen are basically the same as Blood Angel's Death Company, brothers that have succumbed to their genetic flaw and become so much more than regular marines but lost everything else as they are now inhuman monsters.
Weren't Wulfen originally pretty well confined to the 13th company? I know they've had the option for mark of the wulfen for a while now but I seem to recall that initially being only a part of the 13th company.
Hey, /tg/ I was hoping to seek some guidance, and would really appreciate some input with getting into 40k.
A buddy of mine has been playing for awhile, and has been showing me the game and letting me use his armies while we play.
I'd like to build my own army though. The local shop hosts 40k on Wednesdays and Saturdays. My friends says it's a decently competitive environment. I've been a couple times to watch, but that was before I was playing so I don't remember a lot of what was going on at the time.
I'm asking for some guidance on building a Space Marine army for 3,000 points (I think that's the standard point count?).
I've never played Space Marines, only Orks and Daemons, but after reading into the lore a bit, Raven Guard seemed like a cool chapter to field on the table.
I'm going to pick up the Start Collecting Space Marine box tomorrow, but I'm going to need more for a decent army.
This is what I need help with, /tg/. What else do I need to hold my own? I'm not looking to crush my opponent every game, but I do want to stand a chance.
Thanks for any information.
Yeah, the whole 13th company went to the Eye of Terror to kick 1ksons ass and when the current black crusade came around the survivors of the 13th company came out of the eye of terror all mutated and shit. Still the curse of the wulfen isnt just for these guys, any space wolf can succumb to it eventually (Like Bran Redmaw and his company).
Now I can't help thinking of a fapfic based around a Sisters of Battle convent on Fenris where the women are all the descendants of Space Wolves, and the final act of initiation into the Order of the Daughters of Fenris is to be impregnated by a Space Wolf, to provide the next generation for the Order.
The tournament standard around here is 1850. 40k over 2000 points just gets stupid. 3000 would be like if you were playing HH and included a Primarch or super-heavy in your list.
Because Space Marines were never meant to breed traditionally, they are sterile barring any warp fuckery from Slaanesh or the Dark Mechanicum.
Making female Space Marines just makes that harder to achieve, as it'd be easier for some heretic to overcome it.
The entire purpose behind the Space Marines were they would help Humanity take over the Galaxy, then once peace is achieved they would be allowed to die off. They are weapons of war, and in peace won't be needed. The realisation of this is one reason why Horus turned against the Emperor, that they are going to be discarded for what Horus saw as lesser beings (Normal humans).
Any policing or small scale warfare could be handled by regular humans.
This is a parallel to Christian theology, in which Satan rebelled against God because he refused to bow to humanity.
That's why there's no female space marines.
Try 1d4chan tactics for a whole bunch of conventional wisdom, also try at less than 3000 pts, as that's basically apocalypse, and way to much to paint all at once, even if your wallet can take it. 1500 and 1850 games are common.
3000 points is pretty odd for what is generally considered the competitive scene (1850-200)
That said right now Space Marines are pretty competitive and bikes are a good choice so white scars sit pretty well. I'd suggest looking at running 3 or 4 bike squads with grav guns along with a bike captain to make them troops. You can look in to things like CentStar, the Librarian Formation is pretty stout. Really SM have a ton of tools.
Repressor is great for the extra fire points and front armor, but it's only really worth it if you have a squad with the special weapons to get use from it.
Immolators are better for giving more firepower, but you can't take them with larger squads.
Rhinos are the best if you just want a cheap option to carry something somewhere.
cheap way to get from A to B, usually a good workhorse and general use
more expensive rhino with a gun. Avoid unless you have a use for it
Dominion delivery system and nothing else due to its cost. Too pricey for anything else
And then we got a new codex!
I GET SO MAD ABOUT PICTURES LIKE THIS.
IF THE MIDRIFF IS EXPOSED THEN THAT COMPROMISES THE ARMOR AND THE 'POWER' PART NO LONGER WORKDS BECAUSE THE WEIGHT OF LIFTING WOULDN'T BE DISTRIBUTED ACROSS IT. FUCK.
I bet you think that having less armour doesnt give you a higher armour save either.
I shit you not I cannot remember what it was from but it was specifically explained in this game/article/thing that having less armour gave you better armour because you could dodge/ were less weighed down
Go-to for 500 point games. Allows decent overwatch for battle sister squads who would have a Flamer and a Heavy Flamer.
Auto-take for Dominions. Outflank with TL Heavy Flamers to wipe out backfield objective campers, while the Dominions have their way with a MC/Vehicle.
Alternative for Battle sister squads. Would not recommend with Dominions. A bit over-priced for a dedicated transport.
>Rules people get wrong that annoy you
Morale and Leadership tests are not the same! I don't give a fuck if you're fearless, do the damn test.
>Segmented power armor wouldn't work!
Canon doesn't care.
That is the armor plating of the power armor. There is a bit that goes underneath.
From the wiki artical you got that from.
> Like all suits of Power Armour, Ignatus Armour consists of an ingenious merging of thick ceramite protective plates and a complex system of muscle-like, electrically motivated fibrebundles to augment the user's movements and strength. This technology is so miraculous that one wearing Power Armour can move and fight as if he was unencumbered, his suit's augmetic systems compensating entirely for the armour's crushing weight and bulk.
>you will never feel the Drop Pod given to the void
>you will never feel the rattling of the chassis as you enter the atmosphere
>you will never see the Macro shells flying past your display camera
>you will never hear the sergeant giving one last prayer to the emperor
>you will never feel the pod smash into the pre-bombarded landing zone
>you will never scream "FOR THE EMPEROR" in unison with your Battle Brothers as the hatches are blown open
>you will never be a Space Marine
Yes, the dude wearing it.
>ywn feel the valkyrie hit the drop zone
>ywn hear the rattling fire of the heavy bolter in the back of your head
>ywn hit the dirt with your sergeant and the rest of the squad
>ywn dig in around the dirt and start combating with traitors.
>ywn see the roar of the gunships dropping ordnance on the xeno like avenging angels of the emperor.
>ywn be a guardsman
>you will never enter a planets atmosphere on a monstrosity of an asteroid that looks like it was raped by every spaceship to have ever set foot into the warp
>you will never crash into a planets defenses losing a few hundred thousand boys at the impossibly functioning force field that hugs your transport violently reacts in a vain attempt to prevent the impact from killing you
>you will never rush out of the asteroid and be shot in the head two seconds later
>you will never die an Ork boy
I've actually been pretty close. Replace Valkyrie with Helicopter, heavy bolter with M60, dirt with sand, traitors with insurgent fighters, and gunships with A-10 and you've got it.
Stop being retarded
>the whole 13th company went to the Eye of Terror to kick 1ksons ass and when the current black crusade came around the survivors of the 13th company came out of the eye of terror all mutated and shit
Was the first fluff we got for them, which is REALLY similar to the LoD
I don't want to turn this thread too political but I'll say this - I am a strong believer in the 2nd amendment specifically because it allows us protect ourselves against men like Donald Trump.
I'll stand outside the mosque and shoot the men who come to register muslims.
Any advice for a csm player thinking of investing in some renegade guardsmen to use as an allied detachment?
The numbers of the platoons could be helpful but I'm really interested in the vehicles. Grav chute inserted csm squadrons could be a lot of fun. Also access to chimeras and lemans of all kind
Pretty clearly Space Wolves, all the right hair, beards, symbols, etc.
Unrelated - I hate when you're putting together paired guns and arms and you cut the wrong bit and it won't fit and you fiddle with it for 15 minutes before you realize you cut the wrong bit.
>ywn give your prayers fervently to the Emperor
>ywn bathe and oil with your Sisters in preperation for battle
>ywn be deployed to the front line shouldering your Multi-melta with 59 of your Retributer sisters
>ywn burn the hordes of the mindless beasts away
>ywn see the Chiefest and Greatest of Calamities swooping towards your lines
>ywn realize his armour is Iron, that no blade can pierce him
>ywn realize his teeth are swords
>ywn realize his claws are spears
>ywn realize his wings are a hurricane
>ywn realize you should have brought more Multi Meltas
get a Codex
>ywn be a Sister of Battle
>building Vanguard Veterans
>building Librarian Dreadnought
>building Sanguinary Guard
>building Tactical Marines
I don't give a FUCK. Come at me faggots, even if I lose i'll kill your favorite unit/character and make you cry bitch tears before the Emperor sees it fit to let my little plastic men die.
Thinking of adding Cypher to my Imperial Guard army list.
Quick Question: He doesn't take up a HQ slot, but it doesn't say anywhere "cannot be used as mandatory HQ choice." like it does with all of the Imp-Guard stuff like the Primaris Psyker and Commissar.
Can he be counted as a mandatory HQ choice? Just wondering, because I was thinking of maybe running him as a part of a Tempestus Scion detachment. And if he CAN be used as their mandatory HQ, that would save me points on a Commissar.
IIRC the only caveats with cypher is that cannot ever be the warlord and reduces your warlords LD by one. So I think he could be your only HQ choice but some other character would have to be your warlord.
If you're going to field Cypher in Astra Militarum, do yourself a favour and have a Tank Commander be the Warlord, so you don't suffer from the "warlord gets -1 leadership"
Also, I'm pretty sure that, unless it takes a force-org slot, it cannot be used as a mandatory HQ
Speaking of Cypher, does anyone know if he can be used as a Skitarii army? I mean, it doesn't say in his dataslate, because it was made before the Skitarii. And since he doesn't take a HQ slot, he's not breaking the formation rules.
Depends on your Necron force honestly. If it's a shooty Decurion, then yes.
It's a choppy non-Decurion the you'll likely get in the way of your Tau teammate. No worry of cheese here.
So since the 13th Company came back, can we put more stock in the rumours of a return of the Genestealer Cults Codex?
They have Furious Charge and +1 Initiative when assaulting if you use their book formation.
I only have five but I do have a squad of Assault Marines. I guess I could use them as a Command Squad.
Something like that, depends on what you're sending them at and how much ap3 you expect to face. Invulns are great and all but if you get peppered down with shootas they weren't worth paying for.
Sounds like the sort of unit that could do with a sanguinary priest as well.
United as one. Don't leave us Nid bros, don't leave us with the shit we have.
Forgot to add, I thought about taking Dante as my Warlord and Captain Karlean nursing a backfield ObSec squad for the +1 to reserve rolls. Put the Vanguards in reserves, have them deep strike, while Sanguinary Guard move up with a Sanguinary Priest in Dante's deathstar.
After playing against Tyranids, here's what I think needs to happen to make tyranids tier 1. Note that I'm actually a space marines player:
> Carnifexes reduced in cost to 100 points base, before upgrades. Increase their number of attacks by 1.
> Allow Hive Tyrants to roll on Pyromancy and Daemonology, so they can become goddamn flying DRAGONS
> Allow Zoanthropes to roll on Pyromancy
> Full Decurion formation, featuring "Send in the Next Wave", but for Gargoyles, Flying Carnifexes, and Genestealers
> Yes, I just said Flying Carnifexes
> Bring back extended carapace, so you can give Carnifexes 2+ saves
> Make Pyrovore weapons into super long ranged artillery. 160" guns, Large Blast, S8 AP3, Ignores Cover.
Carnifex aren't used for melee and their main issue is less cost (though its part of it, making melee builds too prohibitive), but their inability to get up the field and make it into hth.
Honestly they should have IWND, a 2+ armor save and maybe some sort of special 'Stampede' rule where they can assault an extra d6 and ignore terrain and cover when they do.
They have no reason to take Daemonology. However, they SHOULD get Biomancy back, and -maybe- Divination.
Agreed on the Decurion, I'm so tired of digging through multiple books for all my formations.
Pyrovore just needs to be a little cheaper, Beasts and have the Torrent rule.
Genestealers need to be able to assault from Infiltration or Outflanking.
Hormagaunts should move like beasts (but not be beasts), their charge range is the biggest issue.
I forgot to add, INVULNERABLE SAVES. LET THEM BUY INVULERNABLE SAVES FOR THE LOVE OF GOD.
You wouldn't seen nearly as many flyrant builds if you nerded MC Devourers (or flying in general could use a nerf..) and gave them Invulnerable saves. and of course the age old complaint of 'can't move fast enough or charge worth a shit', but that's more a general issue with 6th and 7th assaulting.
Sweet. Now to see if I can actually cast something against Eldar or Chaos Daemons!
As a Tyranids player, I'd really rather they just bring back cool fluffy customizing with Biomorphs.
Being able to buy FnP or Improving armor saves of stuff is nice, but being able to buy weird stuff is cool as well. Like getting Stealth for certain environments or various special rules. Even better if they sort of trim down the unit entries and instead make it so certain units are listed as 'upgrades' for other ones. I want it to almost be like a Crisis team where the things you upgrade it with determine what unit it is rather than having 20 individual models. Like, Shrikes and Raveners are upgraded warriors, or Maleceptors are a Carnifex variant.
I'd rather Pyrovores become beasts, and Flying carnifexes feel a bit unnecessary. Giving the Harpy or Crone more close combat ability, or making a close-combat variant would be better.
Personally I'd rather fix the other weapon options than nerf devourers to encourage more diversity. Make venom cannons multishot weapons again. Say assault 2-3 gives us another long range anti tank/mc option. Deathspitters go back to blast, MC ones go to S7 and 2 blasts. Give barbed stranglers hred and maybe a price cut and we'll start seeing more variety in tyrant/fex loadouts players actually take.
Okay, actually let's have a totally fair statline and cost analysis for carnifexes. Ideally, I think they should be EXACTLY as valuable as a Space Marine Dreadnought. I've literally just now written up a prototype of FAXIV for Monsters, so let's fix the goddamn carnifex.
So the absolute baseline will be 60 points for WS3, BS3, S6, T6, W3, A1, with a 3+. We then take 2 increments of strength for 15 points. Followed by 1 increment of wounds for 5 additional points. 3 increments of attacks for 25 points. That brings the carnifex to this statline:
WS3, BS3, S8, T6, W4, I2, A4, Ld7, 3+. 105 points.
Comes free with two Carnifex Claws, which are Sx2 Close Combat weapons. They may be each be replaced with a twin-linked devourer with brainleech worms for free, or a Heavy Venom cannon for 5 points. Alternatively they can replace their Carnifex Talons with Wrecker Claws, giving them Sx2 Armourbane, Concussive, for only 10 points.
Each carnifex may take Extended Carapace; giving it a 2+ armour save, for 25 points.
Each Carnifex may take a Synaptic Field, giving it a 5+ invuln save for 15 points.
There, carnifexes are fucking fixed, and are completely identical in power level to 7th edition space marine dreadnoughts.
By the way, I'm currently applying to be a rules writer for games workshop, using my experience with fandex writing on 1d4chan as my resume. Does anyone else have any suggestions they would like?
>Each Carnifex may take a Synaptic Field, giving it a 5+ invuln save for 15 points.
Should probably require they be in Synapse to get it, but that's more of a fluff thing, and it'll probably be in it anyway.
A 5 man Skitarii Ranger unit with 2 Arquebuses is visually weird. I just finished building said unit and I've got 1 Alpha with a fairly combat oriented load out, 1 guy with an omnispex, 1 mook with a gun and 2 dudes with long ass sniper rifles.
The idea that you can measure increases in flat point increments without taking into account that a significant increase in points without notable durability improvements leads to diminishing returns seems a bit dubious, though in this case the end result seems okay.
That's the major problem with the XV9 Hazard suit. Technically speaking it does pay roughly the correct cost for it's upgrades over a crisis, but the end result of filling seven hardpoints when a crisis suit only comes with three max... Diminishing returns, as I say.
IF you get the job:
Make gorkanauts/Morkanauts Superheavies.
>Great Waaugh detachment
You is Muking about: Models in this formation gain FNP 6+ and +1 to their LD.
Waaugh!: all units gain +1BS or +1WS on the turn a Waagh is called.
1-4 Core units
3x Boyz (each unit must be 30 models strong)
Leg it Lads: All models change their unit type to Beast on the turn a waaugh is called.
Lowest rung: all boyz within 6" of a grotz mob may LoS to the grot mob.
1x Big mek
3x Boyz (each boyz mob must have a trukk
1x War Buggie( New kit with release)
1x Deff koptas
Belching Smoke: Vehicles and jetbikes in this formation have a 4+ Cover save, and may Jink to increase it to a 3+ cover save.
1x Big Mek
1x Morkanaut (or Gorkanaut)
3x Deff dreads or 3x3 Killa kans
Wreck em Lads!: All models in this formation have preferred enemy(vehicle), Preferred enemy( building) and the tank hunters special rule.
Clanking Horde: Models from this formation within 6" of the Morkanaut(or Gorkanaut) at the start of the shooting phase may run and shoot in the same turn.
1x Warboss( or Ghazskull)
3x Pain Boy
3x Mega nobz or Nobz
-If any model takes a bike, all models must take a bike.
Dead Ard: Models in this formation are Stubborn, in addition friendly ork units with 12" of the Boss(or Ghaz) may re roll failed LD tests.
1x Warboss on Warbike or 1x Big Mek on Deffkopta
3x Warbiker Mobz or 3x Deffkopta Mobz
Supercharged: Any models in this formation may turbo boost and then may still Shoot and Assault that turn. Any model that does so must take a dangerous terrain test.
And a Carnifex with guns is the Hive-mind saying. Hmm...this thing is really hard to kill. I'll stick some guns on it and grow it a bigger brain so it can aim properly.
Which is exactly what Tyranids should be all about. There's very little reason why one Biomorph can't be given to other things, except for size constraints or other large organs that are required to support it.
1-9 Fancy Gitz and Additional Gubbinz'
3x Mega nobz
Tellyporta strike: All models gain the Deepstrike special rule, in addition when arriving from deepstrike roll on the following table: 1.roll on the deep strike mishap table, 2-4. Deep strike normally, 5. Deep strike without scatter, 6. place the unit in combat with an enemy unit, treat this as a successful charge and do not resolve overwatch.
3x Flash Gitz
Units in this formation may choose one of the following special rules: Fleshbane, Armourbane, Torrent
Ded Sneaky: May infiltrate within 1" of enemy models during deployment.
3x Storm Boyz
Krak Gitz: All models have the fearless and jink special rules.
Sky full of Lead: all models in this formation have the twin linked special rule
3x Big Gunz
Shell em Ladz: Once per game, all models in this formation may fire twice.
3x Tank Bustas
Slag It!: once per game a unit of tankbustas may use their "Best" Rokkits, for that turn the unit gains the armourbane special rule and confers it to any weapons they use.
Scorch em' Ladz!: once per game a unit of Burnaboyz may switch to Squigfuel, for that turn the unit gains the fleshbane special rule and confers it to any weapons they use.
Jobz a goodun: all models in this formation gain the fast and jink special rules
3 Blitza-Bommers, or 3 Dakkajets, or 3 Burna-Bommers
Top Gitz: all models gain +1BS, and a 5+ Inv save.
2-4 Gorkanauts or Morkanauts
Need some AP1 or Melta equivalent rules too. Tank Hunters maybe? Idk, unless they buff Carnifex movement and survivability there is no competitive way to use them as melee tank hunters. Hell, Genestealers are probably better at that, and they're not that great..
Yeah and that faggot Ezekiel cant ride a bike.
Largely a failed experiment at inventing a close assault but not actually close combat tau unit.
Would work better with just straight up carbines, inv save and access to Pathfinder specialist weapons.
The thing with Dakkafaxes should obviously be that they're an Assault Unit, not an artillery piece as they're commonly used. With these rules there's 3 configurations carnifexes can go for:
> Assault Shooting Platform with 12 shots at S6, and an A4 S8 AP2 melee.
> Dedicated Assault: 5 attacks at S10 AP2, which can kill characters and other walkers
> Kill it absolutely dead: 5 attacks at S10 Ap2 Armourbane Concussive. Which means it can reliably bring down titans or go toe to toe with Ironclads.
Already on my list to give Morkanauts and Gorkanauts an equivalent to Invincible Behemoth, and a mini-stomp. I wouldn't make them outright superheavies(For 12" move, Fear, and other goodies), but it's still on my list that they should be immune to Explodes! and need a mini-stomp.
"Da Krumpiest Unz'":
Gains the Invincible Behemoth special rule(See the rules for Superheavy Walkers). In addition. After all other attacks are made by a unit with this rule, it may make 3 "Krump" attacks. These are resolved with d3 small blasts placed in contact with the units base, and are Sx2 AP2.
I wouldn't say tyranids need ranged AP1 or melta (though I'd be fine with warp blast being AP1 again). The best anti tank options should still be melee.
But yes carnifexs do need something yo help get them into CC, being cheaper wpuld help that. Though i don't think they should just get straight up faster in movement speed. Perhaps they get FnP if they run or charge that turn. Make them a bit tougher as the rampage across the table.
Big Gunz (they don't exist they're Mek Guns)
Are the only decent ones in your list.
Blitz Brigade is a shitter version of what we have now, the model limit should be 2-5.
Waaagh! Planes means that our Dakkajets after upgrades are now BS4.
Tankbustas are relatively unchanged from what they are now.
Tellyporta Ladz is situational
Ard Gitz should be fearless, also you can't even take Manz if you field Warboss on bike.
Trukk Boyz while good for jink and cover is a little too ridiculous.
Boyz Brigade is the dumbest shit I've read.
The basic rules gives us our only save of 6+, but I do like the +1 BS or +1 WS.
Ideally I would much prefer multiple or at least D3 Waaagh uses throughout the game. Twin-linked on pretty much everything. Reduced point costs. Access to better armour. More reliable weapons. And a Gorkanaut that is BS3 and immune to explosions.
>it may make 3 "Krump" attacks. These are resolved with d3 small blasts placed in contact with the units base, and are Sx2 AP2.
Jesus christ no!
9 s10 ap2 small blasts will kill everything!
The simplest and easiest fix for Carnifexs
and Squiggothsis to create a Monstrous Creature (Beast) type.
If it moved and ran then give it some sort of unstoppable rule that grants it a temporary invuln save of 4 or 5+, count the run as a tank shock type attack, and you're golden.
Oh dear god, thanks for pointing that out.
> It may make a single "Krump" attack. This is resolved with d3 small blasts placed in contact with the units base, and are Sx2 Ap2.
I still don't get this whole "if they're in synapse then they need an invuln save"...synapse is not some sort of magic field, its a synaptic connection. Why would that grant any kind of invuln?
Warp fields for Psykers? Yes, absolutely no reason HT's shouldn't have them. But for standard units? Fuck no.
FNP I would give you however.
2nd best armour save in game ain't good?
Yeah this is why i thought it was a 4+
Rerelease it as a Supplement for Codex: Space Marines, and make it Chapter Tactics: Blood Angels. That way they can gain access to all of the 20 other space marine supplements and things such as Deredeo Dreadnoughts and Infernum Pattern Razorbacks.
There should be a decurion formation with a main rule that at ANY POINT during the battle, you can opt to declare that one or more of your squads will spontaneously succumb to the red thirst. At that point you must replace all of the remaining models with Death Company models(Thus encouraging people to buy more models), and the units gain the Fearless, Feel No Pain, Rage, and Relentless USRs. But in exchange, they MUST declare charges on the nearest enemy unit, and can never voluntarily move away from an enemy unit.
Why does Kharn have one arm without armor?
I always liked to imagine that he just lost it on the ship before the battle of Skalathrax, and he had to move, so he just went without it for one fight. But, now, after that whole, "betrayer" thing, it's too awkward for him to ask to look for it himself or for someone to find it for him and mail it out.
Can confirm. Using homebrew rules that make the Carnifex effectively Toughness 8 (T 7 with a -1 S to incoming weapons), and it is glorious. Shrugging of Bolter rounds and generally wading through fire, though that second part might be because I also spent points on 2+ armor and FnP.
God forbid my Walkers didnt explode, or get drop pods
>You can't make one bad thing better without fixing this thing first!
Dreadnoughts suck. That doesn't mean everything else bad has to continue to suck as well just so we're all stuck wallowing in pity.
Baal Strike Force is simple but useful.
The one that gives free Wargear on Sternguard and Vanguard Veterans is decent.
The Flesh Tearers formation that gives 6 fast attack for Drop Pods is also very nice with allies.
it's two vanguard squads with jump packs and one sternguard squad in a storm raven. vanguards get free power weapons and sternguards get free combi weapons, but you need a stormraven for the formation.
>Tell that to THASZAR THE INVINCIBLE!
Where does it say that he doesn't use the Decurion? No where. Stop making things up.
He is a Phaeron of a dynasty and that means he uses it. All Necron Overlords do, with no exceptions.
>Implying this were a thing before 7th edition.
They are a thing now. Deal with it.
>You're a WAAC fag, no matter how you tryto hide it.
No, I am casual who wants to play a fluffy Necron army. It's not my fault that they are so good.
>THASZAR THE INVINCIBLE, LIKE I GUVE A FUCK ABOUT TRADITIONS AND LAWS IN GENERAL.
Stop making things up, dweeb.
No Phaeron is above the traditions and protocols that govern Necron society.
You have been consistently wrong about Necron lore since the last thread.
Storm Raven isn't a bad investment for Blood Angels, seeing as their only other alternative is the Fire Raptor. They don't get the Storm Talon, sadly.
Sternguard are still 'decent', especially if they're all rocking combi-melta/flamer/grav, and Vanguards with a shitload of free power weapons is A-okay.
>He is a Phaeron of a dynasty and that means he uses it. All Necron Overlords do, with no exceptions.
He isn't, he stole his dynasty.
>They are a thing now. Deal with it.
Why should I?
>No, I am casual who wants to play a fluffy Necron army. It's not my fault that they are so good.
No you aren't, you just justify your WAACnes with awful fluff and you don't tolarerate when someone else play's for fun without decurion bullshit.
Well I have AV13 CC orientated walkers and they're also terrible.
Walkers are only good at being weapons platforms, and they'd be infinitely better at doing that if you strapped exactly the same guns onto a Monstrous Creature. Ergo, walkers are just straight up shit. Actually scratch that. Vehicles are just straight up shit.
It is a testament to the skills of Cruddace that he actually managed to make the army that has no vehicles and just Monstrous Creatures so horribly bad in an edition where vehicles are terrible and MCs rule.
Actually, I stuck to the FFG RPGS and the Conquest card game. Now I am getting into the TT games, both AoS and 40K. I bought some wraiths and Triarch units. Soon I will build my own Decurion.
I don't want to be told I am a "WAAC" for playing my Necrons in the way they are meant to be played.
For fuck sakes people, I'm not even that guy and I don't like most of the detachments but Hunter Contingent, Decurion and the other detachments are fucking fluffy. They're just good and fluffy. Wow, I know that's a new concept to the /tg/ resident whiners out there that something can be really good and fluffy.
Do any of you enjoy playing the game at all unless everyone takes their worst units and mindlessly match up the board because being good isn't fun.
>He isn't, he stole his dynasty.
Yes, he is. Necron Overlords are treacherous and always try to better their positions. The lore is filled with examples of Necron Lords plotting the downfall of their Phaerons to secure the throne for themselves.
>Why should I?
Because it's DA LORE.
>No you aren't, you just justify your WAACnes with awful fluff and you don't tolarerate when someone else play's for fun without decurion bullshit.
You can do whatever you wish. Just don't pretend your fanfiction army is fluffy, and don't deride those who want create a fluffy Necron army.
Hit and miss, Z can be terrible with larger bits, i bought 5 knights and only constructed two without major problems. Either track down one of the better chinamen or bite the bullet and spring for geedubs products, where you at least get guaranteed customer service
They're not mad that he's insisting its fluffy, they're mad that he's insisting that its the only possible way to play necrons and the only way necrons would ever deploy ever.
Then don't play against the Big 3. It's that simple. I'm a Nid and Tau player. I play the other Big 3 + min maxed Space Marines with Tau and I play everyone else with Nids. If you have one army than it's even more simple.
If you don't have an army that can contend with Decurion you probably don't have an army that's gonna be fun to play against Necrons anyways.
I play Grey Knights with Inquisitor support, i can play nids and orks without using derpy baby carriers, i can play CAD Tau/marines/necrons with the silly-looking things, but the second a decurion, crisis/riptide spam or double demi turns up i'm fucked no matter what.
No, I am saying it's the only way fluffy way to play dynastic Necrons legions.
Of course, you can play Cryptek lead armies that MAY deviate from the Decurion since they are less concerned with traditions than the nobles.
Or you can make your own fanfiction army but don't call it fluffy, though. It's like playing Ultramarines that abandoned the Codex.
You can play fluffy lists without having to use the decurion bullshit, the only reason to use them is for the free rules wich they give, while other more old codex have to keep on track with that in silence obedience? Good luck finding someone to play with that attitude.
Anyone know of a site or place to order to get a discount on something from GW?
There's only really one FLGS and it's too small to carry GW stuff. I'll probably just order it from GW directly but I'm a bit of a cheapskate.
Yeah 4+ FNP straight up is too much. Way I'd do it is 6+FnP for synapse range 5+ for synapse craatures. Catalyst improves FNP by 2 (so buffs too 4+ for regular units and 3+ for synapse creatures.)