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Warhammer 40k General

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'Codex: Deathwatch is half finished because models can have two bolters' edition


>Rules databases
https://mega.nz/#F!BxI1HSgI!0tKymKh9RZTzGpgIA5EyCg

>FAQ’s and Errata (outdated but official)
https://www.games-workshop.com/en-GB/Rules-Errata

>40k 7th edition quick reference sheet(s).
https://dl.dropboxusercontent.com/u/4104995/Games/7edRef.pdf

>Forgeworld Book index
http://www.dakkadakka.com/wiki/en/Forge_World_and_Apocalypse_Rules_Index

> The Black Library
https://mega.nz/#F!wx4BiKhD!YhnAf1BqSmAB8dO6xDM56Q!c4pGAJDb
>>
>>49214503
Best part of Ork lore?
>>
>>49214518
da boyz, a course
>>
Best chapter tactics to use when Allying with a mixed gunline/mechanized guard army? I was thinking Raven Guard in a Shadowstrike Kill Team with as many Vanguard Vet squads as I can afford.
>>
Has anyone here amassed a company of marines yet?

I'm tempted to keep collecting but I know I'll never need to field sixty tac marines or twenty devastators.
>>
How is green tide?

Ive recently come into posession of around 360 boyz, so im wondering if just overwhelming people in bodies is viable.

I dont plan to run them as the formation because all the boyz getting tied up in combat by 5 khornedogs doesnt sound fun
>>
>>49214652
I know Raptors Anon has like 6 or 7/10 full companies.
>>
What's a fluffy iron warriors list? They're cool as fuck.
>>
>>49214654
It's painful

Like actually physically painful to bend over a table for 30 minutes every movement phase
>>
>>49214654
Best 1500 list I heard of green tide of 10 squads of 10 boyz, 5 with nobs with pk, with a warboss with big bosspole with a painboy attached
102 man blob of fearless ork boys with a 5+ fnp
>>
>>49214679
im planning to get some movement trays so it isnt that big of a concern
>>
>>49214591
>gunline

when your stuck in a cqc with no hope of escaping your corner you'll have no one to blame but yourself.

that said, imperial fists/crimson fists like shooting in a defensive position

>>49214654
if you can get locked up in combat by 5 fleshhounds i would hate to see how fast a buffed up of hounds could shred through some orks
>>
r8 my fluffy 2k list.

iron hands. fisting medusa

memelance strikeforce

memefaggot in cataphractii with memechain and thunderhammer

3x 10x tac squads in rhinos with gravcanons

attack bike tax

9x devestators in rhino with 4x grav cannon (libby here)

memehammer analhilation force

2x 5x assault marine taxmeme with 2x heavy flamers

8x devestators with 4x grav kennon in pod (terminator libby here)

7x devustators with 4x gravy culverin in pod (libby and memefagot here)

libby coven

libby lvl 2

libby lvl 2

libby lvl 2 in terminator armor with stormshield and forcethunderhammer relic

all the libbys are on ether biomance or librarius because its fluff list. also all the units are bit units because big units is fluff

biomance is cool because gives EW 2+++ FNP relentless grev kannons

r8 pls. will be using to teach new tau players how 2 play
>>
>>49214652
Seeing as the codex literally gives you a road map to build a Battle Company and its a pretty competitive list, I'd be legitimately surprised if no one here has.
>>
>>49214518
Their economy is their own teeth.

The best part is that it's actually a fantastic economic model, even by modern standards.

>1. There is a finite amount of Ork Teef (as they can only be taken from Orks, on specific Orkoid creatures like Squiggoths). It's damn near impossible to counterfeit their currency. The only way to get more teef is to make more Orks, replenishing the system with teef. This also means that the proportion of Teef : Ork in the economy is roughly consistent across the entire galaxy.

>2. Teef are tangible currency that can't be "lost to the system" like electronic currency can, yet are small enough to handle in large quantities.

>3. Teef are organic materials, and therefore decay. Not only does this self-regulate the economy by removing currency from the system, the rate of regrowth and of teef decay is roughly consistent - again stabilizing prices and the proportion of teef in the system.

>4. Teef are self-produced from Orks themselves. Even if an Ork is very down-on-his-luck, he will have at least SOME currency on him, as he can always knock out his own teef to use as money, and Orks regrow teef constantly throughout their lifespan.

>5. Teef are directly acquired through the activity all Orks participate in - waging war and krumpin gitz. Success in battle directly translates into more wealth as well as increased social standing, which due to Ork gestalt psychic energy means they become better in battle and can therefore become more wealthy, and so on, at least until the Ork meets his match and is killed or supplanted by a stronger Ork. It also means that, if you're short a few bucks and don't want to pull your own, you can just go beat the shit out of a stranger and take HIS teef, and now you're directly richer.

It's kind of funny that an economic model that almost assuredly was created as a joke by GW is actually extremely successful within its own species, and is in many ways an ideal currency.
>>
>>49214551
I'm a college student working two jobs to pay for said college, I know what having no time is like.

I, however, like to actually enjoy the hobby, and will forego playing games for a day (I only get one day free a week) to watch players new to the store/game. With an overly analytical mind, I tend to be better at strategy then certain people, so I have to personally list tailor to the player, not their list, to create an experience that's both fun and fair for both of us. I could bring my warconvo to every game with no remorse, but what does that get me? I could bring only anti-tank against the guy who brings guard parking lot with a side of bubble-wrap to every game, but why do that? I want to challenge myself and make them think, to improve them as a player as well as myself. The only people I don't do this to are people who bring cheese like eldar wraith and bike spam.
>>
>>49214720
>will be using to teach new tau players how 2 abuse the fuck out of Interceptor.

Fixed that for ya.
>>
>>49214652
>>49214732
Yeah but who'd run 10 man squads instead of 5 man squads in free razorbacks?
>>
>>49214696
dogs are a nightmare as orks

5 dogs can tie up a 30 man boyz squad for a good 2 turns
>>
>>49214654
Bruh.
Send some to me.
pls.
>>
>>49214518
Tuska the demon Killa .

leads a Waaaagh into the eye of terror because he wants a good fight.

Then, right as he's about to die, he snips the Daemon lord's balls off
>>
>>49214654
Probably as good as swarm nids, make as many squads as you can and take no upgrades, use them as a buffer between the enemy and your more important stuff, alternatively sell most of them, get a metric ton of grots, and a stompa or two and just make it physically impossible for your opponent to do anything
>>
>>49214764
so i should run a fully gladius memeforce instead?

would have 80 marines and 20 groove canon with free drop pods.

or could have 50 marines with 8 greave cannon and 10 free lascanon razorbacks with IWND.

i want it to be fluffy and casual
>>
>>49214696
That's why I bring the Space Marines, to tie up the enemy cqc specialists.
>>
>>49214518
Dey iz da greenest.
>>
>>49214652
I have the second company of my chapter, all at least primed. Secretly they're Loyalist Iron Warriors successors known as Champions of Olympus. It's 30 tacticals, 30 devastators, 20 Assault Marines, 5 techmarines, a 5 man command squad, 14 tank drivers and the captain.

They have some MkIII armor and some relics from the heresy, but they're pretty codex divergent with their tactics. Would post pics but I'm currently in bed.
>>
>>49214791
hmm the most buffed up unit would be 20 hounds in the incursion murderhorde, jugger herald with exalted loci and double lesser gift within 6" of another squad. hell throw in the attack +1 relic as well. on the charge that's 100 attacks so that's like 60 dead orks
>>
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Played my first game yesterday with a friends army and I think I want to invest in starting a Necron Army. What should I be looking at starting with?

I was thinking of going with Necron Warriors and working up from there.
>>
>>49214518

They're actually threatening.
>>
>>49214949
Get the start collecting box, and another set of warriors. That should get you a great starting point, with my favorite hq model in a long time.
>>
>>49214949
Browse bartertown for a good deal.

I picked up a shit-ton of orks trading off my old Warhammer Fantasy army.

I also nabbed like 100 imperial guard troops for like $60 once.
>>
>>49214503
The fact no DW HQ can take Bikes is admittedly irksome, as is the inability for DW Dreads to get Frag Cannons (missed opportunity, GW!).

Thoughts on the Black Crusade Detachment? Me? I think that there's "some potential", but the mobility is still going to be an issue. Easy-access Obsec for everything is sexy, as is free Hatred/VoTLW.

>>49214591
Some options include:
-Dark Angels: You get Powerfields. Chimeras with 4+ Invulnerables are funny.
-White Scars: What's worse than a Stubborn blob of murderous Guardsmen? Giving them Hit & Run.
>>
>>49214778
honestly 10 man squads in free pods with grav cannons arent bad. especially when you are dropping 6 pods on turn 1, with 2 of them being grav cents or whatever.

the gladius strikeforce is disgusting as long as you take free shit
>>
Aside from being failcast, what's wrong with Mandrakes? They're cheap, have a decent weapon, stealth, shroud, ect.
>>
Anyone have a good tau 500 pts army list?
>>
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>>49214666
I only have like the full command staff(Techmarines, Chaplain/Captain, Librarius), of about 7 companies. In terms of bodies I'm up to 200 marines, and I've got 40 more scouts waiting to be assembled. I also have the entirety of the chapter veterans and command staff setup. This weekend I'm going to clean the local geedubs out of all their scouts AGAIN, and order more biker scouts.

For me I would say a full strength company in the raptors would be somewhere around 170 marines. There's the command staff consisting of 2 librarians, a Captain, Chaplain, 2 major techmarines, and 10 minor techmarines. Vehicle staff, of 2 per vehicle, 3 per predator. There's maintenance staff, apothecaries, marines, and scouts. Aside from that, none of my companies have preset organizations as per how the bodies are setup. I just approach a table and arbitrarily decide how many tactical, devastator, and scout squads I throw at it.

Pic related btw, they're my 'prototype' scouts at the moment.
>>
>>49215020
no save. should have the daemon special rule because of their fluff and whatnot but as they are now anything that fucks with cover completely destroys them.
>>
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>>49215020
They have no saves of any kind, despite being ostensibly melee units. They also have no reliable delivery system for melee combat, so they're forced to desperately hug a piece of cover and pray that an enemy comes close enough to charge.. In which case the only people that willingly get close to your dedicated melee unit are other dedicated melee units... Which are superior to your mandrakes in melee in every conceivable way, BECAUSE ARMOUR SAVES.
>>
>>49214591
>>49214696
>>49215003
I should have Clarified, I'm looking for some CQC punch to add to my army in the form of Space Marines.
>>
>>49215113
yiffs with TWC or wulfen or both
>>
Why did they remove Orks invuln save?
>>
>>49215200
was op
>>
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>>49215200
easier to fuck
>>
>>49214949
There is no unit in the codex that is legitimately bad. You're safe with just about anything, with Flayed Ones, Scarabs, and Monoliths being meh.

Warriors will work on anything in enough numbers.
Ghost Arks really support large Warrior blobs (like max size).
Lords with Resurrection Orbs support large blobs even better.

Overlords fit in well with Lychguard to make a surprisingly destructive melee force.
Crypteks bring a lot of cool gizmos. Stick them with Immortals, or in warrior blobs to get the most out of them.

Immortals are pretty much Warriors times 1.33. Field them in small units to not waste their fairly powerful shots. Tesla Cannons are plain better against anything that's not in power armor.

C'Tan shards make very persuasive arguments against most melee armies getting into melee. They're pretty ded killy with a lot of short ranged powers.

Destroyers are made to deep strike and murder what they're meant to murder. Usually heavy infantry and light vehicles.

Annihilation Barges are fucking money. Park them in an area with a good line of sight, with something nearby to dissuade deep striking enemies. It will make its points back almost every time.

Wraiths are goddamn nightmares in close combat and can tarpit small squads with good armor and invuln saves along with high toughness and multiple wounds.

Night Scythes are your best air unit, since they can drop units off like transports, shoot bitches, all while moving at speeds Sonic the Hedgehog would blush at.

Start with some Warriors, a Leader (Overlord or Cryptek), and a few Immortals.
Add on more warriors, Lychguard or C'Tan, and another Leader.
Add a Ghost Ark, an Annihilation barge, and a couple Wraiths.
Finish up with a Night Scythe or two, a few more Immortals, some Destroyers outfitted to eat tanks.

Over time, you'll have a nice 1500-2000 point army.
>>
>>49215200
Because the people that wrote it had no idea how 40k works
>>
Last thread, someone was talking about Rubric Formations that had AP3 Heavy Bolters and Autocannons, and Death Guard Poisonous 2+ Rocket Launchers and Grenades, could someone link me to that?
>>
>>49215200
Because fun is stupid, despite Orks having the most common Force Field tech in the universe, because all the other races are like "Oooh nooo radiation is killing us within a few years!" while Orks either die too soon to care, or simply ignore radiation poisoning because they're dead 'ard.
>>
>>49215310
You have tesla carbines the wrong way around, they're only useful against power armor and only above 12" compared to gauss.
>>
>>49215003
>-Dark Angels: You get Powerfields. Chimeras with 4+ Invulnerables are funny.
Dark Angels no longer have Power Fields. Shame really.
>>
>>49215049
Shit son gud effort.
>>
>>49214652

I have enough marines to form a whole battle company. I've been trying to get them all painted as the third company of the imperial fists for some time.
>>
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Just listened to Incorruptible audio drama
...

How is a grey knight being controlled psychically by a genestealer any different at all from being controlled by chaos/daemons?

It's all still psychic shenanigans. Aren't daemon supposed to be the indisputable most powerful psychic entities because they are pure psychic energy and COME FROM the fucking psychic plane?

If a genestealer can control you a daemon should have no trouble whatsoever.
>>
>>49215368
Nah. Just goof'd my numbers. Their standard Gauss Blasters eat 4+ and cuts even on 5+, but Tesla is better at the rest.
Rapid Fire is nice for the second shot, but you only ever get it once before someone charges your initiative 2 ass.
>>
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>Easy fixes to make your CSM stand a chance
Fuck formations. Traitor's Hate a shit!

Start with taking 5 points of the base cost of every squad with a Champion in it, with the exception of Chaos Havoks.

Cultist Champions may upgrade to Rouge Witches, gaining Psyker 1 and losing 1 attack and LD, for 20 points.

Give Forgefiends and Maulerfiends a "Quadruped" rule that lets them re-roll immobilization results.

Havok Champions have a piece of Wargear called Occulum Mors. It lets his unit fire at full ballistic skill, when normally they would be snap shooting, once per game.

Rhinos and Land Raiders may take vehicle wargear, called Warp Rifts, that allows units to enter from reserves from the vehicle, as though they were disembarking; effected by Assault Vehicle, and similar rules.
The vehicle cannot actually transport units if this upgrade is purchased.
25 points.

While we're on vehicle wargear, Daemonic Possession doesn't eat models on a 6, but you can sacrifice one model inside during the movement phase to restore a hull point.
1 hull point can also be restored per game turn by killing a model in a Tank Shock, or by killing a model in close combat.

Raptors down to 16 per model.
Warp Talons down to 27 per model.
Possessed down to 23 per model.
Terminators down to 29 per model.
Khorne Berzerkers and Champions gain 1 attack.
Thousand Sons down to 22 per model.
Warpsmiths down to 100.
Dark Apostles down to 90.
Chaos Lord down to 60.
Daemon Princes down to 140.

VotLW grants Hatred (Imperials) instead of Hatred (Space Marines).
Icons of Vengeance go down in price by 5 across the board, to a minimum of 5.
Terminators are Fearless.

Always accepting more feedback.
>>
Boyz shoud be able to take skorchas and klaws as special weapons
>>
>>49215464
The difference between them is pretty small anyway. So it's mostly a matter of personal preference. I like the gauss blaster precisely for that extra shot before being charged and double shots on overwatch.
>>
>>49215104
>>49215061

I guess that makes sense. Having a 5+ demon save would be awesome, too.
>>
>>49215517
That does fuckall to actually help CSM. Thy still have leadership issues, try still can't get into CC, and they're still wildly overcosted for what they can do.
>>
>>49215565
CSM have as many options for getting into combat as regular marines, what do you want?
>>
>>49215609
drop pods
>>
>>49215624
you cant assault out of a drop pod

You CAN assault out of a dreadclaw though, which you have
>>
Is there a way to play mono Tzeentch Daemons without having several hundred dollars of more models on-hand for summoning, or should I settle for something else?
>>
>>49215661
>You CAN assault out of a dreadclaw though, which you have
>100 point drop pod
>good
>>
>>49215661
You could in 30k, since models didn't have to disembark. It's funny how being tied down with straps in an open doorway gives you AV12 armour.
>>
>>49215669
fateweaver, prince, screamers with heralds, and flamers. you can do a decent 1k list.

oh right; exalted flamers got upgraded to jump infantry. snap shooting their d3 18" lascannons but i'll take it
>>
>>49215697
>100 points for an av 12 assault skimmer that deepstrikes turn 1
>bad

fucking entitled chaosfags
>>
>>49215727
>pays 0 points for a drop pod
>waaa muh chaosfags are WAACfags
>>
>>49215727
AV12 that has to sit there for a turn, letting the enemy shoot at it, before letting you assault out of it.
>>
>>49215719
1.5k? gimping myself too much at that point?
i don't plan on playing too much at 1k.
>>
>>49215727
>this unit is clearly amazing, why can't anyone but me see it?
No deep strike risk mitigation, 100 points to try to get ineffective and overpriced melee units into close combat, and it eats your dudes.
>>
Which C:SM chapter is best at CQC?
>>
>>49215755
with a jink. That has a 50% chance of being a 3+ save with nightfighting
>>
>>49215669
At 1k, I run the Warpflame Host formation: 55 Horrors, 9 flamers, 1 Exalted Flamer, 1 Herald. Strength 7 Flickering Fires are no joke, and the +2 Strength makes half of the Tzeentch discipline powers quite good.

Obviously, it works a lot better if you dip some into Malific, even if just for Cursed Earth.
>>
>>49215778
>Csm melee
>Bad

A unit doesnt have to be canoptek wraith level to be good in combat
>>
>>49215609
>CSM have as many options for getting into CC as their shootier, less CC oriented cousins
Hell, you're not even right. Regular marines have Drop Pods and Land Raider variants that are less ass. Christ, even their regular Land Raider gets to carry two extra dudes for no fucking reason.
>>
>>49215851
If you're delusional enough to think that CSM are good at melee, there's not really much point in trying to convince you otherwise. Basic CSM are as good as Assault Marines. Chosen are vastly inferior to Vanguard Veterans. Berzerkers are overcosted and suck ass if they have to make a disordered charge or aren't fighting on the charge. What exactly are the good CSM cc units?
>>
>>49215759
actually i find a lot of people like playing 1.5 or 1850
>>
>>49215789
Choice of the Following
> SPACE SHARKS
EVERY tactical squad has Bolter+Pistol+Chainsword. Works great in a Gladius for Dat 80 'assault marines' in drop pods. Getting in melee with marines is vastly more painful if the marines have a rapid-fire overwatch combined with 2 attacks base.

Also, kill an enemy unit in melee. YOU NOW HAVE RAGE

> Mantis Warriors
Move Through Cover. Hammer of Wrath, Furious Charge.

Do I even need to explain it further?
>>
>>49215624

Or just give the the option to deep strike. Call it a Warp Tear.

A Warp Tear is a hole in reality opened by chaos sorcerery and/or dark technology. If your army includes at least one Sorcerer or Warpsmith, units (dedicated transporting embarked) may arrive onto the battlefield via Warp Tear for 25 points. Nominate one Sorcerer or Warpsmith to be the Dark Navigator.

For each unit arriving via Warp Tear, place a Marker/model anywhere on the table and [scatter like a drop pod]. Then, place the unit anywhere within 6" of the marker as if they had just arrived from the table edge. Units with the Demon special rule may assault the turn they arrive via Warp Tear. While on the table, units arriving via Deep Strike may arrive from a Warp Tear instead of deep striking normally.

Enemy units within 6" of the year suffer -1Ld. At the beginning of each turn, enemy units within 12" of the Tear must take a pinning test.

At the end of each turn or when the Dark Navigator is slain, roll d6 for each Tear. On a 1, 2, or 3, the Tear closes and is removed from play.
>>
>>49215926
Oh, half arrive T1, the other half normal reserves.
>>
>>49215914
>> SPACE SHARKS
>EVERY tactical squad has Bolter+Pistol+Chainsword. Works great in a Gladius for Dat 80 'assault marines' in drop pods. Getting in melee with marines is vastly more painful if the marines have a rapid-fire overwatch combined with 2 attacks base.
>Also, kill an enemy unit in melee. YOU NOW HAVE RAGE
they are literally better than csm in every way

>>49215926
id prefer this 2bh because i dont want to buy any more drop pods
>>
>>49215906
How about fucking everything being initiative 5 of you want?
>>
>>49215789
Blood Angels have access to furious charge, +1 I, +1 WS, rage, relentless, feel no pain, and the sanguinary discipline.
>>
>>49215727
Tell me its not bad when it doesn't eat my 250 point contemptor dreadnought turn 1, wasting 350 points and giving up first blood before the game even started.
>>
>>49215456
probably has something to do with the shadow in the warp the tyranids produce
>>
>>49214518
I like the old fluff where Storm Boyz decided to worship Khorne and be extremely organized as part of their rebellious phase.

Also Tuska Daemon-Killa.
>>
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>>49215752
>>49215755
>>49215778
>Taking bait that shitty
>>
>>49216015
I almost want to know the source on that.....
>>
>>49215980
thats a slim chance and you know it
>>
>>49214652
Painting 100 basic marines would drive me crazy. I don't need or want more than the twenty I have.
>>
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>>49215990
Victor Hardy's Bloodthirster confirmed canon.
>>
>>49216015
when we've had people in these threads unironically use land raiders as some yard stick for WAAC units, i just assume everytime somebody is being retarded they are serious 2bh lad
>>
>>49215926
Must it have a HQ tax?
>>
>>49216038
So is mishap and Gets Hot. That doesn't lessen the sting when it bites. And it's two 1/6 chances to get eaten if you try to make use of the Assault Vehicle rule
>>
>>49215959
Yeah, ask Blood Angels how much I5 helps they're killing power. While you try to put MOS on berserkers.

Hint: Possessed, warp talons and chosen are all terrible in CCB.
>>
>>49216080

I suppose not, but I liked the idea of it. I figured it was like the old Web Way Portal, which required an HQ. I suppose it could be changed to the option of IF you have a Sorcerer or Warpsmith, you can make him the Dark Navigator. If the DN is alive, the portals are stable, and when he dies, they flicker as normal.
>>
>>49216158
I play 30k EC and i5 helps me quite a bit actually
>>
>>49216185
How many power weapons can you take on your dedicated melee squads?

How much does it cost to add I5?
>>
>>49216185
thats because melee is good in 30k
>>
>>49216185
A) Isn't your I5 free?
B) Don't you have cheap power weapons?
C) How many attacks are your whatevers rocking?
>>
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So I keep kicking the shit out of my friend's CSM/Nurgle army. The only time he's won recently is because he thought his drones had a rerollable 4++ and kept using the wrong stats for models.
He's got 10 plaguebringers, 3 drones, 1 herald, 3 nurglings, a chaos lord, a helbrute, 20 cultists, 3 chaos bikers with marks, 5 chosen, and 10 plague marines. He was considering a GUO which had me worried but as things are he's getting molested by my SM/BA.
I'm thinking he needs a daemon prince and the GUO, what else should he get? We aren't doing tanks or air yet, solely infantry and he's only doing Nurgle based models and units.
>>
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I have not played since 5th edition, and have not yet fought in the 7th edition wars. I tried to make a list with all of my models so to see what point range the army was around, with a left over list of models at the end. I have no idea what I'm doing anymore. Any tips or advice would be greatly appreciated. Should I make a 1.5k list instead? narrow this down to 2k? Is my army a hopeless relic of 5th edition?

“Astra Militarum?” 2,169pts.

[HQ 1]

Company Command Squad (99)
>Officer of the Fleet
>vox
>2 Sniper Rifles
>Medi-Pack

Primaris Psyker (50)

Commissar (50)
>Powerfist

Commissar (40)
>Power Weapon

[Troops 3]

Infantry Platoon
Platoon Command Squad (50)
>vox
>3 Grenade Launchers

Infantry Squad (75)
>vox
>flamer
>autocannon

Infantry Squad (75)
>vox
>flamer
>Autocannon

Infantry Squad (75)
>vox
>flamer
>Autocannon

Infantry Squad (75)
>vox
>flamer
>Autocannon

Infantry Squad (75)
>vox
>Grenade launcher
>Heavy Bolter

Heavy Weapons Squad (105)
>3 lascannons

Heavy Weapons Squad (105)
>3 lascannons

Heavy Weapons Squad (75)
>3 Autocannons

Heavy Weapons Squad (75)
>3 Autocannons

Heavy Weapons Squad (90)
>3 Rocket Launchers

Vets (195)
>Chimera
>3 Meltas
>Grenadiers
>Power Fist
>Shotguns

Vets (180)
>Chimera
>3 Plasmas
>Grenadiers

[Fast Attack 2]

Hellound Squadron x3 (375)
Rough (Boar) Riders x5 (55)

[Heavy 1]

Basilisk x2 (250)
>>
>>49215517

Possessed Warp Talons Mutilators and Thousand Sons need grenades.

Warpsmith and Dark Apostle can take options like bikes and jetpacks
>>
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>>49216245

[Leftover Models]

1 scout sentinel w/Missile Launcher
1 Sergeant Kell (Lost Creed, hurr tactical genius)
1 Captain Al’Rahem?
1 Guardsman Marbo?
10 unbuilt bodies from standard box
2 unbuilt Catachan flamers
1 HWT heavy bolter
1 half built Skoal lid HWT
1 Flag guy
1 Heavy flamer
3 guardsmen
2 priest/guardsmen with eviscerators?

Spessmehren army (I don't have the codex)
4 dreadnoughts
2x10 squads
1 rhino
5 termies
leader man guy
>>
>>49215727
Dread claw doesn't have Inertial guidance either

because lore
>>
>>49216173
>but I liked the idea of it
Well the portal is a good idea, but I think it should be kept simple since the main goal is just to deep strike units. Upgrade to buy DS (with preferably some mishap protection) would more than suffice IMO. I mean Daemons don't have any convoluted rules or anything for it
>>
Should I start CSM or wait to see what happens with bangels
>>
>>49216343
neither one of them will end up being good, so pick whichever you like better fluffwise and modeling wise
>>
I want to make a Warp-Portal for a proxy Bunker with Escaoe Hatch. Any suggestions?
>>
How to play nurgle daemons 1k?
>>
>>49216319

I think the portals are simple enough, or can be made simple enough. I literally threw that together while I was taking a shit.

Place a marker for the tear and scatter like a drop pod. The unit who bought it arrives as if the marker were a table edge. In subsequent turns, units in reserve with the deepstrike special rule may arrive from a tear. If they do, they may assault the turn they arrive.

In that instance, I think I would say that a unit gets a tear or a transport.
>>
would a kind anon mind relinking the kill-team scan/photos? it doesn't appear to be in the mega and the archives are so stuffed with discussion about it I'm having difficulty finding it. (or I'm blind)
>>
I have a painful idea of grabbing that 48 zerkers Web bundle and a BaC box and kit bashing it up with some possessed mutation bits to make some not!worldeaters legionares painted with a reverse white shoulders and blue everything else
Talk me.out if it /40kg/ please
>>
>>49214518
The application of German Gestalt Psychology to the way their psyker powers work is super cool.
>>
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What Imperial faction would make for the best Melee focused Kill Team?
>>
>>49216653
that color scheme sounds hideous
>>
>>49216706
Rough Riders
>>
Would you refuse a game against someone using the 4th edition ork codex?
>>
>>49216706
Bullgryns, perhaps?
>>
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Which link has the Kill Team ePub? I've been looking for a couple hours now.
>>
>>49216744
Fucking hell, anon. Warhammer 40.000>Dataslates and Supplements>Kill Team.pdf

No epub, pdf is better.
>>
>>49216789
different anon, but that's the 2015 version
>>
>>49215456
Grey Knights can be corrupted. They can be controlled. They are not naturally immune to chaos, as is commonly touted.

They have never been corrupted or lost because of the constant rituals they undergo, the constant purification, the constant meetings with their chaplains. They are "immune" by preparation, and they are damned good at preparing against chaos. The original Blood Tide story made perfect sense because the Blood Tide proved able to corrupt even the most faithful (Sisters of Battle), making it a coin toss even for Grey Knights. So they did what they always did - a ritual, using the blood of those few that were immune, to protect their whole.

In the case of genestealers, the constant rituals they rely on aren't set for them. They might have rituals or some form of preparation had they known beforehand, but between not being prepared and the Shadow in the Warp thing which disrupts even their strong natural resistances (which again, is a resistance, not an immunity; greater spawn can still influence them even if they find gknights "unpalatable." The Aegis is also used to amplify this protection, which again shows gknights aren't just naturally immune to chaos).

>Sources: Grey Knight novel (the premise of which is a gknight almost falling to chaos), and the 7E codex.

Back to your question, everything gknights do to themselves is preparation against daemons and daemon-related shenanigans. 'Stealers aren't daemons.
>>
>>49216728
no, but he better have a good reason for using it besides, 'muh orks suck now'.
>>
>>49216860
2013, and are they the same thing? Is the new version of Kill Team, just the same as the one released three years ago?
>>
>>49216870
Thats really the only reason

The update made a bunch of nonsensical changes that only made everything worse to sell mek gun kits
>>
>>49216890
It's 99% the same. Some of the specialist rules are slightly different and some of the missions too I think.
>>
>>49216919
Have Orks ever gotten better or has it just been a steady downward spill for years
>>
>>49216861
>almost falling to chaos
Alaric does fall though. He fights in a mindless berserking craze for weeks between shorts instances of consciousnesses.

The inquisitor that takes him in at the end even says as much, basically saying that he can never return to the GK and at best will be part of this Inquisitors warband.
>>
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>>49216890
>>49216860
>>49216789
>>49216744

here.
>>
Best ork rule: Supa Stikk Bomb Chukka

>S10+2D6 armor penetration
Best AT weapon in the entire game.
>>
>>49216934

I love the fact that I can have a sneaky infiltrating Sister with a giant ass heavy flamer.
>>
>>49216947

To be fair, Alaric was also wearing a collar, so he had zero defenses while inside a Khorne arena.
>>
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>>49216947
>basically saying that he can never return to the GK and at best will be part of this Inquisitors warband.
The book literally ends with him having the choice of staying Brother-Captain or not. The inquisitor fucks off without him after the report.
>>
>>49216974
Ah yes, Sister Snikin Ann Burnham.
>>
>>49216245
>>49216249
Boar riders, Al'Rahem, and Marbo aren't there anymore. Best you can do is call them standard riders, a captain, and a veteran sergeant.

Officer of the Fleet is a bit of a waste, as you don't have anything to come in from reserves, normally.
Vets don't need that power fist.
Rough riders in general are just plain bad.
I'd switch those autocannons on the infantry squads for heavy bolters (more anti infantry) or just go with the cheaper double flamers. A lot of the time you'll either waste an autocannon shot because you're moving, overkilling something lasgun can kill, or stopping the squad to pop off 2 shots.

If you combine three infantry squads with double flamers, stick a priest and Commissar in there, and aim them at anything at all, you've got a pretty deadly mass of bodies.
Unfortunately the meta has shifted, and everything is good at killing standard joes, even more than before. It's very shooty. You might want to consider taking something heavier armored than a hellhound, if you've got a tank of some kind lying around.
>>
>>49217029

Heretics ain't never seen me commin'
>>
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>>49216964
Thank you kindly.
>>
>>49215456
>If a genestealer can control you a daemon should have no trouble whatsoever.

DERP HURP WHAT IS A GENESTEALER?

A genestealer implants a victim with its genetic material which rewrites the victims genes. This renders victim vulnerable to the mind domination of Hivemind. Grey Knights have no defense against this biological method of brain control.

I am shocked and disturbed by the fact that none of these guys answered this simple and bad question. They are a disgrace.
>>49215983
>>49216861
>>
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>>49217107
To be fair, I never read the instance in question. I assumed it was a broodlord doing psychic things.
>>
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New player here looking to play Orks.
I am aware they are the worst army in the game.
Could I just spam bikers and units like burnas, lootas, flash gitz? Have like a biker gang going on
>>
>>49216964
Thanks for it.
>>
What can orks bring to help CSM and vice versa?
>>
>>49216232
Nurgle dp with wings. Not Guo, it's total shit
>>
>>49217155
Bodies and guns (expensive guns), respectively.
>>
has anybody worked with the GW red basecoat spray can? was it chunky? smooth? gunk up the details? wanna start a blood angels army but also don't wanna paint 40+ guys red by hand.
>>
>>49217177
It's fine, just be careful with it, it's got a lot of pigment and you can mess up easily.
>>
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hey. would it be worth me getting an allied detachment of marines to form a sort of elite strike Unit?
or should i just keep picking up more Airborne Vets & Scions?
>>
>>49214669
Warpsmith, or maybe a Sorc with the new chaos technomancy powers.

Obliterators, Vindicators, chaos siege Dreadnought (the upgrade option from IA13), maybe some relic tanks like a Sicaran, Forgefiends. Ally Renegades for Basilisks, which they used to be able to get. Chaos spawn modelled as robotic monstrosities, like smaller Forgefiends.
>>
>>49217177
red is not a difficult colour to paint by hand you cuckold
i like both dragon red and pure red primers from army painter, though you have to be careful with their nozzles as they're basically fucking shotguns
>>
>>49214692
Good luck with dense terrain
>>
>>49217211
>>49217239
that's my fear. I tried using demonic yellow primer a few months ago and it turned the details on my minis into cheese because I suck at nozzle control.
>>
>>49217032
>Boar riders, Al'Rahem, and Marbo aren't there anymore


:(


Fleet and powerfist will be gone. Thank you. Need to change out that dudes arm then. When you say double flamers, do you mean flamer and heavy flamer? You can only take one. You can't take a heavy flamer in an infantry squad? I'm confused. And do priests not get evisorators anymore? Do I need to scrap those models too? I like my little 5 man RR squad, I put so much effort into making them ride boars, but youre right they do suck, take up points, and are a kill point.

Should I do 2 platoons so I can fit all the heavy weapons squads in the back, 2 big blobs, a gun line, and 5 chimera chassis driving around?

Those are sadly all my metal boxes, 3 hellhounds, 2 basilisk, and 2 chimeras. I always thought it was kinda cool to run guard without leman russ. But maybe thats why I'll always be a loser.

Thank you so much for replying.
>>
>>49217145
honestly though i just want someone to tell me burnas are viable
fucking flamethrower orks
>>
>>49216653
>Even considering that Berzerker bundle
Your shit taste knows no bounds. Please kill yourself
>>
>>49217138
When you assume...
>>
>>49215661
>you cant assault out of a drop pod

Excpt when you can both assault out with one units and double tap with another unit.
>>
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>>49216031
>>
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>>49217555
>finally assembling the Deldar I bought
>start with starter Archon
>get to here
>dat booty

I feel like I need to convert a female version now.
>>
>>49214752
You sound like you're me.
Poor and autistic.
>>
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>temi captain with grenade launcher and termi chaplain are limited to new store openings
why do you not want my fucking money, GW
>>
>>49217605
It's an elf. Gender doesn't matter.
>>
>>49216653
It isn't a deal and Berzerker models are ugly as sin
>>
>>49215906
Fuck off, CSM have the absolut most murdery HQS in the game.
13 S7 AP2 on I5 with no outside support is fucking godly.
And with Traitors Hate you can get so many damn lords in there.
>>
>>49217605
>He's just now discovering the joys of eldar booty
You should see our old dracon and wych models. For what they lack in face, they more than make up for in ass.
>>
>>49217681
they're overpriced for what they do. as csm stuff is wont to be

desu sorcerers would be perfect if they had ml2 base. i would cream my fucking jeans
>>
>>49217728
that's reserved for my grey knights ;^)
>>
>>49217681
You forgot his defenses and pricetag.
>>
>>49216031
Crimsons: Akai Koukaishatachi
>>
>>49217681
How are you getting those attacks from a lord?
>>
So for shits and giggles I want to run a full cultist mob. Nothing but cultists, cultist flamers, cultist champions. The peoples revolution.

My question is, what would make the best counts-as for ~150-200 cultists?
>>
>>49217817
Guard
also run Renegades and Heretics instead
>>
>>49217740
good thing looking cool is reserved for everyone but GKs

i play orks im dead inside
>>
>>49214791

Anyone who takes Boyz outside of a Green Tide sadly deserves to lose.
>>
>>49217459
Spam CAD with minimum grot units for troops, that's the way ork fare nowadays.
>>
>>49215200
Because they're really fired up!
>>
>>49217628
>termi chaplain is even wearing tartaros armour instead of whore indomitus.
Fuck GW for probably making me wait one year until they release the model if they release it at all.
>>
>>49217833
>Renegades and Heretics
So from what I gather its a 7th ed codex from forgeworld that is essentially chaos guard?
>>
>>49217940
yes and it is great fun
>>
>>49216232
Play an old edition where CSM don't suck peepees
>>
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>Termies roll 2D6 on armor saves, still save on 2+
>AP2 gives -1 to the result
>AP1 gives -2 to the result
How viable do terminators become?
>>
>>49217689

I got wyches and a succubus. I see the booty.

Also, I still can't get over the retarded anymay arms crossed pose they gave this Archon. Who thought this was a good idea?
>>
>>49217962
How about keeping it a d6 roll but having the AP lower it like that
>>
>>49214745
Uthan the Perverse pls go
The farseers already told you not to shitpost up in the biomes.
>>
>>49217962
They become stupid hard to kill but still have crap offense and mobility so continue to be unused.
>>
>>49217936
>hating bestdomitus
fuck you

also fuck GW because I fucking love the classic terminator captian and want this one to go alongside it
>>
>>49217946
Im sold. So basically spiky-up a bunch of loyalist stuff

Awesome. Is it widely accepted as a legitimate codex? IE is it something I would have to defend using anymore than tau/eldar/ork
>>
Do Iron Warriors work with cult troops and daemons in the fluff much?
>>
>>49215200

Because of the Iron Hands.

Basically, GW started putting in cybernetic enhancements as 6+ FNP. Thus when they got around to updating the Ork Codex, they updated Cybork Bodies to stay consistent.

The fact that this gutted one of the most important upgrades for Orks was not considered.
>>
>>49217681
>Lords are super good guys
>why don't you chaos fags just spam lords
I'll wait for 5x Chaos Lord lists to start sweeping tournaments, you ignorant shitposter.
>>
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>>49217978
>>49217990
Whoops, my mistake. I meant 3+ saves with 2D6. Silly me.
>>
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>post yfw Blood Angels detachments are markedly better than the Black Crusade detachments
I for one am looking forward to yet another excellent book for my CSM to counts-as. The Raven Guard detachment from Angels of Death is a ton of fun. Warp Talon Vanguard Veterans launching first turn assaults perfectly off of Alpha Legion operative spotters? Fuck yes.
>>
>>49218089
so a 2.7% chance to fail against normal shots, 8.33 for ap2 and 16.66 for ap1.
>>
>>49217991
I don't hate it, It's just so fucking common.
>>
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>>49217728
Overpriced? Its 170 points for a beast of a character.

ML 2 base, if you keep their current ability to buy 2 additional for 50 that would be incredibly powerful. Even if you kept just a single upgrade for +25 that would still be pretty bonkers.

>>49217752
170 points, 3+/4++

>>49217788
3 attacks base, +1 from juggernaut, +1 from charge, +1 from rage, +1 from CCW + Bolt pistol, and a final 2-6 additional attacks from the daemon weapon. For a total of 7-13 attacks on the charge, 5-11 in subsequent rounds.

>>49218062
>Tournaments
No, its always going to be a weaker variant of the Spacewolves/Dark Angels superfriends character list.

Is it fucking great for your average pickup games? Yes it definitely is.
>>
>>49217995
people at your lgs might not let you run it if only because they've never heard of it. it's in imperial armor 13 which is the latest afaik and not everyone knows about that shit so
that said, you really don't have to worry about it. there are no official models which means lots of converting, painting and counts-as but that's the cool part
>>
>>49218189
>ML 2 base, if you keep their current ability to buy 2 additional for 50 that would be incredibly powerful.
yes.
>Even if you kept just a single upgrade for +25 that would still be pretty bonkers.
yeah. exactly. you follow me
>>
>>49218189
>melee weapon relic of the god of slaughter
>1/6 chance to smack yourself in the face
>reduces WS
>gives you an ability that you have to buy just to get access to the axe
wew lad
>>
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>>49218130
Yeah, and I made another mistake: AP2 was actually -2 to the saving throw, and AP1 was -4.

That's still a 15/36 chance of walking through melta, or 41.667% chance. Much more survivable than what they have today. Man, 2E termies were scary fuckers.
>>
>>49218219
What, you dont think a weapon that costs 35 points and gives +2str and AP2 AND still swings at initiative AND can provide more extra attacks than most characters have total needs a downside?

Its also fluffy as fuck, you're swinging an axe that has a contained bloodthirster inside, its a constant battle for domination.

And due to how the WS chart works, getting smacked down to WS1 is not that much of a problem, you're still swinging at I5 with S6 AP2 hitting on 5's.
>>
>>49218246
>of succumbing to melta*
It's 21/36 or 58.33% chance of walking through.
>>
>>49218246
Not much more than today, with the 5++.
>>
>>49218246
>2E termies were scary fuckers.
storm bolters has sustained fire-1, and could pump out four shots each at BS6

they could also be rapid fired

weird that a 300+ point unit actually had scary rules
>>
>>49218293
you're allowed 3 specialists. that's four. why would you put relentles son the infernus heavy bolter dude when the infernus is assault in both modes?
>>
>>49218268
>>49218268
5++ is 66.67% chance to die to AP 1 or 2. This is 16.67% to die to AP2 or 41.67% chance to die to AP1. That's pretty significant.

>>49218278
Yeah, 51 pts a model (for chaos). And regular marines were like 25 pts a piece. But nevermind that stormbolter, how about that assault cannon?
>>
>>49218323
Oh shit thought you were allowed 4. I'll just remove the Indomitable specialisation then.
>>
>>49218293
You can only have 3 specialist dudes anon
>>
is there a way to make the terminator annihilation force good? I'd like to use my termies for once....
>>
>>49218323
>>49218293
addendum, a thunder hammer marine does not need furious charge. s8 kills just as good as s9. the shotgun renders the hand flamer redundant so that guy doesn't need it, it almost feels like you did this poorly on purpose.
>>
>>49218336
your leader doesn't get to be a specialist

he rolls on the pseudo warlord trait table

hand flamer on the shotgun is pointless
why are you mentioning the chainswords, all deathwatch have CCWs by default
>>
>>49218341
>>49218344
>>49218323

Deleted for alterations. First list ever, started with Kill Team, sorry.
>>
Redone Kill Team.

>>49218353
>>49218351

Deathwatch 200pts.

Watch Sergeant Leader, Zealot, Combi-Plasma.

Veteran Weapon Specialist, Eagle Eye, Stalker Pattern Bolter.

Veteran Guerilla Specialist, Infiltrate, Shotgun.

Veteran Combat Specialist, Rage, Storm Shield and Thunder Hammer,

Veteran with Heavy Weapon, Infernus Heavy Bolter, Hellfire Shells.
>>
>>49218395
and ignore the Zealot thing on the leader, forgot to delete that.
>>
>>49217107
I'm pretty sure the Aegis armour is meant to immolate any Grey Knights who's mental defences fail.

But as you say, if he got face fucked by a genestealer, all bets are off.

>and he's one dumb motherfucking marine.
>>
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>>49217459

Just stick them in a 'Naut
>>
>>49218219
It gives Rage because Princes don't get marks
>>
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I want to build the meanest possible CSM list i can, i know i know, CSM a shit and so on, hows this for starters?

Slaves to Darkness(Traitors Hate)

Lords of the Black Crusade
Chaos Lord 170
>Juggernaut, Axe of Blind Fury, Sigil of Corruption, Mark of Khorne, VotLW

Daemon Prince 355
>Wings, Armour, Nurgle, Lv3, Black Mace, Spell Familiar

Daemon Prince
>Wings, Armour, Nurgle, Lv3, Spineshiver Blade, Spell Familiar

The Lost and the Damned
Dark Apostle
>VotLW, Power Maul, Sigil of Corruption

10 Cultists
10 Cultists
10 Cultists
10 Cultists

Heldrake Terror Pack
Heldrake
>Baleflamer

Heldrake
>Baleflamer

5 Chaos Spawn

Cyclopia Cabal
Sorcerer
>Lv 1

Sorcerer
>Lv 1

Sorcerer
>Lv 1

Okay, Gameplan:
Juggerlord goes with the Spawn
Sorcs/Apostle join a cultist group
Both DPs roll 1 on nurgle and 2 on Biomancy
Cyclopia Cabal all roll Daemonology to get some summoning going

Cultist groups go for objectives as much as they can, while the 2 DPs and the Juggerlord runs towards the enemy deleting pretty much anything they make contact with.
Heldrakes come on and mop up excessively fast or stacked units.

Thoughts?
>>
>>49218572
oh shit, its 1840/1850 points btw.
>>
>>49218572
>get some summoning going
>3 ML 1 non-daemons without spell familiars
Uh huh. Nice Chaos "Space Marines" list.
>>
>>49217155

>What can orks bring to help CSM and vice versa?

Orks help a CSM players' morale immensely by reminding them that things can always be worse.

Vice versa, an Ork player can draw strength from seeing a CSM army and knowing that simply being a Marine army is no guarantee that you'll be good.
>>
>>49218649
The list is meant to be as powerful as possible, not fluffy in any way.

I only need to get off 1-2 summons of pink horrors, and then have them spew out new daemons, keeping the sorcs as batteries and not much more.
>>
>>49218022
What would be an Orky way to give them back their Invulnerable save to some of their units that would work fluff wise and games wise?
>>
>>49218674
If that's your goal, just take an allied detachment of a Herald with Paradox and some Pink Horrors. An ML2 Paradox Herald and 11 Horrors is 194 points, so it swaps perfectly for your Cabal. It generate more Warp Charge, isn't going to explode into perils the first time you try to cast, and auto-guarantees a Summoning every turn for 5 WC.

If you're insisting on keeping the sorcerers for some stupid reason, take them as command choices for the detachment so that you can buy them a familiar with the saved points.
>>
>>49218674
How many turns into the game will you have the demons you need? During the event will have been scoring tactical objectives, catching points
>>
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>>49218675
New ork telyporta field. Something something big mek something tek something waaaagh something 5++ save.
>>
>>49218717
You're right, an Ally of Daemons is factually stronger, thanks for the input bud!

>>49218744
The more daemons i can get the better, hence why im running with the other anons suggestion of a daemon ally cad for more stable summoning.
>>
>>49218765
If your army is demon prince leading allied demons why not just play demons?
>>
>>49218675
Space 0dins dex literally has a 5++ force field available to all characters
seems ligit
>>
>>49218765
What exactly is the point of running CSM if you don't care about the fluff or running actual CSM? Shit, your goal is just to summon more daemons anyways. Why not just cut out the middle-man?
>>
>>49218769
>>49218783
Because Daemons for some reason do not have Daemon weapons, and i really like Daemon Weapons.

I also dislike the D6 rewards and Warp storm table, and i really enjoy having spell familiars aswell.
>>
>>49218675

Fluff wise? Absolutely. Orks have long been masters of forcefield technology, and Personal Protekshun Projektor Sheilds would be completely fitting with the fluff. Games wise? Rich Orks should be able to buy such things naturally, so Warboss/Big Mek, Nobz, Meganobz and Flash Gitz should all be eligible. 10 points, 5++ save, done.

That's the simple option of course; if we want to play up the "unreliable but powerful" aspect of Orky technology, have them able to be boosted up, so an Ork can "supa-charge" their projektor to gain a 3++ save, but if they fail any save the device blasts out a short range burst of energy in all directions. Place a small blast template down over the model that has suffered an Overload. All models under the template suffer a Str 3 ap6 hit.

>Mega-Armoured Orks are quite fond of Personal Projektors, reasoning that anything powerful enough to get through their layers of armour plating is best avoided. With their own armour rendering them all but immune to the effects of an overload, they stride alongside their less armoured brethren, laughing uproariously whenever their Projektors inevitably malfunction, scorching nearby Orks with blasts of searing energy.
>>
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>>49214669
Best Iron Warrior Warband coming through

>1500 POINT FLUFFY STEEL BRETHREN LIST

HQ
Sorceror - ML2 - Balestar of Mannon - 110pts

ELITES
Chosen x10 + power weapon for champ - 195pts
Dedicated Transport- Dreadclaw Drop Pod- 100pts

Same again, - 295pts

TROOPS
CSM x10 + 2 melta guns - 160pts
Dedicated Transport - Dreadclaw Drop Pod - 100pts

Same again - 260pts

HEAVY SUPPORT
Chaos Rapier Batter Laser Deestoyers x3 = 165pts

Havocs x5 + Autocannons = 115pts

Sorc is modelled close to a Warpsmith, psyker powers are all warp-fuelled tech gribbins
>>
>>49218802
See more stuff like this should be in the Ork Codex.

>random chance is there but it's "manageable" enough to actually build around
>>
>>49218875

Exactly. It even fits perfectly with the Ork mentality; anyone wearing one of these devices is unlikely to be actually injured by one of them overloading, but they'll certainly have a fair chance of scorching any nearby low-ranking Ork, and they'll completely roast a thievin' grot. It's also a balancing aspect because it's a situational 3++ save for 10 points.

Instead we get They're really fired up!
>>
>>49215517
Berzerkers gain a rule called "Frenzied Assault". Any dedicated transport is given the Assault Vehicle special rule as long as they're the passengers.

Also fuck you, don't take away just 1 point off 1k sons. Make the Sorc 30 points cheaper or something, since he's utter shit. The Sorc costs 58 points at the moment. Or at least make them able to get up to ML2 and a spell familiar.
>>
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What do You think about this Kill team /tg?:

Skitarii

Infiltrator Princeps; taser goad, flechette blaster, infoslave skull, refractor field
Infiltrator; taser goad, flechette blaster - Guerilla specialist: fleet
Infiltrator; taser goad, flechette blaster - Weapon specialist: expert shot
Infiltrator; taser goad, flechette blaster - Indomitable specialist: eternal warrior
Infiltrator; taser goad, flechette blaster
>>
For a Deldar KT, which is better, a Relentless Scourge with a Dark Lance or a Splinter cannon? I'm leaning towards the Lance because all the canon shots would be going into one model.
>>
>>49218995
Lance, surely, to deal with some armor or 3+ save
>>
>>49219000

Keep in mind that there will be a Blaster Scourge that ignores cover, too.
>>
>>49219001
a Blaster might not always reach it's destination though
I guess a smart player will first pick off the lance and the blaster later
>>
How do the fire warrior turrets work in kill team?
>>
>>49219012
My general plan was to screen with distraction wyches while the scourges fly around like assholes. Scourges just seem so good for KT
>>
>>49219030
The best Dark Eldar unit for kill team are jetbikes, trust me
>>
>>49219055

At most, you get 2 special weapons and 6 wounds with a 5+ save with the bikes. I'm not sold on them in KT.
>>
>>49218855
>400 points in Drop Pods for shitty assault troops
>Chosen units without weapons
>even number of drop pods
>five-man Havocs as the only non-T7/AV12 unit on the board
What the fuck are you doing?
>>
>>49218189
Toughnness?
EW?

Not much fun in a 170 point lord that goes away to a guasrdsman with a missile launcher.
>>
>>49219083
T5, no EW.
He gets added protection from being in a group of spawns/khornedogs
>>
>>49219019
Just treat it as if it belongs to one of the FW's.
>>
Tomorrow im going to face an eldar player with my imperial guard, as far as i know he will spam the Dweps.

im thinking about dusting off my hades and deploy at least 3 vets squad with melta bombs and 2 meltaguns each, its a 1000 points game, what else i should bring?
>>
>>49214652

I got battle company but it only consists of 5 man squads. 50 marines and 15 scouts along with their transports is a sight to behold on the table. Got to start painting them slow and steady
>>
>>49214745
Ork regrow teef when they get knocked out, so there is in fact an infinite number of teef and not a proportional balance between the amount of teef and orks.
>>
Is there a way to pick a random space marine / chaos chapter / legion?

I have an idea but I need to select random armour pieces and this seems a good way.
>>
>>49219175

The post you quoted says that they constantly regrow. But teeth also don't last forever; they break down over time, so they're constantly being taken out of circulation.
>>
>>49218798
>i really enjoy having a reason to play a tiny catgirl model with big tits.

It's okay anon, its a cute model. We won't judge you.
>>
>>49219189
try this:
quotev.com/quiz/474091/Which-of-the-Space-Marine-First-Founding-Chapters-best-suits-you
>>
where is the Deathwatch fluff pdf ?
>>
>>49219239
What?
>>
>>49219261
https://www.games-workshop.com/en-GB/Chaos-Familiars-2016
>>
>>49219261
Oh, i dont use seperate models for my familiars, i just really like the effect of rerolling failed psychic tests.
>>
any one got trators hate epub
>>
let's try something dumb

1500 POINTS CSM DECURION

>CSM WARBAND
>chaos lord of khorne, juggernaught, axe of blind fury, aura of dark glory, melta bomb
>5 marines, melta, rhino
>5 marines, melta, rhino
>3 terminators, power weapons, combiflamer
>5 raptors, 2 meltas
>5 iron havocs, 4 missile launchers
>AUXILIARY
>4 spawns
>TERMINATOR ANNIHILATION FORCE
>terminator sorcerer, lvl 2, spell familiar, burning brand of skhalatrax
>4 terminators, 4 combimeltas, 3 power weapons and 1 chainfist
>4 terminators, 4 combimeltas, 3 power weapons and 1 chainfist
>4 terminators, 4 combiplasmas, 3 power weapons and 1 chainfist
>>
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>>49219311
>>
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>>49217228
drop podded death watch with frag cannons or what ever would do the job a temptestus command squad could do, but you know better.

Expensive though, scions are real cheap allies to get obsec, just a commissar tax. Which you can throw into basically anything. Its not bound by the same rules as the codex proper one.
>>
>>49219404
Yes
>>
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>>49218395
i thought that the fancy boy thunder hammer wasn't allowed to use shields?

any way, five guys will have a hard time vs the easy 20+ ork boys, gaunts, guard ect.

idk, if you have tons of cover you might be able to deal with it. Dealing with a chimera might be hard.
>>
>>49218981
gaunts will take armor saves from that list. can you swap in some power swords? or did GW pull a GW and not think how lists would work.
>>
>>49219526
Let them, theyll need to pass 4 dozen per turn.
>>
>>49219526
Whole unit has to swap. Doesn't really matter as they're basically equal against power armor.
>>
>>49219547
2 dozen*
>>
>>49219552
iirc someone did the math like a year ago and goad+pistol came out on top in every situation
>>
>>49219666
Yeah, I did it and the sheer number of wounds not only beat swords in melee in absolutely every case, but the Uzi also beat the carabine on ranged as long as the target didn't have T5 or better.
>>
So I herd u liek spess muhreens?
>>
What else do I want for a DE killteam that's not in the Start Collecting! box? Haven't even picked up the codex yet, and I've never even played against the army.
>>
>>49219832
Maybe Scourges. But the Start Collecting is basically a good Kill Team box anyway
>>
>Hastings just popped up in the war of sigmar comments section to say that we will be seeing Magnus Angorn, Mortarion, Russ and Guilliman in 40k.

>"Fezza213
>My prediction, Guilliman returns and takes back the mantle of lord commander of the imperium. Sensing the impending doom the adeptus custodes become Guillimans personal body guard while leaving a token force to guard the emperor. New 40k army is released in the form of adeptus custodes with Guilliman as their leader (Ultramarines are sad but Guilliman uses them as the other space marines use the imperial guard, front line fodder)."

>75hastings69 • 8 hours ago
>Some of this would tie in with what I heard. I asked in a different thread what is better than marines...... answer new marines

Discuss.
>>
>>49219241

Interesting not-shit quiz, I got the legion I collect.
>>
>>49216545
Fuck off to natkfa it's there
>>
I WANT BLOODY EPUB3'S AAAARRRRRGGGGHHHH
>>
So which knight do I get, Including the FW ones. It's for AdMech and not the bullshit formation .
I personally like Atrapos because it looks sexy as hell but some anon said it's overkill.
>>
>>49220062
considering the atrapos is 435 points its gonna be 1/3 to 1/4 of your army, how many points are you playing?
usually wardens are enough
youre not wrong the atrapos is a sex machine

heres the rules for him see what you think
https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/Horus_Heresy/Cerastus-Knight-Atrapos.pdf
>>
>>49214652

I've got one of my own chapter. Never run it all at once though. Fuck that. Maybe 30% of it is painted, too.
>>
>>49220131
I know the rules, and they are sexy as hell too
The reasoning behind it being perhaps not optimal is that it is overkill against many things
1/6 chance for vortex though ...
I don't play regular points, usually I end up playing 2k games though, and any knight fits into that well (points wise that is)
>>
>>49220062
The Atrapos is one of the best variants, not!flare shield and 7hp is easily worth the extra points even if it's firepower is basically the same the as an Errant, unless you roll a 1 or a 6 that is (the 8" D shot is also more of an extra attack at the thing you were going to charge anyway). But they're all good so just take which ever one you like the look of.
>>
>>49220062
The atropos or Acheron are the best, but the plastic crusader kit is pretty great too.

You could always save up and hold out for the knight porphyrion (the giant one with the huge lazors)
>>
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>>49219892
no, this is propaganda and lies.
>>
I've just started out on 40k, bought a few units of dark eldar.

Does anybody have any useful PDF files for them or along those lines? Thanks :).
>>
>>49219434
Rofl what the hell
>>
>>49220217
Nope, there are no scans of any of their rules, stories or even a quick referance sheet around ITT, move along.
>>
>>49219892
All your favorite daemon primarchs.
>>
Why do CSM conveniently congregate in discrete units that are almost identical to space marine demi-companies? Why was GW too lazy to make a more free-form formation to represent the eclectic mixes of renegades and traitor veterans that would congregate in the Eye?
>>
>>49220266
knowing how GW treats chaos, that would lead to rolling on a random table to determine unit composition before every game
>>
>>49214652
I was about 10 assault marines short of a battle company, then I sold them because I knew I was never going to paint them or use them all.

Now I'm starting again from a 2000 pts list and I refuse to go over it.
>>
>>49220266
Because GW doesn't want to make legion-specific rules as that's the crowd that falls into FW hence more moneys
>>
>>49220289
I'd rather have that just for the variety.

If I want to run a spikey battle company, I can already do that with Codex: Adeptes Astartes.
>>
>>49220266
If you want a "More free-form formation to represent the eclectic mixes of renegades and traitor veterans that would congregate in the Eye" just use a normal Combined Arms Detachment.
And, to be fair, a chaos warband would be a good fighting force from a fluff perspective - with bikes/raptors/warp talons to secure forward objectives and apply fast pressure to areas, Havocs or Helbrutes to supply heavy firepower/close combat force, standard CSM to hold objectives and provide bodies, and Chosen/Terminators/Possessed to act as the personal retinue of the Chaos Lord, who is the only individual with enough force of will, raw strength, and motivation to lead the army of cutthroat renegades and traitors - and perhaps a sorcerer for consorting with the ruinous powers and providing psychic support.
Now, why the Chaos Lord can't be swapped out for a Daemon Prince or Warpsmith, I don't know. Why you can't take a Forgefiend or Maulerfiend instead of Havocs or a Helbrute, I don't know. Why the basic CSM or Chosen/Terminators/Possessed can't be swapped out for fucking cult troops corresponding to their Lord's mark, I have no idea. But as I said earlier, if you want those things, just use a Combined Arms Detachment. There's nothing stopping you.
I do agree that GW dropped the ball in some aspects, most glaring being no formation for cult troops other than an expensive one for berzerkers.
>>
>>49219508
You're thinking of the heavy thunder hammer.
>>
Now that chaos got their shit codex.

Can we have a new Space Marine codex?
>>
>>49220492
Next week, Battle Brother. Blood Angels get their detachments (plural, that's right, a codex compliant chapter of space Marines gets more variety and flexibility than the entire gamut of renegade astartes).
>>
>>49219236
But how do we know that teef decay at the same rate as they are produced? Just look at how many teeth we find here on earth from litterally millions of years ago? sure you could say that Ork teef decay at a more rapid pace than, say, human teeth, but it would have to be pretty rapid rate of decay to keep the economy going steady
>>
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>>49220492
I wish CSM would get a new codex...
>>
>>49220545
The attrition from Orks losing them down the back of a sofa is probably going to be pretty high as well.
>>
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>>49220553
Why ? with each codex the CSM become more and more shit tier
>>
>>49220508
When will GW remove Non Space Marines, since they don't sell


That way we would only need to remember +3 hit +4 wound and 3+ save.
>>
>>49220553
How to Make a Chaos Release
>take a loyalist release
>take out all the good options
>arbitrarily remove or limit equipment for "fluff" reasons
>include a random table or two
>add downsides to anything useful for balance
>>
>>49220587

Horus heresy general is that way, friend.
>>
If you guys are so mad at the rules, why don't you just play some homebrew?
>>
Where in the mega downloads is the new killteam rules? Do we have that scanned yet?
>>
>>49220590
Chaos Grav with APd6 due to faulty focusing systems when?
>>
>>49215959
Surely that only helps against Marines for the most part? Although that does seem to be CSM's gameplay niche
>>
>>49220656
>chaos grav with APd6 gets hot due to faulty focusing systems when?
FTFY
>>
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>>49219892
Sounds like shit.
I curse the horrid filth lore-niggers that constantly wanted the god-damn SETTING to move forwards. Fucking assholes, the setting was great we don't need a fucking story you shitnuggets fuck I hate those fucks!
>>
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>>49220590
>mfw
frankly this past weeks shit show has made me lose almost all my sympathy for CSM players. I'm sure most are fine people and I hope they get a good dex, but the many of the vocal ones on here, esspecially a certian screamomg frogposter, deserve nothing more than what they have. And it's not like there any worse off than some other dexes. Nids suck it up and play flyrant spam in competive games (though Lord knows that wasn't always the case), orks actually try and fix shit with a fandex, and Deldar basically suffer in silence. CSM players have no excuse for the extreme excess of birching that plauged this general recently.
>>
>>49219892
I call bullshit.
>>
>3 of my 4 favourite armies are meme-tier garbage
>Deldar are forgotten about
>Orks are shit
>no plastic sisters

I'd love a story about daemons on their 'time off'. Nurglings playing in grandfathers garden, daemonettes combing each other's hair and gossiping, pink horrors trying to raid a library only to get eaten by the books.
>>
>>49214518
The Gestalt psychic field making things work that would otherwise just be useless junk.

The last good codex had a story about a Boy who went to check the petrol in the Trukk that stopped running. When he reported to the Boss Nob that they were out of gas, the Nob thwacked him one and said, "No it ain't empty, ya git! I filled it up meself afore we left!"

'This seemed exactly like the sort of fing Da Boss would 'ave done, an' 'e says 'e did it, so there must be some fuel left in the tanks.'

Then they zoomed off to the fight.
>>
>>49219892
So that's why they brought Ward back.
>>
>>49219688
Only place where Swords are ever better is in War Convocation. There they could be upgraded with +Strenght canticles.
>>
>>49220830
read changelings entry or the seeker chariots entry

there's a few daemon centered books. i think only fateweaver has his own book
>>
Do space crews, no matter the species/factions, experience time dilatation as they travel and accelerate throught space (even outside the Warp)? If so, do they outlive their planet-kind?
>>
>>49220897
Only marginally. A few months worth at most.
>>
>>49220897
Tau presumably do, but Imperial ships spend a lot of time around planets or docked when not in Warp, which obviously throws a few random numbers into the mix. However, the time dilation of standard thrust for Voidships is likely too low for it to gather into much, a few months on average, probably.
>>
Would chaos be fixed by a single upgrade that allowed a rhino's rear ramp to be used as an assault ramp? The downside being you'd have to drive in reverse to make best use of it. 10-20pts per rhino.
>>
>>49220940
>10-20pts for an upgrade gained for far less by other factions' transports that forces you to drive in reserve "for balance purposes"

I know you probably mean well, but what you suggested is literally a collection of all the things done wrong when writing C:SM, with the exception of a lack of random rolls.
>>
>>49220767
I'm actually looking forward to using the new decurion that CSM got. It gives me a reason to pull them out of the closet.
>>
How do the Tau deal with psyker heavy armies?
>>
>>49219417
What does the termi formation do?
>>
>>49220940
That probably would be a fun option for everyone's transports and make their assault infantry viable for casual play, except maybe Tau who don't like it up em. But it still wouldn't help the fact that chaos melee infantry's damage output is terrible even if they do charge in.
>>
>>49220987
By shooting the Psykers. They have basically no direct answer involving actively effecting the way the Psychic Phase works unless you go for Farsight Enclaves.

At least that's in my experience from facing Tau.
>>
>>49220767
>>49220969
Same, but I definitely think they still need a point readjustment. And the various melee units all need to adjusted: Chosen are just usually better than any of the infantry melee units because they've got a decent number of attacks.
>>
>>49220861
War Convo doesn't give Skitarii Canticsles, does it?
>>
>>49220958
I just figured there's no point in dreaming of a decent CSM upgrade without a hefty kick to the nuts attached to it.
>>
>>49220987
By having good enough firepower to kill the unit that was buffed regardless.
>>
>>49221016
War Convo gives everyone Canticles. Cohort Mechanicus gives everyone Imperatives and Canticles.
>>
>>49221035
They should have made Cohort Mechanicus more playable. Give it free wargear and force it to "just" take 1 of each unit. Would be wicked cool army and Doctrinas would be a thing that would make electro priests a bit more playable.
>>
>>49216789

>pdf is better
>>
>>49221060
Honestly you're already hitting Apocalypse if you want to have a decent sized Cohort Mechanicus with a good deal of upgrades, and anyone who makes competitive lists for Apocalypse is a shit. I've played a game before, having +3 to Cover Saves/4++ and +3BS on turn 1/2 across your entire army except the Titans you brought along is pretty cool.
>>
Aside from Iron Warriors which chaos legion is the most shooty? Which god supports the shooty approach the most?
>>
>>49221108
Probably Thousand Sons and Tzeentch.

AP3 bolters could be nice if they weren't 25 goddamn points. And could overwatch.
>>
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Good Afternoon Guardsmen and other Loyalists.

https://regimental-standard.com/2016/09/07/the-betrayer/

Today we have an announcement and a guide to identifying and killing the traitor, Kharn.
>>
>>49217617
Poor and aspergers, pretty close.
>>
>>49221189
Template sniping him with an earthshaker shell is actually a pretty good way of dealing with him.
>>
>>49221080
>here, let me take two extreme examples to emphasize my point on how what I like is good and what you like is bad
>>
>>49221317

I downloaded the PDF someone put in the thread and compared it to the epub someone else posted
>>
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>>49220767
I'm genuinely surprised by how negative and vocal the CSM players here are. I think it's also because it's easy to bait them - No other playerbase present on /40kgeneral/ gets as
>Fired Up!
As CSM players do when literally any other codex gets updated.
>Upcoming Blood Angels update
>Shitters already whining
You're right, most of the CSM whinging is unbearable at times. I play CSM, and I've won plenty of Maelstrom of War games because I'm not a baddie that builds/plays for wipeout, I actually play for objectives and build my army list accordingly. I've accepted that I can't compete with stronger lists in terms of killcount, and that if my enemy fields even a riptide, I'm going to have to ignore it, but that won't stop me from trying to win, and if I lose I'm not going to blame it on GW because Traitor's Hate wasn't a literal gift from God, borne aloft by angels.
As far as I'm concerned, Chaos Warband is straight-up good, and I'm glad it suits my playstyle so well, especially since I already run havocs/chosen/bikes anyway and swapping from Cultists to normal CSM isn't a big deal because I'll be using them differently, to the same effectiveness.
I'll admit, I don't play against hyper-competitive, edge-of-the-knife lists that can table me in one turn, but now I have a way to reliably wrestle objectives and score VP's from the other guy in our group that fields a Necron Decurion.
We all want a codex or update that can help make Thousand Sons viable, or give CSM a more reliable way to get into Close Combat, because those things are fun and cool. I agree with those that say CSM aren't being written to their full potential in terms of rules. I collect CSM because I find them cool as hell and if I want a fun list it's easy to make (Other than Daemons, they're the easiest army to HeroHammer or spam psykers with). But the amount of noise generated by bitching in here when we, or anyone else, gets an update, is the hallmark of a general plagued by shitters.
>>
>>49221124
Magic is for faggots. Anything less homosexual?
>>
>>49221388
Alright, calm down Khorne.
>>
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So is Kharn strength 7 on the charge?

6 attacks at S7 hitting on 2s, damn thats tasty.

Too bad he'll never make it to combat
>>
>>49221388
So, you want a CSM army that's shooty and thinks magic is for faggots, but isn't Iron Warriors?

Anyone no of a Legion that really wants to rip and tear all day long and hates slaaneshi cultists for being a bunch of degenerates? No World Eaters though.
>>
>>49221413
2s rerolling due to hatred everything and he can even hit invisible models. he's a tad slow but with terrain or bigger threats maybe he'll get there

>>49221333
it's easy to be negative online
>>
>>49221495
He hits invisible faggots on 2s, is that in the FAQ somehwhere?
>>
>>49217452
My bad. I remember double flamers from an opponent back in the day. Really ate my dudes up and helped thin the tide when it came to getting assaulted. Maybe it was in another edition, or maybe he was cheating. I dunno.
Priest's eviscerators are now just CCWs. Shit's stupid.

Go for two platoons. 1 with 2 squads that can run around and be mobile, the other with a big ass blob of fire. Max out both heavy weapon squads on both platoons and spread them around your backline, or where there's good lines of sight.
Your lack of heavy armor is a bit of an issue, and you'll struggle against gunlines without a way to punch through. Keep your HWTs focused on vehicles and just shell the bajeezus out of them with your Basilisks before plowing into them with two Hellhounds (one being left in the backline, to punish deepstriking teams). With spare points, consider grabbing that scout sentinel to flank with and surprise emplaced heavy weapons.
>>
>>49221511

He ALWAYS hits on 2's, even if he automatically hits he still needs to roll a 2
>>
>>49221511
yes, kharn gives no fucks about anyone being invisible or a better weapon skill then him
>>
>>49221495

So Ally tau to take the fire while Kharn sneaks up?
>>
As GW hasn't specified how squad bonuses work, shall I just assume apothecaries only give a fnp bonus to themselves in Kill Team. Or is it established it gives a 6" bubble?
>>
>>49220723
>>49220590

>All Chaos Gets Hot! blast weapons now center the blast on themselves if a 1 is rolled
>Any weapon firing more than 1 shot will Jam and be unusable for the rest of the game if a double of any number is rolled when hitting
>Anyone with a Power-weapon must roll a 2+ to thumb the activation rune or the weapon loses it's properties and counts as a CCW
>Berzerkers must pass a strength test to pull the rip cord on their chain axes or the weapon loses it's AP4
>>
>>49221656

AP5

CSM Chain axes are AP5
>>
>>49221671

O damn, they are actually AP 4

What do you know
>>
>>49221329
The PDF was compressed, massively.
>>
>>49221708

The thing I like about the epub is its actual text and not an image

Works pretty well on my tablet too and has links that work in the table of contents
>>
The traitors hate upload is gone, anyone got another link?
>>
>>49220958
Too many boring bolters and such?
>>
How about this for a CSM unit.
Chaos portal shrine, fast attack slot, 30 points 12/12/12 fortification with 3hp.
Not deployed normally but instead deployed during the first chaos players turn via deepstrike, scattering the shortest distence possible that would allow them to be placed on the field.
On all other turns after it was deployed choose one unit in reserve and move them on to the table as if they were disembarking from the portal, they may shoot and charge the turn they arrive in this manor.
Note that units such as vehicle, who cannot embark on a transport, may still use the portal to enter the board.

Good or not?
>>
>>49221782
This is what the Dimensional Key should be

Just a portal you throw down in the shooting phase and your reserves can pass through.
>>
>>49216245
Officer of the fleet is no longer nearly as good as he was in 5th, you need to pass a ld 7 test for him to do his job, which is now either the +1 or the -1, no combining him with an astropath to get both automatically. Medic is largely a wast of points as well, so much instant kills T3 for you to get FNP that often.

Make the primaris psyker ML2 basically always, but otherwise he's still very good.

Commissars are a bit useless, priests are almost always better. Also powerfists are 25 and powerweapons are 15, no more 15/10 discounts for being s3.

That platoon is fine for sitting at the back, but all the vox in is it a bit wasted. Either blob them and have 1 unit in the PCS one in the blob squad or don't have any. The flamers are overwatch protection and mopping up a deepstriking unit I'm guessing, they probably wont be all that useful as the meta is such that the melee units are generally big monster that don't care, but it's not like they're completely pointless.

The powerfist in this squad is a little wasted, if you want to add some assault threat into the unit add a priest instead of the powerfist for the same points. It wont be an efficient use of points but if you want an assault vet squad for fun that's the best way to do it, otherwise plasma/melta vets in a chimera are still very good, although they only get to shoot 2 specials out of the hatch now.

Squadroning vehicles no longer does anything about shaken/stunned like in 5th, field them separate if you can.

Rough Riders are terrible, fun, but terrible.

Again, field them separately if you can, with the added point of multiple barrage rules not being your friend if you are a large blast rather than a small blast.
>>
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So I've been kicking my CSM/Daemons of nurgle friend's ass pretty much from the start of us getting in to the hobby, he's only won one game and only because he was reading the rules and stats wrong for his units. He recently got plague bikers and plague marines, should I include some grav weapons in my army to further ruin his life? 3 bikers and 10 plague marines, it'd be glorious to see them get crunched under the weight of their traitorous sins.
>>
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hey nerds, just picked up codex: deathwatch, how should I go about building vs war convocation?
>>
>>49221909
you should be nice to your low tier friend unless he does that shitty daemon summoning loop bullshit. then kill him.
>>
>>49220632
I've been casually tinkering with a "Tzeentch Daemonkin" homebrew for a while. I don't play very often though, so I just use mono-daemons when I do.
>>
>>49220767
The vast majority of the bitching is in response to shitposters acting like this release isn't a steaming pile of lazy, copy-pasted horseshit.
>>
>>49222058
AOD Release:
>new marine psychic powers op as fuck of course the loyalist babies get the best!

TH Release:
>new chaos marine psychic powers are just a copy-paste of the loyalist powers. Why is geedubs so lazy!

>Ignoring that CSMbitchers earlier were raging they couldn't use the new powers.
>now that they have access CSMbitchers are pissed that they didn't get something better.
>>
Why are Black Templars called Templars if they look like teutonic knights?
>>
>>49222395
Black Teutons doesn't sound as cool as Black Templars
>>
>>49222440
Both sound edgy and underage tier.
>>
Is Alpha Legion loyalist?
>>
>>49222521
>Both sound edgy and underage tier.
>All Space Marines sound edgy and underage tier.

FTFY
>>
>>49222535
Only half and only half the time.
The other half are traitors only the other half of the time
>>
>>49222535
Alpha Legion made the decision to join Horus. They actively fought on his side.

The why is not important. They are traitors.
>>
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>>49222535
That depends. Are you Alpharius?
>>
>>49222540
>>49222521
Everything in 40k sounds edgy. Don't know why you like 40k if you don't like edginess.
>>
>>49222591
Goffs don't sound edgy and neither do Ultramarines.
>>
>>49222722
they do, but even if they didn't, they sound dumb.
>>
>>49222106
>everyone on /tg/ is one person
>there isn't a legitimate complaint that instead of just giving us access months ago we got slow rolled and bait n switched
>>
>>49222907
>Waaahhh why do the loyalist get stuff we don't?
Given loyalist powers, vehicle squadrons, and effectively the demi-company formation (not gladius)
>waaahhh we were so undersupported! waaahhh where are our drop pods, free vehicles, and gravguns.
>>
>>49221333
>Why do CSM players want to do the things their army is suppose to do? Why can't they be happy trying to score enough objectives before their opponent mauls them to death.

Just because you're a spineless worm that's content taking whatever wins his retarded opponents will grant him doesn't mean the rest of us should. Fuck GW, and fuck the apologists.
>>
what would you guys say is the most chapter army to find on a table. Some say Lamenters because of the shoulder pads being so hard to paint.
>>
>>49223004
What the fuck are you trying to say?
>>
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>>49223004
i have no idea what you're saying or asking
>>
>>49223024
>>49223030
Let me try that again
>what would you guys say is the most uncommon chapter army to find on a table. Some say Lamenters because of the checkered shoulder pads being a pain in the ass to paint
>>
>>49222106
Could we stop spreading the blatant lie that the New csm powers are going to be pasta? The one power we have seen is nothing like what loyalists get.
>>
>>49223024
>>49223030
He is asking who is the most chapter army, clearly. How do you not understand this?

I think the most chapter army is the Cadians, because of their helmets.
>>
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>>49223062
Howling Griffons are probably rarer, since Lamenters have a decent fanbase.
>>
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>>49223062
old school minotaurs
>>
>>49223086
of course, silly me; eldar wraith army for sure
>>
>>49223086
I'm a very sleepy shitposter who just got off work. I will live with my failure to grammar
>>49223115
my flgs is all orkz, salamanders, and ultrasmurfs. All of the lesser known chapters are completely obscured by them. And the extreme AoS shilling the owner does
>>49223124
GIVE IT STRIPES. WE DA COOLEST
>>
>>49222106
Since there is now a precedent for stealing the AoD powers, I nominate that Orks get Technomancy. Big Meks are now ML1 psykers that only know technomancy (no force weapons either). Each mekboy on the table genetates +1 wc. Fluffy and fun. Go ahead GW, that ones free.
>>
>>49223085
you mean the only power card image we've seen which is a direct copy of the fulmination power?
or the other power described on GW's facebook page which sounds exactly like machine flense?

Right, nothing at all like what loyalists get
>>
>>49223085
The only power that we have confirmation on is a reprint of one of the Fulmination powers. That random rumored Heretek power is believable only because it comes with enormous downsides.
>>
>>49223189
The only image we've seen of an actual card was the one that gave ranged weapons AP3 and Gets Hot, the chain lightning like one has only been talked about.
>>
New General soon? I want to talk about Kill Team but I don't want to start a conversation only for it to be abandoned in a dead thread
>>
how do I Ulthwe?

just guardians and warlocks in wave serpents?
>>
>>49223221
please show me that image. Having seen the image in question, you are wrong.

The only reference to the AP3 gets hot power that I'm aware of was in text from a rumour
>>
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>>49223221
Uh huh...
>>
Hey, on a scale of 1-10 how cancerous is this list? I know that Skyhammer's a dick move, but it doesn't seem over the top for mid-tier games. If it is, any possible fluffy/fun substitutions?

Mechanicus and Space Marines 1,500 Points List:

>Skyhammer Annihilation Force... 660 Points
-2x Devestator Squads; Grav-Cannons, Drop Pod
-2x Assault Squads; Jump Packs

>Cult Mechanicus CAD... 470 Points
-Tech Priest Dominus; Uncreator Gauntlet
-2x Kataphron Destroyers

>Skitarii Maniple... 370 Points
-2x Vanguard
-2x Rangers
-Peltasts

Total: 1500/1500 Points

Is that too much cancer? I feel like I've got a decent mix of Objective holding/Ranged Support and close-ranged skirmishing. Should I tone it down?
>>
>>49223254
obviously photoshopped
>>
>>49223221
>People moaning about this
>People not allying with Renegades and Heretics and giving it to a unit of 30 renegades
>>
>>49223295
wouldn't a renegade wyvern battery be a better target for that?
>>
>>49223341
Does it work on vehicles?
>>
>>49223276
Skyhammer becomes less cancer the weaker the weapons you take on the devastators and the more points you waste making the assault squads cool, that said you have the formation kitted for maximum overcancer at the moment. Drop the gravcannons for something weaker or run a skyhammer orbital strike force instead if you just want to drop in marines at close range while the rest of your army advances
>>
>>49223361
to be fair we never got more than "makes a unit's weapons AP3 and gets hot" so... I guess?
>>
>>49223373
I see what you mean. Perhaps Plasma Cannons? My goal with them is harass/kill vehicles while Assault Squads Skirmish with the other stuff, leaving the main line a fairly unopposed advance to dig in.
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