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Warhammer 40k General

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Thread replies: 363
Thread images: 47

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Genestealer cults edition edition
Allies of conveince sub-edition :^)
>Rules databases (Works but PC users need a Mega account)
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FAQ’s and Errata (outdated but official)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!c4pGAJDbakka.com/wiki/en/Forge_World_and_Apocalypse_Rules_Index

> The Black Library
https://mega.nz/#F!wx4BiKhD!YhnAf1BqSmAB8dO6xDM56Q!c4pGAJDb
>>
>>49408808
First for Plastic Sisters in February.
>>
>>49408819
From GW?
Not a chance.
>>
>>49408808
Any recent games? Tell us about it. Working on something? Pics. Writing something up? Post it.
>>
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>New thread
>>
Crimson Slaughter
Combined Arms Detachment

Chaos Lord w/
» Mark of Nurgle, Chaos Bike, Sigil of Corruption, Blight Grenades, Power Fist, Daemonheart
[185]

5 Chaos Spawn w/
» Mark of Nurgle
[180]

7 Plague Marines w/
» 2 Plasma Guns, Combi-plasma, Meltabombs
[213]
Chaos Rhino
[35]

7 Plague Marines w/
» 2 Meltaguns, Power Fist
[213]
Chaos Rhino
[35]

7 Plague Marines w/
» 2 Meltaguns, Power Fist
[213]
Chaos Rhino
[35]

3 Vindicators w/
» 3 Siege Shields, Maelstrom Raider (Legacy of Ruin)
[415]

3 Chaos Rapiers w/
» 3 Laser Destroyers
[165]

2 Obliterators w/
» Mark of Nurgle
[152]

TOTAL
[1841]
>>
>>49408819

Hue, If we get plastic sisters in febuary I'll buy 1000 points worth of gretchen and paint them all to a tabletop standard in a month, then field them in a 40k battle against the resident tau waacfag and record it on youtube
>>
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>>49408808
I just put together my first 40k list and I'd appreciate any insight you guys have on it.

Basically I want to have the Tech Priest ride around in the Rhino keeping my vehicles in shape and have my dreadnought land behind enemy lines and light the enemy up. It's Iron Hands so I'm hoping the vehicles will prove to be pretty tough to bring down.

My friend and I have agreed not to run formations due to it being a low points game. I am however worried about bringing down his Riptide.

1026/1050pts

HQ: (95 Pts)
1x Tech Marine, Ironstone, Power Axe

Troops: (336pts)

10x Space Marines (190pts)
1x Sergeant; Boltgun, Bolt Pistol
8x Tactical Marines; Boltgun, Bolt Pistol
1x Tactical Marine; Plasmagun, Bolt Pistol
1x Rhino

10x Space Marines (176pts)
1x Sergeant; Boltgun, Bolt Pistol
7x Tactical Marines; Boltgun, Bolt Pistol
1x Tactical Marine; Plasmagun, Bolt Pistol
1x Rhino

Elites: (300pts)

1x Dreadnought; 2x TL Autocannons, Drop Pod (155pts)

1x Venerable Dreadnought; 2x TL Autocannons (145pts)

Heavy Support: (265pts)

1x Predator; TL Lascannon (100pts)

1x Predator; TL Lascannon (100pts)

1x Whirlwind (65pts)

Again, any insights or suggestions are greatly appreciated.
>>
>>49408919
Okay, I'll remember.
>>
>>49408921

another fucking tac marine in the second plasma squad you sick bastard.
>>
Does /tg/ have a tabletop sim group for 40k?

I want to get back into the game and learn the rules but I sold all my old stuff years ago.
>>
Continuing the question from the end of last thread: How expensive would Mark of Tzeentch need to be if it gave +1W instead?

In general, I'm thinking of effects to make the marks better. In an ideal world though, a mark would provide a different but sensical bonus to each and every unit. What does a havoc with a lascannon want Mark of kKhorne for, afterall?

But say MoK made that havoc able to double-tap at half his BS rounded down per shooting phase..
>>
Does anyone know a good bits seller that sells individual models? I need a pair of wulfen for a Norse blood bowl team conversion.
>>
>>49408986
But I need room in the Rhino for the Techmarine....
>>
So at 900 points which is better.

9-10 Deff Dreads or 15-18 Killa Kans?
>>
>>49409098
Id say Dreads based only on the fact they dont have to take a "Leadership test" when getting shot at
>>
>>49409098
I prefer Killa Kans, but not cause they're statistically better or something, I just really love those Kans.
>>
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Thinking about running a BA list (after getting a load of models for next to nothing), running a CAD consisting of the lib dread and the two scout squads. The rest make up a Archangels demi company, granting them stubborn, reserve roll turn 1, reroll reserve roll, scatter D6 less and reroll warlord trait if main detachment.

How competitive would this list be, and more importantly would it be fun to play with/against?
>>
>>49409245
No one really replies to image lists from Battlescribe.

Write your list out like a normal person. And don't just copy+paste the thing from Battlescribe.
>>
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>>49409275
I'd rather not m8
>>
>>49409309
Frogposters don't deserve help, anyway.
>>
Suppose I wanted to run the following units/formations in a 2k pts game or less.
How would I do it? Not really sure anymore how this detachment stuff works. It's kinda overwhelming.

It's supposed to be a (Black Legion) Warband under the thrall of Be'lakor doing Abbadons bidding (for now..).

Anyways the stuff I want:

>Be'lakor
>Cyclopia Cabal
>Raptor Talon
>Heldrake Terrorpack

My main recurring enemies are IG and Orks so the LD modifiers tend to matter.
>>
Reminder that nids and Genestealers will be aoc even though all official material will show cultists praising nids as gods
>>
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I really need an Angel's Blade PDF, guys. My OCD does not permit me to have a different file type than my other 239 Codices and supplements.
>>
>>49409389
Yes? That doesn't mean the Nids won't try to eat them if they get close.
>>
>>49409309

I really like this image. Mind if I save it?
>>
How's this for a kill team?

One ravenwing command squad w / champion
One ravenwing bike squad

Comes out to 200 even
>>
Which is better Anti-Air, three IG Hydras, or three SM Stalkers?
>>
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>>49409449
ok friend
>>
>>49409419
The actual eating part all happens when the fleet actually needs more biomass, plus nids and cultists are collectively under the control of the hive mind anyways.
>>
>>49408901
>Crimson Slaughter
>CAD
We waited so long not to have to do this anymore.
>>
>>49408919
Thats 28 boxes and at least 9 full unit's, not counting potential HQ.
>>
>>49409419
And? Nothing stops daemons from killing cultists when they get close but they're battle brothers.
>>
>>49409564
Unless the cultists are what keeps them tied to realspace.
>>
>>49409010
They still have to be fluffy though. Nurgle would be way more likely to give +1W than Tzeentch
>>
>>49409564

Daemons are sapien, they understand the concept of alliance.
>>
>>49409531
Nothing in Traitor's Hate appeals to me. What detachment or formations would you suggest I use to run this army?
>>
>>49409010
>How expensive would Mark of Tzeentch need to be if it gave +1W instead?

That just doesn't make sense, really. Wounds would be more of Nurgles thing.

Now, I kinda liked what one of the Tzeentchian Warlord traits did Warzone Fenris: all units shooting or fighting a unit with the mark suffer a -1BS and WS penalty when doing so.

That'd need to be expensive as fuck, though.
>>
>>49409663
The hive mind is intelligent enough to understand what an alliance or truce is.
>>
>>49409370
>>Raptor Talon

Surprisingly Raptor Talon kinda sucks against Orks. Because CSM have no reserve manipulation or scatter reduction, you can't count on getting 2 squads of raptors on the table that are able to charge the same unit. Not to mention that your Raptors only have 2 attacks per model while the Ork player has 3-4. It is quite possible for you to lose combat and get swept.
>>
>>49409823
It has to actually give a fuck about them to consider them anything but food. It doesn't care, it's going to eat them anyway, so it just attacks both cults and regular citizens.
>>
>>49409837
So does a H&R Ordnance Tyrant leader.
>>
>>49408921
Decent start, lets go over whats wonky:

The techmarine doesn't need the iron stone, it's 1k points. Don't take extra shit at 1k points. Give him a bike instead, since he doesn't have a good squad to join (makes him flexible, fix stuff or help in melee)

Consider giving your sergeants combi plasmas, makes better use of their firepower against tough stuff.

Make both dreads standard dreads with dual autocannons. Twin lined BS 5 venerable dreads don't need twin linked. No drop pod, it's not needed the range of your guns is crazy. You can take venerables if you want your guys to stay alive a little longer, it's your call, make sure not to glue their weapons on.

I like the two predators, but the whirlwind seems outta place. You don't really need anti infantry since both tactical squads and 8 auto cannon rounds are on the table. Another predator with autocannon and heavy bolters would work just as well.

If you want to drop a dread that will cause pain, then anything that can take a heavy flamer is a good option. An ironclad dread is one of the best, I very regularly drop them from pods with a melta gun and heavy flamer.
>>
>>49409837
So do Commissars.
>>
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Was there even a single planet/system/non-aligned human political entity, Imperium NEVER managed to conquer during the Great Crusade?
Were they all wiped out?
>>
>>49409837
From the fluff, it seems to ignore the cultists and the cult willing jumps in to the digestion pools at the end.
>>
>>49409896
Thanks for the help! After changing things around the list looks much more threatening, I especially like the Bike Techmarine I expect that'll help him be exactly where he needs to be!
>>
>>49409959
None that were discovered.
Closest were the Squat worlds.
>>
>>49409966
Might be old fluff, we'll see when it's released.
>>
>>49409959
If (and that's a BIG fucking if) nobody managed to conquer a planet it got virus- and firebombed into sterility and left to rot. No-one wanted any of those shitheads like the techno-barbarians left in the new empire, thank you very much.
>>
>>49409993
Squats never needed conquering though, since they readily accepted imperial protection when the great crusade rolled around. The chiefs of the clans weren't stupid, they knew when to fold 'em.
>>
>>49408921

Think about what those extra 5 marines in each squad actually do, and think about what else you could get for those 126 points, like, I dunno, sponsons on your Preds?

If you add another two Lascannons to each Predator, you might stand a chance to bring down the Riptide before the literally best non-Eldar model in the game rips you apart.
>>
>>49408847
Having a game against a Space Corgies player using 1000 points of Guard infantry, hoping it should be fun.
>>
>>49409959
If a planet couldn't be conquered in a somewhat timely manner, it got a cyclonic torpedo/phosphex discharge/nanite cluster/assorted shit from the Old Night dropped on it.
Subsequent planets were probably more open to negotiations after that.
>>
>>49410070
Worlds were lost

The mk3 Iron Armour was to my recolection made for the purpose of entering their tunnel cities and withstanding their grav weapovs.
>>
>>49409823

But does an individual tyrannid have access to that intelligence?
I mean you could have a special rule that makes nids attack cultists when they're out of synapse, that could be a neat draw back for allowing them to be BB.
>>
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>>49410036
>No-one wanted any of those shitheads like the techno-barbarians left in the new empire

You're saying it, like the galaxy with bajillion colonized human worlds didn't have a single planet/system, that managed to weather the Judgement Day/Age of Strife like a champ and fend of everything and anything the void could throw at it for five thousand years, before some golden douchebag with his roided-up bodyguards show up out of fucking nowhere and demand fealty and tithes and shit as if everything you knew and loved belonged to him.
>>
>>49410096
Hmmm. A fair point. I think they'll mostly be holding objectives and hiding behind the Rhinos in order to avoid being gutted by the long range Tau weapons. Perhaps it would be best to turn their points into more offensive firepower.
>>
How do I do Chaos deathwing?
>>
>>49410233
Get a bunch of unbound Terminators
>>
>>49410217
That's still make them culturally distinct from the imperium at large and so barbarian, whether they master fire, laser or advanced gravitics is irrelevant, rather an obedient peon than a willful savant.
>>
>>49410217
I'm pretty sure that there was one human faction that was pretty much a Star Trek-like idealised human society, living alongside aliens with advanced technology. They apparently put up a good fight but still got their shit pushed in. Great Crusade-era Imperium was a fucking steamroller.
>>
>>49409552

this is why unbound is a thing

so I can field 280 Gretchen against a tau cadre
>>
>>49410309
The Interex.
>>
>>49410130
Aren't Tyranids just very aggressive animals without the hivemind?

They attack and eat each other, I don't see why they would spare cultists.
>>
>>49410246
I'm new to 40k. I want to know if I can do a list of nothing but chaos termies.
>>
>>49410403
With the new formation from Traitor's Hate, sure.
>>
>>49410356
No idea what that has to do with squats, that said the cultists are part tyrranic geneticly so a basic ignore umless attacked pheremone is not inconceivable.
>>
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>>49408808

So what is so bad about this list:

Traitor's hate formation 2000

Slaves of Darkness:
Lords of the Black Crusade-
Chaos Lord- fist lclaw, nurgle bike, sigil
Sorcerer-Bike, lvl 3
Sorcerer-lvl3
Sorcerer-lvl3

Chaos warband:
Chaos Lord- fist lclaw, nurgle bike, sigil
Sorcerer- lvl3, Mutation
Chaos terminatorsx3-combiplasx3 chainfist, mutation
Chaos Space marinesx5-melta, mutation, rhino
Chaos Space marinesx5-melta, mutation, rhino
Chaos Space marinesx5-melta, mutation, rhino
Chaos Space marinesx5-melta, mutation, rhino
Chaos Bikersx5-Nurgle, plasmax2, mutation
Havocsx5-missilex4, mutation

Chaos Spawn formation-
Chaos Spawnx3 nurgle

Chaos Spawn formation-
Chaos Spawnx3 nurgle

Basically just become a daemon prince farm and roll with MSU obsec.

On top of that, if you use nothing but the new powers we stole from the spess mehreens put all the sorcerers in a car and go for Soulswitch. You have 12 chances to roll a single six

That way, even with landbound daemon princes, they can still mob units and ground fliers without too much trouble. It's not as good as free rhinos, but free princes is pretty dank.
>>
Is there any slav Chaos warband? Even arabs got Word Bearers but we got fuck all.
>>
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>>49410351
That's it. Thanks anon.
>>
Official Ork Anthem
https://www.youtube.com/watch?v=PsnYrH3BUP8
>>
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>>49410580
>>
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Looking for advice on a list. I'm fighting some Necrons in a friendly game, but I know he tends to bring a decurion so not THAT friendly. I also know he tends to rely on footslogging + destroyers and the zandrekh/obyron combo.

It'll be my first time playing with Death Korps of Krieg. My general strategy is across the board hitting AP3 so I can actually kill some shit.

1500 points Death Korps of Krieg Siege Regiment in one CAD

HQ: 125pts Death Korps Company Command Squad. 1x Company Commander, 1x Master of Ordnance, 1x Standard Bearer, 3x Veterans (1 voxcaster).

Elites: 385pts
(135) Combat Engineers in a Hades Breaching Drill: 4x Engineers (Heavy Flamer, Meltagun, Voxcaster) + 1x Watchmaster
(110pts) Field Artillery Battery: 2x Heavy Quad Launchers, 6x Crew
(113pts) Grenadier Squad: 8x Grenadiers (1 voxcaster), 1x Watchmaster

Troops: 490pts
2x 245pt Infantry Platoons, identical:
[2x squads, each with 9x guard (1 voxcaster) and 1 watchmaster.
1x Platoon Command Squad: 4x guard ( 2 plasma guns, 1 platoon standard, 1 vox caster) and 1x Platoon Commander]

Heavy Support (450pts)
150pts Heavy Artillery Battery: 2x Earthshaker emplacements, 8x crew
300pts Leman Russ Tank Squadron: 2x Battle Tanks, no upgrades

Oh, and an Aegis Defense Line with Ammunition Dump for 70pts. Kind of thinking I just need to drop this one or find room to bring it with a quad gun in case he has a Night Scythe I'm not expecting.

Thanks in advance!
>>
>>49408919
don't forget another 1000pts of grot tanks.
>>
>>49410520
World eaters.
>>
>>49410692
For real? I don't remember them having any slavic names.
>>
>>49410520
>>49410724
Kharn has a russian accent in audiobooks.
>>
>>49410755
>Russians
>slavs
>>
>>49410233
Just run multiple copies of the Terminator formation from Traitor's hate.
>>
What would you like to see from your local gw? Trying to get more lads in the door
>>
>>49408921
Some good advice given here so far, I'll throw in my two cents.

Definitely lose the whirlwind and the ironstone.

An alternative to the suggested ironclad dread is a regular dread with a multi-melta and a power fist/heavy flamer. Not as durable but it's cheaper and you get better range on the multi-melta.

I'd look into grav cannons on your tac squads, make the most of them before they are nerfed. I'd run two min tac squads with grav cannons and the tech marine on a bike. If you run him in a rhino with a marine squad he will get focused down too easily. You may find yourself in the situation where your marines need to be in one place and the tech marine in another, and if they are both in the same transport...
>>
>>49410724
Yeah it's kind of just implied, but if it makes you happy you can add it to your headcanon.
>>
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>>49410520
The Adidas Marines.

CYKA BLYAAAAT
>>
So I've benched my Heldrake for any non-RW/DE match ups and replaced the Chaos Lord on Bike with a Sorcerer while picking up a second Daemon Prince to bring my list up to 2000pts.
I haven't gotten to play with my beast of nurgle yet but I can probably find somewhere else to sink the points.
The Obliterators are all in their own unit.
Should I bother with Plague Marines?

My usual matchups are RW, SW, DE, Orks, and IG

Nurgle csm CAD

*HQ*
Daemon Prince (315pts)
>2x Mastery Level (become Psyker), Nurgle, Power Armour, The Black Mace, Wings

Sorcerer (98pts)
>Combi-bolter, Force Sword, Spell familiar, Bike

*Troops*
(158pts)
2x 10 Chaos Cultists (79pts per)
>Cultist Champion, 9x Autogun Cultists, Mark of Nurgle

*Fast Attack*
5 Chaos Bikers (200pts)
>4x Chaos Biker, Mark of Nurgle, 2x Plasma Gun
+ Chaos Biker Champion
>Combi-plasma, Lightning Claw, Melta Bombs

*Heavy Support*
3 Obliterators (228pts)
>Mark of Nurgle

Allied Nurgle Daemon Detachment

*HQ*
Daemon Prince of Nurgle (370pts)
>Corruption, 2x D6 Greater Daemonic Reward, D6 Lesser Daemonic Reward, Daemonic Flight, Mastery 3, Warp-forged Armour

*Troops*
6 Nurglings (90pts)

*Elites*
Beast of Nurgle(52pts)

*Fast Attack*
5 Plague Drones of Nurgle (260pts)
>Death's Heads, Venom Sting

*Heavy Support*
Soul Grinder of Chaos (180pts)
>Phlegm Bombardment, Nurgle
>>
>>49410403
Prepare to be disappointed.
>>
>>49410233
The first question would be "why Deathwing". Once you're past that, you then figure:

If you're doing a Nurgle list, there's the Purge Detachment from the Siege of Vraks update.

You lose out on Fast Attack, and you cannot take any Marks besides Nurgle, but instead of Mandatory Troops you have Mandatory Elites (with up to three additional Elites choices), and up to four Heavy Supports.

So if you take the CAD several times around, you can run two Terminator units (or two solo Mutilators) as tax units, while running four-something Obliterator units.
>>
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New to the hobby of 40k but i've decided to start a Khorne daemonkin army. i already have a few CSM units but not sure what to buy next. should i just build off of the slaughtercult and the other formations? also in your opinion what Daemonkin chapter should i paitn them up as? was thinking skullsworn since they're the biggest but not sure yet.
>>
>>49410798
Implied where?
>>
>>49410445
>but free princes is pretty dank
It's not free princes, it's a shitty chance to get free princes. Unless I'm mistaken, you only get the free boons for one dude at a time, not all of them. You can't become a DP from boon of mutation either.
>>
Is there music in 40K universe? I mean other than some religious choirs and Ork war chants. Are Noise Marines D-D-DROPPING THE BASS canon?
>>
>>49410655
Why not split up the artillery or Russes when you have an extra heavy support slot?
>>
>>49410870
I remember reading something about Bodt, the primary WE recruiting/ training planet being like the space Balkans. It might have been the HH fluff books or just some shitposters in one of these threads.
>>
>>49410892
>49410445
>>but free princes is pretty dank
>It's not free princes, it's a shitty chance to get free princes. Unless I'm mistaken, you only get the free boons for one dude at a time, not all of them. You can't become a DP from boon of mutation either.

It's not Boon of Mutation, it's path to Glory. You get the bonus for one dude at a time, but you get two rolls per. Even the chance to get a you-know-what can be useful, as you can use it to threaten small squads from a Rhino of choice.

Universal obsec is definitely the bigger bonus though, especially for obsec bikes. I do wish they gave a proper bike formation though. FFF
>>
>>49410445
>>49410892
DPs are also usually a downgrade for whatever dude you get it for. No wargear but power armor.
>>
>>49410772
Reasonable redshirts, not rejects from used car salesman school. A blind eye to the odd third party model and no complaining about forge world. Decently painted armies from all factions that people can borrow in store to try out something new. Plus the absolute fucking best terrain and game boards and tournaments with decent prizes.
>>
>>49410807
>Should I bother with Plague Marines?
Probably not. Cultists will do. But take them unmarked FFS
>>
>>49410933
You're not far off with the Noise Marines.
https://www.youtube.com/watch?v=HsGRsDe3iRw
>>
>>49410868
If you're going KDK you need to start with khornedogs and bikers, no exception. Use chaos warhounds as your khornedogs so you don't spend a small fortune on shitty resin.
>>
>>49411009
Alright will do. I really didn't like the offical models for the fleshhounds so it's good to know that warhounds are good proxies. although will i get any shit if i do proxy them when i play in the store?
>>
>>49409483
Reposting.
>>
>>49410940
Because I'm a fucking noob. I'll split up the earthshakers then, since vehicle squadrons can split up whenever they want anyway, right?
>>
>>49410942

World Eaters are Scandinavians
>>
>>49410445
>Sorcerer- lvl3, Mutation
>Chaos terminatorsx3-combiplasx3 chainfist, mutation
>Chaos Space marinesx5-melta, mutation, rhino
>Chaos Space marinesx5-melta, mutation, rhino
>Chaos Space marinesx5-melta, mutation, rhino
>Chaos Space marinesx5-melta, mutation, rhino
>Chaos Bikersx5-Nurgle, plasmax2, mutation
>Havocsx5-missilex4, mutation
>>49410944
So the mutations in your list aren't boons of mutation? Why even take them? I don't think you get a reroll if you roll something you already have. Plus no matter what shenanigans you pull, a DP on foot is a sitting duck.

>>49410953
I guess the goal is to turn aspiring champions into DPs.
>>
>>49411074
>World Eaters

Are from wherever, just like IW and IF. Kharn is slav.
>>
>>49411100
WE even have names after scandinavian towns. They obviously are meant to be scandis.
>>
>>49409959
well, there wasn't any human polity that the crusade ENCOUNTERED that wasn't wiped out/brought under imperial rule. There are still non-imperial planets out there. Finding them and bringing them into the fold is one of the jobs that Rogue Traders are sent to do.
>>
>>49411041
You shouldn't, warhounds are the go-to replacement for khornedogs. Paint them red, put them on the equivalent round base and you should be fine.
>>
>>49411074
>>49411100
>>49411115
What are the sons of horus?
>>
>>49411095
They're still gonna get focused down to shit and be fairly worthless.

What happens if a markless character becomes a DP?
>>
>>49411151
Traitors
>>
>>49411151
The most boring legion is what they are.
>>
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>>49411115
>They obviously are meant to be scandis.

Dont see it, but WE recruited from all over Terra with no distinction, just like IW and IF.
>>
>>49411063
I dont believe so.
>>
>>49411169
>>49411170
Yes, I meant what real world equivalent
>>
>>49411198
Fuck knows I don't read about boring factions. Maybe they are krauts or something.
>>
>>49411161
I definitely agree.

You have to choose a dedication for the new DP iirc.
>>
>>49411180
They are scandis according to 1d4chan.
>>
>>49410868
You can never go wrong with a skullcannon, to be honest. Otherwise, a 'thirster, fleshhounds or bikes are always handy to have.
As for the cult force, they are all red and brass, so just go with whatever. No-one but you will be able to tell them apart anyway.
Also, welcome to the hobby, mate. Be blessed by blood.
>>
Are Black Legion marines in 40k heavily mutated? I'm trying to build chaos without mutated fucks, and the alternative to black legion would be Alpha Legion or Iron Warriors.
>>
>>49411217
Nurgle or Slaanesh isn't bad, then. Slaanesh means they might get somewhere, Nurgle means they might survive (Though that might just be me, I play on very terrain heavy tables)
>>
>>49411198
I think they are generic "barbarian" themed.

>>49410520
They all are. You've never heard the term Slavs to Darkness?
>>
>>49411267
Not necessarily. I'd say most veterans would be mutated but it may not be obvious under their armor.
>>
Alright guys, I have made some improvements to my kill team, let me know what you guys think.

Imperial Cults and Militia: 200 points

- Grenadier Squad: 155 points
> 20 men
> 2 Plasma Guns
> Laslocks
> Dudebro with Augmented Weapon and Bolt Pistol

- Levy Squad: 40
> 20 dudes
> Custodian with Bolt Pistol and Augmented Weapon
> All Pistol/CCW
>>
>>49411267
>chaos without mutated fucks
Don't forget Night Lords, they hate mutations.
>>
>>49411181
You can't. Best be splitting up the tanks and keeping the artillery together and give them orders.
>>
>>49411368
>>49411267
Night Lords are probably your only option. Or Thousand Sons? No mutations, just all sorcerers and dust people.
>>
>>49411368
Ah right the Night Lords. I would do them but I'm not interested in raptors, but I'll have to keep them in mind.
>>
>>49411349
>every thread
>like clockwork
>>
>>49411368
My new headcanon is that Night Lords worship Malal/Malice and don't know it.

Extra tinfoil hat level: Curze dying in such an angsty, fuck-you-dad, death-is-nothing-compared-to-vindication way earned him enough points with the god of biting your nose off to spite your face that he was transformed into a Daemon Primarch upon his death.
>>
What's with 1d4chan and it's boner for vikings? Listened to Amon Amarth too much? The WoC article told me pretty much fuck all about WoC themselves.
>>
>>49411456
There's another shitposter who plays ICAM in kill teams too? In all honesty I'm only doing this because I watched a tournament get SWEPT by a Renegades and Heretics player that put 47 models on the board.
>>
>>49411506
Yeah, KT doesn't work with more than 15 models per side.
>>
If Kharn betrayed his own doesn't that mean he's an untrustworthy, cowardly git which is in opposition with Khorne's believes?
>>
>>49411451
You could do IW who cut off their mutations and replace them with bionics.
>>
>>49411562

>le khorne honour meme
>>
>>49411562
Being a betrayer doesn't make him a coward, he just doesn't care about allies at all.
>>
>>49411095
I'm not that anon. Personally I woudn't have taken that bonus either way, especially since you're correct. The rules do state that if you roll a benefit you already have, the effect is lost. :(

Another thing he could easily do is swap out several of the regular Chaos Marine units for more Havoc units, so he can double up on Meltaguns. They do retain obsec after all...
>>
>>49411244
Thanks senpai. I'l probably end up buying a pack or two of the warhounds and bikes soon and maybe go balls out and buy a bloodthirster along with some Berserkers/Bloodletters. thanks again for the help anons i'l be sure to claim skulls in the blood gods name!!
>>
What's a good tau kill team I can make fairly cheap? I'm getting the starter tau squad for 5bucks from a friend and I'd like to know how to augment it.
>>
>>49411748
Grab either some crisis or stealth suits.
>>
>>49408987
You can probably use Vassal. Though everything is manually done with that.
>>
>DOOMED SONS OF SANGUINUS
>Primary Detachment

>Command
>Astorath

>Death Company Chaplain (relic Crozius and Armor)
>5 x 3 Death Company (1 Thunderhammer each)
>Death Company Dread (Drop Pod, Blood Talons, Heavy Flamer & Meltagun)

>Archangel's Orbital Intervention
>5 x 3 ( Thunderhammer/Storm Shield)

Could I, or should I, add a secondary detachment of the Golden Host with Dante? Or just a CAD to get some ObSec drop pod tacticals onto points? I'm also thinking about a Knight Warden to add some dakka, painted up to match the Death Company suicide squad theme. Maybe a disgraced knight looking for redemption in death?
>>
>>49411748
Stealth suits. Simple to build, cheap to buy.

get the Get Started! Tau set with the ethereal/crisis squad/fire warriors if you want to get into playing regular 40k.
>>
>>49411481
Well the WoC are heavily inspired by the Norse, but also inspired by the Huns, Mongols, and basically every other historical people that threatened medieval Christendom to a lesser extent.

The WoC were basically the big bad heathens that are trying to tear down the free civilized peoples for power, wealth, and to satisfy the whims of the dark gods. They pretty much just do the same thing in Age of Sigmar.
>>
>>49411586
Do you have any tips for bits to use to make it look like my guys have cut off their limbs?
>>
>>49411929
You can sculpt spare arms out of sprue as an option. Give them a "boxy"/cabled look.
>>
>>49411929
Here are some possible bits:
http://anvilindustry.co.uk/Exo-Lords/Exo-Lord-Bionics
https://www.games-workshop.com/de-DE/Taktischer-Trupp-Upgradeset-der-Iron-Hands
Also the devastator sergeant comes with a bionic arm.
>>
>>49410976
That would free up 40pts

I forgot to mention the total was already below 2k so if I let the cultists go unmarked I would be at 1911

I could add more bikes or maybe split up bikes into a unit of 6 and a unit of 4 or make a big unit for my Biker HQ
>>
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>>49410933
>>
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>>49408808

Hey guys, I've been asking for advice on my army for a little while now. My very first 40k army and I need help actually putting it together and knowing which books I'll need. Here's what I'm working with:

Traitor Guard running regular Imperial Guard rules.
HQ is going to be a Primaris Psyker to summon Daemons. I also have 3 Knight Titans I'm going to use (a FW lancer and 2 GW with swappable weapons) and a whooole lotta infantry.

Besides the main rule book, IG codex, Daemon codex, and Knight codex, what else do I need? Someone was telling me to run my HQ as a Psykana detachment (something about a bunch of psykers with a Commissar attached to kill psykers when things go wrong) but I haven't seen anything in the IG codex about any detachments at all.

Help me out /tg/. I'm completely lost and this is a lot of information to sift through.
>>
>>49410933

I always figured they had a lot of tunes like the Colonel Bogey March for the Guard, which were then bastardized into a vulgar variants by said Guardsmen.

ABADDON HAS ONLY GOT ONE BALL
>>
>>49412033
I'll probably not sculpt anything because i'm not very good at it, although I suppose it's time to practice...

>>49412051
The third party stuff looks really cool, and not as boring as the GW stuff, thanks anon
>>
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So, how do you guys run a Crusader Squad in a Land Raider Crusader?

I've been running a 15-man squad with a power-sword wielding Sword Brother, power fist and flamer, escorting my Chapter Master. Only lately, I've been finding they seem to lack a lot of punch.

What do?
>>
Why are people bitching about BA not getting ObSec?!
You play BA to assault, not camp objectives. There's no reason to give every space marine army the same stuff.
>>
>>49412166
Renegades army list from the forgeworld book. Forget which one, another anon will know. IG and renegades don't have many if any formations/detachments. IG have a few in one book.
>>
Anyone have the start collecting value sheet?
>>
>>49412372

Thanks anon and Renegades was suggested to me before but I am going with IG rules. Just need to know how to properly run all that in an IG army.
>>
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>>49412367
Because the CSM did for some reason.

>TFW 30 Obsec Nurgle Bikers.
>>
>>49411837
Hears nothing but good things about start collecting. But I play sigmar as well, figured kill team is a fun way to get into the game for minimal cash
>>
>>49412356
>What do?
Play blood angels with your templar models until you get a non garbage codex
>>
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Anyone could help a newbie here?
I'm trying to build a 800pts Deathwatch list for what's my 3rd game ever but I'm unsure on how to make it.
Black Spear Strike Force? A few kill teams?
>>
>>49412433
Probably because the other benefit of the formation is entirely and utterly luck-based, and could just end up giving you a shitload of spawn?
>>
>>49412356

Drop a marine, add a Chaplain.
>>
>>49412356
You need a chaplin. Rerolls to hit are where your punch is. Also swap flamer for melta gun.

>>49412414
Then just use the IG book, there are some very specific formations for sentinels and blob guard in the kanyon book I think, but overall just use the IG codex for now. Wait till they finally get nice things
>>
>>49412499

Yeah I've got the codex and I'm using that, but I haven't found any rules regarding detachments (Psykana in my case) or how to take Knight Titans.
>>
>>49412534
Psykana are in the montka campaign book and tge knight codex has an oathsworn or household detachment that can be taken by other imperial factions
>>
>>49412559

Awesome! Thanks a bunch sir.
>>
>>49412461
Take the aquilla kill teams, very easy to use and nice rerolls. If you can make it using the black spear strike force, then do so only if you need the deep strike. For at 800 point list, I don't think you'll need it.

Your standard marines have great flexibility in their special issue ammo. Adding a dreadnought or something for heavy hitting power (via the command option) is a decent idea. From there your choice of auxillary is your own.
>>
More Questions from >>49410807

Are my Daemon Princes geared out right?

Would a GUO be at all better in the Allied Detachment?

With removing MoN from the cultists I have 89 points to fill.

Would my Beast of Nurgle want a brother or maybe any other upgrades for the soulgrinder.

I could even lose an obliterator to bring my Heldrake back in.
>>
>>49409413
Is there an ePub of Angel's Blade floating around somewhere?

I have the pictures of all the rules parts, but don't want to go through the effort of making a shitty photo pdf if the epub is out there already
>>
>>49412590
Ok thanks, I'll be back once I've a list
>>
>>49412470
Admittedly, being able to get a shitload of...you know whats can have its own uses (Eating overwatches, finishing off vehicles, etc). Especially since this is now the first time you can generate them in a Movement Phase, so you can theoretically threaten a 15+2d6 killzone.

That said, it's a pretty weak bonus compared to, say, another turn of your tacticals rerolling all to-hits.

Thankfully, there's at least a fair bit of additional flexibility in selecting your units compared to the demi-company so it could have been far worse. It could have been Cadian Infantry Company clunky, but thankfully that wasn't the case...
>>
Who else is hype for Fenris: Thousand Sons finally get some rules boogaloo?

Please Rowntree, O Glorious Fruit Pastille Man, give me at least a formation that is fun to use.
>>
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>>49410981
>mfw I am trying to build a working "frame" of heavy "power armor," and integrating a backpack fluid reservoir, multiple external sound systems, and bright lights, solely for the purpose of walking around blaring shit like this so loudly that it causes hearing loss to everybody within 10m

One day I'll figure it out. One day...
>>
>>49412433
When vanilla Marines get Skyhammer, and Dark Angels and Ultramarines Demi-companies get ObSec, it's a little difficult not to feel jaded when our demi-companies don't.
I want my army to be competitive.
>>
>>49411837
What do stealth suits have/do? They are remarkably cheap for three of them
>>
>>49412722
Basic Tau infantry statlines with 3s across the board, but 3+ armour, Stealth and Shroud (for a 4+ cover in the open, 2+ anywhere else), a jetpack and a burst cannon by default. It packs mobility with the firepower of 4 Fire Warriors in one. Really underrated due to the bloat of big stupid WAAC suits. Sadly, only reason most people take them is because of the OSC formation. It's aesthetic as fwuark.
>>
>>49412722
they have burst cannons, jet packs, power armor and stealth

Overshadowed by crisis suits because they can only carry one weapon, but they're still pretty gr8 as light harassing units.
>>
>>49412715
We all want to be competitive, but introducing skyhammer and Riptide wing levels of bullshit across all armies is not the way to do it. That just makes the game unfun for everyone.

t. CSM player.
>>
>>49412773
I agree that everyone getting Skyhammer and Riptide wouldn't be fun, but for an assault-based army, I would say it's almost essential.
I don't understand why BA didn't have access to them in the first place.
>>
Looking at this list for 1850 because I hate how stupid the concept of bikes in 40k is.

-Fist of Medusa-

Captain w/ Cataphractii Armor, Shield Eternal, Power Fist, Auspex - 185

3x 5 Tacs w/ Plasmagun + Rhino - 360

Land Speeder w/ Typhoon Missile Launcher+ H. Bolter - 70

5 Devastators w/ 4x Grav-Cannon + Drop Pod

-Raptor Wing-

2x Stormtalon w/ Skyhammer Missiles - 230

Land Speeder w/ Typhoon Missile Launcher + H. Bolter - 70

-CAD-

Librarian w/ Lvl 2, Sword - 90

2x 5 Scouts w/ Bolters, Camo - 130

-Oathsworn-

Knight Crusader w/ Battle Cannon, Gatling Cannon, Stormspear Rocket Pod - 470

Lib hides with the Scouts to buff the Knight, considering dropping the Scouts for a Conclave instead for more buffs and just have them roll with a Tac Squad using a Rhino to block LoS if needed.

Thoughts?
>>
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>>49412489
>>49412499
Sick, thanks. Luckily, I have 2 chaplains waiting on the sidelines of my army.

I imagine the power fist guy is fairly worthless, but I just love the model too much.
>>
>>49412722
They're basically short-ranged anti-infantry. They aren't as cost-efficient as regular Fire Warriors (one Burst Cannon is equivalent to two Pulse Carbines. You can get 3 Carbine warriors for the cost of 1 Stealth Suit, and that's before you give the Suits special), but you get superior deployment options (Infiltrate and Deep Strike), Mobility (Jet Pack movement). You get some assorted "tricks" and utility with them too; Advanced Targeting Systems let you use them as an "assassin" unit to snipe hidden Special Weapons/sergeants/etc, while Homing Beacons/Positional Relays let you have some deployment tricks.

There's three formations. The OSC is neat, but the Rapid Insertion Force is also pretty fun. The Infiltration Cadre is perhaps the most underrated one however; combined with any Farsight Bomb formation, you can run a near-null list, and run your Stealth teams around to effectively threaten a retaliatory alpha-strike should you lose a unit, or get free Seeker hits out of the deal.
>>
Any ideas for what third party to use for making Rapier Batteries? I need 3 with Hades Autocannons and then 3 with the Conversion Beamers
>>
Thinking about running Kharn at a knight and surrounded by cultists. With Gorechild giving him S6 AP2 can he really kill a knight in one turn like I've heard or do one of his special rules up his strength more? Because right now he'd just rebound off the hull if I'm reading this right.
>>
>>49412166
>>49412372
ia13
>>
>>49412954
You're retarded if you can't mathhammer this out
>>
>>49412954
Gorechild gives him Armourbane, so 2d6 Armour Penetration, he can technically do it. Furious Charge +1S, Always hits on 2s and Rage +2A on the charge.. I think he may have a good chance at it honestly.

The problem with CCing superheavies is the stomp as if he can't kill the knight on his charge, he'll probably be squished flat.
>>
Rolled 4, 5 + 7 = 16 (2d6 + 7)

>>49412954
Armorbane and Furious Charge senpai
>>
>>49412800

Your entire list is schizo as hell. What is the captain's purpose? Why the random second land speeder? Why are you running Iron Hands?
>>
>>49412954
He has four attacks base, +1 for having both a Pistol and Gorechild. So, 5 S6 attacks.

He gets +2 attacks on the Charge due to Rage, and +1 Strength due to Furious Charge. So he's now effectively making 7 S7 attacks.

He also has Armorbane (so he rolls to penetrate on 2 dice), and AP 2 (so on rolls of 6, he inflicts another D3 HP on a Knight).

The problem is that the Knights are faster, so if you really wanted to run him, you'd probably be better running two consecutive lines of units, with the first wave of Cultists being a sacrificial skirmish screen before you counter-charged...

You can run Kharn and 3 units of 15 Cultists for about the same cost as one Knight, if that's what you so desired...personally I still don't recommend it.
>>
Found one unpainted guardsmen in my entire collection. What do?
>>
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>Recaster got his hands on an honest-to-god original Battlefleet gothic Endeavor light cruiser
holy shit
>>
>>49413018
Have the commissar execute him for uniform violations.
>>
>>49413018
Have the Commissar execute him as an example to the rest to never paint or dirty your regimental colours.

He Who Rolls In Mud Is Heretical!
>>
>>49413022
Which recaster?
>>
>>49413045
fuck you they're all mine
>>
>>49413018
Paint him bronze, a statue and true example of a guardsmen.

>Straight Posture.
>Facing Forwards
>Rifle Raised
>Striding Towards the Enemy
Truly the Emperor's finest
>>
>>49413056
.. now I'm thinking of one of those novelty mimes that pose in a town square pretending to be a statue to jumpscare passerbys.

Only this one jumpscares them with a shot to the temple.
>>
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>>49413042
>>49413025
This is humourous because only his face has been painted I shall leave him as an example for the rest.
>>
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>>49413015
>>49412994
>>49412993
I forgot about Armorbane. I should get to sleep. Thanks guys. Here's the list >>49412379
Wanted.
>>
>>49413055
Fine. I've been wanting to do another recaster order, but after Z's abortion of an Incubi Squad I received, I don't like him too much anymore. The succubus was alright.

>>49413086
>Moldline
Execute him.
>>
>>49413000

>Captain confers SnP to the Devs to make the grav bomb work.

>Speeders are needed in the Demi-Co (as a fast choice) and Raptor Wing respectively.

>Because it's the best CT for non-bikers.
>>
>>49413091
>Boyz and Deffdread @ Good
>Painboy @ High
>Taurox @ High
I wish that image was bait.
>>
>>49412882
>>49412766
>>49412760
They sound pretty damn good to me, but I've only ever played 2 games of 40k (both kill team). How do them and fire warriors stack up? I had used Raven guard and they were pretty strong (rocket launcher was downright unfair half the time)
>>
>>49413018
So finally parade count of guardsmen not counting equipment is...

47lasguns
4melta
4plasma
4 grenade launcher
4flamers
1 sniper
1medic
1standard
6hwt
1tank and company commander
7vox
7sgt
5 ratlings
And 3 commissars.

Why do I feel like I still dont have enough?
>>
>>49413222
I think it's relative to their codex.
>>
>>49413228
>How do them and fire warriors stack up?
Breachers are probably better than fire warriors in kill team. Worse than fire warriors in regular 40k, though. Otherwise all tau foot dudes are "decent" because they have average stats, a save higher than 5+ and really hard hitting guns. All for a relatively low price.

Stealth suits are good because they have lots of shots, high mobility and excellent durability even when hit by things with AP2/3. Only weakness is you've got less bodies.
>>
>>49413237

Because you don't.

What kind of IG player doesn't have at least 9 Basilisks?
>>
>>49412722
Actually compared to a crisis suit with one burst cannon, they seem a tad overpriced but its enough that people never use them unless forced to for ghostkeel formation tax and smaller games like killteam
>>
>>49413310
>>Not counting equiptment
>>
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Would the Dimensional Key relic be helpful for a chaos lord if I was running the Raptor Talon and Terminator Annhilation force? Both formations benifit from no scatter during deep strike, while the Raptor Talor's DS and assault ability means I could be getting my terminators in safely to take out tanks or the enemy warlord while Raptors and a unit of Warp Talonstear through hordes or bodyguard units. How does that sound?
>>
I was able to test out my list last night on VASSAL. I've been out of the gaming loop for awhile, and VASSAL does lead to weird "gotchas" ("Can I deepstrike on the roof of this BLOS terrain, etc) but I feel there's still some potential to the army.

I ran a fairly standard "Rhino Rush" component with a Lord/Sorcerer joined to a unit of Spawn, as well as a pair of Bikers, a pair of Havocs, and an Ally detachment with Horrors and a Tzeentch Disc Herald with Paradox.

I don't see it doing too great against stuff like Massed Warp Spiders/Skatach Wraithknights, but it at least has a fighting chance, and I get to actually run Chaos Marines with a Marine focus.

On another note, Obsec Chaos Bikers are fun. The lack of Hit & Run or Scout does hurt (and not getting a reroll on Strategic is problematic too), but they're nice "support" for Rhinos. Plus, the ability to replace the Bike Twin-Linked Bolters for Flamers gives them the flexibility to flush some stuff out, while letting them still finish off weakened enemy units (3 Enraged Hating Chaos Bikers with BP/CCW is admittedly neat).
>>
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So I had a plan. I just got a SW starter pack from my fiance and have been figuring out what I want to do. I have been looking in the codex and see there is a new tech priest model that looks amazing, some models have cyber eyes, you have cyberwolves, and then thunder wolves with cyber legs/eyes. So my thought was to use some iron hands upgrade kits I have to do a space wolves force that is cybernetic. Grey hunters with robotic hands, thunder wolf riders with cybernetic upgrade helmets, wolf guard with cyber arms and legs.

I thought it would be cool.

BUT then I found out the SW do not have any successor chapters. Their geneseed only works with Fenrisians.

So for clarification then - if going by lore you could not do any deviations of the SW. You would have to do the current chapter and they would look like on the cover of the box?
>>
>>49413237
Only 1 Leman Russ? At least grab some hellhounds!
>>
>>49413386
The Dimensional Key generally isn't worth it unless you have some harebrained way to guarantee turn 1 assaults (usually involving mass rolls for the powers to "switch unit positions" or "move terrain around."

>>49413237
You definitely should grab more Chimera-chassis vehicles, as well as the stuff needed to mag-mount swap it out for different vehicle variants.
>>
>>49413421
>and they would look like on the cover of the box?
great companies have a lot of variation between them, so you could make your own space wolves with a unique look to them

or just say they're the star dog chapter from benris and do what you want
>>
>>49413452
>>49413512
I guess I didnt phrase this properly. That was just infantry. I have three Russ and three Chimera with a Deathstrike/Manticore in a box and a Basilisk shipping tomorrow.
>>
How do Deathwatch fare in Kill Team games?
>>
>>49413421
>Company of space furries who work closely with the Mechanium as a sign of friendship from the chapter
EZPZ
>>
>>49413608
>>49413452
>>49413512
..in fact you can see multiple tanks in the picture he linked from.
>>49413018
You guys suck at this. Like holy shit reading comprehension. I understood and I was just skimming.
>>
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At the rate theyre going we're going to have Diggas and Hrud codexes before sisters

As it should be
>>
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>>49413668
codex when

I love that GW still remembers they exist
>>
>>49413757
I understood 3 of those words
>The
>Invasion
>Of
>>
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Anybody got some good diorama pictures that aren't the same Warhammer World pictures that get posted so often?
>>
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Got this guy, don't play AoS
Anyone have some cool ideas to turn him into a beefy Chaos Lord?
>>
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>>49413779
MOTHERFUCKIN AMBULLS
>>
>>49413826
probably replace the head and the axe.
>>
>>49413826
Greenstuff and you'd have a bitchin Plague Lord
>>
>>49412715
Then play those armies. Blood Angels are all about assaulting.
>>
>>49412356
If you want to be a dick, you can always take an ordo xenos inquisitor with rad grenades (enemy gets -1T in CC) and attach him to the squad. Fluff him as something else.
>>
>>49410172
It doesn't matter what the intelligence of individual Tyranids are unless they're outside of synapse range.

That said, Cults and Hive Fleets SHOULD be AoC, Tyranids don't have battle brothers, not even with hybrids. It ruins the purity of the Faction that is a draw for many people.
>>
>>49410580
Fucking kek.
>>
>>49413857
Ape Insects, got it.
>>
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>>49410580
https://www.youtube.com/watch?v=YkU5pskq1LM
>>
>>49414089
But, they use the cultists to break down defenses, they should help out the main force.
>>
Is the next edition of 40k on the horizon yet?

My gaming club wants to get back into 40k but don't want to memorize stacks of house rules to make it playable.
>>
>>49414214
Play Kill Team until 8th drops next year.
>>
What's a good way to fight pure Cult Mechanicus as Space Marines?
Whichever gun that doesn't have haywire to kill my vehicles has grav to kill my troops, and I can barely do anything in close combat even with librarians and biomancy/fulmination blessings/maledictions
>>
>>49409389
Read through endless threads of nid-players crying they are the only faction without allies.

Get one of the longest-waiting factions to ally, with models and everything. GW made them workable as allies (no one-eye open or deploy away from each other, probably AoC so nids cannot hitch a ride in the new pimpmobiles)
these allies might even fix some issues plaguing the current nid codex.

Nid players cry endlessly

I DONT UNDERSTAND YOU
>>
Is there any way to competitively field my Orkz?

Please try not to meme too much, I just want a straight answer
>>
>>49414235

That will never fly with my club. It is literally all about the tanks and robots with these guys.
>>
>>49414383
Ghazkull's bullyboyz are pretty much your only hope.
Guy at my FLGS gets good results with them, even beat a Knight player
>>
>>49414383
Lootas and Mek Gunz.
>>
>>49412166
Eh, these detachments/formations are probably in some supplement. Dont worry about it for now.

I also recommend to start playing with solo ig no allies certainly no superheavies, to get an understanding of the basic rules, of one army.

Chaos demons are notorious for having a bazillion special rules, too.
>>
>>49414371
Rhinos as shields? They are cheap

DropPods to strike at his vulnerable stuff

Also these Jumpmarines who can charge into melee so you can tie up the weaker units in melee
>>
Is there an ePub or PDF of Angel's Blade around? I have the pictures to compile into a shitty-photo-pdf, but don't wanna do the work if something already exists
>>
>>49414383
allies
Many Ork players have been delighted by the idea you can ally a Renegade knight (which is AoC, becaue they count as CSM on the ally table) into an Ork warband.

they also enthusiatically orkify the poor knights for that.
>>
>>49414193
They do to an extent. Thus Allies of Convenience. They just don't drive Warriors and Zoanthropes around in limos, which would be fucking retarded, thus no BB.
>>
Link to traitor's hate? I just want to read the fluff.
>>
Is there a fluff reason why marines in land speeders don't have backpacks? What's powering their armor?
>>
>>49414587
Maybe they plug a power cable into the vehicle.
>>
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>>49414506
It know belongs to da orks!
>>
>>49414587
>Is there a fluff reason why marines in land speeders don't have backpacks?
have you ever tried sitting in a chair with a full backpack on
>>
>>49414587
cigarette lighter
>>
>>49414656
If it was a special backpack-shaped chair it wouldn't be a problem.
>>
Can Eldar Guardians take a Heavy Weapons Platform in Kill Team? I don't see anything saying they can't; the HWP rules just say a Guardian has to be around to fire it each turn. On the other hand every model acts independently and no two can join together. Wat do?

I'm trying to make a fluffy Ulthwé Strike Force that's not completely cheese either. I was thinking something like

>Warlock
>10 Guardians (No idea what specialties to give them desu)
>Scatter Laser Platform
>5 Rangers

But if that's not possible I'll just do something like
>Warlock
>8 Storm Guardians (1 with Killer Instinct) + Flamer Guardian (Infitrate) + Fusion Gun Guardian (Master-Craftsman)
>5 Rangers

Both of which are 200 points.
>>
>>49414492
People just waiting for red thirst blood angels edition instead
>>
>>49408808
Out of curiosity, would Huron Black heart be able to use the new psychic powers from traitors hate?
>>
Is it worth taking 'does not use up force org slots' HQ's in killteam like IG priests?
>>
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What's the most scumbag Deathstar I could run with Blood Angels as the primary detachment? There is an Eldar player who wants to see if I can beat his Scatbike & Knight spam double CAD list with my main army.

No ITC rules, objective cards are in use.
>>
>>49414790
Depends on the army. If you're taking big blobs of dudes, sure a priest can be worth it.
>>
>>49414701
I've always assumed that their power armour is powered by the vehicle (it needs a power source), they slot in and interface with it. They don't need their own power unit, if the speeder gets shot to shit, it crashes and burns, no survivors.
>>
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Ok, here's an idea: cheap-as-borscht melee Crusader Squads in Rhinos.

Yay or nay?
>>
>>49414920
The speeder probably has small back-up power packs stored in case of stranded pilots that are supposed to last just long enough for them to be rescued.
>>
>>49413239

Relative to the codex, Boyz and Deff Dread are tax tier. Relative to the rest of the game, they're absolute dogshit tier.

Painboy however is legitmately high tier relative to the codex because it's one of the most versatile and useful HQ options Orks have. In some other codices the ability for a 50 point HQ option that confers FNP to the squad would be bloody amazing. It's just that because it's Orks, it's merely decent because the best stuff he can buff is still just Orks.
>>
>>49414383

Just about every way to competitively play Orks was removed with the FAQ. Blitz Brigade was nerfed into the ground (not just with Scout conferring to the units inside but also that Battle Brothers can't start the game inside each others transports, and units from the same faction but in different detachments count each other as Battle Brothers).

Zhadsnark + Bikers + Tankbustas was wrecked by the grenades in melee ruling, which reduced Tankbustas to one melta bomb attack in hand to hand, and completely wrecked the unit. This list had actually won a tournament last year, including against Eldar, but without Tankbustas being able to reliably kill vehicles and/or Gargantuans now it's much weaker. Substituting in Killsaw MANZ might work as a replacement.

Ironically the FAQ restored our final competitive option, Green Tide. Green Tide can be competitive for the simple reason that players don't build anti-horde because no-one fields horde. Many popular weapon choices (Grav, Plasma, Melta) are worthless against a Green Tide, and with 11 Power Klaws typically they'll do a fair amount of damage when they do connect. I run it with a Warboss with Big Bosspole (Mandatory) for Fearless, Painboy (Mandatory) and a Weirdboy lvl 2 (optional) rolling on Sanctic Daemonology for Sanctuary and Hammerhand. Santuary gives the whole Tide a 6++ save and Hammerhand makes them Str 5 base. Hilarious when it goes off. Fill out points with Mek Gunz, MANZ in trukks, Grots for objectives.
>>
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>tfw pronounce the G in waaagh because waaaa sounds stupid when you aren't bellowing it at the top of your lungs.
>>
>>49415200
I pronounce it Waa-guh
>>
Hey guys I'm getting into the 40k series and wanted to start my own army. I was thinking of either grey knights or ultramarines, and would like to know what you guys would recommend and what specific units to get.
>>
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Update on Germanic Iron Warriors:
Just ordered one of these bad boys, along with a set of 37mm barrels so it's more in line with 40k's ridiculous cannon calibres.
>>
>>49414959
Sisters or Inqusition?
>>
>>49415224
Templars unfortunately
>>
>>49415200
I pronounce it 'War'
But only when not bellowing.
>>
>>49415200
It's more waw than waa
>>
>>49415200

The Dawn of War narriator can pronounce WAAAGH! plenty fine without screaming it like an ork.

So can you.

>>49415205
Objectively incorrect. Although, I'd have thought that you'd see through to making an effort for it. I'm having a laugh, it's not that tough.
>>
So I knew nothing about W40k before today and I just spent a little bit reading about the lore and had a question; is it canonically known who stood between Horus and the Emperor or is it still up for debate?
>>
>>49415309
Blood Angels primarch Sanguinis, as of the last retcon.
>>
What is the rule on relics. I know it's one of each per army but how many can one character take?

What about relics that don't replace weapons?

Is it one relic per character?
>>
>>49415321
I thought he had died before the Emperor had arrived? I honestly know nothing about this series so sorry if I come across as arrogant, I'm just curious. The person I'm referring to is the apparent soldier who stood between the Emperor and Horus and was killed without a second thought by Horus which then (if I read correctly) made the Emperor realize that Horus needed to be killed for the greater good of humanity. The source I read said it isn't known exactly who that soldier was, I just didn't know if it was a bad source.
>>
>>49415335
Only one per character as of the last FAQ.

Keep in mind though that not all relics specifically refer to themselves as "relics"
>>
>>49415335
It will specify how many relics a unit is limited to. Some can only take one, some two, some several.

From what I recall, SoB Canoness could take several before, and now can only take one.
>>
>>49415352
http://wh40k.lexicanum.com/wiki/Ollanius_Pius
>>
>>49415376
Oh, thank you!
>>
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>>49415289
Saying Waaagh outloud as Waaaa makes you sound like an autistic manchild, please kill yourself
>>
>>49415498
You sound rather insecure for someone interested in playing pretend with plastic army men and die.

Maybe study another language sometime to learn how to make different sounds with your vocals.
>>
>>49414792
Angels Blade Supplement
Archangels Orbital Intervention Force or Golden Host
or BOTH.
>>
>>49408808
>Nids players bitching about cults not being battle brothers

THEY EAT THE CULT THE MOMENT THEY SHOW UP. WHY THE FUCK DO YOU GUYS KEEP BITCHING ABOUT THIS? YOURE LUCKY YOU ALLIES OF CONVENIENCE!

Actually IG get allies of convenience with GK last I checked and Grey Knights kill more guardsmen than daemons so I guess thats just business as usual for dickish allies.
>>
>>49415892
IG and Grey Knights are bunk buddies.
>>
Man. I don't known what I did to upset the dice gods, but I have never rolled so shitty in my life today. I rolled at least 20 1s in a single turn. Like, everything that could've gone wrong, did. I don't even know where to start.

Let's see, my Lord of Change rolled the trait for 3+ warp charge. Turn 1, I throw 2 dice into Cursed Earth, and fail, then I perils summoning a unit of horrors. The horrors fail with 2 dice at rank 1 flickering fire. The demon Prince fails his Iron Arm. At the end of the turn, I get grounded by the perils, and roll 2 1s for my saves.

On top of that, my first warp storm roll was snake eyes.

Fuck.
>>
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>>49415892
All Imperium armies are Battle Brothers.
We are united in His service.
>>
Sup /tg/ I am in the process of updating all of the 40k codices. Here is the first draft of the Imperial Guard codex or Astra Militarum if you will.

The balance point of the codices is a 130 pts for 10 Marines with 6+ FNP and the option to buy 1 meltagun or plasma gun at 15 pts, 1 lascannon at 20 pts or 1 heavy bolter at 10 pts and 1 rhino at 35 pts or 1 razorback at 45 pts. Please leave grav out of your considerations since I will attempt to make it fair. Battle Company will no longer grant free rhinos but will give you 2 doctrines of your choice as well as objective secured.

I came here for some friendly analysis, not unfriendly criticism.

If you want to bother fixing wording mistakes and other stupid little things you can do so at 1d4chan the codex is called Imperial Guard Angry Monkey Edition.
>>
>>49416028
I am particularily interested in whether listing "1 lasgun" instead of just "lasgun" looks incredibly stupid, it is somewhat of a test. It supposedly makes it easier to read and should make it crystal clear what things are armed with.
>>
>>49413421
Egil Iron Wolf's company are renowned for being space wolves with cybernetics and loads of iron priests and tanks etc.

http://wh40k.lexicanum.com/wiki/Egil_Iron_Wolf
>>
>>49414959
Melee is bad. The only ones who can do it are units which can move 12" in the movement phase.
>>
>>49416028
Terrible formatting, this is the sort of thing responsible for why people never take fandexes seriously.

Reduce your margins and spacing, clean up your text and stat boxes, use a more interesting font, arrange the pages to reduce wasted white space and consolidate information, don't have profiles that are split vertically across multiple pages, etc.

And yes stuff like "1 lasgun" is unnecessary and inconsistent with the existing codices, which should be avoided except where it strictly improves something.
>>
>>49415892
>THEY EAT THE CULT THE MOMENT THEY SHOW UP
No, tyranids don't start consuming things until the end when the invasion is won and digestion pols start forming.

Until then the cult and hivefleet will be fighting a common enemy.
Plus the hivemind assumes control of the cult so BB is the closest fitting level.

They just need some extra rules that prevent their ICs joining each other squads or getting in each others transports.
>>
>>49416028
>Battle Company will no longer grant free rhinos
How about free squad upgrades/veteran sergeants?

And make grav like it is in 30k
>>
>>49409796
How expensive would tzeentch need to be if it allowed to re roll all 1s
>>
>>49416180
Maybe give a re-roll on 1s for each model in a unit with the mark per phase (Make the cost per model rather than per unit (Characters should pay a premium, while squads pay less))

So for example, a unit of 10 marines with the mark would get 10 re-rolls on 1s per phase.
>>
>>49416169
>No, tyranids don't start consuming things until the end when the invasion is won and digestion pols start forming
Uh, no. Digestion pools start forming at the onset of the invasion, they just don't reach oceanic size until after the prey has been subdued. Tyranids are killing, feeding, recycling the biomatter from the dead on both sides and using it to breed more troops on the ground to send to the expanding frontlines for the next battle from hour 1. Tyrannic invasions are on a PLANETARY SCALE, bruh, why would they wait to start harvesting from southeastern hemisphere lower quadrant landmass #26348576 until they've finished off the last of the dug-in resistance halfway across the fucking planet?
>>
>>49416169
>They just need some extra rules that prevent their ICs joining each other squads or getting in each others transports.
Yeah, those rules are called "Allies of Convenience" level alliance.
>>
>>49416258
I know it seems silly at times, but thats what the rulebooks and codex has said about it over the editions.
Features like digestion pools and capillary towers show up late in an invasion.
>>
>>49416283
Allies of convenience needs a lot more patching too fit, biggest trouble is that the allies are treated as enemy models which leads too even weirder outcomes, like the cults genestealers not being able too infiltrate near the fleets genestealers or the shadow in the warp effecting the patriarch.
>>
>>49416287
>PHASE V: CONSUMPTION
>Strictly speaking the consumption of the planet under attack is continuous from the moment the hiveships achieve low orbit and release organisms into the atmosphere. However, the point upon which the hiveships begin the replenish their reserves of bio-mass from the planet is a discrete phase which forms the culmination of the Tyranid assault.

>Initially, emerging Tyranid feeder organisms spring up in the wake of the ground swarm's advance, motile ones following hard at its heels while sessile varieties spread and multiply at a ferocious rate, hybridizing or absorbing native life. Carrion from the battlefields is quickly consumed and used by several species to pupate and metamorphosis into larger lifeforms.

You were saying?
>>
>>49411228
>believing 1d4chan over the sourcebooks
>>
>>49411797
You should add Flesh Tearers Strike Force and 3 drop pods. Archangel's Orbital Intervention works so much better when you can just DS next to your opponent in a pod, walk 6" out and then assault.
>>
>>49416287
If this were true you wouldn't be able to field Ripper swarms, Pyrovores, Haruspexi, Hive Guard (which the fluff explicitly states are created to defend the capillary towers and digestion pools against still active enemy threats), etc alongside the ground armies. The Tyranids don't wait to start consuming.
>>
Question guys: where in the sourcebooks does it say alien technology is forbidden? I've looked a number of places and thus far, nada. Who outlaws and enforces that?
>>
>>49415994
except kriegers
>>
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Fuck.

>>49409389
>even though all official material will show cultists praising nids as gods
I don't know if something has changed, but GS Cults have always been terrified of real nids - the key-word here being "cults." Purestrain genestealers are singularly programmed to always want to return to the Hivemind, assuming they aren't under the control of a Patriarch.

Anyways, no. Cults generally fear hive fleets, or at least are terrified of the day it actually reaches them because that means they are all going to die. It is explicitly stated, even since RT 1E, that infected-human genestealer cults still retain large parts of their humanity, especially that of community/family and regular emotions. There are instances of GS Cults working with and saving "fellow" humans against external threats, because they still feel some sense of camaraderie (although by their very nature they generally must live as outcasts). Likewise, knowing that one day a hive fleet will descend upon their world and eat everybody, including their own family, has even led some cults to fighting back (futilely) against real nids on arrival. It's just that by their very nature, there is an uncontrollable instinct to raise and spread the cult and take over planets, bringing everyone into their family - an instinct programmed by the Hivemind as it will destabilize the defenders and make it much easier to nom.

>tl;dr Some cults praise them as gods, but other cults fear them and don't want to die.
>>
>>49416365
Deathwatch and Ordos Xenos.

Look up the Admech codex and Deathwatch codex.

Also the FW aerial unit sourcebooks (Tau flyer fluff).

Studying Tau technology for example is forbidden under pain of death.
>>
>>49416166
Thanks for confirming that "1 lasgun" is unnecessary. I guess I should have asked before doing it for the entire codex though...

As for formatting that is somewhat hard to do given that it is made on 1d4chan. Except for moving unit type and unit composition into the profile it is almost the same as the new Eldar dex, with the exception that there is only one * in front of each wargear and special rule entry instead of "* *". What size should the margins be at?

>>49416172
No free lunches. No reason to force people to play with Rhinos. It would essentially be the same as saying they are 165 pts and start with a Rhino.

My current plan for grav is making it pistol, salvo 1/2 and salvo 2/3 for pistols, guns and cannons respectively. Also remove grav-amp.
>>
>>49408856
honestly i feel bad for whoever made this
>>
>>49416365
Xenos Inquisitors police the use of alien technolgy, and pretty much any use of it is punishable by death.

And you best hope you're not caught by conservative Magi, or your shit is going to be wrecked and you will wish you were dead.

On the other hand, some forgeworlds experiment with Xenos technology and there are Xenos artifacts scattered throughout the Imperial armies. There is a forgeworld where the Inquisition and Deathwatch frequently try to attack because of their rampant Xeno-tech boner.

Of course the Inquisition being the bastion of moral righteousness that it is, more radical Inquisitors will tinker with Xenos tech and will keep any useful shit to use later.
>>
>>49416397
>As for formatting that is somewhat hard to do given that it is made on 1d4chan.
Well if you're going to have a downloadable PDF version to share it should have its own formatting.

>What size should the margins be at?
I keep mine at 0.4" to avoid wasting space, and keep all paragraph spacing to single instead of 1.5, let alone double.

Do yourself a favor, especially if you fancy the idea of writing multiple fandexes and not just one, take the time to work on learning formatting and making good, clean, presentable pages, because a lot of people aren't even going to read it otherwise and all the effort will be wasted. Anything larger than a few individual experimental houserule units should be done with care.
>>
>>49411267
Iron warriors hate mutations the most. The bionic arms and stuff are replacement for amputated mutated limbs
>>
>>49416449
I guess I am going to wait with the PDFs till I have come further then and then just share the page.

It fucks up the tables when I try to change the margins of everything at once and I don't want to waste 2 hours changing margins every month.

Is adding rules for the most legendary regiments a good idea?

Is changing lasguns back to how they worked in 5th a bad idea? I want to reinforce a more static army to set the IG apart all the other rapid fire basic units.
>>
>>49416577
>Is adding rules for the most legendary regiments a good idea?
I always support more options and more representation of the underrepresented sub-factions.

>Is changing lasguns back to how they worked in 5th a bad idea? I want to reinforce a more static army to set the IG apart all the other rapid fire basic units.
Depends on the exact implementation. No reason not to test it at least.
>>
>>49410356
>They attack and eat each other
That's because Crud is a colossal dick
>>
>>49416397
>No free lunches. No reason to force people to play with Rhinos. It would essentially be the same as saying they are 165 pts and start with a Rhino.

Squad upgrades, not vehicle upgrades you numbskull. Good luck making a fandex without a brain.
>>
>>49416622
>>49416577

What is different between lasguns from 5th and now?
>>
>>49416739
In 5th you only could rapidfire to half of your range instead doing that and taking shots to your full range like now.
>>
>>49416772
*IF you moved in the movement phase.
>>
>>49416739
5E Rapid Fire weapons, IIRC, were basically what Salvo is now - except that you only got your bonus shots to halfway.
>>
>>49416659
True. That was never a thing before the Cruddexes, outside of synapse a pack of Hormagaunts should act like a pack of wolves, you don't see those randomly killing and eating each other regularly.
>>
>>49416739
Salvo 1/2 except you fire more shots when you move instead of when stationary.
>>
>>49416808
You can fire the bonus shots when stationary, just at half range.

Comparing it to salvo doesn't really work.
>>
>>49416800
>>49416793
>>49416772

Ah, right. Thought there was something specific to Lasguns that I had missed.
>>
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>>49416808
>more shots when you move
No. That literally doesn't make sense. "Oh no, these guys are 6 feet away and I can only pull the trigger once if I'm standing still. Better take a step forward/backwards/sideways so that my widely spraying weapon is twice as accurate."

And with that said, >>49416028
>"Old School"
Change that shit. There is no reason a model should be compelled to move to better hit a close enemy. Rapid Fire weapons had increased shots at close range because targets are simply easier to hit, regardless of the users movement.
>>
>>49416817
You just have to move an infinitely small amount to trigger the salvo.
>>
>>49416852
No. That kind of game-y shit is the last thing we need more of in 40k.
>>
>>49416869
But moving and shooting at full effect makes perfect sense how again?

You don't spray and pray till you get close, that's the theory.
>>
>>49416879
Which is why rapid fire only gets extra shots at half range.
>>
>>49416879
If any gun should be firing at full effect while moving, it should be recoil-less, tracer shot, literally pin-point accurate lasguns.
>>
>>49416892
But you have absolutely no reason to take aim, you just run around spraying in your opponents direction like a fucking Ork.
>>
>>49416852
How the flying fuck does that make sense to you? Why would it not just be easier to hit close targets regardless of movement? Why make a player painstakingly move every single model a little tiny nudge for an effect that makes more sense if done stationary in the first place. Why would moving a model EVER make it better at hitting something than if it were stationary?

If you want a model to shoot further while stationary, but have more shots at close range, don't force it through salvo and make it ass-backwards, just use the old Rapid Fire rules from the pic in >>49416835.
>>
>>49416899
That is a very good point. I never even considered the fact that they are firing lasers, damn that is stupid of me. Thanks for pointing it out.
>>
>>49416899
>recoil-less
There's a book that explains something-something moving parts inside the gun trigger a recoil-like effect in lasguns. There's another book that says lasguns have a haptic feedback trigger inside their gun similar to recoil so the firer better knows when he's fired a shot.

There's also another book that says they have no recoil at all. It really just depends on the writer, I guess.
>>
>>49416957
>There's another book that says lasguns have a haptic feedback trigger inside their gun similar to recoil so the firer better knows when he's fired a shot.
Sounds like the vibration on an xbox controller lol
>>
>>49416957
A pulsed laser at the energy levels described fired in atmosphere would be about the same as a .22lr rifle shot recoil wise.

An anon a few years ago physics-fucked the math out as photon still generates mass effects despite how infinitesimal it may be.
>>
Yeah I think people confused this too much.

5thE Rapid fire was 2 shots within 12" range like normal.
The only difference is, if you moved you Had to rapid fire.

Which makes perfect sense.
If you're a stable shooting platform, you can take measured shots with a longer range.
If you're moving around, you have to spray.

It could probably be reflected better with even more convoluted rules but considering that not even 5e RF stuck around, I'm guessing nobody cbf.
>>
>>49417404
The idea being that if you were stationary you could still choose to spray.
>>
>>49417404
I think more than anything RF has needed continual buffs to make your rank-and-file even remotely viable among the merry go round of codex creep and FotM deathstars.
>>
>>49417418
Reasons for troops:

SM: Free Razorbacks.
Eldar: Free meltaguns
CSM: None
AM, Tyranids, Orks: Tarpitting elites
Necrons: Ghost-Ark tankhunters
Tau: Killing other, worse troops.
DEldar: (Who?)

Ever since formations and all-ObSec happened, unless troops can kill MC's or tanks, they're dead meta.
>>
JA PIERDOLE KURWO

jak to jest wpierdalać własne gówna?

BLUEEEEEH FOR THE EMPRAH

kurwa plastikowe zabawki dla dzieciaczków xD

TY JEBANA KURWO
Y

JEBANA
E
B
A
N
A

KURWO
U
R
W
O
>>
>>49417498
Obsec was a neato idea when it separated unbound from FoC armies. (Who the fuck ever played unbound anyway?) But now you have shit like SM getting universal Obsec for taking shit they would anyway, and then getting extra bonuses on top of that, it's gotten out of hand.
>>
>>49417498
I didn't mean to imply it actually WORKED, but Geedubs' business plan is pretty focused on selling basic squad box sets.
>>
File: Cr8_JcHXEAAZ_QR.jpg (25KB, 960x541px) Image search: [Google]
Cr8_JcHXEAAZ_QR.jpg
25KB, 960x541px
>>49417500
> xD
>>
>>49417544
There needs to be more formations that cut out the fucking 'tax' units and don't grant ObSec so you have to support your deathstar formation with an actual army and requires some kind of tactical planning. But tax units sell more models, so...
>>
Haha paying fuckton of money for plastic fucking soldiers from a shit, awfully balanced game made by hacks who aren't above completely removing an army from the game and spitting in their fanbase face.


Cucks.
>>
>>49417784
ok dear
>>
>>49417784
t. neckbeard warmahorde, or loser infinity player.
>>
Why play Warhammer when you can just play modded DoW for the same experience yet cheaper and with non cringeworthy VA?
>>
>>49417814
Try not being poor and playing both.
>>
>>49417831
Why the fuck would I play a dead game with a bunch of neckbeards?
>>
>>49417814
Whatever man my VA on tabletop is awesome.
>>
I fucking hate Americans.
>>
File: Brutal.png (182KB, 400x400px) Image search: [Google]
Brutal.png
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>>49417948
>>
>>49408843
Forgeworld releasing Sisters of Silence for 30k.
>>
>>49417845
Because you are a neckbeard, and 40k is picking up steam, at least at my lgs.
>>
>>49418507
lmao fuck off nigger I'll stick to Firestorm over kaurava
Thread posts: 363
Thread images: 47


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