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Warhammer 40k General

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File: Best General3.png (1MB, 1014x761px) Image search: [Google]
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D Strength Ibuprofen Edition

>Rules (PDFs and EPUBs welcome, good luck)
https://mega.nz/#F!Wl5DAbCb!TYxZG4CgX_x-NJu7JBwbZQ!2tgBUTYI

https://mega.nz/#F!pFgm0RKR!J06C1gVYcjzNGsF8YNLsjQ!ddAxALZD

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

https://mega.nz/#F!pFgm0RKR!J06C1gVYcjzNGsF8YNLsjQ

>FAQ’s and Errata (outdated but official)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(Stay the fuck away from the clowns)
https://mega.nz/#F!wx4BiKhD!YhnAf1BqSmAB8dO6xDM56Q!c4pGAJDb
>>
first for faggot whining house rules
>>
Second for this is now an Eversor Free Zone. I don't want to see any unconditional massacres, you hear?
>>
>>49949811
Of course, that would be IWRYYYYYYYsponsible.
But Culexus mind fuck shenanigans are alright though, yes?
>>
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Third for "Buff Orcs"
>>
5th for roughriders having 5 initiative on the charge.
Forgetting this loses games.
>>
>>49949831
>taking roughriders in the first place when you care about the result of the game
>>
inb4 sperg
>>
Looking to expand my 1000pt Dark Angels army.
I have been doing really well since adding in the Strike Force.
Should I switch the Techmarine for another Biker Librarian? He has been good and provides more AP2. However my Librarian has been really helpful.
My opponents are usually Daemons, Tau, Necron and Imperial Guard.


Dark Angels CAD:

HQ:

Lvl2 Librarian (120pts)
>Shroud of Heroes, Space Marine Bike

Troop:

Tactical Squad (200pts)
>Meltagun, Combi-Melta, Rhino

Tactical Squad (200pts)
>Gravgun, Combi-Grav, Rhino


Ravenwing Strike Force

HQ:

Techmarine (110pts)
>Power Axe, Servo Harness, Space Marine Bike

Fast Attack:

3 Ravenwing Black Knights (120pts)

3 Ravenwing Black Knights (120pts)


Ravenwing Attack Squadron

Ravenwing Land Speeder
>2 Multi-Meltas

Ravenwing Attack Bike
>Multi-Melta
>>
>>49949831
>one shot lances with explosives that give increased initiative on the charge
>lost their special character
>oop models
>special weapons replace hunting lance
>55 points

compared to seekers this is terrible and seekers are okay
>>
>>49949867

Ya your army is pretty mobile and you lack any real heavy armor so the techmarines benefits of buffing a cover save or repairing said vehicles is kinda wasted.

DA psychic powers are very good for shutting stuff down. To expand you have two options, either start filling out your Greenwing for that tasty lions blade detachment, or pick up a darkshroud and more black knights.

Black knights are arguably the codexes best unit next to battle company spam tactical marines. They have high toughness and armor, good shooting and good melee. With the dark shroud you can just ride up the field, jink as necessary before you just charge and rend shit to death with their hammers.
>>
>>49949937
>55 points erasing a 200 point squad in one of the most hilarious and satisfying ways in the game
>>
So I want to start Khorne Daemonkin and apparently my LGS is awesome because the owner was really trying to help and his prices are ~10-15% less than the local GW.

I had saved up $300 to start and bought the 'KDK' Codex, Dark Vengeance Rulebook, 'Pure Red' Army Painter Primer, Nulin Oil and Blood for the blood god.

My choice now is how to go about buying models. The deals my LGS offered me were:

Start Collecting! Daemons of Khorne
>72.35

1 Box Flesh Hounds of Khorne + 1 Box of Chaos Bikers
>76.20

I have ~225 to spend so I can by one of each option and have just enough for a third one. From what I've researched the bikers and hounds work towards a formation.

Alternatively he has a metal Chaos Champion on Juggernaut for $39 which I could probably also use.

However a second start collecting would let me use a Combined Arms Detachment and have a larger unit of Bloodcrushers.
>>
>>49949823
But Orks can't be buff, they're only St3.
>>
>>49950007
>Then you play against Dark Angels, that Overwatch at full Ballistic Skill.
>>
>>49949972
>the techmarines benefits of buffing a cover save or repairing said vehicles is kinda wasted.
True but with the Servo-Harnes with Power Axe he has a lot of tools besides that.
An interesting thing to point out though, makes me consider some Devastators since we do have a lot of terrain.

>DA psychic powers are very good for shutting stuff down
My only problem is Daemons with my Libs.
The Tau and Necron HATE Interromancy.

>dark shroud
I want at least one for 1500 points but I feel like it would get a lot of hate in my group.
I was considering a Command Squad for the biker HQs to start in.
>>
>>49950040
Isn't that just one particular and not often taken formation?
>>
>>49950087
This is 40k general, everybody is always running the exact formation which fucks you and only you.
>>
>>49950087
Only because no one plays melee armies, they're the new hard counter to GSC
>>
scans when?
>>
>>49949778
SO how would YOU, /tg/, stat a walker riptide?

i was thinking maybe 13/12/12,like the sicaran,with 4HP and a 5++
>>
>>49950087
Generally no, but even BS 2 TL (since they *do* run Bikers) can do its thing.

Rough Riders do need love either way.
>>
>>49950007
if you can have your rough riders crush a marine squad on the charge then my hats off to you. i don't manage that with seekers despite with the stats and internet say

>>49950020
get a daemon prince or bloodthrister, bloodcrushers are a step above bad
>>
>>49950138
Absolutely no reason for them to have the same armour value as Knights. Adamantium is not only massively more resilient per measurement of space than Fio'tak, but the Riptide is also notably less well-armoured in the first place.
>>
>>49950020
>apparently my LGS is awesome because the owner was really trying to help and his prices are ~10-15% less than the local GW.
You know that every non-GW store offers 10-20% off of GW products.
>>
>>49950138
12/12/12, 4 HP, no innate saves as its saves come from its ability to JSJ to claim cover saves.
>>
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Has the Imperium finally gone too far?
>>
>>49950138

You don't, you make Dreadnoughts and shit use the MC rules.
>>
>>49950214
I would go with an 11 rear armor. Only thing with such high saves all around should be a land raider. Even a Gorkanaught has 13 front and side and 11 back.
>>
>>49950216
Reminder that your loyal servant is a lobotomized individual that has their mind most likely painfully wiped and shattered, their free will rendered completely irrelevant and replaced with programming to make use of their crudely augmented flesh-bags.

The Imperium wen too far ages ago, the Haemotrope Reactors are smalltime, the only real problem is with how pointless the concept is, especially considering the AdMech often view synthetic materials superior to organic compounds.
>>
>>49950152
>get a daemon prince or bloodthrister, bloodcrushers are a step above bad

Thanks for the advice. Forgetting the bloodcrushers then, should I just get the second box of Bikes and Hounds then?

>>49950182
>You know that every non-GW store offers 10-20% off of GW products.

I did not, this is the only game store in town that supports 40k though so I was happy to find it out.
>>
>>49950267

Well I mean yeah, it's not the level of Grimdark that's off, it's the specifics.

The imperium uses lobotomised cyborg babies to carry ammo. Khorne uses blood engines.
>>
>>49950040
>wew lads
>>
>>49950267
They put brains in missiles, we're way past the line.

And the blood of martyrs could mean vehicle oil from sacrificed tanks.
>>
>>49950182
Not all of them. In fact, the two near me sometimes charge even more than GW on certain products.
>>
>>49950216
what, you don't want to store all your precious martyr blood?
>>
>>49950267
>>49950216
>>49950288
*adeptus mechanicus
>>
>>49950138
AV 13/12/10, 3 HP, 5++.

Thrust move is chosen at the beginning of the movement phase to either be a 12" regular move or a 6" move at the end of the shooting phase.

Nova-Charge is automatic, but slightly altered. Thrust enables both modes to be used. Shield is still a 3++ but it's directional like a Knight's Ion Shield.
>>49950175
A Predator also has the same armor value. Like it or not, AV12 is just too squishy for a 200+ point vehicle.
>>49950138
4 HP is too many. Only the heaviest of tanks get that many. 12 on the rear is a bit much as well.
>>
>>49950323
>av 13
yeah no
>>
>>49950152
Yeah but really, I used to use them a lot in 5th edition, but my first game back in after 7 years, I forgot their weapon gave them a bump in initiative so my dudes got all wiped out, otherwise it would have been 15 s5 ap3 melee hits :(
>>
>>49950216
I like the blood tubes.
They smack of 40k's the satirical origins and that's great.

I do wonder what their rules might be though?

> overcharges other fortifications and maybe some kind of anti-chaos explosion if destroyed?
>>
How heretical would a "Markerskull" be?

You know, a servo-skull that helpfully aids it's owner in aiming, through projecting some manner of beam I choose to call a "skull-light"?
>>
>>49950257
Eh, that works. Riptides can easily position themselves to make turn 1 drop pod alphas impossible anyway.

Landraiders are AV14, by the way. 12 isn't that uncommon.
>>
>>49950323
>200+ point vehicle

Why not try and balance Riptides at their current price of 180pts? Not only that but the things don't seem to be particularly durable by any means in-fluff if you get past their shield generators.
>>
>>49950359
I imagine that's something that, for example, the servo-skull attached to a Tech-Priest would do. It makes sense to me
>>
>>49950354
>anti-chaos explosion
>A bunch of bloodletters get sent back to the warp when some boiling blood falls onto them
No
>>
>>49950333
>13/12/10 is hard to get past

shitter detected
>>
>>49950374
180 points base, but how often do you see base Riptides?
>>
:^)
>>
>>49950344
it's okay anon, everyone gets rules wrong. even easier when you haven't played in a while
>>
>>49950138
AV 13/12/10 HP4 5++
Jetpack Walker

Nova Charge Shield = 3++ for one side facing (like Knight)
>>
>>49950359
Augury and targeting skulls already exist, anon, as to Imperial targeting lasers.

Wouldn't be heretical by any standards, contrary to disturbingly popular belief 'Xenos did it' wouldn't really deter the AdMech who are already sitting on a proverbial pile of technological-history gold.
>>
What kind of character model can fit on these bases anyway?
>>
Why don't heavy weapons squads get multi-melta or plasma cannons? Fluff isn't a good answer because everyone and their mother has a grav gun. Balance wouldn't be much an issue with multi-meltas because of the range and heavy weapon status. Plasma cannons would actually be helpful as HWT get 2 wounds.
>>
>>49950449
Ones that are as ugly as the base itself.
>>
Painting question.

Want to start up some iron warriors.

For the metallic trim, should I go with brass colors or gold?
>>
>>49950471
Let's make heavy bolters, mortars and rockets useful before we add new stuff.
No point in adding new guns if everyone's gonna use auto/lascannons anyway.
>>
>>49950304
>we're way past the line
Chapter serfs being stuck into missiles as a final "fuck you" is pretty great.

They don't want to just get cremated or buried. They want to murderfuck the enemies of mankind.
>>
>>49950386
*holy blood and flamer fuel

I mean we all know how well "consecrated blood" works vs Khornates...

[Spoiler] RIP SoB[/Spoiler]
>>
>>49950449
Imperium models. What other models do you think these bases were designed for?
>>
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>>49950549
gotta admit, it's a badass way to go
>>
>>49950543
>heavy bolters
Not much we can do for these.
>mortars
Make large blast template s4 ap-, ignores cover
>rockets
Make frags s5 ap 5
Make krack ap2
Just give IG grav cannons.
>>
>>49950449
Who's ready for $30 for a single base?
>>
>>49950543
>Heavy Bolter:
Pinning, Interceptor, Salvo 2/3

>Mortar:
Large Blast

>Rockets:
All Missile Launchers get Flak missiles for free

Mortar may still be weak.
>>
>>49950699
>Just give IG grav cannons.
IG players really are the worst, most WAAC faction in the player base.

Make HB Salvo 3/5. Make Krak Missiles roll twice and pick the highest for Armor Penetration and give all ML Flakk by default.
>>
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>vortex for £12

If only CSM could get drop pods... They'd make great warp portal things that spawn on the field and spew out heretics.
>>
>>49950699
>Just give IG grav cannons.
Sure, if you want everyone to stop having fun. Grav cannons are already bullshit enough in the faction that can take only a handful of them, giving them to the faction that can actually spam them means you might as well stop fielding vehicles and units with good saves altogether.
>>
>>49950471
>explain to me without using any of these reasons

Ok, heavy weapons squads don't get multi-meltas and plasma cannons because fuck you.
>>
>>49950471
Because the Astra Militarium misfiled the proper forms and recieved a surplus of Plasmacannons / Multimeltas sponsons instead or portable.
>>
>>49950471
Pls gib multi-laser
>>
>>49950959
Holy fuck I would put multi-lasers on everything.
>>
>>49950974
This.

Also, give volley guns (maybe as non-hot-shot variants) as special weapons. Fucking all out laser squad with lasguns, volley guns and multi-lasers. Pew-pew-pew.

https://www.youtube.com/watch?v=NKTpWi5itOM
>>
>>49950974
>Multi-laser Devastator Squads
>Terminators, each with a Multi-laser

What Guilliman would've wanted.
>>
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Any ETA yet on plastic Sisters Of Battle?
plz /tg/, tell me
>>
>>49950974
>>49951009
>>49951030
I want C.S.Goto to leave.
>>
>>49951036
neck yourself
>>
>>49951036
Raziel said February sort of time when he popped up a few days ago. Up to you how much credence you give that.
>>
>>49951055
Take the knot!
>>
>>49951036
none
the gw video said "not shown for month"
have faith, fellow believer, have faith
>>
>>49950823
>>49950768
Give IG volkite tanks.

Leman russ incinerator when?!
>>
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>D10 comes to 40k

How many units even have 10 wounds to keep track of? I just got some D4s, they're very stable and won't get knocked about easily, and because that's more than enough numbers for vast majority of multi-wound models.
>>
>>49951030
>5 heavy weapon squads with multi-lasers
>every 10 man squad with multi-lasers
>every CCS and PCS with multi-lasers
>leman russ with twinlinked multi-lasers and sponson multi-lasers
>hellhounds with multi-lasers instead of fire
>vendettas with 3 twin-linked multi-lasers
>Special weapon: mini-multi-laser
>>
>>49951066
I don't know who Raziel is, sorry.
On a scale from 0 to 100, how much credence do you give to his word about plastic SoB?
>>49951066
>>49951055
nice dubs
>>
>>49950520
Still hunting for some input
>>
>>49951089
If anyone's gonna get it, it'd probably be Admech. Super-charged Skitarii Russ Incinerator when?
>>
>>49951112
try out what you prefer. I would use leadbelcher as base coat and hashut copper as its a light brass.
>>
>>49951112
Iron warriors don't have multi-lasers.
>>
>>49951117
Leman russ incinerator already has rules but there isn't a legal way to use it as far as I know.
>>
>>49950138
12 / 12 / 11
6 HP
3++ Shield works on front facing like a SW Dread Blizzard Shield. Can be weapon destroyed.
>>
>>49951097
Tyranids have lots of stuff with more than 4 wounds, the tervigon, mawloc, trygon (& prime) and tyrannofex having the most with 6. Sadly there doesn't exist a 6-sided object we could use for tracking wounds with these creatures, so we'll have to use this new 10-sided device.
>>
>>49951097
Baneblades come to mind.
>>
>>49951097
it's a sign of things to come, i expect the vehicle table to expand
>>
>>49950543
Heavy Bolters get rending, Mortars get pinning with -1 to the LD check for each additional mortar in the unit, missile launchers get flakk.
>>
>>49951143
10/10/10
10 hp
>>
>>49951136
>Leman russ incinerator already has rules

Yes, in 30k. Not in 40k, where Volkites should be all but gone. So if there's someone who'd get them, it'd be Admech.
>>
>>49951172
Boy I can't wait to use mortars against nothing but orks and other IG players.
>>
>>49951099
In 30k you can have pintle-mounted multi-lasers, hull mounted multi-lasers on Russes, multi-laser heavy support squads, etc. Hell, the Stormhammer has 6 sponson multi-lasers and a co-axial multi-laser, and can take a pintle multi-laser.
>>
>>49951174
Still dies to enough boltgun shots. It works.
10/10
>>
>>49951180
Who cares about the lore, I want forge world to give IG rules for it's use in 40k.

Just call it a relic or something, I want death rays!
>>
>>49951097
Are you sure its for 40k?
In AoS 10+ wounds are not that rare.
>>
>>49951099
>mini-multi-laser
>porting Rotor Cannons from HH
>30" S3 AP6 Salvo 3/4

I'm okay with this
>>
>>49951184
ATSKNF doesn't work on pinning, and with a couple mortars you can pin most things. Tau, too.
>>
>>49951221
Well, it's advertised next to the blood fuel generator for 40k, so... Nor does it say it's for AoS, so it's likely for both. Still, be afraid, anons, be very afraid. Age of Emperor D10k is upon us.
>>
>>49951219
>Who cares about the lore

Not GW, that's for sure.
>>
>>49950138
Why would you start this?
>>
>>49951270
I'm okay with 8e using d10s
Make marines be 5 in the middle
Humans can stay 3s
Orks can now ve S4. Stronger than hummies but weaker than Marines

Etc.

Just in general gives more a flow because right now there's almost no room for stat variation.
>>
>>49951328
40k is already on a 10-scale stat line.
Stats would probably need to scale to ~15 if they started using a d10 with the same system
>>
>>49951328
>I'm okay with 8e using d10s
considering they're being sold as wound trackers, they probably won't do anything beyond wound tracking

2e used d8s and d10s for one-off AP rolls, but I doubt they'll go back to that.
>>
>>49950150
Carapace armor optional upgrade. power lances could be bought 5ppm.
Furious Charge. Gene-engineered steeds can be bought for +1 T or +1 W.
>>
>>49951544
>they probably won't do anything beyond wound tracking

For now. The Prospero box also comes with various dice beyond D6s. Change is coming, anon, these are just the clouds in the distance.
>>
Toby Longworth has the voice of an Angel.
>>
>>49950150
>Rough Riders do need love either way.
death riders are pretty good, imo.

but: make em 8 or 9ppm, lasgun, laspistol horse.
special weapon access (1, or 1 per 5, or 3)
any model may take a hunting lance for 5ppm
may take carapace
>>
>>49951709
Give RR back their melta-bombs!
>>
>>49951709
Hunting lances just need to be stronger and they should be able to take carapace.
>>
>>49951784
More options for less cost.

Hotshot laspistols as an upgrade.
Everyone can take power weapons for 5 or 10 points.
Carapace armor (HORSE ARMOR!)
Basically focus them on hitting hard as hell, wheeling around and doing it again.
>>
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>>49951845

>guardsmen with power weapons
>hitting hard
>>
>>49951845
>wheeling around and doing it again


I think the idea of them being a "one trick pony" is a good thing. They have their one objective. I think they just need to be made more effective at that job.
>>
>>49952085
>One-trick pony.
I see what you did there...
>>
>>49952026
>he doesn't realize that the weight of our dead bodies will crush the enemy
>laughingmordians.jpg
>>
Just got my white dwarf, and it has a mini basing guide where it suggests cutting the tabs off of Genestealer bases without mentioning anything about how flimsy that makes them, with tiny ass contact points with the base.

Better advice: Use the damn base it comes with unless you're experienced enough to know what you're getting yourself into, god damn.

It also covers rebasing square minis onto round bases. Never got that one in the slightest, they make a system where the base doesn't count in game, then try to sell you on rebasing anyhow? Have guys in their stores rebase the models in the windows? The fuck kind of ass-backwards logic is that meant to be working from fuck damn
>>
>>49950449

Crisis battlesuits
>>
>>49950138
10/10/10 2 HP 4++
>>
>>49951097
Magnus
>>
>>49950138
13/11/10, 3HP, 4++
>>
>>49951224
You can pin them, but when their next turn arrives, or when you charge them, they will regroup with no penalties. So they get to go to ground, and then just get up afterwards.
>>
>>49950182
you should tell my LGS this, giant fag who charges as much as possible for every dime. can't even get shit in in a timely manner
>>
>>49952178
>It also covers rebasing square minis onto round bases. Never got that one in the slightest, they make a system where the base doesn't count in game, then try to sell you on rebasing anyhow? Have guys in their stores rebase the models in the windows? The fuck kind of ass-backwards logic is that meant to be working from fuck damn

Probably to help people who want to rebase. A lot of people hate having half their army on different bases.

Me? My dwarfs will have square bases no matter where I'm going to get them from for future releases. They were good enough for their ancestors, they'll be good enough for them.
>>
>>49952606
What store?
>>
>>49952563
*everyone* always just gets up after being pinned.
>>
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>>49951845
>guardsmen
>hitting hard
>>
>>49952563
No they dont.
>>
>>49952563
only IG due to orders.
others have to snapshot
we-ignore-every-Ld-thing-marines dont care
>>
>>49952788
>>49952563
ATSKNF does literally nothing against pinning
>>
>>49952788
Other armies (mostly Nids) can fudge it with "Fearless Aura" effects.
>>
>>49950805
FW used to make CSM DPs, did they stop? Or were just for fluff?
>>
>>49952863
they have other rules
like 100 pts and might eat passenger kind of rules
>>
>>49952863
Dreadclaws are different from drop pods.
>>
>>49952788
>we-ignore-every-Ld-thing-marines dont care

Much like Inertial Guidance System, you faggots overblow ATSKNF. Which is odd considering the power of Marines in the modern game relies on neither of those.
>>
>>49952890
Thefuck? Do they have any other advantages to make up for that? Or did they just want to discourage Chaos ever using droppods?
>>
Thousand Sons should go to Feel no Pain 4+ instead of 4++. It helps them survive small arms fire, which is generally more of an issue than low ap fire. It is more in-line with their old 2W schtick, and it fits with their fluff of being extremely durable against small arms fire but still vulnerable to the big shit.

Plus, every other cult has had access to Feel no Pain at one point or another.
>>
>>49952940
other rules, yes
do they make up, no.
They count as flyer upon arrival and I think can hit stuff with a meltasomthing. I might mix stuff up as there is a small and a big one.
However the cheap 35pt bring my boys down is better.
>>
>>49952938
ATSKNF is a pretty big deal. Any other army that fails a LD check has the unit crippled on the next turn even if they do rally; astartes just shrug it off an behave normally.

Blanket immunity to being swept is also huge. If there's one aspect of ATSKNF that needs changed, it's that. Failing that, they need to bring back negative consequences for Fearlessness/ATSKNF and losing combats.
>>
>>49952834
Daemons are blanket immune.
I think about every other unit in the AM/skitarii codex is fearless.
>>
>>49952940
They're assault flyers too. So you can disembark and assault, buuuuuuut not on the turn you arrive from DS reserve. So you can camp in it for a turn and go in hover mode and hope that you don't get blown up. Also they don't have inertial guidance so good luck with that scatter.
>>
The wiki has a blurb about a Chaos Primarch turning good, and a good Primarch turning Chaos, and says it might be the Khan. Where does that rumour come from?
>>
>>49952980
could get rules out of battlescribe

[FW] Chaos Dreadclaw Drop Pod (100pts)
Dreadclaw Drop Pod (100pts)
Frag Assault Launchers
Access Point: Dreadclaw, Assault Vehicle, Deep Strike, Drop Pod Assault, Heat Blast, Transport Capacity: Dreadclaw
Name
Dreadclaw
BS
3
Front
12
Side
12
Rear
12
HP
3
Type
Vehicle (Hover, Flyer)
Combat Role
Attack Flyer
Pursuit
1
Agility
1

Daemonic Possession
Reduces BS to 3. Ignores Crew shaken and stunned results on a 2+. Roll a D6 each embark/disembark. On a 1, the vehicle eats a random model in the unit (remove from play, no saves allowed) and reagins a lost hull point.

Frag Assault Launchers
Any unit charging into close combat on the same turn as it disembarks from this vehicle counts as having frag grenades.
>>
>>49952938
>overblow IGS
>overblow the ability to almost completely ignore the primary deep strike drawback
You guys are pathetic. Drop Pods are broken as fuck. The only reason this wasn't apparent for the past several editions was that you had fuck-all to put in them.
>>
>>49952940
They are 100 points each, have some template attack when they land, and can fly around the battle field afterwards. The big problem is that the pod can mishap and has daemonic possession so it can eat the guys inside. It's different, give it the ability that loyalist drop pods have to not scatter and I would consider using it
>>
>>49953022
A dream I had. Khan came out of the web way, but he looked like my dad who I haven't seen in 20 years, only he had big shark teeth. It was creepy as fuck. And then the Lion woke up and decided to be loyal now. And then I woke up.
>>
>>49953080
does a deepstrike misshap affect them? they are flyers
>>
>>49953036
>regular drop pods get to start fucking shit up turn 1
>triple-their-cost Chaos pods come in turn one and stand around
>Chaos pods are also vulnerable to being fucking engaged in dog fights
Thank goodness GW gave us tacit permission to just use regular Drop Pods.
>>
>>49953022
Should there not being a source on the article given it's, you know, a wiki?
>>
>>49952615
>They were good enough for their ancestors, they'll be good enough for them.

Like a true dwarf.
Any other answer would get your name added to your ancestors' grudge list.
>>
>>49953080
Honestly, the price tag coupled with the squad inside not doing anything turn one is the big issue. 100 points on top of an already overpriced and expensive CSM unit is just too much. You end up looking at 250-300 points for a ten man unit of MEQ's that's only marginally better than a loyalist tactical squad and still might not make it into combat on turn 2.
>>
>>49953098
They enter as skimmers so no.
>>
Making IG Mortars stronger feels silly to me, they aren't heavy mortars, they're just rinky dink normal mortars.

Not having them be effective feels wrong though since they're supposed to be the most prolific thing in the guard next to lasguns, anybody can make a tube with a baseplate that launches bombs after all.

I think a proper solution would be giving them the option to take multiple shell types.

For example you have your normal shells, then you have some sort of silly putty spewing riot control shell that reduces WS/BS and slows movement, promethium shells for weaker strength but large blast template, gas shells for shitty 5+ poison or something, double stacked shells for higher strength but a pseudo gets hot that puts the blast on the mortar team if they fail, that sort of thing.

TL;DR give them a mite of tactical flexibility
>>
>>49952493
Good one
>>49952545
Why a 4++?
>>
>>49953101
Whats not noted is that you DONT have to disembark when you arrive, and its an assulkt vehcle.
Its not great, but it can be useful
>>
>>49952980
>They count as flyer upon arrival
What's the advantage of this? It's not as if droppods really do anything after they dropped their cargo.

>>49953019
Doesn't that mean they can also get intercepted? And why the hell did they lose inertial guidance? That was kind of the point of droppods, wasn't it?

>>49953036
Yeesh, that's... that's pretty terrible. Does the Heat Blast do anything to justify the extra 65 points?
>>
>>49953101
>Thank goodness GW gave us tacit permission to just use regular Drop Pods.
Explain.
>>
>>49953143
they have one thing going
stuff them with 5 havocs 4 melta + combimelta or combimelta termis and you have something interesting that does not cost too much.

there is also the kharyptis which is way meaner, but with 260 pts not exactly cheap, but it does have inertal guidance
>>
>>49951036
Probably a year or so.
>>
>>49952992
IIRC the only fearless units for Admech are the Walkers, Kastelans and Sicarians with the Omniscient mask. So 6 units, four of them terrible and another one expensive as hell and only I2, so they kind of need that to not get swept every time.
>>
Here's a thought experiment, on "Bad" lists and "what would you do?"

This is a bad list. It's technically ITC-legal, but is vulnerable to mass Drop Pods, can be surprise-assaulted by Skyhammers and Genestealer Cults, and can be "boxed in" by armies that play to the mission. That said, if you didn't bring alpha-strike tech, or are confident on S6 being your main anti-tank, this could give you a bad time, especially due to all the tanks effectively rerolling to-hit. If you're running a TAC list of your own, what is your strategy to survive?

++Armored Interdiction Cadre++
3 Hammerheads, with Ion Cannons & Drones - 125 x 3 = 375
Squad of 2 Skyrays with SMS - 230
Total: 605

++Armored Interdiction Cadre++
Same as above, for another 605

++Deathbringer Flight++
4 Doomscythes - 640

Total - 1850

10 tanks, 4 flyers. No Psykers, no reserves manipulation, no non-vehicle models of any kind, etc. The only way to push models off objectives is to either shoot them or Tank Shock them.
>>
>>49953226
well its kinda neato, you move the droppod and things under it get an S6 hit (vehicles on WEAKEST armor) and it creates a hitzone when it arrives.

So taking multiple with 5man melta-combimelta or plasma squads can be really effective, especially as they are dedicated transports* and you can take heldrakes too

*not for havocs or terminators
>>
>>49953226
Moves as a Fast Skimmer on arrival. So even after you Deep Strike it, you can Flat-Out or Jink it accordingly. Either use it aggressively as a move-blocker, or defensively to cap another objective, Eldar-style.

In the off-chance you want to do some weird shenanigans where one unit disembarks, a second unit moves to embark, etc, you can also use it as a discount Land Raider since it does have Assault Ramp.
>>
>>49951097
I just magnetic primer on the base and stick little magnetized Tau insignia around the edge. Based edges are a good place for those. Did something similar with markerlight tokens, but prettymuch no one else uses magprimer anywhere.
>>
>>49953250
>https://www.games-workshop.com/en-CA/Webstore-Blog/2016/07/25/Using-all-the-Space-Marines


>>49953261
>does not cost too much
>75 points for Havocs
>100 for Dreadclaw
>50 for the meltas
>225 points total
In what world is that not costing too much?

Kharybdis is a joke. A Drop Pod that costs more than a Land Raider.
>>
>>49953250
There's some blabla article on GW's blogs about using whatever you want as long as your opponent agrees with it. Cute for friendly games, but nothing substantial.

>>49953320
Huh, yeah that's actually kinda cool.
>>
>>49953250
Awhile ago GW did a blanket post that wss basically "rules are a guideline, but the goal is to have fun. See look at our Blood Angel Centurions!"
>>
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>>49953382

>it was a ploy to sell Space Wolves and Blood Angel players Centurions
>CSM babies take it as tactile permission to use drop pods

wew lads
>>
So, after my War Convocation is finished and I have a few more Inquisitors ready, I was thinking of starting 30k Iron Hands or Iron Warriors. a) What do the legions do differently and b) would it be easy to eBay up some BaC termies and Contemptor dreadnoughts as well as the BoP MK3 for a reasonable price, or will it shoot up in the next few months before I have everything else done? I really like the MK3 over the MK4 but I don't want all the other stuff from the BoP set.
>>
>>49953484
Literally everything the article says about Centurions and BA fits for CSM and Drop Pods.
>>
>>49953373
>In what world is that not costing too much?
Hi, its me, the CSM army.

Kharybdis also has 5 independant S6 large blast shooters. (if you can put it anywhere you can use all to fire on enemy troops), can fit 20 dudes and does have all the stuff you want (assault transport, Inertial guidance).
except for dirge casters. could really use dirge casters.
And it is an infernal relic so you might only get one per army.
>>
>>49953516
a) ask in the HH general.
b) I would buy the box and sell the Custodes/SoS. This might be more lucrative atm, as many people want them.
>>
>>49953546
That CSM pay too much for everything in their base codex makes the overpriced Dreadclaws even worse. A CSM list just can't afford hundred point drop pods without becoming unacceptably light on models.

Kharybdis Storm Launchers have two shots, not Large Blasts. 260 is just way too many points to MAYBE get a deathstar into close combat.
>>
>>49953190
Just make them large blast S5.
Normal template is too unreliable at BS3.
>>
Fellow Guardsmen....
What is better, an Auto-Cannon or Lascannon?

For my purposes, the heavy weapon would be equipped to veterans in a Chimera. Their purpose is to assault up field grabbing objectives, so they would need a good all around weapon (assume little to no support for arguments sake).

If the points were to be re-allocated they would be used on the Chimera (extra armour to ignore crew stunned).

So.... Lascannon or Autocannon?
>>
>>49951097
The newest Tau suits from Fires of Cyraxus
>>
>>49953526
Il let you use drop pods if I can take my leman russ incinerator as a regular, 130 point russ.
>it's a relic!
>>
>>49950216
>>49950805
>>49951097
What book is this?
>>
>>49953615
well tell me whats a good way *within* the codex to deploy assault units with? or anything else actually. Rhinos? Put on terrain and hope for that move terrain psy-power? Landraider? Stormeagle?

thats all I can think of. Deepstrike is way riskier wit footsloggers than a flyer when your opponent may place it somewhere.

in4b use codex SM/DA/SW
>>
>>49953591
Oh yes, they have a general, I forgot.
>>
>>49953656
>What is better, an Auto-Cannon or Lascannon?
For my purposes, the heavy weapon would be equipped to veterans in a Chimera. Their purpose is to assault up field grabbing objectives
literally neither , models inside a transport count as having moved if the transport moved , so you're firing snapshots, so they're not worth it thats the way i read the rules atleast
>>49953190
how about heavy 2, barrage, shred , small blast ?
>>
>>49953671
I'd be more than happy to play against them for the standard 185 points.
>>
>>49953190
Make them cheaper and just take 10.
>>
>>49953121
There should be, but there isn't.

https://1d4chan.org/wiki/Jaghatai_Khan#Post-Heresy
>>
>>49953671
actually its 185pts.
but then I would allow one
>>
>>49953710
>what's a good way to stop a speeding train with your face
>inb4 stop trying to stop trains with your face
None of our infantry is particularly good at assault anyways. Assault infantry in general just isn't good in current 40k.

Micro-deathstars with Spawn (or Nurgle Bikers), Juggerlords, and Bike Sorcerers are pretty much the only decent assault units the codex can put out.
>>
>>49953656
If the transport moves they count as moving, stopping them shooting properly, so neither.

If they were staying still I would give them a autocannon and sniper to fuck infantry/light vehicles.
It's best to give them special weapons and then give the heavy weapons to the infantry blob.
>>
>>49953795
>inb4 retarded false equivalency about Chaos getting access to Drop Pods and cutting the cost of an already decent battle tank by a third
>>
>>49953656
Neither. Its wasted because of what >>49953727 says. Have you considered giving the Chimera an autocannon if you feel like you need one?

You really want heavy weapons teams to sit in gunlines and use guardsmen as meat shields.
>>
>>49953727
Charge up field and take objectives..... the veterans will be stopping at some point.
>>
>>49953022
Chaos Primarch turning good = Lion El'Jonson

Loyal Primarch turning to Chaos = Lion El'Jonson
>>
Does anyone have a picture of the green tide formation from the old ghazzy book?
>>
>>49953837
But it can't get sponsons!
And the other s7 tank is so much cheaper and gets twin-linked for only one less shot.
>>
>>49953813
Spawn, Ectomancy powers, and "MSU" shenanigans. Ally with Daemons for support. Mass mech/mass Bikes remain Marine things.
>>
>>49950287
The gorepack formation is great, melta bikes are great for anti-armour.
A khorne lord on a juggernaut would be a good hq choice to run with the dogs.
Also consider buying chaos warhounds instead of flesh hounds, they are half the price and you get twice as many models. They look great too
>>
>>49953837
Why does that russ have 4HP?
>>
>>49953850
Whats the pts cost of putting an Auto-Cannon on a Chimera? And wouldn't that also be snap shooting if movement was #1 priority?
>>
>>49953878
I'm confused. You say loyalist and chaos as if the emperor wasn't a being of chaos.
>>
>>49950699
>>heavy bolters
>Not much we can do for these.
Change to salvo 3/5, allows moving and shooting now, give it the storm of fire rule for bs 2 overwatch

Changing mortars to large blast would be too much, make them strength 5 at best

Frags are now the same as mortars, keep krak at ap 3, don't give IG grav since it's just going to get nerfed in 8th.

>>49950959
Would love having multilaser HWT
HWTs should be toughness 4 and have a built cover save bonus.

>>49951036
Original word was december this year, but looks like GW pushed it back to around feb 2017. Save up.

>>49951709
Give rough riders +1 toughness and start with 4+ armor. Immediately usable.

>>49952026
You've never been hit by a blob that had 5 sarges with power axes, tossing out 20 str 4 ap 2 swings on the charge. And that's after the guardsmen getting 2 attack each.
>>
>>49953909
5 pts I think
Also: Turn 1-Flat Out 18"
>Neither can shoot

Turn 2-Move6" disembark 6"
>Chimera shoots at BS, Vet snapshoots

So the Chimera pulls ahead. Only main concern is BS3 vs BS4
>>
>>49953909
Vehicles can move and fire one weapon at full BS, they don't care about 'heavy'.

Unless they're heavy vehicles like the russ or fast vehicles like the hell hound.
>>
>Riptides can explode with the force of 50 megatons.

How does that change the tabletop if they have a chance of blowing up upon destruction?
>>
>>49953964
He's right in that its 5pts. It really depends on what you intend on doing with your Chimera afterwards. If you want to disembark troops and use a few Chimeras as a hunting group then an autocannon would come in handy.

It also depends on whether you're trying to use the autocannon to remove enemy transports at the start and allow yourself to get on objectives before them, with extra fire power.

What do you intend on using the autocannon / lascannon for? Whats your plan for it?
>>
whos the best chinaman(or woman) to go to for chinaresin?

was planning on using z as ive got the contact for that dude but was wondering if theres a better one i should find?
>>
Is there anything good that CSM have?

They're cool but I think I would get mad if I just lost all the time.
>>
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Hello /40kg/, I picked up path of the renegade today and I have a lore question about the DEldar.

Near the beginning of the book they describe Archon Yllithian has "dressed in a suit of armour that was possessed of its own war spirit."

What is the war spirit? The way it is described is reminiscent of the Imperium's machine spirit. Is it an AI? Or is it literally possessed (by a deamon or an eldar spirit)?
>>
>>49953896
If you're going to go the mass mech MSU spam way, you might as well just play loyalists. They do it better than we do, for cheaper.
>>
>>49953926
>20 str 4 ap 2 attacks
Laughing Ironhands Command Squad.jpg
101 giggling greater daemons.webm
Smug inquisition hentchmen.gif
>>
>>49954046

It's probably closer to 1 Gigaton.
>>
>>49954089
Spawn are cheap and reasonable effective. Juggerlords are pure slaughter. That's about it.
>>
>>49953770
>getting information from 1d4chan
Yep, found yer problem.
>>
>>49954046
A 50 megaton explosion vapourizes anything that's not a vehicle on the entire table. Depending on the nature of the explosion vehicles also take d3 haywire hits.

Seriously, 50 megatons is beyond absurd for that thing's power core.
>>
>>49954105
Reroll to hit and wound is very possible for the blob
The entire squad can have krak grenades, sarges will have melta bombs then
Henchmen a shit

Care to continue to prove you don't know a fucking thing?
>>
>>49954178
>When a Riptide loses its final Wound. Roll a die. On a 2+ the Riptide pilot was able to warn his allies, all Tau units within 6" of any table edge immediately move into Ongoing Reserves.

>After all eligible Tau are moved or on a 1, everything on the table takes d6 strength D AP1 hits with the Ignores Cover special rule.

>After resolving this attack all Tau in On Going Reserve enter the table.
>>
>>49953702
That's from the November WD.
>>
>>49954241
>ManiacalLaugh.NecronDecurion
>>
>>49954314
Reanimation protocols don't work on strength D.
>>
>>49954056
My plan is to use the HW's as fire support while taking objectives/killing infantry. I will be moving 2 transports up field w/ armour and would like for the transports to act somewhat stand alone in taking out infantry, or possibly medium-heavy tanks. It's meant to be kind of an all arounder.
So if mounting an autocannon is that cheap on a Chimera... I may just equip them both with Auto cannons and then give the teams inside each a plasma weapon.
>>
>>49954092
Dark Eldar sometimes trap the souls of their enemies in relics, clothing, armour or weapons. Sometimes to torment them, sometimes to leech power of them.
>>
>>49954092
Probably the latter.
>>
>>49954089
>>49954126
Or you could hold your breath for a couple of months and see what Codex: Thousand Sons brings.
>>
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So my not-sisters of battle came in the post today.
>>
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>>49954046
Call up all the game stores nearby and tell them all their boards got wiped clean.
>>
>>49954623
>andnothingofvaluewaslost.jpg
>>
>>49954212
post FAQ its only one krak grenade / turn.
>>
>>49954623
>Stevenage survives
Unacceptable.
>>
>>49951146
Six-sided die?
>>
>>49952563
>>49952788
>these are the types of people who complain about drop pods and ATSKNF
Learn the rules before you complain about things, you utter mongs.
ATSKNF does literally nothing to pinning
>>
>>49954581
Not him, but I'm holding my breath for it. I think I'm going to sell my Orks in the meantime. Either I start a new army, or the codex will be trash and I just get out of 40k.
>>
>>49953071
>>overblow the ability to almost completely ignore the primary deep strike drawback
Do you also complain about teleport homers?
Or servoskulls?
Are those also OP? Hell, they're cheaper and they reduce/ignore scatter for anything with in range.
>>
>>49953190
Make them cheaper and give pinning back to barrage weapons.
>>
>>49954616
Sisters of silence
>>
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>>49954616

One battle sister.
>>
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Oh obviously loyal citizens of the Imperium, should I join the Sisters of Battle or this unorthodox cult? Pic related, it's their symbol.
>>
>>49954984
Well the sisters have one of the best company bbqs in the universe. But, those other guys have an interesting rewards system, if you do well enough, you live like a prince.
>>
>>49954881
>Do you also complain about teleport homers?
>Or servoskulls?
Eh, those at least require someone to actually be there to work, and don't allow for a turn 1 deep strike.

That's my biggest beef with drop pods. They cost the same as a webway portal (which gives no-scatter deep strike to the HQ holding it), but with the nifty advantage of getting half your army guaranteed on the table at turn one.

A little bit more points for the turn 1 thing would be good, in my opinion.
>>
>>49954984
>Should I join the Sisters of Battle or
are you loyal, or
>>
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I'm working on a story about some guardsmen. I havent played 40k like serious-bsns-I-has-codex-mesmerized played since 4rth edition and even they I was a marine who didn't play against guard armies a whole lot.

--Do NONE of the guard's tanks have access to power of the machine spirit?

--Its pretty cool to see that the hydra finally has fliers to use on.

--Is the valkyrie the only flier transport these muggles can use? (I was hoping for sometyhing closer to a shittily armed/armored thunderhawk (A thunderalbatross?)

--Are baneblades part of their standard codex now? Do you still have to get permission to use forge world's laughably unbalanced rules?

--It looks like they havent added jack shit to IG fluff in the last ten years, is this true or is it hiding somewhere?

--Are armored companies still a thing that can be played because FUCKARMORED COMPANIES. They deserve their Tau
>>
>>49955051
Yes, but the cult says they worship a more esoteric aspect of the Emperor. But their imagery seems to have more feathers than usual.

Seriously though, can't decide between starting Sisters or waiting for TSons.
>>
>>49954946
Link to that model? I can't find normal SoB looking minis on there.
>>
>>49955064

>forge world's laughably unbalanced rules

Oh, it has been a VERY long time since you have last played.
>>
>>49954556
>>49954576
That's prettu cool/evil. Thank you for the anwsers anons!
>>
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Building an 1850 Blood Angels list.

Should I do double storm ravens or is a single storm raven sufficient and spend points in other areas?

Here's my current build:

+ Blood Angels Baal Strike Force 1850 List +

+HQ+ 240 Points
Librarian – Psyker Mastery Level 2, Jump Pack, Gallian’s Staff
115 Points
Death Company Chaplain – Jump Pack, Crozius Arcanum, Inferno Pistol
125 Points

+Elites+ 680 Points
Death Company Squad – 5 Marines, Jump Packs, 4 Power Weapons
175 Points
Furioso Dreadnought – Blood Fists, Meltagun, Heavy Flamer, Magna-Grapple
Drop Pod Dedicated Transport
170 Points
Furioso Dreadnought – Blood Fists, Meltagun, Heavy Flamer, Magna-Grapple
Drop Pod Dedicated Transport
170 Points
Sternguard Veteran Squad – 5 Marines, 2 Heavy Flamers
Drop Pod Dedicated Transport
165 Points

+Troops+ 230 Points
Tactical Squad – 5 Marines, Heavy Flamer
Drop Pod Dedicated Transport
115 Points
Tactical Squad – 5 Marines, Heavy Flamer
Drop Pod Dedicated Transport
115 Points

+Fast Attack+ 300 Points
Assault Squad – 5 Marines, Jump Packs, Power Weapon
100 Points
Assault Squad – 5 Marines, Jump Packs, Power Weapon
100 Points
Assault Squad – 5 Marines, Jump Packs, Power Weapon
100 Points

+Heavy Support+ 400 Points
Stormraven – Twin-linked Multi-melta, Twin-linked Assault Cannon
200 Points
Stormraven – Twin-linked Multi-melta, Twin-linked Assault Cannon
200 Points
>>
>>49954946
Gorgeous. Can we see a face?
>>
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>>49954946

Here is the back view.
>>
>>49955064
--Do NONE of the guard's tanks have access to power of the machine spirit?
Not sure about the FW ones, otherwise no. However a techpriest can give one tank nearby that rule.

>Is the valkyrie the only flier transport these muggles can use? (I was hoping for sometyhing closer to a shittily armed/armored thunderhawk (A thunderalbatross?)
In the fluff theres a whole load of them. Rulewise theres the vendetta (heavier armed valk), the arvus lighter(civilian transport) and the aquila lander although the latter is discontinued

>--Are baneblades part of their standard codex now?
No, the rules are in escalation and the apo book.
>Do you still have to get permission to use forge world's laughably unbalanced rules?
Its a game with two or more people. you always have to agree on this kind of stuff. Some will not play against it. IMHO GW rules are worse.
>--It looks like they havent added jack shit to IG fluff in the last ten years, is this true or is it hiding somewhere?
The militarum tempestos codex(stormtroopers) has a load, FW did something with krieg and elysians. Black library has a large selection.

>--Are armored companies still a thing that can be played because FUCKARMORED COMPANIES. They deserve their Tau
its still FW. You can take a command tank as HQ however. Generally the game got very permissive what you can take
>>
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>>49955093
Indeed, I only played a couple of games since discovering they crippled my poor beautiful terminators, saw our replacement? for them was the salt-inducing centurion derpinator (was the ward responsible for this?), and have had to grieve for my dear departed veil of time.

to be fair though I got one of pic related and it has been the tits. I would probably actually like the transport flier if it didn't look like a thunderhawk that never got any calcium and has downs syndrome turned up to 11
>>
>>49955064
>Are baneblades part of their standard codex now?
Not yet, but probably in 8th, seeing as how everyone else gets their superheavies in the codex.
>>
All this drop pod talk up top got me thinking. Can anyone on this thread make a fake GW style FAQ that looks official with rules for the pods on it? Something to show my mates at the flgs more than just asking "hey can I just use this thing not from my codex?"
None of them follow GW or anything so they wouldint know.
>>
How can people really argue in good faith that FW isn't overpowered?
Isn't that the whole reason they order models from Forgeworld? Because they have better rules than the normal GW stuff?
Doesn't using FW stuff imply it's better for the points than what people can normally get?
>>
>>49955073
Sisters of Battle are rumored tto actually get new models. This time the rumor came from GWs official facebook, so its much more solid than before.

If its not true, there is little point in starting sisters except as allies, coz we lost too much, especially the immolator
>>
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>>49955135

Instructions. Can anyone translate?
>>
>>49955217
sister supposedly about to get new models? at least that hasn't changed.
>>
>>49955217
So what, wait 6 months, see if they get an update and if not, get TSons? Or do you think the update might be further out than that?
>>
>>49955216

Usually the order from forgeworld because the models themselves, rather than the rules.

But no, the vast majority of the time, FW stuff is weaker than main codices. With some a few exceptions. And even these exceptions are weaker than the top tier from GW.
>>
>>49955073
One we know is getting a codex and a kickass daemon primarch soon.

The other might get one someday if GW isn't trolling us.
>>
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>>49955190
>I would probably actually like the transport flier if it didn't look like a thunderhawk that never got any calcium and has downs syndrome turned up to 11
FW took that kit and turned it into something beautiful called the storm eagle.
Ofc its FW therefor far more expensive

>>49955216
the only point is that it usually looks far better. see the dreadclaw droppod discussion earlier in the thread, the rules are more wonky and half-assed then overpowerd.
>>
>>49955064
>Do you still have to get permission to use forge world's laughably unbalanced rules?

I don't even know where to start. Welcome to 7th edition where the points are made up and your army doesn't matter. Forgeworld hasn't got shit on the unbalanced clusterfuck that is the codices.
>>
>>49955244
thousand sons are supposed to get new models too. And for the old ones, you need the generic CSM sprue + the finecast upgrade making them both expensive and not that good looking as half the models have no TS stuff on them at all.

Its difficult to say, even what you prefer as both are in overhaul so you cannot even decide which models are better.

If you intend to play, SoB are miles ahead of TS which are the worst choice in the worst codex currently.
>>
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>>49955083

Google grishnak models. He has a VK page where you can find all the details to order them. They are 28$ for five.

>>49955134

This is from his VK page.
>>
>>49954881
Neither of those allow a turn 1 deepstrike, you fucking retard
>>
>>49955212
>trying to trick people instead of just asking them
I hope you realize how much of a scum bucket you are.
>>
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Would you guys be okay if I used the old Forgeworld Hydra model but ran it as a Wyvern by replacing the flak barrels with mortars?

Just run it as a standard Wyvern without the upgrades like enclosed crew compartment etc.

I love the Forgeworld Hydra and really dislike the Wyvern model.
>>
>>49955064
>Do NONE of the guard's tanks have access to power of the machine spirit?
an enginseer can give it to guard tanks
>>49955204
>>49955167
rules for the baneblade variants are in mont'ka , you can use them as a lord of war for IG , but the rules are slightly worse that the IA ones and they cost more points
>>
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>>49955283
>>49955167
>>49955277

-It seems like the number of special rules has exploded for everyone except my marines, is this the case?

-Are land raiders still awkward choices that usually can't justify their cost unless delivering an army-sundering posse of rip and tear in the assault phase, because with how many friggen models can now get into combat with each terminator it seems like the raider will be even more unspectacular.

-I think it was fifth edition let me make a truly hilarious biker gang with 5 grav guns is this still a thing?

-Are scouts still a waste except for some few very specific situations?

-are predators still the costco option for lascannons?

-Did they unfuck the gawdaweful dreadknight model? (not a marine question but no one should have to look at that)

-are tactical squads still something you have to take but don't want to? (basically I used them as an opportunity for metal bawks and one lascannon I wish had been cheaper)

-did my drop pods get back that rule that prevented them from scattering onto difficult terrain? Is it still totally cool if all my drop pods are empty mt dew bottles?

>pic related: is there any legal way for me to field this over-acheiver?
>>
>>49950020
Buy the Start Collecting for both Daemons of Khorne and Chaos Space Marines. Then start looking on Ebay to find deals on other stuff you want.
>>
>>49949778
This might be out of context...But how does one get into the universe of Warhammer 40k? I wanted to start getting into it, but really have no idea where the hell to even start
>>
>>49955064
>Is the valkyrie the only flier transport these muggles can use? (I was hoping for sometyhing closer to a shittily armed/armored thunderhawk (A thunderalbatross?)

Imperial Armour: Aeronautica is your friend.

>--Are armored companies still a thing that can be played because FUCKARMORED COMPANIES. They deserve their Tau

Imperial Armour Volume 1 (2nd Edition) is your friend. That and Emperors Fist Armoured Company.
>>
>>49955563
Read the main rulebook's lore stuff and then start reading about the things that interest you. You could also check to see if theres any good youtube videos that outline 40k
>>
>>49955582
even in aeronautica, there's still only the valkyrie and the vendetta
>>
>>49955498
>without the enclosed crew compartment

Just pay the price, it's little compared to the official model.
>>
>>49955563
Big Rule Book has a lore overview in it. Then there's the codeces, and there's always Lexicanum and 1d4chan if you want fandom jokes and memes. There's also books, I'd suggest Ciaphas Cain and Gaunt's Ghosts.
>>
>>49955582
>>49955625
Derped hard and forgot the argus lighter and the aquilla lander
HOWEVER
they are both non-combat vehicles, iirc, so may not really be what anon is looking for
>>
>>49955031
>Eh, those at least require someone to actually be there to work, and don't allow for a turn 1 deep strike.
Servoskulls don't require anyone there.
And frankly, I feel we need more turn one deep strike, not less. Drop pods and turn ine deep strike are a great way to repersent rapid strikes, somthing armies like marines specialilize in. Dark eldar, regiments like the Elysians, CSM all could benefit from turn one deep stirke. And I say they should be given it.
The issue we have now is that people's solution to the disparity between armies like CSM, orks, deldar and nids and armies like C:SM, GSC, eldar and daemons is to nerf the good armies. But this solution is bullshit. In the top teir codexes, we have formations that make fluffy lists good, we have a variety of ways to run a codex and win, we have tons of wargear options that are bith viable and give the army it's own character (drop pods, grav, rockcrushers), we have ways cool unique special rules, like ATSKNF and chapter tactics, cult ambush or battle focus, rules that help make the army play in a unique an distinct ways. We have what I would argue to be the perfect example of what codexes should be.
And yet some people demand that I lose my drop pods, my unique rules that make my army distinct, because their army is weak? What type of logic is that? The answer isn't to take, it's to give. To give the low teir codexes the treatment the high tier codexes get. Low tier armies should demand buffs, not impose nerfs. That's the solution to making this game fun: having all the codexes be unique, catering to a variety of lists to allow the players to repersent the awe inspiring battles of the 41st millenium, to make the fluff come to life in the crunch, not to damn the fluff in favor of the crunch.
>>
>>49955396
See
>>49955659

While I understand these complaints, I just have a different view on the solution.
>>
>>49955632
Don't mind paying for that. Just wondering whether anyone would sperg about it not being the "official" model.
>>
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>>49950449
What are the spikes at the bottom?
Looks like Chaos!!!
>>
>>49955342
Nice and way cheaper than the GW metal ones
But nobody will let you play that at GW
>>
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>>49955746
>playing at a GW store unless you have absolutely no other option
>>
>>49954984
When in doubt always join a cult.
>>
>>49955738
That's the AoS hero bases.
>>
>>49955746
I mean, I might have nicer geedubs than most but I don't think they'll turn you away for playing with kitbashes for models that literally aren't being sold.

If anything, you would think they'd be tacitly alright with it considering it keeps morale for the army up for when they do release the plastic.
>>
Question from someone who's interested in, but doesn't know too much about the WH40k lore. How do nids get the biomass theý capture off of the planets they attack? Do they literally launch it all into space? Do they have biological space elevators? Do giant arms reach down from space?
>>
>>49955756
This desu senpai.
>>
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>>49955756
>implying someone on 4chan has friends to pla with
>>
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>>49955738
Age of shitmar bases
>>
>>49955539
>-It seems like the number of special rules has exploded for everyone except my marines, is this the case?
Nope.

>-Are land raiders still awkward choices that usually can't justify their cost unless delivering an army-sundering posse of rip and tear in the assault phase, because with how many friggen models can now get into combat with each terminator it seems like the raider will be even more unspectacular.
Yup.

>-I think it was fifth edition let me make a truly hilarious biker gang with 5 grav guns is this still a thing?
Yup.

>-Are scouts still a waste except for some few very specific situations?
Yup.

>-are predators still the costco option for lascannons?
Vehicles, so nope.

>-Did they unfuck the gawdaweful dreadknight model? (not a marine question but no one should have to look at that)
Nope.

>-are tactical squads still something you have to take but don't want to? (basically I used them as an opportunity for metal bawks and one lascannon I wish had been cheaper)
ObSec makes them far more in demand.

>-did my drop pods get back that rule that prevented them from scattering onto difficult terrain? Is it still totally cool if all my drop pods are empty mt dew bottles?
Yup and nope.
>>
>>49955806
>being a friendless loser
>not getting into 40k with a friend or some friends
>>
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Is the lost and damned formation any good? I want to really start a world bearers army as they are the most "chaosy" looking army
>>
>>49955863
nice mini!
>>
>>49955659
no , fuck you , drop pods negate almost every downside to deep striking
turn 1 deep strike is even worse when it happens in the first round
there is no counter to it for a lot of armies
a drop pod would be still be hard to counter if it arrived like normal reserves with it almost always ignoring a mishap
>>
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>>49955818
>tfw all I do is sit at home and paint, I don't even play the game because of anxiety
>>
>>49950449
I fucking hate bases that are too tall or go over the edge of the base. It detracts from the actual model. Like the one that Librarian is on.
>>
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>>49955815
>ObSec makes them far more in demand.
Oh thank christ, wait whats ObSec?

>Vehicles, so nope.
What?! how could they have made vehicles even worse? I thought they had decided to give all of them hull points and the like?

>Drop pods
If there was even a moderate amount of terrain on the board I used to be able to totally paralyze armies with strategically positioned drop pods (I would enjoy imagining some guard TC spending 20 minutes making three point turns andtrying to play traffic cop while haunted by the ever closer cackling of assault marines with meltabombs) LoS? no, you can't see shit. Except my drop pod of course sorry Mr. Russ.

-also you mean I'm seriously expected to buy that many pods? I was right to worry when they finally released a plastic model for it.

-I feel like the worst part of trying to get back into it will/would be having to master a new ruleset that's frequently aaaaalmost what I remember but slightly different in a way that massacres my poor brain eating snugglebunnies.

>>49955961
negating the downsides of deep striking is literally the purpose of drop pods. I don't think you have a problem with pod rules I think you object to drop pods themselves.

>pic related: is he still going to end up spending all his time at home with Taldeer and Lofn or is 7th finally the edition in which I get to use my vindicare for the first time?
>>
>>49955659
>In the top teir codexes, we have formations that make fluffy lists good, we have a variety of ways to run a codex and win
If that's true why are my tacticals so shit at doing anything other than sitting on objectives?
Why are assault marines so worthless?
Why are terminators so shit?
Why are predators not worth taking?

>Just take more grav-centurions in drops pods
>Who cares about the classics when you have access to the newest most overpowered toy! :^)))
Fuck you.
>>
>>49956088
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!! THEY CARNIFEXED MY PREDATORS?!

*weeps softly*
>>
>>49956088
>Why are assault marines so worthless

Skyhammer

>Why are predators not worth taking

I like them in Fist of Medusa lists. they seem to pull their weight.
>>
>>49955961
>there is no counter to it for a lot of armies
Yes and? It's a fucking immobile av12 vehicles that has a stormbolter. And only half can come in turn one. The only things wrong are Obsec and the FAQ ruling. Outside of that there's no issue with the pods, it's what they're carrying. The power of what's inside is only an issue because of code power disparity, which I've made my opinion clear on.
So I have to ask you, why do you have a problem with fluffy stuff? Why would you, when I freely say that the low teir armies should have similar stuff in terms of uniqueness and power level, like making webway portals better, roks for orks, tears in the warp for CSM, all with their own fluffy rules and not just "DEldar drop pods" would you say "fuck that, I just don't want you to have nice things"? Why do you want the game to be blander?
We aren't talking about stuff that is obviously in need of a neef like wraithknights, but an immobile vehicles.

So please explain your paradigm on balance. Why do we need less turn one deep strike instead of more, when more is both more fun for more people, and allows for more opportunities to repersent the fluff?
>>
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>>49956047
I feel you, man.
>>
>>49956066
They made it easier than ever to destroy vehicles.
Haywire is handed out like candy always glances on a 2+.
Strength D is handed out like candy and always PENS on a 2+.
Special formations that always hit the rear armour regardless of which side you're facing.
Melta-guns that can teleport right up to you.

In this meta, if it doesn't have an invulnerable save don't spend more than 100 points on it.
>>
>>49956066
35 points for turn 1 no risk deepstrike is insane, get rid of either of those benefits and it's balanced.

And the reason this has become more of an issue as time has gone by is that SM have had better and better things to put inside them whilst units that can counter it are few and far between.

I used to play IG and there is nothing in that codex which can deal with half your army slamming down first turn, melting their troops and slagging their vehicles because of shit side/rear armour. Now i play Admech and have an Icarus Onager to slightly mitigate it, but the way Interceptor works is hat you have to shoot at the first unit to arrive from reserves, and that's the fucking empty drop pod
>>
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>>49956047
It's okay brother.
>>
>>49955659
Yet some of these rules also take away the fun of other armies. ATSKNF for example ruins Daemons from the get-go, as part of their core shtick is army-wide fear. Dark Eldar have several weapons that could be cool, but because they specifically say "does not work against ATSKNF" they're garbage. Nevermind how sweeping ATSKNF armies is impossible.

Same for grav. Grav utterly ruins Grey Knight armies. If an enemy deploys grav weapons in any significant number and you're a Grey Knight player, might as well pack up then and there.

Fluffy rules are fun, but rules that simply say "fuck you" to entire armies really need to be reworked.

I also really question the logic of "nerfing isn't the answer, buffing is." That's what lead us to this current madness of strength D weapons, scatterbikes, superheavies and gargantuan creatures ruining fun for everyone except those fielding them.

Turn 1 drop assault is kind of like that nowadays. It was never really that big an issue in previous editions because what could go in a drop pod could only ruin an opponents game from the start if you got really lucky. Nowadays, the gear that can be packed by drop assault units is a lot nastier, with special formation rules that let them punch extra hard on landing. The odds of turning an opponents' match into a turn 1 loss have gotten drastically better.
>>
>>49956088
>If that's true why are my tacticals so shit at doing anything other than sitting on objectives?
>Why are assault marines so worthless?
>Why are terminators so shit?
>Why are predators not worth taking?
I'm not going to defend the internal balance of C:SM. There are many things it does right, but in the top tier codexes it is arguably the worst example of internal balance.
Even the codexes closest to the perfect example of codex have their own issues, and I think you hit it right on the mark with C:SM's issue of horrible internal balance. But once again, my solution would be to improve those bad units better, not make the good units worse.
>>
>>49955563
Ciaphas Cain books. Horus Heresy works too, but it's 30K, not 40K.
>>
>>49955812
Huh. That pillar one is actually kinda neat.
>>
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So what is the deal with these formations can you use them without a lions blade detachment and could you use them with another detachment?
>>
>>49956066
>Oh thank christ, wait whats ObSec?
Objective Secured. A unit that has Objective Secured can't get its objective contested.
>>
>>49956260
Except by another unit with Objective Secured*

>>49956246

You can use them by themselves if they have a datasheet. Ravenwing Attack is good.
>>
Do you need escalation for anything because the super heavy walkers are in the normal rules are they not?
>>
>>49955920
Thanks
AoS is a goddam saviour to minis everywhere
>>
>>49956284
so you just take them alone and If I do will it still be a battle-forged army?
>>
So while I'm waiting to see if SoB in plastic are a thing, is it a good idea to start putting together a force of the other Inquisition flavoured factions?

Inquisition itself, Grey Knights and Deathwatch?
>>
>>49956126
>playing a low point game
>i have a russ
>opponent wins the roll of
>drops a sternguard squad with meltas on it turn 1 before i even get my turn
how is that balanced ?
i have no problem with fluffy stuff you idiot , i have a problem with droppods because there is nothing i can do to counter them and there is almost nothing about them that can go awry , my codex doesn't even have interceptor and the automatic turn one ruling makes it so i can't even use my naval officer to stem the tide neither
the way droppods work now just makes them immune to any form of safeguard aside from the relatively rare interceptor and even that has to be taken with a grain of salt since marines are well armored

the droppods are the problem , not the units inside , a unit of melta gunners creeping up on your tanks can be taken care of , that same unit magically teleporting 2 inches away from your rear armor before you done as much as touched a dice is something entirely different
>>
>>49956290
Well the Baneblade variants are in Mont'Ka I think, and other super heavies are being put in to their codexes as they are updated.

All you really need are the relevant datasheets for the super heavy you want to use.
>>
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>>49956047
In my old state I had a group of friends to play with, but now that I moved away I'm too afraid to find a FLGS to play at. It's been five months and I've got four armies just sitting on my shelf, gathering dust. Not to mention two BaC's sitting in their boxes because I don't feel any reason to build them any more.

Feel sucks, bro.

I've got a group of people at work that want me to DM a D&D game for them, though, so I guess we'll see how that goes. I haven't had anyone come to my apartment yet.
>>
>>49956315
Yup. Formation detachments are battle-forged.

Lions Blade is a good decurion though.
>>
>>49956329
Unless you can kill the drop pod in one go AND have another unit to intercept, all you will be killing is the drop pod.
>>
>Haven't played since 4th Edition
>Never actually played much at all really, just liked the models and the lore
>Getting back into it with Cult Mechanicus

What do you think of my 500pts list?

HQ

Tech-Priest Dominus - 110pts
>Artificer armour; Volkite blaster; Macrostubber; Power axe; Mechadendrite harness; Scryerskull; Conversion field;

TROOPS

4 x Kataphron Destroyers - 230pts
>Kataphron demiplate; 2 Plasma culverin; 2 Heavy grav cannon; 2 Phospher blaster; 2 cognis flamer

3 x Kataphron Breachers - 160pts
>Kataphron breacherplate; 2 Heavy arc rifles; 1 Torsion cannon; 2 Arc Claws; 1 Hydraulic claw

You can probably tell I pick things more for feel than for stats. My plan is to maybe stick the Dominus with the Breachers, and have a CC unit and a ranged unit?
>>
>>49956364
not really , interceptor comes into effect at the end of the movement fase ,
not like it would help much against a squad of marines considering the icarus lascannon will do a bit below 0.5 wounds on average and the quad autocannon only has ap 4
that is if the opponent is dumb enough to land them within los of a stationary AA piece
>>
How the actual fuck do Guard players with 100 or more Conscripts even function? Maybe I don't have enough experience with 40k, but moving that many minis without the help of unit basing seems like it'd be a pain in the ass.
>>
>>49956329
Firstly, that's far more indicative of the shit state of vehicles that it is of the issue with drop pods.
Secondly, marines are a rapid strike force, the whole "dropping in 2” away" is 100% how that works. The issue isn't with the pod, it's with the fact that vehicles need to be improved, so that stuff like leman russes or land raider don't auto die when most armies even look at them.

So once again I ask, why is the answer nerfing pods instead of buffing leman russes?
>>
>>49956365
Breachers really aren't a CC unit unless you're charging a non-walker vehicle. They have one decent strength attack each at WS3. Unless you're fighting exclusively Orks and Daemons, don't take the Plasma Culverins, grav might be OP as fuck, but the alternative is just terrible.

A general rule of thumb is to never mix weapons, the torsion cannon would be wasted against high AV and the haywire would be wasted on low AV. Same deal with the secondary weapons you have given the Destroyers, when you are far away you would wish they all had phosphor, and when they are close you would wish they all had flamers.
>>
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>>49956166
I dunno I used to be able to do some pretty lulzy things to tau and IG armies. Nowadays I can only take 1 hvy flamer or assault cannon per 5 marines. 2 flamer templates (or more likely 1 hvy flamer and one brrrrrrt-box) would disinfect a whole lot of space communists. On occasion even a cheap as balls assault squad 5 men 2 flamers, 3 meltabombs and a drop pod instead of jetpacks would be all it took to disrupt filthy xenos until my army was close enough to start bench pressing them.

I dropped my lascannon and groping arm dreadnaut on the enemy's backline almost every game there for a while. He'd always die but rarely ever before defiling the enemies hopes and dreams.

What are people putting in them now that will survive that turn of shooting before than can get into the safety of a good snuggle? (I'm not arguin I'm curious)

>pic related: "I'm sorry sir but it looks like you've got Tau. Pretty big infestation to, we're gonna have to spray for em, but you'll be able to come back home tommorow
>>
>>49956414
All they would have to do is hide them so that that they can both see their target and not be seen by the interceptor because of the drop pod.
>>
>>49956418
You know those sticks that WW1 generals used to push little icons around maps? I imagine that would work.

>>49956432
Huh. Perhaps have 2 units of Destroyers then? All with grav and phosper?
>>
>>49956418
I had good experience with weighted bases combined with a croupiers stick, just push them around and the weighted bases stop them from falling over. But you will get double raped by blast heavy armies.
>>
>>49956430
>Firstly, that's far more indicative of the shit state of vehicles that it is of the issue with drop pods.
Fuck no, even in Vehicle Edition several meltas dropping right behind a vehicle had solid chances of slagging them.
>>
>>49956418
Not well. I've fielded over 100 minis in games before and end up making huge play mistakes because I don't want to have most of the game be spent by me moving and checking distances.
>>
>>49956491
Which is why I would argue armored ceramite or saves for vehicles needs to become more common.
>>
>>49956477
Nah, keep your current layout and just give the breachers and destroyers all the same weapon, Torsion cannons against Tau can be pretty nice whilst for most armies you will want Arc rifles, just magnetise them or leave the guns unattached, it's what I do.
>>
>>49956511
So keep drop pods but make meltas worth dog shit for everyone else? Fuck that.
>>
>>49956511
That's just power creep.
It's better to nerf overpowered shit than to make everything else better.
>>
>>49956511
If a bunch of melta into rear armor isn't enough to melt a vehicle, what would be?
>>
>>49956492
They have a handy tool for that actually, its called gene-seed. My models have been using gene-seed since I started and they get around right quick
>>
>>49956525
Or make vehicle saves more common. Which I would think is the better solution.
>>
>>49955112
How much of this do you already own? Five Drop Pods must be hell to assemble. I take two Stormravens myself and they also transport my Dreads. I'd recommend putting your Dreadnoughts in Stormravens. The Magna-grapple you've equipped them with allows them to disembark from the Stormraven without taking a dangerous terrain test. You may also want to consider changing one of your Dreads to a Death Company Dreadnought with Blood Talons for extra melee potential. I'd also drop the Sternguard squad and use some of the points to add Meltaguns to your Assault Squads. I'd use the remaining points on adding more models to your Death Company unit. I'm assuming you're having the Librarian and Death Company Chaplain join them?
>>
>>49956532
>That's just power creep.
Inverse is also true. CSM have experienced a negative power creep going from good to bad in an attempt to balance. Both methods have downsides, I just find the other method to be better.
>>
>>49955112
Bumping - double storm ravens or single storm raven and spend 200 points elsewhere?
>>
>>49956576
I own all of it already.

Too much disposable income and not enough sense.
>>
>>49955342
[email protected]? Just want to make sure I'm not getting scammed or anything
>>
>>49956430
because power creep ruins the game , either my russ will survive getting point blanked by vets with anti tank weapons or it won't and believe me when a bunch of superhumans in power armor show up and melt its fucking hull point blank it should get destroyed , balance wise however those guys shouldn't be able to get there unopposed or with virtually no risk to themselves
>>49956511
ceramite just screws over melta , which removes some armies main counter to vehicles , don't get me wrong i'dd love my vanquisher to have a use against anything other than titans
>>
How many points for the Genestealer Goliath again?
>>
>>49956511
That's a nonsense argument. Melta weapons aren't overpowered because they have short range, this makes using them tricky because they have to get into range first.

Drop pods eliminate this weakness entirely with guaranteed accurate turn 1 deep strikes. The problem here is not the meltas or the vehicles, it's the drop pods that allow meltas to waste vehicles almost before the game has begun.

Drop pods are the problem here, not meltas or vehicles.
>>
>>49956430
Because most Russes are somewhat balanced while the drop pod shits on everything.
Nerf the drop pod to everyone else's level instead of fucking around with the less broken piece.

take away objsec and make it more expensive.
>>
>>49956578
As a Dark Eldar player who has to face all this overpowered bullshit while my own possible buffs are somewhere in the far future, I wholeheartedly disagree. It's not fun fighting against armies given overpowered toys to handle other armies overpowered toys. It just means I get screwed trice as hard.
>>
>>49954623
>Hardly touches Thanet
ugh, why bother
>>
>>49956629
This.

There's no point in taking >100 point units anymore since a drop pod will kill it before the game even starts.
>>
>>49956365
never mix heavy weapons.
>>
>>49956329
Maybe you just suck. If you know the enemy has a turn one deepstriking tank hunter unit, then maybe you should keep you only tank in reserve turn one
>>
You know I get the whole drop pods touched me in the No-No place thing but have you considered deploying your army in such a way as so mitigate the effectiveness of the turn one drop pod assault? If you castle near a table edge behind a nice piece of line of sight blocking terrain ride out the drop pod assault you now have a whole bunch of juicy targets with nowhere to go next to your entire army and if your entire army can't deal with half of their army then you really shouldn't be playing this person in the first place.
>>
>>49956732
Oh I see how it is... "Segregation today, segregation tomorrow, segregation forever!"


>what if we only take heavy bolters with lascannons socially and we hide our keys after?
>>
>>49956511

> saves for vehicles

And make AV12 the lowest facing any vehicle can have.
>>
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>>49956883
Never mix, remain pure, remain vigilant.
>>
>>49950125
>hard counter to GSC
LOL

I just watched GSC table a competitive Tau list, full overwatch bolters isn't going to do anything. You're going to kill some 5point mooks and then they're going to charge you with the scary units after. They can manage against Tau with like 5 different squads giving supporting fire and markerlights and still make it in with enough stuff to wipe the floor with them or keep them locked long enough for reinforcements to arrive, I think they can manage against DA who can only fire OW against the first unit charging them and only them.
>>
>>49956833
Drop pods are guaranteed to come into play while my tank can fail its reserve roll.

Besides, the turn one vehicle rape is just one of many balance issues.
The other one is the ability to instantly grab any objective on the table at any time.
>>
>>49956970
So they need someone who can fight them claw to chainsword?
>>
Man, I'm tempted to get those girshank Sisters of only for the combi options. Is it worth it? People said it was like what, $30?
>>
>>49956833
In a low point game? Anon's tank will arrive by turn 3 on average, low point games are usually pretty much over by then.
>>
>>49956934
>more power creep
Don't buff vehicles, nerf drop pods, grav and haywire.
>>
>>49950699
>Make large blast template s4 ap-, ignores cover
No, that's too much, wyvvern already take us the long way, extra large blast with no cover becomes an horrible overkill, perhaps just small blasts s4 ap6 with shred and that's a big if, but no more ignore cover
>>
>>49956702
>There's no point in taking >100 point units anymore since a drop pod will kill it before the game even starts.
Which is why imperial knights, wraithknights, deathstars and other GCs and MCs are so uncommon, right? After all, drop pods ensure any unit is just deleted, so surely all those expensive point sinks are shitty and never fielded, right?

Oh wait.
>>
>>49951647
This.

People who are paying attention are already seeing hints of what's to come.

The October White Dwarf mission had rules that let a unit which suffers losses in the enemy shooting phase shoot back on a 2+, models that remained stationary in cover got to re-roll cover saves of 1, and models on high ground got +1 BS and -1 to cover saves of enemies below them.

Now they're selling d10's and Prospero uses a wider variety of dice.

8th edition is going to be a massive overhaul.
>>
>>49956668
So then why is the answer to nerf those toys rather than buffing yours?
It's not like GW will nerf this shit any sooner than DEldar will get an update, so why is nerfing good better than buffing bad?
>>
>>49957028
They're really not likely to fare any better than the crisis suits, anon.

4 rending attacks per model on the charge, sometimes at WS 5, sometimes with rage, sometimes with furious charge, sometimes with hatred, sometimes at S6 base, sometimes at I7, almost always with AT LEAST one of those buffs, and all for less point than a 10-man tac squad with weapon upgrades, is going to fucking blend whatever they touch that isn't smashfucker-tier cheese.
>>
>>49956614
>balance wise however those guys shouldn't be able to get there unopposed or with virtually no risk to themselves
I agree. Which is why I proposed giving the vehicles a decent chance at surviving in the form of saves. That way they don't get auto-killed by anti tank in a pod, while also not making the guys in the pod useless.
>>
>>49957104
>So then why is the answer to nerf those toys rather than buffing yours?
Because all buffing my toys leads to is the next sucker down the line being shit out of luck by having to deal with my overpowered bullshit.
>>
>>49957064
I get DP and grav, but why does everyone always want to fuck with haywire? It's the only AT option that does what I feel all AT should do (more likely to Glance than Pen)
>>
>>49956874
Anon don't be ridiculous.
Tactics and strategies in a wargame? What a foolish idea :^)
>>
>>49957080
>and models on high ground got +1 BS and -1 to cover saves of enemies below them.
I'd love this if they fucking fix the way units can climb buildings
>still no option to just use the stairs
>>
>>49957154
So then buff that guy up to the same level. It's a very simple solution.
So what is inherently good about nerfs, when powercreep can happen both ways, and is generally the same except in terms of where the powerlevel standard is set?
>>
>>49957064

Well I agree on the Grav thing.

They should just change that to Grav not working on anything that doesn't have Wounds.
>>
>>49957162
Haywire should really do the complete opposite.

It should be high strength weapons that roll to damage vehicles normally, but automatically get a roll on the vehicle damage table on 2+ even if they fail to glance (except it won't strip a hull point), to represent the EMP burning out weapons/engines systems.
>>
>>49957141
Also 5++, because fuck you Genestealers get a 5++
>>
>>49957213
If anything grav should be more of an anti-vehicle weapon than an anti-meat weapon.

If they made grav AP - it might be balanced. You'd see less of it spammed because it would be ineffective against power armoured squads.
>>
>>49956874
>If you castle near a table edge
Then you lose your chance to cap objective on turn 1 of Maelstrom
Learn to play, dumbass
>>
>>49957220
>but automatically get a roll on the vehicle damage table on 2+ even if they fail to glance (except it won't strip a hull point), to represent the EMP burning out weapons/engines systems.
An EMP will cause it to explode? Completely disagree
>>
>>49957221
That's only the purestrains, but they totally deserved that buff and honestly they're still pretty expensive for what they bring and the fact that they lack assault grenades. I want to run purestrains for fluff reasons but it's hard to justify not just running more MSU squads of acolytes in their place.
>>
>>49957064
>>49957213
While grav needs to be fixed, I feel the solution is to give units a save based on their toughness, with some modifiers due to armor (because a marine in termie armor should not be as resilient to grav, which uses ones weight against them, as a regular marine)
For vehicles and buildings, make a save based on AV. Like AV 10 is a 2+ while AV 15 gets no save.
>>
>>49957237

There are already enough anti-vehicle weapons.
>>
>>49951576
>Gene-engineered steeds can be bought for +1 T or +1 W.
No, it should be standard the +1, thunderwolves and juggernauts of khorne already give those stas to marines, some space breed horse should be t4 w2 as standard, just like the kriegs rough riders.
>>
>>49957254
You cannot explode a vehicle without AP 2.

Name a single Haywire weapon with AP 2.
>>
>>49957257
>but they totally deserved that buff
Name me a unit with 3 attacks base that gets a 5++
>>
>>49957080
Then again, I seem to remember early 6e drafts being very different from the final game, so it's possible GW's just testing the waters with different things. But I'm sure changes are coming.
>>
>>49957271
Why should the premier melee unit of the entire game have to have stats that are exactly the same as a pre-existing unit, exactly?

Death Cult Assassins get a 5++, those are fucking humans. It is in no way unreasonable for a much faster, bio-engineered alien killing machine to get the same dodge rule.

They also have four goddamn arms all equipped with melee weapons, it is in no way unreasonable for them to have the same base attacks as an Ork slugga boy.
>>
>>49957202
>So then buff that guy up to the same level. It's a very simple solution.
No, it's an endless cycle of powercreep that can be stopped by tackling the one model that is the root of the problem.

Your suggestions so far have been insane. Drop pods make meltas too powerful? Buff all vehicles! Never mind that this is going to screw over half a dozen other armies, at least the drop pods are safe!

Oh, crap, but now those other armies need buffs. Uhm, let's make their weapons more powerful!

Oh, shit, now those more powerful weapons are completely devastating infantry bellow T4. Better buff that!

Oh, fuck. Now the previous T4 infantry is too weak. Better buff that!

Sounds insane? Well, that's your logic at work. this entire cycle of idiot powercreep can be avoided by tackling the one model that lies at the root of it.
>>
>>49957241
Except the units which didn't get alpha striked off the board now have a potential 5 turns in which to capture objectives, you dumbass.
>>
>>49957323

>that this is going to screw over half a dozen other armies

I don't exactly see many armies struggling against vehicles.
>>
>>49957351
That's because 4e and 5e with unkillable vehicles was a fucking nightmare.

Yeah, flyers and invisibility and GCs and Super-Heavies and retarded biker deathstars are worse problems now, but those need to be solved, instead of more problems being created.
>>
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>>49956874
Or they just drop on the objectives and win the game
>>
>>49957271
Name me the last time you saw a game with genestealers where they didn't get laughed off the table before this Codex.

It may take you awhile to remember, so I'll wait.

They're now BARELY viable in shooty edition, the shootening.
>>
There's ah, not really a good Tyranid to ally in to Genecults as a "big gun", is there?
>>
>>49957409
They can't do that if you're already sitting on the objectives.
>>
>>49957271
Seekers
>>
>>49957426
Exocrine, maybe?

If you're looking for big guns though, you have IG allies.
>>
>>49957437
>All the objectives are in one corner of the board.

No. This isn't a thing.
>>
>>49955863
It's not great, since cultists still die like lemmings and struggle to kill stuff regardless of if they come back.

Cultists aren't even a word bearer Thing really, not anymore than they're a night lords or black legion thing.
>>
>>49957323
>Never mind that this is going to screw over half a dozen other armies, at least the drop pods are safe!
Are you really defending the current state of vehicles? I proposed giving them a save. That doesn't require there to be new higher strength weapons, it ensures they have a chance to mitigate the damage done by the plethora of anti-armor weapons that permeate the game.
It's a solution which only improves units, but doesn't cause the problem you described. A BALANCE to anti-armor.
>>
>>49957451

More coloquial big gun. Like, a huge ass super monster.

Along the lines of they managed to dig up a burried in ice Carnifex, type deal.

But carnifexes are slow, and not as competent at melee as they oughta be.
>>
>>49957409
Has anyone once defended drop pods being able to hold objectives? That's something everyone can agree needs to be removed.
>>
>>49957322
What's the point cost of Death Cult Assassins though? And their toughness?

You can use fluff to justify anything, but fluff justification doesn't automatically make a unit balanced or fun.
>>
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I seek the chinaman and the last IDK address I used is outdated.
Who can help me?
>>
>>49957478
>>49957323
Moreover, you have still yet to explain why your cycle of never ending downwards power creep is better than my upwards one.

Answer the damn question you nigger, stop dodging it: What makes nerfing and downwards power creep better than buffing and upwards power creep?
>>
>>49957491
Well the obvious choice is the Flying Hive Tyrant.

But no, there really isn't if you want melee efficacy. Everything in the nid dex that's on the ground is pretty slow.
>>
>>49957521
Pre heresy Emperors Children colours look pretty good on Sternguard.
I've never used any fake models though.
>>
>>49957351
Because vehicles right now are piss weak. Buff them with saves though, and the scales tip to the opposite end. Remember, even AV10 is the rough equivalent of T5, and it only goes up from there.
>>
>>49957455
You get to place half of then, you retard, put them in your deployment zone, you don't need EVERYTHING in one corner to castle up a bit.

Oh my god people are so bad at this game.
>>
>>49957565

>AV10

Most things that have that are terrible from what I've seen.

It's why I'd make AV12 the standard for AV.
>>
>>49957527
Because the last couple of years have shown that buffs aren't working? We just get more overpowered shit to fight the other overpowered shit, which then leads to yet more overpowered shit to fight the newest overpowered shit. Your idea has already shown not to work.

Nerfs can be more clinical, taking apart and fixing only those things that actually cause trouble without altering or upsetting the entire game balance as a whole.
>>
>>49957491
Cruddace raped Tyranids for 3 editions, you have no big awesome melee monsters right now, sorry anon.
>>
>>49957527
Its inherently better due to the spread of units.

So you have a bunch of stuff of varying powers on an abstract scale of 1-10. If you purposefully move the things that are now at a 10 down the list the game doesn't instantly brake and become more of a shitfest as you are moving within the current range of options. If you get it a bit wrong and the item goes down to an 8 it doesn't really matter.

Trying to move everything up to 10 will always fail as you will end up moving things up to 11, and then 12 etc leaving more and more crap behind just chasing yourself.
>>
>>49957565
>Remember, even AV10 is the rough equivalent of T5, and it only goes up from there
But it also has to deal with far more anti-armor stuff (haywire, grav, lascannons and other high strength weapons, melta, armorbane, lance and arguably even rending) saves counterbalance that by giving the vehicles a chance to "fight back" against the hits.
>>
>>49957270
>You cannot explode a vehicle without AP 2.
You can if it is open topped.
>>
>>49957506
Genestealers are perfectly balanced for a supreme melee unit. Newfags who think they're too good in current shootyfag edition core rules should have seen the fucking terror they inflicted back in the golden ages of 40k.
>>
>>49957623
What a shitty argument. The exact opposite is true. Go to far down and you end up with 0 or -1. See orks as an example.
>>
>>49957594
So then your spread across your deployment zone, and were back to step one, where drop pods show up where they fuck your shit up.
>>
>>49957652
*, because the exact opposite is also true.
>>
>>49957652
You have to be really retarded to make something go all the way down in rankings. Its inherently more stable to make things slightly weaker than keeping to trying to make all things stronger.
>>
>>49957641
Then write "unmodified roll on the damage table" into the Haywire rule. Jesus it's not that hard.

>>49957623
>>49957610
>>49957527
>>49957323
>two retards arguing over whether the "buff everything" or "nerf everything" method is better
They are literally both exactly the same in terms of getting the job done, you morons, the problem isn't the method, it's the execution.

GW could just as easily overnerf everything and make the game terrible as they do overbuff things and powercreep upwards.

It just needs to be done competently, it doesn't matter what fucking direction you go.
>>
>>49957685
>You have to be really retarded to make something go all the way down in rankings.
Did you forget we're talking about GW?
>>
>>49957663
Try using the terrain and your huge blobs of fodder instead of deploying like a retard?

You're never going to be completely immune to turn 1 shooting and you shouldn't be, that would be dumb, why even have a shooting phase in the first turn if that were the case? You just need to get some cover so you have a chance to survive.
>>
>>49957696
No one is suggesting to nerf everything thats why you nerf not buff, you only have nerf the few op things not buff everything that isn't op.
>>
>>49957632
Rending is way worse on monstrous creatures than vehicles unless they have invulnerable saves or FNP. Rending instantly wounds even big honking t8 MCs. Rending can't even glance T14. Same with Grav.

The only one that seem particularly harsh on the list are Lance and Haywire.

I'm actually fine with giving vehicles more generalized invuln saves, though I don't think they should get them higher than 4+. But that'd be requiring limitations on MC invuln/FNP that's gotten rampant.
>>
>>49957717
The methodology still doesn't matter if you do it properly.

Anyway this argument is moot because 8th edition is less than a year out and is overhauling the entire fucking game more drastically than anything since 3rd. We don't have a clue what's going to be OP and what isn't at that point.
>>
>>49957696
The issue is whether stuff needs to be buffed moreso than nerfed, or vice versa. (Because obviously both need to be done, such as nerfing wraithknights)
It's essentially arguing where the ideal codex lies, and is the answer to nerf marines or buff nids, for example
>>
>>49957610
This. 'Nerfing' known problems fixes what needs to be fixed, and only those issues, without throwing more unknown variables (buffs) into an already crazily imbalanced game.
>>
>>49957598
I'd say it's the other way around as the AV10 'tanks' have other protective measures.

AV14 means fuck all vs haywire and grav meanwhile a av10 daemon chariot with a 4++, rerolling ones, has shrugged off point blank melta fire.
>>
>>49957761
The ideal Codex is likely Eldar - (almost) everything is viable, tons of fun fluffy special rules, multiple playstyles, strong, plays to its identity. Nerf the clearly undercosted gargantuan wraithknights or just remove gargantuans from regular games, nerf scatter lasers, and fix D-weapons in the core rules, and you've got an excellent release.

If everything else was brought up to Eldar's level with a new fluffy powerful Codex while nerfing the worst abuses (and honestly most of that can be done in the core) you'd have a brilliant game.
>>
>>49957696
>two retards arguing over whether the "buff everything" or "nerf everything" method is better
I'm not even arguing "nerf everything" that's just the other guy's strawman.

All I'm saying is that if there's one model that's causing problems, it's better to look at the rules for that model and see where they can be adjusted than try to buff everything else to be able to handle it.
>>
>>49957830
Change their d-weapons to be fleshbane/haywire.
>>
What is the proper way to depict the Blood Angels?

4th Edition - A Codex Compliant Chapter with Codex approved battle tactics but some strange outliers like the Red Thirst and the Death Company

OR

5th Edition Ward-dex ASSAULT SQUADS FUCKING EVERYWHERE ALL THE JUMP PACKS! FLYING DREADNOUGHTS!
>>
>>49954348
Yes they do; they're just reduced by 1.
>>
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So, who else is grabbing one of these to combine with a Patriarch?
>>
I know you can play 40k on a computer but isn't it nice to hold something in your hands and play with actual people in a room?
>>
>>49957830
>and honestly most of that can be done in the core
I'd say that (aside from Strength-D bullshit and whatnot) the biggest offense in core is that it manages to be simple and obtuse at the same time.
>>
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1980/2000

Eldar, pls rate.
>>
>>49958128
Fuck you.
>>
>>49958083
Reanimation Protocols rolls
may even be taken against hits with the Instant Death special rule, but cannot be used
against hits from Destroyer weapons or any special rule or attack that states that the model is
‘removed from play’.
>>
>>49958158
That's not very nice, Anon. I just wanted some feedback.
>>
>>49957987
+D3 wounds on a 6, ignoring invuln.

-1 to Wound for scythes.
>>
>>49958128
15scatbikes&15D-cannons/10
>>
>>49958128
Easily tabled by genestealer cults/10

Thanks for playing<3
>>
>>49958128
you're an asshole if you run this list/10
>>
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>>49958085

>they got ride of the stupid massive skulls
>>
>>49958232
>>49958256
>>49958158

So it's a bit much for casual games?
>>
Can anyone tell Me about solid Hq choices for Space Marines? 1000 point troop heavy.
>>
>>49958331
Oh yeah and i'm Black Templars.
>>
>>49958281
You realise you coulda just used the stupid massive skulls for something else, right?

I mean, a wall of giant skulls has to be handy -somewhere- in the warhammer settings to represent something or other.
>>
>>49958346
1000 points? BT?

Emperor's champion.
>>
>>49958326
more than a bit much. thats way more than that
expect 50% of opponents to pack their stuff again after seeing that
>>
>>49957830
See, I disagree. For me the two 'best'- at least for rules and feel- are Skitarii and Genestealers Cults.

Lots of interesting rules that feel exactly like what the fluff describes, formations that fulfill each units intended or ideal role, and crossover with other codexes that recreate how the army would actually fight.

Eldar are pretty good for this, but the codex favors some rather unfluffy playstyles, as well as doesn't provide that great of a bonus to armies that are lore friendly. The Acpest formations are the highlight of fluffy play, whereas armies that deploy mostly Guardians (Windriders)/Wraith will do much better, despite being less lore-friendly
>>
>>49958326
You realize the purpose of a casual game is to have fun right?

Players are there to enjoy playing the game. If you want to play casually you need to build a fluffy list. If you want to play Saim Hann that's cool but tone it down with giving people the D.

I hope you realize that Eldar having easy access to D weaponry is extremely unbalanced. Most armies don't have even a single unit or model that has access to D and eldar can spam it on infantry models.
>>
>>49958472

They can also spam it on Aircraft too.
>>
>>49958472

>purpose of game is to have fun
>what I thought was fun is actually miserable for my opponent
>now he's not having fun
>now I'm not having fun

I can't stop these feels.
>>
>>49958468
>See, I disagree. For me the two 'best'- at least for rules and feel- are Skitarii and Genestealers Cults.
Okay yeah you definitely have a point there, I just didn't mention them because they're sort of incomplete Codexes compared to the major factions.
>>
>>49957830
I'd say that each of the top teir dexes exemplify different aspects of an ideal codex: for marines it's special rules, unique vehicles and ideal formations. Eldar have perfect internal balance. All of the top teir dexes display ideal levels of customization.
It's combining all that which would create the ideal codex.
>>
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>>49958599
>bring my regular list to a game vs Orks
>table him turn two
>>
>>49958599
>Runs a stupidly OP list that would devastate most lists
>what I thought was fun is actually miserable for my opponent

What sort of weapons grade autism deluded you otherwise?
>>
>>49958686
Wow, you seem very hostile all of a sudden.

Maybe you should take a few steps back from the computer and take a deep breath? It's not nice to call people names.
>>
>>49958705
welcome to /tg/
>>
>>49958686

>got into daemons in 5th
>spammed a bunch of msu horrors that I would drop in super risky places
>princes in HS throwing bolts
>everyone loved playing against them
>play the same daemons now
>buckets of power dice
>gets worse if I summon
>unkillable prince/LoC
>opponents are miserable

It's what I have, and it wasn't intended because I bought it under completely different rules.
>>
>>49957072
>After all, drop pods ensure any unit is just deleted, so surely all those expensive point sinks are shitty and never fielded, right?
It means that all expensive units must be able to survive five melta to the face and still be able to keep on trucking, which superheavies and riptides to, and most MCs don't.

>>49957151
It's retarded to balance vehicles against 5 meltas against rear armor before the game begins. If you buff vehicles to the point where they can can survive that, how the fuck are ordinary melta teams supposed to accomplish anything at all?

Anything that can survive 5 meltas in the rear is also going to survive four units of Tankbustas or two units of scouting melta dominions trying to destroy it from the front, both of which are far more expensive and far less likely to get anything done.
>>
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>>49958680
>Play Orks against an incredibly underpowered Tau list
>Still lose
>>
>>49958759

>I bought it under completely different rules.

Same with the Wraith army.
>>
>>49950267
It's like you don't know that most servitors are vat-grown bodies that never had minds
>>
>>49958790
I just like spooky elf skellies, Anon.
>>
>>49958779
>replying to a long dead arguement hours after its over
>>
New Thread when?
>>
>>49958863
When the sister get a full line of plastics
>>
Is there a lore-based reason for skulls on everything?

It looks cool, but I wonder how they justify it in the actual setting.
>>
>>49958879
ded general
>>
>>49958852
It was two hours ago.
>>
>>49958896
LONG
DEAD
ARGUMENT
>>
>>49958888
It's the symbol of humanity (they're all human skulls, very distinct from inferior xenos bone structure) in an era of constant sacrifice and martyrdom.
>>
>>49958904
People were still banging on about the Riptide pasta several hundred hours after it was introduced. This isn't a chatroom. Get over it.
>>
>>49958888

Given that one of the underlying themes is barbarism, I believe it's done for intimidation reasons.

It's also a pretty universal symbol, indicative of the state of things.
>>
>>49958888
the emperor once said he thought skulls looked "wicked metal"
>>
>>49958888
It represents the human form. It's holy to them. And no matter the differences, once you strip away everything, the skull remains and that's where we're all pretty much the same compared to Xenos ones.
>>
>>49958896
And that's long dead, and hours after.
So why bring it back up again? Especially when you only repeated stuff already said, and which was already responded to.
>>
>>49958922
drop pods aren't OP in 7th
>>
>>49958958
Because I happened to be out for a few hours, there's no statute of limitations on an argument, and I saw a couple retarded arguments that could be addressed specifically rather than generic arguments about how "power creep is bad."

No matter how much you buff every unit across the board, units that ignore movement will always be ludicrously stronger than units which don't, unless you start fucking with statlines in a completely ridiculous way.
>>
SOMEONE ORDER FRESH BREAD?
>>49959037
>>49959037
>>49959037
>>
>>49958790

Funny enough, I had a small wraith army in 5th as well because ghost robots that shot black holes sounded cool as shit. However, between Sisters, Daemons, and Wood Elves in fantasy, I sold them to a friend to focus more on what I had.
>>
>>49950216
stinks like khorne shenanigans to me.
Thread posts: 487
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