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[WH40K] Where 'Deepstriking my Trygon into your deployment zone' is a double entendre.
Posts
Rumour is some of it is for an 'allies codex'. Things like the cultists and partiarch, kroot, ork freebooterz, etc. Basically a book of minilists.
I dunno if there are rumours about this floating around or not, but how about a Deathwatch allies mini codex as the first one of these?
Hopefully it won't ruin @TraceofToxin s life too much
Unfortunately I don't think I'll have time to paint the Librarian, or base them, before Sunday. But since I started on Tuesday and am an incredibly slow painter I'm glad I got this far. And the Dreadnought actually turned out pretty good, when it was the one I was most convinced I would botch up.
I'm excited for this tourney on Sunday. I'm bringing my Marines - this list I think.
Been working on Noise Marine @Nax:
Just need to clean up a few oopsies and then finish the Doom Siren, and he's done!
Thanks! I wasn't going to sign up because I didn't want to bring an unpainted Eldar army (and wasn't sure I was free. Mostly due to painting insecurities). But I'm really pleased I did if only because it gave me the push to finish painting Grey Knights instead (less guys + easier scheme).
Apparently I can't read Army Builder lists, I thought you were foot slogging as well at first. So many more guys! I really wish Grey Knights could take drop pods, I love seeing those on the table.
@Extreaminatus That is some bold as hell pink. Very cool.
I finished cranking out this:
Telekine Dome proved worth it on turn 1 - I put it on mt Termagants as they were running for an objective, and they took 4 bolter hits but saved a massive 3 of them. The Termagants on the objective ended up with Telekine Dome pretty much all game and the Carnifex ended up with Endurance pretty much all game. This game wasn't the nail biter previous games have been. Frankly, I had it won from the start.
Right from the word go, I had scoring units on objectives, at least 2 per turn, while he didn't claim one until turn 2. I also took first blood and had my Hive Tyrant in his deployment zone at the end, and only missed out on the Warlord point since his chaplain decided to put his plasma pistol in his mouth and cremate his head rather than face 20 Hormagaunts in assault (he overheated on his overwatch shots, and failed his armour save, removing his last wound).
My Hive Tyrant flew around all game, passing at least 3 grounding tests, only landing once because I landed it, destroyed all 3 vehicles itself, and munched some of a Crusader squad, while my Carnifex munched an entire Crusader squad, only killed at the end when the pfist guy finally made it into base to base. Even killed his captain when it charged in, failed all hits with its power fist, when proceeded to eat 1 hit backf rom the Carnifex. With no invulnerable save. Lol instant death. He thought monstrous creatures had power weapons, thus AP3, and his artificer armour would save him. Basically, it was a massacre for the Templars. I think I ended up on about 15 victory points, and him 5, and went for all 7 turns, drawing out his agony.
I'm getting sick of winning now. He said he'd take a more competitive Dark Eldar army next. Can't wait. To be fair, this was basically all of what he had for his Templars, and even borrowed a friends Chaos Rhino to fill the army out. It wasn't meant to even be an army yet.
HQ: The Swarmlord (1#, 280 pts)
1 The Swarmlord, 280 pts (Unit Type: Monstrous Creature; Bonded Exoskeleton; Bonesabres; Synapse Creature; Alien Cunning; Blade Parry; Psychic Monstrosity; Psyker; Shadow in the Warp; Swarm Leader; Leech Essence; Paroxysm; Psychic Scream; The Horror)
: Tyrant Guard Brood (3#, 180 pts)
3 Tyrant Guard Brood, 180 pts (Unit Type: Infantry; Bonded Exoskeleton; Rending Claws; Scything Talons; Instinctive Behaviour - Feed; Blind Rampage; Shieldwall)
HQ: Hive Tyrant (1#, 280 pts)
1 Hive Tyrant, 280 pts (Unit Type: Monstrous Creature; Bonded Exoskeleton; Synapse Creature; Psyker; Shadow in the Warp; TL Devourer w/Brainleech Worms x2; Regeneration; Wings; Leech Essence; Paroxysm)
Elite: Hive Guard Brood (3#, 150 pts)
3 Hive Guard Brood, 150 pts (Unit Type: Infantry; Claws & Teeth; Hardened Carapace; Impaler Cannon; Instinctive Behaviour - Lurk)
Elite: Ymgarl Genestealer Brood (8#, 184 pts)
8 Ymgarl Genestealer Brood, 184 pts (Unit Type: Infantry; Hardened Carapace; Rending Claws; Alter Form; Brood Telepathy; Dormant; Fleet; Move Through Cover)
Elite: Ymgarl Genestealer Brood (8#, 184 pts)
8 Ymgarl Genestealer Brood, 184 pts (Unit Type: Infantry; Hardened Carapace; Rending Claws; Alter Form; Brood Telepathy; Dormant; Fleet; Move Through Cover)
Troops: Tervigon (1#, 215 pts)
1 Tervigon, 215 pts (Unit Type: Monstrous Creature; Bonded Exoskeleton; Claws & Teeth; Synapse Creature; Brood Progenitor; Psyker; Shadow in the Warp; Spawn Termagants; Scything Talons; Cluster Spines; Adrenal Glands; Toxin Sacs; Dominion; Catalyst; Onslaught)
Troops: Tervigon (1#, 215 pts)
1 Tervigon, 215 pts (Unit Type: Monstrous Creature; Bonded Exoskeleton; Claws & Teeth; Synapse Creature; Brood Progenitor; Psyker; Shadow in the Warp; Spawn Termagants; Scything Talons; Cluster Spines; Adrenal Glands; Toxin Sacs; Dominion; Catalyst; Onslaught)
Troops: Termagant Brood (10#, 50 pts)
10 Termagant Brood, 50 pts (Unit Type: Infantry; Chitin; Claws & Teeth; Fleshborer; Instinctive Behaviour - Lurk; Move Through Cover)
Troops: Termagant Brood (10#, 50 pts)
10 Termagant Brood, 50 pts (Unit Type: Infantry; Chitin; Claws & Teeth; Fleshborer; Instinctive Behaviour - Lurk; Move Through Cover)
Fast Attack: Gargoyle Brood (30#, 210 pts)
30 Gargoyle Brood, 210 pts (Unit Type: Jump Infantry; Blinding Venom; Chitin; Claws & Teeth; Fleshborer; Wings; Instinctive Behaviour - Lurk; Toxin Sacs)
Buy my 40k shit.
HQ: Commander Shas'el (1#, 82 pts)
. . 1 Commander Shas'el, 82 pts (Fusion Blaster; Hard-wired Blacksun Filter; Missile Pod; Multi-Tracker)
Elite: Crisis Battlesuit (2#, 124 pts)
. . 1 Crisis Battlesuit, 124 pts (Missile Pod; Plasma Rifle; Multi-Tracker)
. . . . 1 Crisis Battlesuit (Missile Pod; Plasma Rifle; Multi-Tracker)
Elite: Crisis Battlesuit (2#, 124 pts)
. . 1 Crisis Battlesuit, 124 pts (Missile Pod; Plasma Rifle; Multi-Tracker)
. . . . 1 Crisis Battlesuit (Missile Pod; Plasma Rifle; Multi-Tracker)
Elite: Crisis Battlesuit (2#, 94 pts)
. . 1 Crisis Battlesuit, 94 pts (Flamer; Twin Linked Missile Pod)
. . . . 1 Crisis Battlesuit (Flamer; Twin Linked Missile Pod)
Troops: Fire Warrior (8#, 90 pts)
. . 7 Fire Warrior, 90 pts
. . . . 1 Shas'ui
Troops: Kroot Carnivore Squad (10#, 70 pts)
. . 10 Kroot Carnivore Squad, 70 pts
Troops: Kroot Carnivore Squad (10#, 70 pts)
. . 10 Kroot Carnivore Squad, 70 pts
Heavy Support: Broadside Battlesuit (4#, 173 pts)
. . 1 Broadside Battlesuit, 173 pts (Drone Controller)
. . . . 1 Broadside Battlesuit (Blacksun Filter)
. . . . 2 Shield Drone (Shield Generator)
Heavy Support: Broadside Battlesuit (4#, 173 pts)
. . 1 Broadside Battlesuit, 173 pts (Drone Controller)
. . . . 1 Broadside Battlesuit (Blacksun Filter)
. . . . 2 Shield Drone (Shield Generator)
Total Roster Cost: 1000
HQ: Farseer (1#, 75 pts)
. . 1 Farseer [EL], 75 pts ( Guide )
HQ: Commander Shas'el (1#, 82 pts)
. . 1 Commander Shas'el, 82 pts (Fusion Blaster; Hard-wired Blacksun Filter; Missile Pod; Multi-Tracker)
Elite: Crisis Battlesuit (3#, 186 pts)
. . 1 Crisis Battlesuit, 186 pts (Missile Pod; Plasma Rifle; Multi-Tracker)
. . . . 2 Crisis Battlesuit (Missile Pod; Plasma Rifle; Multi-Tracker)
Elite: Crisis Battlesuit (3#, 186 pts)
. . 1 Crisis Battlesuit, 186 pts (Missile Pod; Plasma Rifle; Multi-Tracker)
. . . . 2 Crisis Battlesuit (Missile Pod; Plasma Rifle; Multi-Tracker)
Elite: Crisis Battlesuit (2#, 94 pts)
. . 1 Crisis Battlesuit, 94 pts (Flamer; Twin Linked Missile Pod)
. . . . 1 Crisis Battlesuit (Flamer; Twin Linked Missile Pod)
Troops: Fire Warrior (8#, 90 pts)
. . 7 Fire Warrior, 90 pts
. . . . 1 Shas'ui
Troops: Fire Warrior (8#, 90 pts)
. . 7 Fire Warrior, 90 pts
. . . . 1 Shas'ui
Troops: Kroot Carnivore Squad (10#, 70 pts)
. . 10 Kroot Carnivore Squad, 70 pts
Troops: Kroot Carnivore Squad (10#, 70 pts)
. . 10 Kroot Carnivore Squad, 70 pts
Troops: Guardians (10#, 85 pts)
. . 10 Guardians [EL], 85 pts
. . . . 1 Weapon Platform [EL] (Shuriken Cannon)
Heavy Support: Broadside Battlesuit (4#, 173 pts)
. . 1 Broadside Battlesuit, 173 pts (Drone Controller)
. . . . 1 Broadside Battlesuit (Blacksun Filter)
. . . . 2 Shield Drone (Shield Generator)
Heavy Support: Broadside Battlesuit (4#, 173 pts)
. . 1 Broadside Battlesuit, 173 pts (Drone Controller)
. . . . 1 Broadside Battlesuit (Blacksun Filter)
. . . . 2 Shield Drone (Shield Generator)
Heavy Support: Wraithlord (1#, 125 pts)
. . 1 Wraithlord [EL], 125 pts (Flamer x2; Wraithsword; Missile Launcher)
Total Roster Cost: 1499
Aidan Twosouls, Dwarf Shaman, in Vale of Buried Shadows
Power weapons always felt superfluous against Tyranids - you're either fighting chaff units, which don't get much of a save anyway, or monstrous creatures, where you want a power fist instead of a power weapon. The power maul is the ultimate middle ground against GEQ armies. The only models I had that weren't terrified of the chaplain were my monstrous creatures, which he wisely avoided. Even if his chaplain didn't blow his own head off facing a charge of 20 Hormagaunts, I doubt I would have killed the fucking thing.
Comics, Games, Booze
In 5th, the template was usually 1/2 strength against vehicles thereby reducing its effectiveness . Also, my dice hate me, so the main reason I switched to Incinerators was the damn thing would deviate off target at the most inopportune times, even with 6 Servo Skulls in the list to try and keep that from happening. The Torrent rule giving an additional 12" of range to the flame template helps quite a bit finding the perfect area of clumped-together models.
The Nemesis Doomfists on the Dreadknight were FAQ'd to be non-doubling to Strength soon after the codex came out. Unless it's changed, I assume that still holds. Also the bit about my dice hating me holds true in close combat as well, since I regularly get only 2 successes out of 5 attacks on the charge hitting on a 3+, and roll 1's to wound very regularly. I played Sisters and had an opponents Land Raider survive EIGHT Meltas within 6", so it's well known locally I twin-link for a reason.
I don't use the official Dreadknight model, but a version I made to look like the Knight Titans from Epic...
...and I've gathered just enough bitz to build three more, but I want to solve my bland Feet problem first.
Power maul is for fighting dreads and whacking them to death at I5.
Buy my 40k shit.
I've forgotten when coffee did anything for me but give me a headache when I don't drink it
I'm 100% sold on the Swarmlord/Gargoyle combo at this point. Although part of me says to go back to hormagaunts for I5/A2, the blinding venom, movement options, and the cover granting capability of the gargoyles makes it hard to get rid of them. I'd consider doing a unit of Horms and Gargs, but there's no where for me to take ~200 points out of my list. 1 unit of Hive Guard and 2 units of Ymgarls remains legit as fuck. Considered swapping 1 unit of ymgarls for Zoes, but I feel like I have plenty of psychic bs already.
Still undefeated with Tyranids, but I've yet to face a 'real' 6th edition style list and I'm 100% confident I will get my shit pushed in.
Buy my 40k shit.
Also, I'm genuinely curious, what constitutes a 'real' 6th edition army? Something that's nothing but shooting?
It was a 2000 point game, my Sisters of Battle with IG Allies vs a 1000 points of Mr. Mich's IG and 1000 points of Ziac's Orks. And there were two things about this game - 1: Not only did I forget about my IG's abilities to give orders, but I completely forgot the existence of Faith Points. 2: I know that Ziac's ork army would be bristling with lootas, and I know that he knew that I love to put out the kind of terrain that lootas love to lurk in, and I still didn't think to bring any guns with range greater than 24" save for two Exorcists, and a quartet of heavy bolter Retributors. In completely redundant hindsight, this was a mistake.
HQ:
St. Celestine (who had the scoring unit warlord trait)
Canoness with attached 9x Celestine squad in a rhino
Company Command Squad with 3x plasma guns, medpack, in Chimera
Troops
10xBattle Sisters Ichi in Repressor with flamer and heavy flamer
10xBattle Sisters Ni in Repressor with melta and multimelta
10xVeterans with 2x sniper rifles, grenade launcher, heavy bolter in Chimera (this seemed like a good idea at the time, I swear)
Elite
10xSisters Repentia
Fast
10xSeraphim
Heavy
Exorcist Ichi
Exorcist Ni
6xRetributor squad with 4x heavy bolters in Immolator
And what I was facing was:
HQ
Big Mekk with KFF (reroll 1s vs targets on objectives warlord trait)
Troop
30 Boys Alpha
30 Boys Beta
30 Boys Gamma
Elite
11xLootas Alpha
11xLootas Gamma
Fighting side by side with (fucking Blood Axe tossers)
HQ
Command Squad (with scoring unit warlord trait) in Chimera with primaris psyker
Troops
Platoon Command Squad 4x grenade launchers
Blob squad with 2x heavy bolters and Commissar
Veterans in Chimera (I think, this unit barely had to do anything all game
Heavy
Leman Russ Demolisher
Leman Russ Battle Tank
Mission was The Scouring, Ziac and Mich got first deployment and turn. They packed their deployment zone pretty much end to end, with lootas (and the leman russ!) setting up in the rocky pass, the second lootas setting up in the Temple of Skulls, giving them some pretty wicked fields of fire. One of these days I'm going to learn that when I'm fighting a shooting dominant foe and I'm loaded up on short range... put some LOS blocking terrain in the middle of the table!
Since my army was much more compact, I figured stringing them out would be a bad idea, so I focused my Repentia, CCS, and Exorcists behind the skullvan manse and ruins, where they would have complete cover 1st turn. One Repressor and the Immolator parked behind the forest in the middle of the table where they could move up to support the heavies. Since this was an objective mission I couldn't give up the high point value objectives on the far side of the table, so I put the PCS with it's weird weapon loadout, the Canoness and friends, and the other Repressor behind the chemical refinery, where they would be mostly shielded from shooting but still have to face down one squad of lootas while they rolled forward. I was aiming for as close as possible, but not too out in the open so that I could get my forces into the fray as quickly as possible.
I failed to seize the initiative, and Mich's rolling meant night fighting was in play first turn.
Turn 1 -Orks/IG:
Movement
Boyz Alpha and Gamma moved forward. Beta headed towards the right side of the table, still hanging near the back. Everything else stayed put.
Shooting
The Master of Ordnance set the pass by scattering almost entirely off target on the Repentia, until we remembered night fighting and found out they were completely out of range and so retroactively didn't get shot at at all. The Leman Russ did much better nailing both the rhino and the chimera, but stacked night fighting cover saves kept them both safe. However, due to the Russ' spotlight lighting up the Chimera, it got shredded by the lootas the vet squad jumping out, but getting pinned.
Turn 1 - Soritas/IG
Movement
Rhino and repressor ni slewed around the wreck of the chimera and headed for the lootas and russ. The immolator and repressor ichi rolled around the forest and as far forward as possible. The CCS' chimera swung around the right side of the manor, tucking up against the dock to protect its flank and blocking incoming fire from the right two thirds of the board. Exorcist ni swung to the right of the manor, exorcist ichi to the left. The repentia moved up right along the table edge.
Shooting
The rhino, immolator, and repressor ichi all blew smoke. My exorcists were the only thing that had range to the other side of the board, and they dropped a combined 5 hits on the demolisher, all of which were saved due to night fighting cover.
Snapfire from the veterans killed 2 lootas.
You can keep track of how long this game was taking us by how far through A Game of Thrones we are.
Turn 2 - Orks/IG
Movement
The Vendetta came on from the from the flank in hover mode, swinging up right behind exorcist ichi. Boyz alpha beta and gamma kept on moving forward, while the PCS, in order to draw a bead on my repentia with their grenade launchers through a small gate in the wall, made a conga line to get just that fractionary angle that gave them a clear shot.
"And slide, shoot, and slide, shoot, and slide..."
Shooting
The vendetta unloaded into the back of exorcist ichi, managing to hit it only once, the penetrating shot stunning it. The demolisher dropped a pie plate onto the chimera, which scatters _just_ enough to tag both the chimera and exorcist ichi, immobilizing both. This is just the first of MANY incidents where the dice seem to hate me.
The conga grenade launchers pummel the repentia, killing six. Heavy bolters and lasguns from the blob squad drop three more repentia, the last one standing fast and defiant (just how defiant still to come!) With Ziac unable to row low for his loota shots, exorcist nichi got glanced to death, hard core. The MoO tried to target the little parking lot I was making on the left side of the board, but scattered well off target. The leman russ tried to take out my rhino, but scattered off to the side, tagging only two vets who were saved by snake eyes on the wound roll. Lootas beta took a hull point off of the rhino, and so did the big shootas of boyz beta. Boys gamma opened up on the vets, killing everyone but the snipers and the heavy bolter.
Turn 2 Soritas/IG
Movement
The seraphim get a one on their reserve roll.
Canoness and friends jump out of the rhino and head towards boys gamma. Immolator and repressor ichi power straight forward. The last repentia turns around and runs out of the ruins to wreck vengance on the vendetta raising havoc in my backfield.
I belated realized that the snug position I put the command chimera in, while nice and cozy, meant that the back hatch was blocked, and the squad inside had no way to get out and claim that beautiful objective two inches away. Furthermore, neither Ziac nor Mich shot ANYTHING at that chimera, because its use as a prison for my command squad was worth the desultory fire coming out of it.
Shooting
Rhino and repressor ni open up on the lootas with stormbolters and kill one. The surviving veterans followed suit, with the below results:
Surviving Exorcist got two shots, but failed to roll the needed 6s to make them hit.
Assualt
The lone repentia charged the vendetta, making the 4" charge easily with a roll of 11. That used up all my luck, because the canoness & co failed to make the 5" charge that would've gotten them into contact with boyz gamma. To add insult to injury, a celestine dies to overwatch and the canoness took a wound.
The repentia raised her chainsword, and stabbereated the FUCK out of the vendetta. As Ziac observed, "She's trying to repent. It's only fair that she does so by jumping into the air and cutting the vendetta out of it."
Turn 3: Orks/IG
Movement
All three squads of boys kept moving forward, with gamma getting into the canones' face and telling her they'd show her how to pull off a charge. The demolisher crew decided that tea time was over and it finally started moving forward. Now with all those boys no longer in the way, the veteran chimera rolled towards the tangle on the right side of the board, plasma fire dropping one more celestine.
Shooting
The MoO likewise decided that playtime was over, lobbing a shot across the board and plopping it onto rhino and repressor beta, wrecking the rhino and shaking the repressor. Boyz gamma pour lead into the canoness and her squad, inflicting fourteen wounds. Three failed saves later, and the canoness and one sister were dead.
The russ took a pot shot at the repressor and pulled another hull point off it.
The demolisher nailed the immolator and penned it with a 6. Kaboom, with those soritas piling out, one dying in the explosion, and then they were staring down boyz alpha within charge distance.
Assault
Boyz piled into the celestines. three dying to overwatch fire, one more boy dying in the ensuing melee before the last three celestines were cut down.
Boyz alpha hit the retributors, one dying to heavy bolter overwatch, bludgeoned one to death in assault, and then the surviving four sisters fell to the 21 wounds they took in return. Ouch.
It is at this point that I begin to have an inkling that things may not be going my way.
Turn 3: Soritas/IG
Movement
Seraphim make their reserve roll and drop in to the left of the graveyard and the blob squad of IG therein. Repressor alpha also heads in that direction, the soritas inside jumping out and getting real close to the cheeky conga line.
Repressor beta makes its dangerous terrain test, and parks on top of the wreck of the rhino to let the sisters inside jump out.
Shooting
Combined fire from the vets and sisters whittled boyz gamma down to 12.
To repay the clever positioning of the conga line, I cleverly positioned sisters ichi so that when they opened fire with their flamers on the blob squad, they also managed to hit all four of the gl command squad, killing four of each. The platoon commander decided that the best course of action was falling back ASAP. The seraphim then opened up on the blob squad from the opposite side, dual hand flamers and bolt pistols ensuring that not a single guardsman was left alive.
That's the after pic, with all the incinerated & headshot guardsmen malingering at the back of the table.
Turn 4: Ork/IG
Platoon commander runs off the table. With the retributos gone, boyz alpha moved towards the objective. The demolisher headed for the middle of the table, and the vet chimera cruised towards where I was raising a ruckus on the board's right hand side.
Shooting
The chimera blew smoke, while the command squad tried to massacre the sisters with plama fire, hitting multiple times but failing to wound. Then the MoO dropped a pie plate on them which scattered right off the board.
The battle tank swung its turrent hard to the side, and nailed the seraphim, killing St. Celestine and all the seraphim but two. They fail their LD check and fall back fourteen inches.
Shooting from boyz gamma kill two sisters, while Ziac finally rolls poorly for loota shots, all of which bounce off. The demolisher vaporizes five members of sisters ichi and their repressor, with boyz alpha trying to finish off the survivors. Trying and failing as I made all of their armor saves. They make their LD check, and give both the orks and the demolisher the finger.
Assault
Depleted but undeterred, boyz gamma charge into the sisters, losing one to overwatch, three sisters and two more orcs falling in the ensuing scrum.
Turn 4: Soritas/IG
Movement
The seraphim keeps running at top speed. St. Celestine decides to come back from the dead and pops back up where she fell and jumps straight towards those damn lootas hanging out in skullville. The vets jumped into the now empty repressor ni, hoping to avoid the mess going on outside, and get a few more shots off, the repressor once more rolling towards the lootas and leman russ.
Shooting
Celestine incinerated 7 lootas outright, the rest failing their LD check as the subtle scent of roasted fungus wafted across their snouts, falling back to less than an inch from the table edge. The surviving chimera managed to kill four members of boys alpha, whom seemed, like the mighty honey badger, to give not a fuck.
All other shooting was a failure. Remember that surviving exorcist I haven't mentioned in a while? Yeah, there's a reason for that
Assault
Sisters ni lost combat with the boys by one, by failing to inflict any wounds, blew their LD check, and were then run down and wiped out.
Turn 5: Ork/IG
Movement
The lootas easily make their ld check and rally. Boyz alpha, being a bunch of cheeky bastards, moved up on the objective right in front of my immobilzied chimera. The demolisher rolled right over the graveyard fence and stopped, starring down my surviving sisters.
http://s5.photobucket.com/albums/y182/bookwrack/BattleReports/?action=view¤t=811battleholiday013beta.jpg
Shooting
The demolisher fired point blank, scattering back far enough to hit itself, just failing to pen, but still managing to clip both sisters, leaving their boots standing in a smoking crater. Lootas alpha manage to put 4 wounds on Celestine with snape fire, but the living saint brushed them aside with a sweep of her wings.
Lootas beta popped the chimera, the veterans once more managing to pin themselves in the wreckage, and are then massacred by shooting from boyz beta.
The chimera and its occupants let Celestine have it with everything they had, failing to do so much as ruffle a feather. Then the psyker, for the first time all game, finally did something, fire his brain lightning at Celestine inflicting umpteen jillions wounds that she can't save, taking her down again.
Turn 5: Soritas/IG
Movement
Celestine stayed dead this turn. The fleeing seraphim ran right up to the table edge, and that was the limit of things I had to move.
Shooting
My chimera's multilaser killed 3 more boys, but everything else in or on it missed.
Mich rolled for turn 6 of the game, but we decided to call it there, as I was down to exorcist ichi, which couldn't move, the chimera which couldn't move and whose occupants couldn't get out til someone blew it up, and the seraphim was who going to be off the table edge next turn, meanwhile, Ziac and Mich were sitting on four objectives, and the only one I'd be able to contest would depend on Celestine coming back turn 6.
You can tell how long the game has gone by the sexposition scene on the tv.
Dictated, but not read because I didn't think t his would take until 5 am to finish.
DropBox invite link - get 250MB extra free.
A list that takes full advantage of the new rules. Such as Tau min-maxing TL weapon suits (Anti-flier/vehicle), allied with Eldar (Anti-psyker) or SM (CC). Dark Eldar/Eldar cheesebombs, Necron flier spam, a few other things. Most deathstar builds aren't too scary, as I should be pulling 1-2 enfeebles, and the swarmlord with IA/WS can generally take on damn near anything. It's mostly any legit psyker defense and cheap, efficient fliers. Mostly Vendettas because 130 points for 3 TL lascannons on a flier is lol and GK Stormravens because their missiles are so fucking broken and shit stomp Tyranids in the dick. Oh hey my template hit you? You take a wound, no possible save allowed. Have fun! Necron vehicles aren't too bad for Nids, the deathray can do some serious damage to hordes, but Tesla isn't overly scary.
My biggest fears are probably parking lot IG with manticores/hydras with plenty of bubble wrap bringing an Eldar with runes of fuck you for support. JEEZE, I CAN'T USE PSYCHIC ABILITIES AND I CAN'T DO ANYTHING TO THE TANKS THAT ARE RAPING ME. I LOVE 6th EDITION!
Still not as bad as Venomspam vs nids in 5th... that shit was autolose like a motherfucker.
Buy my 40k shit.
I also need to stop thinking 3rd-edition style and remember that skimmers don't get hit on 6's in combat. Vendettas basically get hit on 3's and AV10, which is stupid.
*checks the rulebook* Oops. Oh well, the hilarity of having a tank that my oppoents REFUSED to shoot lest the guys inside got out more than made up for that.
I prepared Fantasy Flight some Blood Ravens documentation for it and I'm curious what made it in.
Heh. I kinda figured that would be the reason, though you're right, that is most amusing.
I'm just glad GW made it possible for your models to remember that the giant hatch above their heads also leads outside despite not being the ministratum designated exit, even if they have to scramble a bit to get to it…
DropBox invite link - get 250MB extra free.
@saluksic Where at?
It has, however, inspired me to finish painting what I do have and consider how to get a proper 1000-point list of painted stuff. I fixed up a lot of sloppy camo/flesh work (17-year old me didn't have the patience nor foundation paints/washes to do decent skin) and even based a bunch of guys! I think I'm only down to 15 painted models left to base!
Anyways, here's what I'm going to aim for with my 1k list, although it's going to require me to get another Chimera and a Vendetta:
CCS w/ MoO
Troops:
Infantry Platoon
--PCS w/ 4 Flamers in Chimera
--Infantry Squad (GL + HB)
--Infantry Squad (GL + HB)
--Heavy Weapon Squad (3x Autocannons)
Veteran Squad (3 Meltas) in Chimera
Fast Attack:
Vendetta (HB Sponsons)
Heavy Support:
LRBT
Demolisher
Any thoughts? Also, how do pintle-mounted weapons work now, are they basically always going to be snapshots on moving vehicles?
It's in the QA lab at a fruit plant in Prosser, WA.
It occurs to me that that might be very different than the previously mentioned QA job.