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WH40K: Tonight we're gonna party like it's m40.999 (New Ig on page 66)

Gabriel_PittGabriel_Pitt Damn you, eidetic memory!Registered User regular
edited March 2009 in Critical Failures
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Warhammer 40k is a futuristic tabletop strategy game created by GamesWorkshop that pits multiple races and factions against each other for control of the galaxy. The wiki article can be found here.

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Wikipedia wrote:
The Warhammer 40,000 game world is most readily characterized as a gothic science-fantasy setting. The central and most popular elements of the Warhammer 40,000 universe are the Space Marines, anachronistic combinations of sci-fi super-soldiers and fantasy knights and the finest warriors of the Imperium of Mankind, a dystopian and degenerate galaxy-spanning empire.

The physical setting of this story is the Materium, with all action here in the Milky Way Galaxy. Much of this is controlled by The Imperium of Man, though it is not the only galactic power. Other races include the Orks, a greenskinned trollike race, and the Eldar, the former rulers of a great empire. A dynamic, galaxy-spanning story line is possible because of a separate plane of existence, the Immaterium or "Warp." The Warp is described as a realm of thought, where desires and emotions can take physical form, and with currents and eddies that make traveling vast interstellar distances difficult, yet possible. As this is a realm of thought, a coalescence yields an often sinister warp entity. The strongest of these entities are the Chaos Gods, Khorne (a god of rage, bloodshed, and war), Nurgle (a god of despair, decay and pestilitic disease), Tzeentch (a god of change, deception, scheming, Sorcery, and, oddly enough, hope) and Slaanesh (a god of pleasure, pain, depravity, pride and decadence).

The Gods of Chaos are the result of the strongest impulses in the living souls of the universe's inhabitants. Their cults have a dynamic and antagonistic relationship. Khorne opposes Slaanesh, while Nurgle opposes Tzeentch. Nurgle is the personification of powerlessness, Tzeentch personifies power, Khorne personifies duty and rage, and Slaanesh personifies the epicurean or the sensual. These four powers are not the only entities in the Warp, but they are the greatest and most powerful. It is said, in the background to Warhammer 40,000, that the nature of the Warp is beyond human comprehension and is truly unknowable.
Welcome to Warhammer 40,000
The 41st Millennium is a savage age where Mankind battles for survival in a galaxy riven by bloodshed and destruction. Humanity teeters on the brink of extinction, assailed on all sides by aliens, traitors and daemons, and only the superhuman strength of the Space Marines and the uncountable numbers of the Imperial Guard keep the slavering alien hordes from bringing total annihilation.

Warhammer 40,000, the tabletop battlegame of the far future, allows you to wage war with armies of Citadel miniatures across miniature battlefields in the ultimate contest of strategy and skill. Each player is a commander who must choose his finest warriors, decide upon cunning battle plans and strategies, and lead his army to victory or death. Games can vary in size from small skirmishes of just a few dozen models per side, to massive clashes with hundreds of miniatures.


So, what exactly is Warhammer 40,000?
Each player collects an army of Citadel miniatures then, using the Warhammer 40,000 rulebook as a guideline, they fight epic battles against their fellow generals. Dice (like you'd find in almost any board game) are used to determine success and failure: to decide whether a bolter shell hits its target, or whether a lascannon blasts through the armour of a tank. Each game is played, not on a regular 'board' but on a special gaming area where models are not confined to 'squares' but are free to move as their controller wishes. Because Warhammer 40,000 is not played on a set game board, tape measures or rulers are used to see how far a miniature can move - an agile Eldar jetbike can travel faster than a foot-slogging Imperial Guardsman after all.

That all might sound a little complicated, but a short game or two is all that is needed to grasp the basics. Seasoned commanders find that the rules become second nature, and they seldom need to refer to the rulebook at all.


The Warhammer 40,000 Hobby
There's more to Warhammer than just playing games. In fact Warhammer 40,000 is an exciting hobby in its own right. Many players enjoy painting their Citadel miniatures to amazing standards, lavishing extra detail and attention on their models to make their army extra special and unique. Likewise, while your chosen battlefield can be as simple as a bare table with few obstacles, many wargamers like to build modular tabletops as detailed and exciting as the ones you can see on the Games Workshop website.

Most hobbyists begin playing Warhammer 40,000 with a friend or two, honing their skills, and developing their army in regular battles, but the fun doesn't have to stop there. There are thousands of wargaming clubs around the world where players challenge each other to games of Warhammer 40,000 every week. Also, every Games Workshop store has its own gaming tables and boards. Most offer gaming nights for you to come and meet new Warhammer 40,000 generals, discuss painting, modelling and gaming tactics - and of course, do battle. For the really adventurous there are regular Warhammer 40,000 gaming events all over the world, run both by Games Workshop and by enthusiastic gaming clubs and societies. From competitive tournaments where hundreds of players battle to determine a champion, to campaign weekends where each battle forms part of an exciting storyline, there are Warhammer gaming events to suit every taste - all you need is an army of your own and the courage to do battle.

Getting Started
All miniatures wargames need a few basic things before you can get started. First and foremost is a collection of miniatures. Second a place to play. Thirdly, and just as importantly, are the rules for the game. Warhammer 40,000 has grown and developed over more than 20 years and the current rules are the best ever.

There are two ways that you can get to grips with the Warhammer 40,000 rulebook. It's available separately as a hardback volume - more than three hundred pages of glorious artwork, background and photography, as well as the rules themselves. This rulebook is the indispensable guide for hobbyists everywhere, it details the rich and colourful galaxy of Warhammer 40,000 and contains all the rules and instructions that you need to get started with your own games.

The second way to get your claws on the Warhammer 40,000 rules is with the Assault on Black Reach boxed game. This awesome game in a box contains two fledgling armies, the superhuman Space Marines and the brutal Orks - as well as scenery, dice, measuring sticks, a getting-started guide and a pocket sized rulebook. This book contains exactly the same rules as the larger, hardback rulebook - but misses out on some of the extra information contained in it (there's only so much you can cram into a box!)

The important thing to remember with both the hardback rulebook and the pocket sized rulebook is that the game is exactly the same - the rules are identical, it's just that the rulebook contains extra background on the Warhammer 40,000 universe and guidance on collecting and painting your armies.

Which rules set is for me?

In the end, the only person who can answer that question is you. People who are completely new to wargaming, and Warhammer 40,000 in particular, often appreciate the getting-started guide contained in the Assault on Black Reach boxed game, as well as the awesome collection of Citadel miniatures it contains! The boxed game contains everything you need to start playing. It's hard to argue with getting the complete package all at once.
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Veterans of the wargaming hobby, and players who already have experienced Warhammer 40,000 before, often choose to go for just the hardback rulebook - they understand the basics of wargaming and sometimes already have their own collections of Citadel miniatures, so they don't need introducing in quite the same way.

In the end, the most important factor is: which appeals to you. Most new Warhammer 40,000 players start with the Assault on Black Reach set to get their collection off the ground, and get themselves a copy of the hardback rulebook later - covering both bases.
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So, tell me about the rules.
Games of Warhammer 40,000 are traditionally fought for five - seven 'game turns'. In each 'game turn' each player gets a go. They can move, unleash devastating ranged attacks and fight with all of their models. The rulebook explains how to do each of these things, and once you've read over it once, it becomes remarkably simple to do. In no time you'll be blasting your enemy's warriors with battle cannons and bolter shells, and hacking them down with whirring chainswords!
Factions:
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- The Neverborn -
Chaos Daemons Lust, hate, despair, sorrow. All emotion has a reverbaeration within the warp, the worst, most bitterly felt, and the furtherest extreme becoming strong enough to persist, coalesce, and finally, become. It was from the darkest corners of the galaxy's hearts that Khorne - Lord Upon the Skullthrone, Tzeentch - The Changer of Ways, Nurgle - The Final Decay, and Slaneesh - The Feaster of Pain, sprang forth, and they await the time when the veil against the Warp wears thin, and their warriors, spawn, and offspring can pour through.

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- The Betrayers -
Chaos Space Marines At the very birth of the Imperium of Man, fully half of the Emperor's most trusted Legions turned against him in a bitter civil war. Brother fought brother, and Mankind drove itself to the very brink of extinction. Ten thousand years after their defeat, those same traitors still launch their Black Crusades from within the Eye of Terror, their dead hearts intent upon nothing less than the utter destruction of the Imperium and the death of its weakling Emperor.

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- The Hammer -
Daemonhunters The Imperium of Man is beset on all quarters by enemies hellbent on its destruction. However, some of the greatest threats imaginable originate not within this physical universe, but rather the one beyond. These are a foe that not even the mighty Space Marines are capable of standing against alone, and it was in the face of these that the Ordo Malleus, and their servants, the Grey Knights, were created.

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- The Lost-
Dark Eldar These spawn of unquiet dreams inhabit a realm called Commorragh, a place as darkly twisted as its rulers, from which these merciless pirates launch raids across the length and breadth of the galaxy. The purpose of these raids is not to conquer planets or protect territory but to cause mayhem, steal, pillage, and – most importantly of all – capture new victims to be taken back to Commorragh for endless torture.

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- The Dying -
Eldar An unimaginably ancient race who once ruled an empire spanning the galaxy. Then came the hideous time of the Fall, when the Eldar were consumed by their own decadence and nearly oblitereated to the last, the few survivors scattered across the stars. Though the Eldar are few in number, they continue to be one of the most technologically advanced races in the galaxy. This advantage is combined with the prescient abilities of their Farseers, who scry the future and guide their kin along the most favorable paths of fate.

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- The Dutiful -
Imperial Guard In the midst of genetically engineered super-beings, alien killing machines, warrior mystics, and technology that approaches sorcery in its sophistication, the Imperial Guard are mere mortals. Protected by little more than faith, they contend with the most terrifying threats the darkest corners of the galaxy vomits forth. As such it is easy to identify with these brave souls and to see in them the qualities of true heroes. Also: tanks tank lol

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- The Ancient -
Necrons Ancient beyond imagining, the Necrons are awakening from their 60-million-year dormancy to plague the living once more. Thousands of immortal, soulless warriors have risen from dusty stasis-tombs, their cold wills bent on harvesting the teeming species of the galaxy. Their miraculous technology was far in advance of any contemporary equivalent long before the Eldar, reckoned the oldest amongst the xenos races, had even begun their existence, and it is only that so few have awoken that they do not pose a greater threat in the current day.

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- The Beast -
Orks The most widespread and warlike race of aliens in the bloodstained galaxy of the 41st millennium. From the depths of the galactic core to the distant ghost-stars beyond the galactic rim, burgeoning Ork empires rise and fall. In terms of sheer numbers and planets, Orks occupy more of the galaxy than any other single race, and if they ever unified, they would crush all opposition the stood before them. However, the Orks' passion for violence is so unquenchable that they spend their entire lives embroiled in war, and will fight each other as readily as any other foe.

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- The Loyal -
Space Marines They are the most powerful and dreaded of all the human warriors in the galaxy. No longer strictly human, but superhuman, superior in all respects to mere men by a harsh regime of genetic modification, psycho-conditioning and rigorous training. Being few in number compared to the uncounted trillions of humanity, Space Marines are organized into small independent armies called Chapters. Their unswerving loyalty is to the Emperor of Mankind first, their Chapter second, and none other beyond that.

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- The Young -
Tau Empire Since their first contact with the Imperium in the 35th millennium, the Tau have risen from a hunter-gatherer society to a star-faring race in less than six thousand years. Absolute obedient to the command of the enigmatic ethereal caste, the Tau believe that now is their time. It is their race and their Empire that will bring unity to the stars, all races equal, and the Tau first among them. There is no foe their technology cannot overcome, no quandary their science cannot resolve, the stars and all that lies between to be joined beneath the aegis of the Greater Good.

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- The Devourer -
Tyranids Without a doubt the most alien race encountered by Humanity. They have been likened to galacticlocusts, remorselessly hungry and too numerous to stop. Tyranids are a nomadic, space-dwelling race that emerged from the void between galaxies into our own in search of new resources to consume. These hive fleets have discovered sustenance in abundance in the forms of the myriad species of the Milky Way galaxy, stripping planets of all bio-mass before moving on, leaving nothing but a ball of scoured rock in the wake of their titanic swarms. What's worse, no one seems able to halt, let alone reverse, the Tyranid tide as its tendrils bore ever deeper towards the heart of our galaxy.

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- The Faithful -
Witchhunters The darkness contained within the Imperium itself is a sinister and subtle threat. The heretic, mutant, and rogue psyker threaten humanity with an internal rot far more damaging than any xenos invasion. The Ordo Hereticus exists to seek and burn out this threat. Known as the Witch Hunters, these Inquisitors command the might of the Imperium – especially the Adepta Sororitas – in their hunt for the witch, the mutant, the heretic, the fallen cleric, and none is permitted to escape the cleansing fire of their wrath.
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Where can I buy this stuff online?
http://www.games-workshop.com/ - The main site. Not the cheapest place to get minis, but if you can't find it anywhere else...

http://www.forgeworld.com/ - Beautiful resin models to add spiff to any army. High detail, even higher cost, the place to go if you love your hobby, but hate your wallet.

http://www.maelstromgames.co.uk - Consistent discounts, extra discounts on 5+ 'army bundles', free international shipping, great selection.

http://www.chaosorc.com - Good discounts (particularly on large items), cheap shipping. patchy selection but carries lots of older products and non-GW stuff. Some items aren't clearly labeled differently from older versions, but they're a good alternative on specific items.

http://thewarstore.com/ - Excellent selection, good discounts, good service. 20% off normal prices, and an excellent selection of bits when you're just looking for a single piece in particular.

http://www.apocabitznow.com/ - Carries an excellent selection of bits, including metal and resin pieces, as well as selling GW kits at 20% off. Free shipping for orders over $75.

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Other places of Note:
http://belloflostsouls.org - A great 40k (and sometimes fantasy) rumor site. They also post articles on campaigning, modeling and home made rules.

http://www.warseer.com - Currently about the biggest GW-related forum on the net. Unfortunately, it has a horrible signal/noise ratio, but the rumors forums are frequently the first place to hear accurate news of upcoming products.

http://www.bolterandchainsword.com/ - Space Marines, and high fashion (not really)

http://www.the-waaagh.com
- Orks orks orks orks! Jobs a gud'un boss.

http://www.dakkadakka.com/ - They used to be cool. Kinda fallen on hard times but you do tend to get much more signal and much less noise over there.

http://www.the-warforge.com - Ein's modelling and converting site. Totally slipped this into the OP because I could.

http://www.bartertown.com/ - The place to go when looking for like-minded people with models for trade and sale. (I got a Forgeworld Warhound Titan for half-off from someone who needed to raise cash for a ring.)
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How do I mine haversack? Because you need a way to cart all your wonderful new toys around, here are a couple recommendations beyond what you can get from GW itself:

Sabol Army Transports A little expensive, but I use them exclusively, because of the quite reasonable international shipping price, and mostly for the fact that you can custom cut the foam trays to fit your models. Also available from the War Store.

Figures in Comfort A wide range of precut foam trays, and carrying cases for whatever your needs.
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Painting services: The hobby's dirty little secret, for people who have entire armies in venerable shades of pewter and gray, and want something else, but lack the time, ability, or faith in their own prowess to do it themselves (but still have plenty of money).

Blue Table Painting: Based in Utah, USA, these guys do good work for a reasonable price. They have quite a few videos up on youtube if you want to check out their work.

Painted Figs: Based in Sri Lanka. Just about the best $/painting quality ratio out there. They do excellent work at a very reasonable price. Shipping is pretty expensive from the USA, but for anyone closer to that side of the world (like Japan) even with the cost of getting your models there and back, the price can't be beat.

Game Fusion Studio: Based in California. They make and sell a large variety of terrain as well as offering mini painting services. Pricey, but they do some nice looking work.

The Warstore: Branching out into offering painted minis, as well as kits and bits.


Hobby Helpers:


Paints, tools, and hobby supplies:

Tower Hobbies: The best place for finding Tamiya paints and sprays in the U.S. outside of a well stocked local store.

Model Painters: Test out paint scheme templates without actually putting pigment to plastic.

Bolter & Chainsword's awesome multi-model painter.

Rare earth magnets:
Tiny, strong, a modeler's best friend for making swappable pieces.

In the U.S.: K&J Magnetics

In the UK: Power Magnet Store
Thought for the day - Mercy is a failing of those too weak to kill.

Gabriel_Pitt on
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Posts

  • AsherAsher Registered User regular
    edited January 2009
    Or wait a month and get DoW II.

    Things my Red Terror has Swallowed Whole: A Mentors Librarian, a Fire Warrior Sash'Ui. Total Points: 109 (so far...)
    "Leapin' and Hoppin' on a Warpshadow" - Mah Nids
    The Swordwind Rises! - Biel Tan. All Aspects. All the time.
    "Before seeking Victory, first make yourself Invulnerable to defeat" - Sneaky sneaky Raptors
  • SJSJ Registered User regular
    edited January 2009
    Nax: If your computer can run DoW2, awful idea.

  • AsherAsher Registered User regular
    edited January 2009
    So, considering the Beta is just around the corner, we should think about playing some games.

    Also, totally beat you SJ.

    Things my Red Terror has Swallowed Whole: A Mentors Librarian, a Fire Warrior Sash'Ui. Total Points: 109 (so far...)
    "Leapin' and Hoppin' on a Warpshadow" - Mah Nids
    The Swordwind Rises! - Biel Tan. All Aspects. All the time.
    "Before seeking Victory, first make yourself Invulnerable to defeat" - Sneaky sneaky Raptors
  • NaxNax Registered User regular
    edited January 2009
    Curse you! You guys are supposed to encourage these impulse purchases!

    The following people are amazing and I love them: Wildcat, Timspork, Kias, Denada, susan, Sharp101, [GHSC]Ryctor, Matev, Matrias, ItBurns, Slapnuts, Dayspring, see317, and the unknown poster that sent me a box of Death Company! <3 If you get them as Santees you should buy them amazing things!
  • SJSJ Registered User regular
    edited January 2009
    Asher wrote: »
    So, considering the Beta is just around the corner, we should think about playing some games.

    Also, totally beat you SJ.

    Nuh uh, my response was in addition to yours

    Meanie D:

    Edit: also, if you want to play DoW2, post in the thread we have going on over at G&T.

  • AsherAsher Registered User regular
    edited January 2009
    We're encouraging you to buy what looks like a better game, that isn't 5 years old, that all of us will be playing.

    Call it enlightened self interest.

    Things my Red Terror has Swallowed Whole: A Mentors Librarian, a Fire Warrior Sash'Ui. Total Points: 109 (so far...)
    "Leapin' and Hoppin' on a Warpshadow" - Mah Nids
    The Swordwind Rises! - Biel Tan. All Aspects. All the time.
    "Before seeking Victory, first make yourself Invulnerable to defeat" - Sneaky sneaky Raptors
  • SJSJ Registered User regular
    edited January 2009
    Asher, you planning on playin' Nids in the new DoW?

  • NaxNax Registered User regular
    edited January 2009
    Oh, I will totally be playing DoW2, regardless of any base DoW purchase I make before then

    The following people are amazing and I love them: Wildcat, Timspork, Kias, Denada, susan, Sharp101, [GHSC]Ryctor, Matev, Matrias, ItBurns, Slapnuts, Dayspring, see317, and the unknown poster that sent me a box of Death Company! <3 If you get them as Santees you should buy them amazing things!
  • AsherAsher Registered User regular
    edited January 2009
    SJ wrote: »
    Asher, you planning on playin' Nids in the new DoW?

    Yesssssss! The nid's looking awesome in DoW II was what inspired me to start up a little fleet of my own. I guess I'll give everyone a shot but nids look the coolest. Marines do look pretty fun to though, because I am a lap dog of the Imperium and Techmarines are fuckin' wicked.

    Things my Red Terror has Swallowed Whole: A Mentors Librarian, a Fire Warrior Sash'Ui. Total Points: 109 (so far...)
    "Leapin' and Hoppin' on a Warpshadow" - Mah Nids
    The Swordwind Rises! - Biel Tan. All Aspects. All the time.
    "Before seeking Victory, first make yourself Invulnerable to defeat" - Sneaky sneaky Raptors
  • ZahaladeenZahaladeen Registered User
    edited January 2009
    Okay, after posting a similar thread on the Warhammer Fantasy thread and getting loads of helpful responses there, I'm doing the same here. But with more dakka.

    I'm getting back into tabletop gaming after a hiatus and am looking to blow the dust of my armies and get back into it. Unfortunatly it's been three years or so since I have and my knowledge of anything remotely 40k is pretty McWeaksauce.

    At the moment I have the following:

    2,000+ points of Grey Knights (I just got into GW and they looked the coolest. Yes, mock away.)

    2,000+ points of Nid Hunter Imperial Guard which may or may not be playable with the new book on it's way. Bollocks.

    But I'm bored with them and looking to buy up a couple new armies but I'm kind of lost in the wilderness over what to get. My flatmate - who's beardiness is legendary - is suggesting the following:

    Dark Angels: I want to do the whole thing. Deathwing, Ravenwing, and vanilla Astartes. I've loved the lore behind the DA's and really, really enjoy painting Dark Angels Green. A lot.

    Plague Marines: Tough and also lots of painting with the color green. And entrails. Woot.

    Orks: My flatmate says that a well constructed mob is tough to beat, especially with the edition rules and the gear they get with the new book. I've always wanted to play them and their fantasy counterpart because they look fun.

    IG Armored Division: I just like tanks. That is all.

    Nids: According to my flatmate, Nids are the army to beat this year. I disagree but then again, I smell strongly of n00b.

    Like everyone I'd like that beatstick list that makes people stutter uncontrollably, but I also want something that's going to be fun to paint and play. So any suggestions you may have for these armies or to knock down any assumptions I may have are apreciated.

  • EinEin New Jersey, USARegistered User regular
    edited January 2009
    Man

    One of the other forumers stopped by here the other day, and dropped off a metric goddamn ton of bitz. He described himself as a lurker, and I just realized I never discovered what his actual forum name was, but he apparently played Nids and Tau and had a bunch of bitz he wasn't going to be able to use, because he was leaving the country for work. Being an awesome sort, he came by Sunday and dropped said leftovers off here with me, so that I could do horrible things with them.

    I have a shit-ton of Tyranid parts now. There's like enough limbs, heads, and carapaces here for 4 carnifexes, but no bodies to put them on (not to mention stuff from the smaller gribblies). I am thinking a Trygon might be in order, because they're really the only things I can think of that I could use so many damn scything talons on.

    The Tau stuff is equally awesome. I have a lot of limbs and extremities, so I need to bitz order some bodies to put everything on.

    I can't begin to overstate how much bitz are here, though. Scott, you are the man, whatever your forum name is.

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    Server info: mc.crafti.ca
  • Dark_SideDark_Side Registered User regular
    edited January 2009
    Zahaladeen wrote: »


    At the moment I have the following:

    Orks: My flatmate says that a well constructed mob is tough to beat, especially with the edition rules and the gear they get with the new book. I've always wanted to play them and their fantasy counterpart because they look fun.

    Depending on where you look on the internet, I would say the Orks are considered one of the strongest armies out there right now. I don't play them, but there's plenty on this board who do that can fill you in on the glory of the greenskins. And if you want to get beardy, supposedly one of the toughest units in the game to deal with right now are Ork Nob Bikers.

  • DayspringDayspring the Phoenician Registered User regular
    edited January 2009
    Zahaladeen wrote: »

    Nids: According to my flatmate, Nids are the army to beat this year. I disagree but then again, I smell strongly of n00b.

    This seems like a bit of a weird statement. Not that nids suck or anything, but eh.

    Anyway, you should pick orks for the following reasons:

    1) Orks are massively competitive. I think they tend to rank pretty highly in tournaments and such right now, if that kind of thing appeals to you.
    2) The ork codex means you can make loads of different (and viable) types of ork army. Horde of boyz, mechanized, loads of kans, loads of shootin'. With the ability to make Nobz a troop choice you can also make them a small elite type force.
    3) They're orks, so you know they'll be fun to paint/convert/play
    4)WAAAGH
    5) Oh god what time is it I should be in bed

  • Gabriel_PittGabriel_Pitt Damn you, eidetic memory! Registered User regular
    edited January 2009
    Orks do not do so well when a unit of sisters jumps out of a rhino, hits them with five flamers, and then a basilisk, a Leman Russ, a Demolisher, a Hellhound, and just for insult, four mortars, all throw their weight into the argument. There was this humongous hole in what used to be a very scary tide of green. <img class=" title=":lol:" class="bbcode_smiley" />

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  • ZahaladeenZahaladeen Registered User
    edited January 2009
    Dayspring wrote: »
    Zahaladeen wrote: »

    Nids: According to my flatmate, Nids are the army to beat this year. I disagree but then again, I smell strongly of n00b.

    This seems like a bit of a weird statement. Not that nids suck or anything, but eh.

    I'm just partial to Orks and how tough they are. I have nothing but love for Nids and Nid players. From my limited perspective it would seem to me that Eldar/Orks/IG las-cannon-o-rama are great lists.

    Then again, I don't know anything IE ignorant of what's genius right now. Right now I like Witch Hunters because there are womenz. And boobz. And large caliber weaponz. And boobz.

    Orks sound like a win just because of being able to convert everything. I'd love to take a remote control car and turn it into a Wartruk. Plus the Forge World gear looks sweet too.

  • EinEin New Jersey, USARegistered User regular
    edited January 2009
    I just need to jump in this thread to say:

    The new Kaptain Badrukk miniature is amazingly good. Like, I've seen the pictures, but holding it in your hand is another thing entirely. He is such a big goddamn ork, he towers over normal boyz. They nailed the scale on him. And his gun is obscene. Everything about this miniature is lovely.

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    Server info: mc.crafti.ca
  • SJSJ Registered User regular
    edited January 2009
    Zahaladeen wrote: »
    Like everyone I'd like that beatstick list that makes people stutter uncontrollably, but I also want something that's going to be fun to paint and play. So any suggestions you may have for these armies or to knock down any assumptions I may have are apreciated.

    Dark Angels are cool, but if you're not using their advantages to their fullest (deathwing and/or ravenwing) there's no reason to play them. Codex marines do standard stuff far better.

    Plague Marines are awesome. Great at taking objectives as well as kill points, and lots of modeling opportunities. But don't sell yourself short by thinking that you have to play an all nurgle army; you can, but you don't have to.

    Orks are a very strong army, and they can be strong no matter what kind of list you want to run. Not only are they ridiculously fun to play, but they have some of the best models anywhere, ever.

    IG Armored Company you should stay well away from until the new book comes out. There's no telling whether or not you'll be able to use all the stuff you buy.

    Nids: It sounds like your mate doesn't really know what he's talking about, to be honest. Nids are good, but not as good as they were in 4th edition. Their key advantage is mobility, and that can be a very difficult advantage to capitalize on in every situation. The old nidzilla list is currently dying a violent death in GTs and various other tournaments around the world, though some skilled players can still make it work. Balanced bugs are the best bugs at the moment.

  • ElderCatElderCat Registered User, ClubPA regular
    edited January 2009
    SJ wrote: »
    Dark Angels are cool, but if you're not using their advantages to their fullest (deathwing and/or ravenwing) there's no reason to play them. Codex marines do standard stuff far better.
    Like? I haven't really studied the new SM codex, so I don't know what all the differences are. Is there anything that is just OMG dumb that would make me stop using the DA dex?

  • Gabriel_PittGabriel_Pitt Damn you, eidetic memory! Registered User regular
    edited January 2009
    Better unit selection, better rules for some of the standard wargear items, better rules for the vehicles.

    Origin ID: Null_Cypher
    Thomas-Vail.png
  • DichotomyDichotomy Registered User regular
    edited January 2009
    From what I understand, some unit and wargear options in the new SM 'dex are cheaper than the DA equivalent.

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  • ZahaladeenZahaladeen Registered User
    edited January 2009
    ORKS IT IS.
    Spoiler:

  • SJSJ Registered User regular
    edited January 2009
    As long as you don't take Mad Dok Grotsnik in order to give your entire army Cybork bodies, it's hard to go completely wrong...

  • ElderCatElderCat Registered User, ClubPA regular
    edited January 2009
    Better unit selection, better rules for some of the standard wargear items, better rules for the vehicles.
    Can you be more specific? I Don't need the actual rules just what units and items and vehicles I should look at would be helpful.

  • ZahaladeenZahaladeen Registered User
    edited January 2009
    SJ wrote: »
    As long as you don't take Mad Dok Grotsnik in order to give your entire army Cybork bodies, it's hard to go completely wrong...

    I was thinking Kult of Speed, paint it red, and buy lots of Orks on bikes. Is there a Kult of Speed list in the codex that allows you to use bikers as a troops choice? I'll check when I get home...

    Thanks for all the great responses guys, I apreciate it.

  • IanatorIanator Delightfully mediocre! Registered User regular
    edited January 2009
    Zahaladeen wrote: »
    SJ wrote: »
    As long as you don't take Mad Dok Grotsnik in order to give your entire army Cybork bodies, it's hard to go completely wrong...

    I was thinking Kult of Speed, paint it red, and buy lots of Orks on bikes. Is there a Kult of Speed list in the codex that allows you to use bikers as a troops choice? I'll check when I get home...

    Thanks for all the great responses guys, I apreciate it.

    The special character Wazdakka Gutsmek does indeed let you take Warbikes as Troops.

    Codes:
    Spoiler:
  • SJSJ Registered User regular
    edited January 2009
    ElderCat wrote: »
    Better unit selection, better rules for some of the standard wargear items, better rules for the vehicles.
    Can you be more specific? I Don't need the actual rules just what units and items and vehicles I should look at would be helpful.

    Better tactical squads, better drop pod rules, better Storm Shield rules, more wargear options for characters, better librarian powers, better captains, Combat Tactics, better veterans (sternguard and vanguard), scout bikers, better whirlwinds, another land raider variant, better cyclone and typhoon missile launchers, more dreadnought variants, awesome special characters. I think that about covers it.

  • ElderCatElderCat Registered User, ClubPA regular
    edited January 2009
    SJ wrote: »
    ElderCat wrote: »
    Better unit selection, better rules for some of the standard wargear items, better rules for the vehicles.
    Can you be more specific? I Don't need the actual rules just what units and items and vehicles I should look at would be helpful.

    Better tactical squads, better drop pod rules, better Storm Shield rules, more wargear options for characters, better librarian powers, better captains, Combat Tactics, better veterans (sternguard and vanguard), scout bikers, better whirlwinds, another land raider variant, better cyclone and typhoon missile launchers, more dreadnought variants, awesome special characters. I think that about covers it.

    WHOA, scary avatar upgrade alert.

    Almost everything you posted is kinda "Meh" for me. As for the upgraded storm shield and cyclone ML and the new variants, I will point out the most important rule in the DA FAQ. I will miss the upgraded wargear options and the slightly cheaper heavy weapons for Tac squads, but I will probably always take a DW or RW squad, and then everything kinda evens out.

  • RaslinRaslin Registered User regular
    edited January 2009
    First off, thread title is totally a rip off of mine

    Second, critique my ork list. I feel like I don't have enough boys, or enough anti-tank, but I'll let you guys help me decide
    Spoiler:

    I cant url good so add me on steam anyways steamcommunity.com/id/Raslin

    3ds friend code: 2981-6032-4118
  • edited January 2009
    so I'm looking to vary my wolf guard leader models a bit from the squads they'll be placed in. What's a good, useful, alternative weapon to have for a guy in a squad that uses primarily bolters (a power fist, melta gun, and power axe are the exceptions).

  • It BurnsIt Burns Registered User regular
    edited January 2009
    Dayspring wrote: »
    It Burns, you don't seem to have (m)any template weapons.
    You have a decent number of mans but you still might get swamped.

    I could take out a predator and put in a whirldwind, I like those a lot too. I don't think that'd be enough tough, I may need to get more templates in there. Maybe drop the land speeder aswell for another whirlwind.


    @ Raslin: You could try to add a small unit of grots. 10 of the little dudes and a runtherd go for 40 points and they can hold an objective, freeing up one of you mobs to advance instead of staying back to hold it. Unless you place your objectives in enemy territory but I've tried that without much sucess so I can't recomend it. :P

    @ Dareth: I don't have the wolves codex so I might be wrong here, but a plasmagun would be nice, it's a rapid fire weapon with 24" range like the bolters. If you're looking for a different close combat weapon you could try lightning claws.

    The slowest painter. Ever.
  • RaslinRaslin Registered User regular
    edited January 2009
    Stormbolters are nice, but only if the unit is meant to assault eventually(for wolves, this isn't exactly unlikely)

    I cant url good so add me on steam anyways steamcommunity.com/id/Raslin

    3ds friend code: 2981-6032-4118
  • AlphariusAlpharius Registered User regular
    edited January 2009
    I am overwhelmed by the scale of that strikeforce box

    also as predicted I'm now eyeing up some alpha legion iconography on forgeworld

    no cover save for wallets!

    Check out my 40k blog: WarHamSandwich
  • MaydayMayday made up his mind Registered User regular
    edited January 2009
    Sharp101 wrote: »
    Mayday wrote: »
    Warhammer 40k: I just bought too many fucking marines.

    I mean Jesus Christ, I got 2 Dreads, 10 Termies + 2 assault cannons and 5 metal scouts + scout sarge for fucking $22,5 How could I have not bought this?
    But I also bought AOBR + 10 additional marines a few days ago, so now I'm swimming in those fuckers, gonna have to sell some of it back I guess.

  • BrainleechBrainleech Registered User regular
    edited January 2009
    ' wrote:
    -[arlequin;8654377']I am overwhelmed by the scale of that strikeforce box

    also as predicted I'm now eyeing up some alpha legion iconography on forgeworld

    no cover save for wallets!

    I thought of building a Alpha Legion Army with the codex where they get cultists and other hangers on as meat for the grinder
    I was going to build them off of generic space marines with the alpha legion colours
    So I could explain why they have an army of thralls is because the leader whomever that is thinks they are loyal space marines




    I got my Black Templar army way back during the Battle for Armageddon summer battle. It was one of the prizes in the tournament.
    I started to assemble and play with them because I grew bored with my Eldar army
    I would have to go look I know I have tons of marines and little else. I keep working on my command squad and then picking something else because I think that this part or this look is better It just never ends.

    A.jpg
  • AlphariusAlpharius Registered User regular
    edited January 2009
    Yeah I got into alpha legion at that time, and then they changed the colour scheme and dropped the cultists - I was disappointed to say the least. I need to repaint my forces and lose the cultists, though I did think of using them as counts as lesser daemons...

    Check out my 40k blog: WarHamSandwich
  • Canada_jezusCanada_jezus Registered User regular
    edited January 2009
    Well that'd be a pretty nice solution, provided your cultists are pretty cultisty.

    You know who I fucking hate? Pony.

    I don't know why, I just felt the need to say that.
  • The Count Of Midget FistoThe Count Of Midget Fisto Registered User regular
    edited January 2009
    How does this 1k Tau list look?
    Spoiler:

    In Low Orbit Over Budapest
  • EinEin New Jersey, USARegistered User regular
    edited January 2009
    Zahaladeen wrote: »
    SJ wrote: »
    As long as you don't take Mad Dok Grotsnik in order to give your entire army Cybork bodies, it's hard to go completely wrong...

    I was thinking Kult of Speed, paint it red, and buy lots of Orks on bikes. Is there a Kult of Speed list in the codex that allows you to use bikers as a troops choice? I'll check when I get home...

    Thanks for all the great responses guys, I apreciate it.

    Hey Zahal,

    Kult of Speed is pretty effective if you go Trukk-heavy. There is a character in the ork dex named Wazdakka who lets you take ork bikers as troops. However, it's worth mentioning that biker-heavy armies are not very powerful in game terms due to their pretty significant points cost. I've playtested a biker army twice, and both times it's been pretty easily overwhelmed by your standard Marine list. Nob bikers, on the other hand, are supposedly an unstoppable force of nature, and have been causing a lot of trouble for opponents at Tournaments, but taking just Nob Bikers and Warbosses (to make them count as troops) will leave you with a very one-trick pony list. A squad of bikers would supplement a list great with powerful mobile shooting, but if you put all your eggs in one basket you're going to start having trouble.

    Ork Trukks themselves are ridiculously handy on the virtue of their 'Kareen' rule, which means that when they inevitably blow up, there's a decent chance the orks it's carrying will be just fine. Putting 11 boyz and a Nob with a Klaw in a trukk with a Reinforced Ram is an excellent way of getting in your opponents face by turn 2 or 3, and killing said face. I would usually much rather throw a 10-man Nobz squad in a trukk kitted out to the nines than pay for Nob Bikers, myself.

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    Server info: mc.crafti.ca
  • timspork's ghosttimspork's ghost Ghostbuster Hook & Ladder 8Registered User regular
    edited January 2009
    So here is what I'm thinking of doing for mt 1500 point Armored Company list for next month's paint and play.

    HQ: Exterminator with 3 heavy bolters
    Elite: Vanquisher with lascannon
    Heavy: Demolisher with heavy bolter
    Troop: Leman Russ with lascannon
    Troop: Leman Russ with lascannon
    Troop: Leman Russ with lascannon
    Troop: Leman Russ with heavy bolter
    Troop: Leman Russ with heavy bolter
    All have Extra Armor

    Total: 1430

    Additions are the bottom three Russes. I contemplated added more specialized units like the other two demolishers or the Tank Hunter, but in the end I felt that I needed more shots going down range per turn.

    This will mean that the last of the Sentinels will be heading back to base. Their reconnaissance work has been vital in the preliminary skirmishes, but the armored company is now full engaged and their scouting is now unnecessary.

    3a6d8230-e44a-450d-989b-b8c17c4043da_zpsf1979ceb.jpg
    (3DS Friend Code) 5472-6198-4568 (PSN) timspork (Steam) timspork
  • 815165815165 Registered User regular
    edited January 2009
    So I got some boyz along with the rulebook (wish it was a paperback but meh) and the ork codex (which is super awesome compared to the old 3rd ed one) but I have a newbie question.

    If my Nob has a twin-linked shoota and power claw (because that's the only weapons I can use that means I can still get ten boys with sluggas and choppas out of the sprues) does he still get an extra melee attack from having two close combat weapons?

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