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[WH40,000] Tales of the Neckbeard and Adventures in Crazyland, 1000 FLGS stories.
Posts
EDIT: And the reason not put on the gloves is that I want to learn. Everything I messed up Sunday sticks out in my mind more than the things I didn't. So if you kick my butt, I might remember those lessons.
I meant put on the kids gloves as to the list I use.
I'm a ruthless asshole, but I'd rather be a ruthless asshole armed with a foam noodle than a machinegun.
Buy my 40k shit.
Vassal with neckbeards: "Well, I don't think there are any windows on the face of that building, your unit can't see mine. No, I don't think I shot you through it last turn... no... I was shootinag at a different unit... And no, I didn't mean THAT rocky rubble was difficult, I meant this rocky rubble over here was difficult... this one that is slighly darker, you see? So, my unit doesnt have to roll to go through here" Long and frustrating game that makes you hate Vassal
Really, its exactly the same as playing neckbeards in real life, but they have have an abstrat board to abuse
Buy my 40k shit.
Then I find out that there is a new kit of plastic Space Wolf cavalry. Where the fuck are my damn plastic Rough Riders GW?!?!?
I'm really looking forward to graduating and playing some 40k. The 6th Arcadian has spent to long on R&R.
@SJ We need to play some epic. I still have that entire army of Space Dwarfs and won that ebay bid way back so I literally have enough old plastic/cardboard epic buildings to fill a densely packed 6'x4' table.
Anyone got any tips for me when this happens? It's not gonna be for awhile (need to finish about 5-6 more Kroot for my Tau, then I need to finish the squads and vehicles.)
There's a fairly regular group that plays and the local comic/game shop has Warhammer thursdays (mixed with War Machines). I was thinking about asking them (the shop) if they had a free weekend where we could use about 4 of their tables for both days.
Make sure you know everyone who's going to take part in the actual game and that they're all on the same page for what you want to get out of it. Nothing ruins a game quicker than discovering someone is playing WAAC (or worse yet, most of whichever team they're on) while their opponents are just pushing mans around.
That leads into making sure that both teams have roughly equivalent capabilities as far as Super-Heavies go. You can't do this by limiting numbers of super-heavies, as 1 Baneblade does not balance 1 Warlord. Hell, even the equivalent points in Baneblades will get wiped out by a Warlord. And being on the team that has to face off against a Warlord with no way to threaten it isn't fun. I know this from experience.
Also recommended, go through the assets and have everyone agree on limitations for them. The ones that come to mind are Flank March and Disruptor Beacon. I'd recommend limiting taking Flank March to only those formations that grant it, and only the models in those formations can benefit from it. Flank Marching titans make people sad. As for Disruptor Beacon, I imagine it's not so bad now that there are no more mystics, but as you'll have a large table to play on you may want to limit where the person can place disrupted models to within a certain range of the beacon. Rendering Deep-strikers completely useless by redeploying them to the back corner of their deployment zone on the enormous apocalypse tables is a bit much for something that is effectively free.
I thought you'd quit for a while honestly. Glad you're nearing a time when you'll have more time.
EDIT: And I just now realized this version has the heavy bolter. I hope there are enough arms to forego that option. Also, a head is missing. It looks like someone twisted it off.
I could take 20 perhaps? issue is I'm in australia
Call GW. You might get lucky and be sent another whole scout quad.
Must be why I've always thought it was though. I've only ever seen it painted (Scout with an unaltered power fist), and have never owned an actual scout squad.
Seems they actually are in the same resin as the little barricases GW sells.
Barricade made out of suitcases. This is not rocket science.
Barricuda shaped briefcases.
Buy my 40k shit.
My main concern is that resin is very brittle, and lashwhips are pretty thin.
I wonder if they're relentess like the regular bike squad? TO THE RULEBOOK!
I may have found a use for those sweet models after all.
Hey, muggins, how are your Mantis Warriors coming along? Weren't you including scout bikers? I'd love to see them painted.
And a bunch of scouts.
And a Storm.
MORE SCOUTS
Why wouldn't they be? They're the exact same unit type.
I bought a sprue of them I'm picking up tomorrow in case anybody wants a look at them. I just assumed it was Finecast for some crazy reason, didn't realize it was going to be a different type of resin all together.
And I checked and apparently all bikes are relentless.
EDIT: Just like SJ said.
Anyway, here is my 2nd draft Raptors list critique me:
HQ:
Lias Issodon "The Grim", Master of the Raptors
ELITES:
10 Sternguard, Power Fist, 2 Combi-Meltas
TROOPS:
10 Man Tac Squad, Fist, Plasma Gun, Plasma Cannon
5 Man Scout Squad, Telion, Heavy Bolter, 3 Snipers
5 Man Scout Squad, 4 CC Scouts, Power Fist Sarge
FAST ATTACK
Squadron of 2 Land Speeders, each with Multi Melta and Heavy Flamer
Land Speeder Storm, Heavy Flamer
5 Scout Bikes, Combi Melta, Melta Bombs on Sarge, 2 Astartes Grenade Launchers, Cluster Mines
HEAVY SUPPORT:
Land Raider, Extra armour, Multi Melta
The plan behind this army is to make it as fluffy as shit, so lots of shooting, scouts and shenanigans. Issodon will go in with the Sterndguard to form a formidable firebase. I've got a Fist and 2 Meltas in there as Walker insurance. They'll stick pretty close to the Land Raider, so they can decamp if enemy assault units get to close. The Land Raider can also pop Transports and let Issodon and his squad hose down the contents with delicious delicious special ammo.
The Tac Squad will form a secondary firebase, and I can combat squad them as I want. I think a Rhino would make them more flexible, but I want to avoid it for fluff reasons (Bare with me here). Plas Cannons are cheap and cool and Plasma guns are funny. I think they'll be paired up with Telion's Squad for combining fire power. I've got Telion and some sniper scouts in there because I love the models, they are super themey and I can see Telion being useful against Commissars, and just for scaring Sergeants/specials etc in other armies. I don't expect him to work wonders, but he seems like a useful tool.
As for the rest, the Speeder squadron can multitask. It can go armour hunting, or hose down infantry. The Scout bikes are there because A: They are super cool and B: To be an annoyance and possibly smack some tanks about. The GLs give them some flexibility too. The Storm can outflank or just turboboost up the board and let its scouts get stuck into a soft target or tank. Hopefully some will survive so I can tool around with a scoring fast skimmer.
I know the list is very light on CC capability, but that's what I want to go for. The Raptors are guerilla warfare specialists and favour ranged combat. I also intend to put them in some kind of alien mangrove swamp which is an incredibly hostile environment so I can weather the shit out of them. For that reason I'm going for Land Raiders (Tough enough to survive) and Speeders (Fly above it all!). FOr those of you who don't have IA: 9, Issodon gives Chapter Tactics: Stealth, -1 to enemy reserves, the ability to inflict d6 wounds (normal saves) or one glancing hit on an enemy unit after scout moves and is himself good at shootign with an Assault 2/Heavy 4 Boltgun which uses the Sternguard special ammo. He is rubbish in combat though with normal power armour, no invuln and just a Power Weapon.