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[WH40,000] Tales of the Neckbeard and Adventures in Crazyland, 1000 FLGS stories.
Posts
Generally drop podding your vehicles into your opponents meltaguns is a bad idea.
Changed my list, now at 2085 out of 2000 points. Help me prune it and make it better.
<3
And the guy actually doesn't have claws. Bad picture, I'll try again once I actually painted. It's a Terminator body with ork arms/head. Looted Termie armor!
Joline Lovejoy: Gifted Priest/Pistoleer - Chains of Corvis IKRPG
So obvious questions, where are Issodon and the Libby going to hang out?
Multimeltas on the Typhoons is an odd choice as Typhoons gives them range.
How much are you actually benefitting from Issodon's stealth as everyone is Transports?
I feel that 2 small Sternguard Squads in pods is a whole mess of easily surrendered kill points.
Instead of going for a useless captain if you can't use issodon, find the extra points and take Kantor instead as you already have Sternguard, you might as well make them scoring.
As for the rest, well, I don't play 2k games so I can't really comment. Ironclads are better to drop pod in in my experience as they have better armour and can take normal melta guns anyway.
I'm just trying speeders now, so I figured I'd give them some options when it comes to dealing with stuff. If the situation demanded it I could have them jet up and MM something.
Originally I didn't have anyone in transports! I've been gradually messing with it over the course of the night talking with SJ, and before I knew it I was meched.
The sternguard squads are big >.> and the reason I had the captain there was just so that I could switch them out without messing up the points.
Well said on the Ironclad.
Of course, everything else is pure plastic.
the bottles have changed since I took the pic
cyanoacrylate super glue does decay
Did you pin your champ? I have found some green stuff holding pins in and some bonds tends to work better than just glue and slightly better than pinning glue
So you're moving to Toronto to come play 40k with us?
One of us, one of us
Dis is all you need. Anything else is heresy.
http://www.bsi-inc.com/Pages/hobby/ca.html
http://bloodofkittens.com/rantineminor/
I HAS A BLOG NOW! FOLLOW ME!
With 16 players, these are the armies that should be coming:
5 Marine (1 BA, 1 SW 3 C:SM)
2 Guard
3 Chaos
2 Tyranids
2 Orks
1 Necron
1 Eldar
Not bad!
I always love how people want to play Flyers against my Tyranids. Which have ABSOLUTELY NO WAY to take down a Flier. Flyer-Players claim that Heavy Venom Cannons can, but obviously, they don't know the rules for HVCannons and love the idea that it takes a [ 6 ] to hit a dang flier!
...And nobody takes HVCannons!
I Spent 90% of my Money on Women and Warhammer. The Rest I Wasted.
Just treat them as skimmers instead of those awful flyer rules
I bought something from Hobbytown that looks just like that, down to the packaging and everything, but it has Hobbytown's name on it. I hope it's just a rebranded product.
It's fucking great.
"Look at that subtle off-white coloring, the tasteful thickness of it... Oh my God, it even has a watermark."
I'd drop the Venerable down to a regular dread with a multimelta. The upgrade really isn't worth it. (Side note - unless the chapter master has some special rules, this guy should be Elites, not Heavy Support.) Otherwise, an Ironclad is still a better choice than a Venerable. Give him a meltagun and a heavy flamer and go to town.
The Land Speeders are kind of oddly armed - realistically, anything you're going to fire the multimelta at, you're not going to fire the Typhoon in frag missile mode at too, and if you move (and you will be moving, static speeders are dead speeders) you can only fire one. Pick one main weapon and stick with it - either MM/HF, TML/HF, or TML/HB loadouts are probably best. Note for 10 points more, you could change those two speeders to three MM/HF speeders. Looking at the list though, TML speeders are probably best, as you are somewhat lacking in the long-range firepower department.
In this specific list, I don't like the Razorback. I know you need some firepower, but you also need troops moving forward to claim objectives, and you have a unit of scouts to hold backfield objectives. I'd probably drop it to another Rhino instead, so you have two Rhinos that can move forward together. Similarly, I'd probably change their plasma cannon to another multimelta or a missile launcher. A single plasma cannon just isn't going to worry anyone, and any firepower from the rest of the squad would probably be wasted. Also I think that squad's points are off in the list.
If you use (or are allowed to use) the chapter master, drop Telion. Giving the squad Stealth is his biggest draw; the additional high BS shot is ok but not really worth 50-odd points if you're getting stealth from elsewhere.
Aidan Twosouls, Dwarf Shaman, in Vale of Buried Shadows
Cool. I was hoping I got the right stuff.
I dunno if this is covered in any FAQs... I'm at work atm and can't look
Hahaha yeah something like that. The girlfriend got an internship out there so we are just in the process of looking for a place, and me finding a job. Definitely going to head down and check things out at meeplemart as soon as I get a chance.
No, because the allocations are done after the wounds are rolled for (by the owner of the squad), so you wouldn't know at that point.
It's either going to be majority Ld (like normal shooting against T), or modified Ld (Space Marines are 8, but the Sarge makes them 9, so it will wound against 9)
@Nax my first instinct is go against majority leadership in that case.
Majority leadership, you're just subbing Ld for T
Models with higher Ld in the unit only let the unit use that Ld for making tests
I wonder if they would be quite so jovial about the whole thing if they didn't have a working relationship with them. It's hardly concept art if someone just draws a picture of their warhams.