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Da Gen'rul
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Old 03-24-2009, 05:21 PM
I would love to use those heads, if I had any
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| #776
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Old 03-24-2009, 05:39 PM
SJ wrote: View Post
I would love to use those heads, if I had any
http://www.thewarstore.com/product45357.html
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Da Gen'rul
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Old 03-24-2009, 05:46 PM
Yeah, but then I'd have to spend money, and I don't give enough of a crap . Although! Tony might have some...

And it says out of stock right on the page, dude

edit: Woot, Tony has some I can use, wut wut.
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Old 03-24-2009, 06:02 PM
Does Tony have some I can use?

edit: Ebay to the rescue! I don't think I need to buy more stuff I'm not ready to paint yet, though...
 

Last edited by Dareth Ram; 03-24-2009 at 06:10 PM.
| #779
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Old 03-24-2009, 06:50 PM
So I realized that as awesome as Guard are going to be, I should finish the Marines I have lying around right now. Haha. Hypothetical list using what I have and a couple additions:


Lysander (200)

Terminator Assault Squad: 5 Terminators with Thunder Hammers and Storm Shields (200)

Sternguard Squad (8): 2 Meltaguns, Drop Pod (245)

Dreadnought: Assault Cannon, Extra Armor (130)

Tactical Squad (10): Lascannon, Plasma Gun, Razorback (Extra Armor) (235)

Tactical Squad (10): Lascannon, Plasma Gun, Razorback (Extra Armor) (235)

Predator: Autocannon, Heavy Bolters (85)

Predator: Autocannon, Heavy Bolters (85)

Whirlwind (85)

1500 pts


I don't want to be forced into Imp. Fists, but Lysander is just so good (can I take him with a different paint scheme? It doesn't say anywhere in the codex that he can only go with Imp Fists). He's waaaay hard to kill, and kills just about everything ever. Also, my whole army having Stubborn is excellent. Assault Termies I also really like, especially with the change to Stormshields. Can they run? It doesn't say they can't anywhere, but you never know with 40K.

Tac squads will split in two, lascannons will stay put, plasma guns will go in the razorbacks. Everything else just does its thing. Figure this list gives me enough low AP to deal with MEQs, but enough volume of fire to deal with hordes too. I am amazed at how cheap autocannon/heavy bolter Preds have gotten.


EDIT: forgot to put in the total points value
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Last edited by 3clipse; 03-24-2009 at 08:42 PM.
| #780
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Old 03-24-2009, 07:32 PM
A quick idea for a Salamander Successor chapter list.

Thoughts?
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| #781
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Old 03-24-2009, 07:40 PM
Conversion beamer plus melta servitors seems like a poor combination.
How come there are 6 terminators in each squad?
Succumbed to the will of Slaanesh?
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| #782
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Old 03-24-2009, 07:43 PM
6 seemed better than 5, but cheaper than 7

And re:conversion beamer, maybe just put him with one of the tac squads instead?
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Old 03-24-2009, 07:43 PM
Dayspring wrote: View Post
Conversion beamer plus melta servitors seems like a poor combination.
How come there are 6 terminators in each squad?
Succumbed to the will of Slaanesh?
Oh sure, comment on his but not mine =P heh. Yeah, I feel like with a conversion beamer you want to be waay back, not near enough for meltas to work.

EDIT: 5 is pretty fine for Termies I think, especially if you're bringing two units of them. Your tac squads are also reeaaally expensive.
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Last edited by 3clipse; 03-24-2009 at 07:48 PM.
| #784
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Old 03-24-2009, 08:05 PM
Yeah, model counts seems low enough that it could do you in sharp.
If you just want meat shields, some generic servitors could stand in the way but otherwise the MotF is probably best hiding in the corner. you could put him on a bike if you want him to keep closer to your troops. You might not get the range but he could move and fire so that'd be something maybe?

@3clipse you can take any special character. The ruling is "counts as", so as long as it reasonably represents it, do what you like. Lysander with (let's say) blue armour on crusade with the ultramarines? Sure. Build your own guy with your own background but just use the rules for lysander? Sure. as long as you don't stick a gretchin down and say "that's lysander" you're probably good to go!
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Old 03-24-2009, 08:20 PM
Dayspring wrote: View Post
Yeah, model counts seems low enough that it could do you in sharp.
If you just want meat shields, some generic servitors could stand in the way but otherwise the MotF is probably best hiding in the corner. you could put him on a bike if you want him to keep closer to your troops. You might not get the range but he could move and fire so that'd be something maybe?

@3clipse you can take any special character. The ruling is "counts as", so as long as it reasonably represents it, do what you like. Lysander with (let's say) blue armour on crusade with the ultramarines? Sure. Build your own guy with your own background but just use the rules for lysander? Sure. as long as you don't stick a gretchin down and say "that's lysander" you're probably good to go!
That is awesome.

Anyone have comments on the actual list itself?


EDIT: Question about Lysander: his profile says he only has 3 attacks. Now, is that total, ever? Terminator armor no longer mentions giving +1 attack, did they get rid of that?
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Last edited by 3clipse; 03-24-2009 at 08:40 PM.
| #786
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Old 03-24-2009, 08:26 PM
I've been looking at getting the Tau Commander SHAS O R'MYR from Forge World because the model is awesome.
Spoiler:


But I can't figure out what he's good at. You can view his rules from forge world here It looks like he tries to be good at CC but he's really not that great. I think I might just get him and use him as any other commander.
  | #787
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Old 03-24-2009, 08:57 PM
3clipse wrote: View Post

EDIT: Question about Lysander: his profile says he only has 3 attacks. Now, is that total, ever? Terminator armor no longer mentions giving +1 attack, did they get rid of that?
They merged most of that stuff into base profiles. So yeah, 3 attacks. 4 if you get the charge.
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Old 03-24-2009, 09:02 PM
Dayspring wrote: View Post
3clipse wrote: View Post

EDIT: Question about Lysander: his profile says he only has 3 attacks. Now, is that total, ever? Terminator armor no longer mentions giving +1 attack, did they get rid of that?
They merged most of that stuff into base profiles. So yeah, 3 attacks. 4 if you get the charge.
Bah. I guess that's balanced though. WS6 S10 Thunder Hammer is pretty nasty >.>
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| #789
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Old 03-24-2009, 09:03 PM
Boyz only get 3 attacks on the charge right? I can't tell if they put the Shoota/Slugga +1 attack into the profile or not.

Boyz with 4 attacks would just break the world open.
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Old 03-24-2009, 09:14 PM
Additional CC weapon attacks are never included. So a boy has 2 base, 3 with slugga/choppa, and 4 on the charge.
Likewise, Nobs have 3 base, 4 if they have slugga/choppa, and then 5 on the charge. Just the 4 if you give them a power claw tho.

ORKZ IZ MADE FA' FIGHTIN' AN WINNIN!
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Old 03-24-2009, 09:18 PM
Dayspring wrote: View Post
Additional CC weapon attacks are never included. So a boy has 2 base, 3 with slugga/choppa, and 4 on the charge.
Likewise, Nobs have 3 base, 4 if they have slugga/choppa, and then 5 on the charge. Just the 4 if you give them a power claw tho.

ORKZ IZ MADE FA' FIGHTIN' AN WINNIN!
Holy crap.

That's 4 Str 4 WS 4 attacks on the charge.

Those would hurt. A lot.
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Old 03-24-2009, 09:18 PM
The Count Of Midget Fisto wrote: View Post
I've been looking at getting the Tau Commander SHAS O R'MYR from Forge World because the model is awesome.
Spoiler:


But I can't figure out what he's good at. You can view his rules from forge world here It looks like he tries to be good at CC but he's really not that great. I think I might just get him and use him as any other commander.
That's what I'd recommend doing. His special rules just aren't that hot.
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Da Gen'rul
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Old 03-24-2009, 09:54 PM
Dayspring wrote: View Post
Additional CC weapon attacks are never included. So a boy has 2 base, 3 with slugga/choppa, and 4 on the charge.
Likewise, Nobs have 3 base, 4 if they have slugga/choppa, and then 5 on the charge. Just the 4 if you give them a power claw tho.

ORKZ IZ MADE FA' FIGHTIN' AN WINNIN!
I remember having an argument with a buncha people here trying to tell me that the Deff Dread's extra attacks were included in their profile. I was very angry
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Old 03-24-2009, 10:06 PM
SJ wrote: View Post
Dayspring wrote: View Post
Additional CC weapon attacks are never included. So a boy has 2 base, 3 with slugga/choppa, and 4 on the charge.
Likewise, Nobs have 3 base, 4 if they have slugga/choppa, and then 5 on the charge. Just the 4 if you give them a power claw tho.

ORKZ IZ MADE FA' FIGHTIN' AN WINNIN!
I remember having an argument with a buncha people here trying to tell me that the Deff Dread's extra attacks were included in their profile. I was very angry
Oh god I remember that argument. It was getting pretty heated.

I thought fists were about to be thrown.

I had your back SJ.
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| #795
Da Gen'rul
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Old 03-24-2009, 10:14 PM
Well, I got the Dread and 5 Scouts built and their basing material is drying as we speak.
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Old 03-24-2009, 10:32 PM
So how many assault marines should I have in my army? I currently have 7 standard assault marines, 2 plasma pistol, 2 flamer, 2 sarge (1 power fist, 1 power weapon), and 4 vanguard marines with power weapons, plus sarge with lightning claw. In games so far, I've never fielded more than a full squad of assault marines, plus the vanguard, so I don't see much of a reason to assemble and paint up a full second squad of them, instead of using the models for barter fodder.

I like to field a jump pack captain with relic weapon and a jumping chaplain to go along with them, and I'm just not seeing a place for more jump packs. Are there any strong tactical arguments for having 20-25 assault marines on the field?
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Old 03-24-2009, 11:08 PM
Gabriel_Pitt wrote: View Post
So how many assault marines should I have in my army? I currently have 7 standard assault marines, 2 plasma pistol, 2 flamer, 2 sarge (1 power fist, 1 power weapon), and 4 vanguard marines with power weapons, plus sarge with lightning claw. In games so far, I've never fielded more than a full squad of assault marines, plus the vanguard, so I don't see much of a reason to assemble and paint up a full second squad of them, instead of using the models for barter fodder.

I like to field a jump pack captain with relic weapon and a jumping chaplain to go along with them, and I'm just not seeing a place for more jump packs. Are there any strong tactical arguments for having 20-25 assault marines on the field?
Not unless you're Blood Angels.
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Old 03-25-2009, 12:47 AM
I would only take 20 assault marines if I was either playing Shrike or doing a drop pod list.
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| #799
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Old 03-25-2009, 01:16 AM
Ha, I fail at math. Had points costs wrong. Revised list below:


Lysander (200)

Terminator Assault Squad: 5 Terminators with Thunder Hammers and Storm Shields (200)

Sternguard Squad (10): 2 Plasma Guns, Drop Pod (Locator Beacon) (315)

Dreadnought: Assault Cannon, Twin-linked Autocannon (125)

Tactical Squad (10): Lascannon, Plasma Gun, Razorback (Extra Armor (245)

Tactical Squad (10): Lascannon, Plasma Gun, Razorback (Extra Armor) (245)

Predator: Autocannon, Heavy Bolters (85)

Whirlwind (85)

1500 pts


So it should play about the same. The bigger Sternguard should be able to kill more, and the Dreadnought will be more effective blowing stuff up then it will trying to assault. Plus, after the Sternguard deepstrike on Turn 1, my Termies can teleport to their locator beacon on Turn 2 (or whatever turn they show up on), since I doubt anyone will shoot at my drop pod.

I'll only have 2 scoring units (broken up into 4 squads, but still), which is the only thing I'm worried about.
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Last edited by 3clipse; 03-25-2009 at 01:26 AM.
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