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[WH40K] Where 'Deepstriking my Trygon into your deployment zone' is a double entendre.
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I'm a librarian and that is total bs to charge more for the ebook. The only reason is that they don't want to lose revenue from Hard Cover sales by making the ebook way more appealing price wise. The big publishers try to do that too. I'll guarentee that when the paper back comes out the ebook price will mysteriously drop. Big publishers still have no fucking clue how to handle ebooks and don't understand that they'd make more money by charging less for ebooks and make them way more convient to get and appealing to buy.
not a bad list, but you will suffer against flyers. Really. Because you're overlooking the fact that you're going to have to shoot your ENTIRE army at the flyer to do anything to it (most likely).
Also, a few points about it: Firstly, marbo is 65pts.
Secondly, why do you have a vox caster in your CCS but nowhere else? Is it so they can re-roll their own orders?
Do you plan on keeping the vets in the chimeras? If they're there, they will only be able to snapfire if moving more than 6". Autocannon will snapfire if moving at all. Also, you can't order them if they're embarked on the chimera.
I like tanks, but I think you'd be fine with one each of the russes and something else maybe. Hell, you could drop a russ, and buy a bastion with the quad gun.
"Oh what a day, what a LOVELY DAY!"
That said, I still think the ultra-competitive stuff like Ardboyz embodies some of the worst parts of the game.
Adepticon, Nova, Throne of Blades, Wargamescon, those are competitive tournaments.
Christ. I'm so sorry I lumped people in with those guys.
And not because of the competitive setting, but because it's so far beyond any reasonable points level that any notion of true competition can't be found in it.
Also there is this store on the way home from work called Garden Ridge. The G fell off so now it is Arden Ridge and first thing I thought of was orks wanting some cheap holiday decorations.
The vast majority the 'real competitive' players (I.E. guys who are at invitationals/win gts/etc) I've met are some of the coolest people in the hobby.
The vast majority of people who come out to FLGS tournaments once every six months with their, "Broken list" they came up with generally don't know the rules, have an illegal list, cheat constantly, are a huge pain to play against and act like children despite being grown ass men.
I'd say the best term to describe most high level players is professional. Not in the white collar sort of way, but in the context of miniature wargaming... yeah. Definitely professional.
Now to finish those boxes of wyches that I've had sitting on my shelf for the better part of a year.
That's what I've been doing. But I've got less than two weeks to get two Nightspinners, a Wave Serpent and a squad of Shadow Spectres painted and it's now too humid to airbrush. Damn you Japanese Summer.
Yay! A comment! I did no drones so he could hit and run, plus he has 2+ LOS for big hits and FNP for if that fails, and he's T6 cause of the wraithguard, so I'm hoping that's enough to keep him up and soaking shots. He's my biggest worry though since tau is new to me. I debated the 4+ invuln save, but I couldn't swing the points. Hopefully the 2+ LOS won't fail when it counts.
1. Warboss (160pts)
- 1x Ork Warboss
- 1x Cybork Body, 1x Warbike, 1x Bosspole, 1x Attack Squig, 1x Power Klaw, 1x Kombi-Skorcha
Troop
1. Ork Boyz (255pts)
- 29x Ork Boy
- 3x Rokkit Launcha, 26x Shoota
- 1x Ork Nob
- 1x Eavy Armour, 1x Power Klaw, 1x Bosspole, 1x Shoota
2. Meganobz (365pts)
- 6x Nob
- 4x Kombi-Skorcha
- 1x Battlewagon
- 1x Armour Plates, 1x Reinforced Ram
Elite
1. Lootaz (75pts)
- 5x Loota
2. Lootaz (75pts)
- 5x Loota
Fast Attack
1. Warbikers (225pts)
- 7x Warbiker
- 1x Warbiker Nob
- 1x Power Klaw, 1x Bosspole
Allied Detachment: Imperial Guard
1. Primaris Psyker (70pts)
Troop
1. Veteran Squad (115pts)
- 9x Veteran
- 3x Plasma Gun, 6x Lasgun
- 1x Veteran Sergeant
- 1x Laspistol, 1x CCW
Heavy Support
1. Manticore Rocket Launcher (160pts)
3DS: 1650-8480-6786
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If you need any of those Guardsmen, I can spot you them.
For the record SJ, I honestly don't mind change. Especially change in tabletop games which facilitates "good games". For my army, I did not have much (any) good change.
I don't appreciate being compared to a "grognard" or whatever that is. I know a few people who dropped the game like I did.
All of them are actually pretty sad about it.
Heh, small world! Where in Japan are you at? Less than two weeks sadly puts you as leaving before I show up, how unfortunate! I've been eyeing some kind of guard/marine hybrid list using the new ally rules.
Perfered enemy vow got FAQed into giving Rage instead with none of the other vows getting updated to be more usefull. Unlike 5ed prefered enemy, +1 extra attack on the charge does not make up for the more expensive dudes and the other "old codex" problems BT have. Combined with the general assault nerfs (like furious charge), there really isn't anything BT can do that at least one of the other marine codexes can't do flat out better or for much cheaper except gimmics like putting two cyclones in a 5 terminator squad.
My BT list at this point would just be flat out better and cheaper if i just took the exact same models and wargear and used the BA book instead, though it would probably not do well in 6th anyway. So I decieded all my marine stuff except the very templar/ba specific models (those are shelved since I like how their painted, maybe used in Deathwatch games) are geting repained as Space Sharks so I can use whatever codex that can makes the list I want to run. Also since 6th ed seems to be more about silly fun games from my experience so far, which I do like, I may as well use a silly chapter.
Fortunately I wasn't talking about anyone in this thread. Why did you think I was? I really doubt the description I gave is like you at all. I'm still halfway considering dropping the game because almost none of the mechanical changes they made to the core rules actually promote faster, more intuitive gameplay. It's just arbitrary complication on top of arbitrary complication, regardless of whether or not my personal army made out for the better (it didn't).
Flyrants are very good but extraordinarily expensive. Like at least 250 points. And they still end up crashing to bolter fire, because you have to evade on hits, not wounds.
On the other hand Tyranids pretty much no longer give any shits about METAL BAWKSES, thanks to the changes to assaulting vehicles and Hull Points. So that helps a lot.
Derp. You're right about marbo, ill adjust for points.
For flyers, not much I can do. I dont own any hydras, or flyers, or terrain. Flyers are luckily rare at my lgs currently. I plan on trying to convert up a hydra, eventually.
Yeah, vox is for the ccs itself. Ive never felt bad dropping the five points for it. Also, I understand about the vets. They're mainly there to drive toward objectives, and make a ton of pot shots at enemies, eventually hunkering down to unload on people.
3ds friend code: 2981-6032-4118
Especially since they would still suck.
And you can spam the holy fucking shit out of the new psychic powers if you want to. I think Tyranids generally made out better from what I've seen so far.
Still, too bad about Carnifexes still not being good.
Good point. The newer things with high ROF Assault guns that shoot around cover are good Glancing strength, as I remember.
Gave up and painted their marines red.
it was pretty hard on them: (wound allocation, assaulting from rhinos, flyers, preferred enemy)
but there's a bright side: (harder to disable land raiders, terminators are still 2+, no fearless saves)
How much does it pay to purge the aliens/mutants/heretics btw?
Rainbow Warriors.
3DS: 1650-8480-6786
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Sorry, I thought it was more of a universal sentiment of "fuck the babies who are quitting".
My bad bro-man.
Not as much as you'd think. Still, the hours are good.
Pretty much, yeah. Hive Tyrants are just way too many points. I'll still use them because fuck yeah, but ugh
I'm in a little town up in the mountains in Fukushima Prefecture. While you're right I'll be off before you arrive (I'm assuming you're a JET given the timing) it's only for a 2 week holiday back home so I'll still be around.
And yes, the current solution to flyers is either allied guard or your own flyers. And I imagine this will apply until they sell enough flyers, at which point the FAQs will be updated to give everyone Flakk missiles.
1): Random charge ranges and overwatch (and assaults out of vehicles and inability to assault from infiltrate/outflank and changes to Fleet and nerfs to Power Weapons and and and) significantly reduce the viability of assault-oriented lists without any compensation in the form of higher damage being done in assault. You can now easily blow vehicles up in assault, but it's still a coinflip as to whether or not you'll kill what comes out of it, and they'll get to shoot/charge you before you can charge them anyway. Assault lists were already weak in 5th, with like two notable exceptions; nerfing them farther makes no sense.
2): Flyer rules, given the current army lists, are an obvious and blatant cash-grab.
3): Random psychic power generation makes it very difficult to justify taking psykers, because you have no idea whether they'll fulfill a useful purpose in your list until deployment.
4): Wound allocation was revamped to prevent Paladin/Nob Biker shenanigans, then they let Paladins and Nob Bikers (and Chosen, not that anyone cares) do it anyway.
On the whole, I don't think the rules are really any better, they're just different. While we've basically been patching 40k Third Edition since Third Edition, this is the first time that I'd really be willing to call the changes something more like the D&D 3-D&D 3.5 jump.
Pros- Metal boxes are now deathtraps. Metal gun boxes are easy to shut the hell up. Double FOC at 2k means we can use the most optimal tools in our codex when we need them (Ymgarls, Hive Guard, Zoes). 3+ reserves means our shit shows up, we don't deal well with a divided force. MCs get cover from area terrain, and 25%, which means you pretty much always get a cover save now. Biomancy has the threat of turning Tyrants/Tervigons into stranger danger very quickly. Fearless changes make tarpitting with gaunts a game changer. Nightfighting is a massive boost to Tyranids. Poison change is great for Terv/Primes. Preferred enemy is a mixed bag, it's good for shooty gaunts mostly. FNP vs low AP massive buff for big bugs.
Neutral- 2d6 charge gives you a larger threat radius, but less reliable charge distance. It's a mixed bag, as hitting a 9"+ charge with a Tyrant/Tervigon/Gaunts is a nice boost, but really not a big change for Genestealers (D6 + 3d6 in 5E with terrain). Piling in at Init can make Genestealers knock enemies out of swings, then bring them back into the fight with the last 6" of movement, it can also make you lose a lot of attacks with strung out units. Challenges allow Tyrants/Tervigons to wipe out the fist/klaw before taking it to the unit, but allow badass characters to mess up Tervigons without being able to do much to the unit. Rage buff makes people want to go out of synapse to try to fail LD to get bonus attacks... then have to babysit unit so it doesn't get swept if it loses combat. Furious charge no longer +1 I means no gaunts beating marines to the punch, also means marines no longer beat them to the punch. Really hurts Tervigons who swung before PF. Deathleaper no longer impossible to shoot at 18.1", gets bonus to cover instead (Was always 3+ in cover before, now 2+ in cover and 4+ in open).
Bad- Multicharge nerf hurts badly. No allies means no way to pick up reliably AA. No fliers means no fun. 5+ cover hurts small bugs badly. 5+ FNP hurts small bugs badly because of weight of fire. Focus fire is massive kick in the dick to small bugs. Standard MC can't go up ruins (Fliers can). We can't even fire emplaced weapons to give us a semblance of AA. Can't go to ground while fearless. Gaunts can't assault Dreadnoughts (Can't assault a vehicle you can't possibly hurt), but can simply make a ring around it and restrict movement.
Personal outlook - Reliance is going to be on Hive Tyrant or 2 to move forward and be fire magnets (Whereas before was stealer blobs) until Ymgarls can show up and break the opponent's fire support. Then Tervigons/gaunts/Tyrant(s) left will overwhelm what's left. Generally same strategy as before, just different players. Ymgarls are slightly worse than standard stealers in protracted combats, but the ability to always hit the opponent at their full strength and dictate when the fight occurs gives them an edge over stealers. Only situation where I would strongly prefer my old TS stealers is vs wraithwing armies supported by fliers, although wraithwing with warrior support would be ymgarl bait. Ability to torrent down wraiths with dakka and lock them down with gaunts still viable. Hive Guard will still be a 1-2 mandatory unit because of their ability to pen fliers and still open transports early, but no more than 2 units per army. Maybe 2 units of 3 in a flier heavy meta, or 3 of 3 at 2k. Everyone will have a flying Tyrant or armored shell Tyrant, triple Trygon lists will see a resurgance, psychic choirs of mass Zoes with the telepathy (3d6-LD no armor/cover) basic power likely, Ymgarl-centric lists replace stealer blobs, commando broodlords hunting chars more likely, mass tervigons will become halfway decent but still an unbalanced list played by try-hards.
I'll be in Tokyo for the next few years at least so if either of you want to come roll dice at any point let me know.
Also I have a bunch of stuff I need to spray but yeah, fuck humidity. Maybe I'll just do it in the house when my GF's at work
Which you should at least be using the sprays, because they are totally baller for basecoating.