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Warhammer 40k: witty stomp-joke goes here

EchoEcho ski-bapba-dapModerator mod
edited July 2008 in Critical Failures
Warhammer 40k is a futuristic tabletop strategy game created by GamesWorkshop, it pits several races and factions against each other for control of the galaxy. The wiki article can be found here.
wikipedia wrote:
Setting
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.
The aim of every person who plays Warhammer 40,000 is to pit their force of miniatures against other players across war-torn futuristic battlefields. Win or lose, all battles are entertaining challenges in which you try to out-think and out-play your opponent, taking advantage of what good luck comes your way, but ultimately relying upon sound tactics to win the day.

To start down the road of enjoying this exciting game and hobby, you'll need a few things! First, and most importantly, you'll need an army. Next, you'll need to find an opponent – either a friend that lives right down the street or someone you've bumped into once or twice at your local Hobby Center. However, before any of this can take place, you'll need to get your hands on the rules.

If you are just starting out with Warhammer 40,000, the best place to learn the rules is with The Battle for Macragge Boxed Set. It contains all of the basic rules you need to get started playing Warhammer 40,000 and several beginner scenarios pitting the mighty Space Marines against the vicious Tyranid horde. You will also get Space Marine and Tyranid models to use in the scenarios, as well as terrain, dice, and templates.

Once you're familiar with how Warhammer 40,000 works, you'll want to get your hands on the rulebook. It contains the complete rules for the game, including the basic mechanics included in the Battle for Macragge, as well as advanced rules and missions not included in the boxed set.

The rulebook is also full of flavorful background material that gives you the history and other information about the grim universe of the 41st millennium. Lastly, the rulebook contains a hobby and gaming guide that shows you how to paint and play with your miniatures as you delve into your new hobby.

Main races:

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

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Deamonhunters - The Malleus - The Imperium of Man is beset on all quarters by enemies bent on its destruction. Traitors, heretics, and aliens pound on the multi-layered defenses of Humanity. However, there are some threats that standard Imperial forces, including the mighty Space Marines, are incapable of facing. The Inquisition was created to face exactly these threats.

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Dark Eldar - The Lost- The Dark Eldar inhabit a realm called Commorragh, a place as darkly twisted as its rulers, from which these 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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Eldar - The Dying - The Eldar are an incredibly ancient race who once ruled a vast empire across the stars. Then came the hideous time of the Fall, when the Eldar were consumed by their own decadence to the brink of extinction. The few who survived were 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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Imperial Guard - The Dutiful - 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 soldiers. Clad in a flak jacket and carrying a lasgun, they have to contend with the most terrifying threats, relying on numbers, massed firepower and a bayonet with some guts behind it. 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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Necrons - The Ancient - The Necrons, an alien race ancient beyond imagining, 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 among races, had begun their existence.

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Orks - The Beast - Orks are 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 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 soon crush all opposition. However, the Orks' passion for violence is so unquenchable that they spend most of their time warring against themselves.

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Space Marines - The Loyal - Space Marines are the most powerful and dreaded of all the human warriors in the galaxy. They are not human at all, but superhuman, having been made superior, in all respects, to a normal man by a harsh regime of genetic modification, psycho-conditioning and rigorous training. Being few in number compared to the uncounted billions of humanity, Space Marines are organized into small independent armies called Chapters. Their unswerving loyalty is to the Emperor of Mankind, their Chapter second, and no other.

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Tau Empire - The Young - 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. Absolutely 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 all. There is no foe their technology cannot overcome, no quandary their science cannot resolve, the stars and all that lie between to be joined beneath the aegis of the Greater Good.

tyranid.gif
Tyranids - The Hungry - The Tyranids are without doubt the most alien race encountered by Humanity. They have been likened to a galactic swarm of locusts, remorselessly hungry and too numerous to stop. Tyranids are a nomadic, space-dwelling race that has migrated from beyond our galaxy in search of new resources to consume. Under the direction of the Hive Mind, Tyranid Hive Fleets have bored into our space. These Fleets have discovered sustenance in abundance in the forms of the Imperium of Man and the other species of the Milky Way galaxy. Tyranids continue their endless advance, seeking planets to strip of 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.

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Witchhunters - The Faithful - The darkness within the Imperium is a sinister and subtle threat. The heretic, mutant, and rogue psyker pose a great danger to Humanity and threaten it with an internal rot that can be far more damaging than alien invasion. Answering this threat is the Ordo Hereticus, the Order of the Inquisition devoted to hunting down and eliminating these particular threats. 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, and the fallen cleric. No one is above the cleansing fire of the Witch Hunters.

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. 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. Used as #1 seller by myself and several other users.

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, 25% off orders of $400 (adjusted price) or more. $3.95 shipping flat rate (free on certain orders I believe.)

http://www.bartertown.com/ - The place to go when looking for like-minded people with models for trade and sale. I just picked up a Forgeworld Warhound Titan for half-off from someone who needed to raise cash for a ring.

Other places of Note:
http://www.warseer.com - Currently about the biggest GW-related forum on the net.

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.

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

And 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:

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, and BattleWagon Bits.

Figures in Comfort A wide range of precut foam trays, and carrying cases for whatever your needs.

Echo on
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    MikeMcSomethingMikeMcSomething Registered User regular
    edited April 2008
    You can paint them!

    MikeMcSomething on
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    Librarian's ghostLibrarian's ghost Librarian, Ghostbuster, and TimSpork Registered User regular
    edited April 2008
    Raslin wrote: »
    KublaKhan wrote: »
    I just realized something. In 5th edition, if only troops can take objectives, what would stop someone from using the AC list and driving 4 Leman Russes that are troop selections in that list up to an objective and sitting them there?

    Presumably nothing, but Russ' are extra vulnerable to H2H anti-tank units so driving up the board an then sitting there could be dangerous.

    Good point. I just thought of it while looking at Raslin's AC list.

    @Raslin. I'm looking at it buddy. Just give me a little bit. :P

    I will be at work the next 5 hours, I expect to come back berated :P

    I was going to wait till the new thread went up to start it off with your list so it didn't get lost. Looking it over, there's not much that can be done really. personally I think a basilisk without indirect fire is a waste. It'll have to move to see something, and when it moves it can't fire. The lascannons on the exterminators are kinda useless as the main point of an exterminator is to kills massive (and at bs4 4 I mean MASSIVE) numbers of troops. Putting lascannons on them wastes the fire of the anti-infantry weapons when shooting at armor. My suggestion would be to pull them off and move them to the troops. That way you can move the Exterminator and still shoot with all it's guns (Autocannon and Lascannon are over Str 7 so only one could shoot if moving)

    One word of warning. As plasmacannons are str 7 you will only be able to shoot one of them and the heavy bolter when moving. As the Demolisher is fairly short range you might want to consider dropping the PC in exchange for HBs and roll that sucker up the field until its main gun can fire.

    For tactical advice, I'd keep as much of your armor out of sight as possible. Concentrate fire one the enemy Anti-tank weapons (which should be few as most people don't expect to face an all tank army) and every one of them before fully advancing. Once the anti-tank is gone, you should be pretty safe. With the Exterminators, move them every turn. If you are ever faced with models that can charge you on their next turn, move the tank atleast 6 inches. If you don't they get to insta hit you in CC. I've lost more tanks to forgetting to move them, than I've lost to enemy fire.

    With that said go for it. You should have a blast!

    *edit* Ahahah Awesome! In the time it took to type this a new thread went up!

    Librarian's ghost on
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    MikeMcSomethingMikeMcSomething Registered User regular
    edited April 2008
    The OP should have Warpshadow.com for all the bug players

    MikeMcSomething on
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    ClawshrimpyClawshrimpy Registered User regular
    edited April 2008
    So I'm looking at the new Ork codex......


    Oh man, you can't do Choppa+Power Klaw for Nobs anymore? they make you take a Slugga now?

    Clawshrimpy on
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    HompHomp Registered User regular
    edited April 2008
    Man, DakkaDakka's fallen on hard times because their regular posters are huge cockbags.
    Oh man, you can't do Choppa+Power Klaw for Nobs anymore? they make you take a Slugga now?

    All the awesome in that book, and you chose to complain about that? Just take a bunch of boyz, load em up in ramshackle vehicles that can ram the crap out of other vehicles, and beat the shit out of other players because that's the Orky thing to do. Or take that gun that causes snotlings to appear randomly inside people or whatever.

    Augh.

    Homp on
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    MikeMcSomethingMikeMcSomething Registered User regular
    edited April 2008
    So I'm looking at the new Ork codex......


    Oh man, you can't do Choppa+Power Klaw for Nobs anymore? they make you take a Slugga now?

    Slugga is better

    MikeMcSomething on
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    ClawshrimpyClawshrimpy Registered User regular
    edited April 2008
    So I'm looking at the new Ork codex......


    Oh man, you can't do Choppa+Power Klaw for Nobs anymore? they make you take a Slugga now?

    Slugga is better
    But it isn't Orky enuff.

    Clawshrimpy on
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    Gabriel_PittGabriel_Pitt (effective against Russian warships) Registered User regular
    edited April 2008
    Shrimpy, there is no army that you're going to put on the table and *zing!* like magic it's just going to work for you. There are quite a few ork units who are going to be a very sad fungus because they don't have adequate cover. Play the tyranids until you actually understand them, and you can see what things don't work, and tactics that will make your usage more effective. In this game, you really do learn by doing.

    Gabriel_Pitt on
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    MikeMcSomethingMikeMcSomething Registered User regular
    edited April 2008
    Shrimpy, you need to go above 1k points really bad, try 1500 a few times. Sometimes the smaller points games have problems that get ironed out when you up the points a bit.

    MikeMcSomething on
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    AsherAsher Registered User regular
    edited April 2008
    Hooray for the new thread! That last one went fast at the end.

    Asher on
    I put models on Instagram now: asher_paints
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    ClawshrimpyClawshrimpy Registered User regular
    edited April 2008
    Orks have Transports, though. so I can make my own cover, as to deal with the bad selection of Terrain pieces. Tyranids really are fucked proper by poor selection of terrain.

    Clawshrimpy on
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    MikeMcSomethingMikeMcSomething Registered User regular
    edited April 2008
    Anyone here play in Arizona?

    MikeMcSomething on
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    Librarian's ghostLibrarian's ghost Librarian, Ghostbuster, and TimSpork Registered User regular
    edited April 2008
    So I'm looking at the new Ork codex......


    Oh man, you can't do Choppa+Power Klaw for Nobs anymore? they make you take a Slugga now?

    You don't need a choppa + PK. The choppa now doesn't do anything so there is no reason not to use the PK.

    Librarian's ghost on
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    ClawshrimpyClawshrimpy Registered User regular
    edited April 2008
    So I'm looking at the new Ork codex......


    Oh man, you can't do Choppa+Power Klaw for Nobs anymore? they make you take a Slugga now?

    You don't need a choppa + PK. The choppa now doesn't do anything so there is no reason not to use the PK.
    Man, it was just aestetically cool, I love putting together and painting up my nob with Klaw+Choppa.

    Clawshrimpy on
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    UtsanomikoUtsanomiko Bros before Does Rollin' in the thlayRegistered User regular
    edited April 2008
    So I'm looking at the new Ork codex......


    Oh man, you can't do Choppa+Power Klaw for Nobs anymore? they make you take a Slugga now?

    Slugga is better
    But it isn't Orky enuff.

    This.

    I love how dumb Shrimpy is.

    Utsanomiko on
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    Gabriel_PittGabriel_Pitt (effective against Russian warships) Registered User regular
    edited April 2008
    Dude, that is so not the zen way to be.

    Take a deep breath, go ommm, and be one with your paints or something
    (but not too one, 'cause that's messy).
    Shrimpy, don't change armies, it's not going to fix anything.

    Gabriel_Pitt on
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    ClawshrimpyClawshrimpy Registered User regular
    edited April 2008
    Dude, that is so not the zen way to be.

    Take a deep breath, go ommm, and be one with your paints or something
    (but not too one, 'cause that's messy).
    Shrimpy, don't change armies, it's not going to fix anything.
    How so? everyone else gets around the terrain problem by running armies that can take transports, or are just tough enough that they don't need no cover. (Necrons) Nobody there plays Tyranids besides me.

    Clawshrimpy on
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    EchoEcho ski-bap ba-dapModerator mod
    edited April 2008
    And you people are already shitting up this thread.

    Behave, godsdamnit.

    Echo on
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    MikeMcSomethingMikeMcSomething Registered User regular
    edited April 2008
    Dude, that is so not the zen way to be.

    Take a deep breath, go ommm, and be one with your paints or something
    (but not too one, 'cause that's messy).
    Shrimpy, don't change armies, it's not going to fix anything.
    How so? everyone else gets around the terrain problem by running armies that can take transports, or are just tough enough that they don't need no cover. (Necrons) Nobody there plays Tyranids besides me.

    You are not the only nid player here. Orks get around cover by having tons of cheap models that Fleet. You need to play larger games with your nids. You need to learn how to play your army.

    MikeMcSomething on
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    Cosmic SombreroCosmic Sombrero Registered User regular
    edited April 2008
    It's not a terrain "problem," it's part of the game. Ideally, 25% of the board should be cover. It's advantageous for you to utilize cover because horde armies often have low saving throws; IG and Orkz do the same thing. By ignoring cover and terrain, you're crippling your army.

    Cosmic Sombrero on
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    ClawshrimpyClawshrimpy Registered User regular
    edited April 2008
    Dude, that is so not the zen way to be.

    Take a deep breath, go ommm, and be one with your paints or something
    (but not too one, 'cause that's messy).
    Shrimpy, don't change armies, it's not going to fix anything.
    How so? everyone else gets around the terrain problem by running armies that can take transports, or are just tough enough that they don't need no cover. (Necrons) Nobody there plays Tyranids besides me.

    You are not the only nid player here. Orks get around cover by having tons of cheap models that Fleet. You need to play larger games with your nids. You need to learn how to play your army.
    1,000 is the only point value that's a small enough start away from 1800.

    Clawshrimpy on
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    MikeMcSomethingMikeMcSomething Registered User regular
    edited April 2008
    There are 799 values between 1000 and 1800 in 40k, and all of them are acceptable for games

    MikeMcSomething on
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    AsherAsher Registered User regular
    edited April 2008
    1800 is a wierd number. I have never ever seen anyone even comtemplate playing 1800. 1850 yes, in some wacky tournaments, 1800 no. 1500 is the standard. If you want to play something larger, play that. 1000 is not somehow inferior because it is smaller.

    Asher on
    I put models on Instagram now: asher_paints
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    ClawshrimpyClawshrimpy Registered User regular
    edited April 2008
    There are 799 values between 1000 and 1800 in 40k, and all of them are acceptable for games

    Most people (my LGS) play:


    Combat Patrol

    1,000

    1,800

    Apoc

    Clawshrimpy on
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    AsherAsher Registered User regular
    edited April 2008
    Thus reinforcing the hypothesis that your LGS members are persons of questionable intellect and heritage.

    Asher on
    I put models on Instagram now: asher_paints
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    MikeMcSomethingMikeMcSomething Registered User regular
    edited April 2008
    Asher wrote: »
    1800 is a wierd number. I have never ever seen anyone even comtemplate playing 1800. 1850 yes, in some wacky tournaments, 1800 no. 1500 is the standard. If you want to play something larger, play that. 1000 is not somehow inferior because it is smaller.

    Alot of the ranked tournaments are either 1750 or 1850, depending on who is running it. Not sure when 1500 fell out of favor, but I havent seen any sort of ranked tournament advertised around here or Vegas that wasn't 1850 or 1750. 1000 is inferior because imbalance is more likely to rear its ugly head in a small game. you could say the same thing about a 500-point game not being inferior, but you know that isn't the case.

    MikeMcSomething on
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    UtsanomikoUtsanomiko Bros before Does Rollin' in the thlayRegistered User regular
    edited April 2008
    Ok, page two, let's do something less banal now.

    Let's write up our own Nob mobs:

    Fancy Ladz (260 Points)
    -7 Nobz (140) with 'Eavy Armor x7 (35), Power Klaw (25), Big Choppa x2 (10), Twin-linked Shoota x2 (10), Kombi Skorcha (10), Waaagh! Banner (15), Ammo Runt x5 (15)

    Elevated among their fellow nobz not by their strength or brutality so much as their sheer comradery and apparent empathic bond. They claim to be so closely linked by the power of the Waaagh! any one of them can think of a number between one and 'a lot', which no other Ork can correctly choose. Yet the first guess by any of their fellow nobs will invaribly be the right number. This ability extends to alibis when accused of looting.

    Da Fraggin' Wagon (165)
    -Battlewagon (90), with Red Paint (5), Grot Riggers (5), Armor Plates (10), Stikkbomb Chuckas (5), Boarding Plank (5), Wrekkin Ball (10), Lobba (15), Shootas x4 (20)

    Da Fraggin' Wagon, the transport of choice for the Fancy Ladz, was selected from the warband's mek workshops for its sheer size, properly-haphazard construction, random armament, and racing stripes. Ir has since gained the reputation of 'sweet ride' and is most popularly used for knocking over squig pie stands.

    Utsanomiko on
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    OzmodaiOzmodai Registered User regular
    edited April 2008
    Orks have Transports, though. so I can make my own cover, as to deal with the bad selection of Terrain pieces. Tyranids really are fucked proper by poor selection of terrain.

    Ork transports aren't used to make cover. You might be thinking Tau or possibly Eldar.

    Ork transports go zooom! right into your enemy. The rest of the boyz are running/fleeting behind those transports and pouring the dakka into the enemy before they arrive. Most ork units don't want cover or terrain that slows them down.

    Exceptions are lootas and komandos who can make good use of terrain to fulfill their roles of long range fire support and flanking respectively.

    Ozmodai on
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    ClawshrimpyClawshrimpy Registered User regular
    edited April 2008
    Exactly, Tyranids don't have fast ways into combat besides Fleet, Wings, and Leaping. and even then, you have to stay tightly packed together due to Synapse. and that's why they require cover so goddamn much.

    Clawshrimpy on
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    MikeMcSomethingMikeMcSomething Registered User regular
    edited April 2008
    Exactly, Tyranids don't have fast ways into combat besides Fleet, Wings, and Leaping. and even then, you have to stay tightly packed together due to Synapse. and that's why they require cover so goddamn much.

    You just need one model from the brood within 12'', you don't need to be that ''packed in''. Also, Fleet, Wings, and Leaping (most of the Nid models have any 2 of those powers) are extremely fast - 'nids usually have multiple broods in combat by turn 2 if you aren't deployed close to the board edge.

    MikeMcSomething on
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    ClawshrimpyClawshrimpy Registered User regular
    edited April 2008
    Exactly, Tyranids don't have fast ways into combat besides Fleet, Wings, and Leaping. and even then, you have to stay tightly packed together due to Synapse. and that's why they require cover so goddamn much.

    You just need one model from the brood within 12'', you don't need to be that ''packed in''. Also, Fleet, Wings, and Leaping (most of the Nid models have any 2 of those powers) are extremely fast - 'nids usually have multiple broods in combat by turn 2 if you aren't deployed close to the board edge.
    Yes, but do any of this keep them that safe? not really. If they had transports, they also have some added safety going into battle.

    Clawshrimpy on
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    Librarian's ghostLibrarian's ghost Librarian, Ghostbuster, and TimSpork Registered User regular
    edited April 2008
    Echo wrote: »
    And you people are already shitting up this thread.

    Behave, godsdamnit.

    BSG fan?

    I'm behaving, I swear! Second post I put up a review of Raslin AC!

    @Claw. You can model the Nob with a klaw and choppa if you want, just throw a slugga on his back or something.

    @everyone else. I'm modeling up Boss Snikrot out of some spare parts. Made his knives out of the blades from the old style IG plow and I just finished making pretty stylish chains for his arms out of green stuff.:P

    P.S. Echo, can you change my location to "Serving in the Penal Legions"? I'd do it, but I can't for obvious reasons. D: Pretty please?

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    MikeMcSomethingMikeMcSomething Registered User regular
    edited April 2008
    Exactly, Tyranids don't have fast ways into combat besides Fleet, Wings, and Leaping. and even then, you have to stay tightly packed together due to Synapse. and that's why they require cover so goddamn much.

    You just need one model from the brood within 12'', you don't need to be that ''packed in''. Also, Fleet, Wings, and Leaping (most of the Nid models have any 2 of those powers) are extremely fast - 'nids usually have multiple broods in combat by turn 2 if you aren't deployed close to the board edge.
    Yes, but do any of this keep them that safe? not really. If they had transports, they also have some added safety going into battle.

    Those Ork transports are anything but safe. Last game I played against an Ork, one of his trukks flew 14'' backwards, right into his main line and the explosion killed about 9 Boyz.

    But to answer your question: Yes, it does work to keep them safe, by getting them into an area where they excel (melee) extremely quickly.

    I think you are taking a far too negative approach to your situation, Nids are one of the best armies out there.

    MikeMcSomething on
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    ClawshrimpyClawshrimpy Registered User regular
    edited April 2008
    Doesn't seem like it. maybe it's one of the best when the list is filled to the brim with as much cheese as possible. (like tons of the little guys and hardly any MC's. I've heard of people taking nothing for HQ but a Broodlord. and then taking some Leaping Warrior and some Zoanthropes, and then jsut filling the list up with Guants and Genestealers)

    Clawshrimpy on
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    Librarian's ghostLibrarian's ghost Librarian, Ghostbuster, and TimSpork Registered User regular
    edited April 2008
    Exactly, Tyranids don't have fast ways into combat besides Fleet, Wings, and Leaping. and even then, you have to stay tightly packed together due to Synapse. and that's why they require cover so goddamn much.

    You just need one model from the brood within 12'', you don't need to be that ''packed in''. Also, Fleet, Wings, and Leaping (most of the Nid models have any 2 of those powers) are extremely fast - 'nids usually have multiple broods in combat by turn 2 if you aren't deployed close to the board edge.
    Yes, but do any of this keep them that safe? not really. If they had transports, they also have some added safety going into battle.

    Those Ork transports are anything but safe. Last game I played against an Ork, one of his trukks flew 14'' backwards, right into his main line and the explosion killed about 9 Boyz.

    That's not bad, that's freaking awesome and the reason why orks are the greatest!

    Librarian's ghost on
    (Switch Friend Code) SW-4910-9735-6014(PSN) timspork (Steam) timspork (XBox) Timspork


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    MikeMcSomethingMikeMcSomething Registered User regular
    edited April 2008
    Doesn't seem like it. maybe it's one of the best when the list is filled to the brim with as much cheese as possible. (like tons of the little guys and hardly any MC's. I've heard of people taking nothing for HQ but a Broodlord. and then taking some Leaping Warrior and some Zoanthropes, and then jsut filling the list up with Guants and Genestealers)

    You basically described the exact opposite of most competitive Tyranid lists.

    MikeMcSomething on
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    ClawshrimpyClawshrimpy Registered User regular
    edited April 2008
    Doesn't seem like it. maybe it's one of the best when the list is filled to the brim with as much cheese as possible. (like tons of the little guys and hardly any MC's. I've heard of people taking nothing for HQ but a Broodlord. and then taking some Leaping Warrior and some Zoanthropes, and then jsut filling the list up with Guants and Genestealers)

    You basically described the exact opposite of most competitive Tyranid lists.

    Strange, because when I've seen other Tyranid lists, they seem so Guant and Genestealer Heavy, maybe only using like 2 MCs. and would rather use the points to spam as many Guants and Genestealers as possible.

    Clawshrimpy on
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    MikeMcSomethingMikeMcSomething Registered User regular
    edited April 2008
    Doesn't seem like it. maybe it's one of the best when the list is filled to the brim with as much cheese as possible. (like tons of the little guys and hardly any MC's. I've heard of people taking nothing for HQ but a Broodlord. and then taking some Leaping Warrior and some Zoanthropes, and then jsut filling the list up with Guants and Genestealers)

    You basically described the exact opposite of most competitive Tyranid lists.

    Strange, because when I've seen other Tyranid lists, they seem so Guant and Genestealer Heavy, maybe only using like 2 MCs. and would rather use the points to spam as many Guants and Genestealers as possible.

    How is that working out for you?

    MikeMcSomething on
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    ClawshrimpyClawshrimpy Registered User regular
    edited April 2008
    Doesn't seem like it. maybe it's one of the best when the list is filled to the brim with as much cheese as possible. (like tons of the little guys and hardly any MC's. I've heard of people taking nothing for HQ but a Broodlord. and then taking some Leaping Warrior and some Zoanthropes, and then jsut filling the list up with Guants and Genestealers)

    You basically described the exact opposite of most competitive Tyranid lists.

    Strange, because when I've seen other Tyranid lists, they seem so Guant and Genestealer Heavy, maybe only using like 2 MCs. and would rather use the points to spam as many Guants and Genestealers as possible.

    How is that working out for you?
    What do you mean?

    Clawshrimpy on
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    Dark_SideDark_Side Registered User regular
    edited April 2008
    So where the hell has Ein been? I haven't seen him post in awhile, and I was wondering how his casting project worked out.

    Dark_Side on
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