The following people are amazing and I love them: Wildcat, Timspork, Kias, Denada, susan, Sharp101, [GHSC]Ryctor, Matev, Matrias, ItBurns, Slapnuts, Dayspring, see317, and the unknown poster that sent me a box of Death Company! If you get them as Santees you should buy them amazing things!
Also its great at home for testing and figuring out what your list should look like.
I can't tell you how many times Nax has stayed up into the wee hours of the night just double clicking and removing units from a random AB list "just to see".
There is nothing wrong with that, i create my best lists at 4 am half awake :winky:
Maybe you should stay up late to make the next list vs Nax, eh?;)
Where do you think my last 3 came from
Captain Scurvy on
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Mr_Rose83 Blue Ridge Protects the HolyRegistered Userregular
edited August 2009
Crossposted from the art thread because i was half asleep when I posted it there:
Played Space Hulk at Veterans Night at my local GW:
Only slight disappointment is the range of blip sizes; they go from 1-3 rather than the 0-6 of the previous edition. I can live without the larger sizes, but I always thought the zero blip was an awesome tension builder and great distraction.
Other than that, everything is awesome; the card pieces are individually embossed in the pattern of the images on them and the tokens are full glossy colour on both sides. The miniatures are at least as good as they look in the product shots, though there are more near-repetitions amongst the genestealers than the promo material seems to indicate. Never mind that though; the Broodlord is huge. Seriously; it's not just that he's standing on a pile of skulls - he is actually considerably beefier in the torso and limbs than the standard 'stealer.
The terminators are exactly as awesome in person as you would want them to be, and each individual has a name and personal background in the back of the scenario booklet.
The rules are a blend of both previous editions and seem to be rock solid. it looks like GW have paid extra attention to covering as many possibilities as possible with the rules in order to kill the need for FAQs - there are explanatory clarifications all over the place, such as where the Assault Cannon specifies that it doesn't jam like a storm bolter instead of leaving the player to assume one way or the other simply because it doesn't mention it. We can only hope the studio applies this philosophy to future rulebooks for all systems.
The game play is quick (has to be if you're playing terminators - the timer is back) and very smooth once you know what each action costs. The Command Point system has been revamped so that the genestealer player doesn't know how many CPs the terminator player has this turn, but the terminators lose the game if they use too many. Storm bolter jams are also cleared for free at the end of the genestealer turn (so they only really affect you if you jam on the first shot and are then unable to destroy that charging genestealer....
Haven't had a chance to play through all the missions yet, but the one I have seen in detail is a challenge for both sides, which is a very good thing and bodes well for the rest of the book. Mission III; the rescue involves a terminator squad being sent out to cover the retreat of a second squad, already in the hulk having retrieved some vital data and put it in their cat. The objective is to get a terminator carrying the cat off the board via one of the two exits the rescue squad enters from. Unfortunately, the cat and escort start on the opposite side of the table, surrounded by genestealer entry points....
Overall, the game is as awesome as I remember and I am very happy with my pre-order and considering a second. You want this game guys, really you do.
Extra weapon info:
The Heavy Flamer has seriously limited ammo again (something like six shots), but each one covers a whole board section, blocks LoS, and persists until the end of the genestealer turn. Also, it kills on a 2+...
The Assault cannon is similarly limited to ten shots, but you can reload for 4 AP, but be careful; after a reload there is a chance of it exploding and killing everything on its board section.
The big new thing that I don't remember from previous editions is the ability to go into Guard mode; this allows the terminator on guard to re-roll his combat die and is particularly useful for the three combat specialists; the sergeant with power sword is insane on guard, easily able to hold off or kill dozens of genestealers between his +1 in combat for being a sergeant, the guard re-roll and the power sword's parry ability.
The other sergeant with the Thunder Hammer and Storm Shield is similarly good in CC, as the shield negates one of the genestealers dice and the hammer gives an additional +1 (total +2) meaning any roll of a 4+ for him will guarantee he survives and most likely kill his attacker.
Then there's the Librarian; he gets 20 psi points to start the mission and that's it. He also gets three/four powers that cost variable numbers of psi points: prescience (turn a psi point into a command point); a psychic shield that blocks a square for a turn; psychic storm that kills genestealers on a 2+; and the ability to turn a psi point into +1 to his combat rolls in CC. Which will come in very handy against...
The Broodlord
(just in case you thought the marines were the only ones to get fancy new toys)
The broodlord is only in certain missions, just like the librarian isn't always available. When he is available, he can be literally any 3 blip you place and you don't have to decide until the reveal. the Broodlord is also immensely hard to kill, being virtually immune to storm bolter fire and totally immune to both the flamer and the librarian's psychic storm; the only real way to take him out at range is with the assault cannon (still not a trivial task) or in combat. Trouble is that he's exceptional there too, able to add his highest and lowest dice together instead of just picking the highest like regular 'stealers.
haha no i wish, hes just a regular guy with a staff and a book. hes coming along with my "is Marnius Calagar gonna have to choke a bitch with his bare hands" box set.
ok so im getting a librarian, im wondering whats a good mix of powers for him to take.
The Avenger and whatever else you want :P The Avenger is awesome
Nax on
The following people are amazing and I love them: Wildcat, Timspork, Kias, Denada, susan, Sharp101, [GHSC]Ryctor, Matev, Matrias, ItBurns, Slapnuts, Dayspring, see317, and the unknown poster that sent me a box of Death Company! If you get them as Santees you should buy them amazing things!
just glancing occasionally at the 5-man squad of power armoured GKs a friend gave me thinking "buying a box of GK terminators to go with these guys would be an excellent idea"
The Vulture is a non-squadron heavy support choice with a more limited weapon selection, but has gotten much cheaper.
The Vanquisher picks up the option for a co-axial stubber or storm bolter (YAY!)
The Conqueror loses lumbering but packs a small blast heavy battlecannon with a coaxial bolter for hella hella cheap.
Manticores pick up a few missile options.
Overall, some neat stuff that balances being hyper cool with being slightly underpowered, which I'm fine with. I'm quite excited for a squadron of conquerors led by Pask with Vultures in my sky rainin' fire!
UnarmedOracle on
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Librarian's ghostLibrarian, Ghostbuster, and TimSporkRegistered Userregular
The Vulture is a non-squadron heavy support choice with a more limited weapon selection, but has gotten much cheaper.
The Vanquisher picks up the option for a co-axial stubber or storm bolter (YAY!)
The Conqueror loses lumbering but packs a small blast heavy battlecannon with a coaxial bolter for hella hella cheap.
Manticores pick up a few missile options.
Overall, some neat stuff that balances being hyper cool with being slightly underpowered, which I'm fine with. I'm quite excited for a squadron of conquerors led by Pask with Vultures in my sky rainin' fire!
So, I figure two Vultures with twin-linked lascannons, two rocket pods and the chin heavy bolter will cover most bases. The lascannon takes down tanks, and the pods and chin gun tackle infantry. In either capacity it loses zero effectiveness on the move thanks to the rockets pods being defensive weapons, and it produces the right kinds of firepower (twin linked or voluminous) to mitigate it's low BS.
150 points though. That's a lot. Utterly badass though, and only $Texas.
UnarmedOracle on
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Librarian's ghostLibrarian, Ghostbuster, and TimSporkRegistered Userregular
edited August 2009
HOLY FUCK GUYS!!!!
IA1 Update: Vulture Gunship 105 point Fast Skimmer like the new Valkyrie. It and the Valkyrie use the Flyer rules if it's an Apoc game. Twin-linked Punisher Cannon is +50 and replaces all other weapons.
Armored Battlegroup rules are god damn amazing. A Command Salamander that gets to give orders like a foot officer? Commissar Vanquisher that cost 165 points and are BS 4? Destroyers that actually look nasty? Special crew upgrades which kick ass?
The Conqueror is making me so happy. Fast*, accurate and cheap.
I kind of wish that the griffon was given the heavy mortar shell options from the first Siege of Vraks book, but considering how awesome this update is otherwise I'm not complaining. This is practically my wishlist for the new IG book.
*
Not actually Fast
UnarmedOracle on
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Mr_Rose83 Blue Ridge Protects the HolyRegistered Userregular
So, I figure two Vultures with twin-linked lascannons, two rocket pods and the chin heavy bolter will cover most bases. The lascannon takes down tanks, and the pods and chin gun tackle infantry. In either capacity it loses zero effectiveness on the move thanks to the rockets pods being defensive weapons, and it produces the right kinds of firepower (twin linked or voluminous) to mitigate it's low BS.
150 points though. That's a lot. Utterly badass though, and only $Texas.
Sorely tempted by a Vulture with 4 rocket pods, just because.
Also, since I don't like trying for "multi-role" anything in the Guard since it's always too much of a compromise: TL lascannon and six hunter-killer missiles.
5pts more than 4 pods or las/pod but a much more effective AT platform.
So, I figure two Vultures with twin-linked lascannons, two rocket pods and the chin heavy bolter will cover most bases. The lascannon takes down tanks, and the pods and chin gun tackle infantry. In either capacity it loses zero effectiveness on the move thanks to the rockets pods being defensive weapons, and it produces the right kinds of firepower (twin linked or voluminous) to mitigate it's low BS.
150 points though. That's a lot. Utterly badass though, and only $Texas.
Sorely tempted by a Vulture with 4 rocket pods, just because.
Also, since I don't like trying for "multi-role" anything in the Guard since it's always too much of a compromise: TL lascannon and six hunter-killer missiles.
5pts more than 4 pods or las/pod but a much more effective AT platform.
Also, it looks frikkin'awesome.
I'm thinking two Vultures with twin-linked punisher cannons to go with my Vendetta list. Vendettas take out the tanks and Vultures work on people.
The problem is that you have to stand still to use more than one of those weapons. I'm not keen on having a 155 point av12 platform. It had better kill whatever it's shooting at because it's not living through the turn to try again.
Sure guard is one of the armies that can afford to have hyper-specialists, but that doesn't mean multi-role units aren't viable. Look at the Demolisher, Basilisk and Storm Troopers. All are excellent generalist units that exist within the context of a potentially hyper-specialized army.
So, I figure two Vultures with twin-linked lascannons, two rocket pods and the chin heavy bolter will cover most bases. The lascannon takes down tanks, and the pods and chin gun tackle infantry. In either capacity it loses zero effectiveness on the move thanks to the rockets pods being defensive weapons, and it produces the right kinds of firepower (twin linked or voluminous) to mitigate it's low BS.
150 points though. That's a lot. Utterly badass though, and only $Texas.
Sorely tempted by a Vulture with 4 rocket pods, just because.
Also, since I don't like trying for "multi-role" anything in the Guard since it's always too much of a compromise: TL lascannon and six hunter-killer missiles.
5pts more than 4 pods or las/pod but a much more effective AT platform.
Also, it looks frikkin'awesome.
I'm super tempted to grab a valkyrie now. Magnetize two of the MRP's, play it as a normal valkyrie with MRP's against whiney opponents(wah wah forgeworld), but whip out the flying katyusha of doom when possible.
Librarian's ghostLibrarian, Ghostbuster, and TimSporkRegistered Userregular
edited August 2009
The 6th Arcadian Armored Company is REBORN!!
Using the Armored Battlegroup rules I've tried to recreate the Armroed Company I used during the paint and play, with some slight additions (Sentinels and Armored Fist squads!)
Armored Battle Group
HQ: Company Command Tank -170
-Leman Russ Exterminator 160 --Sponson HBs +20
I'd take the armoured sentinels. All those scout sentinels will be torn to shreds by those bolters that have nothing better to shoot at, and armoured sentinels can speed bumb power fists for at least a turn or two.
Cumberland Maryland a little town in the Western part of Maryland. We had one here earlier that was horribly run and eventually closed as all the regulars got sick of the terrible conditions. (they had a dog grooming area in the store) and the other owner was constantly playing MMO's. But its been proven the area can support a game store and he has plenty of volunteers. I got enlisted to help him move furniture and volunteered to watch the store for free.
And now you know where it is. But, nobody has any suggestions on how to ensure longevity and/or how to summon more peeps to the store?
-Or even what NOT to do.... ?
Mystery.Shadow on
WARNING! MMO Addiction can Prevent Long-Term Employment, a Meaningful Relationship, and Financial Independence. When's the Next Raid?
I Spent 90% of my Money on Women and Warhammer. The Rest I Wasted.
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Gabriel_Pitt(effective against Russian warships)Registered Userregular
Ok so question about these armor books, are they suppliments to the standard IG codex? Or can they only be used in fun or FW games?
They are supplements to the standard codices, although things like super-heavies have usage restrictions that means they should only be hitting the table in big games, or ones using the Apocalypse expansion. You don't need special permission to play theme, although it's certainly polite to let your opponent know you're using non standard rules, especially if you're going to use one of the IA army lists.
Gabriel_Pitt on
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Librarian's ghostLibrarian, Ghostbuster, and TimSporkRegistered Userregular
Ok so question about these armor books, are they suppliments to the standard IG codex? Or can they only be used in fun or FW games?
The Imperial Armor books are offical suppliment rules. Everything except for fliers and Super Heavies can be used at any time in any game without needing your opponent's permission. (It's still nice to ask.)
I think I'm going for the scout sentinels beacuse I want that 10 points to give my Commissar Vanquisher the Ace Gunner rule. Commissar Vanquishers are amazing here. You get a Vanquisher with BS 4, a co-axial heavy stubber that works just like they do in Apoc, and the Ace Gunner adds +1 to Armor Pen.
*edit* i hate you Gabe. :P
Awe damn I need 10 more points for co-ax. Think I'll drop the sole Plasma Gun in the command squad to another grenade launcher to get the 10 point. Otherwise I could do that and use the armored Sentinels and give one more an autocannon and still get the Ace Gunner upgrade. Someone remind me what the stats of a Vanquisher cannon are again.
Cumberland Maryland a little town in the Western part of Maryland. We had one here earlier that was horribly run and eventually closed as all the regulars got sick of the terrible conditions. (they had a dog grooming area in the store) and the other owner was constantly playing MMO's. But its been proven the area can support a game store and he has plenty of volunteers. I got enlisted to help him move furniture and volunteered to watch the store for free.
And now you know where it is. But, nobody has any suggestions on how to ensure longevity and/or how to summon more peeps to the store?
-Or even what NOT to do.... ?
Make the store attractive. Make sure that the merchandise and play tables are well laid out, so that there are no traffic bottlenecks, and that when people are browsing and playing there's still room for others to move about. Good lighting and ventilation are also rather essential. Keep the bathrooms clean and looking like someplace you shouldn't be afraid to drop trou in.
Keep it friendly. You want newcomers to to feel welcome and have an experience that prompts them to come back again. Terrible-Shop stories always have a few entries where the staff is the Simpson's comic book guy, relentlessly oogling the boobs of anything remotely female that comes in, a complete elitist in his interests who doesn't hesitate to dump on every game except his favored few, and spends more time playing WOW on the store's computer than actually doing his job. The worst store I ever heard about, (aside from the ones that were poorly lit, inhabitable by creepy peoples, smelled funny, or looked like something out of a Vincent Prive movie set) was one where the owner and his buds treated it as their own personal club and bits box, so there was clutter and open kits strewn everywhere, and if you weren't part of their circle of pals, they made it readily apprearant that you weren't worthy of being on the premises.
So by all means, it's fine if the store is a nice place to be, and a good place for friends to hang out, but make sure it's always remembered that it's a business that needs to be accessible to everyone else as well.
Damnit! that means i must spend more money! any chance these things live on ebay like normal codex?
IA Volume 1 is going for a lot cheaper on ebay these days, since a lot of the spiffier units included in it made their way into the new IG codex. You're still looking at spending $40-$60 at least to pick it up. A shame I sold off my spare copy before the new IG codex came out.
Gabriel_Pitt on
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Librarian's ghostLibrarian, Ghostbuster, and TimSporkRegistered Userregular
edited August 2009
Wait a minute. Armored Sentinels are amazing in slowing down an assault! Why haven't I ever used them before?
Definetly leaning towards Option A with the Plasma Gun drop to gain an extra autocannon and the Ace Gunner on the Commissar Vanq. (BS 4 Str 8 AP1 cannon shot and a BS 4 Str9 Ap1 Lascannon shot for 190 points. Oh and all troops within 12" are LD 10. :P)
The List as it now stands. I'll see if I can get anyone to try it out tomorrow.
Armored Battle Group
HQ: Company Command Tank -170
-Leman Russ Exterminator 160 --Sponson HBs +20
Cumberland Maryland a little town in the Western part of Maryland. We had one here earlier that was horribly run and eventually closed as all the regulars got sick of the terrible conditions. (they had a dog grooming area in the store) and the other owner was constantly playing MMO's. But its been proven the area can support a game store and he has plenty of volunteers. I got enlisted to help him move furniture and volunteered to watch the store for free.
And now you know where it is. But, nobody has any suggestions on how to ensure longevity and/or how to summon more peeps to the store?
-Or even what NOT to do.... ?
Clean bathroom: All of the game stores I have been in have disgusting bathrooms. It may be because I'm a girl but I like to think the general public appreciates the cleanliness and lack of urine/sweat permeating through the air.
Temperature: I think game sores struggle so they cut costs on the thermostat first. It's so uncomfortable to spend hours in a store sweating your ass off. I live in Florida, I can do that outside.
I can handle pretty much anything else as long as those two are covered.
Wait a minute. Armored Sentinels are amazing in slowing down an assault! Why haven't I ever used them before?
Does no one listen to me?
Co-axial weapons totally help out the vanquisher cannon -- the co-axial rules were FAQ'd to give a re-roll to hit where the main weapon didn't roll the scatter die. Also, Ace Gunner seems like a bit of overkill on the Vanquisher, whose median AP roll penetrates AV14. Better on a battle tank or a demolisher, where the +1 to AP would be added onto even a half-strength scatter.
Posts
I figure it will give me time to work on my models anyway.
Because then we wouldn't suck :P
You know, contrary to popular belief. If you have a sound business and can make things work in a down economy, it's the BEST time to start a business
http://www.waronthetable.com
Where do you think my last 3 came from
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.
Edit: and the answer is obviously four Malcadors.
The Avenger and whatever else you want :P The Avenger is awesome
just glancing occasionally at the 5-man squad of power armoured GKs a friend gave me thinking "buying a box of GK terminators to go with these guys would be an excellent idea"
Forgeworld has released an update for Imperial Armour 1 & 2:
Forge World Downloads
The Vulture is a non-squadron heavy support choice with a more limited weapon selection, but has gotten much cheaper.
The Vanquisher picks up the option for a co-axial stubber or storm bolter (YAY!)
The Conqueror loses lumbering but packs a small blast heavy battlecannon with a coaxial bolter for hella hella cheap.
Manticores pick up a few missile options.
Overall, some neat stuff that balances being hyper cool with being slightly underpowered, which I'm fine with. I'm quite excited for a squadron of conquerors led by Pask with Vultures in my sky rainin' fire!
Oh fuck, 31 pages! Printing!
150 points though. That's a lot. Utterly badass though, and only $Texas.
IA1 Update: Vulture Gunship 105 point Fast Skimmer like the new Valkyrie. It and the Valkyrie use the Flyer rules if it's an Apoc game. Twin-linked Punisher Cannon is +50 and replaces all other weapons.
Armored Battlegroup rules are god damn amazing. A Command Salamander that gets to give orders like a foot officer? Commissar Vanquisher that cost 165 points and are BS 4? Destroyers that actually look nasty? Special crew upgrades which kick ass?
Yes.
I might just get another Vulture now and get two Punisher cannons.:winky:
I kind of wish that the griffon was given the heavy mortar shell options from the first Siege of Vraks book, but considering how awesome this update is otherwise I'm not complaining. This is practically my wishlist for the new IG book.
*
Also, since I don't like trying for "multi-role" anything in the Guard since it's always too much of a compromise: TL lascannon and six hunter-killer missiles.
5pts more than 4 pods or las/pod but a much more effective AT platform.
Also, it looks frikkin'awesome.
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.
I'm thinking two Vultures with twin-linked punisher cannons to go with my Vendetta list. Vendettas take out the tanks and Vultures work on people.
Sure guard is one of the armies that can afford to have hyper-specialists, but that doesn't mean multi-role units aren't viable. Look at the Demolisher, Basilisk and Storm Troopers. All are excellent generalist units that exist within the context of a potentially hyper-specialized army.
Also my loadout looks cooler so thpbt :P.
I'm super tempted to grab a valkyrie now. Magnetize two of the MRP's, play it as a normal valkyrie with MRP's against whiney opponents(wah wah forgeworld), but whip out the flying katyusha of doom when possible.
3ds friend code: 2981-6032-4118
Using the Armored Battlegroup rules I've tried to recreate the Armroed Company I used during the paint and play, with some slight additions (Sentinels and Armored Fist squads!)
Armored Battle Group
HQ: Company Command Tank -170
-Leman Russ Exterminator 160
--Sponson HBs +20
HQ: Commissar Tank -180
-Leman Russ Vanquisher 165
--Hull Lascannon +15
Elite: Squadron Command Tank -150
-Leman Russ Battle Tank
Troops: Leman Russ Squadron -300
-Two Leman Russ Battle Tanks 150(ea)
Elite: Squadron Command Tank -205
-Leman Russ Demolisher
--Plasma Sponsons +40
Troops: Leman Russ Squadron -330
-Two Leman Russ Demolishers
Elite: Armored Fist Platoon Command -120
-Plasma Pistol, Plasma Gun, 3 Grenade Launchers
Troops: Armored Fist Squad -125
-Missile and Grenade Launcher -20
Troops: Armored Fist Squad -125
-Missile and Grenade Launcher -20
Troops: Armored Fist Squad -125
-Missile and Grenade Launcher -20
I have two options for the last 170 points
Option A:
Fast Attack: Three Armored Sentinels -170
-1 Autocannon +5
These would probably be run seperatly. Tougher but less heavily armed
Option B:
Fast Attack:
Three Scout Sentinels -120
-3 Autocannons +15
Fast Attack:
Scout Sentinel -40
-Autocannon
More Autocannons but weaker. using this option gives me +10 points to put somewhere else.
And now you know where it is. But, nobody has any suggestions on how to ensure longevity and/or how to summon more peeps to the store?
-Or even what NOT to do.... ?
I Spent 90% of my Money on Women and Warhammer. The Rest I Wasted.
The Imperial Armor books are offical suppliment rules. Everything except for fliers and Super Heavies can be used at any time in any game without needing your opponent's permission. (It's still nice to ask.)
I think I'm going for the scout sentinels beacuse I want that 10 points to give my Commissar Vanquisher the Ace Gunner rule. Commissar Vanquishers are amazing here. You get a Vanquisher with BS 4, a co-axial heavy stubber that works just like they do in Apoc, and the Ace Gunner adds +1 to Armor Pen.
*edit* i hate you Gabe. :P
Awe damn I need 10 more points for co-ax. Think I'll drop the sole Plasma Gun in the command squad to another grenade launcher to get the 10 point. Otherwise I could do that and use the armored Sentinels and give one more an autocannon and still get the Ace Gunner upgrade. Someone remind me what the stats of a Vanquisher cannon are again.
Keep it friendly. You want newcomers to to feel welcome and have an experience that prompts them to come back again. Terrible-Shop stories always have a few entries where the staff is the Simpson's comic book guy, relentlessly oogling the boobs of anything remotely female that comes in, a complete elitist in his interests who doesn't hesitate to dump on every game except his favored few, and spends more time playing WOW on the store's computer than actually doing his job. The worst store I ever heard about, (aside from the ones that were poorly lit, inhabitable by creepy peoples, smelled funny, or looked like something out of a Vincent Prive movie set) was one where the owner and his buds treated it as their own personal club and bits box, so there was clutter and open kits strewn everywhere, and if you weren't part of their circle of pals, they made it readily apprearant that you weren't worthy of being on the premises.
So by all means, it's fine if the store is a nice place to be, and a good place for friends to hang out, but make sure it's always remembered that it's a business that needs to be accessible to everyone else as well. IA Volume 1 is going for a lot cheaper on ebay these days, since a lot of the spiffier units included in it made their way into the new IG codex. You're still looking at spending $40-$60 at least to pick it up. A shame I sold off my spare copy before the new IG codex came out.
Definetly leaning towards Option A with the Plasma Gun drop to gain an extra autocannon and the Ace Gunner on the Commissar Vanq. (BS 4 Str 8 AP1 cannon shot and a BS 4 Str9 Ap1 Lascannon shot for 190 points. Oh and all troops within 12" are LD 10. :P)
The List as it now stands. I'll see if I can get anyone to try it out tomorrow.
HQ: Company Command Tank -170
-Leman Russ Exterminator 160
--Sponson HBs +20
HQ: Commissar Tank -190
-Leman Russ Vanquisher 165
--Hull Lascannon, Ace Gunner +25
Elite: Squadron Command Tank -150
-Leman Russ Battle Tank
Troops: Leman Russ Squadron -300
-Two Leman Russ Battle Tanks 150(ea)
Elite: Squadron Command Tank -205
-Leman Russ Demolisher
--Plasma Sponsons +40
Troops: Leman Russ Squadron -330
-Two Leman Russ Demolishers
Elite: Armored Fist Platoon Command -105
-Plasma Pistol, 3 Grenade Launchers
Troops: Armored Fist Squad -125
-Missile and Grenade Launcher -20
Troops: Armored Fist Squad -125
-Missile and Grenade Launcher -20
Troops: Armored Fist Squad -125
-Missile and Grenade Launcher -20
Fast Attack: Three Armored Sentinels -170 Each run as a sepreate unit.
-2 Autocannon +10
Clean bathroom: All of the game stores I have been in have disgusting bathrooms. It may be because I'm a girl but I like to think the general public appreciates the cleanliness and lack of urine/sweat permeating through the air.
Temperature: I think game sores struggle so they cut costs on the thermostat first. It's so uncomfortable to spend hours in a store sweating your ass off. I live in Florida, I can do that outside.
I can handle pretty much anything else as long as those two are covered.
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
Does no one listen to me?
Co-axial weapons totally help out the vanquisher cannon -- the co-axial rules were FAQ'd to give a re-roll to hit where the main weapon didn't roll the scatter die. Also, Ace Gunner seems like a bit of overkill on the Vanquisher, whose median AP roll penetrates AV14. Better on a battle tank or a demolisher, where the +1 to AP would be added onto even a half-strength scatter.