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[WH40K] The FAQ has arrived
Posts
In 10,000 years of war it is folly to assume there wouldn't be any number of alliances/ betrayals/ or joint conquests of convenience at the behest of myriad commanders, demons, and the Gods themselves.
In other words- never bind yourself to stringent interpretations of background.
I like troops and I'm working on a full company so it means I need those tacticals. I could add even more squads of scouts to get more troop choices.
Keep in mind this would only be for a large Apocalypse type game where I would deploy the whole company. I'm just planning it out in advance.
Nids then IG then Eldar, all before November, so nids possible by end of September.
Jesus there's a lot of armies.
Next year should be both Eldar+Ynnari, BA, DA, &Space Pups. Orks, TS, Daemons, Custodies/Silent Sisters, Psions/Inquisition, and Sisters.
Also a non-zero chance of Emps Children and World Eaters with their Primarchs. Space Pups and DAngels might get theirs back as well.
They have a trait, 6+++ feel no pain, and their stratagem is ignoring penalties for moving or advancing on a vehicle.
Steam PSN: DerWaffleMous Origin: DerWaffleMous Bnet: DerWaffle#1682
I'm both shocked and impressed that GW is actually releasing a Tyranids codex early in an edition!
I wonder if that means they'll get proper boned by codex creep.
Also, no Tau announced.
Well they are getting out ~10 codexes this year. Figure that is 2 a month. They should finish out everyone by June/July next year if that pace holds and I feel it might.
Not a lot of creep if they are all coming out in basically a year to year and a half time period. Plus the general's handbook at least once a year though I think they said it might be every 6 months to help update and keep everyone more balanced.
GW has learned a lot of lessons from AoS it seems.
I know, but all of that is already in the vanilla Space Marine codex, so there isn't anything new that could be added in a separate book.
My homebrew chapter uses Iron Hands rules so if anything it would be nice to have a codex that was smaller/easier to pack around (and not $50), but unless they add some new chapter specific models or rules or something I don't see it happening.
https://warhammer-community.com/2017/09/14/forge-world-focus-lucius-sep-14gw-homepage-post-4/
Pretty nice. Treat ap-1 as ap0.
ironically elcectro priests are not "best unit" today while the Lucius stratagem benefits them extremely, putting them in range without having to walk through enemy fire.
No Warlord trait shown today.
Tomorrow Agripinaa, the dauntless.
I'm liking things like the Corvus Blackstar, Drop Pods, and a few others, but are there any obscure Forgeworld things that might work?
I also picked up the Nurgle dice because the case was cracked so it was 15% off. They're pretty snazzy (and squishy!), if a little bit lighter than I prefer my dice.
Razorbacksssssssss
Is there a good solution for temporary attachment? Maybe pinning without gluing one side into the marine? Or should I get used to scraping white / blue tack off of sealed minis? Or stop being greedy and just set them up for 40K?
Does a Marine Captain's Rites of Battle (Friendly <Chapter> Units within 6" reroll hit rolls of 1") affect himself, for example?
If so, is there a place where it states this explicitly in the rules?
"Okay."
Yep. Page 179 in the rulebook, under "Aura Abilities".
Cheers!
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Yeah, there isn't a huge 40K presence in my area, and a good chunk of them are pretty try-hard (must have 100% painted & based minis & terrain). None of my friends have an interest in wargames, so I can't afford to alienate too many people until I know I have a steady group that aren't shitlords.
I am familiar with magnetization (not that great at it), but this isn't for a held weapon. It's for one that's fixed to the unit's back / side. Best example I have is a stock photo of MKIII's with the chainsword on:
I don't know of anything to cover the magnet with when the weapon isn't in use.
If the magnet sits more or less flush in the drill hole you could fill in the gaps with superglue or green stuff and then just paint over it.
Technically it is receiving each of those wounds one at a time so it should only keep one. Kind of like a FNP only on the last wound.
The battle primer says you inflict a wound only steps 2. and 3. on page 7. Wouldn't this be the wound that gets ignored by the Dogma's 6+? In step 5 you inflict damage as a result of the inflicted wound that the Dogma says to ignore. The damage then cause the model to loose it's own wounds.
But I guess your version is what it's meant to be, just because otherwise it would probably get messy when combined with feel no pain like saves?
Although on the other hand what about the slain by fleeing part? You don't take any damage at all and don't loose wounds one after the other, you just don't flee. So a multi wound model would keep all of the wounds it had at the moment it was forced to flee?
https://warhammer-community.com/2017/09/14/forge-world-focus-lucius-sep-14gw-homepage-post-4/
Dogma: Overwatch on 5+
Stratagem: remove unit and have it come in as reinforcement at full starting strength. can only be used on Kataphrons and Servitors.
Tomorrow Stygies which got either renamed to V from VIII or there's a typo. They're the secretive and sinister Forgeworld.
That stratagem could be really interesting. Even if you haven't lost any models it can be used to redeploy units and/or get them out of melee and still have them shoot.
Whoops how did this Mortarion get in the basket.
I'm torn between this full Dark Eldar list;
Succubus (Agoniser, +1 WS drug)
5xKabalites, in Venom w/2 Splinter Cannons
5xKabalites, in Venom w/2 Splinter Cannons
9xKabalites, in Raider w/ Disintegrator
9xWyches (+1 T drug), in Raider w/ Dark Lance
5xIncubi, in Venom w/2 Splinter Cannons
5xTrueborn with Blasters, in Venom w/2 Splinter Cannons
10xHellions (+1 A drug)
5xDark Lance Scourges
5xDark Lance Scourges
Ravager w/ 3 Dark Lances
Ravager w/ 3 Disintegrators
and this mixed Aeldari list;
Warlock Skyrunner (Conceal/Reveal)
5xKabalites, in Venom w/2 Splinter Cannons
5xKabalites, in Venom w/2 Splinter Cannons
10xKabalites w/ 1 Dark Lance, in Raider w/ Dark Lance
5xIncubi, in Venom w/2 Splinter Cannons
5xTrueborn with Blasters, in Venom w/2 Splinter Cannons
5xDark Lance Scourges
5xDark Lance Scourges
6x Windriders w/ Scatter Lasers
Ravager w/ 3 Dark Lances
Ravager w/ 3 Disintegrators
The mixed list shores up some of the Dark Eldar's weaknesses (lack of psykers, no real anti-horde weaponry, weak-ish HQs) but looks a bit weaker in close combat. On the flip side, I've been having little luck in close combat anyway in this edition, so maybe a stronger focus on ranged attacks mixed with being able to debuff with the Farseer's Doom would help me out.
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Yeah but it's just a "close combat weapon" and most marine kits come with combat knives and stuff instead.
You could also try using blu-tac or equivalent. You probably don't want to leave it on forever, but the right type shouldn't leave any marks on the model.
I don't know I run with Wyches a lot in Aeldari forces as they are cheap assault troops
As for my leader I like using autarch or a farseer
Still I would rather have GW sell an aeldari book with all 4 flavors of eldar than two codex and 2 lesser pamphlets.
Stygies gets -1 to when more than 12" away and an infiltration stratagem so they are the Raven Guard now. Pretty good.
Ryza gets reroll wound rolls of 1 in the fight phase and stratagem is +1 to wound and +1 damage to a unit's plasma weapons. Stratagem good, dogma meh?
There are some nice generic stratagems and a generic warlord trait that gives you a single reroll and on a 6+ you get another CP everytime you or your opponent uses a stratagem.
Relics seem mostly not so exiting, but the autocadeus of Arkhan Land heals the wearer every turn with 1 wound and gives +1 wound when repairing others.
Cawl can now repair every imperium model for 1 wound, so even friendly characters.