I probably have a good year of building minis ahead of me, but I wanted to check something about battle-forged armies:
Ex: I have an Alpha Legion Battalion Detachment, a Death Guard Patrol Detachment, and a Renegade Knight Super-Heavy Auxiliary Detachment. This would count as a battle-forged Chaos army, right?
And from a non-rules point of view: Is that fluffy? Outside of the Horus Heresy battles, I don't know too much about legions working together.
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.
0
Options
valhalla13013 Dark Shield Perceives the GodsRegistered Userregular
With a full SM company, I'll meet the min for a brigade. If I finagle my heavies and assault squads a bit. Maybe just count the extra slot as company auxilaries.
So 6 squads of tactical, 2 dev squads and some centurions, and 2 assault squads and a bike squad.
Look at scouts for some troop choices and scout bikes are really nice for horde clearing.
Troops are where you shave some points for the fun stuff.
Also SM have a ton of nice elites that are cheap single units like Apothecaries and the Ancients.
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.
So what will be left after that? Deldar, daemons, genecult, sisters, Necrons, bangels dangels & swolves, inquisition (with assassins/ministorum thrown in there), wherever silent sisters and custodians fit in, Khorne daemonkin, deathwatch, Thousand Sons, was there anything else besides weird stuff like the iron hands sub-codex?
So what will be left after that? Deldar, daemons, genecult, sisters, Necrons, bangels dangels & swolves, inquisition (with assassins/ministorum thrown in there), wherever silent sisters and custodians fit in, Khorne daemonkin, deathwatch, Thousand Sons, was there anything else besides weird stuff like the iron hands sub-codex?
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.
It would be cool if Iron Hands got their own mini codex, but they don't have any special characters/vehicles/weapons, so outside of lore and maybe some strategems what would they put in it?
It would be cool if Iron Hands got their own mini codex, but they don't have any special characters/vehicles/weapons, so outside of lore and maybe some strategems what would they put in it?
They have a trait, 6+++ feel no pain, and their stratagem is ignoring penalties for moving or advancing on a vehicle.
0
Options
Der Waffle MousBlame this on the misfortune of your birth.New Yark, New Yark.Registered Userregular
I haven't followed AoS in a while but I'm under the impression that random sub-factions using existing units are A Thing?
So what will be left after that? Deldar, daemons, genecult, sisters, Necrons, bangels dangels & swolves, inquisition (with assassins/ministorum thrown in there), wherever silent sisters and custodians fit in, Khorne daemonkin, deathwatch, Thousand Sons, was there anything else besides weird stuff like the iron hands sub-codex?
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.
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.
So what will be left after that? Deldar, daemons, genecult, sisters, Necrons, bangels dangels & swolves, inquisition (with assassins/ministorum thrown in there), wherever silent sisters and custodians fit in, Khorne daemonkin, deathwatch, Thousand Sons, was there anything else besides weird stuff like the iron hands sub-codex?
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.
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.
It would be cool if Iron Hands got their own mini codex, but they don't have any special characters/vehicles/weapons, so outside of lore and maybe some strategems what would they put in it?
They have a trait, 6+++ feel no pain, and their stratagem is ignoring penalties for moving or advancing on a vehicle.
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.
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.
So Inquisition units can hop into any Imperium transport, regardless of keywords or faction. What would be the best vehicle to use for hauling Inquisitors, Inquisitorial henchmen and henchmonkeys around in? The sky is the limit, aside from vehicles that expressly limit passengers like Primaris Repulsors and Land Speeders.
I'm liking things like the Corvus Blackstar, Drop Pods, and a few others, but are there any obscure Forgeworld things that might work?
FC: 1435-5383-0883
0
Options
No-QuarterNothing To FearBut Fear ItselfRegistered Userregular
My Deahtguard book came in early at my LFGS! Squee!
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.
0
Options
No-QuarterNothing To FearBut Fear ItselfRegistered Userregular
So Inquisition units can hop into any Imperium transport, regardless of keywords or faction. What would be the best vehicle to use for hauling Inquisitors, Inquisitorial henchmen and henchmonkeys around in? The sky is the limit, aside from vehicles that expressly limit passengers like Primaris Repulsors and Land Speeders.
I'm liking things like the Corvus Blackstar, Drop Pods, and a few others, but are there any obscure Forgeworld things that might work?
Since I'm planning to use MKIV marines for some Alpha Legion 40K CSM with their old HH colors I thought I might try to use them for 30K too. However, I've run into a problem with WYSIWYG (assuming the 30K update doesn't change much). 30K marines can take chainswords as equipment even if they have bolters or heavy / special weapons.
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?
XBL GamerTag: Comrade Nexus
0
Options
No-QuarterNothing To FearBut Fear ItselfRegistered Userregular
Do auras affect the character that has the aura?
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?
Since I'm planning to use MKIV marines for some Alpha Legion 40K CSM with their old HH colors I thought I might try to use them for 30K too. However, I've run into a problem with WYSIWYG (assuming the 30K update doesn't change much). 30K marines can take chainswords as equipment even if they have bolters or heavy / special weapons.
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?
Magnets. You can get tiny rare-earth magnets by the dozen from various places, drill holes into the joints where you want the alternative parts located and make quick-swap anything that way.
"These models don't actually have chainswords they're just modeled that way."
"Okay."
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.
Since I'm planning to use MKIV marines for some Alpha Legion 40K CSM with their old HH colors I thought I might try to use them for 30K too. However, I've run into a problem with WYSIWYG (assuming the 30K update doesn't change much). 30K marines can take chainswords as equipment even if they have bolters or heavy / special weapons.
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?
Magnets. You can get tiny rare-earth magnets by the dozen from various places, drill holes into the joints where you want the alternative parts located and make quick-swap anything that way.
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.
"These models don't actually have chainswords they're just modeled that way."
"Okay."
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.
Since I'm planning to use MKIV marines for some Alpha Legion 40K CSM with their old HH colors I thought I might try to use them for 30K too. However, I've run into a problem with WYSIWYG (assuming the 30K update doesn't change much). 30K marines can take chainswords as equipment even if they have bolters or heavy / special weapons.
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?
Magnets. You can get tiny rare-earth magnets by the dozen from various places, drill holes into the joints where you want the alternative parts located and make quick-swap anything that way.
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.
I had a thought about the Graia Dogma. It says to ignore the wound that slew the model and not the damage. Would that mean, that a model with 6 wounds in its statline that hasn't be wounded before and got hit and killed by a single lascannon shot would keep all 6 wounds it has?
I had a thought about the Graia Dogma. It says to ignore the wound that slew the model and not the damage. Would that mean, that a model with 6 wounds in its statline that hasn't be wounded before and got hit and killed by a single lascannon shot would keep all 6 wounds it has?
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 language is a bit confusing to me because you recieve wounds that cause damage that causes you to loose wounds.
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?
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.
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
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.
0
Options
Mr_Rose83 Blue Ridge Protects the HolyRegistered Userregular
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.
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.
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
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.
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.
Mechanicus codex seems to have been more or less leaked. Some minor point adjustments for Skitarii, better ap for taser lances. Almost no other changes to the Index list. So Kataphrons are still quite expensive and Sicarians don't get their special rules back and Infiltrators are still -1 attack from the errata.
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.
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.
3DS: 1650-8480-6786
Switch: SW-0653-8208-4705
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.
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!
https://www.youtube.com/watch?v=Kp56UB8g3vU
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.
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.
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.
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.