Conscripts and brimstone horrors both need to be reworked. The base value of a wound that can eat up a shot is worth something even if there’s no offensive power behind it.
So I rejigged the ad mech list I'm working towards now that the codex is out. I'm thinking:
HQ:
tech-priest dominus
tech-priest enginseer
Troops:
3 kataphron destroyers with grav-cannons, cognis flamers
3 destroyers with plasma culverins, phosphor blasters
5 skitarii vanguard with plasma caliver
5 vanguard with plasma caliver
Elites:
10 corpuscarii electro-priests
Heavy support:
onager with neutron laser
2 kastelan robots with fists, incendine combustors
2 robots with fists, combustors
1499pts
The plan is to use the Lucius or Stygies tactics so that I can deep strike or infiltrate the priests and get the most out of their 12" range. With the robots I know it's all about the phosphor blasters now but I like the punchy version because they're one of the faster ad mech units, somewhat bizarrely, with an 8" move so hopefully they can get stuck in pretty quickly. I figure I can get away with not having a datasmith because I can use the 1cp stratagem to switch to double-punch mode if necessary, and they can still move so not being able to switch back isn't the end of the world. All of that's theorycrafting at the moment though.
fray on
"I told you," said Ford. "Eddies in the space-time continuum."
"And this is his sofa, is it?" said Arthur.
With two squads of Destroyers you could also try Agripina and recycle them. Could be risky though, as unlike Guard you can only bring back the unit as long as one model is still alive.
Conscripts and brimstone horrors both need to be reworked. The base value of a wound that can eat up a shot is worth something even if there’s no offensive power behind it.
Agreed except brimstones can still smite. Not exactly great odds, but it's one of the strongest weapons in the game currently on a dirt cheap unit with a solid save.
Everyday I wake up is the worst day of my life.
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No-QuarterNothing To FearBut Fear ItselfRegistered Userregular
Can conscripts hold objectives?
Would forbidding them from doing so help address the problem?
Would forbidding them from doing so help address the problem?
Maybe.
The core problems that Conscripts and Brimstones have are that 8th edition made weak saves better (thanks to losing AP from a lot of basic weapons), made weak attacks stronger (due to everything being able to wound everything else on a 6+ at worst) and removed template weapons (so that you can't hit large chunks of a big unit). Razorwing Flocks were an arguably even clearer example of these problems, which is why they fairly quickly got doubled in points cost.
Would forbidding them from doing so help address the problem?
Most competitive games don't come down to conscripts holding objectives. There's so much firepower and hard hitting, the game is all about screening yourself from assaults/DS and alpha striking your opponent off the board.
5th edition leafblower style, across the board.
Everyday I wake up is the worst day of my life.
+1
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No-QuarterNothing To FearBut Fear ItselfRegistered Userregular
Would forbidding them from doing so help address the problem?
Maybe.
The core problems that Conscripts and Brimstones have are that 8th edition made weak saves better (thanks to losing AP from a lot of basic weapons), made weak attacks stronger (due to everything being able to wound everything else on a 6+ at worst) and removed template weapons (so that you can't hit large chunks of a big unit). Razorwing Flocks were an arguably even clearer example of these problems, which is why they fairly quickly got doubled in points cost.
I had noticed some of these issues.
In addition to removing their ability to hold objectives, it may help to make Conscripts a 1:1 choice reliant on taking regular units of Guard.
Would forbidding them from doing so help address the problem?
Maybe.
The core problems that Conscripts and Brimstones have are that 8th edition made weak saves better (thanks to losing AP from a lot of basic weapons), made weak attacks stronger (due to everything being able to wound everything else on a 6+ at worst) and removed template weapons (so that you can't hit large chunks of a big unit). Razorwing Flocks were an arguably even clearer example of these problems, which is why they fairly quickly got doubled in points cost.
I had noticed some of these issues.
In addition to removing their ability to hold objectives, it may help to make Conscripts a 1:1 choice reliant on taking regular units of Guard.
The easiest way to fix conscripts it's to add the words "non conscript" to the commissar ability.
Chaos cultists aren't considered a "problem" but they're the same points but superior to conscripts in every way, except you can't make a huge blob effectively immune to morale which is the real kicker.
Abbadon can make cultists immune to morale I believe, but yea he's ten times more expensive than a commissar.
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No-QuarterNothing To FearBut Fear ItselfRegistered Userregular
Word Bearer trait gives morale rerolls, and the Dark Apostle has an aura that lets units use his leadership. The WB warlord trait also expabds the aura radius.
Abbadon can make cultists immune to morale I believe, but yea he's ten times more expensive than a commissar.
Yeah, you can also make them leadership 10 with a black legion dark Apostle, but again LD10 dosnt help much when your 30 man blob loses 15 guys, and again that's way more expensive.
I do love my cultists though. These cheap little 44 point units holding objectives, firing their 18" rapid fire (death guard woo). Their BS/WS4+! They can be targeted by veterans of the long war! You can give them the combat weapon, make em world eaters and have a surprisingly effective combat unit! For some reason they can ride in rhinos!
(Oh god someone make the army that's just world eater cultists in rhinos, bring some exalted champions and dark apostles as the HQs for rerolls. Just hundreds of the fuckers)
Honestly I think this issue could also be solved by making elite infantry tougher, rather than just making mass infantry more expensive.
You really feel it when taking something like a Terminator or Intercessor where you're paying a lot of points for the privilege of being vulnerable to multiple wound weapons... and having a save that's more vulnerable to armor pen (going from a 2+ to a 3+ impacts your survival much more than going from 5+ to 6+, etc.)... and having fewer total wounds, attacks/shots and covering less ground...
Maybe double the wounds of everything with more than one wound, or give them all a FNP equivalent or something, anything, to make the math work out.
Fabius Bile works on cultists too. Send forth the screaming berserker hordes of ‘roided unwashed masses. It’s like Les Miserables except Jean Val Jean is wearing flayed skins and swinging a mace.
Fabius Bile works on cultists too. Send forth the screaming berserker hordes of ‘roided unwashed masses. It’s like Les Miserables except Jean Val Jean is wearing flayed skins and swinging a mace.
Having commissars affect conscripts is kinda one of the reasons they even exist, though. Instead of making it all or nothing for cultists, and as a way of generally making the commissar effect less powerful, change the commissar ability. I've said it before, but changing it to a 2~5+ or whatever to ignore losing a model to morale would be considerably less powerful, while still giving a very useful return. People would still use conscripts+commissars if they reduced morale casualties by 66% rather than reduced to 1. It would also make the commissar stronger for more expensive squads, where morale might cost you 1-2 models.
Just Craftworlders?
Not the Aealdari? is the next codex?
Any word when Necromunda is due?
Just Craftworlders is up next, but there's a bit of uncertainty about how Ynnari might tie into that (they might just be special options in each other Eldar Codex). It might be useful to pick up for Aeldari since apparently any strategems that don't specifically target Asuryani units can be used by the whole army as long as you've got one Craftworld detachment.
Necromunda's due November, I think.
Burnage on
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StragintDo Not GiftAlways DeclinesRegistered Userregular
edited October 2017
Is there a way to magnetize the weapons for a Wraith?
Nevermind. It looks like the only option worth using is the particle caster
Stragint on
PSN: Reaper_Stragint, Steam: DoublePitstoChesty
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
+1
Options
No-QuarterNothing To FearBut Fear ItselfRegistered Userregular
Having commissars affect conscripts is kinda one of the reasons they even exist, though. Instead of making it all or nothing for cultists, and as a way of generally making the commissar effect less powerful, change the commissar ability. I've said it before, but changing it to a 2~5+ or whatever to ignore losing a model to morale would be considerably less powerful, while still giving a very useful return. People would still use conscripts+commissars if they reduced morale casualties by 66% rather than reduced to 1. It would also make the commissar stronger for more expensive squads, where morale might cost you 1-2 models.
I could see them explaining it as more men initially flee so the commisar needs to shoot more of them
Having commissars affect conscripts is kinda one of the reasons they even exist, though. Instead of making it all or nothing for cultists, and as a way of generally making the commissar effect less powerful, change the commissar ability. I've said it before, but changing it to a 2~5+ or whatever to ignore losing a model to morale would be considerably less powerful, while still giving a very useful return. People would still use conscripts+commissars if they reduced morale casualties by 66% rather than reduced to 1. It would also make the commissar stronger for more expensive squads, where morale might cost you 1-2 models.
I could see them explaining it as more men initially flee so the commisar needs to shoot more of them
Shooting 1 guy may not convince people to stop and fight the hierophant. May have to shoot half a dozen before people realize that running is 100% death, staying is only 99.99%
Everyday I wake up is the worst day of my life.
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Der Waffle MousBlame this on the misfortune of your birth.New Yark, New Yark.Registered Userregular
New start collecting eldar looks kinda nuts. A seer, wraithguard, lord, and a walker.
So hopefully I can play on Sunday my weekend is kind of crazy busy. So I am not sure. But if I can I am having my second campaign game verse pure grey knights. My first game was at 1000 points. Poor guy has 5 units and well I planned ahead with a big cultist screen. I figure the basic idea of the last list with more support. This is my current plan.
Chaos Lord [5 PL, 85pts]: Mark of Slaanesh, Plasma pistol, Power sword
+ Elites +
Chaos Terminators [14 PL, 255pts]: Mark of Slaanesh
. Chaos Terminator Champion: Combi-plasma, Power axe
. Terminator: Combi-plasma, Power axe
. Terminator: Combi-plasma, Power axe
. Terminator: Combi-plasma, Power axe
. Terminator w/ Heavy Weapon: Power axe, Reaper autocannon
Helbrute [7 PL, 142pts]: Mark of Slaanesh, Multi-melta, Power scourge
Helbrute [7 PL, 137pts]: Twin Blastmaster, Mark of Slaanesh, Missile launcher
+ Heavy Support +
Maulerfiend [9 PL, 152pts]: Lasher tendrils, Mark of Slaanesh
Chaos Lord with Jump Pack [6 PL, 105pts]: 2x Lightning Claw, Mark of Slaanesh
Daemon Prince [8 PL, 156pts]: Intoxicating Elixir, Malefic talon, Slaanesh
+ Troops +
Chaos Space Marines [9 PL, 103pts]: Mark of Slaanesh
. Aspiring Champion: Bolt pistol, Boltgun
. 4x Marine w/ Boltgun
. Marine w/ heavy weapon: Lascannon
Noise Marines [11 PL, 130pts]
. Marine w/ Blastmaster: Blastmaster
. 4x Marine w/ Sonic blaster: 4x Sonic Blaster
. Noise Champion: Bolt pistol, Sonic blaster
Noise Marines [11 PL, 130pts]
. Marine w/ Blastmaster: Blastmaster
. 4x Marine w/ Sonic blaster: 4x Sonic Blaster
. Noise Champion: Bolt pistol, Sonic blaster
++ Total: [133 PL, 1999pts] ++
So first this list has 10 cps. Which is kind of nuts but at the same time I like the feel.
The Alpha Legion cultist and their support with havocs and the Apostle are pretty tough verse shooting with the -1. Also cultist are still an AL thing to me.
The Vanguard has a few big things. First the fire support dread with a twin blast master and missile launcher. Good range fire power. The other is more of a support of the DP. Multi-meltas are pretty damn good and the scourge is super powerful.
I have a lot of shooting support in this. Noise marines I love. Plasma termis for a dropping death with lord support.
I feel with the cps and the tricks I have in this army I can handle whatever he throws at me and also have a decent chance at taking down his flyer which I know he has.
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StragintDo Not GiftAlways DeclinesRegistered Userregular
Trying to put together a necron overlord. I'm about to throw it away. This model will not stay together at all
PSN: Reaper_Stragint, Steam: DoublePitstoChesty
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
Normally I use locktite super glue but I needed something and they had the plastic glue and no locktite
The overlord is a finecast model - not plastic - so you need superglue. Plastic glue only works on plastic as it's not really glue, it melts the plastic together. Doesn't work on resin/finecast.
Normally I use locktite super glue but I needed something and they had the plastic glue and no locktite
The overlord is a finecast model - not plastic - so you need superglue. Plastic glue only works on plastic as it's not really glue, it melts the plastic together. Doesn't work on resin/finecast.
The kit doesn't say finecast though, it says plastic.
PSN: Reaper_Stragint, Steam: DoublePitstoChesty
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
The only plastic glue worth using is model master. Nice big container with a metal needle tip so it doesn’t get clogged constantly or dry out.
Necrons are kind of a bad choice for plastic glue though, too fiddly and with tiny contact points. File down the joints a bit for a slightly wider and rougher contact point, and maybe try superglue.
FC: 1435-5383-0883
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Gabriel_Pitt(effective against Russian warships)Registered Userregular
Naw, necrons are fine to plastic glue on as is. The ball joints, wrist attachments, spine sockets, and all that other stuff are plenty big for bonding. Even small round sockets work pretty good for that.
@Stragint - which overlord do you have? The one brandishing the orb is plastic. The one swinging a warscythe is resin. It could just be a crap bottle of plastic glue. Just grab a couple pieces of sprue and see if it bonds them.
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StragintDo Not GiftAlways DeclinesRegistered Userregular
It is the one with the orb.
It might be shitty glue. I got it in a hobby box that comes with an exacto knife and clippers. It glued my wraiths together with pretty much no trouble.
I just had trouble getting the overlord's leg and butt cape to stay on. Then the arms were equally a bitch. It was not a pleasant experience and I considered tossing it and just using the 3 old pewter lords I have ad overlords.
PSN: Reaper_Stragint, Steam: DoublePitstoChesty
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
I got ahold of the Chaos sprues from Execution Force tonight. It's fifteen cultists, three shitball pushfit Chaos Space Marines, and a Terminator Lord that is actually a named character but you can build him as a standard duder instead if you want.
I guess I've got enough models to paint up a CSM killteam for Shadow War now.
Posts
tech-priest dominus
tech-priest enginseer
Troops:
3 kataphron destroyers with grav-cannons, cognis flamers
3 destroyers with plasma culverins, phosphor blasters
5 skitarii vanguard with plasma caliver
5 vanguard with plasma caliver
Elites:
10 corpuscarii electro-priests
Heavy support:
onager with neutron laser
2 kastelan robots with fists, incendine combustors
2 robots with fists, combustors
1499pts
The plan is to use the Lucius or Stygies tactics so that I can deep strike or infiltrate the priests and get the most out of their 12" range. With the robots I know it's all about the phosphor blasters now but I like the punchy version because they're one of the faster ad mech units, somewhat bizarrely, with an 8" move so hopefully they can get stuck in pretty quickly. I figure I can get away with not having a datasmith because I can use the 1cp stratagem to switch to double-punch mode if necessary, and they can still move so not being able to switch back isn't the end of the world. All of that's theorycrafting at the moment though.
"And this is his sofa, is it?" said Arthur.
Agreed except brimstones can still smite. Not exactly great odds, but it's one of the strongest weapons in the game currently on a dirt cheap unit with a solid save.
Would forbidding them from doing so help address the problem?
Maybe.
The core problems that Conscripts and Brimstones have are that 8th edition made weak saves better (thanks to losing AP from a lot of basic weapons), made weak attacks stronger (due to everything being able to wound everything else on a 6+ at worst) and removed template weapons (so that you can't hit large chunks of a big unit). Razorwing Flocks were an arguably even clearer example of these problems, which is why they fairly quickly got doubled in points cost.
Most competitive games don't come down to conscripts holding objectives. There's so much firepower and hard hitting, the game is all about screening yourself from assaults/DS and alpha striking your opponent off the board.
5th edition leafblower style, across the board.
I had noticed some of these issues.
In addition to removing their ability to hold objectives, it may help to make Conscripts a 1:1 choice reliant on taking regular units of Guard.
The easiest way to fix conscripts it's to add the words "non conscript" to the commissar ability.
Chaos cultists aren't considered a "problem" but they're the same points but superior to conscripts in every way, except you can't make a huge blob effectively immune to morale which is the real kicker.
Yeah, you can also make them leadership 10 with a black legion dark Apostle, but again LD10 dosnt help much when your 30 man blob loses 15 guys, and again that's way more expensive.
I do love my cultists though. These cheap little 44 point units holding objectives, firing their 18" rapid fire (death guard woo). Their BS/WS4+! They can be targeted by veterans of the long war! You can give them the combat weapon, make em world eaters and have a surprisingly effective combat unit! For some reason they can ride in rhinos!
(Oh god someone make the army that's just world eater cultists in rhinos, bring some exalted champions and dark apostles as the HQs for rerolls. Just hundreds of the fuckers)
You really feel it when taking something like a Terminator or Intercessor where you're paying a lot of points for the privilege of being vulnerable to multiple wound weapons... and having a save that's more vulnerable to armor pen (going from a 2+ to a 3+ impacts your survival much more than going from 5+ to 6+, etc.)... and having fewer total wounds, attacks/shots and covering less ground...
Maybe double the wounds of everything with more than one wound, or give them all a FNP equivalent or something, anything, to make the math work out.
That pic took me a second to figure out.
+ No Force Org Slot +
Legion: World Eaters
+ HQ +
Dark Apostle [5 PL, 76pts]: Bolt pistol, Mark of Khorne, Power maul
Exalted Champion [5 PL, 94pts]: Combi-melta, Mark of Khorne, Power axe
+ Troops +
Chaos Cultists [3 PL, 40pts]: 9x Chaos Cultist w/ autopistol and brutal assault weapon, Mark of Khorne
. Cultist Champion: Brutal assault weapon and Autopistol
Chaos Cultists [3 PL, 40pts]: 9x Chaos Cultist w/ autopistol and brutal assault weapon, Mark of Khorne
. Cultist Champion: Brutal assault weapon and Autopistol
Chaos Cultists [3 PL, 40pts]: 9x Chaos Cultist w/ autopistol and brutal assault weapon, Mark of Khorne
. Cultist Champion: Brutal assault weapon and Autopistol
+ Dedicated Transport +
Chaos Rhino [4 PL, 102pts]: Combi-bolter, Combi-melta, Havoc launcher, Mark of Khorne
Chaos Rhino [4 PL, 102pts]: Combi-bolter, Combi-melta, Havoc launcher, Mark of Khorne
Chaos Rhino [4 PL, 102pts]: Combi-bolter, Combi-melta, Havoc launcher, Mark of Khorne
Chaos Rhino [4 PL, 102pts]: Combi-bolter, Combi-melta, Havoc launcher, Mark of Khorne
++ Battalion Detachment (Chaos - Chaos Space Marines) [31 PL, 596pts] ++
+ No Force Org Slot +
Legion: World Eaters
+ HQ +
Dark Apostle [5 PL, 76pts]: Bolt pistol, Mark of Khorne, Power maul
Exalted Champion [5 PL, 94pts]: Combi-melta, Mark of Khorne, Power axe
+ Troops +
Chaos Cultists [3 PL, 40pts]: 9x Chaos Cultist w/ autopistol and brutal assault weapon, Mark of Khorne
. Cultist Champion: Brutal assault weapon and Autopistol
Chaos Cultists [3 PL, 40pts]: 9x Chaos Cultist w/ autopistol and brutal assault weapon, Mark of Khorne
. Cultist Champion: Brutal assault weapon and Autopistol
Chaos Cultists [3 PL, 40pts]: 9x Chaos Cultist w/ autopistol and brutal assault weapon, Mark of Khorne
. Cultist Champion: Brutal assault weapon and Autopistol
+ Dedicated Transport +
Chaos Rhino [4 PL, 102pts]: Combi-bolter, Combi-melta, Havoc launcher, Mark of Khorne
Chaos Rhino [4 PL, 102pts]: Combi-bolter, Combi-melta, Havoc launcher, Mark of Khorne
Chaos Rhino [4 PL, 102pts]: Combi-bolter, Combi-melta, Havoc launcher, Mark of Khorne
++ Battalion Detachment +3CP (Chaos - Chaos Space Marines) [34 PL, 680pts] ++
+ No Force Org Slot +
Legion: World Eaters
+ HQ +
Exalted Champion [5 PL, 94pts]: Combi-melta, Mark of Khorne, Power axe
Kharn the Betrayer [8 PL, 160pts]
+ Troops +
Chaos Cultists [3 PL, 40pts]: 9x Chaos Cultist w/ autopistol and brutal assault weapon, Mark of Khorne
. Cultist Champion: Brutal assault weapon and Autopistol
Chaos Cultists [3 PL, 40pts]: 9x Chaos Cultist w/ autopistol and brutal assault weapon, Mark of Khorne
. Cultist Champion: Brutal assault weapon and Autopistol
Chaos Cultists [3 PL, 40pts]: 9x Chaos Cultist w/ autopistol and brutal assault weapon, Mark of Khorne
. Cultist Champion: Brutal assault weapon and Autopistol
+ Dedicated Transport +
Chaos Rhino [4 PL, 102pts]: Combi-bolter, Combi-melta, Havoc launcher, Mark of Khorne
Chaos Rhino [4 PL, 102pts]: Combi-bolter, Combi-melta, Havoc launcher, Mark of Khorne
Chaos Rhino [4 PL, 102pts]: Combi-bolter, Combi-melta, Havoc launcher, Mark of Khorne
++ Total: [100 PL, 1974pts] ++
Not the Aealdari? is the next codex?
Any word when Necromunda is due?
Just Craftworlders is up next, but there's a bit of uncertainty about how Ynnari might tie into that (they might just be special options in each other Eldar Codex). It might be useful to pick up for Aeldari since apparently any strategems that don't specifically target Asuryani units can be used by the whole army as long as you've got one Craftworld detachment.
Necromunda's due November, I think.
Nevermind. It looks like the only option worth using is the particle caster
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
I could see them explaining it as more men initially flee so the commisar needs to shoot more of them
Shooting 1 guy may not convince people to stop and fight the hierophant. May have to shoot half a dozen before people realize that running is 100% death, staying is only 99.99%
Also there's a super heavy marine hover tank?
+ No Force Org Slot +
Legion: Alpha Legion
+ HQ +
Dark Apostle [5 PL, 78pts]: Combi-bolter, Mark of Slaanesh, Power maul
Sorcerer [6 PL, 102pts]: Bolt pistol, Force sword, Mark of Slaanesh
+ Troops +
Chaos Cultists [6 PL, 48pts]: 11x Chaos Cultist w/ Autogun, Mark of Slaanesh
. Cultist Champion: Autogun
Chaos Cultists [6 PL, 48pts]: 11x Chaos Cultist w/ Autogun, Mark of Slaanesh
. Cultist Champion: Autogun
Chaos Cultists [6 PL, 48pts]: 11x Chaos Cultist w/ Autogun, Mark of Slaanesh
. Cultist Champion: Autogun
+ Heavy Support +
Havocs [7 PL, 132pts]: No Chaos Mark
. Aspiring Champion: Bolt pistol, Combi-plasma
. Havoc w/ special weapon: Plasma gun
. Havoc w/ special weapon: Plasma gun
. Havoc w/ special weapon: Plasma gun
. Havoc w/ special weapon: Plasma gun
Havocs [10 PL, 148pts]: Mark of Slaanesh
. Aspiring Champion: Bolt pistol, Boltgun
. Havoc w/ boltgun
. Havoc w/ heavy weapon: Lascannon
. Havoc w/ heavy weapon: Missile launcher
. Havoc w/ heavy weapon: Heavy bolter
. Havoc w/ heavy weapon: Heavy bolter
++ Vanguard Detachment +1CP (Chaos - Chaos Space Marines) [42 PL, 771pts] ++
+ No Force Org Slot +
Legion: Emperor's Children
+ HQ +
Chaos Lord [5 PL, 85pts]: Mark of Slaanesh, Plasma pistol, Power sword
+ Elites +
Chaos Terminators [14 PL, 255pts]: Mark of Slaanesh
. Chaos Terminator Champion: Combi-plasma, Power axe
. Terminator: Combi-plasma, Power axe
. Terminator: Combi-plasma, Power axe
. Terminator: Combi-plasma, Power axe
. Terminator w/ Heavy Weapon: Power axe, Reaper autocannon
Helbrute [7 PL, 142pts]: Mark of Slaanesh, Multi-melta, Power scourge
Helbrute [7 PL, 137pts]: Twin Blastmaster, Mark of Slaanesh, Missile launcher
+ Heavy Support +
Maulerfiend [9 PL, 152pts]: Lasher tendrils, Mark of Slaanesh
++ Battalion Detachment +3CP (Chaos - Chaos Space Marines) [45 PL, 624pts] ++
+ No Force Org Slot +
Legion: Emperor's Children
+ HQ +
Chaos Lord with Jump Pack [6 PL, 105pts]: 2x Lightning Claw, Mark of Slaanesh
Daemon Prince [8 PL, 156pts]: Intoxicating Elixir, Malefic talon, Slaanesh
+ Troops +
Chaos Space Marines [9 PL, 103pts]: Mark of Slaanesh
. Aspiring Champion: Bolt pistol, Boltgun
. 4x Marine w/ Boltgun
. Marine w/ heavy weapon: Lascannon
Noise Marines [11 PL, 130pts]
. Marine w/ Blastmaster: Blastmaster
. 4x Marine w/ Sonic blaster: 4x Sonic Blaster
. Noise Champion: Bolt pistol, Sonic blaster
Noise Marines [11 PL, 130pts]
. Marine w/ Blastmaster: Blastmaster
. 4x Marine w/ Sonic blaster: 4x Sonic Blaster
. Noise Champion: Bolt pistol, Sonic blaster
++ Total: [133 PL, 1999pts] ++
So first this list has 10 cps. Which is kind of nuts but at the same time I like the feel.
The Alpha Legion cultist and their support with havocs and the Apostle are pretty tough verse shooting with the -1. Also cultist are still an AL thing to me.
The Vanguard has a few big things. First the fire support dread with a twin blast master and missile launcher. Good range fire power. The other is more of a support of the DP. Multi-meltas are pretty damn good and the scourge is super powerful.
I have a lot of shooting support in this. Noise marines I love. Plasma termis for a dropping death with lord support.
I feel with the cps and the tricks I have in this army I can handle whatever he throws at me and also have a decent chance at taking down his flyer which I know he has.
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
Sometimes you need something more than standard plastic or super glue.
You need a two part epoxy.
Which I am was told a good brand on Monday and completely forgot it.
Some plastic glue I got at the LGS.
Normally I use locktite super glue but I needed something and they had the plastic glue and no locktite
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
The overlord is a finecast model - not plastic - so you need superglue. Plastic glue only works on plastic as it's not really glue, it melts the plastic together. Doesn't work on resin/finecast.
The kit doesn't say finecast though, it says plastic.
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
Necrons are kind of a bad choice for plastic glue though, too fiddly and with tiny contact points. File down the joints a bit for a slightly wider and rougher contact point, and maybe try superglue.
@Stragint - which overlord do you have? The one brandishing the orb is plastic. The one swinging a warscythe is resin. It could just be a crap bottle of plastic glue. Just grab a couple pieces of sprue and see if it bonds them.
It might be shitty glue. I got it in a hobby box that comes with an exacto knife and clippers. It glued my wraiths together with pretty much no trouble.
I just had trouble getting the overlord's leg and butt cape to stay on. Then the arms were equally a bitch. It was not a pleasant experience and I considered tossing it and just using the 3 old pewter lords I have ad overlords.
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
that stuff blows
That sounds like a bad joke
I feel bad I had to buy my glue online so I got this
Far better than I thought it would be
I guess I've got enough models to paint up a CSM killteam for Shadow War now.