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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Let's take a step back here. I think the real question is why did we let one of our indispensible elite slots get within assaulting range of a guard infantry blob?
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
iyaerP
Let's take a step back here. I think the real question is why did we let one of our indispensible elite slots get within assaulting range of a guard infantry blob?
Good point. To maneuver that many men so close to the Tau lines undetected....
It would take some kind of tactical genius...
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Hootman
It would take some kind of tactical genius...
CRRRRRRRREEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEDD DDDDDDDDDD!
yes
DM
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Ricky S
My dakka baal predator disagrees with you :smalltongue:
Dakka Baal Predator...Like, one with Assault Cannon and Heavy Bolters for 145 Points? :smallconfused:
But, regular Predators with Heavy Bolters are 100 points. Am I to understand you already use 3 [Stormravens/Dreadnoughts/Devastators/Vindicators] and that's why you're forced to run Baal Predators?
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Cheesegear
Dakka Baal Predator...Like, one with Assault Cannon and Heavy Bolters for 145 Points? :smallconfused:
But, regular Predators with Heavy Bolters are 100 points. Am I to understand you already use 3 [Stormravens/Dreadnoughts/Devastators/Vindicators] and that's why you're forced to run Baal Predators?
Regular Predators don't have Assault Cannons or Scout.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Tarinaky
Regular Predators don't have Assault Cannons or Scout.
It's a Dakkapred. It doesn't have Multi-Meltas or Flamestorm. It doesn't need Scout. It doesn't have Descent of Angels, so outflanking it without either of the above is also Sad Face.
Second, it's still a Predator with SA11, it doesn't want to be anywhere near within 24" range of an enemy unless it can kill it (Multi-Meltas or Flamestorms).
And cover saves makes all Rending near-worthless.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Cheesegear
It's a Dakkapred. It doesn't have Multi-Meltas or Flamestorm. It doesn't need Scout. It doesn't have Descent of Angels, so outflanking it without either of the above is also Sad Face.
Second, it's still a Predator with SA11, it doesn't want to be anywhere near within 24" range of an enemy unless it can kill it (Multi-Meltas or Flamestorms).
And cover saves makes all Rending near-worthless.
My experiences of using a Baal contradicts more or less everything you just said except for the remark about outflanking.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Tarinaky
My experiences of using a Baal contradicts more or less everything you just said except for the remark about outflanking.
Emphasis mine.
Depends on your meta-game. In my slightly competitive meta-game, there aren't many people running Orks, Tyranids or non-Mech Guard (because the first two aren't really competitive and the latter is too expensive), so a Pred with Assault Cannons and Heavy Bolters is going to be near-useless, especially when you can get two MM/HF Land Speeders for less. And for almost the same cost you can get a decent squad of Bikers and two Meltaguns.
(Apparently Blood Angel Bikers are very good, as has been brought to my attention a couple of times, though I've never actually seen them in play).
In my experience, DakkaPreds for Blood Angels are terrible. Mainly because Blood Angels already kill Infantry plenty well as-is and your points and slots spent on DakkaPreds can be better spent on other things.
So, when all's said and done, I resort to my new mantra that I've been repeating; If you need them, great. If not, terrible.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
It was more of a joke than anything cheesegear. The baal predator is a part of my "non" competitive army that I posted up a few pages ago. I orignally bought it simply because I love the imagery of thousands of rounds being expended and the shells flying around forming piles around the tank. I don't know if I so much need it, as I want it.
But...
With the current metagame as it is, my dakkapred is amazing! There is an abundance of all infantry armies with no vehicles at all. This has lead my win to loss ration to skyrocket as no one is equipped to deal with a heap of armour.
Here is a rundown of what it has killed so far.
Spoiler
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Game 1
-8 devastators (one whole squad and three from another)
-5 assault marines
Game 2
-14 thousand sons.
-5 noise marines
Game 3
-Leman russ
-Couple of guardsmen
Game 4
-13 noise marines
-sorceror
-greater summoned demon
Game 5
-4 harlequins
-3 pathfinders
It really is an absolute beast on the tabletop!
I am interested to know what sort of armies are at your local store? Also which store do you play at? I play in the city store.
Armies that are played in the store frequently:
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-Infantry Tau x 2
-Infantry orks x 2
-Infantry chaos x 2
-Infantry blood angels
-Infantry space marines x 2
-Infantry guard
-Infantry Nids x 2 (cause you know, they have to be)
-Infantry eldar
-Infantry grey knights
-Hybrid Tau
-Mechanised chaos
-Mechanised guard x 2
-And me, mechanised blood angels
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Ricky S
Armies that are played in the store frequently:
Spoiler
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-Infantry Tau x 2
-Infantry orks x 2
-Infantry chaos x 2
-Infantry blood angels
-Infantry space marines x 2
-Infantry guard
-Infantry Nids x 2 (cause you know, they have to be)
-Infantry eldar
-Infantry grey knights
-Hybrid Tau
-Mechanised chaos
-Mechanised guard x 2
-And me, mechanised blood angels
I'm kind of envious of your diverse looking metagame :(
Our local store looks something like this:
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5x Ultramarines (or codex space marines. you know.)
3-4x Blood Angels
2x Grey Knights
2x Space Wolves
1x Black Templars
2x Chaos Space Marines
2x Necron
1x Tau
1x Eldar
2x Guard
1x Tyranids
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
wow you guys have big Metagames
mine is the following:
Spoiler
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1x Codex: Space Marines
1x Chaos Space Marines
1x Dark Eldar
2x Space Wolves
1x Blood Angels
1x Tyranids
1x Black Templars
1x Grey Knights
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Mine is:
Spoiler
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Orks x3
Dark Eldar x1
Eldar x1
Guard x2
Daemons x2
Chaos Space Marines x1
Space Marines x5+
Black Templars x1
Grey Knights x1
Tau x1
With almost all of them being mostly foot armies. The Orks, CSM and Guard are all mostly mechanised. Some of the SM lists are hybrids.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
i'm thinking about adding a unit of banshees to my eldar force (primarily dire avengers and pathfinders). i was looking at the equipment options for the exarch and i can't decide which one to go with. i'm not really interested in getting an executioner blade, but the triskele and the mirrorswords look equally good. the triskele has only 3 attacks on a charge, but it can be used during the shooting phase, giving the squad some decent anti power armor shooting attacks. that being said, it's only S3, meaning that i won't get many wounds against space marines or crisis suits (the two units i would be using it on most). the mirrorswords however take away the exarch's shurikan pistol, but they bring her attacks on a charge up to 5. i'm split here, i don't know which one is better, help.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
gabado
i'm thinking about adding a unit of banshees to my eldar force (primarily dire avengers and pathfinders). i was looking at the equipment options for the exarch and i can't decide which one to go with. i'm not really interested in getting an executioner blade, but the triskele and the mirrorswords look equally good. the triskele has only 3 attacks on a charge, but it can be used during the shooting phase, giving the squad some decent anti power armor shooting attacks. that being said, it's only S3, meaning that i won't get many wounds against space marines or crisis suits (the two units i would be using it on most). the mirrorswords however take away the exarch's shurikan pistol, but they bring her attacks on a charge up to 5. i'm split here, i don't know which one is better, help.
I personally love using the Mirror Swords because when doom is involved those five attacks do some real damage. But remember to have your farseer nearby to help out...people will target banshees like a snake targets mice.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Craftworld
I personally love using the Mirror Swords because when doom is involved those five attacks do some real damage. But remember to have your farseer nearby to help out...people will target banshees like a snake targets mice.
i was thinking that, but having an ap 2 assault 3 weapon is really nice.
i was also planning to have my farseer roll with a squad of warlocks, his personal psychically attuned death posy.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
gabado
i was also planning to have my farseer roll with a squad of warlocks, his personal psychically attuned death posy.
Seer Councils have been losing ground in the competitive meta-game for some reason. I don't quite know why, though I'm fairly certain it has something to do with Grey Knights and how a single Mindstrike Missile can wipe out the whole unit and if any model with Psyk-Out Grenades even looks at you funny you're in trouble. In other words I know exactly why Seer Councils are Sad Face now.
Obviously, if those things aren't problems for you, then Seer Councils are fine.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
gabado
i'm thinking about adding a unit of banshees to my eldar force (primarily dire avengers and pathfinders). i was looking at the equipment options for the exarch and i can't decide which one to go with. i'm not really interested in getting an executioner blade, but the triskele and the mirrorswords look equally good. the triskele has only 3 attacks on a charge, but it can be used during the shooting phase, giving the squad some decent anti power armor shooting attacks. that being said, it's only S3, meaning that i won't get many wounds against space marines or crisis suits (the two units i would be using it on most). the mirrorswords however take away the exarch's shurikan pistol, but they bring her attacks on a charge up to 5. i'm split here, i don't know which one is better, help.
Banshees are Fleet, no? Chances are good that if they're not in a transport, they'll be running towards something to kill. Better to have the extra assault power.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
gabado
i'm thinking about adding a unit of banshees to my eldar force (primarily dire avengers and pathfinders). i was looking at the equipment options for the exarch and i can't decide which one to go with. i'm not really interested in getting an executioner blade, but the triskele and the mirrorswords look equally good. the triskele has only 3 attacks on a charge, but it can be used during the shooting phase, giving the squad some decent anti power armor shooting attacks. that being said, it's only S3, meaning that i won't get many wounds against space marines or crisis suits (the two units i would be using it on most). the mirrorswords however take away the exarch's shurikan pistol, but they bring her attacks on a charge up to 5. i'm split here, i don't know which one is better, help.
The option you have eliminated is by far the best. Extra attacks aren't what banshees need, 2 more attacks aren't going to make or break one of their assaults and the triskele is essentially just a few more attacks that only happen if you don't need to fleet because it has to be directed at the same target you are assaulting.
What banshees are missing is high strength attacks, exactly what the executioner blade gives. 6 attacks at str3, even with doom, isn't going to come out ahead of of 3 str6 attacks against anything but t3, and how often is that going to be an issue? Wounding on a 2+ is 4 times better then wounding on a 5+ so even with twice as many attacks you're still 2x better off with str6, and doom just makes the extra attacks slightly worse. And on the chance you get assaulted by something T5/6 its a lot better to have the str6, or if you don't have anything to charge but a vehicle, at least you have a reasonable chance of hurting AV10.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
thanks guys, i think i'll try playing a few games with the different weapons before making my decision. i am currently leaning towards the excecutioner, courtecy of erloas's advice. but i'll wait to see which one best fits my meta. thanks guys. :smallsmile:
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
So... If anyone gives a white about the new SoB stuff and trying to do stuff with it...
In terms of tactics.. How insanely stupid would a list containing 9 Penitent Engines and 30 Repentia (in borrowed rhinos) sound?
...No, my thoughts for the list don't really extend past that, but I figure at least my opponent's reaction would be amusing.
...Also yeah, no, this is not a competitive list, by any stretch. ...I think.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
I like the sound of your army but it would require a lot of cover for it to be effective. If you face a gunline army you will be blasted apart before you can get anywhere near them. Penitent engines are pretty fragile.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Ricky S
I like the sound of your army but it would require a lot of cover for it to be effective. If you face a gunline army you will be blasted apart before you can get anywhere near them. Penitent engines are pretty fragile.
Yyeaahh.. I figure the rest of my army would have to be mech of some sort, to set up a shield wall of sorts. Using smoke, of course.
...As a sidenote, maybe it's my luck, but that 6++ save on vehicles? Pretty good. It's, well, SOMETHING for when I forget to pop smoke. (Read: All the time.)
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Apparently they've altered the 'Ard Boyz scenarios. Or, as far as I can tell, just made the first one Pitched Battle instead of Dawn of War (meaning that there is NO DoW right now, whee!). Still hoping to grab some critique on my updated ork list before the weekend.
ORKS, 2500 POINTS, 'ARD BOYZ SEMI-FINALS
Spoiler
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HQ
Thraka, 225pts
Big Mek, 120pts
Powerklaw & Shoota, Kustom Force Field, 'Eavy Armor, Bosspole
ELITES
Kommandos 10, 215pts
-2 Burnas
-Boss Snikrot
Lootas 8, 120pts
Nobs on Warbikes 8, 480pts
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1. PK
2. PK, Cybork
3. BC
4. BC, Cybork
5. Waaagh! Banner
6. Cybork
8. X
9. Painboy
TROOPS
Boyz 18, 143pts
-Sluggas & Choppas
-Nob with Powerklaw
Boyz 18, 143pts
-Sluggas & Choppas
-Nob with Powerklaw
Boyz 20, 170pts
-Shootas, 2 Big Shootas
-Nob with Powerklaw, Bosspole
Boyz 20, 170pts
-Shootas, 2 Big Shootas
-Nob with Powerklaw, Bosspole
Boys 30, 215pts
-Sluggas & Choppas
-Nob with Powerklaw
Deff Dread, 105pts
-Skorcha, DCCW, Armor Plates
HEAVY SUPPORT
Battlewagon, 145pts
-Deff Rolla, Red Paint Job, Grot Riggers, Armor Plates, Boarding Plank, 2 Big Shootas
Battlewagon, 140pts
-Deff Rolla, Red Paint Job, Armor Plates, Boarding Plank, 2 Big Shootas
Looted Wagon, 60pts
-Skorcha, Red Paint Job, Reinforced Ram
TOTAL: 2451, not sure what to do from here. Biker? Misc bodies? Wargear?
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Is there a rule against using boltguns and chainswords on the same model? I put my DC together that way cuz i thought it looked cooler but looking at the rules Boltguns and Bolt Pistols have different ranges...
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
HalfTangible
Is there a rule against using boltguns and chainswords on the same model? I put my DC together that way cuz i thought it looked cooler but looking at the rules Boltguns and Bolt Pistols have different ranges...
Ruleswise that's the same as having just the bolter.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
The chainsword is a close combat weapon either way, right? Shouldn't matter at all, unless you swapped the CCW for the bolter.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Teln
The chainsword is a close combat weapon either way, right? Shouldn't matter at all, unless you swapped the CCW for the bolter.
Even then, a plain close combat weapon does nothing unless paired with a pistol or another CCW.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Ogremindes
Even then, a plain close combat weapon does nothing unless paired with a pistol or another CCW.
Actually, if the entry said something like "replace chainsword and/or bolt pistol with....a bolter", it CAN make a difference.
One marine has sword/bolter.
Another has pistol/bolter.
These two are now differently wargeared, so you can assign wounds to them differently. Sure, it may not save you unit on its own, but if you combine it with enough other wargear, you can make musical wounds more easily/cheaply.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Hootman
Actually, if the entry said something like "replace chainsword and/or bolt pistol with....a bolter", it CAN make a difference.
One marine has sword/bolter.
Another has pistol/bolter.
These two are now differently wargeared, so you can assign wounds to them differently. Sure, it may not save you unit on its own, but if you combine it with enough other wargear, you can make musical wounds more easily/cheaply.
It only says that for Power weapons power fist and thunder hammer. Judging from the wargear list, pistol and bolter are interchangeable.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Hootman
Sure, it may not save you unit on its own, but if you combine it with enough other wargear, you can make musical wounds more easily/cheaply.
But musical wounds is really only of much help when you have multiple wound models. Sure it might make a difference if you have 3-4x as many wounds to assign as you have model and you might get lucky and have a few 1/2s hit the same model but there is no control over it and it doesn't happen all that often.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Erloas
But musical wounds is really only of much help when you have multiple wound models. Sure it might make a difference if you have 3-4x as many wounds to assign as you have model and you might get lucky and have a few 1/2s hit the same model but there is no control over it and it doesn't happen all that often.
It could make a difference in certain situations though. Like, say, those two Marines are the only ones left in their squad, and they are hit and wounded by two meltaguns and one bolter. If they were equipped in the same fashion, the meltas would kill both; with one having bolter+sword and the other bolter+pistol, it's possible to assign both meltagun wounds to the same Marine and have the other one take an armour save against the bolter.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
The good news is that boltgun + chainsword is entirely legal on death company.
The bad news is that having boltgun + chainsword gives you exactly no bonuses in assault.
The other good better news is that since death company are relentless, giving them boltguns is actually a very good idea.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Winterwind
it's possible to assign both meltagun wounds to the same Marine and have the other one take an armour save against the bolter.
And having a single marine left in a squad is going to make a difference how much of the time? On the last turn where they happen to be holding/contesting an objective or being/not being a kill point but the majority of the time its not going to mean much of anything. Its a theoretical advantage, yes, but I don't think its an actual advantage the majority of the time, especially since you're giving up (a little bit of) combat power to get it.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Erloas
And having a single marine left in a squad is going to make a difference how much of the time? On the last turn where they happen to be holding/contesting an objective or being/not being a kill point but the majority of the time its not going to mean much of anything. Its a theoretical advantage, yes, but I don't think its an actual advantage the majority of the time, especially since you're giving up (a little bit of) combat power to get it.
Oh, I absolutely agree, it's something that would come up very, very rarely, and probably end up disadvantaging you just as often by not having a pistol to shoot when assaulting. Personally, I think it wouldn't be worth the hassle of having to manage different types of Marines where a single type would have done.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
And having a single marine left in a squad is going to make a difference how much of the time? On the last turn where they happen to be holding/contesting an objective or being/not being a kill point but the majority of the time its not going to mean much of anything. Its a theoretical advantage, yes, but I don't think its an actual advantage the majority of the time, especially since you're giving up (a little bit of) combat power to get it.
This actualy came up in a way, in our last apocalypse battle.
BA were facing off against an emperial guard tank army, and were getting shot to pieces.
Unfortunately, there were generaly a couple of survivors who survived getting into melee, where they then tore the tanks appart.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Seven Grey Pointers* charged by three units of ten-ish Orks while in cover. Six power weapon wounds, fourteen normal wounds**, allocated three PK each to the Sharkin and the Shark Guard, and the rest to the unit. Due to re-rolls I take exactly two casualties and rout all three units.
*Or White Hunters I still don't know
**Thanks to counter-charge and shark standard and Living Legend I killed several orks before they attacked.
Being able to muck with wound allocation is useful, but can be much more trouble than it's worth. See: my Terminator squad comprised of 1x power weapon/storm bolter, 1x pw/sb/cyclone launcher, 1x chainfist/sb, 1x shark tooth/sb, and 1x Ajax Stormfin. It can take over a minute to roll saves.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Ninja Chocobo
Seven Grey Pointers* charged by three units of ten-ish Orks while in cover. Six power weapon wounds, fourteen normal wounds**, allocated three PK each to the Sharkin and the Shark Guard, and the rest to the unit. Due to re-rolls I take exactly two casualties and rout all three units.
*Or White Hunters I still don't know
**Thanks to counter-charge and shark standard and Living Legend I killed several orks before they attacked.
Being able to muck with wound allocation is useful, but can be much more trouble than it's worth. See: my Terminator squad comprised of 1x power weapon/storm bolter, 1x pw/sb/cyclone launcher, 1x chainfist/sb, 1x shark tooth/sb, and 1x Ajax Stormfin. It can take over a minute to roll saves.
But that minute can mean the difference between winning and losing a game and that will make all the difference.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Working on some TO stuff, but I've got a question I'd like a general opinion on: Table quarter missions.
Generally you see table quarters as "player with the most VPs in the quarter takes it." Which is all fine and dandy, but I'd prefer a focus more on troop units, and less on "killy kill kill." Plus we're strapped for time usually and VPs are time consuming and there's plenty of room for error or 'accidental' miscalculations.
So my first instinct is to make each quarter held if it contains a troop unit and contested if any enemy unit is within it--but that seems like an easy way to have games end in a draw--so after some digging the next solution I've come up with is that quarters can only be contested by units at or above half strength or undamaged vehicles.
Am I just being overly cautious about the game ending in a draw and going to secondary win conditions as a determining factor (tournament will use points earned each round for primary/secondary/tertiary objectives...so I guess splitting primary and winning on secondary isn't so bad...but still.) I have some time to tweak scenario specifics, and I was looking for an objective, non-participating opinion.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
BoSheck
Working on some TO stuff, but I've got a question I'd like a general opinion on: Table quarter missions.
Generally you see table quarters as "player with the most VPs in the quarter takes it." Which is all fine and dandy, but I'd prefer a focus more on troop units, and less on "killy kill kill." Plus we're strapped for time usually and VPs are time consuming and there's plenty of room for error or 'accidental' miscalculations.
So my first instinct is to make each quarter held if it contains a troop unit and contested if any enemy unit is within it--but that seems like an easy way to have games end in a draw--so after some digging the next solution I've come up with is that quarters can only be contested by units at or above half strength or undamaged vehicles.
Am I just being overly cautious about the game ending in a draw and going to secondary win conditions as a determining factor (tournament will use points earned each round for primary/secondary/tertiary objectives...so I guess splitting primary and winning on secondary isn't so bad...but still.) I have some time to tweak scenario specifics, and I was looking for an objective, non-participating opinion.
You're more or less reinventing the Third Edition 'Cleanse' scenario.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Tarinaky
You're more or less reinventing the Third Edition 'Cleanse' scenario.
I didn't play in third edition, or fourth edition. I'm given to understand scoring worked differently then. All i'm working with is scenarios I've played in or read for other tournaments.
Any actual input would be welcome.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
New Frog World:
Dark Eldar Tantalus:
http://www.forgeworld.co.uk/Images/FW/tantelousev.jpg
£85 & rules in IA Apoc 2.
Land Raider Proteus / Mk1:
http://www.forgeworld.co.uk/Images/FW/lrproteusev.jpg
£80...maybe with new rules (no assault, some bonus perhaps)?
I like the DE skimmer, it'd make a great centrepiece for an Autarch to ride around on.
The Land Raider I'm not so sure about - I'll need to see how it scales up first.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
I like the dark eldar ride, it looks like it will be huge as well (perhapse even super heavy).
The Raider is just a throwback to the first edition (or was it second edition :smallconfused:) land raiders which have the exact same lines and design. So honestly not that impressed
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
While they weren't on sale, those land raiders were, as I recall, in photos in the 3rd ed codex.
It was some way into 3rd ed before the present-day land raider appeared.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
80 quid is only ten bucks AUD more than current Land Raiders and a lot of people really dig the retro-style 'Raider.
Probably costs less than actual retro 'Raiders, too.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
That style Raider is from 1st ed, originally a scratchbuild with only one lascannon a side and a boltgun:
http://i147.photobucket.com/albums/r...jpg__thumb.jpg
Original Stats:
Max speed: 20"
Acceleration/Deceleration: 7"
Turn Radius: 1
Capacity: 10
Toughness: 8
Damage: 30
Save: 5+
Equipment: 3 (2x targeters, auto-drive)
Weapons: 5 (2x Lascannon, 1 bolter)
in the Compendium they upgraded it:
Move stats the same
Cap: 12
T: 8
Dam: 50
Sv: 2+
Eq: 14 (2x 1" power fields w synchronisers, auto aim, auto-fac, targeters, communicator, bio-scanner, energy-scanner, rad-counter, ejector seats, medi-pack)
Wep: 12 (4x lascannon, 2x heavy bolters)
Who says GW have always favoured marines? :smallamused:
When Epic 40,000 (forever curse its name!) came out in early 1997, and the Land Raider and Thunderhawk were redesigned into their current incarnations. Well, the Land Raider was a little different, represented by the FW MkIIb version.
Funnily enought GW didn't sell the Mk1 for the latter half of 2nd ed (at least not in Australia).
Good point about the cost there Ninja, though I'm not sure the hassle of assembly would outweigh the savings. That and I already own six Land Raiders...
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Zorg
That and I already own six Land Raiders...
Wow! Do you actually ever use all 6?
Now I really am tempted to do a pre heresy army what with the old school land raider and the old school dreadnoughts that are being released. Sounds interesting.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Zorg
New Frog World:
[Dark Eldar Tantalus]
*Deep Breath*
...Eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
I'm so happy right now you don't even know!
Anyway, for my next list...
Spoiler
Show
Archon - 140 Points
Agoniser, Phantasm Grenade Launcher, Haywire Grenades
Shadow Field
Kabalite Trueborn (x4) - 163 Points
x4 Blasters
+ Venom
Kabalite Warriors (x5) - 115 Points
Blaster
+ Venom
Kabalite Warriors (x5) - 115 Points
Blaster
+ Venom
Kabalite Warriors (x5) - 115 Points
Blaster
+ Venom
Wyches (x10) - 180 Points
Haywire Grenades
+ Raider
Wyches (x10) - 180 Points
Haywire Grenades
+ Raider
Ravager - 105 Points
x1 Disintegrator Cannon
Ravager - 105 Points
x1 Disintegrator Cannon
Total: 1218 Points (of 1250 limit)
30 Points left.
Obvious choice is to put Flickerfield/Nightshield on the Ravagers, although I'm not quite sure which. Probably Flickerfields. Although don't really know what to do with my last 10(12) points.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Cheesegear
Archon - 140 Points
Agoniser, Phantasm Grenade Launcher, Haywire Grenades
Shadow Field
a solid choice however I would drop the grenade launcher as defensive grenades rarely come in handy. I would than also add a blaster as a bs 7 blaster is awesome and the lost attack (due to no 2cc) is made up for with a higher chance of a wound on the blaster and the increased versatility (i.e. chance to pop the transport and thus assault the contents, or immobilize a fast moving vehicle to get auto hits with your wyches).
Quote:
Originally Posted by
Cheesegear
Kabalite Trueborn (x4) - 163 Points
x4 Blasters
+ Venom
I have grown to hate this sort of unit. They are wasteful, near throw away units unfortunately due to low toughness and negligible armor. They drop out of their venom pop a vehicle of their choice than get pasted by return fire. The problem with that is unless the vehicle was equal in points to the trueborn (which is rare unless its a land raider) you are trading down in units.
I would suggest dual lance trueborn units. They are only slightly trailing the blasters in fire power but what they loose in numbers they make up for in survivability. They do not need to fly around in a death trap (on average if their venom exploded they take 2 wounds losing 1 guy which is both a moral check and quite a few points down the drain) they need not get into small arms fire (which 18" is because a 6" move gets you in rapid fire range and a marine unit rapid firing on them kills 3.5 even with normal cover save). Instead they sit in the rear out of small arms fire being effective from turn 1 on. If they are shot than its more than likely with heavier weapons which means they are not being directed at your ravagers or venoms which is awesome.
Quote:
Originally Posted by
Cheesegear
Kabalite Warriors (x5) - 115 Points
Blaster
+ Venom
Kabalite Warriors (x5) - 115 Points
Blaster
+ Venom
Kabalite Warriors (x5) - 115 Points
Blaster
+ Venom
Wyches (x10) - 180 Points
Haywire Grenades
+ Raider
Wyches (x10) - 180 Points
Haywire Grenades
+ Raider
solid core choices but I would drop a wych so the archon can tag along.
Quote:
Originally Posted by
Cheesegear
Ravager - 105 Points
x1 Disintegrator Cannon
Ravager - 105 Points
x1 Disintegrator Cannon
Total: 1218 Points (of 1250 limit).
with anti tank covered by the rest of the army these guys are right in their nitch as the clean up crew for the heavy enemy units if they have 3 cannons, so I would just go all cannon instead of split effectiveness.
With the dropped launcher and wych and the swap of blasters to lances you net another 32 points.
I would drop 1 wych and 1 trueborn and add another dual lance trueborn unit. This means your overall list has lost 2 wyches total and your blasters are now lance and hitting 2 units and you have gained a blaster on the archon.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
crazedloon
a solid choice however I would drop the grenade launcher as defensive grenades rarely come in handy. I would than also add a blaster as a bs 7 blaster is awesome and the lost attack (due to no 2cc) is made up for with a higher chance of a wound on the blaster and the increased versatility
I'm actually considering dropping the Archon for Sliscus. 10 points less, does more or less the same thing as the Archon, and gives bonuses to the rest of the army. Don't know why I didn't see it in the first place.
As for the Phantasm, it's a really good investment. It pays for Assault Grenades (which Dark Eldar really do want with their non-wasted high Initiative), as well as Defensive Grenades. Which is handy for shooty units like Trueborn who aren't likely to get out of their vehicle unless they're shot out of it rife for Assaulting.
Quote:
I would suggest dual lance trueborn units. They are only slightly trailing the blasters in fire power but what they loose in numbers they make up for in survivability.
After buying an f*ton of Warriors today (to make minimum squads of 5 with), I was sincerely disappointed to learn of the lack of Blasters I would have. Not to mention I then immediately went on the internet-a-webs to see if they still sold the old Blaster/Shredder blisters...They don't.
So, the unit full of Blasters will probably have to wait. Since I'm going to include Sliscus, I'll probably drop the Blaster-Trueborn in favour of Splinter Cannons and Shardcarbines. But, yeah, I do now have an over-abundance of Dark Lances I'm not using for anything else.
...Speaking of which, I've cracked open all my sprues, checked out page 59 and I can't find any Shardcarbines.
Looks like I'll have to pick up a box of Scourges.
Quote:
with anti tank covered by the rest of the army these guys are right in their nitch as the clean up crew for the heavy enemy units if they have 3 cannons, so I would just go all cannon instead of split effectiveness.
You're doing it wrong. Ravagers don't get Power From Pain, and so therefore should absolutely not be clean up crew getting 'last kills' if you've got a unit of Warriors (or Trueborn, turns out) who could get the kills instead.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
A quick question to the Warhammer people who know alot more about Warhammer than me!
Is allowing Mixed Codex armies a good or bad thing? Specifically, in the case of Tyranids and Orks?
Just want the opinion of some people more knowledgeable than me!
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Shadow Lord
A quick question to the Warhammer people who know alot more about Warhammer than me!
Is allowing Mixed Codex armies a good or bad thing? Specifically, in the case of Tyranids and Orks?
Just want the opinion of some people more knowledgeable than me!
unless its apocalypse it is regarded as completely unacceptable in most gaming groups unless everyone playing has agreed to it ahead of time.
i got pretty chewed out here after bringing up the subject of a Stormraven in a Codex: Ultramarines Space Marines army.
sorry :smallfrown:
DM
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Shadow Lord
A quick question to the Warhammer people who know alot more about Warhammer than me!
Is allowing Mixed Codex armies a good or bad thing? Specifically, in the case of Tyranids and Orks?
Generally it's regarded as unacceptable. As DM said, unless you're in the kind of environment that allows such things.
Mostly because it can get kind of ridiculous. The example given; Tyranids and Orks, is woefully underpowered given the combinations that could otherwise arise. Although I suppose if the idea was Tervigons + Orks.
Generally, it's the kind of thing that happens in 2v2 tournaments. Y'see, there's this guy called Fateweaver, and his rules specifcally state "all friendly models", not 'models you control', or 'daemons', so, obviously, the idea is to pair him with Hammernator-spam Dark Angels and go crazy with the unkillable army.
Incidentally; Queensland won the State Teams Event.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Cheesegear
Generally, it's the kind of thing that happens in 2v2 tournaments. Y'see, there's this guy called Fateweaver, and his rules specifcally state "all friendly models", not 'models you control', or 'daemons', so, obviously, the idea is to pair him with Hammernator-spam Dark Angels and go crazy with the unkillable army.
For exactly that reason, it's become practice 'round here to include "special rules and abilities of one player do not affect his teammate, ever" in the team tournament rules. No Fateweaver giving re-rolls to Hammernators; not even re-rollable to-wound rolls from an allied Eldar Farseer's Doom, etc.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
So played my first game ever against orks, and despite being outnumbered 1v2 I atleast tied against him. It was a capture and control game.
Highlights:
Spoiler
Show
- 1. On first turn, the Orks player Shokk Attak Gun rolled double ones. He freaked out and I asked him what that meant. He looked at me with a scared face and sad "It means very bad things". He then rolled a 6 and wiped out half of an orc mob and half of a loota squad.
- 2. Swarmlord charges into a squad of ork boys, ork boys kill him in 2 player turns.
- 3. Genestealers outflank to the left to attack Ghazgull Thraka and his mob of Nobz. Ghazgull then spends the entire round of combat hypnotized by the broodlord, while the nobz do everything and slaughter the genestealers.
- Doom of Malantai deepstriking behind three squads of ork boyz, two of which fail the leadership test. It then promptly gets overruned and refuses to die until the Nobz come in to clean it up.
- Trygon Prime gets knocked down to 1 wound, and proceeds to make all of his armor saves, and once Ghazgull attempts to shoot it he fails. So a loota kills it instead.
- Lootas rolling only ones on there roll to see how many shots they get, but proceed to roll all 5's and sixes on there to hit roll (But fail to wound always)
- Carnifex charges a single ork nob, Ork nob proceeds to knock the carnifex to 1 wound and refuses to die until the next turn.
- On the final turn a Trukk attempts to shoot down the single warrior holding my objective but gets rammed by a Carnifex who makes his leadership and runs into synapse (Which happened to be towards the trukk) while the other Carnifex blocks the passageway with his Instinctive Behavior body rampaging around.
All in all it was incredibly fun to play against Orks, I definetely would want to do it again, and if I had moved my Termigaunts to support my Hormagaunts I probably wouldve won.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Forgive me for barging in and not contributing. I played 40k about 2 editions ago and when I tell you I was playing Dark Eldar you can probably guess why (among other things) I quit playing at some point. Now while I don't really have the time and money to commit to the hobby again, I do know they finally updated the codex some time ago, I actually even have the new codex but not the new core rules and I haven't played in years.
Would anyone of the active players inform me how well Dark Eldar work out at the moment in terms of tournamentability and fun to play?
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Partysan
Would anyone of the active players inform me how well Dark Eldar work out at the moment in terms of tournamentability and fun to play?
Honestly, Dark Eldar haven't changed much. Yes, there are a lot of new toys for Dark Eldar, but most of them pale in comparison to the old things that were just made better.
Dark Eldar are still incredibly fragile, although that can be said of most T3, 5+ armour save armies, unforunately, Dark Eldar don't have the numbers that Orks, Tyranids and Guard do. And rely mostly on boats. Probably more than they did before.
Venoms and Raiders. Pretty much every unit you have needs one or the other.
'Tournamentability', Dark Eldar are fantastic. But only with boats. Foot Dark Eldar do not do well at all. Like I said, they don't have the numbers that Tyranids and Orks do, and yet will still die to Bolters.
Fun to play? I don't know. What do you want to do? Does this army appeal to you? As a core to an army, it's probably one of the better ones. Anyway, there are two (three) ways to do a 'Tournamentable' Dark Eldar army;
Warriors. Basically the list that I've already linked.
Wyches. Basically the list that I've already linked, with more Wyches and Raiders instead of Venoms.
Wracks. Basically a Wych list with Wracks instead and more Haemonculi. Has pretty much the same playstyle as Wyches.
In all cases, you. Need. Boats. A slow Dark Eldar army is a dead Dark Eldar army. Dark Eldar aren't like Space Marines, if Space Marines don't have Rhinos Razorbacks, they've still got 3+ armour. Dark Eldar don't have that and die plenty to Bolters.
So, yeah. Dark Eldar have a lot of new toys, but, whatever you can think of that worked in the older edition, works even better now.
Ravagers. Just Ravagers.
Part 1
Part 2
Part 3
It was written 7 months ago, not a whole lot has changed, but you get the idea.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
My fledgeling Blood Angels actually won a game, and through the jammiest way I have seen in quite a while.
It was 1000pts of Descent of Angels against Veteran spam Imperial Guard, fighting for Kill points on Dawn of War. By turn four he was doing pretty well, as a big blob of my Assault marines had steadfastly failed every single re-rolled reserves roll so far. I had snagged a few kill points on the far flank, and the bulk of his army lay in a pair of chimeras, filled to the gills with melta guns. Last turn they had rolled up and vaporised the big unit on the table, and only the wounded librarian survived.
So when my second 10-man squad finally showed (and even the turn 4 2+ roll needed to be rerolled!)... I actually dropped them in on the far side of the table, as far as possible from the action. I figured I could struggle for the draw, and there was no point sticking them against 2 melta filled tanks. For the movement phase, my surviving librarian hopped over a deep forest, just making it to the far side. The remains of my mini-squad finish off an immobilised tank, putting me 1 kill point in the lead.
In his turn the 2 tanks go to barge through the forest. Difficult terrain for the first: 1. Difficult terrain for the second: 1. Both tanks stuck in the mud. He now an effective firing reach of 12" on the move, against an army entirely comprised of jump packs.
With that the librarian flies away, giggling in a most un-Space Marineish way and the game end is conceded by my opponent. :smallsmile:
I'm still struggling to change from Orks to BA, but it's a fun learning experience. I have acquired numerous second hand jump packs, though does anyone know which box set holds the most Melta guns?
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
evisiron
My fledgeling Blood Angels actually won a game, and through the jammiest way I have seen in quite a while.
It was 1000pts of Descent of Angels against Veteran spam Imperial Guard, fighting for Kill points on Dawn of War. By turn four he was doing pretty well, as a big blob of my Assault marines had steadfastly failed every single re-rolled reserves roll so far. I had snagged a few kill points on the far flank, and the bulk of his army lay in a pair of chimeras, filled to the gills with melta guns. Last turn they had rolled up and vaporised the big unit on the table, and only the wounded librarian survived.
So when my second 10-man squad finally showed (and even the turn 4 2+ roll needed to be rerolled!)... I actually dropped them in on the far side of the table, as far as possible from the action. I figured I could struggle for the draw, and there was no point sticking them against 2 melta filled tanks. For the movement phase, my surviving librarian hopped over a deep forest, just making it to the far side. The remains of my mini-squad finish off an immobilised tank, putting me 1 kill point in the lead.
In his turn the 2 tanks go to barge through the forest. Difficult terrain for the first: 1. Difficult terrain for the second: 1. Both tanks stuck in the mud. He now an effective firing reach of 12" on the move, against an army entirely comprised of jump packs.
With that the librarian flies away, giggling in a most un-Space Marineish way and the game end is conceded by my opponent. :smallsmile:
I'm still struggling to change from Orks to BA, but it's a fun learning experience. I have acquired numerous second hand jump packs, though does anyone know which box set holds the most Melta guns?
They sell meltaguns in groups of five. Wish I knew why they were metal
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
So.....'Ard Boyz over the weekend. Used Orks, lost pretty horrendously.
Game 1: VS Tyranids.
Hive Guard powered through my biker nobs without trouble, and Swarmlord made them run. Tried to get Thraka stuck in quick, but he got drowned in Trygon and a Hive Tyrant. My Lootas forgot to bring extra ammo, and basically accomplished nothing the whole fight. Massacred, Tabled, got 1 point for killing the messenger.
Game 2: VS Black Templars
This guy only had 1 LR Crusader, 2 squads of Sword Bretherin, and a biker techmarine with some attack bikes, so it wasn't what I expected from a Templar army. This was a pretty easy game, and if we'd played faster, I would have won easily. Nobs did better, getting assaulted by 15 Crusaders with the Champion, and then another 20 before finally falling after cutting down some 25 foes. If I had thought to hurl my 20-squad of ShootaBoyz nearby into the fray, I would have won easily. LootaBoyz actually got something done, which was nice. Lost on the last turn because I stupidly moved my only available troop squad away from the flag to Klaw a Rhino and try to pop the LR Crusader. So, basically, I blew it. Minor Loss, got 9 points.
Game 3: VS Chaos Marines
Lash Daemon Prince, Lash Sorceror, Plagues, 9 Oblits, and Havoc Launchers. Got pretty ruined by this guy, immobilizing both of my Battlewagons and wrecked my Deff Dread on Turn 1. Apparently my Mek was tinkering with his KFF, because it didn't do anything. Was fun, more or less, so I didn't really mind losing to this guy. Massacre, Tabled, got 1 point for killing his Sorceror.
Final Score: 11 points.
Local Winners: Salamanders, IG, IG, in that order. All of them passed on the finals, so I haven't a clue who's going on. Not me, anyways.
Yeah, I know, I brought Orks to a Grey Knight fight, and I didn't truly believe I would win anything, but I still wanted to. Pretty much all of my friends said I should have brought my Blood Angels, and I probably WOULD have done better in the first game, but after that, I probably would have been swept under the rug again. Oh well, maybe I'll do better next year.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
evisiron
I'm still struggling to change from Orks to BA, but it's a fun learning experience. I have acquired numerous second hand jump packs, though does anyone know which box set holds the most Melta guns?
The Tactical Squad box has one. That's it.
Your best bet is to order the blister of 5 Meltaguns.