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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Anything you guys recommend to get first [or, rather, the first few] for a Tyranid army?
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
2-3 battle forces and probably a Monstrous Creature/Zoanthrope or Venomthrope/Hive Guards.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
I am expanding my blood angels army and I am torn between these two options. I can take either
-2 las/plas razorbacks
-2 units of 5 assault marines with powerfist and meltagun
Or
-10 assault marines, powerfist and 2 meltaguns
-Storm raven
Any suggestions?
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Ricky S
-2 las/plas razorbacks
-2 units of 5 assault marines with powerfist and meltagun
this is the "competitive" option
Quote:
Originally Posted by
Ricky S
-10 assault marines, powerfist and 2 meltaguns
-Storm raven
this is the fun option
The one you choose depends on what you want out of your army
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Shadow Lord
Anything you guys recommend to get first [or, rather, the first few] for a Tyranid army?
Ah, Tyranids. One of my favourite armies. If in flavour, but not so much execution.
Depends on the style of army you want to play, really. Credit where credit is due, each of the Tyranids' Troops choices pretty much dictates what kind of army you're going to play. Except Rippers. They don't count cause they don't Score.
One of 'the best' armies that I've seen looks like;
Termagants and Tervigons (make out of Carnifex, convert). Admittedly, painting wave after wave after wave of Termagants makes me sigh in empathy (seriously, you need roughly 100 Termagants, and about half of them wont even count for points!), and then you need to be a pretty good hand at converting to get between 2-5 Tervigons. This style of army is fairly competitive, but intensely hobby-intensive. Has more models than Infantry Guard. And that just terrifies my painting hand.
For the 'first' Tyranid army, you're looking at ~500-750 points;
Swarmlord (Hive Tyrant) + ~20 Hormagaunts + Hive Guard/Zoanthropes.
This is kind of a pub stomp list. You'll do incredibly well in low point games because Swarmlord is nigh-unkillable, but, it doesn't quite scale very well in that you'll need more than just Hormagaunts to take the heat of Swarmlord when your enemy brings more Krak Missiles to bear.
My personal favourite though is a mix of Termagants and Warrior Genus models (and Zoanthropes). It's not the competitive army, but it's solid and can deal with pretty much anything that isn't MSU Mech.
Genestealers.
Unfortuntely, the name of the game for Tyranids is 'Spam'. Like, I'm not even kidding.
ION;
Had my first game with my Warrior Kabal (as opposed to my Wych Cult), it's rather good. Sliscus killed Mephiston. :smallamused:
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Cheesegear
Had my first game with my Warrior Kabal (as opposed to my Wych Cult), it's rather good. Sliscus killed Mephiston. :smallamused:
We can has battle report?
Anywho, decided to de-lurk for a while to ask some advice. I've come to the state where I am happy with my Eldar army as is, and have enough auxilary units to give variation to battles. So it's time for a new army.
I'm more or less in a fairly casual meta around my FLGS, so I don't have the need to drop into a truly competative mech-heavy list to start, but I like to keep up for flavour. I do remember reading earlier this thread, or late last thread, that foot-slogging Black Templars are apparently none too shabby?
I'll probably dig up through my boxes for the codex and toss together an army list a little later, I have some 'nilla marines for proxy if need be for play-testing.
As an aside, if I do decide on tournament play, how big a hit to comp score is it to take 2-3 LRC's full of full 16 man squads before anything else?
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
One Step Two
We can has battle report?
Yeah, I'm planning to do one.
Quote:
I do remember reading earlier this thread, or late last thread, that foot-slogging Black Templars are apparently none too shabby?
That still remains true.
Quote:
As an aside, if I do decide on tournament play, how big a hit to comp score is it to take 2-3 LRC's full of full 16 man squads before anything else?
It's not as big of a Grayson move as you'd think. Since Melta and Lance weapons are everywhere (except Orks). The other issue is that each squad, before attached Independent Characters and Grenades (!!!), and other upgrades, comes to 425 points.
x3 = 1275. No HQs, no upgrades (Meltaguns!). Also, for 1250 points you want more than three units on the board.
Its great against people who aren't prepared for Mech, let alone 3 Land Raiders (if they can't deal with 3+ Leman Russes, they can't deal with 3 Land Raiders). But, as far as a tournament goes, if two of them aren't destroyed - or at least immobilised - on the first turn, there must be some bad dice rolling going on.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
So... after my post-surgery (and continent-level move to another place) I tried to get back into the game, with new GK army, playing in local campaign pitting Xenos/Rebels vs Imperium (take one guess why it had to be divided that way... :P). I so far had 5 games (750-1250 pts, plus 2 Combat Patrols) against Orks led by another returning player.
I wonder, would you guys have anything against posting these games with requests to criticize strategy/rule mistakes/list composition? My GK were highly experimental (each game had different list) but my opponent would like to hear how to make his Orks better (seeing how he, for example, didn't took any Klaws at first until I pointed them out, and anything with 3+ save loved to enter combat with him...). Can I? :P
Also, would you like me to make it brief, or try to throw a little bit of fluff where I feel it would be nice?
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Trixie
I wonder, would you guys have anything against posting these games with requests to criticize strategy/rule mistakes/list composition? [...] Also, would you like me to make it brief, or try to throw a little bit of fluff where I feel it would be nice?
Wait, you mean it's story time? I LOVE story time! Story time, story time, story time!
>>;;;
Seriously, I say you're more than welcome to post whatever you like. I highly doubt that any of our frequent posters dislike stories or battle reports, or they probably wouldn't hang around here so much.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Trixie
anything with 3+ save loved to enter combat with him...
sounds like he doesn't have enough greenskins in each unit. But that being said battle reports are awesome and plenty of people would be more than happy to help
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Hootman
Wait, you mean it's story time? I LOVE story time! Story time, story time, story time!
>>;;;
Seriously, I say you're more than welcome to post whatever you like. I highly doubt that any of our frequent posters dislike stories or battle reports, or they probably wouldn't hang around here so much.
Story time? STORY TIME!
Yeah, post away, that is kinda the point of this thread. Heck, I'll even try to come up with some input myself...
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Ricky S
I am expanding my blood angels army and I am torn between these two options. I can take either
-2 las/plas razorbacks
-2 units of 5 assault marines with powerfist and meltagun
Or
-10 assault marines, powerfist and 2 meltaguns
-Storm raven
Any suggestions?
The las plas R/B's if you want to be like everyone else. I'm sure it's very competitive, but speaking personally, I never liked Razorbacks myself. Anyway, everyone can sing the glories of the Razorback.
The Gunship if you want a fire magnet that can kill everything and get the assault marines in to battle while still blowing up a big tank on turn 1. This option gives you versatility as well as the option for nuking things on the first turn. Big nasty things like Broadsides and Obilterators or Vindicators or Mephiston or a Tyrannofex or just about anything you like that's AV13 and under with your 72 inch range S8 AP1 missiles.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
It is I!
The purpose of this post will become apparent later.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
I just confirmed my suspicion. The Ultramarines player I played in the tournament on Sunday is a cheating bastard. He claimed that demolisher cannons are Ordnance Barrage when used by Marines and showed me the summary page in the back of the codex when I demanded proof. But the main entry doesn't say that. And as meticulous as he is about everything else, I fail to believe he didn't know. :smallannoyed:
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Renegade Paladin
He claimed that demolisher cannons are Ordnance Barrage when used by Marines and showed me the summary page in the back of the codex when I demanded proof.
The FAQ/Errata also says that Demolishers are not Barrage. It's just something you need to know.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Cheesegear
The FAQ/Errata also says that Demolishers are not Barrage. It's just something you need to know.
I was going to ask to look further into it, but he rushed me through, saying we were short on time. He wasn't wrong about that, but he knew.
I already had this creeping desire to wreck his face when in his presence for an extended period of time anyway (paladin senses tingling? Maybe), and this isn't helping matters. :smallsigh:
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Wreck his vindicator first ? You're a guard player, you have a metric ton of stuff that is just waiting to have a turn. In the best tradition, if the metal box is proving a sticking poiunt then, well, Lord Carron says it best.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Timberwolf
Wreck his vindicator first ? You're a guard player, you have a metric ton of stuff that is just waiting to have a turn. In the best tradition, if the metal box is proving a sticking poiunt then, well, Lord Carron says it best.
I wanted the Land Raider first. Got it, too. The Vindicator actually didn't get into play until turn four due to terrain and deployment.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Well, movers and shakers, I don't have any tournament batreps as I haven't got to play as much since I started T/Oing (bad form, all that jazz) but I do have the skinny on a casual game I played with Renegade Paladin on Tuesday!
I brought along battle missions and we rolled up a game out of there. We ended up playing the Trench warfare missions, which is basically seize ground/pitched battle with a little twist. Anything with an AV had to be kept in reserve, anything without an AV that started on the board was considered to have a 4+ cover save until it moved. Plus we each got to place some extra terrain in our deployment zones.
I was kind of itching to play the tournament list I'd worked out for my wolves, but I rolled a die to see which of my armies I'd use and ended up with:
Ravenwing
Spoiler
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205 - Sammuel on Speeder
130 - Chaplain on Bike
450 - RWAS #1 (Uriel) - 6 Bikes, Powerfist, Plasma Pistol, Apoc, 2x Plasma Guns, Standard Bearer (Add Tornado)
190 - RWAS #2 (Michael) - 3 Bikes, MM AB, 2x Meltaguns
190 - RWAS #3 - (Raphael) - 3 Bikes, MM AB, 2x Meltaguns
130 - Dreadnought (Metatron) with Plasma Cannon, Heavy Flamer
130 - Dreadnought (Sandalphon) with Assault Cannon, Heavy Flamer
75 - Landspeeder Typhoon
Having just played in the monthly tournament two days earlier, he had this list on hand:
Spoiler
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Company Command Squad - 200
-Medi-pack, carapace armor
-Three plasma guns
-Chimera dedicated transport
Veteran Squad - 155
-Three meltaguns
-Chimera dedicated transport
Veteran Squad - 155
-Three meltaguns
-Chimera dedicated transport
Infantry Platoon - 200
-Platoon Command Squad
--Lascannon team
-Infantry Squad
--Lascannon team
--Power weapon
-Infantry Squad
--Lascannon team
Hellhound - 130
Devil Dog - 120
Leman Russ Battle Tank - 190
-Heavy bolter sponsons
-Camo netting
Leman Russ Demolisher - 195
-Multimelta sponsons
Basilisk - 155
-Heavy flamer
-Camo netting
So here the batrep:
Spoiler
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Anyway, his mini-blob sets up and I elect to put nothing on the board, unable to start with even my dreads or speeders. Squadrons #2 and #3 outflank, Sammuel Deep strikes. We roll to see if I seize, as the scenario calls for it--no seize.
Turn 1
No movement from the guard Dark Angels have nothing on the board.
Turn 2
Guard rolls for reserve. NOTHING comes in. 8 Dice/ zero 4+ rolls.
Ravenwing reserves go a little better: everything except for the typhoon and RWAS #3 come in. Sammuel comes down midfield, scattering behind a tower tall enough to obscure the Master's landspeeder. Ravenwing Squadron Uriel turbo boosts to the center of the field with their speeder seeking cover behind Sammuel. Both dreadnoughts trundle on side-by-side, running in their shooting phase an impressive 6 and 4 inches. Squadron Michael's outflank brings them roaring onto the board next to the infantry platoon, boltguns blazing. The speeders pepper the platoon command squad with light anti-infantry fire, downing a guardsman.
Squadron Michael throw themselves into the blob, killing a few guardsmen and sweeping the rest up in combat resolution, but are unable to far enough to find cover.
Turn 3: The Imperium Strikes Back.
Reserves go slightly better this time, leaving the basilisk and command chimera stranded off the board. Several tanks roll in, making to catch Sammuel and Speeder Uriel in a pincer maneuver. On the left: a Demolisher rolls right up to squadron Michael, backed up by a chimera full of melta vets and a hellhound; on the right the devil dog moves flat out, with a chimera rolling up behind it--smoke launchers blazing--a Battle Tank parks itself at the rear of the armored column. The tank unloads on the speeders, stunning the Tornado. On the other side of the board, the Demolisher drops a s10 template of death on the no-cover bikers, rolling an impressive amount of 1 for wounds--the captain dies, with their power armor protecting them from the template of the hellhound, and intervening sandbags granting cover from the meltaguns in the chimera, another biker is taken down.
The typhoon and squadron Raphael make their way onto the board--raphael rolling on into the battle tank's rear arc, while the typhoon makes it's way to a corner behind a bunker, enough to claim a cover save. The remains of Michael dart forward, training their melta-weapons on the demolisher's side armor. Both dreadnoughts keep trudging forward with Sammuel edging around cover to keep several items between the Master's speeder and that rapidly advancing devil-dog.
Shooting is a massacre--the last biker out of Michael explodes the Demolisher while the Attack Bike wrecks the chimera the vets were in. The Devil Dog ends up stunned through several assault cannon rounds, and squad Raphael explodes the Leman Russ--their Attack Bike lands a melta-shot into the vet-chimera on that side of the board, stunning it. Cylone launchers arc shots into the side of the Hellhound, depriving the fast vehicle of it's main gun. Squadron Uriel's Plasmaguns reduce the platoon command squad to the commander unit. With no assaults in range, we go on to turn 4.
Turn 4
Command Chimera and Basilisk come in. The devil-dog rolls forward, threatening the Dark Angel speeders--what armor is left and able to also advances, while the vets train their guns on Michael's remaining biker. With no cover and multiple melta-shots piling into him, that battle brother falls. Rapheal's squad suffers a similar fate to the plasma weaponry of the Company Command Squad--in hindsight they should have gone to ground, but I wasn't thinking and just removed the models after to-wound rolls had been made. The basilisk claims a couple of Uriel's bikers as well. The Platoon Commander hunkers down on an objective, firing a spiteful laspistol shot at squadron Uriel and causing a wound--saved barely by the Apothecary.
With the entirety of both armies on the field, the game is well underway. Sammuel and speeder Uriel consolidate into a line with the dreadnoughts, creating multiple cover-granting scenarios from any given angle--this will also force the devil-dog to choose to close with the heavily armed walkers, as well. Uriel moves in on a load of meltavets. The typhoon speeder creeps forward, parking itself firmly in the side armor of the Basilisk. The attack bike of RWAS Michael unloads on the guardsmen who so callously cut down his brother right before him, Raphael's attack biker doing the same. After a quick shooting phase, the basilisk ends up stunned, another chimera of veterans de-meched with heavy casualties in an explosion. Pouring almost all the firepower left in the army into the command chimera sees it....stunned. With the multilaser taken off. The crew inside actually having no way to get out of it and walk around to the side that the bikes are on, it's not such a terrible thing. Sandalphon and Metatron both fire on the hellhound, to no avail. Combat doesn't go so well for AB Michael--as several veterans beat the marines to death with the butts of their rifles. Being so used to playing guard in a marine meta--I remind him to take his victory consolidation, least he forget. :P
Turn 5
With the threat of the game ending this turn, the Guard kick it into high gear in an attempt to salvage a run of poor luck. The vets in the crater near the command chimera throw what they've got at Uriel and the Chaplain who had been with them all game, sort of polishing his Crozius, dies on a failed invulnerable save. The Devil-dog cruises up and lays melta into the Tornado, blowing it's assault cannon off. Guardsmen run toward cover.
Landspeeder tornado turbo boosts away from the Devil-dog chasing it's tail. Krak missiles pummel the Basilisk, reducing it to a crater while Sammuel hovers at a good range away from the veteran squad, pelting them with heavy bolter and assault cannon rounds. Squadron Uriel wrecks the command tank, finally, and bikes across the burning wreckage (no 1s!) to meet them in combat.
The game continues to turn 6.
Turn 6
The last two veteran squads run through cover, attempting to cross a bunker and hunker down on an objective. What little firepower is left in the guard army goes wide--the devil-dog misses the Tornado with it's melta-blast, while the vets by the command squad are reduced to little more than a pulp by the sustained assault cannon fire.
Dreadnought Sandalphon turns around and fires up his assault cannon, sites set on the devil-dog. the heavy weapon manages to do little more than annoy the fast vehicle while terrain keeps him off the charge. Sammuel, Tornado Uriel, and the Typhoon train their guns on the few remaining veteran soldiers, all but wiping the guard contingent out. Metatron stands before the Platoon commander, plasma cannon and flamer both firing at full blast--one missing, the other failing to wound, but where fire failed him, might succeeds.
The game ends here. Dark Angels hold 1 objectives, Guardsmen hold none. It was a brutal match-up and I feel like the only reason I stood a chance was the anomalous turn 2 reserve rolls that let the Ravenwing position themselves on the board to threaten anywhere within a turn.
What'd we learn: The Chaplain is more hit-or-miss than any other part of the army. On a good day he's ripping up tactical marines and grey hunters like nobody's business, but on the average day he's 130 points of two more wounds and a bigger target painted on whoever he joins (usually Uriel, because of the banner and FNP). Plus he causes that unit to lose scout. Not that anybody has ever NOT shot at the plasma-guns. They don't realistically threaten mech, but it has an apothecary and a big shiny banner!
I'm still looking forward to replacing the dreadnoughts with landspeeder Typhoons--though I'm seriously considering investing in a terminator unit, too. Nothing soaks up firepower like forward TDA on turn 1....plus...you know...my upgrade sprue has all kinds of cool terminator bitz. It's just everything in the darn codex is SO EXPENSIVE. Still extremely torn on whether I like having a scoring landspeeder or want to be able to outflank with RWAS Uriel.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
That actually wasn't quite my list; I think you're working off of one from two or three tournaments ago. Close enough for government work, though.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Renegade Paladin
That actually wasn't quite my list; I think you're working off of one from two or three tournaments ago. Close enough for government work, though.
Ah, my apologies good sir. Good Game, at any rate :).
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Since my meta is pretty competitive, I've been wondering what I should make of my CSM list. It seems fairly solid as a start. This isn't really meant for random play. It's meant for playing against other optimized lists. I like playing optimized lists tbh.
Here's what I've got so far for 1750:
Spoiler
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HQ:
Chaos Sorcerer, Mark of Slaneesh, Lash of Submission. 125
Chaos Sorcerer, Mark of Slaneesh, Lash of Submission. 125
Elites:
3x Terminators, 1x Powerfist, 3x Combimelta. 115
3x Terminators, 1x Powerfist, 3x Combimelta. 115
Troops:
6x Plaguemarine, 2x Meltagun, Rhino with second Twin-linked Bolter. 199
6x Plaguemarine, 2x Meltagun, Rhino with second Twin-linked Bolter. 199
6x Plaguemarine, 2x Meltagun, Rhino with second Twin-linked Bolter. 199
Heavy Support:
3x Obliterator 225
3x Obliterator 225
3x Obliterator 225
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
I'm looking at resuming the expansion of my army shortly now that my finances are stabilizing again post-summer, and I'm considering a more infantry-heavy approach just to mix things up. To that end:
On Lord Castellan Creed and Colour Sergeant Kell
Now, Creed doesn't need a whole lot of discussion. He's good, any Guard player could tell you that. Four orders a turn with a 24" command radius is awesome; being able to scout/outflank one of anything you want (except Rough Riders) is icing on the cake. The point of contention is poor Jarran Kell.
For 85 points you get the ability for squads to take orders on the officer's leadership (10 in the case of Creed, 9 in all other cases). If he's with Creed he also acts as a bodyguard, but if he's not he doesn't.
That's a lot of points for effectively one and a half special abilities, of which one is directly replicated by a 15 point model and the other is fairly well approximated with vox-casters at 5 points each. However, consider the following:
Kell is more than his special abilities. What he brings to the command squad is a WS4 I4 power weapon (worth a consistent number of points in the Guard codex, but I'll refrain from posting the exact amount owing to overweening copyright paranoia), a power fist (worth more, again undisclosed), a regimental standard, two wounds, and all encased in carapace armor. Subtracting the known cost of the wargear, you're now paying a total of 45 points for taking orders at higher leadership. If you have Creed, you now no longer need a bodyguard (if you're inclined to take one to protect your very expensive order-giving investment), and taking the cost of that out brings you to 30 points for Ld10 orders, WS4 (on someone other than the commander himself) W2, I4, A2 (+1 for two CCWs with the pistol if you're not using his fist), and 4+ armor. Heck, you could fairly call it two bodyguards thanks to the two wounds, which would take it down even more, but I'll refrain from doing so for the purposes of this discussion.
Assuming you're taking him with Creed (keep in mind, you're losing an ability if you don't), what does this get us? In combination, the two of them cause any Guard infantry within 24" to take all of the standard orders plus Creed's special at Ld10. Creed stays alive longer thanks to Sworn Protector in case the squad gets in trouble, and let's not forget the effects on assault - not only is there a Marine-initiative power weapon (or a power fist if you think he'll stay alive long enough) in there, but having WS4 on two models means that the command squad gets harder to hit much more quickly - they only need lose one model to force the enemy to roll against WS4, rather than three. You lose - a lasgun shot. It makes for a very expensive unit (225 points minimum, if you're curious, and if you're smart it'll be more than that to stick them in a Chimera or give them some other protection), but one that does a lot of stuff and has some semblance of a close combat punch.
With that as a preamble, this is the first draft of an experimental (for me, at any rate) hybrid infantry/armor list:
1500 points Spoiler
Show
Company Command Squad - 285
-Creed, Kell
-Vox-caster
-Chimera dedicated transport
Veteran Squad - 200
-Sergeant Harker
-Two flamers, meltagun
-Chimera dedicated transport
--Heavy flamer
Infantry Platoon - 290
-Platoon Command Squad
--Vox-caster
--Two flamers, heavy flamer
-Infantry Squad
--Lascannon team, power weapon
-Infantry Squad
--Vox-caster
--Lascannon team
-Infantry Squad
--Lascannon team
Infantry Platoon - 260
-Platoon Command Squad
--Vox-caster
--Three meltaguns
-Infantry Squad
--Autocannon team, power weapon
-Infantry Squad
--Vox-caster
--Autocannon team
-Infantry Squad
--Autocannon team
Leman Russ Battle Tank - 170
-Heavy bolter sponsons
Leman Russ Demolisher - 195
-Multimelta sponsons
I still have 100 points to spend. If storm troopers cost marginally less I'd field a five man squad with two meltaguns for pseudo-suicide Sternguard purposes, but that would put me five points over. I suppose I could drop a vox-caster or downgrade the meltas on the second platoon command squad - if armor gets that close to them they're probably already dead. I could also put in a heavy weapons squad; it may be better to embed them in infantry blobs, but having them sans ablative wounds is better than not having them at all.
At any rate, Harker and the Demolisher both outflank, Harker thanks to him giving his squad Infiltrate and the Demolisher courtesy of Creed. The blobs sit back and do blob things with their heavy weapons, while the platoon command squads provide close support with their special weapons and supplement Creed's orders. The battle tank gets bubble wrapped in one of the blobs and provides heavy fire support.
This would probably be better if I dropped the Harker trick and spammed another infantry platoon, but frankly I like the Harker trick, though I might be persuaded otherwise. (The mixed special weapons in there are due to models owned, though come to think of it since I'm expanding my collection anyway, I could just get some more and standardize. But I find that being able to deal with either main type of threat when isolated in the enemy DZ with no control over what they deployed on the side of the board you come in on has some utility.)
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Short and fast question regarding eldar...
Are witchblades energy weapons?
if they are, where is it specified?
if they not, can warlocks still cause instant death using a psichic test after wounding :smallfrown:
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
pilvento
Short and fast question regarding eldar...
Are witchblades energy weapons?
if they are, where is it specified?
if they not, can warlocks still cause instant death using a psichic test after wounding :smallfrown:
No to all questions.
Witchblades are not force weapons, they simply wound on 2s.
See the main rulebook.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
On Chaos Space Marines- how common is it to make interchangable icons?
Something along the lines of a flagstaff on which a flag with the relevant Chaos symbol can be hung?
That's what I'm doing at the moment- because I figure it's more cost effective than buying a new CSM set every time I need a new icon bearer.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
pilvento
if they not, can warlocks still cause instant death using a psichic test after wounding :smallfrown:
Witchblades are not Force Weapons. They've got their own special rules which amounts basically to always wounding on a 2+ and being S9 against vehicles.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Witchblades are not Force Weapons. They've got their own special rules which amounts basically to always wounding on a 2+ and being S9 against vehicles.
Arrg, if only...
They are not even S9 vs vehicles anymore, thats only singing spears.
Imo Witchblades are incredibly sucky, worse than even power weapons.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
So my seer counsil on bikes squad sucks now :smalleek:
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
pilvento
So my seer counsil on bikes squad sucks now :smalleek:
To my knowledge Seer Council haven't had force weapons since before the previous codex.
Besides. Rerolling 3+ cover saves!
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
lord_khaine
Arrg, if only...
They are not even S9 vs vehicles anymore, thats only singing spears.
That is witchblades as well. The only difference between the two weapons is the singing spear takes 2 hands, and that it has a ranged option. So the witchblade is better in close combat because it is paired with your pistol for an extra attack that you don't get with the spear.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
In 5E quite a few weapons lost the ability to gain an extra attack from having a pistol or CCW as well.
Was it changed so the "default" is no extra attack unless the weapon type is specified to allow it? (power weapon, CCW)
Or was it only a few weapons changed so they explicitly didn't allow it? (powerfist, thunder hammer)
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
I'm playing an apocalypse game on Saturday and I'm borrowing a Hellhammer superheavy for the occasion (my opponent is taking a stompa). Anyone able to offer any suggestions about using this thing effectively ? I've never used a superheavy before. I kinda get the idea on rolling forward and using it as a 4 Twin linked Heavy flamer, 4 lascannon, demolisher and hellhammer cannon packing rolling bunker, but if anyone has any suggestions about using it more effectively then I'd welcome some advice.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
You get the extra attack unless the weapon says otherwise. It seems like there are a lot of exceptions, but I think its mostly because so many things ended up with weapons that just count as a basic CCW. Most weapons now, even unique special character weapons are "counts as" a power weapon, power fist, or CCW, with some other extra abilities tagged on.
Of course there were few weapons that were 2 handed that I remember, and being 2 handed you can't use it with a pistol or second CCW for a second attack because you don't have the hand to use it. Which is the case with the singing spear and seems to be a bit more common then it used to be.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
hamishspence
On Chaos Space Marines- how common is it to make interchangable icons?
Don't do it at flagstaff at all. At least, not in the standard sense. My icon bearer is a guy who holds his left hand high, and I just "slot" the icon I want on it. Something like this, just with icons instead of that rod, because all icons have one good part at the bottom that you can use as a holding part.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
lord_khaine
They are not even S9 vs vehicles anymore, thats only singing spears.
Imo Witchblades are incredibly sucky, worse than even power weapons.
Definitely not. They lost the "triples Strength against vehicles", which has been replaced with a flat "the wielder of witchblade counts his Strength as 9."
I much prefer the Witchblade over the Spear, so I can fire the TL-shuricats and then get the extra attack in CC.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
pilvento
So my seer counsil on bikes squad sucks now :smalleek:
Jet Councils have sucked for a while now. Well, not 'suck', but definitely nowhere near as good as they used to be. If it helps, Nob Bikers have suffered the same fate.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
So, I think I promised to write something! I think...
Sorry for the quality, I was sick whole day :(
The Background
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So, we started to play this small campaign with different players holding back different parts of the 'front', so to speak, in which I decided to take a part to finally get a feel of all the GK units (seeing this army isn't exactly cheap...) and builds. I'll try to include 'lessons learned' points, though, seeing so far all my battles were against orks, these might be a bit biased. I did not tailor my army, though, or rather, the amount of tailoring was as small as possible, as I faced very wide array of builds, from completely foot orks, to Speed Freeks - and twice, I ended up taking non-GK army I didn't played before to check it out, too. So, I hope it's as objective as possible.
Also, I was trying various GK units trying to see how they perform, resulting in often strange builds (suggestions of improvement?), but my opponent (who asked me to add here 'how cool he is') plays only orks and would like any and all critique/help you can give him :P
If you have any critique/ideas/questions, feel free to post or correct us.
Backstory
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The story starts with one Ordo Xenos Inquisitor, certain Eixirt, being the only notable defender of planet lying on the patch of massive ork WAAAGH! led by infamous Warboss Moonshoota. With that said...
Inquisitor finally nodded, having finished asessing the defense plans and possible units that could have implemented it. As local PDF was notoriously drunk dead, its lone Leman Russ being out of order due to driver's weak bladder, and general populace unwilling to defend themselves on their own (as it would be 'too costly' in terms of taxes) she finally realized asking locals is not the best plan she ever had, and someone else has to take a hand in dealing with the situation. But who?
One nod summoned an aide, a cogitator (named Neuescodicus) who always guessed her orders before she could even speak it. With a sigh, she grabbed an address list, containing contacts to nearest allies that would be willing to help... Only to realize half of the pages had been torn out. She was about to ask why and who defaced the holy book, until she suddenly remembered High Lords forbade any further allying with other Imperial forces ('shooting them afterwards is bad for morale', they said) thus, rendering her current position much more grave. With another loud sigh, she grabbed first sanctioned address, that or another Inquisitor, Ytirar of the Malleus, and dictated a short note to the astropath.
Nineteen hours later, just before orks could make planetfall, blood-red Imperial cruiser with unusual passengers arrived in orbit, their purpose at this stage of battle completely unknown...
Initial Imperial force composition:
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HQ:
Malleus Inq 'Ytirar' [80]
-Terminator Armor/Hammer/Psycannon
Xenos Inq 'Eixirt' [78]
-Power Armor/Psychotroke Grenades/Psyker/Force Weapon/Hammerhand
Troops:
5x Terminator [225]
-Justicar/Halberd
-Halberd
-Hammer
-Sword
-Sword/Psycannon
10x Strike Squad [230]
-Justicar/Hammer
-Psybolts
Support:
Dreadnought [135]
-2x TL Autocannon
-Psybolts
Basically, both Inquisitors were designed to supplement their respective units, hopefully multiplying their power, and testing which GK troop unit is better. Since no one did anything spectacular yet, as people in this thread like to do, I haven't named leaders of GK units yet, but I hoped to do so after the game :P
Ork vanguard force:
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Warboss
Big Choppa
Bosspole
[70]
Big Mek
Burna
[55]
8 Nobz Troops
Waaagh! Banner
[215]
Looted Wagon
Red paint
[40]
20 Ork Boyz
2 Rokkit Launchers
Bosspole
[205]
2 Deffkoptas
Twin-Linked Rokkit Launcher
[80]
2 Deffkoptas
Twin-Linked Rokkit Launcher/Kustom Mega-Blasta
[85]
Opponent's comment: Orks are da good 'grooma!
Map:
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Sadly, I don't have a photo, but it was 6x4 feet, with 6 area terrains set in two lines, much like on d6 in '6' position. From my opponent's position, wagon was on the left, deffkopta in middle, boyz on the right, with my terminators on the left, dreadnought in center, strikers on the right.
The game:
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At the start, Imperial forced decided to hand initiative to the enemy, going second, in hopes orks would close into the range of all the guns they had assembled. With that decision done, Inquisitors deployed second and did not try to capture the initiative.
Turn 1
Warboss decided to send boyz to the right, hiding them behind ruin, to capture an objective there. Deffkoptas and wagon rushed forward, fring wildly, but the only gun that was even remotely in range, rokkits on 'kopta, missed 'dread by about a mile, give or take.
In response, terminators were sent forward, opening fire on closest group of deffkoptas, killing one and wounding the other among the ork protests 'umiez have too much dakka!'. Dreadnought 'tactically advanced' backwards 6", firing its guns at the wagon, penetrating armor 4 times and wrecking it.
Turn 2
Lone, wounded deffkopta pilot decided enough is enough, and fired at the 'dread, this time accurately, wrecking it in the process, causing booing from Imperial side. Other two deffkoptas fired at terminators, achieving nothing. Warboss and his nobs tried to assault strike squad, sadly failing their run move by 1".
In response, terminators opened fire at the lone 'kopta, erasing this stain at Chapter's honour, while Ordo Xenos Inquisitor ordered her unit to open fire at nobs. 21 shots, 7 wounds and 1 nob dead later, after a bit of careful deliberation strike squad assaulted both nobs and fresh, close deffkoptas, to maximize grenade usage and to deny orks their furious charge/extra attacks. Sadly, grenades didn't do much, not affecting nobs, and only lowering 'koptas attacks. After another bit of deliberation, Iquisitor cast Hammerhand, while Justicar tried to cast force weapons, to try to ID 'koptas and warboss...
...and failed :smallsigh:
Then, the attacks proceeded, with GK striking first, Inquisitor managing to wound both deffkoptas, while her Grey Knights slain 2 nobs and wounded warboss. Justicar, determined to do something after all, swung his hammer...
...and failed all 3 attacks :smallsigh:
In return, orks managed to give GK 9 wounds, killing 5 after armor saves, 'koptas using Hit & Run to disengage.
Turn 3
Warboss kunningly ordered 'koptas back into the fray, hoping they will decide matters this time. Sadly, surprised pilots only managed to notice Inquisitor turning around and bonking one of them with a grenade which caused both orks to argue which 'kopta is more fasta! (attacking themselves result on grenade roll). Afterward, the Inquisitor fired Hammer once again, with Justicar following suit...
...and failing :smallsigh:
Undaunted, the other GK and Inquisitor proceeded to attack orks, wounding 4 times and killing 2, with Justicar swinging, and...
Guess what he did :smallannoyed:
In return, orks kill two of the Emperor's Finest, and wound the Inquisitor. Having lost morale check, the nob prepares to run, only to see warboss whack him with the 'pole, making morale check, but killing his last nob in the process.
Terminators advance forward, and the combat continues with warboss finally dying, but not before orks manage to kill the remaining strikers, including their failure of a sergeant. Inquisitor fails to finish off the deffkoptas, and stands locked with them on her last wound.
...
Sadly, this is where we had to break the game due to running out of time, but I think she had a good chance of finishing them off on ork turn, and proceeding then to join the terminators, or at worst, terminators would kill them passing by on the way to ork boys. Had she joined them, I have little doubt I could have tried to pry the enemy off from objective, and possibly win. As it was, we agreed on draw, though my opponent initially insisted I could have lost due to lack of troops (and cursed after being told GK terminators are troops, too...). I liked both Inquisitors, being good 80 pts backbone of their squads, though, it's really a pity you can't take special grenades on Ordo Malleus ones. The Ordo Xeno one in particular made something on the range of Tactical Squad attack actual CC unit and hold 3 player turns, if only I had the ID weapons, too...
Having said that, I think the opinion that GK are CC units is bollocks, I did way more damage with 20 S5 ranged attacks hitting on 3+ than in any part of melee, that, and in one further game I'll describe later one unit of strikers proceeded to kill the entire enemy army with shooting. Sure, they can assault, but unless you tool for it, the results won't be pretty, force weapons or not.
So, um, I hope you liked the style, and if you want me to change it or make it more brief, just post :(
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
*grudging appreciation*
I hope Inquisitor Ytirar was looking fabulous. Still think she would look more fabulous with a plasma syphon, as well as Rad and Psychostroke grenades though.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Arcanoi
I hope Inquisitor Ytirar was looking fabulous. Still think she would look more fabulous with a plasma syphon, as well as Rad and Psychostroke grenades though.
Name one ork plasma gun, then we will talk :P
In fact, in future games, I sort of gave up on halberds completely, once orks/chaos begun deploying massed fists/klaws I had to mass swords on both paladins and terminators to stay competitive.
Plus, I was under impression you only can have one kind of grenades.
Ok, 8 more games to write, though briefly as most were CPs, in case anypony's interested :P
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Trixie
Name one ork plasma gun, then we will talk :P
Well aside from Orks, most armies get their AP2 killing power from some sort of Plasma gun. Also, do Mega Blastas count? :smalltongue:
Quote:
Originally Posted by
Trixie
Plus, I was under impression you only can have one kind of grenades.
Nope, "May take any of the following:".
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Timberwolf
I'm playing an apocalypse game on Saturday and I'm borrowing a Hellhammer superheavy for the occasion (my opponent is taking a stompa). Anyone able to offer any suggestions about using this thing effectively ? I've never used a superheavy before. I kinda get the idea on rolling forward and using it as a 4 Twin linked Heavy flamer, 4 lascannon, demolisher and hellhammer cannon packing rolling bunker, but if anyone has any suggestions about using it more effectively then I'd welcome some advice.
Keep it moving. Superheavies don't lose shots for moving, therefore one always moves one's superheavies, even if it's only an inch to the left or something. It's too easy for units to come out of nowhere and be in assault range with no warning in Apocalypse.
Apart from that, I employ a Baneblade rather than a Hellhammer, so I don't have any practical experience with the Hellhammer cannon. I do know you need to be closer, but against Orks you'll end up close very quickly anyway without any special effort on your part.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Arcanoi
Well aside from Orks, most armies get their AP2 killing power from some sort of Plasma gun. Also, do Mega Blastas count? :smalltongue:
Well... IIRC, syphon works by making enemy BS1. Orks...
Are BS2 anyway :smalltongue:
Plus, syphons open enormous can of worms once you get to more complicated plasma guns, like anything using blasts. If known enemy was, say, IG, maybe, though.
Quote:
Nope, "May take any of the following:".
Hmmm, I'd have to check why I was under impression it's only one, then. Maybe it was the FAQ?
...
So, any more relevant critique?
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
So my seer counsil on bikes squad sucks now
They would certainly be better off if they had power weapons.
Quote:
Definitely not. They lost the "triples Strength against vehicles", which has been replaced with a flat "the wielder of witchblade counts his Strength as 9."
No, that were the Singing spears, a Wichblade cant do anything against a Vehicle.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
lord_khaine
No, that were the Singing spears, a Wichblade cant do anything against a Vehicle.
I'm looking at page 42 of my rulebook. Witchblades do plenty well against vehicles. In fact, since vehicles don't get a save, Witchblades work better against vehicles than they do Infantry.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
I'm looking at page 42 of my rulebook. Witchblades do plenty well against vehicles. In fact, since vehicles don't get a save, Witchblades work better against vehicles than they do Infantry.
Well ill be damned, i guess i have been confused by the bad wording on the singing spear then.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Trixie
So, any more relevant critique?
I personally liked reading it. To me it was a good mix of curtness and length, explanation of the game and fluffiness. If you can get pictures, that would make it even better.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
got a sanguinary guard list, i wanted a list that features dante as anything but the head angel of suck, so here's my best shot:
Spoiler
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this is an apocalypse list, but i made somewhat of an effort to adhere to the normal FO charts, with the exception of heavy support that is :smalltongue:.
HQ
dante: 225pt
Elite
sanguinary priest: 90pt
(power weapon, jump pack)
3 sanguinary priests: 270pt
(power weapon, jump pack)
Troop
sanguinary guard: 275pt
(death masks, chapter banner, power fist, infernus pistol)
sanguinary guard: 245pt
(death masks, power fist, infernus pistol)
sanguinary guard: 245pt
(death masks, power fist, infernus pistol)
sanguinary guard: 245pt
(death masks, power fist, infernus pistol)
Fast attack
baal predator: 145pt
(assault cannon, heavy bolter sponsons)
baal predator: 145pt
(assault cannon, heavy bolter sponsons)
Heavy support
predator: 95pt
(auto cannon, storm bolter, hunter killer missile, dozer blade)
storm raven: 255pt
(hurricane sponsons, typhoon launcher)
storm raven: 255pt
(hurricane sponsons, typhoon launcher)
storm raven: 255pt
(hurricane sponsons, typhoon launcher)
storm raven: 255pt
(hurricane sponsons, typhoon launcher)
Total: 3000pt (correct me if i made a mistake on the math)
this is designed to be fun, and to utilize dante in the best way i could. i do realize that this list is an apocalypse list, and as such does not require dante to lead it, but hey, i like dante, and i'm keeping him in! (although i will probably use the rules for a captain, seeing as they are better, point-wise than he is.)
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Well it definately is a very small and elite army so you'll have to move fast to take out the opponent. The biggest problem I can see with your army is the lack of invulnerable saves but that is always the problem with the sanguinary guard. I am not so sure about the baal predators. As much as I love them apocalypse games tend to very vehicle heavy so unless you are facing orks or nids they might not see much action. What's the point of the single predator? It just feels out of place.
On an unrelated note if a land raider has a hurricane bolter and moves can it only rapid fire or can it still shoot up to 24" because it is a vehicle?
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Ricky S
On an unrelated note if a land raider has a hurricane bolter and moves can it only rapid fire or can it still shoot up to 24" because it is a vehicle?
Page 58 of the Big Rule Book can help you out.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Sanguinary guard count as TROOPS when Dante's on the field?! :smalleek:
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
HalfTangible
Sanguinary guard count as TROOPS when Dante's on the field?! :smalleek:
Really, it's the only reason to take Dante.
And, Catch-22-itude, Dante is the only reason you take Sanguinary Guard.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
I'm curious, is there a good replacement for the sanguinary guard models. I don't like them at all. It's just hard fielding an army that can seriously be called The Nipplewing with a straight face.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Cheesegear
Page 58 of the Big Rule Book can help you out.
Thanks Cheese. I was assured the last time I played that it couldn't fire long range if it moved but as I didn't have the page number I couldnt tell them otherwise.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Penguinizer
I'm curious, is there a good replacement for the sanguinary guard models. I don't like them at all. It's just hard fielding an army that can seriously be called The Nipplewing with a straight face.
Vanguard veterans would be suitable or with a bit of conversion regular assault marines can work too.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Or you just carefully file the nipples off.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Penguinizer
I'm curious, is there a good replacement for the sanguinary guard models. I don't like them at all. It's just hard fielding an army that can seriously be called The Nipplewing with a straight face.
There's an easy solution to this.
Call it the "Golden Shower".
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Ninja Chocobo
There's an easy solution to this.
Call it the "Golden Shower".
You Sir, made me spit milk all over my laptop. Now I have to go clean it. Curse your awesome sense of humor.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Craftworld
I personally liked reading it. To me it was a good mix of curtness and length, explanation of the game and fluffiness. If you can get pictures, that would make it even better.
Well, I could try recreating the field in Vassal next time? :smallconfused:
Alas, if only more than two people read that.... ;P
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Well Tryxie I rather liked your post. I liked the humour sprinkled everywhere and the fact that you didn't leave anything out. Very good battlereport and I hope to read more from you in the future.
And I concur, a recreated battlefield would help immensely (instead of the blob of a battlefield I had in mind). It's not necessary but it definetely would set it above the bar.