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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
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Originally Posted by
Timberwolf
I would just add that Sanguine Sword has a few more uses than that, namely AV14. It's just that little more certain for decking Land Raiders. It also goes at Initiative value, meaning that hopefully you can put a hurting on a MC for the Powerfist wielding Sarge to finish it off therefore speeding up the process of dealing with it.
Problem is that Sanguine Sword isn't nearly as useful as Shield or Unleash Rage. I understand that it's really good, but, it just isn't useful all the time like the others are.
That, and Mephiston is for all your Sanguine Sword needs.
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Shield of Sanguinius is really useful, as you said. Ok, smoke launchers give you +4, but as long as you have a Librarian, you can keep pulling it out wheras Smoke launchers only go once.
With Smoke Launchers you shouldn't really need to use them more than once. Usually you move after your Deployment into where you really want to be (if you deployed first and your opponent pulls a fast one during his deployment), pop smoke, and then it's Turn 2, where you should be in a decent position to do whatever you want.
Shield is useful for when you jump out of your Rhino and can't Assault, or, just being regular Jump Infantry and staying away from terrain (cover).
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With a Drop pod, [Death Company] are right where they need to be on turn 1 and with a Librarian present, you stand a chance of keeping them (Shield of Sanguinius is wonderful).
...Huh. Well, I've never thought about putting Death Company in a Drop Pod. Mostly because a unit of 9 with a Librarian is a non-multiple of 5, and a unit of 5+Librarian is just too scary a thought to put in my opponent's DZ. They're just not going to have backup, and/or they wont kill enough things to make it worth Suiciding them.
The other problem (that I see) with that, is that you're using Death Company as your first-turn drop. Y'know, instead of a Dreadnought or Honour Guard. Or just a regular Assault Squad with twin Meltaguns/Flamers.
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Generally speaking, if you want to hold down the number of Death Company in an army but want more Talon action (and who doesn't) then these boys are the way to go. They're a bit more fiddly as you can't fleet, but they also can't be manipulated through Rage.
Didn't I already say you should take as many Furiosos as you can? At least two in every single army, ever? And only upgrade (is it really?) to a Librarian Dread if you're not using one as your HQ.
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Originally Posted by
Timberwolf
Wow. I've never seen that before. But it's terrible.
1. Death Company Tycho isn't an Independent Character. He can't even join the squad he's supposed to be a part of. Drop him for a Librarian Dread.
2. The Priest does absolutely nothing for Death Company - as I pointed out earlier. The only thing it does is give Furious Charge to Astorath and the Chaplains. Feel No Pain they don't need because they're an Independent Characters, and that means they don't get shot at, and all their Wounds in Assault are dealt by Power Weapons. And Furious Charge isn't that important because if a Chaplain in a Death Company, he gets to re-roll To Wound as well. Drop the Priest.
3. Corbulo. Wow. A more expensive Priest to do nothing with. Excellent. Between the two Priests, you've nearly got yourself a Stormraven!
4. Why does the Chaplain have a Power Fist? My brain! I found points to fit a Stormraven!
5. Seven Death Company in a Rhino!? Not 5, not 10. Seven. Now, ordinarily, seven models in a unit is very cost-effective (it's a numbers thing). But, on Fearless units, it doesn't matter how many are in the unit, and Death Company specifically have bonuses at multiples of 5. More weapons and more Dreads. I think what annoys me most is the fact that there's no Power Fists.
6. The second squad of Death Company; Somebody never learned their Tactical Sergeant theory. Power Fist and Boltgun. That's how you roll. You're not getting the bonus attack anyway. Besides, Death Company are Relentless, there's no reason for them to not have Boltguns. I know, I know...It's a showcase army. It's supposed to be Themed. That doesn't mean it has to be bad. In fact, that's what I'm trying to prove!
...Incidentally, this squad is missing from the photo. :smalltongue:
7. If you're taking Lemartes, you can drop one of the Chaplains since he is one. More free points! However, fun aside, In regards to Hand Flamers and other Pistols, Lemartes is a 'model' in the squad. But, for the purposes of buying DC Dreads, he is not a Death Company model. RAW is funny sometimes.
8. The fourth squad is utterly superfluous, they could be completely dropped for a Stormraven, or you can drop the Jump Packs and round out that squad of seven that you have.
I like this list. I really, really do. At least, I like the idea of the list. That's why I fully support it and wrote it into a Guide for Newbies because I want them to know about it. It's a really fun and effective list. What You Like == What Is Good! Hooray!
Unfortunately, I just know how to do it properly. :smallwink:
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Originally Posted by
Zorg
IA:A II is a bit of a waste if you have or are planning on getting the other IA books as all but three or four of the units/formations in there are reprints.
I have as far back as Siege of Vraks, since I was told not to get IA-IV. But, I can get access to it. I also have WH40K-Apocalypse and Apocalypse Reload since they are readily available in a GW Store.
So, don't get IA Apocalypse books? :smallconfused:
On a side-note, Zorg, I went to CT to see if you had any reviews on the older IA books, instead I found a Mass Effect team. I'm so jelly.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Cheesegear
Problem is that Sanguine Sword isn't nearly as useful as Shield or Unleash Rage. I understand that it's really good, but, it just isn't useful all the time like the others are.
That, and Mephiston is for all your Sanguine Sword needs.
I want to like Mephiston, really I do, but he's 250 points and that's my third gunship.
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With Smoke Launchers you shouldn't really need to use them more than once. Usually you move after your Deployment into where you really want to be (if you deployed first and your opponent pulls a fast one during his deployment), pop smoke, and then it's Turn 2, where you should be in a decent position to do whatever you want.
Shield is useful for when you jump out of your Rhino and can't Assault, or, just being regular Jump Infantry and staying away from terrain (cover).
Absolutely true. I will grant that what I'm about to say is entirely situational and this is the only way it ever affects me. Stormravens, if you want to shoot all the guns, cannot pull this off. They have no smoke launchers, are huge models and are on flying stands. You can go fast, but that removes the ability to shoot most of the guns and get out. Shield of Sanguinius means you can go slow and shoot / get out and still have a chance of deflecting shots that are aimed at the squad, gunship or anyone else friendly within 6 inches. Situational and a single example, but it gives the gunship cover where normally there would be none.
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...Huh. Well, I've never thought about putting Death Company in a Drop Pod. Mostly because a unit of 9 with a Librarian is a non-multiple of 5, and a unit of 5+Librarian is just too scary a thought to put in my opponent's DZ. They're just not going to have backup, and/or they wont kill enough things to make it worth Suiciding them.
The other problem (that I see) with that, is that you're using Death Company as your first-turn drop. Y'know, instead of a Dreadnought or Honour Guard. Or just a regular Assault Squad with twin Meltaguns/Flamers.
I was experimenting that day and the Death Company was what was rolling with my Librarian (Dreadnoughts, scouts and gunships were the rest and nothing else was dropping and I wanted my psychic hood in my opponents DZ) and went not for the most expensive points targets but the ones that would do me the most good. With my opponant in a load of terrain, I could land unimpeded and hit him second turn. It was surprisingly effective and was the one move I can put my hand on my heart and say that it won me the game against what would appear to be my local areas equivalent of you, ie the man who has been playing for years, knows the codexes and most of the tricks inside out and is really difficult to beat. Of course, you know who the world's best swordsman fears, of course...
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Didn't I already say you should take as many Furiosos as you can? At least two in every single army, ever? And only upgrade (is it really?) to a Librarian Dread if you're not using one as your HQ.
I wasn't actually trying to disagree with you here. I was making a bit of a supplement to show that the splendid talons are completely available even without the Death Company. I've heard people declare that ordinary talon furiosos aren't as good as DC Dreads so I figured I'd run a little side by side comparison. Reading back, that wasn't too clear for which I apologise, but yeah, I wasn't saying you were wrong here, I was adding to it. If you're not taking more than 3 Sanguinary priests (which would, perhaps, be overkill) then the DN is one of the best ideas.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Cheesegear
I also have WH40K-Apocalypse and Apocalypse Reload since they are readily available in a GW Store.
They are? Because as far as I can tell, Reload is out of print; it's not even listed in the catalog or on their website.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
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Originally Posted by
Renegade Paladin
They are? Because as far as I can tell, Reload is out of print; it's not even listed in the catalog or on their website.
For reals? My store has a couple.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
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Originally Posted by
Cheesegear
For one, BA Vanguard are slightly cheaper which is good. And Descent of Angels means the Vanguard are more likely to show up when you need them and they wont fly halfway across the board where they can't use Heroic Intervention.
You've mentioned Vanguard using Descent of Angels before, and either you are sadly mistaken or my codex is misprinted. According to the codex I have, Vanguard Veterans get ATSKNF, Combat Squads, The Red Thirst, and Heroic Intervention, but NOT DoA. I've also checked the FAQ for Blood Angels, and did not find anything about it mentioned (though I could have missed it).
That being said, I'm well aware Vanguard can be devastating with lucky rolls and what-not. It's just, without DoA, you're relying on luck a little more than some people are comfortable with.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Cheesegear
For reals? My store has a couple.
Yeah. I tried to order it through my gaming store several months ago, with no luck. When the store owner said there was no such book I was convinced he must have missed something and went to look myself, but no, it's not listed in their publications and doesn't appear in the 2010 Citadel catalog. I had to rely on a copy our opponent owned in my first Apocalypse game.
Were you in North America I'd totally ask if you'd grab me one if I mailed you a check for it plus the shipping, but I'm not about to jump for trans-Pacific shipping costs.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Hootman
You've mentioned Vanguard using Descent of Angels before, and either you are sadly mistaken or my codex is misprinted.
EDIT: Disregard. :smallsigh:
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Huh. Yeah. Nothing in the errata either.
Well that's weird. :smallconfused:
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Cheesegear
Right, I take back nearly everything I've ever said about Blood Angels Vanguard. {...} Looks like DoA is mostly terrible. And you traded Combat Tactics for it, too.
:smallfrown: And now I recall that I put them in the list (All DoA, Outflanking Baals, and a Librarian Dreadnought) I was going to play this weekend in the Trios tournament Mattarias mentioned previously. And it's past the deadline, so my choice is locked in. Craaaap....
Well, whatever! Too late to change it now, so I'll just have to make the best of it. I'm not strictly incompetent, and my scatter die seems to love me, so as long as I model my Vanguard to be total BAMFs, I shouldn't have any trouble, since as you said before, awesome models play better. If they and my Sanguinary Guard unit (which I'm using in my 'Ard Boyz list, unless I chicken out and fall back on sniper scouts, or something) come out nice, I'll make sure to post pictures. (I've said that before...I should probably actually do it this time.)
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Read the Jump Pack rules. Any unit that equips a jump pack gains DoA. Vanguard don't start with it in their profile because they don't start with jump packs.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
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Originally Posted by
Tren
Read the Jump Pack rules. Any unit that equips a jump pack gains DoA. Vanguard don't start with it in their profile because they don't start with jump packs.
*Facepalm*
Thank you, Tren. You've saved us all. I knew Blood Angels couldn't screw themselves out of the best DoA unit in the 'dex.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Tychris1
I had no idea they were coming out with new sisters stuff, ugggh.
I've had an awful experience with Sisters, since I play Tyranids and the enemy just so happened to bring 2 exorcist tanks and a crap ton of flamethrower templates. Nothing but a group of Genestealers, my Trygon, and scattered bits of soldiers remained by turn 3. The exorcists one shotted my entire squad of warriors, instant deathing them all, and since they were my only Synapse creature in the game (Besides my Trygon Prime who was in reserves to deepstrike) so you can obviously guess how the rest of the game spiraled downwards from there. I managed to insta kill the exorcist tanks though on the turn my Trygon came, but he got stopped by a squad of sisters with cannoness who were getting faith points funneled into them to tie up combat.
Still, I'll look out for it so I know how to properly get around them.
Also I'm prepping to get into Apocolypse (And maybe try making an apocolypse game).
:smallsigh: Ooohhh.. Ouch. Sorry to hear that. I don't fight 'nids much, but I can see how that list you fought can be pretty mean towards 'em. I've been running something similar.
New Sisters stuff, from what's been released so far, is... Eeehhh.. Let's just say I'm hesitant to call it a buff. I'm just hoping their wargear and stuff is sweet. (CELESTINE, Y YOU HAVE BS 7 AND NO WINGS OF FAITH?! :smallfurious: )
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Cheesegear
I have as far back as Siege of Vraks, since I was told not to get IA-IV. But, I can get access to it. I also have WH40K-Apocalypse and Apocalypse Reload since they are readily available in a GW Store.
So, don't get IA Apocalypse books? :smallconfused:
On a side-note, Zorg, I went to CT to see if you had any reviews on the older IA books, instead I found a Mass Effect team. I'm so jelly.
IA: Apocalypse is good and has loads of unique stuff.
IA: Apoc 2 has loads of duplicates - mostly from the Vraks series and Armour of Gork (or possibly Mork).
If you're feeling like squinting a bit you can see the contents here.
IA4 has one of the best stories in any of the books (save Badab 1) IMO, so is great from that perspective, but rules wise it's superceded.
IA3 has the Tau stuff, but is weak story-wise.
I didn't review the older books as there's not as much in them to cover, rules have changed and they've all been out for a while.
Mentioning those minis reminds me I haven't uploaded pics of them finished yet - been too busy writing my game for them :smallredface:
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
I'd think that a unit with BS 7 doesn't need much other then a good weapon.
Also where can I see the info that you're getting? I'm interested in seeing some of the sisters stuff.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Tychris1
I'd think that a unit with BS 7 doesn't need much other then a good weapon.
Also where can I see the info that you're getting? I'm interested in seeing some of the sisters stuff.
The thing is, she DOESN'T HAVE A GUN! :smallfrown:
It's in the newest white dwarf.. I've only looked through it at my FLGS, but you might be able to find scans easy enough.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
She does- her sword is a shooting template weapon.
It's more glaring for the BS9 Lelith Hesperax- but in Planetstrike a character with no gun can still man one of the turrets.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Wait, what?
Why bother writing a BS for a unit that doesn't have a gun? Thats like writing a BS for Hormagaunts.
Now to look for a scan.
Still I mean, it can't be all bad........right?
Edit: Wait, do you even need a BS for a template weapon?
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Tychris1
Edit: Wait, do you even need a BS for a template weapon?
Yes. It reduces scatter distance.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
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Originally Posted by
Renegade Paladin
Yes. It reduces scatter distance.
No, that's for Blast weapons. Templates aren't affected by BS.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Template in this context means flamer-type, rather than Blast or Large Blast- those ones apparently don't make use of BS.
However, the aforementioned turrets still would benefit from her BS.
EDIT: Swordsaged.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Wait, is she getting a regular heavy flamer, or a pyrovore heavy flamer launcher? That makes a huge difference. If it's just a heavy flamer, her BS is irrelevant. If she fires some kind of...scattering heavy flamer...thing, then it's really useful.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Sadly, it appears to be a normal one.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Yeah.. If anything, I hope she can at least throw that damn bird. :smallannoyed: You have no idea how much I detest that thing. Why is she holding a bird, of all things?! I mean, I know she's surrounded by them in her art, but.. Really? You're taking a random dove with you into battle?
I replaced mine with a shield. >>;
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Mattarias, King.
I mean, I know she's surrounded by them in her art, but.. Really? You're taking a random dove with you into battle?
It's for grand entrances. It's likely she has seen this. (specifically around the 2:20ish mark)
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
evisiron
It's for grand entrances. It's likely she has seen
this. (specifically around the 2:20ish mark)
Let's practice...Religion... }:)
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
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Originally Posted by
Borgh
Let's practice...Religion... }:)
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
Apothecary...
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Finally got to play a game of 40k this week! This game was with the gentleman who happened to wreck poor Renegade Paladin last week, as well as having scored a respectable second place at our most recent in-store tournament. I was looking forward to a tough match!
The game ended up being 2500 points of Space Wolves versus Ultramarines. I brought battle missions along to shake things up, but we ended up just going for a random mission out of the BRB. Table quarters, seize ground, 5 objectives.
Beardies vs. Baldies!
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The Sons of Russ
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270 - HQ - Wolf Lord Valkur - Thunderwolf Mount, Storm Shield, Wolf Claw, Runic Armor, 2x Fenrisian Wolves, Saga of the Warrior Born,
205 - HQ - Canis Wolfborn - 2x Fenrisian Wolves
275 - HQ - Logan Grimnar
155 - Elite - Iron Priest Sverrir, Thunderwolf Mount, 4x Cyberwolves
135 - Troops - 5x Wolf Guard, 1x terminator w/cyclone
180 - Troops - 5x Wolf Guard, 1x Terminator w/Assault Cannon, 2x combi-melta - Drop pod
305 - Troops - 5x Wolf Guard , Arjac Rockfist, terminator w/Cyclone
260 - Fast - 4x Thunderwolf Cavalry - Storm Shield; Power Fist; Melta Bombs;
260 - Fast - 4x Thunderwolf Cavalry - Storm Shield; Power Fist; Melta Bombs;
170 - Heavy - Hagalaz - 3x Missile, 2x Lascannon
110 - Heavy - Tiewaz - 3x Missile, 1x Heavy bolter
175 - Heavy - Sunwolf Pack - 5x Multimeltas, Drop pod
Ultramarines:
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HQ - Captain with boltgun, relic blade
HQ - Librarian in terminator armor (Null Zone, something else)
Elite - 5x Terminators, 2x lightning claws, 3x thunder hammer
- Land raider redeemer dedicated transport, with a multimelta
Elite - Dreadnought (multimelta, heavy flamer)
- Drop pod dedicated transport with deathwind missile launcher
Troops - 5x scouts with heavy bolter (whatever shoots those hellfire rounds)
Troops - 10x tactical marines, plasma cannon, meltagun
- Rhino dedicated transport
Troops - 10x tactical marines, plasma cannon, plasma gun
- Rhino dedicated transport
Troops - 10x tactical marines, lascannon, flamer
- Las/plas Razorback dedicated transport
Troops - 10x tactical marines, lascannon, flamer
- Las/plas razorback dedicated transport
Heavy - Vindicator with siege shield
Heavy - Vindicator with siege shield
Heavy - Vindicator with siege shield
There might have been another squad of tacticals in a razor or rhino, I don't recall exactly and I didn't get to take his list home with me after the game.
The game begins!
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We throw our objectives down after rolling for first turn, because we're forgetful. He sets up a wall of AV13 and 14 on the 12" dead zone, ready to roll forward and drop tons of S10 and S6/AP3 on our balls. Long fangs deploy near a ruined building, good cover denying his heavy weapons LoS on them, but giving them vision on at least one vindicator. Thunderwolves deploy ready to charge into any part of my deployment zone, but still sitting in the back far enough away from the Vindicators so that they're out of reach. The CML wolf guard hop into some area terrain in my back quarter. Iron Priest Sverrir goes in reserve (cavalry + table quarters is insane). Logan hops in with the Sunwolves, Arjac tagging along, the Assault Cannon wolf guard also ready to drop. A few wolf guard break off to bulk up the long fang squads. Valkur joins the squad of cavalry closest to my board edge, Canis joins the thunderwolves parked near the 24" line.
He infiltrates his snipers into a ruins in the empty quarter closest to his board edge.
Turn 1:
The entire Ultramarine force rolls forward at maximum speed, smoke launchers all screening their approach. The dreadnought comes down, multimelta and flamer blazing--he melts a wolf guard, and fails to penetrate the armor of several long fangs. A few lascannons fire shots at the closest targets, cursing the abundance of cover, the snipers fail to wound Canis' thunderwolf squad.
My partner (this was a team game, partially to teach, partially cause then we can move it along faster). Gets quite excited, so I ask him where to drop the pod. There are three vindicators in a row, ready to fry long fangs and cavalry alike next turn, as well as a Redeemer spaced a little bit away from the vincidator. Suggesting we plop it down right in front of the vindicator wall, I waggle my finger and place it gently in the lane left open between a vindi and the redeemer, we choose to make Logan’s squad relentless this turn. Our opponent had been a little too eager in his advancement, and his vindicators were well within 18" of Valkur's wolves.
Canis breaks off from his thunderwolf squad, intending to barrel down on the scouts--ICs have move through covers when they're not in a squad, and It looks like it's juuuust about 20 inches to the closest scout. The thunderwolves move behind him, careful to stay out of coherency. One group of wolf guard trundle behind the dreadnought, ready to launch missiles into it's rear armor, the others hunker down in some terrain.
Shooting time! I ask my partner to hold off on his favorites for last (Logan & co.) while we see what needs wrecked first. A couple of CML shots later and the dreadnought is no more, taking a heavy bolter with it. With that threat neutralized, long fang squads launch lascannons and missiles into the advancing Vindicators, the smoke deflects a few would-be catastrophes, but in the end my partner's hot dice shake one and wreck another. Seems about right for 8 missiles and 2 lascannons, in retrospect. With the pressure on them seriously reduced, Logan's team unleashes 4 multimeltas into the landraider, and a multimelta + s10 hammer throw into the side armor of a nearby demolisher. The land raider explodes, while the vindicator loses it's main gun.
Moving onto our assault phase, The cavalry on our long board edge dash forward, slamming into the last functioning Vindicator, while Canis makes the full 12" into combat with the scouts. An immobilized result at I4 leaves the vindicator to be opened up like ale at the harvest feast when the S10 powerfist goes. Another exploded vehicle. The scouts barely even blink before they're cut down. Canis consolidates out of LoS of heavy weapons.
Turn 2:
Logan gives his squad preferred enemy. With not much to do, a few Rhinos zip forward to meet the unscathed thunderwolves on my side of the board, while the assault terminators trundle out of the wreckage of their transport. Through a null zone and light Heavy weapons fire a couple of fenrisian wolves and the Sunwolf pack's squad leader fall. We call our Great Wolf's bonus attacks, as the terminators prepare to crash into Arjac and the multimeltas. The captain slays a multimelta, while the Sons of Russ strike back at the claw-wielding terminators. Two terminators fall to the brutality of being locked in close combat with long fangs. Arjac and Logan clean the other three up, leaving only the captain for next turn.
Comfortable with our position, we roll for reserves. Iron Priest Sverrir trots onto the board, eyeing a rhino that had crept across the center line to harass the other cavalry riders, while our pod of more melta hangs back. A few heavy weapons rounds later, another rhino is wrecked and the drop pod explodes, taking the long fang sergeant with it. Wolves surge forward on every front; Sverrir explodes a razorback while Valkur's team surrounds a Rhino, exploding it in the process. No marines end up pinned, though some die as their transports pop.
Turn 3:
With 2 razorbacks and a few combat squadded tacticals scattered throughout his deployment zone being all that remains of his original force, the Ultramarine commander concedes the battle to the might of Russ. Awwooo.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Mattarias, King.
Yeah.. If anything, I hope she can at least throw that damn bird. :smallannoyed: You have no idea how much I detest that thing. Why is she holding a bird, of all things?! I mean, I know she's surrounded by them in her art, but.. Really? You're taking a random dove with you into battle?
I replaced mine with a shield. >>;
Is it the Double Headed Aquila? If so then how is it bad?
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
BoSheck
Finally got to play a game of 40k this week! This game was with the gentleman who happened to wreck poor Renegade Paladin last week, as well as having scored a respectable second place at our most recent in-store tournament. I was looking forward to a tough match!
The game ended up being 2500 points of Space Wolves versus Ultramarines. I brought battle missions along to shake things up, but we ended up just going for a random mission out of the BRB. Table quarters, seize ground, 5 objectives.
Whining about overpowered Space Wolves the whole time too, I might add. I didn't pay attention for the whole game; did he try to lie about cover rules to you too?
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
I know it is an upcoming Warhammer mini rather than 40K but I just noticed something amusing in latest WD and GW website. The alternate head at the top left of the Cairn Wraith picture Spoiler
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got necrons?
http://www.games-workshop.com/gws/ca...d=prod1250030a
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Yeah I've seen that, it is very Necron-y isn't it? It's a nice model too, so if it fit in with whatever new snazzy stuff the Necrons get on their new release then I'd probably pick up some.
Yes, I'm assuming Necrons are going to be updated in the next 6 months. :smalltongue:
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
evisiron
It's for grand entrances. It's likely she has seen
this. (specifically around the 2:20ish mark)
Heheh, possibly.
Quote:
Originally Posted by
Craftworld
Is it the Double Headed Aquila? If so then how is it bad?
Nope. Just.. A dove. a glorified pigeon.
...Which reminds me, I really need to do a bit of converting to get my unworkable bricks ladies all WYSIWYG'ed up for tomorrow's tourney..
I'm fielding imagifiers! :smallbiggrin: Why would I do that, you ask? FLAMER DOMINIONS! :smallbiggrin: It's gonna be delicious barbeque alllll day.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Mattarias, King.
Heheh, possibly.
Nope. Just.. A dove. a glorified pigeon.
...Which reminds me, I really need to do a bit of converting to get my unworkable bricks ladies all WYSIWYG'ed up for tomorrow's tourney..
I'm fielding imagifiers! :smallbiggrin: Why would I do that, you ask? FLAMER DOMINIONS! :smallbiggrin: It's gonna be delicious barbeque alllll day.
I'm slowly starting to hate your army more and more.
Also, maybe it's her pet? Is there any reason some commanders will bring Vutures to the battlefield when Vultures can't do anything? It's just cosmetic.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Tychris1
Also, maybe it's her pet? Is there any reason some commanders will bring Vutures to the battlefield when Vultures can't do anything? It's just cosmetic.
It could do stuff! Like prevent infiltrators, and score d3 S3 hits at I5. Or some jazz. That'd be cool, right? Right?
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
A pidgeon that is as strong as an imperial guardsmen and hits faster then it?
Also, how would it stop infiltrators?
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Tychris1
A pidgeon that is as strong as an imperial guardsmen and hits faster then it?
Also, how would it stop infiltrators?
I believe he's referencing the various bird familiars that certain characters can use. In this case, Njal Stormcaller's Nightwing has the listed effects.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
BoSheck
It could do stuff! Like prevent infiltrators, and score d3 S3 hits at I5. Or some jazz. That'd be cool, right? Right?
She could give it to an enemy which then couldn´t attack this turn:smalltongue:
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Does anyone have any experience with running assault marines without their jump packs?
I want to start a new marine army with either drop pods or razorbacks and have it based around assault marines. So I'll probably just use the blood angels codex.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Ricky S
Does anyone have any experience with running assault marines without their jump packs?
Yes. It's called Black Templars. Space Wolves also works. :smallwink:
If you're set on Blood Angels (or are you really set on Razorspam? :smallmad:), then you still take Stormravens. You can fit ten of them inside (and two ICs, hello Priest!), and the Stormraven has Assault Vehicle, which foot-Assault Squads need. Or use Land Raiders. Y'know. The -35 Points thing is pretty good.
The only other reason to play foot-Assault Squads is for Razorbacks. And at that point your army isn't based around Assault Marines, it's based around Razorbacks - which is totally different. :smallannoyed:
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Cheesegear
Yes. It's called Black Templars. Space Wolves also works. :smallwink:
If you're set on Blood Angels (or are you really set on Razorspam? :smallmad:), then you still take Stormravens. You can fit ten of them inside (and two ICs, hello Priest!), and the Stormraven has Assault Vehicle, which foot-Assault Squads need. Or use Land Raiders. Y'know. The -35 Points thing is pretty good.
The only other reason to play foot-Assault Squads is for Razorbacks. And at that point your army isn't based around Assault Marines, it's based around Razorbacks - which is totally different. :smallannoyed:
I thought blood angels would be the best for a few reasons. You can take assault squads as troops, they have a chance of getting furious charge and and they have sanguinary priests so they are even harder to kill. I guess it would be a razor spam list but my intention was to take assault marines. Is there anything wrong with a razorspam list, I notice you have an angry face?
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Ricky S
I thought blood angels would be the best for a few reasons. You can take assault squads as troops, they have a chance of getting furious charge and and they have sanguinary priests so they are even harder to kill. I guess it would be a razor spam list but my intention was to take assault marines. Is there anything wrong with a razorspam list, I notice you have an angry face?
I think the angry face is due to the fact that Cheesegear disapproves of Razorspam.
In my humble opinion, Razorspam is quite powerful. The problem with it is the fact that a lot of people bring Razorspam to the table, and it gets boring. Fast.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
I've forgotten the rules for firing from a transport. Can you not fire the Assault Marines twin Meltaguns out of a (Fast)Rhino after moving 12"?
I'd have thought of 2 meltaguns (for cheaper) as better than 3 Lasplas shots at the price.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Tarinaky
I've forgotten the rules for firing from a transport. Can you not fire the Assault Marines twin Meltaguns out of a (Fast)Rhino after moving 12"?
No you cannot, being Fast lets the vehicle fire more of it's own weapons at Cruising Speed, but does nothing for the restriction on passengers firing.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Ricky S
I thought blood angels would be the best for a few reasons. You can take assault squads as troops, they have a chance of getting furious charge and and they have sanguinary priests so they are even harder to kill. I guess it would be a razor spam list but my intention was to take assault marines. Is there anything wrong with a razorspam list, I notice you have an angry face?
As has been said, Razorspam is not fun to play against. Unless your metagame is pretty competitive, most folks aren't gonna want to play you in casual games.
That said, if what you want is lots of Marines on foot charging into close combat, Black Templars are the way to go.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Tome
That said, if what you want is lots of Marines on foot charging into close combat, Black Templars are the way to go.
I see no reason Blood Angels can't do it too - when you move the rhinos the full 18" and pop smoke the armament doesn't matter.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
that's true, but templars have the combination of land raider crusaders and 10 man tactical squads outfitted with 6 meet shields. if you have a lot of money to spend templars are the way to go.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
I never liked Crusaders and the value of the Neonates is diminished immensely by the way 5e Wound Allocation works.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
just a general question; what are people's opinions about using the storm raven for a codex marine army? fluff wise it makes just as much sense for codex marines to have it as it does for the blood angels. so i was wondering what the general gaming community thought about me running one in a space marine list?
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
gabado
just a general question; what are people's opinions about using the storm raven for a codex marine army? fluff wise it makes just as much sense for codex marines to have it as it does for the blood angels. so i was wondering what the general gaming community thought about me running one in a space marine list?
It isn't in the codex, therefore using one is against the rules.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
He can try to take Cestus Assault Ram, though, it has better chance being accepted than Storm Raven, IMHO.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
I am building a 1000pts list purely for fluff and painting reasons. It's hardly going to be a tournament grade army. If I want to win games I will just play with my current space marine army.
-Captain, Power weapon
-Honour guard with flamers
Razorback, Storm Bolter
-Sanguinary Priest
-Assault Squad, Power Weapon
Razorback, Storm Bolter
-Assault Squad, Power weapon
Razorback, Storm Bolter
-Baal Predator, Storm Bolter
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Ricky S
I thought blood angels would be the best for a few reasons. You can take assault squads as troops
On foot, so can Black Templars and Space Wolves.
Quote:
they have a chance of getting furious charge
Emphasis mine.
Space Wolves have Counter-Attack for free.
Black Templars run forwards when shot at. And most units will pay 3 points to get Furious Charge and then most of them will have some other sort of bonus. 6+ Invulnerable and Immune to Pinning is quite amazing for foot-slogging.
Quote:
Is there anything wrong with a razorspam list, I notice you have an angry face?
Quote:
Originally Posted by
Razaele
I think the angry face is due to the fact that Cheesegear disapproves of Razorspam.
Honestly, Blood Angels Razorspam has ruined the meta-game. It is the 'Khorne Berzerker Rhino Rush' army of this edition (suddenly I feel old). When you go to a tournament, it's like going to the faire.
"You must be able to beat this list to play."
BA Razorspam is cheap to build (learn the Plasma Pistol + Boltgun = Plasmagun conversion, and then buy a pack of five meltagun bits from GW), and it's dirt cheap in points. Hell, it even works in 500 point games. And, the Law of Apocalypse fits nicely to the list; If it works in small amounts, it's broken in large amounts.
See, the thing that keeps Codex Marines from being broken is that Tactical Marines kind of suck and they don't have access to special weapons in five man squads. Space Wolves aren't broken because they don't get Sergeants (read; Power Fists attached to good models) unless you pay for them and their Razorbacks're expensive.
Blood Angels? All the upside. No downside. Broken. I understand that Matt Ward gets a lot of hate due to the fluff he writes. Honestly, I'm not too fussed with any of the rule-sets he's written thus far. Things have to get better, otherwise they just stay the same. And I've already played 3rd Ed for 10 years or so.
But, Blood Angels Razorspam exists. It is one of the single-hardest lists in the game. But, not only that, but, unlike Infantry Guard, it's cheap. So that makes it common. And that makes it a pain in the arse and destroys the meta-game because nobody will play anything but BA Razorspam, and this is why I hate The Internet.
It also doesn't help that Codex Marines and Space Wolves also do Razorspam their own way, and after a while, regardless of colour, you just feel like you're playing the same army over and over and over and over and over again? Did I mention how Razorspam ruined the meta-game?
Still, at Club, I can usually get between 2-6 games in as long as it isn't a tournament time or Necromunda Night or something (keep in mind that I never play over 1750 except for very special occaisions). If I bring a Razorspam army, I will play one game for the whole afternoon and night, and nobody will play me again.
Quote:
Originally Posted by
Tarinaky
I never liked Crusaders and the value of the Neonates is diminished immensely by the way 5e Wound Allocation works.
Err...Neophytes are better with Wound Allocation. When you get into combat, all the Neophytes should be dead, leaving you only with Crusaders in combat who ran forwards because all the chumps got killed.
Let's say you shoot two Plasmagun shots and a Lascannon at a Crusader squad; All the Plasmagun hits and Lascannon wounds are dealt to the Neophytes. And your Crusaders and whatever's left of the Neophytes take Bolter-rounds to the chest, and then all the good models that're left run forwards.
How is this bad? :smallconfused:
Quote:
Originally Posted by
gabado
just a general question; what are people's opinions about using the storm raven for a codex marine army?
No.
You can just play Blood Angels anyway. The problem with Codex Marines, is that you've suddenly got Riflemen Dreads in Elites and Stormravens in Heavy Support, which is specifically what the BA 'dex avoids. Or you can have Thunderfires and Stormravens in the same list, etc.
No.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Ricky S
I am building a 1000pts list purely for fluff and painting reasons. It's hardly going to be a tournament grade army. If I want to win games I will just play with my current space marine army.
-Captain, Power weapon
-Honour guard with flamers
Razorback, Storm Bolter
-Sanguinary Priest
-Assault Squad, Power Weapon
Razorback, Storm Bolter
-Assault Squad, Power weapon
Razorback, Storm Bolter
-Baal Predator, Storm Bolter
I think you need a chaptermaster in order to get honour guard.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Ninjaman
I think you need a chaptermaster in order to get honour guard.
Blood Angels are super special awesome. 'Honour Guard' means 'Command Squad' and 'Sanguinary Guard' means 'Honour Guard'. Confused? Why? It's so obvious!
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Back from another ranked tournament, with mixed results.
It was 1750, with a Primary objective (normal rules) and secondary objective (second 'mission' played for 1/2 points). I brought my "eh, play with the fun units" 3 Battlewagon list with Ghazzy and Snikrot.
Short version:
Spoiler
Show
Round 1: Beat necrons, but no phase out
Round 2: Tabled Grey Knight razorback spam
Round 3: Drew Grey Knights purifier razorback spam
End of day one. I am second on leader board behind Kan Wall Orks.
Round 4: My nemesis, Kan wall Orks. I am defeated. (He goes on to win the tournament. The same guy beat me in the last ranked tournament, and went on to win that one too)
Round 5: Deathwing terminator and vindicator list beats me
I finish in 9th place.
My thoughts:
Spoiler
Show
-Snikrot is so much fun! He was handed Ghazzy in most games and they didn't disappoint. The threat of him had Round 2 GK player try putting everything in reserve, and that alone had me half way to victory.
It works so well against Razor-spam lists, as 10 boys from the back and 36 from the front can block off those exits, and one wrecked murders the contents neatly.
-Grey knights are already boring. 7 of 24 players there were GK, and the lists all looked about 80% the same, all razors and rifleman dreads.
-No one at a tournament seems to be prepared to beat 120 orks behind 9 Kans, all with KFF cover, supported by 3 units of lootas when used by a player as proficient as him. I cannot think of how to beat that list without ruining the force's chances against other armies.
-Primary and secondary objectives is an AWESOME idea. It's balanced, breaks the monotony of capture and control, and even if you are losing there is still a way to get some victory points. :smallbiggrin:
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
evisiron
My thoughts:
Spoiler
Show
-Snikrot is so much fun! He was handed Ghazzy in most games and they didn't disappoint. The threat of him had Round 2 GK player try putting everything in reserve, and that alone had me half way to victory.
It works so well against Razor-spam lists, as 10 boys from the back and 36 from the front can block off those exits, and one wrecked murders the contents neatly.
-Grey knights are already boring. 7 of 24 players there were GK, and the lists all looked about 80% the same, all razors and rifleman dreads.
-No one at a tournament seems to be prepared to beat 120 orks behind 9 Kans, all with KFF cover, supported by 3 units of lootas when used by a player as proficient as him. I cannot think of how to beat that list without ruining the force's chances against other armies.
-Primary and secondary objectives is an AWESOME idea. It's balanced, breaks the monotony of capture and control, and even if you are losing there is still a way to get some victory points. :smallbiggrin:
Sounds like it was fun. And yes, the Kan wall KFF and Loota list is a real beast. I can't think of a way to deal with it beyond Frag Cannon, Heavy flamer Drop pod Furioso to kill the lootas before they kill my Gunships and even then, the 4+ cover save on the rapidly advancing Kans isn't going to go away. It doesn't help that the owner of said orks is the spawniest person alive with his cover save rolls. May take (shock horror) some vanguard next time I play against this list and go DoA, it's something I've been meaning to try for a while.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
evisiron
Back from another ranked tournament, with mixed results.
It was 1750, with a Primary objective (normal rules) and secondary objective (second 'mission' played for 1/2 points). I brought my "eh, play with the fun units" 3 Battlewagon list with Ghazzy and Snikrot.
Short version:
Spoiler
Show
Round 1: Beat necrons, but no phase out
Round 2: Tabled Grey Knight razorback spam
Round 3: Drew Grey Knights purifier razorback spam
End of day one. I am second on leader board behind Kan Wall Orks.
Round 4: My nemesis, Kan wall Orks. I am defeated. (He goes on to win the tournament. The same guy beat me in the last ranked tournament, and went on to win that one too)
Round 5: Deathwing terminator and vindicator list beats me
I finish in 9th place.
My thoughts:
Spoiler
Show
-Snikrot is so much fun! He was handed Ghazzy in most games and they didn't disappoint. The threat of him had Round 2 GK player try putting everything in reserve, and that alone had me half way to victory.
It works so well against Razor-spam lists, as 10 boys from the back and 36 from the front can block off those exits, and one wrecked murders the contents neatly.
-Grey knights are already boring. 7 of 24 players there were GK, and the lists all looked about 80% the same, all razors and rifleman dreads.
-No one at a tournament seems to be prepared to beat 120 orks behind 9 Kans, all with KFF cover, supported by 3 units of lootas when used by a player as proficient as him. I cannot think of how to beat that list without ruining the force's chances against other armies.
-Primary and secondary objectives is an AWESOME idea. It's balanced, breaks the monotony of capture and control, and even if you are losing there is still a way to get some victory points. :smallbiggrin:
I'm happy that I play where I play. I never see any of these cookie cutter lists...wait...nope, never...just guys that know how to play their armies and win without being broken.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Cheesegear
Honestly, Blood Angels Razorspam has ruined the meta-game.
My thoughts on Rasorspam:
Spoiler
Show
I like small tanks and I cannot lie,
You other brothers can't deny,
That when a girl walks in with an Battlefoam Case,
And a Razor list in your face,
You get sprung!
Wanna pull out? Tough!
'Cause you notice that 'back was stuffed,
Assault meltas and a Priest it’s bearing,
I'm hooked and I can't stop staring.
Oh baby, I wanna play you,
And something so new,
My clubmates tried to warn me,
But that ‘back you got makes m-m-m-me so horny
Ooh, she’s Raz-o'-back-in,
You say you wanna Pitch Deploy?
Well, Annihilate me, Annihilate me,
'Cause you ain't that average groupie.
I've seen them glancin’,
To hell with lancin’,
She's sweat, wet,
Got it goin' like a Melta 'Vet.
I'm tired of magazines,
Sayin' fluff-bunnies are the thing,
Take the average blog man and ask him that -
She gotta pack Razorbacks!
So, fellas! (Yeah!) Fellas! (Yeah!)
Has your girlfriend got the ‘back? (Hell yeah!)
Tell 'em to spam it! (Spam it!) Spam it! (Spam it!)
Spam that MSU ‘back!
Baby got ‘backs!
(Demon paint on an ‘ard Boyz booty)
Baby got ‘backs!
I like 'em small, and on wheels,
And when I'm clubbing a seal,
I just can't help myself, I'm actin' like an animal
Now here's my scandal:
I wanna get you home
And ugh, double-up, ugh, ugh
I ain't talkin' bout Comp Score,
'Cause playin’ nice is such a bore,
I want lists tuned, tricked-out and nasty,
So bring that Leaf Blower,
Mix-a-Lot'll knock it over,
Gunnin’ for a place at that top table.
So I'm lookin' at bat-rep videos
Fluff-bunny carebares playin’ like schmoes,
You can have them newbies,
I'll keep my opponents like Kirby,
A word to the WAAC soul players, I wanna get with ya
I won't cuss or hit ya,
But I gotta be straight when I say I wanna *win* -
It’s the way I was born.
‘backs got it goin' on,
A lot of wimps won't like this song,
'Cause them punks like to hit it and quit it,
And I'd rather stay and play,
'Cause I'm long, and I'm strong,
And I'm down to get the RazorSpam on!
So, ladies! {Yeah!} Ladies! {Yeah}
If you wanna roll in my Mercedes? {Yeah!}
Then turn around! Stick it out!
Even Jervis has to shout
Baby got ‘backs!
Baby got ‘backs!
Yeah, baby ... when it comes to army lists, White Dwarf ain't got nothin',
to do with my selection. Vanilla Captain? Ha ha, only if he’s on a bike.
So your girlfriend rolls a Rhino, lovin’ to not move and fire from,
But Rhinos sitting still are just time bombs,
My army list don't want none,
Unless you've got guns, hun,
You can do Storm Ravens or Dreadnoughts,
But please don't lose that ‘back.
Some brothers wanna play that "comp" role,
And tell you that the ‘back ain't gold,
So they toss it and leave it,
And I pull up quick to retrieve it.
So BoLS says Sisters 're back,
Well I ain't down with that!
'Cause the ‘dex is small and Faith is stinkin’
But I'm still thinkin' bout switchin’,
To the metal dames in that magazine:
You ain't it, Miss Thing!
Give me plastic, I can't resist it,
Lead and FineCast just miss it!
Some knucklehead tried to dis,
'Cause melta-spam girls are on my list,
He had game but he chose to nerf 'em,
And I roll up quick and table 'im.
So ladies, if the ‘back is around,
And you want a hardcore throw down,
Dial 1-900-MIXALOT
And bring them nasty thoughts
Baby got 'BACKS!
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Quote:
Originally Posted by
Zorg
And when I'm clubbing a seal,
...
...
:smalleek:
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
My thoughts exactly incomp. Why are you beating up a seal? Of all things a seal? That's just cruel and jerkish.
Also what's so good about Razorbacks?