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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Yo, just thought I'd drop by and swap my vote from same old Space Elf Flying Circus to Big Fighty Bugs of Nommin'.
Now... <glances at clock and notes it's dinner time> Well, time for food and plotting how I'm spending my tax return. Namely, tanks.
Though I may want to make a secondary force just for laughs... Something like Orks or Daemons.
-Archetype
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Quote:
Originally Posted by
13_CBS
So it's sorely lacking in vehicles, no elites, and possibly no HQ (IIRC, though, I thought there was a unique Kroot character somewhere...maybe 4th edition?)
3rd edition. He was also a games day mini so he'll never be updated.
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
I'll put in a vote for the 'Nids, mostly to get a better look at what the new ones can actually do and because I already play Eldar, nothing for me to see there.
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Quote:
Originally Posted by
13_CBS
I don't play the table top game, so I might be being a bother here, but...would it be possible to make an all-Kroot Tau army using either 4th or 5th edition Codex rules? How effective would it be?
According to the Lexicanum, it looks like you'll be need to take...
HQ: ?
Elites: No elites.
Troops: X Kroot Carnivores
Fast Attack: X Kroot Hounds
Heavy Support: X Krootox
So it's sorely lacking in vehicles, no elites, and possibly no HQ (IIRC, though, I thought there was a unique Kroot character somewhere...maybe 4th edition?)
Actually, regular Kroot, Kroot Hounds and Krootox are all Troop choices, which even form joint units (so you can have all three in the same unit).
The problem is, at least with current rules (I don't know if an older codex maybe gave them better options), they would lack several things. First of all, no HQ. Second, no powerweapons or high AP weapons; while they can kill regular marines via mass of attacks in close combat, things like terminators might be... difficult. Third, no good anti-tank weapons - Land Raiders and Monoliths would be literally impervious to their weapons, most tanks would be very difficult to damage if not shooting at their rear, and the only weapon capable of doing even would be on the Krootox, which are horribly overpriced, if you ask me. Fourth, no transports, no jump troops, no bikes - they could infiltrate, but would be rather immobile otherwise (especially as their weapons are Rapid Fire, not Assault).
In summary, I don't think it would work at all. There's just too much that Kroot alone cannot do, at least when going with the Kroot from the Tau codex only.
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
I'm interested in seeing Tau. :smallbiggrin:
I've been thinking of starting up a Tau army of my own, and it might be interesting to see what Cheesegear does with it.
*Goes back to lurking*
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
The problem with the Tau is that I can already gurantee you what most of the list will be - Fire Warriors with devilfish, Hammerheads, Crisis suits.
The end.
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Haha yes I am a bit of a hypocrite but that is mainly to real world restrictions on money. Otherwise I would have far more units of cheaper things rather than spending quite a lot on each. I also use my fire warriors in such a way that they manage to survive to hold the objective, mainly just put them in cover and go to ground whenever i get shot at. I leave the killing to the other units in my army, not ideal but $100 for two more units is crazy.
Yes you are right you dont auto matically have LOS these days but as long as you use a high stand you'll be fine.
Hammerheads are good at 1500 points but once you get to 2000-2500 points you really need more railguns hence the broadsides. Because when you get to that amount of points you do not need the submunitions blast due to other units in your army taking up the slack.
Oops yes, pirahnas for Contesting objectives! I dont really use them for tank hunting that much its just that they only add another 3 pulse rifle rounds which i find rather useless. Mine is for contesting objectives last turn or only if the occasion presents itself to take out an exposed vehicle. Otherwise I just keep it behind cover for most of the game. Or sometimes shield other units...
Thats why you have kroot or gun drones to take the assault then blast the **** out of them when its your shooting. Usually these types of units are weak and small so its not too hard to kill them with a round of shooting. Also you only get 2 shots with the plasma rifle if they are within 12 inches I find the smart missile system to be a much better alternative and rather a lot cheaper too. Plus in larger games you spread out your broadsides for a larger LOS to potential enemy tanks and it doesnt really matter if a single unit is assaulted. Plus they usually do very well in combat due to the 2+ armour save and drones really help. Well that is just my opinion, the main thing I hate about equipping them with plasma rifles is that you have to be a lot closer to benefit from it and I hate using them aggressivley because their main advantage is their extreme range. Sure they may run out of the best targets for them but then I just use them to smear elites and heavily armoured units across the battlefield
Thats why equipping your Hammerhead with a disruption pod is so helpful because it cuts in half the amount of anti armour fire you will recieve. Plus putting HH on a low base will help it hide behind cover then roll out to blast units.
Sniper drones are good if they have no tanks or light vehicles only (like dark elder) otherwise I would stick with broadsides and HH
Like everything in every army certain units have niches that cannot be filled by another but they may not be the best unit for the job against all armies. That is why building a balanced army is greatly debated as everyones opinion always changes.
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
One bit of advice is that Tau seem to have a bit of a problem with Terminators and other such opponents. Thus, while Missile Pods are definitely great pieces of weaponry and are highly recommended, a few fusion blasters can help with the tank hunting and then be turned against any 2+ save enemies you might have should the need arise. Railguns generally have more important targets, and plasma guns, while you'll probably have a couple, never seem to be enough (at least for me).
Also, yes, Markerlights are Heavy, that's why having them as part of a of Crisis/Stealth Suit Team is great for making them relentless.
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Somewhat late but
Quote:
Originally Posted by
Archetype-
This. I have a friend who regularly uses a winged Khorne Lord with Bloodfeeder flying alongside his Khornate Raptors (said friend is also strongly tempted to go with Beasts of Chaos... allied with Khorne) in his games. He's had a lot of success with said Lord, so it works for him. I've suggested to him at least once to put him on a Juggernaut instead so he can get those attacks at S5.
Well, he must be pretty lucky then, because the Khorne Lord shold go emo in roughly 1/3 of the assault phases, as a roll of 1 on any of the extra dices makes him stop. And with wings he's costing a whooping 160 points.
I'm the kind of person who rolls 1s all the time with a d6, so I wouldn't really risk it, but if you're feeling lucky, then yes, demon weapons can shine.
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Quote:
Originally Posted by
Oslecamo
Well, he must be pretty lucky then, because the Khorne Lord shold go emo in roughly 1/3 of the assault phases, as a roll of 1 on any of the extra dices makes him stop. And with wings he's costing a whooping 160 points.
This friend of mine is a true disciple of the Blood God, and the dice favor him for doing Khorny things. He'll also deep strike him (fairly regularly) alongside at least 5 Raptors of Khorne. The Raptors get mauled rather quickly by whatever guns are at hand, but the Lord always gets stuck in and tears stuff apart. He's a very bold player. It's also not uncommon for him to take Kharn alongside a large squad of footslogging Berzerkers.
As much as I do so (at least in my head), there's not really much Mathhammering done around here. We play more to the fluff of our armies than anything else.
-Archetype
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Quote:
Originally Posted by
Archetype-
As much as I do so (at least in my head), there's not really much Mathhammering done around here.
MathHammering is pointless anyway. Which way you pick up the dice, how you roll the dice, and how many dice you roll (how often they bump into each other) will all affect the outcome of the dice.
MathHammer also implies that your dice are perfect. Most dice aren't perfect. But, most of the time you're rolling so many dice that it really doesn't make a difference. Unless all your dice are bad, and they are all weighted the same way.
(Dice can be weighted towards sixes you know :smallwink:)
Not to mention which dice you use. I, personally, have 20 Red dice, and 10 Black dice. I'm not rolling the same dice every time. And I can't determine which dice are bad and which aren't.
Also, all probability mathematics is theory. And theory only. There is no such thing as 'perfect probability' unless you start stacking the odds. And, unless the stack is 100% or nil, 'probability' doesn't work. Unless you have the time and/or patience to do the exact same thing, the exact same way...Infinity times.
Probability is like Statistics; All lies.
Quote:
We play more to the fluff of our armies than anything else.
Not sure what that has to do with MathHammer, but, there's nothing stopping anyone from having powerful and fluffy armies at the same time.
For example; My Hawk Lords Chapter has a very good reason for using loads of Scouts with Rifles, and a very good reason for using truckloads of Bikes for the Biker Throne.
Crimson Fists are meant to take as many units of Sternguard as they can.
Most (effective) Dark Eldar armies - despite looking all the same - fit the default fluff behind the Dark Eldar perfectly. Fast and brutal.
Space Wolves. That is all.
Imperial Guard are supposed to have masses upon masses upon masses of Infantry.
Powerful Armies and Fluffy Armies are not mutually exclusive. The Stormwind Fallacy as it applies to WH40K.
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Quote:
Originally Posted by
Cheesegear
MathHammering is pointless anyway. Which way you pick up the dice, how you roll the dice, and how many dice you roll (how often they bump into each other) will all affect the outcome of the dice.
Kind of reminds me of this one gaming store. They have a section where pretty much nothing is kept, but there's a sign that says something like "Graveyard of Sucky Dice." If your dice are failing you consistantly, the store owner will let you chuck the offending plastic RNG in question up into it.
Many of my dice should be in said graveyard. They do not roll averages, even in the long runs. I've gone from being on fire to masses of suckitude.
Quote:
Originally Posted by
Cheesegear
MathHammer also implies that your dice are perfect. Most dice aren't perfect. But, most of the time you're rolling so many dice that it really doesn't make a difference. Unless all your dice are bad, and they are all weighted the same way.
(Dice can be weighted towards sixes you know :smallwink:)
Fun fact for those who are interested. Yahtzee dice are weighted to roll fives most of the time.
Quote:
Originally Posted by
Cheesegear
Not to mention which dice you use. I, personally, have 20 Red dice, and 10 Black dice. I'm not rolling the same dice every time. And I can't determine which dice are bad and which aren't.
I've personally stopped trying to figure it out. I'm convinced that Tzeentch has sent random Horrors to possess my dice just for laughs. Also because he wants videos of me blowing up my own Russes and Guardsmen on You Tube.
Quote:
Originally Posted by
Cheesegear
Also, all probability mathematics is theory. And theory only. There is no such thing as 'perfect probability' unless you start stacking the odds. And, unless the stack is 100% or nil, 'probability' doesn't work. Unless you have the time and/or patience to do the exact same thing, the exact same way...Infinity times.
Probability is like Statistics; All lies.
No one has the patience to test that, at least around here. Even in the tourneys we hold at club, we're more likely to bring our casual lists than anything else.
I never took anything beyond Algebra in high school, and you can probably guess how much of it I recall. The only math I do for Warhammer is making sure my list is within the points limit and pricing out models. Anything more hurts my head.
Quote:
Originally Posted by
Cheesegear
Not sure what that has to do with MathHammer, but, there's nothing stopping anyone from having powerful and fluffy armies at the same time.
What I meant to say is we don't have any power gamers around here (well, except for this one Death Guard player...). I am sorry if I was unclear.
Quote:
Originally Posted by
Cheesegear
Imperial Guard are supposed to have masses upon masses upon masses of Infantry.
Not gonna say anything on that here. This is the tactics thread, not the fluff one.
Quote:
Originally Posted by
Cheesegear
Powerful Armies and Fluffy Armies are not mutually exclusive. The Stormwind Fallacy as it applies to WH40K.
I always assumed it applied to tabletop games in general. In any case, I wasn't trying to say that they were mutually exclusive. At least, I don't think I did. My English has been known to fail me at least half a dozen times a day. :smallfrown:
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Quote:
Originally Posted by
Copper8642
One bit of advice is that Tau seem to have a bit of a problem with Terminators and other such opponents. Thus, while Missile Pods are definitely great pieces of weaponry and are highly recommended, a few fusion blasters can help with the tank hunting and then be turned against any 2+ save enemies you might have should the need arise. Railguns generally have more important targets, and plasma guns, while you'll probably have a couple, never seem to be enough (at least for me).
Also, yes, Markerlights are Heavy, that's why having them as part of a of Crisis/Stealth Suit Team is great for making them relentless.
Well thats why the Fire Storm configuration was made. Because it is cheaper using a burst cannon than a plasma rifle and you get usually 2 shots more (unless in rapid fire range) for a total of 5, the idea is to force the opponent to roll as many saves as possible and they will most likely fail a few and in a squad of 5 that means most of the unit is gone. I generally go with the volume of fire because it is cheaper. Plus you can always just use mass pulse rifle shots to overwhelm their armour. Also it is only one unit so unless you are facing a pure terminator army you should be alright.
Markerlights are great but really expensive when you consider the 30 points for a marker drone or +10 for a firewarrior shas ui. If you want marker lights the best way to go is pathfinders as it is the only unit to give you multiple markerlight shots. Plus the pathfinder devilfish is fantastic for deep striking units as it allows a re roll to scatter.
What do people think about this idea?
An entire Imp Guard army using valkyries. I dont have the codex on me and correct me if I am wrong but cant you have up to 9! in a single army? If so that would make for an extremely mobile army and would really cool on the table top. I would totally paint it like they did with the huey's in the vietnam war. I think it would be fantastic but also on the expensive side costing $1000+ and Im not sure how good yan army like that would be. Any advice on making an army like this would be appreciated.
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Quote:
Originally Posted by
Ricky S
An entire Imp Guard army using valkyries. I dont have the codex on me and correct me if I am wrong but cant you have up to 9! in a single army? If so that would make for an extremely mobile army and would really cool on the table top. I would totally paint it like they did with the huey's in the vietnam war. I think it would be fantastic but also on the expensive side costing $1000+ and Im not sure how good an army like that would be. Any advice on making an army like this would be appreciated.
Somebody gave Valkyries a Transport Capacity as a joke. I'm sure of it. Since they can't be Dedicated Transports, your units will have to spend the beginning of the game on the board rather than in 'their' vehicle.
Basically, Valkyries and Vendettas try to do two things at once. Are they a gunship fielding support weapons, or are they a Transport vehicle?
As you may or may not know, a Valkyrie has three weapons. None of which are Defensive (<S4). Meaning you can move a whole 6" a turn...As a Transport vehicle...Go team?
Unless you swap your Hellstrikes (which are One Shot weapons) for Multiple Rocket Pods. Making the Valkyrie 130 points. The same cost as a Vendetta.
But, MRPs are only AP6. But, yeah, churning out two Large Blasts a turn will work on Orks or (some) 'Nids. But, that's about it.
Also, for the price of a Valkyrie, you can have three Chimeras.
A squad of 3 Valkyries...Or 9 Chimeras?
...Or 6 Infantry Squads with special and Heavy weapons?
Vendettas are better. Unfortunately, the Valkyrie kit doesn't come with extra Vendetta Lascannons. Hope you've got plenty of spare Lascannon sprues. As to make it look 'right', you need 6 Lascannons (3 TLinked).
But, Vendettas are even more a joke as a Transport vehicle than Valkyries. As none of their weapons are Defensive, nor do they have the option to have Defensive weapons (like Valkyries).
Also, Transporting Valkyries lends itself to fielding Veterans with multiple Assault weapons rather than scores and scores of Infantry Squads.
In any case, it's doable. But, sub-optimal and very expensive as you've already figured out. I'm fine with two Vendettas who never transport anything because that's a terrible idea.
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Quote:
Originally Posted by
Cheesegear
MathHammering is pointless anyway. Which way you pick up the dice, how you roll the dice, and how many dice you roll (how often they bump into each other) will all affect the outcome of the dice.
MathHammer also implies that your dice are perfect. Most dice aren't perfect. But, most of the time you're rolling so many dice that it really doesn't make a difference. Unless all your dice are bad, and they are all weighted the same way.
(Dice can be weighted towards sixes you know :smallwink:)
Not to mention which dice you use. I, personally, have 20 Red dice, and 10 Black dice. I'm not rolling the same dice every time. And I can't determine which dice are bad and which aren't.
Any player with much experience does mathhammer, but probably not always directly.
Knowing a space marine with a lascannon is better at taking out a vehicle compared to an ork with a rokkit launcher is mathhammer, just as such a basic level as to be overlooked as such.
Mathhammer also has nothing to do with how perfect your dice roll, all it does is give you a basic idea of what you can expect in a given situation, but you also know that the improbably isn't impossible.
Everyone knows a greater deamon of khorne should tear up a unit of fire warriors in close combat, but everyone also knows that one exception that happened where the Tau won instead. Its not a failure of mathhammer, it is in fact supporting it, because if you are interpretting your mathhammer correctly you know that the greater deamon will usually win by a fair amount, but you also know that there is that rare occurance where things go wrong.
It of course can't help with weighted dice, but any randomly distrubuted weighted dice it will work with. One dice might roll ones more often, but chances are another is going to roll 6s more often. As such it works much better with a larger set of dice. Rolling 2-3 dice will not show patterns very quickly, but rolling 30-40 will more often.
Of course if you have a set of dice that are really off and always roll high or low consistantly as a set then there isn't much that can be done, and really playing with known bad dice is akin to cheating.
As it is I've completely got away from the smaller dice because I've seen over and over again where people show them to be less balanced then larger dice. There is a reason casinos use the dice they do, they actually have the money and interest to test dice designs thoroughly.
Simply put, knowing what to expect from a unit in any given situation is mathhammer, some people can do it via math directly but most people do it via experience.
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Quote:
Originally Posted by
Cheesegear
Somebody gave Valkyries a Transport Capacity as a joke. I'm sure of it. Since they can't be Dedicated Transports, your units will have to spend the beginning of the game on the board rather than in 'their' vehicle.
Erm, the only limit is if a transport is a dedicated one only the parent unit can start in it - a non-dedicated transport can start with any unit inside.
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Well, the possible discontinuation of the =][= armies has had me grabbing what few boxes my local GW had in stock before they're gone for good. As a result, what was originally planned to be a 'pure' Grey Knights army is rapidly branching out. Could I get some help with planning an army list?
What I have at the moment, much of which is unassembled:
Spoiler
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- 5 Power Armoured Grey Knights
- Sisters of Battle
- 10 w/ Bolters
- 1 w/ Flamer
- 1 w/ Storm Bolter
- Sister Superior with CCW and Plasma Pistol.
- Vindicare Assassin
- The WH Inquisitor box (Inq. with CCW and Inferno Pistol, 6 man retinue)
- DH Inquisitor with Bolter and CCW.
- SoB Canoness
- Seraphim
- 6 w/ Bolt Pistols
- 2 w/ Hand Flamers
- 2 Superiors with Bolt Pistol and CCW
- Land Raider
- Dreadnought
- Rhinos
- 3 Rhino Chassis
- 2 Immolator sprues
- A Predator sprue
- A Whirlwind sprue (perhaps as a 'count as' Exorcist?)
- Forge World Repressor conversion kit.
A very rough list:
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Using WH as a base list.
- HQ
- Canoness/Palatine
- Inquisitor w/ Retinue and a Land Raider
- Elites
- Troops
- Battle Sisters Squad. Perhaps a second squad as well? Should I take dedicated transports?
- Inquitorial Storm Troopers, w/ Shotguns and the Repressor (count as Chimera to avoid IA rules). Are shotguns a complete mistake? Heck, are having ISTs a complete mistake when SoBs only cost 1pt more? If I do go for them, I'll be trying to find some of the old Arbites models for them =P.
- Fast Attack
- 10 strong Seraphim Squad.
- Dominion Squad in an Immolator
- Teleporting Grey Knights (Allied)
- Heavy Support
This uses all except my models except the Dreadnought, and only requires me to get a squad of ISTs and some Dominions.
How would you recommend outfitting the various squads? What should be dropped/added? What models should I buy first? Any that I should consign to the bitz box/eBay?
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
valkeries can also get missile pods which are S4 large blast (and 2 of them at that) If you ask me that is an awesome support weapon for a transport. Indeed Full armies (vet squads) deployed in them are deadly thanks to their scout move.
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Quote:
Originally Posted by
Ricky S
An entire Imp Guard army using valkyries. I dont have the codex on me and correct me if I am wrong but cant you have up to 9! in a single army? If so that would make for an extremely mobile army and would really cool on the table top. I would totally paint it like they did with the huey's in the vietnam war. I think it would be fantastic but also on the expensive side costing $1000+ and Im not sure how good yan army like that would be. Any advice on making an army like this would be appreciated.
A fellow at my FLGS does this. He got a flawless victory (tabled with no losses) on an Emperor's Children army in turn 4.
And it happened on turn 4 because he held everything in reserve on turn 1.
Not sure of the ratio of Vendettas to Valkyries in it though.
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Hmm... it would be cool. But yea from what you've said it seems pretty weak compared to a normal Imp guard army. It is a shame that they are so expensive as well both in points and cash.
What armies do you guys play?
I play tau (if you havent already gotten that from my numerous tau rants :smallbiggrin:)
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Quote:
Originally Posted by
Ricky S
What armies do you guys play?
Lots. I usually take my armies to 2500 points. But, I can sometimes quit when I get bored. Or, go further when I still feel the army isn't complete.
I have one Space Marine army full of Scouts and Bikes - for the Biker Throne. Somewhere between 2500 and 3000 points.
Space Wolves army at 1750 points represented by my 'Imperial Fists 1st Company'.
1000 points of Blood Angels.
I have 2500 points of 'Inquisition' forces. Primarily a Witch Hunters army.
Under the 3rd Ed. Codex I had 2500 points of Orks. Although I have the 5th Ed. Codex, I've never taken out my collection during 5th Ed.
Under the 3.5 Codex, I had 2500 points of Word Bearers CSM. Since the 4th Ed. Codex they've been split into an under-strength CSM army, and an under-strength Daemons army. I've used my Daemons a few times and have failed miserably. I've been told that's what I should've expected.
1000 points of Necrons.
~500 points of Dark Eldar, as they were one of the 3rd Ed. starter armies and I built up my collection some.
1500 points of Eldar. No specific Craftworld. Pretty generic stuff, in that it looks like an Ulthwé-Biel-Tan hybrid.
2500 points of Imperial Guard. 150 Infantrymen. Plus Command and other squads. The goal was to create an actual Platoon Company (RL Platoon Company strength is 75-200 soldiers). I still don't think I'm finished. :smallamused:
This leaves Tyranids and/or Tau to get. Or I could build up my Dark Eldar, Necrons or Blood Angels.
I had Tyranids. But, I sold them when I was making my Guard army. Around 5 months later, they re-release the 'Nid Codex and it's looking pretty good.
Speaking of;
The Tally So Far
Spoiler
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10 Days kids.
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
You mean an actual company? That's more the appropriate size...
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Quote:
Originally Posted by
IthilanorStPete
You mean an actual company? That's more the appropriate size...
That's what I meant.
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Quote:
Originally Posted by
Ricky S
What armies do you guys play?
I play tau (if you havent already gotten that from my numerous tau rants :smallbiggrin:)
Orks is best, and other catch-phrasery.
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Quote:
Originally Posted by
Erloas
[...]
Simply put, knowing what to expect from a unit in any given situation is mathhammer, some people can do it via math directly but most people do it via experience.
I completely, 100%, agree with this post.
As I've said before, mathhammer won't tell you what will definitely happen in any one particular situation. But it will tell you what is objectively better at any given job - when two shots from a plasmagun will likely be more successful than a single one from a lascannon or vice versa, etc. And picking the optimal tools for any given job is just as much part of tactics as moving units around.
Quote:
Originally Posted by
Ricky S
What armies do you guys play?
Chaos Space Marines, a warband of allied Black Legion and Emperor's Children forces.
Quote:
Originally Posted by
Cheesegear
Speaking of;
The Tally So Far
Spoiler
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10 Days kids.
Hmmm... sorry for switching again, but it much looks like Eldar aren't going to make it, and I think I'd rather see Tyranids than Tau. So, please change my vote from Saim-Hann Eldar to Tyranids. Besides, my guess is that the Tyranids are the mysterious army you would actually like to play the most, but refuse to reveal it. :P
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Quote:
Originally Posted by
Ricky S
What armies do you guys play?
Black Templars. Thought its a pitiful showing, most of it being 3rd ed. models with poor painting jobs. Everytime I keep meaning on going out and getting some more stuff, I discover that I have no money.
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Quote:
Originally Posted by
Winterwind
Hmmm... sorry for switching again, but it much looks like Eldar aren't going to make it, and I think I'd rather see Tyranids than Tau. So, please change my vote from Saim-Hann Eldar to Tyranids.
Rassum frassum.
Put me down for the same.
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
I have...
800-ish points of Orks
700-ish points of Imperial Guard
My bro has...
500-ish points of Chaos Space Marines
My friend has...
1050-ish points of Dark Angels/Space Marines
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Quote:
Originally Posted by
Ricky S
What armies do you guys play?
Roughly 2500 points of Marines
And currently in the process of completing my Saim-Hann jetbike army, side-tracked a little by a small points format tournament. Should equate to 2500-3000 points. (I got a bunch of second hand models off a friend and it inflated my army list with a tonne of aspect warriors, woo)
Also, Cheese, since the Eldar don't seem to have enough votes switch me to the 'nids, I wanna see your Warrior Genus army eat face.
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Oooh...
The Tally So Far
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Nine days left, kids.
...Funny story; I actually know how I can put Tyranid Warriors on Bikes. :smallbiggrin:
...Not that I can actually use them in-game or anything. :smallfrown:
Quote:
Originally Posted by
Erloas
Simply put, knowing what to expect from a unit in any given situation is mathhammer, some people can do it via math directly but most people do it via experience.
Have to disagree here. As Math-Hammer uses hard stats and presents statistical analysis as fact and immutable. Experience is...Not immutable.
Saying absolutely "BS4 hits 50% of the time. S4 will wound 50% of the time. 4+ armour will save 50% of the time. From ten [Bolter] shots, you're going to kill 2.5 models per phase." This is wrong. This is Math-Hammer. Presenting stats to prove what things will do on any given game. Anybody who has played a game of 40K ever, knows that Math-Hammer doesn't work in the slightest. Because there are outside factors working on dice.
"BS4 is usually better than BS3." Is all you can reliably say. "S4 is usually better than S3." This is not Math-Hammer. This is not experience either, rather, it's common sense. Knowing that 'higher = better'. People playing the game for the very first time will pick up on this.
Experience has more to do with tactics and army composition. Knowing that one tank - on it's own - is worthless. Experience is knowing roughly 80-85% of your battles will be against armies that have Bolters and Power Armour (inc. Necrons). etc.
Experience/Common Sense != MathHammer.