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2012-07-27, 10:50 AM (ISO 8601)
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- Oct 2011
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- Ho Chi Minh City
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2012-07-27, 10:59 AM (ISO 8601)
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- Jun 2010
Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"
You have to leave at least half your stuff on the table, unless your daemons.
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2012-07-27, 11:04 AM (ISO 8601)
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- Jul 2011
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- Oxford, UK
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Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"
Flyers always need to come on from reserve, which would likely mean my flyers would come on from reserve, and everything else would need to start on the board.
I dont know of any unit tough enough to want to wager the game on its survival alone, though. Maybe expand it to 3000 points and bring some allied terminators or something.- Avatar by LCP -
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2012-07-27, 12:21 PM (ISO 8601)
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- Jan 2007
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Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"
I'm pretty sure only Necrons can do an all flier list, and only in a very specific way (and even, then, they auto-lose turn 1 unless your opponent waives that rule); Specifically, it's reasonable to assume that all your troop choices can start in their dedicated transport (and thus be in reserve. This is going by the NOVA ruling, so it's not official, of course), and then you take only a single HQ, which is probably able to start in reserves as half (rounded up) of your army.
Steam ID: The Great Squark
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Currently Playing: Warhammer 40000, Hades, Stellaris, Warframe
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2012-07-27, 01:53 PM (ISO 8601)
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- Sep 2007
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- Florida, USA
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Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"
Is it possible to give special weapons to the leader of a squad (for example, giving a lascannon to a sergeant)? If so, is it wise to do so (leaders of a squad tend to be characters, which means they get LOS, which could be used to protect your big guns)?
Wolfen Houndog - The World in Revolt (4e)
The Mythic Warrior, a 3.5 base class that severs limbs and sunders armor
The Nameless One, converted to 3.5 and 5e
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2012-07-27, 02:01 PM (ISO 8601)
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- Oct 2006
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- Indiana
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Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"
"Courage is the complement of fear. A fearless man cannot be courageous. He is also a fool." -- Robert Heinlein
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2012-07-27, 02:03 PM (ISO 8601)
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- Jul 2011
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- Oxford, UK
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Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"
Mostly, you can't. Most codices restrict you to special weapons only to ordinary soldiers- the Imperial Guard codex says "one guardsman may replace his lasgun..." and that's a guardsman, specifically, as opposed to a sargeant.
- Avatar by LCP -
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2012-07-27, 02:13 PM (ISO 8601)
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- Sep 2007
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- Florida, USA
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Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"
So then if it says "one model", like in the GK codex, it would be possible?
(Not that I would want to do that, mind you, since the justicars are the guys who have to take the perils and I would want them to have force weapons so they could exploit that extra attack; I'm just curious)Wolfen Houndog - The World in Revolt (4e)
The Mythic Warrior, a 3.5 base class that severs limbs and sunders armor
The Nameless One, converted to 3.5 and 5e
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2012-07-27, 03:31 PM (ISO 8601)
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- Feb 2010
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Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"
Just had my first game of 6th. My dark eldar vs a lot of flying deamon princes.
got mildly stomped. few things I learned:
-Grotesques rule.
-the deployment restriction for skimmers in not that bad, especially not if you (within reason) utilize the length of a raider.
-flying monsterous creatures are really, really hard to take down and those Vector Strikes hurt a lot on my fragile vehicles.
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2012-07-28, 02:33 AM (ISO 8601)
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- Jan 2008
Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"
RE; Chaos Daemons update;
SpoilerWell, first off, I love the new Slaanesh models. Unfortunately, it's still exactly what Chaos Daemons doesn't need; More close combat stuffs.
Flamers of Tzeentch have been given an extra wound, but lose their 4++, and are now just Daemons with 5++, same with Screamers of Slaanesh. Pink Horrors, not being updated, keep their old 4++. While the survivability of the Flamers stays the same (50% less invulnerable but more wounds with Eternal Warrior), it has de-powered Fateweaver a little, and the points cost of Flamers has also been reduced, so that's nice.
...Fiends of Slaanesh are still the best Elite choice.
Screamers are now a legit choice. Gaining an extra wound, Initiative 4 and sporting 3 attacks. They also demolish Terminators. As mentioned, they walk around with 3 attacks, but, they're weapons are S5, AP2, Armourbane. So, while they're not as good at killing vehicles as they used to be (although still slightly good), they shred Infantry pretty well.
Chariots of Slaanesh are 'okay'. Fleshshredder is a very nice rule that is dependent on how many Hull Points you have (Chariots have 2, Exalteds have 4), but, being only AV11, and not being able to do anything after Deep Strikes except get shot at, I don't really see anybody taking them over Flying Monstrous Creatures (Daemon Princes) or AV13 Walkers (Soul Grinders). I suppose their main benefit is that they come in squadrons.
...9 Exalted Chariots of Slaanesh? Hmm...Probably not. They're still AV11 and get knocked over by S7 attacks (i.e; A lot of things).
ION;
Nob Bikers are really, really good. I'm not sure about the rest of the Orks though. It might be worth grabbing a set of NBs for Allies - they're really good.
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2012-07-28, 03:01 AM (ISO 8601)
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- Jun 2012
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2012-07-28, 03:08 AM (ISO 8601)
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- Jan 2008
Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"
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2012-07-28, 01:30 PM (ISO 8601)
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- Sep 2006
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2012-07-28, 02:31 PM (ISO 8601)
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- Oct 2011
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- Ho Chi Minh City
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2012-07-28, 02:42 PM (ISO 8601)
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- Sep 2006
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2012-07-28, 02:50 PM (ISO 8601)
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- Jan 2011
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- England
Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"
I've not looked at the 6e rules yet but I don't recall there being a rule in 5e that says you lose if you have nothing on the board. Am I mistaken/did they change this?
Obviously if you have nothing on the board you then couldn't contest objectives etc... but that didn't matter until the game ended.So... Tired...
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2012-07-28, 03:13 PM (ISO 8601)
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- Jul 2011
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- Oxford, UK
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Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"
Is there any model in the game that can bring reserves on in turn one?
- Avatar by LCP -
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2012-07-28, 03:17 PM (ISO 8601)
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- Oct 2011
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2012-07-28, 03:18 PM (ISO 8601)
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- Jun 2009
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- Somewhere lost in dream.
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Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"
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2012-07-28, 03:19 PM (ISO 8601)
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- Oct 2011
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- Ho Chi Minh City
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Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"
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2012-07-28, 03:23 PM (ISO 8601)
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- Jun 2009
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- Somewhere lost in dream.
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Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"
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2012-07-28, 03:24 PM (ISO 8601)
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- Oct 2011
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2012-07-28, 03:26 PM (ISO 8601)
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- Jun 2009
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Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"
That's the question that needs FAQing.
On the one hand, their transport has to start in reserve, so if they're in it, so do they.
On the other, the unit itself has a choice whether to start in it's transport and deploy normally, meaning that it has the option not to start in reserves.
You can argue both ways.Last edited by Tome; 2012-07-28 at 03:27 PM.
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2012-07-28, 03:28 PM (ISO 8601)
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- Oct 2011
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2012-07-28, 03:45 PM (ISO 8601)
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- Jan 2005
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Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"
"Units that must start the game in reserves are ignored for the purposes of working out how many other units may [be placed in reserves]. A unit and its dedicated transport are counted as a single unit for these purposes."
Reads to me like a dedicated transport Drop Pod and its assigned squad would count as one unit, and are thus both ignored for the 50% of units on the board rule.Princess in the streets.
Princess in the sheets.
Don't touch me I'm royalty.
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2012-07-28, 03:53 PM (ISO 8601)
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2012-07-28, 04:15 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"
So this list won't work, because the vendettas aren't dedicated transports, and thus half the units must be placed on the board at the start?
Right. I have five units of veterans to come on from reserve, and four units that can start on the board. So this list COULD work, but I have to rely on a single infantry platoon surviving 2000 points worth of first-turn firepower in order for it to work as expected.
Challenge Accepted.- Avatar by LCP -
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2012-07-28, 04:49 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"
@ LeSwordfish - exactly. There are a couple of Elysian lists (one in IA8, another in 4 I think) that give you dedicated Valks.
And speaking of Forge World, it's Games Day and...
Originally Posted by Absolon
Marines... fighting other Marines.
Yay.
Last edited by Zorg; 2012-07-28 at 04:57 PM.
Princess in the streets.
Princess in the sheets.
Don't touch me I'm royalty.
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2012-07-28, 05:05 PM (ISO 8601)
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- Jan 2007
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- Switzerland
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Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"
Yawn. Wake me at some point in 2015 when we get something interesting for the Xenos again, yeah?
Resident Vancian Apologist
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2012-07-28, 10:39 PM (ISO 8601)
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- Mar 2007
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Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"
I have a rules question about conversions and counts-as models. I'm building a deathwing army, and I want my converted Belial (since it's not actual Dark Angels) to have dual lightning claws. Can I model it as him dual-wielding swords and say that it's lightning claws? Or do I have to actually have the claws on the model instead?
(Bear in mind, dual power swords is illegal on Belial. His options are Master-crafted power sword/storm bolter, 2 lightning claws, or thunder hammer/storm shield).