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  1. - Top - End - #271
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    Default Re: Warhammer 40k III - Hats for the Hat Throne

    Quote Originally Posted by Selrahc View Post
    Hmmm...

    1 Grey Knight Grand Master. 145
    1 Inquisitor Lord, 55 points of wargear. 100
    1 Cullexus Assassin. 105.
    4 Grey Knights, 2 Psycannons, Justicar. 200
    4 Grey Knights, 2 Psycannons, Justicar. 200.
    3 Grey Knight Land Raiders. 750.
    1500 points, 16 models.
    Emphasis mine. LOL.
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  2. - Top - End - #272
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    Griffon

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    Default Re: Warhammer 40k III - Hats for the Hat Throne

    Although technically correct, I don't think that counts either For the record, my army list goes:

    Grand Master
    5x Terminators w/Brother Captain & Incinerator
    Grey Knights w/Justicar & 2x Psycannon
    Grey Knights w/Justicar & 2x Psycannon
    Orbital Bombardment (Melta)
    Total: 850ish

    After kitting out the Grandmaster and Brother-Captain with wargear and psychic powers, it's as near 1000 points as I can afford to spend on models at the moment
    Last edited by Wraith; 2009-08-12 at 06:19 AM.
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  3. - Top - End - #273
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    Default Re: Warhammer 40k III - Hats for the Hat Throne

    Quote Originally Posted by Cheesegear View Post
    ...Like I said; Tau Codex is the only one I don't have. I thought Kroot were better than that because of Hounds and/or...Whatever the big ones are. Don't they also have double-weapons or something? My guardsmen get eaten (literally!) by Kroot squads...What're you doing wrong?
    The kroot hounds have I5 compared to the I3 of normal kroot. The kroot rifles count as 2 hand weapons for the extra attack, but hounds have 2 attacks base, so they have the same number of attacks. They both have the same WS, STR and T.
    Against genestealers the kroot will get wasted because the stealers have I6, against Eldar it will get messy because they both go on I5 (except banshees, but their power weapon advantage is lost against kroot and hounds anyway). Against virtually everything else the kroot hounds will go first. I think you needed about 5-6 kroot hounds to generate the wounds needed to be able to survive the attacks back, and the normal kroot would pick up a few more kills afterwards.

    Against anything with I3 or lower the kroot will come out well because of a lot of attacks and a decent WS and Str. They will generally kill enough that their wounds back, even with no armor, is still going to give them a good chance of winning. Without the hounds greater I to lessen the enemies' attacks the kroot will have problems against any other close combat based unit.

  4. - Top - End - #274
    Barbarian in the Playground
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    Default Re: Warhammer 40k III - Hats for the Hat Throne

    I played a game on VASSAL (awhile ago) where an observer told me "You need Banshee's, you have no CC units," to which I replied that I had Scorpions. He proceeded to tell me how bad Striking Scorpions were at CC. Frankly, the game proved him wrong.

    The best way I can think to word it is that Assault Marines wish they were Scorpions. Sure, they have Jump Packs and T4, but between Infiltrate, an extra attack, I5, being cheaper, and the Exarch being way more epic than a Sergeant, do the Marines have hope?

    To be honest, I guess it could be taken into account that one is Fast Attack and one is Elite, so depending on which other units you like, it may take up a slot you'd rather use for something else.

    (Yes, I know that Banshees and Scorpions have completely different specialties. Just saying that this guy was wrong...

    Someone was wrong on the internet. Scary, right?)
    Last edited by Copper8642; 2009-08-12 at 09:54 AM.
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  5. - Top - End - #275
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    Default Re: Warhammer 40k III - Hats for the Hat Throne

    Considering the love just about all of the Eldar players on these boards have expressed for Striking Scorpions in the past, I don't think anybody here will contradict you.
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  6. - Top - End - #276
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    Default Re: Warhammer 40k III - Hats for the Hat Throne

    For the record, aren't Assault Marines considered pretty sub-par anyways?

    Edit: On a completely unrelated note, does anybody else find it... not unfluffy... maybe just... "wrong," that a Space Marine Captain/Chapter Master has higher WS than a Warboss. I think the Warboss should at least equal them, if not totally own (I am aware that his S, T, and A are pretty amazing in themselves, and his upgrade options can just make that better).

    On that note, I do enjoy how the Avatar can outfight MOST demons (Bloodthirster still seems like it would take him). "I'm a big angry hate machine, I'll kill you because I'm angry!" "Ah, yes, but I'm pretty much a GOD OF WAR!" "Oh......"
    Last edited by Copper8642; 2009-08-12 at 10:08 AM.
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  7. - Top - End - #277
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    Default Re: Warhammer 40k III - Hats for the Hat Throne

    From the eyes of someone on the outside looking in, Assault marines only have two things going for them: speed and Deep Strike. Speed can be attained by mounting a regular squad in a Rhino and Terminators do Deep Strike better anyway since you can't assault the turn to Deep Strike in.

  8. - Top - End - #278
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    Default Re: Warhammer 40k III - Hats for the Hat Throne

    Quote Originally Posted by Copper8642 View Post
    Edit: On a completely unrelated note, does anybody else find it... not unfluffy... maybe just... "wrong," that a Space Marine Captain/Chapter Master has higher WS than a Warboss. I think the Warboss should at least equal them, if not totally own (I am aware that his S, T, and A are pretty amazing in themselves, and his upgrade options can just make that better).
    Not really, a SMurf captain is a vetran of a few hundred years of combat, he probably knows every sword trick available and has fought almost every enemy out there a number of times, and won. The Ork wins his fight by being tougher than the other guy and clobbering him into the dirt and taking the returns head-on.
    Last edited by EleventhHour; 2009-08-12 at 10:11 AM.
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  9. - Top - End - #279
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    Default Re: Warhammer 40k III - Hats for the Hat Throne

    Yeah. Weapon Skill is quite literally how good they are with a weapon. SMs are highly disciplined and spend absurd amounts of time practicing or actually fighting. Orks win more by outlasting and getting very powerful blows.
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  10. - Top - End - #280
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    Default Re: Warhammer 40k III - Hats for the Hat Throne

    Makes sense, I guess. Da Warboss izn't too cunnin', but 'e's dead killy.
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  11. - Top - End - #281
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    Default Re: Warhammer 40k III - Hats for the Hat Throne

    So I literally got butchered by the orks earlier today. Had a good time but since he was finally able to deploy the green tide he always wanted I was pretty much flushed. I did use the list I posed since I had no time to get any vets nor Kantor. I think it would have been moderately better if I had used the vindicator instead of the termies, since they never arrived as I was completely whipped on turn 4. the shame.

    Anyhow, once this marine project is finished which should be quite soon, considering fielding all I have of marines would put me well past 15 I think. But I like to have some nice options.

    Anyhow, I think that my next project will be a khornate deamon army. Probably going to experiment with dipping on this one doe to the large same colournes of bloodlethers.

    Any suggestions on good list at 1000 and 15000 points? I was planning on going pure khorne as that would be far cheapest money wise, hhorne has the cheapest models that are the most point expansive when taken average.

    I might just get the FW things tough.
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  12. - Top - End - #282
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    Default Re: Warhammer 40k III - Hats for the Hat Throne

    Quote Originally Posted by YPU View Post
    Any suggestions on good list at 1000 and 15000 points?
    I hope that was a typo.
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  13. - Top - End - #283
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    Default Re: Warhammer 40k III - Hats for the Hat Throne

    Quote Originally Posted by YPU View Post
    So I literally got butchered by the orks earlier today. Had a good time but since he was finally able to deploy the green tide he always wanted I was pretty much flushed. I did use the list I posed since I had no time to get any vets nor Kantor. I think it would have been moderately better if I had used the vindicator instead of the termies, since they never arrived as I was completely whipped on turn 4. the shame.

    Anyhow, once this marine project is finished which should be quite soon, considering fielding all I have of marines would put me well past 15 I think. But I like to have some nice options.

    Anyhow, I think that my next project will be a khornate deamon army. Probably going to experiment with dipping on this one doe to the large same colournes of bloodlethers.

    Any suggestions on good list at 1000 and 15000 points? I was planning on going pure khorne as that would be far cheapest money wise, hhorne has the cheapest models that are the most point expansive when taken average.

    I might just get the FW things tough.
    Guy I play against usually has at least one unit of 20 Bloodletters led by Skulltaker. It's brutal. He doesn't go pure Khorne, though, usually deploying at full unit of Plaguebearers and a unit of 3 Flamers (HATE!)

  14. - Top - End - #284
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    Default Re: Warhammer 40k III - Hats for the Hat Throne

    Quote Originally Posted by JMobius View Post
    I hope that was a typo.
    Freudian slip perhaps, but yes it was a typo.

    1.75 euro/model 16 pts/model bloodletters
    4.00 euro/model 15pts/model plaguebearers

    Call me cheap but that’s a big difference there. Especially when fielding a full (20) squad.

    I do have to say tough that feel no pain is very nice, as is T5. But if I take more then 1 power i would need to get a even split to be satified myself, just fluf wise, and that would cost a bit more considering.
    Last edited by YPU; 2009-08-12 at 01:46 PM.
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    Default Re: Warhammer 40k III - Hats for the Hat Throne

    Quote Originally Posted by YPU View Post
    Freudian slip perhaps, but yes it was a typo.

    1.75 euro/model 16 pts/model bloodletters
    4.00 euro/model 15pts/model plaguebearers

    Call me cheap but that’s a big difference there. Especially when fielding a full (20) squad.

    I do have to say tough that feel no pain is very nice, as is T5. But if I take more then 1 power i would need to get a even split to be satified myself, just fluf wise, and that would cost a bit more considering.
    Ah, I should've mentioned that his Plaguebearers were proxied by what appeared to be Chaos Beastmen with some mutations from the Chaos Mutations sprue.

  16. - Top - End - #286
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    Default Re: Warhammer 40k III - Hats for the Hat Throne

    Hey now, that’s not a bad idea. I only need some round bases, I’m savvy enough with greenstuffs and I like the beastmen plastics. I have some around, going to try that tomorrow. Tough they should get a single horn since that’s the pattern with nurgle. Green brown beastmen would also be a viable option for quickshading dip.
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  17. - Top - End - #287
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    Default Re: Warhammer 40k III - Hats for the Hat Throne

    15000point demon list would be a big ask, since the most you can possibly get in a single force organization chart is less than half that.

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    HQ
    Lord of Change, Full Upgrades, 365
    Lord of Change, Full Upgrades, 365
    730

    Elite
    12 Flamers+Bolt, 450
    12 Flamers+Bolt, 450
    12 Flamers+Bolt, 450

    Troop
    20 Horrors+Bolt+Icon+Instrument+Changeling, 385
    20 Horrors+Bolt+Icon+Instrument, 380
    20 Horrors+Bolt+Icon+Instrument, 380
    20 Horrors+Bolt+Icon+Instrument, 380
    20 Horrors+Bolt+Icon+Instrument, 380
    20 Horrors+Bolt+Icon+Instrument, 380

    Fast Attack
    20 Seekers+Gaze+Icon+Instrument, 375
    20 Seekers+Gaze+Icon+Instrument, 375
    20 Seekers+Gaze+Icon+Instrument, 375

    Heavy Support
    Daemon Prince of Tzeentch+Full Upgrades, 335
    Daemon Prince of Tzeentch+Full Upgrades, 335
    Daemon Prince of Tzeentch+Full Upgrades, 335

    6485 points in total.


    I'm pretty sure a full Nurgle Daemon army would be incredibly pimp in apocalypse scale games.. Provided you can keep Epidemius safe somewhere.
    Last edited by Selrahc; 2009-08-12 at 03:38 PM.
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  18. - Top - End - #288
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    Default Re: Warhammer 40k III - Hats for the Hat Throne

    On a whim, I worked out the Eldar equivalent to such a list, and the result was surprisingly close (6800 and change, and a reasonably similar number of models).

    Anyone else give it a try? It never occured to me that armies in 40k might be - in points costs - reasonably similar at maximum allocation. Maybe I'm just weird, but the concept intrigues me
    Last edited by Wraith; 2009-08-12 at 04:52 PM.
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  19. - Top - End - #289
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    Default Re: Warhammer 40k III - Hats for the Hat Throne

    Quote Originally Posted by Cheesegear View Post
    ...Like I said; Tau Codex is the only one I don't have. I thought Kroot were better than that because of Hounds and/or...Whatever the big ones are. Don't they also have double-weapons or something? My guardsmen get eaten (literally!) by Kroot squads...What're you doing wrong?
    Not using them since I'm currently doing a heavily mechanized force?

    Also, guardsmen get eaten by ANYTHING.

    So...The base Troop in the Tau army has weapons almost as good as Heavy Bolters. Quit whinging.
    1st, that wasn't suppose to sound like whining... sorry if it did. 2nd: They're not quite as good as bolters, that extra 6" range helps, as does AP4 But I'm not saying they're bad. I've killed all kinds of enemies (or, more precisely, Necrons, SoB, IG Grey Knights and other Tau, since that's what I've met) with massed pulse rifle fire. There is a reason the so called "fish of fury" was so godly in 4th Ed.

    My problem is mostly that these "semi-heavy bolters" are on a platform that's almost as squishy as guardsmen (especially if said guardsmen are in cover, and why aren't they?), while nowhere as numerous (double the price in points, for a starter). But, ah, well, that's probably just me.
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    Default Re: Warhammer 40k III - Hats for the Hat Throne

    Space Marines. (Without Special Characters)

    HQ:
    Chapter Master, Terminator Armor, Thunder Hammer, Thunder Hammer, Melta Bombs, Digital Weapons, Hellfire Rounds, Auxiliary Grenade Launcher, ~ 240

    Honor Guard Squad, +7 Honor Guard, Chapter Champion with: Digital Weapons Thunder Hammer, all models have Relic Blades and Auxiliary Grenade Launchers, Chapter Banner 710
    Dedicated Transport: Razorback, TL Lascannon, Storm Bolter, Hunter-killer Missile, Dozer Blade, Extra Armor, 115

    Chapter Master, Terminator Armor, Thunder Hammer, Thunder Hammer, Melta Bombs, Digital Weapons, Hellfire Rounds, Auxiliary Grenade Launcher, ~ 240

    Honor Guard Squad, +7 Honor Guard, Chapter Champion with: Digital Weapons Thunder Hammer, all models have Relic Blades and Auxiliary Grenade Launchers, Chapter Banner 710
    Dedicated Transport: Razorback, TL Lascannon, Storm Bolter, Hunter-killer Missile, Dozer Blade, Extra Armor, 115

    Elites:
    Terminator Squad, 5 extra, 2x Cyclone Missile Launcher, 10 Chainfists, 510
    Dedicated Transport: Land Raider Crusader, Storm Bolter, HK Missile, MM, Extra Armor, 295

    Terminator Squad, 5 extra, 2x Cyclone Missile Launcher, 10 Chainfists, 510
    Dedicated Transport: Land Raider Crusader, Storm Bolter, HK Missile, MM, Extra Armor, 295

    Terminator Squad, 5 extra, 2x Cyclone Missile Launcher, 10 Chainfists, 510
    Dedicated Transport: Land Raider Crusader, Storm Bolter, HK Missile, MM, Extra Armor, 295

    Troops:
    Tactical Marines, 5 extra, Plasma Gun, Lascannon, 2 Power Fists, Melta Bombs, Teleport Homer 260
    Dedicated Transport: Razorback, TL Lascannon, Storm Bolter, Hunter-killer Missile, Dozer Blade, Extra Armor, 115

    Tactical Marines, 5 extra, Plasma Gun, Lascannon, 2 Power Fists, Melta Bombs, Teleport Homer 260
    Dedicated Transport: Razorback, TL Lascannon, Storm Bolter, Hunter-killer Missile, Dozer Blade, Extra Armor, 115

    Tactical Marines, 5 extra, Plasma Gun, Lascannon, 2 Power Fists, Melta Bombs, Teleport Homer 260
    Dedicated Transport: Razorback, TL Lascannon, Storm Bolter, Hunter-killer Missile, Dozer Blade, Extra Armor, 115

    Tactical Marines, 5 extra, Plasma Gun, Lascannon, 2 Power Fists, Melta Bombs, Teleport Homer 260
    Dedicated Transport: Razorback, TL Lascannon, Storm Bolter, Hunter-killer Missile, Dozer Blade, Extra Armor, 115

    Tactical Marines, 5 extra, Plasma Gun, Lascannon, 2 Power Fists, Melta Bombs, Teleport Homer 260
    Dedicated Transport: Razorback, TL Lascannon, Storm Bolter, Hunter-killer Missile, Dozer Blade, Extra Armor, 115

    Tactical Marines, 5 extra, Plasma Gun, Lascannon, 2 Power Fists, Melta Bombs, Teleport Homer 260
    Dedicated Transport: Razorback, TL Lascannon, Storm Bolter, Hunter-killer Missile, Dozer Blade, Extra Armor, 115

    Fast Attack:
    Vanguard Veteran Squad, 5 extra, Thunder Hammer, 19 Thunder Hammers, 10 Melta Bombs 840
    Dedicated Transport: Razorback, TL Lascannon, Storm Bolter, Hunter-killer Missile, Dozer Blade, Extra Armor, 115

    Vanguard Veteran Squad, 5 extra, Thunder Hammer, 19 Thunder Hammers, 10 Melta Bombs 840
    Dedicated Transport: Razorback, TL Lascannon, Storm Bolter, Hunter-killer Missile, Dozer Blade, Extra Armor, 115

    Vanguard Veteran Squad, 5 extra, Thunder Hammer, 19 Thunder Hammers, 10 Melta Bombs 840
    Dedicated Transport: Razorback, TL Lascannon, Storm Bolter, Hunter-killer Missile, Dozer Blade, Extra Armor, 115

    Heavy Support:
    Devastator Squad: 5 extra, 4 Lascannons, 2 Power Fists, Melta Bombs, 365.
    Dedicated Transport: Razorback, TL Lascannon, Storm Bolter, Hunter-killer Missile, Dozer Blade, Extra Armor, 115

    Devastator Squad: 5 extra, 4 Lascannons, 2 Power Fists, Melta Bombs, 365.
    Dedicated Transport: Razorback, TL Lascannon, Storm Bolter, Hunter-killer Missile, Dozer Blade, Extra Armor, 115

    Devastator Squad: 5 extra, 4 Lascannons, 2 Power Fists, Melta Bombs, 365.
    Dedicated Transport: Razorback, TL Lascannon, Storm Bolter, Hunter-killer Missile, Dozer Blade, Extra Armor, 115

    Total 11100.

    Edit: Forgot transports for Honor Guard, of course.
    Last edited by Narazil; 2009-08-12 at 05:13 PM.

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    Default Re: Warhammer 40k III - Hats for the Hat Throne

    Quote Originally Posted by YPU View Post
    Hey now, that’s not a bad idea. I only need some round bases, I’m savvy enough with greenstuffs and I like the beastmen plastics. I have some around, going to try that tomorrow. Tough they should get a single horn since that’s the pattern with nurgle. Green brown beastmen would also be a viable option for quickshading dip.
    It's what I plan on doing for my lesser summoned daemons for my Chaos army when I get the free spending. Why spend more on 10-12 (admittedly cool looking) models that won't even get to use their actual statline when I could get all 20 in one fell swoop?

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    Default Re: Warhammer 40k III - Hats for the Hat Throne

    Ad in the lord macragge instead of a normal chapter master and you can ad another good 1500 to that as well.

    EDIT @^ I lied, i already started on one and it seems to work out nicely right now. plasticard triangle blades work wonders here as well, they really point out what your going for. I might actually put up some pics tomorrow if it turn out ok.
    Last edited by YPU; 2009-08-12 at 05:19 PM.
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  23. - Top - End - #293
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    Default Re: Warhammer 40k III - Hats for the Hat Throne

    Quote Originally Posted by YPU View Post
    Ad in the lord macragge instead of a normal chapter master and you can ad another good 1500 to that as well.
    Actually, he gives 700 extra. You may now take 3 Honor Guards, so another plus his 10 extra point cost, but only one Chapter Standard.
    You can also take Chronus for another 75 points.

    Edit: Sorry, that's excluding dedicated transport. 815 extra.
    Last edited by Narazil; 2009-08-12 at 05:28 PM.

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    Default Re: Warhammer 40k III - Hats for the Hat Throne

    Okay, let's see... I'll do it for Chaos Space Marines:
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    HQ
    * Abaddon the Despoiler - 275 pts.
    * Ahriman - 250 pts.

    Elites
    * 10 Chaos Terminator Champions, Mark of Nurgle, 10 chain-fists, 8 combi[something]-bolters, 2 reaper cannons - 680 pts.
    ---attached: Chaos Land Raider, dozer blade, daemonic possession, liturgy of Chaos, Havoc launcher - 265 pts.
    * 10 Chaos Terminator Champions, Mark of Nurgle, 10 chain-fists, 8 combi[something]-bolters, 2 reaper cannons - 680 pts.
    ---attached: Chaos Land Raider, dozer blade, daemonic possession, liturgy of Chaos, Havoc launcher - 265 pts.
    * 10 Chaos Terminator Champions, Mark of Nurgle, 10 chain-fists, 8 combi[something]-bolters, 2 reaper cannons - 680 pts.
    ---attached: Chaos Land Raider, dozer blade, daemonic possession, liturgy of Chaos, Havoc launcher - 265 pts.

    Troops
    * 19 Noise Marines, 1 Noise Marine Champion, powerfist, doomsiren, meltabombs, personal icon, 19 sonic blasters, 1 blastmaster - 600 pts.
    ---attached: Chaos Rhino, dozer blade, daemonic possession, Havoc launcher - 75 pts.
    * 19 Noise Marines, 1 Noise Marine Champion, powerfist, doomsiren, meltabombs, personal icon, 19 sonic blasters, 1 blastmaster - 600 pts.
    ---attached: Chaos Rhino, dozer blade, daemonic possession, Havoc launcher - 75 pts.
    * 19 Noise Marines, 1 Noise Marine Champion, powerfist, doomsiren, meltabombs, personal icon, 19 sonic blasters, 1 blastmaster - 600 pts.
    ---attached: Chaos Rhino, dozer blade, daemonic possession, Havoc launcher - 75 pts.
    * 19 Noise Marines, 1 Noise Marine Champion, powerfist, doomsiren, meltabombs, personal icon, 19 sonic blasters, 1 blastmaster - 600 pts.
    ---attached: Chaos Rhino, dozer blade, daemonic possession, Havoc launcher - 75 pts.
    * 19 Noise Marines, 1 Noise Marine Champion, powerfist, doomsiren, meltabombs, personal icon, 19 sonic blasters, 1 blastmaster - 600 pts.
    ---attached: Chaos Rhino, dozer blade, daemonic possession, Havoc launcher - 75 pts.
    * 19 Noise Marines, 1 Noise Marine Champion, powerfist, doomsiren, meltabombs, personal icon, 19 sonic blasters, 1 blastmaster - 600 pts.
    ---attached: Chaos Rhino, dozer blade, daemonic possession, Havoc launcher - 75 pts.

    Fast Attack
    * 19 Chaos Raptors, 1 Aspiring Champion, plasma pistol, lightning claw pair, meltabombs, Icon of Nurgle, 2 plasma guns - 540 pts.
    * 19 Chaos Raptors, 1 Aspiring Champion, plasma pistol, lightning claw pair, meltabombs, Icon of Nurgle, 2 plasma guns - 540 pts.
    * 19 Chaos Raptors, 1 Aspiring Champion, plasma pistol, lightning claw pair, meltabombs, Icon of Nurgle, 2 plasma guns - 540 pts.

    Heavy Support
    * 19 Chaos Space Marine Havocs, 1 Aspiring Champion, combi[something]-bolter, plasma pistol, meltabombs, powerfist, 4 lasercannons, Icon of Nurgle - 560 pts.
    ---attached: Chaos Rhino, dozer blade, daemonic possession, Havoc launcher - 75 pts.
    * 19 Chaos Space Marine Havocs, 1 Aspiring Champion, combi[something]-bolter, plasma pistol, meltabombs, powerfist, 4 lasercannons, Icon of Nurgle - 560 pts.
    ---attached: Chaos Rhino, dozer blade, daemonic possession, Havoc launcher - 75 pts.
    * 19 Chaos Space Marine Havocs, 1 Aspiring Champion, combi[something]-bolter, plasma pistol, meltabombs, powerfist, 4 lasercannons, Icon of Nurgle - 560 pts.
    ---attached: Chaos Rhino, dozer blade, daemonic possession, Havoc launcher - 75 pts.


    TOTAL: 10935 pts.
    Technically, each of the Land Raiders and Rhinos could also have additional armour for 15 points, since it is not exclusive with daemonic possession, but since it would be perfectly pointless, I didn't count that. It's only 180 points, anyway.

    So, it's quite a bit more for Chaos Space Marines than for Daemons or Eldar. Plus, they could take infinite amounts of further troops, since Lesser Summoned Daemons do not take up a slot in the AOP and have no 0-1 limitation, either.
    Last edited by Winterwind; 2009-08-12 at 05:32 PM.
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  25. - Top - End - #295
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    Default Re: Warhammer 40k III - Hats for the Hat Throne

    I'll give this a shot. I'm pretty sure that the IG can get some really expensive choices.

    Behold, here's what I've come up with:
    Spoiler
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    HQ:
    Company Command Squad: 70
    Power fist and Plasma Pistol: 25
    Melta Bombs for the commander: 5
    Medipack: 30
    3x Plasmagun: 45
    Krak Grenades: 5
    Carapace ARmor: 20
    Camo Cloaks: 20
    Astropath: 30
    Master of Ordnance: 30
    Officer of the Fleet: 30
    2x Bodyguard: 30
    Special Character: Colonel "Iron Hand" Straken: 95
    Total: 435

    HQ:
    Company Command Squad: 70
    Power fist and Plasma Pistol: 25
    Melta Bombs for the commander: 5
    Medipack: 30
    3x Plasmagun: 45
    Krak Grenades: 5
    Carapace ARmor: 20
    Camo Cloaks: 20
    Astropath: 30
    Master of Ordnance: 30
    Officer of the Fleet: 30
    Special Character: Nork Deddog: 110
    Total: 420

    5x Ministorum Priest: 225
    5x Eviscerator: 75
    Total: 300

    2x Tecpriest Engineseer: 90
    2x Melta Bombs: 10
    10x Servitor: 150
    4x Multimelta: 120
    Total: 370
    (The Priests and Techpriests don't use Force Org. Chart slots.)

    Elites:
    3x Ogryn Squad: 390
    7 additional ogryns per squad: 21x40=840
    3x Chimera with Pintle mounted storm bolter, hunter-killer missile, dozer blader, extra armor, camo netting: 360
    Total: 1590

    Troops: (Each Platoon is one choice)
    Infantry Platoon 1:
    Platoon Command Squad: 30
    Melta bombs for the commander: 5
    Commissar: 35
    Power Fist and Plasma Pistol for commander and Commissar: 50
    Medipack: 30
    Heavy Flamer: 20
    2x Plasma: 30
    Krak Grenades: 5
    Special Character: Commander Chenkov: 50
    Total: 255

    Infantry Squad: 50
    Meltabombs for the sergeant: 5
    Commissar: 35
    Power weapon+Plasma Pistol for sergeant and commissar: 40
    1x Plasmagun: 15
    Voxcaster: 5
    Lascannon Team: 20
    Krak Grenades: 10
    Total: 180
    5 of these is: 900 points

    Heavy Weapons Squad: 60
    3x Lascannon: 45
    Krak Grenades: 5
    Total: 110
    5 of these is: 550

    Special Weapons Squad: 35
    3x Democharge: 60
    Total: 95
    2 of these is: 190 points

    1x Conscript Squad: 80
    30 additional conscripts: 120 points
    Send in the Next Wave: 75
    total: 200

    The Entirety of Platoon 1: 2170 or so unless I counted wrong. Since one is a troop choice. I can take 6, removing 125 points from the rest since the first has Commander Chenkov. I can however add 70 after that to one squad, since one can take Captain Al'Rahem. Total cost for all 6 platoons: some 12465 points. I think I might overshoot the target.

    Fast Attack:
    Hellhound Squadron:
    Banewolf: 130
    Hull Multi-melta: 15
    Searchlight: 1
    Pintlemounted Storm Bolter: 10
    Hunterkiller Missile: 10
    Dozer blade: 10
    Extra Armor: 15
    Total: 191
    There are 3 of these in each Squadron, each taking one fast attack slot unless I'm mistaken. Total for 3 squadrons, containing 9 in all: 1719. I can also add Smoke-launchers and camonettings to each group for a total of 65 more points, bringing the total to 1784.

    Heavy Support: 3x Leman Russ Squadron. Each containing 3 of the following:
    Leman Russ Executioner: 190
    Front-arc Lascannon: 15
    Plasma cannon sponsons: 40
    Pintlemounted Storm bolter: 10
    Hunter-killer missile: 10
    Dozer blade: 10
    Extra Armor: 15

    Adding Camo Netting to each squadron, one squadron comes to 890 points. 3 of these comes to 2670 points.

    The grand total of the entire army-list is 20034 points. I believe I overshot the goal by 5034 points.


    BEWARE, Massive wall of text.

    The army-list contains roughly 641 models. It'd be fun to try to fit that to just about any gaming table.
    Last edited by Penguinizer; 2009-08-12 at 05:37 PM.

  26. - Top - End - #296
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    Default Re: Warhammer 40k III - Hats for the Hat Throne

    There's no limit on "May Take" items, either. So one Chapter Master with thousands of Aux. Grenade Launchers... >_>

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    Default Re: Warhammer 40k III - Hats for the Hat Throne

    On a whim, I worked out the Eldar equivalent to such a list, and the result was surprisingly close (6800 and change, and a reasonably similar number of models).

    Anyone else give it a try? It never occured to me that armies in 40k might be - in points costs - reasonably similar at maximum allocation. Maybe I'm just weird, but the concept intrigues me
    I think Daemons and Eldar will be about average in the totals.

    The two biggest outliers in my estimation are Necrons and Chaos. Necrons lack wargear, whereas Chaos have wargear in abundance, unusual maximum squad numbers and high average unit costs.
    Necrons-5145
    Chaos-10085
    I think the rest of the armies would fall in between those two. Chaos can technically have any number of points, since Lesser Daemons and Spawn both fall outside the force organization chart.

    EDIT: Wow. Guard can take a load of stuff..
    Last edited by Selrahc; 2009-08-12 at 05:44 PM.
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    Default Re: Warhammer 40k III - Hats for the Hat Throne

    Imperial Guard (no special characters)
    I suspect the Imperial Guard will beat 15000. Let's find out...

    HQ - total: 1330
    Company Command Squad with power fist, power fist, meltabombs, medipack, heavy flamer, plasma gun, plasma gun, krak grenades, carapace armour, camo-cloaks: 210
    Chimera with pintle-mounted storm bolter, hunter-killer missile, dozer blade, extra armour, camo netting: 120

    Company Command Squad (as before) 210
    Chimera 120

    5× Ministorum Priest with eviscerator: 5×60 = 300

    2× Techpriest Enginseer with meltabombs, five servitors, two plasma cannons: 2×185 = 370

    Elites - total: 1590
    Ogryn Squad with seven additional ogryns: 410
    Chimera as before: 120

    Ogryns: 410
    Chimera: 120

    Ogryns: 410
    Chimera: 120

    Troops - total: 16140 (!!!)
    Infantry Platoon:
    Platoon Command Squad with Commissar, 4 power fists, medipack, heavy flamer, two plasma guns, krark grenades: 210
    5× Infantry Squad with meltabombs, Commissar, 4 power weapons, plasma gun, vox-caster, lascannon, krak grenades: 5×180 = 900
    5× Heavy Weapons Squad with three lascannons, krak grenades: 5×110=550
    2× Special Weapons Squad with three demolition charges: 2×55=110
    Conscripts Squad with 30 additional conscripts: 200
    (total for infantry platoon =1970)

    5× Infantry Platoon as above: 5×1970 = 9850

    Chimeras for all Command Squads and Infantry Platoons: 36×120 = 4320

    Fast Attack - total: 1944
    Hellhound Squadron
    3× Hellhound with multi-melta, searchlight, pintle-mounted storm bolter, hunter-killer missile, dozer blade, extra armour, smoke launchers, camo netting: 3×216 = 648

    Hellhound Squadron: 648

    Hellhound Squadron: 648

    Heavy Support - total: 2790
    Leman Russ Squadron
    3× Leman Russ Executioner with lascannon, plasma cannon sponsons, pintle-mounted storm bolter, hunter-killer missile, dozer blade, extra armour, cammo-netting: 3×310 = 930

    Leman Russ Squadron: 930

    Leman Russ Squadron: 930

    IMPERIAL GUARD GRAND TOTAL: 23794

    I think IG wins.

    Edit: I seem to have been ninjaed. Well, this is useful for comparing how much difference special characters make...

    Edit 2: We seem to have arrived at different totals. At least one of us is wrong...
    Last edited by Bryn; 2009-08-12 at 05:48 PM.

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    Default Re: Warhammer 40k III - Hats for the Hat Throne

    I noticed at least one mistake. Only Commissars, Sergeants, and the commanders can take Power weapons.

    I also forgot a lot of Chimeras silly me. I'll recalculate the total cost and add 2 chimeras to the Command Squads, and 6 to each Infantry Platoon (1 for the Command Squad, and ones for the infantry squads).

    This adds another 4560 points, bringing it to somewhere around 24594. I think there may be an error or few around in there, but I think I got everything by the rules.

  30. - Top - End - #300
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    Default Re: Warhammer 40k III - Hats for the Hat Throne

    That's not terribly surprising - Space Marines and Chaos Marines are relatively new Codices, so they're bound to have a lot more models available and accounted for in terms of equipment. I'd expect Imperial Guard to be the same, having had 2 new books in nearly 2 years.

    [EDIT] Ninja'd! Imperial Guard are even more scary than I had first anticipated. Look at all those Heavy Weapons...

    And here's the Eldar one, since I forgot last time (slightly altered to include transports, which I've only just noticed could be included:

    Spoiler
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    • Farseer w/Singing Spear, Jetbike, Runes of Warding, Runes of Witnessing, SPiritstone, 'Doom', 'Fortune', 'Guide' and 'Mind War' - (228)
    • 10x Warlock Bodyguard w/ Jetbikes, Singing Spears, Spiritseer, 8x 'Destructor', 1x 'Conceal', 1x 'Enhance' - (590)
    • Farseer w/Singing Spear, Jetbike, Runes of Warding, Runes of Witnessing, Spiritstone, 'Doom', 'Fortune', 'Guide' and 'Mind War' - (228)
    • 10x Warlock Bodyguard w/ Jetbikes, Singing Spears, Spiritseer, 8x 'Destructor', 1x 'Conceal', 1x 'Enhance' - (590)


    • 10x Wraithguard w/ Warlock, Spiritseer, Singing Spear & 'Conceal' - (399)
    • 10x Wraithguard w/ Warlock, Spiritseer, Singing Spear & 'Conceal' - (399)
    • 10x Wraithguard w/ Warlock, Spiritseer, Singing Spear & 'Conceal' - (399)


    • 10x Wraithguard w/ Warlock, Spiritseer, Singing Spear & 'Conceal' - (399)
    • 10x Wraithguard w/ Warlock, Spiritseer, Singing Spear & 'Conceal' - (399)
    • 10x Wraithguard w/ Warlock, Spiritseer, Singing Spear & 'Conceal' - (399)
    • 10x Wraithguard w/ Warlock, Spiritseer, Singing Spear & 'Conceal' - (399)
    • 10x Wraithguard w/ Warlock, Spiritseer, Singing Spear & 'Conceal' - (399)
    • 10x Wraithguard w/ Warlock, Spiritseer, Singing Spear & 'Conceal' - (399)


    • 5x Shining Spears w/Exarch, Shuriken Cannon, Star Lance, Skilled Rider & Withdraw - (272)
    • 5x Shining Spears w/Exarch, Shuriken Cannon, Star Lance, Skilled Rider & Withdraw - (272)
    • 5x Shining Spears w/Exarch, Shuriken Cannon, Star Lance, Skilled Rider & Withdraw - (272)


    • 5x Dark Reapers w/Exarch, Tempest Launcher, Crack Shot & Fast Shot - (237)
    • Wave Serpent w/Twin-Linked Bright Lances, Shuriken Cannon, Vectored Engines, Star Engines & Spirit Stones - (190)
    • 5x Dark Reapers w/Exarch, Tempest Launcher, Crack Shot & Fast Shot - (237)
    • Wave Serpent w/Twin-Linked Bright Lances, Shuriken Cannon, Vectored Engines, Star Engines & Spirit Stones - (190)
    • 5x Dark Reapers w/Exarch, Tempest Launcher, Crack Shot & Fast Shot - (237)
    • Wave Serpent w/Twin-Linked Bright Lances, Shuriken Cannon, Vectored Engines, Star Engines & Spirit Stones - (190)


    Total: 7324 points


    Technically the Eldar list could be a little bit more expensive (a mighty +40pts, no less!) if all of the Warlock took either the 'Enhance' or 'Conceal' powers instead of 'Destructor', but that wouldn't be particularly realistic because the effects they have don't stack. Either way,, I'm filled with an urge to build an army comprising entirely of Shining Spears and Dark Reapers - that looks like lots of Fun!
    Last edited by Wraith; 2009-08-12 at 06:01 PM.
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