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2010-09-03, 09:37 PM (ISO 8601)
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Re: Warhammer 40K Tabletop VIII: "You're Gonna have To Face It, You're Addicted To Ma
SpoilerAvvies by Z-Axis, now bearer of 3 divine rank.
So you may have heard of Lord Herman. Well, he's pretty awesome.
Chief Arial Commander of HALO
Through hostilties, Leader of AMEN
Annoyingly Androgynous ElfLarger Avvies:Shas aia Toriia (under constuction)Spoiler
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2010-09-04, 03:55 AM (ISO 8601)
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- Jul 2007
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Re: Warhammer 40K Tabletop VIII: "You're Gonna have To Face It, You're Addicted To Ma
Lords of Khorne kill themselves instead, and very effectively so. Even without that, they aren't necessarily better against many targets.
Ond, my one time I used one playing Chaos army belonging to shop, he rolled 15 and 12 attacks consecutively, killing both units of orks he was fighting. I liked him, if that was my model I'd give him a name :P
As for Lords of Slaanesh, they are specialized character hunters. Used in any other role, Khârn should outperform them.
So what? You don't have to use them as Thousand Sons. They can be used as CSM with Mark of Tzeenth and Champion with Power Weapon. Or, he can be singled out as Sorcerer HQ. The fact the units are supposed to be something doesn't mean you can't use them as something else, as long as they have right equipment. Use your imagination
If you want to pad your list, the way I proposed would be better than taking all this extra stuff ;P
23 chapters is a LOT. That's ~23,000 Marines or so. 23,000 Marines are HARD to make.
I don't want to lie, so I'd have to check that B&C thread again, but other Chapters were pegged at 100-150+ successors, also far more than BA.
The same legion who Chaos feared enough to call away from Terra before they unleashed their treachery, who were locked in battle when the Heresy STARTED? With heretics?
The Legion credited with holding the Imperium together post-heresy? The one who fought more battles and saved more planets?
You sir, are rather silly
You mean a Chapter who never lose Marines to Chaos or disobey orders?Come one, come all! GitP MLP Steam Group is open!
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"Well, the Great and Powerful Trixie can't actually transport you to Equestria... But!
The Great and Powerful Trixie can beat you over the head until you think that's what happened!"
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2010-09-04, 04:31 AM (ISO 8601)
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- Aug 2007
Re: Warhammer 40K Tabletop VIII: "You're Gonna have To Face It, You're Addicted To Ma
Apparently surrounding a DE web portal is not entirly successful as jet bikes, jump pack, and skimmer troops can skill skip over the surrounding troops according to the FAQ
SpoilerA. If the Dark Eldar player holds any units in
reserve, he must specify if they are going to enter
the game through a webway portal or follow the
normal reserve rules. If Dark Eldar units that are
using the portal have not arrived yet and all
models carrying a portal are destroyed before
deploying it, these units count as destroyed.
When the Webway portal is in position, it acts as a
gate through which your ‘special’ reserves can
enter the table. These models move onto the
table from the portal marker, measuring from its
edge as they would if they entered the table
normally. The normal rules regarding enemy in
proximity apply, notably that you cannot come
within 1” of an enemy model except during an
assault. This means that, if enemy models
surround the portal, then models cannot use it to
enter the table, except for skimmers, jump packs,
jetbikes and other models that can move over
other models. Units may not partially enter play
using the portal nor may they charge through it.
The moral of the tale is that you should defend
the portal until you have used it and not simply
abandon it in the middle of the enemy.
Guess my goal to equip almost all my squads with raiders still works.
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2010-09-04, 07:35 AM (ISO 8601)
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Re: Warhammer 40K Tabletop VIII: "You're Gonna have To Face It, You're Addicted To Ma
That'd be a pretty strange estimate. Although I already completely failed this point, but then again I guess people just don't love the Blood Angels
Since when was the Word Bearers legion second-grade units? Seems a bit harsh, really ...
What is this great period of waiting you keep referring to? I get that the internet doesn't like Ultramarines, but they've been fluffed as in constant battle throughout the heresy. That is their fluff. It's what happened, to them.
That's because I don't deal in the whispered speculation of heretics.
Yes, because the only difference between a Marine and a Grey Knight is loyalty. Truly.*Splendid Goatatar by that cool kid Serpentine
"Give me a woman who loves beer and I will conquer the world"
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2010-09-04, 08:00 AM (ISO 8601)
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Re: Warhammer 40K Tabletop VIII: "You're Gonna have To Face It, You're Addicted To Ma
Wouldn't this discussion fit better in the fluff thread?
On topic, I like assault squads with flamethrowers.
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2010-09-04, 08:12 AM (ISO 8601)
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2010-09-04, 08:18 AM (ISO 8601)
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- May 2009
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Re: Warhammer 40K Tabletop VIII: "You're Gonna have To Face It, You're Addicted To Ma
I like the concept of Honour Guards with Relic Blades. Imperial Greatswords... IN SPACE.
It'd be nice if they could get jump packs, but only Blood Angels are allowed to have them. You're Raven Guard? Tough luck, loser.
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2010-09-04, 08:55 AM (ISO 8601)
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Re: Warhammer 40K Tabletop VIII: "You're Gonna have To Face It, You're Addicted To Ma
Come one, come all! GitP MLP Steam Group is open!
Current location of the last MLP Thread OP, too.
Want to ask me something? Use MAIL or message me on Steam!
"Well, the Great and Powerful Trixie can't actually transport you to Equestria... But!
The Great and Powerful Trixie can beat you over the head until you think that's what happened!"
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2010-09-04, 10:43 AM (ISO 8601)
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- Jan 2008
Re: Warhammer 40K Tabletop VIII: "You're Gonna have To Face It, You're Addicted To Ma
What happens when your enemy has a cover save? Making AP2 Bolters on par with regular Bolters? Oh, wait, Sternguard get S4, AP5 ignore cover ammo. All Guardsmen and Nids are dead.
Against Calgar, you get a cover save. I much prefer Lysander's re-rolls to Hit.
Oh, a Wraithlord or C'Tan you say? Yep. Sternguard will deal with them too. Lysander gives lots of hits. Or, really, anything T6+, and there are quite a few of those around.
Second, and what I have mentioned before, Calgar's main ability doesn't work if he's dead or 'not on the table'. Two of Lysander's abilities remain even if he dies, or 'isn't on the table'.
Last, Calgar costs as much as a Land Raider. I'd probably prefer a Land Raider. Or a whole 'nother squad or two for 250-265 points.
Lysander costs 200. This is reasonable. In just about any points limit. And, I have mentioned about a dozen times, that, yeah, he does cost the same as Hammernators. That's why if you want Hammernators, you don't take Lysander.
For Combat-Potential, you don't need Calgar. Other things can do roughly the same job. Such as any regular group of Terminators, for less.
His God of War ability is nice. But you don't really need it. It's not that great. Because you've already got Combat Tactics anyway. Because God of War really isn't that good. All you really want to have is the ability to fail, or run away whenever you want.
'Fearless' is nice, I guess. But it's not really needed if you've got Combat Tactics at mostly Ld9 anyway.
So...God of War is not worth 50 points if you already have Combat Tactics. Stubborn is not the same as God of War. But, Lysander gives different bonuses on top of Stubborn, which Calgar does not give.
You already sunk points for melta, why not use them? That will prevent the casualties from taking points that did nothing from your list.
Really, if there are no targets for meltas, something very weird is going on.
Learn to use your Sternguard properly. They have different ammo types for a reason.
Fluff in the Tactics Thread
SpoilerThe fragment I cited is from the third.
IA then went ahead and said Crimson Fists again. Rynn's World, the novel went ahead and said it too.
One sentence in an outdated Codex. vs. Index Astartes, which is generally accepted as 100% truth - wheras all other 3rd Ed Codecies get thrown in the bin (such as your source). And then there's a 5th Ed. novel that 'sort of' explains it. And none of that has anything to do with Assassins.
Everyone wins, right? :P
Let me point of that Black Templars and Space Wolves, two most loyal Imperial Chapters, are under useless, constant scrutiny
Compare that to outright traitors, like Dark Angels or Ultramarines, who seem to be used for every founding, and you'll see PR matters more than anything.
Eh, if the rest of the world understands the word differently, maybe you wasn't ;P
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2010-09-04, 11:26 AM (ISO 8601)
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- Jan 2007
Re: Warhammer 40K Tabletop VIII: "You're Gonna have To Face It, You're Addicted To Ma
my advise as a fellow DE player is that this not just going to work it is a must. Even with a webway portal.
The only footsloggers in the entire army are 10 man warrior units with 2 dark lances, and these guys should only be used in a non-wych cult army. They are nice objective squatters with some of the best weapons in the game at BS4. In wych cult they are dumb becuase they can no longer squat on an objective so don't take them. Everything else needs to be in a raider. Also ignore you fast attack slots they are horribleCheck out my horrible homebrews
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2010-09-04, 01:09 PM (ISO 8601)
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Re: Warhammer 40K Tabletop VIII: "You're Gonna have To Face It, You're Addicted To Ma
A model that fails to fight in almost one out of three combat rounds (11/36, to be precise) is way too risky for me. And when one considers that less of these attacks hit and wound, I really don't think you will end up anywhere near as well off as Khârn.
What Khârn has that enables him to be better? How about missing with less attacks (always hits on 2+) and wounding with more attacks (S5 all the time, S6 when charging)? And mind, Khârn has almost as many attacks as the Slaanesh Lord on average (7 vs. 7.5 when charging) - more, if you factor in that in one in six rounds the Slaanesh Lord doesn't fight at all. That makes him better against pretty much everything that does not have multiple wounds (i.e., most things), and sometimes even better against things that do (because while the Slaanesh Lord has to wound only once, he has to wound, which he very well may fail to do if the target has T6 or more).
And, what exactly would be a target that a Slaanesh Lord, however equipped, can kill that Khârn cannot? The only thing I can think of would be Monoliths, if one goes by the interpretation that melta bombs still roll 2d6 against them, because the second die is no bonus die. But since I don't think anybody around here would accept that argument, that's out, too.LGBTitP Supporter
In a Wonderland they lie, Dreaming as the days go by, Dreaming as the summers die - Ever drifting down the stream - Lingering in the golden gleam - Life, what is it, but a dream?
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2010-09-04, 03:06 PM (ISO 8601)
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Re: Warhammer 40K Tabletop VIII: "You're Gonna have To Face It, You're Addicted To Ma
Quote:
Nahh, i remember it being AP 1, so it had to be a multi.
All three Melta variants are S8 AP1.
Quote:
You misunderstand me, he only sometimes use a stormraven (when he isnt playing BA).
How he can play Stormraven when he is not playing BA? They're the only ones who can take it. Unless you're talking about Caestus.
As for the stormraven thing, sometimes he play BT, sometimes he play BA.thnx to Starwoof for the fine avatar
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2010-09-04, 03:29 PM (ISO 8601)
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Re: Warhammer 40K Tabletop VIII: "You're Gonna have To Face It, You're Addicted To Ma
Curse you marine variants for being so easy to mix up!
SpoilerAvvies by Z-Axis, now bearer of 3 divine rank.
So you may have heard of Lord Herman. Well, he's pretty awesome.
Chief Arial Commander of HALO
Through hostilties, Leader of AMEN
Annoyingly Androgynous ElfLarger Avvies:Shas aia Toriia (under constuction)Spoiler
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2010-09-04, 04:48 PM (ISO 8601)
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Re: Warhammer 40K Tabletop VIII: "You're Gonna have To Face It, You're Addicted To Ma
I really don't think you will end up anywhere near as well off as Khârn.
Kharn is a bit too unwieldy and random for my tastes.
That makes him better against pretty much everything that does not have multiple wounds (i.e., most things)
Everyone can kill Tactical Marines and Scouts, being better at killing them isn't that big achievement or advantage.
Look at it from this position: SLoC charges Kharn, one dead Kharn, one untouched SLoC. Kharn charges SLoC, one dead Kharn and SLoC that has 50% of being dead and 50% of having one or more wounds. And this for a price on an entire Chaos Terminator less.
But since I don't think anybody around here would accept that argument, that's out, too.Come one, come all! GitP MLP Steam Group is open!
Current location of the last MLP Thread OP, too.
Want to ask me something? Use MAIL or message me on Steam!
"Well, the Great and Powerful Trixie can't actually transport you to Equestria... But!
The Great and Powerful Trixie can beat you over the head until you think that's what happened!"
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2010-09-04, 04:54 PM (ISO 8601)
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Re: Warhammer 40K Tabletop VIII: "You're Gonna have To Face It, You're Addicted To Ma
Yikes.
I got a game a long time ago, once again with the manager's Tyrannid army (I'll have a big enough army one day, I swear) and I found myself against Space Marines; Ultramarines from the AoBR box and some other stuff.
No, it wasn't the same player as the last time.
After a discussion on whether assault squads could run about with bolters instead of bolt pistols and close combat weapons, I've come to ask myself: would such a unit be useful?
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2010-09-04, 05:02 PM (ISO 8601)
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Re: Warhammer 40K Tabletop VIII: "You're Gonna have To Face It, You're Addicted To Ma
Why not? Greater mobility means easier rapid-fire. Assault marines have what, 1 pistol shot and 3 melee attacks per charge? That could be worse than having 2 bolter shots and then having 2 attacks vs counter-charge of weakened enemy.
The only danger I see is jumping too far after using combat tactics and ending up in bad spot.
And indeed, there are such units: they come in good version, called Chaos Space Marines, and a better one, called Grey Hunters :PCome one, come all! GitP MLP Steam Group is open!
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"Well, the Great and Powerful Trixie can't actually transport you to Equestria... But!
The Great and Powerful Trixie can beat you over the head until you think that's what happened!"
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2010-09-04, 05:11 PM (ISO 8601)
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Re: Warhammer 40K Tabletop VIII: "You're Gonna have To Face It, You're Addicted To Ma
Those don't have jump packs.
I've had an inkling they'd be useful but I wanted confirmation. I love the concept personally.
Sure, they got killed by three Raveners in one round. But even with their standard equipment they wouldn't have lasted long.
They incidentally were the only casualties I managed to inflict before being tabled.
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2010-09-04, 05:21 PM (ISO 8601)
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Re: Warhammer 40K Tabletop VIII: "You're Gonna have To Face It, You're Addicted To Ma
Kharn's The Betrayer rule is better than the drawback on a Daemon Weapon. He still makes attacks if he rolls a 1.
SLoC charges Kharn, and we presume he doesn't roll a 1. 8.33 attacks --> 4.16 hit --> 2.08 wound --> 1.38 are not saved. Kharn dies.
Kharn charges SLoC, and we presume once again that the SloC doesn't roll a 1. 7 attacks --> 5.83 hit --> 4.86 wound --> 3.24 are not saved. SLoC strikes back. 7.33 attacks --> 3.66 hit --> 1.83 wound --> 1.22 are not saved. Both die.
So yes, a dedicated character hunter can beat a character. Several questions remain, however. Why isn't Kharn in a Rhino to protect him from such a thing? Elsewise, why are you throwing your IC against an I6 model whose attacks inflict Instant Death? Should we always use Clash of Heroes to determine a hero's usefulness?
Actually, I only said they aren't Melta Weapons. Because they aren't. They are Ordnance Weapons with 2d6 penetration. They have the same conflict with Monoliths that Melta Bombs and Eldritch Storm do.
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2010-09-04, 05:26 PM (ISO 8601)
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Re: Warhammer 40K Tabletop VIII: "You're Gonna have To Face It, You're Addicted To Ma
Yeah, I'm not all that good with forward planning. Incidentally; the store that sells GW stuff here in Toowoomba isn't run by GW, it's an independent place. The guys running it aren't too pushy about what to buy or not. I have been down to a couple of GW stores in Brisbane last week and I do see what you mean about GW staff convincing people to buy stuff. Had a guy at the Mount Gravatt store suggest I get some Vanguard Veterans (which I just see as over-priced Assault Marines, though if I ever got them I'd represent them with a bit of kit-bashing between normal Assault Marines and Sanguinary Guard - say what you will about the Sanguinary Guard in gameplay, but those are some kick-ass models).
Maybe. You should have ten Terminator Bodies from two boxes. If you have Hammers and Shield to spare, I'd put those on your Terminators first. Then, I'd make four LC Terminators, just so you can make that magic 4:1 ratio of LC/THs.
You should have 4 Lightning Claws, 5 Thunder Hammers. And a tenth body to spare.
Then use that 10th 'spare' Terminator, give him all the 'Sergeant' upgrades from the regular Terminator box (that you don't get in the Assault Terminator box), and make him a Chapter Master. I wouldn't make him a Captain, because Captains are much better on Bikes or Jump Packs, IMO.
Or use a unique Captain.
The other thing you can do with your last Terminator, is make a Chapter-Appropriate Marneus Calgar (Chapter Master, told you). Everyone needs one. I still haven't made my Vladamir Pugh. Which kind of disappoints me. And I don't really know how to make a Hawk Lords' (Raven Guard) Calgar.
Venerable Dreadnoughts are good for that, as they have extra BS, and can force your opponent to re-roll those Crew Stunned/Shaken rolls to Weapon Destroyeds or Immobiliseds.
It really depends on what's in them. And where they land.
...So...I managed to pull ~190 points out of your list that you 'wasted'. And you're telling me that you still had another 30 points to go...And you couldn't work in Terminators?
Twin Dakka-Preds? Autolas Preds?
230 Points is also twin Vindicators. Just saying.Avatar of Gnar'tigor - former Star Player of the Hellborn Hooligans Blood Bowl team - by Savannah
Brilliant D&D song from Aussie comedy band Tripod.
If anyone can find a better-quality version of that, let me know.
The Hellborn Hooligans Reborn
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2010-09-04, 05:37 PM (ISO 8601)
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Re: Warhammer 40K Tabletop VIII: "You're Gonna have To Face It, You're Addicted To Ma
Those don't have jump packs.
Kharn's The Betrayer rule is better than the drawback on a Daemon Weapon. He still makes attacks if he rolls a 1.
Kharn charges SLoC, and we presume once again that the SloC doesn't roll a 1. 7 attacks --> 5.83 hit --> 4.86 wound --> 3.24 are not saved. SLoC strikes back. 7.33 attacks --> 3.66 hit --> 1.83 wound --> 1.22 are not saved. Both die.
But I agree, they might end up both dead on average. In which case, you lost 30 points more with Kharn.
Why isn't Kharn in a Rhino to protect him from such a thing?
Elsewise, why are you throwing your IC against an I6 model whose attacks inflict Instant Death?
Should we always use Clash of Heroes to determine a hero's usefulness?
But we don't have to. Which is why I gave examples of 3 high profile units being premiere IC/assault killers in their Codices that SLoC kills much faster and more efficient than Kharn (who end up dead).
Actually, I only said they aren't Melta Weapons. Because they aren't. They are Ordnance Weapons with 2d6 penetration. They have the same conflict with Monoliths that Melta Bombs and Eldritch Storm do.Come one, come all! GitP MLP Steam Group is open!
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"Well, the Great and Powerful Trixie can't actually transport you to Equestria... But!
The Great and Powerful Trixie can beat you over the head until you think that's what happened!"
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2010-09-04, 05:41 PM (ISO 8601)
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Re: Warhammer 40K Tabletop VIII: "You're Gonna have To Face It, You're Addicted To Ma
Would you pay 2pts a model to make your tactical squads jump-infantry, lose the ability to take their horrendously underpriced heavy weapons, pay a premium on their special weapons, and stop being troops? Assault Squads are almost always better as CCW+Pistol than with a bolter, for much the same reason that Storm Scouts are almost always better as CCW+Pistol than as Bolter.
What about the one lucky roll that says the SLoC gets any attacks at all?
Rapid-Fire him with Thousand Sons, Charge him with a Dreadnought, Tank Shock him with a Rhino, or just engage him with a squad of dandy Plague Marines, which he will kill an average of 1 per round. Hit him with Noise Marines who can negate his Initiative advantage, if they even need to get into CC with him. Berzerkers can do the same.
And nearly worthless.
Kharn is better against anything T3 or less, almost anything T6 or greater, anything with Eternal Warrior, and anything that is not a W2+ model. The SLoC fills a very narrow niche, while Kharn can kill almost anything.
If GW felt it would make them money, they would do it. A small percentage of their players (People who play Necrons or against them frequently while fielding Melta Bombs, as well as people who gripe about the low quality of GW Errata that they never have occasion to consult ) are all this would effect. It probably gives their errata council a headache too, since half of their target audience would be upset either way.Last edited by Arcanoi; 2010-09-04 at 06:00 PM.
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2010-09-04, 06:17 PM (ISO 8601)
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Re: Warhammer 40K Tabletop VIII: "You're Gonna have To Face It, You're Addicted To Ma
Would you pay 2pts a model to make your tactical squads jump-infantry, lose the ability to take their horrendously underpriced heavy weapons, pay a premium on their special weapons, and stop being troops?
Assault Squads are almost always better as CCW+Pistol than with a bolter, for much the same reason that Storm Scouts are almost always better as CCW+Pistol than as Bolter.
Rapid-Fire him with Thousand Sons
Charge him with a Dreadnought,
engage him with a squad of dandy Plague Marines, which he will kill an average of 2 per round.
And nearly worthless.
Kharn is better against almost anything T3 or less
and T6 or greater,
anything with Eternal Warrior
and anything that is not a W2+ model.
The SLoC fills a very narrow niche, while Kharn can kill almost anything.
From your description, it seems Kharn is better than SLoC when it somes to killing Tactical Marines, Scouts, small IG squads, etc. Fine. Still, such small time units are engaged by your army. Your HQ and their entourage are for these high profile targets you all but admitted SLoC kills better
I'm not saying Kharn is that bad. I'm saying that there are a few cheaper units in C:CSM that do everything he can do and more. SLoC is one of them.
If GW felt it would make them money, they would do it.
A small percentage of their players (People who play Necrons or against them frequently while fielding Melta Bombs) are all this would effect, and it probably gives them headaches too, since half of their target audience would be upset either way.Come one, come all! GitP MLP Steam Group is open!
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Want to ask me something? Use MAIL or message me on Steam!
"Well, the Great and Powerful Trixie can't actually transport you to Equestria... But!
The Great and Powerful Trixie can beat you over the head until you think that's what happened!"
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2010-09-04, 06:45 PM (ISO 8601)
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Re: Warhammer 40K Tabletop VIII: "You're Gonna have To Face It, You're Addicted To Ma
Check out my horrible homebrews
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2010-09-04, 06:57 PM (ISO 8601)
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Re: Warhammer 40K Tabletop VIII: "You're Gonna have To Face It, You're Addicted To Ma
What happens in Australia to rules lawyers?
SpoilerAvvies by Z-Axis, now bearer of 3 divine rank.
So you may have heard of Lord Herman. Well, he's pretty awesome.
Chief Arial Commander of HALO
Through hostilties, Leader of AMEN
Annoyingly Androgynous ElfLarger Avvies:Shas aia Toriia (under constuction)Spoiler
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2010-09-04, 06:59 PM (ISO 8601)
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Re: Warhammer 40K Tabletop VIII: "You're Gonna have To Face It, You're Addicted To Ma
Give him a 1-in-6 or so chance of stopping the thing before it pulps him.
Kharn is essentially an awesome version of Arjac Rockfist that takes up an HQ slot. A SLoC is a dedicated character hunter.
If they have a good enough Invul save, the SLoC is even less worthwhile. He can barely get 1 average wound against a T4 Sv5++ model.
I've played against Kharn. And he is terrifying for a 165pt model.
Kharn is better against anything W1. This is at least 70% of the models on any given board. He is better against vehicles, T6+, and Eternal Warriors. These are the toughest models on the board. So this leaves the SLoC being better against Multi-wound, T4-5 models who do not have eternal warrior. That is a narrow niche.
Kharn is arguably the best model in the game for killing vehicles. He mows down W1 models like nobody's business. The SLoC cannot do these efficiently.
You'd be surprised how few people are so vehemently pissed off about the lack of ruling about interactions between Melta Bombs and Monoliths that they'd quit the hobby. Also, Microsoft has a competitor in Mac that many people feel can provide them with all the benefits Microsoft provides. GW has no such competitor.
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2010-09-04, 07:27 PM (ISO 8601)
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Re: Warhammer 40K Tabletop VIII: "You're Gonna have To Face It, You're Addicted To Ma
If they had jet packs, yes.
You can actually make death company with bolt guns and jump packs. They're rediculously overcosted for the role, but they are relentless.
I actually like bolter death company. They can still shoot 24 at who they want even when rage baited and still have 2 attacks at WS 5, making them better than assault marines. They're almost like -2 strength (-1 on the charge) grey knights. Kind of like shoota boyz but elite rather than horde. Add in a chaplain or lemartes and they can reroll to hit and wound, so they don't need power weapons or bolt pistols except against terminators (which you hopefully have other ways of killing).Last edited by Closet_Skeleton; 2010-09-04 at 07:31 PM.
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When a man decides another's future behind his back, it is a conspiracy. When a god does it, it's destiny.
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2010-09-04, 07:31 PM (ISO 8601)
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Re: Warhammer 40K Tabletop VIII: "You're Gonna have To Face It, You're Addicted To Ma
I was actually looking into this. The only other unit I could find that can take Bolters and Jump-packs is Wolf Guard, who are even more overcosted.
Most of this would be true, except for the fact that Bolters are Rapid Fire, and thus suck.
Pay 150pts to reroll the WS5 S4 CCW attacks..? Not worth it.Last edited by Arcanoi; 2010-09-04 at 07:43 PM.
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2010-09-04, 08:10 PM (ISO 8601)
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Re: Warhammer 40K Tabletop VIII: "You're Gonna have To Face It, You're Addicted To Ma
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2010-09-04, 10:37 PM (ISO 8601)
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Re: Warhammer 40K Tabletop VIII: "You're Gonna have To Face It, You're Addicted To Ma
I'd go through your arguments point by point, but this part alone reveals to me a pretty fundamental misunderstanding here: You seem to think Khârn has S4 and Furious Charge. He doesn't. He has S5 and Furious Charge. So, he always has more Strength than the Slaanesh Lord; if he charges, a lot more even.
And, Instant Death from Imperial Guard? I wonder how. Imperial Guard powerfists have only S6, so don't instant-kill him, and he's immune against forceweapons.
Tyranids beg to differ. :smallwinkLGBTitP Supporter
In a Wonderland they lie, Dreaming as the days go by, Dreaming as the summers die - Ever drifting down the stream - Lingering in the golden gleam - Life, what is it, but a dream?
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2010-09-05, 12:27 PM (ISO 8601)
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Re: Warhammer 40K Tabletop VIII: "You're Gonna have To Face It, You're Addicted To Ma
Tigurius 230 points
Land Speeder 90 points
Typhoon Missile Launcher
Land Speeder 90 points
Typhoon Missile Launcher
Predator 120 points
TL Autocannon and Lascannons
Predator 120 points
TL Autocannon and Lascannons
Devastators 150 points
4 Missile Launchers
Dreadnought 115 points
Assault Cannon
Dreadnought 105 points Multi-Melta
Dreadnought 115 points
Plasma Cannon
Tactical Squad 225 points
Plasma Cannon
Meltagun
Razorback with TL Heavy Bolter
Tactical Squad 215 points
Missile Launcher
Meltagun
Razorback with TL Heavy Bolter
Tactical Squad 215 points
Missile Launcher
Meltagun
Razorback with TL Heavy Bolter
Tactical Squad 205 points
Missile Launcher
Flamer
Razorback with TL Heavy Bolter
A rather shooty list I've been tinkering with. Which would probably be better if it was SW (darn cheaper long fang squads!)
I've considered going with the pure shooty dreads (ML LC and TL ACs) but would rather have a more effective counter assault. Tigurius is there for just a bunch of versatility. Tactics like GoI to a late objective, null zoning a squad of SS termies before i lay into it with the firepower, etc.
I don't think it's a very 'cheesy' list:
1 HQ
3 Elites
4 Troops
2 Fast Attack
3 Heavy Support
What do ya think?
EDIT: I'd like to see an effective sternguard drop work on this list.
We could always take it to Vassal.Last edited by Meta; 2010-09-05 at 12:37 PM.
Szilard has all of those sweet trophies for a reason. Awesome avatar is his handiwork.