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2011-03-30, 07:10 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"
Last edited by Tome; 2011-03-30 at 07:24 PM.
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2011-03-30, 07:53 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"
At some point in the relatively distant future, I'd like to build a Guard army. At 2000 points, this is what I have so far:
SpoilerHQ
Company Command Squad 280 pts
Creed, Kell, Chimera
Troops
Infantry Platoon 405 pts
Platoon Command Squad: Meltagun x3, Chimera
Veteran Squad: Meltaguns x2, Chimera
Veteran Squad: Meltaguns x2, Chimera
Infantry Platoon 405 pts
Platoon Command Squad: Meltagun x3, Chimera
Veteran Squad: Meltaguns x2, Chimera
Veteran Squad: Meltaguns x2, Chimera
Fast Attack
Devil Dog Squadron x3 360 pts
Heavy Flamer
Devil Dog Squadron x1 120 pts
Heavy Flamer
Bane Wolf Squadron x1 130 pts
Heavy Flamer
Heavy Support
Leman Russ 150 pts
Leman Russ 150 pts
Thoughts?Last edited by Turcano; 2011-03-30 at 07:53 PM.
"Mech is king."
Heinz Guderian
Johann Kraus avatar courtesy of Beleth.
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2011-03-30, 07:59 PM (ISO 8601)
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- ^ Creds to Lord Raziere
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2011-03-30, 08:09 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"
Would it help if I qualified that statement with an additional "considering their points-versus-effectiveness ratio" sort of thing? Most Codices struggle to field something so good for such little cost,, even ones like Tyranids who specialise in having affordable (citation needed?) Monstrous Creatures.
Alternatively, I'd genuinely like to know what you think is a better Heavy Choice for Eldar (regarding efficient points cost or otherwise) and why - or, perhaps, what would better serve instead of a Heavy choice if necessary?
Not a lot of argument about the Phoenix Lords, mind, but then I have a soft spot for Karandras and Fuegan so I might be overlooking some of their smaller handicaps in the name of paraphrasing....
I would run a Wraithlord with two heavy weapons, most likely the lance and missile, but in that case I would go for multiple Wraithlords. They aren't good in combat and the Wraithsword doesn't change that.
But since I recognise the intention behind what you wrote then I won't bother with rhetoric ("How does rerolling to hit not help in CC?") and instead say that I agree with your suggested tactics.
Multiple Wraithlord with two Heavy weapons is a great way to use them, and personally I would prefer the power and/or flexibility offered by 3x Brightlance and 3x Missiles over three Prism Cannons, and Heavy Weapon Platforms are so situational that it's hard to class them in the same cataegory as a reliable Monstrous Creature.
I've never seen a star cannon perform that effectively - they're more expensive and lack the rate of fire to really hurt anything.folksmetagames, I suppose. Among my usual opponents, few of my units are detested more than a Wave Serpent equipped with Star Engines and Star Cannons (which are still cheaper than Brightlances, after all) getting behind their light vehicles with reliable inevitability. Except maybe the afore-mentioned multiple Wraithlord.
Maybe it's just down to my dice; strength 7 Heavy 2 always seems preferable to strength 'D' Heavy 1 regardless of the actual probability involved
Much agreeing on the Farseer though - I'd say they're pretty much mandatory.Last edited by Wraith; 2011-03-30 at 08:10 PM.
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Tales of a Role-Play Gamer - Horrible Optimisation
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2011-03-30, 08:17 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"
As promised, here is the second report from my tournament:
A xenos incursion brings the wolves to a rocky wasteland--a short mission to purge the gribblies that had taken a foothold.
The Sons of Russ
Spoiler
270 - HQ - Valkur: wolf claw/storm shield/thunderwolf/2x fenrisian wolves/ saga of the warrior born, runic armor
275 - Logan Grimnar
100 - HQ - Rune Priest Tyr: Living Lightning/jaws of the world wolf;
260 - Fast - 4 Thunderwolf Cavalry storm shield; melta bombs; power fist
115 - Wolf's Hook - Elite- 5 Wolf Scouts: 2x power weapon; melta gun
330 - Troops - 5x Wolf Guard combi melta/power fist; terminator armor/cyclone missile; Arjac
110 - Skull Pack - Troops - 7x Grey Hunters: 1x meltagun
95 - Wolfbones - Troops - 6x Grey Hunters: 1x meltagun
145 - Hagalaz - Long Fangs: 2x missile launcher; 2x lascannon
115 - Sunwolf Pack - 5 long fangs, 4x multimelta,
----->35 - Drop Pod
Tyranids
Spoiler
Tyranid Prime - Lashwhip & Bonesword
3 Hive Guard
3 Hive Guard
3 Zoanthropes
Mawloc
Tyrannofex - Rupture Cannon/Stinger Salvo
5 Genestealers - Adrenal Glands, Broodlord
15 Termigants - Spinefist, Toxin Sacs
14 Hormagaunts - Adrenal Glands
6 Raveners - Deahtspitter
Their Battle:
Spoiler
This match was to be fought on objectives. Our cruisers scheduled a critical supply drop in this area. The bugs were racing to destroy them, while Logan personally oversaw the destruction of their detachment and claim these supplies uncontested. We prepared for a game setup of pitched battle. An interesting contest of armies given my maximum of 3 troops and his allotment of 2 to try and grab five objectives.
The hive elected to take first turn, and deployed in two central pockets across the table, one with a Tyranid Prime, some hormagaunts and a few hive guard. The other with hive guard, a fex of some sort, some shooty warriors and termigants and 3 Zo's. Mawloc in reserve, genestealers outflanking, raveners deep striking.
Terrain was sparse again. Skull Pack crowded into one piece in the corner directly across from the tyrannofex; Hagalaz settled atop the other near it and Wolfbones behind them. Valkur and all the wolves squeezed together in a tight formation between both pieces of terrain--the only blast weapons he had to fear were from the Zo's and they wouldn't last. Wolf's Hook was chosen to infiltrate--the gribblies A single Wolf guard stayed in reserve. Logan, Tyr, and Arjac joined the Sunwolves once more for glorious sky-dropped carnage.
As the mission required us to set up before rolling the objectives, we were ready--I won first objective placement and put it as close to my troops as possible, it scattered even closer. He put his back with the unopposed nids, which scattered towards me. My next was as close to my troops and other objective as I could--it scattered right next to the first (rules stated they were permitted to scatter to illegal placement zones, but couldn't start there.) He placed his, and the third ended up basically on Hagalaz. The wolf scouts infiltrated close enough to the termigants and shooty warriors to be an appetizing target, but threatening if ignored.
Turn 1:
Tyranid first turn saw most of them running forward. The Zos bounced some psychic shots off Valkur's unit, mostly going wide. The fex killed one of Valkur's pet fenrisians. Hormagants run up, putting them too close to the Thunderwolves. A few scouts died.
The Sunwolves arrive. Skull pack moves into cover, waiting for the Genestealer threat to arrive and ensuring they strike first and strike last. Wolf-bones wraps around Hagalaz's flank. The Thunderwolves move up and the scouts move forward, waving power fists and swords enough to buy their pack mates enough time to bring victory. Superheated melta lashes into the Zoanthropes, annihilating 2 of the creatures, Tyr splits the earth beneath the Tyrannofex, swallowing the monster. Thunderwolves run, multicharging the remaining Zoanthrope and the Termigants, the Zo is cut down and Valkur begins tallying up kills for his Saga as bodies of the smaller aliens fall lifeless to the ground. The gribblies stand their ground as wolves circle around them.
Turn 2:
Hormagants run to counter-attack, the warriors finish the scouts off while the second hive guard fire shots into the Sunwolf pack, wounding Tyr and killed the pack leader. Genestealers sneak around near Skull Pack, but will be charging through cover today. Glorious combat is joined as the only other troop unit the tyranid player has slams into the Thunderwolves. Valkur the Warrior Born, wolf claw rerolls, and no retreat! saves end the fight before it had barely begun with a few wolves taking hits but staying up. Wolves consolidate toward the first hive guard. Skull pack kills most of the genestealers before they can even touch them, but the broodlord retaliates and his two remaining helpers manage to cut down several Grey Hunters.
The single wolf guard arrives from reserve, quite worried that there wont' be any nids left for him by the time he gets to the fight. Sunwolf pack runs to seal the deal on the Genestealer fight while the cavalry move between the Hive guard and the Warriors; a poor fleet roll marks the Hive Guard to die and they taste the fury of the Warrior Born & co. Hagalaz puts a few wounds on the other Hive Guard as they enjoy the clear view of the carnage their wolf brothers reap. The last of the Genestealers fall before the combined might of 3 packs of wolf brothers. All combats resolve in favor of the Sons of Russ, and the entire army creeps toward the Warrior brood.
Turn 3:
Raveners and The Mawloc has arrived. The raveners position themselves to trade fire with Wolfbones and Hagalaz while the Mawloc comes up directly underneath Sunwolf. Every multimelta dies as the Old Wolf, his Champion and Tyr leap to safety.
While Valkur rides with the cavalry toward the warriors and Wolfbones drops bolter fire into the Raveners, Hagalaz turns about and fires on the monster that had emerged from the earth. Tyr splits the ground beneath it; Skull Pack unleashes krak missiles and pistols; Logan sprays the beast with his storm bolter, the single wolf guard puts a wound on the monster with his pistol. Arjac roars, hurling Foehammer at the abomination and stuns it--the wolves leap on their crippled prey, walking away victorious.
Turn 4:
The warrior prime in the back and his Hive guard try to move into range to pepper Hagalaz but are unable to make it. Raveners advance, firing more shots into Wolfbones; the Warriors move up on Logan, poor accuracy and tough-as-naill armor keeps the Great Wolf unharmed.
Wolfbones and Hagalaz lay heavy fire into the Raveners. The remains of Skull Pack join up with Logan and Tyr to collect two objectives. An unwounded Valkur and 5 thunderwolves descend on the Warrior brood, who manage to hold by some miscarriage of fortune.
Turn 5:
The judge informs us this will have to be our last game turn.
Raveners and Hive guard fire on Wolfbones, with the former managing to meet them in combat. Losses are heavy for the wolves but by the will of the Allfather they emerge victorious.
With little left to do and time running out, Wolfbones claims a third objective and Hagalaz fires some pot shots at the advancing Hive Guard.
3 objectives to 0; table Quarters and Victory Points are also uncontested in favor of Logan's force. Once again, the Sons of Russ claim all 20 battle points. Next match begins in just a few minutes: A fully mechanized Blood Angels company.
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2011-03-30, 08:30 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"
I'm not sure what the question is, here. But, the problem that most people have with a unit of 5 Terminators, is that there's only one of them. Since Terminators are not Hammernators, they tend to die pretty quickly.
Having 10, does, yes, indeed get you more bodies. But, one gigantic unit? No. Space Marines have this rad little rule called Combat Squads, meaning, that for small, elite units like Terminators, you actually get two units for one slot. And then spend your other Elite slots on Sternguard or Dreadnoughts. Meaning your opponent needs to spread out his fire if he wants to take out your Terminators
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2011-03-30, 08:40 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"
Oh. The Codex was kind of confusing about that.
Edit: Updated List:
SpoilerHQ
Company Command Squad 280 pts
Creed, Kell, Chimera
Troops
Veteran Squad 165 pts
Meltaguns x2, Heavy Weapons Team w/Lascannon, Chimera
Veteran Squad 165 pts
Meltaguns x2, Heavy Weapons Team w/Lascannon, Chimera
Veteran Squad 165 pts
Meltaguns x2, Heavy Weapons Team w/Lascannon, Chimera
Veteran Squad 165 pts
Meltaguns x2, Heavy Weapons Team w/Lascannon, Chimera
Fast Attack
Devil Dog Squadron x3 360 pts
Heavy Flamer
Devil Dog Squadron x2 240 pts
Heavy Flamer
Bane Wolf Squadron x1 130 pts
Heavy Flamer
Heavy Support
Leman Russ 150 pts
Leman Russ 150 ptsLast edited by Turcano; 2011-03-30 at 08:49 PM.
"Mech is king."
Heinz Guderian
Johann Kraus avatar courtesy of Beleth.
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2011-03-30, 09:39 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"
I have been wanting to run a Marine Drop Pod list for some time and was wondering whether or not this is a good idea for a good list (I don't have the codex so I don't know the points but I am wanting to go to around 1500 points so if you guys could tell me what would be 1500 that would be awesome of you)
Captain with Dual Lightning Claws (or just one, I am not sure exactly what double lightning claws do exactly)
3-5 Tactical Squads (10 man) with a flamer and (insert assault weapon here) all squads in Drop Pods
Sternguard in a Drop Pod
Maybe a Dreadnaught or two in drop pods if the points are still there.
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2011-03-30, 10:15 PM (ISO 8601)
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2011-03-30, 10:19 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"
This is fairly rudimentary advice, but you can arrange a pod list so that everything is on the board turn 1.
HQ of your choice.
Terminators w/pod
Tac squad w/pod x3
Shooty Dread w/pod
Devastators w/pod
Another squad of Dev's or a shooty dread w/pod.
The shooty units (Dreads/Devs) Start on the table with their drop pods in reserve while everybody else comes down. You can use the remaining empty pods to drop on objectives or hinder enemy movement/vision when they arrive.
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2011-03-30, 11:41 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"
Last edited by Turcano; 2011-03-31 at 03:48 AM.
"Mech is king."
Heinz Guderian
Johann Kraus avatar courtesy of Beleth.
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2011-03-31, 02:03 AM (ISO 8601)
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Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"
How can it be that? Sure, the guard codex is SLIGHTLY more "advanced" in the layout than most other codices, but that's because a friggin' three-year-old could understand those.
Sorry, major pet peave of mine. If you just read the codex, it is very clearly explained, and seen that an Infantry Platoon is one troop choice on the FOC, and may contain the following units....
You don't see anything wrong with giving your veterans 2 weapons with an extremely short range and one weapon with moderately huge range, but that requires you to not move?
I would recommed replacing the Lascannons with more Meltas and perhaps diversifying the veterans by giving at least one squad Plasmas (or you could do a CCS with 3 plasmas and a medic if you're worried about loosing men... but why are you then playing guard )
Also, both Creed and Kell? That is one darn expensive Command Squad. I would replace Kell, and probably Creed as well (then again, my prefered command squad is the aforementioned tri-plasma-medic...GENERATION 15: The first time you see this, copy it into your sig and add 1 to the generation. social experiment.
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2011-03-31, 02:04 AM (ISO 8601)
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2011-03-31, 02:07 AM (ISO 8601)
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Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"
Multiple Wraithlord with two Heavy weapons is a great way to use them, and personally I would prefer the power and/or flexibility offered by 3x Brightlance and 3x Missiles over three Prism Cannons, and Heavy Weapon Platforms are so situational that it's hard to class them in the same cataegory as a reliable Monstrous Creature.thnx to Starwoof for the fine avatar
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2011-03-31, 03:40 AM (ISO 8601)
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Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"
I must have interpreted Veteran Squads as being equivalent to Infantry Squads for the purposes of forming a platoon. In a way, I'm glad that was a mistake, since I didn't really want a Platoon Command Squad in the first place.
Is it better to put plasma guns all in one unit or to give each unit one plasma gun?
I've always been told that Creed and Kell should always go together, and I want Creed for alpha-striking.
"Mech is king."
Heinz Guderian
Johann Kraus avatar courtesy of Beleth.
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2011-03-31, 04:01 AM (ISO 8601)
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Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"
It is always better to specialize your squads' weapon loadouts, since they can't split fire. Never give veterans a mix of special weapons; it guarantees that some of your weapons will be useless no matter what you're shooting at.
"Courage is the complement of fear. A fearless man cannot be courageous. He is also a fool." -- Robert Heinlein
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2011-03-31, 05:01 AM (ISO 8601)
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Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"
Alright, here's the list updated again:
SpoilerHQ
Company Command Squad 280 pts
Creed, Kell, Chimera
Troops
Veteran Squad 155 pts
Meltaguns x3, Chimera
Veteran Squad 155 pts
Meltaguns x3, Chimera
Veteran Squad 155 pts
Meltaguns x3, Chimera
Veteran Squad 170 pts
Plasma Guns x3, Chimera
Fast Attack
Devil Dog Squadron x3 360 pts
Heavy Flamer
Devil Dog Squadron x2 240 pts
Heavy Flamer
Bane Wolf Squadron x1 140 pts
Heavy Flamer, Storm Bolter
Heavy Support
Leman Russ 165 pts
Lascannon
Leman Russ 165 pts
LascannonLast edited by Turcano; 2011-03-31 at 05:02 AM.
"Mech is king."
Heinz Guderian
Johann Kraus avatar courtesy of Beleth.
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2011-03-31, 05:31 AM (ISO 8601)
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Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"
It's...Really good. But, when you make Mech Guard properly it usually is.
I see up thread Creed and Kell arguments...So...
If you want Kell, take Creed.
If you want Creed, you don't need Kell, entirely optional.
That's all I'll say on the matter. But, having Creed and Kell in Mech Guard is pretty pointless. You can't receive Orders from inside a vehicle, which is where your Infantry should be spending at least 100% of their time, and what Creed is for.
A couple of Gunships in place of one of the Devil Dog squads wouldn't go amiss either. And you save points by losing a few Chimeras.
I'd swap your HQ out for a pair of Lord Commissars or some Primaris Psykers. Mechanised do well with either.
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2011-03-31, 05:40 AM (ISO 8601)
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Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"
"Courage is the complement of fear. A fearless man cannot be courageous. He is also a fool." -- Robert Heinlein
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2011-03-31, 06:35 AM (ISO 8601)
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Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"
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2011-03-31, 07:46 AM (ISO 8601)
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Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"
Instead, you should take the Bionic Man, a medkit and some meltas.
Personally, I'd actually just take a Primaris Psyker and use the rest of the points for more things.
Here's what I personally would run at 2000:
Spoiler
HQ:
Primaris Psyker: 70
Troops:
Veterans, 3x Melta, Chimera: 155
Veterans, 3x Melta, Chimera: 155
Veterans, 3x Melta, Chimera: 155
Veterans, 3x Melta, Chimera: 155
Fast Attack:
Vendetta Gunship with HB sponsons: 140
Vendetta Gunship with HB sponsons: 140
Vendetta Gunship with HB sponsons: 140
Heavy Support:
3x Hydra: 225
2x Demolisher: 330
2x Demolisher: 330
It might be a bit heavy on the anti-tank, but the Demos and Hydras should put dents in infantry. It's just my personal preferences on a lot of the things though. I thought I'd put it up to give you some ideas of what I think would work.
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2011-03-31, 08:29 AM (ISO 8601)
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Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"
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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?
- Lewis Carroll
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2011-03-31, 09:00 AM (ISO 8601)
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Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"
Hmm. How should I counter Autocannon Dreads as a note? I currently don't have the cashmoneys for Vendettas. I'm thinking of trying to use my Demos or plink them out with my Hydra's. It's just too risky sending chimeras at them. Does anyone have any other advice?
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2011-03-31, 09:01 AM (ISO 8601)
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Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"
Why do you give HB sponson to your Vendettas?
Also if you want to have some more anti-infantry you could replace one veteran squads meltas with 2 flamers and 1 heavy flamer. Other than that, good list.
I'd use the hydras until you can get Vendettas.Last edited by Lowkey Lyesmith; 2011-03-31 at 09:02 AM.
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2011-03-31, 09:04 AM (ISO 8601)
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Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"
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2011-03-31, 09:16 AM (ISO 8601)
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2011-03-31, 09:24 AM (ISO 8601)
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Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"
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2011-03-31, 09:49 AM (ISO 8601)
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2011-03-31, 10:08 AM (ISO 8601)
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Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"
So is it too late to start speculating on what 'dex will come out next (in May iirc)?
Necrons have the oldest dex but if it goes MEQ-NonMEQ-MEQ I'm not sure if they count. Maybe Tau or Eldar?So... Tired...
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2011-03-31, 10:20 AM (ISO 8601)
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Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"
Maybe I'm reading this wrong, but uh, Starcannons are S6. Scatter Lasers are sorta better.
a) The newest codexwasis released, uh, now. There will not be a new codex in May.
b) GW is trending Marine - non-Marine, not MEq. Necrons are still a common and viable rumour. Tau have a foothold as well, though, as do Witch Hunters.I am the golden shadow. I am the Ninja Chocobo
Avatar by me.
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Spoiler