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  1. - Top - End - #481
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    Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

    Quote Originally Posted by Cheesegear View Post
    People were crying out for a Sisters update. And that's exactly what they got. It's worse, but its new. Be careful what you wish for.
    Genie GW...wish for something...get owned. That seems mean to all the SoB players but it is very true.

  2. - Top - End - #482
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    Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

    Quote Originally Posted by Zorg View Post
    Points go up, abilities and options go down - you can't explain that!
    points didn't go up at all.

    a basic sister unit (10 girls with superior) is 124 in the old book. If they have all the grenades they have in the update they go to 154 so point for point the basic squad is cheaper. That is just the simplest example all other units have universally come down in price or stayed the same (the same being mostly vehicles)

    Also units like the command squad with 3 relentless multi melta (my preference but there are a few options for heavy weapons) are fantastic and nothing in the old codex can compete.

    Celestians can't complete with the likes of Paladins, Sangiunory gaurds or any other elite specialist.
    they aren't supposed to, cross codex comparison is ridiculous at best and these is it at its worst. The same logic can be used for units like trueborn in DE or Wracks which each suck but look at any good list and you will more than likely see them

    You cant take 4 special weapon Dominion squads in Immolators now, you need more Rhinos.
    It is true and sucks a little, however the flexibility that they gained with outflank easily makes up for it. Before you had to hope they didnt get shot to bits before they made it to useful range now you arrive on the board at useful range where you can easily deal with intended targets with only 2 weapons (2 twin linked lamers and 6 twin linked bolters to deal with people or melta bombs and guns to deal with tanks at melta range)

    Still lacking any long range weapons to take on AV13+ (big let down for the Excorsist)
    They have been doing just fine with AP 1 missles and melta up to this point I see no reason to gripe about no additional options. Indeed if one must complain look at all "top tier competitive" lists the only ones bringing any str 9+ weapons inany great number is guard, all other lists rely and do just fine with missles and melta.

    I have run the new list and it works marvelously. Does it have some tweaks and problems I would like to see change? Of course but no codex (particularly a WD one) is perfect but this one is far from bad. Honestly a lot of these comments seem to be derived from someone who had not sat down and actually played with the army as it is now.
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  3. - Top - End - #483
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    Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

    Quote Originally Posted by crazedloon View Post
    Honestly a lot of these comments seem to be derived from someone who had not sat down and actually played with the army as it is now.
    ...
    To be fair.
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  4. - Top - End - #484
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    Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

    Quote Originally Posted by crazedloon View Post
    I have run the new list and it works marvelously. Does it have some tweaks and problems I would like to see change? Of course but no codex (particularly a WD one) is perfect but this one is far from bad. Honestly a lot of these comments seem to be derived from someone who had not sat down and actually played with the army as it is now.
    I wish what you said was true, though it probably is. New SoB seem fine to me, maybe not on same level as SW or IG, but it's perfectly serviceable army. Same 'ol, same ol' whining of the internet is getting tiring.

    On a side note, it's funny to see people who bashed Ward and praised Cruddace on BS and WS suddenly do a 180 turn
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    Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

    Quote Originally Posted by Trixie View Post
    people who praised Cruddace
    These people cannot exist. Dude is responsible for simultaneously the best and worst codices of 5e. Both codices are hated, except by the people who run IG.
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  6. - Top - End - #486
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    Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

    Quote Originally Posted by Ninja Chocobo View Post
    These people cannot exist. Dude is responsible for simultaneously the best and worst codices of 5e. Both codices are hated, except by the people who run IG.
    You don't know how dumb things were brought/written to bash Ward on various forums
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  7. - Top - End - #487
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    Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

    Quote Originally Posted by Trixie View Post
    You don't know how dumb things were brought/written to bash Ward on various forums
    But Ward was the one who got my starcraft2 Barracks build time nerfed in the upcoming patch!

    At least, thats what the internet told me.
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    On the fortress is an image of a megaweapon in gold, silver, jet, obsidian and adamantine. The goblins are burning.

  8. - Top - End - #488
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    Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

    So, Sisters of Battle...Pretty bad. At least I've got pretty pictures of Ogres.
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    Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

    Quote Originally Posted by Cheesegear View Post
    So, Sisters of Battle...Pretty bad. At least I've got pretty pictures of Ogres.
    Last I checked, nobody has had time to use em yet :/
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  10. - Top - End - #490
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    Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

    Quote Originally Posted by HalfTangible View Post
    Last I checked, nobody has had time to use em yet :/
    WD came out in-store today. People have been building lists and playing 750-1250 point games. They're not doing so well. At least they weren't when I left.

    One of the bigger problems is that you can't use Faith in your opponent's turn. Particularly when it comes to Canonesses and Celestians where it would be exceptionally handy to use Faith when being charged by I5 Blood Angels and doesn't help at all against GKs with Halberds.

    Another problem is that Battle Sisters are forced to be in squads of ten (at expense), so, while they can take Immolators, they can't castle up like Space Marines in Razorbacks which rolls them.

    With the second half out, with points costs and unit options all out in the open; Space Marines do everything better. Everything. Faith barely makes a difference.

    I think GW failed with this. Although, it's a White Dwarf Codex and people should've expected this...Which they did.
    Last edited by Cheesegear; 2011-08-26 at 11:56 PM.
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  11. - Top - End - #491
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    Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

    Eh, their melee unit (Jacobus + DC Assassins/Crusaders) is almost strictly better than almost all melee units SM have. Sure, you can only field 1-2 of them, but Codex has a few other nice units. I wouldn't dismiss the Codex after a few hours of testing, after all, in how many Codices best builds were found after 2 hours? In fact, I do remember a few builds declared 'broken' in such time, which are laughed upon today.

    Again, I wouldn't compare it to SW, but it looks better than Tau/Necron codex, at least, and IMHO on par with at least 4-5 more codices. Though, yes, it could have used a few boosts here and there, certainly.
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  12. - Top - End - #492
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    Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

    Quote Originally Posted by Trixie View Post
    Eh, their melee unit (Jacobus + DC Assassins/Crusaders) is almost strictly better than almost all melee units SM have.
    Grey Knights can have the same thing, Scoring, in a Land Raider or Stormraven.

    I wouldn't dismiss the Codex after a few hours of testing, after all, in how many Codices best builds were found after 2 hours?
    Unfortunately, little in the new 'Codex' has changed since the old one. Same as the Dark Eldar Codex, really. The most 'broken' lists were the lists people were already using from the old Codex. There's not a lot else you can do. Especially since Dominions have been nerfed and Sisters still have no first-turn Tank Kill.

    Yes, you can have the Death Cult Death Star, but Grey Knights do it much better, and people know this. If that's the sort of unit you want, play a different army that does it better.

    Unfortunately, Faith has been shafted, making Sisters a poor attempt at Black Templars.
    Last edited by Cheesegear; 2011-08-27 at 06:54 AM.
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  13. - Top - End - #493
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    Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

    Quote Originally Posted by Cheesegear View Post
    Grey Knights can have the same thing, Scoring, in a Land Raider or Stormraven.
    GK can't add Chaplain-like character to them who also grants FNP for not much more that Sanguinary Priest costs.

    Unfortunately, little in the new 'Codex' has changed since the old one. Same as the Dark Eldar Codex, really. The most 'broken' lists were the lists people were already using from the old Codex. There's not a lot else you can do. Especially since Dominions have been nerfed and Sisters still have no first-turn Tank Kill.
    Nerfed? They gained stealth + a few more goodies, I hear infiltrating 4 meltaguns in a box is rather good. Of course, so far only heard that strategy secondhand, haven't bought WD yet, only saw blurry scans so won't be formulating lists just yet.

    As for 1st turn, don't they usually have 3d6 S8 AP1 shots? I mean, it's better than Krak, and if it works for Long Fangs...

    Unfortunately, Faith has been shafted, making Sisters a poor attempt at Black Templars.
    Well, comparison on B&C shows you have more faith points now, some powers are stronger, and faith is easier to activate, but I guess lack of 3++ kinda hurts. Not that it was easy to fire, and besides, Crusaders have 3++ all the time?

    Ok, I'm a bit biased, I think new army is a bit more fluffy, but as I said, yes, could have been better.
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  14. - Top - End - #494
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    Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

    Quote Originally Posted by Trixie View Post
    GK can't add Chaplain-like character to them who also grants FNP for not much more that Sanguinary Priest costs.
    Inquisitor with Rad Grenades. Best unit in the game. Or close to. Number of attacks at high Initiative and Invulnerable basically makes FNP near-useless.
    Stormraven/Land Raider. Assault Vehicles. Sisters have none. Vehicles make FNP near-useless.
    Coteaz = Scoring Death Cults. Scoring > Non-Scoring. Everytime.

    [Dominions] gained stealth + a few more goodies, I hear infiltrating 4 meltaguns in a box is rather good.
    Dominions have Scout. You can Outflank, which doesn't really work since Sisters have nothing that gives bonuses to Reserves at all. Or you can Scout them.

    4 Meltaguns also requires you to take 10 Sisters (Zorg already posted that they have 2 special weapons per five), which is kind of bad. Since it's expensive.

    Or you can Scout an Immolator. But, again, this is the same thing that Sisters have been doing for a while - Immolator Spam - except now it doesn't work so well because you only have 2 meltaguns instead of 4. Chaos Marines can even do this on the cheap.

    Any He'Stan list with half a brain can do better than that, but that's beside the point.

    As for 1st turn, don't they usually have 3d6 S8 AP1 shots? I mean, it's better than Krak, and if it works for Long Fangs...
    Wow. Not even close to the same thing.

    Exorcists have 3d6 (that's 3-18, if you're not counting) shots, and must be specified at 3 distinct targets. S8 doesn't do much against Leman Russes or Land Raiders, still. S8, AP1 gets rid of light and medium tanks (4s to Penetrate AV11), and needs 6s to Penetrate Predators which are going to shoot Lascannons back at the Exorcist.

    Long Fangs have 15 shots all the time, at six different targets, and can fire Frags if it suits.

    Exorcists aren't even close to the same thing.

    Well, comparison on B&C shows you have more faith points now
    D6 per turn. 500 points or 2500 points. Doesn't scale. Therefore bad. Not to mention entirely luck-based. Bad again. Ask Daemons.

    Can't use them in your opponent's turn. Especially the Cannoness' and the Celetians', which would be amazing. Since you can't, they're bad. Yeah, and the fact that you can't use any Faith ability you want. Which gave all Sisters units huge utility in the older edition, but, that's comparing the old to the new. Not analysing the current on it's own merit.

    Can't use most Faith abilities in the beginning turns anyway, which means all Faith for the first few turns are wasted.

    I think new army is a bit more fluffy, but as I said, yes, could have been better.
    I've got nothing against Fluff. Point is, people who were expecting this to be amazing will be disappointed, and instead of being the Saving Grace (Sisters pun!) that will keep the army alive, is actually the nail in the coffin of Sisters until a real Codex comes out.
    Last edited by Cheesegear; 2011-08-27 at 08:38 AM.
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  15. - Top - End - #495
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    Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

    Quote Originally Posted by Trixie View Post
    Ok, I'm a bit biased, I think new army is a bit more fluffy.
    More fluffy!?
    Did you just not read the bit that said "All your cool unique fluffy wargear is either gone, garbage, or generic", or what?
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    Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

    i didn't think an army needed to be fluffy =/ do the sisters of battle have lots of bunnies?

    (yes i know what you meant by 'fluffy'. I just couldn't resist :P)
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    Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

    Got a quick, salient points only battle report, it was a good, fun 1000 point game against Nids. My opponant took Swarmlord. Good grief. That thing is a munster. I honestly hope I never take it on again. I managed to keep out of melee combat with it but what it did was nasty enough.

    The lists

    Wolfie ( Dark Angels)

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    Belial (Lightning Claws)

    Deathwing
    Assault cannon
    chainfist
    Apothecary
    Deathwing banner
    1 Hammernator

    Deathwing
    Assault cannon
    Chainfist
    Hammernator

    Ravenwing
    Powersword
    2 x Meltaguns

    Venerable Dreadnought
    Lascannon
    Missile Launcher


    Nids

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    Swarmlord
    2x Tyrant guard

    2x Hive guard

    4 x warriors with deathspitters

    Genestealers

    2 x gaunts (big units)

    Gargoyles


    Seeing that lot on the board was a cause for concern. I had 13 marines and a Dreadnought. vs big gribblies and lots and lots of little gribbles.

    And it started exactly as you'd think.

    It was pitched battle, annihilation, so the classic of the genre. I lost the roll for initiative, and my attempt to give the ravenwing a move up the side of the board was thwarted by his infiltrating gnestealers.

    The ravenwing then promptly died to massed nid shooting. There's only so many 3+ saves you can make and the hive guard immoblised my Dreadnought. I wasn't too fussed, as it didn't have to move. The Nids were obviously going to have to move.

    Belial and his command squad deep striked, fortunately not needing the teleport homers and proceeded to kill a Hive guard with their assault cannon and take a wound off the other with stormbolters. The dreadnought clipped a wound off the other one and finished it off.

    After that, it was time for the steadily retreating gunline, clipping as much of them as I could. My opponent grew ever more frustrated at his inability to kill any of Belial's squad (God bless the FAQ writers who made the Apothecary give FNP) The Dreadnought did precisely nothing after this but my steadily diminishing terminators did very well. Right up until they could retreat no more.

    My opponent made a mistake and left his gargoyles out of synapse and within easy assault range, so Belial and the boys assaulted and wiped them while my other squad were almost wiped out by the Genestealers. They held though, only to die in the next turn. Belial and his squad were hit by the unit of warriors and manged to kill them. Belial then crashed into a unit of Gaunts. who he also wiped, killing the few remaining with fearless saves.

    Swarmlord advanced steadily but I stayed up of his range and, on the last turn, hit his other unit of Gaunts, killing many, but not quite enough.

    Result. A lucky, lucky win to the Deathwing, 4 kill points to 2. However, if it had have gone on 1 more turn, Belial and his squad would have been killed by Swarmlord, meaning a draw.

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    Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

    Quote Originally Posted by Timberwolf View Post
    Got a quick, salient points only battle report, it was a good, fun 1000 point game against Nids. My opponant took Swarmlord. Good grief. That thing is a munster. I honestly hope I never take it on again. I managed to keep out of melee combat with it but what it did was nasty enough.

    The lists

    Wolfie ( Dark Angels)

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    Belial (Lightning Claws)

    Deathwing
    Assault cannon
    chainfist
    Apothecary
    Deathwing banner
    1 Hammernator

    Deathwing
    Assault cannon
    Chainfist
    Hammernator

    Ravenwing
    Powersword
    2 x Meltaguns

    Venerable Dreadnought
    Lascannon
    Missile Launcher


    Nids

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    Swarmlord
    2x Tyrant guard

    2x Hive guard

    4 x warriors with deathspitters

    Genestealers

    2 x gaunts (big units)

    Gargoyles


    Seeing that lot on the board was a cause for concern. I had 13 marines and a Dreadnought. vs big gribblies and lots and lots of little gribbles.

    And it started exactly as you'd think.

    It was pitched battle, annihilation, so the classic of the genre. I lost the roll for initiative, and my attempt to give the ravenwing a move up the side of the board was thwarted by his infiltrating gnestealers.

    The ravenwing then promptly died to massed nid shooting. There's only so many 3+ saves you can make and the hive guard immoblised my Dreadnought. I wasn't too fussed, as it didn't have to move. The Nids were obviously going to have to move.

    Belial and his command squad deep striked, fortunately not needing the teleport homers and proceeded to kill a Hive guard with their assault cannon and take a wound off the other with stormbolters. The dreadnought clipped a wound off the other one and finished it off.

    After that, it was time for the steadily retreating gunline, clipping as much of them as I could. My opponent grew ever more frustrated at his inability to kill any of Belial's squad (God bless the FAQ writers who made the Apothecary give FNP) The Dreadnought did precisely nothing after this but my steadily diminishing terminators did very well. Right up until they could retreat no more.

    My opponent made a mistake and left his gargoyles out of synapse and within easy assault range, so Belial and the boys assaulted and wiped them while my other squad were almost wiped out by the Genestealers. They held though, only to die in the next turn. Belial and his squad were hit by the unit of warriors and manged to kill them. Belial then crashed into a unit of Gaunts. who he also wiped, killing the few remaining with fearless saves.

    Swarmlord advanced steadily but I stayed up of his range and, on the last turn, hit his other unit of Gaunts, killing many, but not quite enough.

    Result. A lucky, lucky win to the Deathwing, 4 kill points to 2. However, if it had have gone on 1 more turn, Belial and his squad would have been killed by Swarmlord, meaning a draw.
    Sounds like it was a great fun game. I created a scenario and I wanted to know if you guys thought that it was balenced.
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    Extraction
    -Objectives
    -Imperium-Get the Hive Section Governor to the extraction point.
    -Xenos-Kill the Hive Section Governor

    Section Governor Stats
    WS BS S T W I A Ld Sv
    2 3 3 3 2 3 1 9 4+ Unit Type: Independent Character
    Equipment
    Delicate Information
    Close-Combat Weapon Special Rules: VIP
    Las Pistol
    Frag and Krak Grenades

    VIP-If the Section Governor is in a unit then all models in that unit gain the Look out! Aargh! rule as described in the Imperial Guard Codex.

    Mission Rules
    4'x6' table
    Played longways (the opposite way of a normal game)
    The xenos pick a side and they can deploy up to 12 inches on that side.
    The Imperial side can deploy up to 36 inches on the other side.
    Place a Section Governor building equidistant from the two deployment zones. In the top corner on the Imperial side a 12"x12" zone is the extraction zone. If the Section Governor is in the zone at the beginning of the Imperial turn then the Imperial side rolls a d6. On a 4+ a Valkyrie shows up, picks him up and ends the mission. Add +1 to the roll for every previous turn that the SG has been in the Extraction zone.
    (Section Governor building is AV 13 all around with a door on the side of the Imperials but no fire points. The Governor must start here.)

    Thoughts?

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    Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

    Well, I think there are all kinds of tricks that would allow the xenos to blow up the Governator on turn 1, especially seeing he has only 2 wounds and no ++ save. Vindicare alone can win a game against him.
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    Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

    That doesn't seem very balanced. The Xenos have to kill the governor in 1-2 turns (unless you just suck at rolling) otherwise they lose. Plus the govner or starts in the lift off area so he gets a cover sad alongside any squad that he's with.

    In other news, The Parasite of Mortrex. A pretty good unit actually. Played against a space marines player yesterday with the parasite. He leaped forward and pounced onto a tactical squad of 10. I killed 3 of them and then spawn 13 ripper swarms (4,6,3). From there we just kept barreling through other marines until a Lysander came smashing down on my parasite and one shotted it. I took a wound off of Lysander but it wasn't enough, and once my turn came around all the ripper swarms pretty much died of instinctive behavior. However it was a very good, flashy target that let my 17 Termagaunts with Devourers go unnoticed. By the time he realized the danger he already had 51 shots firing on him every turn. It became a curb stomp battle from there.

    Has anyone else tried the parasite of mortrex with better results? And is the tervigon a good choice, I'm starting to get into this whole "making troops on the battlefield" thing.
    Last edited by Tychris1; 2011-08-27 at 03:22 PM.
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    Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

    Quote Originally Posted by Tychris1 View Post
    That doesn't seem very balanced. The Xenos have to kill the governor in 1-2 turns (unless you just suck at rolling) otherwise they lose. Plus the govner or starts in the lift off area so he gets a cover sad alongside any squad that he's with.

    In other news, The Parasite of Mortrex. A pretty good unit actually. Played against a space marines player yesterday with the parasite. He leaped forward and pounced onto a tactical squad of 10. I killed 3 of them and then spawn 13 ripper swarms (4,6,3). From there we just kept barreling through other marines until a Lysander came smashing down on my parasite and one shotted it. I took a wound off of Lysander but it wasn't enough, and once my turn came around all the ripper swarms pretty much died of instinctive behavior. However it was a very good, flashy target that let my 17 Termagaunts with Devourers go unnoticed. By the time he realized the danger he already had 51 shots firing on him every turn. It became a curb stomp battle from there.

    Has anyone else tried the parasite of mortrex with better results? And is the tervigon a good choice, I'm starting to get into this whole "making troops on the battlefield" thing.
    He starts in the building, not the extraction zone.
    Last edited by HalfTangible; 2011-08-27 at 03:45 PM.
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    Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

    Quote Originally Posted by Ninja Chocobo View Post
    More fluffy!?
    Did you just not read the bit that said "All your cool unique fluffy wargear is either gone, garbage, or generic", or what?
    Except, most wargear/units that was cut belonged to Ordo Hereticus, and really had no place in that list. Sure, some items should have remained, but overall, Sisters being together with Church, not Inquisition, is a big plus.

    Quote Originally Posted by HalfTangible View Post
    He starts in the building, not the extraction zone.
    Aren't there a rules for blowing up buildings, just like vehicles?
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    Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

    got some last marines to assemble, undercoat and paint before moving on to start playin' my 1000 Blood Angel point list... and I wanted to see what yall thought of the list.

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    Captain
    - Storm Bolter
    - Lightning Claw

    Chaplain
    - Jump Pack

    Death Company
    - Thunder Hammer
    - Jump Packs
    - +2 Marines

    Assault Squad
    - Meltagun
    - Powerfist
    - +5 Marines

    Scout Squad
    - Sniper Rifles
    - Missile Launcher
    - Camo Cloaks
    - +5 Marines

    Tactical Squad
    - Missile Launcher
    - Chainsword
    - Flamer
    - +5 Marines

    (Captain will deploy with tactical squad, Chaplain with DC)


    Quote Originally Posted by Trixie View Post
    Aren't there a rules for blowing up buildings, just like vehicles?
    i dunno. I'm new to the game. Only played it once, and there was only one building which neither side even attempted to blow up
    Last edited by HalfTangible; 2011-08-27 at 04:26 PM.
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    Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

    Quote Originally Posted by HalfTangible View Post
    got some last marines to assemble, undercoat and paint before moving on to start playin' my 1000 Blood Angel point list... and I wanted to see what yall thought of the list.

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    Captain
    - Storm Bolter
    - Lightning Claw

    Chaplain
    - Jump Pack

    Death Company
    - Thunder Hammer
    - Jump Packs
    - +2 Marines

    Assault Squad
    - Meltagun
    - Powerfist
    - +5 Marines

    Scout Squad
    - Sniper Rifles
    - Missile Launcher
    - Camo Cloaks
    - +5 Marines

    Tactical Squad
    - Missile Launcher
    - Chainsword
    - Flamer
    - +5 Marines

    (Captain will deploy with tactical squad, Chaplain with DC)
    Have we suggested Librarian already?

    Also, IMHO, there's nothing your list does now the Codex: SM wouldn't have done in the same way, but a bit better, due to Relic Blades and Telion ^^"
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    Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

    Quote Originally Posted by Trixie View Post
    Have we suggested Librarian already?
    Have i suggested you take Gabriel Seth's chainsword and shove it into your car engine?

    Also, IMHO, there's nothing your list does now the Codex: SM wouldn't have done in the same way, but a bit better, due to Relic Blades and Telion ^^"
    Death Company that travels with a reclusiarch or chaplain can reroll to hit and to wound and Assault Marines count as a scoring unit.

    Besides, it's just 1000 points. It's not like i'm making the uber list of uberness, im just tryin' to make an army and have some fun with it.

    If i were making an uberlist, i'd be using DoA a lot more and have a DC dreadnought with talons instead of a FC.
    Last edited by HalfTangible; 2011-08-27 at 05:07 PM.
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    Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

    Quote Originally Posted by Trixie View Post
    Except, most wargear/units that was cut belonged to Ordo Hereticus, and really had no place in that list.
    wat

    Here's what's cut;
    Blessed Weapon
    Book of St Lucius
    Brazier of Holy Fire
    Cloak of St Aspira
    Litanies of Faith
    Mantle of Ophelia
    Praesidium Protectiva
    Purity Seals
    Sacred Banner of the Order Militant
    Sarissa
    Blessed Ammunition
    Holy Icon
    Holy Promethium

    Yeah. Sisters shouldn't have any of those things. Except for all of them. Admittedly, some of those were junk that nobody ever used. But, many of them were incredibly useful. Anyway, none of those things belong to the Inquisition.

    Quote Originally Posted by HalfTangible View Post
    Besides, it's just 1000 points. It's not like i'm making the uber list of uberness, im just tryin' to make an army and have some fun with it.
    You know there are some pretty broken lists for 1000 points. 'Points' doesn't mean something can or can't be broke. In fact, many lists at that level are broken because it's 1000 points.
    Last edited by Cheesegear; 2011-08-27 at 05:21 PM.
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    Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

    Quote Originally Posted by Cheesegear View Post
    You know there are some pretty broken lists for 1000 points. 'Points' doesn't mean something can or can't be broke. In fact, many lists at that level are broken because it's 1000 points.
    Does it matter? I wasn't TRYING to break the codex

    The point was if i wanted to make an awesome, highly useful list, i would go with 2000 points because that's what most games are played at.
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    Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

    Quote Originally Posted by HalfTangible View Post
    Does it matter? I wasn't TRYING to break the codex
    ...Ah. I remember you now. You ask questions and don't like answers.

    Quote Originally Posted by HalfTangible View Post
    my 1000 Blood Angel point list... and I wanted to see what yall thought of the list.
    And we told you. Just because you don't like the answer
    "Take a Librarian."
    Doesn't make it any less valid an opinion. Especially since it's correct.

    Here's something Borgh wrote. I shouldn't have to link it since everyone in this thread should have read it already. But I'll link it anyway.

    The point was if i wanted to make an awesome, highly useful list, i would go with 2000 points because that's what most games are played at.
    Well that's not true either. Most games are played anywhere between 1000 and 1750. I'd go so far as to say most games are played at 1500. Judging from what I've seen, anyway.
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    Quote Originally Posted by Shas'aia Toriia View Post
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    Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

    Well, if you'll take an attempt at constructive opinion, you have, indeed, succeeded in your stated goal, which is good.

    If you want to optimise a touch later then there's some ideas for you, which I shall spoiler so you don't have to read them if you don't want to.

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    • Lose the camo cloaks off the scouts and take 2 squads, each with their own missile launcher and a second melta gun for the assault marines.
    • Put a sanguinary priest in which effectively brings the assault marines up to Death Company levels of close quarters destruction without the disadvantages.
    • Replace the flamer from the tac squad with a plasma gun and replace the missile launcher with a plasma cannon (although this is less important than getting rid of the flamer which, if your assault troops are doing their job, will probably never be fired).
    • Giving the captain a Jump pack so he can roll with the assault marines because if the enemy are getting into your tac squad enough that the captain is getting some use, it's already gone very wrong
    • A Stormraven for the Death Company, losing the jump packs in the process from them and the chaplain

    Last edited by Timberwolf; 2011-08-27 at 05:56 PM.

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    Default Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"

    Quote Originally Posted by Cheesegear View Post
    ...Ah. I remember you now. You ask questions and don't like answers.
    I didn't ask a question when you joined the conversation. You told me that there were broken lists for 1000 points because i said that I wasn't taking my 1000 point list seriously. Why?

    And we told you. Just because you don't like the answer
    "Take a Librarian."
    Doesn't make it any less valid an opinion. Especially since it's correct.
    Semantically speaking, opinions can't be correct or incorrect - you need a FACT to be correct or incorrect. A pointless distinction here, but a valid one. See how annoying it is to be given a valid statement when you just don't care?

    Also: It IS less valid when you're building a fun list, not an optimized one, and just don't wanna take a librarian. We had this discussion back in July, why do i still need to justify my opinion to you?

    Well that's not true either. Most games are played anywhere between 1000 and 1750. I'd go so far as to say most games are played at 1500. Judging from what I've seen, anyway.
    They are here.

    I'm not continuing this discussion with you any further. Because if i go any further, i'm going to start flaming, and i don't wanna do that.

    Quote Originally Posted by Timberwolf View Post
    Well, if you'll take an attempt at constructive opinion, you have, indeed, succeeded in your stated goal, which is good.

    If you want to optimise a touch later then there's some ideas for you, which I shall spoiler so you don't have to read them if you don't want to.

    Spoiler
    Show


    • Lose the camo cloaks off the scouts and take 2 squads, each with their own missile launcher and a second melta gun for the assault marines.
    • Put a sanguinary priest in which effectively brings the assault marines up to Death Company levels of close quarters destruction without the disadvantages.
    • Replace the flamer from the tac squad with a plasma gun and replace the missile launcher with a plasma cannon (although this is less important than getting rid of the flamer which, if your assault troops are doing their job, will probably never be fired).
    • Giving the captain a Jump pack so he can roll with the assault marines because if the enemy are getting into your tac squad enough that the captain is getting some use, it's already gone very wrong
    • A Stormraven for the Death Company, losing the jump packs in the process from them and the chaplain

    Thank you for the advice. I'll take it into account should i ever attempt an optimized list.
    Last edited by HalfTangible; 2011-08-27 at 06:24 PM.
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