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2011-11-06, 04:11 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
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2011-11-06, 04:44 PM (ISO 8601)
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- Jan 2008
Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
...But Phil Kelly wrote Dark Eldar...He also wrote Space Wolves. I'm still yet to see anything scarier than 4 Rune Priests and 3 sets of Long Fangs. Jaws, Living Lightning, Jaws, Living Lightning...15 Missiles.
I think you should be fitting a third Daemon Prince in.
Also, could someone explain Instrument of Chaos?
Also, if I am just entering Warhammer 40k, what is the points level I should aim for?
Common points; 1000, 1250, 1500, 1750, 1850, 2000, 2500, 3000, 5000.
Most armies are designed so that 2500 points has filled most/all FO Charts and generally your army is considered 'complete'. After that, you're building Apocalypse Formations and Heavies.
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2011-11-06, 04:49 PM (ISO 8601)
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- Jul 2011
Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
So, what do you guys think about Ghosts ark? Im thining in something like Imotek and 2 ghots arks full of necron warriors.
While Lighting destroy enemy's unit, I just keep moving until im close enough to rapid fire. and BOOM!
Also wraiths are pretty cool, and monolith can be viable.
Do you guys have any thought about this? or any improved list?
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2011-11-06, 04:52 PM (ISO 8601)
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- Oct 2006
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- Planet Donegal
Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
"What's in this empty box ?"
"Youth and talent is no match for age and treachery."
Mechwarrior by Elder Tsofu
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2011-11-06, 04:56 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Okay, that's it.
Here is a list.
I call it my Samuel L. Jackson "I am sick and tired of these Marines in this metagame" list.Spoiler1500 points
Company Command Squad - 200
-Medi-pack, carapace armor
-Three plasma guns
-Chimera dedicated transport
Veteran Squad - 155
-Three meltaguns
-Chimera dedicated transport
Veteran Squad - 155
-Three meltaguns
-Chimera dedicated transport
Infantry Platoon - 325
-Platoon Command Squad
-Infantry Squad
--Lascannon team, power weapon
-Infantry Squad
--Lascannon team
-Infantry Squad
--Lascannon team
-Heavy Weapon Squad
--Three autocannons
Devil Dog - 140
-Multimelta, smoke launchers
Leman Russ Battle Tank - 170
-Heavy bolter sponsons
Leman Russ Executioner - 230
-Plasma cannon sponsons
Basilisk - 125
My thinking goes that maybe if I bring this enough, some of the xenos players that gave up Orks, Tyranids, and so forth in favor of Marines might go back. Maybe."Courage is the complement of fear. A fearless man cannot be courageous. He is also a fool." -- Robert Heinlein
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2011-11-06, 04:58 PM (ISO 8601)
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- Jun 2009
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- Everywhere but home
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Points are more of a money problem then a points problem, but others here are more experienced about that. Read the opening post in this thread about various armies, there are much good information there.
As for the rest of the list, Icons are not that good. They don't work for half your army, and if you don't have them in every unit then you may not have them where you need it. Even if you do have them, there is still a good chance you won't use them. So the points from that are better spent elsewere. Get rid of the icons, and make all the troops 9 in size (sacred number of Nurgle is 9, and you won't miss that one guy that much ).
With that done, you have 1498, which is just under 1500 (most games where I play are played like that)."Don't make me go all Darth Vader on your teddy." - BBEG of the month
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Awesome avy by Serpentine <3
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2011-11-06, 05:14 PM (ISO 8601)
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- Jan 2011
Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
The idea I had for the Chaos Icons that Epidemius never has to take a scatter test. If Epidemius doesn't deploy well, it would be really, really bad. The primary unit of my army not going splat when deep striking is worth 25 points to me, as I have only kept the icon on the Herald.
Spoiler
Total: 1499 points
HQ:505 points
Ku'Gath: 300 points
Epidemius: 110 points
Herald of Nurgle: 95 points
-Chaos Icon
-Cloud of Flies
-Palanquin of Nurgle
Troops: 724 points
Plaguebearers of Nurgle x9: 135 points
Plaguebearers of Nurgle x8: 120 points
Plaguebearers of Nurgle x9: 135 points
Plaguebearers of Nurgle x5: 100 points
-Chaos Icon
Nurglings x9: 117 points
Nurglings x9: 117 points
Heavy Support: 280 points
Daemon Prince: 140 points
-Mark of Nurgle
-Breath of Chaos
Daemon Prince: 140 points
-Mark of Nurgle
-Breath of ChaosLast edited by Silverlich; 2011-11-06 at 05:34 PM.
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2011-11-06, 05:25 PM (ISO 8601)
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- Oct 2006
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- Planet Donegal
Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
"What's in this empty box ?"
"Youth and talent is no match for age and treachery."
Mechwarrior by Elder Tsofu
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2011-11-06, 05:36 PM (ISO 8601)
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- Jul 2007
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- TGaPT
Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
As Etc mentioned, me, for one, since I started investigating it for AARs.
Well, unless Ork player plays it smartly and allocates PF wounds into already wounded Nobz... I know I did when Ork Nobs with Klaw tried charging my Paladins. Over the whole game, I lost maybe 1 fully healed Paladin model.
That, and Melta can kill the Nob before the charge, or even from outside the charge range, and does it a lot more reliably. IMHO.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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2011-11-06, 05:43 PM (ISO 8601)
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- Feb 2007
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- England
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2011-11-06, 05:51 PM (ISO 8601)
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- Oct 2006
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- Indiana
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
There are all of two squads in there than don't have AP3 or better on something, and one of them is the autocannons for Rhino-popping, and Scout duty in a pinch. A Devil Dog can eat a Land Raider for breakfast, and everything else is designed to burn power armor. I briefly considered a Bane Wolf instead of the artillery, but decided that would be too obvious.
Going to use the IA Elysian Drop Troops list? I would love to have a go at it, but I need loads more money to do it properly as over half the models are Forge World only, what with the aircraft and all."Courage is the complement of fear. A fearless man cannot be courageous. He is also a fool." -- Robert Heinlein
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2011-11-06, 06:14 PM (ISO 8601)
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- Oct 2006
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- Planet Donegal
Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
There's a lot to like in it, especially for a confirmed air power addict like myself. Especially when you read the errata and find out that they screwed up and the vets are meant to be BS4. The command squad got done over though, only 1 special weapon and only the master of the Fleet.
I'm going to be cheap about this on the currency side I'm afraid. It makes me a bad person but I just don't like the infantry models, so I'm using Cadians, which I vastly prefer. I also had a very good week on ebay last week and picked up a Vulture, 2 Vendettas and a pair of drop sentinels, all magnetised. So, when it comes to Forgeworld only stuff, all I really need is a pair of vultures and a pair of Tauros. Of course, the £170 just on Valkyries, plus another however much to get the 3rd Vendetta, another 2 infantry squads, finding 9 meltagun guardsmen (any ideas that don't involve buying the GW meltagun and plasmagun blisterpack at exorbitant price are truly welcome) is not going to be cheap. Still, the 4 sets of Rocket pods, the silly amount of lascannon fire from the Vendettas and all the other bits I've built in are going to be fun to play with. I'm especially looking forward to the Tauros.Last edited by Timberwolf; 2011-11-06 at 06:20 PM.
"What's in this empty box ?"
"Youth and talent is no match for age and treachery."
Mechwarrior by Elder Tsofu
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2011-11-06, 06:14 PM (ISO 8601)
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- Jun 2009
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
If you put Epidemus in your first wave he can't benefit from Icons, because there are not Icons on the field in first turn. So you have to keep him in reserve, if you want him to benefit from Icons. And that is bad, because you don't keep tally while he isn't on the table.
@Ferreon thanks for the tip about numbers, I got them mixed up it seems."Don't make me go all Darth Vader on your teddy." - BBEG of the month
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Awesome avy by Serpentine <3
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2011-11-06, 06:29 PM (ISO 8601)
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2011-11-06, 06:38 PM (ISO 8601)
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- Switzerland
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2011-11-06, 08:43 PM (ISO 8601)
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- Australia
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
I still dont see why you aren't taking both in your unit? If you want an anti tank unit make it anti tank. My bike squad has 2 melta guns and a powerfist. My two assault marine units both have a meltagun and a powerfist. One of my command squads has 4 meltaguns. You can't leave anything to chance.
Lillien Lemmerin:http://www.myth-weavers.com/sheetvie...sheetid=111721
Member of the Mr Scruffy fan club
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2011-11-06, 09:05 PM (ISO 8601)
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- Oct 2006
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2011-11-06, 09:09 PM (ISO 8601)
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- Sep 2006
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2011-11-06, 09:14 PM (ISO 8601)
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- May 2009
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2011-11-06, 10:02 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Most 2 Wounds Infantry, IE Nobs and Paladins, have a lot of different wargear options. This means that each model in the unit tends to have unique equipment, making them each their own unique wound group and thus letting the player assign wounds how he likes, including Instant Death wounds.
Covered on pages 25 and 26 of the BBB.
TL;DR Version: Musical Wounds is still a thing.Last edited by Tome; 2011-11-06 at 10:05 PM.
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2011-11-06, 10:04 PM (ISO 8601)
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- May 2009
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2011-11-06, 10:08 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Wound allocation, and the rules for complex units on the previous page, still applies. Read it through again, remembering that most of the models are going to be different, they specifically address that.
Specifically, the second paragraph specifies identical models, whilst the third deal with different models. You allocate before you roll, and therefore before the wound takes effect.
The forth paragraph further specifies identical models.
Sixth paragraph includes this bit. Emphasis mine.
If amongst the unsaved wounds there are some that inflict instant death, the player must first, if possible, remove one unwounded model for each unsaved wound that causes instant death, and then proceed as normal (this is done for each group of identical multiple-wound models).Last edited by Tome; 2011-11-06 at 10:24 PM.
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2011-11-07, 01:19 AM (ISO 8601)
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
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2011-11-07, 01:56 AM (ISO 8601)
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- Jan 2008
Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
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2011-11-07, 03:39 AM (ISO 8601)
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Something everyone should know:
Ghost arks: Are Awesome!
Thanks to being Open-topped and carrying two Gauss Flux Arrays it, along with the unit inside, can fire at upto 3 different targets.
Quantum shielding makes it pretty resilliant to boot. (On front and side arcs anyway)
What makes it even more nifty? Is the fact it resurrects warrior units either inside or within 6" of it. I don't have the codex on hand to confirm, but this ability does not need LoS. Park a unit inside cover, and keep the Arc out of LoS, and your opponent will be hard pressed to flush them out, at range atleast.
Of course, if you're opponent knows how good they are, expect them to be priority targets.Last edited by One Step Two; 2011-11-07 at 03:40 AM.
Longtime lurker, Infrequent poster.
Avalanche in Hell of the Improbability Drive Fan Club
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2011-11-07, 07:21 AM (ISO 8601)
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Sadly I think the model sucks. I'm going to try modelling it like the Doomsday ark but hanging the warriors inside. (which incidentally should let me magnetize the Big Gun in place)
thread 14: as close as we will get to 41 in a while?Last edited by Borgh; 2011-11-07 at 07:23 AM.
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2011-11-07, 08:46 AM (ISO 8601)
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2011-11-07, 08:53 AM (ISO 8601)
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- Jul 2011
Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Yea, This ghsot arks are Awesome. Im planning taking 2 of them full of warriors. But, anyway, they need a good Strategy, since.. yea.. they rez warriors, but if warriors are inside theres no point. If you get a nice position you could get warriors down for rapidfire and keep rezing them. The thing is that if ARK is LOS it cant shot its gauss cannons. Still.. if any ork or a melee race wants to charge in warriors, you just get them up and RUN! its pretty nasty strat. I was thinking on playing this with the MONOLITH too.. making some nasty thnigs. And monolith LARGE BLAST S9 AP1 ALL TURNS!
I love the new necron codex.. This is going to be so fun.
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2011-11-07, 09:00 AM (ISO 8601)
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- May 2007
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
I'm yet to be convinced on the Ghost Ark, though I won't judge it until I've fully understood the codex and the options available. It's a lot of points to spend on an occasional troop ressurector, and while being able to fire at three targets is nice, none of it's weapons are too scary and to get decent targets for all three guns you're going to be putting the thing deep in harms way. Just having the option for a troop transport is amazing though, and it can at least dish out a bit of hurt in the right circumstances.
I like the new Annihalation/Command Barge model, and the rules for both units too. A Warscythe wielding Overlord divebombing tanks across the board fills me with glee, as does the big Tesla Cannon on the Annihalator. I pause before I say thsi too, but the kit is actually awesome value too. It's easy to build so it fits both unit types, and you get a foot Overlord essentially for free. GW's prices are usually laughable, but that kit is genuinely money well spent.
I guess that's evened up by the price of the transport Ark's though.
Excellent Elan & Yoshi avatar by Mr Saturn
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2011-11-07, 09:11 AM (ISO 8601)
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
Dont forget that The ghost arks is thill a way to transportate your warriors.
Its pretty cool to get your warriors near and just Rapid fire everything.
And it has 13 / 13 / 11 Until it gets a penetrate hit. And a 13 is not THAT easy to penetrate.
About the Barge, i still dont understand the Catacomb one. Its 3 sweep atacks to the same Unit/Vehicle?
It costs 80 points and you still need a character with a warschyte. I dont know what would that be.. since characters are expensive. And if you are playing arks you have to play imotek.