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2011-11-28, 12:50 AM (ISO 8601)
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- May 2009
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
I've got the figures for distribution of 3d6 rolls around. I mean, Ld 10 is easy to calculate; the average roll on 3d6 is 10.5, meaning that 10 or less is exactly as likely as 11 or more...and since 10 or less means passing for Ld 10 units, and 11 or more would mean failure, that's 50%.
For Ld 9, there's a 12.5% chance of rolling 10 on 3d6, so add that to your 50% chance of failure for Ld 10 to get the 62.5% chance of failure on Ld 9.
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2011-11-28, 12:51 AM (ISO 8601)
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- Nov 2007
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- Boston, MA
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
I wasn't going to say anything if no one else did, but I must admit I found it pretty funny that you and IthilanorStPete got such dramatically different probabilities. As far as I can tell, this is what happened:
Etcetera assumed that the question was "What are the odds of failure when you roll 3d6 and take the best 2 dice." (IE, casting psychic powers with Eldrad) The answer here would be 4/216 (or 1/54) for a Ld 10 character.
IthilanorStPete assume that the question was "What are the odds of failure when you roll 3d6 and take the sum of them all." (IE, a regular psyker trying to cast while in the Shadow In The Warp) The answer here would be approximately 51% for Ld 10, assuming I didn't mis-count anything.
Isn't math just lovely?
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2011-11-28, 12:54 AM (ISO 8601)
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- May 2009
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
Pretty sure that's what happened, yeah. (Except that as I outlined above, it's exactly 50% chance of failure for Ld 10) I'm pretty sure the question was about Shadow in the Warp, though, since the topic of discussion was the value and reliability of GK force weapons, especially against 'nids.
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2011-11-28, 01:24 AM (ISO 8601)
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- Nov 2008
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2011-11-28, 02:31 AM (ISO 8601)
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- Jan 2008
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
...Hey guys, just got my hands on the Grey Knights Codex. /slowbro
So, looks like I'll be playtesting them for the next two weeks or so, seeing as how almost nobody in my meta plays them seriously. If anyone hasn't already figured out how Grey Knights work, I'm happy to do a write-up at the end of it. Otherwise, yeah. Grey Knights are fairly old by now. Hopefully everyone else knows what they're doing.
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2011-11-28, 06:06 AM (ISO 8601)
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- Nov 2006
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
Psykout and Aegis go a long towards evening the odds or eliminating enemy unit.
As for psykout, then its only really usefull against warlocks, Farseers are generaly to well protectet on their own.thnx to Starwoof for the fine avatar
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2011-11-28, 09:41 AM (ISO 8601)
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- Jun 2010
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Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
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2011-11-28, 09:44 AM (ISO 8601)
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- Nov 2007
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- Boston, MA
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
Yeah, I know what they're doing: Psyrazorbacks and Psyriflemen. No idea how to stop that guy without buying a whole different army style, or playing the same army back at him. I'll figure it out eventually, though; maybe my new futzings with the IG will give me some ideas (even without trying to break the game).
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2011-11-28, 09:45 AM (ISO 8601)
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- Jan 2007
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- Switzerland
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Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
That depends on whether you meant "best two out of three" or "worst two out of three".
Last edited by Eldan; 2011-11-28 at 09:45 AM.
Resident Vancian Apologist
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2011-11-28, 09:47 AM (ISO 8601)
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- Nov 2008
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2011-11-28, 10:06 AM (ISO 8601)
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- Jun 2009
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- Somewhere lost in dream.
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Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
Last edited by Tome; 2011-11-28 at 11:25 AM.
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2011-11-28, 10:54 AM (ISO 8601)
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Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
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2011-11-28, 12:00 PM (ISO 8601)
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- Jul 2007
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- TGaPT
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
I don't know, to me, las/plas is still best variant, I have no idea why anyone would field Razorback with Psyammo, except with maybe cheapest variant.
Um... I meant it as deterrent here, and all three abilities at the same time. Still, I'll take that -1, every modifier helps.
As for psykout, then its only really usefull against warlocks, Farseers are generaly to well protectet on their own.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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2011-11-28, 12:18 PM (ISO 8601)
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- Oct 2010
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- Vancouver
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Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
Hey Cheese, do you have a write up of the Dark Eldar codex that you could link me to?
Thanks
DMThe Lords of Uncloaked Steel
"But iron - cold iron - is master of them all."
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2011-11-28, 02:08 PM (ISO 8601)
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- Nov 2008
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2011-11-28, 02:51 PM (ISO 8601)
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- Oct 2006
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- Indiana
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Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
"Courage is the complement of fear. A fearless man cannot be courageous. He is also a fool." -- Robert Heinlein
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2011-11-28, 02:59 PM (ISO 8601)
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- Jul 2007
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- TGaPT
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
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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2011-11-28, 03:10 PM (ISO 8601)
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- Jun 2009
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- Somewhere lost in dream.
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Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
I think that's probably it.
Just so everyone's clear, Psykout grenades drop Psykers and Daemons to Initiative 1 and come standard on pretty much everything in the codex.
Mindstrike Missiles, on the other hand, are the things that cause anything hit by them to suffer from Perils.
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2011-11-28, 03:11 PM (ISO 8601)
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- Nov 2008
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2011-11-28, 03:24 PM (ISO 8601)
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- Jul 2007
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- TGaPT
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
Yup. There are also misc wargear options on all the Inquisitors also working on psykers, albeit uncommon, and additional properties of Nemesis and Daemonbane weapons, against which psykers/daemons (including Farseers) also have no defense
...I think can I agree on 'this forum'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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2011-11-28, 05:26 PM (ISO 8601)
- Join Date
- Feb 2011
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
Have a possible game lined up this week and I was thinking of taking a guard army for a roll. I've never seriously played guard and don't own any models, so I'm borrowing from a friend (RenegadePaladin).
This is the list i'll be using:
Spoiler
Company Command Squad - 240
-Medi-pack, carapace armor
-Three plasma guns, plasma pistol
-Astropath
-Chimera dedicated transport
Guardsman Marbo - 65
Storm Trooper Squad - 170
-Two plasma guns
-Chimera dedicated transport
--Heavy flamer turret
--Heavy flamer
Storm Trooper Squad - 160
-Two meltaguns
-Chimera dedicated transport
Veteran Squad - 210
-Gunnery Sergeant Harker
-Three meltaguns
-Chimera dedicated transport
--Heavy flamer
Veteran Squad - 155
-Three meltaguns
-Chimera dedicated transport
--Heavy flamer
Infantry Platoon - 340
-Platoon Command Squad
--Missile launcher team
-Infantry Squad
--Lascannon team
--Power weapon
-Infantry Squad
--Lascannon team
-Infantry Squad
--Lascannon team
-Heavy weapon squad
--Three autocannons
Manticore - 160
Had another chimera and a few points left over, but swapped it out for Marbo + Harker. If sentinels were available i'd run it and two sentinels (autocannon?) instead, for more threat options but that isn't the case sadly. Open to suggestions!
I have the stormtroopers deep striking in my head, but the mission and table layout may change that significantly. I like a good suicide unit and together they can handle a lot.
So my real question is: I've got a big ball of AV12. Do I sit back and pepper armies with my heavy fire power and let them come to me, or aggressively take the midfield to make expedient use of the plasma and melta?
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2011-11-28, 06:40 PM (ISO 8601)
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- Sep 2008
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- Australia
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Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
Lillien Lemmerin:http://www.myth-weavers.com/sheetvie...sheetid=111721
Member of the Mr Scruffy fan club
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2011-11-28, 07:29 PM (ISO 8601)
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- Jul 2007
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- TGaPT
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
Heavy Bolters are S6, and are cheap. S7 Assault Cannon is 45 pts Psycannon, IIRC, which makes no sense if you can take Psycannons for 10-20 pts on troops. Also, it has 24" of range, and is gone after first WD damage roll, while Las/Plas is cheaper, has S7/9 shots, 48" range, AP2, and needs 2 WD results to silence.
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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2011-11-28, 10:46 PM (ISO 8601)
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- Feb 2009
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- Washington, DC
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Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
with the revival of the mega forces, what are people's opinion on the dark eldar one GW is putting out? would this be a good way of starting a dark eldar army, or, like many battle forces, does it lend its self to army stimpack status? is it worth paying the $215+tax and shipping they are asking for it?
the boxes are here for the DA and here for the SM.
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2011-11-28, 11:02 PM (ISO 8601)
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- Jul 2010
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- Mt. Ebott
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Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
It looks worth it as far as I can tell, the megaforces are jut battleforces on steroids so it seems cost effective.
Decisions decisions. Do I get 2 Zoanthropes to fill out my brood so I have 3, 2 Hive Guard for dat tank busting, 2 Tyrant Guard to protect my Swarmlord, Raverners to help my Trygon, and a Biovore just to be artillery. So many choices, so little money. Thoughts?“I’m a Terrorist not an idiot.” - Me
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2011-11-29, 01:17 AM (ISO 8601)
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- Jun 2010
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- Denmark
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Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
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2011-11-29, 01:59 AM (ISO 8601)
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- Jan 2008
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
They wont be around for long.
Anyway, Dark Eldar.
1 Warrior Box. Check. You definitely want one, at least to make Trueborn out of, or to have a Scoring unit in your backline.
20 Wyches. Double check. 2 units of Wyches to run forwards, one unit of Warriors to sit back. That's your 3 Troops, gold.
9 Reavers. Sad face.
5 Scourges. Double sad face. Mostly these guys get used as bit-fodder. Their sprue is excellent, and come with a bunch of weapons. Including Shardcarbines which are invaluable for making Trueborn.
1 Venom. Fine. Although you will need more.
1 Raider. Same problem as Venom. You need more than one if you have any at all.
1 Ravager. Again, if you have any, you need more than one. But, Ravagers are incredibly good and this wont mess you up in the slightest. Unlike the above where I would much rather have 2 Venoms or Raiders, rather than one of each.
Contrast with two regular-size Battleforces - which is cheaper.
20 Warriors. Not bad. 2 units of 10, one unit of 20. Base models for Trueborn, etc, etc.
20 Wyches. Solid.
6 Reavers. Not great. But at this level of play you take what you can get.
2 Raiders for your two squads of Wyches.
What you lost?
3 Reavers. Meh.
Scourges. Meh. Like I said, they're mostly used for bit-fodder, and for when min-maxing players have used up all their other slots. x5 Scourges, x2 Dark Lances = 140 Points. Bargain, really. But only after you've used your other slots because Ravagers have three Dark Lances for 105. And for 5 points extra you can get Razorwings which also have 2 Dark Lances and also lots of anti-horde power.
You traded a Venom for a second Raider. This is better. Especially considering you also have two squads of Wyches. Wyches need Raiders. This is not up for debate.
The Ravager. A loss, certainly. But two Battleforces is also cheaper than the Megaforce. Use the savings you made to start funds to buy one normally.
Keep in mind that the Space Marine one is basically the same; A lot of shiny toys but nothing particularly useful.
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2011-11-29, 03:51 AM (ISO 8601)
- Join Date
- Nov 2006
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
I think that's probably it.
Just so everyone's clear, Psykout grenades drop Psykers and Daemons to Initiative 1 and come standard on pretty much everything in the codex.
Mindstrike Missiles, on the other hand, are the things that cause anything hit by them to suffer from Perils.
He is not a cc monster, he is a force multiplier, if you actualy get a chance to drop his initiative to 1, then chance are he will just say "whatever", since his 1 attack wont make much if any difference in cc anyway.
Yup. There are also misc wargear options on all the Inquisitors also working on psykers, albeit uncommon, and additional properties of Nemesis and Daemonbane weapons, against which psykers/daemons (including Farseers) also have no defense
As for the Nenesis and Deamonbane properties, then Farseers actualy got the best defence against them, its a funny fact that most of that stuff would work best on other GK units.thnx to Starwoof for the fine avatar
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2011-11-29, 12:23 PM (ISO 8601)
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- Jun 2010
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- Pensacola, Florida
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Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
"Thursdays. I could never get the hang of Thursdays."-Arthur Dent, The Hitchhiker's Guide
"I had a normal day once. It was a Thursday." -Will Bailey, The West Wing
Roy will be Xykon's Final Boss
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2011-11-29, 12:37 PM (ISO 8601)
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- Oct 2010
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- Vancouver
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Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
The Lords of Uncloaked Steel
"But iron - cold iron - is master of them all."