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  1. - Top - End - #691
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Actually, it's due to the way the break point for Rallying works.

    Which is to say, having 7 models in a unit means you have to kill 4 of them to stop the unit from regrouping. This is the most points-efficient unit size you can get for that.
    Last edited by Tome; 2011-12-08 at 10:43 AM.
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Quote Originally Posted by Provengreil View Post
    maybe. I suppose part of why I never got it was that I play marines(must have 10 men to have nice things, or can get them all with any model), and I get a little OCD about point costs being nice numbers.

    as for one special weapon, I think the most common things are one or two models only or one per 5.
    Ork can have one for every ten.

    IG are
    Guardmen:1 for 10
    Veterans: 3 for 10

    But then again there are different special weapons. And weather you talk about heavy or assault might make a differnce.
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Guardsmen and Veterans don't have variable squad sizes, though, so it's impossible to say what special weapons they may or may not be able to take if you had more or less in a squad.

    Storm troopers give a good guess, though, since they get two special weapons no matter how many of them there are.
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Quote Originally Posted by Renegade Paladin View Post
    Guardsmen and Veterans don't have variable squad sizes, though, so it's impossible to say what special weapons they may or may not be able to take if you had more or less in a squad.

    Storm troopers give a good guess, though, since they get two special weapons no matter how many of them there are.
    First: What differnce would that make?
    Second: Which i personally find stupid. 10 veterans can have more special weapons than 10 storm troopers.
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Quote Originally Posted by Ninjaman View Post
    First: What differnce would that make?
    Second: Which i personally find stupid. 10 veterans can have more special weapons than 10 storm troopers.
    except that compared to veterans, all the stormtroopers have special weapons.

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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Random idea I had - sorting the codexes into tiers of power and flexibility. This is what I came up with:

    Tier 1: Imperial Guard, Blood Angels, Space Wolves, Grey Knights
    Tier 2: Dark Eldar, Space Marines, Necrons, Orks, Eldar
    Tier 3: Tyranids, Sisters of Battle, Chaos Space Marines, Black Templars, Dark Angels
    Tier 4: Tau, Chaos Daemons

    A few notes:
    -Dark Eldar might deserve to be up in the top tier; I'm not quite sure.
    -Sisters might be in the bottom tier, I just don't have any experience with their new "codex".
    -Dark Angels are as low as they are because they only have one viable list - Deathwing.
    -It might be more accurate to have 5 tiers, to better sort out the mass of things in the middle.

    Thoughts?

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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Interesting idea. is this supposed to solve something or just be a bit of a thought excercise?

    either way, couple things:

    1. tau may not have many good lists, but filling the battlefield with suits and shield drones can be quite effective. they can't kill you in close combat if they die before they reach you.

    2. 5 tiers would probably be better. a tier between your current 2 and 3 could contain space marines, necrons, tyrranids, and probably eldar.
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Quote Originally Posted by Ninjaman View Post
    First: What differnce would that make?
    Second: Which i personally find stupid. 10 veterans can have more special weapons than 10 storm troopers.
    Yeah, but veterans get the ol' five finger discount courtesy of the chef's special.
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Quote Originally Posted by Tome View Post
    Actually, it's due to the way the break point for Rallying works.

    Which is to say, having 7 models in a unit means you have to kill 4 of them to stop the unit from regrouping. This is the most points-efficient unit size you can get for that.
    Ah, that makes sense.


    Still, 119 points for my Immortals annoys me to no end. Those last few points will annoy me for all eternity.


    Here is Cheesegear's explanation for the rule of 7's, which goes into a little more detail on the history of it.
    Last edited by Squark; 2011-12-08 at 01:16 PM.
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    I realize we're generally not supposed to do this, but how well would an assault marine squad be if all the units had two chainswords (or is equipping two chainswords even legal? I know it can be done with, say, lightning claws)
    Last edited by HalfTangible; 2011-12-08 at 02:06 PM.
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    There would be absolutely no point; in fact it would make them worse. A chainsword is simply a close combat weapon, and having two close combat weapons in an assault is exactly the same as having a CCW and pistol. All you're doing is taking away their ability to shoot.
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Quote Originally Posted by Renegade Paladin View Post
    There would be absolutely no point; in fact it would make them worse. A chainsword is simply a close combat weapon, and having two close combat weapons in an assault is exactly the same as having a CCW and pistol. All you're doing is taking away their ability to shoot.
    Shouldn't that give them an extra attack in cc though?

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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Quote Originally Posted by userpay View Post
    Shouldn't that give them an extra attack in cc though?
    No, because pistols count as CCWs in melee.

    When in melee, Pistol + CCW is exactly the same as CCW + CCW, so, as Renegade said above, you're sacrificing shooting for no gain in melee.

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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Quote Originally Posted by HalfTangible View Post
    I realize we're generally not supposed to do this, but how well would an assault marine squad be if all the units had two chainswords (or is equipping two chainswords even legal? I know it can be done with, say, lightning claws)
    You might be able to do this, but it's like giving Tactical marines a bolter and a Chainsword; You can do it, but swapping the pistol for a bolter ultimately is strictly worse mechanicly than the standard load outs.

    And frankly, in that case, it looks silly to have Marines wielding Bolters in one hand. Not sure whether an Assault marine with 2 chainswords would look similarly silly.
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Quote Originally Posted by Squark View Post
    You might be able to do this, but it's like giving Tactical marines a bolter and a Chainsword; You can do it, but swapping the pistol for a bolter ultimately is strictly worse mechanicly than the standard load outs.

    And frankly, in that case, it looks silly to have Marines wielding Bolters in one hand. Not sure whether an Assault marine with 2 chainswords would look similarly silly.
    They look pretty cool but mechanically its stupid. I dont think you can give your guys two chainswords anyway as it says in the entry they come with "chainsword and bolt pistol".

    Also remember that a standard marine uses his bolt pistol in close combat rather than his knife. That is why marines dont count as having two close combat weapons when on tabletop despite the knives they all carry. Why wrestle someone and stab them when you can just pull the trigger and blow their face away?
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Quote Originally Posted by IthilanorStPete View Post
    Random idea I had - sorting the codexes into tiers of power and flexibility.
    I did it once, got raged at. It went something like this;

    Imperial Guard, Blood Angels, Space Wolves, Dark Eldar
    Codex Marines, Grey Knights, Necrons, Dark Angels, Black Templars
    Eldar, Orks, Sisters of Battle, Chaos Marines
    Tau, Tyranids



    Chaos Daemons

    Dark Eldar might deserve to be up in the top tier; I'm not quite sure.
    Dark Eldar destroy things.

    Sisters might be in the bottom tier, I just don't have any experience with their new "codex".
    Sisters are only slightly worse than Codex Marines. Since they build pretty much exactly the same list. But don't get Plaserbacks.

    Dark Angels are as low as they are because they only have one viable list - Deathwing.
    Ravenwing is also viable, but it depends on points - so does Deathwing. It depends on what you consider more important, power or flexibility? Dark Eldar might as well be on the very bottom if you consider "What about a Dark Eldar army without vehicles?"

    Basically, everything in the top 2 tiers have two or three viable builds. Everything in the bottom two tiers only have one or two viable builds, and even then, they're not that powerful.
    Chaos Daemons, while they do have two or three viable builds, they're just too random and in any given tournament you can come top 3/5/8 or dead last.
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Quote Originally Posted by Ricky S View Post
    That is why marines dont count as having two close combat weapons when on tabletop despite the knives they all carry. Why wrestle someone and stab them when you can just pull the trigger and blow their face away?
    Because you can do both and get +1 attack.
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Quote Originally Posted by Renegade Paladin View Post
    Because you can do both and get +1 attack.
    The knife doesn't exist for the purpose of game play.
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Quote Originally Posted by IthilanorStPete View Post
    Dark Eldar list for review, yay!
    Here's my revamped list, though it could definitely use more tinkering. Currently at 1496 points, total.

    HQ
    Duke Sliscus - 150 pts (does the job jest as well as the Archon I had w/ a blast pistol and gives me a combat drugs reroll)

    Haemonculus Ancient - 100 pts
    Agoniser

    Haemonculus - 70 pts
    Agoniser

    Elites
    Incubi (x4) - 158 pts
    Klaivex
    +Venom

    Grotesques (x4) - 245 pts
    Aberration w/ Scissorhand, Mindphase Gauntlets
    +Raider w/ Flickerfield

    Troops
    Wyches (x7) - 194 pts
    Shardnet & Impaler, Haywire Grenades
    Hekatrix w/ Agoniser
    +Raider w/ Flickerfield

    Wyches (x7) - 194 pts
    Shardnet & Impaler, Haywire Grenades
    Hekatrix w/ Agoniser
    +Raider w/ Flickerfield

    Wyches (x5) - 155 pts
    Shardnet & Impaler, Haywire Grenades
    Hekatrix w/ Agoniser
    +Venom

    Heavy Support
    Ravager - 115 pts
    Flickerfield

    Ravager - 115 pts
    Flickerfield

    There's definitely something of a troop count issue now; I'm not sure that the 2nd Haemonuculus is worth all the Wyches I lose. Thoughts?

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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Quote Originally Posted by Etcetera View Post
    No, because pistols count as CCWs in melee.

    When in melee, Pistol + CCW is exactly the same as CCW + CCW, so, as Renegade said above, you're sacrificing shooting for no gain in melee.
    Ah well I thought the CCWs had to be of the same kind rather than just two CCWs.

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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Quote Originally Posted by userpay View Post
    Ah well I thought the CCWs had to be of the same kind rather than just two CCWs.
    That's only true for Lightning claws, and maybe a few other select special CCWs.
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Quote Originally Posted by Squark View Post
    That's only true for Lightning claws, and maybe a few other select special CCWs.
    Power fists and thunder hammers, to be precise. Those are very rarely dual-wielded, though - fists are usually on a Sergeant or something with a boltgun, and a dude with a hammer usually wants a storm shield to survive until combat reaches initiative 1.

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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Quote Originally Posted by Darius Macab View Post
    except that compared to veterans, all the stormtroopers have special weapons.

    DM
    No. Special weapons are S7 ap2. Not S3 ap3

    Quote Originally Posted by Provengreil View Post
    Interesting idea. is this supposed to solve something or just be a bit of a thought excercise?

    either way, couple things:

    1. tau may not have many good lists, but filling the battlefield with suits and shield drones can be quite effective. they can't kill you in close combat if they die before they reach you.

    2. 5 tiers would probably be better. a tier between your current 2 and 3 could contain space marines, necrons, tyrranids, and probably eldar.
    Space marines are better than tyranids.

    Quote Originally Posted by Renegade Paladin View Post
    Yeah, but veterans get the ol' five finger discount courtesy of the chef's special.
    What?

    Quote Originally Posted by Cheesegear View Post
    I did it once, got raged at. It went something like this;

    Imperial Guard, Blood Angels, Space Wolves, Dark Eldar
    Codex Marines, Grey Knights, Necrons, Dark Angels, Black Templars
    Eldar, Orks, Sisters of Battle, Chaos Marines
    Tau, Tyranids



    Chaos Daemons
    Are black templars really that good? Also aren't tau and eldar about same level?
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    Quote Originally Posted by Ninjaman View Post
    Are black templars really that good? Also aren't tau and eldar about same level?
    Tau have absolutely no anti-psyker, for one.

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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Random (probably not that good) idea - a Pinning-focused Guard list.

    HQ - not sure. Presumably a Company Command Squad for the good old Force Multiplication!

    Elites - Probably 2 squads of Psykers for Weaken Resolve, so even Termies go running away. Then one squad of Ratlings.

    Troops - Probably Veterans with Sniper rifles for more pinning? And maybe some meltavets for anti-tank.

    Fast Attack - none.

    Heavy Support - some combination of artillery - Medusas provide anti-tank, Colossi/Griffons can provide pinning.

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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Quote Originally Posted by Ninjaman View Post
    Are black templars really that good? Also aren't tau and eldar about same level?
    With Abhor the Witch? Yes. Free Scout move for everyone in the army because everyone takes Psykers. Immune to targeting powers. Double Cyclone Terminators for dirt cheap. Shooty armies can suck it because Templars move very fast. Dirt cheap Typhoons, etc.

    Tau are crap. No psyker defense, absolutely terrible in Assault, and completely unprepared for Alpha Strikes and the entire army is made null and void by a single Plasma Siphon because Ward hates Tau...Or something.

    Eldar have psyker defense, have solid assault units (I hate Dire Avengers so much), good anti-tank and perfectly fine anti-FNP. But they aren't the best. And my list reflects that.
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Quote Originally Posted by Ninjaman View Post
    What?
    You'd need to read the Guard codex to get it. Here, I'll help you.
    The Ratlings do not limit their black-marketeering to food stores alone and much of the non-standard issue weaponry common amongst the more veteran troopers has been obtained courtesy of 'the chef's special.'
    Quote Originally Posted by IthilanorStPete View Post
    Random (probably not that good) idea - a Pinning-focused Guard list.

    HQ - not sure. Presumably a Company Command Squad for the good old Force Multiplication!

    Elites - Probably 2 squads of Psykers for Weaken Resolve, so even Termies go running away. Then one squad of Ratlings.

    Troops - Probably Veterans with Sniper rifles for more pinning? And maybe some meltavets for anti-tank.

    Fast Attack - none.

    Heavy Support - some combination of artillery - Medusas provide anti-tank, Colossi/Griffons can provide pinning.
    This is the one situation in which you use mortars. If you really want pinning, you want more of it, and that's all a mortar squad is good for.
    Last edited by Renegade Paladin; 2011-12-09 at 07:15 AM.
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Quote Originally Posted by Ninjaman View Post
    No. Special weapons are S7 ap2. Not S3 ap3
    What?

    ONE special weapon is s7 ap2. The rest range from flamers (s4 ap5) to Melta-guns (s8 ap1).

    And what he ment were that hot-shots lasguns is a special weapon compared to standard lasguns. The reason they cant take more is because they already have cool wargear. Kinda like Sternguard.

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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Quote Originally Posted by Lowkey Lyesmith View Post
    And what he ment were that hot-shots lasguns is a special weapon compared to standard lasguns. The reason they cant take more is because they already have cool wargear. Kinda like Sternguard.
    Not really. Sternguard can literally take as many special weapons as they want. Albeit that they are Combi-Weapons.

    Stormtroopers have S3, AP3, that's good against...Infantry not in cover. Which doesn't happen often.

    Sternguard are a whole different kettle of fish, being good against everything, as well as the ability to be Lineguard and take two Lascannons (and Combi-Plasmas), and a whole host of other things. Sternguard are the ultimate kitchen sink unit. Being able to deal with anything and everything. Stormtroopers...Are not that.
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    Default Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"

    Quote Originally Posted by Cheesegear View Post
    Dark Eldar might as well be on the very bottom if you consider "What about a Dark Eldar army without vehicles?"
    Works fine in low (as in no more than 1000) point games. Just forces you to rely on haemonculi and warriors, which isn't good.
    Last edited by Closet_Skeleton; 2011-12-09 at 09:23 AM.
    "that nighted, penguin-fringed abyss" - At The Mountains of Madness, H.P. Lovecraft

    When a man decides another's future behind his back, it is a conspiracy. When a god does it, it's destiny.


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