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2011-11-14, 02:57 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
Comments in bold. Maybe you could lose the scouts and put the points into tooling up the vanguard some ? A powerfist / thunderhammer is far too useful to not take in my opinion and gives you the option of deep striking and going for a tank. 100 points is also enough to get some stormshields in. These are really handy..
"What's in this empty box ?"
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2011-11-14, 03:23 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
TL tesla carbines is plenty on the bikes, and with shield vanes that's 150 points. the annihilation barge is 90, plus 3 tomb blades at 60 is 150. canoptek spyders are probably not worth it unless you have a scarab pack to reinforce though.
I don't see particle beamers on tomb blades as worth it. it's pretty much flat out anti-horde both ways, and 5 twin linked tesla carbines are quite likely to land 6 or 7 hits per round, and unless your opponent doesn't spread out the blast markers aren't likely to do much better."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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2011-11-14, 03:24 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
I'm running the math on the Annihilation Barge right now, and I don't see how it actually functions as an anti-infantry platform. The Tesla Destuctor, on average, will get 5.6 hits each time it fires. Now, these shots are strength 7, so they'll wound Marines/weaker units on a 2+, so 5 wounds on average. That's not exactly great. That's not incredibly scary. 2 S6 AP- hits from the second gun means you are, on average, getting about 6 wounds each time you fire if you don't move.
And arcing... you have a 1 in 6 chance of getting d6 tesla carbine wounds on each unit within 6 inches.... I'll be frank.
In short, against mobs, it won't do enough to phase them, and against small units (say, terminators), they'll shrug most of the wounds off on their armor saves.
EDIT: 5 Tomb blades will get, on average, 7.5 hits each turn, actually. Gauss blasters, on the other hand, will give them 8.888 hits each turn at rapid fire range, or 4.444 hits at long range. (6.666 hits on average) Giving them the gauss blasters seems to be the way to go when you factor in AP 3.Last edited by Squark; 2011-11-14 at 04:04 PM.
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2011-11-14, 03:35 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
I've always been pathetic with probablity calculation, but the annihilation barge's tesla destructor has the tesla rule and is twin linked, so there's plenty of 6 probability floating around. it ALSO has a tesla cannon. not twin linked, but it's 2 more S6 tesla shots if you don't move. this thing is is stronger than a dakka predator, just with shorter range and lower AP. it'll be plenty anti-infantry.
"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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2011-11-14, 03:40 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
>.> I forgot the twin-linked part. Lemme re-run that. Looks like 5.55555 hits apiece. Not terribly impressive against 30 boys, 20 Genestealers, and with AP -, it isn't scaring any Terminators either.
EDIT: Actually, it's 6 shots even. My comment on enemy numbers and armor saves stands.Last edited by Squark; 2011-11-14 at 03:56 PM.
Steam ID: The Great Squark
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Currently Playing: Warhammer 40000, Hades, Stellaris, Warframe
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2011-11-14, 03:48 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
I have a crazy idea.
Spoiler1500 points
Company Command Squad - 230
-Medi-pack, carapace armor
-Three plasma guns
-Astropath
-Chimera dedicated transport
Storm Trooper Squad - 140
-Chimera dedicated transport
Storm Trooper Squad - 90
-Grenade launcher
Veteran Squad - 155
-Three meltaguns
-Chimera dedicated transport
--Heavy flamer turret, heavy flamer
Veteran Squad - 155
-Three meltaguns
-Chimera dedicated transport
--Heavy flamer
Infantry Platoon - 420
-Platoon Command Squad
--Vox-caster
--Two flamers, heavy flamer
--Chimera dedicated transport
-Infantry Squad
--Lascannon team, power weapon
-Infantry Squad
--Lascannon team
--Vox-caster
-Infantry Squad
--Lascannon team
-Heavy weapon squad
--Three autocannons
Devil Dog - 140
-Multimelta
-Smoke launchers
Leman Russ Battle Tank - 170
-Heavy bolter sponsons
The heavy flamer turret on one of the Chimeras is necessitated by models owned, as is the weapon choice on the storm troopers. (I'm actually proxying a flamer storm trooper as a regular hotshot lasgun and pretending the sergeant doesn't have a power sword, but when present orders finally come in they'll have meltaguns.)
Anyway, the storm troopers both take Aerial Assault and deep strike onto some scary-looking power armored infantry. The Chimera that one of them has deploys empty and follows the melta vets in to pick them up when they inevitably get de-meched.
The veteran squads do what they do; find a likely looking vehicle that's come forward and toast it, and try to stay alive long enough to gun for objectives later. Chimeras fry whatever comes out if the vets pop a transport.
The blob does what the blob does; objective squat with the heavy weapons. I've given the command squad flamers and a Chimera this time; it'll hang around for rapid reaction to infantry threats to the heavy weapons, and gun for an objective late game having hopefully evaded notice since a platoon command squad is, after all, Troops.
The Devil Dog is for the obvious thing; early elimination of heavy armor. The Russ is long ranged fire support.
This list is for tomorrow. My opponent is guaranteed to be either Eldar or Space Wolves. I've never fought Eldar before, but I'm given to understand they're not T4 or higher the way everything else in the game is, so perhaps lasguns might do something for once. Usually they sit around being otherwise useless ablative wounds."Courage is the complement of fear. A fearless man cannot be courageous. He is also a fool." -- Robert Heinlein
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2011-11-14, 03:57 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
The army could be jetbike-heavy or Wraithguard-heavy, in which case the troop toughness would be higher than the normal T3.
Still, might not be that way.Marut-2 Avatar by Serpentine
New Marut Avatar by Linkele
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2011-11-14, 04:09 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
Aside from a land raider crusader, what DOES scare 30 boys all by its onesie?
you don't need to kill things in one round, and forcing a pile of armor saves is enough in a single round. These 150 points are acting in a team, probably backed up by your immortals and possibly even the warriors, depending on the stiuation. as for terminators, a 2+ 3++ save set is always hard to get through, just keep lumping on the wounds.
and if they DO field genestealers, just get into terrain and blow a coupe raspberries."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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2011-11-14, 04:15 PM (ISO 8601)
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2011-11-14, 04:21 PM (ISO 8601)
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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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2011-11-14, 04:38 PM (ISO 8601)
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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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2011-11-14, 04:45 PM (ISO 8601)
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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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2011-11-14, 04:52 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
They assault more than 12" now?
Other things: A Manticore multiple rocket launcher. I'd also say a Guard ordnance battery, but that's technically three things."Courage is the complement of fear. A fearless man cannot be courageous. He is also a fool." -- Robert Heinlein
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2011-11-14, 05:07 PM (ISO 8601)
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2011-11-14, 05:15 PM (ISO 8601)
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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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2011-11-14, 05:27 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
Trazyn?
Sure, they attack at the same time as him. But that means he attacks at the same time as them. It takes only one wound to cause 15 or so more on the horde.
Sure, he probably dies in the process, but he gets back up on a 5, and teleports to someone else on a 2 if that fails.I Wanna Be the Guy Kid avatar by Ceika. Many thanks.
If I win, I get to be a king. If I lose, then I get to be a legend.
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2011-11-14, 05:28 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
Alright, let's put it this way. What do people Reccomend I use the last 150 pts for in this 1000 pt list?
Necron Overlord (Phaeron, Resurrection Orb, Warscythe) 150 pts
Cryptek Harbinger of Destruction with Solar Pulse 55 pts
C'tan Shard with Writhing Worldscape and Transdimensional Thunderbolt 265 pts
20 Necron Warriors 260 pts
10 Necron Immortals with Tesla Carbines 180 ptsLast edited by Squark; 2011-11-14 at 05:29 PM.
Steam ID: The Great Squark
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Currently Playing: Warhammer 40000, Hades, Stellaris, Warframe
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2011-11-14, 05:36 PM (ISO 8601)
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2011-11-14, 08:14 PM (ISO 8601)
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- Feb 2011
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2011-11-14, 09:10 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
I have 177 points to spend with chaos daemons.
Should I get Skulltaker on a Juggernaut, a Soul Grinder with one cannon upgrade, or a Daemon Prince with various upgrades? (Probably Mark of Tzeentch, Breath of Chaos, Daemonic Gaze, Master of Sorcery, and Soul Devouerer).
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2011-11-15, 01:39 AM (ISO 8601)
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Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
An Ironclad on it's turn. Then, in your turn, the one guy that can even scratch the Dread is only glancing it on 5s.
Thunderfire Cannons. Thunderfire Cannons love Orks not in a vehicle.
Sternguard with Heavy Flamers.
Whirlwinds (lol).
Dakkapreds.
Rune Priest with Murderous Hurricane.
Njal. Just Njal.
Furioso DreadnoughtBlendernought.
Razorwings. Razorwings will mess you up.
That's just off the top of my head, mostly with the armies I play. And, of the above, only Whirlwinds aren't used commonly.
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2011-11-15, 02:21 AM (ISO 8601)
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Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
Blast: lemanrusses, biovores, hammerheads, mortar units.
Pure shots: tyrannofex wit fleshborer hive? lemanruss punisher, 20 guards with grenade launchers and ''first rank fire, second rank fire'', Some tacticals with heavy bolters, Baal predetor.
Assault: Purifiers, equal amaunt of hormagaunts, hormagaunts with FnP, Swarm of termagants, Canis wolfborn, Khorne bazerkers?
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2011-11-15, 05:02 AM (ISO 8601)
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- Nov 2006
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
Alright, let's put it this way. What do people Reccomend I use the last 150 pts for in this 1000 pt list?
Necron Overlord (Phaeron, Resurrection Orb, Warscythe) 150 pts
Cryptek Harbinger of Destruction with Solar Pulse 55 pts
C'tan Shard with Writhing Worldscape and Transdimensional Thunderbolt 265 pts
20 Necron Warriors 260 pts
10 Necron Immortals with Tesla Carbines 180 ptsthnx to Starwoof for the fine avatar
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2011-11-15, 05:17 AM (ISO 8601)
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- Jun 2005
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- Zagreb
Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
I am new to all this, but I had a game last night against blood angels and found the furioso dreadnaught fairly underwhelming (especially compared to the assault marines with the sanguinary priest).
I assaulted it with a unit of trukk boyz, it killed 1, and then the Nob powerklawed it and it went puf. I think it was one without any upgrades, but 3 attacks doesnt look very frightening. Unless we are missing a rule or something.Last edited by Tehnar; 2011-11-15 at 05:22 AM.
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2011-11-15, 06:17 AM (ISO 8601)
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Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
A) One large blast isn't really that scary to so many orks;
B) 20 guards even with FRFSRF aren't that scary either, and it doesn't work on grenade launchers, which are a bit underwhelming against orks.
You're missing Blenderclaw variant. It should be able to kill all orks before they strike, barring very bad rolls.Come one, come all! GitP MLP Steam Group is open!
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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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2011-11-15, 07:01 AM (ISO 8601)
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Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
People use Biovores?
Even 'average' Imperial Guard players don't use Mortars. Mortar-spam is a highly specialised variant of Infantry Spam that no longer works in the meta-game (people also may have noticed that I dropped my Scout Army a while ago). These days it's all Heavy Bolters, Autocannons and Lascannons.
...Lots of Heavy Bolters/Autocannons, filtered into Infantry Squads like they should be, along with FRF!SRF! will work.
tyrannofex wit fleshborer hive? lemanruss punisher
20 guards with grenade launchers and ''first rank fire, second rank fire''
Some tacticals with heavy bolters
Baal predetor.
equal amaunt of hormagaunts, hormagaunts with FnP,
Canis wolfborn
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2011-11-15, 07:13 AM (ISO 8601)
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Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
Change that from assaulting a furioso, to assaulting a furioso who is armed with blood talons. They are scary! They have the ability to go through an entire 30 ork boyz so you don't even get an attack with your powerklaw. Sure bad rolls can mean you only kill a couple but when luck is with you they are devastating. Str 6 power weapons with re-rolls to wound is mean.
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2011-11-15, 09:24 AM (ISO 8601)
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Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
I hadn't considered this, but yeah, that sounds like a pretty effective choice, too.
It would, of course, be pretty much anti-infantry only, and I think Necrons have plenty of other good anti-infantry choices already, while being a bit lacking in long-ranged anti-vehicle options, which is why I think that Harbinger of Destruction spam might still be generally preferable, but sure, if you want an absolute infantry killer, then mass Staffs of Light would be a great way to get it.
Potentially, but firstly I don't think he would add enough to be worth the points, and secondly it would limit the kind of units the Wraiths could go after then - without the Lord, they can engage just about anything, with him, anything with good Strength that can ignore armour-saves in close combat becomes a rather non-favourable target (as the Lord will be directly targetable once they are in close combat).[/QUOTE]
At BS4, you score precisely one hit per Tesla shot on average. You have a 1/6 chance to get 3 hits, 1/2 chance to get 1 hit and 1/3 chance to get 0 hits. (1/6)*3+(1/2)*1+(1/3)*0=1.
And yeah, I obviously agree.
The problem is that up till the point where they can charge, they aren't any faster than infantry, which still gives the enemy plenty of time to shoot at you or move units in to intercept you. If the vehicles in question are way in the back, you'll reach them in turn 3 at the very earliest if you are lucky, quite possibly later.
Vindicators are a lot cheaper though.
That's a good point, didn't think of that. It means it might only get late onto the table, and there's always the inherent risk of deepstriking, but yeah, that might get it into range for a good shot without risk of being destroyed beforehand.
That's still only three attacks - far from reliable even if it manages to get into position, and it's a lot of points. Even with symbiotic repair and all that, it won't be that difficult for the enemy to destroy it, I think. Why bother? It's unlikely to accomplish much, it's likely to cost you your leader and a ton of points, and you already have Scarabs and Wraiths for something similar - with the advantage of being cheaper, more generally useful and much more reliable at this. Most of the time, I'm quite sure the Overlord would do a lot more good bolstering some unit or another.
Or, to expand on what Trixie and Ricky S said, you're missing the part where it gets a bonus attack whenever it causes an unsaved wound with its Lightning Claws. A bonus attack that's also subject to this rule.
If he had different equipment, then the Dread simply wasn't built for fighting boyz; must have been a shooty or anti-vehicle/elite variant, then.LGBTitP Supporter
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2011-11-15, 09:35 AM (ISO 8601)
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Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
I think the necron codex is full of Distraction Carnifexes (remember them, last edition someone would bring a cheap-ish carnifex with all the toughness upgrades and people would go OHGAWDCARNIFEXMUSTFIREONITWITHEVERYTHINGIHAVE) many things in the codex have the potential, looks and stats to warrant massive overkill which would leave the core of the army unmolested and free to shoot back.
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2011-11-15, 10:27 AM (ISO 8601)
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Re: Warhammer 40K Tabletop XIV: "Pray for 6's!"
That'll happen sometimes. When I drop an ironclad dreadnought to be scary and up front, I always pack hunter killers so it can have a better chance of killing a vehicle when it comes down. IIRC, furiosos have 13 armor, so it sounds like you just got a bit unlucky.
It really depends on who you're fighting and what vehicles they have. the same scarab swarms are probably gonna be useless against a leman russ line in the back and awesome against a dual land raider charge. I think the point most in the favor of the scarabs is that they are hard to kill quickly outside of assault, making them fairly low priority shooting targets, so they can reach the enemy. again, situational at best.
That's still only three attacks - far from reliable even if it manages to get into position, and it's a lot of points. Even with symbiotic repair and all that, it won't be that difficult for the enemy to destroy it, I think. Why bother? It's unlikely to accomplish much, it's likely to cost you your leader and a ton of points, and you already have Scarabs and Wraiths for something similar - with the advantage of being cheaper, more generally useful and much more reliable at this. Most of the time, I'm quite sure the Overlord would do a lot more good bolstering some unit or another."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