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  1. - Top - End - #421
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    Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

    Quote Originally Posted by Squark View Post
    Heavy Destroyers are rather expensive. Also, they really want to be shooting at tanks, rather than terminators.
    Certainly, they're expensive. But your GK court gets the same number of S9 AP2 attacks for the 200 points my HDs will get, only the HDs are on jetbikes, and therefore can be far more operationally mobile and also will protect versus fade out.

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    Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

    Quote Originally Posted by Squark View Post
    Heavy Destroyers are rather expensive. Also, they really want to be shooting at tanks, rather than terminators.
    This is thinking wrong though. The HD should want to shot at the biggest threat that they can most effectively kill. In this case that is the terminators, especially if those terminators are deep into your line and poised to cause a lot of damage. Not to mention that in most cases even a medium sized unit of terminators will cost a lot more then virtually every vehicle and any vehicle, with the exception of maybe a Land Raider is easier to kill too. Not to mention the fact that the abundance of gauss weapons in the Necron army means you have plenty of other options for dealing with tanks.

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    Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

    Quote Originally Posted by Erloas View Post
    This is thinking wrong though. The HD should want to shot at the biggest threat that they can most effectively kill. In this case that is the terminators, especially if those terminators are deep into your line and poised to cause a lot of damage. Not to mention that in most cases even a medium sized unit of terminators will cost a lot more then virtually every vehicle and any vehicle, with the exception of maybe a Land Raider is easier to kill too. Not to mention the fact that the abundance of gauss weapons in the Necron army means you have plenty of other options for dealing with tanks.
    Exactly. Besides, I'm having troubles coming up with a fluff appropriate reason for Necrons to work with Grey Knights.

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    Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

    Quote Originally Posted by The_Jackal View Post
    Exactly. Besides, I'm having troubles coming up with a fluff appropriate reason for Necrons to work with Grey Knights.
    Necrons are a Xenos threat - GK are willing to work, negotiate, and even conspire with xenos to combat demonic threats.

    ....

    Right?
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    Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

    Yep. GK codex pretty much says so. The Psilencer, for example, is singled out as being xeno tech.
    Wolfen Houndog - The World in Revolt (4e)
    The Mythic Warrior, a 3.5 base class that severs limbs and sunders armor
    The Nameless One, converted to 3.5 and 5e

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    Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

    Not to mention Space Monkeys.

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    Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

    More Codex Marine stuffs.

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    Stormtalon: Flyer. In a few meta-games, that one word will make all other Fast Attack choices irrelavent and you should probably be auto-picking at least two in every single you ever make from now on. In other meta-games where 'Flyer Defense' is properly done, a Stormtalon isn't going to perform a whole lot better than a bunch of Land Speeders.
    So, if 'Flyer' doesn't entice you instantly, it certainly does well in a Khan list. Check with your TO or get a majority vote of your group if a Stormtalon can Escort an Outflanking unit. Somtimes it's allowed, sometimes it's not.

    Most of the time your best choice is the Typhoon Missile Launcher. Shoot Frags and the Assault Cannon at Infantry and Kraks and the Assault Cannon () at vehicles and Flyers. Due to it's increased speed, you should rarely find a use for the Skyhammer.

    ...So, yeah. Most of the time it's either going to be a Flyer, and everything that that word means, or it's going to be a really expensive Land Speeder. However, when you've stocked all your Heavy slots with Vindicators it's worth taking a look at Stormtalons to act as Predators. Because why not have both?


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    Marneus Calgar: His dual Power Fist loadout is awful. And, like normal, Terminator Armour does nothing. But, he does have 4 Wounds, 4(5) attacks, Eternal Warrior and the ability to re-roll to wound. Take note; Even though he does have his signature weapons; He also has a Power Weapon. Check his wargear. FAQ; Change all 'Power Swords to Power Weapons'. Boom. Calgar has a Power Maul for when he doesn't want to go last. But you'll have to model that.

    All in all, he has a truckload of attacks, a bunch of wounds and Eternal Warrior - which counts for a lot. He also unlocks multiple Honour Guard squads if you want to play with a lot of Drop Pods and like having 2+ Armour in your opponent's DZ. Calgar is over-priced, but not terribly so.

    Cato Sicarius: 2+ Armour, FNP, has no interactions with Combat Tactics. Scouts is the best use of Sicarus' special Tactical Squad since it also grants Outflank as well. Tact Squads don't quite have the weapons to make Tank Hunters broken and lot of times a Scout move will get you to the same place as if you had Infiltrated.
    Allies: "One Tactical Squad in an army that includes Sicarius..." Blood Angels have Tactical Squads. And Sicarius is part of your 'army'. Dark Eldar and Necrons both have a character that Seizes the Initiative on a 4+ for when you really want to go first.
    Warlord: Strategic is entirely fitting for Sicarius. And actually half-useful.

    Tigurius: Over-costed. And no Invulnerable - except for Force Dome.

    Cassius: T6, FNP. lawl. He's cheap which is also a plus. Due to his foot-ness, you could put him in a large unit of Assault Terminators that aren't Deep Striking, or cart him along in a Land Raider if you've got a couple of them.

    Pedro Kantor: A favourite in the 'All-Infantry' list since he makes the best Infantry unit in the 'dex Scoring. He also brings along an Honour Guard squad to make his +1 Attack really extra-special awesome. Remember though, Hold the Line is actually part of his Chapter Tactics, and if you have two characters with CT, if you don't use Pedro's, you don't get Scoring Sternguard.
    Allies: If you do use his Chapter Tactics, everyone exchanges Combat Tactics for Stubborn and your Sternguard Squads gain Hold the Line! Blood Angels have Sternguard Squads. Are Blood Angels Sternguard Scoring too?

    Lysander: One of the Five Kings of 40K. And rightfully deserved. He's not that expensive, he hits like a truck (S10) and is generally a right pain to put down. You want to Challenge him? Fine. You do that. He'll pound you into the dirt. You don't Challenge him? Fine. He Challenges you. Accept it or get to the back of the bus. He makes your Aegis Line better too. DAYUM!
    Warlord: Lysander rolls on the Personal Traits. No exceptions. If you roll a '1', he deploys with Heavy Bolter Devastators behind an Aegis Line (you put them in your list, right?), if '2, 4, 5 or 6', he goes in a Drop Pod with Sternguard (them too, right?). If he rolls a '3', be suitably annoyed. The Drop Pod comes down empty and the Sternguard Outflank. Five out of six Traits are good. If you roll '4'. Laugh hard, and laugh often.

    Shrike: He's not the greatest of Characters, but he doesn't suck and opens some nice tactical options for Infiltrating large squads of Terminators or Assault Marines (bring along a Chaplain), or even a Bike Command Squad which is pretty nuts.
    Warlord; There's good ones and bad ones in every column for Shrike. Look at your terrain, see what fits. If in doubt, roll Personal.

    He'Stan: Another favourite. Relic Blades suck, but what are you gonna do? Take as many of his favoured weapons as possible. It's really obvious. It also means that any unit in your army with two (or more?) Melta weapons can be workhorsed into Flyer Defense basically whenever you want.

    Kor'Sarro: Another, really excellent and useful character. Bikes or Mech, doesn't make a difference. Kor'Sarro works in both lists - Especially with Stormtalons.
    Warlord; Strategic 4 out of 6 good ones. It's not perfect, but the other columns are worse.


    Link to full Guide.
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    Quote Originally Posted by Anuan View Post
    Cheesegear; Lovable Thesaurus ItP.
    Quote Originally Posted by Lycan 01 View Post
    Cheesegear, have I told you yet that you're awesome?
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    ALL HAIL LORD CHEESEGEAR! Cheese for the cheesegear!
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    Cheesegear is awesome

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    Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

    Quote Originally Posted by The_Jackal View Post
    Certainly, they're expensive. But your GK court gets the same number of S9 AP2 attacks for the 200 points my HDs will get, only the HDs are on jetbikes, and therefore can be far more operationally mobile and also will protect versus fade out.
    Fade out is not a thing anymore , so that's not a problem. As for price, Heavy destroyers will only bring 3 Heavy Gauss Cannons to the table, while the Grey knights are packing 3 plasma guns and 3 plamsa cannons, and Coteaz. Also, the latter is better at hiding behind an Aegis defense line and shooting a quad gun.
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    Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

    Question to all. If I am taking Haywire Grenades do I have to be in assault to use them? I heard they are great to take out tanks and such but do I need to be pretty much in CC to use them? If no what page on the rulebook has the answe? Thanks!
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    Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

    Quote Originally Posted by SynissterSyster View Post
    Question to all. If I am taking Haywire Grenades do I have to be in assault to use them? I heard they are great to take out tanks and such but do I need to be pretty much in CC to use them? If no what page on the rulebook has the answe? Thanks!
    That is what the index is for, look up "grenades" (page 61-62)
    Haywire grenades are on 62 and yes you can throw them. but they are far more effective in CC as only one model can throw but the entire unit can stick them to vehicles.

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    Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

    Quote Originally Posted by Borgh View Post
    That is what the index is for, look up "grenades" (page 61-62)
    Haywire grenades are on 62 and yes you can throw them. but they are far more effective in CC as only one model can throw but the entire unit can stick them to vehicles.
    Thanks! I don't own the Core Rulebook yet so have to use the in store one. This will help on what to do when my battlebox and archon come in on Friday.
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    Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

    Quote Originally Posted by HalfTangible View Post
    Necrons are a Xenos threat - GK are willing to work, negotiate, and even conspire with xenos to combat demonic threats.

    ....

    Right?
    Maybe you misread my post. I'm having a hard time justifying why Necrons would work with GK, not the other way around. The Necrons are here to reap those meatsacks, not excise some space tumour and then trade fist-bumps with the Emperor's tin-plated cheerleading squad.

    Quote Originally Posted by Squark View Post
    Fade out is not a thing anymore , so that's not a problem. As for price, Heavy destroyers will only bring 3 Heavy Gauss Cannons to the table, while the Grey knights are packing 3 plasma guns and 3 plamsa cannons, and Coteaz. Also, the latter is better at hiding behind an Aegis defense line and shooting a quad gun.
    Look, I'm not making the assertion that the GK pack isn't a decent buy, I just think you're underselling the value of the mobility that the Heavy Destroyers can bring.
    Last edited by The_Jackal; 2012-07-24 at 12:48 PM.

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    Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

    Daemons rules and pics discussion: http://www.youtube.com/watch?v=EP9QhcKf20k&feature=plcp

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    Princess in the streets.
    Princess in the sheets.
    Don't touch me I'm royalty.

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    Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

    Quote Originally Posted by The_Jackal View Post
    The Necrons are here to reap those meatsacks, not excise some space tumour and then trade fist-bumps with the Emperor's tin-plated cheerleading squad.
    You're right.... I think they'd go for flying leap high-fives.

    Honestly, though, necrons are reasonably smart, yes? They probably realize that they can use an ally (GK's) as essentially ablative meat, and kill off two enemies at once. They're not going to be best bros and get beers later, they're just shooting at the same thing.
    Last edited by Wyntonian; 2012-07-24 at 12:25 PM.
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    Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

    Quote Originally Posted by The_Jackal View Post
    Maybe you misread my post. I'm having a hard time justifying why Necrons would work with GK, not the other way around. The Necrons are here to reap those meatsacks, not excise some space tumour and then trade fist-bumps with the Emperor's tin-plated cheerleading squad.
    Wha- that's the EASY part! If GK are involved, it's a demon threat! Even discounting what may or may not happen to the soul, one demon incursion is more than worth setting aside a grudge you can easily settle later. Heck, Necrons have worked with Ultramarines against space-bugs before, why not GK against the shattering of reality itself?
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    Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

    Quote Originally Posted by The_Jackal View Post
    Maybe you misread my post. I'm having a hard time justifying why Necrons would work with GK, not the other way around. The Necrons are here to reap those meatsacks, not excise some space tumour and then trade fist-bumps with the Emperor's tin-plated cheerleading squad.
    That's the kind of up to Evisron, there. Sure, he should probably provide a fluffy reason as to why these Necrons are cooperating with Grey Knights, but given the new Necron fluff, it's not that hard to believe they might find themselves allying out of necessity, and the more honorable of the Necron Lords would probably be willing to let someone they'd fought alongside leave to fight another day.

    @HalfTangible: I think you're thinking of Blood Angles, not Ultramarines, but the point is the same.

    EDIT: So, it sounds like Daemons are just getting a White Dwarf update, not a full new codex?
    Last edited by Squark; 2012-07-24 at 12:54 PM.
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    Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

    So, here's my first-ever army list. Note that I don't have access to any flyer models, nor any unique characters without proxying.

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    1500 points, Codex Space Marines.

    HQ:
    Space Marine Captain - 145 points
    Artificer Armor, Storm Shield, Power Axe

    Command Squad - 130 Points
    Company Champion - Power Maul, Combat Shield
    Apothecary - Narthecium
    3x Veterans - Bolt Pistols, Chainswords.

    Elite:
    5x Terminators - 230 Points
    Cyclone Missile Launcher

    Ironclad Dreadnought - 170
    Twin-Linked Heavy Flamer
    Drop Pod

    Troops:
    10x Tactical Marines - 215 Points
    Missile Launcher, Melta Bombs
    -Rhino

    10x Tactical Marines - 215 Points
    Missile Launcher, Melta Bombs
    -Rhino

    5x Tactical Marines - 161 Points
    Melta Bombs
    -Razorback with Hunter-Killer, Lascannon and twin-linked Plasma Gun

    5x Scouts - 90 Points
    Camo Cloaks, Sniper Rifles

    Heavy Support:
    Vindicator - 140 Points
    Hunter-Killer Missile, Extra Armor


    I'm at 1496 points right now, and open to suggestions. Thanks!
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    Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

    Storm shields feel like a waste on Space Marine Captains, since they already have an invul save. Also, I feel like your Command squad isn't really doing much right now. Those tactical squads really want a special weapon (probably a meltagun) in addition to their Rocket launcher. Also, not sure about the meltabombs. The plaserback doesn't need a hunter killer missile, and as one of only two tanks in your army, it's going to die right after the vindicator. THe vindicator needs more armor to go with it to ensure at least some of them survive to actually do something. The scouts should probably have a missile launcher and maybe Tellion.
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    Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

    Quote Originally Posted by Squark View Post
    Storm shields feel like a waste on Space Marine Captains, since they already have an invul save.
    Derp. Replace it with what?

    Also, I feel like your Command squad isn't really doing much right now.
    How might I fix that?

    Those tactical squads really want a special weapon (probably a meltagun) in addition to their Rocket launcher.
    Hm... To help them kill tanks and armored things? We won't be using buildings, if that makes a difference.

    Also, not sure about the meltabombs.
    Cheesegear waxed eloquent about them in his guide, and they're cheap. Should those points go towards something else?

    The plaserback doesn't need a hunter killer missile, and as one of only two tanks in your army, it's going to die right after the vindicator.
    But... but... an infinite range Krak missile seems like a decent use of like 10 points. There's two rhinos, too, which uses every last vehicle I and the people I'll be using this against will have access to. I just hope the other people don't want to run any kind of SM's, because I'll have all their tanks.

    THe vindicator needs more armor to go with it to ensure at least some of them survive to actually do something.
    Like, more tanks? Addressed above. Unless I bust out the old legos and make a proxy, that's not really an option.

    The scouts should probably have a missile launcher and maybe Tellion
    Cheesegear claimed in the guide that Tellion increases cover saves, but I have yet to see anything that indicates that to be the case. Missile launcher seems reasonable, though. Were should the points come from?


    Thanks for the quick response!
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    Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

    Quote Originally Posted by Wyntonian View Post
    Derp. Replace it with what?
    I'd probably go Power Maul/Power Axe, although that might require a bit of converting, given the difficulty of finding Power Mauls.

    How might I fix that?
    Frankly, at this point, the problem is that they're mostly doing the same thing a Blood Angels MSU would, but more expensively. And they have nothing to get them into assault, either. Someone else can probably help you get a better build for a Command squad

    Hm... To help them kill tanks and armored things? We won't be using buildings, if that makes a difference.
    Honestly, you should pretty much always take some sort of special weapon (usually a plasmagun or a meltagun) in your tactical squads. Especially since you can fire it at Full BS if the rhino moves, unlike the heavy weapons, which you have to snap fire

    Cheesegear waxed eloquent about them in his guide, and they're cheap. Should those points go towards something else?
    Well, they are much more viable than they were before, because hitting vehicles is much easier. On the other hand, you're kind of hurting for points for a second vindicator, which you really, [I]really/I] need. EDIT: Also, your metagame sounds really vehicle light. If that's the case, you're not goign to get much use out of them.

    But... but... an infinite range Krak missile seems like a decent use of like 10 points. There's two rhinos, too, which uses every last vehicle I and the people I'll be using this against will have access to. I just hope the other people don't want to run any kind of SM's, because I'll have all their tanks.
    Didn't see the rhinos. But those 20 points would be much better spent giving the tactical squads meltaguns, and giving the command squad... stuff. Also, keep in mind you're probably going to have to snap fire said missile (Since you should be keeping your tanks on the move, and the lascannon and the siege cannon are both better choices for firing at full BS), and spending 10 points for one BS 1 Krak missile is not that great.

    Like, more tanks? Addressed above. Unless I bust out the old legos and make a proxy, that's not really an option.
    Ah, model availability, the bane of list builders anywhere. In that case, I would honestly cut the Vindicator, because a lone vindicator is going to struggle to get close enough to fire it's siege cannon without dieing to anti-tank fire first. If you have multiple vindicators, though, your opponent will struggle to kill all of them before they can get into position to drop their pie plates.

    Cheesegear claimed in the guide that Tellion increases cover saves, but I have yet to see anything that indicates that to be the case. Missile launcher seems reasonable, though. Were should the points come from?
    If memory serves, cutting the Hunter killer missiles should give you the points for the meltaguns on your tactical squads and the missile launcerh here. As for Tellion. Right. Tellion has stealth. Because of the way stealth works, this gives his whole unit stealth, which gives +1 to their cover saves. Then, Scouts with camo cloaks are already getting +1 to their cover save from the camo cloak. So, you can sit in a ruin or an Aegis defense line and shrug off fire like a terminator with your 2+ cover save.
    Last edited by Squark; 2012-07-24 at 01:46 PM.
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    Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

    Hey all. Since I am getting things this Friday (and I will shut up on it now). I am wondering if this is a decent army list and if I can improve it any before I buy new models.

    HQ:
    Archon with Ghostplate, Agonizer, Haywire Grenades, Shadow Field
    120 Pts.

    Fast Attack:
    3 Reavers with one as Arena Champion, One with a Blaster and Cluster Caltrops.
    101 Points.

    Troops:
    10 Warriors with one as Sybarite, Two with Blasters and One with Darklance.
    125 Points (I think)

    10 Wyches all with Haywire Grenades and One as a Hekatrix with a Phantasm Grenade Launcher.
    150 Points (I believe)

    I can be off around 5 or so points. So around 496-501 points. Thanks!
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    Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

    Quote Originally Posted by SynissterSyster View Post
    Hey all. Since I am getting things this Friday (and I will shut up on it now). I am wondering if this is a decent army list and if I can improve it any before I buy new models.

    HQ:
    Archon with Ghostplate, Agonizer, Haywire Grenades, Shadow Field
    120 Pts. 155 actually
    Not bad. I persoanlay leave out the ghostplate (shadowfield should take care of defence) and put him on drugs because those can have some great effects, but this is kinda personal.

    Fast Attack:
    3 Reavers with one as Arena Champion, One with a Blaster and Cluster Caltrops.
    101 Points. 111 points at my count
    Little comment here. Cluster caltrops might have gotten better with better jetbiking so I'd like to try this out.


    Troops:
    10 Warriors with one as Sybarite, Two with Blasters and One with Darklance.
    125 Points (I think)sadly illegal as you can only take one blaster. Bring Trueborn (elites) if you want more blasters. Another point is that the blaster is somewhat closeranged and an assault weapon and the darklance is a longranged Heavy weapon. with one you want to run forward and kill stuff up close, the other you want to sit in the back and take potshots. Better choose one over the other. another point is the Sybarite, what is he supposed to do right now? Now he just hands out a extra leadership (which warriors don't really need) and might look cool. You can ditch him without feeling bad.

    10 Wyches all with Haywire Grenades and One as a Hekatrix with a Phantasm Grenade Launcher.
    150 Points (I believe) 120. In bigger games a Agonizer is one of the better power weapons available anywhere and not a bad pick for your Hekatrix.
    Note that this unit is armoured mainly with hope and spandex so make sure you dart from cover to cover when crossing the board. A raider for these ladies should be the first point of growth in your army.


    I can be off around 5. Make that 100 or so or so points. So around 496-501 points. Thanks!
    (my comments in Bold)
    One thing I noticed is that your list has a ungodly ammount of antitank for a 500 points list. in larger points brackets I'd applaud it but at 500 you won't run into that many armoured things (or none at all depending on the rules your FLGS has) so you should be fine dropping some.

    Don't feel discouraged by my (or anyone elses) comments, they are just meant to help you build a stronger list. with that said, it is a pretty good starter list. Good luck!
    Last edited by Borgh; 2012-07-24 at 02:48 PM.

  23. - Top - End - #443
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    Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

    Hello everyone. I finally got my hands on a copy of the 6th edition rules, so I decided to throw a list together. I was wondering if I could get some critique it?

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    {table]Type|Unit|Details|Points
    HQ|Belial, Master of the Deathwing|Terminator armor, twin lightning claws|130

    HQ|Librarian|Terminator armor, psychic hood, force staff, combi-melta|150

    Troops|Deathwing Terminator Squad|Terminator Sergeant - Power sword, storm bolter|265
    ||3 Terminators - Storm bolters, power fists, 1 w/ cyclone missile launcher
    ||1 Terminator Apothecary - Thunder hammer, storm shield, narthecium/reductor

    Troops|Deathwing Terminator Squad|Terminator Sergeant - Twin lightning claws|245
    ||3 Terminators - Thunder hammers, storm shields, 1 w/ power fist and heavy flamer
    ||1 Terminator Standard Bearer - Thunder hammer, storm shield, Deathwing company banner

    Troops|Deathwing Terminator Squad|Terminator Sergeant - Power sword, storm bolter|235
    ||4 Terminators - Storm bolters, power fists, 1 w/ cyclone missile launcher, 1 w/ chainfist

    Troops|Deathwing Terminator Squad|Terminator Sergeant - Thunder hammer, storm shield|235
    ||4 Terminators - Thunder hammers, storm shields, 1 w/ cyclone missile launcher

    Troops|Deathwing Terminator Squad|Terminator Sergeant - Thunder hammer, storm shield|235
    ||4 Terminators - Thunder hammers, storm shields, 1 w/ cyclone missile launcher
    Total:|1500[/table]

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    Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

    Okay then shall I drop the Sybarite, blasters and darklance from the warriors. I also have 1 raider which I will put night shields on for 70 points. I can also keep the splinter rifle on the areana champ as you made a lot of sense on not needing the blaster. That will cut down my points and let me use the raider.

    I love the critique as it helps me work on my lists. Once I get home I will re-calculate all my numbers. Thanks!!!
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    Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

    Played my 1st real games of 6th ed tonight. Oh dear. I used my traditional 2000 point Storm Pigeon, Drop melta Sternguard, Sniper Scout, Death Company and cheap Razorback Assault Marine list from 5th Ed as I haven't had time to think about things, much less read the rulebook closely. My poor opponent, who knows really well how much I love my gunships, was playing Chaos, brought no real flyer defence and got shot to bits. His dice had rebelled.

    I felt for the guy really, the amount of Plasma he was throwing in the air should have tagged something but his Contemptor Dreadnoughts and Landraider all got murdered early by the Drop Sternies (who then died to a man to Typhus and a load of Nurgle Terminators, but who's counting ? They could walk) and the Landraider and Contemptors were packing the serious anti vehicle firepower.

    The whole thing was a valuable experience for me, the importance of your own flyer / flyer defence was very clear.

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    Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

    Quote Originally Posted by Wyntonian View Post
    Cheesegear waxed eloquent about them in his guide, and they're cheap. Should those points go towards something else?
    Let's be clear; Melta Bombs are really good when you can afford them. They're only five points. However, if you find that you're over-points'd, or even scratching for points to include something else, all your Marines have Krak Grenades as standard (poor Templars) and MBs aren't required, just really, really good.

    But... but... an infinite range Krak missile seems like a decent use of like 10 points.
    But you only get one shot...And then you miss.

    Quote Originally Posted by Timberwolf View Post
    The whole thing was a valuable experience for me, the importance of your own flyer / flyer defence was very clear.
    See, and people thought I was joking and/or over-estimating it at the very start. And, yet, everytime I see cases of one person having a Flyer and the other not, it's sad faces all the way down.
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    Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

    Quote Originally Posted by Cheesegear View Post
    See, and people thought I was joking and/or over-estimating it at the very start. And, yet, everytime I see cases of one person having a Flyer and the other not, it's sad faces all the way down.
    I will admit that Flier defense is a HUGE thing to think about in 6th edition but I've personally found that in my meta having an Aegis defense line is almost a liability. I've played one game with it and played against one twice and in all cases it was overrun and the gun used to negative effect against the purchaser. Really I found that for Tau all you really need are broadsides and maybe a few MP/PR crisis shots to deal with one. You're hitting with roughly 1/3 of the results with a broadside and Str 10 AP1 vs a flier has a very real chance to kill it. Crisis Suits will do it with volume of fire (usually 9 shots, 6 at str 7 and 3 at str 6) for a similar result or to wreck it via HP.

    Most of the other Codexes have other good options for similar results be it Twin-linked Lascannons, Tesla Destroyers on Annihilation Barges (AMAZINGLY good, 1/3 chance for 3 str 7 hits due to the tesla rule), Guard with Auto/Lascannons and orders, Telekinesis for "Objuration Mechanicum" (haywire Malediction means no roll to hit, just 6+ for your enemy to stop, hits everything in a squd too if that becomes an issue).

    I know I'm probably repeating a lot that was said but I'm personally content at the moment without having a flier in my list and kind of regret my knee-jerk purchase of a barracuda since it's an expensive unit in an already constrained slot for the Tau Empire (in a competitive scene taking a NON-railgun heavy support is usually pretty bad, especially since the Barracuda was NOT graced with a hover mode from what I've been able to find).
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    Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

    Quote Originally Posted by Ishikar View Post
    I will admit that Flier defense is a HUGE thing to think about in 6th edition but I've personally found that in my meta having an Aegis defense line is almost a liability.
    Depends what you put in it. Certainly, if someone wants your Aegis Line, he's going to take it. Personally, I Deep Strike Sternguard next to one, shoot the poop out of whatever's behind it with whatever ammo suits me best (the 'no cover save' one and Heavy Flamers usually do the job against non-Marines) and just take it.

    Against an army that can actually hold an Aegis Line (Plague Marines, Strike Knights, Shootynators), they're an incredible asset. Unfortunately, you, personally, play Tau, and cover save or not, if a unit looks at you funny, the Fire Warriors die.

    But, fact of the matter is that for 50 points, you automatically get to put cover on your side of the board. 100 points and you have an extra Dreadnought that shoots down Flyers and Intercepts stuff.

    Really I found that for Tau all you really need are broadsides and maybe a few MP/PR crisis shots to deal with one. You're hitting with roughly 1/3 of the results with a broadside and Str 10 AP1 vs a flier has a very real chance to kill it.
    Yep. Broadsides are the best anti-Flyer non-Flyer in the game. Partly because they have Twin-Linked Best Weapon In The Game.

    Most of the other Codexes have other good options for similar results
    No they don't.

    Twin-linked Lascannons
    Where are you getting those? Instead of TLACs on Dreads? No. Or you're getting them on Land Raiders, which you need multiples of. Which means 500+ points of Land Raider which is not always feasible.

    Guard with Auto/Lascannons and orders
    Why would you bother when you can just take a Vendetta which doesn't need Orders and is a Flyer of your very own?

    Telekinesis for "Objuration Mechanicum"
    Random rolled. Never to be relied upon. Crap. I picked Telekinesis for that specific power and I rolled Gate. Rad.

    I know I'm probably repeating a lot that was said but I'm personally content at the moment without having a flier in my list
    And, being Tau, you've got Broadsides and that's perfectly fine (and the Barracuda is bad). However, you're going to find that the majority of players don't play Tau, and don't have Twin-Linked S10, AP1 weapons shooting from the other side of the board, and actually also have Flyers worth having.
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    Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

    Okay I made much better calculations so instead I will ask for advice on wha should I add in to my army. Here is the list:

    500 points total.

    HQ:
    Archon x 1

    Fast Attack:
    Reavers x 3

    Troops:
    Warriors x 10
    Wyches x 10

    Transport:
    Raider x 1

    Total so far is 376 points.
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    Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

    Quote Originally Posted by SynissterSyster View Post
    Archon x 1
    Power Axe & Venom Blade or Dual Blast Pistols.

    I don't quite know where you're going to get a Power Axe for Dark Eldar, but you should think of something.

    Warriors x 10

    Wyches x 10
    + Raider
    Blaster + Dark Lance

    Cut the Wyches down to 9, put the Archon here.
    Haywire Grenades.

    Reavers x 3
    x2 Heat Lances

    Use whatever spare points to upgrade some guys to Champions.
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