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  1. - Top - End - #1231
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    Default Re: Warhammer 40K Tabletop XXVII: Tyranids Finally Found A Friend

    Quote Originally Posted by Cheesegear View Post
    ...And I learned that in Wrath of Magnus (just conversationally, not part of the game), that Thousand Sons Faction Objectives are the first set in the game to be optional.
    Speaking of, what ARE the 1ksons objectives?


    Quote Originally Posted by Cormag81 View Post
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  2. - Top - End - #1232
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    Default Re: Warhammer 40K Tabletop XXVII: Tyranids Finally Found A Friend

    Quote Originally Posted by Cheesegear View Post
    - Helforged Warpack
    Warpsmith; Nurgle - 135 Points
    Helbrute; Reaper Autocannon, Missile Launcher - 120 Points
    Helbrute - 105 Points
    Forgefiend; [x2 Hades Autocannons], Ectoplasma Cannon, Alpha - 200 Points

    Melta Bombs on something. Yes, you read right; No, the 'Prince did not have a Familiar.[/spoiler]

    I don't even know what I did wrong. On Turn 1, I scored Ascendancy and Supremacy and was laughing all the way to the bank. Nek minnit (his Turn 1), the Cultists stand around going "Daemon! Daemon! Daemon!" and the free roll on the Boon Table, turns into a free re-roll (The Dark Apostle's unit's Champion) on the Boon Table, and Turn 1 Daemon Prince that can Charge immediately. Turn 1 Cultist-to-Daemon Prince is basically the best. The Warpsmith has un-botched the Forgefiend (because I didn't kill it with alpha strikes), Kingslayer'd my Cataphractii somehow, all the Cultists have Outflanked into my DZ. A Sorcerer on a Bike is S9, T9, Smash. The Daemon Prince has Endurance up and can't die to S10, Force Hammers.
    Helbrutes are 100 points base. Also, super interesting choices on a large amount of that list (other than all nurgle all the time, that's no surprise at all). No sigils on the sorcs, no familiiar on the prince, using helbrutes, forgefiends and warpsmiths (oh my!). Biomancy however is still just the best thing ever for chaos. Iron arm solves so many problems. Getting a 145 point prince out of a 14 point cultist champion is pretty lulzy though, especially 1st turn.

    Quote Originally Posted by Cheesegear View Post
    ...And I learned that in Wrath of Magnus (just conversationally, not part of the game), that Thousand Sons Faction Objectives are the first set in the game to be optional.
    Quote Originally Posted by boomwolf View Post
    Speaking of, what ARE the 1ksons objectives?
    To get better rules.

  3. - Top - End - #1233
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    Default Re: Warhammer 40K Tabletop XXVII: Tyranids Finally Found A Friend

    Quote Originally Posted by Drasius View Post
    To get better rules.
    Well clearly GW considers that optional! *badum tish*

    Helbrutes are 100 points base. Also, super interesting choices on a large amount of that list (other than all nurgle all the time, that's no surprise at all). No sigils on the sorcs, no familiiar on the prince, using helbrutes, forgefiends and warpsmiths (oh my!). Biomancy however is still just the best thing ever for chaos. Iron arm solves so many problems. Getting a 145 point prince out of a 14 point cultist champion is pretty lulzy though, especially 1st turn.
    I will sorely miss my trillion free Boon rolls when shifting to Death Guard. Between that and the double-roll from the Chaos Warband, I turned somebody into a Daemon Prince just about every game. (Usually Typhus, though once to a Warp Talon.) I should really have tried taking a Dark Apostle as well, effectively getting four rolls on the table per turn.
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  4. - Top - End - #1234
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    Default Re: Warhammer 40K Tabletop XXVII: Tyranids Finally Found A Friend

    Quote Originally Posted by LordDavenport View Post
    I suspect he was hoping to include them as deathguard, but forgot that the cabal is a black legion formation. So... yeah.
    No, i know they can't, i wanted majority T6 and im hoping one of them rolls Curse of the Leper? (i think thats what its called, the power that gives them all +1 S and T) for a T7 Star.

    Quote Originally Posted by Drasius View Post
    Also, why the MoN on the cabal? Theme? Or to not lose majority T6? Also also, consider giving 2 of them sigils instead of 3 of them AoDG's since 5++ isn't anything to write home about, but a pair of 4++'s is much more reliable. Personally I think the warpsmith tax is waaaaaay too high if you're only taking 3 oblits. You really need a unit of 3 for him to buff before it even begins to break even IMHO. Lord Davenport is spot on with the Mace too, AP4 just isn't sufficient for a beatstick lord. He's also on the money too with the nurgle bikers. Normally I'm a fan of spawn instead because 3W is better than 1W with a 3+ literally any time you can get any sort of cover save at all and equal any other time, but you need a mandatory FA choice and it's either MoN bikers/Raptors/Talons and bikers are by far the better choice and you've already got an aux choice (even if it's not great), so yeah, gets you some ablative bikers. Your lord really should have a sigil as well for that matter and not picking up blight genades for 5 points is probably a mistake too.

    Dropping the power weapons on the marines would be an easy source of points, especially on the plasma squad since they should rarely be in combat, especially since double tapping their plasma is always going to be a better choice compared to bolt pistols and charging. Maybe chuck a melta bomb on the sarge to remain a threat to walkers and tanks one you're peeled out of your rhinos? The other option is dropping the cabal and just taking a single biker sorc as a warband option, because really, do you need that many sorcerors when you're already rocking FNP for free due to Death Guard rules? You should be able to boost your oblits and improve your wargear selections too if you cut out 2 sorcs. Also means you won't be hurting for warp charge either and can cast powers freely instead of paying ~500 points and only getting to cast with 1 or 2 of them.

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    Death Guard Warband
    170 - Lord, MoN, Bike, Fist, Claws, Sigil, Grenades
    185 - Sorc, MoN, ML3, Familiar, Bike, Sigil
    235 - 10x CSM, MoN, 2x Plasma, Rhino
    225 - 10x CSM, MoN, 2x Melta, Rhino
    88 - 3x Bikers, MoN
    130 - 3x Termies, MoN, 3x Combi's
    130 - 5x Havoks, MoN, 4x Autocannons

    Death Guard Cult of Destruction
    125 - Warpsmith, MoN
    228 - 3x Oblits, MoN
    76 - 1x Oblit, MoN
    76 - 1x Oblit, MoN

    1668/1850

    182 points left to either bump us your biker escort, take some MoN spawn as harrassment and to eat overwatch or further fill out your oblits. I'd probably go with 2 more nugle oblits and the burning brand on the warpsmith or find a nice relic for the lord out of the nurgle ones for 30 points. Bulking out the Havoks or even getting another squad of them is also a decent choice.
    Ah bugger, i mixed up the Sigil and the AoDG, i thought the Aura was the 4++, teach me to read the book

    And i also forgot to grab some Bikers.
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  5. - Top - End - #1235
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    Default Re: Warhammer 40K Tabletop XXVII: Tyranids Finally Found A Friend

    Quote Originally Posted by Drasius View Post
    Iron arm solves so many problems.
    His 'trick' was that each Sorcerer hangs out with a Spawn. Against...Everything...'Majority Toughness' is 9. Per the FAQ, against Grav, the person getting shot at gets to decide what their Armour Save is, so, against everything that matters, the unit is T9 and can't die. Against Grav, the unit is Sv- and can't die.
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  6. - Top - End - #1236
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    Default Re: Warhammer 40K Tabletop XXVII: Tyranids Finally Found A Friend

    Quote Originally Posted by Cheesegear View Post
    His 'trick' was that each Sorcerer hangs out with a Spawn. Against...Everything...'Majority Toughness' is 9. Per the FAQ, against Grav, the person getting shot at gets to decide what their Armour Save is, so, against everything that matters, the unit is T9 and can't die. Against Grav, the unit is Sv- and can't die.
    Good, about damn time grav had some sort of counter. Having each one hang out with a spawn is a clever idea, I like it. Relying on each sorceror rolling iron arm with only 2 rolls (were they MoN, I can't remember?) though is ... bold, to say the least, but then Bio is a good table with only 1 bad option and while the primaris is a witchfire, it's also AP2, so it's not absolutely terrible so even if none of them get iron arm, they're still T6 and wounded on 6's by grav. I'll have to keep that in mind if I can ever stomach bikes in a non-ork army.

    Edit: Wait, they must be MoN, otherwise they'd "only" be T8. Nevermind then, yes, very bold for hoping for that many iron arms, but still, biomancy rarely fails to deliver something good.
    Last edited by Drasius; 2016-12-09 at 11:30 AM.

  7. - Top - End - #1237
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    Default Re: Warhammer 40K Tabletop XXVII: Tyranids Finally Found A Friend

    Quote Originally Posted by Cheesegear View Post
    Similar to The Black Mace, low AP, Poisoned weapons go on Daemon Princes.
    Princes have Smash. All Melee attacks are AP2.
    Princes have high Strength. Poison gets re-roll To Wound.
    But then why not a black Mace? I guess in proper kaiju battles the toughness test isn't going to come up, but it actually gives the prince a way to deal with high model count tarpits. I guess shred is reasonably good, and the cleaver is really cheap... and the staff does give him a shooting attack of some kind.

  8. - Top - End - #1238
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    Default Re: Warhammer 40K Tabletop XXVII: Tyranids Finally Found A Friend

    His 'trick' was that each Sorcerer hangs out with a Spawn. Against...Everything...'Majority Toughness' is 9. Per the FAQ, against Grav, the person getting shot at gets to decide what their Armour Save is, so, against everything that matters, the unit is T9 and can't die. Against Grav, the unit is Sv- and can't die.
    oh gods thats nasty and brilliant at the same time

    Though every 4th post or so i read right now makes me more glad for Warp Spiders
    thnx to Starwoof for the fine avatar

  9. - Top - End - #1239
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    Default Re: Warhammer 40K Tabletop XXVII: Tyranids Finally Found A Friend

    Legion Outriders in HH cost so many points, I'm torn between thinking they're overcosted and thinking it's a far more appropriate cost for bikers than the cost of them in 40k armies.

    They each cost as much as a terminator and their weapons options are the price of a lascannon, though they are all twin-linked, but they can take power weapons for just 10 points. It seems to be pushing the idea of them as assault units in Legion armies rather than mobile fire power.
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    Default Re: Warhammer 40K Tabletop XXVII: Tyranids Finally Found A Friend

    Quote Originally Posted by Drasius View Post
    Good, about damn time grav had some sort of counter.
    Spawn are Sv- (+/- Endurance). You didn't know Spawn were good?
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    Default Re: Warhammer 40K Tabletop XXVII: Tyranids Finally Found A Friend

    Quote Originally Posted by Cheesegear View Post
    Spawn are Sv- (+/- Endurance). You didn't know Spawn were good?
    I didn't know you could join them to anything. I always thought Spawn had to be on their own, or with other Spawn at best.
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    Default Re: Warhammer 40K Tabletop XXVII: Tyranids Finally Found A Friend

    The Sorcerer can join them the same as any other unit.
    Sanity is nice to visit, but I wouldn't want to live there.

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    Default Re: Warhammer 40K Tabletop XXVII: Tyranids Finally Found A Friend

    Quote Originally Posted by Drasius View Post
    I'll have to keep that in mind if I can ever stomach bikes in a non-ork army.
    Huh, me and you have the same hang up. Mine is more "Bikes in melee are dumb, unless they're Orks." Im fine with bikes with guns strapped on them, but meleeing with them is dumb, thus why my Death Guard Bikestar was gonna be modeled on Daemon Beasts.
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    Default Re: Warhammer 40K Tabletop XXVII: Tyranids Finally Found A Friend

    Quote Originally Posted by Cheesegear View Post
    Spawn are Sv- (+/- Endurance). You didn't know Spawn were good?
    Oh, I've known spawn were good for a long time, just that I never thought to have them be used as MSU sorc escorts. Mine don't get much use these day and I never hear anyone singing the same song as me about how great biomancy is for chaos, it's all just invis on the houndstar so it's nice to hear someone else have an original idea. While spawn are a great counter to grav, they get taken down by the mid str spam. If they're (majority) T9 however, even str7 is wounding on 6's and that's just gross.

    Edit: Celestine has gone onto last chance to order and is already sold out here in Aus. Veyrdian was out of stock less than 1/2 an hour after release, though she's slated for additional runs as a webstore exclusive. They've moved all the sisters models onto new release as well for some reason. The handful of inquisitor and sisters models on made to order are also up.

    Double Edit: Battleforce rules:





    A resounding Meh to the Tau and wolves ones, a slightly less meh to the AdMech and an unsurprised wow to the deathwatch one.
    Last edited by Drasius; 2016-12-09 at 10:38 PM.

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    Default Re: Warhammer 40K Tabletop XXVII: Tyranids Finally Found A Friend

    Played my first game with a Deathwatch army today. Deathwatch Frag Cannons are great and I like them a lot. I managed to wipe a ~600pts-ish Ahriman/Sorcerer Deathstar turn 1 with a Drop Pod full of them, with the unit surviving the ensuing hail of return fire and doing lots more damage with Overwatch, ATSKNF running from combat shenanigans, and generally being a nuisance while the rest of the army claimed objectives. It's good stuff, I'm really enjoying the Deathwatch feel.
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    Default Re: Warhammer 40K Tabletop XXVII: Tyranids Finally Found A Friend

    Quote Originally Posted by Professor Gnoll View Post
    It's good stuff, I'm really enjoying the Deathwatch feel.
    Outside of Frag Cannons, what do you feel seems to work?
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    Default Re: Warhammer 40K Tabletop XXVII: Tyranids Finally Found A Friend

    Quote Originally Posted by Cheesegear View Post
    Outside of Frag Cannons, what do you feel seems to work?
    In this game, at least, having access to Flamers in the squad (such as through Infernus Heavy Bolters) was really useful. Bringing my firepower to bear required getting in pretty close, usually into charge range (the enemy army being a very assault-heavy Slaanesh army aside from its deathstar), so having a powerful Overwatch was invaluable. I didn't do it this time, but I feel like it might have been good to have a Biker attached to the squad for Split Fire, or to just field multiple smaller squads. I'd run into a problem where a squad would have *too much* firepower and end up wiping a unit with a few of its guns and get stuck unable to bring a lot of its firepower to bear. So running multiple 5-man or smaller Kill Teams seems more useful than the bigger squads, but does run into a problem with having to buy a lot of Terminators (in the cases of Furor and Aquila teams.)

    Stalker Boltguns were alright. They were good for keeping out of charge range while doing customisable damage, but sort of felt like chaff to fill out the unit. I can't say I felt like the price I paid for them was worth it when I could have gotten myself additional bodies. It's also really inconvenient to have Heavy weapons in a squad that needs to be moving around to get to key targets and objectives. Especially when the Heavy Bolter in the squad is Assault.

    The Corvus was fine, and did its job. Delivered troops around the battlefield and peppered squads and vehicles. Not hugely exciting, but the key to victory. Having so few squads made it pretty invaluable to have a presence over the entire field.
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    Default Re: Warhammer 40K Tabletop XXVII: Tyranids Finally Found A Friend

    Quote Originally Posted by Drasius View Post
    Edit: Celestine has gone onto last chance to order and is already sold out here in Aus. Veyrdian was out of stock less than 1/2 an hour after release, though she's slated for additional runs as a webstore exclusive. They've moved all the sisters models onto new release as well for some reason. The handful of inquisitor and sisters models on made to order are also up.
    Why do i have the feeling that they made only a few hundred models and are now confused as to how they sold out already. Im kinda annoyed cuz i forgot to look till now and they are sold out (im not surprised) but even if i had remembered i bet they would have been sold out this morning by time i got up.

    I think i may buy a pair of Immolaters, cuz right now i've only got 2 and a few Rhinos. I was gonna convert the Rhinos to Repressors (still will) but id like a few more Immolaters, just in case i wanna play armored fist Sisters. Hope they bring in the Excorsist cuz i want more than the three i have.
    Last edited by Blackhawk748; 2016-12-10 at 11:34 PM.
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    Default Re: Warhammer 40K Tabletop XXVII: Tyranids Finally Found A Friend

    Quote Originally Posted by Blackhawk748 View Post
    Why do i have the feeling that they made only a few hundred models and are now confused as to how they sold out already. Im kinda annoyed cuz i forgot to look till now and they are sold out (im not surprised) but even if i had remembered i bet they would have been sold out this morning by time i got up.

    I think i may buy a pair of Immolaters, cuz right now i've only got 2 and a few Rhinos. I was gonna convert the Rhinos to Repressors (still will) but id like a few more Immolaters, just in case i wanna play armored fist Sisters. Hope they bring in the Excorsist cuz i want more than the three i have.
    Immolators were Sold out and removed from the Australia store for the last 5 months, so yeah, if you want some, get them while you can. Meanwhile Aus has always had exorcists available. Oh and they sold out of Veyridian, then came back with a new set and then sold out of those too, so While they may have only made a handful, I expect they were doubly surprised by the surge in demand.
    Last edited by Drasius; 2016-12-11 at 12:07 AM.

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    Default Re: Warhammer 40K Tabletop XXVII: Tyranids Finally Found A Friend

    Had a tournament at the FLGS today. Only houserule was 1 superheavy/gargantuan max. Malestrom Mission, randomly determined at the start of each round (one roll for everyone, so we all had the same mission)

    I was one of two people who went undefeated. The other winner ran Dark Eldar, taking down a Tzeench Deamons list with popcorn horrors in the final round.

    My army was tau:
    Spoiler
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    CAD:
    Commander-Irridium, Missiles, Marker Drones, TL, DC

    6x Firewarriors
    5x Firewarriors
    10x Kroot w/ sniper

    Riptide, IA, EWO, Stims
    2x Crisis w/ Fusion
    2x Crisis w/ Fusion

    4x Marker Drones
    Pirahna w/ Fusion, Sensors

    Skyray w/ Sensors
    Skyray w/ Sensors

    Optimized Stealth Cadre:
    Ghostkeel w/ Fusion, Stims, EWO
    Stealth w/ Fusion
    Stealth w/ Fusion


    My first opponent had a gimicky Thousand Sons list:
    Spoiler
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    CAD:
    Ahriman

    Thousand Suns
    Tzangors

    Magnus

    Knight Detachment:
    Renegade Knight


    I deployed first, and then for some reason he put magnus front and center right across from my stuff. So first turn I toasted him with my skyrays. It helped that he failed 7 out of 8 or 9 4+ invuln saves. Even so, I had my Kroot and Stealth Cadre all ready to help take him down.

    That pretty well took the wind out of his sails, but he held on for a bit by having Ahriman throw invisibility on his Knight. Unfortunately for him I took out Ahriman turn 2 after he split off from the Sons squad so it could go grab an objective while he kept up with the Knight.

    Turn 3 I finished the Knight off with Markerlights plus One crisis drop squad, and also finished off the rest of his stuff.

    My second opponent ran a scary Mechanized Iron hands list that beat a Tyranid/Cult army first round:
    Spoiler
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    CAD:
    Chapter Master, Bike, Chains, Thunder Hammer

    Marines, Razorback w/ Las
    Marines, Razorback w/ Las

    Command Squad, Bikes, Thunder Hammers, Sheilds, Apothecary

    Vindicator
    Predator, Max Las

    Knight Detachment:
    Knight


    I was scared of his vindicator, but after I managed to seize the initiative, my Ghostkeel got a weapon destroyed on it. Otherwise in my first turn I managed to burst one razorback with my Pirahna rolling a 5-6-6 to hit, pen, explode. My riptide then took out four of the five marines that were inside. My skyrays took off 1 hull point from the knight.

    His first turn he used all his shooting to take one hull point off my pirahna (Jink lol). He had to finish it off by charging with his knight, which was fortunate since I had moved my riptide too far forward and the pirahna was the only thing stopping the knight from toasting my riptide (it was right in between them). His Bike Deathstar took out one squad of stealth suits.

    Then on my turn 2 my crisis suits came in. Again Markerlights plus one crisis squad did in the Knight. My ghostkeel popped his Predator. At that point he conceded. I was a bit surprised, but he did point out that I still had tons of units and would shortly be finishing off all his non-deathstar stuff, and since it was malestrom, I would be racking up points on all the objectives while he would not be able to kill more than one unit a turn.

    My third opponent had another gimicky list. Because of numbers, he actually was 1-1, while the two other 2-0 people played each other.
    Spoiler
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    Librarius Conclave:
    Tigurius
    Librarian, Termi Armor
    Librarian

    Assasin:
    Culexus

    Knight Detachment:
    Knight

    Flyer Formation:
    Stormraven
    Stormtalon
    Stormtalon


    Again I managed to seize the initiative, second time in a row. Put 2 wounds on his assassin with my infantry. More importantly I had some stealth suits that had infiltrated to the back of his deployment zone who poped out and ganked tigurius, who had rolled invisibility. Fusion blasters will do that when you run each librarian as his own unit. The Riptide had tried, but his blast scattered and just took a hull point off the knight.

    His turn the Culexus wiped a firewarrior squad and the Knight ineffectively battlecannoned my commander who tanked all the hits on his 2+ (the drones were spread out, so he only got 5 hits total with the 2 large blasts).

    My turn 2 I finished off the culexus. As before, I took out the knight with markerlights and one volley from a fusion crisis squad. The knight blowing up took out his other two librarians; it also took out my other crisis suits, but at that point it was moot since he was tabled. Except I just realized tabling happens at the end of the two player turns, so we actually should have seen if his fliers came in. But I was sitting on all the objectives and my skyrays still had full missile racks, so, probably would have not changed things.

    Overall a good time, and deep-striking fusion crisis suits are definitely MVP.

  21. - Top - End - #1251
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    Default Re: Warhammer 40K Tabletop XXVII: Tyranids Finally Found A Friend

    Quote Originally Posted by Drasius View Post
    Immolators were Sold out and removed from the Australia store for the last 5 months, so yeah, if you want some, get them while you can. Meanwhile Aus has always had exorcists available. Oh and they sold out of Veyridian, then came back with a new set and then sold out of those too, so While they may have only made a handful, I expect they were doubly surprised by the surge in demand.
    Ya, ill order a pair when i try and grab Verydian again. I know the Excorisists are still there, i was just hoping theyed stop being metal, as those Organs are a freakin pain to assemble.
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  22. - Top - End - #1252
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    Default Re: Warhammer 40K Tabletop XXVII: Tyranids Finally Found A Friend

    Quote Originally Posted by Lord Torath View Post
    Whoever wrote that really needs to do his homework. For starters:
    This organ is responsible for the prolonging of the puberty stage of the recepient, so as to continue a steady creation of hormones required for other organs that need stimulation to work. As a side effect, this also results in increased fertility within the young female Marines, and leads to a heightened sexual awareness and prowess... Like all Marines, they are not forbidden reproduction, but it is normally discouraged, as the Chapter is fearful of the genetic stability of the offspring. (Note-this phenomenon must also be present with male Chapters, although as of yet they are reluctant to make any refernces to this point of their initiation)
    https://www.youtube.com/watch?v=tRVUOGUmxJI

    Space Marines are sterile, and puberty doesn't create "prowess." Kid needs to grow up.
    Unfortunatley, it appears that this organ has mutated from its original purpose, also aiding in the supply of oxygen to the blood by 'absorbing' some of it through the skin. It is then entirely possible for a female Space Marine to die of suffication if their entire body, externally, is deprived of oxygen for extended periods of time. They can operate normally for most combat purposes, but they rarely wear their armour outside of combat and formal occasions.
    Been watching Goldfinger, much? Besides, even if it did work that way, that doesn't make their lungs less efficient. What we have here is an excuse for his Marines to walk around sans armor/clothing, nothing more.

    I'm not opposed to the idea of female Astartes on principle (the two lost legions could theoretically be that key, after all), but the idea can certainly be better written than that.
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  23. - Top - End - #1253
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    Default Re: Warhammer 40K Tabletop XXVII: Tyranids Finally Found A Friend

    Well, Servo-Skulls aren't in the new Imperial Agents book.
    I have some hope, because Codex: Inquisition is still for sale, and, usually it would be taken down by now if it was going to be replaced. But, who knows?

    It may be time to buy that Baal Predator Formation that I've been eyeing.
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  24. - Top - End - #1254
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    Default Re: Warhammer 40K Tabletop XXVII: Tyranids Finally Found A Friend

    Quote Originally Posted by Cheesegear View Post
    Well, Servo-Skulls aren't in the new Imperial Agents book.
    I have some hope, because Codex: Inquisition is still for sale, and, usually it would be taken down by now if it was going to be replaced. But, who knows?

    It may be time to buy that Baal Predator Formation that I've been eyeing.
    Was just coming to post Frontline Gaming's Review. It doesnt say a ton but ya Servo Sulls are gone (and therefore i have multiple armies that have no way to scout block) and apparently the SoB Formation (the big one in the book) lets the army reroll saving throws of 1.......once per game. Oh and St Celestine isnt in the book, so ya.

    I am not impressed, then again i expected very little.

    Edit: I find it weird that we got all these leaks for Traitor Legions, but i cant find a single one about Imperial Agents.
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  25. - Top - End - #1255
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    Default Re: Warhammer 40K Tabletop XXVII: Tyranids Finally Found A Friend

    Quote Originally Posted by Yaktan View Post
    Had a tournament at the FLGS today. Only houserule was 1 superheavy/gargantuan max. Malestrom Mission, randomly determined at the start of each round (one roll for everyone, so we all had the same mission)

    I was one of two people who went undefeated. The other winner ran Dark Eldar, taking down a Tzeench Deamons list with popcorn horrors in the final round.

    My army was tau:
    Spoiler
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    CAD:
    Commander-Irridium, Missiles, Marker Drones, TL, DC

    6x Firewarriors
    5x Firewarriors
    10x Kroot w/ sniper

    Riptide, IA, EWO, Stims
    2x Crisis w/ Fusion
    2x Crisis w/ Fusion

    4x Marker Drones
    Pirahna w/ Fusion, Sensors

    Skyray w/ Sensors
    Skyray w/ Sensors

    Optimized Stealth Cadre:
    Ghostkeel w/ Fusion, Stims, EWO
    Stealth w/ Fusion
    Stealth w/ Fusion


    My first opponent had a gimicky Thousand Sons list:
    Spoiler
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    CAD:
    Ahriman

    Thousand Suns
    Tzangors

    Magnus

    Knight Detachment:
    Renegade Knight


    I deployed first, and then for some reason he put magnus front and center right across from my stuff. So first turn I toasted him with my skyrays. It helped that he failed 7 out of 8 or 9 4+ invuln saves. Even so, I had my Kroot and Stealth Cadre all ready to help take him down.

    That pretty well took the wind out of his sails, but he held on for a bit by having Ahriman throw invisibility on his Knight. Unfortunately for him I took out Ahriman turn 2 after he split off from the Sons squad so it could go grab an objective while he kept up with the Knight.

    Turn 3 I finished the Knight off with Markerlights plus One crisis drop squad, and also finished off the rest of his stuff.

    My second opponent ran a scary Mechanized Iron hands list that beat a Tyranid/Cult army first round:
    Spoiler
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    CAD:
    Chapter Master, Bike, Chains, Thunder Hammer

    Marines, Razorback w/ Las
    Marines, Razorback w/ Las

    Command Squad, Bikes, Thunder Hammers, Sheilds, Apothecary

    Vindicator
    Predator, Max Las

    Knight Detachment:
    Knight


    I was scared of his vindicator, but after I managed to seize the initiative, my Ghostkeel got a weapon destroyed on it. Otherwise in my first turn I managed to burst one razorback with my Pirahna rolling a 5-6-6 to hit, pen, explode. My riptide then took out four of the five marines that were inside. My skyrays took off 1 hull point from the knight.

    His first turn he used all his shooting to take one hull point off my pirahna (Jink lol). He had to finish it off by charging with his knight, which was fortunate since I had moved my riptide too far forward and the pirahna was the only thing stopping the knight from toasting my riptide (it was right in between them). His Bike Deathstar took out one squad of stealth suits.

    Then on my turn 2 my crisis suits came in. Again Markerlights plus one crisis squad did in the Knight. My ghostkeel popped his Predator. At that point he conceded. I was a bit surprised, but he did point out that I still had tons of units and would shortly be finishing off all his non-deathstar stuff, and since it was malestrom, I would be racking up points on all the objectives while he would not be able to kill more than one unit a turn.

    My third opponent had another gimicky list. Because of numbers, he actually was 1-1, while the two other 2-0 people played each other.
    Spoiler
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    Librarius Conclave:
    Tigurius
    Librarian, Termi Armor
    Librarian

    Assasin:
    Culexus

    Knight Detachment:
    Knight

    Flyer Formation:
    Stormraven
    Stormtalon
    Stormtalon


    Again I managed to seize the initiative, second time in a row. Put 2 wounds on his assassin with my infantry. More importantly I had some stealth suits that had infiltrated to the back of his deployment zone who poped out and ganked tigurius, who had rolled invisibility. Fusion blasters will do that when you run each librarian as his own unit. The Riptide had tried, but his blast scattered and just took a hull point off the knight.

    His turn the Culexus wiped a firewarrior squad and the Knight ineffectively battlecannoned my commander who tanked all the hits on his 2+ (the drones were spread out, so he only got 5 hits total with the 2 large blasts).

    My turn 2 I finished off the culexus. As before, I took out the knight with markerlights and one volley from a fusion crisis squad. The knight blowing up took out his other two librarians; it also took out my other crisis suits, but at that point it was moot since he was tabled. Except I just realized tabling happens at the end of the two player turns, so we actually should have seen if his fliers came in. But I was sitting on all the objectives and my skyrays still had full missile racks, so, probably would have not changed things.

    Overall a good time, and deep-striking fusion crisis suits are definitely MVP.
    What a weird tourny. A Liberius Conclave with no other infantry? (That apparently went 1-1 as well), every team having a Knight (okay, that's not that unusual) but taking a Culexus with a Librarian Conclave is.

    Quote Originally Posted by Blackhawk748 View Post
    Was just coming to post Frontline Gaming's Review. It doesnt say a ton but ya Servo Sulls are gone (and therefore i have multiple armies that have no way to scout block) and apparently the SoB Formation (the big one in the book) lets the army reroll saving throws of 1.......once per game. Oh and St Celestine isnt in the book, so ya.

    I am not impressed, then again i expected very little.

    Edit: I find it weird that we got all these leaks for Traitor Legions, but i cant find a single one about Imperial Agents.

    I don't mind Servo Skulls being gone, in my mind it's just another toy that the Imperium no longer gets to use against everyone else who isn't lucky enough to be playing some sort of human.

    St. Celestine being gone is sad though. She was a fine character.
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  26. - Top - End - #1256
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    Default Re: Warhammer 40K Tabletop XXVII: Tyranids Finally Found A Friend

    No Saint?

    Wow. This is just pissing on the loyal sororitas players harder than the fact they STILL got no models aside of metal mishmash of guns.


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  27. - Top - End - #1257
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    Default Re: Warhammer 40K Tabletop XXVII: Tyranids Finally Found A Friend

    Quote Originally Posted by Blackhawk748 View Post
    (and therefore i have multiple armies that have no way to scout block)
    What armies do you have again?

    Edit: I find it weird that we got all these leaks for Traitor Legions, but i cant find a single one about Imperial Agents.
    They got in trouble for Traitor Legions since they allegedly botched the embargo date. Since I know that FLG is now getting legitimate advanced copies from GW, I'm no longer calling them 'leaks', and they are in fact, regular press... Which is still a huge improvement on GW's 2016. As a business, they're doing a lot of things right this year. As a Rules Company, nearly everything they do is wrong.
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  28. - Top - End - #1258
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    Default Re: Warhammer 40K Tabletop XXVII: Tyranids Finally Found A Friend

    Quote Originally Posted by Cheesegear View Post
    As a business, they're doing a lot of things right this year. As a Rules Company, nearly everything they do is wrong.
    My primary army is Thousand Sons, one of my secondary armies is SoB (with Celestine being my only sisters HQ choice and model), my Skyhammer relies on Servo skulls to make the ASM not suck horribly. This has not been a good 4 weeks for me. Like, at all. Maybe I should just give up and collect nothing but vanilla marines, then I might have a chance at not getting absolutely shafted at every turn.

    Maybe I'll get some deathwatch to flesh out my sisters army to 1850, they're marines, they won't get nerfed, right?

  29. - Top - End - #1259
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    Default Re: Warhammer 40K Tabletop XXVII: Tyranids Finally Found A Friend

    Had a tournament at the FLGS today. Only houserule was 1 superheavy/gargantuan max. Malestrom Mission, randomly determined at the start of each round (one roll for everyone, so we all had the same mission)

    I was one of two people who went undefeated. The other winner ran Dark Eldar, taking down a Tzeench Deamons list with popcorn horrors in the final round.
    Nice reading, sounds like you had fun. Even if the lists you fought did seem rather gimicky
    thnx to Starwoof for the fine avatar

  30. - Top - End - #1260
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    Default Re: Warhammer 40K Tabletop XXVII: Tyranids Finally Found A Friend

    Correct me if i'm wrong, but Cult Mechanicus still has servo-skulls, yes? Perhaps the tax will just go up to "One enginseer" rather than "one inquisitor"
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