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2018-01-23, 11:03 AM (ISO 8601)
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Re: Warhammer 40K Tabletop Thread XXXIII: Only in Nerf Does Duty End
...Exactly? So trying to make a Swarmlord, that isn't even as good as real Swarmlord, is only doubling down on the failure. Making Slayer Sabres even worse. Because if you were going to take Swarmlord (even though he's not even very good), why would you take an even worse version of that?
I'm not going to defend it, only point out that a non-negligible number of people in a forum dedicated to Nids specifically have seen some value to it
I've seen screenshots of a Tau Facebook Group (that will remain nameless) of people who genuinely believe that the army list is good, and that it 'holds up' against other army lists - even ones with Codecies! Which is all bulls*, as anyone with a non-fanboi, realistic outlook knows. Just because someone says it, there are so many more questions I need to ask about anecdotal evidence. What did you play against? What Mission were you playing? How many points? Did you Seize? If you were playing Maelstrom, what cards did you draw? I don't deny that Tau can win games. I'm only saying that there's only a really, really small group of armies that they can play against without resorting to some of the hottest dice in the world combined with the Heart of the Cards.
"Nah man, Necrons can totally win games. Let me tell you about the time I ran 5 C'Tans and my opponent was Black Templars and Charged straight at me."
...Yeah, okay mate. Settle down.
I've seen a whole bunch of people claim that paying 3 CPs for an extra two Relics is worth it, in every single Codex. Which definitely isn't true. "Relics don't cost points. It's basically getting better wargear for free!" No, idiots. You definitely don't understand how good Command Points are. And 3 is a lot to spend in one go before the game has even started.
As I mentioned earlier, I don't rate things that have 'some value' (e.g; Lucius Electro-Priests, Kraken Genestealers, Salamanders Aggressors, etc.). It needs to have all the value, all of the time. Using a weapon that already does 3 Damage to sometimes kill <Infantry> and <Biker> models even harder, is a waste of a slot. Therefore, bad. By taking Slayer Sabres, you are removing the ability to take something else. I mean, credit where credit is due, none of the Tyranid Artefacts are that good. But still, even with that low, low bar, Slayer Sabres aren't even good.
iirc the benefit came from digging into all the additional +1 damage options for it. Call it what you will.
Oh, I get it, you want to do 4 Damage to a 5 Wound model? It's got one Wound left, so on a 2+, it's dead anyway. Whoop-de-f*ing-do. You spent an Artefact slot on that?
Melee's terrific now...
(i.e; Spam Genestealers, what else you got?)
Carnifexes have 24, S6 shots with a 2+ Save, or, carry four Heavy Bolters with rr1s To Hit. What the Hell are you doing in Melee? More importantly, how did you cross the board through the current meta of Missile and Plasma spam?
it's easy to make melee focused armies that hold up very well on the table.
Heck, melee focused armies are the ONLY reason to even consider taking a Swarmlord (though since the codex that's no longer true).
But I'd hardly call that a Melee army.
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2018-01-23, 12:14 PM (ISO 8601)
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- Apr 2013
Re: Warhammer 40K Tabletop Thread XXXIII: Only in Nerf Does Duty End
Oh jeez, that conversation was a few months ago as I recall. Started in the FAQ thread but spread out from there into different threads.
Otherwise I'm going off of my own brain
No it isn't. Because only a fraction of your units will ever actually make it. Emperor help you if you ever play against Guard or Eldar where none of your units make it unless you're spamming more SUA than they can handle.
Carnifexes have 24, S6 shots with a 2+ Save, or, carry four Heavy Bolters with rr1s To Hit. What the Hell are you doing in Melee? More importantly, how did you cross the board through the current meta of Missile and Plasma spam?
Against what? Other Melee armies? 1000 Point games against Death Guard with 30 models, tops?
Swarmlord effects one unit per turn. Like a Stratagem. Building an army around him doesn't work, because he's for building death stars. ("Death Stars don't exis-" Yeah, you're done talking.) Kraken Patrol. Swarmlord (and Tyrant Guard) & Genestealers, possibly a Broodlord with -1 To Hit Artefact. Don't make Swarmlord your Warlord, his Trait is bad. Then take a Detachment of anything else. Preferably Jormungandr, Kronos or Leviathan.
But I'd hardly call that a Melee army.
Don't get me wrong, there are plenty of decent shooting options (finally) for Nids and it's pretty damn fun to drop 30 devilgaunts in via a Trygon then pop single minded annihilation, but Nids have a ton of useful Melee builds and finally the speed to get in close enough to use that to their advantage.
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2018-01-23, 03:13 PM (ISO 8601)
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Re: Warhammer 40K Tabletop Thread XXXIII: Only in Nerf Does Duty End
I see melee Nids all of the time. And yeah, I know my meta isn't very good at gauging competitiveness but it's really easy to get first turn charges with multiple units. Sometimes it's a matter of spamming more SUA then they can handle (which is really easy for Tyranids to do), but I've also seen a combo of the Swarmlord, the Kraken Strategem, and one SUA to bring 60 Genestealers into a first turn charge. Or sometimes there's some Hormagaunts sprinkled in to maximize tying units up. Yeah, shooting Nids is also very good these days. But melee Nids are alive and well.
If my opponent doesn't have Psykers? Well then they are usually either Tau, Necrons, or Dark Eldar, so I'm not worried, and I just don't use that stratagem or Warlord trait. They can be changed between games, so it's not like you need to invest anything in it, because the Kronos adaptation is good enough on it's own. But it's gold against the armies that use psykers and really want to get off important powers. Flat out stopping a Warptime or a Quicken can be game changing. Same with Da Jump (particularly if you are shooty Nids). And if they are spamming psykers, which is also very common, then the Warlord trait really has a big impact. The spammable psykers only have a few wounds. And the D3 for failure makes it really risky. Particularly if you got burned by the stratagem earlier.
Sometimes that's enough. You get a Deny, and they likely have a -1 for Shadows of the Warp. But sometimes you really don't want that power to go off for whatever reason. It's only a single CP, and some powers are just that devastating to have go off. Synaptic Lynchpin is only good if you don't have a lot of Neurothropes, because otherwise it's just redundant. Instinctive Killer is situational. Does your opponent spam a lot of the same units, and are those units worth shooting at? Otherwise I think a Dakka-Tyrant is better off with Heightened Senses.
Since Warlord traits aren't preselected, I'd use them more as a matter of adapting to what the other guy is bringing. Do they have a lot of stuff that might charge me? Then I can use the Kraken trait. Do they have a lot of Psykers? Then the Kronos trait.
A question of semantics I believe. If you can build around a faction's adaptation and have it be useful, then generally I think it's a good faction. Like Kraken, Behemoth, or Hydra. While some traits are just more or less useful in general like Kronos, Gorgon, Levi, and Jormungdar.
Gorgon and Hydra are actually the traits I see the least. They are both for melee Nids, and often the most important thing for melee Nids is the delivery. So Kraken, Behemoth, and Jormungdar end up being much more useful. Jormungdar especially since it's also good for shooty Nids.
Also, for the Swarmlord, why not put him in a pod instead of paying for 3 Tyrant Guard? It's cheaper, and he can still use his ability when he comes in, guaranteeing he'll make his charge.Spoiler: I'm a writer!Spoiler: Check out my fanfiction[URL="https://www.fanfiction.net/u/7493788/Forum-Explorer"here[/URL]
]Fate Stay Nano: Fate Stay Night x Magical Girl Lyrical Nanoha
I Fell in Love with a Storm: MLP
Procrastination: MLP
Spoiler: Original FictionThe Lost Dragon: A story about a priest who finds a baby dragon in his church and decides to protect them.
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2018-01-23, 03:59 PM (ISO 8601)
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- Jan 2008
Re: Warhammer 40K Tabletop Thread XXXIII: Only in Nerf Does Duty End
Which, as I've mentioned a few times by now, is the only way to run Kraken. And, granted, it's not bad. But it's literally the only Melee army I've seen work. But, even then, all of that only equals 1000 Points or so. Where the other 1000 Points is tied up in shooty stuff.
If my opponent doesn't have Psykers? Well then they are usually either Tau, Necrons, or Dark Eldar, so I'm not worried, and I just don't use that stratagem or Warlord trait.
Flat out stopping a Warptime or a Quicken can be game changing.
Since Warlord traits aren't preselected...
Then I can use the Kraken trait. Do they have a lot of Psykers? Then the Kronos trait.
If you can build around a faction's adaptation and have it be useful, then generally I think it's a good faction.
'Chaos Space Marines are amazing! Here's a Cyclopia Cabal, and then 1450 of Daemons'.
Or, let's actually play 8th Ed., instead of living in the past; 'I really like Sisters...No, just kidding, I only brought Celestine and then the other 1600 Points is all Guard.'
If you're not spending the majority of your points on a Faction/Sub-Faction, then you're almost definitely cherry-picking an extremely select section of units that will barely make an impact on your total points value.
That's a gimmick. It isn't good.
When someone uses Strike From the Shadows on a unit of Aggressors, that's not a Raven Guard gimmick...Because at least another 12-1300 Points of their army, will also be Raven Guard, because Raven Guard are good, not just an exploitative abuse of the Detachment rules.
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2018-01-23, 05:08 PM (ISO 8601)
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Re: Warhammer 40K Tabletop Thread XXXIII: Only in Nerf Does Duty End
The best way, not the only way. You can also take another 1000 points of melee stuff if you want and actually do a full melee list, but it's honestly better to grab a second detachment of Kronos or Jungmander to have a shooty backline.
By the rules, a Warlord trait is generated immediately before deployment. That is literally what it says in the rulebook, so maybe ITC or NOVA changes that, but the base game does allow you to tailor your warlord trait to your opponent. Is it more competitive? Arguably, but it's still a house rule that your meta has inflicted upon itself. Don't assume that everyone else follows it.
Sure, but that's like saying Conceal isn't useful every game. Yeah, there is the occasional game where I face an almost pure melee army, but against a strong army, they'll have some good shooting as well. The psychic phase is a big deal, and you shouldn't neglect it.
Only if you're following the rules.
That's a sentence fragment. I'm talking about switching between using the Faction trait and the general traits.
How many points do you have to spend before it's considered significant? Up above we are talking about an almost 50-50 split between Kraken and Kronos. You can even go to an extreme in splitting them by doing something like Kraken+Behemoth for melee units (IE, Genestealers + stuff being SUA'd in), combined with a shooty stuff of Kronos + Jormundgar (IE, long range Exocrines and Tyranofexes + Carnifexes that are mid range and need to move). With how easy it is for Nids to make a detachment, there's no reason not to constantly min-max which faction is best for each individual unit.Spoiler: I'm a writer!Spoiler: Check out my fanfiction[URL="https://www.fanfiction.net/u/7493788/Forum-Explorer"here[/URL]
]Fate Stay Nano: Fate Stay Night x Magical Girl Lyrical Nanoha
I Fell in Love with a Storm: MLP
Procrastination: MLP
Spoiler: Original FictionThe Lost Dragon: A story about a priest who finds a baby dragon in his church and decides to protect them.
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2018-01-23, 05:35 PM (ISO 8601)
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Re: Warhammer 40K Tabletop Thread XXXIII: Only in Nerf Does Duty End
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2018-01-24, 03:43 AM (ISO 8601)
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Re: Warhammer 40K Tabletop Thread XXXIII: Only in Nerf Does Duty End
If only they weren't prohibitively expensive and metal.
Well my meta is pretty weird then because I've been running behemoth with a close combat list and am 9 wins for 0 losses. I run a swarmlord and a big old unit of stealers, plus fexes and other stuff.
Edit: 9-1 I lost against a death guard list with MortyLast edited by Ricky S; 2018-01-24 at 03:44 AM.
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2018-01-24, 09:14 AM (ISO 8601)
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- Jan 2008
Re: Warhammer 40K Tabletop Thread XXXIII: Only in Nerf Does Duty End
So, post-Chapter Approved, the winners of the tail-end of 2017 are...
Not in any order
Guard (+/- Celestine)
Tyranids (+/- Genestealer Cults and Guard)
Eldar
Chaos Marines (+/- Thousand Sons)
I'm not surprised. But it is handy to know, going forward.
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2018-01-24, 09:31 AM (ISO 8601)
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Re: Warhammer 40K Tabletop Thread XXXIII: Only in Nerf Does Duty End
Looks about right. Three more or less horde armies with plenty of psykers, easy long range high volume attacks, and plenty of ways to get rerolls.
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2018-01-24, 01:37 PM (ISO 8601)
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Re: Warhammer 40K Tabletop Thread XXXIII: Only in Nerf Does Duty End
Speaking of Tyranids, if one was going to run a Non Swarmlord Hive Tyrant, what loadout would be chosen? Melee, or two sets of guns? And if guns, which guns? And which build wants wings?
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2018-01-24, 03:04 PM (ISO 8601)
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Re: Warhammer 40K Tabletop Thread XXXIII: Only in Nerf Does Duty End
Spoiler: I'm a writer!Spoiler: Check out my fanfiction[URL="https://www.fanfiction.net/u/7493788/Forum-Explorer"here[/URL]
]Fate Stay Nano: Fate Stay Night x Magical Girl Lyrical Nanoha
I Fell in Love with a Storm: MLP
Procrastination: MLP
Spoiler: Original FictionThe Lost Dragon: A story about a priest who finds a baby dragon in his church and decides to protect them.
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2018-01-24, 03:19 PM (ISO 8601)
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Re: Warhammer 40K Tabletop Thread XXXIII: Only in Nerf Does Duty End
That's what I see a lot of as well, venom/miasma cannon, wings, 1 pair of scything talons.
Sometimes the pair of talons is swapped out for rending claws or the cannon is replaced by more talons for the really melee focused lists.Sanity is nice to visit, but I wouldn't want to live there.
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2018-01-24, 05:44 PM (ISO 8601)
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Re: Warhammer 40K Tabletop Thread XXXIII: Only in Nerf Does Duty End
Devourers throw out the most shots, with Stratagems, are some of the deadliest guns you own.
Monstrous Claws are cheap-as-free (because your Hive Tyrants don't want to be in combat, that's why they <Fly>)
If your Hive Tyrant does want to be in combat, then chuck on Boneswords and go to town.
I'll see if you can spot a pattern.
Spoiler: Only 5?Kronos, Brigade
Hive Tyrant with Wings; x4 Devourers with Brainleech Worms - 198 Points
Hive Tyrant with Wings; x4 Devourers with Brainleech Worms - 198 Points
Neurothrope; The Norn Crown - 70 Points
Termagants (x15) - 60 Points
Termagants (x15) - 60 Points
Ripper Swarms (x3) - 33 Points
Ripper Swarms (x3) - 33 Points
Ripper Swarms (x3) - 33 Points
Ripper Swarms (x3) - 33 Points
Hive Guard; Impaler Cannon - 48 Points
Hive Guard; Impaler Cannon - 48 Points
Hive Guard; Impaler Cannon - 48 Points
Hive Guard; Impaler Cannon - 48 Points
Hive Guard; Impaler Cannon - 48 Points
Hive Guard; Impaler Cannon - 48 Points
Lictor; Flesh Hooks, Rending Claws - 45 Points
Pyrovore - 38 Points
Gargoyles (x15) - 90 Points
Mucloid Spore - 20 Points
Mucloid Spore - 20 Points
Biovores (x3) - 108 Points
Biovore - 36 Points
Biovore - 36 Points
Kraken, Supreme Command
Hive Tyrant with Wings - 213 Points
x2 Devourers with Brainleech Worms, Monstrous Boneswords, Adrenal Glands, Toxin Sacs
Hive Tyrant with Wings - 198 Points
x4 Deathspitters with Slimer Maggots
Hive Tyrant with Wings - 189 Points
x2 Devourers with Brainleech Worms, Monstrous Rending Claws, Adrenal Glands
Total: 1999 Points
Again, this is one of those things where I'm like 'I guess (?) Hive Tyrants can Melee if they want to?
SpoilerBehemoth, Battalion (really?)
(W) Hive Tyrant with Wings - 193 Points
x2 Devourers with Brainleech Worms, Monstrous Rending Claws, Adrenal Glands, Toxin Sacs
Catalyst, Psychic Scream, WT; Tenacious Survivor,
Ymgarl Factor
Hive Tyrant with Wings - 193 Points
x2 Devourers with Brainleech Worms, Monstrous Rending Claws, Adrenal Glands, Toxin Sacs
The Horror, Psychic Scream
Hive Tyrant with Wings - 193 Points
x2 Devourers with Brainleech Worms, Monstrous Rending Claws, Adrenal Glands, Toxin Sacs
Paroxysm, Onslaught
Ripper Swarms (x3) - 33 Points
Ripper Swarms (x3) - 33 Points
Ripper Swarms (x3) - 33 Points
Mucloid Spore - 20 Points
Mucloid Spore - 20 Points
Mucloid Spore - 20 Points
Behemoth, Outrider
Hive Tyrant with Wings - 193 Points
x2 Devourers with Brainleech Worms, Monstrous Rending Claws, Adrenal Glands, Toxin Sacs
Catalyst, Psychic Scream
Hive Tyrant with Wings - 193 Points
x2 Devourers with Brainleech Worms, Monstrous Rending Claws, Adrenal Glands, Toxin Sacs
Catalyst, Psychic Scream
Mucloid Spore - 20 Points
Mucloid Spore - 20 Points
Mucloid Spore - 20 Points
Mucloid Spore - 20 Points
Mucloid Spore - 20 Points
Mucloid Spore - 20 Points
Jormungandr, Spearhead
Hive Tyrant with Wings - 198 Points
x4 Devourers with Brainleech Worms, Catalyst, Psychic Scream
Hive Tyrant with Wings - 198 Points
x4 Devourers with Brainleech Worms, Catalyst, Psychic Scream
Mawloc - 104 Points
Mawloc - 104 Points
Mawloc - 104 Points
Biovore - 36 Points
Total: 1988 Points
Hive Tyrants obviously get better the more you have of them. Since I've only ever seen three played at a time...They've all been terrible. But I guess when you have 7, it's a different story.
Apparently, this is what a Melee Tyranid list looks like. With Jorm Tyrants in the back.
Spoiler: Tyranids *can* Melee, not that they shouldKronos, Outrider
(W) Hive Tyrant with Wings - 198 Points
x4 Devourers with Brainleech Worms
Psychic Scream ; WT Soul Hunger
Mucloid Spore - 20 Points
Mucloid Spore - 20 Points
Mucloid Spore - 20 Points
Mucloid Spore - 20 Points
Mucloid Spore - 20 Points
Mucloid Spore - 20 Points
Mawloc; Biostatic Rattle - 104 Points
Mawloc; Biostatic Rattle - 104 Points
Leviathan, Battalion
Hive Tyrant with Wings - 193 Points
x2 Devourers with Brainleech Worms, Monstrous Rending Claws, Adrenal Glands, Toxin Sacs
Onslaught, Paroxysm ; Ymgarl Factor
Hive Tyrant with Wings - 198 Points
x4 Devourers with Brainleech Worms, Onslaught, Psychic Scream
Ripper Swarms (x3) - 33 Points
Ripper Swarms (x3) - 33 Points
Ripper Swarms (x3) - 33 Points
Mucloid Spore - 20 Points
Mucloid Spore - 20 Points
Mawloc; Biostatic Rattle - 104 Points
Mawloc; Biostatic Rattle - 104 Points
Leviathan, Supreme Command
Hive Tyrant with Wings - 184 Points
x2 Devourers with Brainleech Worms, Monstrous Rending Claws
Psychic Scream, The Horror
Hive Tyrant with Wings - 184 Points
x2 Devourers with Brainleech Worms, Monstrous Rending Claws
Catalyst, Paroxysm
Hive Tyrant with Wings - 184 Points
x2 Devourers with Brainleech Worms, Monstrous Rending Claws
Catalyst, The Horror
Hive Tyrant with Wings - 184 Points
x2 Devourers with Brainleech Worms, Monstrous Rending Claws
Psychic Scream, Catalyst
Total: 2000 Points
Hive Tyrants without Wings don't exist, that model is called 'The Swarmlord'.
The way I understand it, is that Hive Tyranits can Melee, though you don't really want them to if you can help it. Monstrous Rending Claws still do a ****-ton of Damage, the re-rolls To Wound increase the validity of Toxin Sacs, and are free. Did I mention that?
Because Tyrants can <Fly>, they often treat their Charge as a free move forwards. Do some wounds, maybe. Then, either your opponent Falls Back, or you do, in your turn. But, by that point you'll have 3+ unengaged Hive Tyrants within your opponent's DZ. You'll have probably played Rapid Regeneration at least once.
Carnifexes with x4 Devourers (or Deathspitters) are like A-tier units. So...If you've got Carnifexes, they are a suitable replacement for Hive Tyrants. They just don't <Fly>.
EDIT: I've just remembered that the Hive Tyrant kit is extremely limited and doesn't even have Monstrous Claws . IIRC, I used this method for a commission I did to make Devourers. But that's only 'cause up until now, Rending Claws on Monstrous Creatures were totally useless. I wish I could see pictures of the above armies. I'm assuming that they're just calling the claws in the Wings, 'MRCs' but I don't know that. Also, there's at least one 'Tyrant in there with Boneswords and Devourers, so there's no way you could justify the Wings as being 'Boneswords'. So, yeah. I don't know how you're supposed to do it.
I imagine that people taking Venom or Stranglethorn Cannons, are simply being hamstrung by the limitations of the kit, not that those options are actually any good.
EDIT II: That said, Rending Claws being useless, is probably a copy-paste into 8th, where they're not useless, but still free? Almost certainly an oversight and bound to change... Unless it doesn't. But, since Tyranids dominated the January tournament scene, I can't see how people (GW) aren't going to notice.
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2018-01-24, 09:47 PM (ISO 8601)
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Re: Warhammer 40K Tabletop Thread XXXIII: Only in Nerf Does Duty End
How does WYSIWYG applay to Hive Tyrants, considering they have 4 weapon slots but you have to put the wings in 2 of them?
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2018-01-24, 09:55 PM (ISO 8601)
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Re: Warhammer 40K Tabletop Thread XXXIII: Only in Nerf Does Duty End
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2018-01-24, 11:05 PM (ISO 8601)
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Re: Warhammer 40K Tabletop Thread XXXIII: Only in Nerf Does Duty End
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2018-01-24, 11:17 PM (ISO 8601)
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Re: Warhammer 40K Tabletop Thread XXXIII: Only in Nerf Does Duty End
Spoiler: I'm a writer!Spoiler: Check out my fanfiction[URL="https://www.fanfiction.net/u/7493788/Forum-Explorer"here[/URL]
]Fate Stay Nano: Fate Stay Night x Magical Girl Lyrical Nanoha
I Fell in Love with a Storm: MLP
Procrastination: MLP
Spoiler: Original FictionThe Lost Dragon: A story about a priest who finds a baby dragon in his church and decides to protect them.
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2018-01-25, 04:06 AM (ISO 8601)
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Re: Warhammer 40K Tabletop Thread XXXIII: Only in Nerf Does Duty End
Sanity is nice to visit, but I wouldn't want to live there.
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2018-01-25, 06:29 AM (ISO 8601)
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Re: Warhammer 40K Tabletop Thread XXXIII: Only in Nerf Does Duty End
Well, as I said before, the Wings definitely look like MRCs, so you're covered there. Since MRCs are the best Melee weapon you can have (for now, until Tyranid errata realises that they should not be free), there's no problem.
The feet are also Scything Talons.
If you want two Devourers, you get 'em off the Carnifex kit. If you want four Devourers, and no Rending Claws, there are tutorials all over the internet on how to make Twin-Linked Deverours - which, in 8th Ed., just means 'two of'...Well, errr...Not really. Two weapons is better than a single Twin weapon in 8th Ed. But you can apply the same tutorials to make Twin Deathspitters, too. If you're into that sort of thing.
Overall though, generally speaking, to use a Hive Tyrant, generally requires some conversion work. I'm not a fan of the 'wings on the back' Tyrant, but, even that is a conversion. Because, quite frankly, the Hive Tyrant is a bad kit - unless you make The Swarmlord.
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2018-01-25, 11:26 PM (ISO 8601)
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Re: Warhammer 40K Tabletop Thread XXXIII: Only in Nerf Does Duty End
Bell of lost souls giving bullets of LVO news
Tau and Necrons next,
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2018-01-25, 11:31 PM (ISO 8601)
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Re: Warhammer 40K Tabletop Thread XXXIII: Only in Nerf Does Duty End
Spoiler: I'm a writer!Spoiler: Check out my fanfiction[URL="https://www.fanfiction.net/u/7493788/Forum-Explorer"here[/URL]
]Fate Stay Nano: Fate Stay Night x Magical Girl Lyrical Nanoha
I Fell in Love with a Storm: MLP
Procrastination: MLP
Spoiler: Original FictionThe Lost Dragon: A story about a priest who finds a baby dragon in his church and decides to protect them.
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2018-01-25, 11:31 PM (ISO 8601)
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Re: Warhammer 40K Tabletop Thread XXXIII: Only in Nerf Does Duty End
Got thirteen reservations for Saturday's tournament. In case we get no walk-ins and wind up with an odd number, I'm playing bye rounds. Being the TO, I need to keep the games simple and short. Therefore, list:
SpoilerGame Knight Winter Open - Bye Round List, 1500 Points
Cadian Battalion - 3 CP
Company Commander - 38
-Power fist
-Warlord; Grand Strategist
Tank Commander - 227
-Battle cannon, lascannon, 2x heavy bolters, storm bolter
Infantry Squad - 64
-Flamer, autocannon
-Vox-caster
Infantry Squad - 64
-Flamer, autocannon
-Vox-caster
Infantry Squad - 72
-Flamer, missile launcher
-Vox-caster
Command Squad - 69
-Heavy flamer, plasma gun
-Medi-pack, vox-caster
Ratlings - 45
Leman Russ Battle Tank - 168
-Battle cannon, 3x heavy bolters
Militarum Tempestus Patrol - 0 CP
Tempestor Prime - 45
-Power sword, bolt pistol
Militarum Tempestus Scions - 78
-2x plasma guns, power sword
Cadian Supreme Command - 1 CP
Company Commander - 30
-Relic of Lost Cadia
Company Commander - 30
Primaris Psyker - 46
-Terrifying Visions, Psychic Barrier
Baneblade - 524
-Sponsons; twin heavy bolters
I can't think of a better way for a Guard player to go for economy of action short of just running a Spearhead full of Russes.
That says Dark Eldar next, Tau and Necrons after that.Last edited by Renegade Paladin; 2018-01-26 at 06:05 AM.
"Courage is the complement of fear. A fearless man cannot be courageous. He is also a fool." -- Robert Heinlein
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2018-01-25, 11:34 PM (ISO 8601)
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2018-01-25, 11:35 PM (ISO 8601)
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2018-01-26, 12:40 AM (ISO 8601)
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Re: Warhammer 40K Tabletop Thread XXXIII: Only in Nerf Does Duty End
Necrooooooooons
I was at the panel and it was pretty good. Expect news on the next specialist game (either Battlefleet Gothic or Titanicus) in the next month or two.
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2018-01-26, 01:53 AM (ISO 8601)
- Join Date
- Jan 2008
Re: Warhammer 40K Tabletop Thread XXXIII: Only in Nerf Does Duty End
Basically the only hobby-related YouTuber I watch anymore. Definitely NSFW. ...Just an Australian tradie who hates GW almost as much as he loves them (almost like myself).
That is, get read to hear the same news over and over again in the next few weeks (if you keep going to BoLS).
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2018-01-26, 02:54 AM (ISO 8601)
- Join Date
- Jun 2009
- Location
- Somewhere lost in dream.
- Gender
Re: Warhammer 40K Tabletop Thread XXXIII: Only in Nerf Does Duty End
Whoo! Finally my Tau can be relevant again.
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2018-01-26, 03:54 AM (ISO 8601)
- Join Date
- Apr 2011
- Location
- Australia
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2018-01-26, 05:47 AM (ISO 8601)
- Join Date
- Oct 2012
- Location
- Tharggy, on Tellene
- Gender
Re: Warhammer 40K Tabletop Thread XXXIII: Only in Nerf Does Duty End
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2018-01-26, 06:52 AM (ISO 8601)
- Join Date
- Apr 2011
- Location
- Australia
Re: Warhammer 40K Tabletop Thread XXXIII: Only in Nerf Does Duty End