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  1. - Top - End - #211
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    Default Re: Warhammer 40K Tabletop Thread XXXIV: Situation Normal, All FAQ'd Up

    Quote Originally Posted by Blackhawk748 View Post
    Your link is dead
    https://twitter.com/pegastyx/status/994678471464050688

    Fixed!

  2. - Top - End - #212
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    Default Re: Warhammer 40K Tabletop Thread XXXIV: Situation Normal, All FAQ'd Up

    Quote Originally Posted by The_Admiral View Post
    I know, I would use Destroyers but the are literally here for 1 reason, Elimination Volley, -1 to hit is a nightmare, robots hitting on 5's is not something I like. Or are they just not worth it and the points should go into more dragoons?
    More dragoons is always solid.

    My only other concern would be that going pure Dakka Bots gives your army exactly 0 melee. Now if you're buying in 100% to the gunline meta, I guess, but them not having any melee makes them kinda easy for fast armies to deal with them. You charge something, anything, into them and they can't shoot. It's worth considering the fists just so your army has some punch to it.
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  3. - Top - End - #213
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    Default Re: Warhammer 40K Tabletop Thread XXXIV: Situation Normal, All FAQ'd Up

    Things that ruled the first major tournament weekend since the Errata;

    1. First Turn Charges
    2. Gunlines
    3. Gunlines with a unit or two that had the ability to make a first turn Charge.
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  4. - Top - End - #214
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    Default Re: Warhammer 40K Tabletop Thread XXXIV: Situation Normal, All FAQ'd Up

    Quote Originally Posted by Cheesegear View Post
    Things that ruled the first major tournament weekend since the Errata;

    1. First Turn Charges
    2. Gunlines
    3. Gunlines with a unit or two that had the ability to make a first turn Charge.
    Soooo, basically take the old meta and switch in "first turn charges" in place of "SUA alpha strikes"?
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  5. - Top - End - #215
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    Default Re: Warhammer 40K Tabletop Thread XXXIV: Situation Normal, All FAQ'd Up

    Quote Originally Posted by Cheesegear View Post
    Things that ruled the first major tournament weekend since the Errata;

    1. First Turn Charges
    2. Gunlines
    3. Gunlines with a unit or two that had the ability to make a first turn Charge.
    Which event? I'd like to see the results.

  6. - Top - End - #216
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    Default Re: Warhammer 40K Tabletop Thread XXXIV: Situation Normal, All FAQ'd Up

    Straight up, I wish people would stop calling the army you play, based on your Warlord.
    The army you play, is the Keyword that unites all your Detachments. Come on.

    SoS
    8. Alaitoc

    Spoiler: 7. Cult Mechanicus
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    Catachan
    Company Commander
    Primaris Psyker

    Infantry Squad; Mortar
    Infantry Squad; Mortar
    Infantry Squad; Mortar

    Sergeant Harker

    Basilisks (x2)
    Basilisks (x2)

    Custodes
    Dawneagle Captain
    Dawneagle Captain
    Dawneagle Captain

    Stygies VIII
    Tech-Priest Enginseer

    Fulgurite Electro-Priests (x15)
    Fulgurite Electro-Priests (x15)
    Fulgurite Electro-Priests (x15)

    How the **** is this Cult Mechanicus?


    6. Ynnari
    5. Custodes
    4. Tallarn

    Spoiler: 3. Tyranids
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    ???, Battalion
    Neurothrope
    The Swarmlord

    Genestealers (x19)
    Genestealers (x19)
    Ripper Swarm (x3)
    Ripper Swarm (x3)
    Ripper Swarm (x3)

    Hive Guard (x6)

    Gargoyles (x12)

    Supreme Command
    Hive Tyrant with Wings; Devourers (x2), Monstrous Rending Claws, Adrenal Glands, Toxin Sacs
    Hive Tyrant with Wings; Devourers (x2), Monstrous Rending Claws, Adrenal Glands, Toxin Sacs
    Hive Tyrant with Wings; Devourers (x2), Monstrous Rending Claws, Adrenal Glands, Toxin Sacs

    Fort
    Sporocyst; Barbed Stranglers & Mucloids.


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    ???, Battalion
    Hive Tyrant with Wings; Devourers (x2), Monstrous Rending Claws, Adrenal Glands, Onslaught, Psychic Scream
    The Swarmlord

    Genestealers (x17); x4 Acid Maws, Rending Claws
    Hormagaunts (x29)
    Ripper Swarm (x3)

    Hive Guard (x5) ???

    GSC, Battalion
    Magus
    Primus

    Acolyte Hybrids; Heavy Rocksaw
    Acolyte Hybrids; Heavy Rocksaw
    Acolyte Hybrids; Heavy Rocksaw
    Acolyte Hybrids; Heavy Rocksaw
    Acolyte Hybrids; Heavy Rocksaw
    Acolyte Hybrids; Heavy Rocksaw

    Neophyte Hybrids (x8)
    Neophyte Hybrids (x8)

    Spearhead
    Company Commander
    Tank Commander; Punisher

    Mortars
    Mortars
    Mortars


    Spoiler: 1. Aeldari
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    Black Heart Kabal, Battalion
    Archon; Blaster, Labyrynthine Cunning
    Archon; Blaster, Phanny Launcher, Writ of the Living Muse

    Kabalite Warriors (x5); Blaster
    Kabalite Warriors (x5); Blaster
    Kabalite Warriors (x5); Blaster
    Kabalite Warriors (x5); Blaster
    Kabalite Warriors (x5); Blaster

    Ravager; Dizzy Cannon
    Ravager; Dizzy Cannon
    Ravager; Dizzy Cannon

    Raider; Dizzy Cannon
    Raider; Dizzy Cannon
    Venom
    Venom

    Alaitoc, Outrider
    Farseer Skyrunner
    Swooping Hawks (x5); Exarch
    Swooping Hawks (x5); Exarch
    Swooping Hawks (x5); Exarch

    Alaitoc, Air Wing
    Hemlock
    Hemlock
    Crimson Hunter

    1999


    Alamo GT
    8. T'au

    Spoiler: 7. Thousand Sons (Goatboy)
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    Death Guard, Spearhead
    (W) Daemon Prince; Wings, Talons, Plate Not sure how this was reported as Thousand Sons

    Poxwalkers (x14)

    Foetid Bloat Drones (x2); Splitterz
    Foetid Bloat Drones (x2); Splitterz

    Plagueburst Crawler
    Plagueburst Crawler
    Plagueburst Crawler

    Thousand Sons
    Ahriman on Disc
    Daemon Prince with Wings; Talons

    Hellforged Contemptor Dreadnought; Chainclaws, Soulburners
    Hellforged Contemptor Dreadnought; Chainclaws, Soulburners
    Hellforged Contemptor Dreadnought; Chainclaws, Soulburners


    6. Alaitoc
    5. T'au

    Spoiler: 4. Ynnari
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    Biel-Tan
    (W) Yvraine
    Farseer
    Warlock; Spirit Stones of Anath'lan

    Rangers (x5)
    Rangers (x5)
    Rangers (x5)

    Shining Spears (x9)

    Dark Reapers (x10); Tempest Launcher

    Wave Serpent
    Wave Serpent

    Alaitoc, Air Wing
    Crimson Hunter; Bright Lances
    Crimson Hunter; Bright Lances
    Hemlock; Spirit Stones


    Spoiler: 3. Custodes
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    Outrider
    Captain on Dawneagle Jetbike
    Vertus Praetors
    Vertus Praetors
    Vertus Praetors
    Vertus Praetors

    Cadian
    Company Commander
    Company Commander

    Infantry Squad; Mortar
    Infantry Squad
    Infantry Squad

    Mortars
    Mortars
    Mortars


    Spoiler: 2. Drukhari
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    Red Grief
    Succubus; Archite Glaive
    Succubus; Archite Glaive

    Wyches (x5); Shardnet & Impaler
    Wyches (x5); Shardnet & Impaler
    Wyches (x5); Shardnet & Impaler

    Black Heart
    Archon; ???, Lab Cunning, Writ
    Archon; Blast Pistol, Hexlade

    Kabalite Warriors (x5); Blaster
    Kabalite Warriors (x5); Blaster
    Kabalite Warriors (x5); Blaster
    Kabalite Warriors (x5); Blaster
    Kabalite Warriors (x5); Blaster
    Kabalite Warriors (x5)

    Lhamaen

    Ravager; Dizzy Cannons
    Ravager; Dark Lances
    Ravager; Dark Lances

    Venom
    Venom
    Venom
    Venom
    Venom
    Venom
    Venom
    Venom
    Venom

    ???
    Haemonculus; Electro Whip

    Talos; Haywire, Scalpel
    Talos; Haywire, Scalpel
    Cronos; Spirit Probe


    Spoiler: 1. Drukhari
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    Black Hand, Spearhead
    Archon; Blast Pistol, Hexblade, Labyrythian Cunning, Writ

    Ravager; Dizzy Cannons
    Ravager; Dizzy Cannons
    Ravager; Dizzy Cannons

    Razorwing; Dizzy Cannons
    Razorwing; Dizzy Cannons

    Raider; Dizzy Cannon
    Raider; Dizzy Cannon
    Venom
    Venom

    Cult of Strife
    Lelith Hesperax - Blood Dancer
    Succubus; Archite, Blast Pistol

    Wyches (x8); Shardnet, Agoniser and Blast Pistol
    Wyches (x5); Shardnet, Agoniser and Blast Pistol
    Wyches (x5); Shardnet, Agoniser and Blast Pistol

    Prophets of the Flesh
    Haemonculus; Electro Whip, Vexator Mask
    Haemonculus; Electro Whip, Helm of Spite

    Wracks (x5); Electro Whips
    Wracks (x5); Electro Whips
    Wracks (x5); Electro Whips

    Grotesques (x9); Electro Whip


    Bring a Patrol and Celestine, she's your Warlord. The other 1700 Points is Guard.
    At the end of the year/Season, you will be declared best Sisters' General by the ITC, and get a trophy or whatever.
    Because that's apparently how tournament reporting works in the 'States.
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  7. - Top - End - #217
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    Default Re: Warhammer 40K Tabletop Thread XXXIV: Situation Normal, All FAQ'd Up

    I'd really like to see what was in those two Tau lists and how they worked.
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    Default Re: Warhammer 40K Tabletop Thread XXXIV: Situation Normal, All FAQ'd Up

    Quote Originally Posted by Tome View Post
    I'd really like to see what was in those two Tau lists and how they worked.
    I'm sure we'll find out when full net-lists come out - except given that they're 5 and 8, I wouldn't bet on it.
    Last edited by Cheesegear; 2018-05-11 at 10:24 AM.
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  9. - Top - End - #219
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    Default Re: Warhammer 40K Tabletop Thread XXXIV: Situation Normal, All FAQ'd Up

    Quote Originally Posted by Cheesegear View Post
    Bring a Patrol and Celestine, she's your Warlord. The other 1700 Points is Guard.
    At the end of the year/Season, you will be declared best Sisters' General by the ITC, and get a trophy or whatever.
    Because that's apparently how tournament reporting works in the 'States.
    outside of the mechanicis, and thousands suns, they all seem reletivley correctly named.
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    Default Re: Warhammer 40K Tabletop Thread XXXIV: Situation Normal, All FAQ'd Up

    Quote Originally Posted by Cheesegear View Post
    Straight up, I wish people would stop calling the army you play, based on your Warlord.
    The army you play, is the Keyword that unites all your Detachments. Come on.

    ...

    Bring a Patrol and Celestine, she's your Warlord. The other 1700 Points is Guard.
    At the end of the year/Season, you will be declared best Sisters' General by the ITC, and get a trophy or whatever.
    Because that's apparently how tournament reporting works in the 'States.
    Ummmm... No, that's not how ITC reporting is supposed to work at all. Army faction for ITC purposes is the detachment with the most points, not the warlord.
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  11. - Top - End - #221
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    Default Re: Warhammer 40K Tabletop Thread XXXIV: Situation Normal, All FAQ'd Up

    Quote Originally Posted by The_Admiral View Post
    yeah fair, I'll be cutting them anyway. I need more points for filler for my armies and volley only works with destroyers, don't really like the fact that admech lacks large filler units.

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    Stygies Battalion
    1x Techpriest Dominus
    1x Techpriest Enginseer

    5 Squads of 5 Rangers

    1 Squad of 4 Sydonian Dragoons

    2 Neutron Crawlers
    1 Icarus Crawler

    Mars Patrol
    Cawl

    1 Squad of 5 Rangers

    1 Squad of 6 Dakka Kastelans



    As for needing Cawl? I can't think of another way of putting out a stupid number of wounds past Magnus like units
    More Dakka Bots?

    Quote Originally Posted by Forum Explorer View Post
    More dragoons is always solid.

    My only other concern would be that going pure Dakka Bots gives your army exactly 0 melee. Now if you're buying in 100% to the gunline meta, I guess, but them not having any melee makes them kinda easy for fast armies to deal with them. You charge something, anything, into them and they can't shoot. It's worth considering the fists just so your army has some punch to it.
    The Dakka Bots are fine at just punching stuff without the fists.
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  12. - Top - End - #222
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    Default Re: Warhammer 40K Tabletop Thread XXXIV: Situation Normal, All FAQ'd Up

    So, Titanicus can't be too far away now since there's actual minis to be seen (blurry things that might possibly be minis anyway)

  13. - Top - End - #223
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    Default Re: Warhammer 40K Tabletop Thread XXXIV: Situation Normal, All FAQ'd Up

    Those are definitely some sort of titans on the top shelf.

    I would also be interested in the top-8 tau lists.

    Also that #2 Dark Eldar list is somewhat disgusting. 9 venoms. So much for stopping spam.

  14. - Top - End - #224
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    Default Re: Warhammer 40K Tabletop Thread XXXIV: Situation Normal, All FAQ'd Up

    Quote Originally Posted by Yaktan View Post
    Also that #2 Dark Eldar list is somewhat disgusting. 9 venoms. So much for stopping spam.
    If you have good Troops or Transports, use 'em.

    This has led many a dumb commentator to say 'Gladius is back!', except neglects to mention that Razorbacks are terrible, and Venoms are great.
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  15. - Top - End - #225
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    Default Re: Warhammer 40K Tabletop Thread XXXIV: Situation Normal, All FAQ'd Up

    Quote Originally Posted by Yaktan View Post
    Those are definitely some sort of titans on the top shelf.

    I would also be interested in the top-8 tau lists.

    Also that #2 Dark Eldar list is somewhat disgusting. 9 venoms. So much for stopping spam.
    Everything being in a boat is pretty much how Dark Eldar has always played. Besides, it's not like any of those Venoms are empty.
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    Default Re: Warhammer 40K Tabletop Thread XXXIV: Situation Normal, All FAQ'd Up

    Gonna be bringing da boyz back to squash some Nids tomorrow, and I was thinking of using this list.

    Spoiler: Ork Brigade, 1895/2000pts
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    Warboss on Bike (W)
    -Headwoppa's Killchoppa, Kombiskorcha, Attack Squig
    -Legendary Fighter trait
    Big Mek
    -Kustom Force Field
    Weirdboy
    -Da Jump power

    Choppa Boyz 30
    -Nob with PK, 3 Big Shootas
    Shoota Boyz 20
    -Nob with PK, 2 Big Shootas
    Grots 10
    Grots 10
    Grots 10
    Grots 10

    Nob with WAAAGH!Banner
    Painboy on Bike
    Tankbustas 10
    -Nob with Rokkit, 2 Bomb Squigs
    +Trukk with Big Shoota

    Stormboyz 10
    -Nob with PK
    Stormboyz 10
    -Nob with PK
    Stormboyz 10
    -Nob with PK

    Battlewagon
    -4 Big Shootas
    Mek Gunz 3
    -3 KMK's
    Mek Gunz 3
    -3 KMK's



    Any suggestions for what to swap around? And what to do with the last 100ish points?

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    Default Re: Warhammer 40K Tabletop Thread XXXIV: Situation Normal, All FAQ'd Up

    Quote Originally Posted by Hootman View Post
    Gonna be bringing da boyz back to squash some Nids tomorrow, and I was thinking of using this list.

    Spoiler: Ork Brigade, 1895/2000pts
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    Warboss on Bike (W)
    -Headwoppa's Killchoppa, Kombiskorcha, Attack Squig
    -Legendary Fighter trait
    Big Mek
    -Kustom Force Field
    Weirdboy
    -Da Jump power

    Choppa Boyz 30
    -Nob with PK, 3 Big Shootas
    Shoota Boyz 20
    -Nob with PK, 2 Big Shootas
    Grots 10
    Grots 10
    Grots 10
    Grots 10

    Nob with WAAAGH!Banner
    Painboy on Bike
    Tankbustas 10
    -Nob with Rokkit, 2 Bomb Squigs
    +Trukk with Big Shoota

    Stormboyz 10
    -Nob with PK
    Stormboyz 10
    -Nob with PK
    Stormboyz 10
    -Nob with PK

    Battlewagon
    -4 Big Shootas
    Mek Gunz 3
    -3 KMK's
    Mek Gunz 3
    -3 KMK's



    Any suggestions for what to swap around? And what to do with the last 100ish points?
    Another Weirdboy with Warpath. The Da Jump/Warpath combo was a staple of every Ork list in the tournament I just ran, and it was working pretty well.
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  18. - Top - End - #228
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    Default Re: Warhammer 40K Tabletop Thread XXXIV: Situation Normal, All FAQ'd Up

    Quote Originally Posted by Hootman View Post
    Gonna be bringing da boyz back to squash some Nids tomorrow, and I was thinking of using this list.

    Spoiler: Ork Brigade, 1895/2000pts
    Show
    Warboss on Bike (W)
    -Headwoppa's Killchoppa, Kombiskorcha, Attack Squig
    -Legendary Fighter trait
    Big Mek
    -Kustom Force Field
    Weirdboy
    -Da Jump power

    Choppa Boyz 30
    -Nob with PK, 3 Big Shootas
    Shoota Boyz 20
    -Nob with PK, 2 Big Shootas
    Grots 10
    Grots 10
    Grots 10
    Grots 10

    Nob with WAAAGH!Banner
    Painboy on Bike
    Tankbustas 10
    -Nob with Rokkit, 2 Bomb Squigs
    +Trukk with Big Shoota

    Stormboyz 10
    -Nob with PK
    Stormboyz 10
    -Nob with PK
    Stormboyz 10
    -Nob with PK

    Battlewagon
    -4 Big Shootas
    Mek Gunz 3
    -3 KMK's
    Mek Gunz 3
    -3 KMK's



    Any suggestions for what to swap around? And what to do with the last 100ish points?
    I'd drop the Big Shootas to get the Shoota boyz up to 30. At the very least drop the Big Shootas in the Choppa Boyz. If they aren't advancing, it's because they are already in combat.

    Quote Originally Posted by Blackhawk748 View Post

    The Dakka Bots are fine at just punching stuff without the fists.
    Not really. 3 Attacks at 4+ to hit, then 3+ to wound. They might have to make a single armor save per robot? It's pretty worth it to shut down their shooting by locking them in combat. Even if they'd eventually win, they aren't winning very quickly.
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    Default Re: Warhammer 40K Tabletop Thread XXXIV: Situation Normal, All FAQ'd Up

    Quote Originally Posted by Yaktan View Post
    I would also be interested in the top-8 tau lists.
    If the derision of the Codex is correct...

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    Default Re: Warhammer 40K Tabletop Thread XXXIV: Situation Normal, All FAQ'd Up

    Quote Originally Posted by Renegade Paladin View Post
    Another Weirdboy with Warpath. The Da Jump/Warpath combo was a staple of every Ork list in the tournament I just ran, and it was working pretty well.
    Did they do anything special to make it into combat? As we all know, a 9" charge isn't a very sure thing, even with a reroll.

    Something that has been bothering me: with the changes to how characters work, Da Jump can't be used in conjunction with Painboyz or Waaagh!Banner Nobs. Are people just not using aura characters with Orks?

    Quote Originally Posted by Forum Explorer View Post
    I'd drop the Big Shootas to get the Shoota boyz up to 30. At the very least drop the Big Shootas in the Choppa Boyz. If they aren't advancing, it's because they are already in combat.
    I had initially planned to put the Shoota Boyz in the Battlewagon, hence the squad size. Is that not worth doing?

    Also, Big Shootas are assault weapons, if I'm not mistaken, and can be fired while advancing. Still, they HAD been on my list of things to reconsider, since they'll only be hitting on 6s most of the time, and the points could probably go elsewhere.

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    Default Re: Warhammer 40K Tabletop Thread XXXIV: Situation Normal, All FAQ'd Up

    Just finished second escalation league game.

    Tyranids versus Thousand Sons, 750 points.

    Me:
    Flying Hive Tyrant with Monstrous Rending Claws.
    Flying Hive Tyrant with Monstrous Rending Claws.

    One unit of Six hive guard.

    Three units of vanilla termagants.

    Him:
    Ahriman on Disk of Tzeentch.
    Chaos Predator.
    Daemon Prince of Tzeentch.
    Squad of Rubric Marines.
    2 squads of 11 cultists.


    He conceded when I was down to my Warlord and 6 gants, and he was down to 22 cultists at the end of turn 3 I believe.

    I smote Ahriman to death too, I'm calling that some sort of victory.

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    Default Re: Warhammer 40K Tabletop Thread XXXIV: Situation Normal, All FAQ'd Up

    Yesterday I tried out the Planetstrike rules, the Stranglehold game where the defender has to hold three objectives. With the seven fortifications that were built into the board, my opponent got fourteen firestorm attacks. Below, here is a Before and After shot of that.




    No full battle report again, but that was actually somehow not the end of it.
    • A very poor series of reserve rolls had my opponent's army come on piecemeal, and I was able to use my Icarus lascannons to kill her Hive Tyrant and Tyrannofex turn one, without doing very much else.
    • With genestealers bearing down on my command squad, they hop inside the mega-bunker - though, because the capacity is only one squad, the larger group of guardsmen needs to get out first. Must have been a bit of an awkward conversation.
    • She doesn't have that much synapse. If, on turn two, twenty-four lascannons and my shiny new scions can kill six warriors, half the gaunts on the board break and run and I can safely leave that flank... I fail so bad. Perhaps six of those lascannons hit in total, and I end up barely killing three. Honestly, I think that flunk lost it more than the loss of a thousand points of tanks in turn one.
    • At the end of turn three, I have two battered squads of guardsmen on and around my final redoubt, with my command squad and company commander, as literally seventy gaunts and genestealers swarm it with carnifexes behind. My commander sells his life against a broodlord, allowing the enginseer to head below and detonate the vortex warheads. I play the "automatically explode your building" stratagem, and, with 2d6 mortal wounds on everything, go out in the most imperial guard way possible.
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    Default Re: Warhammer 40K Tabletop Thread XXXIV: Situation Normal, All FAQ'd Up

    No surprises to anyone (surely);

    Deathwatch Veterans
    • Deathwatch Frag Cannons are bananas. But the 8" effective range neuters them. It's possible to use them to defend against Turn 1 Charges. But your opponent still has a Shooting phase, and your models are 41 Points each. Gross.
    • Storm Bolters roll face against all Infantry, almost regardless of ammo type.
    • Flamers & Heavy Flamers are both 'pretty good', but 8" range weapons on models that don't move fast have been dead since 8th Ed. started.
    • Boltguns and Heavy Bolters are still...Fine. If you don't have the willingness or the resources to start cutting up all your models to put Storm Bolters on them, don't worry about it. Save your points.
    • If you're using Deathwatch Veterans to bust Vehicles (you're doing it wrong), Plasma Guns will do in a pinch.


    How do Intercessors stack up, now that Veterans got their points reduction?
    • Intercessors with Bolt Rifles are equivalent to Deathwatch Veterans with Boltguns, and don't hold a candle to Storm Bolters. Everything else is more expensive, and therefore pretty much automatically worse.
    • However, non-Dark Angel Intercessors are now worse than Deathwatch ones.
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    Default Re: Warhammer 40K Tabletop Thread XXXIV: Situation Normal, All FAQ'd Up

    Less blurry pics of the new Titanicus models and the terrain.





    This might be enough to get me to bust my paints out again, very excite, much hype.

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    Default Re: Warhammer 40K Tabletop Thread XXXIV: Situation Normal, All FAQ'd Up



    Absolutely nailed the conversion from picture to miniature. I can only hope that the rest of the range is in the same style, though I'm not sure how many I'd want to assemble, she looks like it'd take forever to assemble without losing bits or getting glue smudges on the detail.

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    Default Re: Warhammer 40K Tabletop Thread XXXIV: Situation Normal, All FAQ'd Up

    By the looks of things so far, Titanicus reminds me a lot of DUST: Tactics which was a game I very much enjoyed.

    Hopefully GW have the good sense to stay far, far away from rehiring Paolo Parente after the Battlefront/Kickstarter debacle.
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    Default Re: Warhammer 40K Tabletop Thread XXXIV: Situation Normal, All FAQ'd Up

    Titanicus looks a bit like Giant Killer Robots which just shipped recently, which I assume is a surprise to nobody.

    THIS THING LOOKS ABSOLUTELY INSANE AND I WANT ITTTT


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    Default Re: Warhammer 40K Tabletop Thread XXXIV: Situation Normal, All FAQ'd Up

    Titanicus looks dangerous for my wallet. Very, very dangerous.

    That big necron robot looks like a perfect counts-as for all the people who made necron knights, though.
    LGBTQIA+ITP

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    Default Re: Warhammer 40K Tabletop Thread XXXIV: Situation Normal, All FAQ'd Up

    A thing, maybe.

    Astra Militarum Guide
    A sol-, a sol-, a soldier I will be
    Two pis-, two pis-, two pistols on my knee
    Each hit, each hit, each hit will find its mark
    As we fight for the old count-, fight for the old count-,
    Fight for the old country!

    - Marching song of the Cadian 8th

    Special Abilities, Relics, Pyskery, and Warlord Traits
    Spoiler
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    Voice Of Command: Arguably one of the best abilities in the game. Instead of providing a fixed buff to every unit nearby, you can pick any <Regiment Infantry> unit and just choose a bonus for it. It's very flexible, and comes on cheap units - there’s almost no reason not to take lots and lots of models with this rule. Your standards should be Take Aim or Bring It Down and Get Back In The Fight, though all are situationally useful. I’d suggest that Falling Back and shooting is very likely to be more effective than Fixing Bayonets and making an extra attack, but hey, maybe you want to stay in and pin someone down (or they Always Strike First and you think you can finish them off, in which case you can probably be chosen to shoot as well). Regimental Orders will be covered in their own section.

    Defenders of Humanity: Your Troops and some <Leman Russ>es are objective secured. You need lots of troops to get the most out of this, though it can be a nice little extra for your opponent to need to either get a Troops over to an objective or kill the Tank Commander sat on it.

    A note on Astra Militarum and close combat: Throughout this guide, I'm repeatedly very skeptical of the prospect of the guard in close-quarters combat, and I couldn't think of a better place to lay down some clarification. There are a few units in the book which CAN do it - Crusaders and Bullgryns, both sort of can, and you can always blob up a ton of squads and hope that having a kapillion attacks will do some damage. The trouble is, only the last of those is a <Regiment> unit, which means that all the various <Regiment> buffs - orders, warlord traits, stratagems - do precisely bugger-all.

    Psykana Discipline:
    1. Rarely useful: so many things will be circumventing morale. Useful if you have another ability which relies on Leadership, though.
    2. If you’re very lucky, it might be as good as smite.
    3. Excellent: remember it works with Invulnerable saves (2++ Crusaders?).
    4. Also very good: you can’t stack it as effectively as some armies, but can be a useful boost to survivability.
    5. Excellent, especially for only warp charge 4. Trouble is, there’s few units in the book that your opponent can’t just straight-up kill.
    6. Average damage of 1.7 mortal wounds, and your chances of doing better than 2 is only about ⅓. Considering that Smite is easier to cast and can Critical Hit, I would suggest ignoring this. It can snipe enemy characters, though, which is useful but probably not worth taking over the buffs above. Though, maybe you can spam Astropaths doing it?


    Warlord Traits
    1. Best in the game. Don’t forget that first bit: it’s a free Command Re-Roll you can use in the same turn. This requires your warlord to be on the board, but listen. Your warlord is either a main battle tank or behind fifty meatshields. They’ll be good for a few turns.
    2. If anything worth this is that close to your warlord, you’ve probably made a tactical error. Only useful if you’re expecting to be Alpha Struck, I think.
    3. If you want to Advance, just use the Move Move Move order. Why is your warlord Advancing?
    4. Re-roll morale. Useful, I guess.
    5. RAW this makes your Tank Commanders explode bigger, which is fun. Other than that, I’m not sure it’s a problem: guard characters are cheap, just take more of them so you're not spread so thin.
    6. Bonus orders are always fun. It's hard to go wrong with them.


    Relics
    The Emperor’s Benediction: Being able to pick out characters is always fun, but AP-1 D2 probably isn’t going to do much once it gets there. Also, you need to take a Commissar to use it and Commissars aren't great.

    Laurels of Command: More orders, always fun. This is also the only way to stack multiple orders on the same unit, which is nice to be able to do sometimes - fall back from combat and fire overcharged plasma, say.

    Deathmask of Ollianus: Yup. Boosting your Warlord’s invuln is always good.

    Dagger of Tu’Sakh: You don’t have much that can really get a lot out of this, to be honest. Perhaps send in some Crusaders? Or Hellhounds.

    Kurov’s Aquila: The gold standard for relics. Stacks really well with warlord trait #1 to keep spending command points over and over again. Note that Tank Commanders are officers and can take these.

    Blade of Conquest: Not bad, but there’s so many other good things in this list that I can’t see why you’d use this as your first or even second choice. Also, as usual, why are you going into close combat?


    Stratagems
    Guard can find it pretty easy to rack up a lot of command points. With Warlord Trait #1 you can be at 20+ command points at 1500ptsish, which means that all these stratagems are better than they might seem because you can be very frivolous with them. Don't forget to spam command point re-rolls.

    Spoiler
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    Vortex Missile (3CP): Honestly, if you’re taking a Deathstrike Missile, you really really don’t want it to whiff.

    Fire On My Position (3CP): Are there any of these “nova” stratagems that are anywhere near worthwhile? Any? In the entire game?

    Crush Them: Irritatingly, you can only use this if you want to charge and why on earth would you do that? It's good on a super-heavy, though, or if you combine it with Tallarn doctrine to move-advance-shoot-charge at once

    Aerial Spotter (2CP): Neither Basilisks nor Wyverns hits terribly hard, but being Catachan and using this can help a lot.

    Jury Rigging: When you’re one wound below an important threshold, this is very worthwhile. And hey, you have so many points, why not just use it every turn? Not like you were planning on moving anyway.

    Consolidate Squads: If you're using your infantry squads for anything other than taxes, then combining them to get more bang from your orders is good. Make sure you have morale-boosting things around though, or what would be nine casualties and one man running becomes nine casualties and another half-squad one.

    Imperial Commander’s Armory (1CP/3CP): You have a few good relics, so if you have a specific plan for them, this is worthwhile.

    Officio Prefectus Command Tank (2CP): Pretty useful, actually.

    Mobile Command Vehicle: Very good. You want your order-givers protected. This is great to combine with the various relics and traits that let you spam orders.

    Preliminary Bombardment: Hahah, nope.

    Inspired Tactics: Sure. Remember each unit can only benefit from one order.

    Defensive Gunners: Very useful, because you really don’t enjoy being in combat.

    Take Cover: Sure, this is nice. Combine with psychic powers and suddenly your guardsmen are taking saves the same as Space Marines.

    Grenadiers: Against the right target this is fantastic.

    Fight To The Death: Excellent.

    Go! Recon!:
    If you need some sentinels to be somewhere - and I’m not sure why you would? Then sure?

    Vengeance For Cadia: Again, if you’re fighting Chaos? It’s fantastic.





    Regiments
    Spoiler
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    Cadia
    Doctrine: Re-rolling ones is brilliant. This makes Plasma worthwhile. Let’s face it, you were barely going to move anyway.
    Order: This is useful, but you know Catachans get it for free? Not that you shouldn't use it, but if you have more than a few Leman Russes, find a way to make them Catachan.
    Warlord Trait: Keep stacking orders! “Your order goes onto another unit” is more often more useful than "Your unit gets another order" but hey, use both.
    Stratagem: This is very useful because quite often you’ll need something very dead very fast. I usually use it more than once per game.
    Relic: Very good. Suggestion: use the Imperial Commander’s Armory to get one of these if you’re fighting Chaos, take the Laurels or Aquila as standard.

    Creed: Bonus command points. Bonus orders. If you’re cadian and you have the points, he’s great: he’s handing out four or five orders per turn and can hide in a chimera to do it. If you're not Cadian, consider taking him anyway. The only issue is that he can’t take Warlord Trait #1 (which is more useful over time) or any relics. Someone else can have the relic, though.

    Knight Commander Pask: Only ten points more than a tank commander for +1 to hit and an extra order? Unless you want to take a relic or specific warlord trait (and you can't just put them on someone else?), he’s pretty much an auto-include. Take him in an Executioner, don't move much, and laugh all the way to the bank.

    Colour Sargeant Kell: If you’re taking Creed, he makes Creed not die from mortal wounds, gives him an extra order, and gives you one of the better warlord traits. Fifty points could kind of get you two Company Commanders though.

    Catachans
    Doctrine: Terrible for infantry. Great for tanks. I hate to say it, but take Catachan Leman Russes in a spearhead and do something else with your infantry. Fluff is dead. The imperial guuard combines regiments into battlegroups all the time.
    Order: I don’t think this is worth including lots of flamers over.
    Warlord Trait: Sure, send your Warlord into combat. See how that goes. Although, your Leman Russ commander hitting on 2+rr is kind of funny if you use the stratagem.
    Stratagem: Well, at least its only 1CP, so you might as well use it if you're in position? Kind of funny if you get charged by a weak character, I suppose.
    Relic: Take the Blade Of Conquest instead. Or better yet don't take either.

    Sargeant Harker: Hands out the ever-useful re-rolls of one. Plonk him down between your Leman Russes/Basilisks and hope your opponent forgets about him.

    Colonel Straken: Straken and his men are decent in close combat, but only decent. He hits monsters pretty hard (remember he’s <Catachan> for strength 7) but that’s more or less it. Creed and Yarrick both laugh at him.

    Valhallans
    {I]Doctrine:[/I] Really really good. You get a lot out of boosting morale, and your tanks stay active longer. Trouble is, if your tanks are sitting still, Catachan is better, and if they're moving Tallarn is better.
    Order: You can shoot into combat, possibly hitting your own troops. This is actually pretty useful if you have cheap bubble-wrap squads (or even just nice tough things like bullgryns, or allies).
    Warlord Trait: Always useful.
    Stratagem: Costs reinforcement points and can only be in your own deployment zone. Garbage.
    Relic: This hasn’t been errata’ed so RAW still gives the old proper Commissar effect. If you play that as deliberate, not an oversight, you can build around it and make it the best effect in the game.

    Vostroyans
    Doctrine: Not fantastic, in my opinion. Within a turn or so, you’ll be in range and won’t notice the benefit of this anyway.
    Order: Shoot in close combat. I guess if you don’t want to fall back it’s neat, but not a patch on the others.
    Warlord Trait: Terrible.
    Stratagem: It’s nice to have a stratagem like this to pull out of your back pocket.
    Relic: In any other army this would be distinctly duff, but it’s a very significant boost in survivability for your warlord. Trouble is… T4, W5, 2+/5++ is still pretty easy to kill?

    Armageddon
    Doctrine: Not bad actually, extending rapid fire ranges. Still not as good as Valhalla or Cadia though.
    Order: Since you can’t “hit and run” with this, it’s of limited use: the best you can really do is hop in a vehicle after shooting just before an enemy arrives. Trouble is… Chimeras are bad. Funny to have all your bubble-wrap jump in a super-heavy, though.
    Warlord Trait: Also trash. Why do so many of these warlord traits expect you to go into close combat?
    Stratagem: Re-roll ones after disembarking. This is useful if you’re racing around in chimeras, but only one squad gets it per turn. And it’s only like thirty points to babysit each squad with an order-giver. And chimeras are bad. You can use it with your super-heavies but to be frank you can probably find better ways to build around them.
    Relic: Orks take -2 leadership? So what, they’re at leadership 18 now?

    Tallarn
    Doctrine: It’s very nice on paper but practically I think Imperial Guard prefer to sit still and gunline that race around. Nice for Maelstrom though. And your Vehicles can shoot and move without penalty… like leman russes do already?
    Order: Sure. You can kiinda jump-shoot-jump with this, but finding enough cover to actually hide a Leman Russ is hard.
    Warlord Trait: Stop trying to make me go into close combat!
    Stratagem: This is a fantastic stratagem. If you’re playing Tallarn, I’d consider building your list around this ability.
    Relic: Stop trying to make me go into close combat!

    Mordian
    Doctrine: Hey, this is pretty good. Leadership is a real weakness for you, as is getting charged - it won’t revolutionise how you play but covers a couple of your bases.
    Order: The best order, in my opinion. Take Plasma Guns. Use the Laurel Of Command to do this and not die from overcharge.
    Warlord Trait: Not bad - especially since it stacks and interacts really well with all the other morale abilities. Not top-tier though.
    Stratagem: Not terrible, but you can’t get any +1s to hit so it won’t ever be fantastic. Fun to combine with First Rank Fire Second Rank Fire though.
    Relic: This is better than either of the other “make your warlord tougher” relics, since the leading cause of death is sniping with mortal wounds.

    Militarum Tempestus
    Doctrine: You only get this if your entire detachment is MT. Which isn’t entirely worthwhile, since it’s not super impressive.
    Stratagem: Fantastic. Seriously consider deploying your scions to take advantage of this instead of Deep Striking them.
    Order: Neat. Helps your S3 weapons support your special shots.
    Relic: Great. Keep stacking useful orders. You might want to consider The Laurels Of Command though - it’s less reliable, but you can stack them on the same unit for re-rolls to hit and wound in the same turn.
    Warlord Trait: Not like it’s not useful, but why not just take psykers?
    Last edited by LeSwordfish; 2018-05-16 at 07:21 AM.
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    Default Re: Warhammer 40K Tabletop Thread XXXIV: Situation Normal, All FAQ'd Up

    Make sure you account for the errata. Commissars are back to being good, and the Dagger has been changed to be <Officer> only, so you can't take it on a priest.
    "Courage is the complement of fear. A fearless man cannot be courageous. He is also a fool." -- Robert Heinlein


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