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  1. - Top - End - #1381
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    Default Re: Warhammer 40K Tabletop Thread XXXVI: If it Ain't Broke, Nerf It

    Quote Originally Posted by LansXero View Post
    If you want anti-horde flyers you take the Drukhari one, which also has poison in case Toughness is a concern.
    That's what I was thinking of. I was trying to think of something from the Aeldari/Drukhari list that came 2nd at LVO and mixed up Crimson Hunters for Hemlock Fighters (I think?). Something like that, anyway - flyer spam was the gist of it.
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    Default Re: Warhammer 40K Tabletop Thread XXXVI: If it Ain't Broke, Nerf It

    Quote Originally Posted by Wraith View Post
    That's what I was thinking of. I was trying to think of something from the Aeldari/Drukhari list that came 2nd at LVO and mixed up Crimson Hunters for Hemlock Fighters (I think?). Something like that, anyway - flyer spam was the gist of it.
    Wont work anymore now that you cant bottleneck green retards from waaghing their way into your gunlines. There just arent enough shots to deal with so much trash, and you need the high S fire to remove mek gunz and similar.

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    Default Re: Warhammer 40K Tabletop Thread XXXVI: If it Ain't Broke, Nerf It

    Fresh back from the Circle City Grand Tournament. I took best in faction for Imperial Guard and 20th overall out of a field of 50, going 3-2-0. (What did I say a few days ago about "Imperial Guard" lists suddenly not finishing near the top now that faction reporting rules have changed?)

    My list:
    Spoiler
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    ++ Battalion Detachment +5CP (Imperium - Imperial Guard) [26 PL, 8CP, 477pts] ++

    Regimental Doctrine: Regiment: Cadian


    + HQ [4 PL, 84pts] +

    Company Commander [2 PL, 38pts]: Grand Strategist, Laspistol, Power fist [8pts], Warlord

    Primaris Psyker [2 PL, 46pts]: Force Stave [8pts]

    + Troops [12 PL, 236pts] +

    Infantry Squad [3 PL, 53pts]
    . Grenade Launcher [3pts]
    . Autocannon [10pts]
    . Sergeant [4pts]: Chainsword, Laspistol

    Infantry Squad [3 PL, 63pts]
    . Grenade Launcher [3pts]
    . Lascannon [20pts]
    . Sergeant [4pts]: Chainsword, Laspistol
    Infantry Squad [3 PL, 63pts]
    . Grenade Launcher [3pts]
    . Lascannon [20pts]
    . Sergeant [4pts]: Chainsword, Laspistol

    Infantry Squad [3 PL, 57pts]
    . Plasma gun [7pts]
    . Autocannon [10pts]
    . Sergeant [4pts]: Chainsword, Laspistol

    + Elites [2 PL, 24pts] +

    Commissar [2 PL, 24pts]: Bolt pistol [1pts], Power fist [8pts]

    + Heavy Support [8 PL, 133pts] +

    Manticore [8 PL, 133pts]: Heavy Bolter [8pts]

    ++ Spearhead Detachment +1CP (Imperium - Imperial Guard) [55 PL, , 924pts] ++

    Regimental Doctrine: Regiment: Cadian

    Vigilus Defiant [-1CP]: Emperor's Fist Tank Company [-1CP]


    + HQ [25 PL, 420pts] +

    Knight Commander Pask [13 PL, 220pts]: Emperor's Fist, Heavy Bolter [8pts], Plasma Cannons [20pts]
    . Command Executioner [15pts]: Turret-mounted Executioner Plasma Cannon [15pts]

    Tank Commander [12 PL, 200pts]: Emperor's Fist, Heavy Bolters [16pts], Lascannon [20pts]
    . Command Battle Tank [22pts]: Battle Cannon [22pts]

    + Heavy Support [30 PL, 504pts] +

    Leman Russ Battle Tanks [10 PL, 168pts]: Emperor's Fist
    . Leman Russ Battle Tank [10 PL, 168pts]: Battle Cannon [22pts], Heavy Bolter [8pts], Heavy Bolters [16pts]

    Leman Russ Battle Tanks [10 PL, 168pts]: Emperor's Fist
    . Leman Russ Battle Tank [10 PL, 168pts]: Battle Cannon [22pts], Heavy Bolter [8pts], Heavy Bolters [16pts]

    Leman Russ Battle Tanks [10 PL, 168pts]: Emperor's Fist
    . Leman Russ Battle Tank [10 PL, 168pts]: Battle Cannon [22pts], Heavy Bolter [8pts], Heavy Bolters [16pts]





    ++ Battalion Detachment +5CP (Imperium - Imperial Guard) [35 PL, 3CP, 598pts] ++

    Field Commander [-1CP]

    Regimental Doctrine: Regiment: Millitarum Tempestus

    Vigilus Defiant [-1CP]: Tempestus Drop Force [-1CP]


    + HQ [7 PL, 76pts] +

    Lord Commissar [4 PL, 35pts]: Bolt pistol [1pts], Power sword [4pts]

    Tempestor Prime [3 PL, 41pts]: Bolt Pistol [1pts], Tempestus Drop Force, WT (Tempestus Drop Force): Grave-Chute Commando

    + Troops [12 PL, 280pts] +

    Militarum Tempestus Scions [3 PL, 67pts]: Tempestus Drop Force
    . 2x Plasma guns [22pts]
    . Tempestor [9pts]: Chainsword, Hot-shot Laspistol

    Militarum Tempestus Scions [3 PL, 67pts]: Tempestus Drop Force
    . 2x Plasma guns [22pts]
    . Tempestor [9pts]: Chainsword, Hot-shot Laspistol

    Militarum Tempestus Scions [3 PL, 73pts]: Tempestus Drop Force
    . 2x Meltaguns [28pts]
    . Tempestor [9pts]: Chainsword, Hot-shot Laspistol

    Militarum Tempestus Scions [3 PL, 73pts]: Tempestus Drop Force
    . 2x Meltaguns [28pts]
    . Tempestor [9pts]: Chainsword, Hot-shot Laspistol

    + Flyer [16 PL, 242pts] +

    Valkyries [8 PL, 121pts]: Tempestus Drop Force
    . Valkyrie [121pts]: 2x Multiple Rocket Pods [16pts], Multi-laser [5pts]

    Valkyries [8 PL, 121pts]: Tempestus Drop Force
    . Valkyrie [121pts]: 2x Multiple Rocket Pods [16pts], Multi-laser [5pts]


    ++ Total: [116 PL, 11CP, 1999pts] ++


    Played against:
    Spoiler: Round One
    Show
    Chaos Daemons Battalion - Tzeentch

    Changecaster

    Fateskimmer

    Horrors
    -Daemonic Icon, Instrument of Chaos, 30x Pink Horror

    Horrors
    -Daemonic Icon, Instrument of Chaos, 30x Pink Horror

    Horrors
    -13x Pair of Brimstone Horrors

    Thousand Sons Battalion

    Ahriman

    Daemon Prince of Tzeentch
    -Malefic Talon, Wings

    Tzaangors
    -Brayhorn, 24x Tzaangor with Tzaangor blades
    -Twistbray - Tzaangor Blades

    Tzaangors
    -Brayhorn, 24x Tzaangor with Tzaangor blades
    -Twistbray - Tzaangor Blades

    Tzaangors
    -Brayhorn, 24x Tzaangor with Tzaangor blades
    -Twistbray - Tzaangor Blades

    Thousand Sons Battalion

    Daemon Prince of Tzeentch
    -Warlord: High Magister
    -Malefic Talon, Wings

    Sorcerer
    -Dark Matter Crystal, Force Sword, Inferno Bolt Pistol

    Chaos Cultists
    -Autoguns

    Chaos Cultists
    -Autoguns

    Chaos Cultists
    -Autoguns

    I didn't get a second turn, because time was called at the end of the top of turn two. That's basically all I can say about this game. In that one turn I scored ten points, for an end score of 10-16.

    Spoiler: Round Two
    Show
    Ultramarines Battalion - Indomitus Crusaders

    Marneus Calgar in the Armor of Heracles
    -Warlord

    Primaris Lieutenant
    -Master-crafted stalker bolt rifle

    Infiltrator Squad
    -4x Infiltrator, Infiltrator Sergeant

    Intercessor Squad
    -2x Auxiliary Grenade Launcher, bolt rifles
    -Veteran Intercessors

    Scout Squad
    -10x Scouts, heavy bolter

    Ultramarines Spearhead

    Chief Librarian Tigurius

    Eliminator Squad
    -3x bolt sniper rifles, camo cloaks

    Thunderfire Cannon
    -Techmarine gunner
    --Servo-harness

    Relic Leviathan Dreadnought
    -2x heavy flamer, 2x storm cannon array

    Ultramarines Vanguard Detachment - Victrix Guard

    Primaris Captain
    -Power fist, plasma pistol

    Primaris Chaplain
    -The Armor Indomitus? (He had a 2+ save for some reason and I think that's the only way.)

    Primaris Ancient

    Victrix Honor Guard

    Victrix Honor Guard

    Repulsor
    -3x storm bolters, auto launchers, 2x Ironhail heavy stubber, 2x Krakstorm grenade launcher Las-talon, twin lascannon


    This was fairly straightforward. He summoned a Vindicare assassin which proceeded to be irritating with the Eliminators until I decided to have Pask take care of the problem. I blew up the Repulsor and made the Victrix Guard blob in it walk. PriMarneus stood in the back with the thunderfire cannon, Intercessors, and Leviathan to make a fire base, which the drop force proceeded to take care of, along with the Scouts. I took the whole list apart at range, with the hiking Victrix Guard almost making it to assault. The wounded Captain and the Ancient fell when assaulted by one of my Russes (with Crush Them!), the Commissar, and Primaris Psyker. The psyker beat the Captain to death with his force staff. I won 15-10.

    Spoiler: Round Three
    Show
    Snakebites Brigade

    Big Mek (Index)
    -Big Choppa, Brog's Buzzbomb, Kustom Force Field

    Warboss
    -Attack squig, Da Killa Klaw, Kustom Shoota
    -Warlord: Surly as a Squiggoth

    Weirdboy
    -Da Jump

    Weirdboy
    -Warpath

    Gretchin
    -10x gretchin

    Gretchin
    -10x gretchin

    Gretchin
    -10x gretchin

    Gretchin
    -10x gretchin

    Gretchin
    -10x gretchin

    Gretchin
    -10x gretchin

    Meganobz
    -10x Kustom Shoota, 10x Power Klaw

    Meganobz
    -10x Kustom Shoota, 10x Power Klaw

    Nobz
    -10x Big Choppa

    Nobz
    -10x Big Choppa

    Deff Kopta
    -Bigbomm, twin big shoota

    Deff Kopta
    -Bigbomm, twin big shoota

    Deff Kopta
    -Bigbomm, twin big shoota

    Mek Gunz
    -Smasha Gun

    Mek Gunz
    -Smasha Gun

    Mek Gunz
    -Smasha Gun

    Deathskulls Supreme Command - Dread WAAAGH!

    Big Mek
    -Shokk Attack Gun: Da Souped-up Shokka

    Big Mek
    -Shokk Attack Gun

    Big Mek
    -Shokk Attack Gun

    You can guess. The spring nerfs were a day too late for the tournament's cutoff, so he mobbed up the Meganobs and threw them at my center, and then next turn mobbed up the Nobs and threw them at my right. It was a close run game and I ended the last turn in firm control of four of the five objectives, but ITC being what it is, that doesn't matter. The game ended for time on turn three, 10-12.
    Spoiler: Round 4
    Show
    Nurgle Daemons Battalion

    Poxbringer
    -Warlord

    Sloppity Bilepiper

    Nurglings
    -3x Nurgling swarms

    Plaguebearers
    -Daemonic Icon, Instrument of Chaos, 24x Plaguebearer, Plagueridden

    Plaguebearers
    -Daemonic Icon, Instrument of Chaos, 24x Plaguebearer, Plagueridden

    Death Guard Superheavy Auxiliary Detachment

    Mortarion

    Death Guard Supreme Command Detachment

    Daemon Prince
    -Wings, Malefic talon, Nurgle

    Daemon Prince
    -Wings, Malefic talon, Nurgle

    Spoilpox Scriviner

    Blightlord Terminators
    -10x Terminators
    -8x Bubotic axe and combi-plasma
    -2x Flail of Corruption

    I tabled this list in three turns. He blew the psychic test to put Warptime on Mortarion after setting up to rocket into my line with him in the movement phase, and that was all she wrote; Morty was there flapping in the breeze right in front of my entire gun line. I dropped the melta storm troopers in front of him and then wound up not needing them to kill him, though in the second turn it turned out to be a good thing I did, because putting them there meant the Blightlords couldn't deep strike near the objective and had to charge storm troopers instead. The plasma squads and both Valkyries moved into his back lines and began clearing out the Plaguebearers. Turn two was a mop up operation and he conceded at the bottom of two with no threats left. We counted it as a three turn tabling so that his score wasn't zeroed out; I didn't want to do that to him since he wasn't trying to limit my score to benefit his team, which is what that ITC rule is designed to prevent. Final score was 36-8.
    Spoiler: Round Five
    Show
    Death Guard Battalion

    Chaos Lord
    -Plasma pistol power fist

    Chaos Lord
    -Plasma pistol power fist

    Daemon Prince of Nurgle
    -Fugaris' Helm, 2x malefic talon, wings, Warlord

    Chaos cultists
    -10x cultists, autoguns

    Plague Marines

    Plague Marines

    Foul Blightspawn

    Foul Blightspawn

    Plagueburst Crawler
    -2x plaguespitter, heavy slugger, plagueburst mortar

    Plagueburst Crawler
    -2x plaguespitter, heavy slugger, plagueburst mortar

    Chaos Rhino
    -Havoc launcher

    Chaos Rhino
    -Havoc launcher

    Renegade Knights Super-Heavy Auxiliary

    Renegade Knight
    -Heavy stubber, 2x Avenger gatling cannon and heavy flamer

    Chaos Daemons Patrol

    Bloodmaster
    -Blade of Blood

    Skulltaker

    Bloodletters
    -Daemonic Icon, Instrument of Chaos, 27x Bloodletter and Bloodreaper all with Hellblades

    This guy was inexperienced and the terrain on the table was good looking (a table-spanning highway overpass) but a real pain in the rear to play around, so we only got in two turns. He went first and spent nearly all his command points pre-game, so by the time my shooting phase rolled around he had nothing left to rotate ion shields on the Knight. I blew it up immediately. The Bloodletters were the only real problem after that, and I think I could have handled them if the game had gone on, but we didn't get to find out. I won 8-6.
    Last edited by Renegade Paladin; 2019-05-06 at 10:34 PM.
    "Courage is the complement of fear. A fearless man cannot be courageous. He is also a fool." -- Robert Heinlein


  4. - Top - End - #1384
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    Default Re: Warhammer 40K Tabletop Thread XXXVI: If it Ain't Broke, Nerf It

    Quote Originally Posted by Forum Explorer View Post
    Why not? They don't get any faction bonuses which does suck, but they are a good tank in of itself.
    That aside, they also need their own detachment. Better options are available imo.
    Quote Originally Posted by jedipotter View Post
    Logic just does not fit in with the real world. And only the guilty throw fallacy's around.
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    As always, the planes prove to be awesomer than I expected.
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    Default Re: Warhammer 40K Tabletop Thread XXXVI: If it Ain't Broke, Nerf It

    Quote Originally Posted by Brookshw View Post
    That aside, they also need their own detachment. Better options are available imo.
    Better, perhaps. But for that particular list it was for a person who had Guard and was just getting into Genestealer Cults, and apparently wanted a list that had a strong focus on Brood Brothers.
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    The Lost Dragon: A story about a priest who finds a baby dragon in his church and decides to protect them.



  6. - Top - End - #1386
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    Default Re: Warhammer 40K Tabletop Thread XXXVI: If it Ain't Broke, Nerf It

    Quote Originally Posted by Forum Explorer View Post
    Better, perhaps. But for that particular list it was for a person who had Guard and was just getting into Genestealer Cults, and apparently wanted a list that had a strong focus on Brood Brothers.
    Yes, thank you very much for that. Its more of an ease of transition thing and slowly adding new stuff with a core that he already knows how to work with.

  7. - Top - End - #1387
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    Default Re: Warhammer 40K Tabletop Thread XXXVI: If it Ain't Broke, Nerf It

    Don't quite know where to put this...

    So, some D&D minis are molded with clear plastic. I tried using Glazes...It looks kinda bad.
    Anyone have any ideas for painting clear plastic? Should I be looking outside Citadel paints?

    inb4;
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  8. - Top - End - #1388
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    Griffon

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    Default Re: Warhammer 40K Tabletop Thread XXXVI: If it Ain't Broke, Nerf It

    Quote Originally Posted by Cheesegear View Post
    So, some D&D minis are molded with clear plastic. I tried using Glazes...It looks kinda bad.
    Anyone have any ideas for painting clear plastic? Should I be looking outside Citadel paints?.
    I'm guessing that you are trying to keep them transparent and just tint them, rather than opaque layers like normal miniatures. In which case, specialist paints would be recommended - GW ones aren't transparent as such, they're just a higher ratio of water-to-pigment than their normal opaque paints so that their coverage is thinner.

    I haven't used them myself, but Fantasy Film seems to be a decent brand, though you can get generic "glass paints" from hobby and art stores which might work too.
    Last edited by Wraith; 2019-05-07 at 02:21 AM.
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  9. - Top - End - #1389
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    Default Re: Warhammer 40K Tabletop Thread XXXVI: If it Ain't Broke, Nerf It

    So KT:Elites also has Chapter Tactics/Craftworld Traits/etc in it. That is definitely interesting, adds more customization to a game already really focused on "your dudes".

    https://www.warhammer-community.com/...mepage-post-1/

    Seems pretty solid, I skipped Commanders (since I'm still not sure if it's even something most people use), but this looks like a fun addition to the game.

  10. - Top - End - #1390
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    Default Re: Warhammer 40K Tabletop Thread XXXVI: If it Ain't Broke, Nerf It

    Quote Originally Posted by Requizen View Post
    So KT:Elites also has Chapter Tactics/Craftworld Traits/etc in it. That is definitely interesting, adds more customization to a game already really focused on "your dudes".
    This is exactly what should have been in the game from the beginning - the ability to play "Blood Angels" or "Iron Hands" rather than just "red Space Marines". Hopefully they'll introduce every Chapter, Craftworld and faction and not just the more popular ones for as much variety as possible.

    I'm still not entirely sold on the Elite units themselves. I consider myself something of an aficionado of small-scale skirmish games and in my experience introducing large elite units to fight along side small warbands where numbers, rather than quality, are what makes the difference.... GW are going to have to work very, very hard to make sure that these units are not utterly OP or otherwise just plain underwhelming.
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    Default Re: Warhammer 40K Tabletop Thread XXXVI: If it Ain't Broke, Nerf It

    Quote Originally Posted by Cheesegear View Post
    Don't quite know where to put this...

    So, some D&D minis are molded with clear plastic. I tried using Glazes...It looks kinda bad.
    Anyone have any ideas for painting clear plastic? Should I be looking outside Citadel paints?
    Similar to your current attempts, have you looked into Army Painter's Inks?
    Quote Originally Posted by jedipotter View Post
    Logic just does not fit in with the real world. And only the guilty throw fallacy's around.
    Quote Originally Posted by Vendin, probably
    As always, the planes prove to be awesomer than I expected.
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    MonkGuy

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    Default Re: Warhammer 40K Tabletop Thread XXXVI: If it Ain't Broke, Nerf It

    Slightly disappointed that Guard by the looks of it still don't get veterans.

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    Default Re: Warhammer 40K Tabletop Thread XXXVI: If it Ain't Broke, Nerf It

    Quote Originally Posted by Wraith View Post
    This is exactly what should have been in the game from the beginning - the ability to play "Blood Angels" or "Iron Hands" rather than just "red Space Marines". Hopefully they'll introduce every Chapter, Craftworld and faction and not just the more popular ones for as much variety as possible.

    I'm still not entirely sold on the Elite units themselves. I consider myself something of an aficionado of small-scale skirmish games and in my experience introducing large elite units to fight along side small warbands where numbers, rather than quality, are what makes the difference.... GW are going to have to work very, very hard to make sure that these units are not utterly OP or otherwise just plain underwhelming.
    I like the idea of Elites in the game - one or two "shock troops" that are powerful enough to warrant attention, but remembering that KT is a game with limited turns and activations, they might end up being worthless if used incorrectly. It depends on execution, of course - too cheap and they're ubiquitous, too expensive and it's a useless book (other than subfactions).

    Quote Originally Posted by Wardog View Post
    Slightly disappointed that Guard by the looks of it still don't get veterans.
    Hm, it's odd, but what do they bring that you don't already get from Scions? Similar weapon options (same save for Volley Guns, no? I'm not super familiar), similar profiles, obviously people want to use their own dudes but it seems a bit redundant. Though that's never stopped GW before

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    Default Re: Warhammer 40K Tabletop Thread XXXVI: If it Ain't Broke, Nerf It

    Quote Originally Posted by Requizen View Post
    Hm, it's odd, but what do they bring that you don't already get from Scions? Similar weapon options (same save for Volley Guns, no? I'm not super familiar), similar profiles, obviously people want to use their own dudes but it seems a bit redundant. Though that's never stopped GW before
    Not as redundant as Infantry and Special Weapons teams.

    Anyway, the main advantage of Veterans (other than being slightly cheaper due to worse save) would be weapon selection: shotgun and heavy flamer (also sniper rifles, which Scions don't get).

    And if they opened up the weapon selection slightly, you could even recreate the Last Chancers.

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    Default Re: Warhammer 40K Tabletop Thread XXXVI: If it Ain't Broke, Nerf It

    I'm hoping they balance a little better than Commanders.

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    Default Re: Warhammer 40K Tabletop Thread XXXVI: If it Ain't Broke, Nerf It

    I think hitting outside Citidel paints would probably be your best bet.

    Some of the technicle paints Like Warpstone green/Soulstone blue/Spirit Stone Red might work for you.

    Vallejo is my prefered paint brand when I go outside Citidel. Though if you are okay working with enamel/oil based paints, you should try Testor's Model master paints. They have shades for painting headlights and tail lights on model cars that dry transparent. But you will need to be careful as those paints need to be thinned and cleaned from brushes with acetone, and you might not want to use the same brush for bot hkinds of paint.
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  17. - Top - End - #1397
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    Default Re: Warhammer 40K Tabletop Thread XXXVI: If it Ain't Broke, Nerf It

    Warhamer fest previews are up

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    transport and a light tank for the Mechanicus

    and the Repulsor gets razorbacked.
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    Default Re: Warhammer 40K Tabletop Thread XXXVI: If it Ain't Broke, Nerf It

    Yay transport, boo the tank being light.
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    Default Re: Warhammer 40K Tabletop Thread XXXVI: If it Ain't Broke, Nerf It

    Doesn't say it's light. Just fast moving.
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    Default Re: Warhammer 40K Tabletop Thread XXXVI: If it Ain't Broke, Nerf It

    Now i need to see a diorama of the new mechanicus transport overrun by a ripper swarm.

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    Default Re: Warhammer 40K Tabletop Thread XXXVI: If it Ain't Broke, Nerf It

    9mm's links is updating in real time. Also announced since they posted it:

    Middle Earth: Scouring of the Shire stuff (Has anyone played this in the last 5 years? Even the Hobbit stuff felt like a stretch after Smaug came out, but that they're still producing all this stuff from the books is truly surprising)

    40k: Codex Chaos Knights, Aeronautica Imperialis, Apocalypse expansion

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    Adeptus Titanicus: Weapons and accessories upgrade kits, and more scenery

    Warcry: Realm of Life Aelf/snake-themed warband

    30k/Forgeworld: White Scars Terminators, Dreadnoughts, Lieutenants(?)/Chapter Masters(?), Jetbikes, land Speeders, Blood Angels Dreadnought-variant, Captain Raldoran, Legio Custodies gunship, 30k-era Chaos Daemons

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    Default Re: Warhammer 40K Tabletop Thread XXXVI: If it Ain't Broke, Nerf It

    Ad Mech finally get a vehicle that isn't our wonderful little Onager. Thank the Omnissiah! Now lets take a look at...

    Why is it a Higgin's boat? Seriously? We're supposed to be the Iron Fist of the Machine God and we ride around in a Higgen's boat on a Repulsor sled. Thats stupid. God it even just looks like its a modern day hovercraft! It just has smaller fans.

    The Disintegrator is...better? Why the front end slopes the wrong direction I don't know (its not even aesthetically pleasing, so I honestly have no idea) but barring that fact it looks fine. Now please don't overcost it.
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    Default Re: Warhammer 40K Tabletop Thread XXXVI: If it Ain't Broke, Nerf It

    Quote Originally Posted by Blackhawk748 View Post
    Ad Mech finally get a vehicle that isn't our wonderful little Onager. Thank the Omnissiah! Now lets take a look at...

    Why is it a Higgin's boat? Seriously? We're supposed to be the Iron Fist of the Machine God and we ride around in a Higgen's boat on a Repulsor sled. Thats stupid. God it even just looks like its a modern day hovercraft! It just has smaller fans.

    The Disintegrator is...better? Why the front end slopes the wrong direction I don't know (its not even aesthetically pleasing, so I honestly have no idea) but barring that fact it looks fine. Now please don't overcost it.
    I like that it's a Higgin's boat. But more to the point, what would you put in it?

    Fingers crossed for the Disintegrator.
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    Default Re: Warhammer 40K Tabletop Thread XXXVI: If it Ain't Broke, Nerf It

    Quote Originally Posted by Forum Explorer View Post
    I like that it's a Higgin's boat. But more to the point, what would you put in it?

    Fingers crossed for the Disintegrator.
    I have no real idea. Use it as a mobile bunker as its obviously open topped? Also, we already have a Higgins boat, its called a Gorgon Armored Assault Transport, and its awesome. This thing is just... kinda on the small side and makes me go "why don't they just use a Rhino"

    I'll sit here and hope.
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    Default Re: Warhammer 40K Tabletop Thread XXXVI: If it Ain't Broke, Nerf It

    Quote Originally Posted by Forum Explorer View Post
    I like that it's a Higgin's boat. But more to the point, what would you put in it?

    Fingers crossed for the Disintegrator.
    Full squad of vanguard. Electro-priests to go zap safely inside a flying bunker.
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    Default Re: Warhammer 40K Tabletop Thread XXXVI: If it Ain't Broke, Nerf It

    I would love an open topped transport for my Tau.
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    Default Re: Warhammer 40K Tabletop Thread XXXVI: If it Ain't Broke, Nerf It

    So am I right in thinking that Apocalypse is a different sidegame than regular 40k instead of just an expansion?
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    Default Re: Warhammer 40K Tabletop Thread XXXVI: If it Ain't Broke, Nerf It

    Quote Originally Posted by PraetorDragoon View Post
    So am I right in thinking that Apocalypse is a different sidegame than regular 40k instead of just an expansion?
    Yup. Is apparently designed to play in just a few hours, so similar lengthof time to a game of 40k, unlike the Apocalypse games of old.

    It’s quite an intriguing approach. The preview says that if you have a 40k army you have an Apocalypse detachment, but I wonder how much variety there will be in Apocalypse formations. Will it be a case of ‘this detachment has 30 marines in’, or will we be specifying unit rolls still? In any case, I’m quite keen for it, particularly with online rules available, which will hopefully massively reduce the buy in cost for play groups.
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    Quote Originally Posted by Avaris View Post
    Yup. Is apparently designed to play in just a few hours, so similar lengthof time to a game of 40k, unlike the Apocalypse games of old.

    It’s quite an intriguing approach. The preview says that if you have a 40k army you have an Apocalypse detachment, but I wonder how much variety there will be in Apocalypse formations. Will it be a case of ‘this detachment has 30 marines in’, or will we be specifying unit rolls still? In any case, I’m quite keen for it, particularly with online rules available, which will hopefully massively reduce the buy in cost for play groups.
    That sounds pretty interesting to be honest.
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    Default Re: Warhammer 40K Tabletop Thread XXXVI: If it Ain't Broke, Nerf It

    By the sounds of it, it's rules for Team Based "multi-player" battles. What in 40k would be my "army" would in Apocalypse be a "Detachment" and the book tells us how me and my 3 allies work together in order to fight you and your allies.

    I like the idea that has been described in the article though - damage is resolved at the end of the turn, so everyone always gets to act without being alpha-striked into obsolescence in turn 1. Given that the example also describes using a Reaver Titan I wouldn't be surprised if they reintroduce D-strength weapons, or at least an 8th Edition equivalent.
    I also wonder how it will work without templates for macroweapons - that was a key point of titans being able to fire on entire board sections rather than just one guy, but I'll be quite surprised if they too are brought back.
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