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2011-06-06, 09:23 AM (ISO 8601)
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Re: Warhammer 40K Tabletop XII: "Now in Rapid Fire range!"
Steam ID: The Great Squark
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2011-06-06, 11:35 AM (ISO 8601)
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Re: Warhammer 40K Tabletop XII: "Now in Rapid Fire range!"
I'm pretty sure that Rhinos and Razorbacks are about the only things that do not allow Terminators to embark. I could be wrong though, it might have been addressed in a FAQ or something.
Anyway, what do you guys think about the army? Does it have any glaring weaknesses that I missed? What about Thrawn?
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2011-06-06, 11:58 AM (ISO 8601)
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Re: Warhammer 40K Tabletop XII: "Now in Rapid Fire range!"
With my Codex: Grey Knights to hand, and until the errata is released I can confirm that Terminators CAN ride inside a Chimera, however they cannot be bought as Dedicated Transports for the Squad.
Therefore the Chimera will have to be bought for the Inquisitor/his retinue, and the Terminators then embark during the first turn rather than deployment.
Anyway, what do you guys think about the army? Does it have any glaring weaknesses that I missed? What about Thrawn?
You do seem to be struggling for anti-armour weaponry, though. If your local community is anything like mine, I know that you're likely to face at least a few armies featuring heavy tanks even at 1500pts, so it might be a good idea to send the Terminators out with a Daemonhammer just in case you come across someone trying to be clever and fielding a Leman Russ or something similar.
For the same reason and because you have enough points left over, I personally would have one of the Dreadnoughts become a Lascannon/Missile Launcher combination just to be on the safe side, but then I just happen to really like Missile Launchers on my Dreadnoughts.
As for Thrawn, I think you should take him for three reasons.
One is that he is a bargain for what he is, which is an objective-squatting unit that has Monty Python-esque durability which is a really great thing to have in an army that usually has to be pushing forward a lot.
The second is that he costs only as much as 2 Terminators, and if you instead take two Terminators then they and the Librarian will no longer fit inside your Chimera (capacity: 12 models, Terminator Armour counts as 2:1).
And thirdly, I never pass up an opportunity to seriously annoy my opponent and have them lose focus enough to spend an entire turn shooting at 1 model rather than the rest of my army....Last edited by Wraith; 2011-06-06 at 12:01 PM.
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2011-06-06, 12:59 PM (ISO 8601)
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2011-06-06, 01:03 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XII: "Now in Rapid Fire range!"
"that nighted, penguin-fringed abyss" - At The Mountains of Madness, H.P. Lovecraft
When a man decides another's future behind his back, it is a conspiracy. When a god does it, it's destiny.
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2011-06-06, 02:24 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XII: "Now in Rapid Fire range!"
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2011-06-06, 02:53 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XII: "Now in Rapid Fire range!"
My favourite tactic with Greyknights is an Autocannon/Heavy Flamer Dreadnought (Psyflame and Psybolt ammo) loaded onto the back of a Stormraven.
Have the Raven drop the dreaddy behind or to the side of a tank where even the S6 flamer stands a decent chance of making a dent. Failing that you've still got a Powerfist to try.
After that the Dreadnought is free to use the Heavy Flamer to introduce the nastiness of Autohit-Wound-On-2+ to the masses.Last edited by Tarinaky; 2011-06-06 at 02:55 PM.
So... Tired...
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2011-06-06, 03:46 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XII: "Now in Rapid Fire range!"
It's for that reason that I wouldn't want all three Dreadnoughts with Autocannons. With or without Psybolt Ammunition, you're still rolling 2+ to wound, they get a save, and there are too few Marine models with more then 1W to really, really need to cause Instant Death.
I would rather save those points and put them towards a Lascannon or two. It'll be more reliable against the one or two heavier tanks that I'd come across, and can reliably blow away the occasional Terminator or Special Character to boot.
I guess it depends on your metagame. s8 AP4 Heavy 2/Twin-Linked may or may not be preferable to s8 AP3 Heavy 1 + s9 AP2 Heavy 1, but I just happen to like Missile Launchers for their versatility.~ CAUTION: May Contain Weasels ~
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2011-06-06, 04:40 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XII: "Now in Rapid Fire range!"
Yeah, three Psyrifleman Dreads is probably a bit of overkill. I'd replace one with either the suggested Lascannon/Missile Launcher Dread or a Purgation Squad with Incinerators or Psycannons in a Rhino.
Last edited by Tome; 2011-06-06 at 04:43 PM.
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2011-06-06, 05:33 PM (ISO 8601)
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- The Land Where 99 Men Weep and One Man Laughs
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2011-06-06, 05:52 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XII: "Now in Rapid Fire range!"
Steam ID: The Great Squark
3ds Friend Code: 4571-1588-1000
Currently Playing: Warhammer 40000, Hades, Stellaris, Warframe
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2011-06-06, 06:02 PM (ISO 8601)
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- This virtual neurospace.
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2011-06-06, 06:15 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XII: "Now in Rapid Fire range!"
Guardsmen just really need their personal space respected, ok? Jeez.
Many thanks to Abardam for what is quite possibly the coolest avvie ever.
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2011-06-06, 07:28 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XII: "Now in Rapid Fire range!"
You can jam Ogryns in a Chimera, and they're bigger than Terminators.
"Courage is the complement of fear. A fearless man cannot be courageous. He is also a fool." -- Robert Heinlein
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2011-06-06, 07:48 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XII: "Now in Rapid Fire range!"
Turns out I was confused by the Imperial Guard FAQ banning Terminators from riding in Valkyries/Vendettas.
Comment withdrawn.*Splendid Goatatar by that cool kid Serpentine
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2011-06-06, 08:21 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XII: "Now in Rapid Fire range!"
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2011-06-06, 11:43 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XII: "Now in Rapid Fire range!"
Actually, the Terminators don't really need a Hammer since my Librarian has Might of Titan. In our meta game, for some reason players don't like bringing things with Psychic Hoods so my chances of pulling this off are pretty good.
Thanks for the compliment, I do try to synergise my units as much as possible. I actually would have taken another 10 man Strike Squad if it were not for the Librarian. His Terminator armor prevents him from riding with the Strike Squad, so I gave him a squad of Terminators to hang out with so he wouldn't feel left out. Or would it be better if I just gave him a full 10 man Strike Squad and made them walk?
I've actually taken the Missile Launcher/Lascannon build into consideration, but its more expensive than the Psyfleman build. Sure, I lose the ability to vaporize marines instantly, but I think that's a fair enough trade for the value that I'm getting. Also, I am considering taking a squad of Servitors and Jokaeros so that I'll at least have some Lascannons.
Is 3 Psyfleman Dreads really overkill? I get that once all of my enemy's vehicles have been destroyed/made useless they're going to be pretty much just shooting at infantry, something that isn't that great in a meta game filled with Power Armor. But I've always felt that 2 Psyfleman Dreads were too few to be able to do much, especially if my opponent is lucky enough to kill them early on. I could be wrong though. Does anybody else have any thoughts on this?
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2011-06-07, 12:52 AM (ISO 8601)
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Re: Warhammer 40K Tabletop XII: "Now in Rapid Fire range!"
The Lords of Uncloaked Steel
"But iron - cold iron - is master of them all."
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2011-06-07, 01:41 AM (ISO 8601)
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2011-06-07, 06:07 AM (ISO 8601)
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2011-06-07, 06:16 AM (ISO 8601)
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Re: Warhammer 40K Tabletop XII: "Now in Rapid Fire range!"
I am the golden shadow. I am the Ninja Chocobo
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2011-06-07, 08:23 AM (ISO 8601)
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Re: Warhammer 40K Tabletop XII: "Now in Rapid Fire range!"
Ok, this weekend the tournament will be up to 1500 points, and since I have to take on people I haven't fought yet, it'll be my Space Marines VS Necrons, Dark Eldar, or Space Wolves/Imperial Guard (I know the guy has both armies, not sure which he's playing)
This is the list I've come up with so far...because I couldn't figure out a way I wanted to do a list with Tacticals. I'm honestly not sure how I ever did it, what with a Tactical squad being some 70 points more expensive once they have their Rhino and special weapons. Anyways, what would you suggest I change, if anything? I'm not really sold on the Thunderfire Cannon, because of its fragility, but I wasn't sure what to use those 100 points I had left for. Maybe reduce one or two other things, replace it with a Predator with some Las on it?
SpoilerHQ
Librarian, 140pts
-Terminator Armor, Storm Shield
-Powers: Force Dome, Vortex of Doom
ELITES
Sternguard 10, 335pts
-Heavy Flamer, 8 Combi-meltas
+Drop Pod
TROOPS
Scouts 10, 175pts
-Combat Squad A: 1 Sergeant with Powerfist & Shotgun, 4 Shotguns
-Combat Squad B: 4 Snipers, 1 Missile Launcher
Scouts 10, 150pts
-Snipers, 1 Missile Launcher
Scouts 10, 150pts
-Snipers, 1 Missile Launcher
FAST ATTACK
Land Speeder Storm, 60pts
-Heavy Flamer
-Contains Scout Combat Squad A
HEAVY SUPPORT
Devastators 5, 150pts
-4 Missile Launchers
Devastators 5, 150pts
-4 Missile Launchers
Thunderfire Cannon, 100pts
ALLIES
Inquisitor Lord, 90pts
-Bolter, Psychic Hood, Psyocculum
-Power: Hammer of the Witches
EDIT: As was pointed out below, this guy isn't legal. He either has to be a plain Inquisitor and 70pts, or I ditch some things to buy him at least 3 Henchmen. Which way should I go with this?
TOTAL: 1500 points.Last edited by Hootman; 2011-06-07 at 10:01 AM.
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2011-06-07, 09:57 AM (ISO 8601)
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Re: Warhammer 40K Tabletop XII: "Now in Rapid Fire range!"
For only 10 points less than a space marine librarian I'm not sure the inquisitor lord is worth it.
He's also illegal since there's a three henchman minimum on lord level inquisitors."that nighted, penguin-fringed abyss" - At The Mountains of Madness, H.P. Lovecraft
When a man decides another's future behind his back, it is a conspiracy. When a god does it, it's destiny.
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2011-06-07, 10:00 AM (ISO 8601)
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Re: Warhammer 40K Tabletop XII: "Now in Rapid Fire range!"
...Shoot, I KNEW there was a reason I originally had him with a unit of henchmen. I guess he'll have to be either a plain Inquisitor, or pick up some cronies. Unfortunately, my Thunderfire cannon will probably have to get turned into them, if that's the case. Does anyone think they're worth it?
Edit: The original reason I wanted the Inquisitor was to keep my opponent's psychic powers shut down on Turn 1 if I went second (fricking Warp Quake) and later on if things ended up outside of the range of my Librarian (assuming he survived the Drop Pod Assault). Inquisitorial Psychic Hoods have no range limit.Last edited by Hootman; 2011-06-07 at 12:35 PM.
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2011-06-07, 12:55 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XII: "Now in Rapid Fire range!"
Simplest answer is, that 40k vehicles aren't to 'correct' scale compared to vehicles. Not unless there's such a thing as a 9' tall by 7' wide Armoured Personal Carrier
Strange, yet fair. But what happens after some freak, Vindicare-Assassin-related accident kills your Librarian and the Squad still has tanks to kill?
Or would it be better if I just gave him a full 10 man Strike Squad and made them walk?
Does anybody else have any thoughts on this?Last edited by Wraith; 2011-06-07 at 07:06 PM.
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2011-06-07, 01:01 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XII: "Now in Rapid Fire range!"
~Imagine~
several terminators climb into a Chimera. There is quite a bit of shouting, pushing and general fitting involved but, eventually, it all fits. The driver is given the order to move so he floors the throttle. The engine belches a cloud of foul smoke and the machine goes nowhere at all, tracks spinning wildly. The terminators weight pushed it into the ground.
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2011-06-07, 01:07 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XII: "Now in Rapid Fire range!"
~Imagine~
several terminators climb into a Chimera. There is quite a bit of shouting, pushing and general fitting involved but, eventually, it all fits. The driver is given the order to move so he floors the throttle. The engine belches a cloud of foul smoke and the machine goes nowhere at all, tracks spinning wildly. The terminators weight pushed it into the ground.Last edited by Borgh; 2011-06-07 at 01:07 PM.
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2011-06-07, 03:44 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XII: "Now in Rapid Fire range!"
Terminators could ride in Rhinos and Razorbacks (and Predators) in 1st and 2nd edition, it was removed as a game balance mechanic (or to sell more Land Raiders if you're cynical).
Their fitting in Chimeras is likely a deign oversight brought about by lazy copy pasting.
Also note they could originally fit into Valkyries giving rise to the highly popular 'ten GK termies and a Grandmaster first turn assault bomb', until GW FAQ'd it and removed allies, so it's not without precedent.Last edited by Zorg; 2011-06-07 at 03:46 PM.
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2011-06-07, 04:53 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XII: "Now in Rapid Fire range!"
...Maybe. It depends on who you're going to play. On one hand, an Inquisitor (if you're only taking him for the 'Hood) is pretty useless against Necrons, Dark Eldar, and most Imperial Guard lists.
While a Thunderfire works wonders against Dark Eldar and Imperial Guard, and 'isn't that good' (but definitely not useless) against Space Wolves and Necrons. Tremor Shells never go out of style. Especially if you've got another two squads of Devastators anyway.
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2011-06-07, 08:47 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XII: "Now in Rapid Fire range!"
A Psychic Hood will throw Psyker Battle Squads into the Warp because those are one of the most broken things in the game and they are run in a lot of high up (GT IG lists).
@Hootman
I personally recommend the Thunderfire Cannon because of what it can do but if you must take the Psychic Hood take the Henchmen to get it.
Whatever you decide to do Hootman, GOOD LUCK!!!!