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Old 04-11-2012, 02:51 AM   Top  -  End  -  #571
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Default Re: Warhammer 40K Tabletop XV: "More People Should Be Punched In The Head."

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Originally Posted by Squark View Post
*snip*
1. I already have some broadsides in there. Also, I have seen EMPs take down a land raider, quite quickly, and I have those fusion guns.
2. Doesn't having the markerlights to throw in help with the ballistics and pretty much everything else? I mean, spending 2 markerlights brings up an entire firewarriors unit to BS 5 as I read it.
3. I'm not playing necron. I'm playing the Tau because I like the faction, not because I want to be the biggest kid on the block. I want to play my way. Even if that means I get drubbed 5 times out of 6, that's a tax I'm willing to pay. That said, I'm looking to flesh out my strategy enough to help (I would like to win occasionally).
4. I'm willing to sub in some more crisis suit units, if'n that'll help. I assume armament varies based on opponent and mission, but what is a good general loadout?
5. Still wondering if Marker Pinning might be effective at holding the line, so to speak.
6. I heard it bandied about Tau are likely to get a new codex later this year. Should I hold off putting together an army till then (basically how likely is effective play to drastically change)?
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Old 04-11-2012, 02:59 AM   Top  -  End  -  #572
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Default Re: Warhammer 40K Tabletop XV: "More People Should Be Punched In The Head."

And new reply while I posted. Handy.

Hmm. EMPs no good? Alrighty, I will take that under advisement (as mentioned I saw them demonstrated but I may have watched a fluke).

Plasma. Gotcha (I had been worried the cost on that was too high). Similarly glad for the advice on equipping the devilfish and broadsides.

No markerlights... That's actually a holdover. I decided on a vanilla Pathfinder team, but had earlier toyed with the idea of giving some rail rifles. According to the codex, rail rifle substitutions replace both the carbine and the markerlight.

I'm sad at the comment on pinning. Oh well. Newb and all that.
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Old 04-11-2012, 05:10 AM   Top  -  End  -  #573
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Default Re: Warhammer 40K Tabletop XV: "More People Should Be Punched In The Head."

Wraith, though I can't comment on the tactical content of your review since I wouldn't know a scatterlaser from a brightlance, I though that was a very well laid out review that flowed excellently and contained lots of good info on the reasons behind the different choices.

I can see the improvement from your other reviews (they certainly weren't bad, just that I thought this one was really good). Not only that, I actually enjoyed it, and I really don't like Eldar that much.
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Old 04-11-2012, 05:21 AM   Top  -  End  -  #574
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6. I heard it bandied about Tau are likely to get a new codex later this year.
That's been happening for years. Pay no attention to the man behind the curtain.

The next Codecies are most likely (going from solid rumours and source-mongering) are one of either Chaos Marines, Dark Angels or Black Templars.
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Old 04-11-2012, 06:36 AM   Top  -  End  -  #575
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Default Re: Warhammer 40K Tabletop XV: "More People Should Be Punched In The Head."

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And new reply while I posted. Handy.

Hmm. EMPs no good? Alrighty, I will take that under advisement (as mentioned I saw them demonstrated but I may have watched a fluke).

Plasma. Gotcha (I had been worried the cost on that was too high). Similarly glad for the advice on equipping the devilfish and broadsides.

No markerlights... That's actually a holdover. I decided on a vanilla Pathfinder team, but had earlier toyed with the idea of giving some rail rifles. According to the codex, rail rifle substitutions replace both the carbine and the markerlight.

I'm sad at the comment on pinning. Oh well. Newb and all that.
Its not that EMP's are bad at cracking open vehicles its just that firewarriors arent the ideal ones to carry them. What most people do is to pop vehicles from across the board with railguns and the firewarriors sit on an objective and shoot while in cover. They are your troops units so you need to keep them alive. Blowing up vehicles which probably have troops inside is a dangerous idea because they will assault your firewarriors afterwards.

Ideally no vehicles should get near the firewarriors that they have to assault.

Plasma is quite expensive but it is so effective. It will be able to take out any enemy infantry easily. Combined with your fusion blaster you will have three shots (within 12") that can destroy marines or monstrous creatures or just about anything. Using markerlights hits with this squad will make them even more dangerous. Depending on how many hits you get you can reduce the enemy's cover save completely while increasing your BS.

I know. I was rather miffed too when I first started playing at the amount of stuff that ignores it. Chaos is especially annoying as the majority are fearless. It is useful but you can't rely on it as a tactic.
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Old 04-11-2012, 09:26 AM   Top  -  End  -  #576
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Default Re: Warhammer 40K Tabletop XV: "More People Should Be Punched In The Head."

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1. I already have some broadsides in there. Also, I have seen EMPs take down a land raider, quite quickly, and I have those fusion guns.
2. Doesn't having the markerlights to throw in help with the ballistics and pretty much everything else? I mean, spending 2 markerlights brings up an entire firewarriors unit to BS 5 as I read it.
3. I'm not playing necron. I'm playing the Tau because I like the faction, not because I want to be the biggest kid on the block. I want to play my way. Even if that means I get drubbed 5 times out of 6, that's a tax I'm willing to pay. That said, I'm looking to flesh out my strategy enough to help (I would like to win occasionally).
4. I'm willing to sub in some more crisis suit units, if'n that'll help. I assume armament varies based on opponent and mission, but what is a good general loadout?
5. Still wondering if Marker Pinning might be effective at holding the line, so to speak.
6. I heard it bandied about Tau are likely to get a new codex later this year. Should I hold off putting together an army till then (basically how likely is effective play to drastically change)?
1. I realize that. But the best thing about Tau are railguns. More is More, here. Also, Fusion blasters are weaker here than Meltaguns would be, because using them implies being in assault range of the enemy, and that implies that, unless you are a vehicle, you are going to die on the enemy turn.
2. In theory... In practice, the markerlights are going to need to be used for other things.
3. That's fine. Good, actually. But, particularly as a new player, winning one out of six games as Tau, depending on your metagame, might be too optimistic. Forewarned is Forearmed, here. I made a similar choice when I choose Necrons a while back, and getting crushed in every game your opponent doesn't deliberately gimp* themselves isn't fun for a lot of people. Ultimately, It's just important that you know that Tau are currently one of the two worst armies in the game, competitively speaking.
4. Ask other people. I don't have the Tau codex, so I can only speak in the most general terms. But Plasma is always, always good. I've also seen a fair amount of rocket pods.
5. Too much fearless stuff, I'm afraid, so Pinning lists aren't very effective. Also, a lot of armies are going Mechanized, and pinning tests don't do anything against Marines in Metal boxes.
6. Tau, like Necrons, have been "likely to get a new codex later this year" for... Most of 5th edition. Without solid info, we really can't be sure. The only thing we can be very sure of at all is that the next release is basically garunteed to be another Marines Codex, and that's a combination of rumors and GW policy. Plus, since 6th edition is on the horizon, once that comes out, the popular armies are likely to push some of the less popular armies back, so they can get their own update.

*The only game I won with my Old Necron army, prior to the new codex, was when a friend decided to experiment with an all Zeentch Demons list.

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Right, first off, Necron Warriors 101: You need lots of them. Without a 3+ armor save and a Heavy Bolter Guass weapon, Necron Warriors need to be spammed to survive. As a corollary to this, Those Necron Lords are an excellent choice for leading the warrior groups. Also, as far as crypteks, go, Destruction Crypteks are worth their weight in gold.

Ghost barges... I'll level with you; I really don't know how to use Ghost Barges. My initial reaction to them was "No anti-tank on such an expensive transport? Blech", but that's just one person's opinion. My best recommendation is to look around for more information on them.

Annihilation Barges... Basically, there are too camps as far as these things go; "Good because Cheep", and "Cheep because bad". Ultimately, if you already have them, your best bet is to test them in games.

Ctan... Generally speaking, you don't want more than 1 C'tan in a lower points game, and that should be a fairly cheep one (Lord of Flame and Pyreshards is fairly cheep and flavorful). Be advised, though, that GW gets touchy about using other companies' models.
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Old 04-11-2012, 03:55 PM   Top  -  End  -  #577
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Default Re: Warhammer 40K Tabletop XV: "More People Should Be Punched In The Head."

Question: a friend of mine has been interested in Tau and reading up on them befor promptly saying that Vespid/Firewarriors are awesome despite what I've heard on this thread. So tell me, why are Vespid terrible? I already know Firewarriors are bad because BS 3 coupled with crappy leadership and bad CC and survivability make them not worth it. But I'm unsure as to how bad Vespid are.
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Old 04-11-2012, 04:30 PM   Top  -  End  -  #578
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Question: a friend of mine has been interested in Tau and reading up on them befor promptly saying that Vespid/Firewarriors are awesome despite what I've heard on this thread. So tell me, why are Vespid terrible? I already know Firewarriors are bad because BS 3 coupled with crappy leadership and bad CC and survivability make them not worth it. But I'm unsure as to how bad Vespid are.
Mostly, it's a combination of really high cost (the same as a tactical marine), really short range (inside assault range) and being really, really fragile (Ork durability). Which is a terrible combination.

Even if they don't get shot to death while moving into range to shoot, which they may very well do thanks to dying to bolters, they'll get one round of shooting before whatever's left turns around and assaults them. Which is not worth the points you pay for them.

If they had a little more range, and maybe counted as having Jet Packs instead of Jump Packs, they might be worth it. As it is, they're terrible.

A single unit is the same cost as a fully-equipped Crisis Team. Buy that instead. If you only have Fast Attack slots left, take a unit of three Piranhas with Meltaguns Fusion Blasters.
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Old 04-11-2012, 04:43 PM   Top  -  End  -  #579
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Default Re: Warhammer 40K Tabletop XV: "More People Should Be Punched In The Head."

Pretty much, for the same reason - They are much more expensive than Fire Warriors, and they're still only BS3.

On top of that, their range is only 12" - even including Jump-Shoot-Jump tactics they're likely to get Assaulted and then wiped out immediately - and they can't take anything to make them better.
Even Fire Warriors can use Markerlights to help out the rest of the army, but as soon as your opponent brings out some sort of tank, or goes into cover? Vespids can't do a single damn thing about it. Apart from get shot to death.
180pts well spent!

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Originally Posted by Drasius
Wraith, though I can't comment on the tactical content of your review since I wouldn't know a scatterlaser from a brightlance, I though that was a very well laid out review that flowed excellently and contained lots of good info on the reasons behind the different choices.
Thank you very much, Drasius. I started out just hoping that any aspiring Eldar player would learn something from my years of toil and failure, but knowing that I'm entertaining as I do it is the best reward.

Stick around for the Fast Choices, which I will hopefully get to when I have some free time at the weekend.
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Old 04-11-2012, 09:27 PM   Top  -  End  -  #580
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Default Re: Warhammer 40K Tabletop XV: "More People Should Be Punched In The Head."

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Right, first off, Necron Warriors 101: You need lots of them. Without a 3+ armor save and a Heavy Bolter Guass weapon, Necron Warriors need to be spammed to survive. As a corollary to this, Those Necron Lords are an excellent choice for leading the warrior groups. Also, as far as crypteks, go, Destruction Crypteks are worth their weight in gold.
Well, I've got warriors to spam, so that shouldn't be a problem. I guess what I'm wondering here is whether larger groups that can benefit from a single Lord's Resurrection Orb are worth the risk of a sweeping advance, not to mention that unless I have a second Overlord equivalent, I can't put a Lord and a Cryptek with the same unit.

Quote:
Ghost barges... I'll level with you; I really don't know how to use Ghost Barges. My initial reaction to them was "No anti-tank on such an expensive transport? Blech", but that's just one person's opinion. My best recommendation is to look around for more information on them.
My initial thought was that putting a Harbinger of Destruction (or two in higher point games, given the Necron FAQ) in each one of these I took was the way to go. Zip around the battlefield firing mah lazers fourteen Gauss flayers (technically nineteen, but you can only use one of the two arrays when firing at a single target) and an eldritch lance at anything that annoys me. The question is whether the Ark adds enough value in addition to its own guns to be worth not taking nine warriors instead. And I could see the answer changing depending on the total number of points available for troops as well. Still not sure what I want to do here.

Quote:
Ctan... Generally speaking, you don't want more than 1 C'tan in a lower points game, and that should be a fairly cheep one (Lord of Flame and Pyreshards is fairly cheep and flavorful). Be advised, though, that GW gets touchy about using other companies' models.
Games Workshop is perfectly entitled to be touchy about other companies' models in official tournaments and their stores. I wouldn't want to support or advertize for my competition either. But I don't think my local store holds any officially sanctioned GW tourneys, and I'm not sure whether they even have a store within a hundred miles of me, so I'm less worried about that than about the models being close enough to the official C'tan so that no one calls line of sight shenanigans. Besides, if they didn't want me to use other models for the multitude of C'tan that are not the Deceiver or Nightbringer, they should release new models.

However, your suggestion about Lord of Flame and Pyreshards plus the official GW models for official tourneys rule suggests an amusing idea. Take the Avatar of Khaine. Paint him in such a way as to suggest Necrodermis. Ask your Eldar-playing opponent if Khaine and The Burning One were ever actually seen in the same place at the same time (prior to the sharding thing, after which nothing can be proved).

I'm also thinking of the potential hilarity that is Orikan the Diviner with a Writhing Worldscape C'tan, but that's another thing to consider with more points, I think.
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Old 04-12-2012, 01:10 AM   Top  -  End  -  #581
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Default Re: Warhammer 40K Tabletop XV: "More People Should Be Punched In The Head."

Ok time to post up what I have written. I have tried to be as objective as possible with this codex review but please feel free to point out any glaring mistakes.

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Old 04-12-2012, 04:44 AM   Top  -  End  -  #582
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Default Re: Warhammer 40K Tabletop XV: "More People Should Be Punched In The Head."

Quote:
Well, I've got warriors to spam, so that shouldn't be a problem. I guess what I'm wondering here is whether larger groups that can benefit from a single Lord's Resurrection Orb are worth the risk of a sweeping advance, not to mention that unless I have a second Overlord equivalent, I can't put a Lord and a Cryptek with the same unit.
Well, the best advice i can give to a person starting up a necron army is to get your hands on some wraiths, because they are one of the very few units you have who can pull their weight in cc.
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Old 04-12-2012, 08:56 AM   Top  -  End  -  #583
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Default Re: Warhammer 40K Tabletop XV: "More People Should Be Punched In The Head."

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Besides, if they didn't want me to use other models for the multitude of C'tan that are not the Deceiver or Nightbringer, they should release new models.
Multitude meaning two? The Outsider and the Void Dragon, neither of which are active in the known universe?
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Old 04-12-2012, 10:06 AM   Top  -  End  -  #584
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Default Re: Warhammer 40K Tabletop XV: "More People Should Be Punched In The Head."

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Well, the best advice i can give to a person starting up a necron army is to get your hands on some wraiths, because they are one of the very few units you have who can pull their weight in cc.
I plan to convert some at some point. I need some claws and tentacles to make it work though, and conversion takes time to do right. I'm hoping Games Workshop is kind enough to release the official new models three (or more, but that's doubtful) to a box rather than in individual blisters. Otherwise I'll be converting them forever: $30 is too much cash for me to shell out for an only slightly larger than person-sized mini I need at least six of.

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Multitude meaning two? The Outsider and the Void Dragon, neither of which are active in the known universe?
And the Burning One, and the Endless Swarm, and the Flayer (though he is deader than most of the others). Along with the line that "There may be four [surviving] C'tan, four thousand, or any number in between." There have been retcons, my friend.

Not that I give a damn about 40k's fluff, mind you. If I want to play a wargame for the fluff, I get out Malifaux and try my best to ignore the terminal plot cancer that is the Tyrants. I'm spending money on 40k because (1. it's the one wargame I can always find another player for (who is not my girlfriend) and (2. I like art deco styled robot space Eygptians, and found about 1200 points of them last Christmas vacation for $150. That's why I posted here and not in the fluff thread.
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Old 04-12-2012, 12:11 PM   Top  -  End  -  #585
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Default Re: Warhammer 40K Tabletop XV: "More People Should Be Punched In The Head."

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And the Burning One, and the Endless Swarm, and the Flayer (though he is deader than most of the others). Along with the line that "There may be four [surviving] C'tan, four thousand, or any number in between." There have been retcons, my friend.
And as far as I know, the current fluff is exactly 4 in the galaxy that the game is concerned with, not that this is the place to talk about it or any of that.
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Old 04-12-2012, 12:45 PM   Top  -  End  -  #586
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And as far as I know, the current fluff is exactly 4 in the galaxy that the game is concerned with, not that this is the place to talk about it or any of that.
Possibly, but those four do not include the Void Dragon or the Outsider. I was just looking through my Codex again looking for the major C'tan, and I don't think either of them even get a mention. Meanwhile the Burning One and the Endless Swarm both have Manifestations of Power tied to them with in-game effects. And that's about as far as I care about it.

Please, if you're going to get my hopes up by quoting my posts, address my actual concern, which is putting together an army list at 500 to 1000 points.
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Old 04-12-2012, 01:06 PM   Top  -  End  -  #587
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Default Re: Warhammer 40K Tabletop XV: "More People Should Be Punched In The Head."

Forget GW vs Chapterhouse, it looks like we might be getting a throwdown between GW and EA.
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Old 04-12-2012, 01:40 PM   Top  -  End  -  #588
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Default Re: Warhammer 40K Tabletop XV: "More People Should Be Punched In The Head."

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And as far as I know, the current fluff is exactly 4 in the galaxy that the game is concerned with, not that this is the place to talk about it or any of that.
That's the old fluff mate.

The new Necron codex retcons the C'Tan considerably.
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Old 04-12-2012, 02:30 PM   Top  -  End  -  #589
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That's the old fluff mate.

The new Necron codex retcons the C'Tan considerably.
Aw man, that's what I get. This is just like Eltharion the Blind.
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Old 04-12-2012, 03:08 PM   Top  -  End  -  #590
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I plan to convert some at some point. I need some claws and tentacles to make it work though, and conversion takes time to do right. I'm hoping Games Workshop is kind enough to release the official new models three (or more, but that's doubtful) to a box rather than in individual blisters. Otherwise I'll be converting them forever: $30 is too much cash for me to shell out for an only slightly larger than person-sized mini I need at least six of.
Well, i found out that with a little green stuff and a sepulcer guard (undead fantasy unit, comes in units of 3), then you can make a decent looking Wraith, though i guess it would be smart to first see whats in the second wave of necrons, that are suposedly comming soonish.

Also, i would recomend you take a look at Doom scythe conversions, those things pack so much firepower its allmost unfair
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Old 04-12-2012, 08:49 PM   Top  -  End  -  #591
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Default Re: Warhammer 40K Tabletop XV: "More People Should Be Punched In The Head."

Question: Building a Guard Sentinel at the moment (Seriously, I have the pieces strewn out next to my laptop as I type this), and I was wondering, what is a good weapon to give one?

If it matters based on the army makeup, I currently have a Command Squad (Commander w/ Bolt Pistol + Power Weapon, Medic, Standard Bearer, Vox and Heavy Flamer), a Platoon Command Squad (Commander + 4 Snipers), and a Vet Squad (Missile Launcher + x3 Grenade Launchers). Also have four flamers and two meltaguns that need squads.

Was leaning towards an Autocannon 'cause, if I remember, it's good against both heavy troops and light vehicles. Heavy Flamer is out as I'm thinking of taking two full things of Hellhounds (One with Infernos and one with the Melta Cannons).
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Old 04-12-2012, 09:07 PM   Top  -  End  -  #592
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Default Re: Warhammer 40K Tabletop XV: "More People Should Be Punched In The Head."

Well, if you're going to have sniper rifles on one of your command squads, you have it backwards; the guys with low BS should have the heavy flamer and the ones with high BS should have the rifles. As for the Sentinel, I'd say a lascannon since you have nothing else high strength except the meltas, which need to be very close. Actually, even better than that, I'd say to get some magnets so you can have all of them.
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Old 04-12-2012, 09:12 PM   Top  -  End  -  #593
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Default Re: Warhammer 40K Tabletop XV: "More People Should Be Punched In The Head."

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Originally Posted by Renegade Paladin View Post
Well, if you're going to have sniper rifles on one of your command squads, you have it backwards; the guys with low BS should have the heavy flamer and the ones with high BS should have the rifles. As for the Sentinel, I'd say a lascannon since you have nothing else high strength except the meltas, which need to be very close. Actually, even better than that, I'd say to get some magnets so you can have all of them.
Well the command squads can go either way I think. I've not set anything 100% in stone yet. I just have two squads of 5 that are command oriented.

And I don't think I will be putting the Sentinel together 100% until this Saturday (Going to a model painting thing at a local gaming store). Wanna get the driver painted before I glue'em in.

Edit: Also, since I don't even have the cabin built yet, would Scout or Armored be better? And can't only one type have a certain type of weapons?
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Old 04-12-2012, 09:23 PM   Top  -  End  -  #594
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Default Re: Warhammer 40K Tabletop XV: "More People Should Be Punched In The Head."

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Well the command squads can go either way I think. I've not set anything 100% in stone yet. I just have two squads of 5 that are command oriented.

And I don't think I will be putting the Sentinel together 100% until this Saturday (Going to a model painting thing at a local gaming store). Wanna get the driver painted before I glue'em in.

Edit: Also, since I don't even have the cabin built yet, would Scout or Armored be better? And can't only one type have a certain type of weapons?
An armored Sentinel can have a plasma cannon. There's no other difference in weapon choices.
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Old 04-12-2012, 11:55 PM   Top  -  End  -  #595
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Default Re: Warhammer 40K Tabletop XV: "More People Should Be Punched In The Head."

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Originally Posted by Silus View Post
Well the command squads can go either way I think. I've not set anything 100% in stone yet. I just have two squads of 5 that are command oriented.

And I don't think I will be putting the Sentinel together 100% until this Saturday (Going to a model painting thing at a local gaming store). Wanna get the driver painted before I glue'em in.

Edit: Also, since I don't even have the cabin built yet, would Scout or Armored be better? And can't only one type have a certain type of weapons?
Always go Scout Sentinels. Scouts and Move Through Cover are both great, and the extra cost of the Armoured Sentinels significantly outweighs the added protection, even before considering the advantages with regards to Outflank and Scout moves.

As far as weapons go, you're usually best off with a Multilaser or Autocannon. The multilaser is among the best all-round guns in the book, being excellent against nearly all infantry and most transports to boot, while the Autocannon performs slightly better against the tougher transports and infantry with a 4+ save. The more expensive guns are generally better employed on a less fragile unit; Vendettas and your Platoon squad of choice do Lascannons way better than Sentinels, and Armoured Sentinels with Plasma Cannons are points better spent on an Infantry Squad with Plasma Gun and the heavy weapon of your choice. Besides, three Scout Sentinels with Multilasers is a measly 105 points for 9 S6 shots that can Outflank and aren't too bothered by terrain. What's not to love?
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Old 04-13-2012, 11:31 AM   Top  -  End  -  #596
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Default Re: Warhammer 40K Tabletop XV: "More People Should Be Punched In The Head."

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Possibly, but those four do not include the Void Dragon or the Outsider.
White Dwarf 385 (Jan 2012) does list the various named C'tan that "if you want powers fitting for specific C'tan" can be represented by giving your Shard a specific pair of abilities.

page 62
Quote:
Crafting your C'tan
You should always feel free to mix and match C'tan powers as you see fit - the Shards are creatures of godlike ability, and can pretty much do whatever they want. However, if you want powers fitting for specific C'tan, I'd recommend the following:

Mephet'ran, the Deceiver:
Grand Illusion, Swarm of Spirit Dust
Aza'gorod, the Nightbringer:
Gaze of Death, Transdimensional Thunderbolt
Iash'uddra, the Endless Swarm:
Swarm of Spirit Dust, Writhing Worldscape
Og'driada, the Arisen:
Pyreshards, Sentient Singularity
Tsara'noga, the Outsider:
Transdimensional Thunderbolt, Time's Arrow
Yggra'nya, the Shaper
Moulder of Worlds, Writhing Worldscape
Nyadra'zatha, the Burning One
Lord of Fire, Pyreshards
Mag'ladroth, the Void Dragon
Entropic Touch, Sentient Singularity
Llandu'gor, the Flayer
N/A - He's been completely destroyed!

As you can see, there are plenty of other combinations, and a potentially limitless number of C'tan Shards loose in the galaxy. This is a great opportunity to let your imagination run wild and hone your conversion skills!
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Old 04-13-2012, 12:23 PM   Top  -  End  -  #597
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Default Re: Warhammer 40K Tabletop XV: "More People Should Be Punched In The Head."

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White Dwarf 385 (Jan 2012) does list the various named C'tan that "if you want powers fitting for specific C'tan" can be represented by giving your Shard a specific pair of abilities.
...I didn't say that they no longer existed, only that they weren't considered important enough to get mentioned in the codex. And I only said that in an attempt to end a conversation about fluff that I am really not at all interested in. Seriously, if it doesn't involve a force org. chart, wargear selection, and point values, I don't give a damn.

No one here is obligated to help me, I'm not that entitled. But responding to my posts that say I'm not really interested in fluff (beyond the basics, I mean; I wouldn't enjoy it if there weren't some aesthetic appeal and pandering to my inner teenager-with-power-fantasies) and am just starting this game because I wanted another game to play at my LGS and thought robot zombies would be cool with, "You're wrong about [insert minor piece of fluff here]" is missing the point by a pretty large margin.
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Old 04-13-2012, 12:48 PM   Top  -  End  -  #598
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Default Re: Warhammer 40K Tabletop XV: "More People Should Be Punched In The Head."

Going back to your question:

[quote=CN the Logos;13048984]Does "Monstrous Creature (character)" mean it counts as an independent character? Or does my melee C'tan just have to stick to cover as well as it can and pray it doesn't die before making it to combat?/QUOTE]

I checked the FAQ/Errata article- it didn't mention whether they do or not.
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Old 04-13-2012, 01:29 PM   Top  -  End  -  #599
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Default Re: Warhammer 40K Tabletop XV: "More People Should Be Punched In The Head."

It is not an Independent Character. The (character) designation means the same thing as Unique in older codexes; it means you can't take more than one.
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Old 04-13-2012, 04:07 PM   Top  -  End  -  #600
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Default Re: Warhammer 40K Tabletop XV: "More People Should Be Punched In The Head."

Quick question: How easy is it to use the Space Wolves pack to create a Rune Priest? Because I don't particularly like working with Resin.


Also:GW is releasing new transfer sheets. As someone who was rather annoyed at having to paint Logan Grimnar's Great Company Symbol the wrong colors*, I have to say I'm rather pleased with this announcement.




*Technically, it is also permissable to paint your great company's symbol with your pack marking's coloration. But now you can paint Logan's symbol correctly (A White wolf on a black backround, instead of a black wolf on a white/yellow/red background. And if you were painting Bloodclaws, well... Too bad for you). Yay! And 40 transfers is going to be more than enough for my entire force, plus all the other stuff.
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