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Old 12-05-2009, 10:33 PM   Top  -  End  -  #1
Cheesegear
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Default Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.

The last thread reached 50 Pages. So, without further ado;

Welcome to Tactics Thread IV! And, to kick things off...

Cheesegear presents Cheesegear's Newbie Guide on How to pick Warhammer 40K army, by Cheesegear (and contributors).

Disclaimer: This is not a guide to say which armies are 'better' than other armies. Except in hyperbole. The 'stars' notation is for what Newbies should play. By no means does this mean that you shouldn't play Chaos Daemons. It means that if you're a new player and don't fully understand the rules to the game, it might be hard to make Daemons work.

Any unit that gets specifically mentioned is a stand-out unit, or will represent a 'must-have' unit that the army has.

General Advice for all armies;
Spoiler


Guide to Armies
Spoiler


Still to come;
Chaos Daemons, Imperial Guard, Daemon and Witch Hunters and Orks.
All these armies I have lot of experience with. Send PMs if you believe you have advice that I might leave out.
And Tau (see below).

Actually looking for, or things I can't write myself;
More General Advice (I think I've covered most of it).
Exapansion on the CSMs
I do not (currently) have the Tau Codex and have extremely limited experience against them. Someone should PM me a complete write-up.

SEND PMs. Don't Derail Thread.
Please submit suggestions for additions to the guide to my PM box as to keep from derailing the thread. Also, try and keep it general. Specifics can be delved into after the aspiring player has picked an army.

We now return you to your scheduled program of in the Grim Darkness of the Future.
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Old 12-06-2009, 12:55 AM   Top  -  End  -  #2
MountainKing
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Default Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.

Hum. Has anyone ever considered making an adversary army? I'm working on my Ordo Hereticus list for my next game, and, the idea of possibly trying to make an adversary army workable for a future game is kind of tickling my fancy. It'd essentially be either a rogue psyker or apostate cardinal (or maybe both?) with what amounts to a swarm of mutants and then a couple squads of traitors (mounted in Rhinos).

The mutants would probably be upgraded to be Bloated/Winged/Horned (obviously not all at once) to give me a little more flexibility, and the traitors would serve a "heavy" support role (they've actually got guns! )

Has anyone tried this? It seems like it'd be fun (albeit probably a *horrible* idea...).
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Old 12-06-2009, 03:58 AM   Top  -  End  -  #3
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Default Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.

Quote:
Originally Posted by MountainKing View Post
Hum. Has anyone ever considered making an adversary army? I'm working on my Ordo Hereticus list for my next game, and, the idea of possibly trying to make an adversary army workable for a future game is kind of tickling my fancy.

Has anyone tried this? It seems like it'd be fun (albeit probably a *horrible* idea...).
It is a horrible idea. Since it isn't exactly legal to play in any real game. And, all the models you'd be converting up become functionally useless if you try and use them for anything else. There is also something very similar in the back of Codex: Daemonhunters.

Both of these 'adversaries' lists were later expanded into The Lost and the Damned army list found in Codex: Eye of Terror. So, if you can track that book down (I hear the internet is good for those out-of-print ones...) you might have more fun with that list. Since the Adversaries lists don't have Elites, Fast Attack or Heavy Support. Adversaries, as is, are kind of gimped. Find Codex: Eye of Terror. Have much more fun.
Keep in mind that the EoT Codex is now also illegal.
EoT also gives a look into some fun conversions you can do. So, it might be worth it just to look at that.

You might also just want to crack open a regular Imperial Guard Codex and work from there. Primaris Psyker becomes a Lord Magus, Ministorum Priests become Cultists, and everyone is just 'Traitor Guard'. And then use the Allies rule to get access to Heretical Inquisitors and the like. If you use Daemonhunters Allies, you can gain access to Daemonhosts. Which would be a lot of fun in a proper Traitor Guard army.

Not many people follow through on Traitor Guard aside from 'oh, they're painted in dark colours = evil.'
At least 'Traitor Guard' done properly - as opposed to Adversaries - are tabletop legal.
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Old 12-06-2009, 04:24 AM   Top  -  End  -  #4
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Default Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.

Also, Chaos Renegades. You know, if you want to fork out £50 or so pound just on their rules. Cool models though.
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Old 12-06-2009, 05:40 AM   Top  -  End  -  #5
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Default Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.

Quote:
Originally Posted by Crown of Thorns View Post
Also, Chaos Renegades. You know, if you want to fork out £50 or so pound just on their rules. Cool models though.
In case you're wondering, the rules referred to here, are the Chaos Renegade rules from Imperial Armour Vol. Six. Which are totally legal.
Which I cunningly left out because, hey, who uses ForgeWorld except for me?
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Old 12-06-2009, 07:00 AM   Top  -  End  -  #6
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Default Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.

Ugh. Wasn't thinking when I posted that. Renegades look cool, but if I was to buy them I'd probably just use the pieces to traitor up guardsmen slightly, and still use IG rules.
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Old 12-06-2009, 07:14 AM   Top  -  End  -  #7
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Default Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.

Quote:
Both of these 'adversaries' lists were later expanded into The Lost and the Damned army list found in Codex: Eye of Terror. So, if you can track that book down (I hear the internet is good for those out-of-print ones...) you might have more fun with that list. Since the Adversaries lists don't have Elites, Fast Attack or Heavy Support. Adversaries, as is, are kind of gimped. Find Codex: Eye of Terror. Have much more fun.
Actually Eye of Terror came before Witchhunters. The Witchhunter adversary list adds the rogue psyker and the corrupt official, but is otherwise made up of slightly more expensive units from the Lost and the Damned. Lost and the Damned also have no real relation to the Daemonhunters adversary list.

I used to play a Lost and the Damned horde, which grew out of my very early Alpha Legion army. I've got a few squads of renegade guardsmen and about 80 beastmen gathering dust at the bottom of my army box. Thus far it's been my only experience playing a horde army and it was a lot of fun. I was sad when they didn't even give me a cultist option in the Chaos Codex, and their last use was in an apocalypse game.
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Old 12-06-2009, 09:00 AM   Top  -  End  -  #8
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Default Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.

Quote:
Originally Posted by Selrahc View Post
Actually Eye of Terror came before Witchhunters. The Witchhunter adversary list adds the rogue psyker and the corrupt official, but is otherwise made up of slightly more expensive units from the Lost and the Damned. Lost and the Damned also have no real relation to the Daemonhunters adversary list.
...I see your schwartz is bigger than mine. Everything here is true.

The difference between EoT and WH, is that Mutants cost two points less in EoT. That's about the only difference I can readily see.
EoT has an Arch-Heretic which could be fun to use. As opposed to a Cardinal. It should also be noted that Witch Hunters are vastly superior to their adversaries (as it should be? )

Wheras in EoT, the LatD can at least take allies to even the playing field.

I still think the best way to represent cultist in current rules would be to use Imperial Guard with Radical/Heretic Inquisitorial units. Along with lots of cool conversions, of course. Or, if you can, spend a lot of money for Imperial Armour Vol. Six and go from there.
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Old 12-06-2009, 10:20 AM   Top  -  End  -  #9
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Default Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.

What is the most effective use for a Chaos Terminator Lord (with Daemon Weapon, no mark)?

I got one way back when I wasn't even entirely clear on the rules yet, because it seemed effective and I loved the model - well, I still love the model, and would like to use it, but I'm having a hard time figuring out how to do that best. Not being able to use a Rhino makes it more difficult to get him to the front quickly, using a Land Raider (aside from the difficulties of me not having one, nor the points to spare for one) as transport seems an ineffective way of using the Land Raider, and Deep Striking, while not dangerous with enough icons around, bears the risk of the Lord not being in use for quite a while, not to mention that it necessitates an entire team of Terminators to protect the Lord from being shot to death as soon as he teleports in, something that I could get in high point games, but find myself hard-pressed to free the points for in low point games.

Currently I'm thinking I probably should just put him into a team of Plague Marines and have them run on each shooting phase to get into combat quickly - it might give the opponent an additional incentive to shoot the Plague Marines, which would draw fire away from more vulnerable troops and would definitely be good for me...
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Old 12-06-2009, 10:31 AM   Top  -  End  -  #10
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Default Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.

Quote:
Originally Posted by Cheesegear View Post
...I see your schwartz is bigger than mine. Everything here is true.

The difference between EoT and WH, is that Mutants cost two points less in EoT. That's about the only difference I can readily see.
EoT has an Arch-Heretic which could be fun to use. As opposed to a Cardinal. It should also be noted that Witch Hunters are vastly superior to their adversaries (as it should be? )

Wheras in EoT, the LatD can at least take allies to even the playing field.

I still think the best way to represent cultist in current rules would be to use Imperial Guard with Radical/Heretic Inquisitorial units. Along with lots of cool conversions, of course. Or, if you can, spend a lot of money for Imperial Armour Vol. Six and go from there.
IIRC, the EoT Lost and Damned at least made a pass at creating an army with an actual ForceOrg chart. Big Mutants were changed from Sergeants to a Heavy Support choice. They might also have had some elite choices.

Also, a Traitor Guard is actually pretty viable if you take a Heretical Inquisitor. One of the biggest faults in the entire Daemonhunters codex is because despite how awesome they are, Daemonhosts cannot be taken with Grey Knights. And that takes out about half of the actual entries in the codex. Daemonhosts are RIDICULOUS for their points, and 300 points for a rogue inquisitor with 3 Daemonhosts is pretty awesome for a horde or even tank-based Guard army.
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Old 12-06-2009, 10:59 AM   Top  -  End  -  #11
Selrahc
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Default Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.

Quote:
IIRC, the EoT Lost and Damned at least made a pass at creating an army with an actual ForceOrg chart. Big Mutants were changed from Sergeants to a Heavy Support choice. They might also have had some elite choices.
It was a full army list. Choices at every level, big mutants were elites. Lots of Chaos and Imperial Guard units as well as the cultists and mutants and spawn.

Elites would actually get used up incredibly easily. Lots of units that were troops in the Chaos list counted as elite in the lost and the damned force.
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Old 12-06-2009, 04:05 PM   Top  -  End  -  #12
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Default Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.

If I were to post a couple of sample Blood Angel armies, would someone mind having a look at them for me please ?
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Old 12-06-2009, 04:37 PM   Top  -  End  -  #13
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Default Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.

We'd be happy to.
Just be sure to mention what you're trying to get out of each army when you post them, though - if you don't tell us that you want advice on Wargear choices, for example, chances are that we will instead ignore that and bore your socks off with a tediously in-depth commentary of your Unit Sizes and what SpecialCharacter you should/n't take...

...And I mean that in the nicest possible way, of course
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Old 12-06-2009, 05:31 PM   Top  -  End  -  #14
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Default Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.

Excellent, thank you. They're essentially the same army, just an initial 1000 point list (Christmas is a nice time of year) and the envisaged 1500 points (Birthdays are also good ) My apologies for the text wall, it's... big.

Ok, well, some of you may remember that I posted in here asking for advice on starting up a sisters army a while back. I'd played before, years and years ago and had a Blood Angels force. I've since been thinking, very heavily, about redoing the Blood Angels again instead of the sisters, enough to stymie going out waving fistfuls of pound notes anyway. I've been lurking in here and vaguely remember someone mentioning the Codex being free so I went and found it and had a play.

I'd appreciate someone having a look at this please because it's been ages since I've done this by myself, I've knocked up a 1000 point force (I know that it'll be expensive to buy but never mind, I'd rather have an army that fits) with what I hope to expand it into with another 500 points. Sorry, it gets quite long at the end as I've explained my thinking a bit. I was hoping that someone’d take a look, see if I’ve make anything hideously illegal / horrificly bad / I have no idea how to use it at all / it could be so much better if... / have you considered having a... I don’t think anyone’ll be after me waving a cheese knife to get a chunk of the premium stilton but you never know. The idea is that this is not a static force by any stretch of the imagination. It'll take some making sure that I don't get parts of it destroyed in detail if they get separated but I'm hopeful I'll be packing enough firepower to avoid that.

1000 point list

Spoiler


I know I'll need to be really careful not to get split up and destroyed piecemeal. Still, the overcharged engines on Blood Angel's Rhino should help the slowpoke tac squad. The plasma gun is in there because I always had a soft spot for them. I've given everything that I can jump packs for maximum mobility and fluffiness' sake (cannot for the life of me remember what their special rules are, they were really, really new last time, obviously am going to need a current rulebook if I do this). I know there's a chance they could bite back on me, but I figured that being able to pick and choose where I land, kill stuff and then jump away will be worth it.

1500 points,

Spoiler


I added a second tac squad because I felt the first list was a little lacking in shootiness and the Dreadnought is an addition to the melee options. The chaplain is there to keep the Dreadnought under control. The dreadnought is there either as a defensive line filler or a reserve tide swinger in a melee (ie as it'll be slower than the jump infantry, the fight will have had a chance to start to go one way or another and the arrival of a 2 powerfisted, extra d3 close combat attacks, armoured tank killing monster that even if it doesn't survive to reach the fight will have attracted an awful lot of firepower...), will hopefully turn a losing fight my way / make a winning fight even more winning.

Chaplain Issues
Spoiler


Death Company confusion

Spoiler
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Old 12-06-2009, 05:59 PM   Top  -  End  -  #15
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Default Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.

I unfortunately can't help you since I don't have the Blood Angels Codex and I'm not a good player anyway.

I was wondering, is an unit of Sternguard with two heavy flamers and using Dragonfire bolts a good idea in Cities of Death and Planetstrike since they all cancel cover saves? Or are they still too expensive to take?
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Old 12-06-2009, 06:02 PM   Top  -  End  -  #16
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Default Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.

Blood Angels Codex is, strangely, free and available on GW's site. I was happy when I found that out...
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Old 12-06-2009, 07:09 PM   Top  -  End  -  #17
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Default Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.

Out of curiosity - if I were to get myself a WH40K army not that I currently have access to shop where I can try it in the future, what would you recommend?

Yes, I read first post.

I wanted to try 4 options first; is anything I wrote particularly viable?

Spoiler

Spoiler

Spoiler

Spoiler

Spoiler


Out of curiosity - how far "counts as" counts? I understand you can use it in informal game, but what about a shop game? Tourney? Championship? What if I were to take some cheap models and use them as something more expensive (say, SMs as GKs, Stormtroopers as SMs, IG as Tau, etc.) - will I get kicked?

Some early codices suggest hand-building of vehicles - is that even legal? Not that I have time/skill to make even simple tank, but it seems to me (logically) that anyone trying to use handmade (not converted, as in this case GW still has profit) units will be shown the door?

Also - why simple conversion pack with 5 Iron Warriors heads costs more than whole box of units?
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Old 12-06-2009, 07:16 PM   Top  -  End  -  #18
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Default Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.

You get 1 FREE (up to 10) Death Company model for each unit of

-Honour Guard
-Terminators
-Assaults
-Veteran Assaults
-Tacts
-Devastators

The Death Company unit does not take up a ForceOrg slot.

So for your 1000 point army, you would be entitled to a 2-man Death Company unit. Which is still respectable, if you give them Jump-packs and have your chaplain leading them. They can put a serious hurt on any light vehicles they catch. 8 WS4 S4 Rending attacks on the charge for 10 points? Yes please!

In addition, you could pay 30 points a model to add more Death Company marines to the unit. I do not believe there is any LIMIT to the size of a Death Company unit, as it's not actually stated.

EDIT: As to the above post;

If you're thinking about getting into Wh40k, don't take Grey Knights. They don't win many games even if you're experienced, and their outdated codex can make them difficult to use. They are very shiny though.

Non-mutatey Chaos? HERESY! I suppose you COULD do an entire Thousand Sons (The Egyptiany guys you saw) army, if you're willing to convert a bunch of regular marines, Terminators, and Obliterators, since you need several of these of a Thousand Sons Tzeentch army (Seriously, you NEED Terminators and Obliterators if you're doing Tzeentch stuff. That 4+ invul save is delicious).

Space Wolves are decent, though as Cheesegear said, Vanilla Marines are better for newbies.

Black Templars are kind of... lame. Sure, they're fancy and have cool fluff and a few interesting rules, but they're just NOT AS GOOD as Vanilla Marines.

Last edited by Arcanoi : 12-06-2009 at 07:29 PM.
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Old 12-06-2009, 07:34 PM   Top  -  End  -  #19
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Default Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.

Thousand Sons.

Huh, article on them on GW page. Click. Guide on painting. Click.

...

14 paints?

It looks like you need to spend more on painting them than on the army

What about the other points? Small, elite force? "Counts as"? Is building army to make it look good first even practical?
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Old 12-06-2009, 08:01 PM   Top  -  End  -  #20
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Default Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.

How can you be fine with obsessive amounts of fur and mohawks, but not spikes and mutations? For shame...
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Old 12-06-2009, 08:06 PM   Top  -  End  -  #21
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Default Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.

Quote:
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14 paints?
Every painting article on that site requires at least that many paints, but they're written by 'eavy metal painters who get their paints as expenses/free. I usually make do with one-two of every primary colour and white and black. You can't make every colour by mixing and it can be a pain to mix the same shade twice but it is a lot cheaper.

You also don't have to use the official paints, other brands are often cheaper. Never buy the official paint brushes.

The colour scheme I've planned for my tyranid army means I can do the lot with only 5 paints (white, bone, purple, red and blue)
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Old 12-06-2009, 08:35 PM   Top  -  End  -  #22
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Default Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.

Quote:
(a pity you cannot field all-Teminator army).
You can. Dark Angels. Take the master of the Deathwing and Terminators are a troops choice. Quite a fun army, and actually pretty cheap to collect.

Fun does not mean easy to use though. Terminator armies have so few men in them that it becomes very hard to plan for failure. A few pieces of bad luck can leave your plans in complete disarray.
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Old 12-06-2009, 08:36 PM   Top  -  End  -  #23
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Default Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.

I'm pretty sure you can do it with Space Wolfs too. There is a special hero which allows their terminators to be fielded as troops.
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Old 12-06-2009, 08:51 PM   Top  -  End  -  #24
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Default Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.

Ah yes. Grimnar. I'd actually advise that since the Space Wolves codex has the good Storm Shields and some better HQ choice options, even if it does lead to a more confusing army list.
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Old 12-06-2009, 09:04 PM   Top  -  End  -  #25
Forrestfire
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Default Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.

Also, with space wolves, while the terminators don't have deep strike, they can have drop pods and end up at roughly the same cost with them included.

EDIT: Oh right. Forgot that the wolves' terminators have power weapons.
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Old 12-06-2009, 09:16 PM   Top  -  End  -  #26
Selrahc
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Default Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.

Well no. Space Wolf terminators have no power fist and to buy one negates their point cost advantage. To not buy one would require finding a whole lot of terminator power weapons from somewhere which can wind up costing you a lot of money.
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Old 12-06-2009, 09:38 PM   Top  -  End  -  #27
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Default Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.

Well, yeah. Though if you are going with power weapons, its probably worth it to go with wolf-claws, which are included in the box. For straight-up power weapons, there is always the warstore (which could admitingly run you around $30 for 10 weapons)
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Old 12-06-2009, 10:54 PM   Top  -  End  -  #28
Lycan 01
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Default Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.

Okay, a few things to talk about...


Friday's game was cancelled. The reason? Snow. Snow in Mississippi. That's like... crazy. So me and my Space Marine friend ended up stuck away from my house where we'd left our armies, and by the time we got home, we were too tired to play. And my brother and his friend, who originally helped me buy the Imp Guard and claims partial ownership of them, were both home as well. But they were almost asleep when we got home. So yeah, WH 40K game was a complete bust.


So you say my friend shouldn't get the Dark Angels Codex, since he plans to be more troopy than vehicular? Is there a Dark Angels section in the regular Space Marine Codex?


Yes, yes... I know I need the Codex. Before anyone says anything else, I'm getting it in a few weeks. I know, I know, I fail at life...



This... War Store ya'll keep refering to. Can you buy Chaos Marine backpacks on it? For a decent price at least? GW sells 'em, but its 6+ bucks for 5 backpacks. That seems... a bit overpriced. I need 'em for when my bro gets the AoBR kit, so he can make the converted Marines look more Chaos-y. But if its gonna cost me that much for 5, I may be better off just leaving most of them plain and green stuffing a few of them...
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Old 12-07-2009, 12:03 AM   Top  -  End  -  #29
Myatar_Panwar
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Default Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.

The War Store sells them for 6.99.

Sorry
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Old 12-07-2009, 12:08 AM   Top  -  End  -  #30
Lycan 01
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Default Re: Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.

Yeah, I just checked it out myself.


They do have a lot of good deals, though... I can get some nice weapons like Plasma pistols and Ork Combi-Weapons and parts like Chaos Terminator Heads for some really good prices. Heck, I could just collect loose change for a few weeks, and I'd be able to order some nifty stuff.
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