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Old 04-14-2010, 03:57 PM   Top  -  End  -  #1
Baxter190
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Default Warhammer 40K Tactics VI: Chaos Bringing Eternal Darkness? I brought my flashlight.

New thread guys


Old Thread here: http://www.giantitp.com/forums/showt...141538&page=50
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Old 04-14-2010, 05:05 PM   Top  -  End  -  #2
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Default Re: Warhammer 40K Tactics VI: Chaos Bringing Eternal Dakness? I brought my flashlight

This needs to go as close to the first post as possible

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

Spoiler


Orks is next.

28.4.10 - Did Blood Angels
5.5.10 - Did an Imperial Guard vehicle comparison
8.5.10 - Did Space Wolves
8.6.10 - Did Chaos Daemons

We now return you to your scheduled program of
In the Grim Darkness of the Future...
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Old 04-14-2010, 05:47 PM   Top  -  End  -  #3
Myatar_Panwar
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Default Re: Warhammer 40K Tactics VI: Chaos Bringing Eternal Dakness? I brought my flashlight

So I have definitely got

60 shootas
60-80 Choppa Boyz (Mostly AoBR)
15 Bikers (10 of these are the old bikers, but they seem salvageable)
3 trukks (and 2 old ones, not sure what I am going to do with those yet)
6 coptas
10 Lootas
10~ Tank Bustas
Far too many nobs

Among all of this is also an assortment of random orky bits, including enough legs and torsos to make 30-40 ork bodies.

Not sure If I should take the easy way out and just turn those into boyz or not. I feel like I already have enough of those. Of course you can never have enough boyz, but I tend to like to finish games.

I am thinking of using 15 or so of the bodies on upgrading the old vehicles. Not sure if the models were all just really small back in the mid 90's, but for whatever reason the drivers/gunners are all like 3/4 the size of what are normal boyz now. And far more wimpy looking.

Thoughts? Anyone here worked with converting the old ork vehicles?
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Old 04-14-2010, 05:56 PM   Top  -  End  -  #4
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Default Re: Warhammer 40K Tactics VI: Chaos Bringing Eternal Dakness? I brought my flashlight

Orcs were basically completely redesigned for 40k 3rd edition/fantasy 6th edition. I have an army of old gorkamorka orcs who are the size of those vehicle crews.

Space Marines also got a bit bigger but that's mainy a case of their poses getting more dynamic exagerating a minor size increase.
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Old 04-14-2010, 06:15 PM   Top  -  End  -  #5
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Quote:
Originally Posted by Myatar_Panwar View Post
Not sure if the models were all just really small back in the mid 90's, but for whatever reason the drivers/gunners are all like 3/4 the size of what are normal boyz now. And far more wimpy looking.

Thoughts? Anyone here worked with converting the old ork vehicles?
Yep. The old models are smaller. If I'm not mistaken, the Trukks and buggies and things actually date back to 2nd Ed. and GorkaMorka. The Ork players were screaming a long time before they finally got new Trukks.

Two guides I found helpful a long time ago;
Fixing Old Bikes.
Fix your Trukks.
These might not be helpful if everything is already glued together.
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Old 04-14-2010, 06:20 PM   Top  -  End  -  #6
Lycan 01
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Default Re: Warhammer 40K Tactics VI: Chaos Bringing Eternal Dakness? I brought my flashlight

>.>

<.<

Soooo... Y'know, there's places you can... y'know... mail spare Ork parts... Y'know, where they'll be put to good use by people that actually... y'know... need 'em.

Like, y'know... me.



But seriously, though, I've been so busy with schoolwork and family issues, I haven't even had time to work on my Orks. That battleforce is just sitting next to my desk... mocking me...



By the way, what's more effective on Nobs vs. power armored infantry? Twin-linked shootas, kombi-scorchas, or kombi-rokkits?
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Old 04-14-2010, 06:24 PM   Top  -  End  -  #7
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Default Re: Warhammer 40K Tactics VI: Chaos Bringing Eternal Dakness? I brought my flashlight

To the OP: There's a typo in the thread title. It should read: "Warhammer 40K Tactics VI: Chaos Bringing Eternal DaRkness? I brought my flashlight." Unless there's an in-joke I missed, of course.

Cheesegear: Lovely summary as always, though can I recommend that next time we include some sort of glossary too? Things like 'cheese' are probably best explained under their own headings, along with Fluff, Crunch and so on.

That, and I always like to see a well-kitted out thread that starts with a definition of SMurfs and, by extension, a mention of Papa SMurf.

Anyways, enough prattle. I now have a fully-functional Space Marine army of my very own, barring about a dozen models I'm watching on eBay (Hooray!) but it seems that I have too much stuff (Boo!). While I have a strong idea of what I really ought to take out, I'd like some Playgrounders to offer their advice and see if we overlap, so to speak. Please?

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Old 04-14-2010, 06:27 PM   Top  -  End  -  #8
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Default Re: Warhammer 40K Tactics VI: Chaos Bringing Eternal Dakness? I brought my flashlight

Well, uh, since this is a new thread, anyone mind taking a look-see at my list and maybe giving me some thoughts?

Spoiler


I haven't tried out the knights or dominions yet, but they look solid enough. I feel I might replace the troop superiors' pistols with actual bolters, maybe combi-bolters for more fire. I lost an extra attack in CC, but I have trouble actually getting that close anyways. :\

Any thoughts? The main army I fight is now Eldar. HATE scatter lasers...

I'm working on getting a couple rhinos for my troops. Ordered one off Ebay, likely going to pick up another one, or convert my immo into one until I get another. Either way, yeah, I need to get up close and personal...

The other armies I face are Tyranids, Tau, and IG, in that order or decreasing frequency. Teamed up with the Eldar player (My girlfriend) against them. 500 points each, 1000 for the 'nids. Swarmlord took down almost my whole army alone, taking only a couple wounds in the process. Ouch, melee...

Edit: Damn, that's what I get for taking forever to post.
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Old 04-14-2010, 06:31 PM   Top  -  End  -  #9
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Default Re: Warhammer 40K Tactics VI: Chaos Bringing Eternal Dakness? I brought my flashlight

Quote:
Originally Posted by Wraith View Post
To the OP: There's a typo in the thread title. It should read: "Warhammer 40K Tactics VI: Chaos Bringing Eternal DaRkness? I brought my flashlight." Unless there's an in-joke I missed, of course.
...This is what happens when I don't make the OP.

Quote:
Cheesegear: Lovely summary as always, though can I recommend that next time we include some sort of glossary too? Things like 'cheese' are probably best explained under their own headings, along with Fluff, Crunch and so on.
What do you mean 'next time'? There's an Edit button. I can add those things in whenever I like.
I might instead add a link to another site's Glossary. As writing up my own would take some time, and I'm fairly certain that there's a character limit to posts.

Quote:
I'm looking to hit the magic 2000pts since that's a nice round number to play with in an average game, but I'm not looking for an all-conquering tournament list (yet).
Drop a Dreadnought and a few of those Hunter-Killers.

Quote:
On a slightly related note, are there really only 5 and a half Sternguard models in existence,
Yes. You want variety? Make your own.

Quote:
The obvious solution is to just drop Kantor and spend the 25 points on something frivolous
That's a terrible solution.
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Old 04-14-2010, 06:31 PM   Top  -  End  -  #10
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Default Re: Warhammer 40K Tactics VI: Chaos Bringing Eternal Dakness? I brought my flashlight

Quote:
Originally Posted by Mattarias, King. View Post
I haven't tried out the knights or dominions yet, but they look solid enough.
I don't know enough about the Sisters to give you actual advice on your list, but regarding Grey Knights... well, last Saturday my Chaos Lord (with Daemon Weapon) and 8 Berserkers (one a Skull Champion with Powerfist) assaulted a team of 5 Grey Knights with a Justicar.
Two turns later, there were 3 Grey Knights (including the Justicar) still standing, and my team had been eradicated. And no, the Chaos Lord did not roll a 1 for his attacks. >.>

(yes, that was atrociously bad luck on my end and atrociously good luck on my opponent's end, so it proves nothing at all, but I think it is rather hilarious )
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Old 04-14-2010, 06:36 PM   Top  -  End  -  #11
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Default Re: Warhammer 40K Tactics VI: Chaos Bringing Eternal Dakness? I brought my flashlight

Quote:
Originally Posted by Mattarias, King. View Post
Well, uh, since this is a new thread, anyone mind taking a look-see at my list and maybe giving me some thoughts?

Spoiler
why all the books? they are a waste of points.

drop the inferno pistol on the canoness it is too short range and she doesn't benefit from an extra attack due to the blade.

switch the pistols on all the superiors for combi weapons. The 2 shots are better than an extra attack when it comes down to faith points. Also you still gain the flame template.

your seraphim superior needs a power weapon to allow them to crack through heavier squads (particularly with the canoness in the unit as well)

otherwise does not look too bad and I will agree it needs some transports (otherwise you get shredded before you get to flame/rapidfire range)
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Old 04-14-2010, 06:36 PM   Top  -  End  -  #12
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Default Re: Warhammer 40K Tactics VI: Chaos Bringing Eternal Dakness? I brought my flashlight

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I don't know enough about the Sisters to give you actual advice on your list, but regarding Grey Knights... well, last Saturday my Chaos Lord (with Daemon Weapon) and 8 Berserkers (one a Skull Champion with Powerfist) assaulted a team of 5 Grey Knights with a Justicar.
Two turns later, there were 3 Grey Knights (including the Justicar) still standing, and my team had been eradicated. And no, the Chaos Lord did not roll a 1 for his attacks. >.>

(yes, that was atrociously bad luck on my end and atrociously good luck on my opponent's end, so it proves nothing at all, but I think it is rather hilarious )
That is.. Pretty awesome. I love sweet luck/badassery stories like that. Thanks. My Sisters once took on a whole group of Orks that charged them and won without a single loss. It was glorious.

@Crazedloon: Arright, solid advice. The strategy for the seraphim/'ness is that she separates from the seraphim before they charge, so that they get Hit and Run. The 'ferno pistol is for blasting MCs, vehicles, and other lone threats before she charges in with her huge sword. Books I think I'll keep, because losing combat SUCKS. And yeah, as Cheesegear said, unmodified leadership is pretty sweet.
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Old 04-14-2010, 06:37 PM   Top  -  End  -  #13
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Default Re: Warhammer 40K Tactics VI: Chaos Bringing Eternal Dakness? I brought my flashlight

Quote:
Originally Posted by crazedloon View Post
why all the books? they are a waste of points.
Don't listen to this guy. Books are amazing. They give unmodified Leadership checks. You lose Assault by 5? Nope. Not a problem. The book makes it Unmodifiable.

Quote:
Originally Posted by Winterwind View Post
(yes, that was atrociously bad luck on my end and atrociously good luck on my opponent's end, so it proves nothing at all, but I think it is rather hilarious )
Grey Knights vs. Chaos? And you didn't know that would happen? Grey Knights make their own luck just by being on the table. My Knights have never failed me. Not once.

It's a shame that Grey Knight armies don't work in anything less than 2000 points.

Also good news; I can paint Metallic Non-Metals now (i.e; 'Shiny' Green or Purple)! So, I can start my idea of Knights Viridian.


EDIT: CRAPBUCKETS! Has anyone noticed that the 10-woman Sisters box and the 5-man (Power Armour) GK box have disappeared?
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Old 04-14-2010, 06:52 PM   Top  -  End  -  #14
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Default Re: Warhammer 40K Tactics VI: Chaos Bringing Eternal Dakness? I brought my flashlight

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That's a terrible solution.
I know! I have no idea why I even suggested it, other than being too lazy to add-up everything again and cut a few points here and there. It won't happen again, I promise!

Quote:
Originally Posted by Cheesegear View Post
Drop a Dreadnought and a few of those Hunter-Killers.
I really don't want to drop a Dreadnought if I can possibly help it - it's supposed to be an Iron Hands army, and without Razorbacks (Kardan Stronos loves them) and Dreads you'd never be able to tell.

I suppose one thing I could do is, instead of 20 Sternguard in 2 Drop Pods, I could take 15 in 3 and shunt the Ironclad into a Heavy slot. That'd save me about 90 points, plus another 60 if I scrap the Deathwind Launchers (which are really only there because I think they look cool).... Then the difference is just one HK Launcher or so. That might work, too?

Quote:
Originally Posted by Cheesegear View Post
EDIT: CRAPBUCKETS! Has anyone noticed that the 10-woman Sisters box and the 5-man (Power Armour) GK box have disappeared?
It was, sadly, inevitable. Games Workshop hates metal minis because the production costs are so high, especially for armies that very few people use.

On the plus side, that just makes it more and more likely that they'll be replaced with plastic sprues, which would require a new Codex in the not-too-distant future.....
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Old 04-14-2010, 06:57 PM   Top  -  End  -  #15
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EDIT: CRAPBUCKETS! Has anyone noticed that the 10-woman Sisters box and the 5-man (Power Armour) GK box have disappeared?
Yuuuup. I believe they've BEEN gone. Fortunately my FLGS had a few boxes left over. But yeah.. Hopefully this means a new codex/models sometime soon..
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Old 04-14-2010, 07:00 PM   Top  -  End  -  #16
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Default Re: Warhammer 40K Tactics VI: Chaos Bringing Eternal Dakness? I brought my flashlight

Dissappeared? From the site? Not they haven't...
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Old 04-14-2010, 07:03 PM   Top  -  End  -  #17
Mattarias, King.
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Dissappeared? From the site? Not they haven't...
The UK site, I believe, is where they're gone from. Though it feels like a matter of time, honestly..
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Old 04-14-2010, 07:03 PM   Top  -  End  -  #18
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Default Re: Warhammer 40K Tactics VI: Chaos Bringing Eternal Dakness? I brought my flashlight

Haven't you heard Cheese, they are pulling that line of models until they update the codex. Which I think may be the next one out..
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Old 04-14-2010, 07:04 PM   Top  -  End  -  #19
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Originally Posted by Mattarias, King. View Post
@Crazedloon: Arright, solid advice. The strategy for the seraphim/'ness is that she separates from the seraphim before they charge, so that they get Hit and Run. The 'ferno pistol is for blasting MCs, vehicles, and other lone threats before she charges in with her huge sword. Books I think I'll keep, because losing combat SUCKS. And yeah, as Cheesegear said, unmodified leadership is pretty sweet.
alright I will admit I totally didn't even think about the unmodified line.... (still stuck on 3rd edition CC rules which didn't have that problem so bad) so indeed they are worth it.

I still believe the points spent on the inferno pistol is better spent on a power weapon for the seraphim superior. The pistol is only usefull (i.e. double d6) at 3 inches which is such a wierd range to be in and I rarely find it happens, baring extravagant use of terrain to hop out of no where. The cannoness can also reach Strength 7 with an act of faith and get more attacks to deal with the same problems (And against vehicle hits rear armor) this is just my personal opinion of course but I have rarely found the pistol that useful due to the 6" range
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Old 04-14-2010, 07:05 PM   Top  -  End  -  #20
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Default Re: Warhammer 40K Tactics VI: Chaos Bringing Eternal Dakness? I brought my flashlight

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It was, sadly, inevitable. Games Workshop hates metal minis because the production costs are so high, especially for armies that very few people use.

On the plus side, that just makes it more and more likely that they'll be replaced with plastic sprues, which would require a new Codex in the not-too-distant future.....
Or they could be squatted.
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Old 04-14-2010, 07:13 PM   Top  -  End  -  #21
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Default Re: Warhammer 40K Tactics VI: Chaos Bringing Eternal Dakness? I brought my flashlight

Nahhhh, the Inquisition is really, really ingrained into the whole fabric of the story, unless there's a massive rebellion, which I can't see happening.
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Old 04-14-2010, 07:29 PM   Top  -  End  -  #22
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alright I will admit I totally didn't even think about the unmodified line.... (still stuck on 3rd edition CC rules which didn't have that problem so bad) so indeed they are worth it.

I still believe the points spent on the inferno pistol is better spent on a power weapon for the seraphim superior. The pistol is only usefull (i.e. double d6) at 3 inches which is such a wierd range to be in and I rarely find it happens, baring extravagant use of terrain to hop out of no where. The cannoness can also reach Strength 7 with an act of faith and get more attacks to deal with the same problems (And against vehicle hits rear armor) this is just my personal opinion of course but I have rarely found the pistol that useful due to the 6" range
You can't get more attacks using faith, but point... I guess I'll try it out. She still needs some form of shooty though, methinks. ...But yeah, power sword on the seraphim, sounds arright. I think I'll switch out all CCWs on superiors with eviscerators when facing 'nids. Maybe I can finally kill that swarmlord...

@Talkkno: HERESY!

But nah, seriously, they won't be squatted. That's just silly talk.
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Old 04-14-2010, 07:40 PM   Top  -  End  -  #23
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Default Re: Warhammer 40K Tactics VI: Chaos Bringing Eternal Dakness? I brought my flashlight

Cheesegear I must disagree with your assessment of Orks.
Nob Bikers are a very strong unit, yes, but they are not the only strong unit in the codex. Everything, with the exception of the Fast Attack selections, Flash Gits, and Tankbustas, is very points-efficient for its purpose, and the Deff Rolla is the most effective AT weapon in the game.
Also, Heavy Flamers don't really do much to Nobs. Makes them take their invul save instead of armour, but they still get Feel no Pain.
Really, the major problem with Orks is players who don't know what they're doing.
e: To expand on this, I listen to podcasts a lot of the time, and I hear things like "So I'm taking thirty Slugga Boyz with Rokkits and a Nob with a Power Klaw, and two groups of ten Shoota Boyz in Trukks", and "I really needed something to deal with light vehicles, so I decided to take five Deffkoptas with TL Rokkits", and "Well my Battlewagon with a Killkannon and Zzap Gun didn't really do much". When they're asked what they would have done differently to win (because, obviously, they lost), their response is always to do with tactics, while I silently scream "TAKE A DIFFERENT LIST".
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Old 04-14-2010, 08:27 PM   Top  -  End  -  #24
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Originally Posted by Mattarias, King. View Post
You can't get more attacks using faith, but point... I guess I'll try it out. She still needs some form of shooty though, methinks. ...But yeah, power sword on the seraphim, sounds arright. I think I'll switch out all CCWs on superiors with eviscerators when facing 'nids. Maybe I can finally kill that swarmlord...
ah you misunderstood (my fault) what I meant is a canoness on the charge has more attacks than a single shot from a melta pistol almost to make the 1 shot irrelevant (particularly if you take into account the extra effort to get into the odd range of the weapon)

I would also only equip the serephim with the eviserator because the loss of the bolters range/template hurts (both of which makes use of faith better) on the other superiors who spend more time at range.

also you should get a litany of faith on your canonness whenever the points seem reasonable because more acts of faith are fantastic, particularly no roll one on a character who can move to the unit which need the act the most.
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Old 04-14-2010, 09:01 PM   Top  -  End  -  #25
Mattarias, King.
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Default Re: Warhammer 40K Tactics VI: Chaos Bringing Eternal Dakness? I brought my flashlight

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Originally Posted by crazedloon View Post
ah you misunderstood (my fault) what I meant is a canoness on the charge has more attacks than a single shot from a melta pistol almost to make the 1 shot irrelevant (particularly if you take into account the extra effort to get into the odd range of the weapon)

I would also only equip the serephim with the eviserator because the loss of the bolters range/template hurts (both of which makes use of faith better) on the other superiors who spend more time at range.

also you should get a litany of faith on your canonness whenever the points seem reasonable because more acts of faith are fantastic, particularly no roll one on a character who can move to the unit which need the act the most.
Aaah.. Well, you can shoot before charging, can't you? So why not get that extra high-strength hit? It seems kinda silly not to, especially if you're already within that range...

Can't get a litany due to the point limitation on wargear, but yeah, you have a point. Faith is delicious.

Good point on the seraphim though. Mm.
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Old 04-14-2010, 09:09 PM   Top  -  End  -  #26
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Default Re: Warhammer 40K Tactics VI: Chaos Bringing Eternal Dakness? I brought my flashlight

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Originally Posted by Mattarias, King. View Post
Aaah.. Well, you can shoot before charging, can't you? So why not get that extra high-strength hit? It seems kinda silly not to, especially if you're already within that range...

Can't get a litany due to the point limitation on wargear, but yeah, you have a point. Faith is delicious.
its more of an issue of point cost/efficiency issue, how often are you going to use that 1 shot? what could you get for the same points (example another flamer for the GK) IMHO there are better things to spend points on

you are well under you point limitation. Remeber that is 100 points available for wargear (found in the wargear part of the table ) in adition to 2 weapons. As of right now you only have 40 points of wargear
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Old 04-14-2010, 09:15 PM   Top  -  End  -  #27
Mattarias, King.
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Default Re: Warhammer 40K Tactics VI: Chaos Bringing Eternal Dakness? I brought my flashlight

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Originally Posted by crazedloon View Post
its more of an issue of point cost/efficiency issue, how often are you going to use that 1 shot? what could you get for the same points (example another flamer for the GK) IMHO there are better things to spend points on

you are well under you point limitation. Remeber that is 100 points available for wargear (found in the wargear part of the table ) in adition to 2 weapons. As of right now you only have 40 points of wargear
Uhmm.. No... I have.. 85, according to my math. Though that DOES mean I can get a Litany book now. Huh. Thanks. I guess I'm just really bad at this math stuff..
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Old 04-14-2010, 09:25 PM   Top  -  End  -  #28
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Uhmm.. No... I have.. 85, according to my math. Though that DOES mean I can get a Litany book now. Huh. Thanks. I guess I'm just really bad at this math stuff..
85 includes the cost of the weapons which are not part of the 100 point wargear limit.

the wargear section says (and I shall paraphrase a little becuase its a lot of text)
a character can have 2 weapons one of which can be 2 handed. You may also pick up to 100 points in wargear
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Old 04-14-2010, 09:32 PM   Top  -  End  -  #29
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Default Re: Warhammer 40K Tactics VI: Chaos Bringing Eternal Dakness? I brought my flashlight

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Originally Posted by crazedloon View Post
85 includes the cost of the weapons which are not part of the 100 point wargear limit.

the wargear section says (and I shall paraphrase a little becuase its a lot of text)
a character can have 2 weapons one of which can be 2 handed. You may also pick up to 100 points in wargear
Oooooohhh... Well hot damn, I've been doing this wrong all along. Huh. Thanks. Maybe now I should give her a Mantle of Ophelia as well.. Did I mention the Scatter Lasers suck?

But yeah, hot damn, thanks.

Themoreyouknow.jpg
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Old 04-14-2010, 10:01 PM   Top  -  End  -  #30
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I suppose one thing I could do is, instead of 20 Sternguard in 2 Drop Pods, I could take 15 in 3 and shunt the Ironclad into a Heavy slot. That'd save me about 90 points, plus another 60 if I scrap the Deathwind Launchers (which are really only there because I think they look cool).... Then the difference is just one HK Launcher or so. That might work, too?
Sounds like a plan.

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It was, sadly, inevitable. Games Workshop hates metal minis because the production costs are so high, especially for armies that very few people use.
Wait, what? Metal models are less expensive to make. That's why the whole range used to be metal. The quality and durability is better though and that's why they price gouge.

Plastic models are only good for consumers (us). And it makes us want to buy them. Hence the recent move into mass-plastic armies. Again, it takes them so long to do plastic moulds because of the sheer amounts of parts involved (whoever designs sprue-moulds is a genius) and the cost.
Of course, a plastic mould will pay for itself, given time 'cause everyone will buy it. But, the initial capital involved is quite high.

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Nob Bikers are a very strong unit, yes, but they are not the only strong unit in the codex. Everything, with the exception of the Fast Attack selections, Flash Gits, and Tankbustas, is very points-efficient for its purpose, and the Deff Rolla is the most effective AT weapon in the game.
Points-efficient != Overpowered. The entire discussion started because Winterwind said 'some other forum' said Orks were on the same tier as Infantry Guard. Which is ridiculous.

Tankbustas are pretty bad though. Even if they are at cost.

Quote:
Really, the major problem with Orks is players who don't know what they're doing.
This. As I said, I consider the plain old Shoota Boyz to be the unit in the Codex. A lot of high-end players just use Boyz, Boyz and more Boyz (and everyone has at least one unit of Shootas). As while Nobs might be super-effective, just about everyone - and their dog - knows how to take them out. And, Nobz cost a lot of points. As Tabling/Totaling the opponent is not always viable.
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