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Old 11-15-2010, 12:18 PM   Top  -  End  -  #1
Zorg
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Default Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."

New thread time!


----

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

Spoiler


19.6.10 - Linked to "Wraith's Handy-Dandy Guide to Painting And Assembling An Army"
20.6.10 - Linked to "How To Write An Army List"
2.7.10 - Linked to Battleforce evaluations and cost-effectiveness.
01.10.10 - Linked to "Speaking Of Tournaments: General Pointers For the Tournament-Bound Army List"

Orks is next (Coming: TBA)


---


Predecessors:
* Warhammer 40K Tactics
* Warhammer 40k -II- Tactics for the Tactics God
* Warhammer 40k III - Hats for the Hat Throne
* Warhammer 40K Tactics IV - The Enemy of Your Enemy is Still Your Enemy.
* Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
* Warhammer 40K Tactics VI: Chaos Bringing Eternal Darkness? I brought my flashlight.
* Warhammer 40K Tabletop VII: Common Sense is not RAW.
* Warhammer 40K Tabletop VIII: "You're Gonna have To Face It, You're Addicted To Maths





TheThan and crazedloon were talking Dark Eldar, while NinjaC and TheThan talked Spaaaaace Shaaaaarks!!!!
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Last edited by Zorg : 11-17-2010 at 02:02 PM.
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Old 11-15-2010, 12:30 PM   Top  -  End  -  #2
Zorg
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Default Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."

Aaaand to bump this over the old one, what say you all to my DE list?

HQ:

Duke Sliscus


Troops:

- 9x Warriors w Sybarite (blast pistol, agoniser), Blaster
- Raider w Flickerfield & trophies

- 10x Warriors w Sybarite, Blaster, Dark Lance
- Raider w Flickerfield & trophies

- 10x Warriors w Sybarite (agoniser, phantasm), Shredder, Splinter Cannon
- Raider w Flickerfield & trophies

- 10x Wyches w Hekatrix (blast pistol, agoniser), Haywire grenades, 2x special weapons
- Raider w Flickerfield & trophies


Fast Attack

- 6x Reavers w Champion, Heat Lance, Blaster


Heavy Support

- 2x Ravagers w Night Shields, Flickerfields

This comes to 1490pts, so I have 10 to play with... my thoughts are either trophies on the Ravagers (useful for morale boosting if they deep strike in), or a Phantasm Launcher on the Wyches (not as useful, but I've made a cool model and not much else costs 10 points).

Also I'm undecided about Lances vs Disintegrators on my kites - I was thinking a Disintegrator for the Wyches and Lances for the Warriors. However I'm not sure if both or only one Ravager should have lances.

Thoughts?
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Old 11-15-2010, 01:10 PM   Top  -  End  -  #3
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Default Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."

Quote:
Originally Posted by Razaele View Post
Oh dear. Well, I wouldn't say he cheated since I know him very well. He's new to the Blood Angels rules so he probably just remembered the rules wrong. Oh well, lesson learned. I think I had better start boning up on the Blood Angels Codex myself, since everyone in our local club seems to be moving from other Space Marine Codices to the Blood Angels Codex.
Which is stupid. There have been plenty of times where I've wished I had combat tactics on my Blood Angels, or that my librarian had null zone or a better shooting power. Or that I could take a Captain who was actually worth it.

If your army doesn't already have the things in it that are good in Blood Angels (assault squads with or without jump packs, more apothecaries than codex marines can take) then there's really no reason to switch codex. If your army is all tactical squads and terminators and land raiders (which seems to be the stock marine build around where I live) then you really should go with the main codex.

I saw a guy using a space marine gunline with 2 chapter masters. That was weird. Oddly enough there seems to be more Chaos Daemons players around than Space Marine ones.

Anyway, after biting the bullet and throwing over £30 at ebay, I have 8 more bolter sisters , a standard, a flamer and a storm bolter. So in theory I can make a proper sisters army now. Woo-hoo.

Still a lot of wasted points due to having to conform to the wyswywyg of models designed for 2nd edition. I'm going to have to go on a plasma pistol sniping day when I get some pliers but until then...

Spoiler


On the dark eldar list:

I think splinter racks are cooler than trophies but it depends if you're going to be using the special weapons more than the rifles or not. You probably only need half as many trophies. Make sure you have splinter racks on the unit you want to give Sliscus' bonus to.

Trophies on Ravager seems counterintuitive since ravagers shouldn't be near enemies ever.

I think you really need to test the metagame to decide what guns the ravagers need, but I would start with one with disintegrators and one with lances for testing purposes.

Sliscus is pretty meh. Deep Strike? Never. Worse stats than a normal lord for 150 points? Meh. Poison swords with super rending rather than an agoniser? Meh. Reroll combat drugs? Awesome if your army is all combat drugs, with one unit of wyches and 1 of reavers, meh.

An Archon with agoniser and shadow field is only 110 points and an amazing combatant for that.
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Last edited by Closet_Skeleton : 11-15-2010 at 04:55 PM.
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Old 11-15-2010, 01:42 PM   Top  -  End  -  #4
Zorg
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Default Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."

Quote:
Originally Posted by Closet_Skeleton View Post
Or that I could take a Captain who was actually worth it.
I use the regular Codex and wish I had stock captains who were worth it

Quote:
Anyway, after biting the bullet and throwing over £30 at ebay, I have 8 more bolter sisters , a standard, a flamer and a storm bolter. So in theory I can make a proper sisters army now. Woo-hoo.

Still a lot of wasted points due to having to conform to the wyswywyg of models designed for 2nd edition. I'm going to have to go on a plasma pistol sniping day when I get some pliers but until then...

Spoiler
Actually doesn't look too bad a list - how many Faith Points are you getting out of it? Looks like it should be quite a few. Only thing I see lacking is AT, but that's more due to your models than intent I assume.


Quote:
On the dark eldar list:

I think splinter racks are cooler than trophies but it depends if you're going to be using the special weapons more than the rifles or not. You probably only need half as many trophies. Make sure you have splinter racks on the unit you want to give Sliscus' bonus to.

Trophies on Ravager seems counterintuitive since ravagers shouldn't be near enemies ever.
I'm not too sold on Racks - you have to be embarked to use them, and it only works on rifles and pistols, not cannons (then I'd like them). Also even though Raiders are Fast, the guys on board are still limited to shooting if the vehicle moved less than 6".
However I do plan on putting on the skull poles and extra guns on the models anyway, so I can easily change the list.

The idea for trophies on Ravagers was A) I had the points, and B) if using the Duke's Deep Strike ability they'd be coming in later and having the extra LD bubble around (given my Raiders are likely craters by now) couldn't hurt.
I'm a fan of strong LD in my armies.


Quote:
I think you really need to test the metagame to decide what guns the ravagers need, but I would start with one with disintegrators and one with lances for testing purposes.
Most local armies seem a fairl mix of mech and infantry, leaning towards foot, so I think one of each should be ok. If not I'll just have to buy a third kit


Quote:
Sliscus is pretty meh. Deep Strike? Never. Worse stats than a normal lord for 150 points? Meh. Poison swords with super rending rather than an agoniser? Meh. Reroll combat drugs? Awesome if your army is all combat drugs, with one unit of wyches and 1 of reavers, meh.

An Archon with agoniser and shadow field is only 110 points and an amazing combatant for that.
I'm drawn to HQs who buff the army - when even the cheap ones cost over 100 and don't do much besides kill things prettyy well it feels like a waste to me. Sliscus works in my mind as a buff to his squad (more dakka) and other units (more reliable drugs), and allows some crazy risky moves (deep striking vehicles - I live on the edge baby!). I wouldn't be charging him into anyone, as it's better to be firing his super Rapid Fire guns, and given he is still rather choppy he might prove a deterrant to people assaulting the unit.

However my custom Duke mini is easily passable as a regular Archon, so again it's no big deal to change (Archon body w Wych head and Banshee Exarch mirrorswords). For the same points I can get a Archon w Agoniser, Blast Pistol, Ghostplate, Shadowfield, haywire grenades and combat drugs. I can save 30 by dropping the pistol, grenades and drugs though, and that'd get me Racks for my warriors...

That said, the Duke's slightly worse stats do bother me somewhat... I think it's just something I'll need to play out though (my plan for 2000pts includes more Wyches and Reavers though).
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Old 11-15-2010, 02:04 PM   Top  -  End  -  #5
Closet_Skeleton
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Default Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."

Quote:
Originally Posted by Zorg View Post
I use the regular Codex and wish I had stock captains who were worth it
You can at least take something other than power fists, power swords and terminator armour. Our best captain is twin lightning claws and a jump pack.

Quote:
Originally Posted by Zorg View Post
Actually doesn't look too bad a list - how many Faith Points are you getting out of it? Looks like it should be quite a few. Only thing I see lacking is AT, but that's more due to your models than intent I assume.
I'd have another melta sister squad if I had the models, instead of the flamer and storm bolter.

Its about 9 faith points.

Quote:
Originally Posted by Zorg View Post
I'm drawn to HQs who buff the army
Me too (its why I play Blood Angels), but for Dark Eldar i only see haemonculi that do that (maybe Sathonyx too and Rakarth of course).

Anyway, you have the power from pain rule. Pure killing power does buff your army.

Sliscus would be pretty awesome in planet strike or apocalypse. Unlike with Storm Ravens or Retrofire jets there's also nothing that says you can't assault out of a deepstrike raider, but I wouldn't try and pass the ruling past anyone.

I think the best way to use reavers is in units of 6 where the only upgrades are 2 cluster caltrops. Then just bladevane every turn, dealing 4d3 S4 +2d6 S6 hits and getting a safe 3+ cover save. 172 points a unit though. If you want to shoot I'd rather have scourges and 1d3 S4 hits is about what you'd get on the charge with 2 pain points anyway, except you can't get hit back and don't need to kill 2 units first. You'll really piss your opponent off and its almost impossible to hunt the things down. Plus its exactly what that awesome bit of fluff near the start of the old dark eldar codex describes.
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Last edited by Closet_Skeleton : 11-15-2010 at 05:18 PM.
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Old 11-15-2010, 05:20 PM   Top  -  End  -  #6
TheThan
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Default Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."

Quote:
Originally Posted by Zorg View Post
Aaaand to bump this over the old one, what say you all to my DE list?
Most of your actual firepower is coming from the splinter rifles now that you can’t bring two specials in a ten-man squad. Also you always want to be in transports, foot slogging dark eldar is a recipe for disaster. So 20 man squads are right out (and expensive to boot).

Target priority is a very important part of playing dark eldar well. Another important part is being able to out maneuver your army, you’re the fastest army out there, both on the ground and in the air. So you shouldn’t have too much trouble staying the hell away from strong units.

For your army, I’d drop all the syrabites, see they’re designed for close combat, but the rest the warrior unit isn’t. So I’d drop them, and drop the blasters, dark lance and shredders. Take splinter cannons they’re just as good as they used to be. Use the saved points to take splinter racks, as most of your firepower will benefit from the rerolls.

As for the raiders, I’d say try them with both, depending on what your up against they’ll both shine. The dark lances are good against mech lists. You have 6 dark lances from just the transports and the ravager. I’m not sold on the heat lance, it seems a bit low on the str side. But you’re still glancing on 3s vs everything save a monolith. I say run it for a bit and see how it works out.

I say drop Sliscus and take an archon or succubus, upgrading the wyches to bloodbrides is optional but you want to throw the HQ in the transport with them (have to cut them down to 9). You can’t assault after deep striking so there’s no real point in doing it with this unit. I’d put a unit upgrade in there with a power weapon as well.
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Old 11-15-2010, 06:36 PM   Top  -  End  -  #7
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Default Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."

Quote:
Originally Posted by Zorg View Post
HQ:
Duke Sliscus
my new favorite Hq option for the army (and a guilty pleasure since I hate special characters)
Ignore the hate for him because stat wise he on par if not better than an equivalent archon who is roughly the same point cost without all the special items. his weapon at first glance looks bad since it does not wound on a 4+ like an agoniser but his weapon will wound more often. Armor saves vs low armor opponents are nearly as good as a power weapon and the duke can throw those out in spades. With his 2 rolls on drugs he can nearly guaranty a good result (which he benefits from)

Quote:
Originally Posted by Zorg View Post
Troops:

- 9x Warriors w Sybarite (blast pistol, agoniser), Blaster
- Raider w Flickerfield & trophies

- 10x Warriors w Sybarite, Blaster, Dark Lance
- Raider w Flickerfield & trophies

- 10x Warriors w Sybarite (agoniser, phantasm), Shredder, Splinter Cannon
- Raider w Flickerfield & trophies

- 10x Wyches w Hekatrix (blast pistol, agoniser), Haywire grenades, 2x special weapons
- Raider w Flickerfield & trophies
these units lack focus. my suggestion with the duke is have a few hit team type units which are held in reserve and the other units start on the board and pop tanks and thin units before the other squads deepstrike close and assault.

I would suggest your squatting squads look like
- 10x Warriors Dark Lance
- Raider w Flickerfield & Shock prow & lance

this gives you 2 lances turn one if you are feeling lucky or a Str10 shot with the raider which auto hits. The unit squats in a piece of terrain (preferably on an objective)

have 2 or 3 of these

than use your wych squad like it is as your deep striking unit (perhapse get a second one)

anyone who tries to tell you that you can not assault as the rules are currently written is wrong and take full advantage of that with strong assault units like the wychs.


Quote:
Originally Posted by Zorg View Post
Fast Attack

- 6x Reavers w Champion, Heat Lance, Blaster
break these up would by suggestion, as it gives your opponent more to have to shoot at and more versatility such as hitting 2 squads with reavers. Also I would suggest if you have the points to invest in caltrops

Quote:
Originally Posted by Zorg View Post
Also I'm undecided about Lances vs Disintegrators on my kites - I was thinking a Disintegrator for the Wyches and Lances for the Warriors. However I'm not sure if both or only one Ravager should have lances.
lance on everything IMHO. The army may look like it can deal with mech but it still has a hard time doubly so if you want to deepstrike everything which means you may just trickle in.

Quote:
Originally Posted by TheThan View Post
Most of your actual firepower is coming from the splinter rifles now that you can’t bring two specials in a ten-man squad. Also you always want to be in transports, foot slogging dark eldar is a recipe for disaster. So 20 man squads are right out (and expensive to boot).
foot sloggers are not necessarily bad provided they fit the purpose i.e. have a lance. Also raiders are cheaper than going 20 man for a second lance.

However a 20 man unit is not necessarily a bad idea if you have a webway which can really devastate your opponent when a 20 man unit with 2 cannons and the duke come out within rapid fire range. but this is situational.

Quote:
Originally Posted by Zorg View Post
Use the saved points to take splinter racks, as most of your firepower will benefit from the rerolls.
Racks mean you are staying in your fragile transport and only moving 6". Your are willingly slowing yourself down which is counter to the way the army needs to work.
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Old 11-15-2010, 08:07 PM   Top  -  End  -  #8
Closet_Skeleton
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Default Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."

Silly thought:

If your raider rams (and with shock prows and flat out movement it can do so at strength 10) and then gets destroyed (which it will on 4+ due to being a skimmer that just went flat out), your troops have to disembark and take a pinning test. However from then on it is your movement phase and your assault phase and since you just disembarked from an open topped transport you can shoot and assault (as long as you pass that pinning test on your leadership 9 or 10).

However, don't try this with aethersails because then you're unit will die, since aethersails stop you disembarking and units that can't disembark from a dead transport are wiped out.
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Old 11-15-2010, 08:08 PM   Top  -  End  -  #9
Razaele
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Default Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."

Quote:
Originally Posted by Closet_Skeleton View Post
Which is stupid. There have been plenty of times where I've wished I had combat tactics on my Blood Angels, or that my librarian had null zone or a better shooting power. Or that I could take a Captain who was actually worth it.

If your army doesn't already have the things in it that are good in Blood Angels (assault squads with or without jump packs, more apothecaries than codex marines can take) then there's really no reason to switch codex. If your army is all tactical squads and terminators and land raiders (which seems to be the stock marine build around where I live) then you really should go with the main codex.
You misunderstand. I didn't mean that I would be switching to the Blood Angels Codex, I meant that I need to study the Blood Angels Codex because pretty soon most of the fights that I'll be having will be against them. Knowing your enemy is important, after all.
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Old 11-15-2010, 08:11 PM   Top  -  End  -  #10
crazedloon
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Default Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."

Quote:
Originally Posted by Closet_Skeleton View Post
If your raider rams (and with shock prows and flat out movement it can do so at strength 10) and then gets destroyed (which it will on 4+ due to being a skimmer that just went flat out), your troops have to disembark and take a pinning test. However from then on it is your movement phase and your assault phase and since you just disembarked from an open topped transport you can shoot and assault (as long as you pass that pinning test on your leadership 9 or 10).
actually you need the vehicle to explode if you move flat out. Moving flat out prevents you from disembarking. However when you explode you do not disembark you are placed in the crater. rule snafus are fun
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Old 11-15-2010, 08:42 PM   Top  -  End  -  #11
Closet_Skeleton
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Default Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."

Quote:
Originally Posted by Razaele View Post
You misunderstand. I didn't mean that I would be switching to the Blood Angels Codex, I meant that I need to study the Blood Angels Codex because pretty soon most of the fights that I'll be having will be against them. Knowing your enemy is important, after all.
I was commenting on the other guys you described, not you.

Here's Closet Skeleton's guide to killing Blood Angels.

Spoiler


Okay, I probably shouldn't have bothered writing that since it isn't very useful and has been said better elsewhere and I want to go to bed.
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Old 11-15-2010, 09:44 PM   Top  -  End  -  #12
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Default Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."

I don't know, I learned some things. Particularly that Blood Talons were only S6.
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Old 11-16-2010, 09:48 AM   Top  -  End  -  #13
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Default Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."

Hi

I am planning on making the white scars army list that is shown on page 107 of the Space Marines Codex. I just wanted to know whether that would be an effective army? There will be a few small differences. Mainly just getting rid of the scouts as they dont fit the theme to my army and taking plasma in their place on the tactical squads.
Spoiler


Also just a quick question can a librarian join a command squad and benefit from the apothecary's feel no pain rule?
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Old 11-16-2010, 09:53 AM   Top  -  End  -  #14
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Default Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."

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I just wanted to know whether that would be an effective army?
Depends on your opponent. But, probably not. Its a reasonable list. As in, everything in the list is geared towards its best potential. But, individual units don't win games. You'd probably need a few games with the list before you know if its any good.

The units are solid. But I don't know how it works as an army.

Quote:
Also just a quick question can a librarian join a command squad and benefit from the apothecary's feel no pain rule?
Yes.
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Old 11-16-2010, 10:25 AM   Top  -  End  -  #15
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Default Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."

Quote:
Originally Posted by Closet_Skeleton View Post
If your raider rams (and with shock prows and flat out movement it can do so at strength 10) and then gets destroyed (which it will on 4+ due to being a skimmer that just went flat out), your troops have to disembark and take a pinning test. However from then on it is your movement phase and your assault phase and since you just disembarked from an open topped transport you can shoot and assault (as long as you pass that pinning test on your leadership 9 or 10).
HAHA!

Oh this is hilarious, I'm going to have to make a comedy Wych-Cult-of-Speed now, whose entire tatics involve catapulting themselves screaming at the enemy from their burning vehicles. They purposely crash into terrain and enemy vehicles, just because they don't want to slow down to get off...

Sadly, venom's can't get shock prows, but they can still attempt suicide on terrain.
I don't suppose it's legal to voluntarily fail dangerous terrain tests?
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Old 11-16-2010, 12:58 PM   Top  -  End  -  #16
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Default Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."

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Sadly, venom's can't get shock prows, but they can still attempt suicide on terrain.
I don't suppose it's legal to voluntarily fail dangerous terrain tests?
again as I attempted to say this will kill the unit in the vehicle. Turbo boosting (moving more than 12") means you can not disembark. When a vehicle is destroyed (as per the destroyed result on the damage table) the unit must disembark, if they can not they all die.

The loophole which allows assault is that an unit inside an exploding vehicle is placed in the crater they do not disembark into it.

I would however run flicker fields so that you have the chance to destroy a vehicle and your raider is still AOK, add the grenades to also nerf LD of units in transports you kill.

only problem is you add too much stuff and you are wasting an investment if they blow up
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Old 11-16-2010, 01:06 PM   Top  -  End  -  #17
Zorg
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Default Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."

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Originally Posted by TheThan View Post
For your army, I’d drop all the syrabites, see they’re designed for close combat, but the rest the warrior unit isn’t. So I’d drop them, and drop the blasters, dark lance and shredders. Take splinter cannons they’re just as good as they used to be. Use the saved points to take splinter racks, as most of your firepower will benefit from the rerolls.
Too late, already made the models for them
I don't trust having all my AT mounted on AV10 open top vehicles - I play against too many Tau armies for that to work very well (one guy takes six broadsides if he can).

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As for the raiders, I’d say try them with both, depending on what your up against they’ll both shine. The dark lances are good against mech lists. You have 6 dark lances from just the transports and the ravager. I’m not sold on the heat lance, it seems a bit low on the str side. But you’re still glancing on 3s vs everything save a monolith. I say run it for a bit and see how it works out.
I think I'll be doing one of each, worst comes to worst I can try for rear armour shots with the disintegrators - I'll get enough of them.


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Originally Posted by crazedloon View Post
my new favorite Hq option for the army (and a guilty pleasure since I hate special characters)

Ignore the hate for him because stat wise he on par if not better than an equivalent archon who is roughly the same point cost without all the special items. his weapon at first glance looks bad since it does not wound on a 4+ like an agoniser but his weapon will wound more often. Armor saves vs low armor opponents are nearly as good as a power weapon and the duke can throw those out in spades. With his 2 rolls on drugs he can nearly guaranty a good result (which he benefits from)
Yes, I've been thinking I should crunch the numbers or Sliscus' blades vs power weapon vs agoniser, but I haven't been bothered.



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these units lack focus. my suggestion with the duke is have a few hit team type units which are held in reserve and the other units start on the board and pop tanks and thin units before the other squads deepstrike close and assault.
That is basically my plan - Wyches, lance squad (disembarked) and 9 man squad (w Duke) start on the board with the lance Ravager and bikes. The shredder squad and dissi Ravager deep strike in to hit de-transported infantry and control/contest objectives. Wyches hit things up close, Duke and co hit things mid-close, and lance guys hang back.



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anyone who tries to tell you that you can not assault as the rules are currently written is wrong and take full advantage of that with strong assault units like the wychs.
I'm leery of assaulting out of Deep Strike - too much circumstancial evidence against it, and I prefer to err on the side that gives me the least advantage in a rules quandry like this.


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break these up would by suggestion, as it gives your opponent more to have to shoot at and more versatility such as hitting 2 squads with reavers. Also I would suggest if you have the points to invest in caltrops
Splitting is a good idea, I don't know why I didn't do it in the first place really. I could drop the champion and give each unit a Talon, or one Caltrops though.






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Hi

I am planning on making the white scars army list that is shown on page 107 of the Space Marines Codex. I just wanted to know whether that would be an effective army? There will be a few small differences. Mainly just getting rid of the scouts as they dont fit the theme to my army and taking plasma in their place on the tactical squads.
Spoiler

Only thing I don't like is the Captain being so expensive and the last Tac squad being on foot - that could prove a big handicap in a DoW game as they'd either have to be on the board, or will be walking on.
Gameplay wise it may suffer from the bike squads being only 5 man and fairly killable (or breakable). Otherwise I think it's a solid looking list but, as Cheese said, don't know how it works together.
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Old 11-16-2010, 01:49 PM   Top  -  End  -  #18
Closet_Skeleton
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Default Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."

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I'm leery of assaulting out of Deep Strike - too much circumstancial evidence against it, and I prefer to err on the side that gives me the least advantage in a rules quandry like this.
The rule book says that the only move a deep striking unit can make in the movement phase is to disembark from a deep striking transport vehicle, implying that the occupants of a transport vehicle that deepstrikes are deepstriking themselves and therefore cannot assault. Its just that the Storm Raven rules have to spell this out for idiots and the Retrofire jets rules stop it in another way.
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Old 11-16-2010, 02:14 PM   Top  -  End  -  #19
TheThan
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Default Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."

Don’t bring one big 20 man squad of warriors, instead bring two ten man squads as that’ll give you two dark lances and two scoring units for about the same points cost. Also don’t worry about how your syrabites are kitted out so much, most people don’t complain about wysiwyg unless its like a tournament setting or your trying to sneak things buy your opponent, just tell them they’re not kitted out right.

Also I would like to point out that you cannot assault out of a deep strike. Sliscus’s rule simply confers deep strike to your transports so you don’t have to buy retofire jets. It says nothing about allowing you to assault in the same turn. This is sort of the GW golden rule: “you cannot assault after a deep strike”, unless your playing planet strike (well ok there’s like two models that can, but they’re the rare exception to the rule). Its partly what screws chaos daemons over so badly (that and coming down piecemeal) and why it’s a not great idea to put assault terminators in a drop pod. Trying it will result in a rules argument, and people will call shenanigans on you, its also a great way to get kicked out of a tournament.

Smashing tau ought to be more or less a cakewalk for DE now. Bring wyches instead of warriors and zip into his face, jump out and assault him. Then watch him cry. Focus his tanks until you bring them down, a voidraven bomber will give him a hard time (str9 lance weapon vs armor 13? You need 3s to glance) not to mention its missiles which should have no problem killing kroot or fire warriors.

If he gets the initiative and you can’t steal it back? Easy just don’t deploy and bring it all in as reserves. It’s a great tactic for when you roll dawn of war. in this situation, Sliscus may very well be a good idea, as you won’t need to buy retrofire jets, and can still shoot (benefit of being a fast skimmer). So you can drop in behind his gun line, tanks etc and blasticate them with blasters and dark lances. Kabalite trueborn are good for this tactic. I kitted mine out with 4 blasters and two splinter cannons, it gives me higher Ap and ranged than regular splinter weapons.

If you know what you’re up against then fighting it won’t be too hard. Its metagaming but that’s part of the game. it’s a bit harder to build an all comers army with DE.
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Old 11-16-2010, 02:27 PM   Top  -  End  -  #20
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Default Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."

Hmm, just read through the OP - seems that we've let the opening spiele lapse a little bit. How long has it been now since Blood Angels aren't just "ordinary Marines that can take lots of Jump Packs" ? Might be a good idea, at some point, to go back through the list and see what else is out of place - pretty sure that Space Wolves could use a little more detail too

No worries, just a thought. I'm currently studying up on Codex: Daemonhunters, so maybe I'll have some more to add soon.
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Old 11-16-2010, 02:29 PM   Top  -  End  -  #21
Zorg
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Default Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."

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Originally Posted by TheThan View Post
Don’t bring one big 20 man squad of warriors, instead bring two ten man squads as that’ll give you two dark lances and two scoring units for about the same points cost.
Er, I'm not and never have been taking a 20 man squad, so that's well and truely covered


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Also don’t worry about how your syrabites are kitted out so much, most people don’t complain about wysiwyg unless its like a tournament setting or your trying to sneak things buy your opponent, just tell them they’re not kitted out right.
I complain...

Ok, not much but having leaders with weapons when they aren't even there is too far IMO.


Quote:
Smashing tau ought to be more or less a cakewalk for DE now. Bring wyches instead of warriors and zip into his face, jump out and assault him. Then watch him cry. Focus his tanks until you bring them down, a voidraven bomber will give him a hard time (str9 lance weapon vs armor 13? You need 3s to glance) not to mention its missiles which should have no problem killing kroot or fire warriors.
My regular Tau opponent plays the 'reserve everything' game with things that aren't suits, hammerheads or broadsides and has the most infuriating luck at keeping them off the board until he needs them.

Quote:
If he gets the initiative and you can’t steal it back? Easy just don’t deploy and bring it all in as reserves. It’s a great tactic for when you roll dawn of war. in this situation, Sliscus may very well be a good idea, as you won’t need to buy retrofire jets, and can still shoot (benefit of being a fast skimmer). So you can drop in behind his gun line, tanks etc and blasticate them with blasters and dark lances. Kabalite trueborn are good for this tactic. I kitted mine out with 4 blasters and two splinter cannons, it gives me higher Ap and ranged than regular splinter weapons.

If you know what you’re up against then fighting it won’t be too hard. Its metagaming but that’s part of the game. it’s a bit harder to build an all comers army with DE.
Another part of why I like the Duke - he give me more options, making a fairly normal list much more unpredicatble through his 'free' deep striking.
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Old 11-16-2010, 03:20 PM   Top  -  End  -  #22
Closet_Skeleton
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Default Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."

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If he gets the initiative and you can’t steal it back? Easy just don’t deploy and bring it all in as reserves.
Don't you have to deploy everything before you roll to seize the initiative?

I'd take agonisers on my Sybarite if I had one spare. Same reason my "never intend to get into close combat" tactical squads have power fists. Even Dark Eldar can't guarantee having the mobility to not get assaulted.

One game my Warriors were fighting Imperial Fists Scouts in bolstered cover and couldn't get through the 2+ cover save, so they assaulted and didn't do very well despite outnumbering the scouts due to their T4. My Sybarite had at best a venom blade.
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Old 11-16-2010, 06:43 PM   Top  -  End  -  #23
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Default Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."

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The rule book says that the only move a deep striking unit can make in the movement phase is to disembark from a deep striking transport vehicle, implying that the occupants of a transport vehicle that deepstrikes are deepstriking themselves and therefore cannot assault.
That's never been the case. A Deep Striking vehicle counts as moving at Combat Cruising Speed (18"), and that's why they can't Assault out of a vehicle.
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Old 11-16-2010, 06:51 PM   Top  -  End  -  #24
crazedloon
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Default Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."

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That's never been the case. A Deep Striking vehicle counts as moving at Combat Speed (12"), and that's why they can't Assault out of a vehicle.
no the rub and the reason that it is a gray area (since they never actually say a unit in a vehicle counts as deepstriking) is that you can assault out of an open top vehicle if you can disembark (in this case you can because combat speed is slow enough to disembark) Add on to that the fact that every other open top or assault vehicle which can deepstrike calls out assault makes it reasonable to assume that you can assault. Now I assume it will be clarified in the errata
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Old 11-16-2010, 07:21 PM   Top  -  End  -  #25
hamishspence
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Default Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."

There's

In the movement phase when they arrive, these units may not move any further, other than to disembark from a deep-striking transport vehicle.

and, following "Vehicles count as having moved at cruising speed"

the paragraph on page 95 is:

In that turn's Assault phase, however, these units may not launch an assult (even if they have the "fleet" special rule) unless clearly stated in their special rules- they are too disrupted by their deep strike move.

So, Sliscus's guys count as "having moved at cruising speed" so they can disembark (open-topped),

but, as the rules say they cannot move in the movement phase (besides disembark) and cannot assault in the assault (unless explicitly specified otherwise)- no assault.

If a unit's dedicated transport gains the Deep Strike rule, then it would fit that the unit is "deep-striking" as well- and thus follows the rules for it.
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Old 11-16-2010, 07:28 PM   Top  -  End  -  #26
crazedloon
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Default Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."

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If a unit's dedicated transport gains the Deep Strike rule, then it would fit that the unit is "deep-striking" as well- and thus follows the rules for it.
and that is the gray area as it only "fits"
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Old 11-16-2010, 07:33 PM   Top  -  End  -  #27
hamishspence
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Default Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."

In Codex Space Marines, Drop Pods "always enter play using the Deep Strike rule" but the units they are bought for, don't have Deep Strike.

Yet, when a unit comes onto the table via Drop Pod, it is called;

"the unit deep strikes via drop pod".

So- same principle.
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Old 11-16-2010, 08:49 PM   Top  -  End  -  #28
Closet_Skeleton
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Default Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."

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That's never been the case. A Deep Striking vehicle counts as moving at Combat Cruising Speed (18"), and that's why they can't Assault out of a vehicle.
Cruising Speed is 6-12 and you can assault out of an open topped vehicle that does that. Flat-out is moving 12+

Which you probably know and are just momentarily confused.

Trying to re-work my tyranid army. Currently I've cut out the genestealers and Old One Eye while adding more zoanthropes, giving me:

Spoiler


That gives me 1245 points. Which is a points bracket in itself, but not one I'm likely to play and my gutted army needs something to replace the genestealers that just had no synergy with it.

I have 8 genestealers I'm going to convert into Ymgarls who might fit in.

I was thinking of 2 more venomthropes and a ton of hormagaunts and maybe a second brood of termagants. That should take it up to 1500.
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Old 11-16-2010, 11:21 PM   Top  -  End  -  #29
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Default Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."

The single, 15-man brood of termagants seems pretty pointless to me. I'm not a 'nids player, but I would think you take gaunts in force or not at all.
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Old 11-17-2010, 12:03 AM   Top  -  End  -  #30
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Default Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."

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Originally Posted by hamishspence View Post
"the unit deep strikes via drop pod".
That's fairly tenuous though. It's hardly an ironclad argument that arriving via a deep striking transport requires a unit to be subject to the same deep strike restrictions. There's similarly circumstantial evidence to the contrary in the same codex.

The drop pod assault rule goes out of its way to include a specific prohibition on assaulting after arriving--which would be redundant if the transported unit were assumed to count as deep striking already. One could easily infer that if not for this specific restriction, it in fact would be permissible to assault out of an open-topped transport.

Elsewhere in the same book you have the Land Speeder Storm, also an open-topped transport that can deep strike, and it has no explicit restriction on being able to assault out of it. If the restriction on assaulting out of a drop pod is only there to clarify an existing rule from the BRB-- as opposed to being a specific restriction on Drop Pods-- why is this clarification not also included in the LSS entry?

The fact is, every deep striking transport in the game besides those using Sliscus's rule and the LSS include a specific restriction saying "You may not assault after doing so." It seems to me, if that were already an assumed fact of the rules, such repeated restrictions or "clarifications" wouldn't be necessary.

At the same time, I'm certainly willing to acknowledge the potential beardiness of trying such a tactic in game, and without an FAQ I would never try it in any of my own games. And I think most people would be willing to agree that it's a fairly obvious logical jump from "transport deep strikes" to "unit inside deep strikes," however it's not explicit RAW. It's a murky area not well covered by the rules, and while people seem eager to jump to fill in the blanks with their own conclusions, the reality is the rules simply don't cover it 100%.
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