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Old 07-28-2012, 10:53 PM   Top  -  End  -  #541
Cheesegear
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Quote:
Originally Posted by Forrestfire View Post
I have a rules question about conversions and counts-as models. I'm building a deathwing army, and I want my converted Belial (since it's not actual Dark Angels) to have dual lightning claws. Can I model it as him dual-wielding swords and say that it's lightning claws? Or do I have to actually have the claws on the model instead?
Asking 'the Internet' about Counts As is kind of pointless. We're not your opponents (or we're probably not), and we're almost definitely not your TO. Counts As is what your opponent says your allowed to do, as, while it's not obvious, Counts As is actually glorified proxying.

In the specific case of Belial...Its easy to argue that you should be able to do it, but I'm not your opponent, nor a TO.
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Old 07-28-2012, 11:08 PM   Top  -  End  -  #542
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Fair enough. I was just trying to get a general idea of what I should be prepared for, since I'm going to be joining an entirely new group this year when I go off to college >.>

Thanks for the advice, though .

EDIT: From what I can see, there isn't even a Belial miniature in production. Maybe I should just magnetize his arms to have either lightning claws and swords.

Last edited by Forrestfire : 07-28-2012 at 11:12 PM.
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Old 07-28-2012, 11:23 PM   Top  -  End  -  #543
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Quote:
Originally Posted by Forrestfire View Post
EDIT: From what I can see, there isn't even a Belial miniature in production. Maybe I should just magnetize his arms to have either lightning claws and swords.
There sure isn't.
Popular choice for a Belial model is Lysander, now in Failinecast for easier removal of Fist insignia, or Forgeworld's Commander Culln. And magnetising is best. Either Lightning Claws or Hammer and Shield - there's justification for both. I don't think I've ever seen anyone bring the Storm Bolter and Sword.
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Old 07-28-2012, 11:25 PM   Top  -  End  -  #544
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

I'm just going to go with a heavily-converted AoBR terminator, just like all but 4 termies in the rest of my army XD
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Old 07-28-2012, 11:46 PM   Top  -  End  -  #545
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Funny story: In the main rulebook, the example of play for the Blood of Martyrs mission breaks all the ally rules. They have an Inquisitor allied to an Imperial Guard army, riding in a Guard transport, with no other GK units in sight. In fluff it makes total sense, but the rules say no.
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Old 07-29-2012, 12:16 AM   Top  -  End  -  #546
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Quote:
Originally Posted by Renegade Paladin View Post
In fluff it makes total sense, but the rules say no.
The allies matrix, ladies and gentlemen.

They could be "Counts As"-ing him as Coteaz, and those stormtroopers could be an acolyte squad? Still doesn't get around how there's no way for him to be aboard an allied transport.
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Old 07-29-2012, 12:20 AM   Top  -  End  -  #547
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

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Originally Posted by LeSwordfish View Post
The allies matrix, ladies and gentlemen.

They could be "Counts As"-ing him as Coteaz, and those stormtroopers could be an acolyte squad? Still doesn't get around how there's no way for him to be aboard an allied transport.
He wouldn't have to be Coteaz to have a henchman squad; any inquisitor can have one. But yeah.

Edit: He could be a counts-as Primaris Psyker.
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Old 07-29-2012, 03:32 AM   Top  -  End  -  #548
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

If he's Coteaz, the acolytes are troops and the detachment is legal. That's why you need Coteaz for plasmacolytes, because they're still elites if you take the 35 point inquisitor with combi-plasma.

And yeah. I regularly Counts As a lord-commissar as an inquisitor.
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Old 07-29-2012, 04:01 AM   Top  -  End  -  #549
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Turns out I missed this.

Quote:
Originally Posted by evisiron View Post
Curses, no clarification on command Barges when they get thumped in close combat.
What Clarification do you need? I'm confused.
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Old 07-29-2012, 04:43 AM   Top  -  End  -  #550
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

So GW posted another teaser today, by forgeworld. Its obviously about the traitormarines (gasps of surprised shock) so I'm curious what FW will cook up this time around.
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Old 07-29-2012, 04:55 AM   Top  -  End  -  #551
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Quote:
Originally Posted by Borgh View Post
So GW posted another teaser today, by forgeworld. Its obviously about the traitormarines (gasps of surprised shock) so I'm curious what FW will cook up this time around.
Well...It clearly says "The Horus Heresy" and you're about a page late.

I'm fairly disappointed that Salamanders (?) vs. Thousand Sons IA 12 appears to have been scrapped. Although it might have been Imperial Guard or Red Scorpions vs. Thousand Sons.
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Old 07-29-2012, 07:59 AM   Top  -  End  -  #552
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Quote:
Originally Posted by Forrestfire View Post
I have a rules question about conversions and counts-as models. I'm building a deathwing army, and I want my converted Belial (since it's not actual Dark Angels) to have dual lightning claws. Can I model it as him dual-wielding swords and say that it's lightning claws? Or do I have to actually have the claws on the model instead?

(Bear in mind, dual power swords is illegal on Belial. His options are Master-crafted power sword/storm bolter, 2 lightning claws, or thunder hammer/storm shield).
I know I'm a little late to this reply, but counts as really does go as far as you want it to. when I was first learning how to play the game, before i'd found a store or wanted to drop any real money, a significant model count issue led to quarters counting as our basic troops and what few actual models we had being things that were not basic troops. similarly, a nid player used carboard cutout bases while he was still assembling his army. we let a lot of things slide until tourney time, it's more fun that way.
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Old 07-29-2012, 08:22 AM   Top  -  End  -  #553
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Yeah, my experience also says this is the more common attitude, where people care more about getting to play, then about minor details like the shape of the enemy troops or tanks.
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Old 07-29-2012, 08:50 AM   Top  -  End  -  #554
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

It should generally be recognizable, though. Nothing more annoying than getting into discussions midgame about which of your five quarters was the named hero.
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Old 07-29-2012, 08:55 AM   Top  -  End  -  #555
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Quote:
Originally Posted by Eldan View Post
It should generally be recognizable, though. Nothing more annoying than getting into discussions midgame about which of your five quarters was the named hero.
in our case, that was the one actually represented by a model, usually the sergeant. i had a few, just not many. if things got really hairy, dabs of play-doh on top of the quarters often sufficed.
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Old 07-29-2012, 09:15 AM   Top  -  End  -  #556
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Alternatively, depending on how many models your metagame has and how much the players there trust you, you might be able to borrow some of theirs. A lot of my preliminary space wolves games have been done with Blood Angels devastators and tactical marines standing in for my second squad of Long fangs and my third Grey Hunters pack.
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Old 07-29-2012, 09:18 AM   Top  -  End  -  #557
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

well, the quarters were before I found the shop, and only had one guy to play with. after I found the shop, I started buying my own and filling the cracks with a space wolf player's extra models. he had about 9k points worth, and his collection has only grown since then.
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Old 07-29-2012, 11:42 AM   Top  -  End  -  #558
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Some more info from GD Chi-town:

Quote:
Originally Posted by quilava1
Today I attended Games Day Chicago and had a chance to chat with Phil Kelly himself. I mentioned to him my sadness at the lack of a power fist, as our anti-termie combat weapons are limited to the demiklaives. He started to ask me why I just didn't use a huskblade, but stopped himself mid-sentance. A few minutes later, he told me that a new FAQ was on the way.
Finally GW has listened to our pleas and brought the feared terminator down a rung in the ladder of brokenness. Almost asked him about Chaos Marines, but decided not to. Would have loved to see his reaction though
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Old 07-29-2012, 12:10 PM   Top  -  End  -  #559
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Wow, they really need to get people with a different mindset in on writing the game mechanics from a balance perspective.

You need cheesy, rules-lawyering scumbags that can twist and bend the rules into shapes never thought possible to write the rules so that, in a tournament, or at home, you get it nice and balanced.
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Old 07-29-2012, 02:18 PM   Top  -  End  -  #560
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

So, thinking about how I want to expand my Guard list to 1000 points. . . For the moment, flyers are out (haven't become comfortable with the rules yet) and I haven't given fortifications much consideration. Here's what I'm thinking so far, totaling 950 points.

Spoiler


The Ratlings and Marbo are more because I want to experiment with them than because I actually know how to use them yet.

Currently, the plan is for the CCS, Ratlings, and at least one infantry squad to sit still and take potshots from the home objective. The CCS is moderate anti-tank, being able to order itself to BiD (which should work on the MoO as well as the Lascannon, right?) without being too expensive and therefore a fire magnet. Ratlings are for MCs or light infantry hoping to get lucky with a pin, or for those newfangled sniping rules which I need to read over again. The infantry squad claims the objective and pots away with its autocannon (and lasguns, when the enemy closes).

Meanwhile the three other infantry squads either stay put and shoot or move towards another objective / cover, as the situation demands. Nothing fancy for them.

The demolisher is intended to move up the board escorting the PCS-chimeras. I haven't decided yet if one or more of the scout sentinels will be outflanking or if they will be moving up with this armored group (I can defer that decision until the game starts, right?). Between the 3 multi-lasers on the sentinels and the two on the chimeras, plus possibly the infantry autocannons and maybe chimera hull heavy bolters, infantry and lighter armor should be shredded pretty easily I hope. The demolisher can take out the heavier armor and use the chimeras and scout sentinels as ablative shielding to protect its side and rear armor, and between the multi-lasers and flamers most anti-AV infantry shouldn't be able to get too close. I think.

I am worried that I either don't have enough anti-armor or that my scoring units aren't mobile enough. Marbo might get lucky and help on the anti-AV front and hopefully can tie up another unit as well to make my limited mobility less of a hindrance. I did consider a tech-priest to move with that blob of armor but I couldn't make the points for it and I'm told it's subpar, even though the model is pretty cool.

Thoughts? I'm not a tournament player so it doesn't need to be super competitive, just capable enough that bringing it to the table isn't an auto-lose. I don't know where to spend the last 50 points, or what to give the chimeras for their hull weapon. I'm not sure if making room for a Primaris Psyker is worthwhile because I haven't read up on the new psychic disciplines yet, either. I'm not looking to add any allies - I'd like to keep it pure guard for the forseeable future. Should I give my autocannon infantry flamers as well, to overwatch against assaults?

Also, on a completely unrelated and entirely hypothetical note, if I took a Lord Commissar with dedicated chimera and attached him to a Tech-Priest with two MM or PC servitors, then kitted out the chimera with camo cloaks and put it behind an Aegis and whatnot, how would you react to face it? It's entirely impractical due to the points cost and such, but it's definitely not the role a chimera is usually expected to fill so I don't know if it would give some people pause.

You'll note that I'm not a hugely effective guard player, of course. I was going to include a rough rider squad and a plasma cannon armored sentinel, but I ran out of fast attack choices and I'm wary of squadroning still. Speaking of sentinels - smoke launchers and camo netting, are they worth it?

EDIT: And a second, slightly revised version of the first list based on recent comments.

Spoiler


This version replaces a PCS and an infantry squad with a meltavet squad; tactics are ultimately the same, with the chimera-mounted units providing close support for the demolisher as it advances and claiming objectives. The infantry squads have lascannons instead of autocannons, as recommended. Additionally, two plasmagunners have been added to the command squad for lack of anything better to do with the points (I'm worried that they'll make the squad a bigger target and I'm worried about Gets Hot! without carapace or a medic, so these might get replaced with bodyguards or shelved altogether in favor of more ratlings).

Last edited by Sheep Overlord : 07-29-2012 at 05:27 PM.
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Old 07-29-2012, 02:59 PM   Top  -  End  -  #561
houlio
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

I primarily play against a guard player myself, I would recommend switching the PCS's to plasma guns, which is both good anti-infantry (rapid fire) and good anti-light vehicle (S7 and ap2). Then I would say to switch out your autocannons with lascannons, since you seem to lack a lot of long range anti-tank options. Otherwise, I would consider running the normal battle tank over a demolisher. Case in point, I just played a game where my friend's demolisher got immobilized and proceeded to be exploded by long range railgun fire. It's really nice for you to be able to lay those large blasts out every turn, even though you take the strength and ap hits. Of course, my advice is far from expert, and it is all ultimately up to you.
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Old 07-29-2012, 03:22 PM   Top  -  End  -  #562
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

I think you need more anti-tank. So far, two lascannons and a large blast won't be able to deal with a land raider, say, or even more than a few chimera-likes. Filling one Chimera with Meltavets is an option for this, as is replacing all those autocannons with lascannons.

The platoon command squads shouldnt have the chimera: They're 5-man squads with T3, 5+ save, and special rules that boost other units, if they're close. You dont want two of them to be the only thing trying to take an objective from, say, a terminator squad. Orders are good, meltas are better.

Suggestion:

Spoiler


Meltavets for whacking tanks up close, with the chimera to get them there. Think "Bring It Down" is good on a lascannon and a blast, try it on three lascannons with twenty-four bodyguards.

I'm not sure about the Master of Ordinance, or the need for a demolisher as opposed to a standard leman russ. I'm sure others can put the lie to this, but i've never had much use from any. You could probably swap both for another squad of ratlings, or fill out your current squad.

Primaris psyker: Not great. Mastery level one, no access to the best disciplines. He helps Deny The Witch, but that's about it.

Armoured sentinel: Not great. Overpriced, and still bad. You take sentinels for Move Through Cover and such, not their durability. The armoured sentinel has neither.

Rough riders: Bad. Pay double the price for a guardsman with extra movement and a hunting lance? I think not. Imperial guard don't assault.

Checking the codex: Camo netting is for vehicles that don't move, and i'm not sure why you want a sentinel to not move, really. I'd certainly not pay ten points for it. Smoke launchers: ideally you want your sentinel to be in cover anyway.
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Old 07-29-2012, 04:06 PM   Top  -  End  -  #563
Alex Knight
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Technically, Necrons can have units arrive from Reserve on Turn 1, as long as the other side does it first.

Both Deathmarks and Nemesor Zahndrekh's special ability allow Necron units to arrive from Reserve in response to enemy reinforcements.

Heck, Zahndrekh can bring in ALL of his reserves at once if the other side deploys a single unit.
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Old 07-29-2012, 04:06 PM   Top  -  End  -  #564
Squark
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

So, remember that Space Wolves guide I did? Finally finished it.

Squark’s guide to Space Wolves in 6th Edition

A note on common rules
Spoiler
Non-Unique HQ Units
Spoiler


Unique HQ Characters
Spoiler

Elites
Spoiler


Troops
Spoiler


Fast Attack
Spoiler


Heavy Support
Spoiler


Dedicated Transports
Spoiler


Comments? Scathing Criticism? Calls for my head on a platter?

Last edited by Squark : 08-27-2012 at 04:43 PM.
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Old 07-29-2012, 04:23 PM   Top  -  End  -  #565
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Quote:
Originally Posted by Cheesegear View Post
There sure isn't.
Popular choice for a Belial model is Lysander, now in Failinecast for easier removal of Fist insignia, or Forgeworld's Commander Culln. And magnetising is best. Either Lightning Claws or Hammer and Shield - there's justification for both. I don't think I've ever seen anyone bring the Storm Bolter and Sword.
In the photos in the Dark Angels Codex, also, they seem to use the standard Space Marine Terminator Captain miniature to represent Belial, as it's a Terminator Captain, and Company Masters can't take Termy armour.
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Old 07-29-2012, 04:44 PM   Top  -  End  -  #566
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

A few comments for squark's SW guide:

Runepriests: Living lightning/jaws, as a power combo, is probably as strong (offensively speaking) as you get in 40k, but as denial is now easier(every has deny, lighting no longer outranges fancyhats).

Lukas: This can be used as a bomb in the right situations. Drop pod in front of a land raider, make it try to tank shock. Death or glory, die. Gone. Similarly, this does not have a power limit: get him into combat with a titan or gargantuan creature in apocalypse and you're laughing. Ram him into biker nobs, paladins. whatever. Just treat him like a lone wolf, send him at the strongest thing you can find because he basically failed if he's still there when the match is over.

Wolf Scouts: Changes with the meta. Reserves can't assault now, but if the enemy is expected to be vehicle heavy it can still be devastating, and they'll come in early with greater reliability. Not melta sternguard, but efficient in such a capacity.

Blood Claws: Yes, they're bad, but if for some reason you're using and raiders, consider packing them with blood claws. An untouched horde of these guys coming out is very scary.

Predators: Absolutely worthless when standing next to longfang packs, just say it. Longfangs get more guns, easier cover saves, can point in multiple directions, not nearly as susceptible to melta or charges, and come much cheaper than their counterparts in other codexes.
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Old 07-29-2012, 05:55 PM   Top  -  End  -  #567
Squark
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

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Originally Posted by Provengreil View Post
Runepriests: Living lightning/jaws, as a power combo, is probably as strong (offensively speaking) as you get in 40k, but as denial is now easier(every has deny, lighting no longer outranges fancyhats).
Eh, maybe this is my meta influencing things, but In my experience, I was usually in range of psychic hoods anyway when my opponent had them at all (also, you probably want yours close enough to use his runic weapon). Deny the witch is a minor nerf, true, but on the other hand, it was to make up for the traditional form of psychic defense becoming worse. I personally don't see the Lukas bomb being that reliable, given that he either has to take too many fellow blood claws for it to be cost effective, or he'll just get shot to death.

As for your other critiques... I'm pretty sure I mentioned most of those, actually, although only in passing.
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Last edited by Squark : 07-29-2012 at 05:57 PM.
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Old 07-29-2012, 06:10 PM   Top  -  End  -  #568
Timberwolf
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Well, big game tomorrow. As in 40k a side kind of big. My list is 4 pages long and spans 4 separate codices, 4 copies of Imperial Armour, a White Dwarf and a lot of annoyance. 2 Titans, 7 flyers, 3 full Drop pods of Sternguard, 4 Wolf lords, Deathwing, vendettas, Stormravens, Sanguinary Guard and Uncle Tom Cobleigh and alllllll.

The sad thing ?

It wasn't until I started making this list that I realised how much stuff I've got. I have no Tac squads at all in this list, only 1 Assault squad and hardly anything that can actually hold ground.

On the other hand, my opponents have a Chaos Reaver that needs to be Melta assassinated. 30 Combi Meltas should be enough, I hope.
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Last edited by Timberwolf : 07-29-2012 at 06:11 PM.
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Old 07-29-2012, 07:20 PM   Top  -  End  -  #569
Cheesegear
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

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Originally Posted by Squark View Post
Comments? Scathing Criticism? Calls for my head on a platter?
I can try.

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Any thoughts on who the best Allies for Space Wolves are?
(Hint; It's Eldar, Imperial Guard or Space Marines, but I want you to tell me why.)

Which Warlord column is best for Wolves? Would a Special Character's abilities change what column you would normally pick?

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Originally Posted by bluntpencil View Post
In the photos in the Dark Angels Codex, also, they seem to use the standard Space Marine Terminator Captain miniature to represent Belial, as it's a Terminator Captain, and Company Masters can't take Termy armour.
I haven't seen that model in use in a long time. His blister is on the shelf at GW and hasn't moved for a while. That particular model is a phenomenally old sculpt, and I believe that it is quite a bit smaller than the new Terminator models...Although maybe they fixed that when they swapped him to Finecast?
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Last edited by Cheesegear : 07-29-2012 at 07:21 PM.
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Old 07-29-2012, 08:11 PM   Top  -  End  -  #570
Renegade Paladin
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Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Observation: Units with Move Through Cover don't have to take dangerous terrain tests. Give storm troopers Reconnaissance or veterans Harker and drop them out of flat-outing Valkyries all day long.
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