2/28/2013 - Update on Thumb
12/31/2012 - There's a New Comic
12/12/2012 - The "Lost" Holiday Ornament (and Child's Play)
11/26/2012 - Leftover OOTS Swag on Sale (+Thumb Report)
Frequently Asked Questions (FAQ)

Order of the Stick 889 Get Real
Erfworld 163 The End of Book One
Erfworld Now at Erfworld.com!
RSS Feeds: OOTS

The Duke's Wolf, Part Four by Amber E. Scott
The Duke's Wolf, Part Three by Amber E. Scott
The Duke's Wolf, Part Two by Amber E. Scott

The New World, Part 9: Barbarians by Rich Burlew
The New World, Part 8: Gnomes by Rich Burlew
The New World, Part 7: Names and Cultures by Rich Burlew
Looking for the Gaming Articles?

 



Welcome back! Be sure you have read and understand the Forum Rules.


Go Back   Giant in the Playground Forums > Gaming > Gaming (Other)
Register FAQ Members List Mark Forums Read End

Gaming (Other) For the discussion of video games, board games, war games, LARPs, kick-the-can, etc.

Reply
 
Thread Tools
Old 07-04-2012, 11:32 PM   Top  -  End  -  #31
BoSheck
Dwarf in the Playground
 
Join Date: Feb 2011
Default Re: Warhammer 40K Tabletop, thread XVI

Quote:
Originally Posted by Squark View Post
So, was playing around with the special weapons in my bits box, and I noticed how 2 of the Plasma Pistols seem made to go with each other for dual wielding. Just wondering how effective people think 48 points for dual plasma pistol-wielding wolf guard is. I suspect that even with precision fire, it's a bad idea, but man did it look cool.
Well, technically since characters can snipe out individual models they shoot at and wolf guard attatched to squads are characters.... (Just hit me: CML wolfguard attatched to grey hunters get to take care of those pesky Sanguinary priests hiding in jumper squads no problemo.)
But we're talking quite a bit of points for a plasma pistoleer, and woofs lack the ability to get FNP, or Plasma Insurance, PLUS the changes to rapid fire make actual plasma guns, or even combi-weapons more attractive.

I could have seen it if pistols did what we wanted them to in close combat, but sadly, with a codex full of good, cheap options, we have to leave the dual pistols to someone else.
BoSheck is offline   Reply With Quote
Old 07-05-2012, 12:41 AM   Top  -  End  -  #32
Zorg
Bugbear in the Playground
 
 
Join Date: Jan 2005
Location: 
Sydney, Australia
Gender: Female
Default Re: Warhammer 40K Tabletop, thread XVI

Quote:
Originally Posted by Cheesegear View Post
EDIT: No thread title is better than ANYthing to do with ponies.
Hot dog, we have a wiener! And I've edited one in, I was leaving it a bit to decide anyways.

There are quite a few blog posts and breakdowns of how much each army costs to start around, though geared towards the previous edition so not 100% 'accurate' now, but you're looking at around $500 at least. There should be a new starter set coming out soon with the rules and lots of minis though.
But how much you can spend is very open ended - I've easily spent over $15,000 over the years.
__________________
Space Diva needs more wine!
Zorg is offline   Reply With Quote
Old 07-05-2012, 04:20 AM   Top  -  End  -  #33
Tome
Ogre in the Playground
 
 
Join Date: Jun 2009
Location: 
Somewhere lost in dream.
Default Re: Warhammer 40K Tabletop, thread XVI

Quote:
Originally Posted by Squark View Post
So, was playing around with the special weapons in my bits box, and I noticed how 2 of the Plasma Pistols seem made to go with each other for dual wielding. Just wondering how effective people think 48 points for dual plasma pistol-wielding wolf guard is. I suspect that even with precision fire, it's a bad idea, but man did it look cool.
It doesn't sound too bad actually. Maybe give him the MotW so he still has a boost in CC?
__________________
My Homebrew: Chaos Butterflies - Please stop by and have a look.
Character Sheets: Sin of Pride|Savage Tide|Piracy in the Expanse
My Games: Death On Ice OOC|IC

Apologies to folks in the various PBP games, work is kind of eating most of my time at the moment.
Tome is offline   Reply With Quote
Old 07-05-2012, 04:53 AM   Top  -  End  -  #34
LeSwordfish
Ogre in the Playground
 
 
Join Date: Jul 2011
Location: 
Aberystwyth, Wales, UK
Gender: Male
Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

So, how's this looking as a 6th Ed army?

HQ
Coteaz 100
Probably 2 divination powers

Ordo Xenos Inquisitor Rourke 91
Rad Grenades, dude.
Combi Bolter-melta
Psyker- Force Sword, Probably Divination
Power Armour (Odds are he'll be diving into the fray to make use of the hammerhand and grenades)
Servo-skull

ELITES
Purifier squad -203
2 extra purifiers
2 Psycannons
5 Halberds
Knight gets Master-crafted weapons

Vindicare assassin-145

TROOPS
Henchman squad- 140
2 Jokaero
10 warriors
-Storm Bolters

Henchman squad- 140
2 Jokaero
10 warriors
-Storm Bolters

Henchman squad- 140
2 Jokaero
10 warriors
-Storm Bolters

Henchman squad- 125
3 Crusaders
9 Warriors
-3 Meltaguns
-6 Storm bolters

Henchman squad- 125
3 Crusaders
9 Warriors
-3 Meltaguns
-6 Storm bolters

ALLIES -IMPERIAL GUARD
Company Command Squad- 70
Lascannon


Veteran Squad- 90
Lascannon

Vendetta gunship- 130
__________________
- pl_crusoe - plr_Jackal - Tumblr - @LeSwordfish - Portal Buttons -
-Adopted map - #72hrmap - Writing - Twitter - Original Portal mechanic -
- Only War: Armoured Fist - Dark Heresy: Lost and Gone Forever -
- Avatar by LCP -

Last edited by LeSwordfish : 07-05-2012 at 05:00 AM.
LeSwordfish is offline   Reply With Quote
Old 07-05-2012, 07:54 AM   Top  -  End  -  #35
bluntpencil
Ogre in the Playground
 
PaladinGuy
 
Join Date: Oct 2011
Location: 
Scotland
Gender: Male
Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Right, are Psykers 100% necessary to be competitive now? It looks it, which is a shame.

I was thinking the 6th Company of the Crimson Fists would be good (and cheap, money-wise) to play. Also fun, and potentially powerful.

Basically, a tooled up Captain on a Bike with a Command Squad (storm shields ahoy) and two full Bike Squads (melta!), as well as two Stormtalons to provide anti-infantry, and to missile other flyers.

Not going for Korsarro Khan, since a normal Captain, tooled to the max with Artificer armour, a Storm Shield, a thunder hammer and hellfire rounds for his bike costs the same points. Sure, don't get furious charge, but dying won't happen to him. And he'll look like Lysander, except on a bike, so that's badass.

I don't really want to waste points on a Librarian on a Bike, although taking only one Stormtalon is a possibility. This will cost less money, too, I think!

Actually, thinking on it, Librarian sounds good..

Thoughts?

Spoiler

50 points left over. Could be spent on a Land Speeder with a Heavy Bolter.

The Librarian, Captain and Command Squad make for a pretty awesome Death Star, against vehicles and 2+ infantry alike, thanks to melta, Null Zone and Machine Curse.

The Bike Squads aren't to be sniffed at either, packing plenty melta, and T5 power fists hidden in there.

The Stormtalon is there to chew up light infantry and to fire missiles at flyers. Also to get shot at by flyers, saving the Bikers.

Last edited by bluntpencil : 07-05-2012 at 08:30 AM.
bluntpencil is offline   Reply With Quote
Old 07-05-2012, 07:59 AM   Top  -  End  -  #36
Cheesegear
Ettin in the Playground
 
 
Join Date: Jan 2008
Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Grey Knights
Spoiler


Imperial Guard
Spoiler


Necrons
Spoiler


Orks
Spoiler


Sisters of Battle
Spoiler


Space Marines
Spoiler


Space Wolves
Spoiler


Tau
Spoiler


Tyranids
Spoiler


Copy-Pasted into previous half.
Full post link for Guide/OP.
__________________
Steam Name: Cheesegear
League of Legends Name: Cheesegear
You can fight like a krogan or run like a leopard but you'll never be better than Commander Shepard.


Spoiler

Last edited by Cheesegear : 07-05-2012 at 07:59 AM.
Cheesegear is offline   Reply With Quote
Old 07-05-2012, 08:14 AM   Top  -  End  -  #37
Borgh
Barbarian in the Playground
 
 
Join Date: Feb 2010
Gender: Male
Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Impressive as always CG.
Borgh is offline   Reply With Quote
Old 07-05-2012, 08:29 AM   Top  -  End  -  #38
Squark
Troll in the Playground
 
 
Join Date: Jan 2007
Gender: Male
Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

@Cheesegear: Couple of comments on the Space Wolves bit:

1) Runic Weapons do exactly what they always did. But Psychic Hoods don't. Runic Weapons also don't care if you're not with Battle Brothers, since it's the enemy using the power that they cancel, not it affecting an allied unit (unlike Psychic hoods again). Therefore, even a bare bones Rune Priest is a fantastic addition to a list. Give him 2 divination powers, and you've got a great support unit.
2) Wolf Scouts can't assault the turn they come out of reserves anymore (well, no one can, but you get my point). So Gunline no longer really cares about them. So, not that great anymore.

Quote:
Originally Posted by bluntpencil View Post
Right, are Psykers 100% necessary to be competitive now? It looks it, which is a shame.

I was thinking the 6th Company of the Crimson Fists would be good (and cheap, money-wise) to play. Also fun, and potentially powerful.

Basically, a tooled up Captain on a Bike with a Command Squad (storm shields ahoy) and two full Bike Squads (melta!), as well as two Stormtalons to provide anti-infantry, and to missile other flyers.

Not going for Korsarro Khan, since a normal Captain, tooled to the max with Artificer armour, a Storm Shield, a thunder hammer and hellfire rounds for his bike costs the same points. Sure, don't get furious charge, but dying won't happen to him. And he'll look like Lysander, except on a bike, so that's badass.

I don't really want to waste points on a Librarian on a Bike, although taking only one Stormtalon is a possibility. This will cost less money, too, I think!

Actually, thinking on it, Librarian sounds good..

Thoughts?

Spoiler

50 points left over. Could be spent on a Land Speeder with a Heavy Bolter.
Kahn is White Scars, not crimson fists Also, the Crimson fists don't have a 6th company, if memory serves. They're down to about 300 marines, if memory serves.

As far as the list goes... I don't see any glaring problems, but I'd hardly consider bikes a budget list.
__________________
Steam ID: Sir_Dwar_Of_Ebberon
Testing the Monk: One-shot encounters designed to answer the Monkday question once and for all (or at least give us one more thing to link to each time it does come up). Monk players and DMs needed!

Last edited by Squark : 07-05-2012 at 08:49 AM.
Squark is offline   Reply With Quote
Old 07-05-2012, 08:32 AM   Top  -  End  -  #39
bluntpencil
Ogre in the Playground
 
PaladinGuy
 
Join Date: Oct 2011
Location: 
Scotland
Gender: Male
Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Quote:
Originally Posted by Squark View Post
Kahn is White Scars, not crimson fists Also, the Crimson fists don't have a 6th company, if memory serves. They're down to about 300 marines, if memory serves.

As far as the list goes... I don't see any glaring problems, but I'd hardly consider bikes a budget list.
Ah, they currently have about 500 guys. I figured they'd be split across multiple companies, all under strength. Also, their 6th Company Captain is listed as still alive on Lexicanum, so went with him (that's where I got his name from :) ). He's one of the few listed as not dead, and the 6th Company, in Codex Chapters, often ride bikes. :D

Khan, was thinking of 'rename a Captain from another Chapter' as the Codex says. Personally, I prefer an unkillable tank of a man on a bike. Fits Fists better.

Bikes, I feel, make for a budget list, since you can get the bits on Ebay real cheap.

Last edited by bluntpencil : 07-05-2012 at 08:35 AM.
bluntpencil is offline   Reply With Quote
Old 07-05-2012, 08:35 AM   Top  -  End  -  #40
Olinser
Barbarian in the Playground
 
RedSorcererGirl
 
Join Date: May 2012
Location: 
Oklahoma
Gender: Male
Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Quote:
Originally Posted by Cheesegear View Post
Grey Knights

Tyranids
Spoiler
Not only that, but outflanking troops can't assault the turn they come in, so genestealers are no longer a real threat from reserve. Warriors still get IDed by S8 and above, and with the new wound rules its almost impossible for a Prime to shield them from missle shots. On the plus side, boneswords still rape terminator face :)

Tyranids can't manual fire emplaced weapons EVER, which means that not only can they not get Flyers - flying monstrous creatures get no bonuses against Flyers, and unless they FAQ it, if a FMC gets HIT (thats HIT, not wound!), they take a 3+ save, and if they fail they plow into the ground, take a S9 hit no saves (basically an autowound), and can be shot normally, but Tyranids have absolutely no Skyfire weapons, don't have any kind of Flyer, can't take an ally that DOES have flyers, and if they take a weapon emplacement that has Skyfire, it is stuck on autofire, so it'll probably never target what you want hit!

So all the shiny new toys that everybody else gets to play with? Nids are kind of stuck in the corner with nothing to do. I'm definitely shelving them in favor of my new Grey Knights until a new codex comes along and fixes them (I mean they were never top tier before, but now they're all the way on the bottom).
__________________


Last edited by Olinser : 07-05-2012 at 08:36 AM.
Olinser is offline   Reply With Quote
Old 07-05-2012, 09:22 AM   Top  -  End  -  #41
bluntpencil
Ogre in the Playground
 
PaladinGuy
 
Join Date: Oct 2011
Location: 
Scotland
Gender: Male
Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Whilst I think most of the changes are great, some things just jump at me.

Tyranids not having Genestealer Cult allies is one thing.

Another is Space Marines not getting Divination. "What?!" I hear you cry. Tigurius is specifically made out to be a Diviner in the fluff. He has an ability called 'Prescience', dammit. Remove Pyromancy or Telepathy in favour of Divination for Marines, urgh...
bluntpencil is offline   Reply With Quote
Old 07-05-2012, 09:26 AM   Top  -  End  -  #42
SynissterSyster
Dwarf in the Playground
 
 
Join Date: Mar 2010
Gender: Female
Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

I get my DE Codex tomorrow and also am sitting down with the owner of the shop to hammer out an army. The owner has been playing since last Novemeber so hopefully will get some good informaiton from him. All in all I am excited. I will probably get a rule book later because the shop has one and I will be playing there a lot then other places.
__________________
If any of you wish to follow me my twitter is @RetroGamer1224. I am fun but #NSFW
SynissterSyster is offline   Reply With Quote
Old 07-05-2012, 09:27 AM   Top  -  End  -  #43
Hootman
Orc in the Playground
 
Join Date: Nov 2007
Location: 
Boston, MA
Gender: Male
Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Quote:
Originally Posted by Olinser View Post
(I mean they were never top tier before, but now they're all the way on the bottom).
Ork player here--I want my bottom rung back.

While I do agree that Genestealers were nerfed into the ground, Flying Monsterous Creatures (of which the Nid Codex has at least 3 if memory serves) seem to be incredibly powerful with the new ruleset. My Nid-Bro is planning on returning to the old Nidzilla style list, but with Flyrants and Harpies instead of 900 Carnifexes (he'll still probably field a trio of those, barebones, and charge them forward for the Rage Rule).

Speaking of the rage rule, Hormagaunts love being in front. Move, Run like crazy, move out of Synapse. Move, Assault, re-roll any offending dice, dive into the enemy lines with some 5 attacks each, scything talons, and Furious / Toxin for a re-rollable 4+ to wound against MEq. Sure, they have the same unfortunate weakness to getting shot in the face that they always did, but if you were worried about losing bodies, you'd buy even more bodies and a Venomthrope. Or play GK Paladins instead, or something.

Quote:
Originally Posted by Cheesegear
Elites; Snikrot's Kommandos are helpful.
Since your Reserves can no longer come racing on to the field and jump right into an assault, I just can't figure out how Kommandos can be of any use. I love my Kommandos (many of them delightful minor conversions), and I love my Snikrot, but now they seem so useless to me. Are you seeing something I'm not?
Hootman is offline   Reply With Quote
Old 07-05-2012, 09:33 AM   Top  -  End  -  #44
Cheesegear
Ettin in the Playground
 
 
Join Date: Jan 2008
Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Quote:
Originally Posted by Olinser View Post
Tyranids can't manual fire emplaced weapons EVER, which means that not only can they not get Flyers - flying monstrous creatures get no bonuses against Flyers
Vector Strikes on FMCs. It's a pretty poor defense if you're going first. But it still works. It works better when you can totally random roll the first Biomancy power every time because random dice totally work like that.

But, otherwise yeah. Along with Orks, Tyranids got the hard nerf. They were good for a brief time as they had some of the best Grey Knight-killing units in the game, and thus one of the Codecies in the game if you were in the meta-game of 60% Grey Knights. At least 'Nids are still better than Orks.


And here's why Flyers destroy the hobby;
The best defense against Flyers is other Flyers. Optional Skyfire means they can shoot at anything they want depending on the phase and aren't rendered useless if your opponent doesn't have any Flyers of their own or all the Flyers are dead. Unlike Hydras which become useless very quickly.

Arguably, the best Flyer in the game is the Vendetta. Good armour. And Trip-Lascannons for busting other Flyers.

If I'm playing against Imperial Guard, let's say he has two Vendettas. 260 Points...In addition to everything else.

I want my own Flyers damn it! But I'm playing with a Codex that doesn't have any Flyers. Dark Angels, Space Wolves or Tau, for example as they're popular armies. Poop. Looks like I'm forced to Ally with someone who can shoot down those Vendettas. But, most Flyers are found in the Fast or Heavy sections, and, unless I'm Allying with Guard or Necrons, I can only take one Flyer. All of these Flyers (since they're the only units I'm interested in, since Space Wolves can do everything), have additional HQ and Troops points attachments that I'm forced to take, and, again, I can only take one Flyer usually.

So, f* that. How 'bout I just play an army that can take as many Flyers as it wants without extraneous points costs attached? I've already got an HQ and a Troops, why do I need to take more of them to have access to a Flyer?

And that's why everybody is jumping to Blood Angels, Necrons, Grey Knights and Imperial Guard (if you weren't already in 5th), because they can take as many Flyers as they can afford. Interestingly enough, also, even before 'The Flyer Factor', these four are the armies that also least want Allies anyway.


EDIT: Snikrot's Kommandos indeed do suck. So I took that out. But Outflanking Bikes with Kahn still works because Bikers are good at shooting with Meltaguns and Flamers and can bring a Stormtalon with them. Wolf Scouts are less powerful than they were, but they're still decent in an Allied detachment, which is why they're there.
__________________
Steam Name: Cheesegear
League of Legends Name: Cheesegear
You can fight like a krogan or run like a leopard but you'll never be better than Commander Shepard.


Spoiler

Last edited by Cheesegear : 07-05-2012 at 09:44 AM.
Cheesegear is offline   Reply With Quote
Old 07-05-2012, 10:07 AM   Top  -  End  -  #45
Borgh
Barbarian in the Playground
 
 
Join Date: Feb 2010
Gender: Male
Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

what do you think of the DE fliers? to me they just seem a bit flimsy in comparison to the others, although I don't know the Ork and potato fliers. In 5th this was compensated by being ludriculously fast and having (and paying for) the rules to handle that but in 6th I'm not so sure.
Borgh is offline   Reply With Quote
Old 07-05-2012, 10:46 AM   Top  -  End  -  #46
bluntpencil
Ogre in the Playground
 
PaladinGuy
 
Join Date: Oct 2011
Location: 
Scotland
Gender: Male
Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

I'm still betting on every missile launcher getting Flakks soon enough.
bluntpencil is offline   Reply With Quote
Old 07-05-2012, 11:05 AM   Top  -  End  -  #47
lord_khaine
Troll in the Playground
 
 
Join Date: Nov 2006
Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Quote:
I'm still betting on every missile launcher getting Flakks soon enough.
After everyone has bought their flyers of course
__________________
thnx to Starwoof for the fine avatar
lord_khaine is offline   Reply With Quote
Old 07-05-2012, 12:09 PM   Top  -  End  -  #48
bluntpencil
Ogre in the Playground
 
PaladinGuy
 
Join Date: Oct 2011
Location: 
Scotland
Gender: Male
Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Quote:
Originally Posted by lord_khaine View Post
After everyone has bought their flyers of course
Oh, god, yeah.
bluntpencil is offline   Reply With Quote
Old 07-05-2012, 12:45 PM   Top  -  End  -  #49
Squark
Troll in the Playground
 
 
Join Date: Jan 2007
Gender: Male
Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Quote:
Originally Posted by lord_khaine View Post
After everyone has bought their flyers of course
Suddenly, the reason flakk missiles aren't in the FAQs yet makes sense.
__________________
Steam ID: Sir_Dwar_Of_Ebberon
Testing the Monk: One-shot encounters designed to answer the Monkday question once and for all (or at least give us one more thing to link to each time it does come up). Monk players and DMs needed!
Squark is offline   Reply With Quote
Old 07-05-2012, 01:25 PM   Top  -  End  -  #50
bluntpencil
Ogre in the Playground
 
PaladinGuy
 
Join Date: Oct 2011
Location: 
Scotland
Gender: Male
Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Quote:
Originally Posted by Squark View Post
Suddenly, the reason flakk missiles aren't in the FAQs yet makes sense.
I really hate listening to that huge, cynical, part of me, but I can't help it. It seems so true.
bluntpencil is offline   Reply With Quote
Old 07-05-2012, 01:27 PM   Top  -  End  -  #51
Eldan
Colossus in the Playground
 
 
Join Date: Jan 2007
Location: 
Switzerland
Gender: Male
Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Luckily, I don't play much 40k anyway. I'll just play some more fantasy until the next Eldar codex comes out.
__________________
Extended Brewer's signature

“Not a promise, not an oath, or a malediction or a curse,” I said, sounding calm, probably inaudible in the midst of the screaming. “Inevitable. Wasn’t that how she put it? I told them. Warned them.”
-Taylor Hebert. Yes, I'm a proud Skittle.
Eldan is offline   Reply With Quote
Old 07-05-2012, 01:29 PM   Top  -  End  -  #52
Hootman
Orc in the Playground
 
Join Date: Nov 2007
Location: 
Boston, MA
Gender: Male
Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Quote:
Originally Posted by lord_khaine View Post
After everyone has bought their flyers of course
Suddenly, playing Orks doesn't seem all that bad.

Take some balsa wood, cut plasticard, throw in a little duct tape....and BAM. $1.00 Flyers. Armor's dead-on for the real thing, and they're the only flyer you can actually crash without breaking anything important.

Last edited by Hootman : 07-05-2012 at 01:30 PM.
Hootman is offline   Reply With Quote
Old 07-05-2012, 01:30 PM   Top  -  End  -  #53
thedavo
Dwarf in the Playground
 
Join Date: Aug 2007
Location: 
in the middle.
Gender: Male
Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

I was going to buy Snikrot and a bunch of Kommandos. However, the entire point of them has been written out the game now, so I'll just get an extra Dakkajet now. Seems the best way of my Orks getting anti-air support, it seems pretty much mandatory now. Especially if I come across a Daemonic or Nid flying Circus.

Orks seem to have been hit really hard, it's a bit frustrating. Good job that my army's more Dakka, less Choppa.

Will be doing a Chaos army when the new 'dex is out - the (almost definite) plastic cultists in the box set have pretty much swung it for me.
__________________
i watched your heart turn black.
thedavo is offline   Reply With Quote
Old 07-05-2012, 01:32 PM   Top  -  End  -  #54
Eldan
Colossus in the Playground
 
 
Join Date: Jan 2007
Location: 
Switzerland
Gender: Male
Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Do Eldar actually have anything anti-flyer in the codex? I don't remember anything, and Apocalypse will need an update first before it becomes playable.
__________________
Extended Brewer's signature

“Not a promise, not an oath, or a malediction or a curse,” I said, sounding calm, probably inaudible in the midst of the screaming. “Inevitable. Wasn’t that how she put it? I told them. Warned them.”
-Taylor Hebert. Yes, I'm a proud Skittle.
Eldan is offline   Reply With Quote
Old 07-05-2012, 01:36 PM   Top  -  End  -  #55
Eldan
Colossus in the Playground
 
 
Join Date: Jan 2007
Location: 
Switzerland
Gender: Male
Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Do Eldar actually have anything anti-flyer in the codex? I don't remember anything, and Apocalypse will need an update first before it becomes playable.
__________________
Extended Brewer's signature

“Not a promise, not an oath, or a malediction or a curse,” I said, sounding calm, probably inaudible in the midst of the screaming. “Inevitable. Wasn’t that how she put it? I told them. Warned them.”
-Taylor Hebert. Yes, I'm a proud Skittle.
Eldan is offline   Reply With Quote
Old 07-05-2012, 02:47 PM   Top  -  End  -  #56
Lowkey Lyesmith
Dwarf in the Playground
 
GnomePirate
 
Join Date: Mar 2008
Location: 
Sweden
Gender: Male
Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Quote:
Originally Posted by Eldan View Post
Do Eldar actually have anything anti-flyer in the codex? I don't remember anything, and Apocalypse will need an update first before it becomes playable.
Well, they do have an apocalypse unit with AA-mount for 200+points. However I did not notice thar unit in the Eldar errata.

So, no, they don't. At least not yet.
__________________
Lowkey Lyesmith is offline   Reply With Quote
Old 07-05-2012, 02:50 PM   Top  -  End  -  #57
Squark
Troll in the Playground
 
 
Join Date: Jan 2007
Gender: Male
Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Quote:
Originally Posted by Eldan View Post
Do Eldar actually have anything anti-flyer in the codex? I don't remember anything, and Apocalypse will need an update first before it becomes playable.
Well... Allies and Aegis Defense lines. To be fair, though, the only people with anti-air are people with fliers and Guard (who have Basalisks, although those aren't great because they're dedicated anti-air).
__________________
Steam ID: Sir_Dwar_Of_Ebberon
Testing the Monk: One-shot encounters designed to answer the Monkday question once and for all (or at least give us one more thing to link to each time it does come up). Monk players and DMs needed!
Squark is offline   Reply With Quote
Old 07-05-2012, 02:54 PM   Top  -  End  -  #58
bluntpencil
Ogre in the Playground
 
PaladinGuy
 
Join Date: Oct 2011
Location: 
Scotland
Gender: Male
Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

To be fair, for Eldar, you could just take Dark Eldar allies, and convert their Razorwing to be less spiky and evil.

Could do the same for their other troops. 'They're not Dark Eldar, honest.'
bluntpencil is offline   Reply With Quote
Old 07-05-2012, 03:09 PM   Top  -  End  -  #59
hamishspence
Colossus in the Playground
 
 
Join Date: Feb 2007
Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Or use the Corsairs Imperial Armour 11 rules. That has stats for the Eldar flyers. Allowing them to count as supersonic skimmers in non-apocalypse games.

Under the new rules they'd be supersonic flyers.
__________________
Marut-2 Avatar by Serpentine
hamishspence is offline   Reply With Quote
Old 07-05-2012, 03:12 PM   Top  -  End  -  #60
Lowkey Lyesmith
Dwarf in the Playground
 
GnomePirate
 
Join Date: Mar 2008
Location: 
Sweden
Gender: Male
Default Re: Warhammer 40K Tabletop XVI: "Terminator? I hardly know 'er!"

Quote:
Originally Posted by hamishspence View Post
Or use the Corsairs Imperial Armour 11 rules. That has stats for the Eldar flyers. Allowing them to count as supersonic skimmers in non-apocalypse games.

Under the new rules they'd be supersonic flyers.
How would imperial Thunderbolts count? I don't have any new forge world books since Raid on Kastorel Novem.
__________________
Lowkey Lyesmith is offline   Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT -5. The time now is 12:17 AM.



Powered by vBulletin®
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
Usage of this site, including but not limited to making or editing a post or private message or the creation of an account, constitutes acceptance of the Forum Rules.