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Messages - Arguleon-veq

Pages: [1] 2 3 ... 22
1
Official Contests / Re: Heavy Infantry Contest 2013 [rules]
« on: Yesterday at 11:17:19 PM »
My girlfriend just got a good new camera so I can dig out some of my painted models, Im sure I have a few that will count as heavy infantry.

2
I think your right, its a very strange Tau list and although he has a decent amount of AP2 its not on anything durable enough to stand up to your fire-power. Will be nice to see how the Skyray performs, I really like them but havent seen them used yet.

3
Introduce Yourself / Re: I'm baaaaaack
« on: Yesterday at 05:45:34 PM »
Hey, good to see you back, im sure theres a chance we can dig out your old account for you if you want it.

4
House Rules / Re: Wolf Brigade [IG Unit]
« on: Yesterday at 04:15:19 PM »
I think the key to making any new unit is to try and make it unique without complicating things with too many special rules.

When looking at points values the closest thing we have is a chaos cultist with a heavy stubber, this sets you back 9 points but then you have carapace which is usually costed at around 3 for 12 points, then you need to pay a premium for the whole unit getting to take them.

So i think you have costed them pretty well and the gun stats are fine to me, a normal man shouldnt be able to move and shoot with those things so I think the weapon stats are fine too.

With the bit of background you have given I think you should keep the special rule nice and simple and that would be something like;

Civil Supression: Any unit taking one or more unsaved wounds from a Wolf Brigade unit must take a pinning test.

Thats all you need, it means you wont have to up the points cost any more because of the special rules, it keeps it simple but still effective and fluffy and should stop anybody complaining about them being over-powered. The unit itself is unique enough without special rules as there are no other human units out there were every basic guy can have a heavy weapon.

I would even be tempted to make the stubbers S4.

5
Another game against one of the usual lists I face; Necrons/Chaos. We have an 1850 point tournament coming up next month so we were both using our tournament lists for some practice, here is what I used;

Primaris; Life Leech, Endurance
Platoon Command;
50 Guard; 4 Autocannon, 4 Axes, 3 Flamers
Manticore;
2x Vendettas; HB's
5 Long Fangs; 4 Missiles
5 Long Fangs; 4 Missiles
5 Long Fangs; 4 Missiles
9 Grey Hunters; Melta
Drop Pod;
5 Grey Hunters; Plasma
Rune Priest; Lvl2 - Misfortune, Prescience
Rune Priest; Chooser of the Slain - Jaws, Lightning

Defense Line; Quadgun

I was up against this;

Destroyer Lord; Scarabs, Weave
6 Wraiths;
6 Wraiths;
6 Wraiths;
Barge;
Barge;
Barge;
5 Warriors;
5 Warriors;
5 Warriors;
Night Scythe;
Night Scythe
;
Night Scythe;
Sorcerer
; Puppet Master
13 Cultists;
Helldrake
; Baleflamer

Mission; Purge the Alien
Deployment; Hammer and Anvil
Night Fight; Off

6
General 40k and Expansions / Re: 1850
« on: Yesterday at 12:48:39 PM »
Its been 1850 for quite a while, at least in the UK. I think its mostly to do with tournaments as the vast majority are 1850 with a few at 1750. I think 1850 took off at tournaments because thats the points value the european team championships are using.

At first I hated it, I didnt like the idea of being able to get those extra units in your list, not squeezing as much as you can out of 1500 or even 1750 but now I cant seem to make lists for any less. It helps to somewhat limit some armies too, back with GK razorback spam for example, you would have your dreads and razorbacks full and then have to spend your points on some less optimum units were as other armies would still have plenty of units they wanted to squeze in but couldnt at smaller points values.

One problem at the min is that Necrons can simply take 3 barges and 3 wraith units and then as the points inrease they can just add more and more units of 5 warriors in night scythes.

7
They are doing pretty great around me, Ive only seen them lose twice so far, once against my Wolf/Guard and once against Crons.

These are all power lists though, the Tau and whatever they are playing against.

I honestly see Tau dominating for a while unless the new books do something about it.

8
Eldar with Tau are up there with Chaos/Crons as the best alliance around right now, I made a list for my Tau playing mate the day the book come out allying them with Eldar and hes not lost since.

In our area people were dismissive of how effective Eldar can make Tau for the first few weeks but now virtually every Tau player has Eldar in their army.

With regards to the whole Wraithguard with Shadowsun thing, im pretty sure she gives them infiltrate too. Throw a fortune seer on them and you have a re rollable 2+ cover and a 3+ re rollable in combat.

Im actually tempted to start running a bike council with shadowsun for a 1600 point tournament.

9
I think suicide jaws pods are the best bet, I actually think its one of the very best things in the game for dealing with Tau right now.

Say you take 9 Grey Hunters with a Melta in a Pod along with a Jaws priest, you can simply drop to the flank or behind the drones. Your bolters eat up all those drones whilst your jaws and melta have a good shot at popping the Shas'O.

A second Jaws priest in your Guard Horde can then pop the other Shas'O then your missiles can go to town on those XV8's.

I still really rate long fangs with missiles. They out range those missile broadsides, which is very important and despite the 2+ save when you put enough missiles at them they still go down. They smash tau commanders [without a 2+ save] and XV8's. They are also great for instant killing wraiths and for dealing with double flying tyrants or double flying deamon princes.

Plus you cant go wrong with a couple of jaws in the list as its not only great against Tau, its also great for killing Necrons and killing Nid Tervigons.

Ive played against new Tau 4 times so far and im a poor 1-3 but two of those games I had very few Wolf elements, in the other two I tabled the Tau in a few turns and despite losing thanks to first blood in the other I wiped out the vast majority of the Tau for very few losses and most of that was down to long fangs and jaws.

10
Thats why the maul is a much better option, it isnt that much worse than the sword against 3+ but is so much better against everything else.

11
I dont see the point in swords on them at all, Mauls easily give you the weight of high strength attacks to overcome a 3+ save, especially when you consider the high toughness monsters with a 3+ save. Then you have axes to bust 2+ saves.

I would go with full Axes/Mauls combo.

12
Forces and Allies of the Imperium / Re: Tau Weapon Statistics
« on: May 07, 2013, 07:47:49 PM »
Nice work Carrelio, +1 Karma.

13
Battle Reports / Re: Sisters of Battle VS. Dark Angels
« on: May 07, 2013, 07:45:28 PM »
Celestine is such a game winner, especially in these smaller games.

One problem for sisters is losing combat and having what should be a durable squad get ran down, I think he needed to try and close with you with all of his army to try and engage your sister units, even a basic marine tactical squad easily out fight battle sisters in combat and losing by 1 or 2 could see you lose the whole unit.

A good win though as even with celestine it seems a fairly hard match up, tacs should beat sisters, termies should be able to deal with seraphim etc so you played it well.

14
Forces and Allies of the Imperium / Re: Musings on Markerlights
« on: May 07, 2013, 07:38:16 PM »
Really nice work, +1 Karma.

I think a big issue with markerlight is that they dont actually do anything when you lose your firepower units, so if you invest a massive amount of points on markerlights your opponent can just take out the things that are doing the damage, leaving you with all those markerlights that are now useless.

Thats why I think although they arent the most survivable source of markerlights, pathfinders are the best bet. 30 Markerlights is only setting you back 330 points and they can put out 60 S5 shots if you need them to.

I played a game not long ago in against Tau with allies that had a lot of points in markerlights. By killing off the Tau broadsides all his marker drones were useless for his allies and cant do anything themselves were if I was still facing 60S5 shots it would have been taking massive chunks out of my army each turn.


15
A commander with a 2+ save and drone controller at the front of marker drone unit is very hard to kill and very accurate. Back it up with maybe a Skyray to back it up and a few markerlights spread around your other units should be plenty.

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