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Topics - Waaaghpower

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Forces and Allies of the Imperium / Space Marine Anti-Air Thoughts
« on: April 06, 2017, 11:13:29 PM »
(I'm trying to have discussions here, but it's not that easy when nobody responds...)

I tried out Hunters and Stalkers for the first time yesterday! It was a game against a CSM player - I had an Iron Hands Rhino Rush with a Command Squad on Bikes, the Hunter/Stalker formation, and Chapter Master Smashfather. He had a Death Guard Rhino Rush with a bike squad, the three-Helldrake formation, and a lord on a bike. Mirror match! (I also had a Librarius Conclave and he had Havocs, but that's not a mirror match.  :-\ )

Anyways, it was a close game - I may post a battle report later, because it was pretty cool how it went. I'm not going to regale you with tales here, though, because that's not what this post is for!
This post is for my thoughts on the anti-air.

And overall? Stalkers are pretty great, Hunters are... Less so.

I had something like 320 points of anti-air, three Stalkers and one Hunter, and he brought 510 points of pure Helldrake. Thanks to the insane volume of fire that my Hunters could put out with Interceptor shots, (9 ignores-cover shots per target,) I was able to incapacitate a Helldrake on turn two (I got a hull point on each, and a Weapon Destroyed result on one,) I put two Hull Points on his third Helldrake when it came in turn three, and finished off the weakened one with the working gun when it came in from ongoing reserves on turn four. Ignoring Cover (the bonus for having three) wasn't as big of a deal as it might have been, since he had that 5+ invuln, but it did get me a Hull Point that I wouldn't have gotten otherwise, and being able to fire at multiple targets with a single unit was invaluable for dealing with target saturation, and when there was only a single target, being able to buff up their damage was similarly invaluable. Having these guys didn't just kill fliers for me, it was able to neutralize potential sources of damage before those sources got to hurt me, so they boosted both my offensive AND defensive capabilities.

Unfortunately, in order to bring those Stalkers are part of a Medusa Strike Force, I had to bring in an Anti-Air Defense Force, which meant bringing a Hunter as well.
The Hunter DID actually get me a kill, which was neat. (On the bottom of turn four, I hit the other Helldrake that had a working gun, got past his invuln, and took out his last Hull Point.) It was the only time it got me anywhere, though - Even with Armorbane, a single BS4 shot that doesn't ignore cover is just too unreliable to cause significant damage, and the formation bonus (+1 BS for the Stalkers if they fire at something that the Hunter hit,) is completely useless - Against any decently sized air force, the Stalkers are going to be firing Interceptor every turn, or at least the first couple of turns, which are the most important ones. The Hunter cannot fire Interceptor, so it's not going to be firing with the Stalkers. This effectively nullifies any formation bonus until you get to turn 4 or 5, by which point most fliers *should* be dead.

So, the Stalkers I'm very impressed with, at least if you know you're going to be facing fliers, or at least skimmers. Bringing three for 240 points (You ARE buying Storm Bolters for all of them to soak up Weapon Destroyed results, right?) provides enough AA for just about any potential threat. The Hunters... Well, their model looks nice, and they're not the worst tax you could pay, right?

(If you expect to face FMCs and not Fliers, by the way, the Hunters are a little better - Punching through armor saves is nice, and they actually get to use their formation bonus. Plus, if you take them in a Medusa Strike Force like I did, you can bring two, use PotMS to fire them at two different targets, and then have the Stalkers fire with BS5 at both targets. It's just not good against actual Fliers, which is ironic considering it has Armorbane.)

Forces and Allies of the Imperium / New Triumvurate Tactica?
« on: April 02, 2017, 09:37:20 PM »
I'm looking for ideas here on how to use the new Triumvurate models. The old triumvurate all had fairly obvious roles (Celestine was a tank for fast units, Greyfax was a Hereticus inqusitor with some extra tricks, Cawl was a tank buffer for Imperials,) but I'm struggling to figure out a clear role for the new guys.

Cypher hasn't really changed, but his role is still confused. He provides a defensive buff against shooting, but that's really the only clear benefit I can see, and it's absolutely not worth 190 points. His shooting output isn't significantly better than two Space Marines (one of whom is armed with a Plasma Gun,) and his durability - Even with Eternal Warrior - Is not very good. He can't fight against competent enemies in H2H, since he only gets 2-3 AP2 attacks, even if those attacks are at a very high Initiative.
Worse, his 'Fallen' are simply terrible - 20ppm for a squad of veterans with slightly different weapon choices, and you have to take them in a formation to just get ATSKNF. When you can get Deathwatch Veterans for only 2ppm more, and they get re-rolls on 1s and a bunch of special issue ammo and better wargear choices, it's a no-brainer choice.

Voldus is a bit better, though he's also expensive. Rolling on Librarius powers seems like the ideal here, since with Might of Heroes he can get a buncha high-initiative S10 AP2 attacks, and T6 to help deal with his lack of Eternal Warrior. However, he's not quite good enough as a close combat beatstick for his cost without getting MoH, and if you just need a ML3 psyker and don't care about his CC prowess, then you're better off just taking Tigurius, or just a ML3 Grey Knights Librarian. He's tough and and strong, but he is still just a footslogger, and cost-prohibitive. (Though you can take him in an Inquisitorial Representative detachment to get his Warlord Trait if you want, since he can join any detachment.)

Lastly... Girlyman. He's big, expensive, and... Not exactly slow, since he has move through cover and +1" to his run and charge, but he's not fast either. The best I can see for him is to just use him as an objective denial bubble - He can't chase anyone down, but he can certainly scare units off. (Nobody is going to want to get into a fight with him, after all, and he's tough enough to tank a pretty significant amount of fire.) However, he's awfully expensive, and while he buffs up your army some, he's not going to be as cost effective if you're not playing Ultramarines.

Thoughts? Ideas? Opinions?

Forces and Allies of the Imperium / Are Custodes viable now?
« on: March 29, 2017, 05:47:46 AM »
With the new release of Custodes and Sisters of Silence rules, there's a lot of new things that can be tried. Sisters of Silence, a unit that was viable but a bit lackluster due to lack of transport options, became vastly more useful with the ability to take Rhinos, and a large increase to the radius of their ability. (Being locked into a single weapon type is a disappointment, but one that I can live with, especially since the sword variety is now 1ppm cheaper.)

Custodes, though... They got better, but differently. It's the same statlines and the same gear, but they now have a built in 5++, and their Deep Strike is far, far more reliable - Only scattering d6", and re-rolling bad results if they do still suffer a mishap. Their Land Raider is vastly better than a regular Raider as well, getting a 5++, BS5, and freakin' Venerable to all-but guarantee it won't explode and help considerably with being glanced to death, for a mere 25 point increase.

The question is... Are they worth it yet? They're definitely going to put most Terminators out of business, but the niche that they fill  (extremely durable melee units with mid-strength AP2 at volume) just doesn't seem like a particularly valuable one. They can shake down just about anyone for their lunch money except the toughest invuln-based Deathstars, but those invuln-based Deathstars were just about the only viable close combat units to begin with, and at 50ppm with a mandatory 10pt captain upgrade (plus the cost of any Storm Shields or whatever else you take) these guys are going to be taking up a huge chunk of your army.

So what are your thoughts? Are they worth the cost?

Online Roleplaying / Dark Heresy Roleplay Thread
« on: March 20, 2017, 07:41:06 PM »
The ragtag band of escapees panted for a moment, catching their breath after the furious melee. Both prison guards who hadn't fled were dead and broken on the ground, but it was not a sign that they were safe - Only that more guards would be there soon. The little break room only showed further evidence of the melee - Dents in the wall where cheap dryrock had been crushed, spent shotgun shells on the floor, broken door behind them where they'd fled from the massacre downstairs.

Time was running short. Our intrepid heroes didn't know how long they had, but they knew that they would have to move quickly or find themselves thrown back in the cells they'd only just escaped from.

Foosteps came from behind and they all turned to watch, cautious for any further attackers. Instead of any enemy, however, they saw a humanoid form - But one concealed by robes and twisted by metal machinations. Only Tarkus recognized Scythia Harlocke, who had been held up finishing her character sheet and only then was able to join the other acolytes.

Online Roleplaying / Dark Heresy OOC/Discussion Thread
« on: March 20, 2017, 07:32:40 PM »
This group is currently FULL. Actually, it was always full - Some local roleplaying friends of mine are migrating to a forum since our schedules are getting hard to sync up, and we needed a good forum, and I like this one. If a slot opens up I'll let you know.

I'll fill in more details here in a moment. For now, character names! (I'll add wounds and other details later!)

Arlo Amos - Cade
Wounds - 0/12 [-1 Crit to Chest]
Fatigue - 0
Fate - 3/3
Experience - 1,333

Ws 30
Bs 60*****
St 25
T 37
Ag 40**
Int 34
Per 32
Wil 31
Fel 32

Carry Weight: 15.5 Kg

Equipment: 15.5 Kg
Clothing: 5 Kg
Flak Vest (5 Kg)
   Body - 3 - Max Ag. 60

Weapons:   Kg
Boltgun [Tripod, Modified Stock, Telescopic Sight]
   (100m) S/3/- 1d10+5 X, Pen 4, Rld Full (Tearing)
   Clip: [18]/24 (1 Clip Remains)

Laspistol* (N/A) [Good Quality]
   (30m) S/2/- 1d10+2 E, Pen 0, Rld Half [Reliable]
   Clip: [29]/30 (1 Charge Pack Remains) (Fired once)
   *Integrated into Arm

2 Doses of Slaught

Cybernetic Arm - Best Quality - Integrated Good-quality Laspistol
Cybernetic Leg - Good Quality

Lazarus Wolfe - Morgan
Wounds - 13/13
Fatigue - 0
Fate - 2/2
Experience - 430

Ws 48**
Bs 32
St 50**
T 51**
Ag 36
Int 42*
Per 27
Wil 37
Fel 26

Carry Weight: Frikhuge

Equipment:2.5 Kg
Clothing: .5kg
Prison Robes (.5 Kg)

Weapons: 2 Kg
Improvised Weapon (Broken pole) (2 Kg)

Scythia Harlocke - Alex
Wounds - 13/13
Fatigue - 0
Fate - 3/3
Experience - 2500

Ws 33
Bs 34
St 37
T 33
Ag 30
Int 33
Per 33
Wil 26
Fel 27

Carry Weight: ? Kg

Equipment: ? Kg
Clothing: ? Kg
Imperial Robes

Weapons: ? Kg
Hand Cannon

Gear: ? Kg
Servo Skull (Utility) [Built in Glo-light]
Sacred Unguents x2

Salk Icharus - Jake
Wounds - 1/13
Fatigue - 0
Fate - 3/3
Experience - 750

Ws 28
Bs 36
St 34
T 31
Ag 32
Int 38**
Per 30
Wil 30
Fel 54***

Carry Weight: 30 Kg

Equipment: 18.5 Kg
Clothing: 9 Kg
Imperial Robes (4 Kg)
   Arms, Body, Legs - 1
Flak Coat (5 Kg)
   Arms, Body - 3 - Max Ag. 60
Mesh Cloak (3 Kg)
   Arms, Body, Legs - 4 - Max Ag. 60

Weapons: 0 Kg
Concealed Shiv (.5 Kg)
1d5-1 R, Pen 0 [Compact]
Shotgun (5 Kg)
   (30m) S/-/- 1d10+4, Pen 0, Rld 2Full [Scatter]
   Clip: [8]/8 (1 Clip remains)
Stub Revolver (1.5 Kg)
(30m) S/-/- 1d10+3 I, Pen 0, Rld 2Full [Reliable]
   Clip: [6]/6 (1 Clips remain)


Tarkus Stone - Austin
Wounds - 13/13
Fatigue - 0
Fate - 4/4
Experience - 800

Ws 42*
Bs 33
St 35
T 44*
Ag 41*
Int 31
Per 34
Wil 47**
Fel* 24

Carry Weight: 36 Kg

Equipment: 6.5 Kg
Clothing: 2.5
Synskin (2 Kg)
   All - 2
   [+10 to Stealth, Invisible to Dark Sight/Night Vision]
Chameleoline Cloak (.5 Kg)
   [+20 to Stealth tests. If Stationary, -30 to Ballistic Skill against wearer.]

Weapons: 3 Kg
Sword (3 Kg) [Best Quality, Mono, Custom Grip]
   1d10+1 R, Pen 2 [Balanced, Proven (3)]

Gear: 1 Kg
3 Doses Stimm
12 Lho Sticks

Wilhelm "Dakka Bones" - Connor
Wounds - 10/12
Fatigue - 0
Fate - 2/3
Experience - 0

Ws 33*
Bs 45*
St 31
T 41*
Ag 52**
Int 31
Per 38
Wil 27
Fel 31*

Carry Weight: Kg

Equipment: 0
Armored Bodyglove (5 Kg)
Arms, Body, Legs - 2

Weapons: 0
   (30m) S/-/6 1d10+2 I, Pen 0, Rld Full
   Clip: [     ]/18 (1 Clip Remains)
Autogun, apparently
Long Las, fired once (Cade’s sniper?)
1d10+2 R, Pen 2 [Balanced, Tearing]

2 Doses Slaught

Morgan’s Bracelet

Baleful Eye (Poor)
   (20m) S/2/- 1d10+4 E, Pen 7, Rld N/A [Unreliable]
   Clip: N/A (Jam causes blindness)

Once you guys have an account, post in this thread so I know who you are.

Forces and Allies of the Imperium / New Cadian Relics
« on: January 21, 2017, 11:16:32 AM »
Well, if nobody else is going to revive this forum, I guess it'll have to be me.

So... Discussion!

What do you guys think of the new Cadian relics? Any ideas on how to exploit them? The fact that they can be given to any army makes it pretty interesting, especially since it can lead to some armies that otherwise lack certain 'types' of relics or wargear having those options now available.

A few thoughts right off the bat? Well, Inquisitors now have a way to get an invuln, and a good one at that - Lacking any kind of invuln outside of Terminator armor kind of sucked, but now we can get a reliable 4++, that also helps block out Skyhammers or Raptor Talons.
Interestingly, if you take three Imperial Knights, then you can buy that 4++ for the Knight instead, making its Ion Shield redundant.

Access to a 3++ for units who can't take Storm Shields is also gonna be interesting. Taking a Cataphractii Captain with the '+1 Invunl' relic is going to be pretty interesting, because it leaves both of his hands open, is slightly cheaper than a Storm Shield, and is just all around a neat trick. (3++, re-rolling 1s. Nice.) Or, you can get a Canonness with a 3++, or a Priest, both of which are criminal wastes of a good relic and perfectly useful points that could have been spent somewhere else. Of course, it has one weakness compared to a Storm Shield - No using Sanctuary to buff it to a 2++.
(This can also be given to a Knight, giving him a 6++ bubble and a 3++ Ion Shield, which could be neat, if probably not quite as good as the 4++ on all facings.)

The various cheap weapons are all good, but none of them really 'Pop'. The no-saves-allowed Bolt Pistol isn't bad, but it's still only S4. The poisoned large blast grenade is funny and worth the points, but you need a spare HQ to bring it on.

The relic that grants Skyfire, Monster Hunter, or Tank Hunter to a squad could be potentially abuseable if attached to a Centstar, but so can a lot of things. Still, a Centstar with skyfire is scary. (You could already do this with Command Tanks, but those are hard to buy (Both in an army and IRL) and cost 400 points.)

The Autopurger is hilariously good at clearing hordes, especially if you take it on an Inquisitor with Rad Grenades - Bye bye, T2 Guardsmen.

Lastly, Eternal Warrior on anyone who can take Relics, for only 35pts! I can bring an EW Thunder Wolf Lord again! (And, coincidence: It costs exactly the same as Saga of the Bear used to! Neato!)

Hi there!
I recently came into a big lot of Warhammer stuff, and it was simply too good a deal for me to pass up. Since I can’t justify keeping all of it when my ‘Painting projects’ shelf is getting overcrowded already, though, I decided I would try and resell some of it to help recoup a bit of the cost.

I’m posting this on DakkaDakka too, and it’s first-come-first-serve. Pictures available on request for now, I haven’t gotten around to documenting all of them yet but will eventually try and get them all uploaded.

Here’s what’s available. I’m willing to negotiate on price, and I’ll go for the cheapest shipping I can find unless you want it rushed. (I’m located in KCMO, so if you are close and want to just meet up, that’s an option.) I’d also be very willing to trade for certain items, though I’m mostly for Forge World stuff, super-heavies, and older, metal models. (I play Orks, Sisters, and various Marine chapters, so if you want to trade lemme know.)

(If the numbering is weird, it’s because I took an inventory and have it all listed on a spreadsheet I printed out, but some of the items were already swapped with friends or I just decided to keep them.)
(Also, some of these are partly based or have some paint on them. If they’re completely unpainted I specify, if I say they’re ‘Painted’ I mean that they’re well painted with good detail.)

Imperial Guard:
1. Hellhound (Fully magnetized, unpainted) - 30$
2. Hellhound (Fully magnetized, unpainted) - 30$
3. Hellhound (Fully magnetized, unpainted) - 30$
5. Leman Russ (Chassis assembled, remainder on sprue, unpainted) - 30$ SOLD
6. Leman Russ (Chassis assembled, remainder on sprue, unpainted) - 30$ SOLD
7. Leman Russ (Chassis assembled, remainder on sprue, unpainted) - 30$ SOLD

Space Marine:
11. Drop Pod (Fully assembled, no sticky doors, no chairs) - 30$
25. Vindicator (Fully assembled, siege shield detached) - 30$
26. Vindicator (Fully assembled, siege shield detached) - 30$
31. Furiosa Dreadnought (Assembled, painted, claws) - 24$ SOLD
32. Furiosa Dreadnought (Assembled, painted, claws) - 24$
33. Furiosa Librarian Dreadnought (Assembled, painted, force weapon) - 24$ SOLD
34. Furiosa Librarian Dreadnought (Assembled, painted, force weapon) - 24$
41. Sanguinary Guard (Partly assembled) - 18$
42. Sanguinary Guard (Partly assembled) - 18$
47. The Sanguinor (Painted) - 15$ SOLD
49. Lemartes (Painted) - 15$ SOLD
50. Coteaz (Painted) - 15$
52. Mephiston (Painted) -15$ SOLD
53. Corbulo - 12$
57. Dante - (Painted) - 15$
58. Terminator Chaplain (Painted) - 15$
66. Death Company (5x, Jump packs, painted, one Inferno Pistol) - 20$
69. Scouts (5x, Pistol/CCW) - 15$
70. Scouts (5x, Pistol/CCW) - 15$
71. Scouts (5x, Pistol/CCW) - 15$
73. Death Company (Painted) - 20$
75. Stormraven (Fully assembled, no hurricane bolter, all other options included) - 55$ SOLD
76. Stormraven (Fully assembled, no hurricane bolter, all other options included) - 55$ SOLD
77. Stormraven (Fully assembled, no hurricane bolter or Plasma Cannon, all other options included) - 55$ SOLD
78. Stormraven (Fully assembled, no hurricane bolter or Heavy Bolter, all other options included)
81. Rhino - 15$ SOLD
82. Rhino - 15$
89. Land Raider Crusader (Fully assembled, doors stuck) SOLD
90. Land Raider Crusader (Fully assembled, doors stuck) SOLD
92. Assault Marines (5x, Jump Packs, Inferno Pistol, Power Fist) - 15$
93. Assault Marines (5x, Jump Packs, Inferno Pistol, Power Fist) - 15$
94. Assault Marines (5x, Jump Packs, Inferno Pistol, Power Sword) - 15$
95. Assault Marines (5x, Jump Packs, Inferno Pistol, Power Sword) - 15$
99. Assault Marines (5x, Jump Packs, Inferno Pistol, Power Fist) - 15$
105. Terminators (5x, TH/SS) - 25$
106. Terminators (5x, TH/SS) - 25$
107. Terminators (5x, TH/SS) - 25$
108. Terminators (5x, TH/SS) - 25$
109. Terminators (5x, Captain, Chainfist) - 25$
110. Terminators (5x, Captain, Chainfist) - 25$
111. Terminators (5x, Captain, Chainfist) - 25$
112. Terminators (5x, Captain, Chainfist) - 25$
113. Terminators (5x, Captain, Chainfist) - 25$
114. Terminators (5x, Lightning Claws) - 25$
115. Terminators (5x, Lightning Claws) - 25$
116. Terminators (5x, Lightning Claws) - 25$

(Apoligies in advance for spelling butchery.)
I'm trying to figure out the best way to use Cataphracti Terminators.
There's a few ideas that have come to mind. LC Termies have historically been outshone by TH/SS when in an Assault Terminator squad, but with a 4+ Invuln for the same cost as regular LC Termies and Assault Grenades for 10 points, they could find themselves functioning as a more viable alternative.
Similarly, while lacking Concussive, regular Cataphracti Termies also have greater durability than regular Termies, and at 35ppm could function as a totally viable alternative for Melee.

S&P means no overwatch, which is unfortunate, but manageable.

As for a Terminator Captain, there's great news and bad news.
For some inexplicable reason, he can't be made into a Chapter Master, which sucks. I'd love to use him as a real Beatstick, but his options make him into a mid-level fighter at best.

On the other hand, S&P affects his entire unit. While this has potential downsides, it can also be used to grant Relentless to heavy weapons. Want to put Grav or Melta Devestators in a Drop Pod? Go right ahead! They can deliver their payload up close and personal.
Plus, he rerolls invulns of 1, which is *Awesome*. Throw a Storm Shield on him, you've got an intensely durable character for around 100 points.

Fluff and Stories / Two Titanically Short Stories
« on: March 04, 2016, 11:31:46 PM »
So, for reasons, which you might know about, (If you're curious, check out the Forge World website,) I wrote a couple of short stories related to Titans. Very short stories. Well, a very short story and a poem.


The Errant's Bane
My brothers, sit, and gather round,
I tell a story of great fame,
A tale old and true, profound,
The legend of the Errant's  Bane.

'Twas dark, the dreary  moonlit night,
Whence the foul daemons came,
The devestation of land and light,
'Till came the mighty Errant's Bane

They came with all their foul strength,
Clutching, grabbing victory's name,
Crushing kingdom's  breadth and length,
'Till came the furious Errant's Bane

The Astra Militarum fought,
Their will breaking despite their strain,
Their struggles seemed to be for naught,
'Till came the  righteous Errant's Bane

And when it seemed that all was lost,
Cities broke, men left in pain,
The bloody tithe to great a cost,
Then came our savior, Errant's Bane

IT came with endless rage and ire,
Killing, breaking, raising cain,
Cannons roared with mur'drous fire,
That walking fortress, Errant's Bane

And as IT fought, a holy glow,
Did fill the night, the titan's mane,
IT banished demons to and fro,
Majestic fury, Errant's Bane,

And so, my sons, the fight was won,
Forever may the Emperor reign,
And so we live, our duties done,
Saved by our blessed Errant's Bane

Virtue's Contempt
"Sir, the traitors approach," a scout commander said, his light armor almost totally silent, contrasting with the whirring suits of power armor all around them.

Lord Magos Magnarof turned his head barely to the scout and gave the tiniest nod of his head, though his eyes never left the hangar in front of them. The 'Sir' was an honorific, the scout - As a  proud member of the Space Marines - was unbeholden to any Mechanicus influence, but Magnarof still appreciated the sign of respect.

"This is fine," Magnarof replied, his tinny voice betraying no emotion, for he had felt no emotion in many centuries. "The doors are almost opened."

It had been a vicious campaign to this recovery, but one of pride and honor for the Imperium - or so Magnarof was told. He had experienced no such emotions, as he hadn't not for the many lifetimes since he joined the Adeptus Mechanicus, only a cold knowledge that they were mere inches away from a crushing defeat.

They had intercepted the warning nigh a year before: Abbadon's forces were mobilizing. Something ancient had been discovered, something that needed to be preserved before it could be stolen by traitors and corrupted.

And so, they had fought. It was a race of blood and fire and death to get to this lost planet, Y'selian, a tiny blot hidden in the depths of the galaxy. It was only by the Emperor's mercy that they had they arrived first, mere hours before the traitor forces. They needed a miracle behind those hangar doors, for they would soon be surrounded by foes who would show no mercy.

Another marine ran up, his heavy armor leaving deep footprints in the dirt. "We've broken the locks," he said. "Waiting to open the hangar on your signal."

Magnarof looked up at the massive hangar doors, paused, and nodded. "Open them," he said. "Let us witness what will be our salvation and reward."

The space marine nodded, speaking into his vox caster. On cue, the hangar doors began to open, creaking slightly as the rusty cogs began to pull the heavy doors apart.

Wind blew into the hangar for the first time in millenia, rustling a banner hanging from old rafters, declaring a name proudly: Virtue's Contempt.

Magnarof looked beneath the banner to see what they had come for, and upon laying eyes on the titan, for the first time in his perfect memory, he felt awe.

General 40k and Expansions / Formation Rules VS Mission Rules?
« on: February 29, 2016, 10:48:32 PM »
I'm going to try out the Wulfen campaign with a friend of mine!
But, there's a slight problem. Namely, some of the mission rules conflict with certain mandatory formation rules that I might want to take.

To be more specific:
In the mission, "As Above, So Below," the game is played on two separate boards, each a 24x72" segment. (The turns are played simultaneously.) The Space Wolf player is required to deploy all of his vehicles on one board, and all of his infantry on the other board. (The fluff explanation being that the one board is above ground, where the atmosphere is toxic, and the other board is below ground, where most Marine vehicles wouldn't fit.)

The only list requirements are that the Space Wolf player ONLY bring models with the Space Wolf faction.

However, this creates a problem: Several formations found within the supplement book, Champions of Fenris, require certain models to begin the game deployed inside vehicles. (Namely, a couple Terminator formations.) There are three possible interpretations I see:

One, Mission trumps Formation, the models have to be deployed outside of their transport.
Two, Formation trumps Mission, the models have to be deployed inside of their transport.
Three, a Paradox is formed, the formations simply can't be taken.


Hobby / Robotic Feet?
« on: February 19, 2016, 06:24:54 PM »
So, I am a big fan of the new Wulfen in rules, fluff, and mostly models. There's one problem, though, their fuzzy wolf feet look stupid as hell.
Any reccomendations for where I can scavenge bits to give them robotic feet instead? Doesn't have to be a GW kit.

Forces and Allies of the Imperium / Advice for Facing Blood Angels?
« on: January 24, 2016, 11:44:51 PM »
So, in an upcoming league/campaign game at my LGS, I'm going to be facing Blood Angels with my Chaos Space Marines.
Now, a couple things worth noting:
As mission Special Rules, there will be no Psykers, and all attacks are made at +1 Strength. (ALL attacks. Including exploding vehicles and other random stuff like that.)

Additionally, I only use Nurgle and Khorne, or unmarked. No Slaanesh, no Tzeentch.

So, having not played Blood Angels, what should I expect?

General 40k and Expansions / Not a Fan of Killteam
« on: January 14, 2016, 09:56:48 PM »
So, I recently gpt my first chance to play a Killteam game.

And I have to say, I really don't care for it in the slightest.

The unit restrictions are neat, but the point values are so low that it badly unbalances an already badly balanced game. With only ten or twelve models on the board at best, (Unless you play a Horde,) you're ridiculously open to a couple bad rolls utterly devestating your game.

Hobby / Decal Advice?
« on: November 20, 2015, 05:59:51 PM »
I manager to find a good deal on a Thunderhawk through an Ebay seller. Woohoo.
I'm getting it painted up and it's been going well this far, but I have a problem. I want a great big decal on the bottom or maybe the side, but I:
1, don't know what to put there, and
2, suck at freehand painting.

My army is called the Dragon's Fang, (homebrew chapter of essentially Renegade Marines,) so some kind of Dragon motif seems appropriate, but I'm having trouble coming up with a design that both looks good and that I can paint.

Hobby / Plastic Horus Heresy
« on: November 06, 2015, 08:13:08 AM »
Okay, can we all take a moment to collectively squee in delight at the new models coming out in the next month?
PLASTIC. HORUS. HERESY. And for a bargain of a price, too. Seriously, that kit looks fantastic.

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