Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Vyper

Pages: [1] 2 3 ... 9
1
House Rules / Re: Wolf Brigade [IG Unit]
« on: May 18, 2013, 12:41:48 PM »
How about making the weapon something like this:

Weapon Range Str. Ap Type
Stubber    24"     3     6  Salvo 1/3

And then allow the purchasing of special ammo types?
Eg:

The squad may purchase one of the following special ammunition types:
Riot Mod: Any unit that suffers an unsaved wound from a stubber is at -1 I and A (To a minimum of 1) until the end of the next player turn. +5pts per model (a section of the IG dedicated to assisting the Adeptus Arbites put down particularly volatile civil unrest.)
Ap Rounds: The squad counts its stubbers as Ap5. +3 Pts per model.
Hollow Points: The squad's stubbers have the Shred USR, however their Ap is now - . +4 Pts per model.

Just my thoughts.

2
Forces and Allies of the Imperium / Tau as a new Army
« on: April 26, 2013, 11:24:45 AM »
Basically I want to start a new army and I'm torn between Tau and daemons. The daemons I have already discussed in detail with a friend, bit other than on here, I know no one that plays tau. So what makes tau different? Why should I get them over other armies? If I do get them, where is a good place to start with regards to my list? All help is appreciated. :)

3
Forces and Allies of the Imperium Army Lists / 1000pt Ravenwing List
« on: January 24, 2013, 06:36:00 PM »
Here is my idea for a small list to get me into the new Dark Angels. The idea is obviously to just keep moving and to try and spread both the opponent's attention and his weapons thin.

Sammael
-200pts

Ravenwing Attack Squadron (*5)
 >2* Plasmaguns
 >Chainsword
Attack Bike
 >Multimelta
Land Speeder
 >Typoon Missile Launcher
-294pts

Ravenwing Attack Squadron (*5)
 >2* Meltaguns
 >Chainsword
Attack Bike
 >Multimelta
Land Speeder
 >Typhoon Missile Launcher
-284pts

Ravenwing Darkshroud
-80pts

Land Speeder Vengeance
-140pts

Total: 998pts

I'm looking at table performance, fun and also cost and am trying to balance all three, which is mainly how I settled on this list. C and C welcome, but your probably going to have to present a pretty strong case to get me to change anything. ;)

4
Forces and Allies of the Imperium / Re: Effective Allies
« on: January 05, 2013, 01:06:59 PM »
Imperial guard present some very cheap support options. Hydras for one are a fantastically priced anti aircraft choice. Just hide them behind some cover/an aegis defence line with camo netting and you're sorted.

Not so much in the fast scoring, but defiantly fast removal of enemies from objectives, in particular Hellhound variants and sentinels.
Here's a quick 510pt ally list which covers two(ish) of the points you referenced for the Eldar. Guard are particularly useful as support for melee focused armies.

HQ: Company Command Squad, Vox Caster - 55pts
Troops: Infantry Platoon
                 PCS, Vox Caster - 35pts
                 Infantry Squad, Vox Caster - 55pts
                 Infantry Squad, Vox Caster - 55pts
Fast Attack: Scout Sentinel Squad (*3), Heavy Flamers - 120pts
Heavy Support: Hydra Flak Tank Battery (*2), Camo netting - 190pts

Gives you a squishy base of infantry to sit back on home objectives while your main army advances, the Sentinels can outflank ontop of an enemy objective and toast it and the Hydras can pop enemy fliers with decent regularity. A couple more points here and there could make the command squads more useful or maybe drop some decent long range fire support into the infantry platoon.

In my opinion, I believe that guard are one of the best factions that can be taken as allies.

5
House Rules / Re: 6th edition Tyranids.
« on: November 05, 2012, 11:32:40 PM »
Just one idea. I think warp lance would be better as a beam power. Sort of the nid equivalent of molten beam.

6
Hobby / Re: Latest Sanguinary Guard
« on: October 20, 2012, 07:57:07 PM »
Fair way to go?
Makes anything I've painted look like garbage lol. Great job!

7
Enemies of the Imperium / Re: New Chaos Codex. Thoughts?
« on: October 08, 2012, 10:54:18 PM »
Hmm, that means that a regular sorcerer can get a better save than Ahriman. Irksome, but im still going to take him.

Chaos lords can get the 3++ aswell.

8
Enemies of the Imperium / Re: New Chaos Codex. Thoughts?
« on: October 08, 2012, 10:20:22 PM »
Sigil is only for Dark Apostles isnt it? Thats all I saw it on.

You can buy special issue wargear for lords and sorcerers.

9
Enemies of the Imperium / Re: New Chaos Codex. Thoughts?
« on: October 08, 2012, 09:53:21 PM »
I'm just going to say Sigil of Corruption and Mark of Tzeentch. And if your feeling like a real dick, take terminator armour aswell...  :P

10
Enemies of the Imperium Army Lists / Re: 2000pt CSM/Daemon army
« on: October 08, 2012, 06:44:32 PM »
So do you reckon it'd be a good idea to lose the death strike and the flamers and grab myself a defence line and a quad gun? And looking in the rulebook, whilst my 'thirster can't easily death strike planes, he can go around vector striking them.

Yeh, pretty much. A quadgun is a pretty deadly thing, especially considering it's twin linked... Vector striking is alright, but on its own it won't kill a lot.

11
Enemies of the Imperium Army Lists / Re: 2000pt CSM/Daemon army
« on: October 08, 2012, 04:30:59 PM »
First thing is drop the death strike on the thirster. Flying mc strangely enough do not get the skyfire option. Other than that it looks ok for a non competitive list. You are lacking any real AA though, so you could have trouble facing flyer heavy lists.

12
Forces and Allies of the Imperium / Forge World Remora Rules
« on: October 07, 2012, 12:33:04 AM »
Basically I was looking at the tau stuff and wondered where I could find the most up-to-date rules for the Remora. Trawling google turned up nothing of use and the most recent faq just shows the transition to a 6th ed flier.
Thanks in advance for any help.  :)

13
Enemies of the Imperium Army Lists / Re: Cultist/Daemon List - 1850
« on: October 06, 2012, 10:27:26 PM »
I would have to drop a plaguebearer, a screamer and make all my cultist units 20 strong. Not sure what would be best to be honest. I will have to play test with and without.

Look forward to hearing how it goes. :)

14
Enemies of the Imperium Army Lists / Re: Cultist/Daemon List - 1850
« on: October 06, 2012, 09:23:56 PM »
Thats pretty much what the Defense Line is for, just pile a load of cultists behind it for a nice cover.

Hmm, and when they go to ground you will have re-rollable 2+ saves. :P

I may have to swap out the Sorc for a Dark Apostle to help with Cultist LD but a Lvl3 for 110 is such a bargain.

You could maybe consider lowering the size of one of the cultist squads/dropping a screamer or two to try and fit the apostle in?

15
Enemies of the Imperium Army Lists / Re: Cultist/Daemon List - 1850
« on: October 06, 2012, 09:09:11 PM »
Man that looks nasty. Those screamers and flamers are almost too good at what they do and those blobs will just soak fire. And kairos and plague bearers can be a pretty effective bullet sponge.

Looks good overall and certainly shows how the new chaos dex is no longer marine focussed.
One thing that just came to me would be maybe trying a skyshield landing pad, as you can fit a fair few cultists on there and if fate weaver is nearby they will all have re-rollable 4+ invulnerable saves.  :o

Pages: [1] 2 3 ... 9
anything
anything