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Messages - Arguleon-veq

Pages: [1] 2 3 ... 23
1
General 40k and Expansions / Re: Endurance.
« on: Today at 04:24:34 PM »
Probably my favourite power in the game.

I use it in my Deathguard army to make my Chaos Spawn [with Mark of Nurgle], led by Typhus into a near indestructable unit. I run a Lvl3 Sorc so I have a 50% chance of getting it.

Its also pretty handy on my Guard Horde from my Primaris Psyker, allowing me to keep up my Autocannon shots on the move.


2
Battle Reports / Death Guard vs Blood Angels - 1600
« on: Yesterday at 11:23:16 PM »
Ive got my first tournaments of the year coming up soon, I think im taking my Warhounds[Wolf/Guard] to one at 1850pts but I dont think they scale down to 1600 so I am tempted to take this list;

Typhus;
Sorcerer
; Lvl3
5 Nurgle Spawn;
Helldrake; Baleflamer
Helldrake; Autocannon
Vindicator;
5 Plague Marines; Melta Bomb, Vets, 2 Melta
5 Plague Marines; Melta Bomb, Vets, 2 Melta
5 Plague Marines; Melta Bomb, Vets, 2 Plasma
5 Plague Marines; Melta Bomb, Vets, 2 Plasma

I was up against this Blood Angel list;

Libby;
10 Tac Marines
; Plasma Gun, Missile Launcher
5 Assault Marines; Melta
Drop Pod;
5 Assault Marines; Melta
Razorback; Assault Cannon
5 Terminators; 4 TH/SS, 1 Lightning Claws
5 Death Company; 1 Fist, 1 Axe
5 Scouts; Camo, Snipers, Heavy Bolter
Storm Raven; MM, Assault Cannon
Defense Line; Quadgun
Furioso; Frag Cannon
Drop Pod;
Furioso; Frag Cannon
Drop Pod;

Mission; Relic
Deployment; Hammer and Anvil
Night Fight; On

Chaos Powers;
Sorc; Leech Life  :-\, +I+A power,  >:(, the 6th power  :'(
Typhus; Ordnance + Primaris.

Marine Powers; Smite, Endurance.

Post Game Thoughts; Im terrified of those Furiosos, they smash Typhus and my Spawn. I need my meltas to survive turn 1 and hope they manage to take out both before they get into combat, if they dont its pretty much game over. If I can then it should be a fight off between the termies and death comp against my spawn with our scoring just mopping up.

3
Forces and Allies of the Imperium / Re: Tau Warlord Traits
« on: Yesterday at 11:10:20 PM »
I really dont think they are anything special.

There is less of a chance of getting a totally useless one but some of the rulebook ones are much better.

I think with the amount of city terrain you see Conqueror of Cities is the best warlord trait around.

4
Turn 1+2: I won the roll for first turn but he stole the initiative.

I deployed quite deep whilst he kept his wraiths and lord along his boardedge knowing he couldnt throw them at me as they would just die and give up kill points. I deploy my jaws priest with the horde and kept my platoon command and all my grey hunters in reserve.

His barges move up and despite snap shotting kill 2 long fangs. My return fire is terrible and only does 2 hull points from a barge so no first blood turn 1. I drop my pod in empty in my own lines.

He pushes up some more with his barges and gets two flyers on but doesnt move them on too far in order to stay out of quadgun range, as he wants first blood. He puts all his barges on my manticore who is getting a 4+ cover behind a hill-line and only manages 1 hull point and stuns me.

I get my vendettas on the table who manage to strip 2 hull points off a night scythe, still no first blood. I do manage to finish off the damaged barge and kill another this turn though giving me a 3-0 lead.

Turns 3+4:

His helldrake arrives, his damaged flyer leaves the table whilst the other moves up. The helldrake cant get a bead on my this turn as I am too far down the table.

He puts both tesla at my manticore but only does another hull point and immobalises me.

My reserves arrive and spread out along my board edge. The vendettas put a couple of hull points on the helldrake but again I cant get the kill. My quadgun and autocannons down the other night scythe though.

The helldrake burns down a long-fang unit whilst his last barge finishes off my manticore. His damaged flyer comes back on along with his final night scythe. Putting the score at 3-2.

My vendettas finish off the damaged flyer to make sure of a kill as they cant get a bead on the helldrake whilst my long fangs finish the last barge. 5-2.

Turns 5+:

Im starting to take over now so its up to his helldrake, but it only manages to burn down 3 of another long fang unit whilst his last flyer takes out one of my 2 vendettas.

My autocannons and quadgun take out the last night scythe whilst the vendetta turns to try and get a bead on the helldrake if it goes anothet turn. 6-2.

The game goes another two turns but he cant finish anything of mine off and I cant bring down his helldrake.

Result - Warhounds Victory

Post Game Thoughts; This is the kind of build my list is designed to take on and it worked pretty well although my missiles really struggled against those barges early on which had me worried, if he had gotten the better in that early shoot off I would have really been on the back foot.

5
General 40k and Expansions / Re: 1850
« on: Yesterday at 09:29:04 PM »
Im not sure, before there was a big independant tournament scene in the UK it was just GW's GT[at the time] and Conflicts, they were 1500pts and 1000 points. 95% of the games I used to play/see back then were at those values even amongst players who didnt play tournaments. Now there is an indy scene that play at 1750/1850 thats what I see, again even in circles that never play tournaments.

I think its to do with the fact that people are pretty easy about what points value they play, Im happy to play pretty much any value because I dont go to many tournaments but people preparing for a tournament obviously want to play at the points value the tournament is using. As most people dont mind, they are happy to do that against a tourny gamer and I think that just filters down. So even if you just have 1 tourny player in a gaming group of 10+ people they are probably going to play 1750/1850 because that one player wants to play at that value and everyone else is happy to play any value.

My favourite points value though is 600 with some minor comp, nice 1 hour games, easy to pack away and a lot of fun when a lone guy can change a game but you still have enough models to need a good game plan etc.

6
Official Contests / Re: Heavy Infantry Contest 2013 [rules]
« on: May 18, 2013, 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.

7
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.

8
Introduce Yourself / Re: I'm baaaaaack
« on: May 18, 2013, 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.

9
House Rules / Re: Wolf Brigade [IG Unit]
« on: May 18, 2013, 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.

10
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

11
General 40k and Expansions / Re: 1850
« on: May 18, 2013, 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.

12
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.

13
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.

14
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.

15
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.

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