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Lazy faggots will keep posting until someone else do a new thread edition.

Last thread: >>44693894
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>>44700784
Derp

>Rules databases
https://mega.co.nz/#F!pFgm0RKR!J06C1gVYcjzNGsF8YNLsjQ
https://kat.cr/warhammer-40k-pdf-library-t9575373.html

>FAQs
http://www.games-workshop.com/en-GB/Rules-Errata

>40k 7th edition quick reference sheet(s)
https://dl.dropboxusercontent.com/u/4104995/Games/7edRef_V6.pdf

>Forgeworld Book index
http://www.dakkadakka.com/wiki/en/Forge_World_and_Apocalypse_Rules_Index
>>
Plasma grenades, assault grenades amirite?

they do not function as defensive grenades?

I can only assault as Dark Eldar at initiative, not defend?
>>
>>44700808
well get an ethereal, senpai

give him some breachers as a bodyguard too
>>
New rule book this year, would you buy it?
>>
>>44700849
Is it in the theoretical MEGA?
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>>44700880
It is but blurry because some Polish bloke scanned it.
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>>44700784
The Star Phantoms claim this thread for the Emperor. The other Chapters obviously unable to keep the Orks at bay!

The Orks only respect power and force, we plan to show that we have that in spades!
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>>44700849
I stopped buying GW books the day I got a tablet, I'd rather get minis and FW books then waste money on books that have shit art.
>>
>>44700831
I can't.
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>>44700898
Stupid 'umie, what use is a spade against da Orks.
>>
>>44700849
Not unless it's really fucking good.
>>
>>44700896
>Scans
>In the age of epubs and mobis

Get with the time gramps, ITS 2016!.
>>
Quick question;

I have the deathstorm box and want to expand on them for tyranids. What else would I need for a started nid army? I was thinking 500-700 pts.

I really was on the fence about keeping them, but the Genestealers have been a lot of fun to paint and assemble.

I'm a casual player and eventually would want to go nidzilla.

...figure I should get the new box that has a tyrant for an hq.
>>
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>>44700920
Ever been hit with a spade so hard that both your flesh and it exploded? Do you care to find out, foul xeno!
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>>44700918
You can.
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>>44700944
Just don't buy anymore Genestealers, paint and assemble the ones you have and leave it at that.

Stay away from Warriors.

Honestly, I can only suggest fielding some pretty min / max armies otherwise you're going to feel frustrated at doing nothing.
>>
>>44700918

>Tau formations; +1BS, rerolls, or shooting up to thrice times

tone it the fuck down already GW jesus
>>
>>44700784

So my Dark Angel Army has been doing alright against the other Space Marines at my LGS. Games are all played at 1000 or 1500 but all five people I have played had Space Marines (though 1 was Blood Angels and the other Space Wolves). Is this common? I knew they were popular but I almost feel bad about adding more to the list. At 1000 points I have won four out of the last seven games.

Anyway I need help adding 505 points to this list that I have been running.

HQ: Level 2 Librarian on a bike with a combi melta + Melta bombs (125)
Elite: 5 Deathwing Knights (they all have stormshields and melee weapons) (235)
Troops: 2x10 man tactical with Grav, Combi Grav and Powerfist in a Rhino (225 each)
Formation: Ravenwing Attack Squad with 2xMultimelta Attack bikes and a Landspeeder with double Multimelta (185 total)

995/100
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>>44700959
>>44700918
alternatively, if you don't want crisis suits
>>
I want to start a new army but I'm not sure who to pick.

I like psykers and mind-bullets
I like footslogging armies (I find dedicated transports to be the most boring units in the game most of the time)
I like an ok mix of melee and ranged

Who should I go with?
>>
Anyone have a PDF or any scans from the 2nd edition IA11? Need some updated wraithseer rules!
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>>44700944
Also, if you know you're wanting to transition into Nidzilla then just start off with buying Nidzilla. Do not waste money and time on units that will sit on the shelf or be shit on the board.

2-3 Hive Tyrants with wings.
2-3 Hive Crones
0-2 Mawloc
0-2 Tervigons
0-3 Carnifexs
0-1 Tyrannofex

Then the obvious Termagaunt or Mucalid troop tax. Seriously, take it from someone who is related to a guy who purchased nearly 100 Genestealers, 50 Warriors, and 250 Hormagaunts because he thought they were good. Just don't.
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I've been looking for a good scenic base for my Ta'unar for a while now. The base it comes with is 160mm round. Only place I've seen that has even comparable base is Dragonforge with 200mm bases. I was hoping for something with a jungle, forest, or swamp vibe. I can't find anything in that size (160mm +).

Does anyone know of a place that sells huge bases that ISN'T Dragonforge? Their selection at that size is less than stellar. I'm starting to get concerned that such bases simply do not exist.
>>
>>44700959
Gw, pls, no, I don't need more troops and xv8's.
>>44700985
>1500 pts infantry and tanks army
>rerolls against targets at objective markers
MUH CHEESE!
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>>44701024
Grey Knights.
>>
>>44701045
Make your own
>>
Does anyone know what weapons the terminator lord sprue has for each hand?
>>
>>44701024
Grey Knights, especially if you like small but elite armies.
>>
>>44701024
Tyranids.
>>
>>44701056
They seem cool, but kinda low on the mind-bullet factor.

Also can I make a decent list without the dread-knight?
>>
>>44701024
Tyranids.

Best mind bullet in the game and can ONLY foot slog
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>>44701049
>I don't need more troops

>>44701089
chaos? here
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>>44701116
No you can't. Should be aiming for 2-3 Dreadknights per list anyway.
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>>44701131
Not true, Tyrannocyte baby.
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>>44701067

I can't, I suck at basing. I'd rather get a predone one.
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>>44700918
>>44700959
>>44700985
>>44701005
I can't wait for the shitstorm that will come when the new guard codex arrive
>apocalyptic blast s:D ap:2 ignores cover on multiple units
>cheese and easily exploitable formations
>over powered new units
>more spamming than ever
Truly the Emperor will smile upon us
>>
>>44701116
You can, but why would you? Dreadknights look awesome with a bit of very basic converting.
>>
>>44701153
>I can't
>It's too hard
>Do it for me
Fucking millenials
>>
>>44701024

Multigod Daemons
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>>44701158
The Dark Angel codex says hi.
>>
>>44701158
>IG
>cheese
Ha-ha.
>>
>>44701149
Yeah but they just make for a much shooter slog.

They don't carry things past deployment.
>>
>>44701158
How do they reload.
>>
>>44701153
Honestly, I'm disapointed in you.

http://wargamesterrainworkshop.co.uk/?product=scatter-scenery-jungle-base-medium
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>>44701230
They dont, if you need more than one salvo of those fuckers then you're fucked and its better to call down the orbital bombardment.
>>
>>44701111
>>44701131
Was thinking of maybe nids because Zoanthropes look sexy as fuck.

How do they compare with non-dreadknight gk?

>>44701147
>>44701163
Refuse to ever pay for that fucking model man.
>>
>>44701230
Trucks with cranes and a bunch of dudes.
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>>44701213
Why slog when you can just deep strike on the enemy?
>>
>>44701262
If you run two flying Hive Tyrants and a Hive Crone you should be somewhere in the vicinity.

Nids just above Orks though sadly.
>>
>>44701256

That's a scenery piece, not a circular base. I saw that one, and realized that I couldn't use it. I'll probably just end up sucking it up and getting a dragonforge base at this rate.
>>
>>44701262
Tyranids can actually be a potent army, the problem with them is that your always going to be taking select units like Grey Knights and DKs, namely Hive Tyrants and Hive Crones. The 'new' stuff like the Toxicrene are fun, though.
>>
>>44701256
only now? Wait until you see the models themselves.
>>
>>44701307
>43
Take a sheet of cork and plasticard, glue them together. Use compass to measure out the 160mm circle. Take terrain and glue ontop, cut off overlapsing parts.
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>>44700823
You're kidding right? That's not what defensive grenades do. Assault grenades allow you to ignore the initiative penalty when assaulting through terrain, defensive grenades stop your enemy from gaining their bonus attack(s in the case of rage) for charging.

Plasma grenades are assault grenades only.

Charge a unit while having plasma grenades through cover? Fight at initiative. If not: I1

Charged by an enemy unit while having plasma grenades? Fight at initiative. If not: fight at initiative.
>>
>>44700982
>>44701039

Thanks.
I was mentioning branching out into nidzilla because I wanted to test the waters at the flgs where I just moved. I figured a few low point games would involve some squishier bits as I decided whether or not I wanted to bother staying around or to using nids at the very least
>>
At my local game shop, as a beginner, I went in there thinking of starting a army after playing DOW. I wanteded Tau empire from the Dark Crusade series, but the guy steered cleared of them and wanteded me to check out the Dark vengeance box, but I walked out of there with a Necron Battle force box. Is there a problem here?
>>
why do people still dislike unbound? formation bonuses and just freedom of different detachments can produce lists more powerful than unbound could
>>
>>44701464
Because 3 wraithknights, 3 riptides, a DA melee deathstar, necron infantry, and an eldar lynx. All in one list
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>>44701464
Because it imposes some semblance of 'restriction'.
>>
>>44701464
Some structure is nice.
>>
>>44701505
>>44701520
>>44701528
the absence of restrictions doing mean the appearance of stupidity, but for the record I'm not sure stupid lists like that would actually be stronger than modern battleforged lists
>>
>>44701505
>3 wraithknights, 3 riptides, a DA melee deathstar, necron infantry,

You can do all that using formations.
>>
>>44701464
If you do it right, it can be a good way to self nerf. Like taking a bunch of Eldar stuff that could easily make a Battleforged army if you sorted it out, but taking it as unbound to help tone it down.
>>
>>44701505
It's not much stupider than a necron wraith spam list with a crimson hunter formation slapped on it.
>>
So i think we're going to be doing a slow grow league at my local club, and i'm gonna take part, and i think i'm going dark eldar, since i've been playing 30k mechanicum which is pretty fucking silly. what shit should i buy to start, we're starting at 400 or 500, not sure which yet, and ending at 1500
i also need to figure out a colour scheme, so if anyone wants to spoonfeed me something i wouldnt mind
>>
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Power from Pain, the DEldar's signature ability, it getting a rework, and GW tasks you to do it.

How would you go about it? Keep in mind, they'll needlessly buff it or nerf it, but what would you, personally do with it?
>>
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>alternate timeline where Sanguinius, not Horus, was the archtraitor

Discuss.
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>>44701763
>heresey never happened, next question.
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>>44701746
Like it is now but enemy unit kills increase the track
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>>44701802
He almost turned traitor when Ka'bantha gave his sons AIDS
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>>44701505
But with formations you can take even 9 riptides with +2 bonus bs and 2 shooting phases per turn :^)
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>>44701763
Khorne has his champion so he doesnt care about Angron, Angron will eventually go renegade or die, I vote he might go kamikaze against the traitor legions when he realizes he will eventually die.

Besides Angron nothing changes, maybe Fulgrim fucks off to the loyalist side to be with Horus and because he's jelly of Sanguinius beauty.
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>>44701158
Every time I see that picture I imagine a formation of 3 Deathstrikes with a rule letting you choose to roll D3 of them to fire them turn 1 instead of normally.
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>>44701158

if Mont'ka was any indication IG will get shit come their codex
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>>44701460
>steered you away from Tau to Necrons.

Alright...
>>
>>44701460
Yes? You walked in there wanting to buy something you liked, then bought something you didn't want.

It couldn't even be said that the guy was trying to steer you away from an OP army.
>>
>>44701763
Sanguinus is incorruptible.
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>>44700173

>This is just being purposefully ignorant. I'm not even gonna bother properly replying.

Good thing you're not trying because you're pretty bad at this.

>the nids codex doesn't offer you gaunts with cheap special weapons in various different slots.

You are actually arguing for taking special weapons in Boyz mobs? Neither option is worth the points. Power Klaws are the only option worth taking in Boyz Mobs, and the days of using a Boyz mob as a PK delivery system are long past. Challenges and Assault being nerfed, along with Trukks being nerfed, reduced their effectiveness a long way.

>Obviously you don't take the stock fucking load-out.

>You're just making it clear you are a shitter who can't fucking read.

The irony here is so thick you could spread it on bread.

Take a look at the Gun Trukk's profile and tell me what the "stock fucking loadout" is. Because it's not a Str 6 Ap4 large blast.

>Maybe actually read what I put?

You first. I said that Boyz mobs don't have enough survivability, then went on to say that giving them that survivability was too expensive. MSU doesn't work with Boyz because they have low LD, no armour, and if you're looking for cheap guys to sit on objectives, we have Grots.

>I'm surprised I actually wrote that much in response so someone who said gun trukks are bad because lobba's suck.

I can't believe I'm writing this reply in another thread to someone who doesn't even know the stats on Lobbas.
>>
please /40kg/ help me out

http://strawpoll.me/6507494
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>>44702005
I'm sure people thought Horus was incorruptible pre-Heresy, too.
>>
>>44701024

Eldar. Aspects other than Avenger and Dragons don't really need transports and you can add warlocks and farseers for seasoning.
>>
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>heard rumor there will be a new daemon codex in April

what kind of decurions would daemons have
>>
>>44701024
Chaos Daemons, I'd say. They can't even get Transports, Pink Horrors are great for mind-bullets, and they've got a good amount of shooting and melee.
>>
>>44702071
I want to get into 40k, but I'm curious, where do you people hear those rumours?
>>
>>44702071
I feel like they'll end up just making more Daemonkin books, since a Daemons decurion would only make sense if there were 4 separate core choices with different benefits for each god.
>>
>>44702095
didn't GW say they weren't doing Daemonkin anymore
>>
I just want an Ork formation that increases their BS for taking more boyz in a unit, to represent there being more bullets in the air.
>>
>>44702121
>GW
>Ever giving helpful information about future releases

It's all up in the air.
>>
>>44702123
It'd be more fluffy if it gave Twin-linked to represent that, but I agree.
>>
>>44701684

Archon with Clone Field and a Huskblade
>105
Unit of 9 Kabalite Trueborn
>99
Unit of 10 Kabalite Warriors
>80
Raider with Dark Lance
>60
Raider
>55

Fly around and shoot shit from relative safety. If a unit has a lot of cover saves going for it, bring your Archon and his Trueborn over to leap out and stab it dead, unless it's a melee specialist squad, in which case you may want to ignore it to zoom around and shoot bitches.

For 500 points

Archon with Blaster
>75
Unit of 9 Kabalite Warriors
>72
Unit of 10 Kabalite Warriors
>80
Raider with Dark Lance
>60
Raider
>55
Unit of 6 Reavers with 2 Cluster Caltrops
>156

Drive around and do drive-bys, as usual. Keep mobile and nasty, with the Reavers as your true melee unit. Slam them into something shooty and you won't be disappointed. Hammer of Wrath is their call to fame, with rending as standard and D6 S6 hits with Caltrops.
>>
>>44702088
If you see them here, on 4chan, then 1/2 the time they are the real deal

Other sites make stuff up for clickbait articles. Sometimes that bullshit gets copied here however.
>>
Do I still have to take a power from my chaos gods table with the new chaos primaris rule?
>>
>>44702334
Only if you're playing chaos space marines.
>>
>>44702424
So if I have a Tzeentch sorcerer, I still have to roll for a Tzeentch power as well as getting a free one?
>>
>>44702277
sweet
thanks d00d
>>
>>44702037
Horus though Sangüinius was better than him, so checkmate chaos fags, Sangüinius was better and incorruptible.
>>
>>44701326

Just one of those armies that you have to take a very select cookie cutter list or getdestroyed every game. But with the right units I've been able to beat more top tier armies such as eldar or grey knights before.
>>
>play orks
>friend plays mechanicus
>he runs the formation with the free upgrades
>knows it's bs so he let's me bring 2250 points to his 1850
>still get tabled by turn 3

Pleas kill me

All my vehicles and meganobz and warboss were dead before my first turn
>>
>>44702463
Yep, daemons don't have to roll one on their table and just get the primaris for free which sucks.
>>
>>44702008
Not the anon you're trying to piss off but I agree with the challenges nerfing the fuck out of Klaw Nobz, makes me damn near useless, im gunna start throwing in Meks to eat challenges.

Battlewagons are really the only way to get them to where they need to go, and yeah too expensive.

I will say though that Grots are retarded, fuck Grots that are either not firing Mek Gunz or Piloting Kans to much barrage in my meta to even consider them
>>
>>44702506
That's just mechanicus. Don't beat yourself up over it.
>>
>>44702506
That makes my head hurt, tell him to fuck off with the formation
>>
>>44702550
I'll just roll doombolt every game, somehow.
>>
>>44702477
>"Sanguinius is better and incorruptible"

And he basically gave his gene-sons a version of the Butcher's Nails. They flip their shit permanently and become uncontrollable berserkers that need to be thrown at the enemy or put down.

>but that makes them tragic heroes, chaos fag

There's more tragedy in the origin of the World Eaters' name then there is in the Blood Angels and their shitty successors' entire fucking history.
>>
>>44702477
No one is truly incorruptible.
Even if that's not true, in this alternate timeline Sanguinius is not incorruptible.

I actually think cinnamon roll is bro-tier, I just happen to also like Chaos, calm your tits.
>>
Whats a good 1850 guard list with as little infantry as possible while still being playable? Preferably with a super heavy.

I love the look and fee of imperial guard tanks/artillery, but I really dont want to have to assemble/paint more than 20 guardsmen.
>>
>>44702678
>1850
>superheavy

Go fuck yourself
>>
>>44702506
Don't worry, anon. Against eldars or tau you'll be tabled way faster :3
>>
>>44702649
>And he basically gave his gene-sons a version of the Butcher's Nails.
Yes but if they could learn to overcome it they would turn into demi-primarchs, so checkmate again.
>>
>>44702696

C'mon it's guard.

With imperial knights and stormsurge bullshit a superheavy is underwhelming.
>>
>>44702678
I seem to recall there being an Imperial Guard variant that allowed you to take nothing but Tanks. The Armoured Battlegroup or something.

A fair word of warning though. All-tank armies, and all-vehicle armies in general, tend to not be very fun to play against, since unless your opponent is list-tailoring or playing certain armies, a lot of their units are going to be useless against your force.

A Super-heavy can also be troublesome, but as long as you don't take it under 1000 points it's really one of the less ridiculous things in the game right now.
>>
My group has decided that we'd like to balance out Assault a little bit more with some homebrew rules, but don't know how to do it. What are some good ways to help balance assault in this edition?
>>
>>44702696
Nothing wrong with a superheavy at 1850.
My Orks managed to beat a knight/grey knight army at 1000 points.
>>
How much trouble would rolling all Imperial codices together as one big codex cause?
>>44702649
That's a lie. The Angels try to die as angels and conquer their flaws while the majority of Angron's sons let their rage conquer them.
>>
>>44702678
2 Baneblades and a warhound.
>>
>>44702696
Eh, depending on the Superheavy, that's the lowest range that it's acceptable.
Now, if he drops a titan on the field, he's a right cunt.
>>
>>44702696
Not that anon but what's wrong with a super heavy if it's IG?
>>
Hey guys modelling question here. Has anyone tried to create Dark Eldar Incubi out of plastic bits?

I've googled about and seen some people talk about trying, but mostly it's just speculation about what might be used, and a few "I'm about to embark on this" articles on conversion sites... articles that never are followed up on.
>>
>>44702777
Make charge distance 6"+1d6, rather than 2d6".

Allow units to Assault out of Outflanking.

I'm sure others will have more suggestions, but cutting down on the randomness of charge moves and giving assault armies a method of arriving from reserves and being able to charge right away should help a lot.

You could potentially allow Assaults out of Deep-strike, as they aren't much worse than deep-striking shooting squads a lot of the time, but that's a more drastic change.
>>
>>44702673
>Even if that's not true, in this alternate timeline Sanguinius is not incorruptible.
That's ridiculous, the sky is blue, the wind blows and Sangüinius is loyal, there aren't any other outcomes.
>>
>>44702813
So now you have.. Oh my god let's see. If you include EVERYTHING, it'll be 11200 pages long. Fully 50% of that's forgeworld's content, 30% of it is GW, and 20% of it is Space Marine Supplements.

Yes, 20% of that codex would be solely dedicated to SPESS MURHEENZ
>>
>>44702867

> Make charge distance 6"+1d6, rather than 2d6".

Thats something that should be in the real rules. It's retarded how a unit can potentially fail to charge another unit 4 inches away from it.
>>
>>44702777
Overwatch test.

A unit needs to roll a 2+ or better to be able to fire overwatch.
If the unit is in cover when it declares assault 3+.
If the unit has stealth, 3+.
If the unit has Shrouded, 4+

Units may declare charges when arriving from deep strike, but must halve their total charge distance, and are making a disordered charge.
>>
>>44702824

Yeah but im not a dick.
>>
>>44702678
Armoured Battlegroup, or Paskisher, two vet squads in chimeras and three Leman Russ squads, as well as vendettas. Knights are usually better than THE BEHNBLEHD
>>
> Finally get my first battlefoam as a late christmas gift
> Decide today's the day, go to move AdMech shit to foam from the cardboard box it was in before
> Realize only once I've plucked out space for my Ironstrider that the foams are different thickness
> Just plucked out about a fifth of the thinnest one

God fucking dammit. And I would be planning to use it for the horde army.
>>
>>44702678
Vets in Chimeras, Wyverns, Lemans, Pask Punisher, Vendettas, Stormlord/Baneblade.

I would never ever play you with a list like that
>>
>>44702777
12 inch random charge stays, but include option for 6 inch guaranteed charge

Units must pass a in initiative test to overwatch

Can't over watch if you moved

Wall of flame only works on flamer type weapons
>>
>>44702809
a Knight at 1k points? what the fuck.
What was your list?
>>
>>44702937
>Overwatch test.

While it might balance things out, Overwatch rarely kills more than one or two models, unless you charge a massive Tau gunline, but that's really a separate issue.

Adding in an extra test probably wouldn't be as good as putting a restriction on it, like making it so if you moved last turn, you can only Overwatch with weapons you can assault with. Pistols and Assault weapons? Fine. Heavy or Rapid Fire? No go.
>>
>>44702735
>i'm mad that the blood angels have one foot in the grave and the other in khorne's servitude
>and they are a step away from being declared heretics and traitors by the inquisition

You keep using the word "checkmate" but you apparently don't know what it means.
>>
>>44702972
I play nids! I've earned this dammit!
>>
>>44702983
I was just thinking that since Ork Shooting was too strong that they should have to take an initiative test to Overwatch
>>
>>44703017
Try playing your Nids or Orks against that list and then tell us how you like it
>>
>>44702777
4 d3 charge range ... that gives a min of 4 inch charge while making it harder for those huge 11-12 inch charges from happening.
>>
>assault rules buff
Wouldn't play this shit/10
>>
I just realised a good example of a basic income working is orks. the orks use teeth for currency. they constantly grow teeth, ensuring they're never poor for long. and still have a nice working economy.
>>
I'm torn if this list would be cheese or just plain retarded.

HQ
pask in punisher
multi-melta sponsons

executioner
plasma cannon sponsons

primaris psyker 75pts
mastery level 2

TROOPS
infantry platoon 1:
platoon command squad w/ 4 melta guns
chimera
2x infantry squad
3x heavy weapons squad w/ mortars

infantry platoon 2:
same as platoon 1.

LORD OF WAR
stormlord
side sponsons

Total: 1850 points

Basic idea is have 18 mortars in the stormlord as a fire base near the back field. Firing off 30 str6 ap3 + 18 mortar shots a turn. The four infantry squads will be used to bubble wrap it to prevent any close range threats, while the chimeras full of meltas and pask's leman russ squad move forward to grab objectives/kill armor. Primaris psyker will just sit by the stormlord casting buffs.

Main weaknesses I can think of are lack of anti armor/air. But air may be able to be handled by pure volume of shots.
>>
>>44702972
Would you play against my lulz/trolling Sisters list that has 40 repentia in a stormlord?
>>
>>44702777
Literally just revert it to 5e melee rules.
>>
>>44703117
>tau shitlord detected
>>
>>44703117
I found the Tau
>>
>>44703137
Only if I got to use my Dread Mob
>>
>>44703012
That's the price of greatness, they'll not fall, like their father they'll rise and triumph over chaos.
>>
>>44703155
>>44703160
But I'm eldar with scatbikes :^)
>>
>>44702972
whats the best leman for the heavy support slot?
>>
>>44703132
Drop the LR sponsons you dipshit, theyre never worth the cost. Keep your PCC cheap and available for orders for your heavies. The Mortar thing is down fifty times better by an Ordnance Tyrant, if you want to be a cheesemonger fill everything with t7 3+ artillery and a few minimum scoring squads from R&H
>>
>>44703194
I'm a sucker for the Punisher because im a Gatling whore, but it mostly depends on your opponent. Demolisher is pretty ok for destroying everything.
>>
how's this for a list

HQ
Trazyn the infinite
Orikan the diviner
Nemesesor Zanhdrekh
Vargard Obyron

Troops
4x warriors
5x immortals

Transport
2x night scythes
3x ghost arks

Elites
4x deathmarks
10x lychguards with shields
3x flayed ones
3x triach stalkers
C'tan shard of the nightbringer
C'tan shard of the deceiver

Fast Attack
14x canoptek wraiths
6x tomb blades
5x destroyers

Heavy support
4x heavy destroyers
2x doomsday arks
4x monoliths
3x doom scythes
14x canoptek spyders
1x transcendent c'tan
2x sentry pylons

Lord of War
Imotekh the storm lord
tesseract vault
2x obelisks
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>>44703194
What are you fighting most often? Tanks can handle almost any threat, but they must be specialised. The only 'Best' tank available is Pask in a Punisher, just because 20 rending shots
>>
>>44703087
fought worse to be honest
>>
So its good idea too run 1500 pts list with 7 riptides?
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>>44702997
WarBoss 130 points
armour
thinkin' cap
attack squig
cybork body

weird boy 70 points
lvl 2

14 slugga boys 163 points
Nob,shoota, big choppa
big shoota
armour

20 shoota boys 123 points
Nob, twin linked shoota, big choppa
big shoota
big shoota

8 Tank bustas 119 points
Nob
bomb squig

3 Mega Nobs 125 points
1 combi-scorcha
Trukk 30 points

battle wagon 150 points
killkannon
2 big shootas

3 guns (kustom maga kannons) 120 points
3 extra grots
1 mek

His list was melta cannon knight + grey knights. I got all my nobs, tankbustas and warboss in turn two and slapped it with 8 meltabombs. The grey knights terminators got mobbed and the paladins got melted by the mek guns after a bad run roll and I tabled him turn 2.
>>
>>44703291
I assume this is
>Every-Model-I-Own.list
>>
>>44703441
that's not even half

i have necron models from when they were still called chaos androids
>>
>>44703438
Very nice, I always forget Tankbustas have Meltabombs (not that they ever survive long enough to use them)
>>
>>44703493
Yeah, everyone seems to know that my tankbusters need to die, why I put them in a trukk.
>>
>>44702696
>how dare you bring an overpriced model...
>I get to take three wraithknights then. Its only fair
>>
>>44702678
Try an Armoured Company. Your HQ, troops, Hs, fast attacks are all tanks. Infantry being elites. Also, since russes counts as troop choices, they can cap objectives.
>>
>>44702972
>I can't believe you brought this cheese lists!
>I should get extra points for my eldar list!!!
>>
>>44703305
grey knights, necrons and eldar mostly
>>
++ Tau Empire: Codex (2015) (Formation Detachment) (1496pts) ++

+ Formation (1496pts) +

Heavy Retribution Cadre (1000pts)
··KV128 Stormsurges (430pts)
····KV128 Stormsurge (430pts) [Pulse Driver Cannon (15pts), Shield Generator (50pts), Twin-linked Burst Cannon (5pts)]
··KV128 Stormsurges (430pts)
····KV128 Stormsurge (430pts) [Pulse Driver Cannon (15pts), Shield Generator (50pts), Twin-linked Burst Cannon (5pts)]
··XV95 Ghostkeel Battlesuits (140pts)
····Ghostkeel Shas'vre (140pts) [Cyclic Ion Raker, Twin-linked Fusion Blaster (10pts)]

Infiltration Cadre (496pts)
··Pathfinder Team (77pts) [7x Pathfinder (77pts)]
··Pathfinder Team (77pts) [7x Pathfinder (77pts)]
··Pathfinder Team (77pts) [7x Pathfinder (77pts)]
··TX4 Piranhas (65pts)
····TX4 Piranha (65pts) [Disruption Pod (15pts), Fusion Blaster (10pts)]
··XV25 Stealth Battlesuits (100pts) [Stealth Shas'ui with Burst Cannon (30pts), Stealth Shas'ui with Burst Cannon (30pts)]
····Stealth Shas'ui with Fusion Blaster (40pts) [Fusion Blaster (5pts), Target Lock (5pts)]
··XV25 Stealth Battlesuits (100pts) [Stealth Shas'ui with Burst Cannon (30pts), Stealth Shas'ui with Burst Cannon (30pts)]
····Stealth Shas'ui with Fusion Blaster (40pts) [Fusion Blaster (5pts), Target Lock (5pts)]
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>>44703611
>tanks
>necrons
kiss all of your tanks goodbye
>>
>>44703572

Where do you find the rules for this? Or is it some old formation out of an imperial armor book?
>>
>>44703642
Google m8.
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>>44703631
Because of what, gauss? Because Gauss does on average 3 extra HP throughout the entire army against an entire dedicated tank army, and that's inevitably spread out around everything you shoot at. It's better than nothing, but it's not exactly dedicated anti-tank.
>>
>>44703438
> Tabling Grey Knights by turn 2 as Orks

Holy shit, you are literally the fluff examples of Orks unexpectedly winning against insane odds , because their opponent massively underestimated them. You're an amazing person, and I would love to play against you at some point.

Keep doing the work of Gork and Mork.
>>
>>44703533
I feel like putting them in a Trukk makes them less survivable haha
>>
Has anyone seen AM's new "Armoured Shield" datasheet hosted anywhere? The one from the new start collecting box?
>>
>>44703681
Think about that rapid fire, doom scythes, scarabs, wraiths and monoliths
>>
>>44703801
> Doom Scythes
A single shot that has no Ignores Cover in this day and age?
> Scarabs
20 points per model for t3 that has gauss in melee?
> Wraiths
Are busy doing literally all of the army's heavy lifting, because they're the only thing that can play with the big boys
> Monoliths
I wish you'd led with this. Would have revealed you being a troll much faster.
>>
>>44703533
A trukk just gets them killed faster, put them in a battle wagon or nothing.

>>44703705
I got lucky, he kept his guys in reserve because he was (rightfully) fearful of the mek guns. he charged his knight up the table to try and clear them off the table before his greyknights came on but failed to kill the both transports before they got close dooming his knights.
>>
Rolled 1, 4 = 5 (2d6)

dice+2d6
>>
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Just starting out Grey Knights. This is what I plan to build up to in the near future.

1000 points of GK
Nemesis Strike Force

Librarian - 110

Paladin Squad -195
1 Apothecary with daemon hammer
2 Paladins with swords

Purifier Squad - 155
2 Purifiers with psycannons
2 Purifiers with swords
1 Knight of the Flame

Terminator Squad - 195 points
1 Terminator with psycannon
1 Terminator with daemon Hammer
2 Terminators with Swords
1 Terminator Justicar

Interceptor Squad - 140
1 Interceptor with daemon hammer
3 Interceptors with swords
1 Interceptor Justicar

Nemesis Dreadknight - 205
personal teleporter
greatsword
heavy psycannon

Total: 1000

I know it's probably a weak list, but will people complain about any of this stuff? I just want fun games.
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>>44703862
Heh, I've done something similar with my Space Marines against a Grey Knight Player. I kept my Chapter Master in the back with a devastator squad, and then the inexperienced player dropped his Draigostar right behind my chapter master, within 12" of him.

At that point I pulled up the page for the Orbital Bombardment weapon, and showed him the line of its rules that allows my Chapter Master to Assault a unit that it's dropped on.

Direct hit with the Orbital Bombardment on Draigo, and he stoically tries to eat 12 3++ saves on behalf of the squad. Draigo died instantly, and 7 other paladins died as well. My chapter master's squad fired bolt pistols, killing another paladin, and then he charged to mop up the survivors with a thunder hammer.

In the Grey Knight Player's defense, he wasn't wrong that it was his best odds for survival if draigo took all the wounds. But it still wasn't a survivable move.
>>
>>44704059
>Draigo died instantly
Draigo has eternal warrior...
>>
>>44704086
Notice how I also said 7 paladins died as well? Draigo rolled 4 failed saves in a row. The rest spilled over to the squad, which didn't have EW
>>
>>44704086
>>44704059
And can (and in all cases SHOULD) give himself a 2++ from sanctuary
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>>44704115
I succeeded at rolling a DTW against his sanctuary, knowing he wanted to do that.
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>>44704059
>My chapter master's squad fired bolt pistols, killing another paladin
Pure luck, considering 2W, 2+ save. That's what, 6 or so bolt pistols?

>>44704107
again, pure luck that draigo fails the first 4 3++ in a row. Between the direct hit, bolt pistols, and draigo's failed saves, you just got lucky.


>>44704115
draigo doesn't have sanctuary. He needs a librarian or stern for that
>>
>>44704053
>Nemesis Dreadknight
I feel free to bring my wraithknight or riptide then.
>>
>>44704107
>>44704136
Oh well that's just some shitty luck then.
>>
>>44704053
Drop the paladins. They suck unless you're doing a super-deathstar feats draigo and friends. Upgrade your Libby to level 3, add another interceptor squad and give both interceptors Incinerators for 5 points each
>>
>>44703061
>Dakka: Orks rarely stop firing their weapons once they get started. As such, they automatically pass over watch tests
>>
>>44704182
thanks for the advice.
>>44704169
I don't mind what other people bring.
>>
What space marine chapters do you think are different enough to warrant their own separate codex? A few friends and I were thinking about it last night. I feel like there should be a main codex, and each chapter can have small supplements with unique characters/units by themselves.
>>
>>44704210
White Scars are as different, if not more so, than Blood Angels.
>>
>>44704210
none of them really, though space wolves come the closest.

grey knights used to be different until matt ward came along and ruined everything.
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>>44704166
It was 10 bolt pistols, from a full squad of 10 devastators. I wouldn't say that it was luck that draigo died to the Orbital Bombardment. Nobody can make 12 3++ saves and live, that's just statistics. It wasn't at that point a matter of when he dies, just how quickly he did and how much of the squad he loses with him.

Draigostars are pretty frail once draigo goes down. Considering he's their one and only source of a 3++/2++, the rest are just multi-wound terminators.. Where multi-wound doesn't matter at all against a chapter master and friends swinging a thunder hammer. I lost a bunch of the squad, but it was a great trade.

S8+ is too common for any T4 2W models to be of good use.
>>
>>44704210
I miss the days that Black Templars had thier own Codex. they Deserve a suppliment
>>
>>44704206
Ignore him, the Dreadknight is the only consolation from a gutted codex and its still inferior to a riptide for the points invested. Its a solid 1000 point list, but paladins will never be worth the points invested in them-see >>44704239 's story. Either a second interceptor squad or another Librarian. Get ML3, its worth its weight in gold
>>
why it is so hard to resist the urge to buy 2 boxes each of nobz and flash gitz along with codex: orks? I know what will happen if I go down that road and I won't like it.
>>
>>44704279
kitbashed Viehcles everywhere. do it
>>
>>44703642
Imperial Armour, volume 1 v2
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>>44704264
>bringing dreadknight to 1000pts game
>its fine
>bringing riptide to 1000ptsgame
>REEE WAAC FAGGOT REMOVE TAU KILL YOURSELF
>>
>>44704309
>strawmanning
>/tg/ is one person
Riptides are fine unless you spam them, same as a dreadknight. Stop shitposting
>>
>>44704239
I said that it was pure luck that Draigo dies so quickly. 12-7=5, so he only made 1 before he died? The chances of rolling only one 3+ on 5d6 is really low.

Let's do the math on 10 bolt pistols. 6.66 hit, 3.33 wound. he would have needed to fail about 2 of 3 2+ saves, which is incredibly unlucky.

Not saying draigostar is good or anything, but these two events happening is just lucky
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>>44704264
So are a small group of purifiers like that worth it then?
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>>44704289
I carefully crafted my current list in order to not have any vehicles, as transporting vehicles is hard without a car, but orks don't really have a way to do that, and especially not with fun units.

but on the other hand Orks are AoC with my CSM. Some havocs or oblits would compliment an Ork CAD really well, but I don't normally field those.

>>44704343
>tfw the only monsterous creature you have access to is t5 with a 5++ save
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>>44704406
Purifiers can be great against hordes and FMCs, but they need a delivery system. I almost always get Gate on one of my librarians, and nominate the other my warlord while the gate one deepstrikes them somewhere uncomfortable. Other options are a rhino, which can get focus fired, and an allied SM drop pod, which might be impossible in a 1000 point list
>>44704437
i play nids as my main army and only know about GKs because i picked them up after a friend dropped them for cheap after the 7e codex nerfed them into the grave
>>
>>44704376
It still happens plenty of times. I've had games where a lone space marine makes 28 armour saves in a row, but then dies to a frag grenade in the next turn. You see hail marys and whifflebats plenty of times in your games.

While I do use math in my weekly games for risk assessment, it isn't the sole indicator of success for games. Sometimes you can make every save in the world, make all your clutch moves, and still lose.
>>
What greater daemon would he best for fighting tau

Also can daemons use the new BTs yet
>>
>>44704437
actually, I shouldn't entertain these thoughts, but what are the transport options for orks aside from trucks, battlewagons, and fortifications?
>>
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Is there a place where someone compiled all the BL ebooks for download? I checked the mega, but it doesn't seem to have much at all in terms of the novels.
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>>44704406
>>44704467
Put the purifiers in a rhino and give them two incinerators. don't disembark them unless they're the only thing left or you have a dire need to blow away several units with cleansing flame.

This forces the enemy to pop the rhino which will use up at least some of their shooting attacks reducing the damage they will be able to take (you shoot be able to easily deny psychic powers against them) and if they try to charge you after popping it just flame them in overwatch.
>>
>>44704210
Space Wolves are really the ones with the biggest differences.

It would be far better to have the more distinct chapters as Supplement books, that give the alternative chapter tactics, any special relics or units, and any other special rules.
>>
>>44704526
Looted Wagons and thier superheavies are thier other options. I personally love Ork viehcles, in a crazy Mad Max way
>>
>>44704210
Prior to 7th edition? Grey Knights, Black Templars, Dark Angels. After 7th edition, and the changes to the force org chart/formations? None of them. They should all be in the main SM book, with special artifacts, some units, and then formations to help make them fluffy.
>>
>>44704515
Generally I would say the lord of change would be the best if only not for it's posts cost.

In this case why not a keeper of secrets. All it's psychic powers fuck with the tau low(ish) leadership and one disallows them overwatch when charging and it's amazing bonus to running allows it to reach the other end of the board on foot by turn 2.
>>
>>44704658
it's not that I don't like vehicles (I have four rhinos and two land raiders myself) it is just that getting to the game is easier said than done.
>>
>>44704526
Well, if you're looking for REALLY unorthodox transport options. You could buy one of those towers, and get the Escape Hatch upgrade. On deployment you put 20 boyz inside, and place the Hatch 12" up into No-man's land. This effectively makes it an AV14 all around, one use transport... For 85 points.

And plus you can put some lootas on top for great long ranged firepower.
>>
>>44704526

Looted Wagons and (heh) Orkanauts in the main Codex. Stompa also can carry 20 models.

FW gives you access to a bunch more. Non-superheavy transports include the Big Trakk, Mekboy Junka, Warkopta (for when you want to fight Vietnam) and the Big Squiggoth, our only MC (and he's not really that great).

Super-heavy transports are Kill Bursta, Kill Krusha and Kill Blasta, the only one of which is commonly taken is the Bursta for it's ability to take a 7" Str D blast. There's also the Battlefortress, which sadly FW doesn't make anymore, but it can carry 30 Orks.
>>
>>44704687
would a "wall of martyrs" standardized bunker be better than the tower? Certainly seems like it would fit better in a small carrying case

I also need to brush up on fortification rules again since they don't come up much. Can Allies of Convenience use a fortification?
>>
>>44704515
Also, yes you can use the new thirters as a HQ choice but you need the white dwarf with their stat-lines.
>>
>>44704528
The old mega archive with the novels died somehow, none else managed to organize them again; you can check on branstartk (now named epistolary) torrents or other for what you're looking for I'm afraid.
>>
>>44704742
Anyone can use formations if I recall correctly. I mean, there's stuff like Necrons and Tyranids being able to get all the fortifications too(And creative players making creative versions of Aegis Defense Lines).

Yea, you can use the Bunker instead of the tower, since it's any Medium Fortification which can take the Escape Hatch Upgrade. All things considered, I actually think this is a superior idea to the trukk for delivering units with extreme prejudice. That's an 18" thrust you can make with bare infantry, as opposed to 12" a turn with the traditional trukk.
>>
>>44703291
other than illegal,even considering unbound?

4x warriors
4x deathmarks
3x flayed ones
unless these are squads, which I doubt, the minimum squad size for warriors is 10, deathmarks 5, and flayed ones 5.

Even when playing unbound, you still have to be able to field the minimum possible unit.
>>
>>44704775
Trukks can move 24" a turn, can't they?
They're fast vehicles so 12" move and 12" flat out (13" with red paint).
>>
>>44704676
you seriously should invest in somethign to carry your armies in then. I once transported about 8k points worth of stuff to a game via public transport
>>
>>44704775
reading the BRB (pg 117) it seems I totally could, and after the orks are done using the escape hatch CSM could get inside and use it too

that's kinda cool

damn it... the urge to build a freebooter Ork/CSM list is rising

>>44704934
I've got a case. It is great at carrying infantry and bikes. I want to avoid anything bulky because it is an hour of walking to the FLGS from my workplace. Not to mention the awkward stares it would get from the people at the office...

needless to say I don't play games as often as I'd like to
>>
>>44704910
Yea, that's true too. But still, looking at this, you're probably better off anyway enjoying the 60 point AV14 "Transport", as opposed to the 30~(Don't quote me on this, I don't play orks), point AV10 Open-topped transport that will explode with extreme prejudice.

Consider it "Going second" insurance. Your opponent will absolutely be hard pressed to kill the guys inside the fortifications, and even if he does blow them out..They still disembark out the escape hatch, and act as normal afterwards. Bonus points if your Escape hatch drops your guys into super convenient cover.

My god, this talk of unconventional as hell transports makes me want to play Orks just to show people how the it's done.
>>
>>44704059
>charging after firing the orbital bombardment

possible heresy brother, unless your character and/or squad possessed relentless or slow/purposeful

>>44704515
perhaps the keeper? pull out some tricks
>>
>>44705041
read the attached pictures or learn the rules for Orbitals, you can charge something hit with an Orbital weapon
>>
>>44705063
i read it, but have you read the rules for ordinance?
>>
>>44705082
>in addition, firing an ordnance weapon with this special rule does not prevent the firing model from declaring a charge against the target unit in the same turn
Obviously, you didnt read it
>>
>>44705041
Read the codex thoroughly brother, and learn every facet of war under the Astartes. The codex guides and nurtures us, and lends for us to be great warriors if we heed enough of its teachings.

Yes, understand that a Chapter Master can charge a squad that he drops the Emperor's Hammer upon, but it must also be within "Danger Close" of your chapter master.

>>44705082
Seriously, the Codex supercedes the rulebook whenever a conflict occurs. The Orbital Rule allows the chapter master to charge anyway, even though Orbital Bombardment is an ordnance weapon.

Imagine it as your chapter master calling in some coordinates, and then charging straight into said coordinates. Unlike traditional ordnance, he's not firing a tank cannon, just talking through the Vox.
>>
>>44701746
It's a unit-to-unit track based on units destroyed. They usually serve to make a unit better at what it does to offset their inevitable loss of models. Infantry would all gain Feel no Pain or they may reroll failed Feel no Pain saves if they have it from another source, then a killing boost (+3 WS/BS), then Shrouded. Vehicles would gain Twin-Linked, +1 to Jink saves, and Ignores Cover on all non-blast weapons. Some vehicles would have access to a soul channel, which allows them to instead grant gained Power From Pain tokens to an infantry unit within 6". Characters gain Power From Pain tokens whenever their unit does. They spend them to use abilities that all Character models get. They're basically activate-able Exarch powers. Characters would be 2W and usually an optional upgrade for a unit. HQ's would get their own abilities, with Archons granting buffs to friendly units, Haemonculous would get self-unit buffs and malediction-type abilities, Succubus has self-buffs and movement abilities.
>>
>>44705082
Codex > Big Rule Book Rules.
>>
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>mfw loyalists can break the laws of nature better then i can

welp i'm wrong
>>
>>44705127
you realize how obnoxiously difficult it would be to keep track of all that, not to mention how weak that would be?
>>
>>44701746
>>44705127
Make it simple.

Any unit that dealt at least 1 unsaved wound gains FnP or +1 to it's FnP rolls until the start of it's next turn.
>>
>>44704977
orks actually benefit a lot from fortifications. I have a few scratch built void shield generators that I use to cover my orks advances, and let some of the hide off with them. They are fun and annoying for opponents, especially when I got 3 built that i can make a bubble to keep a shooty unit hidden behind 9 void shields while it takes pot shots at anything it can see.
>>
>>44705329
Fortifications often seem like they'd help out weaker armies a lot. They tend to fill in many of the gaps of a less versatile force.
>>
>A budget lord with just a murder sword leading a blob of 35 cultists straight at the target
could be fun I guess? if only there were a way to make the cultists tougher that actually made a difference...
>>
>>44701746
Flip it around from where it is now. Make it give huge bonuses early in the fight, where the Dark Eldar player should be alpha-striking, and make it less useful as the battle goes on.

DE are an alpha strike army, it makes no sense to give them toughness bonuses later on in the match. Alternatively, bring back Homunculi and their tools giving back tokens; Each turn, the units lose a token, and the tokens give good striking bonuses instead of things like FNP.
>>
>>44705402
Tougher cultists? You should consider picking up Horus Heresy 5, and running them instead as Imperial Militia and Cults.

What you would need is a blob of 50 of them, with a generic character to gain providences. The only mandatory upgrade for you will be the Cult Horde providence, as it switches their Allies Chart to Chaos, and from there its your choice of Cybernetic Augmentation for a 6++, or Abhuman Helots for T4. Bam, instant tarpit! It also scales up pretty well, as the providences are one-time upgrades that apply to all of the squads. And Levee squads are 2 points per model, with option on taking CCW+Pistol.
>>
>peoples think their transports to expensive
>mfw waveserpents, devilfishs and ghostarks price with few upgrades ~100pts
>>
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Do you think they will re-realease Battlefleet Gothic? If so, do you think it will incorporate space formations?
>>
>>44700784
Anyone have the Raven Guard and Flesh Tearer supplements that came out recently-ish? I see them on the GW website but not in the book repositories.
>>
>>44705461
Raven Guard Supplements are from Warzone Damocles: Kauyon. They're mixed in with Tau and White Scars. It can be found on the Mega at the top of the thread.
>>
>>44705454
They already announced they would.

>>44705452
Here's your reply.
>>
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>>44705475
Sweet, thanks.

I took a pic of the announcement, I was talking about these books that came out apparently recently. Are they just re-releases of old stuff in new supplements, or something new? Anyone know?
>>
>>44705452
I pay 60 points for an AV14/14/14 HP3 transport.... Every army in the game can do the exact same thing. Get with the program.
>>
>>44705542
Yea, they're digital releases of just the pertinent information from the supplements Kauyon and Mont'ka. It's much easier to just keep everything on a kindle than it is to cart around 10 books or laminated paper. And the kindle is searchable.
>>
>>44705435
without changing systems, here's what I've found in the past:

>Option 1: Mark of Nurgle
These are the toughest cultists, but they better be since they are 50% more expensive. not worth it unless you want really tough cultists for some reason
>option 2: Mark of Tzeentch
Surprisingly not bad option against anything but lasguns. In terms of pure defense it is very similar to adding more models iirc. Obviously not helpful if your cultists can get a cover save somehow.
>Option 3: Backup squad of another 35 cultists
Hands down the best of the 3 for both offense and defense and with great efficiency too, but at the highest point cost and troop slot.
>Option 4: Mark of Slaanesh
Generally not helpful for defense unless you keep them in assault against guardsmen all game.
>Option 5: Mark of Khorne / Flamers
Counterattack (or wall of death) makes your cultists like attractive to assault. Too bad they still get shot to death. Not recommended.
>Option 6: Psychic Support
Don't waste it on these guys!
>>
>>44701211
You're too young to remember Leafblower, I see.
>>
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>>44705569
Thanks anon, now I know what to look for.
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>>44703141
I didn't play 5e, what was different?
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I just wanna say thanks to this general and /tg/ for being helpful and probably one of the best boards on 4chan for discussion. Thanks buds.
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Say, would anyone be interested in a 40K monster girl CYOA?

I've been trying my hand at writing a cyoa about a soldier from a futuristic nazi-esque society on the 8ch /monster/ board, but they're currently having technical difficulties. Writing CYOAs is really fun, but I'd like to see if people like my ideas before I start drafting.
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>>44705761
Only if you do it in 40k.
>>
Is Mechanicus a top tier army right now? I got tabled on turn 2 for the first time in my life, and it felt pretty pointless as I lost my baneblade in 1 round of shooting from a hail of haywire.
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>>44705783
War Convo is top tier due to its 700~ points of free shit, same as muhreens spamming razors. Basic skit/admech is pretty middle of the road, just insanely good against mechanised opponents, which is pretty fluffy
>>
about how many points would the following be

>a warboss
>10 nobs, idk what kind of kit these get but whatever they need to succeed in assault
>two blobs of boyz
>ten flash gitz
>bunker with escape hatch
>>
>>44705783
They're mid tier but bringing vehicles against them is suicide.
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