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Discussion: THE LIST / 2000 - Night Lords - Terror Squad
« Last post by Akaiyou on Today at 08:18:58 PM »
++ Battalion Detachment +3CP (Chaos - Chaos Space Marines) ++
Legion: Night Lords
+ HQ +

Chaos Lord with Jump Pack:  Claws of the Black Hunt, No Chaos Mark

Sorcerer in Terminator Armour: Combi-bolter, Force axe, No Chaos Mark
-Psychic Powers: Diabolic Strength, Warp Time

+ Troops +
10 Chaos Cultists: No Chaos Mark
Chaos Cultist w/ autopistol and brutal assault weapon x8
Chaos Cultist w/ flamer x1
Cultist Champion: Brutal assault weapon and Autopistol

10 Chaos Cultists: No Chaos Mark
Chaos Cultist w/ autopistol and brutal assault weapon x9
Cultist Champion: Brutal assault weapon and Autopistol

10 Chaos Cultists: No Chaos Mark
Chaos Cultist w/ autopistol and brutal assault weapon x9
Cultist Champion: Brutal assault weapon and Autopistol

+ Elites +
Possessed: Icon of Despair, Mark of Nurgle, 10x Possessed

+ Fast Attack +
10 Raptors: Icon of Despair, Mark of Nurgle
Raptor w/chainsword; bolt pistol x7
Raptor w/ Meltagun x2
Raptor Champion: Bolt pistol, Chainsword

10 Raptors: Icon of Despair, Mark of Nurgle
Raptor w/chainsword; bolt pistol x7
Raptor w/ Meltagun x2
Raptor Champion: Bolt pistol, Chainsword

+ Flyer +
Heldrake: Baleflamer, Heldrake claws, No Chaos Mark
Heldrake: Baleflamer, Heldrake claws, No Chaos Mark

++ Spearhead Detachment +1CP (Chaos - Chaos Space Marines) ++
Legion: Night Lords
+ HQ +

Chaos Lord: No Chaos Mark, Plasma pistol, Power sword

+ Heavy Support +
5 Havocs: No Chaos Mark
Aspiring Champion: Bolt pistol, Boltgun
Havoc w/ heavy weapon: Missile launcher x4

5 Havocs: No Chaos Mark
Aspiring Champion: Bolt pistol, Boltgun
Havoc w/ heavy weapon: Missile launcher x4

5 Havocs: No Chaos Mark
Aspiring Champion: Bolt pistol, Boltgun
Havoc w/ heavy weapon: Missile launcher x4

++ Total: [100 PL, 2000pts] ++
Total CP = 7


Tactics :
Deep strike everyone that can for assaulting duties, the sorcerer warp times a raptor squad to guarantee success. Diabolical strength on the chaos lord or sorcerer at all times or smite when needed.

The havocs and chaos lord on foot support from the back field  causing more casualties for morale.

Possessed and heldrakes charge up the field to engage ASAP and cultists run towards objectives away from my deployment zone (or just too far for the havocs to reach)

Warlord trait will be the terror one obviously to force higher quantities of failed morale checks.
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General Discussion / Re: Ork moral
« Last post by leE7_G4M3r on Today at 12:21:24 PM »
Also, since most Orks only have a 6+ save, they die very quickly against any kind of S4 weapon, preferably large quantities of S4 shots, like flamers. In turn though, if you are close enough to use flamers, then you are probably in for a lovely treat of 3 close combat attacks per model, plus the boss nob who most likely has a big choppa or a power klaw. It would be best to deal with them about 24 inches away, because then you are in rapid fire range if you have bolters, plus you are too far away for the orks to charge.
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General Discussion / Re: Ork moral
« Last post by leE7_G4M3r on Today at 12:15:38 PM »
Yeah, it isn't the best idea to use morale against Orks, because their mob rule special rule allows them to use the number of models remaining in the unit as their leadership, or use their regular leadership, or use the leadership of any Ork unit within six inches.

To have any chance of them running away, you would have to kill a lot of Orks.
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Discussion: Space Marines / Re: I Hate Dark Eldar
« Last post by MattyIce on Today at 08:44:43 AM »
try bringing an ancient. If you are going to be losing terminators with cyclone missile launchers then force another shot from them as they die he will think twice before killing them. Try adding an apothecary to them and bring those models back to life.

I feel the new hotness is going to be area buffs that characters give. This is something that is utilized from positioning. It's no longer the days of unstoppable deathstars and number crunching. Even terminators don't have the same durability from earlier editions.
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Discussion: THE LIST / 2000pts World Eaters and Emperor's Children
« Last post by Draco765 on Today at 05:25:10 AM »
Now that 'Zerkers and Noise marines are troops again:

Battalion Detachment +3CP (Chaos - Chaos Space Marines)

Legion: World Eaters

+ HQ +

Chaos Lord on Juggernaut of Khorne: Bladed horn on Juggernaut of Khorne, Combi-plasma, The Black Mace

Daemon Prince with Wings: Daemonic axe, Khorne, Malefic talon
+ Troops +

Chaos Cultists: Mark of Khorne
5x Chaos Cultist w/ Autogun: 5x Autogun
4x Chaos Cultist w/ autopistol and brutal assault weapon: 4x Autopistol, 4x Brutal assault weapon
Chaos Cultist w/ special weapon: Flamer
Cultist Champion: Brutal assault weapon and Autopistol

Khorne Berzerkers
Berzerker Champion: Chainaxe, Chainsword
9x Chainsword and Chainaxe

Khorne Berzerkers
Berzerker Champion: Chainaxe, Chainsword
9x Chainsword and Chainaxe

+ Fast Attack +

Chaos Biker Champion: Combi-bolter, Power axe
2x Chaos Biker: Chainsword, Plasma gun
4x Chaos Biker: Chainsword, Combi-bolter

Warp Talons: Mark of Khorne
4x Warp Talon: 4x Lightning Claw (pair)
Warp Talon Champion: Lightning Claw (pair)

+ Heavy Support +

Chaos Predator: Havoc launcher, Twin lascannon, 2x Lascannon

+ Dedicated Transport +

2x Chaos Rhino: Combi-bolter, Havoc launcher

+ Flyer +

Chaos Xiphon Interceptor: Soulstalker missiles, 2x Twin lascannon



Patrol Detachment (Chaos - Chaos Space Marines)

Legion: Emperor's Children

+ HQ +
Sorcerer: Force stave, Combi-plasma, Delightful Agonies, Prescience, Smite

+ Troops +
Noise Marines
Noise Champion w/Sonic blaster
8x Marine w/ Sonic blaster
Marine w/ Blastmaster


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40K Rules Questions / Re: Shooting pistols in close combat?
« Last post by PepeTykki on Today at 05:04:53 AM »
Ok thanks for the info!
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40K Rules Questions / Re: Shooting pistols in close combat?
« Last post by SharkoutofWata on Today at 04:02:09 AM »
Shooting phase of your turn.  Pistols aren't used at all during the Assault phase.
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40K Rules Questions / Shooting pistols in close combat?
« Last post by PepeTykki on Today at 03:01:17 AM »
So you can shoot pistols while in close combat now... so when do you shoot them? Is it in the shooting phase or the charge phase and do you have to use one of your attacks to fire your pistol if it is in the charge phase? Pls can anyone clarify this for me?
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Discussion: Grey Knights / Re: New Player needs help
« Last post by geffthegoat on August 21, 2017, 06:19:26 PM »
"Did I get it right?"
1. Deepstriking is what the new teleport strike rule is. You place a unit in reserves at the beinning of the game, and then decide at the end of your movement phase that it will arrive. You then get to place the unit anywhere on the table that is more that 9" away from an enemy unit. Most GK units have this rule.

2. I dont really understand what you're saying here.

3. There are several "characters" in each army. (For example, as GKs, we have guys like Grandmasters, Brother Captains, Apothecaries, etc.) There are also special "named characters" who represent a specific character from 40k lore.
You can take as mamy of these characters as you can fit into your detatchement, for example, a battalion detatchement has a minimum of two HQ's and a maximum of three. Look up these detachements in the main rulebook. Mcphro listed characters depending on their battlefield role (example, Grandmaster is a "HQ", while an Apothecary is an "Elite")



Onto the next section:

Grandmaster Dreadknight: you dont declare a dreadknight to be a grandmaster. There is a unit entry in your codex for a "grandmaster in dreadknight", as well as a "dreadknight". These are two different units (even if they use the same model, technically), have different rules and stats and are differently priced. Dreadknights have an option (it will tell you so in their unit entry in the codex) to take teleporters. This gives them the teleport strike rule, which they normally dont have.


Paladins:
A paladin ancient is his own special character, he is not part of a paladin squad. He is assembled by giving one of the dudes in the terminator/paladin kit the banner thats included in the kit.

A paragon is just one of the models in your paladin unit. You choose which model this is before the game starts. He just has slightly better stats than the rest of his unit and acts kind of like a "seargent" or leader for his unit. And yes, usually you would make the guy with the tabbard the paragon/justicar for simplicities sake, but it doesnt really matter.

An apothecary is worth taking in combination with a minimum squad size of 5 I'd reckon, any less paladins in your squad and you will risk your opponent destroying the entire unit in one turn, which leaves nothing for your apothecary to heal. The best weapon for an apothecary is either a hammer, since he hits very well (on a 2+) and has 4 attacks, or a stave, so that he is harder to kill in combat so that he can neal your paladins longer.

10 man paladin squad: this is the way I run them, while expensive, I believe its also the most effective way to get value out of our psychic powers and support units like apothecaries and ancients:
Paragon is equipped with a hammer. (Since his 2+ weapons skill mitigates the to hit penalty of the hammer well)
A secon paladin also has a hammer. (1 hammer for every 5 models in the unit is a good rule of thumb)
4 psilencers are added, since they are cheap and good.
A single warding stave, as to add one to the invulnerable save in combat.
The rest of the paladins get halberds, swords or falchions, this is more up to personal preference, I like using halberds.
Stick an apothecary near them for healing, aand give them a character to bodyguard, like voldus, draigo or a grandmster, whose abilities will buff the paladins.
Now that you have a ten man unit set up, you can psychically boost them with sanctuary and hammerhand which will give them a 3+ invulnerable in combatn and will wound anything in the game on a 4+ or better (assuming you used halberds)

5man units are literally the exact same thing, just split in half.
1 hammer on the paragon.
2 psilencers.
1 stave for damage mitigation.
The rest with whatever you like.(sword/falchion/halberd)

3 man unit:
Paragon gets a hammer.
Probably would fit in a stave, since they will need the survivability.
The last dude gets a sword/falchion/halberd


The strike squads are solid, they pretty much follow the same setup as the palsdins.


Purgation squad.
Dont mix your weapons like that, even though your models can shoot at different targets it makes the unit less efficient as a whole. Either go for 4 incinerators and rush forwards to burn the enemy, or give them psilencers/psycannons and plunk them on an objective in the backflield where they can provide fire support. Also, dont buy the hammer, you'r wasting points on a model that wont see combat. If your purgators are in CC it means something went wrong.



Vehicles.
First of all, dont ever forget that onyl half of your amry can deploy in reserve at the bginning f the game, transports give your troops a place to hide turn 1 and 2, as well as the speed to reach the parts of the board they need to reach.
Dont use purifiers, they are horrible for the points. On the other hand, you can never have enough purgators or strikes, both of which will greatly enjoy the added durability of sitting in a transport.
Furthermore, transports (and vehicles in general) is where GK get there long range antitank/monster weaponry, which you will sorely need in larger games. For example, razorbacks make for fantastic support tanks for us GKs, even when they are empty, as they are tough, fast and give us access to lascannons rather cheaply.
Also, redeploying units to and from critical loctions is a very viable strategy, and one that I myself use very often to grab important objectives mid-game. You need to realize that teleport strike is more a precision tool rather than a mobility tool. You can appear on the board anywhere you like, but you will probably spend the rest of the game in that area. Meanwhile, transports are fast and usually durable enough to shuffle your units around on the table, depending on where they might want to be.

Good luck with your list! ;D
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Discussion: Conversions / Re: Word Bearery Stuff
« Last post by Doghouse on August 21, 2017, 05:53:37 AM »
The WFB Flagellants have lots of little bells, books and scrolls you can add that help push a medieval religious theme for Word Bearers quite well.
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