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 - leE7_G4M3r

Pages: [1] 2 3 4
Discussion: Orks / Re: Ork Dream Unit
« on: April 29, 2017, 07:46:11 AM »
Honestly, I would get Deffkoptas.
They are my favorite Ork unit from how much dakka and deff they fire with the T-L big shootas, and how resiliant they are with 2 wounds each. My only problem is that they don't sell the  old plastic ones. Right now you have to buy the metal ones, which not only look worse (in my opinion) but also cost 20 per kopta! Really the only option left is to buy the old ones from ebay, but most have either been built wrong, are broken, or look like they have been painted by a 2 year old.

I just wish that they would bring back the old koptas because they are absolutely awesome!

I only recently bought the rulebook, but I bought it in the dark vengeance box. The rulebook was the only reason I bought it! Would they refund a bit of it?

So shrouded in secrecy that they don't even appear in the codex!

Mr. Sinji's brotherhood must then be... IMPOSTERS!

Discussion: Orks / Re: Ruining the Dark Eldar's Day!
« on: March 23, 2017, 09:38:51 AM »
Honestly, I wouldn't give the boyz 'eavy armour as DE have plenty of stuff that can defy the save, like the raider. I love the Burna Bomma, I have made greate use out of my one, but if they have a great cover save (like the raider) then 135 points might be too many points to spend on it, and I have not tried out the Gorkanaut or Stompa yet, so I don't know how well they would do, although on paper they sound invincible!

Discussion: Orks / Re: Ruining the Dark Eldar's Day!
« on: March 22, 2017, 10:15:21 AM »
I agree, the burnas would be devastating to T3 units, plus if you put them in a battlewagon then you might not have as big a problem with the dark lances. What units are you having the most trouble with?

Discussion: Orks / Re: 500 points Orks vs Necrons
« on: March 20, 2017, 03:10:00 PM »
Sadly, because of last minute changes to schedule and because of the vehicles' sizes, I will not be able to transport my Orks to the battle. Instead I will have to use something else, so I have decided to try out the new "Fallen Champions" formation from rise of the primarch.

Discussion: Space Marines / Re: Guilliman is back!
« on: March 17, 2017, 09:34:32 AM »
Honestly, I would probably just let Guilliman tank the shots, unless he's up against grav centurions.

Discussion: Orks / Re: 500 points Orks vs Necrons
« on: March 09, 2017, 08:48:33 AM »
Thanks for the advice, however I will not be able to get 7 bikes (though I could get six) so if I do run this list, I will swap out one of the bikes for a kombi-skorcha or two as the ap4 template would be great against necrons.

Discussion: Space Marines / Re: Guilliman is back!
« on: March 09, 2017, 08:36:49 AM »
Wow, I didn't know somebody leaked it, I was just posting stuff from warhammer tv! Thanks for the link :D

Discussion: Space Marines / Guilliman is back!
« on: March 08, 2017, 10:30:09 AM »
With the risen of the primarch release being right around the corner, Warhammer TV have revealed a few facts about Guilliman.
He is ballistic skill 6, strength 6, toughness 6, wounds 6, initiative 6, attacks 6, leadership 10 and has a 2+ armour save. His weapon skill has not been revealed.
Guilliman is a monsterous creature (character) and is unique (obviously).

Guilliman makes allies that are an army of the imperium re-roll failed morale, fear and pinning tests if he is on the battlefield.
He allows your army to use the Ultramarine doctrines along with any you already have (if you play ultramarines, you get 2 of each doctrine).
If one of these extra doctrines is used, all Ultramarines are affected.
His leadership cannot be negatively modified and he can re-roll failed deny the witch tests.
He has all of the Command traits found in the rulebook instead of a single warlord trait.

He wears the armour of fate, that confers a 3+ invulnerable save and if he dies, he can come back to life next turn on a 4+.
If he comes back to life, he has d3 wounds.
Guilliman's Hand of Dominion can be fired in the assault phase as a 24" S6 AP2 assault 3, rending gun.
Also, one of his melee weapons has a chance of becoming strength D.

That is all that has been revealed so far and I am super excited to field him!  ;D

Discussion: Orks / 500 points Orks vs Necrons
« on: March 07, 2017, 11:37:35 AM »
I have got a 500 point battle coming up in two weeks time and I was looking for some list advice. So far, I have created three lists that I could take, and I am wondering how I could improve them. There is no unbound allowed, and so I have to stick to detachments, and I am obviously going to take combined arms for that glorious objective secured. Also it will be against my friend's Necron army, and I know the possibilities of what he will take, he has:
a monolith,
a triarch stalker,
12 warriors,
an overlord,
5 immortals, and
a night scythe.
I have no idea how he will take them, or what he will take from the above, but that is what he has in his collection. My lists that I have created (and would like advice on) are:
HQ: Big Mek - 35pts
      mega force field - 75pts
      bosspole - 5pts
      ammo runt - 3pts

Troops: 20 boyz - 120pts
      boss nob upgrade - 10pts
         powerklaw - 25pts
         bosspole - 5pts
         kombi-skorcha - 10pts
   10 gretchin + runtherd - 35pts

Heavy: Battlewagon - 110pts
   Looted wagon - 37pts
      killkannon - 30pts

500pts Combined Arms Detachment

HQ: Painboy - 50pts
      warbike - 25pts

Troops: 10 shoota boyz - 70pts
   10 shoota boyz - 70pts

Fast: 6 deffkoptas - 180pts
      6 twin-linked big shootas - free

Heavy: 2 looted wagons - 74pts
      6 skorchas (3 each) - 30pts

499pts Combined Arms Detachment

 HQ: Warboss - 60pts
      mega armour - 40pts
      bosspole - 5pts
      da lucky stikk - 25pts

Troops: 10 boyz - 60pts
      boss nob upgrade - 10pts
         powerklaw - 25pts
   10 boyz - 60pts
      boss nob upgrade - 10pts
         powerklaw - 25pts

Fast: trukk - 30pts
   3 warbikers - 54pts
   2 deffkoptas - 60pts

Heavy: looted wagon - 37pts

501pts Combined Arms Detachment (I am sure he will let me off for the extra 1 point)

Plus, if I need any extra models, I have got plenty of time to buy, build and paint them.

Discussion: Grey Knights / Re: GK kill team without restrictions
« on: March 07, 2017, 09:58:20 AM »
I think I will go super fluff mode (5 termies) until I get some more models. Besides, everyone loves a fluffy army!

Discussion: Grey Knights / Re: GK kill team without restrictions
« on: March 06, 2017, 12:33:21 AM »
Sadly, no. We use regular 40k rules, but at a kill team point level. That sounds like it would have been awesome, 5 cleansing flames at 200 points, I think I might try to change the rules a bit  ;) What else would you bring?

Discussion: Grey Knights / GK kill team without restrictions
« on: March 04, 2017, 12:55:10 PM »
In my local gaming group, we play kill team sized games (200 points) but we do not utilize the kill team restrictions or rules. I know that Grey Knights would be massively handicapped at this points level, but I would love to field them. So, if you could only take 200 points of Grey Knights, what would you take? I am currently considering taking a beefed up Dreadknight, but I am scared I may lose a few friends if I do so.

Pages: [1] 2 3 4