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Messages - Ironclad13

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1
General Discussion / Re: 8th Ed. Are you ready?
« on: April 22, 2017, 11:51:50 PM »
Still not much of an FAQ.

I really wanted a hint on the new starter set.

Yeah, there's not much confirmation in the way the new rules will actually work which is unsurprising but disappointing none the less, start box(es) too for that matter but GW generally play with their cards close to their chest so if they've actually announced 8th ed proper, finished products can't be too far behind.  I'm hoping they'll be up for pre-order before too long and then we can have a good look at them.

2
General Discussion / Re: 8th Ed. Are you ready?
« on: April 22, 2017, 01:07:08 PM »
I'm not happy that all the money I spent on Traitor Legions and the Gathering Storm books has been a big waste of time. Bit of a d**k move but hopefully the edition will be worth it.

There's theoretically nothing stopping you from continuing to play 7th edition, also, 8th edition has been in the rumour mill for like 2 years now.  It'd be a bit naive to rule out any possibility that things might not port over.  GW have done it before with 2nd to 3rd edition so there's even a precedent.  For myself, I mostly picked up Gathering Storm for the storyline.  I'm a bit sad that Traitor Legions isn't going to port over but I'm hoping there will be an 8th edition equivalent at some point.

Personally, I'm looking forward to the alleged streamlining they keep promising us.  Doubtlessly there will be some changes that I don't like because they mess elements of my army up but equally there will be other mechanics that I can take advantage of to leverage the system against my opponents.  As far as mechanics go, I don't think it'll be better or worse per se, merely different and there's going to be some adjustment required.  I for one intend to embrace the change (hail Tzeentch!) rather than complain about it, if nothing else it'll give me a head-start over the players that don't.

3
40K Rules Questions / Re: Fortifications & Upgrades
« on: March 21, 2017, 01:37:20 PM »
Because it's digital I can't give you a page number, but it is said in Stronghold Assault book in the section for Obstacle in the Fortifacation Upgrades chapter.  Six inches.  So each obstacle follows the Battlefirld Debris rules and has additional rules depending on what type you've chosen, but they're all six inches long sections that must be set up wholly within six inches of the Fortification itself.

Thanks, that's exactly what I needed to know. :-)

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40K Rules Questions / Fortifications & Upgrades
« on: March 21, 2017, 08:36:19 AM »
So I'm playing around with the Iron Warriors Grand Company decurion.  As an auxiliary choice, they have the option to include fortifications in their decurion.

So I'm thinking about what I can do with that, AV14 bastion bubbles for static havocs, etc but the issue I have is that the upgrades for those fortifications aren't clear on exactly what you're buying.

So if I take a Bastion and decide I want some barricades for culists to hide behind and screen it from assault, how big are those barricades?  4" long? 6" long? 8" long? Heck, 12"?  The same goes for tank traps and tangle wire.  Or in the event that it doesn't actually specify somewhere what you get for your points, what do most people consider "fair"?

And if someone finds a page reference please post the book and page number, that would be awesome.

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Discussion: Chaos Space Marines / Re: Thousand Sons start up
« on: March 19, 2017, 11:55:33 AM »
The new Rubricae in Traitor Legions get epic flamers so despite being expensive, they can be equipped to deal with elite squads of heavy infantry or mobs of light troops.

Also, some of new relics and psychic powers are funny as heck.

6
Discussion: THE LIST / Re: 1000 Point Iron Warriors List
« on: March 14, 2017, 01:37:41 AM »
Not at all.  What you want to do as you move forward is have sufficient threat saturation.  Make it so that yeah, your opponent can kill a ridiculously expensive model with one shot, but for every shot they put there, they're not shooting at X, Y and Z who will also wreck their day.  You want them to panic and try to shoot everything because it's all scary.  Threat saturation at 1k isn't really easy, which is why I'd drop the Helcult for some scary stuff and get started on that idea early.  Maulerfiends, Forgefiends and old fashioned tanks all make for great Distraction Carnifexes.

It depends what you want a unit to do.  Units that aren't very killy can still be used as distractions or to leverage sheer number of dice.  I like to run the Helcult against people dropping massed short-range firepower.  Those unbreakable cultists are great at locking those shooting units in combat and sure, you're not going to expect them to win, but if they're not going to break after losing combat, if you have sufficient mass of them, you've taken that shooty unit out of the game unless your opponent does something about it.  Wraithguard are a classic example, they can't point all those instant-death D-Weapons at your obliterators if they're stuck in melee all game crushing maybe 4-6 cultists per turn.  If you're fielding cultists in squads of 20+ for only around 100pts, that's still a net-gain in points worth of firepower you've denied your opponent.  The tarpit mob is an age old, tried and tested 40k tactic.

Just because a unit is not screaming "KILL! MAIM! BURN!" at your opponent every turn does not mean it doesn't have a purpose and just because an enemy unit isn't dead does not mean it hasn't been neutralised.  ;)

7
Discussion: Chaos Space Marines / Re: Traitors legion Chaos warband
« on: March 13, 2017, 10:51:40 AM »
I've had some success running typhus with nurgle mutilators, their improved toughness and extra wounds make them worth the points of a kitted out assault terminator.

Zombies all around of course...

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Discussion: Chaos Space Marines / Re: Traitors legion Chaos warband
« on: March 13, 2017, 09:20:51 AM »
If you want to get them and typhus into melee, the land raider is a must.  If you just want to shoot stuff I'd deep strike to negate cover or get at weaker rear armour.

9
Discussion: Eldar / Re: WOW... the new Gathering storm book
« on: March 13, 2017, 09:15:43 AM »
Yeah, not only does soulburst completely break the flow of the game - sure, have an extra round of shooting every turn with all your D weapons - but in all honesty, I really don't like the fluff either. So much classic background gets wrecked with little to no introduction or explanation of the forces involved. And the book seemed barely about Biel Tan.

Personally I'm inclined to build a craftworld warhost around those who remained on the craftworld after the Ynnari wrecked everything.  Have them go nuts on the path of the warrior and demand vengeance against the blaspheming usurpers.  Seems what real Biel Tan would do. It's not like Kaela Mensha Khaine has a history of going mad with rage and murdering his own kin or anything...

Anyone for a religious Eldar civil war?

10
Discussion: Chaos Space Marines / Re: Traitors legion Chaos warband
« on: March 12, 2017, 02:13:10 PM »
Both Terminators and Bikes have the Relentless special rule so they can charge after firing any sort of weaponry.  So it depends what you want them to do.

If you want them to kill light to medium infantry, then put power mauls or lightning claws and combi-flamers on the terminators.  Flamers on the bike with maybe a power maul on the champion.
If you want them to kill heavy infantry then put power axes or fists and combi-plasmas on the terminators.  Plasma guns and maybe a power axe or sword on the champion.
If you want to go tank or monster hunting then power fists or chainfists and combi-meltas on the termiantors.  Melta guns on the bikes and maybe a power fist on the champion.

If you want the terminators to be a pure-assault force then twin-lightning claws on the regulars but I'd maybe put a single claw and a combi weapon on the champion because they pay premium points for doubling up lightning claws for some unknown reason.

11
Discussion: Chaos Space Marines / Re: Traitors legion Chaos warband
« on: March 12, 2017, 10:28:24 AM »
I'd go for terminators and bikers to maximise your resilience. Death Guard are all about shrugging off damage so it pays dividends to invest in playing to the strengths of already tough units.

They are also either fast moving or can deep strike so you can still manoeuvre reasonably well.

12
Obliterators are a solid choice.  As Iron Warriors they get tank/building hunters to add to their invaluable array of weapons.  You can not go wrong with these guys except knowing when to deepstrike them and when to deploy them normally.

With the Dark Vengeance set you could legitimately build a CAD with Chaos Lord and Obliterators filling you mandatory requirements.  Then attach a Helcult Formation Detachment using the Helbrute and Cultists.  That would give you a solid, battle-forged army with the stuff you've already got and you can add more of the fun, killy stuff to the CAD as you expand your model collection.

Helldrakes are pretty awesome, though not as powerful as they used to be.  I'm meh on bikers but I've not really played them enough to fairly judge them.

13
Discussion: Chaos Space Marines / Re: Terminator Lords
« on: March 08, 2017, 04:36:56 PM »
I do like the annihilation force, I should maybe think about combined formations.  I keep getting fixated on using CADs with other formations or the decurion with the warband.  Trouble is they often end up forced to spend points on stuff I don't necessarily really want.

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Discussion: Chaos Space Marines / Re: Terminator Lords
« on: March 08, 2017, 11:50:32 AM »
You think it's worth spending on the burning brand rather than taking the discounted combi-weapons?

What about stuff like the Axe of Blind Fury?

15
Discussion: Chaos Space Marines / Terminator Lords
« on: March 08, 2017, 12:49:12 AM »
Alright folks,

Chaos Lords in Terminator Armour.  How do you normally equip them and how to do you use them tactically?  I was looking over the Chaos Lord's options and was thinking that a Chaos Lord pays a lot of points to get that sweet, sweet 2+/5++ but it's difficult to justify any further upgrades after that.  For example, conventional Power Weapons, Combis, etc all get a points reduction when buying them for Terminator characters as they're replacing an existing Power Weapon/Combi.  However, if you want your Lord to have that resiliency from their saves you still have to pay full points on extras like the Sigil of Corruption for a 4++ or your Chaos Artefacts (eg: Murder Swords).

Subsequently, it doesn't seem very efficient for the points to give your Chaos Lord any of that fancy, super-nice stuff because he's having to give his right arm to get it.  Subsquently I was wondering how folks actually use their Terminator Lords because I see a lot of pictures of conversions, paint jobs and other cool creative bits being posted around here and other sites.  Most of them have the lord equipped with just simple Power/Chain Fist and Lightning Claw.

I'm assuming that's pretty common and wondered if anyone used anything different on the setup and how you use that or other loadouts, what units/transports you run them with, etc.

I realise with some irony the length of time I've been playing Chaos but I tend to run Sorcerers or Daemon Princes instead of Lords so this is surprisingly new to me.

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