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Discussion: Officio Assassinorum / Re: Thoughts on Assassins in 8th
« Last post by Rezial on August 16, 2017, 11:47:23 AM »
So since I made this post I did play against a Vindicare using my Tyranids.  I had a pretty watered down force but I was using a Swarmlord with Tyrant Guard.  Vindicare took the obvious target but ultimately wasn't too successful in hurting my Warlord.  The rest of the list was a pretty obnoxious IG build that included a Shadowsword and Wyverns.  They really made his Assassin kind of pointless.  However I did see the potential for it to put in work.

I own the Assassinorum game and I was planning to sprinkle in 1 or more Assassins into my smaller Imperial armies like Blood Angels or maybe another small marine list.  This in place of Sniper Scouts or to disrupt like you point out in the case of the Culexus and Callidus.  I'm still trying to sort of work out a strong place for an Eversor.  They(Assassins) probably slot into Ministorum armies the best.
General Discussion / Ork moral
« Last post by Cognis Cowboy on August 16, 2017, 11:09:56 AM »
So I'm bringing Night Lord's to a tournament. I need help figuring out how to deal with 30 Ork boyz X3 and the way moral works.
I can -7 leadership  with my list and kill 1 extra with summoned chaos furies. I also have raptors with flamers  and melta
Discussion: Space Marines / Re: Scouts army
« Last post by SharkoutofWata on August 16, 2017, 09:11:12 AM »
The downside to Land Speeders is that they are hitting on 4s after moving.  Hitting on 4s is pretty less than ideal.  I'm rarely worried about a single Typhoon shot or a Multimelta every other turn.  It's just not worrisome.  And they're easy to knock down again when they finally start biting.

Stormtalons and Stormravens though, they're awesome.  Hands down, awesome units with almost no downside.  I just dropped a Stormtalon in my own Ultramarines list and not sure if I made the right choice still.  They do work.

The only other unit that comes to mind is Reivers, but they aren't Scouts despite their look of stripped down armor.  They are pretty interesting though.  Better than Space Marines in smaller armor.  Not nearly as bulky.  Anything else wouldn't be in Space Marines.  What comes to mind first is the Elysian Guard Regiment, or Scion allies in a separate Detachment so you keep your Chapter Tactics.  Something that can fluffily be guided in by your Scouts and strike hard on the things they can't quite deal with.
Discussion: Space Marines / Re: Scouts army
« Last post by nusphigor on August 16, 2017, 07:21:39 AM »
Thanks man!
Acording to the book, if there is a vehicle on the range of the lascannon the tarantula must shoot at it. If there isnt, it can shoot another target. Having that in mind o guess it may work, but i still havent read the faq yet.
The assault cannons (or multimelta) doesnt have such restrictions, that is why i went for a pack of 3 xD
The anti air tararantula was just in case of such tactic but i guess one is too few :/ i also agree in that the tarantulas are too filmsy... Any idea how to replace them with out using power armour units?

I dont really like tanks (too bulky, slow and expensive), so how about land speeders or stormhawks?

Raptors might be a nice idea, but the raven guard tactics seem a bit of a waste since most of my infantry are supposed to be within 12". Would this affect too much?
How about ultras and tellion? I can always use a successor chapter of them and create a character to use as the old 10th sergeant :p

Thanks again mate
General Discussion / Re: Power Level over Points?
« Last post by PepeTykki on August 16, 2017, 02:13:13 AM »
That's the thing with PL, you can go all crazy with the wargear, but the same goes for the opponent. So I guess that it all boils down to the units them selves for balance. But I do recommend to use  some common sense when building a list. And of course communicating is important with your opponent in order to have a GG.
Discussion: Chaos Space Marines / 8th Edition Chaos Wombo Combos and Synergy
« Last post by PepeTykki on August 16, 2017, 01:57:31 AM »
I thought to open this topic for us Chaos worshipers to share some ideas of cool things that the new edition and codex allows us to do with our armies. So if people have some awesome chaotic goodness to share, I would like to know.

As for my 2 cents: The first time I got the chaos index I took a look of the psychic powers and more accurately the "warp time" power and I got this idea. So you take a Terminator Sorcerer and 10 Warp Talons and "deep strike" them more than 9" away of some problematic enemy infantry unit. Cast Warp Time on the Talons, move them right next to the enemy and you've got your self a free charge with no fear from overwatch due to the "Warp Flame Strike" ability of the Talons... Pretty neat I think, but what do you guys think and have you found anything as ridiculous?
General Discussion / Re: Power Level over Points?
« Last post by Sensenbob on August 16, 2017, 12:41:16 AM »
As long as all the players agree not to abuse the power level system with absolutely crazy wargear choices i think it's fine and fun, especially to quickly make a list for a not too serious game.
Usually we don't enforce WYSIWYG but for power points we use it to limit the wargear crazyness.

For example with BA Death Company, every single marine could get an Inferno Pistol AND a Power Fist for no additional cost, whereas points wise that would be an extra 40 points per 17 point Marine!

Of course you can also agree to both go absolutely crazy with wargear :D
Discussion: Chaos Space Marines / Re: 8th Death Guard legion question
« Last post by PepeTykki on August 16, 2017, 12:33:29 AM »
I also am a bit disappointed of how narrow the range of units is for the Death Guard. But there are new units to be added in the upcoming DG codex. Like the new tank and I think that there were some leaked pics of Death Guard Terminators so that's gonna be nice.
General Discussion / Re: Power Level over Points?
« Last post by PepeTykki on August 15, 2017, 10:44:22 PM »
We've been testing the new edition with my pals and for the time being we have used the PL system cuz we just wanted to get the games going faster. It sure is the faster method but I still prefer the points system mainly cuz you have to make choices and define your army more that way. I am planing a campaign at the moment for me and my friends and I'm sure that for the campaign we'll be using the points system cuz it really matters then. But I see no real problem with the PL. If you want to get the game going and don't mind some balance issues then use the PL. But if balance is important for the game then it is better to go with the points.

On a bit of a side note: I don't like the way that the new point values are scattered all over the codexes and indexes. It really takes some extra effort to first count the cost of the model and then to find all the wargear it has and you want it to have. These points should be listed on the datasheets wargear options like it was before. Now it's a bit of a hustle to count everything.
Discussion: THE LIST / 2000pt World Eaters list
« Last post by minavonlustern on August 15, 2017, 08:01:05 PM »
Vanguard Detachment
chaos lord - axe of blind fury & chainsword, trait - Unholy Fortitude
dark apostle

8 berserkers - chainaxes & chainswords, 2 plasma pistols, champion - powerfist
8 berserkers - chainaxes & chainswords, 2 plasma pistols, champion - powerfist
8 berserkers - chainaxes & chainswords, 2 plasma pistols, champion - powerfist
8 berserkers - chainaxes & chainswords, 2 plasma pistols, champion - powerfist

Vanguard Detachment
exalted champion - poweraxe & chainsword
exalted champion - poweraxe & chainsword

Helbrute - 2 fists, 2 combi-bolters
Helbrute - 2 fists, 2 combi-bolters
Helbrute - 2 fists, 2 combi-bolters

Auxiliary Super-heavy Detachment
Lord of Skulls - Gorestorm & Skullhurler

this is for a tournament in 2 months. pretty much everything charges forwards with the characters buffing. the lord of skulls shoots things along the way and is just a distraction carnifex. unholy fortitude on the chaos lord gives him +1 wound and 6+ FNP
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