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General Discussion / Re: Best Vehicle In 40K?
« Last post by DeffBossGitKrusha on April 20, 2017, 08:53:26 AM »
I think my moneys on a Vindicator tank. Or A guntrukk with a suppa scorcha (It's like a firestorm cannon)
Or a Blitz bomba. Each of these can be in a squadron.
I also like Deff dreads with 4 DCCW's. Mine usually wipe out a marine squad for sure and if I'm lucky two or three squads a game but at best I average two units destroyed by one of these Deff Dreads. They preform really well in 30K, where marine units can be over run as they try to get away from close combat.
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General Discussion / Re: Best Vehicle In 40K?
« Last post by new@40k on April 20, 2017, 07:04:28 AM »
Ork trukk for sure. Av10 open topped transport, what's not to love? More than likely going to get blown off the table first turn and take half your ork boyz along with it. Unless you spend the points to upgrade their armor, in which case they don't seems poins effective anymore....ohhh you said best vehicle....sigh....wave serpent
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Discussion: Grey Knights / Re: Unorthodox/Creative Grey Knight Strategies
« Last post by leE7_G4M3r on April 19, 2017, 08:34:04 AM »
So shrouded in secrecy that they don't even appear in the codex!
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I haven't tried Death Guard Chosen, I use Slannesh Chosen loaded with power weapons, so I'm not wholly sure how that would go.  There's actually a few interactions there I've just never tried, so I'm not sure how they'd perform.  Issue number one is the Transport Capacity of a Land Raider.  You'd be down to Terminator Lord, three Terminators and a Warpsmith and then be full.  Chosen are smaller physically, but as a unit they end up more expensive to survive the same and deal the same damage.

I do agree though of Melta being fluffier, but there's plenty of cases of plasma in the hands of Nurgle units, though it's usually depicted as closer to goo guns than fiery plasma.  Chemical weapons are also popular in Death Guard but I don't think there's a good Codex based representation there.  I think that's just out of Forge World and won't help you here.  From a gameplay point of view, if Terminators are giving you trouble, having your swift units be able to harass them and Centurians is a good move.  And we can't forget how valuable Jink is against Grav. 
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from what I've read, melta is a lot more fluffy for Death guard.

If I was to swap out a predator for a land raider I would only need to find 115p from somewhere to pump into it and then the war-smith has more of a purpose as he can fix it on the move and curse other vehicles as he is cruising around, or I could run chosen instead?

the centurians and transports are targets number 1 and 2 its just the they didn't die to efficiently :/
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Discussion: 40K Rumors / Re: (Potential) Changes to the Assault Phase
« Last post by DeffBossGitKrusha on April 18, 2017, 08:38:03 AM »
Interesting video.
I subscribed, have to see what else he's got going on.

At one point he says maybe a _1 or _2 to inish. I don't like that and hope it is actually charging unit strikes first. Only gaining a +1 or +2 doesn't do very much, or I should say, enough. Orks been bumped up to a 3 or 4 is hardly good for them, mostly I mean if their weapons work like they work now...Poorly.
Orks had a double inish rule back in their 3rd edition codex but they also had rules that hurt any save better than a 4+. So going at the same time as Marines worked well enough. Back in those days My Orks were charged more often than they got to charge.
If the charging unit and every weapon in it get to strike first I'm all for it. It helps my Orks and things are other wise normal if My unit is charged by anything.
My friends Dark Furies rush in with a billion Lightning claw attacks and 30 boys up and evaporate. Just being able to swing before that kind of unit will go a long way, even though I don't expect to wipe out a powered armoured unit anymore.

Still, there's a lot we don't know yet and I'm looking forward to seeing more rumors.
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Discussion: 40K Rumors / Re: (Potential) Changes to the Assault Phase
« Last post by brianstockel on April 18, 2017, 04:30:46 AM »
https://youtu.be/NXD4X41OGZk?t=32m30s

The Glacial Geek makes a logical argument for having the assaulter go first.

Couple of reasons why people don't like the idea in the response comments but there has to be some positive to it. The idea that you might get some sort of "First Strike" USR which either raises your initiative value on the first turn of combat or simply lets you strike first in the turn you make a charge.
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Grav is going to do serious work against and sadly there's nothing you can do about that.  Bypassing your added toughness with AP2, you have to hit them at long range or with the Vindicator and that's just not always possible.  Scatters happen but I think you should stick to the attempt.  When Vindicators work, they fill in a wide gap in the CSM Codex.

Terminator Lords suffer from not having good deliveries in CSM.  A Land Raider might be your only choice but that bumps that one unit to over 500pts alone.  That's a hard one to swing at any point level.  It's still fluffy, but it's rough because of what you have to sacrifice elsewhere.  Usually, because I also run a Land Raider, I'll sacrifice a basic CSM squad and make them bog standard minimum squad, leave them at an Objective and just forget about their existence.  Leaves some points for the Raider and unit inside it.  But you'll have to bump up to 1850 for that, or go CAD with Cultists as Troops and a lot of trimming on decent units.

Bikes are without a doubt better than Raptors, just less fluffy.  If you make that move, having T6 bikers is a pure gameplay direction.  This can also free your CSM squad from needing their Melta.  I'd consider Plasma instead for the basic squads, make use of that FNP and give Terminators something to worry about.  But on the other hand, the Bikes also have FNP and might benefit just as much from the Plasma.  I'm running Melta because that's what I'm used to, but Plasma is a good move either way if you're comfortable with your anti-tank as it is.
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opponent-
-centurions- grav
-terminators deep striking laying waste to tanks

went badly-
-vindicator scattering so missing every turn or hitting one or two marines
-terminator lord and 4 terminator bodyguard who killed a tank and then all died to bolter fire in his next turn

went well
-4 remaining tactical marines that held a captain and his cataphractii body guard in combat killing all the term bodyguard and awesome feel no pain rolling to keep them in the fight :)

wish I had
-possibly swap the raptors for bikers
-adding a landraider
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Discussion: THE LIST / Grey Knights & Astra Militarum (2000) Competative
« Last post by Shaggy 40k on April 17, 2017, 07:19:27 AM »
Sup Warmaster,

I've been having loads of fun with this list. Throwing 40 conscripts, a commissar, & a priest backed by a hellhammer at the enemies of the Emporer is so damn satisfying. Just looking for any advice you may have to make the list better/more resilient to facing different armies. Thanks!

CAD: Imperial Guard


-Pask in a punisher w/ multi meltas
-Exterminator w/ heavy flamers (for deep strikers)

-Platoon
 - Platoon command squad w/ 3 melta guns
 - infantry squad w/ autocannon
 - infantry squad
 - 40 conscripts w/ Commissar & Ministorum Priest

-Vendetta (for Platoon CS w/ melta spam)

-Hellhamer (the one that has a S10 fat a$$ blast that ignores cover)

Grey Knights CAD

-ML3 Librarian w/ melta bombs

- 5 terminators, Justicar w/ Daemon Hammer

- Dreadknight w/ teleporter, heavy incinerator, heavy psycannon

Facing lots of marines & eldar in my local meta. I usually have the hellhammer and conscripts (bubblewrap) dominate the center supported by the rest of the guard and the dreadknight. Then I deep strike in the vendetta w/ melta spam and the terminators (if needed). Thanks for checking out my list  ;D




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