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91
Discussion: THE LIST / Re: 1850 - Orks - Rate my list
« Last post by Akaiyou on April 07, 2017, 11:31:11 PM »
I finally got a chance to play this list on Thrusday. Brought my orks, world eaters and grey knights out to play a game of each. Much fun was had, I went home 2-1 with only the Grey Knights taking a major L (nearly tabled) after Guilliman ---ed out from a fight with Kaldor Draigo.

Regarding the Ork list i posted. I faced off against the flavor of the month Ultramarines. My opponent had no clue what I was bringing on the field his Smurfs had the primarch of course and a lot of grav weaponry accompanied by thunderfire cannons and some flyers. This was a CAD and my opponent had first turn.

My deffkoptas scouted forward and then i seized the initiative on my opponent. AWESOME! I got first strike in but failed to get first blood However the Kill Bursta put 3 wounds on Guilliman and took some chunks out of the marines sitting on 3+ cover ruins thanks to the techmarine.

My opponent promptly killed one of my units of deffkoptas after dedicating a LOT of firepower on them (2 models so much harder to get rid of)

Turn 2 I got my knight into assault with a small unit of tacticals he didnt kill them off but his stomps took out an entire thunderfire cannon on a 6 (lucky!) My other unit of deffkoptas had turbo-boosted behind the second thunderfirecannon and shot it down including the techmarine whom rolled that lovely 1 and got instant-gibbed. I got some assaults off while the opponent's army was distracted trying to get rid of the bigger threats. Including the Ironclad Dreadnought that drop-down on turn 1 trying to sneak attack the Kill Bursta, found that it wasn't as unguarded as he thought.

Guilliman....came in on the opponents turn and mulched the knight with such ease that I felt bad for the guy's very short lived tenure as big problem #2.

Turn 3 was great for the Orks, The Kill Bursta got sweet revenge for the Knight and tore guilliman a new one. At this point i was dominating the entire game thunderfire cannons were gone, guilliman was gone, the ironclad threat to the kill bursta was gone, and the marines left had their vehicles destroyed their occupants blasted or engaged in assaults. Opponent conceded on top of turn 4 after realizing his airborne units coudlnt do much to help either
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Discussion: Eldar / How to kit my wraithknight?
« Last post by Moiste Water on April 07, 2017, 06:16:44 PM »
so at my local store, you have a decent amount of imperial knights, riptides and a monolith here and there, so I'm trying to figure out how to kit out my WK, any suggestions?
93
Discussion: Space Marines / Re: Scout Bikes?
« Last post by Mr. Sinji on April 07, 2017, 06:11:05 PM »
They are a must take selection in a hunting force. I find that running with Grav bikers they add the much needed anti low armour infanty that the rest of the force lacks.

Also if you are shooting at a unit the Hunting Force has designated as an target they reroll to hit and to wound which immediately pumps up the effectiveness of the Grenade Launchers. If you have the points you can also give the Sarge a Fist for some extra combat punch.
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Discussion: Chaos Space Marines / Herald of Nurgle & Army List Update
« Last post by The Scribe on April 07, 2017, 11:47:43 AM »
Three new things for my latest update: first, I made this video comparing Plague Marines to Chaos Marines with the Mark of Nurgle (as part of a Death Guard Detachment). Second: two Heralds of Nurgle I converted as well as my latest project: repainting my Great Unclean One, and finally my updated 2000 point army list. Note about the second Herald: I simply ripped off the helmet of one of my Plague Marines and gave him a Death Head to make him look more daemonic and Nurgly.




And now for the updated army list:

Combined Arms Detachment: Death Guard (1577)
H.Q.: 127
- Sorcerer + Terminator armour et al. + Chainfist + Mark of Nurgle = 127
* Choose from the Discipline of Nurgle psychic discipline
* Warlord (Death Guard)

Troops: 840
- 25x Chaos cultists + 25x Marks of Nurgle = 160
- 10x Chaos Space Marines + 10x Close combat weapons + 10x Marks of Nurgle + Plasma gun + Chaos Rhino = 240
- 10x Chaos Space Marines + 10x Close combat weapons + 10x Marks of Nurgle + Flamer + Chaos Rhino  = 230
- 5x Plague Marines + 2x Meltaguns + Combi-melta + Powerfist + Chaos Rhino = 210

Heavy Support: 140
- Chaos Vindicator + Combi-bolter + Daemonic possession = 140

Lord of War: 470
- Renegade Knight + Stormspear rocket pod + Thermal cannon + Avenger gatling cannon and heavy flamer = 470


Allied Detachment: Chaos Daemons (420)
H.Q.: 285
- Herald of Nurgle + Psyker: mastery level 2 = 95
* Choose from the Daemonology psychic discipline


- Herald of Nurgle + Psyker: mastery level 2 = 95
* Choose from the Daemonology psychic discipline

- Herald of Nurgle + Psyker: mastery level 2 = 95
* Choose from the Daemonology psychic discipline

Troops: 135
- Nurgling Swarms
- Nurgling Swarms
- Nurgling Swarms

Total: 1997/2000
95
General Discussion / Re: Going back to 40k
« Last post by Eryx_UK on April 07, 2017, 09:32:08 AM »
Welcome back to the game. I'll offer you my suggestions and input.

  I've been thinking about playing warhammer again. I stopped because the store closed down and everyone sold off their army. I found a new group at an other store,so I'm thinking about playing again. But here is the thing I stopped playing in 6th ed, and after watching a few games. I don't know if my old army can even play against some of the crazy now. I'm seeing  army's almost getting wiped out and still winning because they can get those "card objectives" easily or at the last second. But I'm just going to look at that like a learning curve, and the one thing that's got me worried is almost all the army's has some kind of forge world in it. I have bit of a bad history with forge world because every time I played against it. It was something that had the rule going for it with a competitive army for just a fun game, and that's what the gaming group looks like.

Don't worry about the edition. I find that 7th is the best the game has ever been but soon we'll be getting 8th edition and it will change everything. Tactical objectives is a great format and one which I prefer although many players seem to find the random element to be unfair for competitive style games. I find such games become more tactical and less about wiping out the enemy. Hopefully they'll remain under 8th but we might see new missions types instead.

As for Forge World, once upon a time FW models were massively overpowered but these days they seem balanced along with everything else. Saying that I haven't played against Titans so I can't say how well or not they balance out.

Quote
-Space marine/Blood angels/Space wolves-
I have a bit of everything, but what do I need to add to it, or do I have to pick a chapter and stick with it?

Each of those armies has their own strengths and weaknesses. 7th has an Unbound army building system that lets you play anything you want but you lose out being able to contest objectives. Some players dislike it but if you want a mixed force or want a space marine army that has bits of everything then it's an option to consider.

Quote
-IG-
I've played them before and I like an all vet army with tanks and flyers 

They are called Astra Militarum now. Sounds like you have a good start for them.

Quote
-Sisters of battle-
Love to start but to much $$$

Hold your wallet tight. Things are pointing to plastic sisters being on the horizon.

Quote
-Imperial Knight-
Seems to be a easy way back in

They work better as an ally to an Imperial army rather than being played as an army on their own.

Quote
-Dark eldar/Eldar-
No idea where to start, seems like it will be a fun army/

I'd recommend picking up Gathering Storm book 2 and going for a Reborn of Ynnead army. I'm expecting the whole Eldar army to go that way soon anyway.
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General Discussion / Going back to 40k
« Last post by Grimson on April 07, 2017, 08:34:24 AM »
  I've been thinking about playing warhammer again. I stopped because the store closed down and everyone sold off their army. I found a new group at an other store,so I'm thinking about playing again. But here is the thing I stopped playing in 6th ed, and after watching a few games. I don't know if my old army can even play against some of the crazy now. I'm seeing  army's almost getting wiped out and still winning because they can get those "card objectives" easily or at the last second. But I'm just going to look at that like a learning curve, and the one thing that's got me worried is almost all the army's has some kind of forge world in it. I have bit of a bad history with forge world because every time I played against it. It was something that had the rule going for it with a competitive army for just a fun game, and that's what the gaming group looks like.

  Now I have a space marine army with bits of blood angels and space wolves here and there, so a hybrid chapter so to speak. But with the new army building rules. I don't even know where to start. It seems like if I make a mixed army I miss out on some rules. But do I gain the value of those rules by having a mixed army. I almost want to make some small army's because of this, or just have more space marines?
Here's what I'm thinking.

-Space marine/Blood angels/Space wolves-
I have a bit of everything, but what do I need to add to it, or do I have to pick a chapter and stick with it?

-IG-
I've played them before and I like an all vet army with tanks and flyers

-Sisters of battle-
Love to start but to much $$$

-Imperial Knight-
Seems to be a easy way back in

-Dark eldar/Eldar-
No idea where to start, seems like it will be a fun army/
97
Discussion: 40K Rumors / Re: Warhammer 40K 8th Edition Starter Set
« Last post by Bollwear98 on April 07, 2017, 06:19:45 AM »
I would guess that 8ed isn`t that far away. Didn`t End Times in Fantasy started the hole reboot? Didn`t payed that much Attention in the past but.....  :-X    well it seems like we are getting 8 soon. Back to starter. I actually dont know. Maybe theres gonna be a new Faction with it. Just adding at this Point Sigmarines :D . But if i really had to guess it probably stays Chaos vs Loyalist because of this whole 13th crusade stuff
98
Discussion: THE LIST / 500 points night lords.
« Last post by Is duck on April 07, 2017, 06:13:46 AM »
So I am thinking of starting a night lords army as a summer project, but was thinking of getting a head start with this 500 points of them to see if I like the feel of the army. Plus, at the moment none of my armies can really contend in a 500 point game (grey knights and thousand sons, both a bit too pricey).

This is a night lords combined arms detachment.

HQ
Sorcerer, ml 1, force sword and bolt pistol, warlord.
This guy will mostly run telepathy for psychic shriek and whatever else he gets, hoping for shrouding. Really he is in there to make the hq slot cheap as well as unlocking that psychic support. He uses shriek to either tune down larger squads of say cultists, or mayhaps knock off a few wounds from a monster out creature.

Elites.
Five Possessed in a rhino. These are just going to in the rhino, flat out to behind some cover then hopefully charge turn two/three. I'm hoping to leverage their s 5 and mutations to take out both meq and lighter infantry.

Troops.
2x five man squads of Marines, one plasma gun in each squad. Generic troops, scoring units, nothing special. Plasma to help against bigger bad guys/light vehicles or occasional dread nought.

5 man raptor squad. Since these are troops with nigh lords, they have objective secured. Plan is to use these to quickly grab objectives, or, to intercept incoming units trying to charge say my base marines or Sorcerer, essentially they are bodyguards in that case.





99
I find 5 snipers with cams cloaks to be quiet useful, especially when wraithknights appear as they wound on a 4+ regardless of their toughness.

Sniper weapons wound Gargantuan Creatures on a roll of 6+
100
General Discussion / Shadow War: Armageddon- My first impressions.
« Last post by Alfalpharius on April 06, 2017, 10:57:53 PM »
So, when I heard about this game being the 'New Necromunda', I was pretty stoked.  Of course, my experience with Necromunda was seeing the models in the 2000's and snickering at how butt-ugly they were.  Someone told me about the game, it sounded fun and interesting- but by the time I put down my Fantasy Models and got into the 40k Universe, Necromunda was as deader than Cadia.

So I got to try this game out with a store employee that's had his head shoved into the retailer kit since it landed on the countertop.  If you would like to hear my first impressions, here we go:

1- It's pretty much a facelift of Necromunda with a few differences.  Our old greybeard pot-belly gamer was doing some brief rules comparisons with his Necromunda book that looks like it's actually been in a Hive Ganger war.  His first words after reading for a while and comparing rules?  "They can stop whining because I don't see any way the gangs can't work in this."  Will follow up with a playtest, he's supposed to be bringing them in tomorrow.

2- You want that terrain.  That good, good terrain.  We found it is best to try and keep no more than a 8" wide intersection of 'alleys' up the way, and litter it with 'junk' like broken-down vehicles, etc.  The existing buildings for 40k games work pretty well for this, and the windows are a godsend.  It makes the battles MUCH more intense.

3- Getting hit sucks.  Keep dudes in cover as much as you can.  If one of your dudes gets schwacked, and gets laid in the dirt- he's out until recovery phase (end of YOUR turn).  That dude can get recovered in other ways, but it kinda sucks if one gun isn't firing in the fight.  I found it's actually kind of useful to make my cultists draw fire, and when the enemy pops around the corner, to lay into them on the next turn.  Just calculate your shots.

4- Running complex strategies with your team is absolutely hilarious when it works out.  Nothing is funnier than setting up an overwatch trap, outflanking your enemy, or simply corralling them into a crossfire. 

5-  Overall?  FUN FUN FUN FUN!
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