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.


Topics - Is duck

Pages: [1]
1
Discussion: Tyranids / Just started tyranids
« on: November 08, 2017, 07:30:53 PM »
Hey all.
I just yesterday bought my first tyranid models from a Co worker who was selling his army. Right now I own:
1 brood lord
1 swarm lord
1 old one eye
6 warriors (or 5 with one tyranid prime)
28 genestealers
16 termagaunts
16 hormogants
10 gargoyles

Being new to the army, I am unsure what to get next. I was thinking about getting a maleceptor or a tyrannofex and some biovores. Your thoughts?

2
Discussion: Space Marines / Thoughts on the Thunderfire cannon
« on: July 23, 2017, 05:09:53 AM »
I was looking into getting my self a Thunderfire cannon for the ranged support, however, I am concerned with its usability in 8th. 4d3 shots, so a minimum of 4, up to 12 shots, strength 5, and I think that in new codex it is ap - 1. Theoretically it seems good, set it up in center so you can reach everything, an then let it fire away. Although I would like to hear from you guys, are you fielding the cannon, or do you play against one? What do you think of it?

3
Discussion: THE LIST / 500 points night lords.
« on: April 07, 2017, 09:13:46 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.






4
Discussion: Chaos Space Marines / Possessed for night lords?
« on: April 06, 2017, 04:58:20 PM »
I am starting up a night lords army, and fancied a five man unit of Possessed in there, however, how fluffy is it actually? For regular fluff that is.

Alternatively, I thought about converting them a bit into bats, comparing them to wolfen a bit. Wolfen gave into their geneseed to go wolf, what if Possessed could be that, but night lords becoming bats (with some help from chaos mutations mayhaps)

'Cause what is better than batman? Batmen, heh.

5
40K Rules Questions / Two unique characters
« on: March 09, 2017, 04:33:20 AM »
Quite a unique question coming in. In my army I use be'lakor as my standard hq choice, but now there is another player I often play who too uses him. Question is, can there be two of the same unique character in the game, if they are not controlled by the same player? I know that it seems bonkers fluff wise but what does the rules say?

6
Discussion: Grey Knights / Skitarii allies
« on: November 04, 2016, 11:22:17 PM »
So I've been thinking about what force I want to ally my gk with, and I've more or less landed on Skitarii. This is how I am thinking right now:

Pros:
Long range contra the cc units of gk.
Cheap troops for objective secured.
Dunecrawler for long range heavy support.
Really cool looking and nice fluff.

Cons:
Only t3 with 4+ saves, cover will be a priority.
No transports, so getting troops to objectives far away will be a pain. However plan is to keep skitarii back and gk on the frontline.

You guys got any other pros and cons, or suggestions for other armies?


7
Discussion: Adeptus Mechanicus / Slaughtersprint
« on: November 02, 2016, 06:36:50 PM »
The sicarian killclade formation allows ruststalkers to use slaughtersprint for one turn. But can they do it on separate turns?

Do I choose one turn where all three squads can do a slaughtersprint, and then rest of turns they will have to use regular charge rules. Or can each squad choose when they make a sprint, independent from the other squads?

8
Discussion: Grey Knights / Psycannon CC profile.
« on: November 01, 2016, 12:30:19 PM »
If I give a strike squad knight a psycannon, how will he function in close combat? Will it count as him having a normal force sword or a close combat weapon? And how are his attacks resolved?

9
40K Rules Questions / Specialist two handed.
« on: October 29, 2016, 03:10:40 PM »
Will a two handed weapon with the rule specialist weapon (ex. gk daemon hammer) give the extra attack or is it only if you have two close combat weapons with the rule?

10
Discussion: THE LIST / Grey Knights 500 points
« on: October 29, 2016, 02:41:19 PM »
New to the hobby, making my first list.
I will be playing friends that have space wolves, orks, dark eldar and blood angels. Me and my friends are all just buying into the hobby with our first armies. Unfortunately we don't live near a GW store so we will play basement games.
This is utilising the nemesis strike force organisation for GK. List follows:

Total 495 points.
HQ 120 points.
Librarian ml2, force warding stave, melts bombs, storm bolter. Warlord.

Elite 195 points.
Rhino as dedicated transport, no upgrades.
Purifier squad (5).
Knight of the flame with daemon hammer.
Two falchions, one halberd and one psycannon.

Troops 180 points
Rhino as transport, no upgrades.
Strike squad (5)
Justicar with daemon hammer.
Two falchions, one halberd and one psycannon.





Pages: [1]