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Messages - Is duck

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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?

Discussion: Space Marines / Re: Thoughts on the Thunderfire cannon
« on: July 23, 2017, 09:57:32 AM »
Each time I build a list that includes one, I have a tough time stomaching the points cost to field it. There are tons more anti-infantry options we have which are mobile. The 5S 0AP make it subpar at its job anyway. A Razorback with twin assault cannon and a 5-man squad of sternguard with two heavy flamers and three combi-flamers might be a better choice.

Of course this is all conjecture because there isn't much to go on from your post. What are you looking to do with it? If you have the points and a way to re-roll the hits and wounds and want to hide it behind something, go nuts.

Mayhaps I should have specified this earlier. I need something to deal with guard, orks, poxwalkers and skitari rangers, without exposing itself to my opponents countershooting or getting assaulted. I aldready run the hellblasers in the backfield with the 30" plasma along with Guilliman to make them reroll all hits and wounds. Though one thing that has helped me in the task is my new land raider crusader. Allthough I do find that the Landraider usually gets to shoot turn one, it is only able to affect a singe portion of the table at the time. Therefore I figured running a thunderfire will be able to reach almost all corners, if deployed in center (going from dawn of war deployment, the standard in our basement. In any other case, I figure that if hordes are non present in the game, I might be able to use it against vehichels such as razorbaks.

Another point, whilst watching miniwargamings codex review on youtube, they told of a stratagem, costing 1cp, that I think reduses the hit roll by one, but if you hit a unit, not wound, hit, you halve the units move, as well as halve any advance, though I am uncertain if it affects charge distance. This unless it has fly, of course. This second use I belive will be well used against things like bikers, tanks that need to be up close, and I know it will annoy the hell out of my friend when I tell him his poxwalkers now only move 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?

Though some chapter tactics might be stronger than others,I think that gw did a really good job of making each one of them strong in their respective areas of expertise. I play ultrasmurfs, and even though I think that ravenguard got the best tactic, I have no inclination to strip and repaint nor start up a ravenguard army.

However one big positive, or maybe a negative about this is that now you can use certain tactics to up the strength and leverage the advantages of certain units. For instance, I run Ultramarines, but I might add like an outrider detachment of white scars to use their superior bikes, or opting for Salamanders centurions instead of ultra ones just for the rerolls.

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.

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.

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.

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.

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.

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?

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:

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.

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?

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?

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?

Discussion: THE LIST / Re: Grey Knights 500 points
« on: October 29, 2016, 04:27:38 PM »
Got the idea afterwards that maybe I could swap out the purifiers with a interceptor squad, same upgrades as the purifiers but swap the psycannon for a incinerator and remove their rhino. With the saved points I could upgrade the Librarian with a domina liber daemonica and swap the strike squads rhino fora razorback. Thought?

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?

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.

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