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Discussion: THE LIST / Re: World Eaters 1850 tournament list
« Last post by Sensenbob on October 19, 2017, 04:17:38 AM »
The only units that small arms fire is effective against are your Berserkers, so i'd expect them to eat most of your Opponent's small Arms fire, while the big guys are focussed by Multiple Dmg weapons.
Putting the Zerkers into Rhinos would make them as resilient as the rest of the list , so your army is basically really hard to wound with any small arms.
Might be hard to find the points though!
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Discussion: THE LIST / Re: World Eaters 1850 tournament list
« Last post by minavonlustern on October 18, 2017, 09:41:37 PM »
sort of. this army has redundancy and multiple threats. the LOS and helbrutes should pull fire, but if they don't then those things will reach the enemy untouched. so the enemy is faced with a choice. and there is multiples of everything so something should reach the enemy lines.
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Discussion: THE LIST / Re: World Eaters 1850 tournament list
« Last post by Draco765 on October 18, 2017, 08:56:45 PM »
The berserkers are open to being obliterated before they get anywhere.

Armor of 3+ does not last very long in the current edition.

They need rhino or another way of getting in close before charging in.
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Discussion: Eldar / Re: New codex 8th ed incoming... share the gossip
« Last post by mcphro on October 18, 2017, 05:45:08 PM »
Ok Beil Tan is out, let see what we got!

Craftworld Attribute:
- Leadership +1
- Reroll hits of 1 for all shuriken weaponry

Thoughts: No longer need an Autarch for the reroll 1's although you may want him to retrieve the command point (but thats if you made him the army commander and with the avatar, you just might want him to be your army commander).

I also think the intention here is to overload a Beil Tan army as the main weapon on all units where possible to take advantage of the reroll rule.

They have confirmed that Dire Avengers will be cheaper. I wonder by how much?

I think a (not so new) new strategy here is 2 fold:
1. Did you notice all the strategems were EXPENSIVE - 2 or 3 CP
2. Load out on Battalions if you can get cheap troops. even if you have to buy a warlock and 3 new cheaper Dire Avenger units a) you get 9 dire avenger units) B) you'll get 12 command points. Then you can access those expensive strategems

The Avatar
- He basically has Celestine's type resurrection which is pretty good as long as you keep 3 CP up your sleeve. Combine that with his 5+ Inv save vs everything inc mortal wounds and be joined by other units in the assault and he could be quite resilient. Something to try out and see the impact.

Court of the young king
- I'm disappointed it isnt a unit, but not surprised that made it a strategem
- But why would you burn command points when the Avatars 'normal rule says units within 12" can reroll charges. I suppose its to ensure they have a better chance of getting in close combat. I would have the Avatar surrounded by 3 wave serpents maybe that all move together - A) so the avatar can be targetted as a character B) the CC units travelling with the avatar are being protected by the wave serpents. they all get out and charge perhaps.

But we used to be kings of shooting, now we are trying to get into close combat with T3 units? It can work well, perhaps banshees?
- so hoping eldar units are a bit cheaper.

Something just released if you want to see Samm-Han and Altoitic... salt always required but could be true..
http://natfka.blogspot.com.au/2017/10/eldar-rules-image-for-5-craftworlds.html

Samm-han
- Penalty removed for moving and firing with heavy weapons
- reroll failed charges (nothing better than a 3 man jetbike unit tieing up a 160 point tank)

Altoitic
- Enemies subtract 1 from hit rolls if they are more than 12" away. Instantly makes all enemy units -1 BS really.





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Discussion: Adeptus Mechanicus / Re: Rangers vs Vanguard (8th Edition)
« Last post by NoMoshing on October 18, 2017, 01:17:18 PM »
I don't know if that would work for me (I'm planning a strategy based around the Stygies VIII abilities and strategems), but what transports would allow you to transport anything with an Imperium keyword?
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Discussion: Chaos Space Marines / Death Guard Codex Review - Troops
« Last post by Rob40k on October 18, 2017, 12:40:39 PM »
Good afternoon all!

Today, I look at the troops section of the Death Guard Codex!

I hope you enjoy:

https://youtu.be/YQ3R84UtO3E
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Discussion: THE LIST / World Eaters 1850 tournament list
« Last post by minavonlustern on October 18, 2017, 11:53:50 AM »
World Eaters Battalion
Daemon Prince - Wings, Axe, Warp Bolter, Relic - Talisman of Burning Blood, Warlord Trait - Unholy Fortitude
Daemon Prince - Wings, Axe, Warp Bolter

8 Berserkers - Chainaxes & Chainswords, 2 Plasma Pistols, Icon, Champion - Powerfist & Chainsword
8 Berserkers - Chainaxes & Chainswords, 2 Plasma Pistols, Icon, Champion - Powerfist & Chainsword
8 Berserkers - Chainaxes & Chainswords, 2 Plasma Pistols, Icon, Champion - Powerfist & Chainsword

Helbrute - Helbrute Fist & Power Scourge, Combi-Bolter
Helbrute - Helbrute Fist & Power Scourge, Combi-Bolter

World Eaters Auxiliary Super-Heavy
Lord of Skulls - Hades Gatling Cannon, Gorestorm Cannon

so, the basic plan is to charge with everything. but, the big stuff is there to support the berserkers and add some oomph. the LOS is a giant distraction carnifex and is surprisingly effective. the DP with the talisman can advance and charge and re-roll charges. now, i originally had this as 3 squads of 10 berserkers with the cheapest guns on the LOS but i thought i might try the standard but more expensive guns. 12 S8 shots is hard to pass up. any thoughts?
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Discussion: Eldar / Re: New codex 8th ed incoming... share the gossip
« Last post by mcphro on October 18, 2017, 02:58:20 AM »
Yeaaaaa i didn't get first turn.....  he blew me away
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Discussion: Eldar / Re: New codex 8th ed incoming... share the gossip
« Last post by Odras on October 17, 2017, 11:50:31 PM »
Quote
Last weekend I had to face 12 Astra Militarum tanks. No infantry! 60 wounds of Toughness 8. Sure.. I didnt know I was going to face is and I had a fairly 'balanced list'... So double shooting for half moves and reroll multiple dice for catachan rules... was brutal and I conceded 'half way' through turn 2.

Beating this is actually quite easy, if you bring the 10% of Eldar units that are viable at the moment. I played a mech guard a week or 2 ago and found them quite easy to beat.

My 2000 point list was:
Yvraine
Spiritseer
15 Wraithguard with D-Scythes
3 Wave Serpents with Spirit Stones, Vectored Engines and Star Engines
Farseer
14 Dark Reapers split into units of  3, 3 and 8.

If you want to bring some more variety in your Eldar army you will have difficulty winning against a lot of things at the moment. 

I didn't get an exact list from the guard player because it was just a pick up game, but he had a large number of tanks (I don't remember the exact number), a couple of heavy weapon squads (I think they were heavy weapon squads) and fortification that consisted of 2 turrets that shot at the closest target with a large number of shots but only BS5+.

The main talking points of the battle were:
  • Me getting first turn, without it my wave serpents are a lot easier to kill. Although if I minimise drops I only have 6 drops.
     So I most often get the +1
  • Him choosing to bunch all his tanks up together, we talked afterwards and we both came to the conclusion that it would have been better for him to spread out his tanks to make it more difficult for me to trigger soulburst on the wraithguard.
  • I rolled pretty well for my turn 2 shooting. I had 70 hits with my 3 squads of wraithguard in a single turn. (All managed to trigger soulburst and I rolled 3 3s, 2 2s and a 1 for their number of shots, using my command re-roll) I killed 1 tank in turn 1, and 6 tanks + his 2 turrets in turn 2.
  • Focus firing more at my wave serpents. He killed one serpent in his first turn, but did not have any shooting left to shoot the wraithguard that came out. He wasted a few shots early to put a couple of wounds on each of the other serpents.
  • Placement of objectives was key. We were playing a combined mission of maelstrom (3 cards per turn) + eternal war, 6 objectives worth 1, 2, 2, 2, 2, 4 points each. The objectives were placed with a group of 4 of them close to each other in / just in front of his deployment and one in each corner of the board in my deployment. The 4 of them being grouped there encouraged him to bunch his tanks up around them, which was exactly where I wanted my wraithguard and my reapers bunched around one of the other ones.
After my turn 2, he conceded but we did play it out and I tabled him during his turn 4 when he killed one of the wraithguard squads and triggered a soulburst sequence which let the other 2 squads kill his last 2 tanks.

Mech guard, while they have gotten better are still not that great. I am much more afraid of the guard players who bring a large blob of infantry, surrounding some artillery units with good shooting and a whole heap of drop squads.

I forget where I read it but someone stated it perfectly, Eldar in the index are an 80/20 codex. They are competitive if you take the 20% of the units that are good, but units from the 80% are basically a waste of points. While it will never be perfect with you able to take anything to be competitive (and in doing so would ruin the fun of list building) my biggest hope for the codex is to move that 80%/20% to closer to 50%/50% at least.

Secondly if they are going to balance our army based on stratagems / give us cool stratagems I really hope that they improve our troops, as it is quite hard for us to get many command points at the moment. My list above has 5 which won't be enough if they bring in some cool 3 point stratagems.
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Discussion: Adeptus Mechanicus / Re: Rangers vs Vanguard (8th Edition)
« Last post by leE7_G4M3r on October 17, 2017, 07:26:02 PM »
I honestly would say the rangers are better solely for the s4 guns. I hate s3, I find it very debilitating against almost all armies (barring eldar, genestealer cults, astra militarum). Otherwise, I find that they are both quite similar. A strat I would use is to use the Imperium key word to get some cheap transports to plop rangers on objectives, and have them be pests to the enemy the whole game, using some kastellan robots to back up your rangers when things aren't looking fantastic for them.
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