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Messages - brianstockel

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1
Discussion: Orks / Re: Ork faction focus
« on: May 29, 2017, 06:30:46 AM »
^ That would be brutal. All them yeses!

2
General Discussion / New Box Set
« on: May 23, 2017, 06:40:54 AM »
Bottom line up front: New box set is worth somewhere around $500 if you do the quick math. Rumor has it price has been quoted in England at 95GBP. Would check with a $125 price tag like I was expecting.

I did a quick price crunch on what it would cost to purchase the new box set. I made the following assumptions to be transparent so you can decide for yourself if it's a good deal for you:

I compared what it would cost to purchase each item versus equivalent(ish) items on sale now. Again, you can do your own math but this is what I came up with.

Rulebook: $45
Jump marines: $41
Marine Squad: $40
Marine Squad: $40
Command Squad (this was the only way I could see getting 5 plasma rifles): $35
Command Squad (the extra lieutenants are a bit wonky so I had to choose something that made sense): $35
Captain in Terminator Armor: $25
Plague Marines: $45
Drone (FW site is down so I guessed at this one): $50
Cultists: $20
Lord in Terminator Armor: $25
Lord in Power Armor: $20
Sorcerer: $15
Battle Tomes for Primaris and Death Guard: $50 ($25 each)
Dice: $20

Quick mental gym and I come up with a box set that if you put together individually in about a year will cost you somewhere in the range of $500. I admit, I'm making a TON of leaps here because the models, end to end, are all new (with the exception of the plague marines...although plastic vs resin might be good).

Just a thought. This post brought to you by the fact that Neverwinter's servers are down for maintenance on Xbox One =)


3
Discussion: Orks / Re: Ork Dream Unit
« on: May 23, 2017, 06:12:48 AM »
Thanks for the feed back guys. New edition seems to have made kommandos a little more powerful and definitely looking at getting some mega nobz. Cheers!

4
Alawatakima, I missed that the first time through where you can overwatch as many times as you can until you're engaged. No more charge from 12" with 40 cultists to soak up the overwatch and then charge your marines without the chance to get shot. Very interesting.

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Discussion: Orks / Re: Ork Dream Unit
« on: April 29, 2017, 04:34:41 PM »
Thank you for the inputs! Deffkoptas and Stompas look impressive and I'm seriously curious how many wounds they'll end up with once 8th drops.

6
Discussion: Orks / Ork Dream Unit
« on: April 28, 2017, 03:40:15 AM »
I've recently began collecting Orks and I'm loving the models. I appreciate the help I've received thus far from this forum, Quark at Mini Wargaming and Striking Scorpions 82 on YouTube as they've helped me "play test" models before I buy them and figure out what will work, and what will not.

From a purely fantasy prospective, I'm curious what is the single Ork unit you would purchase and field if cost weren't an issue (both points and monetary). With Games Workshop saying they are going to come out with rules for every model they have from both Forgeworld and the normal site, I see this as a prime time to nab one of those little used models because no one wants to buy the Imperial Armour books or some other obscure rule set.

I look forward to your comments!

7
Discussion: 40K Rumors / Re: Warhammer 40K 8th Edition Starter Set
« on: April 28, 2017, 03:32:38 AM »
What gets me even more excited is the prospect that it might be the new space marine models. I'm digging the size and the look of them.

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Discussion: 40K Rumors / Re: Warhammer 40K 8th Edition Starter Set
« on: April 27, 2017, 11:14:38 AM »
https://www.warhammer-community.com/

If the big picture from the community page for Warhammer is any indication, I'd say it's Space Marines (probably Ultramarines) and Chaos Space Marines (***fingers crossed*** Death Guard/Nurgle).

The most recent video I watched eluded to it. https://youtu.be/zJeeOyqP8Mg?t=10m40s

Hopefully this helps stir the pot a bit.

9
General Discussion / Re: 8th Ed. Are you ready?
« on: April 24, 2017, 07:45:32 AM »
I agree with you DeffBossGitKrusha about the codexes. As far as my ork miniatures, I'm well behind you in points and I'm waiting to see how 8th changes the table top portion of the hobby on where to move next. I intend to collect them anyway because I simply love the models.

10
General Discussion / Re: Views on Homegrown Characters
« on: April 24, 2017, 07:39:25 AM »
If you played Tigerius with an Imperial Fist army, I personally wouldn't bawk. I would like it tons more if you had a whole name and a background as well. I go even further by naming all of my sergeants in my Ultramarines army and Nobs for my Orks. But you're talking about friendly games where that's going to be allowed.

End of the day, it's your hobby. Do what you want with it and be creative. Tigerius is a cool looking model and in fact, mine is sitting atop a palanquin for my wifes Death Guard army.

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Discussion: 40K Rumors / Re: (Potential) Changes to the Assault Phase
« on: April 20, 2017, 06:33:31 PM »
I'm looking forward to some sort of change as well.

I wish WH40k had a sort of pre-game talk show. With the anticipated/expected changes, you would think there would be some chatter about potential lists and stand-out units based on speculation.

12
Discussion: 40K Rumors / Re: (Potential) Changes to the Assault Phase
« 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.

13
Discussion: 40K Rumors / (Potential) Changes to the Assault Phase
« on: April 09, 2017, 08:09:11 AM »
https://youtu.be/APVJADDH9-k?t=442

In this video, he talks about what he confirms are changes. The assault phase was the one I thought was one of the coolest ideas for starters.

The gist of it if you don't want to look at the video is that if you declare the assault, you go first. So as an example, Orks would attack Space Marines first on the first turn of the assault. This includes your Nob with the power klaw.

I'm curious to hear thoughts about this. My thinking is it's a significant change that doesn't break the game. In 6th, the assault was nerfed so you couldn't charge out of reserves, hitting Space Wolves and drop pod armies pretty hard. The entire game shifted at that point to a shooting game and has been there ever since. As far as this change and not breaking the game, it's enough of a change to give assault armies an advantage in the phase they need it and not make shooting armies useless. Everyone still gets their overwatch, you still have to have enough bodies to survive to get into assault and you have to assault with enough to clear a large portion of your opponents guys before they hit you back.

I personally like the idea. I think it will balance the global meta a bit where either players are having to consider assault defense a little more or dust off their old Blood Angels/Orks models and try to dominate in close range combat.

Of course, this is purely speculation but I'm curious to hear other thoughts.

Lastly, as a disclaimer, I just recently popped open (finally!) my Ork Battle Force box that I purchased back in '14. I'm seriously looking forward to playing Orks if this change comes through!

14
I was so taken aback by the "Legion of the Damned" book that I've been thinking about it since last Christmas (2013).  I play for the narrative and got into the game because of the same.  Here's what I came up with:

Total Roster Cost: 1499

Combined Arms Detachment
   Captain + Relic Blade
   (3) Scout Bike Squad
   (5) Scout Squad, + Sniper Rifles
   (5) Tactical Squad + Veteran Sergeant
   Thunderfire Cannon
   (10) Legion of the Damned Flamer + Heavy Flamer
   (10) Legion of the Damned + Flamer + Multi-melta
   (10) Legion of the Damned + Meltagun + Multi-melta

Allied Detachment - Imperial Guard
   Company Command Squad
   Platoon Command Squad
   (4 squads, 10 troops each) Infantry Squad
 
I'm trying to stay as close as I can to the theme and maintain a 1500 point army.  I could eek out another point by adding a bolt pistol onto the Company Commander but he didn't have one (at least not that I could make out).

Feedback I'm looking for?  Am I completely off base with my trying to capture this?  I like the idea of a 90+ troop list facing off against everything in the current meta.  I don't stand a snow ball chance in hell but neither did the guys on Certus Minor.  Additionally, an actual list of the 5th Company and the supporting Imperial Guard would be massive amounts of points.  I wanted something I could start with and expand upon.

Thanks for comments in advance!

Brian

15
Discussion: THE LIST / Re: 1850 Salamander/Astra Militarum list
« on: November 28, 2014, 11:02:26 AM »
Celerior,

I like this:

"*Four drop pods encourage an opponent to castle up, but then a Wyvern, an orbital bombardment, and a master of ordnance discourage that. (Fritz might say that I'm trying to make my opponent reactive instead of active.)"

My opinion answers to your questions:

1)  I wouldn't look at it so much as mobility, as they take dedicated S7+ shooting to even think about beginning to kill your devastator squad.  With the rest of your list having vehicles, putting them in a rhino either makes them a low priority, or makes them something to sink shots into while ignoring the rest of your list.  Win/win for you.
2)  5pts for the option to be able to assault and threaten the AV13/14 out there, worth it.  Even if you don't use it, don't think your opponent isn't going to have a reaction do it.  Melta Bombs=avoid like the plague =)
3)  I'm not sure what I'd change straight away.  I'm not a huge fan of the deathwind launchers.  You've got the relentless orbital strike with the Chapter Master, the Wyvern and the Master of Ordnance.  Two more pie plates that can't be used until the 2nd turn they are in play (and can be avoided) are probably the easiest to pick out.
4)  My answer would be it depends.  Two gravs would give you 6 shots that you could have more options with.  An extra 6", wounds nasty MCs on their armour save, AP2.  I think you've got enough alpha melta strike to open up the grav as an option.

I like the list though.  The synergy I'm seeing just from the text would be neat to see played out on the table.

Cheers!

Brian

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