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Topics - Fritz40K

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Discussion: Chaos Space Marines / 8th Edition Chaos Vindicator
« on: August 07, 2017, 09:23:08 AM »
Ok, admittedly its taken me a few to get used to vehicles having "wounds" now vs. armor values, and not having to worry or deal with facings anymore makes them more dynamic from when and where they can shoot.

But I'm good on that now...

I've noticed that as usual GW has bumped up the rules on certain units to make them auto-includes, as they do in any new edition to the game.

Then we have the models where the stats were tweaked to bring them more inline with the fluff- like terminators. How this holds over time, we will just have to see.

Finally, models, that have NEW rules due to the old rules being dropped- like the vindicator.

No more AV.

No more templates on a vehicle that was known for singing that single pie plate around.

In my 'zerker list (HAIL KHORNE!) I always played a vindicator. It was the first wave going in with my juggy lord, terminators, and land raider to punch a hole in my opponent and keep them busy while the waves of 'zerkers put them to the bolt pistol and chain axe.

With the vindi, sometime it worked, other times it didn't.

It wasn't so much getting immobilized out of range, or blown up in one shot- although both sucked. But rather how guys spread their dudes out, when combined with the scatter meant I wasn't hitting much.

NOW, even with the random boom boom profile of the gun, I'm getting more hits, its devastating against T5 or less, and is putting the hurt on vehicles or multi wound MCs.

AND I'm at less risk of getting blown up in a single shot.

The rules translation to 8th really helped the vindicator, ironically by becoming MORE random it became LESS random.   


Discussion: Space Marines / 8th Edition Chapter Tactics: Good vs. Bad
« on: July 20, 2017, 06:39:26 AM »
So we now have a taste of Space Marine Chapter Tactics for 8th edition.


While I wished for something like 'zeal for Black Templars the re-roll charge is actually VERY nice- combined with fast assault marines it is almost a 100% charge. Same with deepstrike units. The re-roll give the redundancy army wide to really start building an all assault army.

While Imperial Fists are also VERY strong with the ignore cover, I feel like Iron Hands came out the best.

A 1 in 6 chance to shrug off a wound AFTER an armor save is big.

General Discussion / 40K 8th Edition Holding Pattern
« on: May 09, 2017, 09:49:49 AM »
So 8th is around the corner, literally like what, a month away?

Personally I'm in kind of a holding pattern with 40K right now.

Finishing up the last of my 100 'zerker models, not buying any new kits until we see what happens for the 8th release, plan to pick up the new starter set or at least pre-order it.

Working on my 40K terrain.

Playing games of Shadow War.

Regular 40K games have kind of been on hold. 7th was fun, but I think we are all ready for 8th.

What are you working on or playing 40K right now till the new edition drops?

Discussion: 40K Rumors / Warhammer 40K 8th Edition Starter Set
« on: February 22, 2017, 02:00:43 PM »
With 8th edition around the corner (soon), I'm wondering what the next 40K starter set will be.

I rather enjoy them as both a quick way to play 40K in a pre-packaged setup- kind of like a board game, without the board, and as a way to see the evolution of the hobby over time.

What do you guys think the next starter set will include?

What would you like it to include?

Safe bet it will be Space Marines on one side- as it should be, but what about the "bad guy" side?

I'm also interested to see what the next jump will be in terms of quality of models and where GW currently is with their mold tech- look at the awesome fits in AOS.

Will we see multiple starter sets?

General Discussion / Best Vehicle In 40K?
« on: February 21, 2017, 10:41:51 AM »
Two part question:

1- What is the best vehicle in 40K right now taking into account points, numbers that you can field, and abilities?

2- What is the best underutilized vehicle? What should we be seeing more on the table, but just don't for some reason?

My thoughts?

1- Razorback. Transport, cheap, and some firepower. East to spam and put out a good amount of dice.
2- Sentinels

Your Thoughts?

Discussion: Terrain / Starting Terrain Ideas? Materials?
« on: January 24, 2017, 11:43:44 AM »
I have a box near my gaming table, well under it, that everytime I find a cool bottle, plastic cap, or could-be-an-interesting terrain piece I toss it in the box. When the box is full I pull it out and see what I can build. Some of it gets tossed, most of it gets build into a themed set.

From a collection standpoint, where do find cool terrain bitz? Stuff that is every day but can be transformed into some cool table top stuff. Printer parts? Filters? Cans and bottles?

What should I be on the lookout for?

Was recently asked about building a horde chaos list- essentially a cheap lord protected by a rhino and the rest of the points in cultists. Drown your opponent in a sea of fanatics. Double bonus points for painting and modeling all those cultists.

So how would we make such and army scary- FUN for sure, but scary?

I’ve got some cultists in my list, but not enough as a horde. The only guy I know who has pulled it off both in form and style is my 40K bud ROB. He is the genius behind many technological terrors and it’s worth check his stuff out on his blog Ex Profundis here:

I’ve played in a number of games where he has brought hundreds of cultists to the table- some pics below from one game to check out for inspiration.

Lots of cultists may or may not be hard to chew through, but I think the key is what can you also include in the army that will “buff” the cultists base making them even more annoying and survivable. Psychic powers? Helbrute stuff? Mass marks I think will just add up in points- better to have more bodies.

I’d also change the lord to a winged prince, maybe even two so you have some speed to take advantage of the chaos created by the cultists, and to move fast on units that might be able to mas kill a bunch of cultists.

Thoughts for a starting point on such a vision?

Community: Gaming Events / Battle For Salvation Holiday 40K GT (New York)
« on: December 14, 2016, 07:08:25 AM »
Saturday December 17th 2017 New York

Battle For Salvation Warhammer 40K GT.

More info:

Discussion: Painting / What's On Your Paint Bench?
« on: November 02, 2016, 09:34:56 AM »
What 40K paint projects are you working on right now?

I've got my Genestealer Cult stuff on order and on the way, and in the mean time I want to get my Eldar kill team done.

Rangers who follow the path of the wanderer and have infiltrated ahead to gather information. I'm going to be using the classic metal models, so the basing is going to be important in terms of theme and conversion. Was thinking about doing a different type of terrain or world per base- rubble, crystal, desert, lava, etc.

General Discussion / Take Me To Your Leader!
« on: October 17, 2016, 02:06:49 PM »
Fellow battle brothers, heretics, and xenos of The Warmaster community, I want to see what HQ you are running in your army. Not the build, stats, or meta- but the actual model (PICS). Brief BIO optional.

Behold my Chaos Lord in all his glory, misguided Space Marine Captain to follow when I get home...

Lord Jared Syn was gifted a brass juggernaut for his willing participation in the Haydes IV massacre against the Space Wolves where he personally put over twenty of the whelps to the chain sword along with untold servitors and manufactorum workers.

As he became less human...and more divine...other gifts followed.

A daemonic blade, a sigil of corruption, and other boons of faith from the Dark Gods. 

Pics of him running down the last of an Imperial Guard regiment and besting the greatest of the Dark Angels chapter- Belial himself.

Getting Started In 40K / Quick Advice For New Players To WIN
« on: October 14, 2016, 08:15:34 AM »
Open thread on tips for new players to get good at 40K FAST and cut down on that learning curve...

I'll open the thread by sharing part of a training outline that I've used from back when I was heavily playing in the tournament scene and wanted to not only get better fast with my army- Tyranids at the time, but also learn how to put myself in the best position to win against an unknown mission structure- perfect for playing pickup games at your club or store where you may not know the mission and army that you are going to be facing.

Essentially rather than playing one long game in a few hours, the goal is to play multiple smaller games in the same time- with a friend who is also looking to practice. Playing only three game turns and trying to win the game not only by turn three, but have it all "wrapped" up so if it continues on you are going to win:

Turn 1: Get into position in the mid field/center of the table with your entire army so you can radiate out.

Turn 2-3: Through controlling the volume of dice you want to break your opponent’s army so they cannot prevent you from winning the mission.

Turn 4-5: Move into position with your scoring units to win the mission.

Turn one is getting ready.

Turn 2-3 is setting things in motion to win the game.

Turn 4+ is just playing out what you already know is going to happen.

By playing multiple "half-games" in a practice session you get exposed to more "what-if's" and unknown situations and it also forces you to become a more decisive player.

Of course this is for "practice" only and certainly isn't a narrative game, or even fully immersing oneself in the glory of the grimdark universe.

Your quick advice for getting better fast?

40K Rules Questions / Easy To Forget Rules?
« on: October 13, 2016, 01:15:58 PM »
So what are some of the rules that as 40K players we tend to forget?

Not so much the rules flow of the movement, shooting, and assault phase- but rather the USR rules or army specific rules that call on the main rulebook?

Have some of them cost you the game?

For me it's grenades, in that I can throw them.

And for my CSM Heldrake it's soulblaze, which I always forget.

I almost need to paint it on the base or something...

General Discussion / Your Local 40K Meta?
« on: June 28, 2016, 05:55:36 AM »
We all know the power of the internet meta and how it influences our builds, but what about the local meta? The gaming shop or club where you play- how is it impacting your army? A curiosity here.

What are people playing?

What missions do you play?

Anything stand out?

Locally Space Marines are very strong- bikes, pods, and librarians. A half a dozen Eldar players who play pure competitive with wraith knights, wave serpents, bikes, etc. A few guys playing chaos who have always been playing chaos. Two tyranid players.

We either play big apoc style games- just put your models down and let's see what happens, or an influence of book missions and specialized objective missions.

Stand outs? Where did all the imperial knights go?

Cost: $15 per player

Entry Fee Includes:

Welcome Gift, Snacks, Pizza, Unlimited Soda, Entry into door prize raffle, Free Wifi

Prizes: Prizes will be given out to the 1st and 2nd place teams. There will also be a large pool of door prizes, so even if you dont place you can walk away with a great prize! Prize support increases based on number of participating players.

General Discussion / What "Rules" Do You Use?
« on: February 26, 2016, 10:36:44 AM »
Was asked a question about what kind of additional 40K rules do I use- ITC, IGN, RAI,or RAW, etc. and what I think of them. working on a more detailed response, but I'm also curious as to what community members here us for their local games and groups.

Personally I prefer the GW 40K rules and I'm not a big fan off all the extra layers that some groups use. Now this is NOT a criticism of them, local groups should make decisions to what they like- GW rules are a guideline- even they say that.

Part of the problem with additional FAQ or clarification like rules in 40K is that they might not make sense for all the players or those outside the group and create more problems, or additional ways to game the system, thus pissing players off more.

Side note: WAAC and beardy-players will still by WAAC and BP regardless of how much you try and FAQ or meta every little line of rules.

This was a while ago, but one tournament we played in had a rules clarification for kill points (this was 40K 5th) in that dedicated transports didn't count. We didn't know this as it was buried in pages of stuff, so one of our esteemed members BCJ was picking off transports with his Ultramarines and had a dozen kill points against an ork speed freak army, only to find out at the end of the game those points didn't counter, and of course the Ork player wasn't telling him...

Personally I prefer RAW 90% with a dash of RAI 10% and if needed just D6 it off.

At least with RAW in the BRB and codexes, etc. it is a universal language between players that we all understand for the most part.


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