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Topics - leE7_G4M3r

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Discussion: Tyranids / Hormagaunts or termagants or gargoyles?
« on: August 27, 2017, 09:08:42 PM »
It's my friend's birthday in a few days, and he has been interested in starting warhammer. When I was showing him the different armies he fell in love with the tyranids the moment he saw them. He is completely new to 40k, and in the beginning he will be using a lot of my stuff (like paint and glue) so he won't need any of that yet. So, I wanted to get him a few models, and was wondering, should I get him a box of hormagaunts or termagants or gargoyles? Which is the best to get for a beginner's army? Which would be better for a beginner to learn to paint on?

The games that we will play will be using the power system as it is a lot simpler to calculate than points.

Thanks :D

In Shadow War Armageddon, the Necrons can take an item called mindshackle scarabs. They allow the Necrons to possess an enemy once per game. But, if I bought two scarabs for the same warrior, would I be able to posses two enemies over the course of the game, or would I still only be able to do it once? Also, if the enemy passes their leadership, can I try to posses them again?

40K Rules Questions / Witchfire
« on: May 07, 2017, 03:30:06 PM »
When rolling to hit with witchfire powers, do I use the psyker's ballistic skill? If not, what do I need to roll?

Discussion: Space Marines / Guilliman is back!
« on: March 08, 2017, 12:30:09 PM »
With the risen of the primarch release being right around the corner, Warhammer TV have revealed a few facts about Guilliman.
He is ballistic skill 6, strength 6, toughness 6, wounds 6, initiative 6, attacks 6, leadership 10 and has a 2+ armour save. His weapon skill has not been revealed.
Guilliman is a monsterous creature (character) and is unique (obviously).

Guilliman makes allies that are an army of the imperium re-roll failed morale, fear and pinning tests if he is on the battlefield.
He allows your army to use the Ultramarine doctrines along with any you already have (if you play ultramarines, you get 2 of each doctrine).
If one of these extra doctrines is used, all Ultramarines are affected.
His leadership cannot be negatively modified and he can re-roll failed deny the witch tests.
He has all of the Command traits found in the rulebook instead of a single warlord trait.

He wears the armour of fate, that confers a 3+ invulnerable save and if he dies, he can come back to life next turn on a 4+.
If he comes back to life, he has d3 wounds.
Guilliman's Hand of Dominion can be fired in the assault phase as a 24" S6 AP2 assault 3, rending gun.
Also, one of his melee weapons has a chance of becoming strength D.

That is all that has been revealed so far and I am super excited to field him!  ;D

Discussion: Orks / 500 points Orks vs Necrons
« on: March 07, 2017, 01:37:35 PM »
I have got a 500 point battle coming up in two weeks time and I was looking for some list advice. So far, I have created three lists that I could take, and I am wondering how I could improve them. There is no unbound allowed, and so I have to stick to detachments, and I am obviously going to take combined arms for that glorious objective secured. Also it will be against my friend's Necron army, and I know the possibilities of what he will take, he has:
a monolith,
a triarch stalker,
12 warriors,
an overlord,
5 immortals, and
a night scythe.
I have no idea how he will take them, or what he will take from the above, but that is what he has in his collection. My lists that I have created (and would like advice on) are:
HQ: Big Mek - 35pts
      mega force field - 75pts
      bosspole - 5pts
      ammo runt - 3pts

Troops: 20 boyz - 120pts
      boss nob upgrade - 10pts
         powerklaw - 25pts
         bosspole - 5pts
         kombi-skorcha - 10pts
   10 gretchin + runtherd - 35pts

Heavy: Battlewagon - 110pts
   Looted wagon - 37pts
      killkannon - 30pts

500pts Combined Arms Detachment

HQ: Painboy - 50pts
      warbike - 25pts

Troops: 10 shoota boyz - 70pts
   10 shoota boyz - 70pts

Fast: 6 deffkoptas - 180pts
      6 twin-linked big shootas - free

Heavy: 2 looted wagons - 74pts
      6 skorchas (3 each) - 30pts

499pts Combined Arms Detachment

 HQ: Warboss - 60pts
      mega armour - 40pts
      bosspole - 5pts
      da lucky stikk - 25pts

Troops: 10 boyz - 60pts
      boss nob upgrade - 10pts
         powerklaw - 25pts
   10 boyz - 60pts
      boss nob upgrade - 10pts
         powerklaw - 25pts

Fast: trukk - 30pts
   3 warbikers - 54pts
   2 deffkoptas - 60pts

Heavy: looted wagon - 37pts

501pts Combined Arms Detachment (I am sure he will let me off for the extra 1 point)

Plus, if I need any extra models, I have got plenty of time to buy, build and paint them.

Discussion: Grey Knights / GK kill team without restrictions
« on: March 04, 2017, 02:55:10 PM »
In my local gaming group, we play kill team sized games (200 points) but we do not utilize the kill team restrictions or rules. I know that Grey Knights would be massively handicapped at this points level, but I would love to field them. So, if you could only take 200 points of Grey Knights, what would you take? I am currently considering taking a beefed up Dreadknight, but I am scared I may lose a few friends if I do so.

General Discussion / When to start a second army.
« on: January 02, 2017, 11:52:58 AM »
I have been playing 40k for around six months as Orks. I am loving my Orks and love the game, but when is the right time to start a second army? I am not looking to start one just yet as I have still got plenty of projects to finish off, and I don't want my backlog to be too big. Currently I am thinking of Chaos Space Marines as a second army. But when is the right time to start collecting them?

Also, I don't care if my army changes the effectiveness of certain units between codices, I play more for fun than for the win, and I don't really mind the rules shift into new editions.

Discussion: Orks / One HQ game
« on: December 06, 2016, 01:08:38 PM »
In my local gaming club, we're going to be running a 200pts game where you can only bring 1 HQ and nothing else. It must not be a named character and you are able to upgrade him to fit into the point level. I am currently thinking of bringing a Big Mek w/ mega armour, telyport blasta, Killsaw, cybork body, da lucky stikk, da finkin' kap, 3 ammo runts and an attack squig.

 What do you guys think that I should bring? The game is next Tuesday.

40K Rules Questions / Ork Gitfindas
« on: October 29, 2016, 12:08:54 PM »
In the Ork codex, it says that if a model with a Gitfinda remains stationary in the movement phase, it has ballistic skill 3 in the following shooting phase.
If I had a model with a Gitfinda in a vehicle, would he still get bs 3 if the vehicle moved less than 6 inches or not, because it is only the model that has to remain stationary, not the vehicle.

Discussion: THE LIST / Ork low points, HQ heavy list.
« on: October 27, 2016, 10:02:26 PM »
Hello, I am fairly new to 40k and I have started playing Orks. I was wondering what you guys think about this small HQ heavy list.

HQ: Warboss with mega armor, shiny shoota and da lucky stick - 130pts,
   Big Mek withkustom force field and mega armor - 125pts,
   Mad Dok Grotsnik - 160pts,
Troops: 30 Slugga boyz - 180-pts,
   One boy upgraded to a Boss nob w/ power klaw - 35pts
TOTAL - 630pts

They would all be in one squad, the big mek and mad dok would be in the center, giving all the boyz a 5+ invulnerable save and a 5+ feel no pain on top of it. The warboss would be at the front to soak up all the incoming fire with a 2+ armor save, 5+ invulnerable (against ap2 only) 5+ feel no pain and a 4+ look out sir which are all rerollable with da lucky stick, as long as he doesn't fail 3 or more rerolls in a turn. Plus he has 3 wounds. Then, when they finally make it into close combat they have 4 power klaws (assuming the warboss makes it) and a lot of attacks.

Then I could add something else to the list to make it more powerful that are in a separate unit(s) to the one mentioned above so that it can fit into a 1000 points list. If I were to do that, what do you think I should bring to back up this list. I'm currently considering putting some burnas and tankbustas or meganobz in a battlewagon so as to distract the enemy from the boyz and to give my army some anti-infantry and anti-tank that isn't assault orientated. Or maybe I should swap out the boyz for something more... destructive. Perhaps spend less on HQs that aren't a necessity, like Grotsnik, he's a bit overpriced, however he does give them all fearless so my entire army doesn't fall back off the board!

What are your thoughts on this list and tactic?

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