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Messages - leE7_G4M3r

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Discussion: Adeptus Mechanicus / Re: Rangers vs Vanguard (8th Edition)
« 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.

Discussion: Grey Knights / Re: New Player needs help
« on: September 04, 2017, 11:31:04 AM »
@PepeTykki: Why do you need 4Gods when you could just have served the only one true god? - to bad my army is not ready, I'd have been an honor to cleanse your missguided opinion probably with fire :p

You call the emperor a god? He may be superhuman, but he is far from a god, even by his own words. It was his wishes that people do not worship him, yet they do. So, who are the real heretics here, the people who worship chaos gods, or people that defy their leader's own teachings? The answer is probably both :P

Discussion: Tyranids / Re: Hormagaunts or termagants or gargoyles?
« on: August 30, 2017, 03:42:19 PM »
Coolness all the way! 8)

Discussion: Tyranids / Re: Hormagaunts or termagants or gargoyles?
« on: August 28, 2017, 08:47:12 AM »
So it's about whether he wants a powerful army, or a good looking army?

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

If you are still looking to convert a big mek with kustom force field, there are kff bits in the dakkajet / wazbom / burna-bomma / blitza-bomma box that you could use, and get an awesome ork flyer with it.

Discussion: Grey Knights / Re: New Player needs help
« on: August 23, 2017, 09:45:21 AM »
I know that the store guy said it already, but, there are no good guys. The Grey Knights seem like good guys, fearlessly defending humanity from daemons, until you see that anyone who helped them in the battle, or who saw the battle, are mercilessly executed. Also, out of their millions of recruits, only a few actually become Grey Knights (and by a few I mean like two or three guys). The rest of the trainees die in some horrible way, the most common way is that the Grey Knights strap EXPLOSIVES to their heads, send them out into the cold, and blow them up. There's nothing more heroic than blasting off the heads of millions of innocents, is there? :P

You could use the old plague marines as chaos space marines with the mark of Nurgle, and have the new models act as the elite, the chosen of Nurge who, by his favour, have been granted more gifts, diseases and have been bloated to a point were they become much taller than the regular followers of Nurgle. You could also disperse the old models with regular csm with the forgeworld death guard conversion kit.

General Discussion / Re: Ork moral
« on: August 22, 2017, 03:21:24 PM »
Also, since most Orks only have a 6+ save, they die very quickly against any kind of S4 weapon, preferably large quantities of S4 shots, like flamers. In turn though, if you are close enough to use flamers, then you are probably in for a lovely treat of 3 close combat attacks per model, plus the boss nob who most likely has a big choppa or a power klaw. It would be best to deal with them about 24 inches away, because then you are in rapid fire range if you have bolters, plus you are too far away for the orks to charge.

General Discussion / Re: Ork moral
« on: August 22, 2017, 03:15:38 PM »
Yeah, it isn't the best idea to use morale against Orks, because their mob rule special rule allows them to use the number of models remaining in the unit as their leadership, or use their regular leadership, or use the leadership of any Ork unit within six inches.

To have any chance of them running away, you would have to kill a lot of Orks.

Discussion: Grey Knights / Re: 2000pts Grey Knights 8th ed List
« on: June 10, 2017, 07:02:31 AM »
Okay, thanks!

Discussion: Grey Knights / Re: 2000pts Grey Knights 8th ed List
« on: June 09, 2017, 02:28:20 PM »
How do you know the points costs? Where can I find them?

If you wanted to read the lore behind the thirteenth black crusade, then you can pick up ''The Gathering Storm: Fall of Cadia'' before they stop selling them.

Discussion: Orks / Re: Ork Dream Unit
« on: May 23, 2017, 01:59:44 PM »
Since you are getting Meganobz, I need to tell you:
ALWAYS give them a transport of some kind, it is vital that they can move quickly to get into combat.
Try to take them in larger squads, if you can. Three meganobz aren't super intimidating, but if you have ten of them racing towards the enemy in a battlewagon, then they will be devastating (most of the time(Necrons are great at disabling battlewagons)).
If you can, give the boss meganob a bosspole because you really don't want a 300 points unit to be retreating.
They make a great combination with Ghazghkull Thrakka. On the turn he WAAAGHs, he gets a 2+ invulnerable, so the unit will be invincible to overwatch, and the unit gets to run and charge, despite being slow but purposeful.
Finally, avoid terminators. Their AP 2 power fists and your AP2 powerklaws make it so that both charge into each other and both die. However, this does not apply to Grey Knight terminators, as they have AP3 instead.

'Ave fun wiv dem greedy gitz boss! ;D

Discussion: Orks / Re: Ork Dream Unit
« on: May 17, 2017, 12:51:59 PM »
I've got some Kommandos, and on their own, they are okay. The problem is that they can't charge on the turn they infiltrate, which is a bummer. But, you can give them some burnas to skorch the enemy.The great thing about their infiltrate rule is that they can infiltrate with a transport, so you can use a battlewagon as a bunker, or can pop another squad in it. So you could put in the Flashgitz you mentioned. This allows the Flashgitz to just pop into the enemy's face and blast them to bits!

Another good tactic is to join them with a Big Mek or Warboss with mega armour. You can stick the Mega armoured Ork at the front of the unit, meaning he absorbs all of the enemy fire next turn, so that the Kommandos and the Warboss actually survive long enough to pull off a second turn charge. You could do the same with Meganobz in a transport, which would be the bane of Tau ;)

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