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Discussion: Eldar / Re: 8th Edition Mathhammer #1 - The Wraithknight
« Last post by WildCandy on June 20, 2017, 04:35:59 AM »
Excellent breakdown!
General Discussion / Re: New detachments and imperial forces 8th edition
« Last post by SharkoutofWata on June 19, 2017, 09:59:58 PM »
It doesn't say anywhere in the rules that every last Keyword has to match for every single unit in a Detachment.  One keyword has to match.  Imperium.  From there you can take whatever you want.
Discussion: Orks / Re: First draft 8th edition list 2000 points
« Last post by Breng77 on June 19, 2017, 09:50:33 PM »
Why do you only have 4 CP?  Seems like a battalion detachment giving you 6.

3 HQ - ghaz, werdboy, kff mek
3 Troops - 90 boyz
3 heavies - mork, kans, dreads
1 elite - banner nob

I'd keep my weird boy flexible as you might want da jump some games as the +1 attack may be overkill and less useful than a faster charge.
General Discussion / New detachments and imperial forces 8th edition
« Last post by MattyIce on June 19, 2017, 09:00:13 PM »
So basically there are going to be some faction in which will not fit into a detachment?(unless you pay the command point for a single unit)

My example will work I believe with the legion of the damned. They are 1 elite imperial astartes lotd
They can not be placed into any detachment with any other astartes?

Assassins are another one?

I'm a bit confused 😐 but I'm also sure they have planed it out for more releases
Special detachments ?
Maybe relics ?
Faction specific command points ?

How would you bring a battle forged army with legion of the damned or assassins? Is there a way to do it without spending command points?
So everything you have mentioned is 7th Edition.  On Friday, a new Edition just dropped and we are now in 8th.  There are no Formations, there's no Decurion, there is no Unbound.  Chaos is no longer trash.  Now, you make a Detachment around a specific Keyword and you can go as fine as 'Death Guard' or focus on 'Heretic Astartes' or go as broad as 'Chaos' and still be perfectly fine in building your army.  You pick how focused you want your army to be and which direction you want to take it.

So the way the Keywords work now is that certain models buff certain other models.  In your example, yes you can play Thousand Sons and include Kharn, but Kharn can only be World Eaters keyword, never Thousand Sons keyword, so your Chaos Lord who allows rerolls of 1 to all Thousand Sons units within 6" does not allow Kharn to do anything.  But, because they both have the Chaos keyword, they can be included in the same army.  They're restricted on the table with small mechanics, not restricted in building your army.

There are two ways to get symbols.  Transfers are the most common, which are sheets with things like temporary tattoos on them that slide off their paper with water and attach to the model.  Nearly every box you get will come with some for whatever armies are most popular.  If you get a CSM box, you get a sheet that has ten symbols for World Eaters, Black Legion, Death Guard, Red Corsairs, Alpha Legion and so on and so on.  Or, you can spend the money on a place called Forge World where there are higher quality models and a higher price tag.  These are actual modeled parts including the symbols where they should be for a lot of the Legions and Chapters.

Magnetizing is a breeze once you get used to it.  A nice little magnet in the part where you glue the arm to the torso and you're good.  Drill two holes, glue the magnets in, then paint the mini normally.

You don't need codexes anymore.  With a new Edition we got rid of every single old book the game used.  All of them.  So now you still need the Rulebook or you can download the basic rules on GW's website for free.  It's a whole whopping 8 pages of rules now, with special rules attached directly to units.  Unit rules are going to be found in one of the five Indexes now.  Think of them as a temporary Codex while GW recovers from scrapping their entire game and everyone as players starts from Square 1.  You will specifically need Index Xenos 1 for Necrons and Index Chaos for, well, Chaos.

The bonus to starting out right now, most of the units that were bad got significantly better, so picking what looks cool is actually viable again and you won't get stomped on the table as much because you went with a specific theme.  It's been a long time since we could do that without getting wrecked every game.

The new rules:

General Discussion / New player but need some advice on getting started
« Last post by Ultima Bahamut 93 on June 19, 2017, 07:09:40 PM »
I've been reading the Horus Heresy novels for awhile now and decided I really want my own army to play with but have got some questions before I start building my force. If you have the time I would really appreciate it if you can answer these questions to help me get a better understanding of the game and how things work.

I have already decided that I want to play both Chaos Space Marines and Necrons. Chaos has always been my favorite and I love them purely for the models. I plan on making a fluffy list just for casual play, using whatever models look cool (not decided on a Legion yet) and will probably play Necrons as a more "serious" force with more strategy.

A) I understand that there are different types of playing. You can run an unbound army where you are free to take whatever you want. Then there are formations or detachments and you have to have certain units and you get special bonus rules and buffs. I think Necrons have their own special kind of detachment called a decurion but I'm not 100% sure.
How important are these detachments/formations? There's 2 things I'm afraid of. 1) I don't use a formation and my army really suffers from not gaining the special bonuses. or 2) I buy a bunch of models for a formation, then the next codex comes out and I have to buy all new stuff because the old formation is useless. I like the idea of picking what I like and I also like the idea of getting buffs. I don't want to shoot myself in the foot when building my first list,especially because on different forums I see that (apparently) Chaos is in the lower tier of playable armies.

B) Okay, suppose I want to paint my CSM army using the Thousand Sons colors. Are you allowed to take a special character like Kharn, paint him in Thousand Sons colors, and use him in your army? Now, I can understand if you are not allowed to put X character in a Y army. What I mean is, "Hey I know my army is painted like Death Guard, but they all have marks of Slaanesh and I have Fabius Bile as my HQ painted in Death Guard colors."

C) Can you buy Chapter/Warband icons? Like if I were playing Blood Angels and wanted their symbol on my armor and banners or maybe on tanks. Do they sell stickers or stencils for this?

D) There are a ton of different weapon options for your models it is a little intimidating for a new player because I don't know what is "good" or not for how I want to play. Is magnetizing weapons easy for most models, including HQ's?

I think those are the major questions I had. I am thinking of starting with Necrons first. Their detachments seem a little simpler and with Chaos there are just so many options it's a bit overwhelming. From what I hear the Necron detachments are good(although this was told to me in 7th ed) and maybe following a detachment outline might make army building easier for a new player because there's already a rough guideline to follow rather than, okay just go buy stuff!

I know I need to pick up the Necron (and Chaos)codex but are there any other sources you would feel that would help me plan out my force? Ive tried reading army lists online but it's hard when you don't really understand how good those weapons are or their matchups I should say.

I am really, really excited to get started playing. I currently play Warmchine and Hordes with some friends but we were talking about starting 40K (some of them also play Age of Sigmar but it never interested me) Work has me running long 12+ hour shifts so I'll try to check back on here when I have time.
General Discussion / Re: Technical problems
« Last post by Leftovers44 on June 19, 2017, 06:59:15 PM »
No problem, just glad to help.
General Discussion / Re: Technical problems
« Last post by Captain David1026 on June 19, 2017, 11:22:54 AM »
Thanks that will work from my phone now I just to try to find something my ipad
Discussion: THE LIST / Re: 2000 Pt Themed Tyranid Army
« Last post by SharkoutofWata on June 19, 2017, 10:24:26 AM »
Definitely some improvements you can make here.  It's close to how I play my own Nids so I'm pretty familiar with the playstyle you want to go for.

Adrenal Glands on everything.  If it is coming out of the ground, it needs Glands.  It's the difference between a 9" charge and an 8", and that's a big difference on the dice.

The Zoas are pretty useless here.  You don't have enough on the table to need the spare Synapse.  Two Tyrants handles pretty much everything, with Primes and Warriors filling in the gaps.

The lack of Flyrant is a bad move.  You're trying to get your charges off, but you're going to be trying to control all of your Deep Strikers with only two 8" bubbles.  Having Wings let's you cross the table and support if and when you need to.  Flyrants aren't amazing anymore, but they have their purpose still.  I'd give them a set of Deathspitters though or both sets of Talons.  Losing one pair means you're giving up a 10pt Attack.  Not a good move for no tradeoff.

You have too many Hormagaunts.  Hormagaunts are nice and all, but Genestealers are 100% better.  If you have a Swarmlord, take a max unit of Stealers for Turn 1 Charge goodness.  Move/Advance + Move/Advance + Charge.  Don't bother with a Broodlord though, it just gets left behind.  This unit is meant to hurry forward, apply immediate pressure, absorb damage Turn 1 to save your other stuff and still hit hard enough.  Best 240pts a Nid army can spend if you have the Swarmlord too.  Having them in your opponent's face then more units coming from behind them via holes, you have table control on Turn 1, Turn 2 at the latest.  Then your opponent is stuck reacting to your moves instead of pushing back.

Drop the Rattles on the Trygons.  It's a silly weapon.  Adrenals are better for five points and Toxinspikes are a measly single point.  You aren't charging hordes with a Trygon Prime, you're mincing big stuff that isn't going to care about a Morale test.  Your little gribblies that come with the Prime are the ones going for hordes.
Discussion: Tyranids / Re: Zerg Themed Tyranid Army
« Last post by MiniTV on June 19, 2017, 09:59:11 AM »
Forgot to mention I did a small 75 Power Level game against some Imperial guard yesterday... and got wiped out to a single nid. So I'm working on a different approach to my list now. If you're interested, I posted the list is the subforum: THE LIST. If you would, please check it out and rip into it.
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