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Messages - Sensenbob

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1
Hi there,
so at this power level there isn't very much you can effectively take or switch around.
Footslogging marines aren't very effective since they die too easily, so i'd at least give everyone Jump packs if you don't have transports.

Since you can proxy things i'd make something like this:

Vanguard Detachment +1 CP
HQ:
Librarian - JumpPack - 7PL
Elites:
DeathCompany Dreadnought, Furioso Fists, 2x Heavy Flamers, Smoke Launchers - 11PL
5x Death Company - Jump Packs, anti-Horde-loadout(chainswords, axes, handflamers?) - 10PL
5x Company Veterans - Jump Packs, Meltaguns for everyone, maybe Stormshields as well - 10PL

Company Veterans Deep Strike and hopefully delete something big with 5 Meltaguns.
Very small model count though, so maybe that is too many Elites. Maybe someone else can make up something better :D

2
General Discussion / Re: Power Level over Points?
« on: August 16, 2017, 12:41:16 AM »
As long as all the players agree not to abuse the power level system with absolutely crazy wargear choices i think it's fine and fun, especially to quickly make a list for a not too serious game.
Usually we don't enforce WYSIWYG but for power points we use it to limit the wargear crazyness.

For example with BA Death Company, every single marine could get an Inferno Pistol AND a Power Fist for no additional cost, whereas points wise that would be an extra 40 points per 17 point Marine!

Of course you can also agree to both go absolutely crazy with wargear :D

3
Nothing confirmed, but i highly suspect that Primaris Marine models and their size are to completely replace the existing Model range.... the "Primaris" crap just being a filler while the models are step by step being replaced with the new size. So it's only fair that the chaos models get the new size as well!

4
Discussion: Chaos Space Marines / Re: 8th Edition Chaos Vindicator
« on: August 09, 2017, 05:45:05 AM »
I only have used the Vindicator in 1 8th edition game yet and i recently played one with the 7th edition rules.

My impression however was contrary to yours one that the new Vindicator is quite irrelevant with the new rules.

With 1D6 Damage you want to shoot big targets like Vehicles and Monsters, but you only get 1D3 hits on these.
Then again with 24'' range on the gun you also need to move very often, so you're relegated to hitting on 4s with your 1d3 shots and you're still only wounding big monsters on 3+
All that amounts to basically no damage even before saves!
The profile gets better when you shoot at things with 5 or more models for 1d6 shots and probably wounding on 2+ because you're shooting at heavy Infantry or bikes which are typically T5 or below. In that case the gun might actually do something, but half of the Heavy Infantry guys will have an Invulnerable save, negating your AP.

IMO hitting on a 4+ when moving really is the worst thing for something like a Vindicator, Maybe it's okay in a defensive army but in an assault army it'll do negligible damage.
When i played the Vindicator, it just got ignored, fired at heavy infantry to maximize hits and all that but it didn't do much and wasn't scary.

One good thing: The wounds-system made it quite tough with T8 compared to other tanks and there is no more blowing it's guns off!
Unfortunately nobody wants to shoot it because the gun isn't scary enough.

In 7th edition when you put a Vindicator down you can see the focus of your opponent zooming onto the model and they will do whatever they can to take it out before it shoots because it's just really scary with the big template. I want my vindicator to be scary even if that means it never gets to shoot since it's always taken out ASAP.
SpaceMarine codex made it even cheaper, so maybe that helps a bit. I'd like it more if it was more expensive and actually did something.

5
Discussion: THE LIST / Re: 2000pts Blood Angels
« on: August 01, 2017, 07:10:40 AM »
Thanks a lot for the Input!

Whoopsie, i actually left the Vindicator in there! Yea, replacing it with a Rifleman ocurred to me as well. It even leaves some points for another DC guy with Axe. The PowerFist thingy was because of model, counting it as a hammer is alright!

I took the Assault Cannon Razorbacks mostly for their extra Range, but let's swap!
If going for Flamerbacks, would you swap the Tac Marines inside to Meltaguns ok keep alle the flamers?

List redone:
Any more Changes you'd make?

1999p Blood Angels Batallion detachment
HQ:
Lemartes
Librarian Dreadnought - Meltagun
Standard:
5x Scouts - Shotguns, PowerAxe Sarge
5x Tactical Marines - Hvy Flamer, Power Axe Sarge
5x Tactical Marines - Hvy Flamer, Power Axe Sarge
Dedicated Transport:
Razorback - Twin Hvy Flamer, Storm Bolter
Razorback - Twin Hvy Flamer, Storm Bolter
Elites:
9x Death Company - Jump Packs, 2 Thunder Hammer, 3 Power Axes
5x Sanguinary Guard - 5Plasma Pistols, 2x Axes, 2x Death Masks
Dreadnought - 2x Twin Autocannon
Fast Attack:
5x AssaultMarines - Jump Packs, 2x Meltagun, Power Axe & Meltabomb Sarge
Heavy Support:
Predator - Autocannon, Lascannon Sponsons
Flyer:
Stormraven Gunship - Twin MultiMelta, Twin Assault Cannon, two Hurricane Bolters

6
Discussion: THE LIST / 2000pts Blood Angels
« on: August 01, 2017, 04:21:37 AM »
So i figured i might as well put the list here for Review!
Tell me what you like and what not and how you'd improve it. Feel free to absolutely tare it apart ;)

It's a bit low on the Melee-front but let's see what you guys think!
2000p Blood Angels Batallion detachment
HQ:
Lemartes
Librarian Dreadnought - Meltagun
Standard:
5x Scouts - Shotguns, PowerAxe Sarge
5x Tactical Marines - Hvy Flamer, Power Axe Sarge
5x Tactical Marines - Hvy Flamer, Power Axe Sarge
Dedicated Transport:
Razorback - Twin Assault Cannon, Storm Bolter
Razorback - Twin Assault Cannon, Storm Bolter
Elites:
8x Death Company - Jump Packs, 1 Power Fist, 1 Thunder Hammer, 2 Power Axes
5x Sanguinary Guard - 5Plasma Pistols, 2x Axes, 2x Death Masks
Fast Attack:
5x AssaultMarines - Jump Packs, 2x Meltagun, Power Axe & Meltabomb Sarge
Heavy Support:
Predator - Autocannon, Lascannon Sponsons
Vindicator
Flyer:
Stormraven Gunship - Twin MultiMelta, Twin Assault Cannon, two Hurricane Bolters

Scouts & LibbyDread go into Stormraven, Lemartes, DC and Sanguinary Guard go into Deep Strike reserves.

7
@Elwirfy: This is what i'd make of what you have, keeping most of the equipment you listed:
My main concern with your Army would be that you're quite low on Anti-Tank/Monster ranged weaponry, that's why i'd keep the 2 Vindicators even if they are a bit weak nowadays.

2000p, 5CP, 134PL
Vanguard detachment
HQ:
Lemartes
Elites:
13x Death Company - Jump Packs, Chainswords&BoltPistols
13x Death Company - Jump Packs, Chainswords&BoltPistols
Death Company Dreadnought - BloodTalons, Meltagun, Heavy Flamer, MagnaGrapple
Standard:
5x Tactical Marines - Meltagun, Combi-Melta Sarge
Dedicated Transport:
Rhino - 2 StormBolters

Spearhead detachment
HQ:
Captain - JumpPack, Power Axe, Plasma Pistol
Heavy Support:
Baal Predator - Flamestorm Cannon, Heavy Flamer Sponsons
Baal Predator - Flamestorm Cannon, Heavy Flamer Sponsons
Vindicator - Storm Bolter
Vindicator
Standard:
5x Tactical Marines - Meltagun, Combi-Melta Sarge
Dedicated Transport:
Rhino - 2 StormBolters

I'd probably keep the DC in the Air for DeepStrike with Lemartes.
Rush the wall of tanks with dread forward and have the Captain Support them.
There are very few D6 dmg weapons in the list. (like Lascannons and Melta)


Maybe someone who gets to play more than me can Improve it ;)

8
Just translated my old 1500p list into a 2000p list for 8th Edition with a few additions of course, looking like this:
(Basically added Lemartes & Melta Assault squad, scouts got shotguns)
2000p Batallion detachment
HQ:
Lemartes
Librarian Dreadnought - Meltagun
Standard:
5x Scouts - Shotguns, PowerAxe Sarge
5x Tactical Marines - Hvy Flamer, Power Axe Sarge
5x Tactical Marines - Hvy Flamer, Power Axe Sarge
Dedicated Transport:
Razorback - Twin Assault Cannon, Storm Bolter
Razorback - Twin Assault Cannon, Storm Bolter
Elites:
8x Death Company - Jump Packs, 1 Power Fist, 1 Thunder Hammer, 2 Power Axes
5x Sanguinary Guard - 5Plasma Pistols, 2x Axes, 2x Death Masks
Fast Attack:
5x AssaultMarines - Jump Packs, 2x Meltagun, Power Axe & Meltabomb Sarge
Heavy Support:
Predator - Autocannon, Lascannon Sponsons
Vindicator
Flyer:
Stormraven Gunship - Twin MultiMelta, Twin Assault Cannon, two Hurricane Bolters

It's pretty shooty for BA i guess. Jumpers go in Reserve, Dread & Scouts into Raven, so only Armour on the Board at the start.
The new Reserve Mechanics & starting Flyers on the Board should actually benefit the list!
Since Vindicators are debatable, that might be subject to change very soon....
Still needs to be tested though

9
Discussion: Tyranids / Re: Zerg Themed Tyranid Army
« on: July 26, 2017, 04:31:15 AM »
Only just now saw that great Tervigon Conversion! Fantastic idea with this big holey part of a dried plant!

Does it relate to any Zerg model in particular? i'm not too fit on all the things they have.
Really like the conversion though!

10
Discussion: Terrain / Re: Model Railway Tracks
« on: July 26, 2017, 12:56:26 AM »
Here you go, standard track width of the different model railway scales:
(there are lots of variants of the scales with the suffixes m,e,i,p  for example "H0e" those are different again smaller but keeping the aspect ratio!)

European scales:(there are different ones depending on your country....)
Scale        Standard gauge                 Ratio:
Z               6.5 mm (0.256 in)           1:220
N               9 mm (0.354 in)             1:160   
TT            12 mm (0.472 in)             1:120   
H0           16.5 mm (0.65 in)             1:87   
S             22.5 mm (0.886 in)           1:64   
0              32 mm (1.26 in)               1:45
1              45 mm (1.772 in)             1:32
II             64 mm (2 1⁄2 in)                1:22.5
III            89 mm (3 1⁄2 in)                1:16
V               5 in (127 mm)                 1:11
VII          184 mm (7 1⁄4 in)                1:8
X            260 mm (10 1⁄4 in)              1:5.5

In case european is not for you:
https://en.wikipedia.org/wiki/List_of_rail_transport_modelling_scale_standards

There are Tracks with embankment and without. even long flexible tracks you can bend however you want.
good luck ;)   

PS:
 i just realized u're looking for real scaling:
1:58 Heroic figures are sometimes listed as being 28mm that would be somewhere between those 2
"S" = 1:64
"0" = 1:45

11
Discussion: Terrain / Re: Model Railway Tracks
« on: July 25, 2017, 12:51:14 AM »
Just an idea, but there are also tracks for LEGO-trains.
Maybe they are too big for what you want, but the tracks are larger than the tiny metal rods used in moldel railways and plastic, which is nice.
Mince carts in 40k might be huge though!

12
Discussion: Dark Angels / Re: Dark angels
« on: June 28, 2017, 01:02:48 AM »
I haven't checked the Dark brothers out too much but generally every army lost some special flavor in the Index.
All the non-special units are shared with SpaceMarines and unmodified.
DA still have their unique units which are comparably quite a lot and those still retain lots of special flavor and fun.


So i'd say you have to get used to it but there is definitely special flavor and fun!
Not a lot of cheese anymore though! So no 2+ rerollable saves :D

13
Discussion: Blood Angels / Re: The new 8th Ed. BA Units
« on: June 27, 2017, 09:31:42 AM »
So i finally got around to playing my first 8th edition game and took the chance to take quite a variety of units for testing. 2000pts of BA vs. Necrons.

First of all... Plasmacannon-Devastators were an absolute menace, good amount of high strength shots and good vs. anything. Especially since the new AP-system also works against cover, those were really nice. Necrons are a prime target for plasma anyway.
Lascannons will have to be judged in a game where nobody has Quantum Shielding but i guess they're OK :D

Up next, i took a Vindicator and generally shot at heavy infantry(Immortals) to get D6 shots. It killed 1-2 per shot. Again the new AP-system helps strip away cover bonus, which is nice but the vindicator felt really lackluster, it was consequently ignored by my opponent, maybe that's good but it sure doesn't feel strong. The problem is that whoever is a good target (multiwound & 5+ models) probably also has an Invul. save.

Scouts with Shotguns aren't BloodAngels exclusive but they are really cool! Nice AlphaStrike and Infiltration can have them within 3'' of the enemy after moving for an easy 1st turn charge. Here i could even justify an InfernoPistol on the Sergeant - better get first turn tho :) .

I also tried out the Sanguinary Guard w/ Warlord Priest, they hit really hard, get rerolls, especially with the 1d3 dmg weapons. On the other hand they still went down in one single round after wrecking the Lychguard. I guess they are once again a very specialized unit which is rarely more useful than cheaper ones like DeathCompany whose Dmg output is comparable. I still don't get why the -1AP bolters are more expensive than PlasmaPistols :O, so i'd probably switch to those if i even field them.

Last special one was Mephiston. As you can imagine, he's a beast in combat. He wrecked half a Monolith and 3 Wraiths personally, then killed himself in style by overcharging his plasmapistol :D . More importantly our psychic powers come in very handy when buffing a unit for a crucial attack or to hold out for a little while longer with the 4++. And you can alwys use some MortalWounds to counter Invulnerable saves! Mephiston benefits a lot from being able to charge out of any Vehicle and he is quite survivable on his own if you can spare a command point for his save.




14
Discussion: Painting / Re: Glaze leaves shiny "water stain"
« on: June 22, 2017, 12:32:50 AM »
Hmm it's pretty hard to describe the effect but it really doesn't look like it should be like this.
It's patchy and unevenly shiny but only if you hold it against the light.
Without reflection, the color looks really fine, so there's no "pooling" like with Shades.

I guess i'll try the wash-thing and use a really thin, almost dry coat. Maybe even thinning the glaze with more water.
Thanks anyway! ;)

15
Discussion: Painting / Glaze leaves shiny "water stain"
« on: June 21, 2017, 05:18:43 AM »
So i'm working on my Knight and as a final step of painting green armour plates, i'm doing a Glaze with Citadel - Waywatcher Green.
After it dries, the color itself is fine and it's not glossy but if you hold it against the light there is some kind of film on top producing a water-stain-like mirroring effect which isnt there before i use the glaze.
The same thing happens with shades colors like Aggrax Earthshade, but i don't mind so much there since other layers will be covering that.

What am i doing wrong?
Too much paint/too wet?
Not enough pot-shaking?
I used the Glaze undiluted.

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