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Messages - Sensenbob

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1
Discussion: Blood Angels / Re: The new 8th Ed. BA Units
« on: Today at 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.




2
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! ;)

3
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.

4
Discussion: Blood Angels / Re: The new 8th Ed. BA Units
« on: June 21, 2017, 02:30:27 AM »
Good stuff about the melta-squads, i'm kind of overlooking the regular Marine-options.
No need for a Drop Pod anymore since JPs are just as accurate now, can come down anytime they want and have better mobility if they ever survive.
  • Do you run them in 3 Man squads, add bodies or even more meltas? I regularly missed 2/3 shots in 7th with those guys! :D

It's true, the Sanguinary Guard are super expensive now, i like them getting rerolls from just being near the warlord, so only a Priest to support them can be enough.
They might still be nice in a list that focuses on multi-wound models/tanks/dreads to overload the heavy weapons.
I'll have to get used to CC-Dreads actually Footslogging it :D

Other than that, i'll probably usually focus on Death Company for jump Assault purposes, just because of Lemartes rerolling charges and me actually having a painted Lemartes ready to go.
  • What's your general take on Anti-Tank/Monster weapons? I'm still unsure what to use.
    Lascannon Devs or Preds are my go-to. Just deepstriking melta? I like the Stormraven's capabilities but it's costly.
  • How do you like the BA special pistols? I can't justify using them yet, they seem overpriced for their range which prohibits any alpha strike! Handflamer seems very weak for the price of a plasma pistol, holy cow.
  • How much importance would you place on the Sanguinary Priest's +1 Str aura? It looks important to me.




5
General Discussion / Re: Braking 8th edition?
« on: June 19, 2017, 04:29:47 AM »
Well, because for some people that's the fun thing to do.

I think most of us do enjoy listbuilding and optimisation to make a list hat works really well. "Breaking the game system" is just that, taken to the extreme. I believe as long as one agrees beforehand with the opponent/game-pal on what style to play(broken or mostly balanced) both styles can be fun. Just depends on personal preference. But agreeing before the game is really key here so nobody just gets stomped when hoping for a nice balanced game.

6
Discussion: Blood Angels / The new 8th Ed. BA Units
« on: June 17, 2017, 12:46:44 PM »
Hi Guys! So, which 8th Ed. Units for BloodAngels are you excited about? Why?
How do you plan to use them ?
Have you tested any of them yet?
What do you not like?

Personally i'm most excited about:
  • Sanguinary Guard with Warlord/Priest support being more durable, Str.5 and getting rerolls ;D
  • Librarians Sanguine Shield to make units more durable
  • Stormraven Gunships being able to start on the Table and not killing everything they transport if they go down
  • Lemartes Rerolling Charges for DC
  • Heavy Flamer Devastators inside Twin Heavy Flamer Razorbacks  :o
  • Baal Predators?

Im Doubtful about the usefulness of Vindicators now
and unsure about how to run the Dreadnoughts.... probably alwys inside a Stormraven.
Generally losing some specials like faster Vehicles, general Furious/better Charge and no more Meltaguns for AssaultSquads kind of sucks.

7
Discussion: THE LIST / Re: 1500 BA tournament
« on: June 16, 2017, 12:22:48 AM »
Hmm, yeah you're right the regular terminators have some really nice Dakka with stormbolters being rapidfire2 and i didn't even relize yet that they had the TeleportStrike!

good point on the Counterstrike Stratagem.... i'm not looking forward to fighting my buddys Thunderwolves with that one in place :D a big Squad can really wreck face with that!

If you don't fancy the Jump Packs, i'd still try to make room for 2 additional Razorbacks if possible. i can't see your Tactical Marines doing much without a transport. Or do they?

8
Discussion: THE LIST / Re: 1500 BA tournament
« on: June 14, 2017, 01:53:16 AM »
No experience with the new Edition but i'll give my 2 cents.

I like the Terminator-Star, they seem stronger in this Edition. My personal taste would be Assault Termis for added survivability Deepstriking right in front of the foe turn one.

First of all, usually 3 HQs at 1500pts are way too much, at least in 7th.
If you want to Deepstrike, Corbulo and the Libby without JP can't attach to the Terminators, so I'd remove the Libby and corbulo for a Sang.Priest with JP.

The remaining Mobility in the army seems to be restricted to 2 Razorbacks.
Footslogging or camping Marines aren't very cool IMO.
I'd either give JumpPacks to the DC and have the Marines ride the Razorbacks or add in 2 more Razorbacks with the points from one HQ removed and a few less Terminators.

Personal opinion ofc. ;)

9
Discussion: Eldar / Re: Eldar 8th preview
« on: May 17, 2017, 12:38:04 AM »
i read that Daemonettes get  -4 AP on a 6 to wound, so i guess this is how they will emulate the old Rending and maybe Bladestorm as well.

10
General Discussion / Re: A Missed Opportunity
« on: May 16, 2017, 08:22:15 AM »
Well, why does anyone get the new Spacemarine-Spacemarines in the first place?
New, explicitly not discovered but engineered Technology doesn't make any sense fluffwise. Slightly altered stuff - okay but this?
On the other Hand ... this Geneseed-messing-around seems to amount to Heresy, so hopefully Guilliman will turn traitor himself, Cawl is in fact FabiusBile and then - there you go, Chaos-Spacemarine-Spacemarines.



The "Truescale-Marine" Models themselves however do look fantastic i'd be so much more happy with them if they were just the new look of spacemarines instead of a new super thingy.

11
General Discussion / Re: 8th Edition Lists
« on: May 10, 2017, 02:11:26 AM »
My lists are generallly pretty balanced with a light Bloodangelic focus on melee , so i think i'll just keep doing what i'm doing and see how it plays in the new edition before changin everything around!
However i'll possibly prepare a Highlander-Style list containing as many different squads and unit-types as possible for testing.

My Build/Paint-schedule hasn't really changed yet due to me being busy with my first Imperial Knight, but maybe afterwards i'll finally find some motivation to finish the half-done but unusable Dreadnought that has been waiting for a too long time now that Dreadnoughts are great again----hopefully. It will be either the Dreadnought or Terrain.


Our private "League" will keep playing out all the scheduled games for this year in the 7th Edition ruleset in Order to not destroy the ranking. So we'll use the new rules only in unranked games until next year. Well, maybe we'll organize ourselves some small events with the new rules since we're all pretty hyped.

12
Discussion: 40K Rumors / Re: Notes from the 40k 8th Edition Stream
« on: April 25, 2017, 12:45:13 AM »
Removing both Templates and Vehicle type would remove a lot of the "careful placement" aspect of the game. The "everything can hurt everyone" thingy also worries me, since it just isn't very believable in 40k. (Damn, i'll have to remake the special HP-counter on my Knights base:( )

On the other hand, we'll have to wait and see how it plays in order to make an informed verdict, so no panic. I can't even imagine how assaults will play out now.

I'm really most excited about the new format of the rules and armies which i hope will firstly make a quite balanced new baseline for the game since all get released at the same time and also adapt to balancing issues or OP stuff quicker since the rules are not bound to a codex released some years ago but rather available freely in digital form.

13
General Discussion / Re: Which assault themed army is most consistent?
« on: April 24, 2017, 02:04:38 AM »
My vote would also be on the Khorne Daemonkin, they are all out assault and have very fast options and cheap enough models to field enough of them to make it into the enemy lines. Furthermore they can even summon reinforcements to avoid being tabled and apply much more pressure where it's needed! Mostly immune to Gravguns as well :D

Other than that, Space Wolves might be quite consinstent since they can give Stormshields to everyone and their mom and have the most powerful assault units over all.

Assaulty Necrons do come to mind for their sheer durability but ihave little experience with those. I imagine they are too slow on the move.

14
General Discussion / Re: Going back to 40k
« on: April 12, 2017, 01:14:13 AM »
It all depends on what you want to do.

Seeing as you already have different varietys of Space Marines we could see if we can build something worthwhile from your existing collection, so you can get a grip back into the game and then decide what to do when you know how it all works again!
The new army building rules actually allow you to use different factions quite well using Formations. if you can stick what you have into different formations you even get Bonuses for free for each formation.


So, what do you already have? We might be able to give better hints if we know!
Having more different Armies does make everything more difficult for yourself since you have to remember more Rules, but if you're up to the challenge, it's no problem!

15
Discussion: Tyranids / Re: Zerg Themed Tyranid Army
« on: April 11, 2017, 05:23:40 AM »
Nice stuff!
The Heads work really well with those baby claws! Also the Stabby claws are cool with that inverted starcraft look! The wings are a bit too small for my personal taste, but generally a great conversion!

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