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Hello everyone, so before you hold up the heresy signs for a dark angels player posting on the space wolf side of things, hear me out. My younger brother has recently bought the start collecting box for space wolves and was looking to expand a little more but has no clue where to start, can you guys give us any advice? My suggestion was to buy another start collecting box for the grey hunters and thunder wolves. However I wanted to see what you wolf players had to say on the matter of building a space wolf army.
Discussion: Orks / Re: Ork Psychic question
« Last post by SharkoutofWata on Today at 04:36:16 PM »
Natural double 1s and double 6s are always Perils, no matter what mods are included.  Mods that lower a score or raise a score below 2 or higher than 12 do not Perils.
Discussion: Tau / How to get Tau to work under 8th?
« Last post by Eryx_UK on Today at 03:34:02 PM »
One of my local players has a Tau army. Under 7th it was fantastic but under 8th he is feeling it has lost the shooting capabilities that it had and he is feeling that markerlights don't help as you so many to get the +1 to shooting. I'm trying to find ways to explain to him how Tau work now under 8th. Any suggestions on what I can point out to help him? Thanks.
Discussion: Orks / Ork Psychic question
« Last post by Eryx_UK on Today at 03:26:54 PM »
In a game tonight against an opponent playing orks, a situation came up that we weren't sure about. The Weirdboyz cast a power but rolled double 1's. He was within range of two large boyz squads so added the bonus to the roll. Does he still perils or not even though he rolled the double 1's? Couldn't see anything in the Index entry or in the FAQ so we just rolled for it.
Raven Guard is hands down the most powerful. It outright breaks a lot of opponents passively, forcing them to do something that their army might not be set up for. Forcing them to advance hard when maybe they didn't want to. Rock, paper, scissors is the name of the game and Raven Guard now have more armies where they can be the favorable matchup against. After fighting against Ghostkeels and Tau suits, -1 to hit can get crippling, even for Marine armies that have good BS. Plasma in particular because ridiculously dangerous thanks to how mods are now. Moving and firing with Heavy Weapons, multi wound model deterioration, suddenly you're hitting on 6s and the unit that does that is no longer a problem while they try to close the distance and be useful again.

Salamanders are a close second though but it's not because of them being more favorable in matchups. They simply don't have to rely as hard on aura buffs, which is a big benefit in army building. Being able to reroll hits, wounds and still have the CP reroll for Damage is a big bonus that will see a lot of use on things like Lascannon Dreads and Devastators. Yes, a better effect can be done with a Chapter Master equivalent but that's a lot of points for a babysitter unit, especially when we're talking about a backfield support unit. It's a good improvement to an army and there's very few times it won't do some sort of benefit.

Scars and Ultramarines are my next choices depending on the playstyle of the player, but both are 'build around or miss out' options. It's not like you can just throw in an Assault Cannon Dread and think that's good enough to Fall Back and shoot with as an Ultramarine. Hitting on 5s, whoop-de-do... For me, it's exactly what I want to match the playstyle I already use, but that's just a happy coincidence.

Imperial Fists are so strict that I'm not expecting much from them. It works great against Scouts and Lictors and... I'm having a hard time thinking of other models that get legitimately tougher in Cover. I feel like it's a minor buff at best, better than nothing, but not good enough to skew matchups in your favor. I've found that for the majority of my horde units that would benefit from cover, the units are too big to actually be fully in thenterrain and I just can't be bothered.

Iron Hands I definitely am not impressed by. A 6+ FNP is a slim chance. It's not going to save a Dreadnought that took a Lascannon to the face. It will take some luck tohave it impact the game at all, but it doesn't actually affect the army in any way. You don't build around that ability. If Iron Hands could use it on their vehicles too I'd be a little warmer to it, but it's just Infantry, Bikes and Dreadnoughts and I'd rather take something else with more of a chance of success.

An Edit: looks like the Iron Hands got a Strategem for being able to move and shoot Heavy weapons without penalty for moving, even on their vehicles.  While not a Chapter Tactic, that's a seriously powerful ability.  I wonder if the less useful Tactics will get beefy Strategems to make up for it.
Reserves for matched play, if I have 11 units can I keep 6 in reserve? (5.5 rounded up)
No. The rule states, "at least half" with no mention of rounding (either up or down). Thus, in order to satisfy the condition, you have you have 6 units on the table to put 5 in reserve (as 5 on the table is not, "at least half").
Discussion: Dark Angels / Re: Chapter Tactics
« Last post by Fritz40K on Today at 06:40:33 AM »
I'd like to see something Deathwing Assault like- something to make their terminators act differently, and honor such an important place they have in the lore. 
Discussion: Space Marines / 8th Edition Chapter Tactics: Good vs. Bad
« Last post by Fritz40K on Today at 06:39:26 AM »
So we now have a taste of Space Marine Chapter Tactics for 8th edition.


While I wished for something like 'zeal for Black Templars the re-roll charge is actually VERY nice- combined with fast assault marines it is almost a 100% charge. Same with deepstrike units. The re-roll give the redundancy army wide to really start building an all assault army.

While Imperial Fists are also VERY strong with the ignore cover, I feel like Iron Hands came out the best.

A 1 in 6 chance to shrug off a wound AFTER an armor save is big.
Discussion: Dark Angels / Chapter Tactics
« Last post by Tobas DA on Today at 01:19:28 AM »

Chapter Tactics are out for Space Marines. What Chapter Tactics would you like to see for Dark Angels?

A little brainstorming on what we lost:
- grim resolve: stubborn, overwatch on 5+
- ravenwing: reroll- jink, (hit and run, scout, outflank). Kind of useless jink is still existing.
- deathwing: hatred (CSM), (vengeful strike). Fearless and hatred (fallen) is still existing.

In general I would like to see 3 different "chapter tactics" for deathwing, ravenwing and greenwing. And some stratagems for synergy between them.
Too encourage mixed wing.
Yes offense is the best defense.

You can never have enough firepower  8)

The Vengeance seems solid now (compared to normal Land-speeders)
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