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Messages - SidjostromPrimarch DCLXVI

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You can't mix and match with transports I'm afraid.

Ynnari FAQ:

Discussion: Chaos Space Marines / Re: Cyclopia cabal
« on: January 30, 2017, 04:55:10 PM »
They make them really good rules wise.

Discussion: Chaos Space Marines / Re: Cyclopia cabal
« on: January 21, 2017, 01:37:48 PM »
No, no it won't just keep in mind that the cabal must be from black legion and therefore can't be any of the other legions or crimson slaughter. Being black legion will give them all hatred and they will be able to re roll to hits in all rounds of combat vs armies of the imperium. It also allows them to take from the black legion relics in addition to the ones in the codex.

Most likely the boons would be going into my warlord/ beefy chaos lord or named character. I think in most instances I'd rather not have a daemon prince as it can't score and doesn't come with wings. Interesting though to see.

Discussion: Chaos Space Marines / Re: 1850 Night Lords Murder Talon List
« on: January 05, 2017, 08:07:57 AM »
Seems like a good list, only thing I'd say is it might leave you at risk of being tabled T1 with so few models on the table initially. Knights can be fragile if the enemy knows how to deal with them.

Discussion: Chaos Space Marines / Re: WORLD EATERS! Traitor legions
« on: January 05, 2017, 08:02:41 AM »
The best artifact hands down for a chaos lord is the talisman of burning blood. It allows the model and it's entire unit to add 3 inches to charges, moves and runs which when paired with the 2D6 redeploy is lethal and can allow a juggerlord to pull of a T1 charge with its unit. For a daemon prince the beserker glaive is brutal providing feel no pain and IWND in addition to being S+2 AP3 daemon weapon which becomes AP2 on a prince for 6+D6 S9 AP2 attacks on the charge. The reason why it's not so good on a lord is it forces them to lose the independant character special rule and it's extra attack (two handed). The other artifacts are OK and can be fun but are largely just plain worse than the axe of blind fury.

Discussion: Astra Militarum / Re: new to IG 1000pt list
« on: December 15, 2016, 04:50:13 PM »
It only has minimum range for indirect fire, if it can see the target it doesn't apply!

Discussion: Chaos Space Marines / Re: NEW CHAOS PLAYER
« on: December 14, 2016, 05:43:21 PM »
Terminators are usually more straight forward. There are 2 main ways to going about playing chaos terminators: The first way is you stick 3-4 in a land raider with your combat HQ as a form of bodguard, the second is using them as a tank hunting deepstriking threat. In the first configuration the best option I find is giving 2 of the squad power mauls and the rest power axes. It gives you AP2 and decent anti horde, if you know you're going up against space marines mainly take all axes for sure. In regards to guns for the first config I'd either not bother and keep with the combi bolters or give them combi plasmas for a burst of shooting after they get out of the land raider. The main issue with that however is if you're assaulting out of a raider you don't want to reduce your charge by too much and it's likely if you fail it your mini beatstick unit is going to get shot to death. The second , more risky option yet most popular and points efficent is the deepstrike config. In this configuration I'd personally take a minimum squad of 3 maybe 4 possibly and give them all combi meltas. A combi melta is very cheap and points effective running at a bargain 5 points (7 for the champ). As for CC I'd give those guys all power axes with possibly a chainfist for tank busting needs. This way of running them forces your opponent to deal with a very small yet dangerous unit that is right up in their face. A 3 man squad may not seem like much but if all 3 get to combat they can do some serious work on elite squads and infantry if they have a chainfist especially. As for how to deal with terminators (space marine and chaos ones) is to take a source of AP2 at initiative. By this I mean either taking an artifact such as the Axe of Blind fury, A daemon prince or possibly even a special character such as kharn (although that is quite a risky option). Of course the best way to deal with terminators is with shooting and I guarantee a vindicator or 2 shooting at a squad of loyalist ones will do the trick but a lot of bolter fire will have the same effect.

Discussion: Chaos Space Marines / Re: NEW CHAOS PLAYER
« on: December 14, 2016, 12:45:40 PM »
Honestly I think it's a fine balance. The sword is really good when u have a boost to your initiative but otherwise the sergeants your champ will be facing will be hitting before you such as eldar/dark eldar or will be hitting at the same time with their power fist/axe. If you think your opponent is going to take swords/claws or u want MoS I'd take the sword but otherwise you should be able to hit more effectively with the fist/axe and not get killed. Most marine sergeants only have a single S4 AP- attack so in all likeliness you should survive the challenge to hit him. Note that enemy captains or like hqs will also probably hit before u or at the same time as they'd have I5 to your base 4 and the fist gives u chance to ID them which can come off really nice. A good example of this came up in a game I played, I was playing a Space Wolves player and they drop podded down their decked out wolf lord and rune priest. They opened fire on my backfield beserkers but didn't kill enough of the squad. I charged the unit with my zerkers with a skull champion with a power fist. The skull champ ID'd his warlord and killed 2 models past that as he underestimated how potent it was especially when the rest of the zerker squad mopped up the rest of the grey hunter squad. As for using chosen as special weapon squads, Havocs do a better job to be honest but if ur set on chosen then that's my personal opinion on the way to play them. They do have a bit more of a kick however than havoc squads in CC.

Discussion: Chaos Space Marines / Re: NEW CHAOS PLAYER
« on: December 14, 2016, 09:23:46 AM »
The boltgun is rapid fire so if you want to charge you can't  fire it. As for weapons on the champ, I'd go for either a power axe or power fist. The lightning claw is good but it's probably better to get the +1 A with an AP2 weapon as it deals with both marines and terminators well.. The bolt pistols do provide the champion with an extra attack yeah.  With chosen I would avoid melee loadouts. The models in dark vengeance are awesome but are really very sub optimal even for a fluffy game it's basically a death sentence. It's usually better to use them as the squad champions for the CSM squads (or chosens squads) with their various weapons. The best loadout for chosen is to take 4 melta guns or plasma guns. In your case the melta guns would work better as you would be able to use them as an assault unit in addition to firing and with MoK each would get 5 attacks on the charge , 4 otherwise. Hope it helps!

Discussion: Astra Militarum / Re: new to IG 1000pt list
« on: December 13, 2016, 03:10:27 PM »
Heavy weapons teams usually end up pretty lackluster in terms of firepower however autocannons are indeed the best option if you want to take them.  I would swap them out in addition to the conscripts for another wyvern or 2 as they are some of the most brutal anti-infantry tanks in the game and could take out pretty much anything infantry wise. As for leman russ variants, the standard battle tank is very good. Some things to consider adding to the list would be basilisks and demolishers although they are very expensive points wise so in 1000 points you will likely only be able to find points for 1 however they pack a punch and those medium points levels can do some serious damage (especially the demolisher).

Discussion: Chaos Space Marines / Re: Nurgle Army List 1500 pts
« on: December 13, 2016, 11:23:31 AM »
Yeah sounds good, lots of marine armies out there and the plague marines make for a good posse as they aren't bad in combat and can take a beating.

Discussion: Orks / Re: One HQ game
« on: December 12, 2016, 12:55:43 PM »
I'd go for the warboss and roll on the personal traits table in the rulebook personally.

Discussion: Chaos Space Marines / Re: Nurgle Army List 1500 pts
« on: December 12, 2016, 12:41:26 PM »
I think both plague marines and Nurgle marines have their advantages and personally I've always been a big fan of the plague marines blight grenades as they tend to catch assault units off guard. Something I would definitely consider bringing is the spell familiar for the sorcerer as for 15 points you make it one of the most reliable psykers in the game and in many ways superior to the base SM libbie. Looks like a good plan with the nurgle demons as I'm sure they'll draw a lot of the firepower from the vindicators with shrouded and everything. Just out of interest, what's your plan for the Burning brand?

Discussion: Chaos Space Marines / Re: Traitor Legions!!
« on: December 11, 2016, 10:56:43 AM »
They're much like any discipline, to be honest, there are some good ones and bad ones in all of them. The slaanesh one is probably the best.

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