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Showing content with the highest reputation on 06/18/2017 in all areas

  1. Plasma Pistol 7 points. Plasma gun 13 points. Dual wielding plasma pistol.. Priceless.
    4 points
  2. Here's what's left to paint for my OFCC Sisters: 2 Exorcists, a TL Heavy Flamer Immolator, 2 TL Multi Melta Immolators, 9 Seraphim, 5 Flamer Sisters and 2 Death Cult Assassins. Now to finish 'em all before July and post the completed army pic.
    4 points
  3. Having picked up the starter box I'm planning on putting together my new marines as part of the VI'th, the space wolves. I'll be adding a few bits to 'wolf them up' and painting them in the dirty gray of the rest of my death wolf Co. Just a little w.i.p. topic. :) The models are a hybrid snap fit, in that you can position the head how you like, and if you were ambitious you could clip some pegs and get some different angles on the bolter arms. As usual with the newer GW kits flash is almost non existent. Other than the 'sorta' fixed poses I'm very satisfied with the plastic.
    3 points
  4. To be fair, I've had accces and been playing games since long before it dropped. =) What I liked: Movement phase was simpler. The "Advance" mechanic was something a lOT of players just kind of looked for permission from opponents to do before to speed games up and so them making it part of the move phase made it less cumbersome. It just made sense to use the advance mechanic. Also Assault weapons are so much better on a lot of units because they can now be fired after you advance, at -1. That was pretty cool for some weapons. In the shooting phase it felt pretty much the same. Split firing came up in our games and was useful. The targetting rules create some issues (especially when it comes to characters) but the new wounding chart makes more sense (to my way of thinking). The fact that the deadliness of things like Bolters is now better represented pleases me. Heavy Bolters ripping off chunks of armored vehicles feels right (even though it was my vehicles being shot up) but it feels equally right that three heavy bolter shots should not be outright killing a vehicle. The wounds mechanic for vehicles and the like makes life really simple. I'll be honest, I dont think this "adds" as much to the game as some people laud it to be doing. I never found the differeing mechanic challenging to understand in any way. The thing I like about it however is that the vehicles most definitely FEEL tougher now and that is the way I think it should feel. They could have accomplished this in different ways but this solution worked as well as any and I like the FEEL of the difficulty of taking them down more. in the assault phase im pretty much in love with the fact that aggression pays and the charger gets to go first. That makes so much sense to me. It made sense to me back when i played 6th and 7th Edition Warhammer Fantasy and it makes sense to me now. Love it. It revivified units that had been relegated to the scrap heap like Penitent Engines (my GAWD they are terrifying now). That rule is gold. As Ranged Weapons go, the mechanic for modifying saves with the weapons AP is very impactful. I notice that a LOOOOOOT more units get saves and it takes far more effort to erase units. The game made everything harder to kill in several ways but this stands out. My Dark Eldar were actually getting saves agains ta lions oshare of the weapons that used to just blow them off the table. Bolters used to end Warriors and now they get saves. Space Marines are getting SOME form of save against even the most heinous weapons that used to clean them off the board. Cover is making Tactical Marines very scary as they approach if you play them aggressively. The entire game just made it much harder to remove models, and for people who played Tyranids or Orks and things like that and bemoaned essentially never really getting saves, this is welcome respite. Larger units are clearly the order of the day in this new version. MSU in sooooome peoples minds might make sense but in my games so far, I'm not too sure you will want to do that unless they are like my army and have a lot of wounds packed into those few models. Command Points are a GREAT hedge against the frustrations you feel when you own an army like my Dark Eldar where you have very little shooting but its critical. for example, my Dark Lances are very few in number in my list, and missing with them stings. I really do need them to perform and having Command Points makes that one unreliable element of the list be a little less unreliable: key. I used my Command Points to keep a Raider alive longer against the Tau Empire Fusilade which paid BIG dividends for me in keepin the occupants alive and forcing him to use yet more units to crack that shell. He got the Raider i nthe end but it spared me 60 Pulse Rifle shots ot the face to the units inside by using the command points to re-roll Raider saves. For a squishy but hard hitting assault army like mine, that's a big deal. Stowing multiple units in Raiders is gold. LOVE that rule change. So those are the things I like about it thus far. I have plenty enough games in using the new rules to attest that there are some issues. But that is the things that stand out to me and that I like.
    3 points
  5. Top 10 Ordo Bowl Schedule Matchups... You Won't Believe Number 7!!!
    3 points
  6. So something that some folks told me: - TWC are Wolf Guard - Arjac and Logan give serious buffs to units with WG - Wulfen give buffs to all sorts of folks So TWC, Arjac, Logan and Wulfen in a big pile. Muahahaha
    2 points
  7. Just realized something else: Assault Flamers and such can Advance and fire without penalty. Since they auto-Hit, the -1 for Advancing and Firing means nothing. That's a big piece I was missing of why Pyrovores are better.
    2 points
  8. But they auto hit.... as I was typing that I realized advance and shoot so immolators are faster with a touch more range but 2 less wounds... I say appropriate trade off with them being the same cost ish that seems decently balanced... the repressor can be cheaper tho... oh man choices! Sign of a good army list...
    2 points
  9. Inquisitors can but they are not exactly cheap so I'm with West plasma stuff... those pods ain't cheap.
    2 points
  10. Well I took a bit of a look. Going with the new starter, I can get 200 and 10 orders with adding a Dozer, Wallace, and a Cameronian, though one is impetuous. It also doesn't look like it has any long ranged options with only Chain rifles, a single combo rifle, three rifles, and three T2 rifles. in contrast the other list I'm thinking of with the Highlanders, Wallace, Mormaer, Scot with ML, Cateran, and SAS give me 10 plus 4 impetuous and has a T2 sniper and missile launcher. It means I don't have an HMG or a molotok for medium range but for short and long I'm covered (Unless the T2 rifle and combi rifle count as medium range weaponry which I would think they do? Don't have some of the information on hand atm of writing). Both lists give me a specialist in a Dozer (a variation of the former list has an SAS forward observer instead of the Cameronian), which means I am lacking more than a bit in the specialist department (though the former and the variation on the former give me a paramedic in the starter box). In all, the former has some decent kit with technically 10 orders and can have two specialists if I make the list a certain way, whereas the latter gives me the ability to engage at almost all ranges, fully 10 orders, and solid infantry but with a single specialist.
    2 points
  11. 1 point
  12. Blue was the perfect choice for the accent color. Looking fantastic!
    1 point
  13. It also hits twice as often as the immolator! 5+ to hit as a vehicle seems good
    1 point
  14. if gage cant get a game in this week you can fight my orcs
    1 point
  15. Dual heavy flamer land speeders are also dope like this. Or Hellhounds.
    1 point
  16. Battlescribe is fairly up to date now,,though ive found a few missed items in the SW entries.Overall very usable. Anyhow heres what I have so far.Its certainly not optimized but it contains some fun stuf to play:) I dont have it divided into the Outrider detatchement yet but the list will have 4 CPs to work with using a Battalion and Outrider. Im trying to take advantage of the synergies with Wulfen and Bloodclaws,though im not sure the best way to get the Wulfen across the field,,I am running the unit with 3 SS`s so plenty of resiliance to harder hitting shots but still vunlrable to getting spammed down.Running Logan on the Sled is still not optimal but the game is more forgiving now to that stuff..kinda wish he only had 9 wounds instead of 12 though,,cuz sniping with big guns and all. Also trying to take advantage of the new transport rules by loading up the Stormwolf and shooting across the board for second turn face time,,certainly all chickens in one basket kind of thing but ill be providing lots of high priority stuff to choose from on the first turn rush.Trying out the new Primaris troops as well,,actually I think alot of players will be using these base line guys,not customizable but 5 for 100 points with beefed up Bolters,2 attacks each base and the big difference TWO wounds apiece:,,rather point efficient I think,,though cant be transported so theres that too. Hope this file comes through Space Wolves 1.0.html
    1 point
  17. You've actually got 7 CP to work with there. Everyone starts with 3, and then you've got the 4 more from your Detachments. Also, I noticed an error in the Battlescribe version of the Curse of the Wulfen. It says there that the Kill part can't affect any Unit that was previously affected by the Hunt part at any point in the Game. In the Index, the restriction is just not Units that were affected by Hunt in the same Turn.
    1 point
  18. No one can resist a Yorkshireman leading an army of big burley Scotsman that can only yell "Scotland Forever!"
    1 point
  19. Maybe, I just really want to meet him?
    1 point
  20. Cool, I will plan on coming down to GG Thursday for our game.
    1 point
  21. I think once the new system has been out longer than a half a day games will most likely speed up a bit. Muscle memory and memorization will go a long way :) Of corse there will always be missions/list combos that will make for grind fests, there always have been, no biggy. I cracked my copy open yesterday and have been slowly absorbing everything new. What 'did' you guys like about the new system? I'm still pretty stoked to get in some fights :)
    1 point
  22. It's higher on the same page you're post is on.
    1 point
  23. It's higher on the same page you're post is on.
    1 point
  24. Okay, cool. See I jumped the gun. Thanks for bringing me back to earth. That being said, the only benefit is the 4" range, that I see so far.
    1 point
  25. I got two more games in today. First against Tau Empire, then against Space Marines. I used my Dark Eldar in both contests and managed wins. I learned a lot from these two games. Stuff that hadn't come up before came up. The big issue though was that both games took too long! It's still plaguing us. In the Tau Empire contest, it was two grizzled vets, and we both have been Tau players forever, so the familiarity with his army was very good for both of us. Still took us four hours and my Dark Eldar list is perforce a little smaller than it was before. We identified that the thing that was killing us was the "alternating melee" and also the very real impact of the elimination of Sweeping Advances AND the second combat phase you miss out on in this edition. What I mean by that is that it is the logical choice for the Fire Warriors to fall out of melee when faced with the vastly superior Dark Eldar combatants. Of course. But that means that unlike in previous Editions, You are not only unable to sweeping advance the unit in the first place and end in the open (same result as falling back gives now) which would have eliminated units much faster, but you also then lose the second round of combat you would have gotten on the Tau Empires turn. Morale isn't enough, we are finding, to really stop this kind of endless wading through things from happening. The net result is that it took FOREVER to get to the inevitable conclusion of the game. Falling back and not being able to fire is good for the Tau, but not necessarily for the game itself. The game devolved into him falling back, his few Crisis Teams/commanders firing on me. Then I'd charge the Fire Warrior screens again (which really made his only real shooting after turn two into Overwatch), his survivors would fall back again and the few Crisis teams/leaders would shoot me. Ultimately, it was like a death of one thousand paper cuts. We stopped just short of the tabling as it seemed unnecessary between friends but we were a little frazzled by the time it took, as there were just so many more units alive so much longer deep into the game than there ever has been. It's an interesting problem to solve for sure. Anywho, 1:45 AM. Probably need to sleep now.
    1 point
  26. pssst.... Eric..... I think you missed something...
    1 point
  27. Over 24 hours and no takers, so I took back the reins.
    1 point
  28. I have been using "it's someone else's turn" wrong for so long...
    1 point
  29. Copy that... I will bring the stack to the Bellingham Police Department on Monday morning. I'll be out of town instructing at a tactical conference but I will leave them at reception with a sticky note on it reading "GABADO." Enjoy them! Stay safe, don
    1 point
  30. I am heading down to the club to work on projects for the newt few your. Stop on by if you want to hang.
    1 point
  31. Sprayed the new power room. The new gantry has a warp in it, so I need to let it sit for a while. I built three new blast walls, but was dumb and left the glue at home...... Come home. Glued them together, but could not spray them.....
    1 point
  32. Got it thanks all. Super stoked. Only problem is what to play 1st
    1 point
  33. I expect to field my Imperial Knight army and to have the same freedoms and rights presented any other faction. End the segregation!
    1 point
  34. I think this edition will be good for the game. It has excited many and the fact that GW has used player input to make it better is a VAST improvement over their old methods. I am happy to be back. Oh, I will likely never win but meh. Nothing is the same as it was in the past, of you come into this with an expectation, you will likely become dissatisfied.
    1 point
  35. New Edition Now Available – Read the Rules, Get the T-Shirt! Warhammer 40,000 is finally here! You can get started right now with Dark Imperium, the new book, and more at our online store or by heading down to your local shop. We know you’ll want to get out and playing as soon as possible, so we’ve got some free rules (!) available here to give you the chance to get close and personal with the new edition. The Battle Primer is designed to be a foundation for the game, available to all players. While you’ll need the rulebook for the advanced rules and three ways to play, the Battle Primer contains the Core rules of the new edition, as well as an example of a game turn. There’s even a scenario for you to play! Download the Battle Primer in your language below. Future releases will contain rules in the box, so you’ll be able to get stuck in as soon as possible. If you have questions about the rules in the new edition, you’ll want to read the Designers’ Commentary. We’ve had all sorts of queries about the rules and our team have written a document designed to explain the core principles behind the game, from coherency to characters, to dice rolls themselves. Whatever your level of experience, it’ll be sure to be a valuable resource in any of your games. Finally, we’ve got a new T-shirt design available from Warhammer Wargear, reproducing the awesome helmet and crossed bolters design from the new rulebook. If you’re a fan of the Ultramarines, Death Guard, or just all things 40,000, here’s a stylish way to show it. Get your indexes, rulebook and Dark Imperium in-stores and online now.
    1 point
  36. https://www.warhammer-community.com/2017/06/17/new-edition-now-available-read-the-rules-get-the-t-shirtgw-homepage-post-1/
    1 point
  37. Ebooks are up for DL,,but showing pending right now. Hop in the Que!
    1 point
  38. got a fancy pants Idea for you........................cut and paste
    1 point
  39. OK, great stuff thus far....here's big ol' Grugnold demanding more photos...
    1 point
  40. Dig the purple and red. Not a common combo but pulled it off well!
    1 point
  41. And the warp talons are also done! Pic below: I'm pretty happy with how they turned out. I was a little worried that the purple mutations might make them stand out from the rest of the army too much, but I think it's just right. It makes them look just different enough to make it obvious that they have the Daemon rule, which is what I was going for. My next project is going to be my Blood Throne! I'll get a pic up sometime this weekend.
    1 point
  42. 1 point
  43. WIP on Celestine. My wife is being nice enough to paint her for me:
    1 point
  44. It was a random thought. Ergo...
    1 point
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