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Lord Hanaur

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Posts posted by Lord Hanaur

  1. 3man seems like a weird number- I'd either go smaller (to get more units for cheaper) or larger (to be able to add the Psycannons.)

    Wierdness factor aside, its six very hard wounds and it does a lot of damage if you don't kill it.  And with five of them dropping in on 2+, saturation is immediate in turn 2, which is what you need.  Getting them off of objectives if they hide is no fun for the enemy either.  Small units have a virtue in that they really can find a place to scatter to and hide, cut off the board for the enemy a little bit and distract from the other threats a bit.  Hard to focus finre on the dreads etc...  on turn two when, if you do, you lose 5 tanks doing it, for example.  A Mechdar player would have no choice but to ptrotect their precious vehicles or watch them get hammered into the ground but as fate would have it, a Wave serpent, on a good day has 14 shots Twin linked and can only do 2 wounds to the six Paladin wound pool.  Not enough.  In round 3, a mechdar player is going to lose every tank they have just about, as one example.  

     

    There's a lot of virtue to this approach.

  2. I'd drop five 3 man Paladin units in with a DaemonHammer, Force Halberd and Falchions on each respectively.  Let the AutoCannon Dreads pave the way for some ruthless devastation and maybe try and get a Purifier squad upfield to bring the pain as far as Psycannons goodness.

     

    3 Man Paladin squads dropping from heaven seems like you could get in there and do some damage afterwards.  My friend used to do it with Cahos Terminators and they are no comparison to paladins.

  3. Molded on bases are not too difficult to handle.  Here's what you do:

     

    1.  Get silicon calking.  put it on the base and smooth it as much as you want to.  You can easily make realistic looking earth by NOT making it smooth.  Regardless, that's step 1.  Make it JUST about as thick as the molded on base of the 25mm model.

     

    2.  Plant the molded base INTO the sylicon.  use a small flat edge to smooth the silicon slightly over the built-in base.  now the models feet are planted on the silicon "ground" and the base isn't visible enough to be noticed once painted and flocked.

     

    3.  Wait 24 hours and prime your models.  Paint em like you normally would.

     

    This does a couple things:  makes those bases totally innocuous and makes the base heavier and easir to balance, no washer required.  the weight of the silicon and the little bit of it lapping over the base here and there will hold the figure in as well as any glue, more or less, but of course when you do glue the basing stuff on, it will just make it that much more solid.

     

    It looks great.  15mm miniatures require you to do this a lot.  some companies sell indented bases to help you hide the molded "base" that comes on the model, but you don't see it as often on 25-28mm bases.

  4. I will be curious on what round people concede or felt they should have.  Maybe a stat for that would be good feedback.  

     

    "Round 2:  Revenant titan and Fortress of Redemption level'd by Tau Crisis teams/Longshanks tank, game over"  OR

    "Round 2:  Tau level'd by Revenant titan.  Game over"

     

    Something like that.  Wouldn't take long to collate.  Just add it to the score sheet when they get turned in.

     

  5. Hopefully no one will tell the Rough Riders that they are riding around on tomorrow's rations.

     

    Even with all those special rules they will still be a very fragile unit.

    ...and they cost not a lot.  So i think it works out.  So much speed.  So much plow powah.  Just fun.  but you gotta make em matter a lot when they hit so that people cant not fire at them...  they give you priority fits if they are cool enough.

  6. I want rough riders to have:

     

    1.  Lances they can use the first round of combat...period.  Then the lances break of course.

    2.  Counter attack

    3.  Scout.

    4.  Preferred Enemy {non-imperium}

    5.  Furious Charge

     

    I've never had a problem with their points.  but if those guys brace for a charge (counter attack) or they charge with Lances (Furious charge) they should seriously debit someones account.

     

    Preferred enemy is their Esprit De Corps at work.  You don't give an expensive horse to just any soldier.

     

    I think that would make em plenty worth their points.

  7. I have been collecting a number of Star Wars miniature battles figures.  I want to use them in 40K.  My thinking was that the Eldar list would be a good basis for a Star Wars Imperial proxie.

     

    Stormtroopers - Guardians

     

    Scout Troopers on Bikes - Guardians on jetbikes

    Royal Guards - Wraith Guard (?)

     

    Darth Vader - Exarch (?)

     

    AT-ST - War Walker

     

    So, never having played Eldar before, any suggestions?

    This would be awesome.  

     

    Do you have an appropriately sized Bespin Twin Pod Cloud Car for the flyers?  There was also a grey shuttle craft toy they made it you're going strictly Imperial.  The Tie Fighters would be obvious choices also.

     

    Imperial Guard (the tall, red silent types on the Deathstar who accompany the Emperor) are pretty awesome and you could use them as Wraithblades or Dark Reapeers (Dark Reapers seems in keeping with their solemn silence, while they ARE elite elite elite warriors for the Emperor on the other hand...)

     

    Asdrubiel Vect should be the Emperor if you dont want it to be striclty Eldrad.  Hellz yeah.  Asdrubiel Vect, as the enemy deploys and then steals the initiative:  "oh...  This battlestation will be QUITE operational when your friends arrive...<insert mad cackling here>".

  8. Note:  Dan played you, not I.  I unfortunately didn't get to see this matchup.  Did you batrep it or not?

     

    We originally had two mawlocs in the list and I fought hard to keep it that way.  Love that unit.

     

    Gargoyles have been suggested in multiple forums and I have agreed multiple times to their usefulness there.  If I was totally 100% confident that there was enough Synapse in enough range most of the time, I'd have preferred it as well.  I suppose its something that will bear testing also.  Skyslashers ignore bad terrain in the movement phase and they are fearless without Synapse which was attractive.  Tarpiting was all we envisioned them doing.  Super units like mephiston need a speed bump.

     

    I understand that Mephiston was the star from what Dan told me and really...  I mean... come on.  That guy is just BROKE against some forces.  He's got his bad days I am sure but not many.  I hate Mephiston and dont mind saying hes the only guy I just cant stand in 40K.  Doesn't even matter what force i field against him, which says a lot on its own.  He';s single-handedly bested a lot of armies unfortunately and isn't that fun to play against.  I endure him only because I think that his codex would be lost without him.  But it does have him so...far from lost!  Still, I'll never like that models rules.  Really super ridiculous.  I really think he will get nerfed and HARD in the next codex.  Until then, well it is what it is.

     

    On the plus side, I think that it was good that the Tyranids got to play against 30 Assault marines and a big IG blob list like that, led by such a capable powerhouse.  I think it is good for the army to get put through its paces.  helped me develop my Chaos list a lot further.  I expect similar things to happen here.

    • Like 1
  9. My wracks make it regularly.  The Raiders are plenty fast enough if thats the plan.  if its not, the hex rifle and Night Shields.  and many many enemy forces will come to you.  Shooting happens at all kinds of ranges.  Liquefier can reach 6"+6"disembark+8 template inches away do its got a decent threat area if someone comes fairly close.

  10. I am painting up my Eldar now that my Nurgle list is done. I want to include Dark Eldar, but I dont know much about them, or what works well in practice. I am thinking raiders with trophies for the warlocks, for scoring units and some lances, but I am not too sure.  I also have a squad of swooping hawks, a squad of fire dragons, and two wraithlords. I am wanting to do a Ulthwe list so I am avoiding aspects, wraiths, and going psyker heavy. Any suggestions on where to go from here?

     

    Here is my list so far @ 1000

     

    Farseer w/ witnessing & spear

     

    Farseer 

     

    2 x Warlocks

     

    2 x Wave serpents w/ scatter lasers, shuri-cannon, holo fields

     

    20 Guardians

     

    Wraithknight with wraith cannons

     

    Well you need something to go into those Wave Serpents.  Dire Avengers and Fire Dragons tend to be popular choices.  Guardians are actually surprisingly terrifying in 12's, because of their rending.  It's really effective and cheaper than say Dire Avengers but becomes bolter Fodder which is why Dire Avengers tend to be more popular.

     

    Dark Eldar can probably handle the anti-tank duties more efficiently than Eldar do.  Eldar have powerful anti-tank means but requires you to put a pretty goodly sum of points at risk to do it a lot of the time.  I have found the Venom with Blasterborn to be highly successful at their jobs.  The venom itself is a terror, and hard to target in round 1 because of Night Shields.  it can deliver its payload of pain pretty convincingly.  Land Raiders happen and its nice to have an answer.  Venoms are assault vehicles so when shooting dont work, grenade the thing.

     

    As troops go for the Dark Eldar my choice to date has been Wracks.  The Haemonculi is cheap also which helps when doing the allies thing.  The Liquefier Gun on Wracks, and the HexRifles which all my Wracks have, are really good weapons, though better in larger numbers.

     

    So Haemonculus Ancient, Blasterborn in venom (add cannons) and a Wrack unit in Venom (add Cannons because yeah..just do it) is a pretty good addition.

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