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VonVilkee

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Everything posted by VonVilkee

  1. For me I wonder if the rules cost is more to push people away from having all of them and competing. It has definitely helped me let go and focus on certain things in my collection...
  2. That's why I recommended reading salvo rules. The gun rocks but I really deal salvo is dumb, should always be what ever range it has And just be fewer shots on the move... Meh discussion for another time and place.
  3. The fearless on them is money lets them operate out on the flanks away from the main fight. Also reading the fluff and I was just surprised by Fabius showing up, lol he is in my list already...
  4. I'll post my list here soon but in general I have primary CS with an allied Fabius bile, enhanced Marines double melta in Rhino. Gives me lots of fearless units and a couple fearless characters to plug the gaps. Lord, Fabius, and a divination sorcerer. Thing to remember is with the sorcerer if you take a mark, you have to generate at least one power from the god's list... Con to know.
  5. First off love the setup and fluff bit next read the salvo rules. You should come to the conclusion that standing still to get all three shots out of the grav will be tricky, and moving you only get 2 shots at 9". I prefer plasma when on foot like that command squad, grav on relentless platforms is good otherwise it is frustrating.
  6. I checked the wording above on the possessed thing. And while the loss of the original chaos relics is not ignoble, you generally used just one so could still ally in your weapon of choice. The relentless sword is pretty awesome, starts as a power sword, then gets better as you kill things, plus one strength for first cc kill then at three it gets ap2, there are more but I wouldn't count on getting much higher each game. Cheaper than the other weapons...
  7. I'm gonna sit out this week, I'm expecting a shipment... A game by the name of myth, I'll prolly miss the delivery and have to setup pick up and run all over the place... Either way I'll be too distracted to play anything.
  8. Still not finding a modification to the named character bit, so I'm now thinking that the specific ally to chaos space Marines may have been intentional... Who knows that is a con to the book but not to bad so I'm accepting it as is.
  9. No daemon weapons, loss of main book relics (Black mace on Prince, brand of skalathrax), also I figure named characters from main book... Still working through details I may have jumped to conclusions for the named character thing...
  10. Rule specifically states changes unit type from infantry to beast, so no problems for the demon Prince... I'm currently taking a sorcerer with jump pack and the I'm possessed too relic.
  11. Beginning of player turn lasts entire game turn, shrouded, beast unit type for the turn, or daemon save increases to 3+ and rending. there is also a relic that makes a character possessed (gain fleet, daemon, and the roll as above) allowing them to only join possessed from their detachment.
  12. Yay, I've always had a soft spot for possessed and now I can run them as troops! Very excited and wanted to share. Also a two plus save that fits in a rhino with it will not die for less than termie armor was a nice little thing. Always wanted three hqs, Fabius bile enhanced Marines allied to this shaped up good...
  13. Storm ravens have good armour busting firepower along with power of the machine spirit but you pay a healthy amount of points for them... Anti flyer is just tricky all the way around, part of the reason I give it 75 points and call it a day with the stalker. I've always been tempted by the Talon tho.
  14. It is armour 12/12/10 and can be hidden on the table, I hate reserves so your mileage may vary. I always had more problems with flying monstrous creatures so being able to cause grounding checks was more important. I've found actual flyers to be easy to out maneuver, hell drake excepted. The storm talon only has two hull points which worries me personally. Just my two cents.
  15. Personally I think two land raiders are the way to go. I wouldn't run the hq with the honor guard they don't need the help. Take a maxed crusader squad in land raider crusader add the chapter master and point them at an objective, they will be able to clear it and own it. This way if they get dismounted it isn't as bad, a vehicle based assault squad is only going to be able to dependabley make it to one place on the battle field. The honor guard can be your suicide delay, or heroic sacrifice type squad doing damage to enemy units that would otherwise crush your units, they may even survive this duty but as non scoring and tough they would excel at this. Then use your other choices to supplement with specific goals. I see this list as lacking flyer defense and tank busting so add that via any choice. Stalkers are great for some anti flyer and I think of them very similarly to dreads.
  16. I won't be out tonight... Joey you could pick my brain Friday if you are free, fantasy would be easier to run based on the terrain we already have. How big were you thinking?
  17. It would prolly go better for fantasy but that was kinda my goal here for the 40k but terrain for a bigger event would need to be organized. That was my failing point... Fantasy we prolly have enough for a decent sized event already, much smaller push and a smaller pond, there are allot of 40 k events already I don't want to compete with... Just some thoughts about what I've learned.
  18. Joey if there is one thing I've learned ramping up doesn't work. Go for the gusto as giving options to procrastinate means you have the excited ones burn out and the procrastinators figure they can play later go big or go home to languish with barely enough players cuz you can't convince them all to show up...
  19. Marines do struggle at having enough to do multiple jobs excellent, they excel at having lots of okay at stuff guys. I'd actually start by swapping the Libby to a Chaplin to make that search and destroy unit hit harder. Power swords are tempting on paper but I find mauls to be better, with them you can reliably kill armor twelve or lower stuff. You have the knight to kill harder melee targets. Also you are ultra Marines so remember your tactics it will help you in those situations you need. At the minimum the shield eternal is over kill on the Libby acceptable casualties is a big thing, and the power fist along with the shield from that squad is a whole other five Marines that can win you the game.
  20. I failed a bit on integrating it tho. I was like oooo that could replace the relic, only there were to many objectives on the board... I think it would pair better with purge the alien (kill points) as you could kind of support your struggling troopers as the game went on. If I did that I'd prolly increase the number of deepstriking objectives to 4 (two for each player) have the deployed objective be worth 2 and each of the deep struck objectives worth one towards the mission.
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