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sorienor

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Posts posted by sorienor

  1. Since this stuff has been sitting for almost 4 years without being touched, time to find it a new home.

     

    Includes:

    PHR starter army

    additional units: 4 Janus scout walkers with 2 dropships

    Ver 1.0 rulebook (updates are free)

    was ~800pts under 1.0 rules

     

    All units have been magnetized to the dropships.

     

    Looking to sell or trade for 40k stuff, especially CSM/Deamons/Dark Vengeance.

     

    post-1234-0-43856100-1475092538_thumb.jpg

    post-1234-0-37722400-1475092529_thumb.jpg

    • Like 1
  2. I'm starting this game. Got a bunch of Reaper Bones for my warband.  If you know me I'm not a big fan of skirmish games but this feels quite a bit different then just a miniature game.

     

    Hoping to get a group playing at Guardian every other Friday. Next time up on the calendar is Sep 23rd.

  3. -keep doc's tools as they are, so characters can get a 4+ FNP with cybork change.

    -psychic powers should not be shooting. They should all be CC buffs/debuffs. I like the +1A and deep strike powers.
    -Love the idea of Big Choppas getting rending, but then the points would have to go up. Probably 15, but 10 would do.

    -Interesting idea with the shootas.

    -Painboy: 1-3 per slot

    -wierdboy - ACCESS TO BOOK POWERS!@!@!!!@!!!!
    -boys: drop a point.

    -Meganobz/nobs: have access to cyborks (even a 6+fnp on this guys would be awesome)

    -Trukks: Ramshackle on a 4+ or just make it like the 3rd ed book of a 6++

    -Killa kans drop to 20pts or 30pts and normal power klaw
    -'naughts: Superheavy, +25pts

    Your formations are too specific (aka complicated) without enough benefits for the requirements.

    For example:

    Speed Freaks:

    1-3 HQ
    2-10 FA
    0-5 Troops
    0-3 Elites
    0-2 Heavy

    -reroll warlord trait
    -All models gain skilled rider
    -Infantry units MUST take dedicated transports, or can not be taken.
    -Trukks as dedicated are free

  4. Thrift stores: goodwill, etc.  Sometimes they need work but taking it apart, using carpenter's glue on the joints and then putting it back together will do wonders.

     

    In fact I just got one out of the dumpster area of my apartments and did just that ;)

    • Like 1
  5. Burnas aren't listed in the Rulebook in that category. I still don't actually have a copy of the Ork Dex, so I'm not sure if it has a bit stating that they are a Flamer Weapon, like some other Dexes do.

    In the Ork codex it's listed under the sub-category "flamer weapons".

    • Like 2
  6. I'm so far behind on keeping up with OFCC stuff this year as I've been busy with other stuff.

     

    But I would like a team, and I plan on bringing another terrain table to try and repeat as Fabricator General (provided they are doing that again).

     

    I have Orks (with some CSM allie), tau, and Blood Angels (with some SW and DA allies available).  Everything is already fully painted already.

    • Like 1
  7. I came up with an idea where each player brings a 1k list, a 1.5k list and a 2k list

    Each round you have a pair of 1k vs each other
    1.5k vs each other
    2k vs each other
    Every member of the team has to play at least 1 of each type of game.

    Brings more variety to the event, so you're not doing the same thing over and over.

    It also reduces the tables from 4 to 3 per matchup, allowing more teams in the same space.

    • Like 1
  8. Need more 40k and STAW stuff, and have lost interest in X-wing.

    I'd like to sell as a lot, ~50% retail for $160 including all the extras.

    Starter Set
    Extra set of dice

     

    Tie fighter
    Tie interceptor
    Tie Advanced
    Slave 1
    Tie phantom
    Tie Defender
    Decimator
    Imperial Aces
    Bonus Rebel Captive card

     

    Rebel Aces
    E-wing
    B-wing
    Y-wing
    X-wing

     

    2x M3-A
    Starviper

     

    Alt art cards:
    Han Solo
    2x Push the limit
    Dagger Squadron Pilot
    5x Scimitar Squadron Pilot
    2x Academy Pilot

     

    5x Acrylic Cloak Token
    Winter 2014 card box

     

    • Like 1
  9. Yay! Now just need money!
     

    CAD
    HQ: Chaos Lord, bike, sigil, pf, lc, burning brand, nurgle
     

    Troops: 10 cultists, heavy stubber
    Troops: 10 cultists, heavy stubber
     

    Fast: 5 Spawn, Nurgle
     

    LoW: Chaos Knight Paladin, Deamon of Nurgle
     

    Ork Horde Detachment:
    HQ: Zhadsnark
    HQ: Painboy, Bike
    HQ: Warboss, bike, Pk, Lucky Stick
     

    Troop: 15 bikes, Nob w/pk&BP
    Troop: 5 Bikes, Nob w/pk&bp
    Troop: 3 Bikes
    Troop: 3 Bikes

  10. So, if 2 librarians are joined together into a squad, it is 1 unit. If either of those librarians manifests a power, then that unit has manifested that power. Reguardless or what unit those 2 librarians joins, if they manifest a power, then a model in that unit is manifesting a power, therefore that unit is manifesting a power. When you make multiple psykers join a single unit to protect them from shooting attacks, then you can't just not have it be a single unit when you want to manifest powers. It is a single unit. If you get the benefit of being in a unit when you're shot at, or making close combat attacks even though the librarian isn't in base to base contact but is within 2" of another squad member, then you also get the negatives that comes with being a single unit and trying to manifest powers.

    This. Exactly.

  11. I've had my harbor freight airbrush and compressor for over 5 years now.  I've added a better regulator and recently a surplus 1gal tank to the compressor   Still going strong, works like new

    The airbrush is starting to wear out, the internal seals are pretty much shot but it still kinda works.  No complaints about how much work I've gotten out of it over the years.

    I mostly use my Master airbrush now.

    • Like 1
  12. Zhadsnark is literally the best thing Orks have going for them.   Being able to move 36" the first turn (scout + turbo-boost) and then getting a 2+ cover save (and FNP - you are taking a painboy, right?!?!?) with one turn of shooting for your opponent to try and stop him.

    54pts for an obsec unit that can move 24" a turn and get a 3+ cover save while doing so is pretty darn good as well.

    If I can play in the G.Cup I'll be bringing him for sure.

    An optimal list would be:
    Ork Horde
    Zhadsnark
    Warboss, bike, pk, lucky stick
    Painboy, bike

    15 bikes, nob w/pk&BP
    3 bikes
    3 bikes
    3 bikes

    7 tank bustas trukk, ram
    2 Deff koptas rokkits
    2 Deff koptas rokkits

    Bully Boyz
    5 meganobs,1 with killsaws
    Trukk, ram
    5 meganobs,1 with killsaws
    Trukk, ram
    5 meganobs,1 with killsaws
    Battlewagon, ram, 2x rokkit

    • Like 1
  13. -I'm not a fan of nob bikers. For 15pts less you can have a full unit of 15 warbikes (or 25pts more to add the pk nob). Sure, not everyone has 15 bikes lying around but I think regular warbikes are by far the best unit in the book.
    -I don't see any reason to take 4 weapons on the battlewagons... just one in case of a weapon destroyed result.  First turn they should be moving flat-out, and 2nd turn dropping off the Bully Boyz. After that..who cares?  Oh, and don't forget reinforced rams.
    -Dreadnaughts are not that great, especially with shooting. You need to run them every turn to get any benefit from them...take skorchas if anything. I think more mek guns or lootas is a better option.  I would go with 4 lobbas (all with ammo runt of course) and 2 KMK's.

    • Like 1
  14. Orks thrive on mass models, and while you have a good variety you don't have a lot of any one thing.

     

    So lets do this:

     

    Grukk's Rippin' Crew (510) - This formation is actually pretty good, allowing the whole thing to deepstrike turn one. Quite surprising if nothing else.
    Grukk Face-Rippa

    Skrak's Skull-Nobs (this unit has a specific load out)

    Grots

    Kans (this unit has a specific load out)

    Combined Arms (1490)
    Zhadsnark
    Mek bike, kff, cybork, lucky stick

    Troops: 14 warbikes (didn't say you had the nob, so I didn't include it)

    Troops: 20 slugga boys, 'eavy armor, nob, pk&bosspole

    Fast: 2 Deffkoptas/rokkets
    Fast: 2 Deffkoptas/rokkets

    Heavy: 5 Flashgitz
    Dedicated: Bw, ram, 4 big shootas
    Heavy: Tracktor kannon, ammo runt
    Heavy: Morkanaught, KFF, riggers

    2000pts exactly

    - Zhadsnark has to be the warlord though and the warlord trait is set. He's also pretty darn good, with skilled rider and the I4 pk. don't forget his special rules.

    - this is a pretty aggressive list where you want to play on the opponent's side of the table, between the first turn deepstrikes and speed of the bikes you'll be in your opponents face very quickly..well what lives anyway.
    - Keep the bw within the KFF of the morkanaught as long as possible

    - Choosing to either scout or outflank the defkoptas will be depending on what your playing against.
    - The lucky stick gives the whole bike unit +1WS, and can let the mek re-roll saves..with turbo boost and skilled rider the bikes get a 2+ cover save!

    • Like 1
  15. I didn't have as much fun as I could have and I'm sorry to my opponents. I feel the list I had really diminished the game for all of them. In hindsight I don't think my list should have been approved and/or I should have brought something different.   It's a fun list for me to play and usually pretty tactically challenging, but it was really too much for OFCC. 

    Hopefully I can come up with something more balanced and fun for everyone involved if I get to play next year. 

    Winning fabricator general was quite a surprise and thanks to everyone involved with that.

    • Like 1
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