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BrainFireBob

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Everything posted by BrainFireBob

  1. AP1 ordnance, small blast, 36" range
  2. Hello- Getting a Spartan. Trying to decide which way to go with the sponsons. Looking for throughts. Haven't used the laser destroyer personally yet, so feedback on that would be nice. Thanks!
  3. I'd say it's about the models, not the points. Points can be consumed in intangibles like wargear.There's also the question of keeping an army "good"- not even competitive, but not sucking- involved. I've spent most of my hobby budget the last few years trying to edition-proof my armies (CSM, DA, C:SM). I now have 2.5 battle companies with transports, 2-3 of each kind of tank, and a full 1st company, with all sarges magnetized, 6 of each heavy weapon, and 6 of each assault weapon. 6th rolled around, I was missing flyers and fortifications. This is for my C:SM only. Oh, and 45 scouts. For my chaos, I have 2-3 of each cult squad available, each option available (for instance, I have 3*7 Plague Marine squads, one with two flamers, one with two meltaguns, one with two plasma guns), and three different armies- NLs, IWs, and BL. My NLs, I have all FA represented. My IWs, I have all (almost) HS represented. Rolling forward, it's BL HQs and a mixed crusade for me. Take Marines. I'd say an edition proof Tactical squad would have 10 men, a magnetized sarge, magnetized heavy/special, a rhino, and a drop pod available. Anything else isn't edition invariant. You need at least two of these, a preferably magnetized captain, Librarian, and Chaplain, and some armor and you are probably OK. Take Eldar. 1-2 of each Aspect Warrior squad (or 1 of each up to full size with magnetized Exarchs), a Farseer, a Jetseer, Warlocks, Jetlocks, Autarch, Jetarch (Is that a term?), 1-2 Guardian blobs with a full range of heavy weapon options available, 2+ Wave Serpents, 1+Falcon, 2+Vypers, and 1+ units of jetbikes would be edition invariant. And 1-2 WLs. As pretre said, it's more about collections. Personally, I'd say you want the full range (by type, I'm not talking 6 squads) of your troop options available in any configuration, you want your HQ options, and you want armored support, minimum. Those seem to be both most and least variant as they change things around. The fluffier your collection, the more likely you can fill out your points in every edition, although no guarantees it will be good. The more extreme variant your army- Feral Orks, Mercenary Kroot- the more financially I'd say it's just not work the risk.
  4. Your second point is my question: do all building weapons shoot at the same target? If so, Primary target on the quad gun, if it makes a FMC land, would seem to let you paste it with the battlecannons
  5. It is the other way. Per pp112: if purchased as an upgrade and added to the battlements, it becomes an emplaced weapon. Means automated fire on the quad gun.
  6. Went through those rules again last night. Interesting that the Primary Target rule effect is now that if a Firestorm Redoubt has Skyfire guns, it ignores the closest target in favor of the closest flyer or FMC. So that brings up another specific question. The shooting player determines which order weapons are resolved in, yes? So, if I have a FSR redoubt with two battlecannons and a quad gun, and I shoot at a FMC, and specify resolving the quad gun first *and* it forces landing, can the battlecannons then shoot the same FMC, which is now a legal target?
  7. Two thoughts: 1) If you put an escape hatch within embarkation range of another building or vehicle, can they immediately embark during the same movement phase? 2) A firestorm redoubt with punisher cannons-can I pick targets?
  8. Granted. I am looking for a centerpiece for my Warpsmith for Apoc. 390 for the.multimeltas, run it in my opponent's face, he makes it better or it soaks a ton of firepower. Not compwtitive, but a nice rut breaker and a nice kit.
  9. Also, invest in neodymium magnets now, not later. I have 30 heavy weapon troopers and 28 specials that would be 14 and 10 if I magnetised, plus swiss army sarges ROCK. ie, magnetize the arms for weapon swaps with a pin vise.
  10. ^What WestRider said. Match your combi to your assault if you buy. I like PCs in Tacticals, but MM is better- and comes 1 to a box. I think regular ML devs are a bargain, esp for Imp Fists, but they should be backup, not primary, firepower. My recs were based on your initial list. As to specials, ask in Rogue Trading- most of us have extras. I know I do, barring gravguns. The Dev box is actually good value for a GW ADD box, given it has 2 of most things.
  11. That confirms my read. Twinlibked multimeltas with a possible pintle is a nice in your face unit. Expensive, but meh.
  12. Allright, have some time and am not on my phone. deadwing34, I see two items lacking in your current model collection. One is a transport option for your Tactical marines, one is flexible anti-air. You are also a little light on troop bodies, but not badly so. This is not to tell you to go out and spend gobs of money, but if you are interested in increasing the competitiveness of your collection, gunlines aren't it in this edition, especially for Maelstrom missions. Personally, I wouldn't give up on DA- I have both DA and regular SM, and the DA look better on the table. In terms of advice, you can run both DA and regular SM in two distinct combined arms detachments in the same army- they are battle brothers- this matters because your collection reads as a Dark Vengeance set (the Limited Edition one with Seraphicus)+DA expansion+Deathwing Knights+other kits. Am I right? If I am right, that Librarian is very very easy to convert to a biker Librarian, as a point of consideration. Further, a dataslate for that formation was released over Xmas. Is it the highest end ever? No, but it's an additional option you should be aware of. As I recall, everything causes Fear or gains Hatred: CSM, something like that. A Doublewing detachment has some advantages. Your bikes and speeder are scoring, and you have very flexible Deep Strike, and it lets you use all three available Terminator squads (Deathwing Knights, Terminator Squad, and Terminator Command Squad) for dedicating either your Scouts or one Tac squad to this CAD. It allows you to do a Hammer and Anvil style deployment. Does your local group use Forgeworld? Mortis Dreadnoughts are pretty solid for AA, and you are only a single assault cannon arm (easily converted if you don't want to buy) away from having one. In terms of making your Greenwing models Codex Space Marine models, you need to decide if you are playing an aggressive list, a balanced list, or a defensive list. This is how I would plan on allocating my models if I had your collection given the current state of the game: Leave as DA: Scouts Bikes Librarian (Convert to a biker Librarian) Terminator Squad with assault cannon Terminator Command Squad with heavy flamer, Blade of Caliban, Apothecary, Banner, Lightning Claws, Belial (This squad uses DWA) Deathwing Knights (This squad deploys in LR) Land Raider Nephilim Dreadnought Land Speeder These are the changes I would make: Change Dreadnough to Mortis Dreadnought Get another set of Dark Vengeance bikes via trade. Use second Bike Sarge as basis of Librarian conversion, or convert him to a regular biker The Nephilim and Mortis, if you convert, synergises this with the Skyshield. I don't recall if it can get a comms relay, but it would be a good idea if it can to spend the points, and that bit comes with the bastion which you already have. Remaining Models: 1 Bastion 1 Imperial Knight Paladin with Rapid fire battle cannon / 2X Heavy Stubbers / Reaper Chainsword 1 Predator TL Lascannon / 2X Lascannons 22 Tactical SM with Boltguns 2 Tactical SM with Plasma Guns 2 Tactical SM with Plasma Cannons 1 Tactical SM with Missile Launcher 1 Tactical SM Sergeant with Storm Bolter / Power Fist 1 Tactical SM Sergeant with Storm Bolter / Chain Sword 1 Tactical SM Sergeant with Plasma Pistol / Chain Sword 1 Company Master with Combi-Plasma / Force Sword 1 Interrogator Chaplain with Plasma Pistol / Crozius Arcanum I would organize this way: Purchases: 2 rhinos, 1 razorback (or three razorback kits), Aegis Defense line Knight Paladin: 375 points Tactical Squad 1: 10 SM, 1 Plasma Gun, 1 Plasma Cannon, Sarge with Plasma Pistol, Chainsword, Meltabombs, Rhino 225 points Tactical Squad 2: 10 SM, 1 Plasma Gun, 1 Plasma Cannon, Sarge with Storm Bolter, Chainsword, Meltabombs Rhino 215 points Tactical Squad 3: 10 SM, Missile Launcher, Veteran Sarge with Power Fist, Razorback with twinlinked lascannons (Actually, I'd recommend lascanonn with twinlinked plasma guns, but that's a conversion). Get a meltagun for this squad if possible. Flakk missile. 280 points without meltagun, 290 with Tri-Las Pred 140 points Imperial Strongpoint (1 Bastion with Magos Machine Spirit, Quad-Gun, 1 Aegis Defense Line) 205 points HQ is your choice. You don't have a really mobile option, so deploying it within your Razorback is your best bet (this is an aggressive squad anyway with the powerfist). In terms of wargear, either go burning blade captain (based on your models), although you will be vulnerable to instant death; or just go for the Chaplain Fearless+Re-rolls. I'd recommend this: Chapter Master, Burning Blade, Armor Indomitus, Combi-plasma, bolt pistol, meltabombs- 260 points As a rule, I'd combat squad all three Tactical squads. Combat squad Tactical Squad 3 and place missile launcher in the Bastion. Put the Pred behind the Aegis line. This is your firebase. You have the quadgun and flakk missile for flyers if needed, otherwise this squad has a missile launcher and 1-2 heavy bolters, depending on facing, with automated turret fire. The Pred has cover behind the Aegis line at all times Use the Knight to anchor one flank. Use the Sarges+assault weapons to disembark on objectives. The plasma cannons stay in parked rhinos, once they park, to turn the rhinos into quasi-razorbacks. Use the Armor Indomitus to use your orbital bombardment whenever you leap out of the Razorback, or to fire your combi-plasma and charge. That's a total of 1710/1720. No single chapter tactic really benefits this list. I'd go with Iron Hands personally, and add a few more vehicles- an Ironclad dread in pod and a Storm Talon with Skyhammer missiles would work well. Or you can ignore my initial "leave these as DA" advice and bring in a squad of terminators, but I'd spend points on a comms relay if doing that- Comms+Assault Cannon+Chainfist would be 245 more points. That's 1965, and odd number. I really dislike recommending buying a bit, but really, I'd go 2 rhinos, 1 razorback, 1 Aegis line, the pod, the Ironclad, the Storm Talon (or a second Pred) and Iron Hands tactics.
  13. So, Fuelled by Hate specifies that every time the Chaos Land Raider Achilles loses a hull point, its quad cannon gains +1 strength, and AP and leadership check modifier both decrease by one. How would this interact with It Will Not Die or a Warpsmith repairing it with his Mechatendrils? Also, if Legacy of the Scouring is purchased and a Warpsmith is embarked, if I'm reading this correctly, it would get two attempts at restoring any lost hull point (at the cost of being insanely expensive)? My IW need a centerpiece tank. I'm getting a Spartan for my regular SM, and I'm trying to decide for my IW. I really like the look of the Achilles, so I'm wrapping my head around the rules interactions.
  14. Razorback multiple small unit has a place, but I favor rhinos. Don't glue the top plate on, buy the razorback kit, and you have both options
  15. No one looked at double CAD yet? Doublewing+SM CADs?
  16. Thought the last FAQ made it optional, but you had to.declare at start of turn
  17. That'd be 1/4. Wife's outta town, thinking about popping in. Been awhile since I had a game out
  18. Also, for reference, this is a one-piece combi, not a multi-piece like in the Tac box. It looks enough like the grav gun that you can cut off the bolter barrel and ammo feed and it would be hard to distinguish from a distance.
  19. 1) Insert four weeks of never having a complete night's sleep due to being on-call at work 2) Think about 40K 3) Read my comment OR The Nephilim sucks as an air-to-air superiority fighter. Its fluff description is that it is a strafing fighter- designed for air-to-ground combat. The DA flyer formation reflects this. Posit: It should only be used for elimination of tanks et al, a la a Stukka bomber. What do DA do for AA, then? Mortis dreads. A ground AA unit and an aircraft for strafing the ground- it's a consistent design philosophy and explains what GW was thinking when they designed the stupid thing. Of course, it's long been a pain to keep up with/find the Mortis rules, so poor planning there. Was wondering if anyone else had considered it in that light. The Nephilim as a flying Predator, not an AA fighter.
  20. I am beginning to think that the nephilim was designed assuming Mortis dreads-anyone else have that impression?
  21. Finish 1st Company Filii Calthum (50% painted) Finish Storm Wing (bought, 66% assembled, 0% painted) Have mega-battle at buddy's Maybe OFCC? Finish painting NLs (Need moar FW doors) Get F.A.T. Urban Zone 1 gaming mat EDIT: Finish IW Grand Company of Edixo II Suoreff (3 dreads, 3 rhinos, 1/2 LR, and 20 CSM to go)
  22. Followup for those with this formation- can they buy bikes?
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