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Frowbakk

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Everything posted by Frowbakk

  1. Eh, i've got some rectangular christmas snack tins that I'm going to mutilate into movement trays. Best thing is they're steel so a magnetized model/handle will make movement easier. Plus, peanut brittle. Yum.
  2. So Sisters can parkour 12" during the fight phase... My head-canon for the double-move and 14" move Seraphim was that the powered Armor they had was designed with Space Marines in mind and moving a slighter frame with the same force required to help an 8' tall mutate around had unexpected benefits.
  3. I want to deploy 13 Immolators: 1st Immolator Spam Battalion - 954 points 47 HQ – Canoness w/StormBolter, Book of St. Lucius (+3” Auras), WARLORD: Pure of Will 35 HQ – Missionary w/ Bolt Pistol, Chainsword 75 TROOP – 5 Battle Sisters w/2 Melta, Superior w/StormBolter 73 TROOP – 5 Battle Sisters w/2 Melta 73 TROOP – 5 Battle Sisters w/2 Melta 73 TROOP – 5 Battle Sisters w/2 Melta 98 DEDICATED TRANSPORT – Immolator w/Immolation Cannon 98 DEDICATED TRANSPORT – Immolator w/Immolation Cannon 98 DEDICATED TRANSPORT – Immolator w/Immolation Cannon 98 DEDICATED TRANSPORT – Immolator w/Immolation Cannon 98 DEDICATED TRANSPORT – Immolator w/Immolation Cannon 98 DEDICATED TRANSPORT – Immolator w/Immolation Cannon 2nd Immolator Spam Battalion – 1046 points 35 HQ – Missionary w/ Bolt Pistol, Chainsword 35 HQ – Missionary w/ Bolt Pistol, Chainsword 73 TROOP – 5 Battle Sisters w/2 Melta 73 TROOP – 5 Battle Sisters w/2 Melta 73 TROOP – 5 Battle Sisters w/2 Melta 45 ELITE – 3 ArcoFlagellants 26 ELITE – 2 Crusaders 98 DEDICATED TRANSPORT – Immolator w/Immolation Cannon 98 DEDICATED TRANSPORT – Immolator w/Immolation Cannon 98 DEDICATED TRANSPORT – Immolator w/Immolation Cannon 98 DEDICATED TRANSPORT – Immolator w/Immolation Cannon 98 DEDICATED TRANSPORT – Immolator w/Immolation Cannon 98 DEDICATED TRANSPORT – Immolator w/Immolation Cannon 98 DEDICATED TRANSPORT – Immolator w/Immolation Cannon Edit: AND I CAN (got the models, Let's do this, Brutus, we ain't new to this!)
  4. Yeah, but my thinking out loud to try and get the extreme utility out of it showed it took a 250 point unit two support characters and two CP to kill off 10 Marines. Not exactly the stellar return on investment available from other armies in the top tier.
  5. Range differentials. If you want that sweet +1 to Wound from Holy Trinity, then each one of the Flamer, Melta, and Bolter type weapons need to be in range for it to work.
  6. 'Tis a bit spendy for what it does, I'll admit. I've become used to running an almost all Mechanized list and driving enough bolters up in a Canoness's re-roll 1's aura to try and get the job done in Turn 2 or 3. I'm going to miss those double-moving Seraphim Speedbumps, though.
  7. Also labelled 'The Evil Unit" by a friend of mine upon being on the receiving end of the EZ-Bake Oven.
  8. So, thinking out loud... Ten Retributors for 90 points, Four Heavy Flamers at 56, CombiMelta on the Superior for 15 and in a Rhino for 75 totals out to 236. 1 CP - Holy Trinity would give them +1 to Wound. However, ALSO 1 CP - Faith and Fury lets them re-roll 1's to wound, but only if they have had a successful test for an Act of Faith. The only AoF useable in the Shooting Phase is Divine Guidance, which goes off on a 4+. So, rather than a coin-flip, add in a Simulacrum Imperialis for 10 points, be Order of the Ebon Chalice and get that AoF off on a 2+. Is it clutch enough to drop a Bolter Retributor and have a Dialogus ride along for the re-rollable 2+ AoF (only 1 in 36 chance of failure)? Might as well have a Canoness ride along in another vehicle for the re-roll 1's to hit aura and bring the Dialogus along in her ride rather than boot a Bolter Retributor out of the unit to make space. So Turn 1, Drive the Rhino 12" +d6" towards your target. Preferably with a lot of other Rhinos/Immolators/Etc to draw any enemy enmity... Turn 2, Disembark 3", Move 6" (Or what the hell, 9" with Hand of the Emperor going of on a 2+ as well), to get within the 8" range with the Heavy Flamers (which gets the Bolters within double-tap range). Assuming everything is in range and that Divine Guidance goes off on a 2+, then pop the 1 CP - Faith and Fury to allow re-rolls of 1's to wound, another 1 CP - Holy Trinity for a +1 to Wound. Hitting on 2's due to Divine Guidance and in the re-roll 1's Aura of a Canoness then quick estimate mathammer (someone else can run the real numbers) means 5 Rapid Firing Bolters hitting on a re-rollable 2+, the Superior's Combi-Melta also dropping all shots on a 3+ with re-rolling 1's (because Holy Trinity says that EVERYTHING in the unit must fire at the same target) and with 4d6 Heavy Flamer auto hits on top. So 14-ish S5 AP -1 hits, 10-12 S4 AP - hits and an S8 AP -4 hit with +1 to wound and re-roll 1's to wound. If shooting Marines, that would be 14-ish 2+ re-rollable wounds, saving on a 4+ from the Heavy Flamers (so maybe 7 unsaved wounds), 10 to 12 Bolters wounding on 3's and re-rolling 1's, saving on 3's (so 3 to 4 unsaved wounds) and a Melta shot re-rolling to wound (for a d6 unsaved wounds) meaning 10 or so Dead Marines or 5 Primaris gone. Against a Knight the Heavy Flamers would wound on a 4+ and re-roll 1's, saved on a 4+ (meaning 4 wounds get through, assuming no 3++ shenanigans), Bolters wound on 5's, re-rolling 1's (so 1 or 2 get past the armor save) and then the Melta shot wounds on a 3+, re-rolling 1's for another probable 2 d6 damage, pick the highest to get through. Perhaps 6 to 8 or more wounds on a Knight, or a few more to T7 Transport give or take. So, still just under the cost of two Exorcists at 246 points and supported by a Canoness, Dialogus, an Act of Faith and 2 CP. Who's ready to throw some heretics on the 'barbie? Or do the actual mathhammer of this vs. a full squad of Stormbolter Dominions using 1 CP - Blessed Bolts?
  9. I remember that.. the 'Get into close combat, Celestians without any Close combat upgrades!' amongst other role mismatches. My favorite was the psuedo-rending one, and the re-roll wounds combo which paradoxically made regular flamers better at the job than heavy flamers... Good times.
  10. You could also make a Kommandos unit out of those two Burna Boyz, a Nob and two other boyz. Consider having a unit of 10 Choppa Boyz to Mob Up woth one of the units of 30 after the 10 Lootas Mob Up with the Larger 15.
  11. At this point I'd be OK with scrapping Acts of Faith altogether and replicating them with reduced-cost Stratagems instead. Everyone else gets 'Fight Twice' for 3 CP, Sisters get it for 2 CP. Bad Moon Orks get to shoot twice with Showin' Off... let Sisters do it for one unit at 1 CP
  12. Same old, same old... New Sisters Codex and more stuff taken away. No Eviscerators for Canoness, but more ways to get 'em into combat. Losing a second movement phase for an additional 3" of movement instead, not the bargain I'd have struck.
  13. Heavy Flamers dropped from 17 to 14, Combi-Meltas from 17 to 15, Combi-Flamer from 9 to 8, Character Storm Shields 10 points,non-characters 2 points... Nice.
  14. Yep, and that's where I tried out a Canoness with jump pack to go on a suicide rush and speedbump something, get killed, and release Faith points. However, the Faith Pinata was actually durable and effective and usually didn't just die. So of course I really, Really, REALLY, REALLY want a Jump Canoness back in the Codex. Being able to slap a Jump Pack on an Imagifer would be nice too.
  15. Just adding in the leaks from the other threads so they are all in one place. As if that wasn’t enough, Chapter Approved 2018 will also feature a beta codex for the Adepta Sororitas! This is quite possibly Warhammer 40,000’s most anticipated codex ever, and we want to make sure we absolutely nail it, so, alongside our usual rigorous professional playtesting, we’re asking you to help us out and provide your thoughts. Make no mistake – while this is a beta codex, it’s a fully fledged one that offers the Adepta Sororitas more options and more cool stuff than ever before, allowing you (for the first time EVER) to represent the unique tactics of various orders with unique Orders Militant Convictions. The Order of the Bloody Rose, for instance, are zealous close combat specialists: There are loads of nifty Stratagems too – one our favourites is Burning Descent, which lets Seraphim purge the unclean from on high by giving them a free shooting attack when they arrive and increasing the range of their hand flamers: Deep fried heretic, anyone? Looks like those Repentia will either get a higher chance to Fight Twice, or get +1S & +1A, not both from their Order/C)hapter Tactic. I also wonder if there will be a Stratagem to earn more Faith Points (Litanies of Faith, perhaps?) and/or and Act of Faith to convert Faith Points into CP.
  16. Devotion Values for Acts of Faith... probably on a d6, given that the 'fight twice' AoF is on a 5+ and an entire "Chapter Tactic" is +1 to AoF rolls. One AoF per ten Faithful models... Kinda anti-MSU, but I'm still going to try to run all-Mechanized/Immolator (Repressor, really) Spam. Another "Chapter Tactic of 6+++ to go with the 6++.... meh on T3. 1 CP to re-roll failed wounds vs Psykers in either the Fight or Shooting phase from one unit. 1 CP to give Storm Bolters AP -2 and 2 Damage... Somebody on the Design Team wants Sisters to take down Primaris Marines. 3 CP for the AoF made for (vs. made BY? would that make any difference.) a CHARACTER affects units within 6". It looks like the example made later of giving a 5++ within 6" for a Warlord trait a 3" aura range boost due to Book of St. Lucius would work with this as well. That's a BIG zone for re-rolling wounds v. Psykers. Given that most of the examples are for close-combat (with a S3 T3 WS 4+ army, for the most part) I hope the Shootier buffs are equivalently good. Or they let Sister Speriors start swinging Eviscerators again. The Penitent Engine fighting twice... When? Immediately after swinging? Just bump up the Attacks instead. After Opponents fight back? At the end of the Fight Phase (like the 'fight Twice stratagem for Orks was FAQ'd to be)?
  17. Hey there, pretre, Good Morning!

    Can you put me down for that lot of those Old Ork 4+Big Mek Guns for $30 for me to pick up at the Swap Meet on Saturday with the Index: Xenos with Orks?

    If I don't have overtime, I'll be there bright and early around 10 AM to pick 'em up, or I'll be there around 2:30 PM if I do have to work overtime.

    I'll see you on Saturday either way.

    -Todd.

  18. Ork Triple Battalion 1999 points, Battle Forged: + 3 CP (-3 CP for Extra Gubbinz) 13 CP left after list construction. Bad Moon Battalion (+5 CP)(-1 CP for Warphead) 745 points [Re-roll 1’s in Shooting Phase] 62 HQ Weirdboy Warhpead w/ Da Jump, Fist of Gork (Buff Da Fighty Characters) 75 HQ Big Mek (Index) w/ Choppa, Kustom Force Field [20pts] Warlord: Kunnin’ but Brutal (Redeploy Self +d3 Units) 90 TROOP 3x 10 Grots (Grot Shields for Lootas, expect every single one of them to die in your opponents first turn) 170 HEAVY 10 Lootas (Turn 1: 1 CP to Mob Up with other Lootas AFTER Finkin Kap deployed to get 6+ CP Farm’n) 255 HEAVY 15 Lootas 93 HEAVY Mek Gunz: 3x Smasha Kannons (Clearing screens & to be Loot It! bait for Lootas) Evil Sunz Battalion (+5 CP) 907 points [+1” to Charges, +1” to Move (2” iff Speed Freeks)] 91 HQ Warboss on Warbike (Index) w/ Big Choppa = Headwoppa’s Killchoppa 120 HQ Zhadsnark Da Ripper (Forge World) w/ Da Beast: 2x Big Shoota 215 TROOP 30 Shoota Boyz, Big Choppa Nob, 3x Tankbusta Bombz (Turn 1: Da Jump’d/3CP to UGT ‘recycle’ in Turn 2) 223 TROOP 30 Choppa Boyz, Power Klaw Nob, 3x Tankbusta Bombz (Turn 2: Da Jump’d after Mob Up) 75 TROOP 10 Choppa Boyz, Big Choppa Nob, Tankbusta Bomb (Turn 2: 1 CP to Mob Up w/above) 103 ELITE Painboy on Warbike (Index) w/’Urty Syringe, Power Klaw = Da Killa Klaw (1 CP to throw a Medi-Squig at Warlord) 40 FAST Deff Kopta w Twin Big Shootas (One to fly ahead with 3 Bikes & a Trike to keep them untargetable) 40 FAST Deff Kopta w Twin Big Shootas (Also a good source to buff Mob Up’d Choppa Boyz with Loot It! later in the game) Blood Axe Battalion (+5 CP)(-1 CP for Warphead) 347 points [Counts as in Cover > 18”, may Shoot OR Charge after Falling Back] 120 HQ Deffkilla Wartrike 62 HQ Weirdboy Warphead w/ Da Jump & Warpath 75 HQ Big Mek (Index) w/ Choppa, Kustom Force Field [20pts], Finkin Kap: I’ve Got a Plan, Ladz! (CP Farming on a 6+) 90 TROOP 3x 10 Grots (Can’t be used for Grot Shields due to <CLAN> mismatch, therefore Objective Grabbers) The Evil Suns are there to charge, as supported by their Kulture. The Bad Moons are there to shoot, as supported by their Kulture (I'll need to get a dice-rolling app to be kind to my opponents). The Blood Axes are there to be sneaky gits. (and get a free Warlord Trait… No I’m not talking about Finkin’ Kap.) Everything (except for a Blood Axe Gretchin camping objectives) should be deployed under a KFF's 5++ protection so no need to waste 2 CP on Prepared Positions even if going second. So much better than trying to improve 6+ saves which can still be whittled away by AP. I’ll need to practice deploying so that most models end up under one KFF othe the other. The Bad Moonz have the Big Mek with the KFF as Warboss in order to get Kunnin’ but Brutal which allows him and d3 units (Lootas, I’m looking in your direction…) to set up with the best sight lines, redeploy out of line of sight, and then Mob Up and get Da Jumped back into place so they can use More Dakka & Showin’ Off to best effect and Dakka ad infinitius, uber alles, ad nauseam. The Big Mek can also repair the Smasha Guns should the whim strike him. For the Evil Sunz Battalion: 3 Bikes & a Trike (OK, so he’s a Blood Axe, but he can still Advance & Charge to keep up with the Bikes) should get off a first turn charge on something, Biker Painboy should keep 'em in combat a little longer. 30 Shoota Boyz can get Warpath’d and Da Jump’d into a first turn multi-charge into units weak enough in close combat (Tanks/Artillery/etc.) so a few survive in order to either be recycled with 3 CP the next turn where the reappear 'Outflanking' and able to shoot and be effective right when they come in., or stay stuck in if there’s another target for the Lootas which will need the CP instead. Turn 2 the 10 Choppa Boyz can Mob Up with 30 Choppa Boyz, and get Warpath'd and Da Jump'd into probable charge range of whatever the Bikes & Trike didn't kill or Heroically Intervene into during my opponent's turn. The Blood Axe Big Mek with the Finkin Kap is there to walk behind the Choppa Boyz mobs and be untargetable while KFF escorting the Evil Sunz boyz and both Weirdboyz. Good thing KFF's and Psyker shenanigans don't care about <CLAN> mismatches. Now to answer the big question: Why is the Deffkilla Wartrike in the Blood Axe detachment instead of the Evil Suns detachment? Because if he’s a Blood Axe, The Deffkilla Wartike can Fall Back (and Snagga Grapple for 1 CP) and still Shoot or Charge. What Evil Sunz get as their Clan-specific Warlord Trait, ALL Blood Axes get due to their Kulture. So the Deffkilla Wartrike can fall back AND still charge in the same round, it’s like getting a third Warlord Trait for free. Graduate studies project in sneaky-gitted-ness; have the Mob Up’d Lootas use Loot It! on a destroyed Smasha Gun, have the Lootas refund the CP for it on a 4+ AND farm the CP on a 6+. Extra sneaky git shenanigan-ness: Your opponent have an annoying Character buffing nearby units? Consider sniping with Deff Koptas by either moving close enough so that character is the closest target, or by using Ramming Speed and putting some Mortal Wounds on ‘em.
  19. It seems Combi-Flamers will be very common in units, especially the 4-Melta Dominions. Since it's just RANGE that matters for this Stratagem, and not actually having to have the Holy Trinity hat-trick hitting AND wounding AND opponents failing saves, it has some greater utility. Stick a Multi-Melta at the back of a blob squad and a Flamer at the front and Ye Olde Humble Bolter... ee is wounding Marines on 3+, and Knights on a 5+ at double-tap range. If there's a Relic that is like a 7th Edition Torrent Flamer or a Special Character with that ability, or an 18" range Flamer Lance or some-such it'll be an auto-include. Overall, even a +1 to Wound is OK, but the drawbacks of having to be in close range once again clash with the fragility of Sister to return fire. Not sure if it will be worth it. building an army around this Stratagem during list construction. Silly Thought: Since it just says this works on an "Adepta Sororitas unit", that would include vehicles. If (and it's a BIIIIG if) a vehicle could upgrade a Storm Bolter to a Combi-Melta then the Immolator could make use of it with all the same range. Wounding Marines on 2+ and Knights on a 4+ at 12". Holy Promethium, Batman!
  20. I also think buffing the Weirdboyz into Warpheads may only leave 13 CP to use at the start of the game, but giving them both Da Jump, and then one also with Warpath and the other also with Fist of Gork they can bounce around the board in Turn 3 onwards and toss around the occasional Smite once they are in position buffing the units they need to. The Evil Suns are there to charge, as supported by their Kulture. The Bad Moons are there to shoot, as supported by their Kulture (I'll need to get a dice-rolling app to be kind to my opponents). The Blood Axes are there to be sneaky gits.
  21. Ork Triple Battalion Evil Sunz Battalion (+5 CP)(-3 CP for Extra Gubbinz) 947 points [+1” to Charges, +1” to Move (2” iff Speed Freeks)] 120 HQ Deffkilla Wartrike (Warlord: Brutal but Kunnin’ – Reroll hits; +1 Damage) 91 HQ Warboss on Warbike (Index) w/ Big Choppa = Headwoppa’s Killchoppa 120 HQ Zhadsnark Da Ripper (Forge World) w/ Da Beast: 2x Big Shoota 215 TROOP 30 Shoota Boyz, Big Choppa Nob, 3x Tankbusta Bombz (Turn 1: Da Jump’d/3CP to UGT ‘recycle’ in Turn 2) 223 TROOP 30 Choppa Boyz, Power Klaw Nob, 3x Tankbusta Bombz (Turn 2: Da Jump’d after Mob Up) 75 TROOP 10 Choppa Boyz, Big Choppa Nob, Tankbusta Bomb (Turn 2: 1 CP to Mob up w/above) 103 ELITE Painboy on Warbike (Index) w/’Urty Syringe, Power Klaw = Da Killa Klaw Bad Moon Battalion (+5 CP) 822 points [Re-roll 1’s in Shooting Phase] 62 HQ Weirdboy w/ Da Jump 75 HQ Big Mek (Index) w/ Choppa, Kustom Force Field [20pts] 90 TROOP 3x 10 Grots (Grot Shields for Lootas) 170 HEAVY 10 Lootas 170 HEAVY 10 Lootas 255 HEAVY 15 Lootas (Turn 1: 1 CP to Mob Up with other Lootas) Blood Axe Battalion (+5 CP) 227 points [Counts as being in Cover at > 18”, may Shoot OR Charge after Falling Back] 62 HQ Weirdboy w/ Warpath 75 HQ Big Mek (Index) w/ Choppa, Kustom Force Field [20pts], Finkin Kap: I’ve Got a Plan, Ladz! (CP Farming on a 6+) 90 TROOP 3x 10 Grots (Can’t be used for Grot Shields due to <CLAN> mismatch, therefore are solely Objective Grabbers) 1996 points, 15 CP left after list construction. For the Evil Sunz Battalion: 3 Bikes & a Trike should get off a first turn charge on something, Biker Painboy should keep 'em in combat a little longer. 30 Shoota Boyz can get Warpath’d and Da Jump’d into a first turn multi-charge into units weak enough in close combat (Tanks/Artillery/etc.) so a few survive in order to be recycled with 3 CP the next turn where the reappear 'Outflanking' and able to shoot away again. Turn 2 the 10 Choppa Boyz Mob Up with 30 Choppa Boyz, and get Warpath'd and Da Jump'd into probable charge range of whatever the Bikes & Trike didn't kill and heroically Intervene into during my opponent's turn. As for the Bad Moonz, the Big Mek with the KFF is there to hide behind the Choppa Boyz mobs and be untargetable while KFF escorting the Evil Sunz boyz and both Weirdboyz. Good thing KFF's and Psyker shenanigans don't care about <CLAN> mismatches. The Lootas are to find anywhere with good lines of fire, Mob Up into a unit of 25 first thing and Dakka ad infinitius, uber alles, ad nauseam. The Blood Axe Big Mek with the Finkin Kap will cover the Lootas under his KFF umbrella and keep the CP farm going as long as possible. Everything should be under a KFF's 5++ protection so no need to waste CP on Prepared Positions even if going second.1 CP to Mob Up Lootas (AFTER Finkin Kap deployed to begin 6+ CP Farm’n) Extra shenanigan-ness: The Deffkilla Wartike can move again at the end of the Shooting Phase with the Stratagem: Drive By Krumpin', but is not allowed to charge. However, as a Character the Defkilla Wartrike may still Heroically Intervene its' way into combat. A loophole in the rules big enough to drive a Defkilla Wartike through, conveniently enough. It may be better to have the Warlord Trait: Kunnin', but Brutal and redeploy some units (Lootas, I'm looking in your direction) after my opponent has set up all of their units.
  22. I'll be there, as usual. If you have a copy of the Index with Orks in it, save it for me and I'll throw money at you for it. Since I said "I won't get the Index, I'll just wait for the Codex" and then find out Index options are so preferable over the Codex, I kind of shot myself in the foot there.
  23. Or it'll be a jump-through-hoops option still kinda maybe possibly allowed if you squint at it in a bad light... Like 'Eavy Armored Ork Boyz. 'Ard Boyz, if you prefer. Used to be a thing. Buy a unit of Black Orkz and slap a Pistol on the shield arm. Done. Now? IF you have a unit of Ork Infantry AND a Vehicle is destroyed within 6" of them THEN you pay 1CP to upgrade that one unit only with a +1 to save for the rest of the game BUT with a restriction that it can't Mob Up (even with other which have also gone through the same rigamarole to get the exact same state of being.) Get ready for some contortionist gymnastics, rules wise, y'all.
  24. Oh, hey, Snickers..... >nomnomnom< ...better. Palatines should be an easy add-on (considering how easily they were taken away...) to get a 2nd HQ choice. I wish Celestians could take Eviscerators unit-wide. Maybe one model of Imagifer grants Faith, while another gives a buff aura... re-rolls to wound or +1 to hit, etc.
  25. How To have an Orky Da S'Ain'tz Celestine... Kinda. DeffKilla Wartrike for 120 at head of a Bad Moons Detachment of one sort or other with 4++ from Bad Moons Warlord Trait and 5+++ from Supa Cybork Body. Painboy within 3", not for Dok's Tools (which won't work due to Supa Cybork Body) but for 1 CP Medi-Squig which WILL heal d3 wounds because Da S'Ain'tz a CHARACTER with T6 and 8 Wounds (with 4++ and 5+++) Mekboy to tag along also within 3" and repair the Deffkilla Wartrike another d3 wounds per turn 'cuz Da S'Ain'tz a VEHICLE. Add unit of Nobz on Warbikes as Da Warp'z Serruh-Fimm. Have a couple of Weirdboyz with Fist of Gork and Warpath in a Trukk with the Painboy & Mek (if they ain't on Warbikes, that it) to further buff Da S'Ain'tz... ...Profit?
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