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Aventine

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Posts posted by Aventine

  1.  

    Something fun to see from my game last weekend.  Decided to play orks.  Thought you might like the visual.

     

     
    20160507_1430281.jpg
     
     

     

    Dude, LH, where did you get that Boarboyz/ Meganobz/ Grot set with the yellow armour and swamp basing!? I painted those and then sold them to a guy in Canada on eBay almost 3 years ago!

     

    Crazy to see them pop up again and glad I know they went to a good home.

     

    Do you have the Battle Wagon and Ghazzie, too??

     

    http://crusadedude40k.blogspot.com/2013/04/snakebites-wip.html

  2. The balance in 30k isn't that much better. The Legions special rules don't match at all. Alpha is by far the strongest. Death Guard are a joke compared to them.

     

    Have you seen the newest updated Legion Astartes rules? They pumped up the Book 1 legions particularly and the overall balance is even better. Furthermore, I'd say Iron Hands are arguably as strong if not stronger than Alphas (whose real strength is versatility and Martial Hubris is a pretty big downside).

  3. Well, they don't exist right now, do they? Unless they crammed the BA Heresy rules into a book I'm not aware of.

     

    Yeah, the new Book 6 (released today!) has Blood Angels, Dark Angels, and White Scars. Just Astartes rules and Rites, no units or characters. That means the only ones lacking are Wolves and 1K Sons, which will be out this year!

  4. Yeah, the BA Legion rules exclude super heavy vehicles from utilizing the attack RoW rules.

     

    You can still use the defense RoW rules to gain access I think but you lose a lot of your assault rules when doing so.

     

    Edit: The images were taken down but found this on another forum:

    rites of war

     

    • two rites, one offensive, one defensive
    • offensive rite:

      all jump infantry units, must be held in reserves, and must deep strike in on turn one, no rolls needed, all deep striking units (not just jump infantry) gain a +5 cover save on the game turn they arrive, and all shooting attacks from deep striking infantry and jump infantry units gain pinning on the turn they deep strike in. all blood angels gain +1 initiative on the charge, characters must always accept challenges if issued. 

      compulsory choices for this rite must have jump packs, must take a compulsory fast attack choice, which must have deep strike or be a flyer. can't take fortifications, sentry guns or any LoWs that aren't flyers or sanguinius himself.

    • defensive rite:

      immune to pinning, and stubborn while within 3" of an objective which is in their own deployment zone. enemy units suffer -1 to their sweeping advance rolls when their running away. units that are below 50% of their starting number of models, gains FNP(5+) but counts as destroyed at the end of the game for VPs and are no longer scoring. Characters must issue and accept challenges, 

    So if you take the offensive RoW, you can't take any LOW (which should include a mastodon unless I am mistaken) unless it flies or is Sanguinius. Definitely can do this with defensive I think but you can't really spam the jump infantry.

    Oh I gotcha, you meant in conjunction with that Rite. Not unable to take it completely though.

    • Like 1
  5. Man, it would have been super cool if Pre-Heresy BA could have taken the Mastodan. Swapping out those heavy flamers with prototype assault cannons would have been awesome! Also spewing out 40 close combat BA marines would have been terrible to behold.

     

    Is there some reason they cannot?

  6. If you really want some Squat type rules produced by GW, you will have to look to Forgeworlds Horus Heresy series. In Book V: Tempest there are rules for Imperial Militia which are highly customisable and Forgeworld hid something in there....

     

    It is possible to get an army of Guard-type guys with T4, 4+ armour, and Bolters (and -1 to Run, Chase, and Flee) that can take a bucket ton of Thudd Guns...

    • Like 2
  7. Yeah, I'd like to know Pax. I  have attended tournaments in 3rd-7th and some were different and some were similar ( 3rd was cutthroat, 4th was comped (played GW GT system), 5th was kinda boring and cutthroat, and 6th and 7th have been the best by far in regards to variability and dynamism) but I don't understand how ITC makes 7th like 5th. You say it is not the rules, but some vague mindset? Seriously, explain it, will ya?

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