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ChaosGerbil

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Everything posted by ChaosGerbil

  1. That's a camera phone photo of a printed photo so I can't blame the photography team. It looks like an end table tipped upside down, found at some grandma's house. Bleh. I'll be scratch building one. AbusePuppy, weren't you quite enamored with the VSG for your trying-to-be-broken Warhound cheddar list?
  2. Color me disappointed. The detail is fine but the basic shape just looks bad for some reason (robot dicks?) like not much thought was put into it. At least now there is a good benchmark for sizing.
  3. Ally in Space Wolf Rune Priests and a unit of Grey Hunters with a standard. Take some longfangs or other stuff if you feel like it. Njal is pretty brutal I hear.
  4. I am interested in helping with this project. I would love to play by these kind of rules. Send me what you have if you want feedback, to my email elementdesigns AT yahoo.com. I'm more interested in helping with rules design and proofreading than fluff reboots, but I'll look at anything. I'm in Washington, an hour SE of Seattle, where are you guys? Swords were pretty overpowered for 10 credits. Are you using the 2nd ed duel type assault system or a more standard 6th edition one? I thought the 2nd ed one was a little lopsided, and it didn't allow for both combatants to be hurt in the same round. Special Characters? Uh, I remember Mad Donna causing some yelling and maybe even actual tears. We were young.
  5. The only rules I have for Epic are the old ones. Is there a difference in editions worth talking about? I haven't played since the 90's. Mordheim min maxing...yeah that's why I mentioned house rules and the skaven slings thing. Part of the fun of skirmish games is having individual guys with names and unique equipment, so I would want some kind of no spam enforcement, and a discussion on broken combos. Necromunda seemed pretty balanced overall except swords gave an unfair advantage. Much to our amusement, with the skavvy gang it was cheaper to hire a new skavvy and eat him than it was to provide rations. For Mordheim I have enough stuff I could put together an empire, chaos, or skaven band. I'm not sure if they have orcs and wood elves but I have those models too. I still want to construct a burned out inn someday with warpstone glowing in the basement, or maybe a ruined alchemy lab.
  6. Yeah BS3 with rerolls is pretty nice, it shoots your odds up from 50% to 75% which is better than BS4. On 8 shots that helps, especially when snap firing. I probably wouldn't waste the grimoire on him to be honest but it's an option. I think a 3++ Heldrake or a buffed up melee assault squad are better uses.
  7. It should be a malediction, according to common sense. I'd prefer that over it being treated as a special snowflake power. It is clearly a "debuff" which is what maledictions cover. As for your list, you are overloaded on power weapons. If you dropped five power weapons and MBs that's 75 pts, enough for a Griffon heavy mortar or another Hydra. Flyer armies will try to focus fire on Hydras so I would put the third in its own slot.
  8. I spotted the movement tray too. I'm talking about the plain building in the top center. The skull alcoves are a mystery. The hardbound BRB has way more pictures of the kind of plainer city panels that I am talking about, with square grids on the windows for example.
  9. I am convinced that the skyfire objectives were a deliberate balancing mechanism against the power of fliers, which very few organized events ever use. In fact I have not played a single game with mysterious objectives. On the downside only scoring units can use them, which limits usefulness... except during the BGNT mission you mentioned and to a lesser event Scouring. My FF has a plasma head since it looks way cooler to me than the lizard face, I guess I could pretend it doesn't fire.
  10. I told you guys, we are calling them "Space Army." Some of those buildings are not GW retail terrain, I think they used some early test pieces. I wish there were some simpler, plainer options on the building sprues. Those skull sections are pretty cool looking.
  11. It's nice that they aren't fast attack, so you can combine Spawn with them or leave room for power choices like Heldrakes or bikes. 1 Maulerfiend will get shot up and die turn 1 or 2. With 2-3 Maulerfiends and spawn support, they will usually make it to combat Turn 2 or 3. Take nurgle spawn and keep them in cover, and avoid charging dedicated melee units. Krak grenades on their own won't stop a MF, but watch out for power fists and melta bombs. If you have something like a bike squad rushing in too, you can challenge the sarge and kill them before they swing, or stop the model from fighting for a round or two. I haven't tried the forgefiend but a plasma cannon head seems like a good upgrade. 200 pts. is spendy for a single vehicle though, and the Maulerfiends are only 125. The upside of the FFs is they can be backup anti-air, snapfiring yes but with 8 shots you will get 1 or 2 hits and force a grounding check at least.
  12. Hi there, I grew up playing GW specialist games even more frequently than 40k, and I miss them. A few months ago I got all my Epic armies back (IG, Marines, Chaos, plus basic set Orks and Eldar) and it would be fun to play again. I'd love to do a Necromunda campaign, in fact my IG 40k army hails from Necromunda. I'm also willing to learn Mordheim and have enough models for it, as long as no one does 16 skaven slaves with slings it should be fun. Space Hulk is another option, and I have a bunch of good board games. I'll try Blood Bowl, Dreadfleet, Deadzone, Kill Team, or whatever skirmish type game you have. I prefer non historical though so I don't have to look at swastikas.;) We'd have to make sure we agreed on what ruleset version to use and maybe do a couple house rules for balance. Transportation is hard for me at the moment but I can host in Maple Valley, and I am a prolific terrain builder.
  13. A rear krak grenade? Huh? 2/3 chance to hit, 1/6 chance to glance, 1/2 chance of an invul save from the shield. That's a 1/18 chance of getting through, so for 6 hull points you will need an average of 108 ass grenades, or 54 with no use of the shield. That's not exactly practical to take down one scoring unit.
  14. I can't find any alternatives. You mean Tyranid gargoyles, right? There are generic wings you can get but nothing close to a nid. Paying $2 each for wings and $2 for a gaunt comes out to more expensive than a stock gargoyle.
  15. On Ebay, there is an auction ending tomorrow for "Great weapon hammer tops" from seller Bits World, only a buck right now. Hoardobits.com has a set of mining picks for under $2.
  16. A real life Knight! http://i.imgur.com/miuyc2s.jpg (sort of)
  17. Heavy support: People hate on vindicators but I think it would complement Orcs nicely. You could also try out the triple las predator or the cheaper autocannon / lascannon version. I also like Havocs, but I've come to the conclusion that they should have extra bodies and probably a morale boost like VOLW or a standard. The Forgefiend is less durable from the front but might be worth a try, I have no experience with them though. For FA: Easy choice is that you you want a heldrake... although spawn are nice for being able to tie up units while the rest of your line arrives. Bikes are good too but the baleflamer drake is better. Those vector strikes can add up, and they auto-hit enemy flyers too. Troops: Slanneshi assault marines are possibly worth considering, or cheaped out CSM, but the smart bet is to just get small cultist squads that come in from reserve. You can also make a bargain fearless mob for fun with a cheap lord Elites: Meh. Shoota boys and rokkit buggies will be better offensively for shooting than anything here if you ask me. Noise marines and plague marines are cool but so costly. HQ: For shooting focus keep it cheap, like a level 1-2 sorcerer For under 100 points you can get a trim lord to give fearless to a 30+ cultist blob. The blob Lord needs an invul save and a couple assault weapons, but don't go overboard on gear. The exception I'd make for gear on lords would be a bike lord with a fast retinue, he can justify more points in offense. A bike unit's jink save is helpful, or you could go for the nurgle spawn route and put 15 T6 wounds in the way.The trick there is to hop them in cover while your lord uses cover sparingly, I had a bike lord kill himself on a forest at TSHFT so I'm bitter.
  18. They have to get out, which is why I'd only rather pay 9 points a model or so for flamer dudes or 4 for melta. Costs are higher for vets and ccs but worth it on the meltas and plasmas at least. I'll have to try grenade launcher vets, then again for anti-air it wouldn't matter. Str 6 is a good place to be for putting wounds on a lot of flying MCs. I haven't run Creed myself, I'd rather get my outflanking with Al'Rahem. I hope IG gets more deployment tricks and options in the next book. What if you picked 2-3 major orders before each battle depending on what kind of HQ you had, that would each give a bonus of some sort? From army wide USRs to "one unit gets rule X", that could be fun.
  19. Don't forget about ebay, bartertown, and the rogue trading subforum here at ofcc. The market has tons of used CSM and rhinos. Unless you want a specific bit the term lord set is overpriced for just one model, for example. For effectiveness Heldrakes are indeed awesome, although that one is hard to find at a reduced price.
  20. Why take creed and a PCS, when you can take two CCS for about the same price? All you really want are BS4 meltaguns (or plasma) with rerolls, the fists won't do much for the points. Commy Blobs are much better for CC. PCS' are good for spamming flamers out of a chimera top, for about 100 points it has some decent threat and still scores.
  21. That sounds correct to me generalripphook.
  22. I find it amusing that the FW saber platforms are basically a weapon team on stilts, yet count as toughness 7! A halftrack Taurox is definitely the way to go
  23. I can't find any rules rumors yet. My wishlist involves: an order for interceptor, and orders for vehicles. lower costs for weird and unpopular units like abhumans and RRs homeworld rules (city fighters, jungle fighters, desert dudes, arctic attackers, mechanized, underhive scum for example) more variety for psyker lords and psyker battle squads more offbeat wargear to make characters stand out, and cheap enough to be worth taking on a fragile frame Vox casters should be cheap or included in the squad for free There should be more leadership tricks for fragile guys like heavy weapon squads or perhaps a small points decrease Most of the tanks are costed pretty fairly, but bulldozers should be 5 pts I would like to propose we start calling these guys "Space Army" in honor of the name change.
  24. The AdMech cultivate gear that in some cases is over 10,000 years old. I can see rust being on some stuff even without a special backstory. Plus, it looks cool.
  25. This post has been entered into the Book of Grudges.
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