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ChaosGerbil

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Posts posted by ChaosGerbil

  1. Let's hope Rough Riders get scout next codex, and a small points drop.

     

    Chimeras with hull heavy flamers and meltavets want to advance. Turn one, move them all up and drop smoke. Turn 2 or 3 you can do some damage. You're not going to do much with multi-lasers. This also keeps the focus midfield so your artillery is relatively undisturbed. My mistake in the past is running just a few chimeras and in separate parts of the board, next time I will spam them since you are going to lose some the first couple turn. Dozer blades are recommended for this tactic. Also, if you have several together you can hide the AV 10 sides more easily. Sometimes disembarking makes sense, explosions can really hurt your squishy unit.

  2. A core of 10-40 Strike squad guys is a solid choice. Go mostly swords, then one hammer per 10 guys and maybe a halberd on the champion, plus a couple psycannons (that's how most people run them.)

     

    Assassins you can make from Dark Eldar Wych plastics and imperial bits. I used Wood Elf hooded heads for most of mine. You can probably convert a Coteaz.

     

    You'll only need one Stormraven or Landraider, since your basic guys are so expensive you don't have a lot of room for 200+ point vehicles. By the way my landraider died in all 3 of my games as ringer at TSHFT.

     

    With the razorbacks, they don't do a lot but you have incredibly cheap scoring units with the henchman, 3-6 guys at 4 pts. each plus special weapons if you want. The Dreamforge guys are more detailed than the Wargames Greatcoat Shock troops, they are as tall as a marine but slimmer. The Shock troops are guardsmen sized.

     

    Many people like to drop one or two terminator Paladins deep striking to contest late game.

  3. My experience is that gimmick armies are pretty hit and miss, more often miss. Also 385 points is Deathstar levels for a unit cost, but since you are walking you'll probably just end up killing one 100 point squad or simply shot up. 6th edition armies need lots of shooting and your list has very little.

  4. ... And Allies made building a unbeatable list impossible.

    ...

     

    There may be no unbeatable lists, but there are near unbeatable matchups, which aren't much fun for either player. If you have to tailor your list specifically to fight a combo netlist on a somewhat level field, something is very wrong.

  5. 40k and many other wargames aren't balanced that well, there is no rationale behind it, just sloppiness. The excuses we hear don't make up for all the wasted time and frustration.

     

    The player base would be stronger and therefore sales would be higher if:

     

    • the rules were less ambiguous

    • there were fewer overpowered / undercosted units

    • there were fewer underpowered / overcosted units

     

    Also the consistency is a bit off. A piece of wargear should cost the same and act the same no matter what codex it is bought from. Otherwise you just confuse people and add to imbalances. I could see an exception for HQ, HQ should have to pay an extra 5-10 pt tax or so on certain items, but it would be cleaner to just factor things into their base cost. Maybe you could argue troops with a lower BS or worse assault stats should pay less (like Guardsmen) but it drives me crazy when Marines aren't standardized for the same equipment.

  6. I'm seeing a trend with the codices and supplements. What used to be $25-$35 is now $50, and if you miss some of the stuff they deliberately took out you can add it back in for another $40 or so, three times in a row. This is why I don't own a single 6th edition book besides the main rules. Updating my armies would cost a couple hundred bucks without a single new model to show for it. If the books were better done I wouldn't mind so much.

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