Jump to content

TW_Haines

Members
  • Posts

    242
  • Joined

  • Last visited

Posts posted by TW_Haines

  1. I use vanguard vet as honour guard remove the jump packs, and kit them out with power weapons and pistols.

     

    Honour guard are cheaper and can shred most units. I found a 7 man squad and the company banner is a real beat stick. Add in a chaplain or run it with the chaptermaster. I have found that to be a winning unit, always has worked for me.

     

    My 2 cents

    TW Haines

  2. Also you will have denial dice, with or without a psyker. A dice is rolled for charges both sides get that many dice, plus 1 per mastery level. As a race without psykers you get the base roll number of dice to deny. Chances are you wont keep much from happening unless your lucky, or have a lot of mastery levels in your army, But you can get lucky.

  3. I understand, the squeeze is getting me 2. I also look at the fact a case of beer is $20.00, smokes $5.00, and a big mac meal is $8.00. Knowing that the cost of a box of ork boyz  or rule book, is a cheep habit (I quit smoking drinking and driven fast). I understand there tanks cost about $10 more a kit than other models. I just look at all the things I spend on and what it what. I am on a fixed 60% income with 2 kids and a wife, Took me around a year and 1/2 to make a army. All in all worth every penny to me.

     

    TW Haines

    • Like 3
  4. That list scares me alot more than the razor spam list. Dont get me wrong, I am a mech junky and would get crushed by your razor spam. Only thing is I can fight back against it. That many marines up close and in my face forces me to play your game plan not mine. For me I can hang if I get to run the tempo, but rocked back on my heels I struggle. I think thats a winning list you have there.

     

     

    PS only change I can see is, I love setting my preds up with the autocannon and las sponsons.

     

    TW Haines

  5. I think battle wagons are awesome as long as the price is the same. Well and you understand its a 1 way trip. 14 front armour should get there for assault. Just wont be there for much longer. problem is that barrage hits side armour that's where the battle wagon falls short.

     

    3 running at you top speed with deffcoptas and bikes should be all the havoc you need to get them into assault. I hope anyway.

    Im gona try a speed freak army and the only way it works is if I can get those wagons to the squishy pinkskins.

     

    As for flashgitz well there a flash in the pan to me, haven't seen a rule anywhere that makes then good. Lootas shoot better and burna boyz are powerweapons so If the rules are all about the same I cant see using flashgitz.

     

    My 2 cents

    TW Haines

    • Like 2
  6. I am not holding my breath that it will happen. Truth be told, boots of any kind allowed to assault flyers is out of the power curve for the rest of the armys.

     

    I want to build a ork army, just holding out tell I know what the new orks will be like. If its a shooting army, I will hold out for Dark Eldar.

     

    I want Orks to be a Assault army with effective units. Armour 14 front open top battle wagons are what Needs not to change. 14 front should let it get into range before it pops, so you can assault. Open top makes it so a multi-melts will kill it, shortly after the boys hop out. Maybe we will get a iron clad equivalent big mek=) would be cool.

     

    Open top eating a flamer to the occupants keeps balance to the ork rigs, if to many changes to armour dont happen.

     

    All and all excited about the new orks

    TW Haines

  7. I think if you look how many times marines have turned to chaos, its not braking the fluff. Now on the flip side I wont pull demonology, as I dont walk with chaos.

    I was talking to a space wolves  player last weekend at Flugers, he is going to run demonology and kit bash some giant wolfens and the like and call them spirits of Fenris.

    • Like 1
  8. Thank you Scott I looked at your conversions and there outstanding. If you think the scale is to far off, I will take your word for it.

     

    Thank you for replying I think you do a amazing job.

     

    What I am thinking of is a old school "Rat Fink" army of speed freaks less about the ramshackled more about being a rat rod army. I will have to see what I can get my hands on to make it work.

     

    Thank you again for the input

    TW Haines

  9.   Hello all, I am looking at making some orks. Not wanting to use the kits as much as bash and smash making fun models. Found a cool model A ford hot rod its 1/25 scale can that work for a truck or what scale would a truck be for alternative stuff.

     

    Thank you

    TW Haines

    • Like 1
  10.    I like assault the way it is, and as a rule over half the boots on the table I bring are assault. I use rhinos as a second line rush, landraiders are my primary  assault, full of honour guard, or termys. I have tryed to use crusader squads, but it was a lot of points and just not cost effective.

     My hq is always a face smasher last one is in termy armour with a powerfist, lightning claw and the gorgons chain.

     

       I am also thinking of puting together a biker squad armed with lances or mauls. thats alot of attacks on the charge. It will put a big dent in something even better if I drop a chaplain on a bike in the mix. I think the new rules are ok, balanced lists are the rule for me. I cant run a all guns no guts list it will get crushed.

    And thats my 2 cents

    TW Haines

    • Like 1
  11. Well I just got my book and man it looks good. Real good! Fixed so much, assault a squad that has gone to ground and it has no overwatch. Whoot Transports are harder to blow up and dont get removed. No more rhino eats it and, your squad gets stuck on open ground. We get to hide behind our burning box. Whoot If you surrounded said box the squad is killed in the box as they cant be placed on the table. Assault is on baby! I think assault got better in 7ed, you just need to think about how you assault. Exit a rhino and assault next turn. Force them to ground with artillery before assault. All in all balanced out the assault and shooting armys a little.

     

    I dont like d weapons (never played with or against, they just scare me). Not that there broken just got me quaken in my boots. Not liking the option of lords of war mixed in with my old army rosters but I will live.

     

    Psychic phase is the big game changer. I dont see it brake the game, just a game changer. This one hurt my Templars a bit. Deny the witch is a little to weak, not going to stop a deamon army from over running you, so allies with psykers is a must.

     

    Allies got fixed for everyone, looks good with still bringing a xeno mix up, but now there not all hugs and kisses. looking at you Tau/Eldar. No more commie elves in space list holding hands. Gray knights can be allied to any SM force now, and not scare the crap out of them!

     

    Awesome fixes in my mind. With some cool options to bring the comp and fluff players together. The cards make it so a comp player is equalized a bit to the garage player, and I dont see ternys using the cards. Also the option for a mass of models army is cool, I dont see it being used to much, unless its for a beer and pretzels game.

     

    All in All good job GW

    TW Haines

×
×
  • Create New...