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IW Raptors

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Everything posted by IW Raptors

  1. Considering they released an FAQ for codex LOTD today, I'm guessing they just forgot it is a thing when replying to the question about Imperial Agents and other codexes.
  2. Just a heads up, Lias is 175 pts, not 170. Other then that, Lias is Lias mother fracking Issodon, the imperial batman.
  3. I just want some objective secure, recycling Space Marine Ghosts. From the fluff, they seemed cosy enough with the Imperial fists, nods & all. Anyways, the Castellan formation, looks like a handy way to get around limited detachments. Coteaz (Imperial Agents), an Inquisitor (INQ Codex) with servo skulls, Culexus & 4 min scout squads comes in at just under 500pts, all objective secure and useful to a variety of imperial armies.
  4. No legion of the damned in any formations seems an oversight, from the fluff spoilers I read, they play a part.
  5. If GW are still selling a codex/supplement, e.g. Codex Inq, Sisters or LOTD codex, I would assume they are still official and legit to use. Of course, from GW point of view, they might just consider the codexes an expanded source of fluff and art now, as Imperial Agents can't fit all that in. GW honestly might not give a hoot which version of the rules people use, which isn't great for players as things get murkier then they already are.
  6. The music choice is the most important thing really. I'll bring the mission impossible theme as a backup for those games vs top lists.
  7. Khorne and powerlances lads is the way :p (Probably not a bad shout really, but who has lance models floating around?!). I will try going sans sigil and see how it goes, my gut feeling, is 25pts a pop is too steep for a 4++. I think my aspiring champions will bite the challenge bullet if something is sufficiently scary for my lords. I saw a CSM battle report, where someone was using the Warband re-rolls on boon table to make their okay Chaos lord into a beat stick rather then sticking loads of points into him, I like it, cheap date kinda guy that I am. Thanks again for everyone's advice. I think I have an idea now what to playtest and focus on. The two ideas I'm going to try are the Warband+Raptor Talon & Iron warriors, as it thematically works and looks pretty playable. I'm also going to try a list with more points invested into the Warband itself, by expanding out with havoc squads and special weapons. They can't trade their bolters for cc weapons, but 10 WE Havocs, with 4 Meltas/flamers or maybe even Plasma look a decent prospect to me, with objective secure and WE benefits. Not tournament winning, but versatile.
  8. Wow, thanks for that effort. Yeah I think the Raptor talon is a natural fit, 2d6 pre-game move and re-roll charges on them, + all the khorne rules and fearless, makes them playable I think. Warp talons is pretty maverick though! I like the Iron warriors detachment, but i'm also considering just expanding out the warband via havocs, I think Havocs with multiple special weapons+objective secure, could be solid, e.g. 10 man squads with 4 meltaguns. Do yous think they'd need a Rhino in that setup? Losing the pregame move is a bit, crap. I have the models to play it either way, so it is just a matter of which is more workable. I don't think i'd go heavy weapons on WE havocs, better off with the Iron warriors in that case. I was sticking the sigil on my CSM lord as I saw others doing it, but 25pts for a 4++ is steep. Is it the done thing for a reason, or just players picking up an inv save for sake of it? Also, in regards to those Aspiring champs, do yous reckon if taking a melee weapon, sword, axe or fist? I don't really rate the power sword, but swinging at initiative and st5 on the charge makes it worthy of consideration imo.
  9. Thanks, I agree the list could do with allot of work. I'm a bit like a kid in a candy store or..a deer caught in headlights. I think, if I had to pick one, the Warbands objective secure, is preferable. Khorne Berzerkers are an extra 4pts a pop and trade objective secure for the extra charge distance & WS5. I think they are viable in the Maelstrom of Gore, but if I had to pick one core choice right now, objective secure is such a strong rule. The Chaos lord with the talisman is an auto include, then I think it would be a decent idea to bring in another Chaos lord, with the Axe of blind fury and such. I want to run CSM, so a big 20 man squad, which includes the Chaos lords & talisman, looks like a way of putting allot of angry marines in an opponents face. After that, i'm not quite sure how to build the warband and support it. The Raptor talon as an auxiliary choice looks a good fit, instead of deep striking, start them on the board to get the benefit of the butcherhorde. I don't really want to include a cabal, but I keep looking at it, because it is so good. And so dirty. But so unfluffy.
  10. I'm open to ideas on the list of course, not really aiming for heady heights, just a way to play my CSM models against other non top builds and stand a chance. Haven't played CSM in a loooooooong time, so I'm flying pretty blind. I know Cabals rock and khorne dog stars are a thing, after that.. My thoughts behind the list was, a fast assault formation, the rest of the army is objective secure and plays the mission ultimately. The Warband can reach the midfield with their speed and Iron warriors CAD cover the backfield.
  11. Turn one for the lords unit and Berzerkers, or a very good chance of it on most table deployments and average pre-game move. The rest of the Berzerkers are iffy, possible turn one, charge turn 2 if not. The Bikes have a decent shot at turn one, the rest follows up on objectives after their pre-game moves, as they are objective secure. Or at least that is the idea :p
  12. Well the world Eaters get a 2d6 move before the game if they are on foot and can re-roll charges. In addition, the maelstrom of Gore adds +3 to their charges and get fleet for the zerks.Finally, the Chaos lord in the big squad with his talisman, adds another +3 to their movement, runs and charges. So for example, that squad has a 2d6 pre-game move, 9 movement and a +6 movement to their charges, re-rollable. So not as slow as you'd think.
  13. The LOTD entry is just odd, allot less options compared to the same unit in the space marine codex. They don't even get access to the LOTD relic or warlord traits. Also, they haven't put up the same notice on the LOTD codex sales page about imperial agents replacing it, like the inquisition and sisters books, so I guess they either forgot or it is still valid?
  14. Well, more Khorne, less Iron. But good book and got me into CSM back in the day, still have the army and 95% painted, so with the new book, I thought I'd try them out again. The WE are khorne flavoured Iron warriors. World Eaters Butcherhorde: Maelstrom of Gore: Chaos Lord (MOK, Power Axe, Sigil of corruption, Talisman Of burning blood) 13 Berzerkers (Power Sword) 5 Berzerkers (Power Sword) 5 Berzerkers (Power Axe) 5 Berzerkers (Power Axe) Chaos Warband: Chaos Lord (MOK) 5 Chosen (Meltagun, MOK) 10 Chaos Space Marines (2 Meltaguns, MOK) 10 Chaos Space Marines (2 Meltaguns, MOK) 3 Chaos Bikes (Flamer, MOK) 5 Havocs (2 Meltaguns, MOK) Auxiliary: Chaos Spawn (MOK) Iron Warriors CAD Sorcerer 10 Cultists 10 Cultists 5 Havocs (4 Lascannons) 1850pts Chaos Warband Lord joins either the Havocs to give them obsec and fearless, or some Cultists. Everyone has free veterans of the long war, where applicable.
  15. Hopefully they just gloss over LOTD and forget that codex even exists, as BOLs said they get less weapon options in this. Why? Feth knows.
  16. More here: http://www.belloflostsouls.net/2016/12/goatboys-40k-10-imperial-agents-highlights.html Not a fan tbh. Looks like a fairly lazy effort, hopefully the codexes like INQ aren't invalidated and we can just move on. Guess we will know on Saturday.
  17. I see a mention that the LOTD detachment can choose a turn to come in, if that includes turn one, well that is quite a buff, more then the rest seem to be getting. Even if it doesn't include turn one, it is nice.
  18. I'd say so, seems to be the way until 8th comes along. It's gonna be "Take 4 squads of legion of the damned, and in this detachment, they cause extra fear. -1 to fear checks for enemy models if within 6 of all LOTD". Watch out ork players! :p
  19. So what do we think, a compilation of existing rules, or will some new formations/rules/gear be thrown in? I'm really hoping the legion of the damned get either a way to arrive turn one or objective secure via their detachment!
  20. If the Tau one, had a unit of crisis suits included in the formation, well crisis stars would be rejoicing hard. Seems like they even thought it out, as the Ghostkeel is singular, rather then a unit. So no three Ghostkeels in a unit, with a free move! The Devilfish appreciates the free move, but not enough to take the formation. Box contents are good though, so who gives a flip. Your not buying starter sets for their formations.
  21. The Tau starter set and this new one, depending on price, look like a pretty good way into Tau. I was very happy with the starter set, even as an existing Tau player, good value. The op stealth is an obvious way to go with the Ghostkeel and stealth suits when you expand, the pathfinder and broadside formation is pretty good as well. The Devilfish got hit hard by the draft FAQ, the jink and no aura out of transports stinks big time. The Ethereal and strike team/breachers in a Devilfish went from nice and fun, to this is silly. Still, iirc the Devilfish can easily be made into a Skyray if you search eBay for the turret. Or you can like me, a proud owner of two devilfish and 3 skyrays/hammerheads, pray to mojo that GW change the draft FAQ or discard it for eight! Mech Tau will ride again! ( I was so happy about the combo of Ghostkeel wing, breachers in devilfishes and skyrays upon release of the codex, as I used to love mech Tau back in 4th edition and still have the vehicles.)
  22. I don't think even I could subject myself or opponents to a battle company horde with summoning. I mean, it could probably work with the inherent strength of battle company free stuff and summoning, but can you imagine the length of the turns?! In response to LH, I've actually faced a tourney battle company dark angel list at 1500pts that did exactly that, just maxed out the free transports, a smattering of upgrades and used the sheer amount of bodies and hulls of transports to swamp objectives and block movement. Even after you wreck the transport, you have to deal with the surviving marines hiding behind wrecks. I'll go back to the drawing board and in the meantime continue to play the Talon Strike force. Thanks for everyone's help!
  23. Legion of the damned are pretty good, a 5 man squad, with multi-melta, meltagun and either a combi melta or grav on the sarge. You can always fit them in via their little well known codex, which is basically just the copy pasted LOTD entry from the SM codex (so don't buy it!).
  24. I'm completely fine with tearing a list apart whilst it is in the design process, why else post a list/idea if you don't want input?! I tend to like unusual ideas anyways and you can only do so much theory on your own. The jist of the idea behind this list, was that battle company, is really good at most objective missions, so much objective secure is just a pain to clear away. It doesn't really assault or shoot well, just stands on objectives at the right time. Although after facing the all heavy bolter free razorbacks, they do add up! One of the weaknesses of Battle company is kill point missions. The Talon strike force, which is the naked demi company & 10th, gives you a re-roll on the mission, table side and deployment before the game starts. It can also come on from reserves turn one. With the battle company having scout, it could outflank if going 2nd and null deploy the army, with something from the talon coming on 1st turn, or the entire army could start as normal and be faux white scars with scouting transports onto objectives. I thought it had some merits, but I can totally see your points. It is neither a fully committed Talon Strike force, or battle company. Funny enough, regarding model count, because I have a 40k marine army, and am starting a 30k legion, the body count did not worry me too much, bar the transports & some scouts! :P
  25. I don't mind critiquing of the list at all! I'd rather know now, then later if it is junk. I have played against someone who used the horde battle company (naked or bare min squads for free transports) as opposed to min max White Scars, obviously very good at objectives, but has a few issues alright if the mission is not right or faces a hard counter. I have the models, bar the transports which I can get a loan of to test out a more typical battle company, Grav in Rhinos, las & plas Razorbacks etc. Like I said though, not sure if I want to go the cookie clutter route of your typical battle company. Thanks for the link Puppy, I really enjoy playing the Talon Strike Force as a fun semi competitive army, interesting to read another perspective about it as not many play the TSF. My full TSF list indeed has Lias, Inq with servo skulls, Coteaz and I am auditioning the auxiliary choices. Tricky to play with and against. I heard a talon strike force won battle for salvation recently. My wet 40k dream, is Forgeworld confirming that Raptors can use the TSF in a errata/FAQ, they have done so via email and said an update is coming, but I'm not holding my breath.
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