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SigurdBC

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Everything posted by SigurdBC

  1. Sounds good. I'll see you then.
  2. I'll be around for some 40k. Be there around 6pm.
  3. Hey Jim, I'll take you on in some sick 40k action. I don't believe we've every played so it'll be fun I'm sure. I'll get to the shop around 6pm tomorrow and we'll go at it. We'll see how long the pesky eldar can last against the sons of russ.
  4. I'll be there for 40k. Be there around 6pm as usual and play whoever's there.
  5. Welcome back to the ever wallet and time consuming hobby. If you want to get a game in with your starting Skitarii with the newest addition I'm usually down at Dark Tower @ 6pm every Tuesday if you ever want to get a low point game in/whatever point value you want to play. Also, those Start Collecting boxes are a good idea if you are looking for value and also collecting a lot of dudes at once. Best of luck and maybe we'll have a game sometime.
  6. Hey Sherbert, Kudos to wanting to make a history podcast. As a fellow historian I salute your effort. In regards to recording/hosting your podcast Streamcloud is a good website/recording software to use. I had to make a podcast for an IT class in my Ed. program this past quarter and I ended up recording it using Streamcloud. It's completely free and you should be able to post the podcast to your account page once you are done recording. Just for simplicity sake, I would recommend recording simply using a headset and a mic, if you are doing this solo. On the other hand if you feel that your mic/headset is a pos, well then I would recommend just getting a cheap new one which would work just fine for recording. You don't have to go too overboard on it. It's what I used for making my podcast so it hopefully will work for you. I hope this helps and best of luck informing all of us about the Dark Ages. Huzzah!!!
  7. Bikes look sweet. Hey why does that one biker get to have a cigar when Graves doesn't? (for you League of Legends fans out there).
  8. I'll be there for 40k at 6pm. I'll play whoever's available.
  9. Such a weird video. Should have put a disclaimer in saying "Not representative of actual gameplay", because it certainly was not. Also, I'll be playing 40k with Jason this week. See everyone there.
  10. I'll be there for some 40k at 6pm as usual.
  11. Going to be playing some 40k with Tucker tomorrow. Finally get to use my new Chaos Daemons Decurion woot.
  12. Going to be playing a small game of 40k with Jason. I'd be up for another smaller point game after we get done if anyone's not got a game set up.
  13. Doing 40k things, stuff, and junk
  14. I'll be there around 6pm for some 40k. I'll play whoever's available.
  15. Greetings Fellow Servant of Grandfather Nurgle, So glad to see another mono-Nurgle player out there. So, here's my feedback on the list. When it comes to the Herald for the Tallyband I would recommend not beefing him up so much. Even with a greater reward, lesser reward, and mastery lvl 2 the herald won't have as big of an impact as you would want him to have with all of those upgrades. What I would recommend is stripping the greater reward and one mastery lvl from him. That way you can still get an etherblade which is good for challenges or threatening to take out marine equivalents (MEQs) in close combat and have some psychic abilities like Stream of Corruption and potentially summoning. I usually run my heralds with one lesser reward (default to etherblade usually), greater locus of fecundity (like you have done), and mastery lvl 1. That way you can still summon in guys, project a 12" FNP bubble, and still be able to do well in CC but not have so many points tied up in a 2 wound, poor save model. On the Great Unclean One, I always include one in my Nurgle army as well since it's such a good greater daemon. I would swap the points you are giving to your Herald to that GUO beefing him up to Master lvl 3, dropping the lesser reward on the GUO with the finished loadout being Mastery lvl 3 and 2 Greater Rewards. Another small tweak is to keep a unit of Plaguebearers from the Tallyband in reserve with an instrument. Since you typically want to deep strike your GUO, that way on Turn 2 you have two chances of bringing your GUO in that turn rather than rolling a 1 or 2 and having a very expensive model out of the game for another turn. The instrument is a great way to help ensure that your GUO comes in on Turn 2 like you want him to do. I think your Daemon Prince is very scary and with a 2+ jinx save he will be very hard to kill w/o ignores cover weapons. Have him fly around the map with psychic shriek and watch your opponents best units scream in agony as they die. Also, I do like the multitude of Nurglings and the cheap auxiliary you have chosen in the Chaos Flock. I am seriously considering using that auxiliary since it's cheap points and money wise to implement. With a whopping 18 nurgling bases that is a whole lot of wounds (72 to be exact) that your opponent will have to deal with while also allocating serious firepower to your Knight, GUO, and Daemon Prince. Give your opponent a target rich environment and often you will reach him/her and be able to tie up their units with those pesky, ankle-biting Nurglings. Other than that, a solid looking list with a lot of bodies with the potential to bring in more along with some punchy units like your GUO, Knight, and Daemon Prince. Have fun with the list and let us know how it comes out.
  16. Yeah I would kinda agree with you guys. The formations aren't that groundbreaking/improving upon units enough to make them worth it. The Cylcopia Cabal is imo the best by far. Getting a unit of Devastators and even better Centurion Devastators to fire for you for free is so sweet in certain match-ups. The artifacts on the other hand are HORRIBLE. The best one out of the lot is the Eye of Night (once again imo) but it costs so many points, which makes it kinda unusable. Everything else is just garbage or not worth its points.
  17. I'll be there Tuesday for some 40k action. ETA around 6pm as usual. I'll play whoever's available.
  18. Sounds like fun. If no one's available for 40k tomorrow (4/5) then I'd be game to try it out. I'll be to DT around 6pm tomorrow if that works for folks or does the game take longer than 4 hours to play?
  19. Hey Agent, As a primarily Nurgle player, I do agree with what's been said before. Your punch in your list and a lot of your raw killing power in melee comes from your Greater Daemon MC's, Daemon Princes, and your Etherblade wielding Heralds. On the other hand Nurgle is really, really good at wearing down the unit that they are up against over multiple rounds of combat. Nurgle is not like Khorne or Slaanesh where they can charge in and wipe a non-vehicle unit out in one round of combat. Nurgle is in for the long haul and is great for tarpitting more expensive units. This is especially the case when you have a blob of 15-20 Plaguebearers with a Herald with the FNP locus. This makes for a surprisingly hard hitting yet durable unit. And Westrider makes a good point that Nurgle has some of the best anti-tank lesser daemons with the Plaguesword (auto-glance on 6s). With a 10man squad having 20 auto-glancing hits on the charge there's a decent chance they'll wreck even a land raider in one round of combat. The other aspect of Nurgle's killing power comes from some pretty sweet psychic abilities thanks to the new Nurgle Plague Discipline. With the Primaris being an AP 3 poison 4+ flamer there's a lot of dmg potential with correct positioning. Furthermore, there is Plague Wind with its Large Blast Poison 4+ AP 2 goodness and with the nova Hemorrhage that can be ridiculous. So between the MC's and psychic, never fear that Nurgle still has some teeth. Hope this helps and happy wargaming.
  20. Hey folks. I'll be there around 6pm for 40k. I'll play whoever's available, TW or others. Going to try out my new 2000pt Ironwolves list and see how it goes. I'll see everyone tomorrow night.
  21. I'll be there around 6pm for 40k. Didn't know a league was starting so that's sweet. I've got all kinds of point lists so I'll play whoever's available at whatever point limit they want to play.
  22. Yes, a storm shield and runic armor is 35pts. (20 for runic and 15 for the storm shield) whereas the Stormwrack armor is 40pts. You do lose IWND, but rarely is that game breaking. On the other hand though you are adding a lot of points to your warlord w/ a bike or TWM. Wouldn't be what I'd do since I"m a boys over toys guy, but some players would go for it.
  23. Thanks for the answer on that West. That does make sense. As for the Razorback, it's on the list and yeah a free twin-linked lascannon or assault cannon for free included all of the armour, hunter killer, dozer, and storm bolter upgrades is so hilariously wonderful.
  24. Also here's my 2000pt. Ironwolves List for those that want to have a look and offer suggestions. Just note that I am limited a bit by my kinds of transports, but general list building help is always appreciated. HQ Wolf Lord- 165pts Terminator Armor Frost Sword Armor of Asvald Stormwrack Wolf Guard Terminators (5) (w/ Wolf Lord) - 240pts Thunder Hammer Storm Shield (5) Land Raider Crusader (Extra Armour, Hunter Killer Missile (10pts), Multi-melta, stormbolter) 260pts Blood Claws (5) - 135pts Pack Leader w/ Power Fist Flamer Drop Pod Blood Claws (10) - 380pts Pack Leader w/ Power Fist Meltagun Stormwolf Grey Hunters (10) - 253pts Pack Leader w/ Power Fist Meltagun/Plasma Gun Rhino (Extra Armour, Hunter Killer, Dozer Blade, Storm Bolter) Grey Hunters (10) - 246pts Pack Leader with Power Fist Flamer/Plasma Gun Rhino (Extra Armour, Hunter Killer, Dozer Blade, Storm Bolter) Long Fangs (5) - 185pts 4 w/ Missile LauncherLone Wolf - 65pts Terminator Armour Combi Melta Power Fist Lone Wolf - 65pts Terminator Armour Combi Melta Power Fist Total Army Point Value: 1994pts
  25. Thanks for your thoughts guys. I didn't consider Westrider's perspective on the transport capacity for everyone. I took the restriction to mean that every unit had to have a transport. So everyone knows the wording here is it: "You must include enough Dedicated Transports with sufficient transport capacity to carry all non-vehicle models from this Formation". Therefore, I believe we've come to a consensus that you just have to provide the slots for all of your infantry models, but can still have some units, like Wolf Scouts or Long Fangs, foot slogging and not having to be in a transport. Very interesting. Time to go look at my list again and take the Long Fangs out of their Drop Pod =) Here's another question for you guys to wrestle with: With my Land Raider Crusader having 16 transport slots for regular Grey Hunters does putting a squad of 5 Terminators in that Land Raider taking up a total of 10 slots because of Bulky meaning that there are only 6 total transport slots left or are we going by model count alone and therefore there would still be 11 slots open to count for the rest of the army?
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