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Wellington99

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Everything posted by Wellington99

  1. Sounds good. Should be able to chat with Sean, Jeff, and Alex tomorrow and maybe try it out borrowing one of their armies. Work out what to get finally what with the new Caledonia pack coming on Friday from what you've said and keeping everything in mind.
  2. On the original note, I've heard that there are no bad units in Infinity. If that's the case, then (so long as I add another specialist or two) I can pretty much make my army however so long as I use them correctly. Even so, after I get my starting 200 points, what's generally a good next acquirement, or is it wholly dependent on how I wish to spec my army out for?
  3. No one can resist a Yorkshireman leading an army of big burley Scotsman that can only yell "Scotland Forever!"
  4. Well I took a bit of a look. Going with the new starter, I can get 200 and 10 orders with adding a Dozer, Wallace, and a Cameronian, though one is impetuous. It also doesn't look like it has any long ranged options with only Chain rifles, a single combo rifle, three rifles, and three T2 rifles. in contrast the other list I'm thinking of with the Highlanders, Wallace, Mormaer, Scot with ML, Cateran, and SAS give me 10 plus 4 impetuous and has a T2 sniper and missile launcher. It means I don't have an HMG or a molotok for medium range but for short and long I'm covered (Unless the T2 rifle and combi rifle count as medium range weaponry which I would think they do? Don't have some of the information on hand atm of writing). Both lists give me a specialist in a Dozer (a variation of the former list has an SAS forward observer instead of the Cameronian), which means I am lacking more than a bit in the specialist department (though the former and the variation on the former give me a paramedic in the starter box). In all, the former has some decent kit with technically 10 orders and can have two specialists if I make the list a certain way, whereas the latter gives me the ability to engage at almost all ranges, fully 10 orders, and solid infantry but with a single specialist.
  5. I'm actually in Ohio with the guys down in Athens. Got into 40k a year ago with Sean(Xavier), Jeff, and Alex(Kaoshin) and all those in Athens, and now getting into Infinity because of them. I'd probably end up getting the latter list because at least on the surface it gives me a rounded composition, and Wallace + Highlanders is a good combo from what I've heard, but I wanted to know what others thought might be better for a starting player. It's almost like buying a Get Started kit in 40k plus another model kit versus a bunch of different models individually. Both are viable but I've seen the former recommended more often than not.
  6. I've fairly recently started to get into Infinity. It had always intrigued me before but I never really got around to it until after a bit of "gentle persuasion" (read: pestering, though I would've likely gotten into it at some point anyways). I've firmly settled on Ariadna, more specifically the Caledonians, and with a bit of help, have a list of units to buy to get me started. As when I usually get into a new game, I checked out the free downloadable N3 rulebook, YouTube videos, and messing with the army editor to see what it is I'm getting points wise. I noticed with what I was getting (the hopefully soon to be released new Caledonian Highlander Army pack, William Wallace, and a Dozer w/ Traktor Mul), I was just shy of 200 points, so I thought "why the hell not?" and settled on adding an SAS with chain rifle and grenades. However, fairly recently I've been messing around with the editor some more and chatting to another friend who played Ariadna, and I worked up another group of units to get that also equals 200 points (Wallace, Dozer, SAS with chain rifle and nades, Scots Guard ML, Cateran T2 Sniper, Mormaer T2 rifle, and the Highlander Rifles). From what this other friend has said, this list does give me options and flexability, but of course the previous list is certainly cheaper, basically coming down to paying 26 bucks more for the latter or waiting perhaps another week or so for the former. For a brand new player who has experience with other table top games (WH40k specifically) or any kind of new player, what do you suggest in general? Do you suggest getting what was originally suggested to me (sectoral army pack, lieutenant, and engineer) or to try and get enough for a standard game of 200 points, or trying for a more allegedly flexible list? I have no qualms about spending slightly more as I'm coming from 40k and if in general the latter idea is the better idea, I'm more than happy to dump the cash to get them.
  7. If I wasn't already trading my Chaos stuff off to Jeff I'd be happy to trade it to you. Gonna be getting used to 8th with the Primaris Marines before getting my Guard stuck in.
  8. Thanks for all the advise, Tallarn. I see that abour more than half of your lists contain sentinels in some form, which as one who loves his walkers is great to see. Unfortunately my friend who I've been helping vehemently dislikes them (They resemble something AdMech...somehow...), so much so that he doesn't want me to talk about them when I'm talking about a match I've had (unless they did poorly). He also is against taking Vendettas in his list (the reason I cannot remember but I think more fluff based) despite continuing to mention he needs more firepower (even if Vendettas are not the best for it depending on circumstances). He's basically trying to run a mechanized guard list, something similar to your Blitzkrieg force except without conscripts and sentinels and with Pask. Some bits I do remember is he has Punisher Pask with a Vanquisher and his vets have the Grenadier doctrine (15 points for 4+ armor save).
  9. For those of you who've used Pask in a Punisher, would you recommend tossing another Russ or two into a squadron with him? And if so, which variants? I'm going to see about getting him at the earliest convenience, and my friend who's also gonna be starting guard when 8th comes around is planning on taking him with a Vanquisher, banking on the order that makes them fire at different targets (He is a 100% newb when it comes to the game though he knows a fair bit about the lore and is only making a list right now). Personally I can see putting him with the likes of an Exterminator or even a Demolisher, but it doesn't seem like its a good idea in my gut. Also as sort of a general question, what makes up a well balanced Guard list for you? A list that's fun but also can do well enough against most?
  10. I've been talking to a friend of mine who is wanting to get into 40k, and we've run into an issue. According to him, every battle report he's seen with Wyvrns show them as having 4 shots each, while ones I've seen show them as having only 2 each. In reading the stats for the guns, it seems to confirm what he said, but I'm still unsure based on what I've seen for all the other twin linked weapons which have a second gun next to them (see the twin linked autocannon on the Exterminator or the twin linked lascannons). Do they have 4 twin linked shots or only 2?
  11. Speaking of Knights, how do you think they compare to the likes of the Baneblade varients? As in, when would you take a "standard" Knight over the Baneblade?
  12. I'm pretty sure if you ran a campaign it'd be something like 3 or 5 games before you get a special operative and that's a basic one at that. That's excluding spending points to get more troops, get better stuff for your troops, and so on
  13. I know GW has those starter kits, I already have all but the Bullgryns and Techpriest, hence why I'm getting them. Also I'm getting one box specifically for Shadow War: Armageddon so I can try the different Ogryns out. I'm getting it in the knowledge that two of the three won't be used. I might do them magnetized, which would make them my first magnetized units for the arms. Regarding the squads, I think its so you can kit them differently. Maybe in a long campaign if you save up enough points you can get two Terminators, but I doubt you'd be able to field 5
  14. From the article I read, it touched on that specific point about the slabshields that I underlined. It said that they were a combat unit second, and more of a utility/mobile defensive line first. Pretty much they're supposed to do like they do in the fluff: take hits so your guardsmen don't have to. When I get the kits, I will more than likely have one of each of the three variations (Ogryn, Bullgryn w/ Slabshield, Bullgryn w/ Power Maul) and then the other three made into slabshield Bullgryns. The reason for the first three is due to what I originally wanted to do: get some for SW: A so I have the ability to field them. Initially I'm expecting the Bullgryn with maul to be probably the best in that scenario, but only time will tell.
  15. I'm getting two boxes of Ogryns mostly to have for Shadow War: Armageddon, and I wondered what your opinions are on Ogryns, Bullgrins with the slabshields, and Bullgryns with the power mauls in standard play, even though I most likely will not use them outside of SW:A. I've looked around and the general opinions are that the Bullgryns with slabshields are the better option, the suggestion being a unit of 10 spaced with 2 Bullgryns in base contact with each other spread 2 inches apart into five 2-Bullgryn "units", and have them in front of your army.
  16. Well I had a 2000 point tournament on Saturday at the local store, and it was both fun and taught me a fair bit, mostly about my own play style and how I need to change it, but also what worked and what didn't. Starting off, I took a platoon of 40 guardsmen (Sergeants with bolt pistols and power axes) with platoon command squad (two snipers and a lascannon) in a Chimera (heavy flamer in hull), Vet squad in a Chimera (two flamers and a heavy, bolt pistol sergeant, demolitions, heavy flamer in hull), Vet squad (two grenade launchers, sentry kit), two Leman Russes (heavy flamers in the hull, no sponsons), a Vanquisher (lascannon in hull), Vendetta, Baneblade (two lascannon turrets and two twin-linked heavy bolter sponsons), Lord Commissar as the HQ choice (Carapace armor) that joined the 40 guardsmen, and Inquisitor Coteaz who joined the grenadier vet squad. Overall the list seemed to work for the most part, however I did find there were some things I think I should have gone with instead. Regarding those that worked, the platoon, Baneblade, Russes with the battlecannon, and Coteaz seemed to be very solid, granted the platoon was pretty mediocre the first two rounds. Coteaz and the Baneblade for sure were the MVPs, with Coteaz killing a full squad of grav centurions with a single psychic shriek, giving the Baneblade twin-linked, and then giving the platoon twin-linked. The normal Leman Russ tanks were as usual very useful In terms of what didn't, for sure the Vanquisher and Vendetta. The Vanquisher was very hit and miss, only really taking out a Rhino or two and shaving a hull point off of a monolith. Rest of the time it barely did anything at all, especially with the other vehicles. The Vendetta managed to bag a Stormtalon the turn it came in and did nothing else the other rounds. Originally I had wanted to bring in a Scion platoon of a command squad (4 plasma) and two full squads of 10 Scions (2 melta each) instead of Coteaz, the Vendetta, the power axes, and the Vanquisher. The reasoning was because I had thought that the ability to deep strike and take out certain units would be great, but eventually I decided against it. However, after the tournament, I realized that it would've been so much better considering how little the Vendetta and the Vanquisher ended up doing, and because it would allow me to get objectives that my enemy might have, or at least contest them. Instead I went with those in order to have a balanced list. The other big thing is that I need to learn to be more aggressive, but in the right way. I ended up making a gun line when against Necrons in Round 2 because I wanted to stay away from their anti-armor, but because of how much was there, I really should have pushed forward more. In the first versus Black Templars, I should have pushed my Chimeras up more and my Baneblade more. The biggest thing however was in the third round versus Space Wolves. I had cast the twin-linked ability on my 40 guys and did First Rank, Second Rank to get 69 twin-linked lasgun shots. While I had managed to obliterate the enemy squad, immediately afterwards I realized I should've done the move then shoot command, as I didn't get a third turn due to time running out and my opponent had gotten the relic worth 5 points. All in all though, it was extremely fun, and I'm certainly learning more and more with every game. Hopefully I can get enough Armored Sentinels for the Recon company and give it a try.
  17. I'll just throw the dead bodies of my guardsmen at his psykers until they can't see anything but dead guardsmen.
  18. Should be able to make it. I'm working on something for it that hopefully should be done by then and ready to go
  19. In regards of the Emperor's Recon Formation, would it be better to get 2 full squadrons of Armored Sentinels or to be a mix of them and Scout Sentinels? AFAIK it's either of the types to get the formation, and at least to me seems like Armored Sentinels would be the better of the two types.
  20. Well I do have two melta Scion squads that can deep strike if needed. I was gonna end up taking the Inquisition astropath for the power and for the group of sanctioned psykers.
  21. Hmm alright. Honestly I don't think I have much issue in terms of transport right now, and I have I think enough ant-infantry. What I think I'm in need of is the ability to crack heavily armored units be they the Kastelan Robots or the Battle Servitors with plasma/grav, or being able to comfortably deal with vehicles. Fortunately getting an Astropath + Psyker detachment will help with a lot of things due to psychic shriek, the Ordo Xenos Inquisitor IIRC is the best one to take that can add some power, and what with having the Recon Company, the Leman Russ's, and the option to add a Hellhound/its varients and/or a Basilisk, I should be ok in the anti-infantry department. Speaking of, I'm so tempted to start running my Guards with the Basilisk. For the longest time, it's been my favorite unit in Warhammer 40k (and on a side note, one I loved to use all the time in Dawn of War). I know the general basic of giving it camo netting to give it some aid and positioning it where it's relatively safe. Should I wait till I can get a battery of them to use them, or should I be ok to field the one?
  22. Well I should be able to get the lascannon situation sorted. What about my question about the heavy bolter guys in the middle of the Valkyrie? Should I just ignore them or do they represent the heavy bolter sponsons? And do you recommend the heavy bolter option?
  23. The Hellfury Missiles do seem interesting. At the moment I have the one with the base kit, the two from the Sentinel kits I've used before, two in two other Sentinel kits, and then I can either use one from the Russ kit or if the Catachan sentinels have one. Is it recommended that I tack on the heavy bolter sponsons or leave it as is?
  24. So I'm starting on my Valkyrie kit and have two questions. To make it a Vendetta, is all I need to do to the model to add two more lascannons? If so I can easily do that thanks to my Sentinel and Russ kits. And what do I do about the heavy bolter guys that are supposed to be in the middle of the Valkyrie? Leave them be and not use them?
  25. Initially it was for the transport, but because I now have three Chimeras and my Scions will most likely end up deepstriking, I'll probably end up doing a Vendetta for the air support.
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