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Patrick

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  • Birthday 03/23/1981

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  1. I'd be down to play. With hybrid learning and little league, my schedule is a bit impacted during the week, but I can occasionally arrange a weekday game depending on my wife's schedule. Weekends are usually free. Also, I have an outside table at my house (for when the weather is good) and should be getting an inside one, too, shortly. Feel free to DM me for my contact info or let me know how you'd like to get in touch. Re Covid: I've gotten both shots and will be two weeks out from my second dose on 5/13. I work from home. Wife is a doctor, but she's fully vaxxed.
  2. Finally, my 20-year letter writing campaign has yielded success!
  3. Here's a link to the Core Rules: https://www.warhammer-community.com/wp-content/uploads/2020/07/Lw4o3USx1R8sU7cQ.pdf. I don't think it's been updated with the errata. There's also a denser rulebook available now, with Detachments, missions, and whatnot. Yes. Necrons got a brand new Codex (so far, they're the only non-marine faction to have one). Apparently, the Silent King kicks all kinds of butt. And the model looks bad assed, like some Sci-Fi metal album cover stuff. I've only played one game of 9th. Before that, and excepting some fiddling around at the end of 8th edition, I've been out of it since 4th edition (kind of opposite of you, apparently, Covid got me back into it because painting models has kept me from going insane during social distancing). So, you might want to take what I have to say with a grain of salt. But, I think Necrons are in a good place. They have decent melee options now--Skorpekh Destroyers look great too--and the new resurrection rules seem great for 1W units like Warriors. They got one of the holiday season boxed sets. It looks really nice and sold out on GW's website within minutes. But, you might be able to get one retail. Otherwise, I'd check out the new melee models, since my understanding is that they weren't part of the Necrons' arsenal until 9th edition.
  4. Yes. With certain exceptions. Dark Angels and Black Templars each have an index that (I think) replaces both their Codexes ("Codices"?) and their Psychic Awakening rules. Other factions have updated errata that include new weapons stats (flamer ranges, etc.,) and updates to reflect new rules (e.g., weapons that can target characters now say they ignore "Look Out Sir!"). They're on the Warhammer Community FAQs page.
  5. I like the theme a lot! Seems unique and fun. Some minor nitpicks: While patrol detachments only require two troop choices, they allow up to three. So, why not divide the one of the 10x intercessor squads into two 5x squads, rather than (I assume) using the Combat squads ability? That will give you an extra sergeant, with an extra attack and an extra astartes chainsword for the non-assault intercessors (assuming you go that route rather than split up the assault intercessors), for the same number of points. Since you went with the Whirlwind tactic, I assume you want to get them into close combat, so upping their ability by an extra attack seems like something that's both thematic and optimal. Plus, sergeants seem like more fun to paint... 🙂 It might make sense to mechanize the marines with some transports. Thematically, they need a way to keep up with the tanks. Tactically, if they're gonna be your objective grabbers then you want to get them up the board quickly. The same goes for the Bladeguard, unless I'm missing something and you intend them to serve as a counter charge unit in the rear (though that seems like an expensive option). A bare bones impulsor is 110. Getting rid of the Guard squads would leave you with 100 points to spend (50+45+the 5 points you already have to spare). I don't think they add much, since you'll already have at least 4 MSU squads-worth of coverage from the marines and, unless I missed an errata, Spearhead detachments don't require any troops. You could drop the astropath--optional, depending on taste and whether you're including him for psychic secondaries, though I'd note his survivability is pretty limited. That would leave you with 125. What role do the Lieutenants serve? Both are kitted for close combat but, again, without transports, it's hard for them to get up the board. Do you want one to provide CC support for your intercessors? Unless they have a clearer role, I would get rid of one of them. The Reiver costs 75 and the Primaris with neo-volkite costs 90. With the above cuts, removing the Primaris Lieutenant would leave you with 215. If you can find another 5 points somewhere (can one of the tank-based lascannons be downgraded to something cheaper?), that would leave space for 2 Impulsors. You could divide one 5x Assault Intercessors in one, the 3x Bladeguards in the other, and place the Chaplain, remaining Lieutenant, and Judiciar with them (and/or put 1 of the 3 in with the Assault Intercessors). With that, you now have some highly mobile infantry base that can keep up with, and support, the tanks--providing you with even more opportunities to say "tank goes brrrr" while moving your dudes up the table.
  6. Name: Patrick Armies: Toaster lovers (AdMech) Available: I'm married and have two kids, so availability is varied. But, generally, free on the weekends (all day) and Tuesdays (from noon-evening). Location: SE PDX, Hawthorne/Mt. Tabor Game Location: Wherever. Also, as long as lockdown/social distancing remains an issue, and temperature permitting, I have a covered patio and table large enough for 2,000 point games (technically it's only 43"). If we get to know each other, I'm even happy to let others use it for games I'm not playing. Preferred Contact Method: PM me New to 9th Edition but I've played prior ones (took a break and got GW-sober, but COVID lockdown pulled me back in). I enjoy the modeling, painting, and playing aspects of the game. Also willing to try out other games/systems.
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