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lamejosh

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Everything posted by lamejosh

  1. Be there for a KT game at 6:30. If anyone wants to play a 1000 pt 40k or a KT game earlier, I'll get there a bit after 4:00.
  2. Looking for 500-2000pt 40k game. Or I just got my first Kill Team put together if anyone want's to play an orientation game.
  3. Looking for 40k! 500-2000 pts. Arks detachments, either Tempest of War or Arks GT.
  4. I'm down for learner game - sorry for missing you today! I also play Chaos Marines (Slaanesh flavor) and can play whatever points you want to field. I go Thursdays already, but next Sunday works, too. Will also ping you on Discord.
  5. +++MESSAGE INTERCEPTED +++DATE 4334222 M41 +++REF 020223/INT/SIGNALS +++BY COMMANDER CLINTIUS DEMPSTAR +++TO @Salty Monkey +++RE KEEPING UP WITH THE JONSIUS +++MESSAGE: EAT MY BOOGERS, DUDE. OUR KNIGHT WILL BEAT UP YOUR KNIGHT. +++ASTROPATH 39.9910 EXPIRED TO CATASTROPHIC CEREBRAL HEMMORAGE DURING RELAY. +++MESSAGE UNDELIVERED TO PLANETARY INVESTIGATORS, NO ASTROPATH TO SEND COMMUNICATION.
  6. @Kevin the Wizard @Zee I can bring a Chaos Marine force (~1300) with a Knight (~450) to play against your duet.
  7. @BigMick37 I'll take the early slot for a crusade game. I'll be there around 4 with Chaos Marines.
  8. I'd be down to stick at 1k for an extra week or two... give some opportunity to see a few more opponents at that level and get experience for the newer units. Not to mention painting.
  9. Work stuff will keep me until 6. Be there later for any pick-up crusaders.
  10. BATTLE 2: Imperial Refinery, Pumps (vs Creations of Bile "The Scourged") Astartes like Clintius had a terminal relationship with Fabius Bile. Bile’s mastery of superhuman biology could keep the Third Legion’s genetic flaw at bay, yet, histrionic disbelief in the deamonic had soured Dempstar’s patronage with the Primogenitor. Bored over endless tinkering on flesh, the stench of vat-born creations would divert Clintius to prove the dominance of the whispering immaterium. Infant Annihilator’s cogitators constantly hunted for Bile’s many minions and had found Issik within the system. The Raider-class ship brought the Sounders in range of an Imperial refinery in a working state of repair. Without The Scourged’s awareness, Clintius plotted their vulnerabilities and the upcoming excess of violence. The Noise Marines boarded Atramentus, a Dreadclaw, and launched toward an exposed flank behind a starship refueling port. Skipping any crescendo, apocalyptic reverberations burst bloated muscles of Havocs and counter-attacking Bikers. Cultists fled as the Drop Pod strafed the refinery site, burning and pulverizing. Already satisfied by his warband’s flawless execution, she gifted him another reward in the ceramite pile of Issak’s unconscious body. Dempstar slotted a vial of Fabius’ elixir into his armor and winced in pleasure. BATTLE 3: Imperial Refinery, Outskirts (vs Imperial Knights "House Glacius") The Sounders regrouped at their rendezvous site on the refinery edge. Before the last Marine embarked, Atramentus’ augur discovered what Dempstar could already hear in the wind. A trio of War Dogs materialized in the Taros Prime dust, apparently sent to scout the disturbance at the refinery. Clintius cleared the Drop Pod hatch and roared at the closest investigating Armiger - the machine buckled to its knees as the warp-fuelled invocation overwhelmed the pilot. His retinue of Marines formed a firing line and the ensuing cacophony ends the war machine's misery. The remaining duo of Knights pounded toward the warband - their melta beams cooked the atmosphere overhead and quieted Atramentus. The vehicles pushed toward Clintius, bringing his abilities to the limit. Converting his pain into lechery, Dempstar projected masochistic invigoration onto his retinue. He steadied himself for punishment and lunged his stave into the imminent Armiger, disappearing in the precipitating explosion with the walker. The diminishing corp of Noise Marines evaded the sweeps and strikes of the last warglaive, giving Lodeiron the opportunity to punish the pilot's mistakes with his Power Fist. The dull static of wind filled the Aspiring Champion’s helmet as the battle ended. From the Annihilator’s bridge, Dempstar considered his exaltation and gave a haughty sneer.
  11. RIP Chaos Lord with Jump Pack and Lightning Claws
  12. Awesome write up and style! Thanks for the game - looking forward to another leg with the cyborg sisters. I'm pretty open to Tuesday, Thursday or Sunday games for anyone looking to play. Hit me up.
  13. BATTLE 1: Mining Site, Asteroid L-39 (vs. Adeptus Mechanicus “Sororita Mechanicus”) The Annihilator’s close-range sensors confirmed a warp storm as the aural inhibitor. Taros’ system records noted asteroid L-39 as an abandoned mining complex - worth investigating for the source of disturbed space. As Dempstar’s retinue hurtled toward the dull rock in the Dreadclaw Drop Pod its warning system began blaring. Unexpected machine signals were behind the flashes of immaterium that crackled over the landing area and through Deicide’s hull. A stuttering pict-screen traced out industrialized habs on the edge of the mining site. In threes the Noise Marines expertly cleared the shuttle and were greeted by a wash of flame. Promethium filled Clintius’ senses as he dropped to the ground, activating a plunger of combat stimulants. “Garish,” he thought out loud, admiring the vivid hues of the threatening battlesuits. He screamed a litany of excess at the enemy and myriad resonant frequencies filled the site as the Noise Marines opened fire on anything in range. His aspirant, Lodieron, led an assault on the twin automatons. As the Marine’s power fist slammed into the first Kastelan, both machines and their technician disappeared in a blinding flash. The cowards had avoided salvaging. Dempstar ordered the Dreadclaw to sweep over the site and support the Noise Marines clearing the mine shaft. While they dispatched the feeble cyborgs, the aloof Master of Possession moved into the complex toward the strongest sense of warp disturbance. As he pondered a rocky outcropping with glowing veins, the larger robots reappeared behind vacuum-habs with more support on the flank. Unamused, he summoned Deicide with his psychic-implant for an escape. The Dreadclaw heeled to Master, consigning more cyborgs under its thrusters, but lust for spilling lubricants drove it into combat with the lurid Kastelans. The leading suit landed a one-two punch, leaving Deicide immobilized and enraged. Patience lost, the Master challenged the still living Mechanicus forces in the open, while ordering his Marines to enfilade on top of a mining exhaust fan. Becoming overwhelmed by the ancient twins and Rangers, Dempstar precisely slammed his overcharged power staff into the wounded Kastelan’s reactor and vanished in the proceeding explosion. The Noise Marines, now in an elevated position, cleared the battlefield of remaining threats. Back on Infant Annihilator’s deck, Dempstar received the Noise Champion’s gravelly report, “No sign of the Tech-Priest, it escaped. Taking measure for recovery of Deicide.'' As the warp storm around Asteroid L-39 faded, Dempstar ruminates lost loot and vengeance.
  14. @Brother Glacius You've answered the question quoting the Requisition. Since the Warlord Trait requisition specifically says, "No model can have more than one Warlord Trait..." even if you had a Stratagem that lets you have a second trait on a character you’d still have to use the Requisition to give them a second one, and it prohibits more than one. Same for relics.
  15. One could go crazy interpreting GW's rules practices. I presume it's to stop 25mm base models from attacking with a third rank, since they could have two ranks squished in engagement range (1"), and then another rank behind within the .5 inches. In the previous edition close combat attacks was within 1" of another model from their own unit that is within 1" of an enemy unit, which had some odd interactions with hordes of small bases and oval bases.
  16. Power level is bad for anyone who wants to add models to a stock unit. Good thing we're playing points. Hope you brought extra red paint.
  17. Seems like at 750 points with 2 Armigers + 3 Armigers (if the latter unit has the Warlord) you would have 3 CP to start. 6 CP to start for 750 games, -3 for each SHA detachment bring you to zero. And +3 on the Command Benefit on the detachment with 3 Armigers (and Warlord) for Knight Lances. Don't forget: you would need to pay an RP per character and warlord trait since Knight Lances doesn't give those for free in Crusade.
  18. In his quarters on Infant Annihilator, Master Dempstar contemplated a pict-screen of distant asteroids choreographed in twin rings. The forgotten Captain of the Third Legion straightened. A highlighted area in the Taros Prime mining fields overwhelmed Annihilator's augur array. Clintius selected the sonic and vox filters of his cogitator and focused on the spinning rocks. An aural void, dark and untuned, was within the penumbras. Disgusted by the unplottable silence, a cocktail of stimulants and sedatives flooded his armor. She assured him: unknowable power, new sensations and glory for Slaanesh were behind shifting shadows in the belts. His epicurean warband - the Sounders - would scavenge any fragments of alien technology, mining laboratories or Imperial artifacts littering the former battlespace. As he took the bridge of Annihilator a psychic implant pointed the Idolator-class Raider deeper into the system. He wove to a servant beginning the rituals to wake Deicide, a sullen Dreadclaw Drop Pod - the ideal vessel for looting in the jetsam. A hypermodulated growl summoned Lodiero, "It's quiet, prepare the Noise Marines."
  19. Hey @Brother Glacius! You may have already worked this out, but it helps me too: 9th Ed fights are, "Starting with the player whose turn is not taking place, the players must alternate selecting an eligible unit from their army and fighting with it." While the alternation of units may seem counter-intuitive at first, it easier to understand if you split the fight phase's phases: Fight's First, Normal Fights and then Fight's Last. You do the above quoted rule, but for each phase of the fight phase. This video that talks about the Fight First and Fight Last rules might answer the question best. The Core Strategem "COUNTER-OFFENSIVE" also interacts with alternating units to fight. Knowing which of your units to prioritize in the fight phases or when to use the interrupt can make or break results and is generally an unforgiving part of the game. Spoken from many wrong choices.
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