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  • Locked thread
bhsman
Feb 10, 2008

by exmarx


What is this thread?

Welcome to the latest Warhammer thread! The previous threads reached their discussion capacity thanks to the dedication of hobbyist goons, and they have been closed (although they can still be viewed here, here, here, here, here, here, here, here, here, here, here, here, here, here, and here)

:siren: Are you a new player, or interested in starting the hobby? This OP should answer some of your questions! :siren:

So what is Warhammer 40k?

Warhammer 40k is a tabletop miniatures game created by Games Workshop that has spawned a universe of novels, art, video games, and has even inspired power and death metal. It has a massive goon following.

Warhammer 40,000 is set in the 41st millennium, far into our future. Mankind has spread its empire over the bulk of the Milky Way, led by the immortal God-Emperor. The Imperium flourished under the rule of the Emperor and his 18 gene-enhanced primarchs, and a Great Crusade spread the dominion of man across the sea of stars. The God-Emperor led humanity through the secular light of truth and science, until he was mortally wounded 10,000 years before the present game time. The events of this great betrayal, called the Horus Heresy, make up the backbone of 40k history. After the wounded Emperor's ascension to the life-support systems of his Golden Throne, the Imperium was seized with great troubles. The progressive Imperium devolved into an ultra-religious pseudo-theocracy. Technology hasn't been advanced in any major way in 10,000 years, but the Imperium still forges on, fueled by the lives and the faith of its people. They are not unopposed. There is no peace. There is no respite. There is no forgiveness. In the grim darkness of the far future, there is only war. And goons.

And colossal loving robots



How do I get started?

The current starter set for 6th Edition is the Dark Vengeance set. At $99 it comes with a wealth of awesome Dark Angel and Chaos models, all incredibly-detailed and capable of being assembled without glue. In addition, it comes with nice extras such as a compact 6th Edition rulebook (all you’d be missing from the full version is the extra fluff and hobby sections), dice, and templates, making it a great starting purchase for new players. Just be sure to split the costs with a friend, or find someone who wants to trade half of their box so you can both double-up.

And if you don’t care for those armies? Have no fear, Games Workshop sells “battleforces” for all armies. For about $100 you get a decent variety of units that would usually be more expensive to purchase individually, though some boxes are a better deal than others. In any case, they are a great way to start an army, usually only an HQ or so away from being playable. You can find the content of each army’s Battleforce (and individual units) at the Games Workshop website.

40k Video Games

For those of you who are new to the game and just want to dip your toes a little before starting your plastic habit, I strongly recommend picking up one of the Dawn of War games. Dawn of War plays like an RTS with it’s base building and large number of troops duking it out on the screen. For a mere thirty clams on Steam you can pick up Dawn of War: Platinum Edition, which comes with the original Dawn of War along with two expansions: Winter Assault and Dark Crusade. If you need further convincing, watch its awesome introduction video. Go ahead and watch it. We’ll wait.

Dawn of War II and it’s expansions play more along the lines of Company of Heroes with skirmish-style action and less emphasis on base-building, and comes with an extra mode of gameplay: The Last Stand, in which you control a character unit and try to fend off endless waves of enemies. While they don’t given an accurate portrayal of how the tabletop game is played, both games have their share of high praise, including from gamers who’ve never touched a model.

Finally, there is Space Marine, in which you play Captain Titus of the Ultramarines as he attempts to defend a forge world from a massive Ork invasion. The thread for it is here, and it routinely comes up on Steam as part of a weekend deal for a low as $8. For my part, Space Marine is one of the most fun games I’ve ever touched, even without the hobby tie-in. If you need any further convicing, I recommend giving TotalBiscuit AKA the Cynical Brit’s review of the game a watch as he melts into a puddle of happiness playing through the tutorial level.

The Armies (Click on the banners to be taken to the army’s page at the GW website :ssh:)



"With the thirty-seven keys of Tzeentch, we open the way for our brothers. With the thousand whispers of Slaanesh, we call to them. With the twelve plagues of Nurgle, we fell their enemies. And with the mighty axe of Khorne, we cut open the world for them."

Chaos Daemons are the newest army to hit the 40k universe. They used to exist as part of the Chaos Space Marine codex, but have since been given their own book. Each Chaos god has their own horrific units, such as the Fateweaver of Tzeentch and the Masque, a servant of Slaanesh. The army has a wide variety of units and can form very unique forces by mixing the four powers.

The Chaos Daemon army is a unique one. At the beginning of every match, you must split your army into two groups, one of which is chosen to deploy turn one, and one of which is chosen to deploy turn two. You must then roll to see if your chosen army half deploys when you want it to, and then every element of your army deep strikes, which allows you to choose where they enter play, but also bears a small chance of them suffering the adverse effects of teleporting into a tree or rock. But don’t be dissuaded by this unique style of deployment, for the Daemon army offers incredible versatility and an assortment of hellish units.



”Hear my warnings, unbelievers. Carried to your minds by the power of the Prince of Excess himself. We have raised altars in this land so that we may sacrifice you to our gods. Veterans of ten millennia of unholy war wait to grind you beneath the treads of their mighty boots. The chosen of Khorne hunger to add you to their bloody tally. The Blood God himself has marked this land, and will claim your skulls for his throne. There is no hope in opposing the inevitable. Put down your arms, unbelievers, and bow before the forces of Chaos Undivided.”

Ten thousand years ago, the Imperium of Man stood on the edge of a Golden Age. Mankind stretched across the galaxy, entire sectors enjoyed unimagined prosperity, and leading it all was the Emperor, the savior of humanity. But Horus, his second in command and Warmaster, had grown tired of the Emperor. Driven by visions supplied by a Chaos demon of a future in which mankind worshipped the Emperor and had cast aside the warriors which had forged his empire in battle, Horus recruited certain legions of Space Marines to stand by his side as he turned against the others in what is known as the Horus Heresy. The Heresy was the Imperium's first exposure to Chaos, the collection of evil demons and gods that live in the Warp. Horus made it all the way to Terra with his Traitor Legions, before finally being struck down in battle by the Emperor. With the death of their leader, the broken Traitor Legions retreated into the Warp. It is there to this day that they still live, now known as Chaos Space Marines, occasionally launching themselves into the galaxy in what is known as Black Crusades, striking against the Imperium, crying for the death of the False Emperor. In many ways, Chaos Space Marines can be considered the main villains of the Warhammer 40K universe. While other races may seek to destroy humanity out of instinctual nature, the Chaos Space Marines represent a far more tragic fate for humanity: the capacity for its noblest guardians to become twisted into its most hateful and evil enemies.

The Chaos Space Marine army is a flexible army that leans heavily towards close combat. Even the lowest cultist champion dare not refuse a personal challenge in combat lest he seem craven in this eyes of his cruel god. To that bloody end the army offers a wealth of tough and vicious units to break the backs of your enemies. Khorne Berzerkers, mutated Chaos Spawn, Chaos Bikers, jump-pack Raptors, nigh-unkillable Plague Marines, and agile Noise Marines all provide different methods of delivering pain to your opponent. In lieu of more conventional equipment Chaos Space Marines have access to an esoteric collection of artefacts, mutations, sorcery, and even murderous sentient weapons.

Shooting wise, while Chaos Space Marine maintain many of the tanks and weaponry of their Loyalist foes, where they truly shine are in the towering daemonic war engines they can bring to bear: Obliterators, a hellish melding of man and machine, can warp their bodies to become almost any weapon needed, while Forgefiends and Defilers provide punishing cannon fire. Finally, the Chaos Space Marines command the power of the much feared Heldrake: a jet-engine dragon capable of hunting down and burning to cinders the toughest of troops.

Still unconvinced? Listen to this:

”ScootsMagoo” posted:

Space Marines are boring and are for 12 year olds. Chaos is loving rad as hell. I know I've said this like a million times, but Chaos lets you field a gun that blows up tanks with rock and roll. Other rad things Chaos provides: haunted suits of armor with machine guns that shoot magic. Marines who caught a virus that makes them meld with weapons and armor so they stuck a bunch of energy weapons in them and called it a day. A crab tank that doesn't have a driver since it's being piloted just fine by the daemon trapped inside. A spell that lets you move the enemy pretty much wherever you want to, usually into range. A guy who, if killed, will be reborn as his killer transforms into him, and all that's left of the killer is a screaming soul trapped forever in the armor. Dreadnoughts that are so insane and so consumed with the urge to kill they occasionally just lose it altogether and charge into combat with the nearest unit, friend or foe. An axe that fills you with such uncontrollable bloodlust you you are able to get up to 12 more attacks but is so powerful and so dangerous to use it's possible, and easy if you're unlucky, that it will kill you.

And there's a lot more than that.

And if that didn’t work, there’s always this. :patriot:



"Death is my meat; terror, my wine."

Not all Eldar are desirous of a return to glory. Certain Eldar survived the fall of their Empire, but found that Slaanesh was slowly devouring their souls. Organizing into piratical raiding parties, Dark Eldar prey upon the Imperium and other civilizations, taking slaves and devouring the souls of their prey to stave off Slaanesh, the Prince of Excess. These Dark Eldar are twisted copies of their Eldar brethren, delighting in pain, suffering, and torture.

As an army, Dark Eldar have access to some of the fastest units in the game and the funkiest wargear and guns, giving the army a distinct ‘alpha strike’ feel. In addition, the army gets stronger as it kills through the use of Power Through Pain. For every unit wiped out by a Dark Eldar unit with this rule, they gain a Pain Token, giving them various special rules that make the Dark Eldar more survivable and deadly. The downside to this is that they are very fragile: their main transport can be wrecked by single bolter shot, and aside from the Haemoculii and their creations, no Eldar unit in the book has a Toughness greater than 3, making it easy to wound and cause Instant Death. Dark Eldar are a tricky army to play with an unforgiving playstyle; too many mistakes and you’ll find it difficult to make a comeback.

Essentially:

quote:

Hello, lesser creatures. Look at your lord, now back to me, now back at your lord, now back to me. Sadly, he isn’t me, but if I hadn't seized the initiative and assaulted him while you were looking between us he might have been able to fight me. Look down, back up, where are you? You've been impaled by a boat owned by the xeno your lord was killed by. What’s in your hand, back at me. I have your hand, and it's doing terrible things to those people you love. Look again, the terrible things are now Feel No Pain tokens. Anything is possible when your lord smells like hyperdrugs and isn't poisoned. I’m made of spikes.



"The stars themselves once lived and died at our command, and yet you still oppose our will."

The Eldar are, essentially, Space Elves. Tall, slender, long lived, and more adept at the arts then the crude humans, their history is one of tragedy. Long before the rise of man, the Eldar were the masters of the galaxy. Their technology remains far and above the Imperium, which is struggling to maintain the knowledge that it has. However, the Eldar grew complacent, delving their lives deeper and deeper into the pursuit of pleasure. In a great cataclysmic event, the collected consciousness of the Eldar exploded into the physical world, destroying their homeworld and many light years around it, and giving birth to the Chaos Goddess Slaanesh. However, some Eldar had seen the direction that their race was headed, and escaped the cataclysm on great spaceships known as Craftworlds. It is on these Craftworlds that the Eldar still fly today. The Eldar desire a resurrection of their empire, and so are at many times at odds with the Imperium of Man. They also recognize the Chaos threat, and sometimes fight with the Space Marines or Imperial Guard. To the average human, the Eldar are mysterious, aloof, and treacherous.

Eldar have a number of options available to them. They have some of the best shooting or close combat specialists in the game and their tanks are durable, very fast, and can fly. They also have some of the most effective psychic powers and psychic defenses in the game. All of this is balanced out by being fragile (with the exception of a couple of units) and fewer in number than other armies. Knowing when and where to strike are the keys to winning with Eldar - fights of attrition should be avoided at all costs.



”The Despoiler comes forth once again, and he cannot be stopped by force of arms alone. It is his will that the stars be stained red with the blood of all who oppose him. An infinite horde of fiends, mutants and cacodaemons obey his command to devour Cadia alive. But he will not stop there. If our faith in the Emperor and our force of arms prove strong, the forces of Chaos can be driven back into hell. If we are found wanting, Humanity will fall.”

The Grey Knights are a specialized chapter of the Space Marines, serving under the Ordo Malleus. It is their job to seek and destroy heretical spawn, specifically the demons of the warp. The Grey Knights are specially trained in demon fighting, and their equipment is covered in sigils and blessings to protect them from Chaos. Their armor, however, is left unpainted, perhaps as a sign of their purity. In all their years of service, not a single Grey Knight has ever fallen to Chaos.

Grey Knights differentiate themselves from other Space Marines on three points: wargear, the Inquisitions, and psychic powers. Stat-wise they are identical to other Marines but come equipped with Storm Bolters and a force weapons even on their basic troops, which include units of Terminators. They also have access to Inquisitors as HQs, who bring not only a wide away of wargear options but also let you take a unit of Henchmen, which can contain nearly a dozen unique models with their own special rules and equipment. Finally, almost every unit is not only a psyker but can use some sort of power, such as increasing a unit’s strength or having their attacks cause Instant Death, and even vehicles can nullify Stunned/Shaken results. As a whole, they are an army with a proficiency for shooting first and mopping up in close combat when they’re sure to win. As ironic as it sounds, giving an entire army power weapons does not make them great in a fight compared to others.



"I have at my command an entire battle group of the Imperial Guard. Fifty regiments, including specialized drop troops, stealthers, mechanized formations, armored companies, combat engineers and mobile artillery. Over half a million fighting men and thirty thousand tanks and artillery pieces are mine to command. Emperor show mercy to the fool that stands against me, for I shall not."

If the Space Marines are the spear tip of the Imperium, then the Imperial Guard is the rest of the spear, the hand that holds it, and the arm that throws it. The IG is made up of untold numbers of citizens from all across the galaxy, armed with a low-power laser rifle and hand-me-down armor. The Imperial Guard is massed infantry supported with heavy tanks and artillery. It is the common man, standing shoulder to shoulder with his brother, fighting against a galaxy of foes. A example of the different regiments of Imperial Guard can be found here.

Imperial Guard are a horde shooting army; if you like a massive gunline backed up by a variety of tanks, then this is the army for you. The Imperial Guard get massacred in close combat, but anything exposed to the withering fire of their guns usually dies a very messy death. The newest Imperial Guard codex introduces the swift Valkyrie troop transports, a slate of new vehicles, and an Orders mechanic that you can use to boost individual squads in the heat of combat



"That we, in our arrogance, believed that Humankind was first among the races of this galaxy will be exposed as folly of the worst kind upon the awakening of these ancient beings. Any hopes, dreams or promises of salvation are naught but dust in the wind."

Have you been wanting to play a mobile shooting-focused army, but hate the Tau aesthetic? You're in luck, the Necrons just got a new codex. Forget everything you knew about space zombies -- Mat Ward did too, and this is the result. The playstyle is completely different from the Necrons of old, with access to army-wide transport options such as the Dead Person Barge, a durable skimmer borrowed from a friendly Haemonculus coven, the legions of the dead are more willing and able than ever before to close to short range where they can lose the assault phase. Yet so it was of course that losing the assault phase isn't all they're good for -- several units have made a comeback with terrific new melee abilities, such as the Panoptic Ripper Swarms, which can spell doom for enemy armor, and one of the game's most powerful all-around assault units, Flayed Ones.

The Necrons also have access to special characters with game-altering powers, such as Inconel the Stormlord, Illuminati Sazerac, and Tomb-bot 9000. Their abilities are very diverse and empower you to seize the initiative, force the enemy to count all terrain as having a "wet floor" sign, or even hit every enemy under a flame template with a crippling S4 Ap5 shot. All in all, they're a very good army to play if you are an ancient being of immeasurable potency whose powers will surely wane unless fed by a constant stream of nerd tears, and you know at least one person who played Necrons before they were cool. If you like fluff then go play Orks instead. :orks:



"Orkses is never defeated in battle. If we win we win, if we die, we die, so it don't count as defeat. If we runs for it we don't die neither, so we can always come back for anuvver go, see!"

Orks. Large, green, with tusks, choppas, and a terrible smell, the Orks are one of the greatest threats to the Imperium. It is only through their in-fighting that they do not overrun humanity. Orks attack en masse, armed with only the most rudimentary of weapons and no more armor than the shirt on their back and whatever scrap metal looks shiny enough to strap on between fistfights. Their technology continues to amaze Imperial scientists, as many of their guns and vehicles are seemingly cobbled together from whatever they can find on the battlefield, and function only when in the hands of an Ork.

Every Goff knows there's only one true way to fight as an Ork, and that's in a punch-up. Ork shooting is laughable for the most part, but almost every unit is geared to get into assault and crack hedz together. With enough boyz on the table, and some well-armed nobz to lead them, the Green Tide will roll over and destroy anything in its' path. Orks also have access to krazy mekboy inventions such as dreadnoughts, killa kanz and various unreliable artillery pieces. The army is unpredictable, but always, always fun. And having fun is what being an ork is all about, stupid hoomie.



”Give me a hundred Space Marines. Or failing that give me a thousand other troops.”

Popular with newer and veteran players alike, Space Marines are a forgiving and reliable army with decent stats (4’s in nearly every slot on nearly every unit), good leadership, and a variety of units and vehicles for every occasion. They can run everything from a mechanized list to a more shooty gunline to a combat-oriented force to everything in-between, but the trade-off is that they are unable to specialize in one aspect as well as other armies: they can’t shoot as well as Imperial Guard, move as quickly as Dark Eldar, fight as well in close combat or hope to boast the same numbers as Orkz, etc., but they can do everything the other armies cannot.

Aside from Grey Knights and Chaos Space Marines, there are five(!) variants of Space Marines that each have their own quirks and different specializations from the main, or ‘regular’ Space Marine codex, some with more than others. Those are:

-(‘Vanilla’) Space Marines: A very balanced book, it’s gimmick is that by taking different Special Characters you can change how the army plays, either giving the entire force Stubborn, Fleet, Outflank, or even making your flame-based weapons twice as effective. Other than that and a few unique units like the Land Speeder Storm or the Thunderfire Cannon, it is outshined by some of the newer books such as Blood Angels and Space Wolves.

-Blood Angels: Red ones go faster. This army emphasizes speed a number of ways, from having the Fast special rule on many of its vehicles to having a large number of Jump Infantry units, including Assault Squads as basic troops. They also have widespread access to the Furious Charge and Feel No Pain special rules, as well as unique units like the Death Company. Other than that, though, they essentially have the exact same units as Codex: Space Marines, even down to the veteran units.

-Space Wolves: Space Marines with a heavy Viking theme. They have a number of tricks and units unique to their book like Thunderwolf Cavalry, the ability to field four (highly-customizable) HQs of any type, as well as one of the best basic troops in the game in Grey Hunters. They can also field a list entirely composed of Terminators if you take Logan Grimnar, their Chapter Master.

-Dark Angels:

Dark Angels are the Space Marine chapter that is more secretive and mysterious than traditional Space Marines. They are obsessed with a quest for redemption for their dark secret; the fall of half of their legion to Chaos. As they are promoted through the ranks Dark Angels learn more and more about their shameful history and become more involved in the tracking down and capture of “The Fallen.” The Fallen are those Dark Angels those turned to Chaos and were sucked in to the warp during the destruction of their home planet Caliban. Special divisions exist in the Dark Angel army. Ravenwing is the fast and mobile scouting force that is tasked with tracking down the Fallen. Deathwing is the most elite branch of the Dark Angels, informed about the true history of the Dark Angels, this all Terminator group is tasked with fighting and destroying the Fallen. Play Dark Angels if you like their secretive nature, their obsession for redemption, and their tiered army structured.

In game play terms Dark Angels have some interesting options. Currently they are the only Space Marine army that can run both Terminators and Bikes as troops, which can allow you to run a very elite force that still has some diversity. Dark Angels have some nice tricks up their sleeves like 3 inch 4++ bubbles, cheaper plasma weapons, and more resilient Land Raiders. They lack solid anti air and the general consensus is that their own flyers are some of the weakest in the game.

Many of their models are brand new, look great, and have been fun to paint. Because they are one of the armies included in the starter set they are one of the least expensive armies in the game to jump into.

-Black Templars: The most metal of all chapters, upon their creation from the Imperial Fists Legion the Black Templars set off into deep space to continue the Emperor's Great Crusade whether anyone wanted them to or not. They never came back, for the simple reason that there are still aliens, mutants and heretics out there to kill. Beyond the command of Earth, the Templars' Eternal Crusade has gradually built in numbers and momentum to the point that their numbers now rival that of an original Legion. Black Templars abhor witches and psykers of all kinds, with the grudging exception of Grey Knights, whom they tolerate. They favor the sword and shield over the boltgun, and bind themselves to their weapons with chains to signify that they will never lay down arms until the galaxy is cleansed. Every one of them is a screaming zealot and absolutely fearless in hand to hand combat. You can read more about them in a post by Companion Cube here.

From a hobby perspective, Space Marines are easy to paint and, due to the attention showered upon them by GW - for better or worse - this means there are a lot of Space Marine plastic kits and models, all of which are more or less backwards compatible with even the most basic Tactical Marine box. This allows you to borrow bits and bobs from dozens of different kits to make your own personalized Adeptus Astartes.



”A thousand fibres connect each of us with our fellow Tau and along those fibres our deeds run as causes which come back to us as effects. Everything we must do must be in furtherance of the Greater Good lest we return to the Mont’au, the Terror.”

In game, Tau are equipped with punishing long-ranged firepower and mobile battlesuits. The Tau often employ xenos auxiliaries such as the predator Kroot and the insectoid Vespids. Tau are also the “friendliest” race, and one of the only armies able to ally with every other army in the game making them a perfect army for those who are looking to collect small detachments of other races to help fill in weaknesses or simply because you want to paint some Space Marines and still be able to use them.

In 6th edition Tau armies got a tremendous boost to usability and viability of their different builds. While the overpowering gunline and the aggravatingly fast mechanized armies still work the true strengths of the Tau are the ability counter with a diverse suite of equipment and weapons that let the Battlesuits be tailored to react effectively to almost any enemy. Other armies may rely on volume of firepower or overwhelming numbers to win, but the Tau rely upon the cooperation and support of their entire army as one to defeat their enemies, with many units buffing each other’s strengths. To charge even a single Tau is to charge into a withering wall of pulse fire as all their cadre brothers simultaneously turn their guns onto the aggressor.

Also, they have a giant jetpack mecha powered by Burning Spirit.



"There is a cancer eating at the Imperium. With each decade it advances deeper, leaving drained, dead worlds in its wake. This horror, this abomination, has thought and purpose that functions on an unimaginable, galactic scale and all we can do is try to stop the swarms of bioengineered monsters it unleashes upon us almost by instinct. We have given the horror a name to salve our fears; we call it the Tyranid race, but if is aware of us at all it must know us only as Prey." - Inquisitor Czevak

The Tyranid are an alien species from beyond our galaxy, closely resembling a fusion of reptile and insect. They consume all in their path, turning entire planets into barren rocks and converting all of the biological resources into new creatures. Tyranid are entirely biological. They evolve their limbs into armaments and launch biological ammunition at enemies. All Tyranid life is driven by the powerful will of the Hive Mind, a giant gestalt psychic entity capable of communicating with the massive hive fleets across the vastness of space.

The Tyranid specialize in close quarters combat, though there are a multitude of army options available that can lend potent biological firepower to the army. More than other armies, Tyranid rely on unit interaction to acheive best results. Tyranid creatures function by Synapse, a psychic field surrounding "leader" Tyranid that allow lesser creatures to act as the player desires and benefit from the strength of the Hive Mind. While the entire army almost universally lacks strong armor when compared with other armies, it benefits from having a wide variety of incredibly tough and resilient monstrous creatures and the ability to field an overwhelming horde of expendable chitinous bodies. Properly fielded, your opponent will be hard-pressed to shut down your offensive before the Great Devourer reaches their front lines and the slaughter begins...

(Thanks to Pierre for this summary!)



"We swore an oath, to obey orders, to spread the light of the Emperor before us and banish the dark. It is our duty to complete our mission no matter what the obstacle! We do not back down in the face of adversity, else we fail in his most blessed sight. We are the Daughters of the Emperor, Sisters of Battle!"

The Sisters of Battle are the militant arm of the Imperial Ecclesiarchy. Since organization law prevents any men from carrying arms, the Sisters of Battle, which are entirely female, exist in a clever loophole. They specialize in heat weaponry, using flamers and melta weapons, along with a faith so strong it can produce mid-battle miracles, to bring the light of the Emperor to the heretic.

What sets the Sororitas apart from their Toughness 3 cousins in the Imperial Guard or the bolter-bearing, power armor-wearing Space Marines are their Faith powers. These can make the Sisters strike faster and/or harder in close combat, cause their shots to Rend, or even make their armor saves count as Invulnerable instead. They can even have widespread access to Stubborn on all of their squads. In addition, they have easy access to flamer and, more importantly, melta weapons. As a result, Sisters are surprisingly competitive and flexible army, due in part to the propensity of mechanized lists these days. The downside? They’re relatively difficult to collect due to GW only selling them three at a time and the entirety of the range being metal, making them the last army to not have basic troops in plastic. In addition, many feel that their get-you-by White Dwarf codex is very mediocre and took away a lot of what made the army special.

bhsman fucked around with this message at 08:34 on Aug 11, 2013

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bhsman
Feb 10, 2008

by exmarx
6th Edition



On June 30th, 2012, Games Workshop released the sixth iteration of the Warhammer 40,000 ruleset, otherwise known as 6th Edition. While the changes are more profound than the following list details, these are the major ones:

Flyers



Flying models have been added to the game as a unit type now; at this moment they are generally fragile but come equipped with powerful weapons and are difficult to hit with standard weapons.

Allies



You now have the ability to take a detachment of units from an entirely different codex and use them in your army, depending on this chart above. Some armies are like brothers to each other, allowing them to benefit from each others’ psychic powers and be joined by respective characters. Others are merely allies for the moment, caught in a situation where the enemy of one’s enemy is your friend. Others still are desperate allies, with whom the mere thought of fighting alongside them causes bouts of paranoia in the thick of combat. Finally, there are armies that literally could only fight alongside each other in Apocalypse.

Overwatch!



That’s right, Overwatch is back. This allows a unit to get one final, desperate volley of fire off at a charging unit before Assault begins. While the rules make it difficult to hit anything when making an Overwatch action, it will hopefully add more tactical depth to the game.

Expanded Psychic Powers



In 6th Edition, most armies’ psykers have the ability to trade out their codex powers in exchange for one of five new psychic power charts from the rulebook:

-Biomancy, the power to control life itself, specializes in making your units tougher or weakening your opponent’s

-Pyromancy, the power to control flame, is fairly straightforward in that it focuses on making stuff explode or even give your Psyker an ability akin to using a Heavy Flamer or a Meltagun that hits everything in a straight line!

-Divination, the ability to discern the future, gives you the ability to re-roll failed saves or even ignore enemy cover saves outright due to knowing where to be at the right time.

-Telekinesis, the ability to use psychic force as a weapon, is a subtler power. You can throw up a telekine shield, stun enemy characters, and even teleport around the battlefield.

-Telepathy, the power to take minds! You can inspire squads that have broken to return to the fight, mentally dominate enemy units, or even cause them to hallucinate. It also has what is potentially the best ‘signature’ power in Psychic Shriek, which works similarly to the Doom of Malan’tai’s ability.

So what’s the catch? Like Warhammer Fantasy, the powers are generated randomly, though you can fall back on a weaker, ‘signature’ power if you don’t get the one you want. Unlike Warhammer Fantasy, there is no Purple Sun of Xereus. :rolldice:

…and more!

As of this post 6th Edition has barely been out for not even a week and people are still trying to comb the rules for exploitsfigure this all out. Feel free to ask in the thread if you have any questions! :thumbsup:

bhsman fucked around with this message at 07:04 on Jul 4, 2012

bhsman
Feb 10, 2008

by exmarx
Hey, it sounds like this thread isn't really big enough for all neckbearded warham discussion if you keep making new ones!

Indeed it isn't. You can find the 40k goon IRC channel at #tinypewtermen on irc.synirc.org. Come visit us and idle for the Emperor.

I want to start playing, but a lot of this looks really expensive!

Unfortunately, this is a money-intensive hobby even at the best of times. However, that doesn’t mean you’re forced to pay full price for everything, either. Here’s a list of websites, goon-tested and approved, from which to purchase your plastic barbies at a lower rate than you normally would (though you should try and support your local store when possible):

-Chaos Orc – Large selection of kits at decent prices with quick and reliable service.
-Dicebucket – Roughly 20% off everything with a wide selection. They also do international shipping.
-Ebay.com – Always worth a browse, as you’ll never know when someone has posted $100 worth of Forgeworld stuff at a third of the price. Ebay should often be your first stop when looking to save money.
-Rocket Hobbies - Another UK-based store, recommended by goons. Insert "gently caress Maelstrom Gaming" here.
-Mini Wargaming – A store for :canada: Canadian goons :canada: that has a daily deal of up to 40% off and lots of tutorials.
-The Warstore - 20% off retail, but because of legal issues, Neal can't sell through his website, so you have to actually pick up the phone and call him. Nothing but good reviews from the goons. Neal and his employees give consistently fast and friendly service.
-War Puppy - An :australia: Australian :australia: site that offers a discount on GW retail and free postage to Australians for orders over $90.
-Wayland Games – Another store with lots of discounts that is popular with European players.

Other websites:

-Art Supply Warehouse - Cheap brushes and other art supplies, including that awesome metal mesh stuff (which is great for terrain).
-Frontline Hobbies – An Australian store with a more general hobby selection. They also sell printable decal paper as well as MicroSol and MicroSet, which are used in applying decals.
-Rattlehead Games - A site that sells lots of alternative miniatures and nice, cheap terrain. Dependable and friendly owner with a nice selection.
-Scrapdragon – Another Australian store with a general hobby selection.
-DarkSphere.co.uk - Recommended by Rapey Joe Stalin as another EU store on par with Wayland and Maelstrom.

I’ll be honest, I’m just here for…

…the dwaves and elves.

You’d be looking for the Warhammer Fantasy megathread, then.

…the painting and modeling.

Look no further than PaintVagrant’s aptly titled Miniature Painting/Sculpting/Modeling Megathread. It contains a wealth of information about various techniques, and the posters are eager to help you out with any questions. It’s also a nice place to look at pictures of models that are much better than yours. :gbsmith:

There’s also a number of websites that offer a ton of tutorials and insight into painting:

-Blackmoor
-Brush Thralls
-The Chest of Colors Forum
-The Jenova Project
-Doctor Faust’s Painting Clinic – Great for beginners.
-Paintrix Miniatures
-Studio McVey – KNEEL BEFORE McVEY

As well as websites for making your own terrain:

-The Hirst Arts Fantasy Literature Inc. – They sell resin molds that let you create your own blocks that can be assembled however you like. Make your own castles! :black101:
-The Terrain Genesis Forum
-Iron Hands’ How-To’s

…the fine literature.

40k has a very rich background that, unsurprisingly, has a lot of very lovely novels written about it. How to best decide what to read, then? Thankfully, fellow goon and Cornhusker fan adaz has written a handy little guide:

”adaz” posted:

Space Barbie Stories
---------------------------------------------------------------
If you'd like to read about your plastic mans fighting epic battles against other plastic mans there are a plethora of choices available to you (http://www.blacklibrary.com/). However, some of these are just downright terrible and others cause actual physical illness so the following are recommended if you'd like to learn a bit more about the fluff.

Links take you to Games Workshop's Black Library site, however most if not all of these are also available (probably for cheaper and faster shipping) off Amazon as well. However, the Black Library site does have all these available as E-Books (pdf I believe).


The Best of the Best - Also known as books by Dan Abnett
---------------------------------------------------------------

Eisenhorn Omnibus - Follow Inquisitor Gregor Eisenhorn chasing after demons and giving no fucks.

Gaunts Ghosts Omnibuses - Start with The Founding and watch The Imperial Guard regiment Tanith First & Only embark on a crusade to reclaim the Sabbat Worlds.

Propsero Burns - Find out the secret behind the Space Wolves and why they were created.

Ravenor Omnibus - A kind of sequel to Eisenhorn, follow his pupil Gregor Eisenhorn as he attempts to prevent the birth of the demon Slyte.

Thousand Sons - find out how the Thousand Sons & Magnus fell, also what really happened to the Golden Throne and the depths of Magnus' hubris.

Legion - The incredible story of why the Alpha Legion turned to Chaos, nothing about them is what you expected.


Pretty Good
---------------------------------------------------------------

Shira Calpurnia Omnibus - Do you want a thriller full of infighting and intrigue as various imperial factions fight over an rogue trader charter signed with the blood of the emperor himself? Completely full of imperial faction infighting and political intrigues, focused on a adeptus arbites comamneder attempting to navigate her way through the minefield of imperial politics and, oh yes, kill a whole lot of people.

Fulgrim - The story of the failure of the Emperor's Children, and the sweetest twist at the end you've ever seen.

First Heretic - The Word Bearers fall, includes how the primarchs were abducted, at least according to some Demons.

Horus Rising- The first book of the Horus Hersey series, details the workings of the Luna Wolves and Horus. After this book, should read False Gods and Galaxy in Flames to complete the "core" Horus Heresy trilogy.

Titanicus - Titans blowing the gently caress out of everything with not a single Space Marine to be seen.

Ciaphis Cain Omnibus - Follow alongside the (un)luckiest Commissar in the Imperium.

Grey Knights - Grey Knights do their thing against the demon Ghargatuloth.

Helsreach - Black Templars, Orks & the world of Armageddon.

Lord of the Night, Soul Hunter and Throne of Lies - Night Lords do Awesome Chaos Things.

Essentially, if it’s written by Dan Abnett or Aaron Dembski-Bowden, pick it up. Otherwise, don’t be afraid to ask here for advice.

:siren:There's even a thread on 40k novels in the Book Barn subforum!:siren:

…the other websites.

-The Bolter and Chainsword – Though a bit terrible at times and entirely devoted to Space Marines, B&C does have a lot of great tutorials and some great Work In Progress threads like Dan the Daemon’s Night Lords thread. Gat drat. :fap:
-Dakka Dakka – A pretty good Wargaming forum with a great Tutorial subforum, though it suffers from Warseer-itis a bit and a lot of posters love stuff from 4chan. Unironically.
-MI40k.com – A forum for Michigan players. Find someone to meet up and play with!
-Tabletop Gaming News – Just like it says on the tin.
-The Waaagh Forums – You wanted a forum about orkz? You got one. :orks:
-The Wargamer AU forums – A wargaming forum for Australian players.
-Warseer – Regularly terrible, but it has a lot of people who post there and a lot of reliable rumormongers with information about the next release tend to post there a lot.

…the blogs.

…really? :crossarms: Well, whatever floats your boat, then…

-Bell of Lost Souls: Most of the stuff posted here isn’t that great, but they do post compiled rumors from Warseer/Dakka so you don’t have to, occasionally have some nice articles, and some funky fandexes to try out.
-From the Warp: While Ron, the owner of the blog has some nice painting and modeling articles from time to time, the real strength of this blog is that it provides links to other blogs as they update. Basically it’s nice to check in on every now and then to look for tutorials/news announcements/awesomely painted models.
-3++ is the New Black - A pretty good blog with daily articles ranging from painting/modelling tutorials to army tactics. Recommended by many of the posters here.

...a map to help me find warhams.

Here you go, buddy. Be sure to shower and put on some deodorant before going out to socialize.

…the podcasts.

Great to listen to while bored, painting, or both!

-40k Radio – Was once a fan favorite until it fell apart and was rebooted. May be worth a listen.
-The D6 Generation - A good podcast about wargaming, boardgaming and gaming in general.
-The Independent Characters – Lots of praise for this one, definitely worth trying out. One of the hosts is a goon!
-Life After the Cover Save – Mixed reviews for this one but the consensus seems to be that it’s pretty good; don’t be afraid to give it a shot.

…advice on brushes/magnets/airbrushes.

”PaintVagrant” posted:

http://www.dickblick.com
Windsor and Newton Series 7 watercolor brushes are the ones to buy.

”ImJasonH” posted:

http://www.kjmagnetics.com/

I use 1/8" magnets for everything. They fit perfectly on Terminator arms, four or so of them work to keep vehicle parts together, and they're only a little snug on Marine-sized arms. I've never tried magnetizing non-Marine infantry though, maybe 1/16" would be better for smaller models like Guardsmen or Eldar.

”Pagan” posted:

As far as airbrushes go, Harbor Freight is where it's at, 100%. The quality may not be the best, but at the price, who cares? In a year, I've gone through two of their airbrushes (one was my fault, the other just stopped working right); I'm on the third one now. Not counting the cost of the compressor, I've spent a grand total of $45. That's certainly a fair price to pay for the ease of use of a real airbrush.

And I'm using those brushes several times a week. From what I've seen of the GW airbrush, it looks like a plastic POS that would break after serious use.

To thin paints, I use a mix of soapy water and future floor wax. I thin my paints about to the same level I paint with a regular brush, about the consistency of milk or so.

…the front page articles.

There’s a front page?

-Blue Stripe 40,000 Interview Special
-Warhammer 40,000 Core Rules (5th Edition)
-Wargammer Miniatures

...SPESS MARIENS

https://www.youtube.com/watch?v=WeCfod1XT7E
https://www.youtube.com/watch?v=gqinPt-vN54
https://www.youtube.com/watch?v=uEzIVvOl5Qw
https://www.youtube.com/watch?v=Cr_9fjhnKCk
https://www.youtube.com/watch?v=VbZNDfc6jkc

And Sergeant Telion's Christmas Party:

https://www.youtube.com/watch?v=_HY_xXCuFaA

Don’t be afraid to ask questions, we’re happy to help! :buddy:

bhsman fucked around with this message at 19:04 on Aug 9, 2013

bhsman
Feb 10, 2008

by exmarx
Saving for later.

EDIT: There was an Easter Egg in the 2nd post. A prize to the first person to find it. :buddy:

bhsman fucked around with this message at 07:09 on Jul 4, 2012

Mikael Kreoss
Feb 13, 2011

by Fistgrrl
Nurgle approves of the new thread before reaching 999.

S.J.
May 19, 2008

Just who the hell do you think we are?

The new thread doesn't solve any of the previous threads issues, and introduces a whole new set of problems.

Chenghiz
Feb 14, 2007

WHITE WHALE
HOLY GRAIL

kannonfodder posted:

My real guess is it's just a leftover from 5th, when the rulebook was quite red.(or maybe people calling it the BRB, which stood for Big Rule Book but was misinterpreted as Big Red Book by many.)

It's the former. In 4th it was the BGB (big green book).

bhsman
Feb 10, 2008

by exmarx

S.J. posted:

The new thread doesn't solve any of the previous threads issues, and introduces a whole new set of problems.

True, but it added a new title and uses a new tag appropriate for its topic!

/ghosthand

S.J.
May 19, 2008

Just who the hell do you think we are?

It was also used a bit in third, though I don't remember the color of that cover now. Black?

Fashionable Jorts
Jan 18, 2010

Maybe if I'm busy it could keep me from you



Chenghiz posted:

It's the former. In 4th it was the BGB (big green book).

My memory of 4th terminology is hazy at best, but I swear it was always BRB. But I suppose that's what I get for going to sub-par warhammer forums in the past.

Lovely Joe Stalin
Jun 12, 2007

Our Lovely Wang
Could you add https://www.darksphere.co.uk to the list of online shops please. They are far better than either Maelstrom or Wayland (the other main UK-based online shops) in terms of actually getting stuff to you in a timely manner.

bhsman
Feb 10, 2008

by exmarx
^^^Done

Also, this is NOT a requirement but I would very much appreciate it if people posted some awesome 40k pictures so anyone perusing a 40k thread for the first time sees them.

TIA. :blush:

bhsman fucked around with this message at 07:12 on Jul 4, 2012

Fashionable Jorts
Jan 18, 2010

Maybe if I'm busy it could keep me from you



Yessssss my folder with 1000+ assorted warhammer pics will finally come in handy!











twistedmentat
Nov 21, 2003

Its my party
and I'll die if
I want to

kannonfodder posted:

My memory of 4th terminology is hazy at best, but I swear it was always BRB. But I suppose that's what I get for going to sub-par warhammer forums in the past.

I remember people calling it the Big Black Book, then the BIg Grey Book for 4th and 5th ed respectively.

Anyways, The really awesome thing is that this is getting me to paint up all my pskyers. And finally painting my FW Plague Marines.

My "paint my marine vehicles" project is put on hold for a while. At least I got my drop pod done except for some minor touch ups.

Anyone who's played so far, is 2000pts as game breaking as many of the warhamms seem to be acting?

S.J.
May 19, 2008

Just who the hell do you think we are?

BBB was 3rd, BGB was 4th, BRB was 5th

Living Image
Apr 24, 2010

HORSE'S ASS

Don't forget, this thread is now the exclusive venue where I can tell you you're wrong and make you apologise.

For about the first time ever I'm considering running a fat blob of 20 DE Warriors and I'm not sure how good I feel about that.

bhsman
Feb 10, 2008

by exmarx

Corrode posted:

Don't forget, this thread is now the exclusive venue where I can tell you you're wrong and make you apologise.

For about the first time ever I'm considering running a fat blob of 20 DE Warriors and I'm not sure how good I feel about that.

You should quote this post and call yourself a loving moron for considering this.

Sounds like it's worth a try, new edition and all.

Tadhg
Aug 5, 2007

AUT MORS
AUT GLORIA

:hist101:
Yay, new thread!

But I didn't get to close the other one with a storm of vomit marines.

Is there no place for vomit marines in the new edition? :ohdear:

S.J.
May 19, 2008

Just who the hell do you think we are?

There will always be a place for vomit marines.

Discospawn
Mar 3, 2007

Somebody mentioned it in the last thread, but as I keep going over the new rules and my Tyranids codex, I think Tyranids are going to be the new 'random' army, even moreso than Orks. Psyker powers are random, charge distances are random, our flying monstrous creatures can either be awesome or get shot out of the sky by a bolter and break their neck. Even synapse is kind of a broken concept now, because there's more benefit to letting your creatures fall back on Instinctive Behavior - Feed than there is to being within synapse range.

All that said, I'm assembling 2 more Trygons and building a list where 40% of my points are spent on my Swarmlord & Tyrant Guard.

bhsman
Feb 10, 2008

by exmarx
The Swarmlord loving owns, though.

magnetbox
Jun 7, 2002

I Heart Thomas and Guy-Man
Zulu, one of the finest Michael Caine vehicles in Existence.

ManiacMatt
Feb 28, 2007

This is not the pleasure planet I was promised!

bhsman posted:

EDIT: There was an Easter Egg in the 2nd post. A prize to the first person to find it. :buddy:

Mentok the Mindtaker?

bhsman
Feb 10, 2008

by exmarx
Nah, Magnetbox found it.

The Supreme Court
Feb 25, 2010

Pirate World: Nearly done!

Tadhg posted:

Yay, new thread!

But I didn't get to close the other one with a storm of vomit marines.

Is there no place for vomit marines in the new edition? :ohdear:

In the grim darkness of the future threads, there are only vomit marines.

Sole.Sushi
Feb 19, 2008

Seaweed!? Get the fuck out!

bhsman posted:

EDIT: There was an Easter Egg in the 2nd post. A prize to the first person to find it. :buddy:

You talking about that Zulu thing?

E: F, B

Buffalo squeeze
Dec 19, 2010

Oh noble brogy. Overflowing with meaty wisdom and secret sauce.

Tadhg posted:

Is there no place for vomit marines in the new edition? :ohdear:

I did pick up the fantasy river trolls, so there might be room for some vomit later on...

PeterWeller
Apr 21, 2003

I told you that story so I could tell you this one.

Discospawn posted:

Even synapse is kind of a broken concept now, because there's more benefit to letting your creatures fall back on Instinctive Behavior - Feed than there is to being within synapse range.

I'm not so sure about this. Rage is nice and all, but Fearless is so much better without No Retreat Wounds.

Phyresis
Nov 2, 2004

I can't sleep, I hope I stay awake

Cause I've been running, running, running all day

Long nights, no peace

I feel like everybody's eyes on me
Guys, I'm going to GW later today to cash in some store credit and I don't know if I should buy two Stormtalons and be done with it (and run them illegally in my SW until I get this C:SM + Tau list figured out), two Razorwing Jetfighters and try to build up my DE (it would only run me another couple hundred bucks for most of what I need, which isn't bad), or two Valkyries to ally IG and then segue over to IG + Tau?

xtothez
Jan 4, 2004


College Slice

PeterWeller posted:

I'm not so sure about this. Rage is nice and all, but Fearless is so much better without No Retreat Wounds.
Indeed. It's OK on Trygons and fexes that come as Fearless out of the box, but if your Hormagaunts lose a combat outside of Synapse they're basically boned with Ld6. And the less said about Rippers the better...

FrickenMoron
May 6, 2009

Good game!
Still have no idea where to go with my BA right now. I'll go to my GW tomorrrow and cancel the preorder I did on the rulebook, I don't think I want to pay that price just for the pretty pictures and fluff. I'll wait until the small rulebook comes out with the starter set.

Babe Magnet
Jun 2, 2008

Necrons:



Seems so long ago that I made this. Good lord how time flies.

Lovely Joe Stalin
Jun 12, 2007

Our Lovely Wang

quote:

In recent years Forge World has muddy the waters with things like the Siege of Vraks and the Tyrant’s Legion. Yes there are some power elements to those armies but they aren’t power armor armies. They are a guard cupcake with power armor sprinkles on top.

So again we asked those questions and decided to stand our ground and not allow those lists on the site. A very small number of people complained (less than 10) to us and in the end we don’t think it has hurt the site.

Now though, GW has muddied the waters a great deal with this allies nonsense. The chart they created for allies is so against fluff it is ridiculous, but stupid or not it is the rules of the game now. So how do we treat this? In past editions with allies we simply said “no power armor so it isn’t allowed” and left it at that. The small vocal groups were upset at first but didn’t take long for folks to get back to power armor talk without much fuss.

B&C is so... pompous, this and much more all linked to by a banner that would make you think they made the game.

Phyresis
Nov 2, 2004

I can't sleep, I hope I stay awake

Cause I've been running, running, running all day

Long nights, no peace

I feel like everybody's eyes on me

FrickenMoron posted:

Still have no idea where to go with my BA right now. I'll go to my GW tomorrrow and cancel the preorder I did on the rulebook, I don't think I want to pay that price just for the pretty pictures and fluff. I'll wait until the small rulebook comes out with the starter set.

I think the same two basic lists are good; actually both are probably even better now for different reasons. Jumper buffs are obvious but the real buff is allying IG or Tau in order to get decent fire support options, especially vs. Flyers. The AV13 wall has a place in the rock/scissors/paper meta as well, imo. Its weaknesses were the low volume of fire of its anti-infantry guns and getting hit by melta; the anti-infantry can easily be dealt with by judicious use of allies and melta is simply not going to be as prevalent as before; the parking lot is diminished as a concept. Full mech is harder to pull off for some armies and there are now many viable alternatives.

FrickenMoron
May 6, 2009

Good game!
I wish I could find a solid list involving my two landraiders, but the sheer thought of having to field them against Necrons makes me want to get into a fetal position and cry. Anyways, been painting up some termies I had laying around for years now, at least those will be a bit more fun to field. And Tau allies sound really good, but you always risk them getting hosed up when the new codex will hit at some point. I hate useless purchases. Yes, I'm looking at YOU scout-bikers! :(

Cassa
Jan 29, 2009

Rapey Joe Stalin posted:

B&C is so... pompous, this and much more all linked to by a banner that would make you think they made the game.

Hahaha, hams are great. The person running the next Qld quarter master has already banned Allies, and has a thread out asking for house rules.

Phyresis
Nov 2, 2004

I can't sleep, I hope I stay awake

Cause I've been running, running, running all day

Long nights, no peace

I feel like everybody's eyes on me

FrickenMoron posted:

I wish I could find a solid list involving my two landraiders, but the sheer thought of having to field them against Necrons makes me want to get into a fetal position and cry. Anyways, been painting up some termies I had laying around for years now, at least those will be a bit more fun to field. And Tau allies sound really good, but you always risk them getting hosed up when the new codex will hit at some point. I hate useless purchases. Yes, I'm looking at YOU scout-bikers! :(

I want Land Raiders to be good as well. Not blowing up in one shot as often is nice but overall their survivability is down. All you're pulling out of Tau is Crisis Suits with missile pods and Broadsides, and I just don't see those getting nerfed in the next Codex. If anything they will get a point cost reduction because they have 4th Edition Prices right now.

Cassa posted:

Hahaha, hams are great. The person running the next Qld quarter master has already banned Allies, and has a thread out asking for house rules.

Anyone who bans allies before they ban Flyers in 6th edition is a loving moron and has no idea what's going on.

Lovely Joe Stalin
Jun 12, 2007

Our Lovely Wang
I'm hoping scout bikers will be good in the DA codex. To be honest, I'm probably being horrifically unrealistic in hoping that they'll have all the units that would make sense from a Ravenwing/Deathwing perspective. Stormtalons, stormravens, scout bikers, a decent drop pod ability to capitalise on beacons etc.

cat with hands
Mar 14, 2006

When I shit I like to scream "WORSHIP THE GOD EMPEROR ON HIS GOLDEN THRONE." Mom hates it.

FrickenMoron posted:

I hate useless purchases. Yes, I'm looking at YOU scout-bikers! :(

What kind of landraiders? It makes a huge difference. As you might have noticed any vehicle that wants to get close to the enemy kinda sucks now.

Also, are you mad? Bikers just got crazy good, and scout bikes were worth taking even in 5th.

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PeterWeller
Apr 21, 2003

I told you that story so I could tell you this one.

Rapey Joe Stalin posted:

B&C is so... pompous, this and much more all linked to by a banner that would make you think they made the game.

Wait, they don't allow Imperial Armor lists on their site? I'd get banned or probated for posting about Eldar Corsairs?

What a bunch of chucklefucks.

  • Locked thread