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divinebovine posted:So in a month I'm going to be in a Kill Teams Tournament. Any tips for an IG player? Your specialists are going to be Shrouded, Preferred Enemy, and one other. Armorbane is good for bringing down walkers, Shred for infantry, Stealth for survivability, Relentless if you have a heavy weapon. A lot of the rules do nothing or essentially nothing, so the list of good choices is actually pretty small. I would personally go with Armorbane to shore up weaknesses, but you do have some options. Walkers and vehicles are really good because they're essentially invulnerable unless someone takes an Armorbane specialist. A Scout or Armored Sentinel is recommended, as you can't beat the price. A Chimera transport would also be pretty useful. Sniping out heavy/special weapons is ridiculously easy if you have range, so look to be taking some of the weapons with more reach (Multilasers, Autocannons, etc.) Abundant cover will also mean lots of saves, so rate-of-fire stuff is gonna be very useful. Despite that, Plasmaguns are probably your go-to special weapon on Veterans, or Grenade Launchers for non-Vets. You can technically take a Platoon, which is a boatload of dudes to bring along, but it's gonna be pretty limiting to your options (since it's a minimum of 130pts before any upgrades.) Two autocannons, two Grenade Launchers, and 4x GL on the Command Squad would leave you just a smidge more for other tricks, but not any other units. Remember you're not required to take a troop unit, so just going with Sentinels, Ratlings, a Hellhound, etc, could work, even if it doesn't leave you many models. I would probably run a squad of Veterans, a bare-bones Sentinel or Armored Sentinel, and a Chimera for a transport. Blast whatever guy the other player had Armorbane on and you're basically unstoppable. IG unfortunately can't take good advantage of the leader chart, which can get out of hand pretty quickly, but by leaning on the strength of the rest of the army you can still field a strong list. frest posted:I don't often post my WIPs or whatever, but I just got done stripping and re-purposing these models (they're still a little scruffy but I think it won't show when based). Here's a future unit of noise marines, 10-strong and modeled with everything, even if I end up running them with much less equipment. Old Noise Marines are the best Marines. I friggin' love all their guitars and tubas and weird bullshit they have for weapons, not to mention all the speakerfaces and guys with tentacle-tongues and all of that. Schizotek posted:Anybody know when they started releasing the Horus Heresy models over at forgeworld? I wanna calculate how many decades until they're likely to get to the Iron Warriors stuff.
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# ? Jun 15, 2024 14:01 |
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OK so to elaborate further, Burning skies is an extra set of rules to add complexity to flyers in 40k. There's 4 new missions and three sets of rules for Burning skies. Dog Fights,Special Manouvers and Fighter Aces. Dog fights, are pretty lame in my opinion. You have to move one of your flyers within 12" of an opponents flyer, you roll off (you get bonuses if you are in the side or rear arc of your opponent) and then you essentially play three rounds of rock, paper, scissors and, depending on the results you get to shoot a few extra times or not... Special Manouvers gives each race Ld, T and I stats for fliers and a set of manouvers that that race can pull off with succesful test against those stats. Manouvers include turning 180 degrees forcing enemies to re roll to hit or purposefully flying the plane into the ground and crashing into enemy troops. Fighter ace is a 50 point upgrade you can purchase for each flyer. You roll a d3 for each flyer that you have upgradedafter warlord traits and the flyer gets that skill. Eldar/Dark Eldar 1 +2 to engage in dogfights 2 you can pivot 180 degrees before moving 3 friendly units within 12" get +1 attack blood angels 1 +2 to engage dogfight 2 pivot 180 3 one use only friendly units in 12" can re roll to hit in shooting and CC Space Marines 1 re roll to hit rolls of 1 2 +1AV in front arc 3 units within 12" gain relentless Space wolves 1 units within 12" can re roll morale 2re roll to hit against walkers, MC, FMC and models with toughness 5 or more 3 Can regenerate hull points at the start of each of your turns roll a 4+ per hull point lost Dark Angels 1 re roll to hit rolls of 1 2 move on from any side with ongoing reserves 3 deep strikers don't scatter within 12" of the flyer Grey KNights 1 +2 to engage in dogfight 2 +1 BS 3 flyer gains the vortex of doom psychic power. flyer is Ld 8 for purposes of psychic power IG I listed on the lat page Tau 1 Reroll 1s to hit 2 +1 to cover save 3 instead of shooting add d3 marker lights to all enemy units within 12" Orks 1 +1 AV in front arc 2 may fire an aditional weapon per turn 3 orks within 12" gain FNP (6+) Black Templars 1 +2 to dogfight 2 reroll 1s to hit 3 BT units in 12" gain crusader Chaos marines I listed on the last page Necrons 1 Reroll 1s to hit 2 +2 to dogfight 3 units within 12" pass reanimation rolls on a 4+
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We did the first video battle report for our group last night: https://www.youtube.com/watch?v=mrStNm4uiso It was pretty fun to do, and was quicker to edit than doing about 40 pictures and typing out all the info, drawing lines, etc. We didn't have to pause to take any pictures (although I should have taken more during the game), we just took a minute or so after each player's turn to do a 'what happened' kind of update. I'd appreciate any constructive criticism on the batrep, although please note I was getting over a cold (still am) so my voice is pretty nasally. The shaky camera is because it's a point-and-shoot, not a real video camera and the main thing is I should have just done deployment and battle force intros in one go, instead of two introductions, which is a bit pointless. e: just watching it with one of the guys that's in it, and I'll have to play around with the video settings of my camera, if I can, so it auto-focuses. There's one bit where everything is just fuzzy and terrible. I think a post-game wrap-up would be pretty cool too, but in general I think a 5-turn battle can be done in under 10 minutes, easily, with a bit of back-and-forth banter. krushgroove fucked around with this message at 13:37 on Feb 19, 2013 |
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Cataphract posted:Space wolves What flyer do Space Wolves get? Thanks for sharing.
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Tau allies question; Does anyone know if a Tau Commander and a Battlesuit Bodyguard team are single unit in your army list, or do they only become a single unit during deployment, and thus would be two HQ choices on your list. Wondering if I could manage to take a commander with bodyguards and a three man crisis team for some allied fire support.
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Bavius posted:What flyer do Space Wolves get? Forgeworld?
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Moola posted:Tau allies question; Does anyone know if a Tau Commander and a Battlesuit Bodyguard team are single unit in your army list, or do they only become a single unit during deployment, and thus would be two HQ choices on your list. Answered here. Games Workshop Tau 1.1 FAQ posted:If, when selecting your army, you buy a Bodyguard for a Tau character, the Bodyguard and the character (and his drones) must be fielded as a unit, as described for Retinues on page 48 of the Warhammer 40,000 rulebook. In this case, the character (and his drones) cannot leave the Bodyguard unit. The character (and his drones) are members of the unit in all respects. Only if the entire Bodyguard is destroyed, the character returns to being an independent character, as described above.
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Cheers, I forgot about retinues. Also somehow I missed 'The commander and his bodyguard count as a single HQ choice' in the codex. Time to stop writing lists and get some sleep I think. ![]()
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Bavius posted:What flyer do Space Wolves get? He also forgot to share the traits of two armies. Right? Just forgot about them even though they are obviously in the book... right?
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LordAba posted:He also forgot to share the traits of two armies. Right? Just forgot about them even though they are obviously in the book... right? Well those two are being phased out for another couple Astartes codices. Poor tyranids getting the poo poo treatment in 6th.
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Bavius posted:Poor tyranids getting the poo poo treatment in 6th. Yeah... just.... just 6th Edition... ![]()
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Man, there's a lot of bullshit in that table. You can roll something completely useless like rerolling 1s (a lot of fliers already have twin-linked weapons) to hit or get something amazing like a 12" teleport homer/relentless bubble/whatever. Still though, thanks for posting it.PierreTheMime posted:Yeah... just.... just 6th Edition... Yeah... maybe they'll be really good when they get redone. Maybe they'll add genestealer cults? Maybe there's hope in the future? Maybe? ![]()
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Are point costs, options, hull points etc. for the SM Stormraven the same as the GK Stormraven? I have one from that book, recently started a SM army, & have very little desire to pick up the new flyer book entirely for one statline. I really wish they'd have just included that in an errata update instead of a book, though I get they're in it for the cash monies.
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Fletchtar posted:Are point costs, options, hull points etc. for the SM Stormraven the same as the GK Stormraven? I have one from that book, recently started a SM army, & have very little desire to pick up the new flyer book entirely for one statline. I really wish they'd have just included that in an errata update instead of a book, though I get they're in it for the cash monies. It's the same as the Blood Angel Stormraven. 200 points. ... upgrades are all costed the same. However the space marine and BT one has stormstike missiles which are S8 AP2 COncussive. GK is a bit more expensive (205) because it has the aegis and fortitude
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Safety Factor posted:Maybe there's hope in the future? Maybe? "A moment of hope... a lifetime of regret" - Thought of the Day (on getting a Tyranid army)
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How does this list look? Sorry about the Excel copy-paste job. Armoured Battle Group - 2000 Points Unit Wargear Cost FOC Company Command Tank - Vanquisher 165 HQ Hull Lascannon 15 Co-axial Heavy Stubber 10 Beast Hunter Shells 15 Artificer Hull 20 Company Command Tank - Vanquisher 165 HQ Hull Lascannon 15 Co-axial Heavy Stubber 10 Beast Hunter Shells 15 Artificer Hull 20 Tech-Priest Enginseer 45 Elites 2 Servitors 30 Trojan 35 Atlas Recovery Vehicle 85 Elites AF Cyclops Demolition Squad 115 Heavy Support Heavy Flamer(turret) 0 Heavy Flamer(hull) 0 Hellhound 130 Fast Attack Heavy Flamer(hull) 0 Hellhound 130 Fast Attack Heavy Flamer(hull) 0 Leman Russ Eradicator Squadron 160 Troops Heavy Bolter(hull) 0 Heavy Bolters(sponsons) 20 Leman Russ Eradicator Squadron 160 Troops Heavy Bolter(hull) 0 Heavy Bolters(sponsons) 20 Allies: Imperial Guard Company Command Squad 50 HQ Flamer(squad)(4) 20 Chimera 55 Heavy Flamer(turret) 0 Heavy Bolter(hull) 0 Veteran Squad 70 Troops Plasma gun(squad)(3) 45 Chimera 55 Autocannon(turret) 5 Heavy Bolter(hull) 0 Veteran Squad 70 Troops Plasma gun(squad)(3) 45 Chimera 55 Autocannon(turret) 5 Heavy Bolter(hull) 0 Manticore Rocket Launcher 145 Heavy Support Sky Eagle Missiles 0 or Manticore Missiles 0 The Vanquishers are BS4 with 4 hull points and their main gun is twin-linked if they're in range to fire their co-axial guns. Beast hunter shells are S8 AP2 3" blast Instant Death or they can use the regular Vanquisher shells. The Manticore provides good AA support. The Atlas+techpriest can repair 2 hull points or guns/tracks per turn with an 89% chance to succeed each time. His Trojan gives a unit Preferred Enemy(everyone). The Cyclops are two vehicles in a Chimera and they're basically T6 2W Basilisk shells that explode at I10 when they charge into combat. my kinda ape fucked around with this message at 21:19 on Feb 19, 2013 |
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PierreTheMime posted:Yeah... just.... just 6th Edition... I thought 6E has been overall a bonus for nids. While genestealer spam got hosed, the MCs all got a boost, those with psychic powers got an even bigger boost, and your opponents' vehicles became easier to crack. Is there something I'm missing?
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The lack of fearless wounds alone made the army at least decent, if not good. Tervigons are baller as hell in 6th. It's just that there's not much flex in what to take.
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The lament is the total lack of allies and now, apparently, the lack of extra rules in supplements. I don't own tyranids, but if I did I'd be disappointed too.
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The allies chart is based on fluff reasons (with some bizarre exceptions) but I believe that if Tyranids had access to allies they'd be pretty OP. The ally that makes the most sense is IG because of Genestealer Cults and I sure would love to bring a Troops choice MC, flying Hive Tyrant, etc. into my lists, even as desperate allies or whatever. Pretty much any allied detachment for a Tyranid primary detachment would bring a sick amount of shooting and mobility to the list, as well.
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The Gate posted:Tervigons are baller as hell in 6th. It's just that there's not much flex in what to take. Yeah, but this was pretty much true in 5E as well. Phyresis posted:The allies chart is based on fluff reasons (with some bizarre exceptions) but I believe that if Tyranids had access to allies they'd be pretty OP. The ally that makes the most sense is IG because of Genestealer Cults and I sure would love to bring a Troops choice MC, flying Hive Tyrant, etc. into my lists, even as desperate allies or whatever. Pretty much any allied detachment for a Tyranid primary detachment would bring a sick amount of shooting and mobility to the list, as well. Yeah, the lack of allies makes decent fluff sense, though there really should be something to use for GS cults.
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It's definitely disappointing, don't get me wrong. I've got some 'nids, and the lack of support has kept me from expanding them much. That and the absurd cost of finecast poo poo (Hive Guard and Biovores).
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PeterWeller posted:I thought 6E has been overall a bonus for nids. While genestealer spam got hosed, the MCs all got a boost, those with psychic powers got an even bigger boost, and your opponents' vehicles became easier to crack. Is there something I'm missing? It turned an already pretty bad book into a One List To Rule Them All affair. Also Flyers cause a ton of headaches to Tyranids. Other armies have their own flyers, can field large amounts of high Strength, long range shooting in order to just punch through with 6s, or can at least bring in some allies to do the job. The only reasonable Tyranid optiones are an ADL and Dakka Flyrants. ADL is weaker for Tyranids than for most other armies given the low overall BS plus the Quad Gun tends to die before flyers arrive. Dakka Flyrants are ridiculously expensive, very fragile and not that good at killing flyers anyway since the plan is to glance them to death, mostly.
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Why do Tyranids care about Flyers? The impact Flyers have on the game is seriously overstated in general, but Tyranids in particular seem to be able to ignore them for most of the game and just swarm everything else with the sheer number of wounds on the table. They can definitely ignore baleflamer Heldrakes, what are they going to do, burn away a unit of gants?
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Phyresis posted:The allies chart is based on fluff reasons (with some bizarre exceptions) but I believe that if Tyranids had access to allies they'd be pretty OP. The ally that makes the most sense is IG because of Genestealer Cults and I sure would love to bring a Troops choice MC, flying Hive Tyrant, etc. into my lists, even as desperate allies or whatever. Pretty much any allied detachment for a Tyranid primary detachment would bring a sick amount of shooting and mobility to the list, as well. Tau and Necrons allying with the imperium, yet tyranids can't infect imperial guard. Someone at GW is dumb.
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A bunch of Lascannons searing away your Hive Guard or MCs unfortunate enough to not roll Iron Arm seems pretty relevant. Necronwing or whatever might not be good against Tyranids but 2-3 Vendettas are going to put the hurt on your dudes quickly enough and there's poo poo all a Tyranid player can do about it.
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Those two-three Vendettas cost 260-390 points, meaning almost a quarter to a third of the IG list is devoted towards models that don't even come in until the second turn at the earliest. They barely kill one MC on average, barring cover saves, FNP, and Iron Arm, and they probably can't get good shots off the next turn because of the limited pivoting. If they drop into Hover mode they can maybe kill another one but they will die the next turn. Vendettas losing Outflank really limits how much damage they can do throughout the course of a game. I'm usually the IG guy trying in vain to kill all the bugs before they kill my dudes and the only real solution I can find is spamming plasma vets in Chimeras, which I am not going to do anytime soon. The Vendettas are ok but nothing to write home to mom about. They are way scarier to mechanized lists.
Phyresis fucked around with this message at 22:42 on Feb 19, 2013 |
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That MC you killed is worth 200 points at the minimum. I'd say killing one of those per turn is extremely good, easily worth the 400 points you spend on the planes. They might be scarier against vehicles but they're also pretty drat scary to play against as a Tyranid player. How do Vendettas die immediately when they drop into hover against Tyranids of all armies? Assuming you stay out of charge range of his MCs on the turn you Hover (shouldn't be hard) the only units that could realistically threaten a Vendetta are Hive Guard. Even a full brood of 3 Hive Guard only do 0.666 glancings and 1.33 Penetrating hits on average on a hovering Vendetta and they get no damage roll modifiers given they're AP4. I would still have to roll above average to kill it, and that's with plenty of big ifs: if I have a full brood of 3, if I'm in range, if I can afford to shoot a Vendetta instead of a Chimera or some other tank.
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Would valkyrie vets with rocket pods and vendettas and some bunker HQ work?
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How are the Vendettas killing an MC every turn? Turn two they might kill one in optimal conditions, if they all come in. By the next turn the MCs should be able to engage close combat. Between Catalyst, Biomancy, and cover saves, it's nowhere near a guaranteed thing that the Vendettas even do anything. Also, Zoanthropes don't threaten Vendettas? Obviously Hive Guard aren't the best at shooting them down, they should be cracking Chimeras so that the MCs can get into combat.
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Manifest posted:Tau and Necrons allying with the imperium, yet tyranids can't infect imperial guard. SISTERS and Necrons can ally. "You know, the Necrons only destroyed one of our outposts once and then went back to it to destroy it again before we blew up their tomb world. But as the Emperor says: 'forgive and forget'".
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Y'all realize that the only Imperial faction that isn't desperate allies with Necrons is GK right? Desperate allies as in "welp we're both going to loving be dead as poo poo in 10 seconds unless we stop fighting each other long enough to take care of the primary problem, then we can go back to finishing each other off". I agree that there should be a way to have Genestealer cults but I think that'd be better served by actual rules for them and not just tacking a regular IG army to a Tyranid one.
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code:
e: Comedy possibly shot off the table turn 1 but still. Infiltrating meltachosen would probably be Bad News
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Cataphract posted:It's the same as the Blood Angel Stormraven. 200 points. ... upgrades are all costed the same. However the space marine and BT one has stormstike missiles which are S8 AP2 COncussive. But the GK Mindstrike missiles are awful. They're Frag missiles with a longer range and psi-shock. I'd much rather have S8 ap1/2 things like everyone else.
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Just got confirmation from a source inside GW; they're discontinuing Tyranids, with them being eaten by Squats in the fluff.
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My uncle who works for GW told me Tyranids are being phased out.
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ghetto wormhole posted:Y'all realize that the only Imperial faction that isn't desperate allies with Necrons is GK right? Desperate allies as in "welp we're both going to loving be dead as poo poo in 10 seconds unless we stop fighting each other long enough to take care of the primary problem, then we can go back to finishing each other off". This is really important to consider. Too often we scoff at two factions being allied without mentioning how closely they're allied. Being desperate allies is really lovely and requires you to play your army like it's two separate armies or risk units from your main force panicking. Honestly, the only reason why you'd ever see SoB and Crons allied together is because your friend plays both and wants to give it a shot. Nids not having any allies, even desperate allies, makes a lot of fluff sense. Nids are the reason why other factions would desperately ally with one another. But yeah, there needs to be a way to run a for reals GS cult.
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So based on the models I (sorta) have, this is what I'm looking at for 1000 points.code:
Moving up from here, I'm thinking another Leman Russ, a couple Vendettas, and a bunch more guards (1 more mech vet, 1 more shooty blob). Is this a good start? Where the heck do I get this many plasma guns?
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PeterWeller posted:Nids not having any allies, even desperate allies, makes a lot of fluff sense. Nids are the reason why other factions would desperately ally with one another. But yeah, there needs to be a way to run a for reals GS cult. Would have been nice to give them something to make up for losing out on a huge game feature though. On another note, Daemons! ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() The nurgle drones are hilarious.
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# ? Jun 15, 2024 14:01 |
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drat you Mango Polo ![]()
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