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Prot

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Prot last won the day on March 26 2024

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  1. I find it interesting that you are not proxying any of the characters, but it does leave you with a high number of bodies. Looks good. Let us know how it goes!
  2. You're right... it's a good analogy. It's hard to put my finger on but this army doesn't seem to be the blunt object of World Eaters overall. And that's fine, it's probably intended and makes sense. I was just thinking in World Eaters I don't feel the need to take Angron either, but he doesn't hurt the army either. So how am I killing vehicles with WE? And then I realized it's the lack of Predators. The Noise Marines are great anti-elite infantry. So maybe I do have to pull the Landraider and just get heavier into the bodies. I really felt it in this game. I didn't have the ability to do actions. I always felt like I was trying to keep my head above water.
  3. Sorry, I meant to answer this but yea, it's just the old Chaos Rhino Upgrade sprue back when they gave you a ton of these flavorful bits. I am saving a few for 'headlights' on my new Rhino. I'm thinking of running 3 Rhino's and trying the other Detachment out. But I will say the Coterie has amazing strats. They came in very handy. Also I like the... Peerless Bladesmen? The one that lets you pick between sustained and lethal hits in Melee if you charged. That is one of the detachment rules I think could have really helped me this game.
  4. On paper, I don't like Fulgrim at all. In my case he plays into an issue I'm already seeing which is too many characters, not enough boots. He might be great, but Lucius is without a doubt a shining star in almost any list, and the Exaltant Lords are just great value characters. I admit I hit an absolute brick wall here. In the past my Deathwing Knights could stand and exchange blows over a long period of time, but E.C. cannot do that. In fact, I'd say my World Eaters actually hit harder than these guys. The Infractors struggled a lot after they got the charge off on the Genestealers. I will say as bad as this was, my opponent forgot to use fight on death built in to his Aberrants and I was just thinking.... wow that was rough enough. I can't imagine. I know I had to leave a lot out of my mini report, but I forgot to add that after my 5 squads (including Lucius) hit the big Abberant squad and finally killed them, the HQ got back up on a 2+ and the squad went back into reserves and came out the next turn.... lol So I literally could hardly kill anything except the T3 plebs he uses to wall off charge lanes.
  5. Unfortunately I don't have a lot of time but I wanted to make a quick post on my first game last night. I ended up playing coterie of the conceded. My list was basically what I had put together with a few minor proxies: Lord + 10 Infractors + Rhino Lord + 10 Tormentors + Rhino 6 Flawless Lucius (on his own, but stayed near the flawless) Landraider w/ 2 squads of Noise marines (+ 1 Kakophanist) Maulerfiend Daemon Prince with Wings. 2 Spawn My opponent (we roll for random opponents) was Genestealer cult. I had beaten this list my last 2 times with Ultramarines, and a VERY narrow win with Dark Angels (I think literally a 1 point win). This is a very good army. Basically he runs a lot of cheap infantry and 4-5 vehicles with lasers and assault units. This is lead by 3 large squads you have to be able to handle: 2 Abberant squads which are gross and extremely suriviviable and hit like a truck (also -1 to wound when attacked by higher S than T.) And the third beefy squad he leads with is a large Genestealer squad with an HQ. -------------------------------- Long story short I got whooped pretty bad. I mean the game was pretty much over in T3. The score was close but I had lost too much board control and couldn't kill much. I levelled the 20 man squad for an early kill, but the Infractors were useless, and the Tormentors might have been slightly misplayed, but did nothing to the frontlines I faced. Good and bad highlights: - I thought the DP might not be a great idea in a small list, but in Coterie the ability to flip a dice into a 6 was huge. - The Flawless are bad, but ironically against Aberrants they were AMAZING. I can't think of a single better use case in 40K for them. The only down side is not many attacks, and D2 against a T6, 3 wound models. -More on Abberant beatdown: I couldn't kill these.... I mean one of his Abberant squads took attacks from 5 of my squads and maybe lost 2-3 models. Way too many resources. Only Lucius and the Flawless did anything. -The Landraider was something I wanted to pull but it was literally the only thing I had that could make a deep threat. I hate to say it but without it, the army could not threaten all his laser tanks. - Noise marines were disappointing. Good at removing chaff, but that's it. The Abberrants laughed them off, then due to the short range, would end up mauled in one instance. (the other squad kept running back until out of room). - I hate to say it but as I feared, the Kakophanist was extremely underwhelming. I know some argued with me on this, but his only saving grace is the time you get 1-2 mortal wounds on something. I think he should be 50 points tops, and I am considering removing him. - The army needs predators. - I felt the whole time my army was too small, and easily bullied. I obviously will have to play a bit better. I had played with my World Eaters and did better against this army, so this did surprise me abit. I'm a little stuck on what to change. I'll have to really reconsider the list at this point.
  6. Thank you. Yea, I've seen them in white with a grimdark appearance and it looks great.
  7. Yes, agreed on the MSU part. This is another reason I'm going with 10 man squads for now. The Thrill Seeker rule appears to punish running a lot of small units as well as characters on their own. I could see where this becomes quite confusing when you might have Lucius (solo), a typical Infractor squad, maybe a D.P. and some small elite units all hitting the main front lines.
  8. I am pulling the E.C. out tomorrow. I've been frantically putting together everything I can every day after work. (I don't think the wife likes it much, but she understands the obsession!) So this week I may not get to play that detachment. Something simple perhaps as I will just be playing what I can throw together (I hate to proxy too much our groups kind of try their best to play WYSIWYG).
  9. I love the detachments, but to be honest the transport one caught my attention the most. I doubt it will be 'meta' but I like it a lot. In my normal chaos armies I find Rhino's are my workhorse. They do a lot. They block, do actions, hog an objective, take over watch, etc. So this detachment has my style written all over it. I will say though that although MSU is huge now, I am starting with two x10 with Lords attached. I want to maximize the HQ. I may change that later.
  10. I don't think I missed the 'phase' part. To be more specific.... I just think it's weird because it's a timing issue and (to me) seems to only come into effect when 2 units that both fell back want to assault the same unit. It seems just over done. Because until you reach that point, you simply lead with the unit that has that restriction, then charge with your (unrestricted) unit second. The only way this seems to kick in is where 2 units fall back from the same target unit at the beginning of the turn. Then this leads to an awkward situation where both units are unable to target the unit they left. But if two EC units assault two different targets, in the EC next turn, they can simply fall back, and swap targets. I am trying to imagine a scenario where this really becomes an issue. The only thing I can come up with is when you would ideally like to fallback from a unit, but have no other valid target or place to hide.
  11. This is kind of weird to me. I've been going over the detachments/rules over time and the main rule says.... ' you cannot target a unit that was the target of another unit’s charge or attack this phase'. So I get the fall back, and can't re-engage/shoot at part, but the part above is a little weird about not attacking a unit that's been attacked this phase. The way I understand this, if my unit A falls back from opponent's unit X, I just have to be sure to attack opponent's unit Y FIRST with my unit A (because it fell back from another combat), and then my unit B can then attack as well? (Providing it did not fall back as well this turn.) This seems to be largely an order of operation thing but that part about re-attacking after falling back just seems to create a strange situation.
  12. Well a minor update. I do have a box coming but not sure when it will arrive. I took a chance, and zoomed out to GW locally and waited in line. I got one of 6 boxes. Only 3 were visible so I was third in line and my first thought was (as ridiculous as this sounds) I'm lucky I got one..... By the time I went to the til, they were pretty much gone. I asked the store manager if he had any more in the backroom. He said no. He only got three and he's considered a "high volume store" so it surprised him as well. I did feel a bit of guilt. I know I will use both boxsets as I love the Lord, and love both troop types and do see needing 4 x 10. I plan to use the extra Noise Marines to kit bash some Flawless blades, or a Lord Kakophonist. So I had some time this weekend, assembled 1.5 troop squads, and the lord. Here's my observations so far: The sculpts: Fantastic. Every piece is unique. Think of World Eaters (new) and you'll have a good idea, except imagine an even greater departure from the standard "Chaos Space Marine" sculpts which are pretty darn good still. (I have a full Black Legion army of them.) The Backpacks are next level, as are the heads. There is a great balance here between new and twisted, and an homage to the old 2nd/3rd edition art line here. The bodies are less static than Primaris Marines. I'd say they struck a great balance of bodies in motion in relation to bodies 'aiming' or posing. Quantity: I think it's decent. There's a lot of heads, but I wish there were a few more. The shoulder pads are good, a few extra will get you some good kitbash ideas for additional troops if you want. Assembly: I put my dual handed weapon arms together on the side, then glue them to the torso before they entirely dry. (IE: A bolter being held by two hands.) I admit I sometimes struggle to get the wrist angle right. This is GREATLY improved. The notch/angle of the wrist is very well detailed and creates an excellent fit into the forearms. This is almost fool proof now. (I still managed to have to rejig one or two, but nothing serious.) The legs... .same thing. No more guessing, or looking at the box photos to reimagine the angle of a shin connection to a knee joint. This is a new level of joint fitting for me. Lord Exultant: Just a great, unique sculpt. It's rather inflexible on the build, but the variants are good, and most importantly the cape is easy to paint separately. This is important for me as I hate painting capes on the fig, and some of them are horribly to do separately. This is a nice change; I hope they keep doing it this way. Right now I'm working on the Noise Marines which look amazing.. they are similar in build (not surprisingly) to the Havocs with a pinch of that excessive Noise marine look. I hope everyone is making some good progress with their boxsets.
  13. I really like the idea of the army in cloaks. Definitely a 'cloak' army. :) I do not have the patience to do anything nearly that ambitious! I need to get my stuff on the table asap as I'm in a home grown campaign right now. Anyway, I just wanted to say I really like the white idea. As a side note... this is just an idea because I've done it a few times. When you want a white cloak, especially with E.C. that are or have pink or pink/purple, I personally really like working with Space Wolves blue. I found a vallejo variant that goes on nicely and doesn't require too much work. The new GW one might be just as good for all I know. I know that next to pink/purple, the light grey/blue tone is nearly pastel and looks almost white but adds interest. It's just a thought and at the very least I have found it to make a better base for 'white' as most white paints have heavy pigment and can go on chalky. I've also done white capes that have a base of space wolves, and if left in the recesses, it does make a good lowlight/shadow for white. You don't have to listen to any of this, it's just an idea because I've had decent results in the past and I'm always looking for ways to make 'army' painting easier. And it sounds like you have a very ambitious plan! Good luck. I'm still assembling like mad. :)
  14. So with renewed enthusiasm, I've looked through my Chaos collection to see what else I have (besides the Rhino's) that I can 'steal' from Black Legion or World Eaters for the E.C. I want to get the 'basic' stuff out of the way because being the child I am, once the new EC arrive I'll have less than zero patience to paint a 'rhino'. lol So I found a nearly completed Maulerfiend kit. Not sure if it will make the list, but I thought I better paint it now. Not my favourite kit to paint, but armour is good, and I want to add it quickly. This isn't an amazing job, but it's good enough:
  15. I think it looks great. With the right leg thrusting forward, the rearing of the right talon looks right to me. The action looks natural, and aesthetically pleasing. (Love the wings too.) I can't do anything of that nature, so I'm not one to criticize. I'm sure it'll look great painted.
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