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OverchargeThis!

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  1. It looks like I will have to use the pauldron that came with the plastic kit. The resin arm looks like it has a bump on the end that is intended to fit into a hole in the side of the terminator armor. I removed the bump on the terminator torso and put a hole in at the same location, the fitted the arm on. It was too low. It's recoverable, but i will have to pull it out, redrill, and re-attach. Just a warning to everyone who intends to use this kit. I suggest you test-fit one and get the pauldron on, making sure its high enough to match the other arm. Then do the rest. I would rate this kit, given its sizing, as poor. Just FYI.
  2. Sorry to keep hammering away at this thread, but has anyone noticed that the forge world arm and pauldron look small compared to the other arm? Is it just me? Did a get a mis-sized cast? I actually ordered two kits. They are both the same size. the pauldron looks much smaller than the one that comes with the box. Thanks.
  3. Thanks again. Info has been very useful.
  4. Thank you, Cadmus. Do you think chain fists are worth it? Thanks for the tip regarding the thunder hammer/power axe conversion. I may add lightning claws to two terminators and a T-Hammer to the sergeant. Please let me know your thoughts on chain fists.
  5. My FW order came in. I have 10 power axes and 2 power swords. presently, my squad has: Sgt with power sword and comb-bolter (might change to volkite pistol to get the extra melee attack) terminator with heavy flamer and chain fist terminator with plasma blaster and chain fist 7 terminators with combi-bolter and no other weapon/arm attached. I can add 7 power axes, but in practice how would hitting on init 1 with most of my attacks work out? Should I go with 5 power axes and two additional power swords? I would hve three power swords on the squad able to hit at initiative with rending 6+. I view the possiblity of +1S and AP2 as being far superior, should I encounter Armos 2+ units. This is a Blood Angels army, so the extra strength could wound on 2+ on the charge. I have experience with playing from 3rd - 5th edition, but no gaming for about 14 years. Trying to build out this squad prior to getting my first game in. Looking to optimize it of course, but to be practical. I'm going with power axes and power swords to keep squad points costs down. The chain fists are there for heavier stuff, such as vehicles. I have noted above the suggestion I take a thunder hammer. Don't have one to model unfortunately. Thanks.
  6. Hi, Slick. thanks for the reply. I mentioned FW, but it doesn't have to be resin. Any solution is fine. FW has the exact weapon with the exact arm for the unit I have, which is why I mentioned it. I'm just going to build and paint 7 of the models with one arm done, and when I purchase the two power axe packs from FW, add them then. At least that's the plan. LOL>
  7. Thanks, Harrow. Bitzarium looks like it stocks from FW, although they are presently out of stock. How common in proxying in your HH games? Too bad some of this stuff is hard to get a hold of.
  8. Thanks. I need seven arms with power axes. FW is out of stock. Anyone know where I can get some? Otherwise, I'm probably just going to build the sergeant and two heavy weapon terminators for now. Odd they didn't include enough power swords/axes in the box.
  9. New guy here. When a unit, such a Tartaros Terminators, is equipped with a 'power weapon', does this give the player the option to select power sword, mace, lance, or axe at no additional points cost? The broad category 'power weapon' includes these four weapons, and it implies this exactly. Thanks.
  10. I just bought a box of Tartaros Terminators. I was going to give them two Heavy Flamers for their special weapon loadout. How would you recommend I equip the melee weapons in a 10-man squad?
  11. Good to hear. Thank you.
  12. What happened to regular red-armored units? Looks like all we get is black or gold armored units. Are the new BA all supposed to be crazed DC units? Noone has mentioned this. So perhaps I am wrong. Do we have an option to use regular marine units as well?
  13. Firstly, Dread Knights are about 45 points more per model. For the Warglaives, what I like is the melta lance. It helps to cover weaknesses with regards to killing armor. GK are lousy in that role. They have comparable melee ability and are a bit faster. Overall, I think they synergize with the list nicely, whilst being lower points.
  14. Here's a 2K points list I created that comes in at precisely 2K points. No enhancements however.... Has anyone brought warglaives into their lists? They're slightly squishy given 3+ save , but can be put to good use if used intelligently. I just painted two warglaives up in GK colors with red/white pauldrons and decals. They look great. Thought I'd get them on the table. 2000 Point GK List Kaldor Draigo (125) Castellan Crowe (75) 1 Grand Master in Dreadknight Armor (200) 2 Dreadknights (390) 2 Armiger Warglaives (300) 1 Strike Squad (120) 1 Strike Squad (120) 10 Purifiers (250) 10 Brotherhood Terminators (420) Total 2000
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