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Tawnis

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About Tawnis

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  • Interests
    Any game where you have to outthink your opponent, but have no way to account for everything.
  • Faction
    Kroot, SM, Necrons, Tyranids, GSC, Tau, CSM, AM, Agents

Previous Fields

  • Armies played
    Space Marines, Guard, Grey Knights, SoS, Inquisition, Necrons, Alpha Legion, Thousand Sons, Death Guard, Tau, Kroot, Tyranids, Aeldari, GSC..

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Tawnis's Achievements

  1. Some good one's I've seen on the table: Judiciar with Blade Driven Deep (Vanguard Spearhead): Giving them fights first AND Infiltrate allows you to place them as a massive obstacle to any melee threat from your opponent and enables some serious early game damage. Adrax Agatone gives them full Wound Re-Rolls for a massive damage increase. Tiguris gives them a lot more durability always being -1 to be hit (ranged and melee), and if you couple that with the Librarius detachment you can have them re-rolling hits, wounds, AND saves of 1. Chaplains anytime and Kor'Sarro (in Outrider) are both solid choices giving them +1 to wound.
  2. They don't though, the strength of their army is belied by their meh looking datasheets. I've killed 5 War Dogs and and assortment of smaller Daemons in one turn before, and that was after I went second and he'd already shot up my army. The army has teeth and can hit very hard. The only things it struggles with is anything T12 or higher, and in those cases, you just ignore them and kill everything else.
  3. Kroot got points cuts again. At what point do they become so good that the meta chasers just invest an absurd amount of money into a new army? Because at this point I have to assume that's what GW is going for. The only reason Hunting Pack hasn't won a major event yet, is because so few people play it. The detachment was very strong two data slates ago, I was taking on top tier lists and players with it last data slate after the last mix of nerfs and buffs, and winning more often than not. Now we've got another points cut again. Full Kroot Hunting pack is a very strong and oppressive list in the right hands. Mark my words, one of the top players is eventually going to invest in this army and handily crush an event.
  4. Looks great. I'd love more maps to have canals and/or rivers. Used to see it all the time back in the day, but hardly ever anymore.
  5. Welcome back to the hobby officially. :) I hope those list ideas serve you well.
  6. Yeah exactly, T12+ is the breakpoint because we have so much S6. I find I can down one larger unit (especially if it doesn't have a 2+sv) if I put grenades, my Farstaker lethals and repeater cannons into it, but often I'll just ignore it and kill the rest of the army instead. Not much they can do if it's the only unit they have left. For instance in one previous tournament, I got turn 1 and got some Farstalkers into melee with a Baneblade that couldn't be seen by the rest of his army from that angle, locking him out of half the board. I spent EMP grenades on them every turn and that monster was hitting on 6's all game (or 5's until I downed his Lord Solar). He barely killed anything with it and I ran away with the game. I think I don't did 5 wounds to the Baneblade, but it didn't' really matter.
  7. Yeah, I run KHP full Kroot, no Tau, and it always scores pretty high for me too; even if I don't win. My last major tournament was 88-100-86-76(loss)-93. And everyone I played against went 3-2 or better. Hmm that's interesting, I've found the army to be surprisingly killly and have tabled several of my opponents. The ones I don't, we're usually both mauled with next to nothing by turn 3 and just play objectives for the last little bit. One game I took down 5 War Dogs and an assortment of daemon allies on turn 1 (that was actually the game I lost, it's such a fun and crazy matchup as both armies basically counter each other.) That is true though, it is more-less the same plan, flood the mid-board and prioritize key threats.
  8. Looks like the day went pretty well for you, sorry to hear your first opponent seemed to be a little problematic, but at least it didn't effect your ranking. That was my suspicion about the list on points too, it being a glass cannon, it could leave you without the ability to score where KHP just doesn't have that issue. Even so, it's nice to see how well it actually did overall. Looks pretty similar to how I would have built the list as well, not really anything to critique here, especially since you placed as well as you did. You also mentioned you've been playing a lot of KHP. How's your experience been there?
  9. It still is compared to 9th, where in Space Marines for instance, you had 13 Faction Specific rules, a few of them like Bolter Discipline and Combat Doctrine with their own sub rules. Then you had your detachment, and your chapter tactics, and you could custom mix your own chapter tactics if you didn't like the default ones. Then you had over 20 base stratagems, plus the default stratagems that everyone had, plus the ones from your specific chapter. Then you had the rules for your Army of Renown, and the stratagems that gave you. Than in the units you have all the points related Wargear options (which I personally like, but was more complex), and then the Force Organization chart to partially restrict what units you could take in a list. And all of that is not counting all the balance changes and errata, which still happen now, there were so many more things that could change in 9th. So yeah, 10th is a lot simpler when all your faction rules are on two pages of text and all the unit information is on their cards.
  10. Welcome back to the hobby. Yeah, people make their own marine armies all the time, I have one myself. You can essentially use any marine rules you want with it, there's a bunch of generic options in the main codex, but you can also just play as a successor chapter of something like Blood Angels if you want to use their rules with your own fluff.
  11. Yeah, it's weird how some of the reasonably popular older models/kits just aren't there. Though I never thought they'd do it with something as popular as the Infantry Squad. I guess we'll have to wait and see what comes in 11th, maybe if enough people are upset, they'll at least give us some Legends datasheets.
  12. Yeah, PPM is roughly the same, Xenith's post about game sizes being larger is the main factor, but also the model upscale makes them feel like larger armies when seen on the tabletop too.
  13. Based on what you have and what you said you'd like, I'd run something like this: (Some things in your list were a little vague, so the points might be slightly off, I will indicate where I had to guess on a couple things). I've also grouped together units I think would be used in tandem Stormlance Task Force: (Allows any your units to charge even if they Advanced or Fell Back) This is a very mobile force that like to get units in close fast, and is flexible enough to shift on a dime to react to various threats. Terminator Librarian: 75pts Terminator Squad x5: 170pts (I'm assuming regular and not Assault as they are more points.) Chaplain: 60pts Assault Intercessors x10: 150pts (You listed Intercessors twice, so I thought the other batch might be Assault Intercessors) Enhancement: Portents of Wisdom: 15pts (Allows a Character to re-roll advance rolls, you could use this on either/or.) Intercessors 2x5: 160pts Impulsors x2: 160pts (These let you scoot your Intercessors around the board and sticky objectives.) Outriders x3 + ATV: 140pts Storm Speeder.... Hammerstrike?: 125pts (Not sure which storm speeder you have, they cost different.) Land Raider: 240pts (Assuming the normal Lascannon one) Agressors x6: 240pts Agressors x3: 120pts Assault Centurions x3: 150pts Eliminators x3: 85pts Infiltrators x5: 100pts 2000pts Total Advance and Charge lets you close with a lot of your melee units, even ones not in Transports and you have lots of smaller units that can maneuver around and pick apart your enemy while still having the Land Raider be able to punch into a hard target, then drop a massive melee threat right in their face. Hope that helps, please let me know if you have any questions.
  14. I don't mind the push fit kids for the starter sets, but that's about it for most armies. For my Space Marines, I won't by any duplicate push fits, so while I wouldn't mind picking up another unit of Infernus for lists I'm working on, I won't do it until they have a set that's not monopose, which may be a long time at this rate. Some swarm armies are fine, like Tyrnaid Gaunts and Necron Warriors, where they are just faceless masses, but others not so much. The new Ork Boyz kit is the ultimate example of these kits done wrong where there is only a few poses for both melee and ranged, so if you want to fill out a full 20 blob, you're going to have 4-5 idential models in each squad. Yuck. Battle Sisters are not great for this either, but they are at least a little more flexible. I think the sweet spot is keeping the arms and head swappable, even if the bodies and leg poses are not, that at least gives the models some semblance of individuality.
  15. Yeah, not so much. It was pretty obviously a mix up by the author between Primarch/Legion and Chapter Master/Chapter. When they "un-retconned" it, it was almost certainly just an oversight, that they printed an older version of the story they had on file rather than the current one. While it's not directly spelled out, it is by far the most likely scenario given all the information we currently have.
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