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UlsanGamer

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Everything posted by UlsanGamer

  1. This is a minor advantage to using fallen... and if you're okay with "counts as" armies (and have rules for them) then you probably have more options anyway.... But if you use the AM codex for your renegades, fallen have the imperium faction word so there's no conflicts there. No need to buy and use something as "counts as" from a space marine codex either.
  2. If that's what it turns out to be, then I would qualify it as "messing with us" haha.
  3. Just watched Ash Barkers review of the chapter approved book.. about 37min 26sec in you can see the updates. An interesting thing is it lists new weapon prices for weapons. Meltaguns for example are cheaper for models with bs4+ And a more expensive price for other bs. Considering that there is no unit that can buy a meltagun which has bs4+ and that it's ridiculous to charge more in the case of a bs5+. I think we can assume there will be an errata this week allowing bs4+ militia..... or they're just messing with us.
  4. Has anyone sent them a question about mutant mutations? I don't have a book and faq on me but I believe if you roll a 3 you get 2 results. Both plus 2 inches to move and plus 1 attack. Edit: Just realised I'm off topic. So to add.... I would really like them to give militia demo charges as well.
  5. I know there's a lot of doom and gloom out there currently with the R&H index and everyone is anticipating the Faq promised this coming weekend but I'd like to talk about mutants in a positive light. I was thinking big squads with shotguns would be quite useful as you can still shoot shotguns after advancing. With the devotion to slaanesh they can advance as far as possible to get into half range for strength 4. And then try to block the enemy from maneuvering across the board. On the other hand the devotion to tzeentch might be useful on a large squad sitting on objectives and allow them to be charged. I anticipate enforcerors gaining the character keyword so will have some behind holding the line. I think R&H can easily fill a brigade for the extra command points. Use these to re roll 1s on the mutations chart. Anyone else excited to try/tried lots of mutants? Or am I being overly positive?
  6. I thought about this too until I read it again and it says you have to swap a weapon. Since brutes dont have a valid weapon to swap they cant get one.
  7. Any ideas what a marauder brute should be armed with? -bare hands -close combat weapon -brutal assault weapon -ogryn weapon In Imperial armour 13 they had ccws but then so did ogryn brutes. Edit: further comparison shows marauder brutes and ogryn brutes don't appear to be similiar, so I guess it's bare hands.
  8. From the album: Ulsangamer's 40k Album

    Bloodthirster with Skarbrand's legs
  9. UlsanGamer

    Ulsangamer's 40k Album

    Collection of my 40k models
  10. From the album: Ulsangamer's 40k Album

    Bloodthirster of Insensate Rage
  11. Khârn had an epic game today. Charged from landraider and killed 4 death wing terminators. Narrowly avoided daemon hood with a 64 on chaos boon table. Survived an imperial Knight melta attack. Charged a healthy landraider redeemer and destroyed it. Survived another imperial Knight melta blast. Took a hull point off the knight with his plasma pistol then finished it off in close combat. Survived apocalyptic explosion thanks to scatter. And for dessert took out 2 death wing Knights who thought they could take him. Only lost one wound from apocalyptic explosion. He single handedly won me a game that was already lost as I was well behind on points but tabled them in turn 7. Lucky dice but very exciting.
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