Jump to content

Search the Community

Showing results for tags '8th Edition'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • ++ GUESTS, ADVERTISERS, AND LOGGED OUT MEMBERS ++
    • + REGISTERING AN ACCOUNT +
    • + RECOVERING ACCESS TO YOUR ACCOUNT +
    • + ADVERTISING AT THE B&C +
  • ++ COMMUNITY ++
    • + NEWS, RUMORS, AND BOARD ANNOUNCEMENTS +
    • + AMICUS AEDES +
    • + EVENTS +
    • + INTRODUCE YOURSELF +
  • ++ SITE FEATURES ++
    • Articles
    • Blogs
    • Clubs
    • Downloads
    • Gallery
  • ++ FORGE ++
    • + GENERAL PCA QUESTIONS +
    • + WORKS IN PROGRESS +
    • + HALL OF HONOUR +
    • + TUTORIALS AND HOW TO'S +
  • ++ IMPERIUM ++
    • + ADEPTA SORORITAS +
    • + ADEPTUS ASTARTES +
    • + ADEPTUS MECHANICUS +
    • + ASTRA MILITARUM +
    • + IMPERIAL KNIGHTS +
    • + TALONS OF THE EMPEROR +
    • + THE IMPERIUM OF MANKIND +
  • ++ CHAOS ++
    • + CHAOS DAEMONS +
    • + CHAOS KNIGHTS +
    • + HERETIC ASTARTES +
    • + REALM OF CHAOS +
  • ++ XENOS ++
    • + AELDARI +
    • + DRUKHARI +
    • + GENESTEALER CULTS +
    • + LEAGUES OF VOTANN +
    • + NECRONS +
    • + ORKS +
    • + T'AU EMPIRE +
    • + TYRANIDS +
  • ++ STRATEGIUM ++
    • + OFFICIAL RULES +
    • + TACTICA +
    • + LIBER VICTORUM +
  • ++ THE HORUS HERESY ++
    • + AGE OF DARKNESS +
    • + ADEPTUS TITANICUS +
    • + AERONAUTICA IMPERIALIS +
    • + LEGIONS IMPERIALIS +
    • + WARHAMMER: THE HORUS HERESY +
  • ++ IN THE GRIM DARKNESS OF THE FAR FUTURE ++
    • + OTHER GAMES +
    • + THE BLACK LIBRARY +
  • ++ FAN-MADE ++
    • + THE LIBER +
    • + HOMEGROWN RULES +
    • + SPECIAL PROJECTS +
    • + FAN FICTION +
  • ++ ORDO ADMINISTRATUM ++
    • + ABOUT THE COMMUNITY +
    • + BOLTER AND CHAINSWORD 101 +
    • + BUG REPORTS +
    • + THE SUGGESTION BOX +
  • Brotherhood of the Lost's Discussions
  • The Crusade Club's Rules Development
  • The Crusade Club's Saint Katherine's Aegis Campaign
  • The Crusade Club's General Discussion
  • North America's Discussions
  • South America's Discussions
  • Europe's Discussions
  • Asia's Discussions
  • Africa's Discussions
  • Australia's Discussions
  • 40K Action Figure Afficionados!'s Custom Figures
  • 40K Action Figure Afficionados!'s Fun Photos/Poses
  • + The Battles for Armageddon +'s Which War is Which?
  • + The Battles for Armageddon +'s Useful links
  • + The Battles for Armageddon +'s Discussions
  • +Some Things Are Best Left Forgotten+'s Topics
  • The Cabal of Dead Ink's Submissions Box
  • Oldhammer 40k's Oldhammer Discussions
  • Indomitus's Discussion
  • Metal Head Armory's Who is Who
  • Metal Head Armory's Horus Heresy
  • Metal Head Armory's Necromunda
  • Metal Head Armory's 40k
  • Metal Head Armory's Slow Grow League by MHA
  • Metal Head Armory's Kill Team
  • Shadow War: Imperium's Discussion
  • Guerrilla Miniature Games's YouTube Videos
  • Adeptus Bloggus's Discussions

Categories

  • Articles
  • Painting & Modeling
    • Decals
  • Background (Lore)
    • Tools
  • Game Systems
    • Warhammer 40,000
    • Adeptus Titanicus: The Horus Heresy
    • Aeronautica Imperialis
    • Age of Darkness - Horus Heresy
    • Battlefleet Gothic
    • Epic/Legions Imperialis
    • Gorkamorka
    • Inquisimunda/Inq28
    • Inquisitor
    • Kill Team
    • Necromunda
    • Shadow War: Armageddon
    • Space Hulk
    • Warhammer 40,000 Roleplaying Games
    • Other Games
  • Other Downloads
    • Army List Templates
    • Desktop Backgrounds
  • Legio Imprint
  • Oldhammer 40k's Oldhammer Files
  • Indomitus's Files
  • Shadow War: Imperium's Files

Calendars

  • Community Calendar
  • Warhammer Mt Gravatt Championship Store, Brisbane's Championship Store Events
  • North America's Calendar
  • South America's Calendar
  • Europe's Calendar
  • Asia's Calendar
  • Africa's Calendar
  • Australia's Calendar

Categories

  • DIYs
  • Editorials
  • Homegrown Rules
  • Lore
  • Product Reviews
  • Site Help Files
  • Tactica
  • Tutorials
  • Miscellaneous

Blogs

  • Noserenda's meandering path to dubious glory
  • Evil Eye's Butterfly Brain Induced Hobby Nonsense
  • The Aksha'i Cruentes - A World Eaters Crusade Blog
  • Waffling on - a Hobby blog about everything
  • + Necessary Ablation: apologist's blog +
  • I am the Very Model of a Modern Major Hobbyist
  • Liber Bellum
  • +Cooling the Rage+ Majkhel's blog
  • Drakhearts - Hobby blog and general musings
  • CFH test blog.
  • The Motive Force Was Inside You All Along
  • Spazmolytic's Trip into the Void
  • Wandering the Void
  • Skirmish Mats Product and Company News
  • Khornestar's Amateur Blood Blog
  • Its the Horus Apostasy, not Horus Heresy....
  • GreenScorpion Workbench
  • Flitter Flutter Goes the Hobby Mojo
  • The Yncarne's Hand
  • Conversions and Scratch Building Madness
  • Ordo Scientia
  • Doobles' slow grind to inbox zero
  • Death Angel
  • In Service of the Imperium- W.A.Rorie's Blog
  • Xenith's Hobby Hangout
  • Brother Nathans...everythings...
  • Killersquid's Chaos Knights
  • 40K Feast & Famine
  • The Black & Red: An Accounting of the Malexis Sector and the Nihil Crusade
  • Plz motivate me blog
  • Wraithwing's Primaris Space Wolves - The Blackmanes
  • Brother Casman's Meanderings
  • Old Misadventures in Sci-Fi
  • My 40kreativity blog ( mostly art )
  • The Archives of Antios
  • Straight Outta the Warp - A Brazen Claws Blog
  • Lord Sondar
  • The Strifes of the Matteus Subsector
  • Some Little Plastic Homies
  • immortel
  • General hobby blog
  • Moonreaper's Lore Introspections and Ideas
  • Snakes of Ithaka Hobby Blog
  • McDougall Designs News blog
  • Grotz Hobby Hole Commissions
  • Stealth_Hobo's Hobby Blog (Imperial Fists and Other Stuff)
  • Wall A & B1 up to damp course
  • ZeroWolf's Hobby Madness
  • Saucermen Studios - 3D Printable Terrain
  • TTCombat Paints and Ultramarines
  • Bouargh´s miniatures´ closet clean-up
  • Faith and Teef, a toaae blog
  • Here There Be Monsters
  • Cult of the Octanic Blade - tinpact's Drukhari
  • Sons of the Dawn
  • Maybe this will help
  • Ashen Sentinels - an Ultima Founding Space Marine Chapter
  • Sanguine Paladins Hobby Blog
  • Silver Consuls-Rise to Glory
  • Gaston's Salamander Cult: A GSC Blog
  • A hobby journey for the Horus heresy
  • selnik's hobby blog
  • Tyriks's Tyranids
  • Halandaar's Badab Blog!
  • Saracen's Batreps
  • milddead’s Deathguard
  • TC's Odds and Sods
  • The Order of the Broken Arrow
  • Sporadic Hobby Thoughts
  • TheArtilleryman's Fighting Machines
  • Hobby And Design
  • Wormwoods' Various Projects
  • The Observation Post
  • the blog that will probably be renamed
  • Domhnall's hobby goodness
  • Tomcat's WH40K Laser Creations
  • Armata Strigoi
  • Zulu.Tango's Hobby Blog
  • Oni's work at work blog
  • Mazer's Meanderings
  • Sven's Hobby
  • Murder Cursed
  • Bolter and Chainsword online conference
  • The Thalassians
  • Uncle Mel's Ramblings
  • The Burning Vengeance Crusade/Random 40k stuff
  • [Insert clever title here]
  • Random Comments and Other Things
  • The Golden Kingdom (a Christian WH40K fan faction)
  • Happy Golden Days - Armies for 4th Edition

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


ICQ


Yahoo


Jabber


Skype


Discord


Location


Interests


Faction


Armies played


CustomTitle

  1. I have a Watch Sergeant model left over from when I built him back in 7th Edition. Back then having a Storm Shield on a unit character like this was useful as he could accept challenges that would otherwise prevent your Independent Character/Black Shield from being able to deal a lot of damage to the opponent's troops and have a chance of surviving. But in 8th, I'm finding it difficult to find a decent reason to arm him as such. The only thing I can see having a Storm Shield useful for, tanking hits that would otherwise kill a Deathwatch Veteran outright, seems better served on a non-Watch Sergeant model as if I fail the save then I lose his enhanced Leadership and Attacks. The model itself has a magnetised shoulder on the other arm, so I can arm it with anything else. But is there any point in taking a Storm Shield on a Watch Sergeant in 8th Edition?
  2. Hi gang! I wanted to share with you some photos from my most recent project. Having recently spent a lot of time working on the original legions and their colours (specifically Iron Hands, White Scars, Night Lords and Iron Warriors), I decided it was time to come up with my own scheme when looking at starting a Primaris force. Alas, this produced a contingent of marines I like to call 'The Ashen Wardens'. I managed to get this 1500 point force painted up within 6 weeks, no mean feat for me as I'm usually a very slow painter. To inaugurate this new chapter of marines, a good friend and I played a narrative campaign tree based on the one found in the new rule book and had a blast creating the back story for this newly forged band of warriors as they came face to face with a branch of Mortarion's forces following their defeat at Konor. Ultimately the Wardens emerged victorious! Who knows what deeds these heroic warriors will undertake in the months and years to come, but for now, please enjoy these photographs I took of the models in all their resplendent glory.
  3. So, I believe we've all seen that Forgeworld is working hard on the Horus Heresy setting, and introducing new units along the way. I know that a number of us would like to use these new units in the 40k era, but we're sort of blocked by a lack of rules, and Forgeworld doesn't seem inclined to add any. I think that we can step up and create our own rules for these models - GW has indicated that their rulesets are frameworks for creating our own stuff. There are some important principles to keep in mind: We'll need our opponents' permission to use these rules. No way around it, as these won't be official, but hopefully we can persuade our friends to at least try one game. We'll likely have to keep the rules fairly conservative. To get our opponent buy-in, the rules can't be overpowered - what's overpowered is subjective, but hopefully we can discuss the rules here to generate a consensus. We'll likely have to put the power level/points a little higher. This should, in theory, also help with opponent buy-in - we're essentially giving ourselves a bit of a handicap in our lists. We're not going to be able to bring everything to 40k. Some things just don't exist in the Dark Millennium in usable numbers (one example is Volkite Weapons) - these will have to stay in the Heresy era, sadly. We do have a couple suitable candidates to bring forward 10,000 years: The Legion Arquitor Bombard The Sabre Strike Tank With likely many more that we could look at. In the past, I've created rules for the old Sabre Tank Hunter, which might provide a useful template for our future rules. I suspect this will be a sort of long-running project; I'll help guide as best I can. I won't exercise veto powers, unless the discussion becomes toxic, which we'll hopefully avoid. Feel free to add suggestions to this thread for possible units to bring to 40k - I figure we can spin off individual threads for deeper discussions on individual units.
  4. This week we are talking about one of the heavy hitters of the Space Marines, the Vindicator. Formerly this tank seemed to strike such fear into opponents that it would be targeted first and foremost to the exclusion of almost all else. In previous editions it could also be gimped by blowing off that big gun, making it little more than a rolling box. But now with the new vehicle rules that's all changed. While blast templates are gone which a lot of folks are saying is bad for this tank, lets be honest, how many times did you get lucky and get that horde of guys under the blast template? Usually it was only 3-5 and then you had to deal with cover saves, mitigating the ability to take out strong units. Also against vehicles unless you got lucky and blew it up, you only did one damage. Now it has the potential to knock chunks of damage off of enemy units. With a nice price drop with the codex it's gotten even more appealing. So how are you using them this edition? Are you finding the change in templates to be good or bad? What strategies are you using? http://www.frontlinegaming.org/wp-content/uploads/2016/08/Vindicator00.png
  5. This week we'll be discussing another classic unit, the Land Speeder. In previous editions a single loadout had taken over as the primary way to run LS. That is the HB/Typhoon ML slot. It was a good choice because LS were extremely fragile and had the range to stay away from enemy units close range fire and their longer range fire was usually more dedicated to bigger vehicles. Now it's one of the only vehicles to retain it's ability to be a squadron and whilst it loses some of its firepower in the form of taking a -1 to hit when shooting and moving it's far more durable! This means that other options are returning as viable such as the Assault cannon with its new profile of 6 shots and the old MM/HF for taking down infantry and vehicles. No longer do you have to worry about pairing a weapon because you can choose different targets. So how will you running your Speeders in 8th? Is the Typhoon still king? Are you liking their additional durability? What loadouts have you tried that worked well? http://www.frontlinegaming.org/wp-content/uploads/2016/08/LandSpeeder05-1.jpg
  6. So, with the release of 8th Edition having been several weeks past, I figured we'd all had a decent amount of time to play some games, do some theorycrafting, that sort of thing. This is intended to be the first in a series of topics along the lines of the fantastic Unit of the Week that're all over the place. I can't exactly commit to doing a post every week, and sometimes the discussion doesn't fit as neat a timeframe as a week. But, like the UotW threads, these are meant to be all about discussion of each unit. Please feel free to share your thoughts, any comments on my analysis, your experiences with the units in game, anything. An old favourite, and a mainstay of the Adepta Sororitas. Between the utility she brings, our unfortunately sparse HQ slot, and the multitudes of detachments available, you can expect to see her on practically every Sororitas list, and usually more than once. Statistics: With both WS and BS 2+, she's a reliable and kickass combatant, and is almost guaranteed to hit whatever you point her at. As you might expect, her Strength, Toughness and Move are all nothing much to talk about, all laying at the regular human level, which means she's going to be relying on her wargear to make the most of her 2+ WS/BS and 4 attacks. Leadership 9 is nice, but she has no way of sharing that with her army, so it ends up being much of a muchness. Useful against attacks that target leadership, but not much else. Her save of 3+ and wounds are both pretty solid, but nothing special. Overall, pretty standard for a captain-level hero. Special Rules: As a Sororitas, the Canoness has the ever lovely Shield of Faith, though with the demise of Adamantium Will, it's anti-psyker efficacy is questionable at best, and the invulnerable save is overpowered by the Canoness' Rosarius special rule, which gives a 4++ as standard. Oh well, you might deny the occasional Smite? Act of Faith is the other Sororitas rule for the Canoness, and unlike SoF, it's a real doozy! The chance at an extra movement, shooting, or combat is huge. That said, you're likely to have better choices for your AoF than the Old Girl, but it's worth keeping in mind. It pairs well with a combi-weapon, effectively doubling the special weapon fire she throws out, and can let her throw plasma or what have you at two different units. If she's already in combat, then an extra 4 attacks when she can't be hit back could help turn the tide. Rosarius, as mentioned in SoF, gives a 4++ to the Canoness, which is fantastic, and helps deal with her less than perfect armour save. You'll never be saving on worse than a 4+ with this. Golden. Lead the Righteous: Aha, here we go! This rule is where the Canoness goes from good to great. A 6" bubble of rerolling 1s To Hit. Glorious. It's a Keyword linked ability, only working for <Order> units, but that's unlikely to be an issue, outside of cases such as Celestine or Priests, or if you have the Old Girl babysitting some allied Guard. Note that this bubble includes herself, so pairs wonderful with her 2+ to hit. Consider using plasma, as rerolling ones drastically reduces the chance of her killing herself by overcharging. Note that, as ever, rerolls happen before modifiers, so don't overcharge and fire both weapons in a Combi Plasma. Rerolling 1s will not save you. All in all LtR is a great utility rule that helps boost the firepower of the army around her. Equipment: The Canoness comes with a bolt pistol, chainsword, and frag/krak grenades. Swapping the bolt pistol for a boltgun is free, and trades being able to shoot into combat for range and extra firepower. As ever, bolt weapons are a solid work horse. No ap does hurt them, but s4 will hurt anything short of t8 on 5s or less, and her BS2+ and LtR will mean you're hitting most of the time. Given they're free options, you can't go too far wrong with them. The chainsword is about as good as you might expect. It grants an extra attack when used in combat, giving the Canoness 5 attacks. Like before, 2+ WS and LtR means she'll hit often, but at s3 and no ap, she's unlikely to really hurt anyone bar guardsmen. The bolt pistol can also be swapped for anything on the pistols, melee, or ranged weapons lists, and the chainsword can be swapped for the latter two or an eviscerator. Nice, though it's a shame we've lost gunslinger Canonesses as an option. We all know and love the bolt pistol. A solid budget option. It can be swapped for either the plasma or inferno pistol, which are both interesting choices. The inferno pistol is a pistol meltagun, with all the delicious s8, ap-4 and d6 damage, but suffers immensely from a tiny range of 6". It's likely to kill anything it touches, but getting it to touch is the problem. It gets the most out of the pistol ability to shoot into combat, as the short range means you're practically already in combat. Being in combat also means that you'll be within the inferno pistol’s remarkably small melta range. It's expensive and not the most versatile, but it is certainly deadly. The plasma pistol has become a much more enticing option with the new plasma rules. A risk free s7 ap-3 shot is pretty nice, even though it is only damage 1. And with LtR, overcharging the pistol for s8 and 2 damage is much lower risk than it appears. Compared to the inferno pistol, it's cheap, it's versatile, but it's much less deadly to anything with 3 or higher wounds. Ranged weapons. The Stormbolter is an enticing choice, as it effectively doubles the firepower of the Canoness compared to a regular bolter, for a staggeringly low price. All the good stuff of bolt weapons in a cheap, high volume package. However, unlike some of the choices here, it won't let her kill things much better than she already does. The Condemnor boltgun is almost embarrassingly mediocre, being a boltgun that does d3 damage to psykers. It might be useful if you play Grey Knights a lot? Otherwise, I'd pass. Combi-weapons are probably some of the best options for the Canoness, or indeed any captain equivalent, making fine use of their BS2+. Being a bolter AND a special weapon, they're a straight upgrade from a bolter. Plasma has similar range stats to a bolter, at 24” rapid fire 1, so it meshes well with the boltgun portion. Overcharging a Combi-Plasma has the same risks and rewards as the pistol, but be careful to not overcharge and fire both weapons. A Combi-melta lets you threaten just about anything, thanks to its high strength and marvelous ap. A combi-flamer is a useful overwatch ward, and hitting automatically means you ignore the -1 to hit for firing both weapons. Both the -melta and -flamer are assault weapons, so you can use them AND keep mobile, very useful considering the relatively short ranges of them. Melee weapons. The Eviscerator and Power weapons. Power Weapons come in three varieties, each with their own benefits and problems. The Power Sword, a Sororitas staple, comes with an excellent ap-3, but no other bonuses. If the Canoness wounds, that wound is pretty likely to go through, barring decent invulnerable saves. However, the Canoness is still only s3, so wounding in the first place is.... Tricky. Good if you’re against low toughness with low armour saves, like, ironically, Sisters. Against opponents like guard, you’re almost better off with a chainsword and it’s extra attack. Against marines, it’s not good, but it’s not bad.You only wound on 5s, but they save on 6s, so it evens out a bit . The Power Axe comes in as a nice middle Ground, with a lower ap-2, but a neat little +1 to strength. It’s a solid choice, but it won’t excell at anything. The other end of the curve is the Power Maul. The least ap of the group, but the most bonus to strength. +2 strength will help the Canoness wound, but at only ap-1, those wounds aren’t likely to stick. Useful against armies with bad armour saves, or only invulnerables, like daemons or Imperial Guard, as the ap-1 is less important than the bonus strength. The Eviscerator is perhaps the Queen of melee weapons, as far as the Canoness is concerned. It has the highest strength bonus (x2), best ap (-4), and best damage (d3). It is, however, the most expensive, at over 4 times the most expensive of the power weapons, and it comes with a hefty -1 to hit. What it does well, however, is let the Canoness threaten anything on the battlefield. At s6, most vehicles and monsters will be wounded on 5s, and the lighter varieties on 4s or even 3s for some Aeldari. Most anything else on the field will be wounded on 3s, and the ap-4 is going to ignore any armour save other than a 2+. The d3 damage allows her to reliably threaten other characters and monsters, the very same that she’s somewhat reliably wounding with the higher.strength. Tactics Honestly, you can just throw a Canoness where you want to reroll some 1s, and go from there. An Eviscerator Canoness hanging out with Retributors and Exorcists boosts their shooting, and provides a potent counter-charge unit for anything trying to gank you from behind. A Power/Combi-weapon Canoness can lend your advancing squads a hand. Match their combi weapon to the needs of the squads around, and Power Weapon to Taste. Same thing can be done with pistols, just with slightly less firepower. Thanks for reading all the way down here. Looking forward to hearing your thoughts!
  7. This week we are talking about another classic unit that has seen a resurgence in power and durability, the dreadnought! Finally gone are the weird half infantry half vehicle rules of the old days! Now they sport an armor save, high toughness and the ability to have a S value above 10! Able to properly tangle with monstrous creatures and other hard hitting enemy elites they hit back just as hard if not harder than in days past with many of the weapons available to them doing multiple wounds(S. Hammer doing 5!) They come in 4 flavors and all but the Contemptor do not have diminishing stats as they take damage, making them scary right up til the last wound. The only downside they have now is they lost the ability to cram into a non-FW drop pod. So how are you running dreads this edition? Taking the extra firepower of the excellent choice of weapons they have? Or perhaps the hard hitting combat abilities of the DCCW's? What loadouts have worked well for you?
  8. Some background about my playstyle: I started the game at the beginning of 6th Edition, a time when there was only one FOC, Nevertheless, many characters had unique FOC altering abilities, like the famed Loganwing, Belial Deathwing, Samael Ravenwing etc. As such, a big chunk of my early passion was infantry, the humble Grey Hunters, Long Fangs, and terminators. Basically, I have more than a 100 power armoured marines, including characters and terminators. So even until now, anytime somebody asks me for a game, my immediate list template is always 1 HQ and Two Troops. Obviously this got me smashed towards the end of 7th edition until it wasn't funny anymore. And here is the problem: even in 8th edition where even bolters can hurt Land Raiders, is my mindset still too confining and setting up myself to be disappointed when I ALWAYS bring Grey Hunters and Bloodclaws? Reason this had me thinking is that many of my opponents don't seem to bother with the battalion detachment, instead going for one of the other detachments, having more than one in order to get more CPs. Whether it is the one with many heavy support or many elites, I feel like despite the reward of obsec and 3 extra CPs, the "spam lists" are still more than likely to get a TAC list slaughtered instead of losing due to putting too many eggs in one basket which is suppose to be their theoretical weakness. Actually one rather unfulfilling game was a CSM player who just used a very barebones Battlion of cultists and chaos characters, then summoned a huge load of Bloodletters out of nowhere. I know in Matched Play, the summoned units also eats into your points, but still, CSM is a prime example where Cultists still only exist to get loads of elites, HS and FA rather than being the core of the army. I guess I just want to ask and confirm if I'm the only idiot Space Wolf or 40K player for that matter whose mind is still stuck in the old FOC and still expect to get a win out of it against the current spam lists. In case you want to know what I normally field in a 1000-2000 point game, it's always something like this: HQ - Rune Priest in termi armour and battle leader with jump pack. 3 X Troops - one BC, 2 Grey Hunters (each with Razorback) 1 X Terminator - used to be combi weapons but nowadays, I try to use storm bolters with not much success. Optional - Wulfen with Stormwolf - Long Fangs with Las or Missiles
  9. I've always tried to maintain a balanced list, but still make it "fluffy" in some ways. This is my 8th Edition attempt at that. What are your thoughts? All criticism/advice is welcomed. + HQ + Kayvaan Shrike [8 PL, 150pts] Librarian in Terminator Armor [9 PL, 172pts]: Force stave, Storm shield + Troops + 5x Scout Squad [6 PL, 65pts] . Scout Sergeant: Astartes shotgun, Bolt pistol . Scout w/Heavy Weapon: Heavy bolter . 3x Scout w/Shotgun 5x Scout Squad [6 PL, 96pts]s . Scout Sergeant: Bolt pistol, Sniper rifle . Scout w/Heavy Weapon: Missile launcher . 3x Scout w/Sniper Rifle: 3x Sniper rifle 5x Scout Squad [6 PL, 65pts] . Scout Sergeant: Astartes shotgun, Bolt pistol . Scout w/Heavy Weapon: Heavy bolter . 3x Scout w/Shotgun 10x Tactical Squad [9 PL, 143pts] . 8x Space Marine . Space Marine Sergeant: Bolt pistol, Boltgun . Space Marine w/Special Weapon: Plasma gun 10x Tactical Squad [9 PL, 130pts] . 9x Space Marine . Space Marine Sergeant: Bolt pistol, Boltgun + Elites + Dreadnought [7 PL, 145pts]: Missile launcher, Twin lascannon 5x Terminator Assault Squad [12 PL, 260pts]: Teleport Homer . Terminator Sergeant . . Thunder Hammer & Storm Shield: Storm shield, Thunder hammer . 4x Terminator w/THSS: 4x Storm shield, 4x Thunder hammer + Fast Attack + 10x Assault Squad [11 PL, 182pts]: Jump Pack . 7x Space Marine . Space Marine Sergeant: Bolt pistol, Combat shield, Power maul . Space Marine w/Special Weapon . . Plasma Pistol & Chainsword: Plasma pistol . Space Marine w/Special Weapon . . Plasma Pistol & Chainsword: Plasma pistol + Heavy Support + 5x Devastator Squad [8 PL, 165pts] . Space Marine Sergeant: Bolt pistol, Boltgun . Space Marine w/Heavy Weapon: Lascannon . Space Marine w/Heavy Weapon: Lascannon . Space Marine w/Heavy Weapon: Missile launcher . Space Marine w/Heavy Weapon: Missile launcher Predator [9 PL, 192pts]: Storm bolter, Twin lascannon, Two Lascannons + Dedicated Transport + Razorback [5 PL, 117pts]: Storm bolter, Twin lascannon Razorback [5 PL, 117pts]: Storm bolter, Twin lascannon ++ Total: [110 PL, 1999pts] ++ The idea is to have the 2 Scouts Squads with Shotguns in the opponents face, the Sniper Squad picking off characters, My Lib with my Assault Terms teleporting in, Shrike deep striking with the Assault Squad, both 10- man Tacts combat squaded, half of each squad in Razorbacks for maneuverability and objective holding. The Predator, Devs, and Dread taking out big targets.
  10. From the album: RayJ's Ravenwing

    Got excited about the new codex and started working on some new speeders!
  11. Ok, so I really hope that this thread is short, but I noticed that my assault sergeants can no longer dual wield pistols. I thought I was getting the hand of the index, but apparently not. This thread is to compile all the stuff we could do in 7th, but cannot do in 8th, so save us model making headaches from the edition hangover. Please present the issues in the form: +What's changed+ +The wording that prevents it (if applicable)+ +Alternative (if any)+ I'll Start. ++++++++++++++++++++++++++ +Change+ Text +Wording+ Text +Alternative+ Text ++++++++++++++++++++++++++ +Change+ Assault marine sergeants can no longer dual wield pistols, or take combi meltas (bye bye meltacide) +Wording+ Most sergeants can pick from the sergeant equipment list, but ASM sergeants can swap their pistol for another pistol or melee weapon, and their chainsword for another melee weapon. They cannot swap their chainsword for a second pistol. +Alternative+ None ++++++++++++++++++++++++++ +Change+ Assault marines cannot take melta or plasma guns anymore, +Wording+ Normal Codex ASM entry, the BA section has no permissions to allow meltaguns +Alternative+ Company veterans with special weapons, although these are more expensive, and have different coloured helms. ++++++++++++++++++++++++++ +Change+ Terminator and Sanguinary guard can no longer include a banner holder +Wording+ Banner Bearers are now individual units +Alternative+ Sanguinary guard can be taken at 4 men strong. If you had modelled a terminator standard bearer, you need to add a new terminator to the unit to make them 5 men strong. ++++++++++++++++++++++++++ +Change+ Death Company thunder hammers now replace both weapons, so no hammer and bolter +Wording+ Death co entry +Alternative+ None. ++++++++++++++++++++++++++ +Change+ Death Company Chaplains no longer exist +Wording+ Unit entry removed +Alternative+ Use normal chaplain, Lemartes or Astorath to buff DC. ++++++++++++++++++++++++++ +Change+ Standard drop pods can no longer carry dreadnoughts, the pods you left the harnesses from to transport dreads arent too useful now. +Wording+ drop pod entry +Alternative+ Use Forge world dread drop pod entry. May be issues with drop pod size. ++++++++++++++++++++++++++ +Change+ Blood Angels named characters and units: Karlaen, Raphen's Death company, Squad Aphael, Cassor the Damned +Wording+ Deleted +Alternative+ Generic unit entries for Termiator captain, Termonator squad, death company, cassor. At least Raphen's loadout isnt so terrible this edtion.
  12. So this week we'll be discussing another iconic unit, the Terminators! Now coming in 4 different flavors and with the extra durability of a 2nd wound and the extra firepower of the combi/storm bolter, they seem to be quite formidable this edition. Another boost to them is the fact that they can now teleport without worry of mishaps and can then also charge on the same turn. I recall a gigantic thread that took place during 7th that discussed what to do about them to make them better. So has 8th brought about the return of the terminator? Do you think the changes are enough? What tactics and unit loadouts will you be using with them? Do you feel the new AP system helps them or hurts them?
  13. This week we're going to be discussing the new kids on the block, Primaris Marines! Since they have only 3 units and while each one fills a different FOC, they have no options to speak of I'm rolling them in to one topic. (Plus we have a lot to cover!) Anyway, how will you be running these new more durable marines in 8th? Do you like the fast hard hitting harassment units of the Inceptors? The crazy amounts of plasma fire put down by the Hellblasters? Or the simple durability and solid bolter of the Intercessors? Since they all have to walk(unless you invest in a Thunderhawk!) What is you plan for getting them where they need to go? This isn't so much a problem for the Inceptors but the others will be on foot. What units will you have them support? Pleaste note: This is a TACTICS discussion, not a place to vent your opinions on whether you like them, want to buy them or think they are going to replace normal marines. Any off topic comments will be purged. Thank you.
  14. So a new edition and new books across the board means a whole lot we need to discuss. Especially considering the very drastic changes to the game(most of which I think are great). So in light of that we are kicking off the UotW this year with 3 initial topics to get the ball rolling! Here we will discuss perhaps the most iconic tank in the Space Marine arsenal, the might Land Raider! Vehicles received a significant overhaul in 8th edition, making them far more durable but also fairly significantly more expensive too. The Land Raider is a might beast indeed now sporting one of the few 2+ armor saves on a vehicle. It's armament is also far deadlier than before whether it be the long range power of the lascannon or the brutally powerful assault cannons. Frag assault launchers are also quite deadly now, able to cause mortal wounds to enemy units! So with the changes to vehicles has the LR earned its place back on the table top as a force to be reckoned with? How to do you plan to make use of it's significant transport capacities and being able to transport multiple units? What tactics will you use to counter some of the deadly weapons it will face?
  15. So a new edition and new books across the board means a whole lot we need to discuss. Especially considering the very drastic changes to the game(most of which I think are great). So in light of that we are kicking off the UotW this year with 3 initial topics to get the ball rolling! First up is one of the staple units of Space Marines, the tactical squad. While not a lot about this unit has changed there are some notable differences. First you now get the veteran sgt for free and there is a 1 point drop in their base cost. However this is offset by the significantly increased cost of special and heavy weapons. Which I think isn't necessarily a bad thing, Those weapons, several of which were basically useless in previous versions **Cough**Looking at you plasma**Cough** are now excellent choices especially since you are able to split fire now. Also Marines in general are more durable, able to still get a save from things that previously would kill them outright. So how will you be running your Tac Squads in 8th? Is it still worth it to go 10 men and combat squad? Or is 5 better due to the increased power of combi weapons? What kind of tactics will you use to make the most of them?
  16. Seems high time to revive "Nico's Treatise on Bayonet Stabbing" as I venture into 8th edition and rekindle by love affair with Imperial Guard. Today I fought my first battle of 8th. It was definitely a learning experience. I made many tactical errors and also got schooled hard on the new capabilities of various Eldar new abilities as I fought my friend who primarily plays Eldar. I also lost my half-written battle report to the warp! So I'm going to do more of a summary second time around and no fluffy narrative stuff -- it was pretty one-sided anyway and not really worthy of a full report. Here's a quick rundown of the forces (NB my force was basically me throwing together every painted IG model I own, and going all-out on wargear to get up to 1500 points, so my non-optimized list versus a very optimized list honed over about a dozen 8th edition games tells part of the story of the beat-down I received): EMPEROR'S OWN VALKAN RIFLES 1) Battalion Detachment Company Commander, power sword, plasma pistol Company Commander, power sword, laspistol Commissar, power sword, bolt pistol Ministorum Priest, power sword Infantry Squad, flamer Infantry Squad, meltagun Scions (10), meltagun x2, flamer Chimera - HFx2 Chimera - ML, HF Ratlings (5) 2) Spearhead Detachment Tank Commander - Vanquisher, lascannon, multimelta x2 Leman Russ Battle tank - heavy flamer Leman Russ Battle tank - heavy flamer Hydra - heavy flamer [7 Command Points] AELDARI XENOS SCUM Farseer with Ghost Helm (and probably other gear) 10 Rangers 8 Dire Avengers 9 Shining Spears 6 Howling Banshees 5 Fire Dragons Wave Serpent w/ 2x lance Wave Serpent w/ 2x lance Night Spinner [4 Command Points] We forgot to give our army leaders warlord traits (just realized this as writing)! We did Eternal War Retreival Mission and I chose old school long table edge deployment: The lasgun ammo tin is a proxy for my second Chimera which I accidentally left at home. Otherwise you've got tanks to the left, chimerae in the middle, platoon holding an objective/ruins, Hydra alone to the right (big mistake -- I should have deployed it last with a good range of fire and away from those Shining Spears who are gods in 8th edition, whereas they weren't so much of a much in 7th and I therefore woefully underestimated them). He has Wave serpents in the middle, and to my right the Night Spinner and the Shining Spears. We then deployed the "infltrators": Basically, Ratlings with a commanding view from atop the ruins left of centre and his Rangers in the ruins in front of his Serpents. I'm going to hit post now so I don't lose what I've written and do the game in the next post ...
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.