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  1. From the album: RayJ's Ravenwing

    Got excited about the new codex and started working on some new speeders!
  2. 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.
  3. 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.
  4. 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
  5. 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.
  6. 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
  7. 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
  8. At last, I have finally played a game of 8th Edition! My Supernovas took on Skitarii in a 1,750pt clash. I don't recall the exact list, but here's a rough guide: SUPERNOVAS: Cataphractii Captain 5x Cataphractii with Lightning Claws. Terminator Librarian. Primaris Lieutenant. 3 Tac Squads. 1 Scout Squad (half sniper half bolter) Venerable Dreadnought. Contemptor Dreadnought. 5 Sternguard. SKITARII: Archmagos Mary Sue. 2 Techpriests. 2 large robots. 2 Dunewalkers (I think). 3 Skitarii infantry squads. A :cussing Knight. Now I should point out that we ended the game after turn four because after my second shooting phase it was obvious I was going to win by a landslide. We were playing for objectives and after I wiped his infantry out in a storm of bolter fire there was now way in hell he was out-capping me. However, there were a few things that irked me a bit. So, these were my thoughts from the opening game. THE GOOD: This edition has the potential to flow very smoothly. Neither of us were that up to speed on 8th Edition and so a lot of time was spent looking up the statlines of units and weapons, but if you have all of those things bookmarked or memorised I can see 8th playing very nicely indeed. The changes to the wound rolls and vehicles made ordinary troops feel relevant. I liked the fact that heavy weapons in particular were not simply wounding everything on 2+, and armour modifiers are hugely more entertaining! It felt so good to pass a 6+ armour save against the Knight and have one guy still clinging onto the objective in defiance of his overwhelming firepower! Command Points are also great. I had 6 of them and one of my best uses was to interject and allow my Captain to fight before the Knight, landing a ton of chainfist hits that knocked it down a tier and reduced its Ws - which meant all the retaliatory attacks missed! THE BAD: The fact that massive, insanely powerful units are still freely available to field is something I do not like. For the past two turns of the game I poured everything I had into the Knight and barely slowed it down. The fact Bolters can actually hurt the thing is a blessing, as otherwise I wouldn't have so much as scratched the paintwork, but the game was still dominated by the thing. Cawl was a similar issue. I can already tell this Edition is going to revolve entirely around characters with hugely powerful auras who you simply cannot engage because they aren't the closest target. (and yes, I'm aware my list had two characters following my gunline letting me re-roll all 1s to hit and wound. But that took two of them and it still pales compared to the scent of fresh Wensleydale wafting from Cawl). CONCLUSION: 8th Edition has sold me on 40K again. My issues with the game are not so much the core rules as some of the potential army contents. I think the biggest stuff should be a lot harder to bring to the table, purely so that games focus on armies and not one model capable of tanking an army's worth of fire. Still, I'm definitely on board with this again. And I'm also rather pleased my first outing with the Supernovas resulted in GLORIOUS VICTORY!
  9. 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!
  10. 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?
  11. 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.
  12. Hey folks, I've put together some rules for Bran Redmaw, based upon the older Forgeworld rules and I updated him to fit in better with 8th edition. Any constructive feedback is appreciated. Thanks. THE BLOODMAWS Bran Redmaw’s personal icon is the Bloodied Hunter, for he loves nothing more than to hunt under the full moon. The savagery of his company is legend. Some say the Curse of the Wulfen runs deep within their ranks, for their enemies are often found literally torn to pieces. Bran himself has been seen to attack at the front of a howling pack of Wulfen, and sometimes even succumbs to the Canis Helix himself in the heat of battle. Yet these warriors are also cunning – Bran’s numerous Grey Hunters will often lie in wait to the foe’s rear after the fury of his frontal attack forces their retreat. WOLF LORD BRAN REDMAW 150 pts / PL 8 M WS BS S T W A Ld Sv Bran Redmaw 6” 2+ 2+ 4 4 5 5 9 3+ The Redmaw 7” 2+ 5+ 5 4 5 5 8 3+ WARLORD TRAIT SAGA OF THE HUNTER: A master of the chase, ever has this hero tracked his prey from the shadows. Such a warrior exemplifies his Primarch’s hunting instincts. A unit affected by this saga in your Charge phase can charge even if it Advanced earlier in that turn. DEED OF LEGEND: Successfully charge an enemy unit with your Warlord. WARGEAR THE AXE LANGNVAST is an ancient and storied weapon among the Space Wolves, carried by many heroes into uncounted battles. MASTER-CRAFTED BOLTER, BOLT PISTOL, FRAG & KRAK GRENADES BELT OF RUSS: Bran Redmaw has a 4+ invulnerable save. WEAPON RANGE TYPE STR AP D ABILITIES The Axe Langnvast Melee Melee +2 -2 1 You can re-roll failed wound rolls for this weapon. Master-Crafted Bolter 24” Rapid Fire 1 4 -1 2 - Bolt Pistol 12” Pistol 1 4 0 1 - Frag Grenades 6” Grenade D6 3 0 1 - Krak Grenades 6” Grenade 1 6 -1 D3 - ABILITIES AND THEY SHALL KNOW NO FEAR: Bran Redmaw can re-roll failed Morale tests. JARL OF FENRIS: You can re-roll hit rolls of 1 for friendly SPACE WOLVES units within 6” of Bran Redmaw. CURSE OF THE REDMAW: Since first becoming a Space Wolf Bran has contained the curse of the Wulfen within him, an act of supreme willpower in itself. But, during the heat of battle, when his bloodlust rises, sometimes even his indomitable will cracks and he must succumb to the beast within. At the start of each controlling player’s Movement phases after the first turn, before moving any units, roll a D6, adding +1 to the result for each friendly unit with the SPACE WOLVES faction that is locked in close combat in Bran Redmaw’s line of sight. On a roll of 5+, Bran Redmaw uses The Redmaw profile for the remainder of the game (his Wounds value remains the same, and he does not regain any lost wounds) and he gains the following special rules: BOUNDING LOPE, DEATH FRENZY, CURSE OF THE WULFEN (HUNT), and CURSE OF THE WULFEN (KILL). *REDMAW ONLY* BOUNDING LOPE: The Redmaw can Advance and charge in the same turn, and can re-roll failed charge rolls. DEATH FRENZY: Roll a D6 each time The Redmaw loses a wound; on a roll of 5+ that wound is not lost. If The Redmaw is slain in the Fight phase, once the unit that slew them has made its attacks, you can attack with The Redmaw before removing him as casualty, even if he have already attacked that phase. CURSE OF THE WULFEN (HUNT): You can re-roll failed charge rolls for friendly SPACE WOLVES INFANTRY, BIKER and CAVALRY units that are within 6" of The Redmaw at the start of the Charge phase. The range of this ability is doubled to 12" for friendly BLOOD CLAW units. CURSE OF THE WULFEN (KILL): You can make 1 additional attack for models in friendly SPACE WOLVES INFANTRY, BIKER and CAVALRY units that are within 6" of any unit with this ability when they make their attacks in the Fight phase. The range of this ability is 12" for friendly BLOOD CLAW units. WULFEN are not affected by this ability, nor are units that made a charge this turn while within range of the Curse of the Wulfen (Hunt) ability. FACTION KEYWORDS IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES KEYWORDS CHARACTER, INFANTRY, WOLFLORD
  13. 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?
  14. So with the rise of 8th edition I had hoped that Nork Deddog would be a independent HQ choice so that I could run a all Ogryn army with Ogryns and Bullgryns as my mainstay using the Vanguard Detachment. Sadly Nork Deddog turns out to be an elite. However I am still interested in the idea, and as Ogryn/Bullgryn have no regiment keyword I though I might just run it as Imperium army and pick a HQ from somewhere else with Ogryn like stats and convert. Assuming I understand the faction correctly I can build a Battle-forged army with the Imperium keyword and I would just loose the sub faction special rules and similar. This would only be a small army for quick and friendly games. One converted HQ, one Squad of Ogryns, one or two Bullgryns squads. I have been scouring the leaks for a suitable HQ and have found two that vaguely fit the bill. Mephiston – his sword has stats similar to a Thunderhammer so I can see converting a Bullgryn to have a slab shield (for the 2+ Save) and a Thunderhammer (I think I have a spare Dreadknight hammer somewhere). Two of the psychic powers would only be able to target himself, but that is ok Karamazov- he has a leadership bubble for Imperium, similar stats, and I can convert a suitable Powersword and Multi-melta. He is however a vehicle So my question are: Will this work from an army construction point of view. Any other ideas for HQ choices. The army lacks anti tank/MC/tough stuff, any suggestions.
  15. Good evening, I'm new to the forums and like all of you I am going to be new to 8th Edition. I like to be competitive on a casual level, if that makes sense. I have a few concerns and queries about my army in particular and I hope to get some constructive feedback. I collect Imperial Fists heavily based on the 'Sentinels of Terra' supplement codex as well as being a drop pod assault themed army. To begin with my two main concerns are Sgt Garadon and drop pods. Sgt Garadon is my HQ of choice throughout 7th edition, he is a character upgraded from a tactical squad sergeant for a total of 75 points making the squad a HQ choice. He has the rule set of a captain and can take no additional upgrades, his wargear is simply a special bolt pistol that ignores cover called the 'spartein', a standard power fist and of-course an iron halo. He isn't in the index's or codex's for 8th edition, yet various youtubers have promised that supplements will come within the year. With the new rule (I don't know its name) to do with special characters not being able to join units? I'm not certain I will get my Sgt Garadon back at all, can anyone shed some light or education for me here? Secondly and possibly my largest concern being drop pods tripling in point cost. I currently have 7 drop pods in my 2000 odd 7th edition point list, all together I have my captain as above, 6 tactical squadrons and 3 devastator squadrons with a aegis defence line. With money always a large deciding factor when it comes to warhammer I don't want to have to replace any of my army, my main question being can i play this army at a casually competitive level or am I going to loose a lot more games? Chapter Tactics + Supplement benefits My Devastators before had a special rule known as tank hunter allowing me to re-roll wounds if they did not penetrate. Also my army was built to accommodate the boltor drill from my chapter tactics. Neither of these are in 8th edition as far as I know. Though my devastators will be able to split fire now making them more powerful, loosing these two rules has really broke the spirit of my army, and my own. Again various youtubers are convinced we will get chapter tactics and supplements within the following year, what do you think? To summarize; So far from what I have gathered specifically about my army isn't looking good. The point trade off with drop pods, loosing my chapter rules and the daunting concern of having to replace my HQ has puts me off the new edition. Not only this but there is icing on the cake, I have a really bad feeling Primaris Marines are going to replace the Space Marines completely and sadly the fluff behind it could have been better, but this is a different topic for another thread. Thanks in advance for any constructive feedback
  16. Brothers (and Sisters?), a couple quick questions. I've been reading through all the releases on Warhammer Community, etc., but I haven't been able to keep up with the discussion here on B&C. I don't see anything in the 8th Edition Discussion board that addresses this, although the Black Templars have been speculating a little: 1. Are we expecting chapter Codices to be released at some point, in addition to the Index books that have already been announced/leaked? (Spikey Bits says "no?" BellofLostSouls thinks "yes," in the model of AoS's Battletome) 2. Do we expect chapter tactics to be announced at some point? Maybe tied to the chapter keywords? I looked through the leaked rules, and it looks like there isn't much to distinguish chapters from each other at this point, although the leaks are only portions of each book... Other than including a a high proportion of scouts and jump units in our armies, what is going to make Raven Guard "Raven Guard" in the 8th Edition? Or any other Codex chapter, for that matter. Can anyone direct me to productive discussion of these topics?
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