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  1. +++Unit of the week+++ Cultists How do you use Cultists? Marks Attached Character Equipment Role This is a discussion about Cultists in the 10th edition index. Tell us your tactics, fun facts, your experience with them, and other things that are interesting with Cultists. Cpt. Danjou
  2. +++Unit of the week+++ Chaos Bikers How do you use Chaos bikers? Mark Role Equipment This is a discussion about Chaos Bikers in the 10th edition index. Tell us your tactics, fun facts, your experience with them, and other things that are interesting with Chaos Bikers. Cpt. Danjou
  3. +++Unit of the week+++ Obliterators How do you use Obliterators? Mark Role This is a discussion about Helbrutes in the 10th edition index. Tell us your tactics, fun facts, your experience with them, and other things that are interesting with Obliterators. Cpt. Danjou
  4. +++Unit of the week+++ Predator (Annihilator and Destructor) How do you use Fiends? Marks Armament Equipment Role This is a discussion about Predators, both Annihilator and Destructor in the 10th edition index. Tell us your tactics, fun facts, your experience with them, and other things that are interesting with Predators. I combined the both Predators together, even though they have different roles and tactics, as they come in the same box, plus if we are going to manage to get through all the units before the codex drops some units must be combined. Cpt. Danjou
  5. +++Unit of the week+++ Fiends How do you use Fiends? Marks Armament Equipment Role This is a discussion about Fiends, both Forgefiends and Maulerfiends in the 10th edition index. Tell us your tactics, fun facts, your experience with them, and other things that are interesting with Fiends. I combined the both fiends together, even though they have different roles and tactics, as they come in the same box, plus if we are going to manage to get through all the units before the codex drops some units must be combined. Cpt. Danjou
  6. +++Unit of the week+++ Helbrutes How do you use Helbrutes? Mark Armament Role This is a discussion about Helbrutes in the 10th edition index. Tell us your tactics, fun facts, your experience with them, and other things that are interesting with Helbrutes. Cpt. Danjou
  7. +++Unit of the week+++ Chosen How do you use Chosen? Marks Attached Character Equipment Role This is a discussion about Chosen in the 10th edition index. Tell us your tactics, fun facts, your experience with them, and other things that are interesting with Chosen. Cpt. Danjou
  8. +++Unit of the week+++ Chaos Legionaries How do you use legionaries? Marks Attached Character Equipment Role This is a discussion about Legionaries in the 10th edition index. Tell us your tactics, fun facts, your experience with them, and other things that are interesting with Legionaries. Cpt. Danjou
  9. Let's get going with new additions to the tacticas: Biovores and their little Spore Mine friends! Long standing units for Tyranids and providing some reach with a twist, what can they do and what experiences do people have to share? For Biovores adding some long range mortal wound generation that doesn't need line of sight is nice, and they don't cost a great deal either. While they are more likely to be plinking a wound off something each turn I think their merit lies in full consideration of what they can do. First and most obvious is the ability to target almost what you like - a tough vehicle, large characters etc not even hiding from sight will protect them. This could be a nice way to reduce them and impose on your opponent. The other nice part is that missing is not the end, for you can then position a Spore Mine nearby for free (no point cost, or anything else - just need the model). I've heard of players moving their Biovore to try and get a miss because they're after placing the mine rather than inflicting any wounds which is quite sneaky. While they aren't the most threatening things in the World and easily removed the risk they pose could make a big difference. Nobody likes taking a mortal wound, and while this is the most likely outcome there is the chance for more than one. The choice is to avoid or dedicate some small arms to remove the mine. Easy enough in the latter's case, but that's some dice not going at your gaunts and the like. As for the Spore Mines option, they're not what I'd call cheap but consideration is needed as to what they can do and relative cost (i.e. effectively the same cost as a Biovore shooting and missing for five turns, which is most or all of a game). Floating down to discourage your opponent from claiming an objective (especially faster/weaker/smaller units etc with more to lose that can often go for them) seems like it has a lot of potential? Especially if paired with some Biovores for you to support/complement this role. A bigger gun, longer range, more shots etc are all good but don't add anything new - special rules like this do, so it makes sense to try and make the most of them especially when they're unique. I think they could do a lot so I'm planning on using both (just as well as I have three Biovores and fifteen mines), what does everyone think of these classic units on the table top?
  10. I'm working on a post for the Tactica forum based on this 9th edition breakdown by Stormcoil on Reddit. Basically I'm trying to come up with a list of codex units that can be used to score the most efficient secondaries, namely Engage On All Fronts, Linebreaker, and Deploy Scramblers. Notably you can still successfully perform an action if you fight in the fight phase after getting charged but not if you charge; it's possible that a unit like Assault Terminators with no guns could perform something like Teleport Homer without needing the support to get off a charge the turn they arrive, but that strategy is still probably bad since you have to do it three times to get an appreciable amount of VP. This means units that can arrive in other table quarters/the enemy DZ as early as possible, hold there for Linebreaker and perform actions for Deploy Scramblers. We're also looking for ways to perform the tactic of pinning an enemy in their deployment zone by blocking them in or charging them turn 1. For this post, I want to focus on the fact that Raven Guard have a bunch of redeployment and repositioning tactics available via our Stratagems and Warlord Traits. Obviously this could all change next week but from what we've heard I doubt much will shift, and I'll happily update it when that happens. I've laid them out below and I'm going to work through them and see how they can be used to fulfill these various goals. Master of Ambush the most common and probably most powerful RG ability can easily facilitate a 1st turn charge, but needs to be supported by units with Concealed Positions that can keep the pressure on and split enemy fire/combat ability since you get to do it after you know who goes first, you can also deploy more defensively with it by repositioning a very resilient unit (i.e. Aggressors) alongside a buffing character (like an Apothecary granting a 5++ or 6+++ depending on new codex) onto objectives probably won't facilitate Linebreaker unless your opponent doesn't deploy up to their deployment line (rare in 2000 pt games because terrain leaves little space) but you could potentially move into their DZ and then charge perfect for Engage On All Fronts since you can choose which table quarter to move into on the fly after seeing entire deployment Highlight unit: Aggressors with a character Infiltrators another ability that happens once you know who gets first turn. This opens up options like deploying your Concealed Positions units further back than you normally might while still being able to walk onto or charge onto an objective turn 1. incidental to the objective focus but this also allows short-range units like Eradicators to bring their guns to bear more easily on turn 1 (including by initially deploying behind obscuring terrain) rather than deploying from reserve. It also gives 6" moving combat units without Concealed Positions, like Bladeguard and Assault/Veteran Intercessors, a 16-36" threat range including charge depending on your dice rolls - which may make Impulsors less necessary, though they are very good on their own anyway. also incidental but gives infantry units with Heavy weapons (Devastators, Eliminators, Heavy Hellblasters (presumably going to s9 3 damage in the new codex!), Suppressors, Heavy & Stalker Intercessors) without being -1 to hit during Devastator Doctrine the ability to move twice in a single turn opens up a lot more units to being very maneuverable. There aren't a lot of Infantry units with a lot of movement but jump pack units are super thematic for Raven Guard and we have some good options. Inceptors can move up to 26" right off the bat using this strat, and with T5 and their Crushing Charge rule they can inflict damage while tarpitting an enemy unit in their DZ. Can no longer fall back and still shoot and charge without support from a Chaplain or stratagem use, and might benefit from Rapid Assault if you make units like this a significant part of your army. firstborn jump troops like Assault Squads and Vanguard Veterans are the other route, they can move and charge 29-49" depending on dice (using Strike From The Skies) if you don't mind them not shooting their pistols (though 12" Flamers are ok!) The latter squad has the potential to deal a ton of damage with 3 damage Thunderhammers and will be more resilient (albeit expensive) with 2w. The former is a cheap option compared to Primaris troops with Concealed Positions; you're currently down 20pts from a 5-man unit of Incursors, though that gap should narrow slightly as the firstborn go to 2 wounds. They have the same number of attacks and same AP though as apparently Incursors are losing exploding 6s and gaining AP-1, whereas the Assault Marines get +1 attack and -1 AP from their Astartes Chainswords which were confirmed for all units. Remains to be seen whether their discount and high maneuverability compensates for their lack of ObSec and shooting ability, but they're a screen and a tarpit, we expect them to die. Highlight unit: Vanguard Veterans, or Assault Marines if you need a cheapish tarpit Strike from the Skies/Swift & Deadly these allow both an Advance and a Charge roll which can greatly extend unit range. We already covered Skies with jump troops so this mostly applies to Bikes and jump pack units if you want to use the ability for multiple turns without spending CP by using an HQ. Scout Bikes have the longest range with their 16" base move, and should become the cheapest option as regular Bikes go to 2w. Their 4+ save shouldn't matter as much turn 1 if they're using Skilled Riders but the chance you'll want to run your Outrider Chaplain with a chaff squad is probably pretty low. These guys might be good for Linebreaker/Engage On All Fronts but we have lots of other units for that, and they can't Deploy Scramblers as they aren't infantry. I think regular bikes and Outriders are in the same boat for RG, there's no particular benefit to running them for us as Swift & Deadly doesn't get you more than a bunch of S4 attacks. Between all the Concealed Positions troops, Infiltrators and MoA you already have a ton of potential sources of those even on turn 1. They do stand out as a T5 unit so could be good for tarpitting, and they can keep up with a Bike Chaplain for Look Out, Sir. Highlight unit: Bike Squads/Outriders as retinues for the Smash Chaplain Strike from the Shadows this ability basically allows any unit to Teleport Strike, which I think majorly reduces the benefit of Terminators even with them going to 3w. With this you can deploy T5 Centurions in the enemy's DZ on turn 2 with buff characters to give them a 5++/6+++, improve their shooting or help them make a 9" charge (Chaplain w/ Canticles of Hate - IF you have a way to deliver him so he's on the board early enough to cast it, i.e. a bike or jump pack.) That's probably better than Terminators which are T4 and have just ok guns. that said, if your plan is to Deploy Scramblers and simply count points for Linebreaker, you can run a unit that's tough on their own and cheap without a lot of firepower or combat ability, i.e. Assault or regular Intercessors, Tactical Squads, even Servitors. Normally these units would have to wait until turn 3 to arrive in the enemy's deployment zone and we can do it on turn 2, which is a big help for Linebreaker or mission-specific objectives like Vital Ground that involve objectives in the enemy DZ. However you only need to Deploy Scramblers in the enemy DZ once, so it can probably wait until you've dealt a deathblow to whatever units are hanging out back there. Highlight unit: Centurions, either Assault w/ charge support (Chaplain) to seize objectives Takeaways RG are still a very combative army simply because the datasheets available give us a lot of powerful options. Play to objectives but still plan to deal damage, therefore Secondaries like Bring Them Down, Assassinate, Thin Their Ranks etc., are still available You should probably be running one unit of Aggressors and one unit of Assault Centurions, still after all the nerfs etc. Infiltrators is a true swiss army knife and might be our best stratagem Would love to hear any feedback or insights!
  11. Just a quick thread to see how you're all doing in 9th so far? My hobby butterfly is working it's way across the forums and heading to the warp. Does the IW trait, 'ignores benefits of cover' just work on the armour saves? That should work on the defended positions/heavy cover benefit to armour saves in melee, right? Any new Daemon engines added to the fold now they look like they might be great?
  12. Hi everyone! I'm a fairly long time member of B&C but this is my first post in the Chaos forums! I've recently started a Death Guard Combat Patrol and thought I'd share my progress. First up is a squad of Plague Marines: Pretty pleased with how these turned out, and they were a lot of fun to paint. More pics to follow as units get added.
  13. Hi all, I thought I'd start a thread to get the wheels turning for how Tyranids will operate in 9th ed. So far we know about tanks/monsters, and blast rules. I think 'Nids will be served well from this edition, despite no longer being able to tie up anks like they used to. Carnifexes wil be interesting, with a dakkafex being able to advance, make 24 shots, charge, and keep shooting in combat. If the enemy thinks they can stop an acid spray tyrannofex from shooting by assaulting it, think again, as they'll eat acid twice on the charge and then twice in the next shooting phase. In fact, people will probably not charge them at all! What else can you think of? Summary: Tanks/Monsters Blast Weapons: Overwatch Terrain Crusade Skills Possibly real lst of BLAST weapons. Point Changes: https://docs.google.com/spreadsheets/d/1-orE6HSrv3zYnI5UfXgctcSuezpLf7fK8F_8nR1M2KA/htmlview?pru=AAABc3HzgBE*t7RiB7QJgakfbMebzj-Lfg#
  14. So now that the holidays are officially here, a few of my mates and I got together this week to play a few 1000pt games in the lead up to our yearly apocalypse game that includes our extended group of mates. This week I played 3 games, a 2 round match against Custodes and a game against Astra Militarium. The first evening was against my best mate and arch rival in all things gaming. He left Admech on the shelf (thankfully) and it became a showdown, Gold Vs Silver. My list was as follows: An ever evolving list that I call my all comers list at 1000 pts. The Adeptus Custodes: The Grey Knights battle had truly begun when we were rolling for first turn, and I successfully increased my chances of winning up from 27% to a whopping 49% chance if I played well, after claiming first turn! Hazzah! with 4 objectives up for grabs and a deployment of short edge to short edge, the board was long and narrow, with a fantastic set up of cover for both armies, I knew how tough the boys in gold truly were with their stat lines and I braced myself with my movement, I secured my home objective and moved half my army towards the 2nd objective. A poorly positioned Voldus nice and close to his body guard unit left him exposed and the following turn 1 from the custodes seen his warlord successfully charge him turn one. I was setting up screens and making calculating distances from his bikes, around terrain, not remembering his bikes could fly... Anyway, I managed to kill a bike with my dreadnoughts plasma cannon, and did 2 wounds to another bike with my razorback. Not bad for it's second outing. So a turn 1 custodes charge from his warlord into Voldus made me clench my cheeks and hold my breath. He zipped onto a second objective with his bikes, the one I was going for and held is back one with the 3 sagittarum guard. He really did well at pinning into my sort of half of the board, and I had to devote a lot of resources into his warlord. He had taken cut off the head secondary, that awarded more points the quicker he killed my warlord. 5 wounds later and Voldus was barely hanging on. I breathed a sigh of relief that he had weathered the ferocious fury of the shield captain and managed to survive another day. My second turn seen me gate Voldus out of combat and hid him away, limping on 1 wound, 5 termies the librarian and the 5 strike marines charged his captain, and I needed to kill him. My other 5 termies charges his bikes holding my second objective and the battle of minds begun. His captain tanked 5 of 6 mortal wound put onto him in a brilliant show of mental strength, much to my dismay. However I channeled my remaining psychic fury into my force halberds and swiftly cut of the brutes head. A cheeky interrupt of combat saw his bikes kill 4 of 5 termies in the ensuing combat, I couldn't believe it. I was left stunned and lost for words. A turn 2 deep strike with his dreadnought and a nasty stratagem of 3D6 rerolling charge, pick the highest seen his dreadnought set his eyes on my own dreadnought, but alas fate decided to laugh and he failed both attempts, statistical rarity. As that should of been in like flynn. 9" charge 3D6 pick the highest rerollable. Nasty! After having survived another turn, it was to know avail. My turn 3 was dismal and lackluster, I couldn't catch back up on primaries and my secondary's were measly. His turn 3 was a wrap up and a good game. But was fun none the less, as we both just wanted melee combat. A big relief from his oppressive bots. I quickly threw my glove down and asked for a rematch, already late into the night, he agreed and we began a second game. A big roll of a 6 gave me first turn and my chances again increased already. However, I didn't move at all, Just with the razorback I think, in my opening salvo of shooting, I killed two bikes with the dreadnoughts guns.. And its at this point, I'll give a shoutout to overcharging heavy plasma cannons, I absolutely LOVE them. They are half the price of the lascannon and gosh do they take the stress out of shooting. I've come away from every phase of shooting not wanting to smash my damn minis after failing with a 40pt lascannon. Anyway, back to business, I killed 2 bikes and called it a turn. He moved his bikes aggressively to me and footslogged his way down the other flank with his dreadnought and melee guard. Not much shooting happened and that was that. My turn 2, knowing I needed to do something drastic otherwise it would be a repeat of game 1 where I just get pinned to my deployment, and out scored, I decided to gate a unit of terminators into his backfield, 9" away from his sagittarum guard with the bolters, camping his home objective. A successful charge later and a handy fury of the first stratagem seeing me hitting on 2's I made quick work of the custodes and claimed that objective. This in turn, caused a rather unexpected move on the custodes second turn, he turned his bikes around and went back and charged the termies holding his home objective. Essentially splitting his forces across the whole table. He denied my warp shaping and I couldn't change from Tide of shadows to escalation, so here I was stuck. Much to both our surprises later in the fight phase. I mentally assaulted his dreadnought with the librarian, Voldus, 5 termies and not needing to cast atral aim, the dreadnought chipped in too. Now wounded, the dreadnought and his mighty heavy plasma and missile launcher rained down death upon him and destroyed the contemptor dreadnought. That was a surprise, but gosh, flat 3 damage is just great to see. No more stress. Even if I hit once, no more do I have to spend CP to reroll a 1 for my damage roll on a 40pt lascannon. My heroes charged his foot custodes with their body guard and a great clash of halberds followed. I think I killed 2 or 3 of the 4 models. His following turn 2, he charged my 5 termies holding his backfield with his captain and other biker. Knowing they were going to die, my brave terminators fought bravely, and with heavy cover, a defensible position and still being in the tide of shadows, they gained hope and nice +1 to their saves in melee combat, so as deadly as the charge was and even after the misrecordia's were swung, I had 1 brave justicar still standing. Defying death till the last. This in turn, left him stuck in combat and he couldn't consolidate back towards the centre. My turn 3 seen me wrap up the fight with Voldus and with him only having a captain and a bike remaining, we played it out, but the boys in gold were all dead by the end of round 3. Gold vs Silver is tied 1 = 1. What a great battle, and I walked away thinking man, tide of shadows actually saved my bacon. Although 2 wound smites really did push through in most of the rounds, against the toughness 5, 4++ invul saves of the custodes. They are so resilient and so strong. They just lack board presence and bodies. I imagine that both games could of looked drastically worse for me had he gone first both times and pinned me in. Both my mate and I have really put hard work into creating a ton epic looking terrain, for our games. With 2 fully painted armies, fully painted detailed terrain from GW looks epic. Alas I didn't take pics, but moving forward I should. My mate's army is superb. And the battlefields we create are fantastic! It's a joy to play and really is the icing on top of the cake. As much as the game itself. The second night I played another mate who brought Astra Militarium. Which in 9th edition, I haven't yet played. So a mechanised list with some heavy artillery was going to be a challenge for me. My list for this game was a bit different, as I needed something stronger to open up his tank hulls. I took another hammer on my Librarian and an NDK, with 2 guns and a sword to chop through tanks. (I already thought of a tweak here while discussing the lists after the game) And after play testing a lot of things, I can really see where points vs efficiency is for GK. I'll write up the next report tomorrow. Watch this space! Cheers for reading!
  15. Tabletop Tactics released a tactica video a few days ago, Grey Knights vs Black Legion. Laurence, aka Spider is a very competitive player, he heads up the site and the YouTube channel with a team. He plays at LVO, ITC and the GT's around the world. Very experience guy. I'm not sure if that particular video was released on free to air, YouTube. Because I've subbed to them I watch on demand. But he was going over his list and the reasons for taking certain things. Very good commentary and very in depth analysis on where the GK's are at, at the moment. Spider, generally always wins against his opponent, regardless of what army he fields, he's a great tactician. It's worth checking out, as will all of their batreps and videos they release. I agree with much of what he says and the way he plays GK. Take it with a pinch of salt though. But worth checking out.
  16. ++Tyrannofex++ We have a new unit of the week! This week it's the massive Tyrannofex, one of the newer, but Iconic Tyranid Heavy Support choices, and one of the better shooting options in the army. What are you thoughts here folks? How best would you use a unit of them? To compliment a list, or to build a list around? Will the beta rules affect your list(s)? What size unit? Will you be running multiple units? What Hive Fleet Traits, Adaptations and Stratagems do you prefer and how much does it depend on the above choices? Are you buffing this unit? If so, how? Over to you.
  17. Pre-empting Monday, we have a new... ++TRYGON++ This week it's the snake-like Trygon. What are you thoughts here folks? How best would you use one? To compliment a list, or to build a list around? Will the beta rules affect your list(s)? Will you be running them solo, or in twos or threes? Will you be running multiple units? What Hive Fleet Traits, Adaptations and Stratagems do you prefer and how much does it depend on the above choices? Are you buffing this unit? If so, how? Is the base trygon ok or do you prefer a Prime? Over to you.
  18. Figured I'd start this thread. I have a future DG game scheduled sometime this week (hopefully) and he's bringing Mortarion. Seeing how the entire forum is ablaze with how OP he is, I wonder whether us, Grey Knights will have an easier time dealing with him (with 4 damage smites). Anyhow, keen to hear your thoughts. I imagine he will be less of a problem to us though.
  19. ++HORMAGAUNTS++ We have a new unit of the week! This week it's Hormagaunts, one of the Iconic Tyranid troop choices, and tarpitter supreme. What are you thoughts here folks? How best would you use a unit of them? To compliment a list, or to build a list around? Will the beta rules affect your list(s)? What size unit? Will you be running multiple units? What Hive Fleet Traits, Adaptations and Stratagems do you prefer and how much does it depend on the above choices? Are you buffing this unit? If so, how? Over to you.
  20. Just a disclaimer before I pose the question: I am a Dark Angel player with little experience how they play in 9th. The fact that the faction is so broken at the moment is the fact I don't play them. This could probably be a question posted in the Dark Angel forum, but this is more from the perspective of the Custodes. See above question. How would you go about designing a list to counter them? I got two lists where I'm running hurricane bolters on the bikes, lastrum storm bolters on the aquillon, a 5m allarus squad, etc etc. So quantity over quality. The other list is a full on high AP, high Damage list (so meltas, dreadspears, adrathic destructors). Which list would have the best chance of success? The other side of the equation is this: How would you play the mission if you were playing against a Dark Angel in a tournament? Would you charge them? Play the objective sorely? What secondaries would you choose. I'm legitimately stumped on what to do. Context: In my meta (which is competitive), there is a Dark Angel friend who plays a full Deathwing army. Custodes from my experience/understanding counter marines pretty well - I had nothing but success countering Blood Angels, Ultramarines, and the Chaos Space Marines with something close to a 80% winrate. But I seem to run into problems with Dark Angels and their bonkers transhuman rule. Most of my lists (provided below), run Aquillon with adrathic destructors, Achillus Dreadnoughts, Vertus Praetors. So things that have a lot of AP and D attached to them as a general rule. However when I tried that list against the Dark Angel player and in the tournament, I barely killed two models per turn, with something close to 40 attacks from the allarus, Achillus, and the shield captain. Which leaves me with the other 20 or so Deathwing Terminators to deal with, not that I can do anything about that, because after I attack, I'm dead. List ideas: Quantity > Quality list: Quality > Quantity list: Balanced list
  21. ++Thousand Sons Unit of the Week++ ++Predator Annihilator/Destructor++ New codex, new discussions about units! As we already have in other faction sections, this is the Thousand Sons Unit of the Week series, where each week we select and dissect a datasheet found in the book, and discuss how we use the unit in-game, favoured loadouts and combos, essentially how to use these units best. What have you found that works, and what doesnt? Please try to stick to the idea of making the unit in question work, as opposed to pointing out other units that might do a better job - we'll get to those in time! This week, we will be discussing the combined datasheets of the Predator Annihilator and Predator Destructor. Former mainstays of Thousand Sons armies for their ability to bring long ranged anti tank, they now have got better with a 5++, however is this enough in an edition that is unfair to tanks? We don't see them in many armies at all, so: What are you thoughts, and how best would you use the unit? To compliment a list, or to build a list around? Will you be running multiples? What <GREAT CULT>, loadouts, spell relic and Stratagem support do you prefer and how much does it depend on the above choices? Are you buffing this unit, and if so, how? Are you building as a damage dealer or buff-provider? Uses in Matched, Narrative and Open Play How have they fared for you in-game? Over to you. ++Thousand Sons Unit of the Week Index Link++
  22. ++Hive Crone++ We have a new unit of the week! This week it's one of the newer additions to the army, though alomost a decade old, the Hive Crone. What are you thoughts, and how best would you use these? To compliment a list, or to build a list around? Will the beta rules affect your list(s)? What size unit? Will you be running multiple units? What Hive Fleet Traits, Adaptative Physiologies and Stratagems do you prefer and how much does it depend on the above choices? Are you buffing this unit? If so, how? Uses in Matched, Narrative and Open Play Over to you.
  23. ++Toxicrene++ We have a new unit of the week! This week it's old C'thulu tentacle face himself, the Toxicrene. What are you thoughts, and how best would you use these? To compliment a list, or to build a list around? Will the beta rules affect your list(s)? What size unit? Will you be running multiple units? What Hive Fleet Traits, Adaptative Physiologies and Stratagems do you prefer and how much does it depend on the above choices? Are you buffing this unit? If so, how? Uses in Matched, Narrative and Open Play Over to you.
  24. ++Tyrannocyte++ We have a new unit of the week! This week it's the Tyrannocyte, the Tyranids Drop Pod equivalent, but with plenty of guns. What are you thoughts, and how best would you use these? To compliment a list, or to build a list around? Will the beta rules affect your list(s)? What size unit? Will you be running multiple units? What Hive Fleet Traits, Adaptative Physiologies and Stratagems do you prefer and how much does it depend on the above choices? Are you buffing this unit? If so, how? Uses in Matched, Narrative and Open Play Over to you.
  25. ++Sporocyst++ We have a new unit of the week! This week it's the Other side of the Tyrannocyte, the Sporcyst. The first official faction specific terrain/fortification you could buy in-game, the Sporcyst has some cool rules and plenty of guns, however we never see them on the table. What are you thoughts, and how best would you use these? To compliment a list, or to build a list around? Will the beta rules affect your list(s)? What size unit? Will you be running multiple units? What Hive Fleet Traits, Adaptative Physiologies and Stratagems do you prefer and how much does it depend on the above choices? Are you buffing this unit? If so, how? Uses in Matched, Narrative and Open Play Over to you.
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