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  1. Our second unique terminator squad. Armed with both a man reaper and plague gauntlets they can reap a heavy tally, if they can get close enough Other rules are: Plague chimes (can't remember if that's the name but it's what they look like) which do something to the contagion range iirc Bodyguard they can take the hit for a character instead. What do we love about these guys?
  2. ++Scythed Hierodule++ We have a new unit of the week! Having already discussed all units in the standard codex, we're moving on to Forge World datasheets. This week it's the massive point beast the Scythed Hierodule. What are you thoughts, and how best would you use it? 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. Tyranids Unit of the Week Index
  3. ++Stone Crusher Carnifex++ We have a new unit of the week! Having already discussed all units in the standard codex, we're moving on to Forge World datasheets. This week it's the pointy cousin of the regular Carnifex, the Stone Crusher. What are you thoughts, and how best would you use it? 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. Tyranids Unit of the Week Index
  4. ++Sky Slasher Swarms++ We have a new unit of the week! Having already discussed all units in the standard codex, we're moving on to Forge World datasheets. This week it's the flappy annoying things, the Sky Slasher Swarms. Essentially winged rippers, these have been around for a little while. What are you thoughts, and how best would you use it? 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. Tyranids Unit of the Week Index
  5. ++Maleceptor++ We have a new unit of the week! This week it's onto the big brain bug, the Maleceptor. Designed as a living extension of the Hive Mind's will, we don't see these on the table too often. 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, 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.
  6. ++Venomthropes++ We have a new unit of the week! This week it's onto the smoggy serpentine...things, then Venomthropes. Designed to protect the swarm as opposed to causing damage, we don't see these on the table too often. 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, 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.
  7. ++Termagants++ We have a new unit of the week! This week it's the massed hordes of the Termagants, a classic Tyranid unit, and basis for hordes everywhere. 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.
  8. Hi everyone! I noticed that quite some topics have started lately about ‘nid army list or getting started with our favourite bugs. That’s why I thought it would be nice to start up: Kicking of with the HIVE TYRANT -What wargear options would you pack on him/her and why? - Is the point increase worth taking the wings? (use of swooping assault) - Is it still a viable option after the rule of three introduction? - What’s your favourite way of using it? If you like to showcase your Hive Tyrant, feel free to do so!
  9. Now that we’ve all had some time to digest the new DE codex and all its evil, spike-riddled goodness, I feel it’s time to begin our discussion of our units in detail. We’ll begin with the classic core unit, the Kabalite Warrior. Listed below are some quick concepts/points of interest to get us started: Good: + Relatively inexpensive + Poisoned shooting ignores high Toughness + Fast moving + Good anti-armour options (Blasters, Dark Lances) + Kabal Obsessions + Power From Pain + Multiple transport/mobility options (Raider, Venom, Webway Portal Strategem, etc.) Bad: - Squishy (T3 and 5+ Save) - Poisoned weapons don’t scale “down” well vs. T4 or less, and are relatively useless vs. Vehicles - Poor hitting power in melee (other than Sybarite) Overall, I find Kabalite Warriors are not the de facto Troops choice they once were not because they’re bad (far from it) but because other choices (Wyches and Wracks) have become more competitive in their own right. Instead, KW are now the “shooty” Infantry for the DE, boasting the best generic ranged weapon for a Troops choice in the codex and easily the most useful Special and Heavy Weapon options. Classic Raider clown cars remain a solid blend of mobility and firepower and Kabal Obsessions/Strategems have only made this a more credible choice, though MSU KW in Venoms is another option that offers reduced cost and more shots (at the price of smaller squad sizes and no room for Characters). So how have your Kabalite Warriors done since the codex landed? Any cool/interesting build ideas? Has anyone completely supplanted KWs with other choices in their recent lists?
  10. Moving on from the Kabal units, this next series will take a look in-depth at the Coven units. The first we need to discuss are the twisted and vile Troops choice, the Wracks. Other than being incredibly characterful and unique models, Wracks have been integral to Coven lists since their introduction and form the "tough but slower" element of the DE list. Let's take a look at their particular traits: +Mold-breaking Toughness 4 and 5+ Invulnerable save make for durable foot infantry +Always wound on 4+ in melee (except versus Vehicles) +Slower than other DE Troops choices, but still 7" Move +Benefit from Coven Obsessions +Interesting ranged upgrades +Power From Pain -No shooting other than upgrade choices -Nearly useless against Vehicles -Most expensive of the 3 DE Troops units, per model In general, Wracks are your best choice for backfield objective grabbing despite their lack of guns, thanks to their durability and reasonable cost. They benefit immensely from nearby Haemonculi, which are thankfully nearly mandatory in a Coven Detachment (more on these guys, later). The lack of overall firepower at range is an issue, though their single long-ranged choice, the Ossefactor, is an interesting gun with some potential. Perhaps the best aspect of Wracks is that they benefit from Coven Obsessions which can bolster their utility and durability immensely, depending on the Coven chosen. For me, Wracks have been something of a mixed bag in 8th. I like their comparative durability and love the concept, but I just can't seem to find a role that they fill, combat-wise, better than either Kabalite Warriors or Wyches. Durability is nice, but with Grotesques and Talos being so points-efficient these days I feel like Wracks are essentially compulsory only for Detachment requirements. What thoughts do you all have about successfully applying these gangling horrors? Is there a trick I've missed?
  11. Before we move on to the next sub-faction, I figured to take a moment to talk about one of our most improved units in the new codex: Scourges. Beyond the huge points decrease nearly across the board, Scourges also benefit from some notable shifts to their weapon options. Let's take a look at them in more detail: +Incredibly fast 14" Move +Huge variety of weapon options w/ 4 such upgrades available per unit +Built-in "Deep Strike" +Mercenary status allows them to work in any Obsession without disrupting bonuses +Decent 4+ Save (and spiffy 6+ Invulnerable save) +Reasonably priced +Power From Pain -Fragile -Rather pathetic in melee -Can't benefit from Obsessions of any kind -Stacking powerful weapons can inflate their cost quickly Scourges seem to be purpose-built as a weapon delivery system, boasting a wide variety of options for torrent of Poisoned shooting (Shardcarbine, Splinter Cannon), deleting hard targets (Dark Lance, Blaster) or even focusing down Vehicles (Haywire Blasters). It's even possible to mix and match upgrades, though from an aesthetic and practical sense I prefer to run my Scourges with a set of the same weapons (Solarite excluded). In fact, I find that the biggest issue when considering Scourges is what exact build to use, as nearly any weapon they can take (with the possible exception of the Heat Lance) has a credible reason for existing. So, what are your favourite Scourge builds? Have you found them to be a critical unit in your strategy, or have they been found wanting in practice?
  12. Completing the Kabalite "core" are the masterminds of Realspace Raiding, the Archons! It's fair to say that in the new 'dex, the Archon is a critical model simply because they're nearly required to run Kabalite Detachments. That being said, the Archon is definitely not just an accessory character as they offer a host of benefits for your forces and are solid fighters, too. Consider the following: +Very fast 8" move keeps up with other units +Hits on 2+ in shooting and melee (with re-rolls!) +Five base attacks +Re-roll to hit rolls of 1 aura +Access to powerful Warlord Traits and Artefacts +Benefits immensely from Kabal Obsessions +Excellent wargear options +Shadowfield standard 2+ Invulnerable save until failed +Power From Pain +Relatively inexpensive -Poor Strength 3 can make wounding in melee difficult -Toughness 3 and 5+ Save means his 5 Wounds won't last long once Shadowfield drops As you can see, I couldn't think of many downsides for the Archon on closer inspection, and it's easy to see why! The Archon offers immense flexibility and can be built to handle nearly any task; if you need him to hang back and shoot, a Blaster (Index ahoy!) is a great option, while he can be equipped to handle high Toughness targets via an Agoniser or to mow down MEQ with a Huskblade (or Djinn Blade). As for support, the hit re-roll aura is nice, but it may just be that access to Kabal-specific Warlord Traits (like Labyrinthine Cunning) is the real showstopper, here. Just about the only issue for the Archon is that once you do fail a Shadowfield save (or just get MW spammed) he'll fold very quickly, but as DE players I'm sure the "glass cannon" approach is to be expected. So, how do you equip your Archons? Any "favoured builds"?
  13. This week we'll take a look at the classic HS choice, beloved by all veteran Archons: the Ravager! This "oldy but goody" has stood the test of time throughout every codex release and features a simple, no-nonsense design. Let's take a look at some key aspects of the DE's original mobile weapons platform: +Extremely fast and has Fly (just like the Raider) +Triple weapon mounts that can be adjusted individually, if desired +Mounted weapons are Assault +Built-in 5+ Invulnerable save +Above average melee potential for a support unit +Can benefit from some Obsessions +Benefits from several Strategems to enhance mobility, etc. +Slightly tougher than other DE vehicles -Still somewhat fragile -Scaling profile can hinder accuracy relatively quickly -Limited upgrade potential -Other options now compete for points The last negative point is probably the most relevant coming into the new edition. The Ravager hasn't changed much since its initial incarnation, other than rules being swapped around and some former wargear becoming its standard abilities. Even its points cost has stayed roughly the same, where many other options (Scourges, Razorwing Jetfighters, Voidraven Bombers) have become cheaper. In particular, the Razorwing Jetfighter now is nearly direct competition for the Ravager, boasting even better mobility, flexible missiles and improved durability (thanks to Hard to Hit). The Ravager still offers one of the best concentrations of Dark Lances (for hitting hard targets) and Disintegrators (for MEQ/TEQ) anywhere in the codex, but it isn't the "end all" of DE support units as it once was. For me, I've made a nearly 1:1 swap of my old Ravagers (many falling apart from age and frequency of use) for new, shiny Razorwing Jetfighters. Is anyone else sticking with their tried and true Ravagers? Have they kept working out for you, or are you considering a switch?
  14. Next on the docket is everyone's favourite spikey raiding skiff of doom: the Raider! Any Archon, Succubus, or Haemonculus worth their salt knows the value of the True Kin's favoured party wagon, but let's take a moment to discuss this integral transport in its most current incarnation. As before, we'll start with the basic elements, good and bad: +Extremely fast and has Fly +Large transport capacity (10 models) +Carries deceptively powerful Assault weaponry +Strategems increase mobility even further +Built-in 5+ Invulnerable save +Can carry a wide range of units +Embarked models can shoot +Above average melee potential (for a Transport, anyway) +Can benefit from some Kabal Obsessions -Comparatively pricey -Somewhat fragile -Capacity can make including best wargear options + characters challenging -Most wargear upgrades limited use (accept Phantasm Grenade Launcher) Much like Kabalite Warriors, Raiders are my go-to Transport of choice simply because of their larger capacity, though having a bonus Dark Lance/Disintegrator is always helpful, too. While I used to be a fan of the Venom, I'm finding that having more bodies in the transport with a bit of room to slide in a character is exceedingly useful, and I've only been taking Raiders since the general demise of Kabalite Trueborn (more on that in future UotW discussions!). In particular, the old favourite of 10-man Kabalite Warriors in a Raider has been a workhorse unit for me, especially given that those Warriors can now take 2 special weapons. How have your Raiders done in the new 'dex? Have you had any luck using them for strange/esoteric units? Have they supplanted Venoms entirely for you?
  15. ++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.
  16. 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?
  17. Inquisition Unit of the Week Series Welcome to the Inquisition Unit of the Week Series! Following the release of the White Dwarf "codex" (as well as the Adepta Sororitas codex which has some traditionally Inquisition stuff), and the re-emergence of your Lord Inquisitor from hibernation, there is no better time to discuss the unique units we have access to, plus some units from other codices that have traditionally been ours. Each week a different unit will appear, with the idea being that we discuss how best to use that model on the battlefield. This thread is for discussing the rules are as they are, to try to unlock the unit's its potential for those who wish to use it. Without further ado, here's this week's entry: Inquisitor Greyfax Full disclosure, I've never used Inquisitor Greyfax, don't own the model, and have barely skimmed her rules. So I don't have anything to offer myself and will just pose some questions to help focus our discussion. What, in your view, makes Inquisitor Greyfax special and better/different from a standard Ordo Hereticus Inquisitor? How is Greygax best used? Does Greyfax offer anything there to build around or are her abilities just a bonus? Does No Escape (Warlord Trait) matter to you? How will you best make use of it? Stratagems?
  18. Inquisition Unit of the Week Series Welcome to the Inquisition Unit of the Week Series! Following the release of the White Dwarf "codex" (as well as the Adepta Sororitas codex which has some traditionally Inquisition stuff), and the re-emergence of your Lord Inquisitor from hibernation, there is no better time to discuss the unique units we have access to, plus some units from other codices that have traditionally been ours and which it befits an inquisitor to consider using. Each week a different unit will appear, with the idea being that we discuss how best to use that model on the battlefield. These threads are for discussing the rules are as they are to try to unlock the unit's its potential for those who wish to use them. The following list contains the links to each Unit of the Week entry for the 8th edition: Unique Inquisition Units Inquisitor Greyfax Inquisitor Coteaz Inquisitor Karamazov Inquisitor Eisenhorn Ordo Malleus Inquisitor in Terminator Armour Inquisitor AcolyteDaemonhost Jokaero Weaponsmith Lord Inquisitor Hector Rex Lord Inquisitor Solomon Lok Traditionally Inquisition Units Inquisitorial Storm Troopers (Militarum Tempestus Scions)Death Cult Assassins Crusaders Arco Flagellants Officio Assassinorum Callidus Assassin Culexis Assassin Vindicare Assassin Eversor Assassin
  19. Let’s start the new year with ... I thought we could start of 2020 with our much beloved genestealers! I run them basically in every list, even with the changes. Is it the same for you? Do you run genestealer nodes and if so in what situations? Also what HQ do you like to run with them? I generally take a broodlord with.
  20. ++Thousand Sons Unit of the Week++ ++Rhino++ 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 Rhinos. Seen in all editions of the game, with varying usefulness, Thousand Sons Rhinos are maybe the best of the bunch with an innate 5++ and ability to get 2x inferno combi bolters, putting out 8 shots at range - almost the same as a small squad of Rubrics. 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++
  21. The original heavy transport. 4 lascannon, 2 heavy heavy bolter and some loose change guns. Carries 10 men or 5 terminators I want to love it. But I rarely ever take it. My thoughts are that in an army with limited anti-tank that they bring some utility The problem is they are very pricy for what they bring.... Which is a tough beast of a tank not massively killy
  22. The last of the individual characters that make up the Foetid Virons What do with think of the Surgeon? Of all the elite level characters he is the only one with a decent close combat weapon, suggesting that his place is in the thick of things However no invulnerable saves or major auras. What use is he to people?
  23. ++Thousand Sons Unit of the Week++ ++Maulerfiend++ 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 Maulerfiend. With better WS and BS than last edition, have you been using them in games, and how have you used them? Th Mauler fists in particular have great damage potential at D3+3, and with a move of 10", the fiend is capable of getting into combat. 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++
  24. So what to we think of the Tallyman? This popped up on on YouTube and I thought what's your views plague brethren? https://youtu.be/AabFExcZe7A
  25. While taking about Daemon engines what about the Bloat Drone? Many of us will have the plague spewer versions as they came with the original box set as well as the other weapon options Fast. Tough. What are people's views? There are some strategies specific to the bloat Drone, I believe -ive not actually used the strat yet. What are people thoughts on them?
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