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Found 4 results

  1. Per the recent Goonhammer article (linked below), Space Wolves are looking quite good out of the gate in 9th edition. Overall, they are the most-winning Space Marine faction, although they’ve experienced a dip post-Space Marine Codex drop two weeks ago (still #4 out of all the Space Marine subfactions). This should only improve one they receive access once again to a full menu of strategems and sagas. https://www.goonhammer.com/the-november-2020-40k-meta-review/?fbclid=IwAR1hhAmDQeXDTMbEpDuA8owKxLoYWP2SfIuxayPODwLPYFKkxNGpmjRPGV4
  2. So looking to start a new army for my first attempt at tournament play, been playing 40k for over 10 years but want something with some 'teeth' Here's what I came up with: Battalion Detachment Warlord- Brood Lord: Monstrous rending claws: 162pts (Norn Crown) The Swarm Lord: 300pts Tyrannocyte: 5 deathspitters: 123pts Winged Hive Tyrant: two pairs of monstrous scything talons: 200pts 20 genestealers: rending claws and 5 acid maws: 240pts 20 genestealers: rending claws and 5 acid maws: 240pts 20 genestealers: rending claws and 5 acid maws: 240pts Patrol Detachment Old One Eye: 200pts 3 rippers: 33pts Screamer killer: spore cysts: 130pts Screamer killer: spore cysts: 130pts 1998pts total The cunning plan is that the swarmlord pods down, supported by a winged tyrant to ensure the most optimal turn one charges (whether it be winged tyrant into stormraven/other flier, or the swarmlord into pretty much anything else) after softening the target up with a few smites. Using the Kraken ability you should be joined by a swarm of stealers in their lines, and giving old one eye and his mates time to catch up if they can't make it to combat until turn two to mop up what's left (and if they can't at least they're at -1 to hit). As for the rippers? well they can hide off the board til turn three to camp an objective late game, or really whatever they want to do! (they're a bit of a tax to get my 4th Hq but I feel like they could clinch games occasionally, and if it's a killpoint game at least they're easily hidden!) I'm completely new to 'nids so any thoughts/tweaks greatfully received!
  3. As Monday inexorably dawns upon us, let's take a moment to remind ourselves of the important things in life ... Like Warhammer ... So here's a brand new Glacial Geek Battle Report to help us remember the important things ... Like Warhammer! https://youtu.be/3EzyMebnNt0 This week my Dark Angels take on the Blood Angels! Bad blood already existed between the two forces. They had clashed before and, while both fought for the Emperor and Mankind, neither really trusted the other. The Blood Angels felt the Dark Angels were not to be trusted and the Dark Angels felt similarly of their Sanguinary brothers. So when the two forces met unexpectedly on a planet, neither felt chatty and neither felt like answering to the other. Soon the bad blood boiled and both sides took up arms to settle the score. Will the Sons of Sanguinius force the answers they want out of their secretive brothers, or will the Unforgiven keep their secrets? Watch and find out!
  4. "It's our time to shine" is a phrase I often hear now-a-days. Marines have been in a relatively poor space since the start of 8th - barring one or two arguably dull Gulliman builds. The new set of codicies have brought with it some exceptional changes and reinvigorated marine play and play styles, opening up some amazing options that we haven't had for years. Yet, while the argument that marines have been weaker for a while and now "deserve" their time in the sun' is an understandable one, it's a pretty narrow-minded and arguably self-serving one that doesn't have the greatest implication for the game as a whole - so let's take that one as a given and add some new thoughts and considerations to the discussion of the advent of a very new level of marine power. A power that has now come at an odd cost. With Ultramarines and White Scars, the combination of strong relics, powers and traits have been synergized so well with AMAZING stratagems. This has been further buffed by the Doctrine and "uber-doctrine" abilities that all marines get - the combination of the aforementioned changes with these doctrines arguably pushing them from "strong" to "top tier". This was exemplfied in the London GT, and even in a local ITC GT here in China where a player essentially took a near identical list he had taken in the last GT, and came 2nd (up from a middling performance). But then came Iron Hands.... Now, for starters the combo's here seem off the charts. Everyone has seen the Iron Hands craziness by now - the (almost literally) unkillable dreadnoughts being the biggest offenders- but beyond this, the synergies available just seem so skewed. For me, the IH (successor or otherwise) uber-doctrines are by far the best. Reroll ones of heavies, no move and shoot penalty and the basic doctrine bonus of -1 AP makes for some incredible firepower. Add to the fact that we can grab Stealthy and Artisans for this combo and we have mobile heavy marine shooting like we've never seen. Because IH are only the 3rd/4th codex to be released, they're the most notable so far - because of that, I don't intend, nor want this to be an IH pile-on- it's a broader marine codex concern and question. So, the question is a general marine one - have GW gone too far? Is it too much? What is the feeling in your area and what are your gaming groups talking about? Because I'm in multiple social groups on different continents, and they're ALL ablaze with concern like i've never seen.
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