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So this was intended to be entirely distinct from my Favorite Works, by Author thread, but people posting short stories there won't stop me from erecting a thread dedicated to it here (in no small part because several awesome Fraters did obey the rules). The rules are as follows: 1: Short stories only, no novels or novellas 2: This is a thread to promote positivity, please only be negative if you feel you need to put a favorite piece into perspective 3: You must have read more than one short by the author in question, else-wise the endorsement is meaningless 4: You don't need to explain why it's your favorite, but it might make the discussion more interesting! As before, I'll start with 3: Matthew Farrer: After Desh`ea The beginning of Angron's illustrious rise from a cardboard cut-out into an actual character. Perhaps not an essential read, it's full of character and does what I always admire in giving it's small cast very distinct voices, differentiated by how they speak as well as how they act. It sums up everything you need to know about Angron in a very tight package. Nick Kyme: Imperfect The first story focusing on Fulgrim with anything approaching restraint. We see a still arrogant, but troubled Fulgrim that struggles with his inability to turn Ferrus. It sort of retroactively improves on Fulgrim as well, showing that much of the character's missteps are indeed due to overconfidence rather than ineptitude. Solid all around. David Annandale: The Binary Succession A gripping little tale that was incidently the first time I even noticed that "Mechanicum" and "Adeptus Mechanicus" were even to denote different entities. The action isn't overdone, the characters are realistically flawed (to the point where any sides failure is a possibility), and finally gives the tech-priests a chance to flex their muscles after being sidelined for so long. The audio's excellent production quality is just icing on the cake.
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+++++ FAO: All field officers +++++ ++++ For immediate distribution +++ ++++++ Effective immediately ++++++ Comrades, it has come to the munitorum's attention that there are large stockpiles of war material collected across His domain. These resources rightfully belong on the battlefield, turned against His foes not gathering dust and tended by administratum menials. All commanders are to complete a report of outstanding materials and submit it to the commissariat for review without delay. WarriorFish Regimental Commissar Thought for the day: Only in death does duty end
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Just stomped my friend's Necrons with this list. Maybe I was just lucky, so any toughts on the list are welcome. Battalion Detachment 1500pts, 79PL Specialist Detachment: Emperor's Fist Doctrine : Gunnery Experts, Jury-Rigged Repairs HQ 1. Tank Commander Warlord -Kurov's Aquilla -Demolisher Siege Cannon -Hull Weapon- Heavy Flamer -Sponson - Heavy Flamer -Hunter Killer Missle, Dozer Blade, Augur Ray, Track guards 2. Tank Commander -ACE : Weapon Expert -Punisher Gatling Cannon -Hull Weapon- Heavy Flamer -Sponson - Heavy Flamers -Hunter Killer Missle, Dozer Blade, Augur Ray, Track guards HEAVY SUPPORT 1. Leman Russ -Battle Cannon -Hull Weapon- Heavy Flamer -Sponson - Heavy Flamer -Hunter Killer Missle, Augur Ray, Track guards 2. Leman Russ Conqueror -Conqueror Battle Cannon -Hull Weapon- Heavy Bolter -Sponson - Heavy Bolter -Hunter Killer Missle 3. Manticore -ACE : Full Payload -Hull Weapon : Heavy Flamers TROOPS 1. Infantry Squad 2. Infantry Squad 3. Infantry Squad 4. Infantry Squad -flamer 5. Infantry Squad -flamer DEDICATED TRASPORT 1. Chimera -Turret: Heavy Flamer -Hull Weapon: Heavy Flamer 2. Chimera -Turret: Heavy Flamer -Hull Weapon: Heavy Flamer So the idea was just to literally drive towards the enemy, shooting twice with turrets and than legit charge into combat. I put flamers so I dont get locked in combat with my blast weapons unable to shoot, also overwatch is great with flamers. Since my plan was to get really close, this worked great. Also I erased all his vehicles turn 1. The guards were there to sit behind and hug the objectives, while Chimeras were there to follow the tanks and clear objectives (with 2 flamer squads). I love the list, but I fought only Necrons and only once with it so I dont know if it would work as a general list.
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- astra militarum
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hello peoples..... alas i have thought up an interesting list to combat a basic space marine list consisting of minimum squads of 3+ dudes not only list but lists because of magnetized models *mm here we go list the first: 748 pts - swarmlord - 270 - genestealers (8) w Extended Carapaces - 136 - termagants (12) w fleshborers*mm - 60 - rippers (3) - 36 - the red terror - 55 - raveners (3) - 66 - mawloc - 125 list the second: 747 pts - swarmlord - 270 - termagants (12) w fleshborers*mm - 60 - warriors (3) w deathspitter x2 & venom cannon - 99 - rippers (3) - 36 - rippers (3) - 36 - the red terror - 55 - raveners (3) - 66 - mawloc - 125 list the third: 750 pts - broodlord*mm - 125 - genestealers (8) w Extended Carapaces - 136 - termagants (12) w devourers*mm - 108 - warriors (3) w deathspitter x2 & venom cannon - 99 - rippers (3) - 36 - the red terror - 55 - raveners (3) - 66 - mawloc - 125 list the fourth: 750 pts - tyranid prime w (boneswords, deathspitter*mm) & toxin sacs*mm - 89 - genestealers (8) w Extended Carapaces - 136 - termagants (12) w devourers*mm - 108 - warriors (3) w deathspitter x2 & venom cannon - 99 - rippers (3) - 36 - rippers (3) - 36 - the red terror - 55 - raveners (3) - 66 - mawloc - 125 list the fifth: 749 pts - tyranid prime w (boneswords, deathspitter*mm) & toxin sacs*mm - 89 - genestealers (8) w Extended Carapaces - 136 - termagants (12) w devourers*mm - 108 - warriors (3) w deathspitter x2, venom cannon & bio enhancements (toxin sacs & adrenal glands*mm) - 117 - rippers (3) - 36 - rippers (3) - 36 - rippers (3) - 36 - raveners (3) - 66 - mawloc - 125 list the sixth: 746 pts - tyranid prime w (boneswords, deathspitter*mm) - 84 - genestealers (8)*mm - 120 - termagants (12) w devourers*mm - 108 - warriors (3) w deathspitter x2, venom cannon - 99 - rippers (3) - 36 - rippers (3) - 36 - rippers (3) - 36 - rippers (3) - 36 - raveners (3) - 66 - mawloc - 125 yes event the toxin sacs and adrenal glands will be magnetized because i am huge on WYSIWYG; 1/16 rare earth magnets are cool even the 3 rippers per base will be magnetized so that when they die they can be removed from the game now my enemy the space marines can either deploy using a drop pod or not three ways in fact because a - all deploy together as an impossible amount of wounds no matter how you look at it b - deploy as a gun line in two different fire base groups separated by a good bit c - drop pod unit or units + main fire base however they deploy, space marines are very dangerous when tyranids choose to assault them while they are at full strength due to rapid fire rules.... perhaps showing up turn one eliminates the AP-1 tactical doctrine stuff.... anyways using magnets and a few units i can deploy 6 different types of tyranid patrols they are the weaker army in fact so they either need a plus whatever in army point value increase or house rule(s) to make them more competitive.... perhaps.... these lists are based on purchasing the following sets: - hive tyrant box set, where the leftover bits from the swarmlord set can be used with the broodlord to make a tyranid prime - tyranid starter set, where the broodlord is magnetized to become the tyranid prime - termagant set, where they are all magnetized with either 12 fleshborers or 12 devourers - the red terror - warrior box set - ravener box set maybe more rippers along the way.... anyways cheers and my only recommendation to you for list building is this dual purpose cheers
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- jormungandr
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