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Against -1 damage targets, they feel awful for how many points they cost. And considering BA already usually have a plethora of D2 weapons running around between SG, Bladeguard, characters, plasma, etc I don't find the Plasma Inceptors to be worth it. In matchups where they're absolutely nasty you probably don't need the help, and against stuff that BA struggle against already they feel super anemic, like against DG they feel like a 300 pt paperweight between T5, -1 damage, and potentially turning off rerolls around the big targets. If you routinely run up against, idk, 30 man squads of Necron Warriors they're probably worth their points and more, but in general I don't think they're worth it even with Descent available.

Are we talking about Angels of Death at all? It gets better with each episode. The animation has a few shortfalls, but not enough to distract from a neat story and some fun characters. Gonna have to paint up a new Chaplain I think, I really enjoy how the pitch of battle doesn't interfere with his desire to inspire his brothers.

 

But Abominants certainly do.

 

He really gives life to all of those inspirational quotes in the margins of rulebooks.

really enjoying the Angels of Death, shame episodes are so short, but its pretty well animated and put together.

 

seeing a certain someone at the start of the most recent episode was a surprise too.

That cameo was certainly unexpected.

 

I wouldn't say the Chaplain is very unique in appearance, more so I'm temperament. I'm not much of a lore buff, so maybe it's more common than I expected, but he's sort of soft spoken, almost gentle, in his interactions with fellow Marines. It mirrors my experience in real life with military chaplains.

I wouldn't say the Chaplain is very unique in appearance, more so I'm temperament. I'm not much of a lore buff, so maybe it's more common than I expected, but he's sort of soft spoken, almost gentle, in his interactions with fellow Marines. It mirrors my experience in real life with military chaplains.

That's a nice touch. We usually imagine Chaplains in a way most DA Chaplains are - "repent or repent".

However it actually makes a lot of sense as gentleness and compassion would also be the most immediately identifiable traits of Sanguinius. 

 

Also, remember that lovely old cartoon with Lemartes doing therapy sessions for his fellow battle-brothers? :D

 

 

Game against Nids this weekend, 2k. First game with the supplement(!)...

 

Pitfalls, tips, etc? No idea what I'll be up against modelwise.

Still haven't fought them in 9th, so I'd stick to a general "control your Rage and pick your fights".

Wouldn't expect to be able to use DC effectively against them - too high probability of facing too many cheap screening bodies to make it worth it. I would rather prepare to take a punch, weather it and then start the carnage on turn 2

Game against Nids this weekend, 2k. First game with the supplement(!)...

 

Pitfalls, tips, etc? No idea what I'll be up against modelwise.

Nids are a difficult one because you could face anything from a Stealer horde to a Nidzilla list. Nids have lots of units that like to come in from Reserve so a couple of units of Infiltrators might be a good idea for board control. They will basically nerf Mawlocs and will definitely hinder other ways that a sneaky enemy may try and get close to you.

 

Nid meta lists at the moment seem to involve medium sized beasts lead by Neurothropes and screened by a minimal number of Rippers. This means a reasonable amount of psychic powers and Invilnerable saves. Based on this it might be worth looking at allying in a Culexus and looking for ways to get some Mortal Wounds out of your units.

 

Hive Guard with Impaler Cannons for indirect fire seem to be another staple choice. They put out a large number of Marine-killing shots without requiring LOS so you will need to consider a counter. MM attack bikes can hunt these guys down and do serious damage but they will need protection and something to cut through screens. Eradictators in tactical Reserve are another option but screening can be an issue. Whirlwinds just don't pack enough punch to trade Indirect fire with Hive Guard so you will need something aggressive to hunt them with.

 

Vanguard Veterans with Storm Shields are probably a good bet as they have the speed and durability to tangle with Nids. Lightning Claws and a TH on the Serge is a good loadout as they have the volume of attacks to clear chaff, rerolls and Red Thirst to deal with heavier units through weight of attacks and a TH for threatening large targets.

Game against Nids this weekend, 2k. First game with the supplement(!)...

 

Pitfalls, tips, etc? No idea what I'll be up against modelwise.

 

All about the board control, and a wily opponent will have units to dump into your backfield if you field a full assaulty army, or leave single units like tanks back guarding an objective. 

 

If you go all assault, a lictor in your backlines to take an objective or score ROD or engage/whatever will make you split forces and go back, or similar. Whirlwind for indirect fire might be useful and slowing down things assaulting you with suppression fire. Nids are numerout, but anything without an invun dies fast to dedicated firepower. 

 

Things to watch out for:

6 Zoanthropes+Neurothrope. 23 t4 3++ wounds that regenerate and throw out up to 3D3+3 mortals per turn. Tough midfield objective holders

Swarmlord - double move with no penalty to a unit. If they play Kraken, you're looking at Genestealers that can advance 14" twice then charge. 

Lictor/Rippers. - 30 - 40pt units that can appear anywhere and claim objectives

Mawloc - Surprise left-field unit, but I think the only one in the game that can deepstrike within objective contesting range. If you're holding 1 more objective than to your opponent, this guy can flip you from gettin 15pts for holding 2 or 3 & holding more to 5pts for holding 1 or 2 in an instant. 

More general advice than the above, Nids have an old codex, one that is very conservative. Stuff is very underpowered internally, and even more so externally. Things like their monsters, supposed bio tanks, get a 6" move, and shoot twice when stationary, while things like Leman russes move 10" and shoot twice when moving 5"; heal D3 wounds on a monster for 2CP, other armies get that for free; Hive fleet trait for a 6+++ but only in synapse range, other factions get a blankt 6+++ along with other boons etc etc. 

 

Thankfully, 9th is just as much about board control, movement and positioning (playing the mission) as it is about killing. Nids are great at doing the mission, and stopping you from doing yours. They can spend 64pts on 2 lictors and give you zero way to stop them from scoring max points on engage the entire game, without sending your much more expensive units to go hunt one down. Beat them by remembering to play the mission, and make them take you off objectives. Nids have little in the way of raw offensive power, particularly in melee, and will struggle to kill things, maybe overwhelming with obsec stuff. 

 

Rites of war/visage of death will be a day ruiner, jump pack troops to jump over a possible turn 1 pile of gaunts blocking you into your DZ useful, whirlwind/thunderfire to target hidden lictors/hive guard great. 

Edited by Xenith

BA today.
good start to adding the yellow to the plasma weapons just a few more to go for the first layer. So far the yellow really pops well with the red and plasma in green. :biggrin.: 
also bashed up another Intercessor Sgt with a power fist and a hand flamer. Just cause I found another unpainted Intercessor hiding out.  

 

I think thy use Gravis/Terminator size. Not 100% sure though, as I have only own the Indomitus ones. On those I managed to fit both Gravis and regular marines shoulder pads. Although in that case it was a matter of scraping enough material from the shoulders


This one has FW Iron-type shoulder pad with enlarged crest, but otherwise it;s a standard size:
med_gallery_105306_14251_1423119.jpg

This one has regular MkIV shoulde pad:
med_gallery_105306_14251_782309.jpg

I don't have better picture atm, but this one has BA Aggressor (Gravis) left shoulder pad with a crest. It seems just a bit too big, but pehaps I should have placed it lower. It also works:
med_gallery_105306_14251_257683.jpg

Today I went to my local corner shop to ask if they could get episode 5 of imperium for me, turned out the staff member also happens to like 40K but has never played a game. So I’ve made a new grown up friend to play 40K with!

Just a quick question. Im thinking about buying a box of bladeguard veterans and build them as blood angels. Do the models use terminator shoulderpads or marine shoulderpads? Does anyone know?

They're normal marine ones, just they have an extra layer on them like the old command squad champion shoulder pads do, to make them more bulky.

I've converted some with regular arms, and other pads with the high rim look fine on them:

gallery_58096_16480_270153.jpggallery_58096_16480_123415.jpg

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