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Hmm, how can i put this?.... ORKS!!!ORKS!!!ORKS!!!ORKS!!!ORKS!!!ORKS!!!ORKS!!!ORKS!!!ORKS!!!ORKS!!!ORKS! !!ORKS!!!ORKS!!!ORKS!!!ORKS!!!ORKS!!!ORKS!!!ORKS!!!ORKS!!!ORKS!!!ORKS!!!ORK S!!!ORKS!!!ORKS!!!ORKS!!!ORKS!!!ORKS!!!ORKS!!!ORKS!!!ORKS!!!ORKS!!!ORKS!!!O RKS!!!ORKS!!!ORKS!!!ORKS!!!ORKS!!!ORKS!!!ORKS!!!ORKS!!!ORKS!!!ORKS!!!ORKS!! !ORKS!!!ORKS!!!ORKS!!!
About 4000 pts fully painted (roughly 200 boyz)
and High Elves in Fantasy about 8000 pts fully painted.
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I hadn't realized this thread was still active! Well.. my armies need updated. New Space Marines and all... which means i need to paint them, and get rid of them. I don't play with my 13th Company anymore, so it seems i need to start a fresh army..
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One of the things I like about Balfic's warhound was that it was I think slanesh with lots of models of girls stuck to it and stuff; hehe some he had to put band-aides over when we played in public; was awesome.
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If you are all really big into the 40k hobby. I suggest listening to the 40kradio podcast. Think you all would really enjoy it. It covers every aspect of the hobby.
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Balfic-graa wrote:
Jam412 wrote:
I've got about a 1,500 point Necron army and a 2,000 point Death Guard (Chaos) Army. The last time I played though was 3rd Edition, not long after participating in an Eye of Terror event.
I played mostly a Rhino rush type style that I heard got kinda nerfed in 4th edition. Can anyone confirm that?
It did get nerfed in 4th ed. Though it has come back somewhat in 5th ed. Just not as overwhelming as before.
Hmmmm... Might have to pick up 5th Edition, how different is it from 4th?
I bought 4th ed and read through it a bit and was kinda underwhelmed but figured i would give it a try when the Chaos Codex came out. The Codex however turned out to be a huge disappointment for me. Everything just seemed really generic, having all of the Greater Daemons stated exactly the same? Why? Kinda goes against the idea of chaos right?
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5th ed is considerably different from 4th ed. Tanks are generally more survivable. Horde, and hth armies can cross the battlefield alot quicker. Troop choices are more important than ever in holding objectives. The game is more dynamic.
As far as the new Chaos Codex. I hate it. Generally the list is winable. But fluffwise its not chaos.
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Balfic-graa wrote:
5th ed is considerably different from 4th ed. Tanks are generally more survivable. Horde, and hth armies can cross the battlefield alot quicker. Troop choices are more important than ever in holding objectives. The game is more dynamic.
As far as the new Chaos Codex. I hate it. Generally the list is winable. But fluffwise its not chaos.
Nice, I think I'll pick it up and take a look. Here's to a new Chaos Codex though. Quick question, what is an hth army?
Thanks for the info!
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hth=hand to hand. So Orks, Nids, World Eaters,etc.
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yep; the new movement has me shootie fish quaking in our boots hehe
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Jam412 wrote:
Hmmmm... Might have to pick up 5th Edition, how different is it from 4th?
I bought 4th ed and read through it a bit and was kinda underwhelmed but figured i would give it a try when the Chaos Codex came out.
Some of the changes from 4th to 5th are subtle, and yet significant. I, too, was underwhelmed by 4th and am quite happy with 5th. As was said earlier, it's a much more dynamic game now.
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when I played warhammer 40k I did Tau and Space Marines...
With the Tau I loaded up on suits, using small squads of troops with transports to slow people down/hold terrain, and launch missiles.
Space Marines I loaded down on troops with razorbacks mounting twin linked lascannons. I had two dreadnoughts but I generally didn't put them on the table, when I did they ended up as decoys.
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This may come across as a bit of a rant but I needed to offload and this community generally puts the smile back on my face.
Last night was the Warhammer Fantasy Battle final of my club at the local pub. I have a chaos demon army (1500pts) and the army is quite powerful, defeating Vampire Counts, Skaven, Empire and Tomb Kings.
I got there early and in about ten minutes was ready to go.
My opponent turned up late! He has greenskins, lots of greenskins, so deployment took him ages. Then he rolled and won first turn. Then he slowly decided what to do. Each phase took an age, in the end it was about 45 minutes for his first go.
So my turn 1 happened at about 8.45 in the evening. By then I was almost bored and it was the freakin' final. Such a disappointment. My army took about 15 minutes to move, cast and shoot then back to Mr. Slow again.
We carried on until 10 o'clock when the organiser asked how far we had got. I had just started Turn 3.
The final decision was that we could score as we were or re-fight. We decided to re-fight but with the organiser timing our goes, 20 minutes maximum. Worse he has now seen all my gucci kit in action and will probably roll far better than he did last night. Its naff, but I'm feeling distinctly aggrieved.
How long does it take you guys to play a 1500 point warhammer game?
Cheers
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Honestly it depends who I play. If my opponent uses movement trays, and magnetic bases the game goes really quick. About an hour, little longer if its a Horde Army. Otherwise I have had games last up to 5 hours waiting on the other guy moving his mini's and trying to line them up right. Exspecially when messing with hills and forests. You will be amazed how much movement trays and magnetic bases will speed up your games.
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Yeah, Mr Horde has the older four wide movement trays and his units are a rank or two over the back as well so there was a lot of fiddling about.
My biggest unit had 14 figures on a tray. You are so right.
In the UK, there are tournaments where you have one and a half hours to fight a pitched battle at 1500 pts. It sure speeds up your play.
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So how did you do in the rematch? Also curious as to what you ran in your list.
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French Wolf wrote:
Yeah, Mr Horde has the older four wide movement trays and his units are a rank or two over the back as well so there was a lot of fiddling about.
My biggest unit had 14 figures on a tray. You are so right.
I can't remember exactly WHICH edition I was rolling my all-goblin WHFB army - I want to say third. Anyways, I would have units that were EASILY 60 units strong because of the ridiculously low points cost of gobs. Here's how I handled mass movements:
I would move the front ranks only, since this was usually the most important element of the unit unless you're about to be flanked. Once the front was moved I'd go to the next unit, etc. I'd then spend my opponent's turn moving the rest of the unit forward, starting with the ones he was most likely to attack. It definitely made the movement portion of the game go much faster, and I never got a bad comment from my opponents - most were appreciative of the fact I would do everything I could in order to make the game run more smooth, and they got the joy of crashing into literal WAVES of goblins.
Good time had by all.
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For the interested;
Orcs (1500pts - I may not get this 100% right)
Orc Warboss on boar and savage orc shaman in 26 strong savage orcs.
Night goblin shaman in unit with 3 fanatics.
Another night goblin unit with 2 fanatics.
Large squig herd
Orc warrior unit (25?)
4 bases of snotlings
12 savage orc archers
1 orc chariot
1 doom diver and 2 spear chukkas
Mostly doesn't care about demonfear and he sets up like a dwarf around a hill. Very good general and that's probably why he is in the final.
Demons
Herald of Slaanesh (many armed monstrosity) plus 12 daemonettes
Herald of Tzeentch (Master of Sorcery (Heaven)) plus 13 horrors
12 Nurgle Plaguebearers
5 Seekers of Slannesh
5 Fleshhounds
3 Screamers
6 Flamers
6 Furies
Most of my units have some or all of full command.
Cheers
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TigerDave wrote:
French Wolf wrote:
Yeah, Mr Horde has the older four wide movement trays and his units are a rank or two over the back as well so there was a lot of fiddling about.
My biggest unit had 14 figures on a tray. You are so right.
I can't remember
....attack. It definitely made the movement portion of the game go much faster, and I never got a bad comment from my opponents - most were appreciative of the fact I would do everything I could in order to make the game run more smooth, and they got the joy of crashing into literal WAVES of goblins.
Good time had by all.
The League is hoping to move up to 2000pts for an evening. I think what you do may help the horde armies alot with the first few turns.
However the player in question is a great guy but very methodical.
Oh and the re-fight is Mid-Feb.
Cheers
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Aside from aesthetics, is there a difference between Fantasy and 40k in play? I've never played either, but they both seem to have variations on shooty armies and melee armies. Is there a reason a player would choose 40k over Fantasy (or vice versa)?
Personally, I really like painting and have painted a number of units that I've since sold on Ebay. I have, however, kept a number of Dogs of War units just because I like the feel and look of them. I can't imagine how much I'd get murdered if I actually put them in a match, though.
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Fletch wrote:
Aside from aesthetics, is there a difference between Fantasy and 40k in play? I've never played either, but they both seem to have variations on shooty armies and melee armies. Is there a reason a player would choose 40k over Fantasy (or vice versa)?
Personally, I really like painting and have painted a number of units that I've since sold on Ebay. I have, however, kept a number of Dogs of War units just because I like the feel and look of them. I can't imagine how much I'd get murdered if I actually put them in a match, though.
Yes. There is a huge differance between the two. One of the most significant, that I notice anyhow, is that The fantasy armies are stuck in the squads in specific rank and file and have to turn to move in differant directions, eating movement distance. The 40K squads can spread out and shape themselves to whatever you want as they advance. Also, the shooting in fantasy battles, so far as I know (I don't play fantasy) is all guessing, like "this squad shoots 12" in that direction" while the shooting in 40K is more "I target this squad". For a full rundown on how differant they are, I would heavily reccomend that you consult your local GW shop, or a friend with both rulebooks.
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Fletch wrote:
Aside from aesthetics, is there a difference between Fantasy and 40k in play? I've never played either, but they both seem to have variations on shooty armies and melee armies. Is there a reason a player would choose 40k over Fantasy (or vice versa)?
Generally speaking:
The rules ARE similar, but at the same time, there are significant differences (especially in the area of ranged combat.) The tactics between the two games are most largely affected by two main contrasts: The availability of vehicles and how they affect troop movements (yes - 40K, no Fantasy) and the organization of your units and how they limit movement (skirmish formations - 40k, block formations for your troops - Fantasy.)
If you were to choose one only, I would recommend that you pick the genre (sci-fi or fantasy) that best appeals to you, and then start looking into the army choices.
As an aside, there was quite a bit of backlash when 40K went to 3rd edition and the perception that the game was "dummed down." Opinion is still strong in this area (the latest Space Marines codex significantly chomps down on hero and unit customization, for example) but I won't stick my feets into these infested waters. Fantasy has remained largely unchanged with a few refinements over the years. I can't recall any major hue and cry over rules changes, but I'm a bit out of touch with the big tournament picture.
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So you might say 40k appeals to those who prefer fast moving skirmish battles while Fantasy appeals to players who like regimented battle-line assaults?
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Fletch wrote:
So you might say 40k appeals to those who prefer fast moving skirmish battles while Fantasy appeals to players who like regimented battle-line assaults?
As a very broad generalization I would be willing to agree to this, with the caveat that the rules sets may help support that, but the individual army lists and your own force composition will have as big an impact on this. Unit movements are definitely more fluid and faster, but the actual game length and game turns tend to (in my mind) be about the same.
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hmm; I would agree that there are more fluid tactics in 40k that change from moment to moment while fanstasy is more set a general one kind strategy for your army and make it work. I would instead say that Fanstasy is about individuals like hero models and using them to the best advantage as it is they who set the tone and tenor of the game; while 40k is about squads and using your elites and hq or for some armies perhaps their heavy support to control the game. Nice thing about 40k is that every model is useful and effective against nearly any target, with of course some exceptions as maybe you have to shoot a tank in the rear armor and not the front.
In fantasy I am always planning for the enemies heroes and generally ignore everything else; in 40k; I am much more concerned with terrain; and placement of squads and control of firing lanes.
This for me has been a winning strategy for decades.
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Our Club Warhammer League Final was re-fought last night. 1500pts of my daemonic legion vs his greenskins.
I tried to stay away from his block units and he tried to doom diver, general shoot and magic me into oblivion. At the beginning I had all the luck, then him, then me at the end with him failing a crucial fear test to charge.
The final points tally was Legion 913pts remaining on the table and Greenskins 909pts. This meant I got my name on the trophy but really it was a draw and had one or two things gone the other way he would have been the victor.
Alot of what Valegrim just said held true for our game, I went for Victory Points and had a plan to knock out one of his shamans (which worked even better than I anticipated) and he didn't.
Really though it showed that my "largely" Strength 3 army was struggling against his Toughness 4 savage orcs.
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French Wolf wrote:
The final points tally was Legion 913pts remaining on the table and Greenskins 909pts. This meant I got my name on the trophy but really it was a draw and had one or two things gone the other way he would have been the victor.
Hey, if your name is on the trophy, then you won! Congrats! All of this talk of draws and good sportsmanship is unfitting for a general of the Demonic Legions!
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French Wolf wrote:
Really though it showed that my "largely" Strength 3 army was struggling against his Toughness 4 savage orcs.
This is actually something that I've run into as well. A friend of mine who plays with a Tau army, pretty much abandoned his Kroots. They were completely useless against my Death Guard. At some points I think that they were actually beneficial to me, I would end up charging them in close combat and it was just a round that his Fire Caste couldn't shoot holes in me.
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I have just under 2000 points of high elves for WFB that I collected a little while back. Mostly assembled, but also mostly unpainted. I need to get back into doing some work on them again.
Thanks to a Dark Heresy game I've been playing in lately I've been increasingly tempted to start a 40k army, either Witchhunters or a Tzeentchian Chaos army. I suspect my resolve will weaken eventually and I'll end up making an expensive trip to GW. :-p
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Jam412 wrote:
French Wolf wrote:
The final points tally was Legion 913pts remaining on the table and Greenskins 909pts. This meant I got my name on the trophy but really it was a draw and had one or two things gone the other way he would have been the victor.
Hey, if your name is on the trophy, then you won! Congrats! All of this talk of draws and good sportsmanship is unfitting for a general of the Demonic Legions!
The Legion reigns supreme does have a nice ring.
For me the great thing is that now I can join in League each year and play for fun with someone else's spare army.
What are the dark elves like now? Or the high elves?
Cheers
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Dark Elves are rock solid now. The army does best with an aggressive play style. Eternal Hatred makes them a nightmare for there enemies. Your Mages are not limited by there caster level for the number of power dice they can use.
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Doesnt sound like his kroot horde is big enough; I bring the max number of hounds, kroot and krootox; big horde of guys; nobody and I mean nobody just blows them off; they tie up those tuff hand to hand units for most of the fight; I try to always put them in a forest too.
I pretty much only bring them for the hand to hand guys usually to protect my heavy units from getting in hand to hand; love those two big guns in squads of three.
Jam412 wrote:
French Wolf wrote:
Really though it showed that my "largely" Strength 3 army was struggling against his Toughness 4 savage orcs.
This is actually something that I've run into as well. A friend of mine who plays with a Tau army, pretty much abandoned his Kroots. They were completely useless against my Death Guard. At some points I think that they were actually beneficial to me, I would end up charging them in close combat and it was just a round that his Fire Caste couldn't shoot holes in me.
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hmm that is cool French Wolf; I think for April fools we aught to have a random battle; you make a 1.5k or 2k army list; the lists go in a pile; you play a random army; maybe your own; that would take real generalship instead of just a guy like me who only knows one or two armies inside out.
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I've got some Tau coming to me...
Tau Codex
Tau Battleforce
Tau Fire Warriors & Devilfish Box Deal
Tau Hammerhead
Tau XV88 Broadside Battlesuit
Tau Piranha
Tau Pathfinders Blister x3
Tau Pathfinders W/ Rail Rifles Blister
I don't know if you can make a good list, or any at all, but they look cool and the price was right. :)
Now I just need a color sceme and an opponent. :-k
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David Wickham wrote:
I've got some Tau coming to me...
Tau Codex
Tau Battleforce
Tau Fire Warriors & Devilfish Box Deal
Tau Hammerhead
Tau XV88 Broadside Battlesuit
Tau Piranha
Tau Pathfinders Blister x3
Tau Pathfinders W/ Rail Rifles Blister
I don't know if you can make a good list, or any at all, but they look cool and the price was right. :)
Now I just need a color sceme and an opponent. :-k
You'll need some more Fire Caste and maybe Kroot, if you want to go in that direction. I can tell you from experience that being on the wrong end of hit and run tactics from the battle suit guys (elites, I think, can't remember the name) and the drones that look like Rambo dinner plates, is no fun. Large amounts of STR 5 shots can put holes in even my Death Guard guys.
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Jam412 wrote:
David Wickham wrote:
I've got some Tau coming to me...
Tau Codex
Tau Battleforce
Tau Fire Warriors & Devilfish Box Deal
Tau Hammerhead
Tau XV88 Broadside Battlesuit
Tau Piranha
Tau Pathfinders Blister x3
Tau Pathfinders W/ Rail Rifles Blister
I don't know if you can make a good list, or any at all, but they look cool and the price was right. :)
Now I just need a color sceme and an opponent. :-k
You'll need some more Fire Caste and maybe Kroot, if you want to go in that direction.
More Fire Caste battlesuits or more warriors? I'll have 2 dozen warriors, and a unit of of 12 kroot carnivores.
Jam412 wrote:
I can tell you from experience that being on the wrong end of hit and run tactics from the battle suit guys (elites, I think, can't remember the name)
Stealth suits?
Jam412 wrote:
and the drones that look like Rambo dinner plates, is no fun. Large amounts of STR 5 shots can put holes in even my Death Guard guys.
Sniper drones ?
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Sorry it's been awhile. I haven't played since 3rd ed, so my info might be a bit out of date. By the "elite battle suit guys", i meant the crisis battle suits and by "Rambo dinner plates", I meant the fast attack gun drones that can deep strike. Both of those (use to?) have a move, attack, move ability that lets you bob in and out of cover. The GW site seems to be down, so I'm trying to remember this stuff this stuff from like 4 or 5 years ago. LOL
Edited to save space
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I would get more fire warriors. Troops in 5th are the only units that can take and hold objectives. You might also consider getting more devilfish and some Crisis suits. Mobility is very important for a Tau General. See how that plays out for you. If you feel you need more punch against armor. Grab another Broadside, or a Skyray.
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Balfic-graa wrote:
I would get more fire warriors. Troops in 5th are the only units that can take and hold objectives. You might also consider getting more devilfish and some Crisis suits. Mobility is very important for a Tau General. See how that plays out for you. If you feel you need more punch against armor. Grab another Broadside, or a Skyray.
any suggestions on numbers?
I don't expect my stuff to arrive until wensday, to i have no idea how many points I have or what limits there are on what i can field... :)
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It's been a while, and I've decided I'd like to start up a new 40K army. I already have a 13th company space wolves army, as well as a daemonhunters w/witch hunter allies army. I started 40k with tyranids, just before they got their current (new) codex. What are some new things with tyranids compared to their previous incarnation? What are some pros/cons? And should i be looking at a different army?
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David Wickham wrote:
Balfic-graa wrote:
I would get more fire warriors. Troops in 5th are the only units that can take and hold objectives. You might also consider getting more devilfish and some Crisis suits. Mobility is very important for a Tau General. See how that plays out for you. If you feel you need more punch against armor. Grab another Broadside, or a Skyray.
any suggestions on numbers?
I don't expect my stuff to arrive until wensday, to i have no idea how many points I have or what limits there are on what i can field... :)
Don't have the codex in front of me, but max out 2 firewarrior squads for on foot. Which I think are 12 man teams. Take as many Fire Warriors as your Devilfish can carry. Upgrade your units to your playstyle. For Crisis teams, two man teams seem to do the best. One dies to fast, and is a quick killpoint for your enemy. Three guys and your asking for your enemy to unload on you. Just remember to buy your bonding knife.
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Jason Beardsley wrote:
It's been a while, and I've decided I'd like to start up a new 40K army. I already have a 13th company space wolves army, as well as a daemonhunters w/witch hunter allies army. I started 40k with tyranids, just before they got their current (new) codex. What are some new things with tyranids compared to their previous incarnation? What are some pros/cons? And should i be looking at a different army?
With 5th Ed Tyranids got a decent boost with the rules. First off you get major advantages screening your troops. If you throw a squad of gaunts out in front of your genestealers as an example. Your enemy shooting at the gaunts can kill them as normal; but if he wants to shoot at your genestealers while the gaunts are still screening them, then they get a 4+ cover save. So it makes your horde more survivable. Another rule which every army gets is the run rule. If you choose not to shoot in the shooting phase then you can move another d6 inches. Granted the turn you use the run rule you can not assault. But you can cross the battlefield alot quicker than you use to. If you have the fleet ability then you can assault as normal. Final major rule that helps you out is that wounds are distributed amongest the squad now. So you can choose who takes the save first, or distribute wounds to models with multi wounds first so more guys make it to hand to hand. There are a few other rules you benefit from I just can't think of what they are at the moment.
Only things I noticed with the current Tyranid Codex is overall the army can be more shooty, and Biovores are horrible. It also has the disadvantage of being an older codex. Though skimmers are alot easier to kill now. So Mech Tau and Eldar forces are not as good as they use to be. Hope that helps some.
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Yes it does! Thanks!
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I've always had good luck with teams of three crisis suits with the bonding knife. I realised early on that they were likely going to be hunted as they picked at people and used them to tie up units becuase of that. Just kept them chasing the battlesuits in their own quarter of the map. I liked a couple of broadsides in a unit for my heavy hitters becuase with only two I could take a hardwired targetting thing for the leader and hit two different targets with them. I tended to stay a bit light on troops but bought transports for them using the drones as shield walls and the troop transports for the hunter seeker missiles (they're called something else but that's what they amount to). The new piranhas caught my eye but I never had a chance to really give them a go, and never had much luck with stealth suits.
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I have never lost a Tau game; granted I dont play much now adays; but with Tau you have some decisions to make; but regardless:
your Suited HQ and Elites are going to be your hitters; I dont usually bother with stealth suits for most battles. Always bring the max number of these guys you really can for any offensive fighting. Bring lots of drones with these guys; they save your guys from getting killed and add a lot of extra firepower to break regular troops so you hit really hard; they jump with you so that is cool.
Your fire warriors; these guys are awesome; great at holding a position; but not much good for anything else; I set them up and dont move them...typically.
heavy support; biggest choices here; if you bring hammerheads; bring as many as you can; never ever bring one tank; never; better to not bring one at all.
I love bringing the crisis suits with the twin big guns; they strike fear into every opponent; well, except maybe Elves; they are our tuffest opponent in my experience as they inhibit the high strength of our weapons and their heavy's are way hard to kill; with tanks and walkers they are a very stiff opponent for our tools of war. Your heavy x suits need to have the leader upgraded and buy the ability to fire at a different unit than the rest of the unit. Ok; these heavy suits will get attacked by teleporter units and other fast mobile troops which will try to engage them in hand to hand; things summoned and stuff like that; have a unit there to support them.
ok; Kroot; if you bring kroot; bring them all; every one in the profile; the dogs ;the guys; the Krootox; a big massive blot of guys; you have a very good chance of having these guys hold up some tuff unit the hole game; the Krootox rifle is pretty cool too. I tend to use these guys to protext by heavy support suits; and always try to put them in a forest. Usually against most opponents they are not needed unless your playing a very large battle and need some more guys.
Dont bring small units; fire warriors are the heart of your army; always bring maximuim size of your units; put in a squad leader and bring max drones; one targeter, one sheild; they have to shoot the shield drones first and the targeter can really make a difference.
ok; pathfinders; these guys are a mixed bag; they are great as snipers and harassing the enemy; but the troop ship is a huge input of fairly useless tanks; if I bring pathfinders; I put a missle or two on this for early hits and pretty much just use the pathfinders as tartetter support; use of targetters will win you or loose you the fight as their hits are useful for some many different things; if you hit with enough you can give your heavy battlesuits a better to hit; you can give your fire squads a 2+ to hit; using them to lower morale hasnt worked for me; most peeps seem imune.
the pathfinder heavy sniper is awesome; but you really really have to sweat the points and determine who will serve you better; meaning can you expect this guy to kill more points per turn than x unit.
If you want to talk about any specifics; ask away; I have tried just about everything. heh I love my Jihad Tau; the guy with the bomb; "greater good" .
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Do the drones come with pieces to build diferrent types, or will I have to pick them up seperately somewhere?
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All but heavy gun drones come with almost every blister or box you buy. there are pretty much Shield drones; Gun Drones, and targeting drones; my problem with WH is I never know what peices denote what equiptment until way late; but your guys come with the parts you need; gun drones have the twin linked assault weapons; the shield ones look like a disk under a disk; targeters have like a camera to glue on top i think, I never really figured all that out; there are some picks in the fluff that help. Really; as long as you and your opponent can tell which drones are which; that is the big issue.
also; you can buy just drones; against certain armies; squads of drones can be very effective as they are very versitile; the cool thing about drones is they have the armor save of the guys they are with; or never less than 4+; with your elites they have 3+ or better.
David Wickham wrote:
Do the drones come with pieces to build diferrent types, or will I have to pick them up seperately somewhere?
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Balfic-graa wrote:
5th ed is considerably different from 4th ed. Tanks are generally more survivable. Horde, and hth armies can cross the battlefield alot quicker. Troop choices are more important than ever in holding objectives. The game is more dynamic.
As far as the new Chaos Codex. I hate it. Generally the list is winable. But fluffwise its not chaos.
Yep what killed Chaos for me so I went Dark ELdar instead.
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hehe Fluffy Chaos players; kinda funny that :)
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Kevin Mack wrote:
Balfic-graa wrote:
5th ed is considerably different from 4th ed. Tanks are generally more survivable. Horde, and hth armies can cross the battlefield alot quicker. Troop choices are more important than ever in holding objectives. The game is more dynamic.
As far as the new Chaos Codex. I hate it. Generally the list is winable. But fluffwise its not chaos.
Yep what killed Chaos for me so I went Dark ELdar instead.
Dark Eldar should have a new codex in 2010. Jes Goodwin and Phil Kelly have been working on them.
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A thought just occurred to me. Does the Codex Chaos Daemons have individual stats for all of the greater and lesser daemons? And if so, are those stats usable with a Chaos Space Marine army?
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