Warhammer (fantasy and 40k)

Of the Tabletop, and other, lesser varieties.

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Re: Warhammer (fantasy and 40k)

Postby BomanTheBear » Mon Nov 24, 2008 6:31 pm UTC

Edit: I'll be updating this as I go. Any suggestions are welcome.
Edit 2: Added a devastator squad. Pretty shooty also.

Alright, I am composing my Angry Marine army, for those of you who are interested. I'm going very, very, brokenly heavy on melee. Only my termies are shooty, and it's not complete yet. But here it is:

100: Dick Haggard, Bale Guard Griever (who goes into battle unarmed)

70: Pounder, Cock Knocker sargeant

25: Sergeant
+25: Terminator armor

25: Sergeant
+10: Dual Storm Bolters

25: Sargeant
+12: Jump Pack

250: Bale guard squad (5 bale guards)
+10: Great Flaming Banner of Fuck You
+30: Pair of Powerfists (3 pairs)
+(free): Pair of power weapons

160: Terminator Squad (4)

140: Cock Knocker Squad (6 Cock Knockers)
+60: Power Feet option
+30: Pair of Powerfists

100: Angrier Marine Squad (4 Angrier Marines)

180: Devastator Squad (5 Angry Marines)
+25: Plasma Cannon
+30: Lascannon
+10: Missile Launcher


70: Rhinos (2)

100: Angry Squad (5 Angry Marines)

Total: 1487

Oh, and here are some angry marines photos, spoilered for a shitton.

Spoiler:
Image
Image
Image
Image
Last edited by BomanTheBear on Fri Nov 28, 2008 5:27 am UTC, edited 5 times in total.
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Re: Warhammer (fantasy and 40k)

Postby Dobblesworth » Mon Nov 24, 2008 8:21 pm UTC

I can't help but think that if BomanTheBear would be in charge of unleashing the Emperor's Onslaught on a world, the populace would be bent double in fits of laughter. Kudos to you sir for your most, unconventional, choice of colour scheme.
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Re: Warhammer (fantasy and 40k)

Postby BomanTheBear » Thu Nov 27, 2008 10:03 pm UTC

Dobblesworth wrote:I can't help but think that if BomanTheBear would be in charge of unleashing the Emperor's Onslaught on a world, the populace would be bent double in fits of laughter. Kudos to you sir for your most, unconventional, choice of colour scheme.

As much as I appreciate the awesome compliment, it was not my idea. It's an actual army with its own codex (which is on the last page).

More info on them and fluff if you're interested is all over the place yo
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Re: Warhammer (fantasy and 40k)

Postby Violet_Typhoon » Fri Nov 28, 2008 5:54 am UTC

Alright, bro, I've critiqued this list before, but let me collect my recommendations here.

First of all, I calculated it real quick and I think you're over by around 50 points.

Secondly, use this list and you will be slaughtered. I can see what your strategy is vaguely, but the major flaw is that you are simply understaffed. Angry Marines are an elite-style army, which makes them overpriced compared to other armies, but you've picked several of the most overpriced units in the codex on top of that. As a result, your 1500pt. force is barely 30 models, and Angry Marines just don't have the survivability to last long enough with such small numbers.

Also, you need more Troops. Currently you're extremely HQ and Elites heavy, such that you have the absolute bare minimum of Troop units. I know that the more exotic soldiers are tempting because they're so goddamn awesome, but Troops are required for a reason; it's because they will always be the most reliable and cost-effective units available to you, and you want them to be the backbone of your army. Plus only Troops can capture objectives, which will be important to 2/3rds of the games you play.

So, my recommendations boil down to a few things:

1. MOAR TROOPS. You need both more squads and more men in each squad. A five-person Marine squad is basically a virgin sacrifice to anyone with good ranged weapons if you have them run across the table, but only five people is a waste of a perfectly good Rhino. I'd say up the squad to ten men and give them a transport to drive out and try to grab an objective. Then add another squad of the same size. Seriously.

2. The Cock Knockers or Bale Guard will do fine at six/five men if you put them in a Rhino, I suppose (though it still is something of a waste). I recommend giving the Bale Guard a Rhino (or a Drop Pod) and putting them on the attack, while keeping the Cock Knockers behind to play defensive linemen against invading enemies.

3. I know you want to be infantry-focused, but Devastators are simply not a cost-effective choice for long-range firepower. I cannot recommend tanks enough, and I would instead pick up a Predator or even a Predator Angrinator if you want to do the whole shooting-Marines-into-battle thing. The Devastator is also cool, since it's basically a bulldozer with a big gun in it, but it only has a 24" range.

4. Marines with jump packs are awesome, but the Angrier squad is simply an unnecessary point sink that will die early.

5. The terminator squad is good. If you want a "sacrificial lamb" squad to distract your opponents from the real threat, use them for that, since the can deep strike, shoot a whole lot, and have the armor to keep them alive for at least two turns in most situations.

6. You really don't need both Dick Haggard and Pounder in the same list. They're awesome, but their special attacks aren't really that indispensible. Personally I'd go with Dick since he gets more attacks and has a better name.

Cutting out the Angrier squad, Pounder, and the Devastators gives you 350pts. to spend on these changes. I cannot stress enough that you simply need more dudes on the board, or else you'll get wiped out before you can even get to the assault that you love so much. I hope this helps!
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Re: Warhammer (fantasy and 40k)

Postby Vikingr » Mon Dec 01, 2008 6:15 pm UTC

Oh man :mrgreen: Those Anry Marines have honestly made my weekend, as well as plunged me back into 40k! Thank you all.#


Any chance of more pics of peoples armies?
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Re: Warhammer (fantasy and 40k)

Postby bigglesworth » Mon Dec 01, 2008 6:25 pm UTC

Image

The Coatlan 256th Mixed Asset Force.
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Re: Warhammer (fantasy and 40k)

Postby Rentsy » Tue Dec 02, 2008 4:58 am UTC

I play Mechanized Tau.

Image
Image

This is my scheme, and just as I decided on it, I lost the time to execute it. I am also tempted to go and buy some Iyanden Yellow GW-Foundation paint and paint my green-and-browns on that, rather than Spraypaint Black (I kid, that's not the real name, but I hope you understand the sentiment.)
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Re: Warhammer (fantasy and 40k)

Postby Sandals » Fri Dec 05, 2008 5:49 pm UTC

Played another game of Fantasy with my Tzeentch daeomns last night, against a very good Skaven general who's a mate of mine. Was a very good, close game and I thouroghly enjoyed it, end result was a win to him on VPs but a win to me on Kill Points.

Although it did bring home to me just how limited my army is. My magic phase really wasn't up to it's usual standard (in terms of effects of spells, not choice or casts), and this made it really hard to do anything. I know I need a combat element of some description, but I really don;t know what to sacrifice to get it in. Flesh hounds seem a popular choice in tournament lists at the moment, but they are very expensive in points for the number of figures you get, plus it douesn't fit the Tzeentch theme at all. Skulltaker is another option, but again theme is a problem and it would also mean dropping one of my more effective mages to get him in. Plus I'd then have two special characters, and I think I'd rebel against that on an intrinsic subconcious level and lose every game on purpose...

decisions decisions... :?
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Re: Warhammer (fantasy and 40k)

Postby BomanTheBear » Fri Dec 05, 2008 7:54 pm UTC

Aight, after some discussion with a couple of my friends, I have revised my list entirely to be a more shock and awe type army. And since I posted in the "post here and get banned" thread, I had a week to put it together. And here we go:

F Squad 220
8 Angry Marines (20 per) 160
Flamer 5
Choppa 5
1 Sargeant 25
Thunder Wrench 25

U Squad 215
8 Angry Marines (20 per) 160
Power Fist 20
Flamer 5
1 Sargeant 25
Choppa 5

Cock Knocker Squad 320
7 Cock Knockers (25 per) 175
7 Power Feet (10 per) 70
Power Weapon 10
Pair of Power Fists 30
1 Sargeant 25
Power Feet 5
Choppa 5

The Fucking Slow Assholes 235
4 Terminators 160
Cyclone Launcher 25
1 Sargeant 25
Terminator Honors 25

Fucking Leadership 145
1 Cock Puncher 125
Power Feet 10
Power Weapon 10

The Pissed Twins 260
1 Cock (Belligerent Engine) 130
1 Balls (Belligerent Engine) 130

The Hot Rides 105
1 Turk (Drop Pod) 35
1 P.L.U.C.K. (Drop Pod) 35
1 Deathrider (Rhino) 35

Also, Bigglesworth and Rentsy: Awesome paint jobs. I hope someday I'm as good at it as you are.
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Re: Warhammer (fantasy and 40k)

Postby Vikingr » Sun Dec 21, 2008 12:21 pm UTC

Just thought I'd share some pics of my Dark Angels Company Master. I'm very proud of it!

Image
Image
Image
Image
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Re: Warhammer (fantasy and 40k)

Postby BomanTheBear » Mon Dec 22, 2008 7:45 am UTC

Wow. That is truly excellent. Looks like a green version of Kharne the Betrayer.
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Re: Warhammer (fantasy and 40k)

Postby Vikingr » Mon Dec 22, 2008 10:42 am UTC

Hehe thanks! I'm delighted with it. And hopefully he's not as frickin' mental as Kharn!
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Re: Warhammer (fantasy and 40k)

Postby I Am Raven » Thu Dec 25, 2008 9:02 pm UTC

Can you spell "awesome"?
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Re: Warhammer (fantasy and 40k)

Postby bigglesworth » Sat Dec 27, 2008 1:09 pm UTC

Put it on a scenic base! With big rocks!
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Re: Warhammer (fantasy and 40k)

Postby Vikingr » Sat Dec 27, 2008 8:37 pm UTC

But i dun have a scenic base (only titchy bases) :(

By the way, I'm also building up a 5 man veteran squad for Dark Angels. Can anyone tell me if I'm allowed to mix Bolters and bolt pistols? OR even if that's a good idea?

Here's my squad layout, tell me if you think it'll be effective or not, please!
Sergeant with a power fist and plasma pistol
Marine with comat shield, power sword and bolt pistol
Marine with plasma gun
Marine with bolt pistol and chainsword (or boltgun, i dunno!)
Marine with bolt gun

I'm just worried that too many bolt pistols won't mae it shooty enough, but that too many bolters won't make it great in close combat...
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Re: Warhammer (fantasy and 40k)

Postby kip » Sat Dec 27, 2008 9:18 pm UTC

I haven't played 40k in years. I just want to know two things..

1. Do Space Marines still beat everyone?
2. Do Tyranids still suck?

I had a few too many Black Templars vs. Bugs fights, on the losing end..
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Re: Warhammer (fantasy and 40k)

Postby LE4dGOLEM » Sat Dec 27, 2008 10:53 pm UTC

1. Preetty much, though I hear guard are getting pimped up
2. Yes.
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Re: Warhammer (fantasy and 40k)

Postby Patch86 » Sat Dec 27, 2008 11:04 pm UTC

Back when I used to collect, I had a small Tau army, and a decent sized Space Ork army (it always lost, but was always awesome). Before that I had a Dark Ellf army, and even before that I has a (fairly old-style) Catachan Guard army. Well, I say army- more of a loose gathering of badly painted friends, really.

The Tau were my most successful army (they were way overpowered back then, I don't know if they still are...?), but the Orks were my favourite. Nothing like roleplaying away horrific defeats with Orky lojik to make for a good battle.
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Re: Warhammer (fantasy and 40k)

Postby bigglesworth » Tue Jan 20, 2009 5:21 pm UTC

Dammit if this wouldn't mean I'd be willing to play more games:Travel 40k
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Re: Warhammer (fantasy and 40k)

Postby BomanTheBear » Fri Jan 30, 2009 8:45 am UTC

bigglesworth wrote:Dammit if this wouldn't mean I'd be willing to play more games:Travel 40k


That is fucking AWESOME.

Oh, anyone who's following my Angry Marine developments, I have finished a bunch of my models and one of my belligerent engines (dreadnaughts). I upload here.

*Edit: I put them up way too big and I felt my paint jobs were way inadequate for that size.
Spoiler:
On Dem Hos 015  2.jpg
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Spoiler:
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Re: Warhammer (fantasy and 40k)

Postby Sarr » Sat Jan 31, 2009 12:41 am UTC

Lookin nice! I have to say, that's a pretty sweet yellow.

A word of advice though, try watering down your paints. Just get paind on the brush, dip it in water, and dab the excess off. You wouldn't think it would help that much, but trust me the difference is worth the few seconds it'll take you to do it.
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Re: Warhammer (fantasy and 40k)

Postby bigglesworth » Sat Jan 31, 2009 1:29 pm UTC

Oh yes, very much so.
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Re: Warhammer (fantasy and 40k)

Postby kha-khees » Sun Feb 08, 2009 12:51 pm UTC

I've kind-of decided to get into collecting 40k, at least only in small amounts, as it's all pretty damn expensive anywhere but ebay. And I really should be careful of how much I buy anyway.

I'm not as interested in playing right now, as I know I definitely won't have the time until November this year, at the soonest (final year of high school :]). I only want to collect and paint.

So far I've only managed to pick up a dreadnought, and was wondering if there were any kind of templates people used to create their own colourschemes. I know you can use the codexes (codecies?!) and paint a specific cannon-army scheme, but I don't feel like that. Just something to aid the visualisation of the completed unit, rather than winging it with the paint...
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Re: Warhammer (fantasy and 40k)

Postby bigglesworth » Sun Feb 08, 2009 1:54 pm UTC

The Dawn of War games have a colour designer thing.
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Re: Warhammer (fantasy and 40k)

Postby Sarr » Sun Feb 08, 2009 10:47 pm UTC

Well it's not a dreadnought, but the B&C (Bolter and Chainsword, Space Marine forum) has this which can help you get a basic scheme for the army down.
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Re: Warhammer (fantasy and 40k)

Postby Okita » Thu Feb 12, 2009 6:32 pm UTC

I really want to get into warhammer 40k.... partly because I want to play Wardrinking
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Re: Warhammer (fantasy and 40k)

Postby Plasma Man » Tue Feb 17, 2009 6:51 pm UTC

Well, my brother and I are going to be playing our first 40k game for years this Sunday. You can tell how long it's been since we played by the fact that we play second edition 40k. I'm taking Imperial Guard, he's taking Orks, we're going to play both a turn-limited game with missions and victory points and see who wins that, then we're going to carry on and play last army standing. My secret weapon is two Griffon heavy mortars and a calculator with trig functions... mwahahahahahaha! I'll post back next week with results and notable highlights.

Edit to put in results etc.

I got creamed. There was a last minute change of playing area to a much narrower one, so I swapped my Griffons for Basilisks. My plan was very simple, I had the two Basilisks at the back, guarded by two Demolisher tanks in front of them. The rest of my forces were spread out to form a V shape, trying to funnel the enemy into a kill zone in front of the tanks. That was the plan.

What actually happened was that my brother had taken a pulsa rokkit battery. On his first turn, he managed to land one dead in the centre of all my tanks, and then proceeded to make a very good roll for its effect. All my tanks went out of control, one Basilisk and both Demolishers crashing into walls and destroying themselves. The remaining Basilisk shot forward, where it was crushed by a psychic attack. This wiped out 40% of my force by points before they got a chance to do anything. Things didn't improve as the game went on, he had squig catapults that wreaked havoc with my poorly-armoured guardsmen. Meanwhile my forces were being spectacularly useless, the worst being my psyker who launched a lightning arc at a gretchin three times and had it bounce harmlessly off each time, before finally succeeding at the fourth attempt. I formed my guardsmen into a firing line, but they were fairly useless and hardly managed to hit anything. By the end of the game, I was down to two squads out of the five that I started with, my psyker was dead (killed when the building he was standing on collapsed after being shot by a dreadnought's lascannon), and all I'd managed to kill were 20 gretchin and 6 orks. One of their squig catapults had blown itself up as well, but I still got trounced.
Please note that despite the lovely avatar Sungura gave me, I am not a medical doctor.

Possibly my proudest moment on the fora.
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Re: Warhammer (fantasy and 40k)

Postby I Am Raven » Thu Feb 26, 2009 8:50 pm UTC

Okita wrote:Wardrinking

:D
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Re: Warhammer (fantasy and 40k)

Postby Plasma Man » Tue Mar 24, 2009 7:04 pm UTC

My brother and I played another game of 40k on Sunday and things went a lot better than last time. He'd picked an Ork army that was a mix of Boarboyz and Kustom Kombi-Weapon-armed troops, with two dreadnoughts, a weirdboy warphead, some madboyz and a screen of gretchin. I'd picked a terminator army where everyone was armed with thunder hammers and storm shields and everyone who could was teleporting into battle, so I only deployed my captain and my chief librarian. This meant I had an army of 17 models against his (approximately) 50. For missions, I drew The Assassins, so had to try to kill his commander, while my brother drew Engage & Destroy, so was just trying to kill me.

Turn 1

He wins the roll for the first turn and puts his entire army into overwatch, except for his weirdboy who moves forward to get into range with his psychic powers. This turns out to be very bad for me as he manages to kill my chief librarian with a brain bursta before he got to do anything. At this point I was thinking "Oh no, here we go again, time for another drubbing due to hideous luck". Fortunately my turn went a bit better. My terminator captain was equipped with a warp jump and managed to teleport fairly close to the enemy warboss, but sadly not close enough to land in hand-to-hand combat with anything. My three squads of terminators all failed to lock on to his teleport homer, but managed to land in fairly useful places. One squad landed on the right flank and was able to get some of its members landing in close combat with a dreadnought. One landed at the rear amongst the boarboyz and was able to engage some of them, with one member being able to land in close combat with the warboss. The final squad landed in the centre, in combat with the kustom kombi-weapon troops. Predictably enough, my terminators cut a swathe through everything they fight, destroying the dreadnought, half the kombi-weapon squad and some of the boarboyz. Sadly the warboss manages to kill the terminator that was fighting him, largely thanks to the strategy card "special issue" having given him an Executioner (Strength 10, D3 damage, -6 saving throw modifier).

Turn 2

A massive counter-attack gets under way by the Orks. Their warboss charges my captain, along with some boarboyz that were free. The madboyz charge my central squad, the remaining boarboyz charge the terminators that were fighting them, and on the right flank some optimistic gretchin form a firing line to target the terminators over there. My captain fights bravely, taking out three boarboyz, but suffers a wound from the warboss. The rest of the terminators hold out well, though a couple fall to weight of numbers. My turn is spent fighting in close combat as well, slaughtering my way through a wall of green flesh.

Turn 3

Similar to turn 2. Everyone is engaged in close combat, my terminators finish off the squad of boarboyz they were fighting and manage to break the madboyz. One squad manage to get into close combat with the warboss and aid my captain in beating the warboss easily in hand-to-hand, but the cunning ork is kept alive by his medi-squig, with just one wound remaining. The remaining ork dreadnought fires on my terminators who were fighting the madboyz, killing two of them. Sadly the madboyz rally at the end of my turn.

Turn 4

The final turn. Everyone goes nuts. The ork dreadnought and the remaining squad of boarboyz charge my captain and the terminators with him. The terminators are wiped out, but my captain fights off three boarboyz, the dreadnought and the warboss without suffering a single wound. The only enemy to survive the fight is the warboss, while the rest are destroyed. Meanwhile my other two squads of terminators wipe out the remainder of the kustom kombi-weapon orks, though one squad is reduced to a single model by more psychic attacks. This lone terminator charges into the melee of boarboyz surrounding the warboss, but fails to kill any of them (I was hoping to kill a couple to force a break test). The other terminators are out of charge range, but manage to charge and kill some gretchin who sadly don't break either. My captain again beats the warboss in hand-to-hand, a single wound would be enough to kill him, but the damn medi-squig saves him again. I use the barrage strategy card, but it fails to hit anything and the game is over.

At first, we weren't sure who'd won, but when we counted up the victory points I'd managed to win simply on the amount of his orks I'd killed. The final score was 18 points to 12 in my favour. More importantly, it had been a good, closely fought game that could have gone either way. My brother admitted afterwards that he'd forgotten to add the charge bonuses onto some of his boarboyz combat scores, so that might have allowed him to wipe out another squad of terminators. Man of the match has to go to my captain, who was fighting against superior odds from the second turn onwards, but managed to survive and take out a large number of orks at the same time.
I wasn't sure how well the teleporting terminators would work in practice, but though none of them landed exactly where I wanted them, they were fighting orks so had plenty of targets wherever they landed. I think it was worth it - sure, I could have put them in land raiders, but tanks would probably have got blown up and taken the terminators with them before getting close enough to drop them off in close combat range. I'd also forgotten just how much punishment terminators can soak up. They were fighting an entire army, but only took 11 casualties, three of which were from psychic powers they couldn't save against.
My brother's army would probably have worked fairly well against a conventional force, but it didn't do too badly here. The main disadvantage for him was that I managed to neutralise a lot of his shooty stuff by getting very close, very quickly. It probably wasn't helped by his forgetting to add charge bonuses when he counter-attacked my force either. I might consider taking a boarboy army myself in the future, but not for our next match. I'm thinking I might try an Imperial Guard force for that, with as many tanks as I can fit in.
Please note that despite the lovely avatar Sungura gave me, I am not a medical doctor.

Possibly my proudest moment on the fora.
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Re: Warhammer (fantasy and 40k)

Postby BomanTheBear » Mon Apr 20, 2009 10:21 pm UTC

I Am Raven wrote:
Okita wrote:Wardrinking

:D


See, up here we've been playing regularly, and we're going to try an apocalypse game called Edward 40k. Or Warhammer 40hands. Whatever you want to call it. And essentially, you have to finish a 40 during your side's turn.

Yes. That is a minimum of 5 40s.
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Re: Warhammer (fantasy and 40k)

Postby Bulvox » Tue Apr 21, 2009 12:50 pm UTC

So I'm picking up the game, and right now all I have is 2 sets of the Assault on Black Reach Orks. I'm thinking about picking up a Killa Kan today. Also will get to play against my friend in both of our first match, he's playing Space Marines and has already picked up a Drop Pod and a Vindicator, which if he didn't pick up I was going to for use as a Looted Wagon.
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Re: Warhammer (fantasy and 40k)

Postby BomanTheBear » Tue Apr 21, 2009 8:31 pm UTC

Vindicator is some pretty heavy shit. Demolisher cannon on it is S10 AP1 24'. That shit gets near your Orks, prepare to be shat upon. My army's really drop pod heavy, but honestly,that strength is kindof weakened by the fact that your Orks are going to do much better in melee than marines. You got any burna boys?
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Re: Warhammer (fantasy and 40k)

Postby tubagiant89 » Wed Apr 22, 2009 4:44 am UTC

I have a Vindicator, but only thing I wish was that I could have extra armor and bolt gun, but the way the model is, I had extra armor. But it can be used to give support to troops. Oh well, still awesome, and I'm probably getting a Land Raider (not sure if it's crusader or redeemer though, haven't decided). Though I do need to boost up my troop base and get more transports.
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Re: Warhammer (fantasy and 40k)

Postby Bulvox » Wed Apr 22, 2009 5:45 am UTC

Not yet, but I did just pick up a Killa Kan, and this is the friend that I was supposed to play today ^. He never showed up. Even worse, some of the figures that I had glued came apart, so I need to re-glue them.
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Re: Warhammer (fantasy and 40k)

Postby tubagiant89 » Wed Apr 22, 2009 7:24 am UTC

Bulvox wrote:Not yet, but I did just pick up a Killa Kan, and this is the friend that I was supposed to play today ^. He never showed up. Even worse, some of the figures that I had glued came apart, so I need to re-glue them.

Got called to work. Trading playing time for money to buy more. :twisted:
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Re: Warhammer (fantasy and 40k)

Postby Bulvox » Wed Apr 22, 2009 9:01 pm UTC

tubagiant89 wrote:
Bulvox wrote:Not yet, but I did just pick up a Killa Kan, and this is the friend that I was supposed to play today ^. He never showed up. Even worse, some of the figures that I had glued came apart, so I need to re-glue them.
Got called to work. Trading playing time for money to buy more. :twisted:
yeah, well lucky for you Rozey was there, so I wasn't completely bored out of my mind.
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Re: Warhammer (fantasy and 40k)

Postby tubagiant89 » Fri Apr 24, 2009 6:38 am UTC

I am wondering what would be better, use two Land Raiders, or make on a Crusader/Redeemer, since I plan on using them to transport Terminators (1 Reg, 1 Assault).
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Re: Warhammer (fantasy and 40k)

Postby SecondTalon » Fri Apr 24, 2009 1:27 pm UTC

I'm not familiar with the Redeemer, but given it's look I'm assuming that, like the Crusader, it's got something that fires when troops depart.

Which would be worthwhile for the assault terminators.. you're not likely to be disembarking them except directly into combat most of the time, so the extra boom may help a bit.

For the regulars... eh, you may have them step out and shoot something while advancing at some point, so it may not be necessary for them. You using anything like a Cyclone Missile Launcher or Assault Cannon with them? I ask because - that means they're even shootier and more likely to be thrown out at a position where the special weapons can actually be used, not directly into melee, so.... what'd be the point of the Crusader for them?
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Re: Warhammer (fantasy and 40k)

Postby tubagiant89 » Fri Apr 24, 2009 7:53 pm UTC

What I was planning on was not using the reddemer/Crusader for the Regular Terminators, but the regular Land Raider for them, since I would want the lascannons for anti-tank. But as for the other tanks, I'm running a Vindicator, so yeah...
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Re: Warhammer (fantasy and 40k)

Postby BoomKing » Sat May 30, 2009 12:02 am UTC

Okay, it would be nice if any of the fantasy buffs on this here thread could help me out a little please. I was planning on challenging my dad to a 500 point battle. We're both really new to Warhammer (though we play 40k occasionally). I play Warriors of Chaos and he plays Empire. We've played a couple of games before, and his army usually looks something like this:

    -Captain on horse attached to 8 knights
    -Wizard of some sort
    -Swordsmen/handgunners/both
    -Outriders

In our past games I have been completely slaughtered, with his knights charging into my warrior unit and breaking it, essentially killing half my army in one turn, so I came up with a list today which was slightly different to usual:

    -Level 2 sorceror with dispel scroll and blasphemous amulet (the idea being that the amulet can hopefully kill some knights as it will bypass their insane armour save)
    -15 Marauders with full command

    I'm hoping that with more units, I will be able to survive his knights' charge and hopefully counter charge with something, but being such a newb, I'm worried that my soft armour saves will leave all my units fleeing or dead, so any advice would be much appreciated.
    -5 Marauder horsemen with flails and mark of Khorne
    -10 Warhounds
    -A chaos spawn

Any advice on how to improve this list would be much appreciated!
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