Tabletop Warhammer?

Well I have spent most of the dayon it, Its a mixture of what I have played before with an adition of a couple of changes. Do we stick to the army throughout the league?
 
Yep no changes. I did think about allowing psykers to change powers or units that can equip different weapons for no extra cost to change but thought it would complicate things.
 
Most notable differences I've seen:

Flyers - These seem to own in 6th, they just count as skimmers in 5th.
Power weapons - in 6th they are split into swords and axes, axes are AP2 but strike last, swords are AP3 but strike as normal.
Overwatch - Units can now fire as they're being assaulted, assault armies are far less effective.

All that is from memory so may be a little out. We can always switch to 6th at some point in the future, it will just mean you can't use a few of the built in vassal features (like vehicle damage as the tables have changed)
 
I will be going back to Firestorm I think, their discount is less but the service is much better imo.

I've spent all day at work working on this army list, I'm not even joking :D

I might have to take a look at them. I've ordered some other stuff from Gifts For Geeks, so I'll see how that goes. From what I hear about other stores, though, it doesn't look like there are as many good ones as there used to be.
 
if you go into help, and clock find repositories it should open a link to find it.

Edit - The rule I havent used before is reserves only played about 2/3 games lol
 
Could do with getting at least one game in over the weekend, preferably two, so I can test out some lists and pick one to go with. Gives me a few evenings to read up on the rules and figure out what's what again. :p

Any takers?
 
Gooner wanted a game I think?

Tips before a tournament :p

Simplest is if the opposition is entirely deepstriking (as I have recently with both Space Wolves and Blood Angels) Don't leave your entire army deployed so I can pick which part I want to land near and destroy. Deep striking is very effective but it's much harder if you can't anticipate which units will be where.

it also largely depends on the mission, in an objective mission for example it can be useful having either a troop squad come on late game to take an objective near the board edge or a fast non troop squad (jetbikes/landspeeders etc) to come on and stop the enemy holding an objective.
 
Could do with getting at least one game in over the weekend, preferably two, so I can test out some lists and pick one to go with. Gives me a few evenings to read up on the rules and figure out what's what again. :p

Any takers?

I'll give you a game. Could be available sunday evening and/or sometime next week. Like you, I have to read the rules first and also work out how this vassal malarky works
 
reserves enter from your deployment board edge (as if they were moving on) drop pods land anywhere but then have a scatter dice roll with 2D6 scatter (but they can't have a mishap like other deep strike units)

If you have units with the scout ability they can outflank and come on from other board edges (Baal predators for example roll a D6, on a 1-2 they come on from the left table edge, on a 3-4 it's the right edge and 5-6 player's choice)
 
Not that I could see, I think it was introduced in 6th. I'll check tonight

I also found out in the last game we were doing wound allocation wrong. I shot a unit of 3 Crisis suits (identically equipped) and caused 3 wounds. We gave one to each but one should have died and another should have lost a wound.

So much to remember!
 
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