Tabletop Warhammer?

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Looks like you went with the crazy melta gun yeah? That's my plan when I get one.

Just had my first game of the year against my mates tau. Managed to take our his farsight bomb after using 3 tactical squads and a stormraven/storm talon combo. Tabled him turn 4 so that's us at 2 wins to me and 1 to him. Drop pods just gut him turn 1.
 
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Yeah melta for my first knight. Plan on doing an army of them & possibly doing an imperial guard with chaos allies & a couple of knights so I can do some chaos conversions on them as well
 
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I think the rules for walkers/MC is broken at the minute and needs a pretty big overhaul. Same with the Wraithknight. I can see the logic of it not being classed as a vehicle but find that gives it an unfair advantage against dreadnaughts/knights etc
 
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The Wraithknight makes sense in that it is made of living material, the riptidee makes no sense.

The problem is the walker rules suck and they backed themselves into a corner with the Dark Angels and Chaos codices so they can't really change things until next edition.
 
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I agree the wraithnkight make sense, it just gets an unfair, imo, rules boost over walkers.

On another note I'm building a space marine army and so far have been buying stuff I like the look of rather than what is competitive. I've currently got:

1 captain and command squad
2x Tactical squads
1x devestater
1x Sternguard
2x Vanguard/assualt 1 box of each so can be used for either.
1x dreadnaught

I'm not a seasoned SM player and was wondering on thoughts on what to add to the army. Coming from an IG background I'm missing my tanks, though do I actually need them for SM? I often play against Eldar and one opponent in parcticular likes to use a lot of transports and move from cover to cover making him hard to target so I would like to add some manoeuvrability. Is this best added by something like bikes or flyers?
 
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The Wraithknight makes sense in that it is made of living material, the riptidee makes no sense.

The problem is the walker rules suck and they backed themselves into a corner with the Dark Angels and Chaos codices so they can't really change things until next edition.

I heard next edition could be as soon as May... what would you change about the walker and MC rules to make dreadnoughts/helbrutes viable?
 
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Please tell me that's not for imperial guard :(

Really can't believe how bad it looks. Was hoping for plastic steel legion but so far nothing.

I agree the wraithnkight make sense, it just gets an unfair, imo, rules boost over walkers.

On another note I'm building a space marine army and so far have been buying stuff I like the look of rather than what is competitive. I've currently got:

1 captain and command squad
2x Tactical squads
1x devestater
1x Sternguard
2x Vanguard/assualt 1 box of each so can be used for either.
1x dreadnaught

I'm not a seasoned SM player and was wondering on thoughts on what to add to the army. Coming from an IG background I'm missing my tanks, though do I actually need them for SM? I often play against Eldar and one opponent in parcticular likes to use a lot of transports and move from cover to cover making him hard to target so I would like to add some manoeuvrability. Is this best added by something like bikes or flyers?

I don't use tanks anymore for my marines so you don't need them. I've never used much bikes but they do make a great grav gun platform. Last night I ran a storm raven and storm talon and they did really well for me. My 2k list uses the storm wing formation with 2talons and 1 raven. Land speeders are an option but I find them to fragile personally.
 
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I can't recommend drop pods enough although it is best to be all in pods or none at all. The only things I deploy are my two thunderfires. Then turn 1 drop my 4 melta gun command squad, vulkan with his sternguard with heavy flamers and two 5 man assault squads with flamers. Works well against certain armies.
 
Caporegime
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I heard next edition could be as soon as May... what would you change about the walker and MC rules to make dreadnoughts/helbrutes viable?

Something that gives them resilience to under strength 8 fire. Whether that's giving them monstrous creatures rules or an invulnerable save against under strength 8 shooting. There is a huge amount of Strength 6-7 fire that just makes walkers pointless at the moment.
 
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I agree the wraithnkight make sense, it just gets an unfair, imo, rules boost over walkers.

On another note I'm building a space marine army and so far have been buying stuff I like the look of rather than what is competitive. I've currently got:

1 captain and command squad
2x Tactical squads
1x devestater
1x Sternguard
2x Vanguard/assualt 1 box of each so can be used for either.
1x dreadnaught

I have pretty much done the same with my Chaos, gone for the stuff I like and slightly fluffy in parts instead of competitive lists. My 1k Chaos currently stands at

1 x Chaos Lord (attached to the chosen) (MoK)
5 x Chosen (MoK)
1 x Dark Apostle (attached to the cultists)
20 x Cultists
1 x 10 man chaos Space Marine Squad (w heavy bolter)
6 x Chaos Bikers ( w 2 meltas)
1 x Forgefiend

The other units are all running MoN if i remember correctly which makes the cultists kinda fun :D
Far from a competative list, but a nice varied list :D its more fun this way.
 
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some scenery I painted up the other night

WP_20140310_01_32_32_Pro_zpsaf430208.jpg
 
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Not massively keen on the models :( Its a shame as I like ogryns, can give a bit of punch in a counter assault. Also nice to have a variety of models/base sizes on the board :D
 
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