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![[Post New]](/s/i/i.gif) 2009/12/14 22:20:36
Subject: 1750 Sicarius with Sternguard
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Raging-on-the-Inside Blood Angel Sergeant
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HQ
Sicarius
Command Squad
Plasma Guns x4
Power Swords x4
Company Standard
Drop Pod
Elites
Sternguard (10)
Powerfist
Meltaguns x2
Combi-melta x8
Drop Pod
Sternguard (10)
Powerfist
Heavy Flamers x2
Combi-flamer x7
Drop Pod
Troops
Tactical Squad (10)
Power Weapon
Meltagun
Multimelta
Rhino
Tactical Squad (10)
Power Weapon
Plasma Rifle
Missile Launcher
Fast Attack
Landspeeder
Multimelta
Landspeeder
Multimelta Automatically Appended Next Post: So the plan is that the tac squad in the rhino is in reserve and will outflank using the scout gift from Battle Forged Heroes.
The two sternguard squads and the speeders will come in for an alpha strike and wipe out as much enemy armor and infantry as possible.
If all troops are inside their transports then the flamer squad can stay in reserve instead.
10 sternies allows combat squading upon arrival, which undoes any target saturation issues.
Other Tac Squad sits at home objectives and plinks away, or I find 35 points for another Rhino...
Where would I get those points.
So what do you think, too much, too little, problems?
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This message was edited 1 time. Last update was at 2009/12/14 22:24:15
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![[Post New]](/s/i/i.gif) 2009/12/15 14:37:20
Subject: 1750 Sicarius with Sternguard
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Tower of Power
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Sicarius isn't that good really, he just allows the inititive to be re-rolled, could be a -2 or something. The special rule he gives is only to one unit as well. As a army, or unit utility Sicarius doesn't do a lot. Personaly, I'd take a geared up captain matching his wargear.
Command squad isn't that good, they just act as wounds for the captain when being shot at. I'd rather take a terminator squad really.
Looks ok, could do with another unit of troops really. I wouldn't swap sternguard special ammo for other weapons, just give them combis instead.
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warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com
Want list feedback and advice? e-mail imperiusdominatus@live.co.uk
Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 |
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![[Post New]](/s/i/i.gif) 2009/12/15 14:41:38
Subject: 1750 Sicarius with Sternguard
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Ladies Love the Vibro-Cannon Operator
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I'd take Kantor to make the Sternguard Veterans scoring.
The Cmd squad is not mandatory.
I'd drop it for some more supporting units, like a Dread in a Pod.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2009/12/15 15:34:45
Subject: 1750 Sicarius with Sternguard
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Wicked Warp Spider
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As has been noted, Sicarius isn't that great (I don't think he's flat-out bad, you just pay a lot on top of the normal captain, he gets tougher, you get a range of abilities, but he's not massively dangerous at any one thing). In most lists I'd say go for it, but with 20 sternguard, kantor is just too good to pass up. There's a massive difference between 20 and 40 scoring units.
That would make a command squad invalid, since you need a captain (right?) So why not take more sternguard!? Or just some tactical/assault marines, whatever. Currently your command squad seems like a lot of very concentrated points with little protection. (anything that cuts armour and FNP will just sweep them off the board)
I'd also cut the heavy flamers from the sternguard. Yes, they're a significant boost over the normal flamer template, but they reduce the squad's range a bit, lose versatility. Take more combi-flamers instead, then get a rhino for your 2nd tactical squad.
I think the list would be a lot stronger with kantor and 3xsternguard. Just a lot more scoring units (and bodies)
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Eldar Corsairs: 4000 pts
Imperial Guard: 4000 pts
Corregidor 700 pts
Acontecimento 400 pts |
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![[Post New]](/s/i/i.gif) 2009/12/15 16:35:06
Subject: Re:1750 Sicarius with Sternguard
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Mekboy Hammerin' Somethin'
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Agreed on dropping Sicarius for Pedro. Libbys work wonder in with Sternguard also, Null zone + Hellfire rounds makes quick work of anything with a high toughness and inv. saves. I would equip your sternguard with 5 combi-meltas and 5 combi-flamers or combi-plasma, Drop the meltaguns and heavy flamers. Makes for the ultimate swiss army knife squad with a droppod.
Also find the points to get that other tactical squad in a rhino
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This message was edited 3 times. Last update was at 2009/12/15 16:38:19
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![[Post New]](/s/i/i.gif) 2009/12/15 16:42:30
Subject: 1750 Sicarius with Sternguard
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Ultramarine Chaplain with Hate to Spare
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Heavy Flamers on the sternguard work great patricularly in a drop Pod or with a Libby with GoI. Don't drop them what ever you do.
Meltaguns seems a little point less you lose the special ammo, a combi-melta is fine. That would give the squad 10 Melta shots that is certainly enough. Sternguard excel at infantry killing more than anything. In fact for the same points as the melta gun you could take Multimeltas which at least would give you a bonus over the combi-melta. But for me stick with the combi-melta all the way.
As others have said taking that many Sternguard means Pedro trumps Sicarius by miles and miles. Sicarius isn't really that good and him at that command squad are dead if hit by a demolisher or Battle cannon...
That is a lot of points not doing very much. Swapping in Pedro and dropping the command squad gives you quite a few more points to play with. Even if the one tac squad is going to sit back give it a Rhino to act has a pill box.
Dump Pedro in with a Sternguard squad and use the points saved to take another sternguard squad or some Terminators..
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![[Post New]](/s/i/i.gif) 2009/12/15 17:04:17
Subject: 1750 Sicarius with Sternguard
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Raging-on-the-Inside Blood Angel Sergeant
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Okay I'm going with Kantor instead, a little orbital bombardment never hurt anyone... Added Rhino! Plus I've added a group of scouts in a storm to add to the alpha strike potential, and I've got 5 tac marines in a pod. This will be good for bringing both sternies in on turn one, and for grabbing that stray objective. I admit I like the scouts, but not the tac squad so much. What else can I get for 125 points? Rifleman Dread, but no pod....hmmmmm need that pod. I guess I could give one of the other tac squads a pod, so what to use the last 125 points for.... thinking...thinking... HQ Pedro Kantor Elites Sternguard (10) Powerfist Multimelta x2 Combi-melta x8 Drop Pod Sternguard (10) Powerfist Heavy Flamers x2 Combi-flamer x7 Drop Pod Troops Tactical Squad (10) Power Weapon Meltagun Multimelta Rhino Tactical Squad (10) Power Weapon Plasma Rifle Missile Launcher Rhino Scouts (5) Powerfist Tactical Squad (5) Drop Pod Fast Attack Landspeeder Multimelta Landspeeder Multimelta Landspeeder Storm
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This message was edited 1 time. Last update was at 2009/12/15 17:05:27
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![[Post New]](/s/i/i.gif) 2009/12/15 17:11:18
Subject: 1750 Sicarius with Sternguard
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Tower of Power
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You don't need a pod on a rifleman dreadnought as it has a 48" range, it should reach across the table. You only need a pod if using a multi melta and possibly assault cannon, really.
As for heavy flamers on the sternguard, I'm going to have to disagree with flingitnow. Reason is the sternguard ammo varies range, though all 12" rapid fire. To use the flamer you need to be in 9" and you'd want to assault after - but you can't if you rapid fire. Also using the Librarian and GOI is a risky tactic, you need to be 9" away from your target in order to burn - you fancy your luck deep striking each time close to a enemy? Me neither. Only way to get around that would be a tactical sgt with a homing beacon, but, if you have to be within 6" of the tactical squad, and if they're that close to the target they can do the job.
I just don't think heavy flamers on sternguard is that good - you want flamers take combis
The fist on the scouts won't last 5 minutes, and the other combat squad is only acting as a suicide first drop unit. Drop the scouts and beef up the squad, will probably come to the same points. Also you won't need the speeder storm so you'll still have some points to play with.
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warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com
Want list feedback and advice? e-mail imperiusdominatus@live.co.uk
Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 |
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![[Post New]](/s/i/i.gif) 2009/12/15 17:14:21
Subject: 1750 Sicarius with Sternguard
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Ultramarine Chaplain with Hate to Spare
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If you take the Scouts in a speeder storm (and I love that combo an alpha strike that actually gets into assault on turn one) take the heavy flamer. Always take the heavy flamer. Scouts can't shoot for toffee the Heavy Bolter is next to useless but the Heavy flamer should be able to soften up the unit enough to ensure the scouts can win. Or if you are up against stuff the scouts can beat on their own you can threaten 2 different units by heavy flaming a 2nd.
Rifleman Dread doesn't need a pod, you could pod on of the tac squads in stead to aid the sternguard alphastrike. Or take a Predator they are 120 points and can really help crack those transports, and MCs and even blow away a few Termmies too! Granted that is not great saturation though.
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![[Post New]](/s/i/i.gif) 2009/12/15 17:22:20
Subject: 1750 Sicarius with Sternguard
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Decrepit Dakkanaut
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I think you'd be better off with the original configuration of two Melta Guns per Sternguard squad, and then with a mix of Combi-Flamers and Combi-Meltas, say four and four. Combined with the Sternguard Ammo it'll give you maximum flexibility while not leaving you too weak at any one point, like when the Pod lands and the doors pop (so the Multi-Meltas are wasted), or at the end of the game (when the Combi-Weapons are spent). A combination of Melta-Gun, 2x Combi-Melta, and 2x Combi-Flamer in each combat squad can give you up to three Melta Shots a turn, and at least one Melta Shot for the game.
You should also consider the number of Drop Pods. Remember that the Pods come down half and half, with one half in the first wave, and the other half with regular reserves. Three is a good number, particularly since your Sternguard are in two, so think hard about adding another Pod.
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![[Post New]](/s/i/i.gif) 2009/12/15 17:23:02
Subject: 1750 Sicarius with Sternguard
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Ultramarine Chaplain with Hate to Spare
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Also using the Librarian and GOI is a risky tactic, you need to be 9" away from your target in order to burn - you fancy your luck deep striking each time close to a enemy?
Locator beacons on all the DPs you have to build your army around using that tactic.
Heavy flamers are ace and 2 in a sternguard squad accompanied by Pedro is lethal. Yes you can't rapid fire that final turn but you are throwing out so many attacks it doesn't matter. Each sternguard gets 4 attacks on the charge (as does Pedro), then you have the bolt pistol/combi-flamer/heavyflamer shots and you could be easily throwing 60-70 attacks that turn. Anything that survives will be running away and you can cut them down with a sweeping advance.
ps whilst I think about it the Predator is a far better option than the rifle man Dread, it is 5 points less, has 1 more point AV on the front, is quicker (when it needs to be), and whilst they both get 4 shots sure the Dread is getting TL but 2 of your shots are S9 AP2 so you'll do better against the heavier transports (Chimeras and Devilfish).
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![[Post New]](/s/i/i.gif) 2009/12/15 17:28:03
Subject: Re:1750 Sicarius with Sternguard
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Mekboy Hammerin' Somethin'
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I love Scouts in a Storm. Yes the Multi-melta shoots at WS3 but it's worth the risk IMO. I use Close combat scouts ( CCW/Bolt Pistol) with a Sgt with Meltabombs. Keep em cheap. Use them to slag tanks. If you get lucky you Multi-melta one tank and assault a different one, not bad for some scouts in a flying skateboard
But dont underestimate the Cerberus Launchers. Close combat scouts can dice up a Non- MEQ squad and that -2 leadership roll can break a unit.
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![[Post New]](/s/i/i.gif) 2009/12/15 17:28:13
Subject: 1750 Sicarius with Sternguard
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Tower of Power
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Thats my point. Your going to have something else around the drop pod, due to units coming out of them, or on sgt's and they'll get the job done. Also once the fight has moved away from the pods the sternguard are kind of stuck, so the sgt's will need locator beacons.
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warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com
Want list feedback and advice? e-mail imperiusdominatus@live.co.uk
Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 |
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![[Post New]](/s/i/i.gif) 2009/12/15 17:33:31
Subject: 1750 Sicarius with Sternguard
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Ultramarine Chaplain with Hate to Spare
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so the sgt's will need locator beacons.
Can't take them... Only teleport homers which don't work with the power.
I love Scouts in a Storm. Yes the Multi-melta shoots at WS3 but it's worth the risk IMO. I use Close combat scouts (CCW/Bolt Pistol) with a Sgt with Meltabombs. Keep em cheap. Use them to slag tanks. If you get lucky you Multi-melta one tank and assault a different one, not bad for some scouts in a flying skateboard
But dont underestimate the Cerberus Launchers. Close combat scouts can dice up a Non-MEQ squad and that -2 leadership roll can break a unit.
Yeah I always go meltabomb too. You can slag a tank. But even a unit of 5 MEQs is fair game if they don't have a fist or power weapon and you do, particularly if you're within 12" of Pedro (Sarge then gets 5 attacks on the charge with PW or 4 with fist).
I'd still stick with the Heavy flamer though due to the scouts abysmal BS.
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![[Post New]](/s/i/i.gif) 2009/12/15 17:33:47
Subject: Re:1750 Sicarius with Sternguard
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Mekboy Hammerin' Somethin'
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GOI is nice but from my experiences the Sternguard are a suicide squad for two reasons. One you drop them right in the thick of things and two you opponent usually commits just about everything he's got to kill them. My point is they don't have to move everything will come to them or they are dead
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![[Post New]](/s/i/i.gif) 2009/12/15 17:40:12
Subject: Re:1750 Sicarius with Sternguard
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Raging-on-the-Inside Blood Angel Sergeant
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So I dropped that wasted tac squad, gave a pod to an existing tac squad, lost one combi-melta and went back to meltaguns (I would like to fire when disembarking), put the heavy flamer on the Storm (duh that should nave been obvious  )
Instead of one upgraded Pred, I have two with just the autocannon, helps with target saturation and will probably be underestimated.
Thanks All!!
HQ
Pedro Kantor
Elites
Sternguard (10)
Powerfist
Metlaguns x2
Combi-melta x7
Drop Pod
Sternguard (10)
Powerfist
Heavy Flamers x2
Combi-flamer x7
Drop Pod
Troops
Tactical Squad (10)
Power Weapon
Meltagun
Multimelta
Drop Pod
Tactical Squad (10)
Power Weapon
Plasma Rifle
Missile Launcher
Rhino
Scouts (5)
Powerfist
Fast Attack
Landspeeder
Multimelta
Landspeeder
Multimelta
Landspeeder Storm
Heavy Flamer
Heavy Support
Predator
Predator
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![[Post New]](/s/i/i.gif) 2009/12/15 17:45:03
Subject: 1750 Sicarius with Sternguard
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Ultramarine Chaplain with Hate to Spare
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Have you got or can you find 5 points to give the Scout Sarge meltabombs? Being able to slag a tank as well as rout infantry gives you more options and means they can be effective against more types of army...
Taking 2 predators was probably the sensible option, I just like the lascannon sponson Pred (the all lascannon pred is way over priced).
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![[Post New]](/s/i/i.gif) 2009/12/15 17:48:36
Subject: 1750 Sicarius with Sternguard
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Raging-on-the-Inside Blood Angel Sergeant
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Yeah I just thought that the one pred with TL las would get blasted right away. Everyone is so scared of those things, including me!! Plus I have a pretty good amount of melta.
I guess I could drop on combi-_____ and get the five points for meltabombs, especially if I get up to a LR the first turn. Powerfists won't do it
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![[Post New]](/s/i/i.gif) 2009/12/15 17:49:03
Subject: Re:1750 Sicarius with Sternguard
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Mekboy Hammerin' Somethin'
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Just some FYI back up there. You can't have a 5 man Tactical in a Drop Pod
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![[Post New]](/s/i/i.gif) 2009/12/15 17:55:25
Subject: 1750 Sicarius with Sternguard
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Ultramarine Chaplain with Hate to Spare
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especially if I get up to a LR the first turn.
Exactly people are generally pretty aggressive with their LRs expecting them to take anything and if you hit it first turn with a Meltabomb you autohit because it won't have moved... Bad times for the LR... Lots of laughs all round for you!
Also Tau Hammerheads, IG anything, Monoliths. Krak grenades are great but that melta really gives you that extra punch. You could drop the fist to a sword for the extra points with Pedro around you'll be getting plenty of attacks with the Sarge anyway. Against a lot of things you are rolling a 3 to wound anyway, it depends on how much MEQ or orks you are expecting the scouts to fight really.
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![[Post New]](/s/i/i.gif) 2009/12/15 18:10:14
Subject: 1750 Sicarius with Sternguard
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Raging-on-the-Inside Blood Angel Sergeant
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General CHaos, you are correct sir! Thanks for pointing that out I never noticed.
Ahhh krak grenades....the most underutilized standard issue Marine item...
Well I kind of forgot about Pedro's extra attacks. I wonder if another scout/storm combo would be better than those two preds?
I'd have to squadron the two other speeders:(
And lose one sternie from each squad(or two from one), which would affect combat squading abilities... hmmmm
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![[Post New]](/s/i/i.gif) 2009/12/15 18:32:40
Subject: 1750 Sicarius with Sternguard
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Ultramarine Chaplain with Hate to Spare
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I tend to run 2 squads because 1 scout squad in an aasault is not that scary 2 can be lethal. With the 2 Heavy Flamers they can even take on a 30 Boy Ork mob.
However without the preds to lack a bit of ranged anti-transport and that can leave your scouts with nothing to assault except transports which is a waste.
However if you are losing 2 stern take them from the same squad you don't want to stop both squads from combat squading...
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![[Post New]](/s/i/i.gif) 2009/12/16 13:33:04
Subject: 1750 Sicarius with Sternguard
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Tower of Power
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FlingitNow wrote:so the sgt's will need locator beacons.
Can't take them... Only teleport homers which don't work with the power.
I've looked in the codex and you could possibly make them work. It says that the teleporting beacons only work for units which are teleporting, GOI is teleporting. However, it does mention terminators won't scatter if land within 6". I would play it as it says ANY unit which is teleporting, it gives examples which cannot be used and doesn't mention GOI.
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warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com
Want list feedback and advice? e-mail imperiusdominatus@live.co.uk
Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 |
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![[Post New]](/s/i/i.gif) 2009/12/16 13:36:55
Subject: 1750 Sicarius with Sternguard
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Ultramarine Chaplain with Hate to Spare
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I've looked in the codex and you could possibly make them work. It says that the teleporting beacons only work for units which are teleporting, GOI is teleporting. However, it does mention terminators won't scatter if land within 6". I would play it as it says ANY unit which is teleporting, it gives examples which cannot be used and doesn't mention GOI.
It never states that GoI is teleporting hence it can't be used. I at first thought as you did until someone pointed out it doesn;t state anywhere that GoI is teleporting.
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![[Post New]](/s/i/i.gif) 2009/12/16 13:39:11
Subject: 1750 Sicarius with Sternguard
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Tower of Power
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Well it obivously is teleporting, isn't it? I don't think it needs stating the obivous.
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warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com
Want list feedback and advice? e-mail imperiusdominatus@live.co.uk
Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 |
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![[Post New]](/s/i/i.gif) 2009/12/16 13:40:21
Subject: 1750 Sicarius with Sternguard
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Rotting Sorcerer of Nurgle
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GoI is just deepstriking.
Locator = Yes to guiding them in.
Teleport homer = No, as they only work for Terminator Equivalents.
I don't know why everyone is so bonered by GoI...I've got a minimum of 6 plasma cannons, no one GoI's vs. me... esp. if they intend to shoot and not run out of plasma-gang-bang-formation.
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This is a little story about four people named Everybody, Somebody, Anybody, and Nobody.
There was an important job to be done and Everybody was sure that Somebody would do it.
Anybody could have done it, but Nobody did it.
Somebody got angry about that because it was Everybody's job.
Everybody thought that Anybody could do it, but Nobody realized that Everybody wouldn't do it.
It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done.
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![[Post New]](/s/i/i.gif) 2009/12/16 13:45:10
Subject: 1750 Sicarius with Sternguard
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Tower of Power
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I don't rate GOI either, but its obivously teleporting via deepstrike like Necron veil of darkness - it just needs a bit of common sense. The codex actually gives examples of units which cannot use it, which is units which are literally dropping out the sky. The Librarian isn't. The Librarian is moving from one part of the board to another, teleporting, using deep strike, like terminators do
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warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com
Want list feedback and advice? e-mail imperiusdominatus@live.co.uk
Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 |
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![[Post New]](/s/i/i.gif) 2009/12/16 15:11:29
Subject: 1750 Sicarius with Sternguard
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Ultramarine Chaplain with Hate to Spare
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I don't rate GOI either, but its obivously teleporting via deepstrike like Necron veil of darkness - it just needs a bit of common sense. The codex actually gives examples of units which cannot use it, which is units which are literally dropping out the sky. The Librarian isn't. The Librarian is moving from one part of the board to another, teleporting, using deep strike, like terminators do
RaW and commonsense are not compatible...
Yes I'd have taken it the way you have but common sense goes out the window when it comes to interpreting the rules. It is about the letter of the law on here. Probably because it is an American websight and that is how their stupid legal system works rather the law being the sense and meaning behind the law it is the direct words written...
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![[Post New]](/s/i/i.gif) 2009/12/16 15:23:12
Subject: 1750 Sicarius with Sternguard
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Rotting Sorcerer of Nurgle
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No... it's just that most go to tourneys here.
Where things 'TRY' and stay objective.
Common sense is subjective.
Interpretation to RAW is subjective, that's why we stick to just the letter of the law.
Now... RAI, who knows.
But I think there is a reason they made to different kinds of homers... so i think it was meant to be different...one for termies, one for eveything.
Don't have to go all American Legal system bashing...
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This is a little story about four people named Everybody, Somebody, Anybody, and Nobody.
There was an important job to be done and Everybody was sure that Somebody would do it.
Anybody could have done it, but Nobody did it.
Somebody got angry about that because it was Everybody's job.
Everybody thought that Anybody could do it, but Nobody realized that Everybody wouldn't do it.
It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done.
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![[Post New]](/s/i/i.gif) 2009/12/16 15:26:35
Subject: 1750 Sicarius with Sternguard
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Ladies Love the Vibro-Cannon Operator
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Scouts (5)
Powerfist
Looks pointless to me, since you have four full scoring units.
I'd consider another Speeder or Predator.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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