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loki old fart wrote: Terrain should be part of the table, not your army list.
Warlord traits could be chosen and paid for in points, as should spells.
Charges should be fixed length not random.
I was going to say that. There are a few other huge flaws with 6ed
1) Melee is a joke now, there is only 1 army build that would work Deathwing Hammernator everything else gets cut down by OP shooting.
2) Power Weapons being AP3 what are eldar banshees, death cult assassins, lighting claws terminators, shining spears, burna boyz use in game now
3) Flyers Why! just Why
4) Moving and Rapid Fire. unit of 30 Orks boys start 24" away move 9" average (6+D6") now 15" away
Space Marines move 6" shoot kill 3 Ork from the front 15" + 7" now the Ork are 22" away from Space Marines (Orks thinking to themselves why we no move last turn) unit of 27 Orks boys start 22" away move 9" average (6+D6") now 13" away
Space Marines move 6" shoot kill 3 Ork from the front 13" + 7" now the Ork are 20" away from Space Marines (Orks thinking to themselves we did move this turn right) unit of 24 Orks boys start 20" away move 9" average (6+D6") now 11" away
Space Marines are at the bored edge cant move back but move 6" sideways so they 12" away " shoot kill 6 Ork from the front 12" + 2" now the Ork are 14" away from Space Marines
unit of 18 Orks boys start 14" away move 6" just need 8" on (2d6 average of 7") for a random charge they get 8" thank Gork and Mork..... stop. stop Snap Fire
the bolter get only .75 of a kill the Orks are IN no no Space Marines get a free flamer and its gets d3 hits on snap fire they kill the 1 Ork that made combat Failed
Space Marines move 6" shoot kill 12 Ork from the front 2" + 4" the Ork unit Fails LD Nob kills a boy to re-roll they pass this time
unit of 5 Orks boys start 4" away move 6" just need 1" on (2d6 average of 7") for a random charge they get 12" you always get the big numbers when you don't need them. Snap Fire then Space Marines get 11 attacks only the Nob lives he kills 2 Space Marines lost combat by 2 LD 5 no re-roll and is run down with his I3 vs I4
so end of 5th turn a unit of 30 Orks costing 225pts were wiped by 170pts of Space Marines and there is still 8 men left in the unit. If you want to try ripping on the example just remember, rhinos are 35pts so now the unit is 205pt unit. The Space Marines can drive off 3rd turn or tank shock 2nd turn pushing the Orks back the 4" of ground they have made over 2 turns and now have to go around the rhino or they have to assault it
This message was edited 2 times. Last update was at 2013/04/29 15:58:35
1) Melee is a joke now, there is only 1 army build that would work Deathwing Hammernator everything else gets cut down by OP shooting.
2) Power Weapons being AP3 what are eldar banshees, death cult assassins, lighting claws terminators, shining spears, burna boyz use in game now
3) Flyers Why! just Why
1) Abaddon disagrees.
2) Not all of them. It actually makes sense. As for their use, it makes CC easier.
3) Agreed.
This message was edited 1 time. Last update was at 2013/04/29 15:56:05
1) Melee is a joke now, there is only 1 army build that would work Deathwing Hammernator everything else gets cut down by OP shooting.
2) Power Weapons being AP3 what are eldar banshees, death cult assassins, lighting claws terminators, shining spears, burna boyz use in game now
3) Flyers Why! just Why
1) Abaddon disagrees.
2) Not all of them. It actually makes sense. As for their use, it makes CC easier.
3) Agreed.
1) um who will go with Abaddon
2) What about lighting claws
1) Melee is a joke now, there is only 1 army build that would work Deathwing Hammernator everything else gets cut down by OP shooting.
2) Power Weapons being AP3 what are eldar banshees, death cult assassins, lighting claws terminators, shining spears, burna boyz use in game now
3) Flyers Why! just Why
1) Abaddon disagrees.
2) Not all of them. It actually makes sense. As for their use, it makes CC easier.
3) Agreed.
1) um who will go with Abaddon
2) What about lighting claws
1) Me. I will be termie bombing him in when I've got him painted. Termie bomb + meat-shield spam. And a Heldrake. 'Cause cheese.
2) Re-roll to wound (I think), still AP3. Only 2+ saves will stop them - use against almost anything you want in CC.
1) Melee is a joke now, there is only 1 army build that would work Deathwing Hammernator everything else gets cut down by OP shooting.
2) Power Weapons being AP3 what are eldar banshees, death cult assassins, lighting claws terminators, shining spears, burna boyz use in game now
3) Flyers Why! just Why
1) Abaddon disagrees.
2) Not all of them. It actually makes sense. As for their use, it makes CC easier.
3) Agreed.
1) um who will go with Abaddon
2) What about lighting claws
1) Some people like Abaddon for his beatstick quality, he's still very hard to surpass in that category.
2) Lightning claws are primarily used for sheer volume of attacks and rerolling to wound is pretty nice. Also, 2+ saves are pretty rare, it's entirely possible to have a list without any unit that has one. Heck, I don't think the Eldar, DE, or Imperial Guard even get 2+ saves anywhere. Just because you can't kill TEQs with them doesn't make them worthless, as there are still plenty of 3+ and 4+ save models around.
Midnightdeathblade wrote: Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
I don't think you 2 have played any games.
1) Hammernator are the same pts as lighting claws terminators (str4 AP3 5+ save) so why would i ever not take Hammernator (str8 AP2 3+ save)
2) Allies matrix Imperial Guard can have Hammernator
3) All Space Marines armies can have 40 Hammernator
4) Hammernator can Combat Squads to make 8 5man Hammernator units
5) 5 Hammernator would kill Abaddon and Abaddon cost that same price as 7 Hammernator
Automatically Appended Next Post: Why do you need anything other then a bolter to kill Eldar and Dark Eldar they die if you flick a wet towel at them
This message was edited 2 times. Last update was at 2013/04/29 16:40:03
orkgoffrocker wrote: I don't think you 2 have played any games.
1) Hammernator are the same pts as lighting claws terminators (str4 AP3 5+ save) so why would i ever not take Hammernator (str8 AP2 3+ save)
2) Allies matrix Imperial Guard can have Hammernator
3) All Space Marines armies can have 40 Hammernator
4) Hammernator can Combat Squads to make 8 5man Hammernator units
5) 5 Hammernator would kill Abaddon and Abaddon cost that same price as 7 Hammernator
Automatically Appended Next Post: 6) Why do you need anything other then a bolter to kill Eldar and Dark Eldar they die if you flick a wet towel at them
Firstly, there's no need to be rude. I know that I have played multiple games since 6th. Wins and losses all round, ofc. Having an Ultramarine player nearby means I do actually know what I'm talking about here.
1) Well, my knowledge of SM codecies is rusty, so that wasn't the first thought in my head. But SM characters oft have access to lightning caws, as do several CSM units. I believe they appear in some other stuff too. They're not always in direct competition with TH/SS.
2) They don't always want to. TH/SS termies aren't the "Be-All-End-All" of WH40k.
3) Who uses 40? Outside of Apoc games, I don't see that ever coming up, as they cant score. And it's not as if they're everyone's favourite unit either, sometimes people actually want to use other units.
4) And the point you are trying to make is?
5) If Abby is alone. But, as he won't, he'll win, and then take the other unit's lunch money. 275 pts to try to fend off one model.
6) This comment just gave me herpes.
Automatically Appended Next Post: While I'm here:
Things that don't have a 2+ save:
-All IG units
-Most Tyranid units
-Most Tau units (The ones that do will kill your termies first anyways)
-PASM's.
-SM Scouts
-Chaos Daemons
-Everything in the CSM codex that isn't a terminator.
-Most (all?) Eldar/DE
This message was edited 1 time. Last update was at 2013/04/29 17:06:03
orkgoffrocker wrote: I don't think you 2 have played any games.
1) Hammernator are the same pts as lighting claws terminators (str4 AP3 5+ save) so why would i ever not take Hammernator (str8 AP2 3+ save)
2) Allies matrix Imperial Guard can have Hammernator
3) All Space Marines armies can have 40 Hammernator
4) Hammernator can Combat Squads to make 8 5man Hammernator units
5) 5 Hammernator would kill Abaddon and Abaddon cost that same price as 7 Hammernator
Automatically Appended Next Post: Why do you need anything other then a bolter to kill Eldar and Dark Eldar they die if you flick a wet towel at them
I've been playing Tyranids since third edition.
1) More attacks, to the uneducated one additional attack may not seem like much, but this is a squad with said extra attacks.
2) Typically in my experience when guards take marine allies they go for power armored marines for tough scoring troops. Hammernators are a bit contradictory to most guard playstyles in their usage.
3) Outside of just for fun fill all the slots games or apocalypse I seriously doubt anyone is going to field forty of them.
4) Translation: Herp? Herp, herpa derp. Derp derp derp. Herpa herp? Derp!
5) Is that before or after the cost of the land raider you used to shuffle them around?
This message was edited 2 times. Last update was at 2013/04/29 18:51:37
Midnightdeathblade wrote: Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
Wait wait Chaos lords and Obliterator dont have 2+ anymore
Tyranid do have 2+ saves
Thanks to the dumb Allies matrix Imperial Guard can have any thing they want in 40k other then Tyranid
The whole point i was making was at my club people do play Deathwing Hammernator and guess what there TROOPS and they wipeout Ork armies on turn 2, i have even seen Deathwing Hammernator win on 1st turn. But other then this 1 OP codex, melee is dead it's a waste of time and thanks to snap fire games take 30mins longer then in 5ed
The meta game now at a club game Tyranid player wants a game an Imperial Guard player says yes so they set up.
e.g.) Imperial Guard player ask how many flyers do you have, the Tyranid player replys NONE. Oh Imperial Guard player says i have 6. Tyranid player replys GG so do you want to play tailmans for the next 3 hours
e.g.) Imperial Guard player ask how many flyers do you have, the Tyranid player replys NONE. Imperial Guard player says i don't use them there so OP, but I did take some Allies
Tyranid player says cool what did you take 20 Deathwing Hammernator. Tyranid player :( i wish i had any Allies, so tailmans again?
e.g.) Imperial Guard player ask how many flyers do you have, the Tyranid player replys NONE. Imperial Guard player says i don't use them there so OP, What about Allies no i just took an Aegis defence line.
1st turn Tyranid player asks so the 5 leman russ battle tanks get 4+ cover from the Aegis defence line. Imperial Guard says NO, they have camo-cloaks so its 3+.Tyranid player. So do you have any friends that want to but a Tyranid army?
1)Wait wait Chaos lords and Obliterator dont have 2+ anymore
2)Tyranid do have 2+ saves
3)Thanks to the dumb Allies matrix Imperial Guard can have any thing they want in 40k other then Tyranid
4)The whole point i was making was at my club people do play Deathwing Hammernator and guess what there TROOPS and they wipeout Ork armies on turn 2, i have even seen Deathwing Hammernator win on 1st turn. But other then this 1 OP codex, melee is dead it's a waste of time and thanks to snap fire games take 30mins longer then in 5ed
5) The meta game now at a club game Tyranid player wants a game an Imperial Guard player says yes so they set up.
e.g.) Imperial Guard player ask how many flyers do you have, the Tyranid player replys NONE. Oh Imperial Guard player says i have 6. Tyranid player replys GG so do you want to play tailmans for the next 3 hours
e.g.) Imperial Guard player ask how many flyers do you have, the Tyranid player replys NONE. Imperial Guard player says i don't use them there so OP, but I did take some Allies
Tyranid player says cool what did you take 20 Deathwing Hammernator. Tyranid player :( i wish i had any Allies, so tailmans again?
e.g.) Imperial Guard player ask how many flyers do you have, the Tyranid player replys NONE. Imperial Guard player says i don't use them there so OP, What about Allies no i just took an Aegis defence line.
1st turn Tyranid player asks so the 5 leman russ battle tanks get 4+ cover from the Aegis defence line. Imperial Guard says NO, they have camo-cloaks so its 3+.Tyranid player. So do you have any friends that want to but a Tyranid army?
1) Well, now that I remember, Chaos Lords can be upgraded to terminator armour (2+ save), and Obliterators have flesh metal (2+ save)
2) Okay then, I was wrong there.
3) Except they often won't take more than a more solid scoring unit.
4) It is impossible to win on turn one. You can make a tactical move that makes it impossible for your opponent to win, but you can't auto-win. As for DA hammernator spam... Very rare. Just get some AP 2 guns if you're really that worried, the allies matrix works both ways y'know, you can call in some IG or Tau big guns ffs.
5) How is that even relevant?
If its to prove that CC is useless, that example actually made you fail harder. Nids pretty much auto-loose against well equipped IG anyway.
orkgoffrocker wrote: I don't think you 2 have played any games.
1) Hammernator are the same pts as lighting claws terminators (str4 AP3 5+ save) so why would i ever not take Hammernator (str8 AP2 3+ save)
2) Allies matrix Imperial Guard can have Hammernator
3) All Space Marines armies can have 40 Hammernator
4) Hammernator can Combat Squads to make 8 5man Hammernator units
5) 5 Hammernator would kill Abaddon and Abaddon cost that same price as 7 Hammernator
Automatically Appended Next Post: Why do you need anything other then a bolter to kill Eldar and Dark Eldar they die if you flick a wet towel at them
I've been playing Tyranids since third edition.
1) More attacks, to the uneducated one additional attack may not seem like much, but this is a squad with said extra attacks.
2) Typically in my experience when guards take marine allies they go for power armored marines for tough scoring troops. Hammernators are a bit contradictory to most guard playstyles in their usage.
3) Outside of just for fun fill all the slots games or apocalypse I seriously doubt anyone is going to field forty of them.
4) Translation: Herp? Herp, herpa derp. Derp derp derp. Herpa herp? Derp!
5) Is that before or after the cost of the land raider you used to shuffle them around?
6)
that is a lie noone played Tyranids in 5ed.
1) attacks mean nothing in 6ed It is a pew pew game now
2) Typically in my experience ...... IG take OP units they dont have like Dreadknight and Hammernators, since there allies with everthing
3) 3 people at my club play DA and 2 of them play deathwing so and Grey knights pallys are just as bad
4) 8 units that can kill anything again anything
5) have read the rules for Hammernators you know the bit were they can teleport and/or buy a drop pod
6) mate in 3rd , 4th and 5ed i face rolled most armies with my Ork and did well with SW and IG but the 6ed rules i can't lose with my SW allied IG army.4 Rune Priests with Divination its just a rain of fire
orkgoffrocker wrote: I don't think you 2 have played any games.
1) Hammernator are the same pts as lighting claws terminators (str4 AP3 5+ save) so why would i ever not take Hammernator (str8 AP2 3+ save)
2) Allies matrix Imperial Guard can have Hammernator
3) All Space Marines armies can have 40 Hammernator
4) Hammernator can Combat Squads to make 8 5man Hammernator units
5) 5 Hammernator would kill Abaddon and Abaddon cost that same price as 7 Hammernator
Automatically Appended Next Post: Why do you need anything other then a bolter to kill Eldar and Dark Eldar they die if you flick a wet towel at them
I've been playing Tyranids since third edition.
1) More attacks, to the uneducated one additional attack may not seem like much, but this is a squad with said extra attacks.
2) Typically in my experience when guards take marine allies they go for power armored marines for tough scoring troops. Hammernators are a bit contradictory to most guard playstyles in their usage.
3) Outside of just for fun fill all the slots games or apocalypse I seriously doubt anyone is going to field forty of them.
4) Translation: Herp? Herp, herpa derp. Derp derp derp. Herpa herp? Derp!
5) Is that before or after the cost of the land raider you used to shuffle them around?
6)
that is a lie noone played Tyranids in 5ed.
1) attacks mean nothing in 6ed It is a pew pew game now
2) Typically in my experience ...... IG take OP units they dont have like Dreadknight and Hammernators, since there allies with everthing
3) 3 people at my club play DA and 2 of them play deathwing so and Grey knights pallys are just as bad
4) 8 units that can kill anything again anything
5) have read the rules for Hammernators you know the bit were they can teleport and/or buy a drop pod
6) mate in 3rd , 4th and 5ed i face rolled most armies with my Ork and did well with SW and IG but the 6ed rules i can't lose with my SW allied IG army.4 Rune Priests with Divination its just a rain of fire
Not sure if your 'nid comment is serious... But they were around.
1) Until Tyranids or CSM or Daemons hit the field. Or those TH/SS terminators you seem to be obsessed with. If 6th is so anti-melee, why are they such a problem for you?
2) I can't be bothered to comment.
3) They have a low model count. Spam Vindicators.
4) Not Abaddon. Not Darnath Lysander. Not a good TS unit. Not even a 35-man mob of cultists.
5) They can't assault on the turn they deepstrike. SHOOT THEM!!!! You moan about how 6th is so shooty, yet you seem to think that a CC unit is unkillable.
6) You can loose. It is impossible to be unkillable. Also, if you can't lose with that list, why are TH/SS termies such a problem?
orkgoffrocker wrote: I don't think you 2 have played any games.
1) Hammernator are the same pts as lighting claws terminators (str4 AP3 5+ save) so why would i ever not take Hammernator (str8 AP2 3+ save)
2) Allies matrix Imperial Guard can have Hammernator
3) All Space Marines armies can have 40 Hammernator
4) Hammernator can Combat Squads to make 8 5man Hammernator units
5) 5 Hammernator would kill Abaddon and Abaddon cost that same price as 7 Hammernator
Automatically Appended Next Post: Why do you need anything other then a bolter to kill Eldar and Dark Eldar they die if you flick a wet towel at them
I've been playing Tyranids since third edition.
1) More attacks, to the uneducated one additional attack may not seem like much, but this is a squad with said extra attacks.
2) Typically in my experience when guards take marine allies they go for power armored marines for tough scoring troops. Hammernators are a bit contradictory to most guard playstyles in their usage.
3) Outside of just for fun fill all the slots games or apocalypse I seriously doubt anyone is going to field forty of them.
4) Translation: Herp? Herp, herpa derp. Derp derp derp. Herpa herp? Derp!
5) Is that before or after the cost of the land raider you used to shuffle them around?
6)
that is a lie noone played Tyranids in 5ed.
1) attacks mean nothing in 6ed It is a pew pew game now
2) Typically in my experience ...... IG take OP units they dont have like Dreadknight and Hammernators, since there allies with everthing
3) 3 people at my club play DA and 2 of them play deathwing so and Grey knights pallys are just as bad
4) 8 units that can kill anything again anything
5) have read the rules for Hammernators you know the bit were they can teleport and/or buy a drop pod
6) mate in 3rd , 4th and 5ed i face rolled most armies with my Ork and did well with SW and IG but the 6ed rules i can't lose with my SW allied IG army.4 Rune Priests with Divination its just a rain of fire
You say that melee doesn't matter but extol the virtues of a purely assault based unit anyway. You claim deep striking is a remedy but forget that you cannot assault out of deep strike. You act like a doofus and you have the audacity to call me "mate" comrade. You then go and say 8 hammernators can kill anything which is patently false. 20 kitted out genestealers still take their lunch money, but hey Genestealers have been a hard counter for terminators since oh I dunno...space hulk?
Midnightdeathblade wrote: Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
1) Good just so we are clear
2) I know an i'm always right 3) You failed to get the point IG get everything and Nids NO allies NONE as in they only get there own codex they can't even have an Aegis defence line
4) Deathwing Hammernators can DS on 1st turn with no scatter there Deathwing so Hammernators can have guns all there shooting is twin-linked the Ork army is boxed in and has to assault 1st turn there weapons are useless on Hammernators even the power fist will most of the time bounce off 3++ and every unit flees of the table so thats a 1st turn win in my book.
Okay I think I see the problem here.
This message was edited 1 time. Last update was at 2013/04/29 19:52:18
Midnightdeathblade wrote: Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
1) I know an i'm always right
2) You failed to get the point IG get everything and Nids NO allies NONE as in they only get there own codex they can't even have an Aegis defence line
3) Deathwing Hammernators can DS on 1st turn with no scatter there Deathwing so Hammernators can have guns all there shooting is twin-linked the Ork army is boxed in and has to assault 1st turn there weapons are useless on Hammernators even the power fist will most of the time bounce off 3++ and every unit flees of the table so thats a 1st turn win in my book.
1) No.
2) I know nids have a raw deal, but are you nids? If not, stop moaning, you can use allies too. Furthermore, I didn't even comment. How can I not have gotten the point?
3) Then use a different tactic. Spread them out. Infiltrate. Use reserves. Use fliers. Bring so many un-upgraded boyz that the TH/SS can't win. To me, your army smells of poor leadership.
1) Good just so we are clear
2) I know an i'm always right 3) You failed to get the point IG get everything and Nids NO allies NONE as in they only get there own codex they can't even have an Aegis defence line
4) Deathwing Hammernators can DS on 1st turn with no scatter there Deathwing so Hammernators can have guns all there shooting is twin-linked the Ork army is boxed in and has to assault 1st turn there weapons are useless on Hammernators even the power fist will most of the time bounce off 3++ and every unit flees of the table so thats a 1st turn win in my book.
Okay I think I see the problem here.
This message was edited 1 time. Last update was at 2013/04/29 19:53:24
1) Good just so we are clear
2) I know an i'm always right
3) You failed to get the point IG get everything and Nids NO allies NONE as in they only get there own codex they can't even have an Aegis defence line
4) Deathwing Hammernators can DS on 1st turn with no scatter there Deathwing so Hammernators can have guns all there shooting is twin-linked the Ork army is boxed in and has to assault 1st turn there weapons are useless on Hammernators even the power fist will most of the time bounce off 3++ and every unit flees of the table so thats a 1st turn win in my book.
orkgoffrocker wrote: I don't think you 2 have played any games.
1) Hammernator are the same pts as lighting claws terminators (str4 AP3 5+ save) so why would i ever not take Hammernator (str8 AP2 3+ save)
2) Allies matrix Imperial Guard can have Hammernator
3) All Space Marines armies can have 40 Hammernator
4) Hammernator can Combat Squads to make 8 5man Hammernator units
5) 5 Hammernator would kill Abaddon and Abaddon cost that same price as 7 Hammernator
Automatically Appended Next Post: Why do you need anything other then a bolter to kill Eldar and Dark Eldar they die if you flick a wet towel at them
I've been playing Tyranids since third edition.
1) More attacks, to the uneducated one additional attack may not seem like much, but this is a squad with said extra attacks.
2) Typically in my experience when guards take marine allies they go for power armored marines for tough scoring troops. Hammernators are a bit contradictory to most guard playstyles in their usage.
3) Outside of just for fun fill all the slots games or apocalypse I seriously doubt anyone is going to field forty of them.
4) Translation: Herp? Herp, herpa derp. Derp derp derp. Herpa herp? Derp!
5) Is that before or after the cost of the land raider you used to shuffle them around?
6)
that is a lie noone played Tyranids in 5ed.
1) attacks mean nothing in 6ed It is a pew pew game now
2) Typically in my experience ...... IG take OP units they dont have like Dreadknight and Hammernators, since there allies with everthing
3) 3 people at my club play DA and 2 of them play deathwing so and Grey knights pallys are just as bad
4) 8 units that can kill anything again anything
5) have read the rules for Hammernators you know the bit were they can teleport and/or buy a drop pod
6) mate in 3rd , 4th and 5ed i face rolled most armies with my Ork and did well with SW and IG but the 6ed rules i can't lose with my SW allied IG army.4 Rune Priests with Divination its just a rain of fire
You say that melee doesn't matter but extol the virtues of a purely assault based unit anyway. You claim deep striking is a remedy but forget that you cannot assault out of deep strike. You act like a doofus and you have the audacity to call me "mate" comrade. You then go and say 8 hammernators can kill anything which is patently false. 20 kitted out genestealers still take their lunch money, but hey Genestealers have been a hard counter for terminators since oh I dunno...space hulk?
Melee is dead i was saying Hammernators are the only thing left that can melee. DS anywhere you understand its WAS a game about movement and skill now it just pew pew and flyer spam.
LOL 20 genestealers with 6ed rending on a modle with 3++ your joking right. 20 kitted out genestealers so like 450pts unit yes they can kill 5 Hammernators its a pitty that you get 10 Hammernators for only 400pts , also how are your genestealers going without fleet of foot. do you really still play them
1) I know an i'm always right
2) You failed to get the point IG get everything and Nids NO allies NONE as in they only get there own codex they can't even have an Aegis defence line
3) Deathwing Hammernators can DS on 1st turn with no scatter there Deathwing so Hammernators can have guns all there shooting is twin-linked the Ork army is boxed in and has to assault 1st turn there weapons are useless on Hammernators even the power fist will most of the time bounce off 3++ and every unit flees of the table so thats a 1st turn win in my book.
1) No.
2) I know nids have a raw deal, but are you nids? If not, stop moaning, you can use allies too. Furthermore, I didn't even comment. How can I not have gotten the point?
3) Then use a different tactic. Spread them out. Infiltrate. Use reserves. Use fliers. Bring so many un-upgraded boyz that the TH/SS can't win. To me, your army smells of poor leadership.
1) Good just so we are clear
2) I know an i'm always right 3) You failed to get the point IG get everything and Nids NO allies NONE as in they only get there own codex they can't even have an Aegis defence line
4) Deathwing Hammernators can DS on 1st turn with no scatter there Deathwing so Hammernators can have guns all there shooting is twin-linked the Ork army is boxed in and has to assault 1st turn there weapons are useless on Hammernators even the power fist will most of the time bounce off 3++ and every unit flees of the table so thats a 1st turn win in my book.
Okay I think I see the problem here.
This message was edited 4 times. Last update was at 2013/04/29 20:10:31
orkgoffrocker wrote: 1) Good just so we are clear
2) I know an i'm always right
3) You failed to get the point IG get everything and Nids NO allies NONE as in they only get there own codex they can't even have an Aegis defence line
4) Deathwing Hammernators can DS on 1st turn with no scatter there Deathwing so Hammernators can have guns all there shooting is twin-linked the Ork army is boxed in and has to assault 1st turn there weapons are useless on Hammernators even the power fist will most of the time bounce off 3++ and every unit flees of the table so thats a 1st turn win in my book.
orkgoffrocker wrote: I don't think you 2 have played any games.
1) Hammernator are the same pts as lighting claws terminators (str4 AP3 5+ save) so why would i ever not take Hammernator (str8 AP2 3+ save)
2) Allies matrix Imperial Guard can have Hammernator
3) All Space Marines armies can have 40 Hammernator
4) Hammernator can Combat Squads to make 8 5man Hammernator units
5) 5 Hammernator would kill Abaddon and Abaddon cost that same price as 7 Hammernator
Automatically Appended Next Post: Why do you need anything other then a bolter to kill Eldar and Dark Eldar they die if you flick a wet towel at them
I've been playing Tyranids since third edition.
1) More attacks, to the uneducated one additional attack may not seem like much, but this is a squad with said extra attacks.
2) Typically in my experience when guards take marine allies they go for power armored marines for tough scoring troops. Hammernators are a bit contradictory to most guard playstyles in their usage.
3) Outside of just for fun fill all the slots games or apocalypse I seriously doubt anyone is going to field forty of them.
4) Translation: Herp? Herp, herpa derp. Derp derp derp. Herpa herp? Derp!
5) Is that before or after the cost of the land raider you used to shuffle them around?
6)
that is a lie noone played Tyranids in 5ed.
1) attacks mean nothing in 6ed It is a pew pew game now
2) Typically in my experience ...... IG take OP units they dont have like Dreadknight and Hammernators, since there allies with everthing
3) 3 people at my club play DA and 2 of them play deathwing so and Grey knights pallys are just as bad
4) 8 units that can kill anything again anything
5) have read the rules for Hammernators you know the bit were they can teleport and/or buy a drop pod
6) mate in 3rd , 4th and 5ed i face rolled most armies with my Ork and did well with SW and IG but the 6ed rules i can't lose with my SW allied IG army.4 Rune Priests with Divination its just a rain of fire
You say that melee doesn't matter but extol the virtues of a purely assault based unit anyway. You claim deep striking is a remedy but forget that you cannot assault out of deep strike. You act like a doofus and you have the audacity to call me "mate" comrade. You then go and say 8 hammernators can kill anything which is patently false. 20 kitted out genestealers still take their lunch money, but hey Genestealers have been a hard counter for terminators since oh I dunno...space hulk?
Melee is dead i was saying Hammernators are the only thing left that can melee. DS anywhere you understand its WAS a game about movement and skill now it just pew pew and flyer spam.
LOL 20 genestealers with 6ed rending on a modle with 3++ your joking right. 20 kitted out genestealers so like 450pts unit yes they can kill 5 Hammernators its a pitty that you get 10 Hammernators for only 400pts , also how are your genestealers going without fleet of foot. do you really still play them
1) I know an i'm always right
2) You failed to get the point IG get everything and Nids NO allies NONE as in they only get there own codex they can't even have an Aegis defence line
3) Deathwing Hammernators can DS on 1st turn with no scatter there Deathwing so Hammernators can have guns all there shooting is twin-linked the Ork army is boxed in and has to assault 1st turn there weapons are useless on Hammernators even the power fist will most of the time bounce off 3++ and every unit flees of the table so thats a 1st turn win in my book.
1) No.
2) I know nids have a raw deal, but are you nids? If not, stop moaning, you can use allies too. Furthermore, I didn't even comment. How can I not have gotten the point?
3) Then use a different tactic. Spread them out. Infiltrate. Use reserves. Use fliers. Bring so many un-upgraded boyz that the TH/SS can't win. To me, your army smells of poor leadership.
1) Good just so we are clear
2) I know an i'm always right 3) You failed to get the point IG get everything and Nids NO allies NONE as in they only get there own codex they can't even have an Aegis defence line
4) Deathwing Hammernators can DS on 1st turn with no scatter there Deathwing so Hammernators can have guns all there shooting is twin-linked the Ork army is boxed in and has to assault 1st turn there weapons are useless on Hammernators even the power fist will most of the time bounce off 3++ and every unit flees of the table so thats a 1st turn win in my book.
This entire thread is based around "hammernauts are OP"
And I look at the possibility of 6 teams of 5 hammernauts coming my way and think to myself "What on earth will I do against it?!" then I realise "wait, I can just walk away and gun them down as they are freaking slow and cant even even shoot freaking lasguns at me"
Seriusly, hammernauts are among the least scary things in the game per cost, grow a spine.
can neither confirm nor deny I lost track of what I've got right now.
Thats right you dont get a reply Selym after you call someone a troll Your Argument is Invalid!
BoomWolf wrote: This entire thread is based around "hammernauts are OP"
And I look at the possibility of 6 teams of 5 hammernauts coming my way and think to myself "What on earth will I do against it?!" then I realise "wait, I can just walk away and gun them down as they are freaking slow and cant even even shoot freaking lasguns at me"
Seriusly, hammernauts are among the least scary things in the game per cost, grow a spine.
So i understand you have never played a game vs Deathwing Hammernator
1) Deathwing Hammernator can shoot and its all twin-linked
2) Deathwing Hammernator can deep strike 1st turn and don't scatter so 1" away from you then run so they daisy chain box you into your own deployment zone, so.......walk away were exactly your traped on your own table edge
3) Thanks to the Allies matrix every Imperial army can have 20 Deathwing Hammernator
4) The funny part is you just proved my point with your example, EVERYOTHER MELEE ARMY IN 6ed.. will get tabled in 4 turns or less. i.e. Wych cult dead!, Foot eldar or heavy Aspect warriors dead, Nid MC spam or Nid gaunt spam dead!, genestealers and all Ork armies unplayable.
5) SW blood claws, Korn Berserker, Black Templars still playable becauce of there 3+ save but will still loss 90% of games
This message was edited 5 times. Last update was at 2013/05/01 02:11:01
Something looks very, VERY wrong in that claim that "Deathwing Hammernator can shoot and its all twin-linked " considering that in order to TAKE hammer and shield you need to give up all other weapons in the firstplace.
So either you are a hammernator, or you can shoot. never both.
And considering they cost 49 points each, they will be very, very outnumbered even against marines.
Shooty armies got a whole turn of free point-blank shooting with all the plasma and spam guns they can muster, if you cant take 20 hammernators in point blank your shooting is a failure.
Assault armies would either drown them in bodies, or outright remove them. if you cant take down 20 hammernators when YOU have the charge with EVERY SINGLE UNIT IN YOUR ARMY, your assault units are lousy anyway.
Taking 20 deathwing hammernators as troops costs you a minimum of 1170 points. that is NOT cheap, your pretty much dedicated your entire strategy on that deathwing assault, and if that fails, you are left with virtually nothing.
There is a reason nobody in our LGS plays that thing, one trick pony armies are not only boring, they are easy to take down after you saw it once.
can neither confirm nor deny I lost track of what I've got right now.
orkgoffrocker wrote: Thats right you dont get a reply Selym after you call someone a troll Your Argument is Invalid!
BoomWolf wrote: This entire thread is based around "hammernauts are OP"
And I look at the possibility of 6 teams of 5 hammernauts coming my way and think to myself "What on earth will I do against it?!" then I realise "wait, I can just walk away and gun them down as they are freaking slow and cant even even shoot freaking lasguns at me"
Seriusly, hammernauts are among the least scary things in the game per cost, grow a spine.
So i understand you have never played a game vs Deathwing Hammernator
1) Deathwing Hammernator can shoot and its all twin-linked
2) Deathwing Hammernator can deep strike 1st turn and don't scatter so 1" away from you then run so they daisy chain box you into your own deployment zone, so.......walk away were exactly your traped on your own table edge
3) Thanks to the Allies matrix every Imperial army can have 20 Deathwing Hammernator
4) The funny part is you just proved my point with your example, EVERYOTHER MELEE ARMY IN 6ed.. will get tabled in 4 turns or less. i.e. Wych cult dead!, Foot eldar or heavy Aspect warriors dead, Nid MC spam or Nid gaunt spam dead!, genestealers and all Ork armies unplayable.
5) SW blood claws, Korn Berserker, Black Templars still playable becauce of there 3+ save but will still loss 90% of games
1) As said before, they CAN'T have guns.
2) You're 1" away from them. Shoot, charge, drown them in bodies.
3) Will almost never happen below 3k pts, as they're fething expensive.
4) Not my CSM. I've had those guys last until turn seven. You just need to be a competent general.
5) Hell no.
So i understand you have never played a game vs Deathwing Hammernator 1) Deathwing Hammernator can shoot and its all twin-linked 2) Deathwing Hammernator can deep strike 1st turn and don't scatter so 1" away from you then run so they daisy chain box you into your own deployment zone, so.......walk away were exactly your traped on your own table edge 3) Thanks to the Allies matrix every Imperial army can have 20 Deathwing Hammernator 4) The funny part is you just proved my point with your example, EVERYOTHER MELEE ARMY IN 6ed.. will get tabled in 4 turns or less. i.e. Wych cult dead!, Foot eldar or heavy Aspect warriors dead, Nid MC spam or Nid gaunt spam dead!, genestealers and all Ork armies unplayable. 5) SW blood claws, Korn Berserker, Black Templars still playable becauce of there 3+ save but will still loss 90% of games
First: your spelling is atrocious. Are you ten? You need to actually put effort into your posts like every other person who has responded to your insipid posts about how melee is dead.
Second: melee is not at all dead. Certain army playstyles that previously worked (like Wych cults) got taken down a notch because of Overwatch. That does not, by any stretch of the imagination, mean those armies are dead. People still assault with Beastmaster units, there are incredibly competitive players who still use Tyranids, namely Jesse Newton who placed in the top ten in the championship qualifiers at Adepticon. This year.
Third: It is fairly obvious that you are have no idea what you're talking about, so either you are intentionally trying to rile us up (which is trolling) or you really don't know how to play warhammer 40k.
This message was edited 1 time. Last update was at 2013/05/01 17:01:07
orkgoffrocker wrote: Thats right you dont get a reply Selym after you call someone a troll Your Argument is Invalid!
BoomWolf wrote: This entire thread is based around "hammernauts are OP"
And I look at the possibility of 6 teams of 5 hammernauts coming my way and think to myself "What on earth will I do against it?!" then I realise "wait, I can just walk away and gun them down as they are freaking slow and cant even even shoot freaking lasguns at me"
Seriusly, hammernauts are among the least scary things in the game per cost, grow a spine.
So i understand you have never played a game vs Deathwing Hammernator
1) Deathwing Hammernator can shoot and its all twin-linked
2) Deathwing Hammernator can deep strike 1st turn and don't scatter so 1" away from you then run so they daisy chain box you into your own deployment zone, so.......walk away were exactly your traped on your own table edge
3) Thanks to the Allies matrix every Imperial army can have 20 Deathwing Hammernator
4) The funny part is you just proved my point with your example, EVERYOTHER MELEE ARMY IN 6ed.. will get tabled in 4 turns or less. i.e. Wych cult dead!, Foot eldar or heavy Aspect warriors dead, Nid MC spam or Nid gaunt spam dead!, genestealers and all Ork armies unplayable.
5) SW blood claws, Korn Berserker, Black Templars still playable becauce of there 3+ save but will still loss 90% of games
1) As said before, they CAN'T have guns.
2) You're 1" away from them. Shoot, charge, drown them in bodies.
3) Will almost never happen below 3k pts, as they're fething expensive.
4) Not my CSM. I've had those guys last until turn seven. You just need to be a competent general.
5) Hell no.
1) my bad i must have read the codex wrong i thought it said SS/TH and a Shoulder mounted CML. no wait! thats what is dose say but personly i would just take 4 Hammernators and leave the power fist on the last guy and add a plasma cannon, but thats just me 2) Yeah tried that you see um Hammernators are GODS in melee that 3++ means even Mega Nobs can't kill very many the last game i had 9 Mega Nobs assault 5 Hammernators, mathhammer says the Mega Nobs should have inflicted 15 wound and then the Hammernators would have saved 10 still killing the unit what really happen was i rolled low for the charge 4 (average for Mega Nobs since they have Slow and Purposeful) so only 5 Mega Nobs got to attack only killing 3 Hammernators i lost the 5 Mega Nobs counts as 10 wounds, so lost combat but 7 the Ork can't past LD of 7 since i need to roll 0 on 2d6 3) They are expensive but i have found the smaller the points size the more a 2+ save counts, so games of less then 1000pts Hammernators are often the toughest model on the table.
4) I love that your only real argument is attacking my competence as a general. I know i'm easily the best general at my club because i never let your opponent dictate the battle, i know every move they will make before they do, i find the hardest opponents to be the Noobs. People that have never played a game before because they make tactically dumb moves e.g. death or glory on Battlewagon with a Power Fist when you can just Krak grenade it next turn or assaulting a mob of 30 boyz with there Space Marine Devastator Squad.
5) Really do you play Korn Berserkers NO! You love Abaddon, why because he has a Ap2 power weapon and a 2+ save. I still can not express my disbelieve at how underpowered Korn Berserkers are for 19pts in a 6ed codex, you would expect them to have 2 attacks since Wolf Guard are 18pts and have 2 attacks and Grey Knights are 20pts and have 2 attacks. Also fleet of foot would have not been out of place since its crap now but would help the get more charges. This would be balanced but we are talking about a new codex for 6ed so every Korn Berserkers should have a power weapon and the funny part is even if they did all have power weapons they would still not be as covered as Grey Knights
This message was edited 1 time. Last update was at 2013/05/01 17:20:56
orkgoffrocker wrote: Thats right you dont get a reply Selym after you call someone a troll Your Argument is Invalid!
BoomWolf wrote: This entire thread is based around "hammernauts are OP"
And I look at the possibility of 6 teams of 5 hammernauts coming my way and think to myself "What on earth will I do against it?!" then I realise "wait, I can just walk away and gun them down as they are freaking slow and cant even even shoot freaking lasguns at me"
Seriusly, hammernauts are among the least scary things in the game per cost, grow a spine.
So i understand you have never played a game vs Deathwing Hammernator
1) Deathwing Hammernator can shoot and its all twin-linked
2) Deathwing Hammernator can deep strike 1st turn and don't scatter so 1" away from you then run so they daisy chain box you into your own deployment zone, so.......walk away were exactly your traped on your own table edge
3) Thanks to the Allies matrix every Imperial army can have 20 Deathwing Hammernator
4) The funny part is you just proved my point with your example, EVERYOTHER MELEE ARMY IN 6ed.. will get tabled in 4 turns or less. i.e. Wych cult dead!, Foot eldar or heavy Aspect warriors dead, Nid MC spam or Nid gaunt spam dead!, genestealers and all Ork armies unplayable.
5) SW blood claws, Korn Berserker, Black Templars still playable becauce of there 3+ save but will still loss 90% of games
1) As said before, they CAN'T have guns.
2) You're 1" away from them. Shoot, charge, drown them in bodies.
3) Will almost never happen below 3k pts, as they're fething expensive.
4) Not my CSM. I've had those guys last until turn seven. You just need to be a competent general.
5) Hell no.
1) my bad i must have read the codex wrong i thought it said SS/TH and a Shoulder mounted CML. no wait! thats what is dose say but personly i would just take 4 Hammernator and leave the power fist on the last guy and add a plasma cannon, but thats just me 2) Yeah tried that you see um Hammernator are GODS in melee that 3++ means even Mega Nobs can't kill very many the last game i had 9 Mega Nobs assault 5 Hammernator, mathhammer says the Mega Nobs should have inflicted 15 wound and the would have saved 10 still killing the unit what really happen was i rolled low for the charge 4" (average for Mega Nobs since they have Slow and Purposeful) so only 5 Mega Nobs got to attack only killing 3 Hammernators i lost the 5 Mega Nobs counts as 10 wounds, so lost combat but 7 the Ork can't past LD with LD of 7 since i need to roll 0 on 2d6 3) They are expensive but i have found the smaller the points size the more a 2+ save counts, so at games < 1000pts Hammernator are often the toughest model on the table.
4) I love that your only real argument is attacking my competence as a general. I know easily the best general at my club because i never let your opponent dictate the battle, i know every move they will make before they do, i find the hardest opponents to be the Noobs people that have never played a game before because they make tactically dumb moves e.g. death or glory on Battlewagon with a Power Fist when you can just Krak grenade it next turn or assaulting a mob of 30 boyz with the Space Marine Devastator Squad.
5) Really do you play Korn Berserkers NO! You love Abaddon, why because he has a Ap2 power weapon and a 2+ save. I still can not express my disbelieve at how underpowered Korn Berserkers are for 19pts in a 6ed codex, you would think 2 attacks since Wolf Guard are 18pts and have 2 attacks and Grey Knights are 20pts and have 2 attacks. also fleet of foot would have not been out of place since its crap now but would help the get more charges. This would be balanced and were talking about a new codex for 6ed so every Korn Berserkers should have a power weapon and the funny part is even if they did all have power weapons they would still not be as covered as Grey Knights
Paragraphs! For the love of the Emperor use paragraphs!
Midnightdeathblade wrote: Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
orkgoffrocker wrote: Thats right you dont get a reply Selym after you call someone a troll Your Argument is Invalid!
BoomWolf wrote: This entire thread is based around "hammernauts are OP"
And I look at the possibility of 6 teams of 5 hammernauts coming my way and think to myself "What on earth will I do against it?!" then I realise "wait, I can just walk away and gun them down as they are freaking slow and cant even even shoot freaking lasguns at me"
Seriusly, hammernauts are among the least scary things in the game per cost, grow a spine.
So i understand you have never played a game vs Deathwing Hammernator
1) Deathwing Hammernator can shoot and its all twin-linked
2) Deathwing Hammernator can deep strike 1st turn and don't scatter so 1" away from you then run so they daisy chain box you into your own deployment zone, so.......walk away were exactly your traped on your own table edge
3) Thanks to the Allies matrix every Imperial army can have 20 Deathwing Hammernator
4) The funny part is you just proved my point with your example, EVERYOTHER MELEE ARMY IN 6ed.. will get tabled in 4 turns or less. i.e. Wych cult dead!, Foot eldar or heavy Aspect warriors dead, Nid MC spam or Nid gaunt spam dead!, genestealers and all Ork armies unplayable.
5) SW blood claws, Korn Berserker, Black Templars still playable becauce of there 3+ save but will still loss 90% of games
1) As said before, they CAN'T have guns.
2) You're 1" away from them. Shoot, charge, drown them in bodies.
3) Will almost never happen below 3k pts, as they're fething expensive.
4) Not my CSM. I've had those guys last until turn seven. You just need to be a competent general.
5) Hell no.
1) my bad i must have read the codex wrong i thought it said SS/TH and a Shoulder mounted CML. no wait! thats what is dose say but personly i would just take 4 Hammernators and leave the power fist on the last guy and add a plasma cannon, but thats just me 2) Yeah tried that you see um Hammernators are GODS in melee that 3++ means even Mega Nobs can't kill very many the last game i had 9 Mega Nobs assault 5 Hammernators, mathhammer says the Mega Nobs should have inflicted 15 wound and then the Hammernators would have saved 10 still killing the unit what really happen was i rolled low for the charge 4 (average for Mega Nobs since they have Slow and Purposeful) so only 5 Mega Nobs got to attack only killing 3 Hammernators i lost the 5 Mega Nobs counts as 10 wounds, so lost combat but 7 the Ork can't past LD of 7 since i need to roll 0 on 2d6 3) They are expensive but i have found the smaller the points size the more a 2+ save counts, so games of less then 1000pts Hammernators are often the toughest model on the table.
4) I love that your only real argument is attacking my competence as a general. I know i'm easily the best general at my club because i never let your opponent dictate the battle, i know every move they will make before they do, i find the hardest opponents to be the Noobs. People that have never played a game before because they make tactically dumb moves e.g. death or glory on Battlewagon with a Power Fist when you can just Krak grenade it next turn or assaulting a mob of 30 boyz with there Space Marine Devastator Squad.
5) Really do you play Korn Berserkers NO! You love Abaddon, why because he has a Ap2 power weapon and a 2+ save. I still can not express my disbelieve at how underpowered Korn Berserkers are for 19pts in a 6ed codex, you would expect them to have 2 attacks since Wolf Guard are 18pts and have 2 attacks and Grey Knights are 20pts and have 2 attacks. Also fleet of foot would have not been out of place since its crap now but would help the get more charges. This would be balanced but we are talking about a new codex for 6ed so every Korn Berserkers should have a power weapon and the funny part is even if they did all have power weapons they would still not be as covered as Grey Knights
Firstly: Improve your spelling, punctuation and grammar.
Secondly: Learn how to format a sentence.
Thirdly: Learn what a paragraph is, and then apply it to your writing style.
1) So why were you complaining about them having twin-linked guns? If you've ever seen them in combat IRL, you'd know already.
2) Hammernators aren't gods. Firstly, if your Nobz are failing to do anything, stop paying for them. Get more Boyz. Secondly, it is going to take quite a LONG time for Hammernators to cut through a 30-strong blob of Orks. Tarpit and move on. Thirdly, 3++ is the same as fighting a 3+ with only AP 4 or higher, it will on average take three wounding hits to kill one of those terminators with a powerklaw, something a Nob can easily do.
As I said before, use reserves. Hammernators can only attack things in CC, reserves subvert their ability to kill things. Stormboyz, Dakkajets, Bikerz, anything in a transport can/will out run a hammernator. Use the options given to you in your codex, ffs.
3) Except Ghazkhull. Avoid the damn things if you can't kill them.
4) Actually, it's mostly reason and logic, but your seeming incapacity to accept a new tactical doctrine is near proof of poor generalship.
5) So first you are saying that Berzerkers are good because they have a 3+, then immediatley contradict yourself by saying that they will loose 9/10 games. Then you say that for 19 pts they are under-powered. One Berzerker will kill a Wolf Guard in melee. GK is standard Matt Ward fail.
So i understand you have never played a game vs Deathwing Hammernator
1) Deathwing Hammernator can shoot and its all twin-linked
2) Deathwing Hammernator can deep strike 1st turn and don't scatter so 1" away from you then run so they daisy chain box you into your own deployment zone, so.......walk away were exactly your traped on your own table edge
3) Thanks to the Allies matrix every Imperial army can have 20 Deathwing Hammernator
4) The funny part is you just proved my point with your example, EVERYOTHER MELEE ARMY IN 6ed.. will get tabled in 4 turns or less. i.e. Wych cult dead!, Foot eldar or heavy Aspect warriors dead, Nid MC spam or Nid gaunt spam dead!, genestealers and all Ork armies unplayable.
5) SW blood claws, Korn Berserker, Black Templars still playable becauce of there 3+ save but will still loss 90% of games
First: your spelling is atrocious. Are you ten? You need to actually put effort into your posts like every other person who has responded to your insipid posts about how melee is dead.
Second: melee is not at all dead. Certain army playstyles that previously worked (like Wych cults) got taken down a notch because of Overwatch. That does not, by any stretch of the imagination, mean those armies are dead. People still assault with Beastmaster units, there are incredibly competitive players who still use Tyranids, namely Jesse Newton who placed in the top ten in the championship qualifiers at Adepticon. This year.
Third: It is fairly obvious that you are have no idea what you're talking about, so either you are intentionally trying to rile us up (which is trolling) or you really don't know how to play warhammer 40k.
1) Thanks for being a Grammar Nazi about a little spelling mistake, I hope it made you feel like man. I never pointed out your a virgin!
2) i) Overwatch is really not that bad other then tau with there 210 shot or worse adding makerlight to it so they Overwatch at BS 5. The problem is random charge range being 2d6 if you mathhammer it out 2d6 averages to 7" so that is a 66.666 % (2/3) chance before Overwatch
so 1 out of 3 assaults will fail before it even starts, but thats not enough we have to rub salt into the wound and make the poor assault unit eat Overwatch shots only to get rapid fired next turn.
2) ii) I had a look at Jesse Newton Termagant, Carnifex with Devourer w/Brainleech Worms, Hive Tyrant TL Devourer w/Brainleech
Worms kind sounds like a shooting army. Truthfully i don't know everyone stop playing Nids in 5ed at my club. Also he had a Skyshield Landing Pad, since Nids can't have Allies he can't take Fortifications so the army list is Invalid
3) No no i still play i just stop playing Orks unless my opponent is play Orks too then both list are poo and its a fun game, we both sit with 30 shoota boyz with 3 big shootas 23" away from each other and try to kill a more then a single Ork boy a turn, but thats just for the lulz.
Back to the real list i play
4 Rune Priests all with Divination (guild)
Allied IG so i get the most OP flyers
IG blob of 50 - - - First rank fire, second rank fire this would net you 140 shots add the Rune Priest with Divination (guild)
So i understand you have never played a game vs Deathwing Hammernator
1) Deathwing Hammernator can shoot and its all twin-linked
2) Deathwing Hammernator can deep strike 1st turn and don't scatter so 1" away from you then run so they daisy chain box you into your own deployment zone, so.......walk away were exactly your traped on your own table edge
3) Thanks to the Allies matrix every Imperial army can have 20 Deathwing Hammernator
4) The funny part is you just proved my point with your example, EVERYOTHER MELEE ARMY IN 6ed.. will get tabled in 4 turns or less. i.e. Wych cult dead!, Foot eldar or heavy Aspect warriors dead, Nid MC spam or Nid gaunt spam dead!, genestealers and all Ork armies unplayable.
5) SW blood claws, Korn Berserker, Black Templars still playable becauce of there 3+ save but will still loss 90% of games
First: your spelling is atrocious. Are you ten? You need to actually put effort into your posts like every other person who has responded to your insipid posts about how melee is dead.
Second: melee is not at all dead. Certain army playstyles that previously worked (like Wych cults) got taken down a notch because of Overwatch. That does not, by any stretch of the imagination, mean those armies are dead. People still assault with Beastmaster units, there are incredibly competitive players who still use Tyranids, namely Jesse Newton who placed in the top ten in the championship qualifiers at Adepticon. This year.
Third: It is fairly obvious that you are have no idea what you're talking about, so either you are intentionally trying to rile us up (which is trolling) or you really don't know how to play warhammer 40k.
1) Thanks for being a Grammar Nazi about a little spelling mistake, I hope it made you feel like man. I never pointed out your a virgin!
2) i) Overwatch is really not that bad other then tau with there 210 shot or worse adding makerlight to it so they Overwatch at BS 5. The problem is random charge range being 2d6 if you mathhammer it out 2d6 averages to 7" so that is a 66.666 % (2/3) chance before Overwatch
so 1 out of 3 assaults will fail before it even starts, but thats not enough we have to rub salt into the wound and make the poor assault unit eat Overwatch shots only to get rapid fired next turn.
2) ii) I had a look at Jesse Newton Termagant, Carnifex with Devourer w/Brainleech Worms, Hive Tyrant TL Devourer w/Brainleech
Worms kind sounds like a shooting army. Truthfully i don't know everyone stop playing Nids in 5ed at my club. Also he had a Skyshield Landing Pad, since Nids can't have Allies he can't take Fortifications so the army list is Invalid
3) No no i still play i just stop playing Orks unless my opponent is play Orks too then both list are poo and its a fun game, we both sit with 30 shoota boyz with 3 big shootas 23" away from each other and try to kill a more then a single Ork boy a turn, but thats just for the lulz.
Back to the real list i play
4 Rune Priests all with Divination (guild)
Allied IG so i get the most OP flyers
IG blob of 50 - - - First rank fire, second rank fire this would net you 140 shots add the Rune Priest with Divination (guild)
1) Stop retaliating like a butthurt nine-year-old.
2) I) 210 shots? Overwatch at BS5? Try reading the codex, please. They can overwatch at BS2, but that's it IIRC. And 210 shots is waaay out there on how much a unit can fire.
II) Nids can take forts, as that's an addition to the primary detachment, not an extra for an allied detachment. Furthermore, your use of roman numerals to write point "2" in two parts is pointless, as part two is unrelated to part one, and logically should be just point "3".
3) Orks can be very competitive, if you actually bother to use them properly. Also, if you so rarely use Orks, why do you keep complaining about how they're getting killed by Hammernators?
As for this: "Allied IG so i get the most OP fliers", this just makes you sound like a douche. It also doesn't help that you have poor S.G.P (Spelling, Grammar and Punctuation).
This message was edited 1 time. Last update was at 2013/05/01 18:56:34