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I had an interesting conversation with a staff member of the Nottingham GW branch today, as i picked up my refill of leadbelcher spray. It went a little something like this:
Staff: So, what’re you working on?
Me: Oh Just just rangers/vanguard that im considering getting hoplite upgrade kits for.
Staff: Ah, cool, cool. How much are they from FW these days?
Me: About £45 including the ranger/vanguard bodies, which is a bit pricey, but i can always get a starter kit and sell on the dunecrawler to reduce the cost. Though no-one really wants any dominuses.
Staff: Oh yeah that is a bit pricey. You could kitbash Necron Lychguard shields and staffs instead of the ho-lite kits, but i guess thats more or less the same price. (Not if you get them from ebay, i didnt tell him that)
Staff: Ya know i’ve started converting my dominus into Myrmidons...
Me: Cool, now all we need are 40k rules for them.
Staff: Ah well there are rumours we’ll be getting some.
Me: Really!
Maybe the rumors still = Fires of Cyraxus (coming spring 2024)
But if we might get for real myrmidon rules for 40k I would be SUPER psyched. Myrmidons are awesome and the forgeworld models for them are incredible.
ph34r's Forgeworld Phobos blog, current WIP: Iron Warriors and Skaven Tau +From Iron Cometh Strength+ +From Strength Cometh Will+ +From Will Cometh Faith+ +From Faith Cometh Honor+ +From Honor Cometh Iron+
The Polito form is dead, insect. Are you afraid? What is it you fear? The end of your trivial existence?
When the history of my glory is written, your species shall only be a footnote to my magnificence.
ph34r wrote: Maybe the rumors still = Fires of Cyraxus (coming spring 2024)
But if we might get for real myrmidon rules for 40k I would be SUPER psyched. Myrmidons are awesome and the forgeworld models for them are incredible.
Well they're doing 30k rules for the new knights and armigers, myrmidons are about the only semi-sentient models in 30k. Given the all out ban on the use of easily controlled automatons by a super secret necronic dragon
Heavy Support - 550 5x Kastelan Robot - 15x Heavy Phosphor Blaster
Total: 1996 points 16 CP (-4)
I feel it gives me a good mix of shooting and fighting power. I suppose you can swap out Lemartes, DC, and Techmarine for 3x5 Scouts and another Kastelan Robot, but I am wary of going over 5. You can also drop Basilisks and switch the Guard regiment to Valhallan; with the spare points, add 2 Neutron Crawlers and 2 DC and give Techmarine a Beamer.
On a side note, 5 Kastelan Robots with Cawl rerolls, Binharic Override, and Wrath of Mars is much better shooting than a Castellan. And before you say "but anti-tank," Kastelans do better against a Castellan:
5 Kastelans vs. Castellan:
2*5*9*(3/6+3/6*3/6)*2/6*4/6 + 2*5*9*(1/6+3/6*1/6) = 37.5
Recall from my previous calculations that a Castellan, on average, does 26 wounds to another Castellan.
No Cawl, if we want to be more point equivalent:
2*5*9*3/6*2/6*4/6 + 2*5*9*1/6 = 25
This message was edited 3 times. Last update was at 2018/06/28 21:23:09
I m considering to remove the guard part Al together now.
I'm sacrificing 2 much for what? Maybe if I don't go stygies or I don't take transport in my Mars. Only then I'd prefer guard troops.
Sure the 5+/5+ is an issue but interf with more CP.
I don't gnerally speak about lists since I'm pressed on time I m focused on building a synergy with knights.
So all the above said correctly from Suzuteo and I LL add guard can add some antiphycu in our armies but atm with knights in the picture I don't see a need to count on bane blades etc.
Even so it might sound guard as a better option as stock troops but coming down to decide what troop to pick and wanting to use transports I'd go for mech vanguard. I don't care more mortars when I got robots and Icarus + most likely a Gatling knight and some armiger's .
Even if I eventually degrade into a simple battalion and spearhead even so it would be nice to have graia or stygies for any matter on option. A -1 to hit stock stygies ranger camping obj is more to my playstyle than guard infantry .
It's actually a decisions with our options atm.amd if I can play seriously with ad mech troops I like the special weapons options double canticle or defence of dogmas. If want aggressive stygies or transports can make it so the move move etc advantages don't weight so much now!
Our warlord trait let me take a relic more instead of investing and a WT and a relic from guard to gain CP recycling. Guess I gotta b happy if I manage to at least get malevolance .
As for transport. And how I see it atm. I don't see in a normal environment more than 2 being used. They are not so good and I'm not sure yet how the rest will units will perform! 10-12 priests sound ok but 19 would be better or 2*29 make a plan. 130 points for transport gotta seriously worth the fuzz. And I definitely want to add more units inside to lower the count. So it would become 2 hq and 10 something? Or maybe 2* 5 man and hq or 2*6 man. Optimal would be to avoid the tax for all enginseers and troops so I tried to get it optimal and include most hq and two troop choise.
Same goes for stygies. Sounds like a tax to take a transport to infiltrate ?? You pay for the deep strike option default. It's not cheap nor helps can make a serious transport capacity .
Does it worth to take rusttalkers in it?
I LL try to get 2*5*2 plasma as offnce and test it out with hq inside . We see how it goes.
This message was edited 1 time. Last update was at 2018/06/28 23:13:29
Suzuteo wrote: Reasons to run Guard:
1) CP recycling
2) Bodies for screening and objective secured
3) Basilisks
4) Hellhounds
5) Shadowsword
6) Heavy Weapons
AdMech can recycle on 6s which is good enough. 5s are better but since the CP buff to Battalions less important. Screening is not as important as before and with admech you have some bodies and your dragoons. You can play a BA Battalion take slamguinius and get scouting bodies plus option for vertus vitae. Everything after that is artillery sans hellhounds which I dont care for.
Dont get me wrong, they are good. But they are far away from being an auto take now.
Suzuteo wrote: Reasons to run Guard:
1) CP recycling
2) Bodies for screening and objective secured
3) Basilisks
4) Hellhounds
5) Shadowsword
6) Heavy Weapons
AdMech can recycle on 6s which is good enough. 5s are better but since the CP buff to Battalions less important. Screening is not as important as before and with admech you have some bodies and your dragoons. You can play a BA Battalion take slamguinius and get scouting bodies plus option for vertus vitae. Everything after that is artillery sans hellhounds which I dont care for.
Dont get me wrong, they are good. But they are far away from being an auto take now.
They're not equivalent. The Guard 5+ for when you spend CP is PER POINT. So if you spend 3CP on an ability you roll 3 dice with a 5+ getting each one back. Our admech version is one dice any time cp is spend you regain a single cp, regardless of how many were spent.
Having said that the admech one on 6s virtually never works for me. I'm almost moving off it entire because i'm lucky if I get 1 or 2 back per game. I'd much rather take necromechanic or something instead. In fact the use of a Knight is an incentive to me to actually get a warlord trait thats a bit more worthwhile.
I know its per cp. I still dont get why so many people rely so heavily on the guard cp farm. For me its just a detachment slot that could be better used if you are just taking a barebones battalion. I play with the monitor since forever and its very seldom i run oocp, mostly when playing with 2 slamguiniusses.
Since I don't have yet finished other newer models I LL try this list in my summer games! Of I LL tweak and adjust accordingly. I could use some details for the knights. What you dprefer and why!!
Iago40k wrote: I know its per cp. I still dont get why so many people rely so heavily on the guard cp farm. For me its just a detachment slot that could be better used if you are just taking a barebones battalion. I play with the monitor since forever and its very seldom i run oocp, mostly when playing with 2 slamguiniusses.
You mentioned exactly why we would need the CP recycling. If you run Blood Angels or Knights, you are going to be burning through CP really fast.
So, two lists to attempt to wrap my head around how these archetypes could work.
Spoiler:
Blood Angels Battalion Detachment - 434
HQ - 269 1x Captain w/ Jump Pack - Thunder Hammer, Stormshield, Relic: Angel's Wing, Death Visions of Sanguinius
1x Mephiston - Powers: Quickening, Shield of Sanguinius, Wings of Sanguinius
Heavy Support - 660 6x Kastelan Robot - 18x Heavy Phosphor Blaster
Total: 1993 points 18 CP (-2)
This is pretty much a more extreme version of the earlier list. I am wary of 6x Kastelan Robot, but that unit hits insanely hard. Just buries enemies under mortal wounds. It's practically an auto-win if you go first in favorable terrain; Scouts try their best to ensure that. However, therein lie the weaknesses of this army: If you deploy second against enemy scouts, face off against some Green Tide style army, or go second against something like a Castellan, it's going to get dicey fast. Has 18 CP, 2 of which is spent on Slamguinius immediately, and 5+/5+ recycling.
Elite - 384 12x Fulgurite Electro-Priest - Electroleech Stave
12x Fulgurite Electro-Priest - Electroleech Stave
Fast Attack - 272 4x Sydonian Dragoon - Taser Lance
Total: 1996 points 16 CP (-4)
This list is all about alpha and beta striking. The BA can be deployed onto the board and simply move through the enemy scouts to reach their targets. As anyone who has played BA knows, it is incredibly hard to screen them out, since all of their threats fly. The Drills can be filled with either of the Priest units or Vanguard; it's okay if one Priest unit is infiltrated normally or if you deploy the Vanguard to grab objectives. Massive threat saturation on turn one will make it difficult for your opponent to respond effectively, especially if they are themselves a beta striking army. There is no real backfield to defend, so your objectives are just going to have to be held by infantry. Army has only 16 CP, and it needs the 5+,5+/5+ to maintain your CP pool. By the end of a good turn one, you burn more CP than you start deployment with!
If you want a second Captain, you can replace Techmarine and 3 DC with one. But I think that is a mistake, since you won't have enough stratagems for all of your BA.
This message was edited 3 times. Last update was at 2018/06/29 16:44:50
I just dont see the need for grand strategist, aquila and vertus vitae. I rather spend the Points/detachment for something else. If your list is this desperate for stratagems turn 1 then any dark eldar Player will gladly vect you each phase and get cp on their own. So list 1 is what i like because vect can only be used once per phase but there are at least 2 stratagems He want to block in the movement Phase.
But all in all. I reckon its just different ways to approach lists or play them.
I'm not sure if Agents of Vect is a good reason to run fewer CP recyclers. Also doubt it will affect the plan too much. I mean, they can't AoV during deployment, and you have a ton of stratagems to use in every phase but Psychic.
This message was edited 1 time. Last update was at 2018/06/29 17:33:55
Suzuteo wrote: I'm not sure if Agents of Vect is a good reason to run fewer CP recyclers. Also doubt it will affect the plan too much. I mean, they can't AoV during deployment, and you have a ton of stratagems to use in every phase but Psychic.
my point was building a list that so heavily relies on stratagems its dangerous if there is only one certain stratagem each phase that you need. Because that will get vect. Plus, knights are everywhere now and I am not a fan of getting shot by shieldbreaker missiles. If the monitor dude dies than well it sucks but at least he opened up a detachment i really need. I absolutely see why people take AM, for me its just not necessary. I rather take the monitor plus vitae (if playing BA) and use the Points and detachment elsewhere. But thats personal preference. I am no AM player by heart so it is certainly a wee bit of antipathy :-D
This message was edited 3 times. Last update was at 2018/06/29 19:32:46
That isn't a weakness in our armies though. It's a strength of DEldar. Agents of Vect is amazingly good because no army is foolproof against what is essentially a Counterspell for 40k.
I mean, yeah, Agents of Vect on Forlorn Fury, Descent of Angels, and either Honour the Chapter or Zealous Congregation can really suck, but having that CP in the long run is important.
And it's not as if the first list is necessarily better. In fact, it's probably even more vulnerable, since its stratagem use is more evenly distributed. Wrath of Mars is something I would love to counter as a DEldar player.
That being said, perhaps you have a point that a more well-rounded list with Mars, Stygies, and Blood Angel detachments is worth looking into.
The lists that are hanging in the top 8s with Drukari have a whole lot of CP and can spend from multiple books. Agents of Vect can stop your smash captains for a turn ... sort of ... but if he stops your castellan too then he is out of CP. The only answer to agents of vect is simply spending even more CP and baiting the drukari in spending harder than you do.
EDIT: also, agents of vect doesn't really work on forlorn fury. Vect causes the strategem to 'not be resolved', which means that forlorn fury wasn't used once. So you can just do it again because the phase limitation doesn't apply before the battle round begins because there is no phase before the battle round begins.
This message was edited 1 time. Last update was at 2018/06/29 22:19:16
Wulfey wrote: The lists that are hanging in the top 8s with Drukari have a whole lot of CP and can spend from multiple books. Agents of Vect can stop your smash captains for a turn ... sort of ... but if he stops your castellan too then he is out of CP. The only answer to agents of vect is simply spending even more CP and baiting the drukari in spending harder than you do.
EDIT: also, agents of vect doesn't really work on forlorn fury. Vect causes the strategem to 'not be resolved', which means that forlorn fury wasn't used once. So you can just do it again because the phase limitation doesn't apply before the battle round begins because there is no phase before the battle round begins.
Right. I think Agents of Vect is best used at critical junctures like when you need to pull off a long charge. Simply countering everything won't do because you will run out of CP yourself.
Ah right. That's a good point. There's nothing stopping me from FF again in the phase-that-is-not.
Why would He run oocp? Hes got a farm as well you know and if our lists are focussed on turn one He doesnt even have to wait to spend all of them. Lets say He vects four Times turn one. That is 12 cp of which he gets at least three back. He started with 14ish. So still 5 left while crippling us...
I played too many of them by now to not be afraid :-D
And He cant stop forlorn fury either way because its a "before the battle begins" stratagem.
Since we got our transports now, i was wondering, could a stygies Brigade be viable?
This message was edited 1 time. Last update was at 2018/06/30 09:44:05
Why would you want a stygies brigade? Increase drops so you definatly dont get the +1 to go first, take loads of min squads to give up easy kill points?
Envii wrote: Why would you want a stygies brigade? Increase drops so you definatly dont get the +1 to go first, take loads of min squads to give up easy kill points?
That depends on your event if you dont have kill points or there severly limited its not a big issue. I've taken 38 units to some comp events prior to rule of 3 and come top 1/4
MSU is great for objective control and tough for a loot of armies to deal with. I knights list for example wont have the guns to table.
As to not getting the +1 you still go first 40% of the time
The reason not to run a stygies brigade are that Your HS are better in guard. You only optimally want one FA and you don't want that many HQ.
This message was edited 2 times. Last update was at 2018/06/30 13:22:18
Suzuteo wrote: Prototype Electro-Priest using the new Anvil bionic heads:
Looks so much better than the stock Priests.
I like the face, reminds me of the inquisitor from an old red dwarf episode. Have you got a few poses in mind? That one is quite dynamic. I wondered if your going for a squad of 20 would you have them in a similar pose?
Automatically Appended Next Post: Oh wow, I’ve just seen the range. I’m seriously considering those bionic skulls. They could be quite decent as replacement scouts if I ever wanted to tie in blood angels to my army
This message was edited 1 time. Last update was at 2018/07/01 09:52:30
Envii wrote: Why would you want a stygies brigade? Increase drops so you definatly dont get the +1 to go first, take loads of min squads to give up easy kill points?
yes, all that is exactly what I want, thank you.
You still get to go first roughly 40% of the time, plus the part with "since we got transports" now, is pretty important. With those we can lower the drops significantly. I know our HQs suck but if I play stygies brigade and a mars spearhead (like usual) I still have 2 HQs I usually dont want to have. So with a brigade there will be one more. so 47 points down the dumpster. Okayish.
Pros are good board control, infiltration (very versatile), melee capability, -1 on everyoe, etc. Cons are the poor poor shooting since Icarus Onager and Balistarii are the only viable options with this. At least long range. With the transports one can go for a plasma bomb. Which is not too bad. Will it be optimal, probably not? But can it work? well, that is the question I seek to be answered
Suzuteo wrote: Prototype Electro-Priest using the new Anvil bionic heads:
Looks so much better than the stock Priests.
Very nice. Very Inquisition like. Reminds of those flesheater ghouls I turned into arco flaggenlants. I used the ends of your staff weapons as their arms. Those head look reallys cool
This message was edited 2 times. Last update was at 2018/07/01 13:33:00
Suzuteo wrote: Prototype Electro-Priest using the new Anvil bionic heads:
Looks so much better than the stock Priests.
I like the face, reminds me of the inquisitor from an old red dwarf episode. Have you got a few poses in mind? That one is quite dynamic. I wondered if your going for a squad of 20 would you have them in a similar pose?
Automatically Appended Next Post: Oh wow, I’ve just seen the range. I’m seriously considering those bionic skulls. They could be quite decent as replacement scouts if I ever wanted to tie in blood angels to my army
I am making 30 of these guys. They use Mantic Ghoul legs as a base, so lots of crouching, shambling, and lunging poses. They really jive well with the Bloodletter torsos. The shoulder part looks weird, hence the Anvil gothic shoulder pads. And you can't see it, but I bent some Corpuscarii headpieces and they are now the "spine" of the Bloodletter. All said and done, it looks like a space zombie take on a Priest.
If cost weren't an option though, I would use flagellant legs with the weapons; they look more priesty. Then again, my guys are supposed to be Fulgurite Mendicants; they only use energy that they generate themselves or are given naturally. But the savings are great when you bargain hunt for kitbash stuff on eBay. These Electro-Priests come out to $2 per model.
This message was edited 2 times. Last update was at 2018/07/01 16:27:48
i guess im the only one who actually likes the gw priests.
Just wait until they're painted. They will look awful. Bwahaha.
You guessed correctly.
But yeah, aside from vehicles, everything I do is kitbashed on the cheap. I also have 15 true scale Death Company in the works for $3.50 per model.
And I recently finished speed-painting my Mephiston for this month's Dakka painting contest thing; I'm not that great, but I like how it keeps me motivated. He was $6:
You guys are so conservative. I mean, shirtless blue guys with robe bottoms? Come on. Just because they designed it poorly the first time around doesn't mean we need to embrace the failure.
This message was edited 1 time. Last update was at 2018/07/01 22:47:04