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OKay so its nothing strange then. Its just using the Rhino to protect the units coming behind the Dominions. I thought there must be more to it for it to have its own nick name but...no. Lol.
Right, its just exploiting the length of a rhino to increase the speed of the army without the crazy cost of putting every unit in a rhino
Yeah, there's nothing fancy about it, and I'm always jumping models into empty Rhinos. But this was the first time I'd built a list and deployment scheme around the concept and it felt incredibly strong. It gave some new life to things like Celestians and heavy flamer Retributers by allowing them to cross the table as if they were Dominions... they just don't hit until Turn 2. It would have a rough time against a strong anti tank army, but I also had 3 Exos to draw fire, so it worked out nicely.
Seems like its better w Storm Bolter Dominion, thinking through it. But i suppose not exclusively. It could also give life to multimelta retributors, with the Vessel of the Emperor if you were careful.
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
Jancoran wrote: Seems like its better w Storm Bolter Dominion, thinking through it. But i suppose not exclusively. It could also give life to multimelta retributors, with the Vessel of the Emperor if you were careful.
I did two Rhinos with stormbolter Doms and one with meltas to get the Rhinos moving with Vanguard. The SBs bailed halfway across and opened up on Turn 1 in rapid fire range, leaving their transports empty for the others. The meltas stayed embarked until Turn 2 because my opponent had tucked his anti-tank (5 LandSpeeder Typhoons) away in the back.
This photo is the end of my Turn 1... 10" Vanguard, disembark SBs and load everyone else, 12" Movement, short charge into the Space Wolves, and a small pile-in from the enemy. Top to bottom, those Rhinos have melta Doms + Celestians in the first Rhino, heavy flamer Retributers + Canoness/Preacher/Dialogus in the second, and a spare BSS unit in the third. The two SB Doms have disembarked, Celestine and the other HQs are Advancing to keep up, and three charging Rhinos have engaged two Space Wolf squads and the Thunderwolf Cavalry.
You can see my error... I failed to anchor my flank with the board edge. On my opponent's Turn 1, he'll wrap the Wolves around my bottom Rhino and then smash it with TWC, killing the unit inside. But on my Turn 2, the melta Doms disembark under the bridge to shoot at Typhoons in melta range, the heavy flamer Rets mop up the Wolves, stormbolters shred the Grey Hunters, the Celestians use the Passion to take down the Thunderwolf Cav in melee, and Celestine arrives to take on Arjac Rockfist. I took out several hundred points and turned the flank in a single turn. I know it isn't a foolproof tactic or useful against all armies, but it sure worked out well this time.
Celestians? Holy crap, using them alone gets you bonus props. i have a whole bunch of "sword wielding" sisters that came ina lot like...12 years ago. I meant to turn them into Celestians. then i realized how bad Celestians are. Still no primer on them. I need to do that because you JUST KNOW those will somehow be good in the codex? Maybe?
That being hoped for no obvious reason, Im wondering how the Typhoons did. Seems like they were definitely badly deployed. Did you take them out with just meltas? or...
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
Jancoran wrote: Celestians? Holy crap, using them alone gets you bonus props. i have a whole bunch of "sword wielding" sisters that came ina lot like...12 years ago. I meant to turn them into Celestians. then i realized how bad Celestians are. Still no primer on them. I need to do that because you JUST KNOW those will somehow be good in the codex? Maybe?
That being hoped for no obvious reason, Im wondering how the Typhoons did. Seems like they were definitely badly deployed. Did you take them out with just meltas? or...
Celestians are far from competitive... but they aren't terrible. 60 points gets you five with a power axe. If you're chasing a Brigade anyway, that's in lieu of a Dialogus or Preacher for a few extra points. Getting them across the table is a chore, but once I did that, the S6 axe was nice against the Thunderwolves, the Passion gave them over 40 3+ attacks, and they soaked two wounds that would have dropped Celestine so she could finish off the SW character. In this game they earned their keep.
The Typhoons were deployed under a bridge with pretty good fields of fire and got into a shootout with the Exorcists. They got an Exorcist in a single turn, I got one with the melta Doms (terrible damage rolls, it took all three wounding hits to take off six wounds), and bagged three more with the two remaining Exos. They might have been better had my opponent taken the movement penalty and stashed them out of sight or range until his turn. They're cheapish and fast, but flimsy... it was his only AT and an obvious target for Exos, so they never really had a chance.
Jancoran wrote: Celestians? Holy crap, using them alone gets you bonus props. i have a whole bunch of "sword wielding" sisters that came ina lot like...12 years ago. I meant to turn them into Celestians. then i realized how bad Celestians are. Still no primer on them. I need to do that because you JUST KNOW those will somehow be good in the codex? Maybe?
That being hoped for no obvious reason, Im wondering how the Typhoons did. Seems like they were definitely badly deployed. Did you take them out with just meltas? or...
Celestians are far from competitive... but they aren't terrible. 60 points gets you five with a power axe. If you're chasing a Brigade anyway, that's in lieu of a Dialogus or Preacher for a few extra points. Getting them across the table is a chore, but once I did that, the S6 axe was nice against the Thunderwolves, the Passion gave them over 40 3+ attacks, and they soaked two wounds that would have dropped Celestine so she could finish off the SW character. In this game they earned their keep.
The Typhoons were deployed under a bridge with pretty good fields of fire and got into a shootout with the Exorcists. They got an Exorcist in a single turn, I got one with the melta Doms (terrible damage rolls, it took all three wounding hits to take off six wounds), and bagged three more with the two remaining Exos. They might have been better had my opponent taken the movement penalty and stashed them out of sight or range until his turn. They're cheapish and fast, but flimsy... it was his only AT and an obvious target for Exos, so they never really had a chance.
I want to like them, i never had room for them in my list, my Brigades i take Dialogus, i find they are extremely useful, character protection is very important IMO, having cheap character sitting back stopping teleports, DSing, and holding objectives are so nice.
If the squad all could get a Storm shield i would take them in a heartbeat every game.
This message was edited 1 time. Last update was at 2019/04/24 03:10:09
Jancoran wrote: Celestians? Holy crap, using them alone gets you bonus props. i have a whole bunch of "sword wielding" sisters that came ina lot like...12 years ago. I meant to turn them into Celestians. then i realized how bad Celestians are. Still no primer on them. I need to do that because you JUST KNOW those will somehow be good in the codex? Maybe?
That being hoped for no obvious reason, Im wondering how the Typhoons did. Seems like they were definitely badly deployed. Did you take them out with just meltas? or...
Celestians are far from competitive... but they aren't terrible. 60 points gets you five with a power axe. If you're chasing a Brigade anyway, that's in lieu of a Dialogus or Preacher for a few extra points. Getting them across the table is a chore, but once I did that, the S6 axe was nice against the Thunderwolves, the Passion gave them over 40 3+ attacks, and they soaked two wounds that would have dropped Celestine so she could finish off the SW character. In this game they earned their keep.
The Typhoons were deployed under a bridge with pretty good fields of fire and got into a shootout with the Exorcists. They got an Exorcist in a single turn, I got one with the melta Doms (terrible damage rolls, it took all three wounding hits to take off six wounds), and bagged three more with the two remaining Exos. They might have been better had my opponent taken the movement penalty and stashed them out of sight or range until his turn. They're cheapish and fast, but flimsy... it was his only AT and an obvious target for Exos, so they never really had a chance.
I want to like them, i never had room for them in my list, my Brigades i take Dialogus, i find they are extremely useful, character protection is very important IMO, having cheap character sitting back stopping teleports, DSing, and holding objectives are so nice.
If the squad all could get a Storm shield i would take them in a heartbeat every game.
A Stormshield option would make them really good. Neveer lose a character again. Hehehe.
Automatically Appended Next Post: Managed to get another game in with the Adepta Sororitas. This time it was a smaller battle, at 1170 points or so, so a shorter contest.
He deployed first and he got first turn. We played on the Quadrants deployment. I cut out the Seraphim and tanks as well as a couple Sisters units to get it down to size.
1
He went first and advanced his army up through the middle and my forces were out,of reach but easily within charge distance after his turn one. He moved the Damon Prince to my left flank to disallow Celestine from getting the jump on him and setting up his turn two charge perfectly. His Blood Crushers swooped on my right flank and used a building to hide himself from view in preparation for their charges. As I had chosen to be quite close to my deployment vertex, it would get bloody soon. 40 Khornate Daemons faced the firing line, hissing and spitting vile curses. The Skull Cannons belched death, killing members of Yellow Squad in the back ranks and testing their leadership capabilities to stand fast.
Canoness F'lell, Uriah jacobus, the Mistress of Pain and the Dialogus were centered to the fore and Celestine leapt forward, intent on killing the Skulltaker hiding behind the central LOS blocker which she did, bypassing the Khornate deamons to bring her wrath to the leadership, the very fate the Daemon Prince had hoped to avoid. ALL my Acts of Faith failed. This was not optimal.
The Sisters of Battle shifted left, while the Arco-Flagellents moved out of hiding and behind all of them. A Dialogus advanced backwards to hold an objective but could not move fast enough. All the bolters fired into the two large units, killing most of the 40 Khornate daemons. On the far left the Teal Squad rushed in and finished the leftmost daemon squad in a blizzard of rifle butts. The first turn was over with Teal Squad well up the field thanks to their successful charge but standing right next to a Daemon Prince. The last of the Khornate daemons tried to use their banner, with a re-roll, to pas and resurrect some of their number but it was not successful.
2
The Daemon Prince smashed into Celestine with the Herald of Khorne. the Skull Cannons fired and took out more members of Yellow Squad, and forced another to fail their leadership and run. Then one of the Skull Cannons crashed into Teal squad to stop them from getting past, to the objective. The blood Crushers winged around the LOS blocker in the center and then flung themselves into Pink squad. The Prince did 4 wounds to Celestine which was better than she deserved and i made the critical decision which created a hero. I had used Heroic intervention to bring the Canoness into the fight with the relic blade of the Sisterhood. She swung, with Uriah Jacobus to lend her conviction, hitting 5 and wounding 5! They failed all saves and were obliterated in the blink of an eye. The herald took the moment to drop Celestine in her tracks, dead. She rolled a 1 to get back up so i re-rolled and made it on a 2. More bad luck but at least it worked. Teal squad battered at the hull of the Skull Cannon but barely scratched it.
Celestine then jumped to attack the Skull cannon in the rear while Bolters pelted and killed killed the Daemon Prince. Other bolters moved forward and slew the Skull Cannon that had charged Teal Squad and the field was left with just the one remaining skull cannon after the herald succumbed to the bolter storm.
Khorne conceded. The MVP moment was most definitely the Canoness. Without that event a lot more bolters would have been killed or tied up and much more damage done.
This message was edited 2 times. Last update was at 2019/04/24 19:26:02
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
My question for people who use immolators/rhinos still, how the feth do you keep them alive for more than 2-3 seconds per game? Even with a 4++ My immolators pop like warm champagne first turn every time.
My exorcists are usually completely ignored for most of the game and the infantry die at a rate you'd expect for a 3+ 4++, but immolators just die instantly before they get to do anything. They don't even soak up much firepower, usually it's just a couple of spare anti-tank shots they have lying around. I've had to completely stop running dominions(my favorite unit in the whole codex since 6th edition) because for the life of me I can't get the damn transports to live past turn one. I wouldn't be surprised if they started dying on MY turn soon.
People that can use Arcos effectively are especially baffling because in the games I've tried to use them they've died in my deployment zone first turn.
Are people shooting at your exorcists? Is that what it is? I've literally NEVER lost a wound on an exorcist before turn 3 unless it was the only thing in range to shoot at. I finished 4 out of 5 games I played at adepticon with both exorcists on the table. The only one I didn't was the game where my knight exploded and killed one.
This message was edited 2 times. Last update was at 2019/04/24 22:50:35
ERJAK wrote: My question for people who use immolators/rhinos still, how the feth do you keep them alive for more than 2-3 seconds per game? Even with a 4++ My immolators pop like warm champagne first turn every time.
My exorcists are usually completely ignored for most of the game and the infantry die at a rate you'd expect for a 3+ 4++, but immolators just die instantly before they get to do anything. They don't even soak up much firepower, usually it's just a couple of spare anti-tank shots they have lying around. I've had to completely stop running dominions(my favorite unit in the whole codex since 6th edition) because for the life of me I can't get the damn transports to live past turn one. I wouldn't be surprised if they started dying on MY turn soon.
People that can use Arcos effectively are especially baffling because in the games I've tried to use them they've died in my deployment zone first turn.
Are people shooting at your exorcists? Is that what it is? I've literally NEVER lost a wound on an exorcist before turn 3 unless it was the only thing in range to shoot at. I finished 4 out of 5 games I played at adepticon with both exorcists on the table. The only one I didn't was the game where my knight exploded and killed one.
How much terrain do you have? B.c i have never had my Acros die before turn 3, with all the other bigger threats (Seraphim, Doms, etc..) they are almost never even targeted turn 1 or 2.
When i do play with tank i play with lots, i either play with 2-3 as speed bumps or play with 10+. I always expect them to die, but thats why i take them, so my important units dont die. I also use them as LoS blockers from my walking sisters turn 1, so they are force to shoot them anyways. I crew up in martial arts, its my life, i ran schools for years, we have a saying "You will get hit, you will get hurt, but make sure its where you want be hit" aka give them something to hit, a bait (i've done a lot of knife defense training, so it applies a bit more there).
When i play with lots of vehicles, my most important thing is to block as much of the table as i can, make them shoot them and keep all my girls alive as long as i can.
ERJAK wrote: My question for people who use immolators/rhinos still, how the feth do you keep them alive for more than 2-3 seconds per game? Even with a 4++ My immolators pop like warm champagne first turn every time.
Spoiler:
My exorcists are usually completely ignored for most of the game and the infantry die at a rate you'd expect for a 3+ 4++, but immolators just die instantly before they get to do anything. They don't even soak up much firepower, usually it's just a couple of spare anti-tank shots they have lying around. I've had to completely stop running dominions(my favorite unit in the whole codex since 6th edition) because for the life of me I can't get the damn transports to live past turn one. I wouldn't be surprised if they started dying on MY turn soon.
People that can use Arcos effectively are especially baffling because in the games I've tried to use them they've died in my deployment zone first turn.
Are people shooting at your exorcists? Is that what it is? I've literally NEVER lost a wound on an exorcist before turn 3 unless it was the only thing in range to shoot at. I finished 4 out of 5 games I played at adepticon with both exorcists on the table. The only one I didn't was the game where my knight exploded and killed one.
Honestly, I'm still just spamming Repressors with doubled up BSS sporting six specials. Dominions using vanguard just makes them an easy target so why bother. My Exo's will get ignored while their AT takes down the nastiest transports (any actual melee threat goes first) then the cargo will get swamped by loads of low AP fire. Xenos units are either on you turn one, too fast to catch, or GSC sniping out your 4++ turn one and burying you under hand flamers, demo charges and claws turn two. With Imperials the hard hitters take out the scary transports first. A couple of mortar squads, las guns and cheap hvy wpns then tear up any dismounted units. With Assassins just some CP away that 4++ doesnt usually last long.
Without the Index AoF to get across the table turn one, I get my best results just giving them a wall of armored targets with equal cargo. My Exo's must be cursed because they never amount to much and I would rather just bring more Repressors loaded up with BSS. At least they might get targeted turn one. Sisters do okay against opponents that have no idea what they do. TAC lists that have durable AT, a decent amount of medium range low AP shooting, access to sniper/psyker/missile something to take away your 4++ and Vessels bodies only need a smidgeon of target priority and they will hurt Sisters badly. The Beta has a few tricks, they might be fluffy, but they aren't good ones.
Jancoran wrote: I'd have used Repressors in my old force, but I detest Forge World. Repressors look cool though.
Im going to start to play without them now honestly, in case they... go away permanently. I have 3 of them and 1 more kit, tho the 1 more kit is 3rd party so i havent used it yet.
Hello,
i am trying to build an miced force between my 2 favorit armys custodes and sister of battle for an club event. Everyone will bring strong lists and iam not used to competetive playing.
I used some strong custodes units with sister support. Do you think this would work?
Jancoran wrote: I'd have used Repressors in my old force, but I detest Forge World. Repressors look cool though.
I don't get that logic. Why? Why do people have such strong anti-FW feelings?
@amish - They have been out of stock for the last 4 years, but I don't think they're going away. I would wager they'll be re-released along with the SoB Codex later this year. I have 3 repressors finished and one extra kit. But, I also have access to get more from an overseas 'friend' at $8 a pop. I also cast myself all of the bulldozers I can handle. I'm not sure how many I've mailed to random internet people for free.
Jancoran wrote: I'd have used Repressors in my old force, but I detest Forge World. Repressors look cool though.
I don't get that logic. Why? Why do people have such strong anti-FW feelings?
Suffice it is to say that I do. That can of worms on why I feel that way is hardly worth opening anymore.
But having nothing to do with my own feelings onthe matter, I would point out that there was a time when Forge World was nearly universally reviled in tournament play and everyone seemed to know the reasons why. Very nearly every tournament banned it, and I went to tournaments all over the place at that time (and still do) so this isn't some provincial point of view.
A marked change occurred when the ITC began. Suddenly winning had a purpose beyond just the usual. Now there was a ranking system and people were looking for any and every advantage. I attribute the change in attitude almost directly to the timing of the ITC's beginnings about 6 years ago. When it's not even about JUST this event,... Self interest has a way of coloring things, doesn't it? We move all our goal posts when there's a galaxy to conquer instead of a world.
So while i don't care to get into my OWN reasoning on it, since that always leads to rather uncivil exchanges almost without fail, I do note the history and the sudden change to a pro-Forgeworld point of view in tournaments (it was not as taboo in casual play, though it was still pretty taboo).
Even the most conservative "play for fun" games day event I know of, called OFCC, didn't hold the line. Suddenly, anything and everything was okay when before that, you couldn't show up with a named character! My Warhammer Fantasy list got rejected because I took too many skinks (yes that really happened at OFCC). What a difference the ITC made. AS SOON as the competitive crowd got control of that Games Day event, it was game over for those who still enjoyed the fair-fun matchups idea with more normal 40K armies. It became a still-fun-but-otherwise-unremarkable event. Its $75 price went from "worth it to support this kind of gaming " to "well, there's no difference between what I face here and anywhere else so why not save the trip money".
I accept that Forge World will be used against me. I still ban it at my events (my third of the year is next month) in most cases. The players seem to appreciate it. The ones not showing up "on principle", and usually loudly, have resulted in exactly zero impact as far as filling them up, so it's their choice if they want to seek some moral high ground instead of having fun with us. =)
Jancoran wrote: I'd have used Repressors in my old force, but I detest Forge World. Repressors look cool though.
Im going to start to play without them now honestly, in case they... go away permanently. I have 3 of them and 1 more kit, tho the 1 more kit is 3rd party so i havent used it yet.
Not a bad idea. Repressors are quite good, and perhaps they will be issued in the Codex as some have stated with a bit more appropriate points. Who knows. It's been so good for so long and popular that I just cannot see it going away but I could see them viewing it as what it kind of is: carrying EFFECTIVELY enough firepower to be a main battle tank in every way that matters and also BTW, being a transport. The Eldar Falcon would like to have a talk with the designers about that. Lol.
This message was edited 3 times. Last update was at 2019/04/25 21:51:25
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
Jancoran wrote: I'd have used Repressors in my old force, but I detest Forge World. Repressors look cool though.
I don't get that logic. Why? Why do people have such strong anti-FW feelings?
@amish - They have been out of stock for the last 4 years, but I don't think they're going away. I would wager they'll be re-released along with the SoB Codex later this year. I have 3 repressors finished and one extra kit. But, I also have access to get more from an overseas 'friend' at $8 a pop. I also cast myself all of the bulldozers I can handle. I'm not sure how many I've mailed to random internet people for free.
Im just going off past experience, with my 5 armies that had FW product, all of them never re-made or re-sold items with broken master molds in the past 6 years. Maybe b.c SoB is getting literally a full new army release they will be willing to produce it via GW or remake the kit. I really hope so. I am just preparing in case they dont.
Even the most conservative "play for fun" games day event I know of, called OFCC, didn't hold the line. Suddenly, anything and everything was okay when before that, you couldn't show up with a named character! My Warhammer Fantasy list got rejected because I took too many skinks (yes that really happened at OFCC). What a difference the ITC made. AS SOON as the competitive crowd got control of that Games Day event, it was game over for those who still enjoyed the fair-fun matchups idea with more normal 40K armies. It became a still-fun-but-otherwise-unremarkable event. Its $75 price went from "worth it to support this kind of gaming " to "well, there's no diofference between what Iface here and anywhere else so why not save the trip money".
I accept that Forge World will be used against me. I still ban it at my events (my third of the year is next month) in most cases. The players seem to appreciate it. The ones not showing up "on principle", and usually loudly, have resulted in exactly zero impact as far as filling them up, so it's their choice if they want to seek some moral high ground instead of having fun with us. =)
So what's your reasoning in banning them? Want to make lists more competive by banning the lesses competive units?
If you're going to house-rule ban things, you should probably go for more impactful hosuerule bans than that.
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
Even the most conservative "play for fun" games day event I know of, called OFCC, didn't hold the line. Suddenly, anything and everything was okay when before that, you couldn't show up with a named character! My Warhammer Fantasy list got rejected because I took too many skinks (yes that really happened at OFCC). What a difference the ITC made. AS SOON as the competitive crowd got control of that Games Day event, it was game over for those who still enjoyed the fair-fun matchups idea with more normal 40K armies. It became a still-fun-but-otherwise-unremarkable event. Its $75 price went from "worth it to support this kind of gaming " to "well, there's no diofference between what Iface here and anywhere else so why not save the trip money".
I accept that Forge World will be used against me. I still ban it at my events (my third of the year is next month) in most cases. The players seem to appreciate it. The ones not showing up "on principle", and usually loudly, have resulted in exactly zero impact as far as filling them up, so it's their choice if they want to seek some moral high ground instead of having fun with us. =)
So what's your reasoning in banning them? Want to make lists more competive by banning the lesses competive units?
Sure, go with that. Again, not worth getting into that. It won't make you a better player to go down that road.
Automatically Appended Next Post:
Melissia wrote: If you're going to house-rule ban things, you should probably go for more impactful hosuerule bans than that.
No. Just that. If it's in the codex, then it's fair game. I surely hope they fix the Repressor and put it in the Codex. Some more variety would be cool.
This message was edited 2 times. Last update was at 2019/04/25 21:55:09
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
The 8E designers have been much more hands on with this edition, rebalancing units, controlling for creep, walking back killer combos, etc. The core game really should stand on its own. My group (6 core members with 2-4 additional pass through players at any given time) have elected to forego FW in hopes that they get there. We don't play often (1/month) and we felt-- rightly or wrongly-- that FW could disrupt the balance of those few games we play. If there's a hope of having every game feel balanced, competitive, challenging, and fair, we felt that it lay in sticking with the core rules as they work to iron out the bugs. I have no personal problem with FW, but I see the appeal of one product line, one rules team, and one game being the essential norm.
MacPhail wrote: The 8E designers have been much more hands on with this edition, rebalancing units, controlling for creep, walking back killer combos, etc. The core game really should stand on its own. My group (6 core members with 2-4 additional pass through players at any given time) have elected to forego FW in hopes that they get there. We don't play often (1/month) and we felt-- rightly or wrongly-- that FW could disrupt the balance of those few games we play. If there's a hope of having every game feel balanced, competitive, challenging, and fair, we felt that it lay in sticking with the core rules as they work to iron out the bugs. I have no personal problem with FW, but I see the appeal of one product line, one rules team, and one game being the essential norm.
Well said.
It's true of the many who don't play as often as I do as well. I mean almost no one plays as often as I do. I worked my ass off for years to build a little business, and its paid off with a lot of time for gaming when I want to set them up. Luckily I also was blessed with a wife who lets me play any time I like. Most people just aren't at that point. So like your situation, they appreciate the efforts made to keep the game fun and reasonably balanced.
There is also the logical problem: There are so many fun ways to play armies in 8E, that it seems quite improbable that people have tried them all, ESPECIALLY if they don't play AS often. So untilyou've really exhausted all those possibilities which would take an entire edition or more to master, there is little need to add it.
I do love some of their models and would totally use some as proxies. AS MODELS, they are definitely capable of kicking serious ass. Repressors kick ass as models and in game.
This message was edited 3 times. Last update was at 2019/04/26 21:04:22
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
Küssilus wrote: Hello,
i am trying to build an miced force between my 2 favorit armys custodes and sister of battle for an club event. Everyone will bring strong lists and iam not used to competetive playing.
I used some strong custodes units with sister support. Do you think this would work?
I don't know Custodes terribly well, but this seems like it may excessively shooty. Your most responsive units are your melta Doms in Repressors, and I suspect you'll be forced to choose between shooting with then and scoring with them. Some bikes or mech BSS would give you dedicated objective grabbers, and I'd be inclined to trade the Retributers for them. It does look like a very hard hitting list, with Sisters offering some bodies where Custodes lack them.
Jancoran wrote: Even the most conservative "play for fun" games day event I know of, called OFCC, didn't hold the line. Suddenly, anything and everything was okay when before that, you couldn't show up with a named character! My Warhammer Fantasy list got rejected because I took too many skinks (yes that really happened at OFCC). What a difference the ITC made. AS SOON as the competitive crowd got control of that Games Day event, it was game over for those who still enjoyed the fair-fun matchups idea with more normal 40K armies. It became a still-fun-but-otherwise-unremarkable event. Its $75 price went from "worth it to support this kind of gaming " to "well, there's no difference between what I face here and anywhere else so why not save the trip money".
Dude, try not to bash OFCC behind it's back. It's bad enough you've taken over this thread otherwise but at least get your narrative straight on OFCC. OFCC hasn't gone bad, you just never changed from the mentality of 40k 20 years ago.
And please guys, don't bait him on FW.
This message was edited 2 times. Last update was at 2019/04/26 13:34:18
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Jancoran wrote: Even the most conservative "play for fun" games day event I know of, called OFCC, didn't hold the line. Suddenly, anything and everything was okay when before that, you couldn't show up with a named character! My Warhammer Fantasy list got rejected because I took too many skinks (yes that really happened at OFCC). What a difference the ITC made. AS SOON as the competitive crowd got control of that Games Day event, it was game over for those who still enjoyed the fair-fun matchups idea with more normal 40K armies. It became a still-fun-but-otherwise-unremarkable event. Its $75 price went from "worth it to support this kind of gaming " to "well, there's no difference between what I face here and anywhere else so why not save the trip money".
Dude, try not to bash OFCC behind it's back. It's bad enough you've taken over this thread otherwise but at least get your narrative straight on OFCC. OFCC hasn't gone bad, you just never changed from the mentality of 40k 20 years ago.
And please guys, don't bait him on FW.
What am I supposed to do at work then? Actually work?! Poppycock.
Dude, try not to bash OFCC behind it's back. It's bad enough you've taken over this thread otherwise but at least get your narrative straight on OFCC. OFCC hasn't gone bad, you just never changed from the mentality of 40k 20 years ago.
And please guys, don't bait him on FW.
Lol. "behind its back"? What is this, grade school? I've stated my opinion quite openly about the new direction of OFCC, on OFCC's site. They couldn't care less what one guy thinks, least of all me. So please. Give it a rest.
And I didnt even PLAY 40K 20 years ago. I didn't start playing it til I was 30. You can misstate history if you like. This change in attitude on Forge World in competitve play happened about 6 years ago at OFCC and it wasn't unique to OFCC. Not 20. I merely pointed out that it was THE MOST composition-centric of all events and didn't hold the line, to illustrate the impact of the ITC and competitive players in general (of which I am one).
I've repeatedly ignored the bait on FW. Nothing i say about Forge World is going to change anyones opinion. So I agree. Other than stating my opinion on FW, I have tacitly attempted not to engage on my reasons.
I don't know about "taking over the thread". I'm not even sure that's possible.
As I'm pushing to get all of my models painted before buying any plastic, one of the last batches of little-used Sisters will be Seraphim. When I'm done I'll be able to field 3 units of 8 models with either loadout option. I'm tempted to run all three, decline deep strike, and send them bounding across the board in Celestine's aura like the good old days. On a terrain-heavy board I could see that much melta potentially earning back its points. Has anyone tried this in the Beta and have any insights?
MacPhail wrote: As I'm pushing to get all of my models painted before buying any plastic, one of the last batches of little-used Sisters will be Seraphim. When I'm done I'll be able to field 3 units of 8 models with either loadout option. I'm tempted to run all three, decline deep strike, and send them bounding across the board in Celestine's aura like the good old days. On a terrain-heavy board I could see that much melta potentially earning back its points. Has anyone tried this in the Beta and have any insights?
They can have their moments, though it doesn't take many anti-horde shots to burn through those T3 bodies. Celestine herself is a bit of an issue honestly. I got more use out of my Seraphim (double IP loadout) dropping in turn 2 and looking to use the IP's turn 3. You might find something to use Burning Descent on when you bring your squads in and possibly delete an infantry unit or two depending on terrain and placement. I love Seraphim, but they would have to all get hand flamers (for 1pt) to get me to use them over inferno. For anti-horde I think the SB is still your best bet.
MacPhail wrote: As I'm pushing to get all of my models painted before buying any plastic, one of the last batches of little-used Sisters will be Seraphim. When I'm done I'll be able to field 3 units of 8 models with either loadout option. I'm tempted to run all three, decline deep strike, and send them bounding across the board in Celestine's aura like the good old days. On a terrain-heavy board I could see that much melta potentially earning back its points. Has anyone tried this in the Beta and have any insights?
Well, what's funny is I have FORGOTTEN to even deploy my Sraphim a number of times (infuriating but true) killing them.
So I have used them to bound up and heres one of the key plusses: they have the Fly rule so as shielding, they definitely shin for me against Orks and GSC (Im getting a GSC gamein today in fact.
The meltas are not a bad play. I sort of intend them for anti-infantry now that they cannot reach out and volcano a firebase. But asa "ah ha!" and jumping them up to stymie someones charge, I like them.
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
For those interested, I played that game against the GSC tonight.
Here was his list. It's super late so I will put up a little batrep tomorrow if I can finish it. It was a very interesting list. It made use of the crazy Mental Onslaught shenanigan if you look closely and it was made to cause charges to be very easy for him. https://www.facebook.com/groups/185402052000929/permalink/461977877676677/ ++ Battalion Detachment +5CP (Tyranids - Genestealer Cults) [49 PL, -4CP, 853pts] ++
Cult Creed: The Bladed Cog
Specialist Detachment: Anointed Throng [-1CP]
Stratagem: Broodcoven [-1CP]
Stratagem: Grandsire's Gifts [-1CP]: 1 Extra Sacred Relic