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  bits for grey knight players
Posted by: necrongaz - 07-03-2011, 08:40 PM - Forum: Warhammer 40k - Replies (5)

I got some of their stuff at Q-Con and went onto the website to see what else they had.

Then guess what I found


Those should make your life a lot easier Smile

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  Cardboard/paper terrain
Posted by: tenaciousb - 06-27-2011, 08:33 PM - Forum: Warhammer 40k - Replies (1)

Found this site - http://www.toposolitario.com/workshop/index.html - has downloadable paper terrain that would suit infinity.

If someone had access to a good colour laser, I'd certainly help build.

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  Chapterhouse Stormraven kit upgrade
Posted by: Duce - 06-20-2011, 01:02 PM - Forum: Warhammer 40k - Replies (3)

Darren and whoeverelse was looking for this, here's a picture of the kt for the storm raven,


love the chimera kit too.

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  40k 6th Edition Rule Leaks
Posted by: row - 06-19-2011, 11:29 PM - Forum: Warhammer 40k - Replies (21)

As most of you are probably well aware (especially from the tournament) I love all things rules. Found this info on a site:

* first 6th edition codexes, but release before or with rulebook, small release with single or two waves: Black Templars (1 waves: 2x plactic, 2x Finecast), Tau (1 wave: 3x plastic boxes, 4x Finecast), Necrons (2 waves)

* first real 6th edition codex: Codex Chaos Legions, really big release in three waves, doesn’t invalidate Codex Chaos Space Marines which gets extensive White Dwarf update as Codex Renegade Space Marines

* two starter sets, each with rules, dices, movement markers, mission booklet, one with Dark Angels and fitting scenery, the other with Black Legion and Chaos scenery. You can combine both to play the campaign or use one set alone to play a selection of dumbed down scenarios against every other force, first starter set that comes with a model for a well established special character

* 6th edition is finished rulewise for some time now, the overall goal is to fix some of the long time problems of the game system. Expect a lot more fundamental improvements than last edition. The rules were even more ambitious at some stage of development, but didn’t get approved as they were too far away from the established rules. The main designer left company and his successors brought the rules back in line with the existing codexes. The rules are nonetheless a bigger step forward than from 4th to 5th. Changes are so big that the next edition relies partial on erratas to fix old codexes. Development relied heavily on feedback of veteran playtesters. You can see some results of this new approach by the way the FAQs were handled in the last months. All codexes since Codex Tyranids were written with the new rules in mind, especially the new mission and reserve structure.

* The main design goals are: one book to rule them all, heroic characters, visceral combat, streamlined mechanism, cleaned up presentation and strategy before chance

* strong narrative focus on Chaos, perspective shifting from the Empire to the struggle between free races and the Warp

* the biggest rule changes:
- similar ballistic to hit chart as wound chart: compare BS to target’s speed and unit type. BS 3 hits moving infantry on 4+, but lightning fast jetbikes on 6+ and stationary tank on 2+… HUGE
- victory points are back, but with another twist: you get two victory points if an unit holds an objective for an entire game turn, if a scoring unit holds one, you get three and one if you destroy a squad leader or vehicle
- before the game there is a bidding contest for the opportunity of the first turn, if you bid more strategic points you can go first, but the enemy can spent these points on stratagems as in Cities of Death: 22 generic stratagems – for example for one point you can decide on night fighting or place an automatic gun, for four you can shift your reserves, most expensive stratagems are at 12 points and are really drastic, every unspent point can be used once a game for a reroll
- new turn sequence: prepare-movement-assault-shooting-consolidate
new phase “consolidate” phase for random movements, jetpack movements, pursuits, morale checks/effects and resolving shooting reactions
assault before shooting – big units are real roadblocks!<<

Some more examples for the development doctrines
One rulebook for all:
- flyer rules are incorporated in the main rules
- narrative rule section that expands core rules: formations, super heavies, gaining experience
- modular rules, core rules can easily be expanded by narratives rules or another expansion set

Heroic characters:
- independent characters more powerful, armour save and invulnerable save at the same time
- squad leaders more important, no more 50% rallying threshold, unit can rally as long as squad leader lives
- independent characters can snipe

More visceral combat:
- standard cover only 5+ now, Feel No Pain (1) only on 5+
- slow slogging units very vulnerable
- some weapon types are specialized in taking out specific unit types and are incredible good at doing this (sniper vs. infantry without armour), but on the other hand ordnance vs flyer isn’t going to do much

- no more random movement at all
- 5 general types of psychic powers
- wound allocation like 4th edition on unit basis, but attacker can chose every 5th wound to go to a single model (sniper weapon every second wound)
- artillery is normal immobile vehicle squadron, crew has no other game purpose than to be a counter for rate of fire and attacks

clean up of combusted rules:
- there are tiers for most of the special rules. Instant Death (2) circumvents Eternal Warrior (1) for example. Feel No Pain (1) is 5+, Feel No Pain (2) is 4+ and Feel No Pain (3) is 3+. If no value is given, the special rule is tier 1.
- no more difference between leadership test and morale test
- terrain rules on a single page, true line of sight, non-vehicles models are ignored altogether, rules for special terrain like bunkers, ruins or deathworld mangroves in narrative rule section

less randomness, more strategic options:
- more elaborate reserve rules, can nominate turn of arrvial and has only small change to arrive earlier or later, or can intervene behind enemy lines, arrives randomly but can hinder enemy reserves, must be distributed evenly between turn two and three, later arrivals only randomly
-no more random game length
-no roll for first turn
-deep striking units more than 18” from enemy away don’t scatter, but landing in 6” is much more dangerous
- movement impairing effects from pinning weapons even if morale check is passed (if roll is above halved Ld), Fearless not immune to this, but only effected if rolled over full Ld
- more reactions to shooting than going to the ground depending on unit type and special rules. bikes can evade (3+ cover as same as before, but cannot assault or shoot next turn), jump troops can fly high, units with Stealth can attempt to vanish, …

Im so glad they've decided to get rid of the "roll for 1st turn and win"

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  anybody know about alternate 'Necron' type models?
Posted by: necrongaz - 06-16-2011, 10:58 AM - Forum: Warhammer 40k - Replies (2)

Does anybody know if theres alternate sources like 28mm 'Terminators' or something similar? It would be nice to have something different looking in the army. Smile

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  Gaming Terrain
Posted by: - 06-08-2011, 11:16 PM - Forum: Warhammer 40k - Replies (2)

Anyone have any good links for 28mm sci fi terrain?

I remember the Hexagon Robogear stuff but is hard to find on ebay?

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  An Open (Video) Letter to Games Workshop
Posted by: row - 06-05-2011, 01:29 AM - Forum: Warhammer 40k - Replies (4)


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  Alternatives to GW.
Posted by: drunkbobnopants - 06-02-2011, 11:40 AM - Forum: Warhammer 40k - Replies (30)

Over the summer period there are going to be a number of tournaments and a campaign day organised by myself (details to follow) all revolving around GW games.

I'd like to open this up to allow folk to name other non-GW games that:

- They'd like to try
- Have the rules and/or models for and would bring to the club if they knew they'd get a game

I think it would be a good to make one Saturday over the summer a non-GW day or at the very least a non-Warhammer and non-40k day. This would give us a breather or holiday after the league has finished and experience something that might be easier to get into (price and rules wise).

The guys up at Arkham gave me a demo of Hordes/Warmachine and I really liked the speed that it can be played at and the focus/fury mechanic. It's not overly expensive either. I know there's a few who have the models for this at the club.

I have Malifaux (Marcu and Pandora starter sets) and will have them in the car each day I'm up. If anyone wants to try it give me a shout.

There's also another thread about Dystopian Wars which I will be starting in the next month or two. It's similar to the other Spartan Games but with plans to included land, sea and air theatres into the rules.

Ciaran is doing a Helldorado thing soon as well.

So let's hear from the guys on the forum.



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  Necron Leaks
Posted by: row - 05-30-2011, 10:56 AM - Forum: Warhammer 40k - No Replies

I thought i'd would be good to start a thread with any details on the new Necron codex

http://www.tabletopwelt.de/files/necrons_refsheet.jpg (probably not correct - see date of sheet)


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  Your very first model?
Posted by: Duce - 05-26-2011, 12:28 PM - Forum: Warhammer 40k - Replies (25)

So, random question.

What was everyones first model and if remembered when?

Mine was about a week or 2 after GW belfast opened up, my mum brought home a blister of 3 Eldar Dark reapers models and i was told it seemed to be the new thing.

Shortly afterwrds I was hooked and got hold of the differen chapter tactical squads (Dark angels, blood angels and ultra marines). From there ti was hook line and sink your cash into us Sad

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