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Luce Balloons |
Posted by: wolfie - 08-02-2010, 01:25 PM - Forum: Warhammer 40k
- Replies (2)
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I have just been contacted by Luce Balloons in Lisburn. As many of you already know they had stocked a few items from GW but had all the paints and accessories.
During the month of August all GW products are 25% off. There are mainly paints left but why not stock up on colours you may need. Also they have plenty of white spray paint. Also have a few of the how to books. This offer is while stocks last.
Dont forget to mention you came from the club.
Luce Balloons Arts & Crafts
21 Railway Street
Lisburn
BT28 1XG
028 9267 3718
077 1277 8987
www.luceballoonsandcrafts.com
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Broken armies discussion |
Posted by: - 07-15-2010, 08:39 PM - Forum: Warhammer 40k
- Replies (7)
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James said
1)Vulkan's rule is far from broken actually, it helps make codex marines competative in the current 5th edition mech army, and also makes them better gunline for removing hordes (Flamers) and tough units (MM fire) evening up the score due to the lack of decent counter attack units (TH/SS termies are their only solid unit... honour guard and command squads are not enough to do it effectively).
2)Vulkans ability also increases the thunderhamers making them even better for counter charges.
3)people try to say hes a broken HQ but not so, shrike and pedro are just as powerful if not more so depending on the situation.
4)30 fleeting thunder hammer termies can be a nightmare.
5)sternguard drop pod assault scoring with some ironclads is a deadly pedro army.
6)Even Khan on foot outflanking rhinos and termies can make for a tough fight.
7)People wrongly accuse vulkan's rule of making him broken. not so compared to the newer codex's where it is just a solid rule, hes a perfect close in army leader, flamers / multimeltas and get in close.
8)Though some lists do take longe range weapons, it helps even out the close ranges his ability makes you have to take to get the benefit from.
As you can prob tell i'm a firm believer that no list is cheesy, if its in the codex then its just another unit to find ways to take down. Chaos lash lists etc are all fair game for me to fight vs
You're wrong! Sorry, I hardly ever say that but gonna make exception here.
I agree that many people bemoan cheese too quickly and should look forward to a new, greater challenge that is my view of these broken characters
However...
(will post full analysis and debate on your comments after kids in bed, too noisy right now, and you know I ain't great at written analysis like yourself)
[quote='ex_idol' pid='1873' dateline='1279219199']
James said
1)Vulkan's rule is far from broken actually, it helps make codex marines competative in the current 5th edition mech army, and also makes them better gunline for removing hordes (Flamers) and tough units (MM fire) evening up the score due to the lack of decent counter attack units (TH/SS termies are their only solid unit... honour guard and command squads are not enough to do it effectively).[/quote]
Marines have always been competitive, too much so.
Have heard it bandied around that marines are uncompetitive due to tourney rankings. It isn't true. For a small sum of points you get lots of stats at 4, power armour, boler and they shall know no fear!
They are too good for their points. This means around 75% of armies you see at tourney are marines, therefore when designing army many players design their army to beat T4 3+ save, it covers marines, chaos, necrons, tau suits and any other MEQs
The truth is, if GW supported other races as well as marines and made marines more appropriately pointes, then less people would take them, less people would design armies to beat them and they would have a better chance. Ironically, making them worse would improve their performance.
Marines are more than competitive
If people played salamander armies as salamander armies then fair play, but how many Vulkan lists include land speeders? Lots. They should've put all the disadvantages for salamanders in
[quote='ex_idol' pid='1873' dateline='1279219199']
James said
2)Vulkans ability also increases the thunderhamers making them even better for counter charges.
Well TH/SS terminators are about the most ridiculous thing in the army
All that for 40 points! (60 for space wolves, 50 for blood angels iirc)
Then, for free, they are mastcrafted!!! Then people use tham incorrectly, they roll to hit with whole squad and re-roll 5 misses. No, if you want to use a ridiculous unit like that you should use rules and roll for each models hits individually so you know if you are actually entitled to 5 re-rolls, maybe 2 miss with all their attacks and 3 hit with all, then you only get 2 re-rolls
3)people try to say hes a broken HQ but not so, shrike and pedro are just as powerful if not more so depending on the situation.
4)30 fleeting thunder hammer termies can be a nightmare.
5)sternguard drop pod assault scoring with some ironclads is a deadly pedro army.
6)Even Khan on foot outflanking rhinos and termies can make for a tough fight.
No argument here, these guys are just as hardcore in hands of a solid tactician, but generally Vulkan lists are point and click. As far as pedro goes, you can only get 3 sternguard or ironclads iirc as sternguard don't move to troops
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Full on Fantasy! |
Posted by: - 07-11-2010, 10:09 PM - Forum: Warhammer 40k
- Replies (4)
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Ive gone all full on fantasy mad!
Watching the beast of war videos has sent me over the edge! Never actually played the game before though Ive own many of the models in the past, but Im going into town on tuesday to get a bretonian box and hope to have it built and sprayed for saturday!
Anyone fancy taking me through my first game? I have castley scenery that my dad made years ago that happens to be perfect size for warhammer so I can bring that!
Im excited!
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Army lists |
Posted by: shadow - 07-09-2010, 09:32 PM - Forum: Warhammer 40k
- Replies (31)
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Hi all,
I was thinking, with the new rules now out, we might all benefit from other players input. Also we might be able to compete against other local clubs, if there is any, I don't know. So, I have decided to share my army list concept for the new 8th edition with you guys and welcome all input.
This list is based on similar list I used to play and trying to make the most out of the new edition rules. I'll try and explain why I've chosen the units and which lores of magic and why.
here goes:
Herald of Tzeentch, Master of Sorcery, Winged Horror= 160
Herald of khorne, Armour of Khorne= 115
heros= 275 (13.75%)
19 Bloodletters+FC+Icon of Endless War 283
10 horrors 120
10 horrors 120
6 Furies 72
6 Furies 72
core= 523+144= 667 (26.15% excluding Furies)
6 Flesh Hound 210
6 Flesh Hound 210
6 Flesh hound 210
special= 630 (31.5%)
6 Flamers 210
6 Flamers 210
rare= 420 (21%)
Total= 1992
I chose:
- The HoT with MoS as I think he's going to be the main caster for most of our army lists. He's going to use the lore of Life and his job is to increase the toughness of the Bloodletters and possibly bring some back from the dead. Not sure about the Winged Horror but do have enough points to give him a Spell Breaker instead. Only taken one caster with MoS as I'm unsure how MoS is going to work as technically you could end up with multiple casters knowing the same spells and the BRB says each spell can only be know once in the same army.
- The HoK is going into the Bloodletter unit to give them hatred. I don't think he need boosted up to the max and only requires a decent armour save. I think he'll be the General as better protected in the unit hopefully. Unless I can use Skulltaker for the better MR, and so better ward save against magic for the unit, but going off the assumption that most games in my area will not include special/named characters.
- The unit of Bloodletters has been taken as I'm hoping to increase their toughness through magic and so end up with at least Strength 5, Toughness 5, and as they have the capability to charge at movement+3d6" thanks to the standard which I beleive is more than most core infantry units. The only thing I am unsure here is if Slaanesh Daemonettes would be better.
- The Horrors are just for support and to hopefully generate more Dispel Dice/Power Dice. Also I think they benefit from being able to basically cast Flickering Fire on a 3+ as you now add their level (+1). So only using one dice per unit to cast.
- The Furies are for the obvious machine hunting/disruption, not sure if these are going to work but could always swap the 2 units for one unit of 5 Screamers.
- The Flesh Hounds because they are still a good choice and are faster that the Bloodletters with also a better ward save against magic (2+).
- The Flamers were chosen as I think they benefit loads from the new rule of being able to march and shoot. Basically, that's 1st turn shooting, move 12", shoot 18" at strength 4, yes only hitting on 5+ but that's an extra turn of shooting compared to 7th ed.
I you disagree or have any suggestions with any of my points, please don't hesitate.
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8th Ed games |
Posted by: - 07-05-2010, 06:01 AM - Forum: Warhammer 40k
- Replies (10)
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What are the points values people are thinking of playing in 8th, white dwarf sample lists seemed to be pushing 2.5-3K to me, but don't know how many people can manage that size??
At present I think I don't wanna go above 2,999 because the spamming of things could get pretty insane, think 2K-2.5K seems nice.
What is everyone else thinking?
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8th units |
Posted by: shadow - 07-01-2010, 06:24 PM - Forum: Warhammer 40k
- Replies (17)
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Now thanks to the link that had you know what in it about hammering 8th times.... I have been looking through and I was wondering if you agree, I think wood elves will be something to be careful of and might get my old army out, the reason I say this is:
Look at the dryads, core unit, I:6 A:2 S:4 T:4, which means they will most likely hit any unit that charges them first. Now looking through the rest of the armies, at the moment, unless the PDFs change this, couldn't see any other army with a core unit I:6.
Any other finds?
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