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Messages - Kirby

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1
Warhammer 40,000 Strategy & Tactics / Re: Grey Hunter Thoughts & Questions
« on: December 05, 2012, 01:32:53 AM »
Standard = yes
MotW = yes

PW/PFist on the GH generally no given the expense and A base.

For Wolf Guard, partic if staying on foot, Termie armor isn't a bad choice though I'd be looking at some sort of combat weapon at a minimum despite challenges - you can position well to help avoid them. Otherwise mbomb + combi melta as a minimum.

Bringing mech isn't bad but if it's primarily foot IG (i.e. no chimeras), i wouldn't run with them. If you do though and are looking to actually load up 9 + WG.

2
News & About Forums / Forum cleansing
« on: November 27, 2012, 10:43:05 AM »
We had a bunch of spammers get onto the forums lately so we've done a forum cleanse. If your account has been deleted, sorry! Please re-register and we can reinstate you :).

3
About / Re: Mission Design Discussion - Draft 1
« on: November 26, 2012, 03:03:05 AM »
Terrain is much less LoS blocking than NOVA from what I've seen - 25% coverage though and I prefer at least 2-3 LoS blockers depending upon their size (generally big enough to fit a chimera at least behind).

1850 points is 3++con but I'd love to see if these work from anywhere 1500 to 2000.

I think keeping KP as is is fine are perhaps bringing the one margin back - we saw in 5th that there was a certain balancing factor here with a difference of 1 KP but then we are bringing in the secondaries which could offset that anyway (which is the point). TQ will likely need to be moved up to 2 VP per quarter.

Full KP as a secondary though seems to be overshadowing the primary in Mission 2 - might cap that or do as you suggested Magin (i.e. you win KP you get 3 VP) to make sure more focus is placed on the objectives.

5
Warhammer 40,000 Email Replies / 2000 pt Tau with Allies?
« on: September 03, 2012, 03:33:26 PM »
So here's a 2000 point tau w/ allies list I was thinking about...

Using 'counts as' allies, I'd model some alternate weapons onto vespid and run them as Blood Angel assault troops.

87 - Tau commander, missile pod, plasma gun, multitracker

149 - Crisis suits:
leader, missile pod, plasma gun, multi-t, drone controller
suit, missile, plasma, multi-t
x2 gun drones

149 - Crisis suits:
leader, missile pod, plasma gun, multi-t, drone controller
suit, missile, plasma, multi-t
x2 gun drones

154 - crisis suits:
leader, twin-linked flamer, missile pod, drone controller
x2 suits, twin linker flamer, missile pod
x2 gun drones

90 - x9 fire warriors

90 - x9 fire warriors

105 kroot squad:
x10 kroot
kroot ox

105 - kroot squad:
x10 kroot
kroot ox

65 - piranha, fusion

205 - Broadside team:
leader, plasma guns, multi-t, drone controller
suit, plasma guns, multi-t
x2 shield drones

205 - Broadside team:
leader, plasma guns, multi-t, drone controller
suit, plasma guns, multi-t
x2 shield drones

Blood angles (vespid) allies:

125 - librarian, jump pack

235 - assault squad:
x7 dudes
x2 meltas
sarge w/ fist

235 - assault squad:
x7 dudes
x2 meltas
sarge w/ fist

So I've got 4 stationary shooty troops, 4 combat squaded mobile h-t-h troops, 3 mobile shooty squads (one of which is last-ditch equipped), 2 broadside squads, and a speedy blocker.

I know traditional wisdom speaks against kroot ox, and to use the points from the two of them to get one more crisis, but I'm thinking they'll get some extra time on the board due to having ASM out there doing their thing. *shrug*

I have all the models, or can easily convert from existing, short of the vespid, so, thoughts?


Looks good but Crisis suits with twin-linked flamers instead of missiles are a bit silly. Pay the extra points per model and get a hull point machine munching unit instead.

Not sure about Krootox as you said but see how they go - I think not well as Kroot really loved 5th edition cover rules but they could manage well. If not, change Kroot to some more FW and then grab the extra Suits with any leftover points.

7
Warhammer 40,000 Army Lists / Re: Acotez + Tau - 1750
« on: August 16, 2012, 08:32:30 PM »
@Chair - psy powers are going to see an increase and they are key to a lot of annoying deathstars out there. They can be dealt with but having a RoWard or Runic Staff just says "you wasted a bunch of points", etc. I.e. Psychoir Nids, Fortune-stars of whatever quality, etc. Add in that psy powers are likely going to be more common and it helps.

Combat isn't an issue still - you lose a squad, and keep shooting.

@Scuz - yes but it's passive, not aggressive.

@Elm - I refuse just to annoy you =D.

@Wyrmnax - Side AV10 sucks and whilst you can mitigate how regularly people get to it, it sucks and will get shot at some point. With 2+4 I can have Chimeras lead early and then Razors take over rather than exposing AV10. Firepoints would be nice but if I was going to do that I might as well get plasma guns/cannons.

Ya there's no combat here but as was said before - deal with it in the same way. Lose a unit, shoot the rest. Not saying I wouldn't like a counter-attack unit or more durable units but this is a list of firepower only :p.

8
Warhammer 40,000 Army Lists / Acotez + Tau - 1750
« on: August 13, 2012, 08:08:13 PM »
Another attempt at running Allies with an Acolyte based list -

Inquisitor Coteaz
4x6x Acolytes w/Bolters, Razorback w/Psybolt Ammo
2x8x Pyskers, 1x Acolyte, Chimera w/Searchlight
3x Dreadnought w/2x TL autocannons, Psybolt Ammo

Shas’el w/Plasma Rifle, Missile Pod, Multi-tracker, HW-BSF
3x Crisis Suits w/Plasma Rifles, Missile Pods, Multi-tracker
9x Fire Warriors
8x Fire Warriors
2x Broadsides w/ASS, Team Leader w/HW-BSF, 2x Shield Drones

Totals: 1749 points

8 scoring units, 5 firepower units + psybacks/chimeras & the associated firepower from Acolytes/Fire Warriors and two large blasts from Psykers. Only beef is lack of psy defenses.

9
With the Termies is best - be careful with only five of them though. They are pretty easy to torrent down. I'd look to try and make them atleast 7 strong + Libby which would mean dropping the Scouts.

10
Warhammer 40,000 Email Replies / 1500 point list help?
« on: August 07, 2012, 01:47:29 PM »
Hello, I was wondering if you could help me out with this list.

It started out as an Ork list that focused on Wazdakka + Warbikers and then had a little Necron anti-tank.

However, it's turned into the below list and hopefully, I can rely on your expertise to improve it.

Here it is:

Anakyr + Command Barge
Warriors X9 + Night Scythe
Warriors X9 + Night Scythe
Deathmarks X5 + Cryptek (Harbinger of Despair) - Veil of Darkness
Deathmarks X5 + Cryptek (Harbinger of Despair) - Veil of Darkness

Wazdakka
Warbikers X5 - Nob with Power Klaw & Bosspole (Included in Total)
Warbikers X5 - Nob with Power Klaw & Bosspole (Included in Total)

Thanks in advance!

Not a fan of the Deathmarks or the bigger Warrior squads. Deathmarks aren't really that great, even with Rapid-fire + sniper changes considering their cost, you can do roughly the same with a scoring option like Immortals. The Warriors don't need to be so big - could be upgraded to Immortals though if you have other Troops elsewhere, not needed. Likewise could use a Cryptek but not needed. I think running the Orks as your primary still works though really both could be flip-flopped here. The Biker squads should be bigger to take advantage of Mob Rule and then you should be adding in stuff around both armies - there isn't any firepower in here really outside of the Scythes. Annibarges, Kannonz, Lootas, etc. depending who's the parent and who's the Ally are all good choices.


11
Hi Kirby,
 
Ive been an avid 3++ reader for over a year now, but it's actually my first mail to you. With the arrival of the 6th ed, i've finally decided to start new army from scratch and decided to go with some loyalist SM.
 
I think hitting the 1750pts mark would be nice to start with since my local club is used to the 1500  format, but i'd want them to move on to a higher point count for the sake of variety.
 
I've been refining the core of my list, but end up with an odd number of points (60) and I ain't exactly satisfied with the various options i've found (telion? techmarine? landspeeder?). Here is where I stand at the moment :
 
Librarian (100)
Null zone, Infinity gate

-----------------------------------

Dreadnought (125)
2x twinlinked Autocanon

Dreadnought (125)
2x twin linked Autocanon

5 Assault Terminators (200)
Thunder hammers & Shield

 ----------------------------------

10 Tactical squad (215)
Multi melta, Flamer
Sergeant with pistol/ccw & melta bomb
Rhino

10 Tactical squad (215)
Multi-melta, Flamer
Sergeant with pistol/ccw & melta bomb
Rhino

5 scouts (90)
Sniper rifles, cloaks

 ----------------------------------

2 assault bikes (100)
Multi melta

2 assault bikes (100)
Multi melta

 ----------------------------------

Predator (85)
Heavy bolters

Predator (85)
Heavy bolters

Land Raider (250)

__________________________

TOTAL : 1690 pts

I'm aiming at an average SM army you could find in a tournament. Considering I don't want to play bikes nor a pod heavy army, how do you find this one ? What would you add (or change) to reach the 1750 mark ? Thanks for your help and for providing me my 40k fix every day !

Cheers,
Khragg


The core list is solid but I worry about the scoringpotential of the list. I'd rather drop the Landraider, shore up the TH/SS size and grab another Tactical squad. If you drop the Land Raider and add 2-3 TH/SS and drop the scouts you could get 2x5x Tacticals in a Razorback though this isn't very efficient. You could also try for some Allies - drop the Scouts and Land Raider, add the extra TH/SS and then look at Space Wolves or Blood Angels or Imperial Guard to add in some extra scoring punch.

Space Wolves can add a Rune Priest and a big Grey Hunter or two small Grey Hunter squads in Rhinos/RBacks.
BA can add Mephiston and 2 smaller ASM squads in RBacks/Rhinos.
IG can add a Psyker or CCS and lots of platoons leaving the SM to do what they do best in midfield.

Otherwise I'd look at upgrading the Land Raider to a Crusader and grabbing an extra TH/SS to shove in there.

12
Warhammer 40,000 Email Replies / 1500 Ravenwing
« on: August 07, 2012, 01:34:00 PM »
Now, I know Ravenwing isn't exactly competitive these days, but I'm making an attempt at it (especially since their models are so cool!).

So the list is thus:

Sammael on Jetbike

Librarian on Bike

Ravenwing Command Squadron
-6 Bikes (2 plasmaguns, Sarge w/ Plasma Pistol)
-Apothecary
-Standard Bearer
-Attack Bike w/ Multi-melta

Ravenwing Attack Squadron
-6 Bikes (2 plasmagun, Sarge w/ Plasma Pistol)
-Attack Bike w/ Multi-melta

Ravenwing Attack Squadron
-6 Bikes (2 plasmagun, Sarge w/ Plasma Pistol)
-Attack Bike w/ Multi-melta

Ravenwing Support Squadron
-Land Speeder w/ Heavy Bolter & Typhoon Missile Launcher

Ravenwing Support Squadron
-Land Speeder w/ Heavy Bolter & Typhoon Missile Launcher

It's a fairly straightforward list. Librarian trades in both of his powers for Divination powers. Squads combat squad for MSU. Speeders pick away at long range.

I've debated the special weapons, and came to the conclusion that for pure utility, the plasmagun would be a better call than meltas or flamers.


Libby isn't needed - he doesn't bring the utility he used to in terms of defenses and the powers aren't really going to make the Command squad any scarier. Outside of the Command squad I'd be running melta - Dreads are still the scariest thing to this list and melta drops them. Plasma on the command with FNP is fine to stop you dying from overheats but melta is just as good as before on flast platforms which is what Ravenwing are.

With dropping the Libby and points saved on the Plasmaguns I'd look to get another small squad of Ravenwing in there + another Typhoon if possible. Lots of Fearless Bike units forces your opponent to deal with them all but you don't have many so be wary.

13
Warhammer 40,000 Email Replies / Advice for getting into Necrons?
« on: August 07, 2012, 01:31:03 PM »
Hi Kirby,

I've been interested in Necrons since I started (towards the end of 5th). If Necrons hadn't been so bad then I probably would've started with them and when hte new Codex came out I got even more interested. Everyone convinced me to wait until 6th to make sure they wouldn't end up gimped, though.

Now that it's safe, I'm looking for advice on what to get (other than flyers, obviously) and what you like/dislike. Basically, what would you do for Necrons at 1500/2000 points? I'm not really looking to collect a whole army like I've managed with BA, I'd like to limit myself to one or two lists with some flexibility (at least to start).

Thanks!
-Sorenson


I guess it depends if you want Allies or not?

For a base list something like:

Overlord in CCB
2x Annibarge
Doom Scythe
2x5x Warriors w/Night Scythes + Stormteks
2x10x Immortals + Cryptek

Is a good base and around 1200-1300 points. I caution against more than 3 Flyers as it leaves so little onthe table. With extra points you can get allies which help with direct firepower (i.e. not torrent), scoring and ability to deal with units in combat (you could use your BA here - 2x10x ASM in ASM, Mephiston, Vindie, etc.) or keep the Necron theme. Grab some more Immortals or Warriors in Ghost Arks. Scarabs. Potentially Deathmarks/Stalkers but I feel at this point you're better off with Allies.

14
Warhammer 40,000 Email Replies / Combat Crons List/6th advice
« on: August 07, 2012, 01:26:51 PM »
I've been wondering how a list like this would do in 6th. I don't get to play very much +1K battles and the few I got to test these ideas out in were sort of unflattering...
I could just switch to the Night scythes I love so much, but now that I don't want to scare people off from higher points just as I've got them to humor me.

I have a framework here and I was wondering if you had any ideas. I think the new rules buff the concept quite a bit, but it's got a lot of expensive pieces.

- Overlord
+ Warscythe, Command Barge... 180

- Overlord
+ Warscythe, Command Barge... 180

- 6 Wraiths
+ 3 Whipcoils... 240

- 6 Wraiths
+ 3 Whipcoils... 240

- 8 Necron Warriors
+ 2 Lords w/ Warscythe, Mind Shackle Scarabs
+ Ghost Ark... 339

- 5 Necron Warriors
+ 2 Harbingers Of Destruction, Solar Pulse
+ Ghost Ark... 250

- 5 Necron Warriors
+ 2 Harbingers Of Destruction, Solar Pulse
+ Ghost Ark... 250

1719

I'm very curious about how far points spent on +2 armor saves will go, and if mind shackles on the overlords are a good idea.

If I were to play this at 2000 points I'd be a bit worried I wasn't making the most of my points vs the swell of silly allies and 2xFOC armies out there and I'd want to slide in an extra troop choice somewhere. But at anything less than 2k I don't have much hope for including the wonderful destructors every necron player loves so much and further buffs on the existing troops to make them more presentable can get you to 1750 or 1850 already, give or take a warrior or two.

That advancing Ark sure could get scary though, and it really provided the punch needed to make use of how solid and fast the wraiths are. Plus when supported those warriors can really stick around. Buffering the Lords got a little different, and I'm still trying to wrap my head around the situations that will be coming up.

Thanks for your help.

Love the blog,
L


Combat Crons ain't going to work with that small a Warrior squad. You need something like 15+ Warriors with the Attached Lords. The issue is you're spending a lot of points on the Overlords when you don't really need to anymore - I'd probably drop both the Barges, one of the Overlords and attach him + a Lord to the new 15x Warriors. Give them Sycthes + MSS and one Orb. Keep the other Warriors + Ghost Arks as they are.

Then grab some Annihilation Barges + a Doom Scythe & with spare points (particularly if taking to 2000 points), 2x5x Immortals w/Stormtek + Night Scythe. If you're not wanting to run the Night Scythes pushing these on foot with larger squads works as well and can therefore be fit into 1750. Any points need shaving further look to trim the Wraiths.

We're not going with the 2+ save on the characters because, well MSS is better really. If you have spare points you can chuck them on but you still die to PFists and the like and Scythes aren't going to stop characters w/Invuls & Pfists unless they get really lucky. Which means you'd need a 3++ as well and that's just way too many points.

16
Warmachine & Hordes Strategy and Tactics / Woldwrath - Cirlce Gargantuan
« on: August 02, 2012, 03:37:21 PM »
SPD: 5
STR: 16
MAT: 6
RAT: 5
DEF: 7
ARM: 20
Fury: 4
Health: 12 Mind 24 Body 20 Spirit (56 Total)

Construct

Spell Ward- This model cannot be targeted by spells.

Lightning Strike
RNG: 14 RoF: 1 AoE: - Pow: 15
Damage Type Electricity
Storm Generator- When a model is directly hit with this weapon, center a 3" AOE on it. You can then have lightning arc to the nearest model within 4" of the model hit, ignoring the attacking model. The model the lightning arc to suffers an unboostable POW 10 electrical damage roll. After this damage roll is resolved, center a 3" AOE on the model the lightning arced to. The AOES remain in play for one round. Models entering or ending their activations in an AOE suffer a POW 10 electrical damage roll.

Stone Fistx2
Pow: 3 P+S: 19
Open Fist
(Not magical weapons like the other constructs)
Earth Shaker- When an enemy model is directly hit by an attack made with this weapon, center a 4" AOE on the model directly hit. Models in the AOE are knocked down.

Animus
Druid's Wrath
Cost:2 RNG: Self
Friendlly Faction models gain an additional die on magic attack rolls targeting enemy models within 10" of this model. Druid's wrath lasts for one turn.

So people's thoughts?

I think it looks pretty decent - Earth Shaker & Lightning Strike seem pretty good and obviously focused at infantry clearing though some nice uses could be applied with a localised AOE KD effect. Animus is obviously very good with Druids & several casters though Fury 4 and Spell Ward could limit its damage capacity in combat, etc.

Still SP5 and MAT6 which are higher than normal and ARM20 with 56 boxes makes it quite durable as you would expect. Not bad overall I think though I'm not sure how Hordes will go with a 19/20 point model with only 4/5 fury in terms of management there.

17
Warhammer 40,000 Strategy & Tactics / Re: Dark Eldar Troops in 6th
« on: July 31, 2012, 03:50:56 PM »
a reply finally ^^.

The Wracks example was an example - spam Troops + durability. Taking Warriors with better firepower but lower durability is an option as well. The key is always going to be to bring as many Troops as possible though to give your opponent a lot of targets so some are likely to survive. With Allies that's generally 8 choices.

The problem without transports though becomes your Troops are easier to shoot from Turn 1 - with vehicles, even if you're not inside them, there are more targets and obstructions your opponent has to deal with. Yes, if things explode Xenos suffer more but explosions are a little bit less likely. Yes 60-70 points is more than a Rhino but they still provide good firepower and have defenses to overcome their fragility (i.e. nightshields, cover saves, etc.).

18
Warmachine & Hordes Army Lists / Re: pKrueger 35 points
« on: July 30, 2012, 03:59:45 PM »
But the Trees are so expensive to buy! :P

19
That looks pretty cool - if you want to drop anything else down I'd be happy to use it ^^.

This is really just an alternative to the picture based stuff and is more likely to go on the 'novelty' items rather than be mainstream. i.e. mugs, mouse pads, etc. for those who don't want the logo.

20
New Members & Site Discussion / Text based logo & merchandise mock-up
« on: July 25, 2012, 09:09:07 PM »
Okay looking to do some text based logoisms to coincide with the new logo (for those who aren't that fond of it or for smaller items).

Here's a mock-up with the new logo on a shirt.



And here's some mock-ups for the text based stuff. Preference for any of them? Complete re-think? Hit me.


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