by mattjgilbert » Wed Jan 28, 2009 9:16 pm
by killmaimburn » Thu Jan 29, 2009 7:31 am
mattjgilbert wrote:*are we just pandering to each other now? Would anyone like to see my dice and pick which ones I use ** even the "serious" lists will not be kbm optimized ones as I'll be limited to what I've got painted... and I don't have 6 attack bikes and 3 2xHB landspeeders....
ruffian4 wrote:Handy fellow, this kmb...Like Ahriman delving the paths of the webway ...
by mattjgilbert » Thu Jan 29, 2009 3:52 pm
mattjgilbert wrote:bugger all to do...
killmaimburn wrote:2)This space is reserved for KBM to optimise , a friendly opponent in a friendly game will always let you proxy and counts-as around the place so you can explore a codex without having to invest so much time and money before making informed views on them(I don't care if they have dev decals on their shoulders )
by KInG » Thu Jan 29, 2009 11:34 pm
by mattjgilbert » Fri Jan 30, 2009 10:54 am
by mattjgilbert » Fri Jan 30, 2009 10:55 am
by mattjgilbert » Tue Feb 03, 2009 12:09 am
by KInG » Tue Feb 03, 2009 12:43 am
by LordMalekTheRedKnight » Tue Feb 03, 2009 8:09 am
by Ljundhammer » Tue Feb 03, 2009 8:10 am
by mattjgilbert » Tue Feb 03, 2009 10:01 am
KInG wrote:they all seem fine to me.. which do you prefer?
LordMalekTheRedKnight wrote:in my game at Dan's club against the UM, i found the Thunderfire to be quite resilient actually - the 2+ Armour Save on the Crew combined with the 3+ Cover Save for the unit as a whole (bolstered ruin), plus T4/AV10 arent exactly automatically beaten either. the first 2 turns it scored 21 hits each time it fired, too. ~ Tim
Ljundhammer wrote:Quick query through. Your weapon load outs on the tactical squads look really weird to my eyes:Firstly you have an uber long range weapon and a melta gun - if your not CPing it looks like 10 points wasted.
Ljundhammer wrote:If you are CPing, you'll need to rhino drive by to get the MG in range, in which case you lose the only real advantage over the plasma gun - the assault weapon profile. I've never understood taking melta's over plasmas in line squads. If you stand still the plasma also gets to shoot the same thing as your bolt guns.
Ljundhammer wrote:Secondly - why the missile launcher?
Ljundhammer wrote:so why not a lascannon
Ljundhammer wrote:Bikes are rubbish, they are expensive tactical squads, use the FA slots to get stuff that tacticals can't do.
Ljundhammer wrote:ICs belong in squads, artificer looks extravagent & is extravagent.
Ljundhammer wrote:Never take vehicles or dreads in ones. Most SM AV units have a law of increasing returns (I omit the Land Raider which is the opposite after you get 2 at 1500). One dread is easy to kill, 3 causes brown pants - same for vindis & preds.
Ljundhammer wrote:Assault marines in 5s are very, very fragile - I always take at least 8 and attach an IC - there's nothing like being sure. Adding a PF to a 5 man squad is even riskier, one round of dedicated shooting and the squad is useless.
by mattjgilbert » Tue Feb 03, 2009 10:30 am
by killmaimburn » Tue Feb 03, 2009 10:52 am
by mattjgilbert » Tue Feb 03, 2009 11:51 am
killmaimburn wrote:LIST1Drop the flamer on the speeder, the plasma gun on the bikes and the storm bolter 3 on the captain try to find 5 more points.. put the captain on a bike so that if you have to take bikes they are a troops choice.if not looks reasonable..although with the points drop..I'd take 4 missiles and drop the ablatives to add more razorbacks..(heavy bolters) instead
killmaimburn wrote:list 3Thats incredibly top heavy for something that doesn't have 10 terminators in. I'd be tempted to put the command squad in the landraider and the scouts in the razorback in game Might be resilent..Would melt against big heavy weapon lists..
killmaimburn wrote:"What if...I try and take a shed load of heavy weapons?"you only have 15 my version had 25 ..
by KInG » Tue Feb 03, 2009 11:53 am
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