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Posted: Tue Sep 29, 2009 3:26 pm
I use the Trinity to a varying degree, i let my vehicles do the melting, IE immolators with TL Multimeltas. Sisters with Bolters and Flamer/H.Flamer in squad. I also use TL Inferno pistols on Seraphim squads for fast melta to rear of tanks. provided they dont scatter horribly.
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Posted: Tue Sep 29, 2009 7:39 pm
a friend of mine uses a h.flamer-melta combo on each basic sisters squad to give them versatility, and saves heavy slots for exorcists.
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Posted: Tue Sep 29, 2009 7:46 pm
I like exorcists. another good combo is to use an Immolator with H. Flamer and Holy Promethium. Carring a 6 woman squad of Dominions with 4 flamers, a vet superior with a combi-flamer, and an Imagifer.
Ungodly amount of flame templates when you rush it into a swarm or something.
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Posted: Wed Sep 30, 2009 12:52 am
I run my Dominion squad with five storm bolters and gave that a whirl against Orks. Five of those against a mob can do quite some damage.
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Posted: Wed Sep 30, 2009 2:52 pm
so you give the Superior stormbolter? do you run Imagifier?
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Posted: Wed Sep 30, 2009 4:28 pm
hmm all-flamer squad can fry a 30-strong mob in a turn, but stormbolters can do damage from safer distance... its a case of risk-vs-effect calculation for max flaming effect: 4 flamers vet superior with combi-flamer priest with brazier of holy fire in immolator , of course smile 7 templates, incl. one linked heavy flamer
for max bolter firepower 4 stormbolters vet superior with stormbolter elite inquisitor with stormbolter in immolator with linked heavy bolter 15 shots per turn aint bad too
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Posted: Wed Sep 30, 2009 4:49 pm
Van Evok for max bolter firepower 4 stormbolters vet superior with stormbolter elite inquisitor with stormbolter in immolator with linked heavy bolter 15 shots per turn aint bad too I want to argue the point of the Inquisitor... Reasos: 1. Inquisitors are not faithful. So no AOF 2. Imagifer might serve better, heres why: Sure she isnt wielding an awsome weapon like the stormbolter but.... She can allow you to role 3D6 for AOF which will give you a higher chance of rolling under 6, thus you can use Divine Guidance making the Bolters Rending.
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Posted: Thu Oct 01, 2009 12:19 am
Van Evok, I am not looking for the best spam concentrations. stare
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Posted: Thu Oct 01, 2009 4:33 am
Lt. Brookman Van Evok, I am not looking for the best spam concentrations. stare oh, but firepower spam is very useful tactic :3
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Posted: Tue Nov 10, 2009 11:50 am
Edited: Shortened for brevity.
Celestians combined with Acts of Faith can brutally murder a Space Marine Command Squad and attached Chapter Master... It's kinda fun. : 3
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Posted: Fri Feb 12, 2010 5:21 am
so as I am often want to do I pulled a random model out of my box and decided I didn't like that way it looked at all. After about a hours of tinkering and rethinking my Orders color scheme I came out with a Seraphim Sister that I rather like
now ive change their armor to Shadow Grey with Boltgun edges and studs. Still havent decide 100% on their robe color yet but that Shadow looks about 100% better than that crappy paint job I had on them before
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Posted: Fri Nov 12, 2010 1:46 pm
:: whimpers ::
My Penitent Engines and other Witch Hunters minis arrived in the mail today.
I mention the Penitent Engines because they are a b***h to put together. If they were plastic, it'd be like, "Pssh, these were done before they were mailed!" because plastic glue makes a firm joint much more quickly.
I gave up on GW superglue due to pieces breaking off of my minis all the time. I experimented with carpenter's glue, with decent results, but that's a story for another time.
So I'm using carpenter's glue to glue the Penitent Engines together. Beyond the issues of such a thick glue ruining detail when it inevitably spills over the designated contact area, the Penitent Engines are a b***h to put together.
It started off okay. I glued the pilot - the female one, of course - to the thing that sits on the pelvis of the walker. I then glued the engine to the back of that thingy. After setting it aside to dry for a bit, I then started on the legs.
Holy ******** did those things not want to stay up on their own. So now the base is smeared with carpenter's glue, a lot of the detail of the legs is obscured thanks to the smeared and spill-overed glue on the mini - I hope to clip or cut it away once the miniature is complete - and my fingertips were covered in carpenter's glue. But I managed to prop the legs up on the lip of a paint bottle.
I then went back to the torso of the walker about an hour later, and glued on the side panels of the torso that contain the sockets that the balls of the arms are put into.
While I was doing that, the three torso pieces separated from each other, revealing still-wet glue.
So I'ma leave it to dry overnight, eh,
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Posted: Fri Nov 12, 2010 3:00 pm
pinning is a must for those minis
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Posted: Fri Nov 12, 2010 3:27 pm
Pinning helps, but using the right glue and accelerator helps even more. Use Zip-Kicker and Zap-A-Gap.
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Posted: Fri Nov 12, 2010 4:17 pm
Should probably pick up a hobby drill some time. Don't have one yet, nor any thin rods to do the pinning with.
I'm wary of superglue that sets in seconds, because I tend to get the glue all over my fingertips. Being glued to my miniature is not ideal.
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