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Nuclearwinter

PostPosted: Mon Jul 09, 2007 6:12 am


Xenos Mortium
Asmondai
Nuclearwinter
King Kento
PyroXTech
Quick question, the Rhyno comes with a storm bolter but it can take the pintle mounted storm bolter upgrade, what's the difference?


Having two storm bolters. Thats the difference. 50 points for one storm bolter rhino, 60 points for rhino with 2 storm bolters. personally I put pintle SBs on everything.


yeah, it's nice for moping up pesky remmaints of units, leaving your firepower to be better concentrated elsewhere.


I agree. 3nodding
Plus it gives a target to annoy your oppoment. whee
And something one of my opponents got to learn is that when a tank is immobilized and has all weapons destroyed, then it counts as being destroyed. He made the mistake of only having one storm bolter on his Rhino.


no, I think it still counts as being there. and besides, rhinos now have an ability to remobilize on a roll of a 6, so it dosn't make sense to destroy just after the storm bolter came off.

What i think you were getting that confused with is this: if the tank is imobolized and has it's weapon destroyed and then you roll another weapon destroyed or imobolized roll, THEN the tank goes boom.
PostPosted: Mon Jul 09, 2007 8:57 am


Nuclearwinter
Xenos Mortium
Asmondai
Nuclearwinter
King Kento
PyroXTech
Quick question, the Rhyno comes with a storm bolter but it can take the pintle mounted storm bolter upgrade, what's the difference?


Having two storm bolters. Thats the difference. 50 points for one storm bolter rhino, 60 points for rhino with 2 storm bolters. personally I put pintle SBs on everything.


yeah, it's nice for moping up pesky remmaints of units, leaving your firepower to be better concentrated elsewhere.


I agree. 3nodding
Plus it gives a target to annoy your oppoment. whee
And something one of my opponents got to learn is that when a tank is immobilized and has all weapons destroyed, then it counts as being destroyed. He made the mistake of only having one storm bolter on his Rhino.


no, I think it still counts as being there. and besides, rhinos now have an ability to remobilize on a roll of a 6, so it dosn't make sense to destroy just after the storm bolter came off.

What i think you were getting that confused with is this: if the tank is imobolized and has it's weapon destroyed and then you roll another weapon destroyed or imobolized roll, THEN the tank goes boom.
Well, if a tank is immobilized normally it can't claim table quarters and gives half VPs to the opponent. If it cannot move or shoot it counts as being destroyed, as that as per the purposes of the game, it is destroyed. And can you refresh me on this rolling of 6 rule, I'm not a Marine player.

Xenos Mortium


Mat

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PostPosted: Mon Jul 09, 2007 1:35 pm


dont know if this has been posted before but this is pretty cool
http://us.games-workshop.com/games/40k/darkangels/extras/flashbuilder/default.htm
PostPosted: Mon Jul 09, 2007 2:23 pm


Xenos Mortium
Nuclearwinter
Xenos Mortium
Asmondai
Nuclearwinter


yeah, it's nice for moping up pesky remmaints of units, leaving your firepower to be better concentrated elsewhere.


I agree. 3nodding
Plus it gives a target to annoy your oppoment. whee
And something one of my opponents got to learn is that when a tank is immobilized and has all weapons destroyed, then it counts as being destroyed. He made the mistake of only having one storm bolter on his Rhino.


no, I think it still counts as being there. and besides, rhinos now have an ability to remobilize on a roll of a 6, so it dosn't make sense to destroy just after the storm bolter came off.

What i think you were getting that confused with is this: if the tank is imobolized and has it's weapon destroyed and then you roll another weapon destroyed or imobolized roll, THEN the tank goes boom.
Well, if a tank is immobilized normally it can't claim table quarters and gives half VPs to the opponent. If it cannot move or shoot it counts as being destroyed, as that as per the purposes of the game, it is destroyed. And can you refresh me on this rolling of 6 rule, I'm not a Marine player.


even a vehicale that can't move or shoot still has a purpose, it acts as a roadblock, i'll take a look through the rulebook when I get a chance but even if my tank has nothing less I'd still want it just as a roadblock. and if you look in the latest SM codex, you'll see that if a rhino gets immoblized then you get to roll a D6 each turn to see if it re-mobilizes itself.

Nuclearwinter


Mat

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PostPosted: Mon Jul 09, 2007 2:45 pm


Once vehicle is immobilized and all weapons are destroyed it is still alive it can no longer claim quaters or objectives and gives have VP. I beleive that futher Weapon detroyed or immobilized rolls would destroy it though. I would verify this but my rulebook is packed in a basement on the other side of the world
PostPosted: Thu Jul 12, 2007 9:25 pm


so what does anyone thing of this 1500 point list I wanna try out:

HQ: Captain W/ Boltpistol, Combat shield, Thunderhammer

Troops:
x3 - 10 man squad with 2 plasma guns (clense and purify)

x3 - 10 man squad with 2 melta guns (same thing)

Fast Attack:

x3 - land speeder W/ hvybolter and assult cannon

Hvy Support:

Whirlwind


theres about 60 marines in the army and it's only 1500 points, I think it would rock some face but perhaps there's somthing I overlooked, any thoughts?

Nuclearwinter


Asmondai
Crew

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PostPosted: Thu Jul 12, 2007 10:09 pm


Nuclearwinter
so what does anyone thing of this 1500 point list I wanna try out:

HQ: Captain W/ Boltpistol, Combat shield, Thunderhammer

Troops:
x3 - 10 man squad with 2 plasma guns (clense and purify)

x3 - 10 man squad with 2 melta guns (same thing)

Fast Attack:

x3 - land speeder W/ hvybolter and assult cannon

Hvy Support:

Whirlwind


theres about 60 marines in the army and it's only 1500 points, I think it would rock some face but perhaps there's somthing I overlooked, any thoughts?


I´ve always carried a squad or two of Devastators to give me an anti-tank
& anti-infrantry support.
Maybe "sell" 2 or 3 tactical squads away and buy one heavy-bolter armed
and missile launcher armed dev-squads?
And maybe a plasma-pistol for the Captain....
Either way, the list itself looks alright. 3nodding
PostPosted: Thu Jul 12, 2007 10:14 pm


Asmondai
Nuclearwinter
so what does anyone thing of this 1500 point list I wanna try out:

HQ: Captain W/ Boltpistol, Combat shield, Thunderhammer

Troops:
x3 - 10 man squad with 2 plasma guns (clense and purify)

x3 - 10 man squad with 2 melta guns (same thing)

Fast Attack:

x3 - land speeder W/ hvybolter and assult cannon

Hvy Support:

Whirlwind


theres about 60 marines in the army and it's only 1500 points, I think it would rock some face but perhaps there's somthing I overlooked, any thoughts?


I´ve always carried a squad or two of Devastators to give me an anti-tank
& anti-infrantry support.
Maybe "sell" 2 or 3 tactical squads away and buy one heavy-bolter armed
and missile launcher armed dev-squads?
And maybe a plasma-pistol for the Captain....
Either way, the list itself looks alright. 3nodding


the assult cannons can flank and take out fast, lightly armor vechiles, and the meltas will take care of anything else. I feel like devistator squads put all your anti-tank firepower into one basket.

Nuclearwinter


Asmondai
Crew

Aged Gaian

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PostPosted: Thu Jul 12, 2007 10:20 pm


Nuclearwinter

the assult cannons can flank and take out fast, lightly armor vechiles, and the meltas will take care of anything else. I feel like devistator squads put all your anti-tank firepower into one basket.


That´s true, but most of the time my dev´s survive from battles without even taking a hit. ninja
Tac´s, commanders and tanks are the most that takes most of the tolls in the battles.

Besides, with my luck,
the assault cannons rule is only good againts infrantries and
I´ve never, ever, hit nor woundet anything with a melta weapons. crying
I´m much better with a plasma-weapons and missile-launchers. ninja
PostPosted: Fri Jul 13, 2007 6:08 am


Asmondai
Nuclearwinter

the assult cannons can flank and take out fast, lightly armor vechiles, and the meltas will take care of anything else. I feel like devistator squads put all your anti-tank firepower into one basket.


That´s true, but most of the time my dev´s survive from battles without even taking a hit. ninja
Tac´s, commanders and tanks are the most that takes most of the tolls in the battles.

Besides, with my luck,
the assault cannons rule is only good againts infrantries and
I´ve never, ever, hit nor woundet anything with a melta weapons. crying
I´m much better with a plasma-weapons and missile-launchers. ninja



well, the thing is: a devistator squad is a... wait a second... I just gave my self a GREAT IDEA!!!!!!

I was gonna bring up this point: Devistators are Heavy Support choices so they normally get depoyed first, and because of this most players can merely use the terrain to have their tanks avoid the firepower.

However! there's a chapter trait that can FIX this! by taking the Trait "Honor your Wargear" you can take a Devistator squad as an ELITE choice AND give them infiltrate or tank hunters! the results would be.... devistating! (no pun intended) not only would the enemy most likely have deployed is tanks BEFORE your anti tank unit, but now you have the ability to take out the tank even more efficiently or have a better chance of getting it in LOS on the first turn with infiltrate.

any thoughts on this?

Nuclearwinter


King Kento

PostPosted: Fri Jul 13, 2007 10:04 pm


Nuclearwinter
Asmondai
Nuclearwinter

the assult cannons can flank and take out fast, lightly armor vechiles, and the meltas will take care of anything else. I feel like devistator squads put all your anti-tank firepower into one basket.


That´s true, but most of the time my dev´s survive from battles without even taking a hit. ninja
Tac´s, commanders and tanks are the most that takes most of the tolls in the battles.

Besides, with my luck,
the assault cannons rule is only good againts infrantries and
I´ve never, ever, hit nor woundet anything with a melta weapons. crying
I´m much better with a plasma-weapons and missile-launchers. ninja



well, the thing is: a devistator squad is a... wait a second... I just gave my self a GREAT IDEA!!!!!!

I was gonna bring up this point: Devistators are Heavy Support choices so they normally get depoyed first, and because of this most players can merely use the terrain to have their tanks avoid the firepower.

However! there's a chapter trait that can FIX this! by taking the Trait "Honor your Wargear" you can take a Devistator squad as an ELITE choice AND give them infiltrate or tank hunters! the results would be.... devistating! (no pun intended) not only would the enemy most likely have deployed is tanks BEFORE your anti tank unit, but now you have the ability to take out the tank even more efficiently or have a better chance of getting it in LOS on the first turn with infiltrate.

any thoughts on this?


Raptors, successor Dark Angels, and a few other chapters. Its a nifty idea if you like infiltration, and its been done to good effect before. Im not sure why youre posting this though like its a discovery. Not trying to be rude if it seems that way, its just, thats the intended use.
PostPosted: Fri Jul 13, 2007 10:21 pm


King Kento
Nuclearwinter
Asmondai
Nuclearwinter

the assult cannons can flank and take out fast, lightly armor vechiles, and the meltas will take care of anything else. I feel like devistator squads put all your anti-tank firepower into one basket.


That´s true, but most of the time my dev´s survive from battles without even taking a hit. ninja
Tac´s, commanders and tanks are the most that takes most of the tolls in the battles.

Besides, with my luck,
the assault cannons rule is only good againts infrantries and
I´ve never, ever, hit nor woundet anything with a melta weapons. crying
I´m much better with a plasma-weapons and missile-launchers. ninja



well, the thing is: a devistator squad is a... wait a second... I just gave my self a GREAT IDEA!!!!!!

I was gonna bring up this point: Devistators are Heavy Support choices so they normally get depoyed first, and because of this most players can merely use the terrain to have their tanks avoid the firepower.

However! there's a chapter trait that can FIX this! by taking the Trait "Honor your Wargear" you can take a Devistator squad as an ELITE choice AND give them infiltrate or tank hunters! the results would be.... devistating! (no pun intended) not only would the enemy most likely have deployed is tanks BEFORE your anti tank unit, but now you have the ability to take out the tank even more efficiently or have a better chance of getting it in LOS on the first turn with infiltrate.

any thoughts on this?


Raptors, successor Dark Angels, and a few other chapters. Its a nifty idea if you like infiltration, and its been done to good effect before. Im not sure why youre posting this though like its a discovery. Not trying to be rude if it seems that way, its just, thats the intended use.


no it's just that I've just realized the advantages of having a devastator squad deploy as elites instead of heavy, and how all the agrivation i've dealt with LOS for them is essentially been taken away.

Nuclearwinter


Asmondai
Crew

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PostPosted: Sun Jul 15, 2007 6:39 am


King Kento
..successor Dark Angels..


Incorrect, successors, not even dark angels themselfs can´t have
devastastator squads as elite-choice. sweatdrop


I used to have a successor chapter made by using chapter-traits and I´ve
found the dev´s as elites quite usefull. 3nodding
PostPosted: Mon Jul 16, 2007 12:02 am


Asmondai
King Kento
..successor Dark Angels..


Incorrect, successors, not even dark angels themselfs can´t have
devastastator squads as elite-choice. sweatdrop


I used to have a successor chapter made by using chapter-traits and I´ve
found the dev´s as elites quite usefull. 3nodding


Incorrerect, yourself. There is nothing preventing someone from using whichever rules they prefer for a made up chapter. Further Ive seen a few dark angels successor chapters based around infiltration and stealth.

Looking at your first sentence though, Im wondering if you misunderstood me and not the rules, then again it looks like youve got some typos. Mind trying to elaborate?

King Kento


Asmondai
Crew

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PostPosted: Mon Jul 16, 2007 1:26 am


King Kento

Incorrerect, yourself. There is nothing preventing someone from using whichever rules they prefer for a made up chapter. Further Ive seen a few dark angels successor chapters based around infiltration and stealth.

Looking at your first sentence though, Im wondering if you misunderstood me and not the rules, then again it looks like youve got some typos. Mind trying to elaborate?


That´s funny, cause when I asked about having special rules from Dark Angels codex and chapter trait from Space Marine codex put together,
I got a "NO" anwser.
SEE THIS LINK!
Hence, no Chapter Traits for Dark Angels and successor chapters.

Hmmmm, you did not mean that Dark Angels dev-squads can be chosen
as elite-choice and given tank hunter or inviltration rule? @.@
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