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Shikokoro

PostPosted: Wed Oct 17, 2007 8:14 pm


Indeed it is. But, I guess if you are new to the army or if you don't know much about it if you play another one, then that kind of thought would run through your head. But, that is just what I think. I do know that it has with mine. By the way, does anyone have any good ideas, using the army list that I posted above, about what I could replace or use to help me fight the Tyranids?
PostPosted: Wed Oct 17, 2007 10:39 pm


Shikokoro
Indeed it is. But, I guess if you are new to the army or if you don't know much about it if you play another one, then that kind of thought would run through your head. But, that is just what I think. I do know that it has with mine. By the way, does anyone have any good ideas, using the army list that I posted above, about what I could replace or use to help me fight the Tyranids?


Tyrannic War-Veteran enters. ninja
I would preferly ditch the melta-gun and get flamers to all 3 squads instead,
scorching the little buggers is always fun with that thing. :3
Just give them a bolter hell first and then burn them in purifying flame.
Also, you might want to get a power fists for your sergeants, againts bigger
nids in close combat without it is pretty much the same as to destroy a
tank with tiny stones, exspecially if theyr tougthness is puffed up
and have more wounds.

Terminators need assault cannon for bigger bastards and heavy flamer for the little ones.

Dreadnought..... storm bolter is alright, but I thing it would be alot more wiser to have a heavy flamer on him, since he´ll be going to close range
and those little buggers are nasty with their leaping and feet-of-claw rule.

The anti-tank dreggy, scout snipers and annihilator will concentrate their
fire power on big ones, exspecially on those with "Hive Mind" rule.
Remove him and you´ll watch your oppoment trying to throw leadership
tests to move his little bugs or ending lurking them on rubble,
aswell as removing the annoying special ability that makes all nids close to
ones with Hive Mind rule immune to Instant Death rule.

As for the crusader: just move around and shoot things.

Asmondai
Crew

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Shikokoro

PostPosted: Thu Oct 18, 2007 10:29 am


Asmondai
Shikokoro
Indeed it is. But, I guess if you are new to the army or if you don't know much about it if you play another one, then that kind of thought would run through your head. But, that is just what I think. I do know that it has with mine. By the way, does anyone have any good ideas, using the army list that I posted above, about what I could replace or use to help me fight the Tyranids?


Tyrannic War-Veteran enters. ninja
I would preferably ditch the melta-gun and give flamers to all 3 squads instead,
scorching the little buggers is always fun with those things. :3
Just give them a bolter hell first and then burn them in purifying flame.
Also, you might want to get some power fists for your sergeants, to use againts bigger
nids in close combat. Without it is pretty much the same as to destroy a
tank with tiny stones, exspecially if theyr tougthness is puffed up
and have more wounds.

Terminators need assault cannons for larger bastards and heavy flamer for the little ones.

Dreadnought..... storm bolter is alright, but I think it would be alot wiser to have a heavy flamer on him, since he´ll be going to close range
and those little buggers are nasty with their leaping and feet-of-claw rule.

The anti-tank dreggy, scout snipers and annihilator will concentrate their
fire power on big ones, exspecially on those with "Hive Mind" rule.
Remove him and you´ll watch your oppoment trying to throw leadership
tests to move his little bugs or ending lurking them on rubble,
aswell as removing the annoying special ability that makes all nids close to
ones with Hive Mind rule immune to Instant Death rule.

As for the crusader: just move around and shoot things.


Thanks. I was going to take the meltaguns out and replace them with flamers and give my Dreadnought with the heavy flamer and my Terminators another Assault Cannon. I just needed to get some 'reinforcement' on my decision. Though, I didn't know about the Power Fists. I figured that the Tyranids have a high Initiative, so I didn't want to take the chance of having my Marines wiped out before they got to attack. But, then again, I guess it doesn't really matter. Due to the fact that the Marine's Initiative is lower than the Tyranids. But, once again, thanks for the advice.
PostPosted: Thu Oct 18, 2007 10:55 am


Shikokoro
Asmondai
Shikokoro
Indeed it is. But, I guess if you are new to the army or if you don't know much about it if you play another one, then that kind of thought would run through your head. But, that is just what I think. I do know that it has with mine. By the way, does anyone have any good ideas, using the army list that I posted above, about what I could replace or use to help me fight the Tyranids?


Tyrannic War-Veteran enters. ninja
I would preferably ditch the melta-gun and give flamers to all 3 squads instead,
scorching the little buggers is always fun with those things. :3
Just give them a bolter hell first and then burn them in purifying flame.
Also, you might want to get some power fists for your sergeants, to use againts bigger
nids in close combat. Without it is pretty much the same as to destroy a
tank with tiny stones, exspecially if theyr tougthness is puffed up
and have more wounds.

Terminators need assault cannons for larger bastards and heavy flamer for the little ones.

Dreadnought..... storm bolter is alright, but I think it would be alot wiser to have a heavy flamer on him, since he´ll be going to close range
and those little buggers are nasty with their leaping and feet-of-claw rule.

The anti-tank dreggy, scout snipers and annihilator will concentrate their
fire power on big ones, exspecially on those with "Hive Mind" rule.
Remove him and you´ll watch your oppoment trying to throw leadership
tests to move his little bugs or ending lurking them on rubble,
aswell as removing the annoying special ability that makes all nids close to
ones with Hive Mind rule immune to Instant Death rule.

As for the crusader: just move around and shoot things.


Thanks. I was going to take the meltaguns out and replace them with flamers and give my Dreadnought with the heavy flamer and my Terminators another Assault Cannon. I just needed to get some 'reinforcement' on my decision. Though, I didn't know about the Power Fists. I figured that the Tyranids have a high Initiative, so I didn't want to take the chance of having my Marines wiped out before they got to attack. But, then again, I guess it doesn't really matter. Due to the fact that the Marine's Initiative is lower than the Tyranids. But, once again, thanks for the advice.


Flamers are a good option all around for any army. Even heavier armored enemies flamers still come in handy with their automatic hits and the ability to hit multiple targets. Of course i play Salamanders so Im biased, but every squad has two, and I love them.

King Kento


Nuclearwinter

PostPosted: Thu Oct 18, 2007 7:24 pm


King Kento
Shikokoro
Asmondai
Shikokoro
Indeed it is. But, I guess if you are new to the army or if you don't know much about it if you play another one, then that kind of thought would run through your head. But, that is just what I think. I do know that it has with mine. By the way, does anyone have any good ideas, using the army list that I posted above, about what I could replace or use to help me fight the Tyranids?


Tyrannic War-Veteran enters. ninja
I would preferably ditch the melta-gun and give flamers to all 3 squads instead,
scorching the little buggers is always fun with those things. :3
Just give them a bolter hell first and then burn them in purifying flame.
Also, you might want to get some power fists for your sergeants, to use againts bigger
nids in close combat. Without it is pretty much the same as to destroy a
tank with tiny stones, exspecially if theyr tougthness is puffed up
and have more wounds.

Terminators need assault cannons for larger bastards and heavy flamer for the little ones.

Dreadnought..... storm bolter is alright, but I think it would be alot wiser to have a heavy flamer on him, since he´ll be going to close range
and those little buggers are nasty with their leaping and feet-of-claw rule.

The anti-tank dreggy, scout snipers and annihilator will concentrate their
fire power on big ones, exspecially on those with "Hive Mind" rule.
Remove him and you´ll watch your oppoment trying to throw leadership
tests to move his little bugs or ending lurking them on rubble,
aswell as removing the annoying special ability that makes all nids close to
ones with Hive Mind rule immune to Instant Death rule.

As for the crusader: just move around and shoot things.


Thanks. I was going to take the meltaguns out and replace them with flamers and give my Dreadnought with the heavy flamer and my Terminators another Assault Cannon. I just needed to get some 'reinforcement' on my decision. Though, I didn't know about the Power Fists. I figured that the Tyranids have a high Initiative, so I didn't want to take the chance of having my Marines wiped out before they got to attack. But, then again, I guess it doesn't really matter. Due to the fact that the Marine's Initiative is lower than the Tyranids. But, once again, thanks for the advice.


Flamers are a good option all around for any army. Even heavier armored enemies flamers still come in handy with their automatic hits and the ability to hit multiple targets. Of course i play Salamanders so Im biased, but every squad has two, and I love them.


I generally go by that principle when dealing with the Super Flamethrower on treads. (the hellhound)

but other than that, I've had very little sucess with flamers. even with a perfect lineup they usually seem to disapoint.
PostPosted: Thu Oct 18, 2007 9:43 pm


Nuclearwinter

I generally go by that principle when dealing with the Super Flamethrower on treads. (the hellhound)

but other than that, I've had very little sucess with flamers. even with a perfect lineup they usually seem to disapoint.


How odd, Ive taken out my share of Eldar aspect warriors, firewarriors, ork boyz, bugs of all makes, and other marines.

But once again Im biased, even if they didnt work well for me Id still be using them to keep to the Salamanders theme. So it just works out that they work for me I guess.

King Kento


Asmondai
Crew

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PostPosted: Fri Oct 19, 2007 1:04 am


Shikokoro

Thanks. I was going to take the meltaguns out and replace them with flamers and give my Dreadnought with the heavy flamer and my Terminators another Assault Cannon. I just needed to get some 'reinforcement' on my decision. Though, I didn't know about the Power Fists. I figured that the Tyranids have a high Initiative, so I didn't want to take the chance of having my Marines wiped out before they got to attack. But, then again, I guess it doesn't really matter. Due to the fact that the Marine's Initiative is lower than the Tyranids. But, once again, thanks for the advice.


Some of the bigger tyranids (Hive Tyrant, Lictors and Tyrant Guards) have
high Iniatives and Carnifex has Iniative of 2 (in the old codex, not sure on the
new one).
Indeed, it doesn´t much matter if you have a power fist because it grands the
bearer the Iniative of 1, but it does matter when it comes to hacking throu
monsters whose thoughtness if bigger then 6, so you can imagine how hard
it is for regular marines to throw 6 on a dice roll to wound one in close combat. sweatdrop

Basic tactic always works againts nids:
1. Thin theyr numbers
2. Get rid off Hive Mind models.
3. Get rid of monsterous creatures
4. Go close combat if HAVE to.
PostPosted: Fri Oct 19, 2007 3:09 am


Asmondai
Shikokoro

Thanks. I was going to take the meltaguns out and replace them with flamers and give my Dreadnought with the heavy flamer and my Terminators another Assault Cannon. I just needed to get some 'reinforcement' on my decision. Though, I didn't know about the Power Fists. I figured that the Tyranids have a high Initiative, so I didn't want to take the chance of having my Marines wiped out before they got to attack. But, then again, I guess it doesn't really matter. Due to the fact that the Marine's Initiative is lower than the Tyranids. But, once again, thanks for the advice.


Some of the bigger tyranids (Hive Tyrant, Lictors and Tyrant Guards) have
high Iniatives and Carnifex has Iniative of 2 (in the old codex, not sure on the
new one).
Indeed, it doesn´t much matter if you have a power fist because it grands the
bearer the Iniative of 1, but it does matter when it comes to hacking throu
monsters whose thoughtness if bigger then 6, so you can imagine how hard
it is for regular marines to throw 6 on a dice roll to wound one in close combat. sweatdrop

Basic tactic always works againts nids:
1. Thin theyr numbers
2. Get rid off Hive Mind models.
3. Get rid of monsterous creatures
4. Go close combat if HAVE to.


Flamers, missile launchers, and anything with a blast radius works great with thinning tyranid lines. Keep a predator or two spearheading the attack and add as many weapons as possible to get lots of shots in per turn. Have one or two specialized heavy weapons for taking out the big guys, but keep a defensive stance on things. Don't plan on charging the nids head on, it rarely works.

Temporarily Sane


Van Evok

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PostPosted: Fri Oct 19, 2007 3:33 am


watch out for hive fleet gojira, ie 8 monsters on the table...
PostPosted: Fri Oct 19, 2007 10:56 pm


does anybody know what to put in a 1000 point Black Templars force.

No_Greater_Pain257


King Kento

PostPosted: Sat Oct 20, 2007 12:43 am


Damian Burger
does anybody know what to put in a 1000 point Black Templars force.


That was vague as hell. What are you going for? What theme are you feeling? Any specific enemy youre worried about, or soemthign that can take on anyone?

Give us some details.

And if nothing else you know you have to take a champ.
PostPosted: Sat Oct 20, 2007 1:19 am


O.o" Whups.
I just re-read the rulebook and SM codex.
The thing I said about Terminator armoured models being able to assault
even if it had fired a Rapid Fire weapon was incorrect. sweatdrop
Thank Emperor I bought the Battle For Macraggen starterbox.....


As for the templar army, I can´t build up an good army because of the
lack of info, but pretty much every versatile marine is good enought
when you build up an basic army:

1. Regular infratryes
2. Long Range support
3. Close combat units

If you build your basic army with these quidelines and armed them depending
what you are facing, you should be more then enought of a match
againts most armies. 3nodding

Asmondai
Crew

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A.R.G.U.S Mykal

PostPosted: Sat Oct 20, 2007 3:40 am


Damian Burger
does anybody know what to put in a 1000 point Black Templars force.


For Apocalypse?

Buy 5 Landraider Crusaders and an Emperor's Champion.


-Mykal
PostPosted: Sat Oct 20, 2007 10:39 am


A.R.G.U.S Mykal
Damian Burger
does anybody know what to put in a 1000 point Black Templars force.


For Apocalypse?

Buy 5 Landraider Crusaders and an Emperor's Champion.


-Mykal

lawl

Temporarily Sane


No_Greater_Pain257

PostPosted: Sat Oct 20, 2007 11:26 am


actually i was going to go against khorne and i know i'll have to have an emperors champion but i don't know what else to put in my army.
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