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Posted: Wed Feb 25, 2009 11:35 pm
apothecary, surprisingly enough can be fielded in command squad, but not honor guard - you can only upgrade squad with options that ARE in its army list entry
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Posted: Thu Feb 26, 2009 12:10 am
Yea, the Honour guard is ten times better in my opinion. 2+ armour, come with power weapons and bolt pistols, thats 3 attacks normal, four on charge, also you can give them Relic Blades, Str6 Power Weaps, but they only get 2 attacks normal and 3 on charge.
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Posted: Thu Feb 26, 2009 4:11 pm
Ah, I see. Ah well, I can manage it I guess. back to Bitz Box.
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Posted: Thu Feb 26, 2009 8:09 pm
I think the addition of the Vanguard Veteran Squad is good, it gave me inspiration to model a new squad, i'm thinking of something similar to 300...plus all the new Land raiders, god so intense
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Posted: Fri Feb 27, 2009 3:33 am
i was thinking earlier whilst i was working on a Sniper Rifle scout model.
Is there a limit to how many troop choices i have? or restrictions, like, # troop choice max per HQ?
i know 2 is minimum..
reason i ask, is ive got my Tactical Squad, ive got my Assault Squad. And now im currently having a blast painting scouts, i love painting them. My plan was to have a melee unit of about 8 models. (i know scouts arent great for melee, but they can be useful when charging an enemy unit) A ranged support unit of 5, carrying a missle launcher, heavy bolter, and 3 bolters. And then a Sniping Unit of probably 5, unsure still...
but yeah, im planning to paint them all a different color to signify what unit theyre part of. But id like to know if i can only have maybe 2 squads, or only 3 troop choices. if for example it was 3 max, id need to know, because ive already got two of those filled. (Tactical and Assault)
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Posted: Fri Feb 27, 2009 4:56 am
The codex states how many you can field. Easiest way is to just take the standard force organization chart and follow its requirements.
Required: 1 HQ, 2 troops
Optional: 1 extra HQ, 3 Elites, 4 extra troops, 3 fast attack and 3 heavy support options.
Mind you, the Assault Squad is a fast attack choice.
It might be best that you read the Space Marine codex so you can get an idea of how the army is composed.
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Posted: Fri Feb 27, 2009 12:24 pm
razz ok, i recognize that
so, what it says (for the troops anyway) Required: 2 Optional: 4 i didnt know that i meant another 4, not 4 altogether
but either way, thanks for pointing that out for me smile ill be able to have fun with my scout squads then lol
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Posted: Tue Mar 03, 2009 7:35 am
Neogoth666 razz ok, i recognize that so, what it says (for the troops anyway) Required: 2 Optional: 4 i didnt know that i meant another 4, not 4 altogether but either way, thanks for pointing that out for me smile ill be able to have fun with my scout squads then lol
I know something that was fun and reasonably effective in the last edition was to take several mid-sized squads of Scouts with Sniper Rifles and another Heavy, then to take several squads of Terminators and just hold them off of the board until your enemy started getting too close.
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Posted: Wed Mar 04, 2009 2:00 am
This whole 400 point game thing is kicking my a**.
I've got to have an HQ, and since I'm gonna be playing Ultramarines I have to go with a Captain. There's 100 points. Two SM squads, that's 180 points.
Total of 280 points. So that means I've got 120 points to play around with.
What do you guys think I should do?
We can't have dreadnoughts, unfortunately.
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Posted: Wed Mar 04, 2009 2:20 am
can't you agree to drop hq's for such low points game? after all rules are more guidelines than actual law (paraphrasing certain pirate razz ) imho with hq you are best served having librarian tac squad tac squad 3 heavy bolter attack bikes costing you 400 points without hq you can get another tac squad or up one to full size with spec and heavy weapon
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Posted: Wed Mar 04, 2009 7:33 am
!!! Are you guys using 40k in 40minutes rules?
Best thing you can take: Land Speeder Tornadoes. They're fast, they can lay down a hell of a lot of firepower, and they're warmly annoying for your enemies.
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Posted: Wed Mar 04, 2009 8:26 am
error - tornadoes are now too easy to shoot down (no cover save for speed unless 12 inches +) and need to move less than 6 inches to fire all guns (hbolter is no longer defensive weapon)
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Posted: Wed Mar 04, 2009 11:16 am
We play the games pretty fast. Dunno exactly how long they are.
I honestly don't know. I'll have to ask them the specifics.
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Posted: Wed Mar 04, 2009 4:20 pm
Van Evok error - tornadoes are now too easy to shoot down (no cover save for speed unless 12 inches +) and need to move less than 6 inches to fire all guns (hbolter is no longer defensive weapon)
Still. They're fast, they can lay down a lot of firepower, and are a considerable threat to things.
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Posted: Sat Mar 14, 2009 9:05 pm
I figured out what the rules are in our game. If the armor adds up to more than 33 you can;t field it, I don't think.
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