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Posted: Fri Jan 21, 2011 1:13 am
Nope, two different breeds. That's also the reason why Inq. Stormies have "Hellguns" and IG Stormies have, ugh, "hot-shot lasguns" these days.
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Posted: Wed May 18, 2011 10:41 am
i miss my hellguns for my guard stormies gonk
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Posted: Wed May 18, 2011 12:58 pm
You can still call then hellguns, they just have a different name to avoid confusion with the older codex book entries.
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Posted: Wed May 18, 2011 4:51 pm
the nice thing about inquisitorial ones you can have them cheaper (9 points for basic guardsman with ap3 flashlight), which combined with Coteaz leads to some nice anti MEQ builds
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Posted: Sun May 22, 2011 1:27 am
Storm troopers offer a better package, though they are priced at a premium like most products from GW. sweatdrop
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Posted: Thu May 26, 2011 1:22 pm
but in my terms the Conscripts at the maximum numbers of the squad with "Send in the Next Wave" gotten from Commander Chenkov is the best combo you can get for their point value
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Posted: Thu May 26, 2011 2:07 pm
I've always found it an expensive option myself.
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Posted: Thu May 26, 2011 2:15 pm
Ever seen 250 conscripts constantly coming back? I haven't, but I wish I could.
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Posted: Thu May 26, 2011 6:37 pm
Jason Kharo Ever seen 250 conscripts constantly coming back? I haven't, but I wish I could. Face me and you can see just how annoying it is xd
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Posted: Thu May 26, 2011 9:03 pm
jokester120 Jason Kharo Ever seen 250 conscripts constantly coming back? I haven't, but I wish I could. Face me and you can see just how annoying it is xd in a kill point game this is suicide, in 2 objectives it makes pretty impossible to shift IG from their objective, and in general makes you fear lasguns for the first time... first rank fire, second rank fire anyone? makes space marines feel like US troops in Mogadishu versus pretty much entire city...
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Posted: Thu May 26, 2011 9:07 pm
Van Evok jokester120 Jason Kharo Ever seen 250 conscripts constantly coming back? I haven't, but I wish I could. Face me and you can see just how annoying it is xd in a kill point game this is suicide, in 2 objectives it makes pretty impossible to shift IG from their objective, and in general makes you fear lasguns for the first time... first rank fire, second rank fire anyone? makes space marines feel like US troops in Mogadishu versus pretty much entire city... True but I uselly ask "what is your biggest meanest melee unit?" and then I throw my conscirpts at it, tieing it down for the game why the other guard squads roll the rest of their army.
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Posted: Thu May 26, 2011 9:31 pm
jokester120 Van Evok jokester120 Jason Kharo Ever seen 250 conscripts constantly coming back? I haven't, but I wish I could. Face me and you can see just how annoying it is xd in a kill point game this is suicide, in 2 objectives it makes pretty impossible to shift IG from their objective, and in general makes you fear lasguns for the first time... first rank fire, second rank fire anyone? makes space marines feel like US troops in Mogadishu versus pretty much entire city... True but I uselly ask "what is your biggest meanest melee unit?" and then I throw my conscirpts at it, tieing it down for the game why the other guard squads roll the rest of their army. unless the unit in question can break the conscripts reliably, and just kill unit after unit turn by turn... still for example thundershield termies have trouble with small number of attacks... but 30 orks/hormagaunts are different prospect altogether
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Posted: Thu May 26, 2011 9:37 pm
Van Evok jokester120 Van Evok jokester120 Jason Kharo Ever seen 250 conscripts constantly coming back? I haven't, but I wish I could. Face me and you can see just how annoying it is xd in a kill point game this is suicide, in 2 objectives it makes pretty impossible to shift IG from their objective, and in general makes you fear lasguns for the first time... first rank fire, second rank fire anyone? makes space marines feel like US troops in Mogadishu versus pretty much entire city... True but I uselly ask "what is your biggest meanest melee unit?" and then I throw my conscirpts at it, tieing it down for the game why the other guard squads roll the rest of their army. unless the unit in question can break the conscripts reliably, and just kill unit after unit turn by turn... still for example thundershield termies have trouble with small number of attacks... but 30 orks/hormagaunts are different prospect altogether That can happen but I put Yarrick in one of the squads then when one breaks another instently charges in, I've thrown Conscripts at almost everything from Ork Nobz to Eldar Avitars and they are always tied for a turn or two witch is annoying for the other player to try and play this great unit and have it get stuck in a combat with this large weak unit over and over agin.
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Posted: Mon Aug 22, 2011 2:05 am
Tau Codex (2001), page 54, paragraph 2, "He raised a hand in greeting and Palmatus could see the outline of a faded Imperial Eagle tattooed on his forearm."
I assume this tattoo would be on the right arm, and with one's palm upwards, about 15cm long between the wrist and elbow?
Done a couple Google searches, including Lexicanum, and I can't find anything confirming it.
Anyone know how it goes, with a reference if possible?
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Posted: Thu Nov 24, 2011 2:33 am
DarkElf27 Lady Blodwynn The last thing we need right now is more Space Marines, alienating the non-Imperial players even further. edit. That was a unintentional bad pun. gonk They have been going a bit overboard with lots of different chapter codices lately. Where's the love for IG, with Cadian and Catachan and Mordian codices? neutral I don't think those armies all need a codex of their own. The previous codex handled it rather well with the Doctrine system. While the system was not perfect, it did the job well enough, giving the players the tools to custom build their own armies as they saw fit. Forge World might be the go-to company to produce specific Imperial Guard army lists*. Last thing we need is a list of the following: Codex: Cadian Shock Troops ~ Codex: Imperial Guard! Codex: Catachans Codex: Elysian Drop Troops Codex: Tallarn desert warriors Codex: Death Korps of Krieg Codex: Mordian Iron Guard Codex: Armageddon Steel Legion Codex: Valhallan Ice Warriors Codex: Vostroyan First Born Codex: Praetorian Guard Codex: Tanith First & Only Codex: Last Chancers Codex: Vraksian Renegades Codex: Traitor Guard Codex: Armoured Company A lot of the regiments listed don't need a completely new codex to work, just a few changes here and there really. In fact, all regimental variants could have easily been handled by a single codex, giving each regiment a two-pager with rules on how to field it properly instead of the vanilla army list. Give Mordian and Praetorian Guard access to Close Order Drill, give the Catachans a lower armour save but several boosts when they are in greens, make the Death Korps Die-Hard and Fearless, make Chimera tanks cheaper for Steel Legion armies and so on. Or, perhaps the most hated answer, but what the current codex could have done better was to give certain commander characters the ability to influence the army list, as with the Space Marine codex. Have the infantry commander give infantry good boosts through his command bubble (I miss that rule a lot!), have the armour commander field X amount of tanks as troop choices and have the airborne commander replace all Chimera entries with the Valkyrie / Vendetta entries instead. The current codex is okay, I enjoy using it against my "play hard, but play fun" opponents and it has good options, it sadly lacks some of the more customisable options of its predecessor, which put bluntly, is a missed chance and a bloody shame. Not to mention the removal of several "typical" Guard rules and units, such as the Armoured Fist squad, which now gets a small mention in one of the unit descriptions and the silly "Hot-Shot lasgun" instead of the more fitting Hellgun. * Elysian Airborne, Death Korps of Krieg siege company and two flavours of Renegade Guardsmen, Nurgle and Khorne was it?
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