Show Notes
10-1-13
News
- Comikaze! Last chance.
- Las Vegas is half full, do not wait on those tickets.
- Help us out with a forum for Frontline Gaming! The last effort with BB forums was a mess. We’ve been told that setting up a new site and linking to it via Frontline would help, but if anyone can help on that topic, please let us know.
- 25% off sale coming soon! Starts Wednesday, October 2nd, ends Tuesday, October 8th!
- Dark Elves are out and about, GW has them up on the site! Shoot us your orders.
- Forgeworld releases some awesome new stuff, the Fire Raptor, Sons of Horus kits and Space Marine Characters Weapons kits. Lorgar the next Primarch, is done and Horus is being worked on!
- Check out Warpheim! warpheim.com
- Next Imperial Armor is: Warmachines of the Adeptus Astartes!
Rumors: The Rumor Section is gathered from the web and is not in any way information we receive from any manufacturer nor is it necessarily accurate. This section of the podcast is intended for entertainment purposes only.
- Aparently a gamer named Chris has a chance to ask Robin Cruddace what the deal with Grav weapons was, and was told they do strip additional Hull Points per Immobilized. Wow. We’ll see if it appears in an official FAQ.
- The Dreadclaw is dead and burried and will be replaced with a new, larger model? Apparently it will come with magnet slots, nice! Rumors that Corax is in the works as a coming Primarch and that he will have a Jump Pack. Alpharius will also come with Omegon, possibly a third model too, per the fluff. They will also be in their full glory as a Primarch, not in disguise. Rogal Dorn and Sigismund will be in the next book, sweet! Iron Warriors will have rules for the Iron Circle and models. Book 3 will be Execution and have Raven Guard, Alpha Legion, Imperial Fists, Iron Warriors and Titan Legions. Book 4 will be called Prospero with Thousand Sons and Wolves as well as Sisters of Silence and Emperor’s Custodes. Book 5 Signus Prime will be Dark and Blood Angels, Daemons, and Dark Mechanicum. Book 6 will be Calth and have Ultramarines, Imperial Fists, more Titan Legions and some explanation on the Word Bearers.
- Rumors of Supplements for both Rubric Marines specifically and Tzeentch in general.
- Second Wave Dark Elves in November
- The rumored Imperial Fists supplement will focus on the 3rd company apparently, but also talk about Lysander.
Rant Session
- So, Adam from the Dice Abide learned us some learnins ’bout Fantasy magic! He was saying that it has a much bigger impact at lower points as there is always the same amount of magic dice in play, which makes sense, but that as you scale up it isn’t so bad. However, you need it to compete.
- Why is not having EW so bad? Response to some folks saying it isn’t that bad not having it or that a “good” general can avoid this. The truth is, that is a logical fallacy and there’s why.
Tactics Corner
Rules Lawyer
- Jeremy H. write in with: “If you were to start a brand-new custom chapter today, what would you get for your first 2000 points, and what rules/codex/chapter tactics would you use?”
List Review
+++ Marines (1640pts) +++
+++ 1750pt Space Marines 2013 Ed Roster (Primary Detachment)) +++
Selections:
Space Marines 2013 Ed (Primary Detachment) Selections:
+ (No Category) +
* Chapter Tactics
Iron Hands
+ HQ +
* Chapter Master
(And They Shall Know no Fear, Chapter Tactics, Independent Character, Orbital Bombardment)
Artificer Armor, Power Fist, The Shield Eternal
+ Elites +
* Ironclad Dreadnought
(Move Through Cover)
Hurricane Bolter, Ironclad Assault Launchers
* Drop Pod
Storm Bolter
* Seismic Hammer
Meltagun
* Sternguard Veteran Squad
(And They Shall Know no Fear, Combat Squads, Combat Tactics)
Space Marine Sergeant, 9x Veteran
* Drop Pod
Storm Bolter
* Terminator Assault Squad
(And They Shall Know no Fear, Combat Squads, Combat Tactics)
5x Thunder Hammer & Storm Shield
+ Troops
* Scout Squad
(And They Shall Know no Fear, Combat Squads, Combat Tactics, Infiltrate, Move Through Cover, Scout)
Scout Sergeant, 4x Scouts
* Scout Squad
(And They Shall Know no Fear, Combat Squads, Combat Tactics, Infiltrate, Move Through Cover, Scout)
Scout Sergeant, 4x Scouts
* Tactical Squad
(And They Shall Know no Fear, Combat Squads, Combat Tactics)
9x Space Marine, Space Marine Sergeant
* Drop Pod
Storm Bolter
+ Heavy Support
* Land Raider Crusader
(Assault Vehicle, Power of the Machine Spirit)
Multi-Melta
* Thunderfire Cannon
* Thunderfire Cannon
List 2
Ultra Scars (Count as White Scars)
Khan on Moondrake
Comand Squad , apothrocary, 4 gravguns bikes.
Troops
Bike squad, +2 bikes x2 plasma attack bike with multi melta
Bike squad, +2 bikes x2 plasma attack bike with multi melta
Bike squad, +2 bikes x2 plasma attack bike with multi melta
Bike squad, +2 bikes x2 Plasma attack bike with multi melta
Heavy
Thunderfire cannon
Thunderfire cannon
Allies
Iron Hands
Chaptermaster, artifice armor, bike, thunder hammer, eternal shield
Scout squad 4 snipers cammo missile launcher
Storm talon Skyhammer missiles
Stalker
Total 1849
So Khan gives my White Scars bikes Scout which makes them supper flexible as far as positioning to be able to achieve an alpha strike. The command squad is a big game hunter going after wraithknights riptides ect with a 42″ first turn threat range (scout, movement 18″ range).
The thunderfires help me thin out hoards and snipe troublesome models like grimoire carrying heralds.
The Chapter master is a beatstick/counterpuncher against most things or at the very lest lets me tarpit dangerous things I might have a hard time handling with 4W EW 6+ FNP and IWND.
The Stalker and Stormtalon let me deal with heldrakes decently so hopefully I only ever have to deal with no more than 1 flame attack, and why not make them Iron hands to regenerate Hulpoints if needed.
Scouts are a flexible cheap scoring unit that can hang out in a bolstered piece of terrain and be hard to dislodge.
What do you guys think?
How good is the thunderfire cannon to take out the Grimoire Herald, with Look Out Sir and 2++ rerollable up? I would say that Daemons really need to go first on this one to get Forewarning up.
You said it. If Marines go first, do everything in your power to destroy the herald and Fateweaver. If you go second, do your best to keep the Screamerstar pinned in combat. They don’t have Hit and Run.
the grimoire does not affect the bearer himself. If you score a direct hit on the bear you stand a reasonable chance of splattering him (fail a 2+ look out sir and then a 5++ or a 4++ rerolling ones, but you have like 5-6 hits on him
Correct it doesn’t affect the bearer, but killing him is pretty slim. He has 2 wounds at tough4, with a 2+ LOS!, 4++ rerolling 1’s. You need to average like 24 wounds on him to take him out.
You guys really are making me want to start fantasy. But I cant because im poor 🙁
Oh well. I just wish I had money when you guys where doing the 25% discount. but my payment arrives a few days after.
Make that paper, son! We’ll have another sale, eventually =)
That first list has no equipment on the troops. What would you guys recommend putting on them?
Going all Bolters to save points is totally fair, IMO. Even just a Flamer. Tacticals kill infantry and tanks, they can operate tolerably well against other targets with the right equipment, like a melta or Plasma, but suffer from single weapon syndrome.
What do you guys think about doing Grav Guns on the tacticals? Because the list is missing enough points to throw around some special weaponry.
Not a fan of Grav gun on non-relentless models. Range is ultra short and you lose shots. Plasma/Melta/Flamer on Tacticals, IMO.
Awesome, thanks for the advice.
You’re welcome!
Was that Hunt who brought back all his screamers?
Yup.