Warhammer 40k General

Please Talk About Astartes More

>Rules databases
mega.nz/#F!BxI1HSgI!0tKymKh9RZTzGpgIA5EyCg

>FAQ’s and Errata (outdated but official)
games-workshop.com/en-GB/Rules-Errata

>40k 7th edition quick reference sheet(s).
dl.dropboxusercontent.com/u/4104995/Games/7edRef.pdf

>Forgeworld Book index
dakkadakka.com/wiki/en/Forge_World_and_Apocalypse_Rules_Index

> The Black Library
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>Orks are a melee race
>I2

initiative should be based on baldness level.

That would buff orks too much.

no such thing as an orc that's too buff

Do repair rolls fail on a 1 if you're rolling for D6 + Servo-arms for a success on a result of 5 or more?

Wait. That would make Crons too OP. Maybe Nids too.

>Iyanna, the Oracle of Ynnead

So it looks like Ynnead at least somewhat became a thing, and is powerful enough to have followers. Interesting developments we're having for 8th, I can't wait to see more lore.

No, you can autopass repair rolls.

>Techmarine
65pts
>Servo Harness
25pts

>Techmarine + Servo Harness
90pts

>Thunderfire cannon, which includes a techmarine with a servo harness
100pts


...what?

Fuck the balance! I shall "solve" orks with fluff!

Keep Orks I2. But give them better WS, Tougness, and Strength. You can see an Ork's attack a mile away, so even a guardsmen should be able to stab first (his bayonet is basically turning him into a spearman after all). But when an Ork swings something you can't block it because he's so strong and it has so much momentum, hence a higher WS. When he does hit you directly your either cut in half or thrown backwards by the shear force of the swing, hence greater strength. Finally, the Fungus-berzerker with redundant organs and flexible physiology should not be equal in toughness to a fucking guardsman. He should be closer or equal to a space marine at least (strength).

Oh, and he should be stubbern or even fearless in melee. Because he's an ork and orks love that fighting shit even when losing.

the cannon marine cant leave it

fuck that

>Let orks ignore unwieldy on the charge
>Let boyz take 1 klaw per 5 models

>Fuck better stats across half the board, I only want rules that help in a very specific situation and a weapon of complete overkill against most infantry

?

how to fix orks:

hatred (everything)

im pitching minir changes as I believe GW will NEVER give orks the complete overhaul then desperately need

>Implying 'complete overkill' isnt the orkiest thing to ork

Makes sense.
Yea, but this is an imageboard at 3am British Time. Nobody in GW is actually reading this. Why not fantasize a bit?

Also Want: A mob rule that grants stubburn when other boys are nearby for better hordes, an extra attack for all shootah-based weapons, and a formation that grants the ignores unwieldy rule you mentioned to a horde of no less than 5 ork squads.

Shouts out back to the old apocalypse days when an ork unit falling back autoregrouped when within 24" of the Warboss

So i heard there was a new Kharn model? Pics? Been out of the loop for a while, but I'd really like to bench my tau or be able to use my CSM too

its in the last thread.

Ctrl+F Break your back

or something like that

us.musterbrand.com/collections/warhammer-40k/commissar-805

I can't wait to see of someone wearing this with a fedora and/or being simply too large for it

It's gonna be glorious

Thank you. I think he'd look good with all my purple/gold csm guys, if i made his shit a little shiny

>$300 for a piece of clothing that only a mobster can pull off

Trying to get my head around HoR. My friend wants to get people into 40k starting with kill teams because the cost is less daunting.

I mentioned it in the last thread, but I have Deldar with a particular interest in Wyches.

So I've been out of the 40k loop for a while now. Checked the main website and saw they added yet ANOTHER Space Marine army. Did anyone even ask for this?

Also, where the fuck is the CSM update? Surely that should have been higher priority than another Space Marine army.

Deathwatch codex to represent Mentor Legion.
Y/N?

I mean it's pretty much a perfect fit for them. Small squads going out to fight alongside other groups and learn their ways.

Well, with the new leaked Ahirman and Kharn I suspect the Chaos codex is on hold while they finally update the cult chaos marine plastic kits.

They're priority now is making CSM look just like AoS bloodsecrators, or go full on 30k.

>muh khopesh
>muh scarab
>muh forced trope

Who is the most redpilled faction in 40k?

Are there trolls in 40K?

I think absolutely hatred, but I'm coming around to the idea of making Orks S/T 5 universally. It doesn't make them amazing, but it reflects both the hulking ogreish beasts from the fluff as well as making them more survivable on the table

yes, but they live primarily in the general threads.

teehee
but srsly

So here is my list for 1250 pts. It's changed a lot with the talos, succubus, trueborn and haywire scourges.

It's been doing well still against my friends that play CSM, Blood Angels, Grey Knights, Imperial Guard and CSM/Daemons. Sometimes Dark Angel and Ultramarines.

I was wondering if a set or two of the Death Watch Harlequins would be a good additions to my army and why.

I have two people willing to split a box with me but I don't know if that's a fair deal with what they get and if I need multiple.

HQ
Succubus (140pts)
>Agoniser, Haywire Grenades, Plasma Grenades, Splinter pistol, Webway portal, Wychsuit

Elites
3 Incubi (170pts)(not including Klaivex)
>Klaivex w Demiklaives, Venom w Flickerfield, Splinter Cannon, Splinter Cannon
5 Kabalite Trueborn (140pts)
>4 Shredders,Venom w Flickerfield, Splinter Cannon, Splinter Cannon

Troops
2x5 Kabalite Warriors (105pts)
>Venom w Flickerfield, Splinter Cannon, Splinter Cannon
10 Kabalite Warriors (135pts)
>Raider

Fast Attack
6 Scourges (176pts)
>4 Dark Lances

6 Scourges (136pts)
>4 Haywire blaster

Heavy Support
Talos (140pt)
>Armoured Carapace, Close Combat Weapon, Ichor Injector, Twin-Linked Haywire Blaster

1247/1250

Everyone tells me to build to 2000 as they prefer larger games. besides above I have ten more warriors and a raider as well as a box of mainframes because I liked the model.

no man, no trolls in 40k

Orks.

There's Ogryns, who meet a lot of the requirements of trolls (big, strong, dumb, like hitting things).

There's also Orks, but they typically don't get to typical "troll" size.

I considered making Orks S4 with Hammer of Wrath, & only Nobz & HQs keeping Furious Charge. GW is so fucked about Orks at this point that a major stat reset couldn't possibly make them worse. I2 would be much less awful if the Boyz bowling into victims had any TT representation.

I'm still mulling over a different Mob Rule atm.

so can the DW blackshield take the big ass hammer or not?

Give the Succubus an Archite Glaive, it's objectively better and that AP2 will help more than the poison. Also, lose the WWP since you can't charge out of deep strike.

Give the Trueborn Blasters not Shredders.

Don't give your Scourges Dark Lances. Why on god's green earth would you give squishy jump infantry heavy weapons? Take a Ravager instead, or give them haywire blasters or heat lances and take only a squad of 5 cause their ass is grass the moment the opponent gets a chance to shoot.

Don't take the Ichor Injector on the Talos, it's already S7 and S8 on the charge, the instant death isn't worth the points over chain flails.

Tell me about what you love about your faction.

Did you like they look of the models?
Was it because of the fluff?
Artwork?
Are you just a WAACfag playing a flavor of the month army?

>That new Kharn model

I love Dark Eldar models more than I love winning games. I still think they have the coolest aesthetic of any 40k army. I also love Harlequins so I've started collecting them too.

Can anyone recommend an epub program that can actually read the deathwatch book properly?

Grey Knights
> Clean lines, bright colors, good contrast
> Super-specialist organization with a clear-cut purpose
> Artwork is mostly meh
> On TT, hits like a brick when it works, falls hard when it doesn't
> Also super easy to transport to and from the FLGS

I Love everything about Orks
Except their codex and GWs lack of care for them

>Come up with Aquila Kill Team that will look cool on the table and do what I want it to
>Realize I have no idea how to ally it into my blob guard with artillery

I think that's fucking genius.

What do you even mean? I just take it as the formation.

>Just take it as the formation

What do YOU mean?

The only required parts are the 5 veterans and one choice from a librarian, a terminator or a vanguard veteran.

So... bring that? I'm not sure what your problem is.

>Post says I customized it to how I'd like it to be
>And that I'm realizing I'm not sure what role it would actually serve with my main army
How do you not understand?

I love tau for a few reasons. They look cool. I loved megasXLR, power rangers and gundams growing up so I can't keep away from fighting robots. I personally think that they have consistently been one of the factions with the least amount of stupid backstory or stuff that makes me go "This doesn't make any sense...". Also, I picked them up not long after playing shogun 2 and really started reading into and appreciating Japanese and Chinese history.

Also I love the way fire warriors looked. Out of all the basic infantry in the game, they seemed like the only ones I'd enjoy painting 100+ of. Turns out I was right.

The fact tau were op was secondary. I was going to have to choose between tau or nids and I'd be lying if I said tau being good didn't effect my choice at all. Part of this also had to do with the fact I wanted a gunline army that could be made less gun-liney as I got better.

Deep strike it in someplace that it will annoy your opponent and fuck something up. The end.

I figured "the role it's going to serve" would be incorporated into "will... do what I want it to."

You'd have to TRY to not fit in a kill team to any list. Basically any option you take (aside from a footslogging melee squad with no guns) will be a boon.

take it to kill things with teamwork

Inquisition is just awesome. I can use any models I want, they have cool stories, good art, and they're pretty okay on the table (though I personally still need to git gud).

Hey, I've been considering making my own space marine chapter. I was going to go with the name "imperial dragons" and go with the color scheme red and purple. I was originally going to go with any canon chapter with a purple/red scheme, but after figuring out no such chapter exists and decided it would be my duty to fix this.

Problem is I've very little knowledge about space marine lore and would love some advice on how to make fluff and stuff work without them being dumb mary sue homemade chapter #43578

Death Guard. The color scheme, the rust, the dinginess, all of it. Plus, there's a lot you can do painting wise for them and still have them be able to fit it in with your army with the Nurgle affiliation and all.

>Grey Knights
Models. I was fucking hooked on Paladins in Space. The fluff only made it better, aside from a few of the Ward-written things.
>Tau
I made my first ever roll in the game with a Hammerhead in a demo game my friends hosted for the group and blew 8 Boyz off the board. I picked them up during 6th after mostly finishing my Grey Knights to where I can run at least 2k points. The models are great, and I loved the whole Xeno-alliance thing along with the "we are the light in the sea of darkness" type thing. I knew that they were a decent army on table, but that didn't really affect my choice much because I had decided that my second army would be Tau halfway through making my GK's. Bit disappointed they moved to more mechs instead with 7th Codex.
>Dark Eldar
Best. Models. In. 40k. Hands fucking down. The basic troops all have personality and aren't monopose. The sleek, deadly aesthetic does belie their performance on the tabletop, but here's hoping for a decent update sometime soon. Sadistic space pirates that constantly fight for power in a Shadowrun-esque city turned up to 11 in all factors? Yes, please.

I think I'm miscommunicating here.

This is the kill team I've assembled based on "this would look cool and might be useful".

I'm just not sure what role it would serve in my main army of 2 50 man blobs and artillery. Maybe just be there to look cool.

Imperial Guard is pretty neat, and I'm a sucker for their tanks. I want to build myself an Armored Regiment (like pic related), and I'm not done until I have dozens of them including FW vehicles and Baneblades. I don't doubt the Guardsman though, seeing them hold the line or pull through in the thickest of shit makes for the most fun games.

Its just a shame I'll be given shit for massing tanks, I want my infantry to grab objectives and follow its supporting tank company.

Yeah, you've got a lot of points sunk in to them but no way to get them into combat.

I would drop the Librarian for one of the cheaper options. Possibly downgrade some melee weapons. Basically, try and squeeze in a Corvus for them to assault out of.

Either that, or go shooty and give them a transport.

I feel like it'll mostly just make your enemy feel happy about having something better to throw plasma at than guardsmen.

Any idea on that timeline for the apparent Kill Team reboot box? The one that has a Tac Squad and some Fire Warriors?

I could drop the librarian and two of the vanguards to get a blackstar and still have 20 points to spend.

I only play against two people, a Tyranid player and a Necron player, so I liked the idea of a small deathwatch team coming along to help my guardsmen.

I need help guys. My play group consists of myself and half a dozen friends. Almost all of us run armies that we build solely because we liked the fluff. I run a choppy, termie heavy, IW CSM list, one guy runs flyrent-less Nids, one runs a goofy SW list and so on. Except one guy. One guy runs WAAC Tau. We nearly always get trashed by his dudes. I don't actually think I've ever beaten him (Turns out running my chainsword wielding marines into a line of AP2 fire doesn't work). As much as I hate his army and smug "I just know tactics better" line at the end of every game he's still a good friend and I don't want to tell him that I'm done playing with him. Instead I want to field an army I've been looking at for a while, IG, and pry victory from his dead blue hands. So I have to ask both WAAC players and regular IG players alike, what can I do to put the Tau down with some good ol' human enthusiasm?

Russ tanks everywhere.

Tau is primarily a S5-S7 army, having a line of AV14 to deal with will fluster him and he won't have a proper response. Include some Wyverns too.

I recall a story told here a week or so ago about someone who counter-cheesed by putting everyone into Land Raiders with dirge casters and driving them inexorably into the enemy gunline.

Blood Angels.
I built my first marine at seven from the 3rd edition Black Templar vs. Dark Eldar starter box. He was a Blood Angels sergeant with plasma pistol, power fist, paper banner, bald screaming head, and goblin green base. I painted him as a Blood Angel because I liked the color scheme.

Now I really like their Catholic/Roman/Italian Renaissance theme and the tragic inevitablity of their fall into madness yet still remaining optimistic in a grim dark setting.

>Sisters
My oldest and most comfortable army. I love their art and fluff, which is the main reason I bought that Witch Hunters Codex all those years ago. Their models are starting to make me sad,though. I've been looking at the same models for 13 years now.

>Grey Knights
Technically still counts because I have a few left. I picked up a small force to play along with my Sisters back in the day because they complimented each other wonderfully. I had it fluffed that they worked closely together, but sold most of them when the 5th codex hit because it was appalling

>Demons of Tzeentch
Want to be clear here: I got into them long before summoning summoners summoning summoners that summon summoning summoners was a thing. In fact, I HATE the fact that they went the retarded fantasy route for Horrors. I picked Tzeentch because I found horrors hilarious in fluff, and fun on the table, and my opponents laughed with me. I don't play my Gribbles much anymore because they lack all the fun they used to have.

>Dark Eldar
I love the models. Plain and simple. I wanted a plastic army that played differently from my metal sisters.

I think I'm just a glutton for pain.

You need to ally some Renegades with artillery and meat.

Very Fluffy IW too, they've entire worlds dedicated to breeding literal meat shields,to protect the IW's war machines from damage.

As a tau player I can tell you the biggest fuck you is probably russ spam. If you've stuff with range beyond 36 inches most of his stuff will be ineffective. If he runs crisis suits than bring str 8 ap 3 and he'll cry. Target any and all lascanons at broadsides. Broadsides are toughness 4 so they will be doubled out. His riptides are hard to kill, and probably won't die, by biggest advice would be to ignore them if you can. If you can, I'd suggest getting psycic BS like mind bullets and invisibility, as he'll have limited options to deal with that. An invisible blob of 30 conscripts will never be moved off an objective.

Fire warriors drop like guardsmen, remember this. Also, if you can bring scions I'd suggest dropping them so that they'll double out his smaller suits, or if you bring flamers use them to flush out his path finders. With any luck you'll flame them and then be behind the cover they were using. Remember, cover isn't something to be relied upon in this match up unless it's LOS blocking, but you should still use it. It's the difference between your opponent getting 2 units at bs5 whilst shooting at you or one unit at bs 5.

Also flyers are better against tau than deep strikers because flyers will at least get a round of shooting in usually before being blasted to hell.

Remember, just because tau suck at assault doesn't mean you need to go run up to their rapid fire range like an idiot. Play objectives and abuse your range, if he deep strikes suits then just hit em with ap3 until he cries. In 2 out of the 3 deployment types the table length will be to your favor. Remember this. Abuse this. You've longer range, make him come to you.

How hard would it be for Tau to remove Heavy Artillery Carriages? Not that user but I was thinking about taking Earthshaker Cannons, order them to ignore cover to remove tough suits. I feel like that would benefit a lot at removing Ghostkeels/Stealth Suits if facing OSC shenanigans that would ignore AV14.

Im not up with current 40K rules but how are the allies rules at the moment? If it is still everyone can be "Desperate Allies" then this sounds desperate.
Under fluffy 40K rules I see no reason all your armies can't coalition into a single task force to beat him.
Then build a list using everyone's stuff tailor made to fight his army.

If you don't have the stuff in your collections to do it I understand, but I figure its worth a shot. I haven't kept up with 40K in awhile but I remember this feeling user. It sucked.

Not him, and I don't play in a hypercompetitive meta, but it seems like tau have quite a bit of trouble removing artillery carriages. The only time I've lost one is when they took the FW riptide that gets more hits the larger the target is. If you're worried about it, you can also take a void shield to help protect all your artillery.

So maybe arty, Scions, and autocannons? Drop basilisks fire from the other side of the room and shoot up his firewarriors with LR Exterminators?

What do Deldar do against Deathwatch? Just cry and hope it's over quickly, or don't bother setting up in then first place to save time?

If there's minimal vehicles, run some Ravagers with Disintegrator Cannons, Reavers with Caltrops, Scourges with Heat Lances, etc. AP 2 will make them cry.

Fellow Guard player here, I'm a treadhead too, but what I REALLY love is artillery.

Which is a shame, because the real guard arty is pricey as all hell, and basilisks are crap unless you take them in a formation that makes players in my local meta scowl at me for using 'op bullshit'.

So for now I content myself with a 50-man blob, 5 lascannons, a Primaris psyker, and a CCS handing out orders. Enjoy your 5 rerolls-on-everything-fuck-your-save shots from four feet away, you meta-hating scrubs!

>run some Ravagers
>scourges
>drop pods with specialist ammo

>Reavers with Caltrops
>2d3 hits from overwatch
>per Frag canon

>AP 2 will make them cry.
>their whole army makes Deldar cry

.......... wtf have happened to Warseer?

Scions are iffy. I'd frankly invest in SM allies here because they're less likely to get snuffed by interceptor due to being AP3. If you know you can drop broadsides before turn two though then I'd hazard an investment in them. If you bring them though, know they won't last. You may want to bring minimum squads. Ask yourself this, "how many shots will I need to kill my target in a single round of shooting?" Then ask yourself how many of them will die to interceptor. If the answer is too many on either of those, than don't bring scions. Broadsides with ap4 missile pods will completely destroy scions BTW because of interceptor.

Wyverns will eat cover-camping tau alive. Bring two and make some blueberry jam. Bring them in an Emperor's Wrath formation with a trio of Basilisks and remind him who REALLY owns the Damocles gulf.

Riptides are a tough nut to crack, but an ABG Vanquisher can solve that problem quite handily if you're willing to invest in Forge World. For 250 points you can get a BS4 vanquisher with 4 hull points and a 6th-ed co-axial gun (twin-links the primary gun if it hits) with a range of 3 feet. But the REAL kicker is that it can also take Beast Hunter shells, an alternate shooting profile with S8,AP2, Small Blast, Instant Death.

You heard me. Liquefies MC's from 6 feet away. And it has a special order list it can issue to ITSELF, one of which forces the target to re-roll cover saves.

Bring a cup for the blue tears. Use them to wash down your standard combat ration.

Sorry "due to being armor 3+" is what I meant to say, not ap3.

If you play DKoK, you can get artillery for hella cheap since you can bring them as emplacements rather than mounted on a chimera chasis. Also, you can bring something like 12 Quad-Launchers in a single CAD, which equals 48 60" S5 AP5 Small Blasts per turn (that have super Pinning).

>mek gun+smasha gun=30pts 2 grots included
So i can get 3 mek gunz and have 10 points to spare?

Why do people not use them mek gunz?Are ye gitz too sdupit?

Some are still come the apocalypse.

What massed poison do againt the most expensive infantry codex?

About 2 unsaved wounds per 10 models?

I'm a fairly new IG player, and I haven't played 40k for several years.
Can anyone tell me WHY Basilisks aren't any good? I mean, if you're grabbing Earthshaker Cannons on the artillery carriages, wouldn't they be better mounted on a Chimera Tank Chassis?

Not what I meant, user. Guard arty is INCREDIBLY cheap for the power it brings to the table...in terms of points. For almost exactly 500 points you can get a battery of 3, a Primaris Psyker to twin-link them and buff their orders, and a CCS to hand the orders out, as well as a chimera full of meltavets to round out the Allied Detachment. That's AMAZING.

Not so much money-wise.

And thats 40-80 points.

Sounds good, I imagine that with no fear of being assaulted and my crew being T7 I'll just place them far back and prompt markerlights to be spent on them with 4+ cover. Void Shields sound great and I'll only use them if I'm not in a friendly game with casual lists.

I hope artillery gets some love next codex, except for the Wyvern since that's (maybe a little too) amazing as it is. I see blobs and artillery work well, Forge World seems up your alley if that's allowed in your area.

Not that user but I'm definitely looking into something 3rd party or otherwise that looks close to those carriages. I definitely can't spend the amount that would require 6 carriages, as much as I would love to have them.

Does 40-kaos have chaos undivided or was that a fantasy thing? Which heretical marine chapter would that be?

Then I lose whole units in return? Between massed canons and specialist ammo combined with drop pods, they wipe out a squad and transport without even trying.

Because they have a minimum range of 36" when they do indirect fire, which is more than half the length of an average gaming table. Meaning that, if you want them to be useful, they need to be in a corner and/or in a position where they can direct-fire rather than barrage.

Oh, THAT kind of expensive. I thought you meant points-wise.