Warhammer 40k General

'Codex: Deathwatch is half finished because models can have two bolters' edition


>Rules databases
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>FAQ’s and Errata (outdated but official)
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>40k 7th edition quick reference sheet(s).
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>Forgeworld Book index
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> The Black Library
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Best part of Ork lore?

da boyz, a course

Best chapter tactics to use when Allying with a mixed gunline/mechanized guard army? I was thinking Raven Guard in a Shadowstrike Kill Team with as many Vanguard Vet squads as I can afford.

Has anyone here amassed a company of marines yet?

I'm tempted to keep collecting but I know I'll never need to field sixty tac marines or twenty devastators.

How is green tide?

Ive recently come into posession of around 360 boyz, so im wondering if just overwhelming people in bodies is viable.

I dont plan to run them as the formation because all the boyz getting tied up in combat by 5 khornedogs doesnt sound fun

I know Raptors user has like 6 or 7/10 full companies.

What's a fluffy iron warriors list? They're cool as fuck.

It's painful

Like actually physically painful to bend over a table for 30 minutes every movement phase

Best 1500 list I heard of green tide of 10 squads of 10 boyz, 5 with nobs with pk, with a warboss with big bosspole with a painboy attached
102 man blob of fearless ork boys with a 5+ fnp

im planning to get some movement trays so it isnt that big of a concern

>gunline

when your stuck in a cqc with no hope of escaping your corner you'll have no one to blame but yourself.

that said, imperial fists/crimson fists like shooting in a defensive position

if you can get locked up in combat by 5 fleshhounds i would hate to see how fast a buffed up of hounds could shred through some orks

r8 my fluffy 2k list.

iron hands. fisting medusa

memelance strikeforce

memefaggot in cataphractii with memechain and thunderhammer

3x 10x tac squads in rhinos with gravcanons

attack bike tax

9x devestators in rhino with 4x grav cannon (libby here)

memehammer analhilation force

2x 5x assault marine taxmeme with 2x heavy flamers

8x devestators with 4x grav kennon in pod (terminator libby here)

7x devustators with 4x gravy culverin in pod (libby and memefagot here)

libby coven

libby lvl 2

libby lvl 2

libby lvl 2 in terminator armor with stormshield and forcethunderhammer relic

all the libbys are on ether biomance or librarius because its fluff list. also all the units are bit units because big units is fluff

biomance is cool because gives EW 2+++ FNP relentless grev kannons

r8 pls. will be using to teach new tau players how 2 play

Seeing as the codex literally gives you a road map to build a Battle Company and its a pretty competitive list, I'd be legitimately surprised if no one here has.

Their economy is their own teeth.

The best part is that it's actually a fantastic economic model, even by modern standards.

>1. There is a finite amount of Ork Teef (as they can only be taken from Orks, on specific Orkoid creatures like Squiggoths). It's damn near impossible to counterfeit their currency. The only way to get more teef is to make more Orks, replenishing the system with teef. This also means that the proportion of Teef : Ork in the economy is roughly consistent across the entire galaxy.

>2. Teef are tangible currency that can't be "lost to the system" like electronic currency can, yet are small enough to handle in large quantities.

>3. Teef are organic materials, and therefore decay. Not only does this self-regulate the economy by removing currency from the system, the rate of regrowth and of teef decay is roughly consistent - again stabilizing prices and the proportion of teef in the system.

>4. Teef are self-produced from Orks themselves. Even if an Ork is very down-on-his-luck, he will have at least SOME currency on him, as he can always knock out his own teef to use as money, and Orks regrow teef constantly throughout their lifespan.

>5. Teef are directly acquired through the activity all Orks participate in - waging war and krumpin gitz. Success in battle directly translates into more wealth as well as increased social standing, which due to Ork gestalt psychic energy means they become better in battle and can therefore become more wealthy, and so on, at least until the Ork meets his match and is killed or supplanted by a stronger Ork. It also means that, if you're short a few bucks and don't want to pull your own, you can just go beat the shit out of a stranger and take HIS teef, and now you're directly richer.

It's kind of funny that an economic model that almost assuredly was created as a joke by GW is actually extremely successful within its own species, and is in many ways an ideal currency.

I'm a college student working two jobs to pay for said college, I know what having no time is like.

I, however, like to actually enjoy the hobby, and will forego playing games for a day (I only get one day free a week) to watch players new to the store/game. With an overly analytical mind, I tend to be better at strategy then certain people, so I have to personally list tailor to the player, not their list, to create an experience that's both fun and fair for both of us. I could bring my warconvo to every game with no remorse, but what does that get me? I could bring only anti-tank against the guy who brings guard parking lot with a side of bubble-wrap to every game, but why do that? I want to challenge myself and make them think, to improve them as a player as well as myself. The only people I don't do this to are people who bring cheese like eldar wraith and bike spam.

>will be using to teach new tau players how 2 abuse the fuck out of Interceptor.

Fixed that for ya.

Yeah but who'd run 10 man squads instead of 5 man squads in free razorbacks?

dogs are a nightmare as orks

5 dogs can tie up a 30 man boyz squad for a good 2 turns

Bruh.
Send some to me.
pls.

Tuska the demon Killa .

leads a Waaaagh into the eye of terror because he wants a good fight.

Then, right as he's about to die, he snips the Daemon lord's balls off

Probably as good as swarm nids, make as many squads as you can and take no upgrades, use them as a buffer between the enemy and your more important stuff, alternatively sell most of them, get a metric ton of grots, and a stompa or two and just make it physically impossible for your opponent to do anything

so i should run a fully gladius memeforce instead?

would have 80 marines and 20 groove canon with free drop pods.

or could have 50 marines with 8 greave cannon and 10 free lascanon razorbacks with IWND.

i want it to be fluffy and casual

That's why I bring the Space Marines, to tie up the enemy cqc specialists.

Dey iz da greenest.

I have the second company of my chapter, all at least primed. Secretly they're Loyalist Iron Warriors successors known as Champions of Olympus. It's 30 tacticals, 30 devastators, 20 Assault Marines, 5 techmarines, a 5 man command squad, 14 tank drivers and the captain.

They have some MkIII armor and some relics from the heresy, but they're pretty codex divergent with their tactics. Would post pics but I'm currently in bed.

hmm the most buffed up unit would be 20 hounds in the incursion murderhorde, jugger herald with exalted loci and double lesser gift within 6" of another squad. hell throw in the attack +1 relic as well. on the charge that's 100 attacks so that's like 60 dead orks

Played my first game yesterday with a friends army and I think I want to invest in starting a Necron Army. What should I be looking at starting with?

I was thinking of going with Necron Warriors and working up from there.

They're actually threatening.

Get the start collecting box, and another set of warriors. That should get you a great starting point, with my favorite hq model in a long time.

Browse bartertown for a good deal.

I picked up a shit-ton of orks trading off my old Warhammer Fantasy army.

I also nabbed like 100 imperial guard troops for like $60 once.

The fact no DW HQ can take Bikes is admittedly irksome, as is the inability for DW Dreads to get Frag Cannons (missed opportunity, GW!).

Thoughts on the Black Crusade Detachment? Me? I think that there's "some potential", but the mobility is still going to be an issue. Easy-access Obsec for everything is sexy, as is free Hatred/VoTLW.

Some options include:
-Dark Angels: You get Powerfields. Chimeras with 4+ Invulnerables are funny.
-White Scars: What's worse than a Stubborn blob of murderous Guardsmen? Giving them Hit & Run.

honestly 10 man squads in free pods with grav cannons arent bad. especially when you are dropping 6 pods on turn 1, with 2 of them being grav cents or whatever.

the gladius strikeforce is disgusting as long as you take free shit

Aside from being failcast, what's wrong with Mandrakes? They're cheap, have a decent weapon, stealth, shroud, ect.

Anyone have a good tau 500 pts army list?

I only have like the full command staff(Techmarines, Chaplain/Captain, Librarius), of about 7 companies. In terms of bodies I'm up to 200 marines, and I've got 40 more scouts waiting to be assembled. I also have the entirety of the chapter veterans and command staff setup. This weekend I'm going to clean the local geedubs out of all their scouts AGAIN, and order more biker scouts.

For me I would say a full strength company in the raptors would be somewhere around 170 marines. There's the command staff consisting of 2 librarians, a Captain, Chaplain, 2 major techmarines, and 10 minor techmarines. Vehicle staff, of 2 per vehicle, 3 per predator. There's maintenance staff, apothecaries, marines, and scouts. Aside from that, none of my companies have preset organizations as per how the bodies are setup. I just approach a table and arbitrarily decide how many tactical, devastator, and scout squads I throw at it.

Pic related btw, they're my 'prototype' scouts at the moment.

no save. should have the daemon special rule because of their fluff and whatnot but as they are now anything that fucks with cover completely destroys them.

They have no saves of any kind, despite being ostensibly melee units. They also have no reliable delivery system for melee combat, so they're forced to desperately hug a piece of cover and pray that an enemy comes close enough to charge.. In which case the only people that willingly get close to your dedicated melee unit are other dedicated melee units... Which are superior to your mandrakes in melee in every conceivable way, BECAUSE ARMOUR SAVES.

I should have Clarified, I'm looking for some CQC punch to add to my army in the form of Space Marines.

yiffs with TWC or wulfen or both

Why did they remove Orks invuln save?

was op

easier to fuck

There is no unit in the codex that is legitimately bad. You're safe with just about anything, with Flayed Ones, Scarabs, and Monoliths being meh.

Warriors will work on anything in enough numbers.
Ghost Arks really support large Warrior blobs (like max size).
Lords with Resurrection Orbs support large blobs even better.

Overlords fit in well with Lychguard to make a surprisingly destructive melee force.
Crypteks bring a lot of cool gizmos. Stick them with Immortals, or in warrior blobs to get the most out of them.

Immortals are pretty much Warriors times 1.33. Field them in small units to not waste their fairly powerful shots. Tesla Cannons are plain better against anything that's not in power armor.

C'Tan shards make very persuasive arguments against most melee armies getting into melee. They're pretty ded killy with a lot of short ranged powers.

Destroyers are made to deep strike and murder what they're meant to murder. Usually heavy infantry and light vehicles.

Annihilation Barges are fucking money. Park them in an area with a good line of sight, with something nearby to dissuade deep striking enemies. It will make its points back almost every time.

Wraiths are goddamn nightmares in close combat and can tarpit small squads with good armor and invuln saves along with high toughness and multiple wounds.

Night Scythes are your best air unit, since they can drop units off like transports, shoot bitches, all while moving at speeds Sonic the Hedgehog would blush at.

Start with some Warriors, a Leader (Overlord or Cryptek), and a few Immortals.
Add on more warriors, Lychguard or C'Tan, and another Leader.
Add a Ghost Ark, an Annihilation barge, and a couple Wraiths.
Finish up with a Night Scythe or two, a few more Immortals, some Destroyers outfitted to eat tanks.

Over time, you'll have a nice 1500-2000 point army.

Because the people that wrote it had no idea how 40k works

Last thread, someone was talking about Rubric Formations that had AP3 Heavy Bolters and Autocannons, and Death Guard Poisonous 2+ Rocket Launchers and Grenades, could someone link me to that?

Because fun is stupid, despite Orks having the most common Force Field tech in the universe, because all the other races are like "Oooh nooo radiation is killing us within a few years!" while Orks either die too soon to care, or simply ignore radiation poisoning because they're dead 'ard.

You have tesla carbines the wrong way around, they're only useful against power armor and only above 12" compared to gauss.

>-Dark Angels: You get Powerfields. Chimeras with 4+ Invulnerables are funny.
Dark Angels no longer have Power Fields. Shame really.

Shit son gud effort.

I have enough marines to form a whole battle company. I've been trying to get them all painted as the third company of the imperial fists for some time.

Just listened to Incorruptible audio drama
...

How is a grey knight being controlled psychically by a genestealer any different at all from being controlled by chaos/daemons?

It's all still psychic shenanigans. Aren't daemon supposed to be the indisputable most powerful psychic entities because they are pure psychic energy and COME FROM the fucking psychic plane?

If a genestealer can control you a daemon should have no trouble whatsoever.

Nah. Just goof'd my numbers. Their standard Gauss Blasters eat 4+ and cuts even on 5+, but Tesla is better at the rest.
Rapid Fire is nice for the second shot, but you only ever get it once before someone charges your initiative 2 ass.

>Easy fixes to make your CSM stand a chance
Fuck formations. Traitor's Hate a shit!

Start with taking 5 points of the base cost of every squad with a Champion in it, with the exception of Chaos Havoks.

Cultist Champions may upgrade to Rouge Witches, gaining Psyker 1 and losing 1 attack and LD, for 20 points.

Give Forgefiends and Maulerfiends a "Quadruped" rule that lets them re-roll immobilization results.

Havok Champions have a piece of Wargear called Occulum Mors. It lets his unit fire at full ballistic skill, when normally they would be snap shooting, once per game.

Rhinos and Land Raiders may take vehicle wargear, called Warp Rifts, that allows units to enter from reserves from the vehicle, as though they were disembarking; effected by Assault Vehicle, and similar rules.
The vehicle cannot actually transport units if this upgrade is purchased.
25 points.

While we're on vehicle wargear, Daemonic Possession doesn't eat models on a 6, but you can sacrifice one model inside during the movement phase to restore a hull point.
1 hull point can also be restored per game turn by killing a model in a Tank Shock, or by killing a model in close combat.

Raptors down to 16 per model.
Warp Talons down to 27 per model.
Possessed down to 23 per model.
Terminators down to 29 per model.
Khorne Berzerkers and Champions gain 1 attack.
Thousand Sons down to 22 per model.
Warpsmiths down to 100.
Dark Apostles down to 90.
Chaos Lord down to 60.
Daemon Princes down to 140.

VotLW grants Hatred (Imperials) instead of Hatred (Space Marines).
Icons of Vengeance go down in price by 5 across the board, to a minimum of 5.
Terminators are Fearless.

Always accepting more feedback.

Boyz shoud be able to take skorchas and klaws as special weapons

The difference between them is pretty small anyway. So it's mostly a matter of personal preference. I like the gauss blaster precisely for that extra shot before being charged and double shots on overwatch.

I guess that makes sense. Having a 5+ demon save would be awesome, too.

That does fuckall to actually help CSM. Thy still have leadership issues, try still can't get into CC, and they're still wildly overcosted for what they can do.

CSM have as many options for getting into combat as regular marines, what do you want?

drop pods

you cant assault out of a drop pod

You CAN assault out of a dreadclaw though, which you have

Is there a way to play mono Tzeentch Daemons without having several hundred dollars of more models on-hand for summoning, or should I settle for something else?

>You CAN assault out of a dreadclaw though, which you have
>100 point drop pod
>good

You could in 30k, since models didn't have to disembark. It's funny how being tied down with straps in an open doorway gives you AV12 armour.

fateweaver, prince, screamers with heralds, and flamers. you can do a decent 1k list.

oh right; exalted flamers got upgraded to jump infantry. snap shooting their d3 18" lascannons but i'll take it

>100 points for an av 12 assault skimmer that deepstrikes turn 1
>bad

fucking entitled chaosfags

>pays 0 points for a drop pod
>waaa muh chaosfags are WAACfags

AV12 that has to sit there for a turn, letting the enemy shoot at it, before letting you assault out of it.

1.5k? gimping myself too much at that point?
i don't plan on playing too much at 1k.

>this unit is clearly amazing, why can't anyone but me see it?
No deep strike risk mitigation, 100 points to try to get ineffective and overpriced melee units into close combat, and it eats your dudes.

Which C:SM chapter is best at CQC?

with a jink. That has a 50% chance of being a 3+ save with nightfighting

At 1k, I run the Warpflame Host formation: 55 Horrors, 9 flamers, 1 Exalted Flamer, 1 Herald. Strength 7 Flickering Fires are no joke, and the +2 Strength makes half of the Tzeentch discipline powers quite good.

Obviously, it works a lot better if you dip some into Malific, even if just for Cursed Earth.

>Csm melee
>Bad

A unit doesnt have to be canoptek wraith level to be good in combat

>CSM have as many options for getting into CC as their shootier, less CC oriented cousins
Hell, you're not even right. Regular marines have Drop Pods and Land Raider variants that are less ass. Christ, even their regular Land Raider gets to carry two extra dudes for no fucking reason.

If you're delusional enough to think that CSM are good at melee, there's not really much point in trying to convince you otherwise. Basic CSM are as good as Assault Marines. Chosen are vastly inferior to Vanguard Veterans. Berzerkers are overcosted and suck ass if they have to make a disordered charge or aren't fighting on the charge. What exactly are the good CSM cc units?

actually i find a lot of people like playing 1.5 or 1850

Choice of the Following
> SPACE SHARKS
EVERY tactical squad has Bolter+Pistol+Chainsword. Works great in a Gladius for Dat 80 'assault marines' in drop pods. Getting in melee with marines is vastly more painful if the marines have a rapid-fire overwatch combined with 2 attacks base.

Also, kill an enemy unit in melee. YOU NOW HAVE RAGE

> Mantis Warriors
Move Through Cover. Hammer of Wrath, Furious Charge.

Do I even need to explain it further?

Or just give the the option to deep strike. Call it a Warp Tear.

A Warp Tear is a hole in reality opened by chaos sorcerery and/or dark technology. If your army includes at least one Sorcerer or Warpsmith, units (dedicated transporting embarked) may arrive onto the battlefield via Warp Tear for 25 points. Nominate one Sorcerer or Warpsmith to be the Dark Navigator.

For each unit arriving via Warp Tear, place a Marker/model anywhere on the table and [scatter like a drop pod]. Then, place the unit anywhere within 6" of the marker as if they had just arrived from the table edge. Units with the Demon special rule may assault the turn they arrive via Warp Tear. While on the table, units arriving via Deep Strike may arrive from a Warp Tear instead of deep striking normally.

Enemy units within 6" of the year suffer -1Ld. At the beginning of each turn, enemy units within 12" of the Tear must take a pinning test.

At the end of each turn or when the Dark Navigator is slain, roll d6 for each Tear. On a 1, 2, or 3, the Tear closes and is removed from play.

Oh, half arrive T1, the other half normal reserves.

>> SPACE SHARKS
>EVERY tactical squad has Bolter+Pistol+Chainsword. Works great in a Gladius for Dat 80 'assault marines' in drop pods. Getting in melee with marines is vastly more painful if the marines have a rapid-fire overwatch combined with 2 attacks base.
>Also, kill an enemy unit in melee. YOU NOW HAVE RAGE
they are literally better than csm in every way

id prefer this 2bh because i dont want to buy any more drop pods

How about fucking everything being initiative 5 of you want?

Blood Angels have access to furious charge, +1 I, +1 WS, rage, relentless, feel no pain, and the sanguinary discipline.

Tell me its not bad when it doesn't eat my 250 point contemptor dreadnought turn 1, wasting 350 points and giving up first blood before the game even started.

probably has something to do with the shadow in the warp the tyranids produce

I like the old fluff where Storm Boyz decided to worship Khorne and be extremely organized as part of their rebellious phase.

Also Tuska Daemon-Killa.

>Taking bait that shitty

I almost want to know the source on that.....

thats a slim chance and you know it

Painting 100 basic marines would drive me crazy. I don't need or want more than the twenty I have.

Victor Hardy's Bloodthirster confirmed canon.

when we've had people in these threads unironically use land raiders as some yard stick for WAAC units, i just assume everytime somebody is being retarded they are serious 2bh lad

Must it have a HQ tax?

So is mishap and Gets Hot. That doesn't lessen the sting when it bites. And it's two 1/6 chances to get eaten if you try to make use of the Assault Vehicle rule

Yeah, ask Blood Angels how much I5 helps they're killing power. While you try to put MOS on berserkers.

Hint: Possessed, warp talons and chosen are all terrible in CCB.

I suppose not, but I liked the idea of it. I figured it was like the old Web Way Portal, which required an HQ. I suppose it could be changed to the option of IF you have a Sorcerer or Warpsmith, you can make him the Dark Navigator. If the DN is alive, the portals are stable, and when he dies, they flicker as normal.

I play 30k EC and i5 helps me quite a bit actually

How many power weapons can you take on your dedicated melee squads?

How much does it cost to add I5?

thats because melee is good in 30k

A) Isn't your I5 free?
B) Don't you have cheap power weapons?
C) How many attacks are your whatevers rocking?