Warhammer 40,000 General /40kg/

480 thin coats of green edition

>old, stale bread
>Dank Dweekend Duncan
youtube.com/watch?v=RutD_HnkZBI

>40k rules reference in wiki format. 204% Organized
sites.google.com/site/wh40000rules/

>Rules and such. Use Readium for epubs. Sorry, it's shit, but it'll read 3s.
mega.nz/#F!BxI1HSgI!0tKymKh9RZTzGpgIA5EyCg
mega.nz/#F!pFgm0RKR!J06C1gVYcjzNGsF8YNLsjQ

>Latest GW teases
warhammer-community.com/warhammer-40000/

>Latest GW attempts to fuck up your list
games-workshop.com/en-JP/Rules-Errata

>40K 7th Edition Quick Reference Sheets:
dl.dropboxusercontent.com/u/4104995/Games/7edRef.pdf

>Picturebook List maker
webapplications-webroster.rhcloud.com/rc/web/#/rosterCreator

>A much better roster making program
battlescribe.net/

>Forge World Book Index:
dakkadakka.com/wiki/en/Forge_World_and_Apocalypse_Rules_Index

>The Black Library (dont forget your library card)
mega.nz/#F!wx4BiKhD!YhnAf1BqSmAB8dO6xDM56Q

Other urls found in this thread:

bolterandchainsword.com/topic/237853-nice-army-but/
twitter.com/AnonBabble

First for Tau

second for dangles

Third for Ynnari.

Is a single Knight a problem in a 1500 AdMech list that isn't a Convocation but is just an Elimination Maniple and a Skitarii Maniple alongside a Knight?

I play against a Decurion min-maxer Necron player and a Flyrant with massive horde of gaunt 'Nid player for reference.

Reposting this
Ok so according to the ynnari faction unit list thing, you can take kabalite warriors but it doesn't mention kabalite trueborn. In the dark eldar codex under kabalite warriors it says "• May upgrade all Kabalite Warriors to Kabalite Trueborn, changing the unit’s Battlefield Role to Elites…3 pts/model" also on the FAQ they mention for the Kabalite Raiding Party Formation (start collecting box formation) that trueborn do count as kabalite warriors for the formation. Do you think it's legal to field them in the ynnari faction?
My FLGS says that yes it is legal, but Id like your thoughts as well.

anything 1500 and over, its fine at that point

Okay, thank you user.

1 Knight at 1500 is fairly normal.

That's what I figured. Now I need to figure which Knight is the shootiest without a lot of upgrades.

A V E N G E R

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Alright, I'm still working on my homebrew chapter.

Name: ???
Founding Chapter: Ultramarines/Imperial Fists (I can't decide)
Founding: Ninth
Chapter Master:
Homeworld:
Colours: Green with silver trim
Specialty: Bolt weaponry
Strength: Nominal, 1000 marines
Battle Cry: ???

So I just need a name and a founding chapter and everything else should kinda slip into place.

Given that they're big fans of bolt weaponry, I was thinking they should be IF successors, so I can use Bolter Drill, but the Ultras are cool too.

lime lords of imperial fists

>Specialty: Bolt weaponry
>Founding Chapter: Ultramarines/Imperial Fists (I can't decide)

Really? You specialize in bolters and you can't decide between Chapter Tactics: Default and Chapter Tactics: BOLTER BOLTER BOLTER

I SURE HOPE WE GET A TOASTY BREAD THIS TIME

Is there any way to get some classic cadians squads at decent prices?

Definitely go for fists. If you want to use Heavy Bolters at all, it's practically mandatory.

As for a name, being Fists successors means that 'the X fists' is always a name option.

Would people say that harlequins are weaker than dark eldar?

In my games I played with a pure dark eldar force and a mainly harlequins force with dark eldar to cover niches like anti-tank and anti-horde.

Weirdly, the pure dark eldar do way better than harlequins theoretically being better with their mirage launchers and psychic powers.

>there are people who still does not play armored battlegroup

Alright, Imperial Fist successors it is. So characters and homeworld will be Euro-themed, given the BTs Teutonic theme and Crimson Fists' hispanic theme.

Thoughts? This is a prospective list for when my group moves from 1000 to 1500.

I really like the look and rules of Hoplites, but maybe they'd be better off as Peltasts?

Looking for feedback on my Thousand Sons fixes. Trying to keep it simple while making it viable and bringing them into line with the other legions.

What are you currently working on, Veeky Forums?
I've just applied some Nuln Oil and Agrax Earthshade to my Overlord, and will let it all dry over night.

Stripping Vallejo White primer from a bunch of models. Brushing it on was a mistake.

so why don't Black Templars make a tactical withdrawal towards enemy combatants anymore

So how is the Not-End Times event doing for plastic crack relapse?

It hasn't hooked me, and I'm wondering if it's a good time to try and sell my rather sizable and partially well-painted Eldar army. I just don't play anymore, haven't for years, and could use the money.

Also, has Rowboats stats or any of the fluff leaked yet? That I'm a little curious about. Want to know how he could fare against a Wraith or Imperial Knight, and what he thinks of what the Imperium has become, as he is the closest thing we've gotten so far to the Big E coming back.

>Bring dark eldar to kill all the heavy shit (monsters, tanks, etc)
>Bring harlequins because theyre cool and kill trash like troops and transports well
Boom, good list

Because Grimaldus touches himself at night.

Harlequins are more narrow in ability and focus, so they get outperformed by pure Dark Eldar in take-all comers type situations. Harlequins excel at massacring other elite infantry in CC, but they're extremely fragile for their price-point and short ranged.

You must have that backwards?
Harlequins are shit vs basic troops and have trouble popping transports.

Meanwhile their neuro disruptiors, kisses and caresses are great at killing elite infantry/monsters.

>maybe they'd be better off as one of the most OP units in the game
Maybe.

Are Peltasts really that strong? They'll stay Hoplites then.

Maybe, I play blasterborn-haywire scourges-ravagers dark eldar with some eldar warp spiders, rangers and fire prisms from the ynnead book and gunboats as support. I want to get harlequins but on paper they only seem well as weak shit. How do they actually do on the table?

There's a guy online selling a Defiler that's in a box with copyright date is from 2004.

Anyone know offhand what the differences are between that version and the GW modern version?

They got a weapon for every occasion. At least, if you're fighting medium to light infantry.

I see. Then yeah, those guys will stay Hoplites and either protect the Knight or hang out with the Robots or something.

High damage but as fragile as wet paper.

Low toughness and av but good invulnerable saves on everything means generally they don't care about the quality of your attacks, only the quantity so a squad of 20 guardsmen would be more intimidating to them than a squad of 10 terminators.
They have lots of abilities that reward keeping them mobile like furious charge, run n charge and hit n run.

In the end the troups get quickly ground down by attrition and the characters get ID'd by a lucky plasma shot, solitaire is like a gun with one bullet so make sure you hit something worth it.

Is it possible for two guys in a challenge to each kill one another simultaneously?

Dreamed up a new special rule for Orks last night that might make them reasonable.

>Get stuck in!
>Orks relish the thrill of close combat more than anything else, and will stop at nothing to "get stuck in" as the Boyz call it. To represent this, Ork units may always declare a charge in the Assault phase, even if they normally would be unable to do so, unless they're already locked in close combat. This means that Orks arriving from reserves, or disembarking from a transport without the Assault Vehicle special rule can still charge on the same turn; they're really fired up! In addition, if an Ork unit can Consolidate, they may use their Consolidate move to make contact with an enemy unit. This counts as a charge move, so the enemy unit will gain an Overwatch attack if they are able. No further attacks will occur until the next Assault phase.

Quick questions about armybuilding in 7th (as I have not built any lists with this system, and is just curious about a few things);

1: I take the big detachment thing from a Traitor Legion, using the Chaos Warband as my core. I then want to add a single unit of cultists. As there is no CAD, and therefore no slots for them, would they be counted as "unbound"? Is there any specific penalties to running a single "unbound" unit, other than they not getting the special rules for the detachment? Do I lose something from not having a 100% "battleforged" army?
(This is just an example that came to mind, I know i could take that formation with cultists and an apostle to properly include cultists in the army)

2:Allies. The rulebook shows the allied detachment as a specific FOC. Does this mean I have to take allies in that sort of detachment, and therefore can not run specific formations from an allied faction?

If they have the same initiative yeah.

Yes? Same initiative you fuck tard.

Basically, the best things about Harlequins are Starweavers with Zephyrglaives, and Shadowseers.

Starweavers make for a dangerous harassment unit and escort for an Autarch, especially if you take them as part of Falochu's Wing where they get to re-roll Jink saves.

The Shadowseer is mostly there because Phantasmancy is really useful for nullifying deathstars/tough targets, especially if you have Leadership-debuffing bubbles; with enough Ld bombs, Mirror of the Minds is one of the only things in the game that can one-shot Smashfucker. Comically enough, you can use him as a "passable" pistolier, since his Phantasm Grenade Launcher is a Ranged Weapon and you can replace it with Crescendo; include him in a Ynnari force, and buff him with Ancestor's Grace and he's firing 5 shots, before firing another 5 if you get a Soulburst off.

The Troupes suffer from costing like Veteran Marines while ultimately having vanilla Daemon statlines. You really want anything that can speed them up, but their main gimmick ("really good at killing invisible stuff/Knights") tends to be overshadowed by, say, D-Scythes or so.

I made a better rule from a current rule that is fucking stupid.

HOODIES

So I recently got a Vyper set for cheap from an antique store (my guess is they thought it was nothing special and priced it as such); after taking a look at Venoms, I've been wondering if I should convert the Vyper into a Venom. Would that be more effective?

We know Cawl woke him up, he struck a deal with Cypher to get him back to Terra and somehow he got dad's sword

Generally, people avoid playing unbound/stick to battleforged. If you don't have an actual auxiliary formation, you wouldn't get the overarching bonus for the detachment in question; many people just take a single Spawn for that reason.

2. You can't take an Ally Detachment that has the same Faction as the Detachment your Warlord is in. Other than that, you can take any detachment/formation for whatever faction you want.

Hey anons, is this a good color for Word Bearers? I kinda like it, but I'm not sure if I should go it or not.

I think it looks good personally.

Which codex would a chapter of Fallen use?

looks nice but needs darker recesses or any highlights will make them too bright

We and another guy had a discussion today, tell me who you agree with here.

Premise: The FAQ states you are only allowed one relic, a chaos daemon can take a relic from the supplement and then buy an exalted gift, which is not a relic but can be swapped for one before the start of the game.

Person A) Swapping the exalted gift for a relic when rolling for it at game start would be cheating because it violates the "one relic unless stated otherwise" rule
Person B) It doesn't break the rule as the daemon only took one relic and the rule doesn't cover swapping gifts for relics after wargear selection, bypassing the rule.

Gathering Storm 3

>Dark Angels Company Veterens
>Any model may take items from the Melee Weapons and/or Ranged Weapons lists.
>stats of a veteren sergeant
convince me not to take an entire squad of combi-flamers

Like the dataslate says, Chosen with no marks

Whens Guilliman set for release?

So I'm going up against Tau next weekend as a pretty new player. I know the rules enough to play without interruptions, but not so well that I won't get hoodwinked by a subtle cheat. And the guy I'm playng has something of a reputation as a WAACfag. Are there any significant changes I should make to this list? Got an Eldarbro who will let me use his models, so that's not an issue, suggest whatever you think will even the balance (in my favour or his, I know Eldar are OP). Thanks guys.

Daily Reminder That Sailor Celestine and Yvraine will Redeem and heal magnus and his sons

Alright, I'll convince you against it.

Take an entire squad of combi-plasma. The Lion Wills It.

>not taking a squad of plasma/bolt pistol wielding gunslingers

It's like you DON'T want to capture Cypher baka

Spirit of the FAQ ruling would definitely favor person (A) and arguing technicalities like person (B) is retarded when dealing with 40k. That said, the "one relic per dude" ruling was retarded.

Theoryhammer help, for Iron Warriors at 1850?

On one hand, their Warlord Traits and Relics are mostly garbage. On the other hand, they have passable chapter tactics and the Grand Company looks funny.

I see three ways they could be played as a "Main Army" (rather than just "Plugging in Obliterators to another army): Tower Defense (Either w/ a Grand Company or multiple small CADS), a "Maximized Warband" (A Grand Company with a large Chaos Warband, with an Armored Crate as your only Auxiliary), or a "Vindicator Harassment" build (A Grand Company with a Fist of the Gods, where one of the three solo Vindicators gets the Legacy of Ruin that lets it outflank).

Has anyone here had luck with Iron Warriors?

Cutest shit on /40g/ atm

BLESS SAINT CELESTINE!

I understand how I build the detachment and adding in an aux, was just wondering about if there's any penalties to adding in a unit that has no slot in any of the formations I have; therefore the example about adding a unit of cultists to a detachment where the core is warband and not lost and the damned (where there is slots for cultists, so specifying chaos warband was just as an example where there is no slots for the unit in question). Think I'm even confusing myself now, but hope I got my question across.

However, I found the answer myself when rr-reading the entry in the rulebook;
On battleforged: " However, all of the units in your army must belong to a Detachment and no unit can belong to more than one Detachment."

"Don’t forget that Detachments are entirely optional and you can still select an army by taking any models from your collection, as discussed in the Unbound method – it just means that none of the models in your army receive Command Benefits."

So as I suspected there is an army-wide penalty to adding in even a single unit that is not part of a formation.

2. Ah, allright. Was just confused about the entry of the Allied detachment FOC in the rulebook.

The spirit the game argument is a slippery slope because, as you said, you could just arguing the one relic rule is retarded and goes against the spirit of the game.

For example, take Kranon from CS for example. He's an semi-official character but it's illegal to use him because he has too many relics.

Yes, the FAQ ruling makes Kranon illegal. Still, the spirit of the ruling is clear, it just contradicts the spirit of the Crimson Slaughter supplement.

I'd like to see the Mark of Tzeentch changed so taking non-rubric units has some real benefit like many of the other marks do.

Something like Squad Aspiring Champions become Aspiring Sorcerers (level 1). Rubric Aspiring Sorcerers become level 2.

They were bigged up when GW wanted to sell to Slavs, that's why they made up their fluff into pseudoracists and all their artwork is either dark hair potato faces or skin headed neo Nazis - GW used to have an archive and it had pages and pages of fluff they couldn't fit into the codex and it was all stuff that made them seem less bigoted
Once they reached max growth in Eastern Europe they ignored the chapter and a lot of the Western European authors have taken pains to trigger the /pol/tards who use Templars as memes by having major characters as black, having them be bros with the Rastafarian chapter, having them worship astropaths and navigators and then cutting them down in size

what

With canticles of the ominissah, am i required to utilise one every turn or can a choose to forego using them at all for a turn?

Oh and it's 1250 pts, retarded amount because that's all I got. Tau guy has said he'll be bringing either a Riptide or a Stormsurge, which I think is bad news for me? Any good counters for those units?

>still upsets space marine players

>Tau guy has said he'll be bringing either a Riptide or a Stormsurge
lmao

My version has it giving regular CSM Fearless and what is effectively FNP (6+).

If I was going to do a more comprehensive homebrew for Tzeentch marines, I'd move MoTz away from Invulnerable saves in order to focus more on trickery and mutation.

>upsetting SM players
Like the easiest trick in the book. Step it up, shas'ui.

>not dual wielding plasma pistols for that sick +1A Pistol 2 AP2 at 12 inches
I wish, GW doesn't like fun

If he's insisting on bringing a stormsurge to 1250, you should probably take a wraithknight.

Take out the markerlight support and its damage output defaults to a lemon russ with ap2 gets hot gun.

No, I don't think you understand.
1 volley of rapid fire plasma but unable to charge
OR
the rightous cleansing fury of 5 flame templates followed by a 3*5 attacks in assault

They released daemon Magnus just recently and effectively a minidex for the legion - don't be dumb
At best we will get a split off sanctified sorcery legion from restored rubrics in red armour, with a new Special Character. If you're lucky it may be a shard or even Janus

>1 volley of rapid fire plasma but unable to charge

Way to undersell A VOLLEY OF CLEANSING WRATH BURNING HOTTER THAN A STAR, ENOUGH TO MELT THROUGH ANY INFERNAL CLADDING THE FORCES OF THE FALLEN COULD BRING TO BEAR

>Mutation
>Thousand Sons

In all seriousness, I like the idea of Mark/Daemon of Tzeentch Characters getting the option to buy ML 1 for +15 points; Chosen/Terminators/Possessed instead get to buy Brotherhood for +25. So basically porting over 30k 1k Sons rules over.

For 1k Sons, Veterans of the Long War units/characters *have* to buy the Psyker Upgrade where applicable. The "Blessing of Tzeentch" bonus would be that when you generate a power from the Lore of Tzeentch, you can adjust the roll by +-1 (so you're less likely to get hosed with a useless power).

Janus went to found the Grey Knights, so maybe.

Ok
Iron cross symbol
Colours are black and white and red in stark lines
bolterandchainsword.com/topic/237853-nice-army-but/

Janus is what makes him most likely to redeem of all Daemon Primarchs though, as he still has part of him not controlled by Chaos.

Angron is such a fucking tragic character damn, despite everything I seriously pity him

No, Thousand Sons would stay like they are, it's the other MoTz shit that would focus on mutations. Unlike Plague Marines or Khorne Berzerkers, Thousand Sons aren't a very good fit for the "Tzeentch exemplar unit."

Sure, you could just focus regular MoTz stuff on psykery, but I'd rather leave the heavy focus on that for Rubric Marines/Thousand Sons and explore some of Tzeentch's other themes.

>so you're less likely to get hosed with a useless power
Interesting thought; how about if the model taking the psychic powers is TS, you get to adjust the strength/ap of the power by D3? For instance, if you roll a 3, you can add 3 str, or -3 AP, or add 2 str-1 AP. Would that make things too complicated?

>How to spot the guy who just read Butcher's Nails for the first time

dont be this guy

>tfw making a dark angels colour scheme means i have to make THREE of them

I love the Deathwing and Ravenwing, but way to make this three times more difficult.

Does paint effect the bonding of plastic glue? I've got some meganobz and don't know whether to paint them before I put the face guard pieces on or after. Painting the faces with them on looks like a pain.

Yeah, you either have to cover glue points before painting or scrape the paint off before gluing. Otherwise you will get an inferior bond

But that would mean he had to take on emperor's geneseed unless that was a lie and whilst that might be the case I don't think they would risk geneseed that prone to mutation plus it's always been hinted Primarchs have an effect on their genesons, especially after the legion was reunited with them (that's why Terrans were often killed by the traitors
)

Yeah it does, it bonds to the paint instead of the plastic.

You need to either put a little masking tape onto where the face guard will go or be willing to scrape some paint off after.

>Eidolon: Hey Angron, do you think we could maybe discuss other tactics besides charging into heavy fire like a bunch of screaming autistic retards?
>Angron: REEEEEEE IMMA KILL YOU DON'T TAWK TO ME IMMA PRIMARCH REEEEEEEEEEEE
I mean, if the Butchers Nails were that bad, wouldn't Emps have removed them regardless of what Angron wanted? Truly the most autistic Primarch, hands down.

Too complicated.

Plastic Glue is for welding.

You should be using super glue.

And yet the glue will be effected if you're trying to bond paint to paint.

No that's just adb inserting his daddy issues and then using his influence to make it stick