Warhammer 40000 General /40kg/

Beastmen Bestmen Edition

>Warhammer Community
warhammer-community.com/2017/12/28/faction-focus-chaos-daemons/

>Daily Painting Video
youtube.com/watch?v=gSe001GhnwU

>FAQs, Errata, and Designer Commentary (all of them):
warhammer-community.com/faqs/

DA CODEX:
mega.nz/#!Ald3GbDI!gE1W1yRfDZauVwh6xwmAIP4v16f3BdLb7TI6qcGj1nE

>Rules and such. Use Readium on pc/iphone, lithium/kobo on android:
>Everything 8th edition in properly converted pdf & epub, fully bookmarked and linked with in-line errata annotations
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>Other Megas
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>Old Black Library Mega
mega.nz/#F!wx4BiKhD!YhnAf1BqSmAB8dO6xDM56Q

>Math-hammer Updated for Tyranids? Math-user requests vetting
docs.google.com/spreadsheets/d/10t6_FO9mTaG8FHY4B7v6hOQgwc3gXxUiIOrMYt16I6M/edit

Other urls found in this thread:

youtu.be/7dl0OtWqCa0
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>no melee-based primaris

1st for square bases.

5th for Ravenwing

Lets see those dudes

...

>square bases
What the actual fuck.

...

Uh u wot m8

I have no dudes anymore have a cool conversion by someone else orkanon

What are Rievers?

OC donut steel rules for my custom chapter.

Primaris reinforced, previously brink of extinction chapter. The only normal marines left are battle hardened veterans and make up an undersized first company comprised of terminators, bikes and vehicles.

The chapter itself is space based and has a heavy ship to ship boarding emphasis. Lots of gravis armor and grav chutes.


All INFANTRY must have the Primaris or Terminator key words.


Intercessor squads may not be taken, instead Primaris Bondsmen squads can be taken (Elite, +1A, basically Primaris company veterans, can take MC bolt rifle variants, up to two power swords, have the body guard rule)

Reivers and aggressors are troop choices.

White Scars chapter tactics

Relic: ???

Warlord trait: give D3 infantry units deep strike?

>tfw this guy positions his guys diagonally for the extra 1/2"

not CC enough, they've got pretty decent guns after all

Could well be intentional, one of the niches left unfilled so as not to obsolete classic marines

Ork codex when

Some of their units will do fine against gribblies, but they don't have any heavy-duty problem-solvers like assault terminators

why do you have so many meganobs?

Not him but those are meh, I love the models and they can certainly do shit but Primaris need other shit with power weapons.

it was their april 1st video

Considering doing a custom Vostroyan inspired regiment. Came up with a infantry heavy list for 2k points. Have no idea about playing guard.

>HQ
Company Commander - Bolter + Powerfist - 39p
Company Commander - Bolter + Powersword - 35p
Primaris Psyker - 46p

>Elite
Command Squad - 1 Standard, 1 Heavy Flamer, 1 Flamer, 1 Laspistol & Chainsword - 53p
Command Squad - Laspistol and Chainsword - 24p
Commisar - Bolt Pistol & Powersword - 35p
Platoon Commander - Bolt Pistol & Powersword - 25p

>Troops
4x Infantry Squads (59p each) - Vox, Nade Launcher, Heavy Bolter, Boltgun Sarg - 236p Total
3x Infantry Squads (61p each) - Vox, Meltagun, Heavy Bolter, Boltgun Sarg - 183p Total

>Fast Attack
3 Armoured Sentinels with Lascannons - 60p each, 180p total.

>Heavy Support
3x Leman Russ Battle Cannon + Heavy Bolter Sponson + Heavy Bolters + Storm Bolter - 510p
2x Leman Russ Demolisher + Heavy Bolter Sponson + Heavy Bolters + Storm Bolter + Track Guards - 396p
3x Lascannon Heavy Weapon Squads - 78p each - 234p total.

Comes in at 1996 points. I feel like maybe that command squad with just the pistols & chainswords feels superfluous.

Obviously, tactics are a huge fucking gunline.

Thoughts?
>Do I need anti-air?
>Should some of the infantry squads drop the heavy bolter so I can get more squads?
>Should I have some las/plas russes?
>Should I change to two detachments instead of the one big one?
>Is there anything better than the sentinels for fast attack?
>Is the second command squad which is just pistol/ccw even worth it?
>Scions, what are they and are they better than regular squads?
>Is there anything important that I might have missed.
>Do I need that many VOXes?
>Do I have too many or not enough commanders?
>Will using some plastic cadians with anvil/victoria heads & other add-ons be enough to mix in with anvil full squads and the GW Vostroyan lascannons & commanders to make it look unified enough?

Whats the lore on Orks acting as mercenaries? I think I read that Tau and other races hiring them on as mercs in exchange for weapons or something
Asking since I'm thinking of making a fluff army out of the units from a bunch of different codexs that are less freely aligned; Kroot, Marauders, Rangers and possibly Flash Gitz as well as others

Aggressors are literally equivalent to power fist termies in melee with the game breaking S4 spam of scout bikes

Wait bolters have foregrips now? Did Cawl discover call of duty in the depths of mars?

there's also their pistol and CC weapon loadout. same as pretty much every marine assault specialist.

They may have 3 attacks each but it's all S4 AP0 D1.

The only Primaris Marines that take advantage of their size and strength are the Aggressors, yes but that's mostly the Gravis armor and its gauntlets (which are identical to power fists)

I want primaris champions, honor guard, sword brothers etc. BigMcLargeHuge marine with a BigMcLargeHuge weapon.

The aggressors look goofy, and the reivers look like edgy scouts.

Blood Axes usually work as mercs for the Imperium in exchange for weapons, which they usually use to blow up their suppliers right afterwards

>The aggressors look goofy
that's an entirely subjective oppinion that I disagree with

Here is the only (((you))) deserve.
Your shit tier Primaris plus one11!!1! DONUT STEEL chapter is fucking disgusting. Be ashamed.

About the same time as Shimoneta S2
;_;7

put the flamers and the standard in separate squads. The flamers want to be near the enemy. The standard does not.

>I want primaris champions, honor guard, sword brothers etc. BigMcLargeHuge marine with a BigMcLargeHuge weapon.
This is why GW should have just drawn a line in the sand and re-done the entire Marine range in Primaris size.

Sucks if you don’t like aggressors, FW has almost straight up said they’re going to be making stormshield arms for them which will make them blatantly OP

S2 can be real though
as soon as they find new VA

No. It's good that the Primaris are set apart from classic marines while having their own strengths, weaknesses, specialities and gaps.

Rate my tournament list other than that Necrons suck. Actual Warlord Trait on my C'tan will be the -1 to all damage from chapter approved.

>Finecrap Emperor's Champion.
I'm sorry.

>manlet marine players

When will they learn?

>I want primaris champions, honor guard, sword brothers etc.

Good taste.

So how common would it be for a Rogue Trader to have Abhumans on his crew?

I think that when GW finally discontinues the old marines then they'll start working on new sisters now that they wont have the exact same formation/unit composition as marines but with worse S, T and WS

The Blood Axes are an Ork tribe or "klan" that has actually been known to work alongside the forces of the Imperium of Man on occasion. The Blood Axes are held by the other Ork clans to be a bunch of untrustworthy gits. They trade openly with the worlds of the Imperium, parley with the foe and will even consider retreating from battle if faced with insurmountable odds.

This klan was once very powerful, and easily dominated Ork society for a long time. When they began having too many friendly dealings with other aliens (especially humans), it was too much for the other klanz to bear. A lot of Blood Axe Boyz were wiped out in a nasty inter-Ork war known as Da Big Party. As a result the klan was overthrown and the surviving Blood Axes fled into hiding. Now they continue to deal with Mankind out of necessity, since the klan has become dependent on subsidies of teeth paid to them by the Imperium. The source of these payments comes from Imperial prospectors sent out to find old battlefields and rip the teeth out of Ork corpses. Other klanz are especially disgusted by this -- not because the Blood Axes accept such teeth, but because they encourage humans to take what the Orks consider their property.

Orks from the Blood Axe klan have the most frequent interaction with the Imperium of Man, and through their long and mostly acrimonious acquaintance with the humans, they have developed skills and abilities that cause other klanz to look at them askance. Most of the Blood Axes' reputation is undeserved. True, they have made the most contact with the Imperium, occasionally even fighting for the humans as mercenaries, and making extensive use of Imperial war materiel.

>ywn be a rouge trader with a ship full of loyal Felinids.

They'd have whatever. Part of the fun of a rogue trader army is they can have whatever the fuck they want onboard. Ogryn security, Ratling cooks/black marketeers, Kroot scouts, elite household troops, swarms of indentured crewmen, space marines (marines errant in particular send squads out to hang with RT's). Go nuts.

Cool good to know, I prefer to stay as close to pre existing lore as I can when making my fluff armies

>ywn be a puritan inquisitor of ordo xenos and drop a life-eater virus on every felinid world

thank you user I will do more reading of the codex (billion pages long)

>Ratling cooks
Considering they can make the rations in the guard taste edible what do you imagine they can do with the high class ingredients a rogue trader would have access too?

>marines errant in particular send squads out to hang with RT's
But why?

>Aggressors
>Ever getting into melee without a transport

Its a 600pt investment for 6 wounds, Terminators out-do them in every respect except shooting and thats the problem, Primaris dont have a unit that can reliably get into melee AND do damage, Reivers are fine but Crusader squads do similar shit and so Vanguard Vets.

Better than snorting coke off an eldar whores ass.

>Do I need anti-air?
depends on the local meta.

>Should some of the infantry squads drop the heavy bolter so I can get more squads?
I've personally found that heavy weapon teams deal more damage as separate heavy weapon squads... but they also die faster. So whatever suits you, really. Maybe move the heavy bolters into the lascannon squads, so you can kill off the guns you need least as you take casualties.

>Should I have some las/plas russes?
I love me a vostroyan Executioner with the Firstborn Pride strat.

>Should I change to two detachments instead of the one big one?
NNNNOOOOOOO. 12 CP is fucking amazing.

>Is there anything better than the sentinels for fast attack?
A hellhound with track guards is great fun. So long as it's more than 6" away from your units, there is no lose condition for a hellhound: enemy shoots it and blows it up? they weren't shooting you russes! Enemy charges it? Overwatch hits! Enemy shoots it a bit and it doesn't blow up? You don't care, because track guards.

it's 120 points though.


>Is the second command squad which is just pistol/ccw even worth it?
no. Give them something to do, even if it's a second banner to spread the +1 LD bubble a bit further.

>Scions, what are they and are they better than regular squads?
They used to be storm troopers. They're better than normal guards... in certain ways. They have better BS, better armour, can take more special weapons, and can drop from orbit... but they're waaaay more expensive, need their own officers, and aren't much more durable than regular guard. Use them if you have a plan for them, otherwise leave them alone.

Not personally killing each and every one of them by your own hand in a 500 year crusade.

Duty Beyond Death

Its their thing

>I want primaris champions, honor guard, sword brothers etc. BigMcLargeHuge marine with a BigMcLargeHuge weapon.
There's no real reason you can't just use primaris bits to convert one and run it as the non primaris character. They've already got a bunch extra wounds and attacks.

>killing loyal servants of the Imperium

>tfw Deathwatch finally has something worthwhile
That damn beacon makes sure they see frontline action turn 1

Mutual benefit, the trader house gets marines that are highly skilled at boarding and the marines get help with their ships and also good experience for the marines against unique situations.

unsanctioned abhumans aren't loyal.

>killing loyal servants of the Imperium
Literally what the inquisition does all day.

The ME are one of the few chapters that actually specialize in boarding actions and space combat. Their entire existance is to "... forever quest and give battle, knowing no home but the grace of the Emperor's mercy, finding purpose only in the destruction of the enemies of Mankind.". They've also been one of the handful of chapters to fight far beyond the fringes of the Imperium.

Why wouldnt they be BFFs with rogue traders?

common enough. they sometimes have full blown xenos in their crews.
usually sanctioned ones like kroot mercs.

>implying he wouldnt scrape that coke off and use it as a spice
>hand
using the wrong body part m8

>tfw the only group of guys I own are a small tide of Stormboyz I fluffed so long ago I can’t eben remember why I named all of them what I did

All I remember is that I named tne Warboss Urvil and someone else was named Wilbuh

I know the Deathwatch is screwed until Codex, but are GK really as bad as people make them out to be?

I really want some Chamber Militant, but I'm not a fan of metal models for Sisters of Battle.

At this point I feel like I'm better of with Exorcists, Red Hunters or some other (potentially self-made) chapter involved with the Inquisition.

Does GK have anything to make them work alright?

>unsanctioned
But they are sanctioned or at least more sanctioned than most breed of beastmen seeing as there isn't massive suicide regiments full of them.

No, I'm not slaaneshi scum like yourself.

cont.
>Is there anything important that I might have missed.
Commissars aren't great right now. They're only a help if a unit takes 4 or less casualties, otherwise the make the problem worse. If you can free up a point or two and swap the commissar for an Enginseer, that'll ALWAYS help your heaps of russes.

>Do I need that many VOXes?
probably not, but it does take a little pressure off needing to carefully position your officers.

>Do I have too many or not enough commanders?
4 orders will do. While more is nice, you can get by with the extra order stratagem, extra order warlord trait, combining/prioritising squads for the first turn or two... after that, you'll have taken enough casualties that you'll have more orders than order targets.

>Will using some plastic cadians with anvil/victoria heads & other add-ons be enough to mix in with anvil full squads and the GW Vostroyan lascannons & commanders to make it look unified enough?
probably. Make sure they're all well painted and you'll be fine. If that fails, fluff them as a consolidated regiment whose constituent parts had different gear originally

Pretty sure that's because everyone (including GW) is ashamed of their existence.

>ordo xenos
Why in the hell would that be their problem, it would be the hereticus as mutants are their problem.

As GK player, aside from spamming Strike Squads, Razorbacks, and GMDKs, no, there's nothing to make us competitive. Fun, sure, but you won't have a 50% win rate.

I don't think GW even gives them any thought the only reason they are even still mentioned is because of the fetishists.

as others said, they have whatever they want. Like, I could make an argument against Ogryns, in that they wouldn't be super-keen on the cramped shipboard conditions, and you possibly want people smarter than bricks on your ship... but hey, it's up to the individual trader's predilections.

I kinda want to see what would happen if we put an ogryn in the same room as an ork merc, do you think they would get along?

If you're gonna do MY DUDES, don't do them to try hard, do them because doomguy is their leader.

Do GKs get FW Astartes units like the DW?

thank you based user

Not him but I would love to see that

HEY, WHAT EVA HAPPENED TO DA SHOUTAZ

Check FAQ, pretty sure a lot of the FW vehicles and stuff got removed from GK.

There’s a few somewhat competitive ways to run GK, but it’s highly monobuild and works best with some allies. pointed out the highlights, and adding in a paladinbomb/draigostar and some scions (and sisters if you’re up for it) you’ll have an okay list.

Deathwatch is screwed but it’s not all bad, we’ve got some neat tricks up our sleeve and do good work when it’s needed. Blackstars are damn good Fire support and with the help of a (leviathan) Dreadnought or two you’ve got a damn good setup in the mix. Like GK, we benefit from SoB/stormtrooper allies to fill in the chinks in the armor, namely bodies. You can fill 1500 points of deathwatch with serious power, only to realize you’ve less than 30 models on the table, and most of them are just basic MEQs. But with the beacon and good generalship, it’s a fun time

Also exorcists are beasts, I run mine with DAngel rules and have a blast.

I got some Deathwatch for Christmas and have no fucking clue what to build them as, I've got them all clipped and cleaned but I dont have an actual list in mind yet, do you have any tips for a green as grass rookie?

What's the best special weapons for AM Infantry squads? Should I even take Special/Heavy weapons, or just keep them all with Lasguns? What's least WAAC without gimping myself?

youtu.be/7dl0OtWqCa0

How many? If it's just a squad just make them look cool as fuck.

...

grenade launchers

2 start collecting boxes and a few upgrade sprues, I have a bunch of unbuilt marine kits lying around too so I can make damn near anything

make one close combat and one shooty

>guy walks into LGS
>slams pic related onto the table
>yells who wants to go bananas
What do you guys do in this situation?

Can a normal human be turned into a dreadnought?

laugh
no

fuck man, I'd play that.
>fully painted
>dedicated conversions
>meme from like three editions ago

on like donkey kong

when he is defeated will he chimp out lol

Go bananas obviously.

thallax are what you do with normal humans... not bjorn has no idea how good he has it.

>As GK player, aside from spamming Strike Squads, Razorbacks, and GMDKs, no, there's nothing to make us competitive. Fun, sure, but you won't have a 50% win rate.

Question, then: Is a strike squad in a Razorback + an HQ as a patrol detachment a decent addition to other Imperial forces?

I'm actually going to try this list in my next game.

That sounds quite apeeling.