Warhammer 40000 General /40kg/

Waifus edition

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Old Thread:

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First for big hugs

First for soon.

why in the FUCK is that image so big, PRIVATE?

Third for Sisters are not for lewd.

>ork 8th edition codex
when? when? when? when? when? when? when? when? when? when? when? when?

Alright anons, GW contacted you to make game-wide change to one weapon(i.e. Lascannon or Meltagun) in the upcoming March FAQ.

What change do you make?

>Waifus edition
>Not playing Twilight Snuggle

What is wrong with you OP!

make hot shot volley guns strength 3 but rapid fire 4 instead of heavy 4

Make Lasguns AP6 so that they aren't just reflavoured autoguns for no reason.

Give me 1(one)(uno)(ein) reason to take Land Raider instead of Stormraven.

>AP6

either you mean ap-6 or you need to catch up to 8th edition

xth for best phoenix lord

she's a big girl

>Hidden Hunter is reworked so a hidden Lictor/Deathleaper must "deep strike" into cover, more than 5" away from any enemy units. Charge reroll is removed
Would you play with this? I feel it has fun strengths and weaknesses both players can work around.

flammers and other similar weapons now use templates to determine who they hits.

All base bolters become ap-1, and go up a few points. Some upgraded versions, e.g. Heavy bolters get an upgraded ap, but a higher price while some, e.g. warp bolters, don't get a better ap but stay the same price/get cheaper.

ap-6 would be pointless.
Funny but pointless

>He doesn't charge the land raider into combat

Imperial knight Rapid Fire Battle Canon with heavy stubbier now has the coaxial rules like the Mars alpha battle tanks

>If during the same shooting phase this model fires its Rapid Fire Battle Cannon at the same target as as its coaxial heavy stubber , it may re-roll any to hit rolls with its Rapid Fire Battle Cannon

suddenly it's not a strictly inferior choice to the gatling cannon

>get cheaper

Inferno bolters are 2ppm.

>AOS gets a better version of command points/stratagems
Why do they insist on using 40k as a dumping ground to test new rules for their other games?

>mephiston in his artificer armor, in cover for a 1+ save

>some random lasgun misses its target, hits mephiston and instead of bounching off his immaculate armor crafted to perfection, it just blows a hole right through him

I dont think its pointless

Broodlord gets it

because they actually make models for AoS

How would you guys fix the Deathwing (rules wise)?

>better command points and strats
Wot?

Heavy plasma incinerator now has 2d3 wounds when you overcharge, d3 when you don't.

Gives it an average of 4 wounds but a lower chance of 6 wounds than say a lascannon, and doesn't guarantee a 2 wound kill when not overcharged.

Puts them in a better place, where you use them for slightly longer range engagements where you won't necessarily be moving, instead of costing more and being inferior to the other variants.

1CP to deepstrike each unit in the first battle round but before the game begins, -1 to wound them in the shooting phase until thier first movement phase

do guevesa get to be fire warriors for being loyal?
can that loyalty also get them battlesuits?

Plasma is always overcharged. Dark Lances are strength 10. Blasters are assault 2
:^)

The problem isn't with the Deathwing rules but with the way 40k rules interact with them. As the game has become more streamlined psychology has been more or less written out. With that in mind I'd go for a fix for terminators in general and either give them back their old 3+ on 2d6 save back (and get rid of the invulnerable) or give them 2+ but a special rule that says weapons with AP-1 and AP-2 are treated as AP0

no and no.
If you are not blue and have hooves you are cannon fodder.

Rocket launchers drop to 15pts, 12pts for BS4+ units

no you get to ride something else

i mean they dont even let anyone who isn't fire caste drive the mechs or be fire warriors why would they let some human?

Malign Portents

You pick 1 of 6 Portents to follow and each one has 6 different abilities. Each ability is powerful like a stratagem (resurrect models, reduce enemy range by 6", deal mortal wounds, etc.) and they cost 1 to 5 Prophecy Points.
Prophecy Points are generated every turn and any points not used are not carried over to the next turn.
Each of the 4 grand alliance Heralds (the new models) have their own Portent to use in addition to the one your army is following.

In Matched Play you generate 3 Prophecy Points per 500 point game - so a 2000pt game will see 12 PP generated at the start of each turn.

Scenarios allow you to turn PP into bonus victory points if you control objectives but you have to choose between scoring directly or using those prophecy points to influence the game.

It's way more fun and balanced than CP/Stratagems.

Dark Lances need some kind of equivalent for the old lance rule, but with lascannons s9 positioned above land raider equivalent t8, a rule like +1 to wound for anything t8 or higher, that just makes dark lances s9 too. Maybe just make it s8 ap-4.

for what reason would a cron be so kind?

Sniper weapons have pinning.

you helped wake him up of course

Because humans are better than fire caste soldiers with 12 hours of training.

WAIFU EDITION!?

Because 'Crons like to watch. Unless it's a Flayed One.

>re-roll charges after deep striking
>re-roll shooting after deep striking
>subtract 1 from leadership after deepstrikes
Honestly just add one of the fucking stupid aura templates or something
Give me my paycheck now

He wants to destroy the ethereals' grasp over their populace by helping create halfbreeds

Flamers can always be fired on overwatch, even if the guys charging started outside of flamer range. Right now that low range means that units can charge in without getting hit because they started out of flamer range.

Can someone teach me a proper list format?

I'd like to ask your opinions on my list, but it seems like you guys dislike BattleScribe list format.

Torchstar > you're waifu

Been away for a few days due to work, what's the general consensus on the new FW Custard rules? I'm seeing effective, but over-costed. Really hurts not having PotMS on the gunboat.

Praise the Emperor! Or Ethereals, I think.

I seriously doubt anyone outside Veeky Forums will screech at you for using battlescribe

I always felt that all heavy weapons should have pinning, like sure if I know there's a sniper about I'm going to keep my head down, but I'm not exactly going to be strutting about in the face of a heavy bolter either. I can understand why GW got rid of the rule from a game play perspective but I sort of liked it

>implying those lightning quick reflexes and clairvoyant intuition arent signs a daemon isnt going to pop out of the guela's head like last time

Stickdread doesn't look too expensive imo

what I like about this img, depsite it being an unrealistic waifu, is they got her eyes right - Purple is (was) a common hue on Cadia

you just take out all the extra unnecessary bullshit which is a given and order it as is out in the dex.

but just post it anyway who gives a shit spergs will sperg regardless.

>Maybe just make it S8 AP-4
U wot

$dude_unit (50)
- X3 $special_guns
- $dude_boss has big sword

the 306 is a shit regiment full of whiteshields and cripples

That's honestly one of the unit's I'm most excited about. He looks like a monster. I just don't see an option to take the flamer that's listed on his rules.

I swear to god, flamers just seem to bring out some kind of primal autism in people.

If people are charging from more than 8 inches away, you're looking at a ~40% chance to succeed base. At 7 inches, you're looking at ~60%. Unless you're charging a unit with only flamer ranged weapons, it isn't worth it. The next turn they're going to slam you with their weapons on regular BS and then maybe charge you to stop you from charging them next round.

That sounds interesting and potentially fun, but also very abusable getting 12 per turn.

The Imperial Guard*

>unrealistic cadian waifu
your damn right! real cadian waifus have sticks and clubs and sacrifice custodes to summon daemons.

>charging flamers should be safe because they stop holding the trigger when you get close!

Yeah but it's still kinda goofy. Basically every other weapon is 12" or more so they fall into this weird area in the charge rules that doesn't make sense.

No, and No. Guevesa serve as auxilliaries that fill an intermediary role between Kroot and Fire Warriors, being better at CC than fire warriors and less insane/stupid then kroot. Tau have found them ideal for policing and urban operations owing to their own problems with reaction time. They usually keep their own locally produced human weapons (lasguns and flak), but during times of war/need may be issued tau weapons for use, including pulse carbines, photon grenades and carapace armor.

They are never used to fight the Imperium

>unrealistic waifu
what about this?

Isn’t the average charge range 8” due to the 1” range of melee?

Don't listen to this guy. Tau choose their battlesuit pilots based on how cute they are.

Cute human = Battlesuit

needs a beard

>it's "Chaos player forgets about Death to the False Emperor" episode
>again

REEEEEEEEEEEEE

BIG PROMETHIUM TANKS

Thoughts on this 2k Guard List. Using Vostroyan regiment.

Brigade
>HQ (152p)
Warlord Copmany Commander - Power Fist + Boltgun - Armour Graf - Honoured Duellist
Company Commander - Power Axe & Bolter
Company Commander - Bolt Pistol & Chainsword
Primaris Psyker
>Troops (308p)
4x Grenade Launcher + Heavy Bolter + Boltgun Sarg
2x Grenade Launcher + Boltgun Sarg
>Elites (172p)
Priest Chainsword & Laspistol
Ogryns - 2 + 1 Bonehead
Platoon Commander - Bolt Pistol & Power Axe
Platoon Commander - Boltgun & Chainsword
>Fast Attack (180p)
3x Armoured Sentinels with Lascannons
>Heavy Support (267p)
3 x Lascannon HWT
1x Mortar HWT
>Transport (119p)
1 Chimera Heavy Flamers + Track Guards

>Spearhead Detachment (801p)
1 Executioner Tank Commander with Plasma Sponsons + Lascannons - 239p
1 LR Annihilator with Meltas & Lascannon - 224p
1 LR Punisher with HB's - 168p
1 Leman Russ with HB's - 170p

Standard guard deployment I would be going for, plan for the Chimera is putting in the 3 Ogryns, the Priest, 1 Company Commander & 1 Platoon Commander and using it as a counter-assault unit or anti-flank unit.

sounds more like Torchstar

what a fucking image goddamn

so you get to be tau swat kickin down doors on farsight sympathisers? neat. any source on dis?

If you're more than 8" away, and thus out of range of flamers, you need to roll an 8 to get into combat. This is going to change depending on the exact position of flamers, of course, so this is why you should try to put flamers out in front.

I'm not saying they shouldn't be effective, just that people trying to avoid flamer auto hits are falling into a psychological trap. Except maybe hand flamers.

this is kinda odd. They give kroot and vespids supplies/gear, but not humans? What if they ran out of ammo or something?

You lost me at, "Guard Army".

List already sucks, play a different army.

>Is very angy

>These filthy gue'vesa don't even have headvaginas
>Some of them have disgusting fat reserves hanging off their chest
>Ridiculous face-horns
>No gue'vesa get chosen for battlesuit piloting for obvious and fair reasons

I'd be inclined to give it either a melta style rule where to roll 2d6 damage and pick the highest or a neutron laser rule that makes rolls of 1 or 2 damage count as 3

where did the lasguns touch you user?

For half range, or just at any range?

"R-... Right in the face..."

I'd go with any range

>Marine players

Could you guys take a look at my list?

Ok, here I go...

: Raptors
Chapter Tactics: Raven Guard

Battalion Detachment
HQ:
Lias Issodon (195pts)
Lieutenant (60pts)

Troops:
5x Scout Squad (65pts)
- 1x Heavy bolter
5x Scout Squad (65pts)
- 1x Heavy bolter
5x Scout Squad (65pts)
- 1x Heavy bolter

Elites:
10x Sternguard Veteran Squad (180pts)
- 10x Special issue boltgun
10x Sternguard Veteran Squad (180pts)
- 10x Special issue boltgun

Spearhead Detachment
HQ:
Techmarine (57pts)
- Servo-arm, chainsword

Heavy Support:
Relic Leviathan Dreadnought (309pts)
- 2x Storm cannon array, 2x Heavy flamer
Relic Leviathan Dreadnought (309pts)
- 2x Storm cannon array, 2x Heavy flamer
Contemptor Mortis Dreadnought (206pts)
- 2x Twin lascannon
Contemptor Mortis Dreadnought (206pts)
- 2x Twin lascannon

1897/2000

Haven't decided on where to spend rest of 103pts yet. Maybe another Scout Squad?

I'd agree with any range simply because it used to be better against land raiders than Lascannons because of Lance on top of the AP2.

Marine
Muscles Are Required Inteligence Not Essential

Can I ask you something? Why does everybody think that the Tau force other races, and ONLY other races into specific roles? The castes share the same fate, and it's all for the sake of the betterment of all common society. The smart ones do smart stuff, the handy ones do handy stuff, the diplomatic ones do diplomatic stuff, and so on. The Great Good strives to end the war as quickly as possible, THEN the paradise happens. You gotta do your job first.

Kroot/Vespid were both unable to produce their own equipment. Humans come with their own ready made logistics, which is a serious boon for the Tau

Unfortunately the articles i'm looking at don't cite very well but the sources provided are:

Codex: Tau (3rd Edition)
Codex: Tau Empire (4th Edition)
Courage and Honour (Novel) by Graham McNeill
Deathwatch: The Achilus Assault (RPG), pg. 126
Warhammer 40,000: Dawn of War - Dark Crusade (PC Game)
White Dwarf 263 (UK), pg. 24
Tau Human Auxiliaries (Archive of old Games Workshop UK website) by Andy Hoare - web.archive.org/web/20080420071331/http://uk.games-workshop.com/tau/tau-auxiliaries/
Chapter Approved Tau Auxiliaires (Defunct Site)

>Marine players

>Lonely Slaanesh Daemon players

>t. Salty bitch
>GUARD IS OP REEEEEEEEEEEEEEE
Git gud

>jam tomorrow

I think the problem is that it also makes it better against anything with multiple wounds. Gives an average 0.5/1 damage against everything.

jokes on you, I'm a lonely Khrone Daemon player!

>from the archived GW Website
Human auxiliary troopers are a fairly common sight along the western fringes of Tau space, in particular on those worlds contested during the Damocles Crusade. The Tau proved a hardier foe than anticipated by the Imperial forces and, as the offensive became stalled, they were forced to withdraw in response to the far greater threat presented by the arrival of Hive Fleet Behemoth in nearby sectors.

The rapid redeployment left many human soldiers stranded; a situation soon exploited by the famous Commander Farsight as he followed in the wake of the retreating Human fleet, offering those left behind the stark choice of integration into the Tau empire, or a bleak future as prisoners of war. Faced with the proposition of being stranded many light years from home in a hostile and foreign region, many saw no alternative. These warriors and their offspring now maintain colonies on the frontiers of Tau space, content under their new masters yet none the less apprehensive of Imperial retribution should they face another crusade.

Those humans who have joined the Tau empire have been provided with the technology required to prevail on the Tau frontier. They have limited production capabilities, allowing them to construct equipment ranging from simple farming tools to a copy of the standard issue Imperial lasgun. In times of war, the Tau allow the Gue'vesa access to more advanced weaponry such as pulse rifles and carbines and other, more specialised equipment. These auxiliaries have become a respected part of the Tau military in the border regions, where they fill a tactical niche between the barbaric Kroot and the mainstay of Tau armies, the Fire Warrior teams. The Gue'vesa may lack the close combat savagery of the Kroot, but they are fully capable of using the more advanced examples of Tau technology, and using them to further the cause of the Greater Good.

>Git gud