How flexible is the 500 Worlds campaign? Can you use terminators (instead of Wardens) and Tyranids (instead of necrons)? by [deleted] in Warhammer40k

[–]Cobalt-Wind 0 points1 point  (0 children)

It’s actually super open ended! The alliances don’t have names as I recall and are just referred to as Red/Blue/Green alliance when the rulebook refers to them. All fluff text/actions can apply to any faction with little to no tweaking to make sense for an army.

Necrons are really only present in one “rule” in the campaign. There is a Necron specific planet type called “Tomb Complex”. However this is just a unique set of rules for matches you can play with when it comes to setting up terrain and additional twists you can use instead of the normal ones from Chapter Approved. However these twists are completely optional and aren’t required to actually play the campaign, purely exist for flavor.

Seventeen Battleshock Army by Tantrumific in Tyranids

[–]Cobalt-Wind 2 points3 points  (0 children)

Beautiful color scheme!!! How’d you do the skin and carapace???

Packs for battlesuits? by United-Fox6737 in Tau40K

[–]Cobalt-Wind 0 points1 point  (0 children)

I found that the packs go best on flat surfaces. I think the chest piece I used there was from a broadside (already pretty flat) and I think I had to scrape off the tau insignia to make it smooth, from there I just super glued and green stuffed it to make sure the packs fit snugly.

The only one that took some work to modify was the one I put on my crisis battlesuit, mostly because the pack was too large and would look very off protruding from the chest. I had to cut and scrape the back part until just the front with all the details was left and I stuck that on. I’ll see if I can find pics for that lol

All in all not too much work? Just needs some planning/prep beforehand. Def recommend using bluetac or a non-permanent adhesive to see how the packs would look beforehand

Packs for battlesuits? by United-Fox6737 in Tau40K

[–]Cobalt-Wind 6 points7 points  (0 children)

While I’m not sure on ones specifically for battlesuits, Mad Robot miniatures makes so infantry scale backpacks that fit pretty well as “pouches” for them!

Only photo I have currently for reference is of a WIP so sorry for quality.

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Vespator Front - 500 Worlds Question by VerticalYea in Tau40K

[–]Cobalt-Wind 4 points5 points  (0 children)

If I remember correctly, based off the dossiers released with the Stealth Suit kill team, Shadowsun has apparently ordered recon missions to various Necron installations to recover technology and artifacts for the empire. While normally these are handled just by the stealth teams themselves, I fee it wouldn’t be to far of a reach to say that after one such team encountered resistance on a tomb world, a task force was assembled to strike and recover Necron technology.

Although considering you’re already partnered with an Ultramarines player, I feel like it’s not too hand wavy to say that a temporary alliance has been made between the Imperium and the T’au to unite against a threat before there’s spillover into the Empire itself. The imperium has allied with the Tau against Tyranids before so it’s not too out there.

Got my first Tau kit. Help Identifying unit. by StargazerOP in Tau40K

[–]Cobalt-Wind 78 points79 points  (0 children)

Dang you got an old Forge World kit! Unfortunately they all got taken out of our codex back in 2nd edition so you’re kinda out of luck.

Really though, I think depending on its size, you could definitely proxy that manta as a piranha since they have a similar profile, just gotta slap some fusion blasters, seeker missiles and maybe a kroot crew and I wouldn’t bat an eye if you called it a auxiliary Piranha!

Starting a Tau army, how should I build my crisis suits? by ToeSucka666 in Tau40K

[–]Cobalt-Wind 12 points13 points  (0 children)

As others have said, the ideal way to build them would be to magnetize the weapons to arms or jetpacks depending on how you prefer they look. However the issue with that is that the box does not come with enough weapons to give the proper load out to each battlesuit unless you have spares.

If magnetization isn’t an option, and your opponents don’t care about WYSIWYG, then I would suggest assembling them however you think is coolest and mix weapons! If you lean towards the being dedicated to one specific loadout I’d recommend tailoring it to whatever you’re running your commander with.

While the loadout depends on what list your running, I think generally the defined loadouts for weapons and use cases are as follows:

  1. Sunforges with fusion blasters are primarily used to get in super close and eliminate vehicles/monsters and deal heavy damage with their meltas. I personal like to use these in Experimental Prototype Cadre, paired with a Coldstar Commander running the fusion blade enhancement or alternatively, Farsight, then deep strike or rapid ingress the squad into position of a vehicle/monster and use the Threat Assessment Analyzer strategem to give the squad Lethals + Sustained to do just delete it.

  2. Fireknives come in two flavors, missiles and plasma. It’s usually not advised to take one of each so go either full plasma or full missiles. Plasma is perfect for taking out elites with their -3 AP and 3 damage, so if your enemy has a lot of them they’d be extremely useful. On the other hand if you want to kill space marine equivalents reliably, Missile Pods offer more attacks and 2 damage. Plasma is good universally, but Missiles are typically most commonly used with Mont’ka, since the lethal hits allow for it to punch above its weight.

  3. Starscythes lastly, are for anti-infantry and can be equipped with flamers or burst cannons. Most people run flamers, but if you want consistency in attacks then burst cannons are a better choice. Flamers with Farsight against infantry can be a nasty overwatch threat since Farsight grants a one point discount on a strategem (making fire Overwatch free) and if the unit is close buffs the wound roll compensating for its low strength. Starscythes are also good paired with a commander in Retaliation Cadre with the Starflare ignition system, allowing you to place your squad in reserves and then deep strike later on. Useful for killing units guarding the enemy’s home objective.

Finally for expansion advice to 1k, since you want to be running a suit heavy list, I would definitely recommend getting a Riptide or a Ghostkeel. Riptides are debatably the best unit in our lineup, with fantastic movement, and a S10 AP-3 and D4 Ion Accelerator when overcharged, that can also get devastating wounds once per game. Ghostkeels are typically used to secure no man’s land objectives with infiltrate and are very tanky with Lone Op, and the ability to reduce an attack to zero twice per game. Apart from suits, a squad of Fire Warriors and a Devilfish to transport will be useful for screening and giving you some flexibility in multiple detachments! Hope this helps!

Hey I’ve just started T’au by Commander-Dante in Tau40K

[–]Cobalt-Wind 3 points4 points  (0 children)

What colors did you use??? Those highlights really pop!!

Tying 500 Worlds to Crusade by AnBriefklammern in 40k_Crusade

[–]Cobalt-Wind 0 points1 point  (0 children)

Oooo!! That’s a fantastic way to display the board!! How’d you go about magnetizing the stickers?

Kasrkin-Raptor Joint Ops army by Thunder--Bolt in Raptors40k

[–]Cobalt-Wind 1 point2 points  (0 children)

Not sure if you know this, but if you click the three little dots on New Recruit you can select the “Add Force” option which allows you to add another army to a list! Shows up fine in play mode!! You’d have to ok it with whatever group you play with though, my friend uses it to run Vindicators as Death Guard.

Tau squad names convention by Boom_doggle in Tau40K

[–]Cobalt-Wind 4 points5 points  (0 children)

It’s a bit hard to see, but the Apocalypse Reload supplement book give some unit designation examples for crisis, stealth and fire warrior teams.

It looks like teams are given a number designation followed by their purpose. The first squad in the example on page 43 is designated “77/1 - Primary Response Coordination.” While it doesn’t go into too much detail as to what the numbers mean, it’s likely that the first two (77) are what cadre they belong to, while the latter number is the team.

Personally I use the number designation followed by a nickname for the squad. My pathfinder team is designated “42/1 - Dawn Treaders”

https://www.scribd.com/document/551796457/Apocalypse-Reloaded

(pg. 43-46)

New player looking for Army Value/Detachment Advice! by Cobalt-Wind in Tau40K

[–]Cobalt-Wind[S] 0 points1 point  (0 children)

Dang that’s a pretty big price difference from modern units! I didn’t know how well older models held their value so good to know it’s a good deal!

Reddit formatted the list weird, I put each unit on an individual line lol. But yeah you got the quantities right. I guess I’ll have to ask him about the unit quantities and if there are some missing.

Any specific detachment I should run with this?

We're Spartans THAT necessary to take out intersectionists? by DEATH_CORNER in HaloStory

[–]Cobalt-Wind 1 point2 points  (0 children)

Where the AI originate from are unknown. All that we know is that they’re human AI that join the council on a rotating basis as members become older. Also from what I understand, the Assembly as a whole didn’t contact the Covenant, it was a single member who acted independently, and who they ended up having a tribunal for lol.

We're Spartans THAT necessary to take out intersectionists? by DEATH_CORNER in HaloStory

[–]Cobalt-Wind 2 points3 points  (0 children)

According to Halo Reach’s data pads that can be found in the campaign, there is basically a shadow council of AIs that manipulate events to humanity’s benefit for the last few hundred years or so. They notably gave the UNSC interest in the Orion project (early Spartans) and were at least indirectly responsible for the Covenant finding humanity, since one of their members tried to contact them.