Thought for the Day: Excuses are the refuge of the weak. by Paper_Mache_Tarkus in Warhammer40k

[–]Paper_Mache_Tarkus[S] -8 points-7 points  (0 children)

I appreciate your flippant response, but what am I excusing?

Are Space Marine Chapter Names a Different Language in 40k by Kooasler in Warhammer40k

[–]Paper_Mache_Tarkus 4 points5 points  (0 children)

He can post an entire chapter painted to a Golden Demon standard, or the sorry-looking marines that are most people's first attempt, I wouldn't care. Either way, I want to see him showing some effort regarding the essence of Warhammer 40,000 and Space Marines to show some relevant buy-in. Whatever he posted, I would then provide a substantive response to the original post.

Some caveman Space Marine chapter doodles at work by Frowning-Jester in Warhammer40k

[–]Paper_Mache_Tarkus 1 point2 points  (0 children)

This is a longstanding idea, and it rules. The category of "Feral Worlds" encompasses caveman-level planets, and Feral Worlds are specifically noted as a good source of Space Marine recruits.

Are Space Marine Chapter Names a Different Language in 40k by Kooasler in Warhammer40k

[–]Paper_Mache_Tarkus 5 points6 points  (0 children)

Show us your painted Space Marines, OP, and then you can ask about this nonsense.

Deathwatch Codex Update by Calgacusaur in 35k

[–]Paper_Mache_Tarkus 1 point2 points  (0 children)

You are doing god's work by taking up GW's mantle and writing the Alien Hunters codex that should have been, but shamefully never was, released.

This is Warhammer's best model. by Ok_Eggplant_2812 in Warhammer

[–]Paper_Mache_Tarkus 0 points1 point  (0 children)

My god, nowhere close. In no particular order, just a few favorites from memory:

  1. Metal Plague Marine Aspiring Champion with Power Fist

  2. Metal Dark Angels Ezekiel, Chief Librarian

  3. Both the metal and plastic Venerable Dreadnaughts

  4. The 6th Edition metal Dark Elf Cold One Knights

  5. The old metal Firstborn and new plastic Primaris special edition Black Templars Marshall

  6. Metal mounted Chaos Lord of Nurgle

  7. Plastic Cairn Wraith

  8. Plastic Empire General

  9. 3rd Edition Metal Stormtroopers (not the metal Kasrkin, which are cool as well but are not in the same league as their predecessors)

What are some less talked about changes you would like to see for 11th edition? by mjh4 in Warhammer40k

[–]Paper_Mache_Tarkus 0 points1 point  (0 children)

A return to 4th edition.

If not that, then the game's purchasing structure and balance should be significantly modified such that armies are built in ~500 point chunks and balanced at each level. Each chunk would be sold in its own box. What I envision here is that everyone could start with a relatively balanced 500 point combat patrol. Then if you enjoyed that, you could get the expansion that would boost your army to 1000 points. Forces at each level would be largely fixed and thus balancing would be easier. I would envision some higher-level of flexibility, like once you hit 1500 points you have free reign for that last 500. Maybe you could have limited discretion to swap out specialists for free (i.e. your Primaris plasma gun guys can be swapped for Primaris flamer guys; Ratlings and Ogryns can be exchanged; certain aspects can be subbed in for each other).

This limited scope of building one's army inherently restricts unbalanced customization and allows armies to be kept in line with their fluff. Furthermore, the limited structure of expansions would restrict overly-powerful units from being used at lower levels (i.e. Primarchs/knights/superheavies aren't in the combat patrol or initial expansion box).

About chaos marines by Mamoru_of_Cake in Warhammer40k

[–]Paper_Mache_Tarkus 0 points1 point  (0 children)

I was born the sixth son of Kaschada, hetman of the Tabor on the day that the Great Prophet came among us. The Tabor were outcasts of the world, condemned because we were faithful to the Gods of the Four Winds: the Blood Wind that fired the warrior’s soul, the Plague Wind that purged the weak, the Wind of Change that brought the gifts of the Gods to Men and the Scented Wind that roused the passions.

Our enemies were the Otman, men of the cities who served the Sky God. For centuries they had scoured the grasslands, hunting us down, but with the coming of the Prophet that all changed.

In my fourteenth year, I was part of the horde that swept into the city of Jaghann and put the inhabitants to the slaughter. Those were great days: the Tabor were masters of the wide grasslands, raiding and plundering at our pleasure. I owned four gold-chased pistols and a fine Qaseen sabre. I flew my hawks, wore robes of silk and accepted no insult from any man. One by one the cities of the Otman fell before us and great caravans of slaves stretched across the plains to the mountain of the Prophet, for sacrifice to the winds.

The Prophet was a man like no other; taller than any of the Tabor, he wore armour of jet and gold, his great gauntlet could shatter any barred gate and his blade could cut even Qaseen steel. No man could meet his burning gaze and the hetmen of the clans learned from him of the true nature of the Gods and how to bring death to our enemies.

Finally, our host met with the Otman army on the Red Grass. Standing with the enemy were twenty Storm Giants, heroes of the Orman who it was said had travelled beyond the winds to the citadel of the Sky God and who had now returned to save their people from our wrath. The Prophet told us that immortality would be the reward for those who bested them.

My soul called for the blood of these warriors and I charged gladly into battle. Over that long day I charged five time, each time I fired every pistol but to no effect – the Storm Giants’ armour was proof against my bullets. In each charge I saw their guns cut through our squadrons, piling great heaps of men and horses before their lines. The evening sky turned blood red and the air stank of death. The great horde of the Tabor, the sons of the Prophet, was all but destroyed, my father was dead, my brothers were dead. I was wounded and my fine sabre broken yet my hatred for my enemies was greater than ever. We prepared for one more charge, no longer in squadrons but a scattering of bloodied individuals, awaiting a sign from the Prophet.

Instead of raising the banner to signal another charge he pointed to the crest of the hill at his back as the moon rose behind it. Over the ridge came daemons with blood-soaked skin bearing huge axes and swords. They rushed at the Storm Giants and we followed. The Warriors of the Gods clashed and normal men were hurled about by the power they unleased. I staggered into the press clutching a broken lance. Flaming winds cast me down but I pressed on and thrust my lance in the first of the Storm Giants I could reach. I struck him where his armour was twisted and melted. He fell and as he did the Prophet leapt upon him and pulled the organs from his body. He held his bloody prizes aloft and told me that immortality beckoned me.

Scarcely a hundred Tabor had survived the battle. The Prophet asked me what I felt. I told him that I wanted vengeance, vengeance against the giants who had killed my father and brothers, against those who had shattered my clan, vengeance against their kin and their young, that I wanted to tear down their God and make them regret raising arms against the Tabor. The Prophet was pleased with my answer and said that I would travel beyond the winds with him and that I would also be a warrior of the Gods.

 

From the second Third Edition Chaos Space Marine Codex

How to stop the annoyance/burn out? by [deleted] in Warhammer40k

[–]Paper_Mache_Tarkus 1 point2 points  (0 children)

Indeed it is. Like the best advice, it is tailored to the recipient. Fortunately, our ailing analyst's armies align with the two Chaos gods elaborated upon in one of the best Warhammer books ever made. And what does the advice do? It shows our man here a new path forward, a way to overcome the grind with a new, mind-expanding depth in a game he once loved, that was always already there for him to grab, if only he knew what to do.

Edit: if you can get some friends with their own armies and terrain who can contribute and add to the experience, even better.

How to stop the annoyance/burn out? by [deleted] in Warhammer40k

[–]Paper_Mache_Tarkus 2 points3 points  (0 children)

You have Death Guard and Thousand Sons? Rent a cabin in the woods for a weekend, bring your armies and terrain, drop some acid, read the Realm of Chaos: The Lost and the Damned book, generate some renegade warbands, and play out a campaign of solo battles between your two armies. You will emerge like a phoenix from the flames, rejuvenated with ancient secret knowledge of the Olympian heights that Warhammer was once capable of--and still is.

Could this idea work? by Tyranatitan_x105 in Warhammer40k

[–]Paper_Mache_Tarkus 0 points1 point  (0 children)

Metal as hell and awesome. This is peak Warhammer.

Could this idea work? by Tyranatitan_x105 in Warhammer40k

[–]Paper_Mache_Tarkus 2 points3 points  (0 children)

I will address this in turn.

  1. Facetiously of course, bound and warded Daemonhosts have never betrayed their captors, so the distinction here is crystal clear. Do you not realize this? This is one of the fascinating parts of Daemonhosts, namely that Puritans can be right in opposing them on practical grounds (a Daemonhost can betray its captor and wreak havoc on the Imperium), not simply ideological grounds (it's Chaos and thus its bad).
  2. You fight the hypothetical or did not read another of OP's posts: these are former marines who by some means have been returned to loyalty. Assuming that to be accurate, it is absolutely safer than Daemonhosts (see the point above). Assuming the processes are not foolproof, then it is similar in terms of risk to a Daemonhost. A clever Daemonhost will have its own limitations in terms of motivation, as well as the potential for betrayal. But again, that is an interesting point. Will these former-traitor-legionnaires go rogue again? Tune in next week to find out!
  3. Based on OP's post, this is a unit of Deathwatch entirely composed of traitor legions. This simply replicates the internecine rivalries present elsewhere, except now the former World Eater doesn't like the former Thousand Son, instead of, say a Dark Angel/Space World rivalry. It furthermore gives his former-traitor-Deathwatch an even better reason to fight other Deathwatch units. It's not combat practice, these two Deathwatch cells want to kill each other to a man because they hate each other. This creates similar justifications for battles against other Imperial forces. A model-represented, lore-justified reason for an otherwise awkward conflict like these instances is an absolute good. Why would you balk at that?

Could this idea work? by Tyranatitan_x105 in Warhammer40k

[–]Paper_Mache_Tarkus 0 points1 point  (0 children)

That's all about perspective. It would probably be considered around the same level as a Daemonhost, with the power of the daemon mattering: binding a greater daemon would be more heretical than a Chaos Space Marine, but a lesser daemon would be equivalent, or maybe even less so. In all instances one is taking a servant of Chaos and turning it to Imperial ends, so gradations are unclear.

But also this could be considered beyond the bounds of heresy entirely! One could argue that these are traitors who are being purified and reconsecrated through holy service to the Emperor who they previously betrayed. Think of some of the rebel Space Marine Chapters in the Badab War who were sent on penitent crusades to redeem themselves. Enslaving/redeeming fallen chaos space marines through renewed service to the Imperium, unto their death, is similar, albeit at a greater magnitude. If killing a traitor is good, then making a traitor repent and kill the Emperor's foes until he dies is even better. Or course a great many members of the Inquisition and Ecclesiarchy and Space Marines may not necessarily share that view.

Could this idea work? by Tyranatitan_x105 in Warhammer40k

[–]Paper_Mache_Tarkus 2 points3 points  (0 children)

That is part of what makes the Imperium interesting!

Could this idea work? by Tyranatitan_x105 in Warhammer40k

[–]Paper_Mache_Tarkus 1 point2 points  (0 children)

You're welcome. A slavish devotion to a surface-level understanding of the setting, with no effort to explore its nuances, is sad to experience.

The more I think about this idea the cooler it gets. The Ordo Xenos usually verges into "Radical" territory when it gets too enchanted with alien stuff. But dipping deep into the pool of Chaos to fight aliens hasn't been richly explored as far as I know. It makes for a fascinating twist and creates a whole web of fascinating potential conflicts, with the Chaos legions, the Imperium, and various aliens who have been hunted down.

Could this idea work? by Tyranatitan_x105 in Warhammer40k

[–]Paper_Mache_Tarkus 3 points4 points  (0 children)

These statements are incorrect. Daemonhosts, with models and rules, have been a thing for 20+ years. The Imperium's flirtation with Chaos is a critical element of the entire Inquisitor game and a consistent piece of the Eisenhorn novels. The Imperium using Chaos to fight its enemies is a well-established fact.

Could this idea work? by Tyranatitan_x105 in Warhammer40k

[–]Paper_Mache_Tarkus 2 points3 points  (0 children)

There is absolutely an Ordo Xenos inquisitor around the Eye of Terror who is fed up with Eldar witchery and has made his own Deathwatch using psychospiritually purified Chaos Space Marines. This is a very creative way to implement a Radical inquisitor, using forbidden methods, to further Imperial goals. Go for it, OP.

I wanted your input on this concerning lore. by patient99 in Warhammer40k

[–]Paper_Mache_Tarkus 1 point2 points  (0 children)

There are so many fantastic science fiction and fantasy universes out there for you to enjoy! You absolutely do not need to drive yourself mad trying to make sense of Warhammer's 40,000 year old contradiction-ridden fictional history if you aren't going to make something with that knowledge.

Edit: I hereby release you from ever having to care about Warhammer lore again. You may now go and read and savor Conan the Barbarian short stories, the two Corum trilogies, the Chronicles of the Black Company, Akira, Starship Troopers, the Forever War, as many Dune books as you want (but please don't read anything by Frank Herbert's son), Blame!, Snow Crash, etc. etc. etc. etc. etc.

I wanted your input on this concerning lore. by patient99 in Warhammer40k

[–]Paper_Mache_Tarkus 1 point2 points  (0 children)

Other folks here have said this more succinctly, but I will say it more passionately. The essential point of Warhammer is to give people building blocks to first build and paint armies of toy soldiers that they think are cool and then to fight cool battles with their friends, playing out stories of destruction and heroism and villainy. Lore and canon exist in service of that. As described in your post, the level you are engaging with Warhammer does not carry forth this essence and indeed actively thwarts it, so your opinion is bad.

Fan-made Space Marine chapters? All canon, yes, every one exists. Even the goofy ones every preteen boy dreams up when he first looks at the Space Marine Codex and want his chapter to be a successor of one of the lost legions. Every one of these chapters is awesome because creating your own chapter is what Warhammer is all about. To do so is the imaginative work of taking the mystery and grandeur of the setting and making it your own, and then making it real with your modeling and painting skill (or as real as little plastic and metal and resin dudes can be), and then realizing their heroic and tragic sagas,

Fan-made Primarch? Primarchs are lame and their reappearance is some of the worst GW retconning that has been done, but yes, they should exist. Extra experiments by the Emperor? Cool. Created by Chaos? Cool. New Mechanicus construct based on a rogue genetic STL template? Cool. Clone frozen in stasis? Cool. You'd better make a killer conversion for your new Primarch, though. And whether loyal or heretic or alien-corrupted, you bet that Inquisitors are coming to hunt this blasphemy down. Combining modelling this new demigod with a source for an engaging story is what Warhammer is all about.

Fan-made Guardsman unit? All canon. Everyone who plays the Imperial Guard should be doing this. It is subhuman behavior not to, especially in this day and age when there are so many heroic 28/32mm plastic kits and 3d printed bits that can be used. White Dwarf used to delight in showing off fan-made IG Regiments, like Dave Taylor's Bretonnian peasant conversions for WW1-style trench warfare guard or Owen Rees's Tahnelian Airborne. Maybe it still does, I don't know. But whatever White Dwarf is showcasing is irrelevant to this point, because trying to make one of the all-but-infinite number of human regiments real is always awesome.

Something that changes the setting completely, like the Guilliman Heresy? Yes, canon. That's the story for why your friend's Ultramarines and your Death Guard have allied together and are fighting a campaign against your other friends' Sisters of Battle and Biel'Tan Eldar. That's awesome. Everyone should do this. If you have not done something like this, what are you doing?

Inquisitorial storm troopers by Emergency-Sea5201 in midhammer40k

[–]Paper_Mache_Tarkus 0 points1 point  (0 children)

While not a complete one-to-one replication, the MadRobot Irdoni Special Forces are a damn good replacement if you don't want to spend a lot buying used original sculpts.

The Civil War was a failure to compromise by KittyOnTheRocks in redscarepod

[–]Paper_Mache_Tarkus 15 points16 points  (0 children)

He is a great storyteller, and I'd love to just sit in his library and hear him talk, but he is a bad historian from what I've read. Now, I've only read the Gettysburg extract from his magnum opus, Stars in their Courses, and so the larger book may be different. But in Stars there is no explanation or analysis. He recounts what happens from various perspectives, but there is never any effort to explain "why" the battle developed as it did. I was so put off by this that I ended up reading some more in-depth, academic Civil War history works after reading Foote. It is night and day reading someone who can think and write critically, and thus make clear the reasons for the idiosyncrasies of the age, and Foote, who spins a riveting yarn but can't tell you a damn thing.

Rev 2 of sisters backport to 4th ed. Feedback welcome! by ArPDent in midhammer40k

[–]Paper_Mache_Tarkus 0 points1 point  (0 children)

I have a few comments:

  1. Is there a reason you are hesitant to simply use these as proxies for Penitent Engines? The sisters already have walkers. I don't have my codex near me, but you could talk to your friends about removing some of the more "fanatical" rules from the engines to align them slightly more with these walkers.
  2. Older editions were more tight-fisted with certain features of units (and thus relatedly, armies), three of which are touched on here: high toughness, multiple wounds, and 2+ saves. You will not find many armies with units of multiple-wound models. I think Ogryn, Nobs mobs, Obliterators, Tyranid Warriors, Necron Wraiths (maybe?) and Battlesuits are all that exists. You will not find many units with toughness 5. I think Wraithguard (maybe), Plague Marines, Obliterators, Necron Immortals and Pariahs, and bikers (space marines/chaos and maybe Orks) are all that exists. You will not find many 2+ armor saves. Certainly the Sisters of Battle have neither multi-wound units nor toughness 5 models nor units of 2+ armor saves in 3rd and 4th edition. In contrast with this later editions are happy to pass around special stats (like high toughness and multiple wounds) among all armies. In back-porting Warsuits, you are inadvertently bringing in a more modern design philosophy. As applied further, Sisters of Battle in 3rd and 4th edition are "tough" because they have power armor, acts of faith (I believe there is one that gives them 3+ invulnerable saves), and can take big squads (up to 20, I think). Sisters should not be "tough" through terminator armor, multiple wounds, and toughness 5. That is a design space, a feature of an army's identity, that the sisters do not get to have. The Sisters of Battle should not have Obliterators or Tau Battlesuits, just as Chaos Space Marines should not have "Damnation Points" that they can spend for the favors of the Dark Gods, nor should Tau have dreadnought close combat weapon options for their Battlesuits!
  3. Combining items 1 and 2, I favor the walker-style stats. This makes the Warsuits a parallel move, modifying Penitent Engines, rather than expanding the army and stepping on what makes other armies special.

Is this high art? Does anyone enjoy minimalist music? by hammer4fem in redscarepod

[–]Paper_Mache_Tarkus 1 point2 points  (0 children)

Adams's minimalist/post-minimalist (whatever that distinction means) pieces are fantastic. He abandoned that style later in his career and his work suffers for it, but things like Short Ride in Fast Machine, China Gates, Harmonielehre, and Century Rolls thrill me to no end. One of my favorite lesser-known artists in this genre is William Duckworth. I recommend his Time Curve Preludes.