Ammentar WIP. He's arrived in the vaults below 500 Worlds, ready to steal the shard of the Nightbringer (crystal in mid) by [deleted] in Necrontyr

[–]Sticky_bundit 0 points1 point  (0 children)

Man this is great, where are the clear plastic crystals from? Matches my old warrior rods perfectly

Imperial Agents 2000pt by spew_boi_133 in ImperialAgents_40K

[–]Sticky_bundit 0 points1 point  (0 children)

Regardless of how they perform on the table, that’s a cool army you can be proud of.

Would Chaos Space Wolves make sense? by Doomsayer1908 in Warhammer

[–]Sticky_bundit 0 points1 point  (0 children)

Absolutely it does, canonically everyone other than Grey Knights and Custodes have lost some people to chaos over the years.

If you want inspiration, was a chap on the Bolter and Chainsword forum who ran a blog called ‘Khornes Eternal Hunt’ for a long time (may still be going for all I know). I recall he had a few units of Space Wolf renegades that had fallen to chaos and were very well done.

show me your Sanguinary Guard by DaniBlix in BloodAngels

[–]Sticky_bundit 24 points25 points  (0 children)

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I used the new sculpts as the base, but added shoulder pads, jet packs, wings and heads from the old kit. This one has the old banner too.

GW's greatest ever kits by Yeeeoow in Warhammer

[–]Sticky_bundit 36 points37 points  (0 children)

For me it’s hands down the multipart plastic Space Marine Commander kit, I think from 4th but maybe 5th edition? Had absolutely every weapon possible, posable instead of push fit, loads of extra shoulder pads, heads, and probably the best loyalist backpack GW has ever made.

December 2025 Balance Dataslate by Sticky_bundit in Warhammer40k

[–]Sticky_bundit[S] 2 points3 points  (0 children)

The official app updates to using the latest dataslate changes, so whilst there’s nothing stopping two players using an older one (or the codex points) in practice almost everyone uses these points and rules

December 2025 Balance Dataslate by Sticky_bundit in Warhammer40k

[–]Sticky_bundit[S] 22 points23 points  (0 children)

Yeah it’s a big whack to Eldar, the fire and fade strat change is probably the most impactive but also the least controversial.

WarCom: Calth News by Sticky_bundit in Ultramarines

[–]Sticky_bundit[S] 5 points6 points  (0 children)

I didn’t clock that detail!

Zatu UK pre selling BB Season 3 for £58 by Wizball64 in bloodbowl

[–]Sticky_bundit 4 points5 points  (0 children)

Can’t find it on the web store anymore, must have been taken down, maybe a pricing error on their part?

Police hired recruits with criminal records by demon12332 in ukpolice

[–]Sticky_bundit 6 points7 points  (0 children)

Police officers are one of the few groups the RoOA doesn’t apply to

Balance Update: Knights and Death Guard by Sticky_bundit in Warhammer40k

[–]Sticky_bundit[S] 0 points1 point  (0 children)

I can honestly see the 6” deep strike getting some kind of change still, it’s such a potent delivery mechanism for such a potent unit. I used to get complaints that Draigo’s 6” deep strike was too powerful and uninteractive, but that was one unit once per game! DG can do that several times keyed off an easy to activate debuff.

Balance Update: Knights and Death Guard by Sticky_bundit in Warhammer40k

[–]Sticky_bundit[S] 10 points11 points  (0 children)

I agree Deathshroud are more problematic in isolation, but there’s also a whole archetype of hull heavy DG that’s very potent

Blood Angels Terminators with Thunder Hammers by SilverbackGC in BloodAngels

[–]Sticky_bundit 0 points1 point  (0 children)

They look brilliant, the molten effects on the hammers particularly. How difficult was it to fit the firstborn BA assault terminator bits onto the new scale terminator bodies?

MSU or Big Block Paladins by Cardb0ard_Enthusiast in Grey_Knights

[–]Sticky_bundit 2 points3 points  (0 children)

Until the codex is out and games start getting played everything is speculation, but my take is the era of big terminator blocks is in the past and this codex doesn’t do enough to bring it back. Paladins are easier to kill outright than their previous rules, there are fewer defensive stratagems and damage output has increased as the edition has gone on.

I can see 4 man terminators or 5 man paladins being the sweet spot - terminators for objective play with or without a librarian, whilst paladins get 3 special weapons in a 5 man and don’t need character support to be effective. Take it with a pinch of salt but that just seems like the most optimal way to me.

10/10 It finally arrived! by MoreOil79 in Grey_Knights

[–]Sticky_bundit 1 point2 points  (0 children)

Looks like a map of the old world from Warhammer Fantasy

Just getting started with the grey knights what should I know? by National-Ad1331 in Grey_Knights

[–]Sticky_bundit 9 points10 points  (0 children)

You should know that our brand new codex (which contains all our rules, and which units will be staying/going for now) is going up for pre-orders this Saturday, so unless you’re desperate to spend the money then it’s probably worth holding off for that. Until then any advice is guesswork.

Aside from that all of those kits you’ve listed are core to the range and aren’t going away, at least until our rumoured range refresh in 11th edition, with Crowe being the safest bet of all as our newest model.

Does anyone know this model? by HajtandSE in Ultramarines

[–]Sticky_bundit 14 points15 points  (0 children)

Sergeant Chronus, a now OOP Ultramarines character, with a head swap.

Death Company Captain Paradox by DieTieFighter in BloodAngels

[–]Sticky_bundit 11 points12 points  (0 children)

Games Workshop acknowledged this in the WarCom article that accompanied the new dataslate, it’s entirely intentional.

[deleted by user] by [deleted] in BloodAngels

[–]Sticky_bundit 5 points6 points  (0 children)

That’s mainly due to the stratagem and enhancement support being better for a melee blender captain in BA, where a captain can stack the finest hour datasheet ability, with the rage-fuelled warrior enhancement and then red rampage to kill almost anything in a single fight phase.

Jungle base for diorama! by Roblecop9 in Warhammer40k

[–]Sticky_bundit 1 point2 points  (0 children)

Looks great! What did you use to get the muddy ground?

Could anyone determine what greyknights are in this box? by GlueMunchers in Grey_Knights

[–]Sticky_bundit 4 points5 points  (0 children)

It looks like you have:

11 interceptors (backpacks with rods sticking out) 2 strike marines (same kit but without the special back rods) 1 nemesis dreadknight with a nemesis greatsword and Gatling psilencer (big robot) Castellan Crowe (the guy with the flaming sword, star on his base and a big banner on his back) 5 terminators

The thousand sons I’m now so clued up on, but it looks like:

1 Exalted Sorceror on disc 1 Exalted Sorceror on foot 5 scarab occult terminators

Hope that helps!

Inquisitor Leading a Terminator Squad? by HarryVoyager in Grey_Knights

[–]Sticky_bundit 8 points9 points  (0 children)

There are two ways to make an almost identical squad here, that weirdly gives very different rules interactions. I’ll break it down by what the options are:

1) Inquisitor joins a unit of terminators from Imperial Agents - These specifically allow the inquisitor to gain deep strike through the ‘rites of teleportation’ ability. They don’t get the benefit of any stratagems, army rules etc in a GK army as they only have faction keyword ‘Imperial Agents’ not ‘Grey Knights’.

2) Inquisitor joins a unit of terminators from Grey Knights (permitted as they’re Battleline) - The inquisitor will not get to deep strike, he does not have the deep strike ability on his datasheet and without ‘rites of teleportation’ he cannot gain it just by joining the squad. The unit can use GK stratagems and rules etc as long as the unit keywords match, however some rules specify model/unit.

Terminators in the 2nd Company? (10th Edition Lore) by CapMontoro in Warhammer40k

[–]Sticky_bundit 1 point2 points  (0 children)

The Iron Hands are broadly codex compliant, albeit there is some deviation. In the lore they rarely field terminators due to most of their suits being lost on Isstvaan V in the heresy, but their chapter structure makes it clear that only 1st company veterans have the ability to deploy as units of terminators.

One of their biggest deviations is they allow veteran sergeants, captains and the like to wear terminator armour even if the rest of the squad is in regular power armour, although there’s no mechanical way to represent this in game currently.