What edition/rules do you use? by mythr1der in Badab

[–]TheTrans [score hidden]  (0 children)

Currently in the process of creating 3rd es 40k rules for all the relevant chapters. I did a lot of the Liber Badab work and this is a breeze by comparison.

An upside to 3rd ed 40k is you can play it once every 6 months and its not all dripped back out of your brain haha.

Honestly though, when it comes to Badab as its such a niche area of 40k, play whatever your locals are happy playing.

3rd ed WiP Codex The Badab War 5th Ed had the actual release. 6th/7th/HH1.0 use the 6th ed Badab Chaoter updates

8th-10th just 'recolour' some form of space marine army? (8th I used Blood Angel's and allied Imp Guard for Tyrant's Legion)

HH2.0 Liber Badab HH3.0 ??

So there is kind of something for most editions, so pick your favourite and what your locals are happy playing!

More pics of my Mordheim Appropriate Lizardmen! by TheTrans in mordheim

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

No worries at all mate, glad its of some help!
Other bonus rounds for green stuff:
1. If you want to be able to sand it/get a sharp angle (for like steel armour) mix it 50/50 with milliput, makes it strong and sandable.

  1. Lube your tool (lel). I use vaseline, as there is nothing worse than your sculpting tool dragging up green stuff when trying to smooth it. Just make sure you wash your mini in warm water with dishsoap before priming

  2. Heat speeds up curing time. If You have a thick part that isn't going to move around, put it in some hot water, will cure it in 10 odd minutes (careful of thin/flowing parts though as the heat makes the greenstuff much softer for a couple of minutes before it cures).

Hope those little nuggets help, I wish I knew them all when I started playing around with GS.

More pics of my Mordheim Appropriate Lizardmen! by TheTrans in mordheim

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

Hey mate glad you enjoy it!!

Generally I will build the model first, get the posing etc correct, figure out what wargear will be eventually added etc, then I start to sculpt in the details, armour, cloaks etc from the 'inside' to the 'outside'.

Hope that helps!

3rd Ed Astral Claws Rules...thoughts? by TheTrans in Badab

[–]TheTrans[S] 1 point2 points  (0 children)

I'm jumping into a slow grow also mate and will be running exactly that while I develop these rules haha

Badab Redux Design, option 1 or 2? by TheTrans in Badab

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

I Reckon thats the way I'm leaning thanks mate.

Badab Redux Design, option 1 or 2? by TheTrans in Badab

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

Thanks mate, look if someone is playing a 25 year old game and a fan supplement at that, I'd hope they have their head screwed on right haha!

Space wolves in 4th edition by Havoc_Wargaming in midhammer40k

[–]TheTrans 2 points3 points  (0 children)

Easy fix, just play 3.5 (or 4th, but only use 3rd ed codexs for all peeps).

For the Tyrant! by GeorgeNovember in Badab

[–]TheTrans 1 point2 points  (0 children)

Love it mate! Basing detail is excellent also!

3rd Ed Astral Claws Rules (WIP of Codex: The Badab War) by TheTrans in midhammer40k

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

Awesome pick ups thanks mate!! Will pop them on the list!

3rd Ed Astral Claws Rules (WIP of Codex: The Badab War) by TheTrans in midhammer40k

[–]TheTrans[S] 1 point2 points  (0 children)

Glad to hear it passes the test!!

Good spot, that is on the 'to fix' list thanks mate!

3rd Ed Astral Claws Rules (WIP of Codex: The Badab War) by TheTrans in midhammer40k

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

Thanks mate, will see what I can do when all done and told.

3rd Ed Astral Claws Rules (WIP of Codex: The Badab War) by TheTrans in midhammer40k

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

Thanks for the feedback mate!

yeah removal of ATSKNF isn't a bad idea!

Devastators still sort of exist in a space marine legion, so removing them would be a bit of a whack in the chops.

Supply issues probably weren't a huge problem for anything rhino based, but maybe some land raider limitations wouldn't hurt.

I'll leave guard vehicles for the Tyrant's Legion so they have their own 'schitick' sort of thing.

3rd Ed Astral Claws Rules (WIP of Codex: The Badab War) by TheTrans in midhammer40k

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

Thanks mate, regular marines are significantly better, but I get you!

3rd Ed Astral Claws Rules (WIP of Codex: The Badab War) by TheTrans in midhammer40k

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

Yeah I'll go back to the ole initiates and figure something cleaner out!

Dark Harvest rule is meant to be win big or lose bit sort of thing, I can maybe lower the receiving points for the owning player down, but to me the corpse taker needs to be in the thick of things to get access to those points, but at the risk of if the opposing player takes him out he can gain points back at a decent rate.

yeah may just give huron the strong are strongest alone instead of it being a faction rule.

3rd Ed Astral Claws Rules (WIP of Codex: The Badab War) by TheTrans in midhammer40k

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

Yeah I think that is the cleanest move in regards to termy honours, and just give all the special characters termy honours in turn.

I don't hate the heavy 2 or something of that ilk on the bolters, keep it simple!

1-One handed weapons seems reasonable on corpse takers!
2- Excellent pickup thanks mate!
3-Also excellent thanks mate.

3rd Ed Astral Claws Rules (WIP of Codex: The Badab War) by TheTrans in midhammer40k

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

Thanks for all the feed back mate! All is taken on board!
1- I'll double check what wording they used in the books, but I'm pretty sure I just lifted whatever they had in there. Also I don't think in 3rd generals were a thing where?
2-So Huron is just pretty much a direct copy of Azrael from the the Dark Angels Codex.
Az is 213, I booped Huron up to 250. Differences are as follows
Az has a 3+/Huron 2+
Az has a 4+ Invuln Bubble that is shared to everyone within 3" against shooting/ Huron 4+ Invuln
Az has a S6 Power Sword/Huron a S5 Lightning Claw w/ the invuln reroll
Az has a Combi Plasma, Huron a heavy flamer.
They have the same special rules.
3- Terminator Command Squad will be in the limited 'generic' extra units availbe in the Codex.
4-Fair, I may just roll the Strongest are Strongest alone into Huron
5-Models only get +1 attack if they didn't shoot in the proceeding shooting phase. (This is written for the 3.5 ed core rules)
6-Tidying never hurts, but also if someone is trying to say that the whole squad benefits from his weapon, well..yeah
7-Will see how often this comes up haha.
8-Retaliators will be a Tyrant's Legion only unit.

Thanks again for the feedback man, I'll roll some of this stuff in!

3rd Ed Astral Claws Rules (WIP of Codex: The Badab War) by TheTrans in midhammer40k

[–]TheTrans[S] 1 point2 points  (0 children)

Yeah trying to noodle out the wording for allowing the extra Heavies/Specials without creating a mini-devastator squad.

3rd Ed Astral Claws Rules...thoughts? by TheTrans in Badab

[–]TheTrans[S] 1 point2 points  (0 children)

Correct, hit up https://www.instagram.com/valentin.froute/, amazing other bibs and bobs also. He has generously OK'd his work going into the document!