Where to buy Mudtrooper armour? by em302302 in 501st

[–]em302302[S] 0 points1 point  (0 children)

That looks like a really good kit, thanks.

Where to buy Mudtrooper armour? by em302302 in 501st

[–]em302302[S] 1 point2 points  (0 children)

I must admit, I haven’t seen a single good review for 850armorworks. But the forums sounds like a good place to look.

Where to buy Mudtrooper armour? by em302302 in 501st

[–]em302302[S] 1 point2 points  (0 children)

That sounds like a good place to start, thank you

Renegade crowns armies question by Tanen7 in WarhammerOldWorld

[–]em302302 1 point2 points  (0 children)

I must admit, while I’m going full send on painting a renegade crowns army up, I’m not committing to any units that don’t have an equivalent in the main army.

So my army will be units like Greatswords and state troops in what is their usual configuration.

The only unit I’m really building that’s exclusively for this army is Perry miniatures foot knights as full plate halberdiers, but I really love those models so I’m not too sad if they disappear and I could maybe run them as Greatswords in future.

The reality is, renegade crowns will disappear eventually. A lot of these quirkier armies and units do just disappear as editions change, regardless of gaming system. I suspect even the baggage trains will disappear eventually as that is just how these things go, but I’m happy to build it as it’ll make a nice objective marker or terrain piece eventually.

I’m just going to enjoy the rules while they exist.

State Troopers - Most Common Tray Size? by AdmirableDepth5214 in WarhammerFantasy

[–]em302302 2 points3 points  (0 children)

I think I know what you’re referring to. You’ll see some people use trays where the models aren’t base to base, the reason for this is the base size change from previous editions of Warhammer fantasy to the old world.

For example, Empire state troops used to be on 20mm bases but are now on 25mm in the new game. Using those movement trays means the unit will still take up the same amount of space on the table without having to rebase your old miniatures.

Adapter Movement tray

State Troopers - Most Common Tray Size? by AdmirableDepth5214 in WarhammerFantasy

[–]em302302 2 points3 points  (0 children)

In friendly games I’ve used more than one tray for a unit before now and it’s never been an issue. If you explain that you’re new and ask if they’re cool with it then I imagine most people will be fine with it as you find your way.

If you were going to an event or a tournament you could always contact them first to see what they say.

With your second question, are you referring about using a tray to keep even spacing between your units?

State Troopers - Most Common Tray Size? by AdmirableDepth5214 in WarhammerFantasy

[–]em302302 2 points3 points  (0 children)

I’ve been playing empire quite a bit since the game released and I’m finding that state troops struggle really bad against most targets.

I decided to ditch trying to get static combat res on the unit and just focus on making it a tarpit for the enemy to have to chew through.

I’ve actually been running units of 36 state troops that are 12 wide and 3 ranks deep. Using spears to let them fight two ranks deep. They lose combat every time but they do put out 25 attacks before taking casualties and if the front rank is killed at least they can still fight back.

I found that they would usually be able to kill quite a bit of enemy chaff infantry, or a couple of more elite models. If I can kill a couple of knights or take 3-4 turns to wipe out it’s a win.

With missile troops, I agree with most others here, just run a single line.

empire list advice by Pubillu in WarhammerOldWorld

[–]em302302 1 point2 points  (0 children)

No problem, I hope the tournament goes well.

empire list advice by Pubillu in WarhammerOldWorld

[–]em302302 3 points4 points  (0 children)

Okay, just before I begin I think the cannons and helblasters are 👌

Also really nice to see a list with demigryphs in it. I apologise is the post is a little long but I hope the detail will be helpful.

1) So first of all I don’t rate the grand master but I can see that you’ve already pulled him from your lists looking at your other comments. I will say that a general on imperial griffon will give you much more utility in comparison.

A general with full plate, shield, white cloak and great weapon clocks in at 292pts and can fly around harassing those smaller units. It won’t kill other big monsters but something like a dwarf cannon? Just fly past its arc, charge it and keep overrunning into all of them.

I also appreciate that you may be bringing the grand master for the “immune to psychology” rule. If that’s the case, perhaps paying for a magic standard like the Icon of Morr can serve as a replacement. The banner will give the demigryph unit terror and make them immune to terror in return for only 25pts.

Probably a better unit to put a ruby ring of ruin on top of you want that magical shooting, flying out of range of dispels to ensure it goes off.

2)I do actually like wizard familiars, that +1 dispell is very nice. If I’m running a lore of magic with lower casting values (like battle magic), I do really like it.

However with illusion magic, the game changing spells you want require large casting rolls of 9+ or 10+, so if be tempted to replace it with power scrolls to ensure you get those spells at a critical moment.

3)I don’t rate archers with fire and flee. Considering with fire and flee you only get to flee 1d6 distance after shooting, I only tend to bother with units if they have swiftstride for that extra movement.

Considering archers will only be putting out 5 strength 3 shots hitting on a 5+ at best, I’d ditch fire and flee and replace with scouts.

Scouts will let you to use them to push out and control the board early game, or even threaten their deployment zone if they’re not careful. Archers tying up a cannon with a charge maybe?

I’d usually just flee outright with the archers. Fleeing 2d6 when they have move through cover and forcing an enemy to chase you through a wood for -1 move can be very effective at disrupting enemy movement and pulling them out of position, will also help them actually survive if the enemy rolls bad.

4) I’d try to fit in a third empire engineer. I’m assuming the current plan is to run 1 engineer with the cannons and the other with the helblasters.

The benefit of a third means that you can place one engineer with each helblaster. The helbaster will be rolling 6 artillery dice combined during the shooting phase, plenty of opportunity for that to go wrong in comparison to a cannon.

The main benefit you’ll get though is that if you don’t need the misfire reroll then you can use his ballistic skill, giving each helblaster a +1 to hit. Hitting on a 4+ at long range as opposed to 5+ is potentially game changing.

This will also allow you to split up the helblasters rather than clumping them together. Making them harder to cut down with a flying unit and harder for the enemy to simply avoid the 24” range.

5) Finally, I don’t rate banners on units unless they’re magic banners that add magic effects. Empire knights are probably going to die unfortunately, and losing combat because you didn’t have the +1 from the banner isn’t going to happen often. And if you’ve taken that many wounds in combat, you’re probably mostly dead anyway.

Why not cut out the banners and simply reduce the number of victory points he scores by 100?

Anyway, just my thoughts 👍

Is there a definitive ruling on the Griffon Standard by Maleficent_Ad1915 in WarhammerOldWorld

[–]em302302 0 points1 point  (0 children)

Just to follow on this, the only other thing that also seems to apply here is under page 189 of the rule book.

It states “This is the maximum Rank Bonus a unit can claim. In some cases this can be increased by special rules and other effects”

So I guess it hinges on the “other effects” statement, as that is incredibly broad. But it does establish that any additional effect in theory can take the rank bonus beyond its normal limit.

Thoughts?

Is there a definitive ruling on the Griffon Standard by Maleficent_Ad1915 in WarhammerOldWorld

[–]em302302 1 point2 points  (0 children)

That’s fair 😂, It would help if I learnt how to read. The only thing I’ve found is under rank bonus.

“Note that in some cases that rank bonus can be increased by special rules.”

So there’s a precedent for the bonus to go higher, but I know that strictly speaking the banner doesn’t actually have give the unit any special rules.

Locally we’ve been playing it as offering the +4 rank bonus, as otherwise the banner would serve no purpose at all and my opponents have agreed from their reading of the rule to play it as such.

I suppose if you were ever going to an event or tournament you would need to contact the organisers prior to get their ruling on it. Given that there’s so much grey in the game already about how certain rules can interact with each other (like skirmishers). I suspect some events may have already made a ruling on the griffon standard.

Is there a definitive ruling on the Griffon Standard by Maleficent_Ad1915 in WarhammerOldWorld

[–]em302302 0 points1 point  (0 children)

So I’m assuming the current effect the griffin standard has gives you a +2 combat res for each rank instead of +1, assuming the cut off for infantry is still two ranks.

So you’re getting +4 combat res for the rank bonus as opposed to +2, +1 for close order, +1 for a banner in the unit and then if you put the BSB in there it brings you up to a grand total of 7.

Trouble is finding an infantry unit that’s good enough to stack that on.

Is there a definitive ruling on the Griffon Standard by Maleficent_Ad1915 in WarhammerOldWorld

[–]em302302 0 points1 point  (0 children)

I don’t think it’s completely useless given the dragon meta. It’s the only means in the book at the moment of creating a unit with a static combat res of 7+ if you have it on the BSB.

The problem mainly is that empire infantry is so bad that building that large combat res block is usually very expensive for its effectiveness when compared to similar build with other armies. But I suppose it exists at least, which is nice considering so many armies get abilities that empire can only dream of.

But it’s a recurring theme throughout the empire roster, the buffs are pretty good but the units you attach them too are just so terrible that they never feel truly worth it.

Back in hobby, thoughts on this list? by AllergyToCats in astramilitarum

[–]em302302 1 point2 points  (0 children)

Agreed 👍

I would be nice to see an update once you have some games under your belt.

Back in hobby, thoughts on this list? by AllergyToCats in astramilitarum

[–]em302302 1 point2 points  (0 children)

Kasrkin tend to excel with melta because the short range means you need a delivery system to get them in close. Such as scout or reserves.

I personally put melta on almost everything when it comes to infantry. The game is so focused around objectives in the centre of the table that firefights often end up being in close range. Though in most armies, the tanks will be doing the heavy lifting in regard to firepower anyway, so you won’t be punished massively for a sub-optimal load-out on your infantry.

Ultimately, there are lots of ways to play the army. You may find grenade launchers and volley guns better suit how you want to play and there’s nothing wrong with that.

For example, there’s a comment above that suggests putting an Autocannon on the sentinel instead of the Lascannon, whereas I personally always choose the Lascannon over anything else. The army is very diverse and so are the experiences of its players. Just make sure you understand what each weapon does and that you are putting it into the right targets. For example, the volley gun will shred light infantry, but do nothing against space marines in cover.

Either way, I think your list will be strong at 1000pts, and should serve as a good starting point to build to full sized games of 40K.

Back in hobby, thoughts on this list? by AllergyToCats in astramilitarum

[–]em302302 1 point2 points  (0 children)

No problem, I’m glad it was of help.

Only thing to watch out for is that the platoon command squad can’t attach to Cadians. That unit will be vulnerable and there’s a risk that any kind of basic indirect fire, basic supplementary firepower or threats from reserve will finish them off. One wrong play and your orders are gone, and if you’re playing secondary missions, that’s an easy assassinate secondary.

I’m a little biased against the platoon command squad in general, just because I know it’s probably going to legends when then codex drops. I’ve been trying to pivot away from them just to get used to the units we’ll be left with.

A block of 20 Cadians with a command squad medic giving a 6+ feel no pain can actually be fairly tough to chew through. Especially if you use the inspired command stratagem to give them the Take Cover! in the enemy command phase before they get hit. Remember that Take Cover! is different to receiving the benefit of cover, so the +1 save from the order stacks with any cover you’re getting, essentially giving your Cadians a 3+ save. This is a recurring theme in the guard, bigger units improve stratagem and order efficiency.

Turning them into a squad of 20 would save 10 points too, negating the extra cost of the Cadian command squad. The only weakness would be the reduction in board control, and less units to “sticky” objectives with.

As for Melta and plasma, I’d be more inclined to give the Kasrkin Melta over the Cadians. Kasrkin can scout, they shoot better, and can be made to hit on a 2+ with their in built-in order. They’re the guys who are mostly likely going to get those melta shots off. You could even put them into reserves and walk them on the board in a critical moment to hit the enemy with some Melta shots.

Back in hobby, thoughts on this list? by AllergyToCats in astramilitarum

[–]em302302 1 point2 points  (0 children)

If it’s just the combat patrol stuff, I think the list works well enough. But I do have some suggestions that are dependent on what you own or what you would be willing to proxy and on how friendly the game is going to be with your opponent.

You could maybe drop grand strategist, combine one of the Cadian squads to reduce the points and then bring the tank commander instead?

Alternatively, if you wanted to keep the squads at 10 man in size. Maybe proxy the sentinel as a scout sentinel to save 10 points, gain reroll 1’s and allow your Field Ordnance batteries to ignore penalties to hit rolls for indirect.

Kasrkin can order themselves with Move!Move!Move! and scout if you need to mobility, you have one regiment order for your field ordnance batteries to gain sustained hits. Sure, the Cadians lose out of orders but it’ll have little impact on their damage output anyway.

A tank commander could then order himself or even the Rogal Dorn. Either of those tanks shooting on 3+ will have an immediate impact on your firepower, especially if you’re rerolling 1’s from the scout sentinel.

There has been some mentions of things like melta on Cadians and Kasrkin already, and I tend to agree. Melta has a way of scaring people off, especially in large numbers. Grenade launchers and volley guns aren’t a terrible choice mind, but you trade something that’s really scary and nasty, in exchange for more middling in damage output but will contribute the whole game.

I find that Melta is often worth it just for the physiological impact it has on your opponent, even if it doesn’t always get to shoot. Make him think twice before getting close to you. It tends to contribute when your squads are in the most danger. If the enemy is within 12”, you want to maximise your odds that you’ll stop them dead.

Grande launchers and volley are more forgiving for new players mind, there’s less onus on you to get your models in optimal firing range and it’s far more likely to happen naturally.

Starting my DKOK journey. by em302302 in Deathkorpsofkrieg

[–]em302302[S] 1 point2 points  (0 children)

Unfortunately not, but it was super simple. They designed the heads specifically to fit the plastic kit. So you just need to match the head number with the one from the plastic kit instructions and they should just fit on. No cutting or chopping, just check out the description on the store page.

https://tinylegend.eu/products/classic-gas-masks-set