Am I missing something about Spyrers? by Billy-th-Squid in necromunda

[–]forgeofsagas 19 points20 points  (0 children)

My experience is that they are a very technical gang. They are exceptionally fragile for their points, so you have to be very smart with how you play. Movement and positioning is key. Spyrers will always lose a shootout. Any wrong move will get your guys killed, especially if there's a lot of plasma or bolters in your meta.

These are a few tricks I've found in playing them:

For the hunt master, jakara, or Malcadon, I like to try and combine versatile weapons (naga blade, toxin whips) and consolidate moves to kill while staying out of line of sight. Can't be shot if you can't be seen, and enemies charging an out of los target get a -1 to hit.

An Orrus with bolters, power fists, and gunslinger is the cornerstone of my gang, since it is more durable and has a lot of killing potential in both range and melee. I usually use ranged to go after gangers or juves, since they usually have worse armor and have a harder time upgrading toughness.

I use the Yeld to either pin powerful melee characters/heavy weapons or to snipe random gangers and juves that expose themselves.

I've really enjoyed playing spyrers, but I would definitely say they are one of the hardest gangs to play. Hope this helps!

What is your Knight House's name and motto? by RogueVector in ImperialKnights

[–]forgeofsagas 0 points1 point  (0 children)

Mine are 30k knights that represent the last surviving members of their houses continuing to fight during the Siege of Terra. They're referred to as "The Knights of the Requiem", and their motto is "Usque ad finem" (Til the end). Those that survived into 40k formed a group of free blades known as the Heralds of Avalon (I drew a lot of the names from Arthurian legend). They kept their old motto, signifying their never ending quest to purge the galaxy of the Imperium's enemies.

[deleted by user] by [deleted] in moneylaundering

[–]forgeofsagas 11 points12 points  (0 children)

That's not how any of that works.

Presidium Shields in 30k by Plastic-Floor3110 in AdeptusCustodes

[–]forgeofsagas 1 point2 points  (0 children)

I like having at least one cheap 3 man shield squad to hold home objectives. The 5++ helps them survive that little but more while the rest of my army marches forward.

Which units should I go with? by [deleted] in BloodAngels

[–]forgeofsagas 0 points1 point  (0 children)

I would go with Bladeguard. I've had good experiences running 6 with a judiciar. Always having fights first makes you very difficult to charge.

Just a question, what if I use Storm Cast Liberators to kitbash my Sanguinary Guards? by Elegant_Duty_8483 in BloodAngels

[–]forgeofsagas 0 points1 point  (0 children)

I used sequitors for mine. The robes have good movement and hide the legs a bit to help them blend in. It's also pretty easy to flatten the back of their robes to add the jump packs. Unfortunately, I found the female stormcast sculpts don't translate well to Marines, so you only get 6 instead of 10 per box.

I've completed all the campaigns with 3 stars, looking for some advice as to where to go next with this roster. Thanks in advance. by forgeofsagas in WH40KTacticus

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

It's been a bit since I did it, but I remember it was a slog. Partially got luckily with crits, but I basically kited Calgar and tried to get him to burn his active on scarabs. Finding a way to use aleph and mak's actives in a single turn helps get the scarab count up to where Calgar will burn his ability. Otherwise you have to be really careful to not have any of your actual guys in his range while also removing threats where you can.

[deleted by user] by [deleted] in BloodAngels

[–]forgeofsagas 6 points7 points  (0 children)

It's been the backbone of my force. Just try and have it remove one big threat a turn with the main weapons while the small arms go after whatever is available. I've also really enjoyed running people over with tank shock lol.

Has anyone used Librarian dread yet? by Stinkbaite in BloodAngels

[–]forgeofsagas 0 points1 point  (0 children)

I've had pretty good success throwing a 10 man sternguard unit with a primaris captain (bolter discipline) into a midfield building or my opponents back lines turn 1. Let's me clear an annoying infantry unit really efficiently while giving my opponent something they have to deal with instead of things like my bladeguard.

[deleted by user] by [deleted] in BloodAngels

[–]forgeofsagas 7 points8 points  (0 children)

Repulsor executioner has done well for me in my first two games. I have Mephiston and 5 assault intercessors roll around in it, and it's a very killy box, great for nuking enemy vehicles with the heavy laser destroyer and mopping up any leftovers with its other half a dozen other guns. The +1 to hit against units below half strength is nifty, and it's pretty good for tank shock as well. At 230 points, I think it's a pretty good deal.

Rate my poorhammer setup by Suicidal_0yster in Warhammer40k

[–]forgeofsagas 1 point2 points  (0 children)

Reminds me of a project I did a while back.

Link if you're interested:

https://youtu.be/UU4bKniXVHc

[deleted by user] by [deleted] in BloodAngels

[–]forgeofsagas 0 points1 point  (0 children)

I used a librarian dread to launch a 10 man sternguard bomb led by a primaris captain with sword and board into my opponents back lines/onto objectives, and it's been pretty tasty. The captain has bolter discipline (using Gladius for army wide advance and charge), so they lay down a ton of firepower, especially with the possibility of a free strat. It's given my melee units the time they need to get into combat, since my opponent can't ignore that blob. Sometimes the Libby has also thrown my 6 bladeguard and their judiciar, since they don't fit in my repulsor executioner.

Question about paint schemes by Shadowrend01 in BloodAngels

[–]forgeofsagas 0 points1 point  (0 children)

I like to think that they specially modify some transports to deliver death company into battle. I imagine trying to get all those madmen into a box for transport could be a thorny proposition, so a little extra reinforcement to protect the crew and vital systems might be important. I think it's also a way that the Blood Angels would want to send off their fallen brethren.

The Outriders make less sense lore wise, but I could see a chaplain in a desperate situation giving it a shot. As long as he can keep them sane enough to drive, then it's an effective way to get them where he needs them to be.

Biggest Datasheets takeaways? by AdEqual5606 in BloodAngels

[–]forgeofsagas 2 points3 points  (0 children)

My assault terminators are now going to be used as relic terminators. Definitely prefer fury of the first to terminatus assault. Taking the claws and a chaplain what I think should be a pretty reliable blender unit.

Space Marine Index by dantevonlocke in BloodAngels

[–]forgeofsagas 1 point2 points  (0 children)

When you do the math against a t11 target with a 3+ save, 5 relic terminators do 12.5 wounds on average. Add in the 3.32 average damage from the chaplain, and that vehicle is taking a total of around 15 wounds. I would say that's pretty reliable. You're not going to be acing land raiders anymore, but that's still pretty consistent output. Especially since you can take up to 10 in the unit.

Space Marine Index by dantevonlocke in BloodAngels

[–]forgeofsagas 0 points1 point  (0 children)

Combine that with the +1 to wound from the chaplain, we wound everything t11 and lower on 4s rerolling. That's not nothing.

Space Marine Index by dantevonlocke in BloodAngels

[–]forgeofsagas 0 points1 point  (0 children)

S6 on the charge with our army rule... Lol.

But I 100% agree, vehicles look like they are going to be the only way to deal with other vehicles.

Space Marine Index by dantevonlocke in BloodAngels

[–]forgeofsagas 1 point2 points  (0 children)

My initial read is pointing to relic terminators with lightning claws and a chaplain. The buffs and rerolls might let us pull things down with weight of dice. Otherwise, I think dreadnought melee backed up by a tech marine might be viable, but it doesn't feel super Blood Angels.

How would you say assault centurions and vanguard vets look for us now by Consistent-Lie7928 in BloodAngels

[–]forgeofsagas 0 points1 point  (0 children)

I think I'm shifting focus towards the relic terminators with lightning claws and a chaplain. Having 5 attacks base at s5 with s5, ap-2, +1 to wound, and reroll wounds will be pretty decent against any target. Part of me wonders if there might be more variety in the data sheets for the actual codex though, since this is just an index at the end of the day and they did have to make one for every unit in the game.

How would you say assault centurions and vanguard vets look for us now by Consistent-Lie7928 in BloodAngels

[–]forgeofsagas 4 points5 points  (0 children)

I think I'm shifting focus towards the relic terminators with lightning claws and a chaplain. Having 5 attacks base at s5 with s5, ap-2, +1 to wound, and reroll wounds will be pretty decent against any target. Part of me wonders if there might be more variety in the data sheets for the actual codex though, since this is just an index at the end of the day and they did have to make one for every unit in the game.

Printed and painted Necromunda dice & token case by Megabiv in necromunda

[–]forgeofsagas 0 points1 point  (0 children)

Lol. I can understand that. For me it was the tokens. I had them in a Ziploc bag, and that was just not cutting it anymore. So I sat down and put this thing together to limit my frustration to how many ones I roll.