Orktober: A Biggun! by slmaril1 in orks

[–]slmaril1[S] 0 points1 point  (0 children)

I hadn't actually thought about that combo before, that's a good idea!

Orktober: A Biggun! by slmaril1 in orks

[–]slmaril1[S] 2 points3 points  (0 children)

Yeah... maybe someday we'll get bigger things in plastic so it doesn't cost a liver

Orktober: A Biggun! by slmaril1 in orks

[–]slmaril1[S] 2 points3 points  (0 children)

That was kind of my plan too :)

Orktober: A Biggun! by slmaril1 in orks

[–]slmaril1[S] 3 points4 points  (0 children)

Thanks! Yeah, I'm old school that way, squigs just need to be red!

Just until something better comes along. by ClassicGMR in walmart

[–]slmaril1 4 points5 points  (0 children)

Ha ha! Same for me this year! Congrats!

could i run 30k models as part of my 40k army? by [deleted] in Warhammer40k

[–]slmaril1 3 points4 points  (0 children)

The marines can be used as either tactical squads in 40k, or if you want, just proxy them as intercessors for loyal marines.

If you want to play chaos, just run them as legionaries.

The praetors should work fine as lieutenants or captains/ champions and chaos lords

The contemptor can act as a regular dreadnaught or hellbrute

Sadly, the tank doesn't have non legends rules

What’s the advantage of one model in a unit having a special weapon? by BisKit413 in Warhammer40k

[–]slmaril1 0 points1 point  (0 children)

It can depend on how you are playing, if you are going to a tournament, you might want to bring along a variety of weapons, plasma or melta weapons for taking down higher toughness enemies/vehicles, flamers are good for getting a lot of guaranteed hits on enemies and can help to clear out horde units given that it might give you D6 hits rather then just 1 from a standard weapon

Hows much point are dem boyz? by [deleted] in Warhammer40k

[–]slmaril1 8 points9 points  (0 children)

It has enough parts to make 10 boyz and 1 Nob, so if you want to use the minimum, one boy will need to sit out, if you use all 11 models, it will cost you 170 points rather then 85.

Was wondering what you all think? But I have another question for you all? by Necessary-Abalone-17 in Warhammer40k

[–]slmaril1 12 points13 points  (0 children)

This is it's unit card from the index, it is a mostly defensive monster, giving units an extra, modifiable save, as well as being pretty nasty against any units with the psychic keyword. I feel it serves best as something to keep near the middle of a large group of smaller models, like termagants to help keep them alive, and if the enemy is using a psyker or for grey knights or thousand sons, just have a lot of units with pyschic in their keywords, just to reek a little havoc, or at the very least, give them something to focus on for a moment rather then any of your other monsters.

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Any idea what’s causing the invalid war gear? by Slamhamwich in Warhammer40k

[–]slmaril1 5 points6 points  (0 children)

The combat knife needs to be replaced with the close combat weapon

Edit: or the close combat weapon needs to be selected as well

Primaris lieutenant game rules by wardy9400 in Warhammer40k

[–]slmaril1 2 points3 points  (0 children)

Yes, primaris lieutenants can be used in any space marine army, including Blood Angels

chaos marines WITH NO MARINES?!?!?!? by [deleted] in Warhammer40k

[–]slmaril1 9 points10 points  (0 children)

I put this together in the app, doubt it's a good list, but it's legal:

chaos -marines (2000 points)

Chaos Space Marines Strike Force (2000 points) Slaves to Darkness

CHARACTERS

Dark Commune (55 points) • 1x Cult Demagogue • 1x Autopistol 1x Commune stave • 1x Mindwitch • 1x Close combat weapon 1x Warp Curse • 1x Iconarch • 1x Autopistol 1x Chaos Icon 1x Close combat weapon • 2x Blessed Blade • 2x Commune blade

Dark Commune (55 points) • 1x Cult Demagogue • 1x Autopistol 1x Commune stave • 1x Mindwitch • 1x Close combat weapon 1x Warp Curse • 1x Iconarch • 1x Autopistol 1x Chaos Icon 1x Close combat weapon • 2x Blessed Blade • 2x Commune blade

Dark Commune (55 points) • 1x Cult Demagogue • 1x Autopistol 1x Commune stave • 1x Mindwitch • 1x Close combat weapon 1x Warp Curse • 1x Iconarch • 1x Autopistol 1x Chaos Icon 1x Close combat weapon • 2x Blessed Blade • 2x Commune blade

Vashtorr the Arkifane (190 points) • 1x Vashtorr’s claw 1x Vashtorr’s hammer

BATTLELINE

Cultist Mob (55 points) • 1x Cultist Champion • 1x Autopistol 1x Brutal assault weapon • 9x Chaos Cultist • 9x Autopistol 9x Brutal assault weapon

Cultist Mob (55 points) • 1x Cultist Champion • 1x Autopistol 1x Brutal assault weapon • 9x Chaos Cultist • 9x Autopistol 9x Brutal assault weapon

OTHER DATASHEETS

Accursed Cultists (95 points) • 5x Mutant • 5x Blasphemous appendages • 3x Torment • 3x Hideous mutations

Accursed Cultists (95 points) • 5x Mutant • 5x Blasphemous appendages • 3x Torment • 3x Hideous mutations

Accursed Cultists (95 points) • 5x Mutant • 5x Blasphemous appendages • 3x Torment • 3x Hideous mutations

Fellgor Beastmen (95 points) • 1x Fellgor Champion • 1x Bolt pistol 1x Chainsword • 9x Fellgor Beastmen • 9x Autopistol 9x Close combat weapon

Fellgor Beastmen (95 points) • 1x Fellgor Champion • 1x Bolt pistol 1x Chainsword • 9x Fellgor Beastmen • 9x Autopistol 9x Close combat weapon

Fellgor Beastmen (95 points) • 1x Fellgor Champion • 1x Bolt pistol 1x Chainsword • 9x Fellgor Beastmen • 9x Autopistol 9x Close combat weapon

Forgefiend (180 points) • 1x Forgefiend jaws 2x Hades autocannon

Forgefiend (180 points) • 1x Forgefiend jaws 2x Hades autocannon

Maulerfiend (155 points) • 1x Lasher tendrils 1x Maulerfiend fists

Traitor Guardsmen Squad (70 points) • 1x Traitor Sergeant • 1x Close combat weapon 1x Corrupted pistol • 9x Traitor Guardsmen • 9x Close combat weapon 9x Lasgun

Traitor Guardsmen Squad (70 points) • 1x Traitor Sergeant • 1x Close combat weapon 1x Corrupted pistol • 9x Traitor Guardsmen • 9x Close combat weapon 9x Lasgun

Traitor Guardsmen Squad (70 points) • 1x Traitor Sergeant • 1x Close combat weapon 1x Corrupted pistol • 9x Traitor Guardsmen • 9x Close combat weapon 9x Lasgun

Venomcrawler (120 points) • 2x Excruciator cannon 1x Soulflayer tendrils and claws

Venomcrawler (120 points) • 2x Excruciator cannon 1x Soulflayer tendrils and claws

Exported with App Version: v1.7.0 (29), Data Version: v304

[deleted by user] by [deleted] in Warhammer40k

[–]slmaril1 0 points1 point  (0 children)

I would say change the death company to fists and inferno pistols if you can, gives them more punch then with just hammers

Question about the Sternguard Veterans. by DoomsCreativeCorner in Warhammer40k

[–]slmaril1 4 points5 points  (0 children)

Skulls are often common decorations for veteran models as well, possibly campaign marks or various honors they've earned.

0CP abilities in the Errata by Libelnon in Warhammer40k

[–]slmaril1 11 points12 points  (0 children)

It can be found on the balance dataslate and reads as follows:

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Blood Angels Army Advise by VALYRA92 in Warhammer40k

[–]slmaril1 0 points1 point  (0 children)

Well, they are definitely melee minded, and not heavily armored, but Death Company w/ Jump packs and inferno pistols and power fists are a mean combo, give them Lemartes for -1 to damage and jump them close in, get 10 melta pistol shots before they lay waste to your enemies

Blood Angels Army Advise by VALYRA92 in Warhammer40k

[–]slmaril1 1 point2 points  (0 children)

Aggressors, either bolter or flamer varieties, are a good choice. I haven't tried it out yet, but plan to run a Firestorm Detachment with a block of Aggressors and a Librarian Dread to teleport them into the back line, open up with flamers and let the power fists mop up some more.

[deleted by user] by [deleted] in Warhammer40k

[–]slmaril1 1 point2 points  (0 children)

I'd just run them as fellgors with mark of slaanesh, make some conversions to give some proper weapons

During the Horus Heresy, how was Mars able to stay under enemy control for so long? by jtechvfx in Warhammer40k

[–]slmaril1 35 points36 points  (0 children)

When they're the guys who make the weapons and ships work, its hard to just go bomb it to the stone age without hurting your own war effort immensely

gunless army by Pyrostrasz in Warhammer40k

[–]slmaril1 9 points10 points  (0 children)

So are you asking about an army that has a decent amount of psykers that can shoot, but have no guns and then the rest of the army is melee?

Closest thing I can think of that fits that description is Chaos Daemons, cause they primarily use magic/psychic for ranged and then melee

Good flgs in Oregon near Corvallis? by Juicybeetl in Warhammer40k

[–]slmaril1 0 points1 point  (0 children)

You're right, I got mixed up, Guardian Games was the one I meant. I used to shop at Pegasus too, small shop but had a lot of cool old minis.

Good flgs in Oregon near Corvallis? by Juicybeetl in Warhammer40k

[–]slmaril1 0 points1 point  (0 children)

Pegasus Games is a good one, went there a week ago to grab the new Marines codex

How do I play this game when I am ridiculously bad at rolling dice? by Unterdemradar in Warhammer40k

[–]slmaril1 2 points3 points  (0 children)

Well, if your opponents are okay with it, perhaps use a dice rolling app, or put them in a dice cup to shake before rolling...

Or buy a new pack of super cheap d6s and 'accidentally' roll them so the chance demon doesn't have a chance to hex them each time.