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Tabletop Stuff.

Posted by flakkFor group 0
Northman
player, 14 posts
Wed 28 Oct 2009
at 19:07
  • msg #73

Re: Warhammer 40k Tabletop

A friend of mine suggested http://www.boardgamegeek.com for information (you're looking for the 3rd edition files/forums, even though 1st and 2nd ed are 99.9% compatible).

As for Suicide Mission... It's hard. Two things to keep in mind when playing the marines are to shoot the doors and don't be afraid to use the flamer.

Also, don't be afraid to use a lot of command points during your first two turns to a) get a marine (likely your sergeant) up to the door in the L-junction right after the first room, and b) get your last marine in overwatch in the middle of the first room, covering your team from Genestealers approaching from below (having him in the middle makes it easier to get him up to the other marines if needed).

The flamer is invaluable when denying the Genestealers to approach. Have your flamer marine go second; as soon as your first terminator exits up to the door in the L-junction, blast the four-way junction down the hall (this should be happening round 2-3 if you're lucky). Might fry a few Genestealers and block even more. Using the flamer to block corridors or junctions is key to winning. It's often best to have the flamer follow the first marine up past the door and having the other two advance in the lower corridor (and for the Emperor's sake remember to fire while on the move whenever you can! - even at doors!).

For the Genestealers, it's often wise to block the corridor to the objective both in the junction (you can keep 'Steelers out of line of sight by keeping them to the side and not in the middle corridor where they simply provide targeting practice). Having a blip or two just inside the room to pop out during the last turns is also an idea. So is also clogging up behind the door in the L-junction. While often futile, it can also be rewarding to launch flank and rear attacks from the entry points closest to the marine player's starting location - both to keep him on guard and for the slight chance of getting an attack through. A friend of mine launched all his Genestealers from there, with devastating effect.

(Some of these tips have been borrowed from the site I linked, but also been discovered in play. They have their own strategy forum over there which is fairly nifty).
flakk
GM, 320 posts
"The dude abides..."
Wed 28 Oct 2009
at 19:24
  • msg #74

Re: Warhammer 40k Tabletop

Thanks for the tips!  I had not thought about shooting the doors, and it makes perfect sense as shooting can be combined with a move.

Just a few random questions before I take another look at the rules-
1) Flamers- do they also kill marines on a 2+?
2)Blips- if genestealers are spotted do they have to end their turn?  Can you reveal the blip first and then get a full move with the pack?

Thanks in advance.
Northman
player, 16 posts
Wed 28 Oct 2009
at 20:10
  • msg #75

Re: Warhammer 40k Tabletop

Yeah, shooting the doors while moving is a good way of saving a few action points. You should at least be able to shoot the two doors in the first room; the first door is opened normally, and you won't get more than two shots at the L-junction one before you're in front of it.

A good setup would be: Sergeant, Flamer, 3xStorm Bolters. 1 AP to open door, 3 APs to move the Sergeant forward, shooting thrice at the door, 1 CP to move the sergeant one more square in front of the door (and shoot if it's not down yet). 4 APs to move the flamer. Then 3 APs to move a Storm Bolter 3 squares and then shoot at the lower door (it's now in line of sight), 1 AP to move him into the room and shoot once more at the door (the way I interpret the LOS-rules in rooms, the door is in line of sight). Then 4 APs to move the last Storm Bolter (I don't think he can actually see the door because of the terminator in front who blocks LOS to the room, but not sure). Any Remaining CPs could be used to move the Sergeant or put him in Overwatch (or both). That's how I would open 9 out of 10 times. I can think of a reason not to, however, and that is if you're suspecting a rush from the entry points closest to the marine starting point; then the flamer could clear out some Genestealers and block their advance while you set up your forces.

From that first round, however, things depends a lot on how the Genestealer player plays his forces (and how many Genestealers are on each blip he draws...). But the no-door rule (would also apply to shooting the door leading to the objective), block with your flamer (but don't use all the ammo), cover your back and don't be afraid to sacrifice your lead marine (or marines since you're advancing in two corridors) - using a marine or two to block the lower four-way junction later on when your flamer is closing in on the objective isn't a bad move (though to have him survive, you need luck... It's more likely to just steal 1 or 2 APs from a Genestealer, but it could be enough), should help you survive. Or, as someone put it: It would at least even the odds to 50-50, as the mission is in favor of the Genestealers from the start...

Ok. The questions. As far as I can tell:

1) Yes, the flamer will kill a marine. It doesn't seem to discriminate between its targets. (However, depending on the situation, killing off the lead marine to block a section can be beneficial). I remember seeing a discussion about whether you actually were allowed to fire the flamer and risk killing a marine, but nothing specifically says you can't.

2) A blip can't enter line of sight of a marine as a blip. In that case you could opt to convert it to Genestealers, and then move them (provided you haven't yet made any actions with the blip this turn). If a space marine turns, opens a door, etc and then enters line of sight of a blip, it is converted as per the rules of involuntary conversion.
TheWarriorPoet519
player, 27 posts
GM, player, world-builder
PC-squisher
Wed 18 Nov 2009
at 19:00
  • msg #76

Re: Warhammer 40k Tabletop

ALWAYS REMEMBER CITIZENS:


flakk
GM, 330 posts
"The dude abides..."
Wed 18 Nov 2009
at 19:09
  • msg #77

Re: Warhammer 40k Tabletop

LOL!  Awesome!
flakk
GM, 350 posts
"The dude abides..."
Mon 14 Dec 2009
at 16:18
  • msg #78

Re: Warhammer 40k Tabletop

Banjo
player, 89 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Sun 7 Mar 2010
at 10:25
  • msg #79

Re: Warhammer 40k Tabletop

So another year and another new imperial army looms over us 40k players. And with the release of Codex Blood Angels it looks like we are adding another page to the book of stupid power creep in the 41st Millenium. After the mind numbing stupidity of the Space Wolves with it Jaws of the World Wolf and space puppies win close combat ruling (which was quickly fixed thankfully) and a variety of new characters and units that make older armies look pathetic and overcosted, Codex Blood Angels seems to be the GW design team's way of saying 'Look the puppies are not as bad as they could have been, we could have gave them this.'

This time the focus is close combat and for some reason it has been decided that the Blood Angels are the walking embodiment of close ranged violoence which is kind of pissing Khorne off given that he thought he was that was his job. On top of the over the top close combat characters the Blood Angels have seemed to remember they have a flying tactical insertion vehicle which is not a thunderhawk.

Is it me or is 40K getting beyond a joke now? A few years back I picked up the chaos marine codex and despite the fact that I could not field a proper chaos marine army I was quite impressed by the level it played at. Now it just looks like each codex is being produced to grab the attention of the kids that now dominate the hobby to get them to buy more new stuff with little consideration to the effect it has on the game as a whole.
flakk
GM, 392 posts
"The dude abides..."
Sun 7 Mar 2010
at 14:45
  • msg #80

Re: Warhammer 40k Tabletop

I was at a gaming con yesterday and there was a massive 40k doubles tournie.  Seeing all the neat-o figs and army combos it almost makes me want to get out my old Space Orks and dust them off.  The new figs look great and certainly make some of my 90's figs look very dated, but what really struck me was everyone seemed to have "epic" level figs like Baneblades, Stormhammers, Thunderhawks, Defilers, and huge Tyranid constructs.  I even offered to dress up in a trash can as a Gargant to help out the Ork player I saw.

Power creep is sad.  I have the new Orky codex and it looks great, but not having played more than one game with the "new" to me system I have no idea if Orks are even viable these days.
flakk
GM, 394 posts
"The dude abides..."
Mon 8 Mar 2010
at 21:19
  • msg #81

Re: Warhammer 40k Tabletop


Smokin_Joe
player, 5 posts
Ghost in the Machine
Tue 9 Mar 2010
at 03:21
  • msg #82

Re: Warhammer 40k Tabletop

That reminds me, when are they going to stop producing more marine codexes and come out with something new like the Hrud? Space Rats would be right up their alley... unless they try something they didn't steal from fantasy.


BWAHAHA! Yea, like that'll be the day. They'll likely just come out with an Ogryn IG list or something.
thew00tninja
player, 9 posts
Tue 9 Mar 2010
at 04:49
  • msg #83

Re: Warhammer 40k Tabletop

Flakk, we recently had a 500 point Combat Patrol at our hobby center. 23 people were there, and several of them were ork players. As far as I know, all the ork players went either 2-1 or 3-0, if that helps at all. I myself went 2-1 with my nid army.
Banjo
player, 90 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Tue 9 Mar 2010
at 08:53
  • msg #84

Re: Warhammer 40k Tabletop

If the rumours are true, GW are busy developing a codex for a fleet based chapter, which is potentially the Black Templar or the Dark Angels.

Necrons and Dark Eldar are also rumoured to being close to finished, but I'll believe that when I see it.

In the Darkness of the 41st Millenium, there is only Space Marines.
Exalt7212
player, 57 posts
Wed 10 Mar 2010
at 20:46
  • msg #85

Re: Warhammer 40k Tabletop

And your Point Banjo? Space wolves for the Win my friend.

Though I do believe that the Dark eldar need a new dex. For one thing the necrons have that damn auto glance. I dont care if it is a Ven Dread standing 7 inches away from a full squad of necrons. It is dead...30 plus shots 6 glancing...sure with the rerolls I might still beable to have my assualt cannon or beable to move. But I doubt it.
MILLANDSON
player, 59 posts
Wed 10 Mar 2010
at 20:51
  • msg #86

Re: Warhammer 40k Tabletop

Smokin_Joe:
That reminds me, when are they going to stop producing more marine codexes and come out with something new like the Hrud? Space Rats would be right up their alley... unless they try something they didn't steal from fantasy.


Hrud aren't Space Rats. The only detailed picture of on, which is in Xenology, shows that they look like this:


Gwenlynn
player, 22 posts
Tabletop GM of Wfrp, RT
Player of DH
Wed 10 Mar 2010
at 21:07
  • msg #87

Re: Warhammer 40k Tabletop

Eeewww, I would have liked a space rat better.
flakk
GM, 395 posts
"The dude abides..."
Wed 10 Mar 2010
at 21:25
  • msg #88

Re: Warhammer 40k Tabletop

thew00tninja:
Flakk, we recently had a 500 point Combat Patrol at our hobby center. 23 people were there, and several of them were ork players. As far as I know, all the ork players went either 2-1 or 3-0, if that helps at all. I myself went 2-1 with my nid army.


Nice!  I have heard of several ways to cheese out the Orks, but none sound too fun to me.  I prefer mass troops, bikes, and loads of grots to win the day....which is why I usually lose=:)
thew00tninja
player, 10 posts
Thu 11 Mar 2010
at 05:37
  • msg #89

Re: Warhammer 40k Tabletop

It's always fun to do the unexpected. If you ever play to just win, you miss out on the reason most people get into the hobby. Fun.
Smokin_Joe
player, 7 posts
Ghost in the Machine
Fri 12 Mar 2010
at 02:28
  • msg #90

Re: Warhammer 40k Tabletop

Well I do know that the Black Library guys working on Xenology got some flak from detailing the Hrud when they wanted to keep them as some sort of possible new army to milk. Especially from some of the old Rogue Trader warriors being Skaven models with added guns and tech bits. Though I will say, I did like what they did in Xenology from the lesser known races, as well as the well known, despite conflicting with cannon. It's much more fluffy and makes you really want to see what they look like when they're not on a dissection table, as well as having a pretty good connecting story.

Though I will agree with the fun bit, the whole reason I chose to play Thousand Sons rater than Iron Warriors or Dark Angels as others have suggested, just because they're the most interesting chapter out there. That and I didn't have money to get Imperial Guard...
flakk
GM, 423 posts
"The dude abides..."
Wed 31 Mar 2010
at 18:03
  • msg #91

Re: Warhammer 40k Tabletop


flakk
GM, 431 posts
"The dude abides..."
Thu 15 Apr 2010
at 02:32
  • msg #92

Re: Warhammer 40k Tabletop

Nothing substantial in the video but it looks nice=:)  I'm very interested in seeing how this game plays.

http://www.youtube.com/user/FantasyFlightStudio
flakk
GM, 459 posts
"The dude abides..."
Fri 14 May 2010
at 22:30
  • msg #93

Re: Warhammer 40k Tabletop

Sweet!  1-6 players for all occasions!

http://www.fantasyflightgames....?eidm=118&esem=1



Sounds very interesting!
thew00tninja
player, 15 posts
Sat 15 May 2010
at 00:58
  • msg #94

Re: Warhammer 40k Tabletop

Hmmm...a casual card-game. Now I can get the rest of my friends interested in 40k without pushing Dark Heresy or soon-to-be Deathwatch on them too soon.
Tylorva
player, 43 posts
Inquisition Wannabe
Sat 15 May 2010
at 08:49
  • msg #95

Re: Warhammer 40k Tabletop

thew00tninja:
Hmmm...a casual card-game. Now I can get the rest of my friends interested in 40k without pushing Dark Heresy or soon-to-be Deathwatch on them too soon.


Different formats does work, yeah.  I originally got interested in 40k after playing the Dawn of War computer game.  I'd never taken any notice of it at all before then, and even Dark Heresy would probably have skipped me by.
Croatoan
player, 1 post
Fri 28 May 2010
at 00:59
  • msg #96

Re: Warhammer 40k Tabletop

Just started playing Warhammer tabletop, had a question about king Thorgrim. It says in the book that he has a 1+ armour save that means that he can't be harmed unless the enemy has armor penetration am I correct?
crownblade
player, 15 posts
Fri 28 May 2010
at 06:49
  • msg #97

Re: Warhammer 40k Tabletop

as far as I remember, a natural 1 on the d6 is always a failure. the 1+ just means he keeps that save longer. against str 4 mobs for example, he'd still save on a 2+.
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