It works but it's way to different for me to enjoy it.
You can only reinforce units near buildings.
[QUOTE=Spirit_Breaker;31306320]What the fuck you can't reinforce units?
Or was it some glitch of some sort?
You can't even produce normal units, only captains and "heroes" in Space Marine barracks.
If the game is like that, I'd rather play non codex version then.[/QUOTE]
You can reinforce units near listening posts, HQs and the building they were made from.
And dunno what you're talking about with the units at the barracks, the Chapel Barracks is where you make infantry squads, the HQ is where you get Captains and whatnot.
Read the tooltips that come on at the loading screens, they help.
Also increase population cap with more listening posts for all factions.
[QUOTE=Mr. Scorpio;31282274]Hey, would I be right in saying that you can only take Dedicated transports if you take them with a unit with the "Is able to take X dedicated transport" rule?
Because I just fought someone who had an army made up of nothing but Psykers in Rhinos. And I'm pretty damn sure that's fucking impossible.
No. Jesus, you can.
Fucking 6 squads of 8 psykers in rhinos, dropping fucking S10 AP1 pie plates all over the fucking place. Not to mention fucking Techmarines with fucking orbital relays dropping fucking S10 AP1 Lance small blast templates with unlimited range first turn. And now that they've destroyed all of your armor on the first fucking turn you can't do dick to the Rhinos, and then the Dreadknights come and rape your troops up the ass with their fucking 2+ armor and invulnerable saves with four fucking wounds, making them tougher than fucking Tyrannofexes for half the points.
Fuck you Matt Ward, [I]fuck you.[/I] You've managed to create an army with a tactic more annoying than the fucking Fish of Fury.[/QUOTE]
Wait, isn't there supposed to be an army structure that you have to follow? Like a limit of 2-3 HQ choices, 2 troop choices etc?
Im sure there was this distinctive diagram that explained it.
Also, Ive been playing a tabletop game today myself, took pictures at the end of each turn and right now we are having a short break. We are doing my Omega Lords chapter vs Orks on a table just smaller than the width of your average bed. Its at turn 3 and I am on the verge of smashing the front part of his spearhead, because Ive got 10 termies 5 of which Assault Termies (one with thunder hammer and shield, one with dual claws, 3 with one claw and stormbolter, and a Chaplain to make RayvenQ proud) around the rear of his main mob of boys (at the front of which is his warboss, nobs and 2 kans) who are wedged between two buildings. The left building also has 70% of my troops, and I have an Epistolary Librarian within 12' of the mob who has stunned a battlewagon which is not far behind.
I got my opponent into the chokepoint by accident, because I had a predator and a tactical squad in the gap. The tactical squad was wiped out by the Shokk attak gun his mek was using, and I moved the predator in the gap between the building entrance and the board edge so he wouldn't get assaulted next turn, but instead it was wrecked and now my opponent can't get into the objective building.
why would you give stormbolters to assault terminators
So why exactly did my Imperial Troops fail to destroy one strategic post in FoK when there was [B]43 of them[/B] ?
In the end I won by territorial control.
I played this mod like 2-3 times and I already really dislike it.
because lasguns aren't av/ab weapons
is it possible to paint strip plastic models or will it destroy the detail of them?
[QUOTE=A Glitch;31309607]is it possible to paint strip plastic models or will it destroy the detail of them?[/QUOTE]
Dettol, Fairy Power Spray and Methylated Spirits work on plastics and don't damage them at all, though Methylated Spirits makes finecast super rubbery, dunno about Fair or Dettol on Finecast resin though.
[QUOTE=gamerman345;31308664]Wait, isn't there supposed to be an army structure that you have to follow? Like a limit of 2-3 HQ choices, 2 troop choices etc?
Im sure there was this distinctive diagram that explained it.
Also, Ive been playing a tabletop game today myself, took pictures at the end of each turn and right now we are having a short break. We are doing my Omega Lords chapter vs Orks on a table just smaller than the width of your average bed. Its at turn 3 and I am on the verge of smashing the front part of his spearhead, because Ive got 10 termies 5 of which Assault Termies (one with thunder hammer and shield, one with dual claws, 3 with one claw and stormbolter, and a Chaplain to make RayvenQ proud) around the rear of his main mob of boys (at the front of which is his warboss, nobs and 2 kans) who are wedged between two buildings. The left building also has 70% of my troops, and I have an Epistolary Librarian within 12' of the mob who has stunned a battlewagon which is not far behind.
.[/QUOTE]
Major fail since C:SM doesn't even give you the options of giving Assault Terminators Stormbolters.
5 Terminators ALL with Lightning Claws is how you should have used your terminators with the Chaplain, that gives them the best effect from your Chaplain.
At where I play I either have to memorize my army and the army of the other player to get a fair match or have some one else who knows how my opponents army works. Initiative 6 Power claws my ass. Also it seemed very strange that his empires swordsmen had just as good stats as my Warriors of Chaos.
[QUOTE=the_killer24;31309599]because lasguns aren't av/ab weapons[/QUOTE]
Right, back to modless Dark Crusade for me.
It's not all that different really, you need to actually give it a chance and play it as if its an entirely new game.
[QUOTE=RayvenQ;31309658]Dettol, Fairy Power Spray and Methylated Spirits work on plastics and don't damage them at all, though Methylated Spirits makes finecast super rubbery, dunno about Fair or Dettol on Finecast resin though.
Major fail since C:SM doesn't even give you the options of giving Assault Terminators Stormbolters.
5 Terminators ALL with Lightning Claws is how you should have used your terminators with the Chaplain, that gives them the best effect from your Chaplain.[/QUOTE]
We aren't treating the Codex or rules like a bible, Im just excersizing the point of board games- enjoyment.
[editline]24th July 2011[/editline]
[QUOTE=the_killer24;31309556]why would you give stormbolters to assault terminators[/QUOTE]
8 strength 4 hits.
why would you sacrifice some of the most rapetastic melee weapons in C:SM for the game's most average shots
[QUOTE=the_killer24;31310775]why would you sacrifice some of the most rapetastic melee weapons in C:SM for the game's most average shots[/QUOTE]
I prefer bigger guns over primitive melee weapons.
Edit: Oh wow Im dumb for having an opinion.
[QUOTE=gamerman345;31310843]I prefer bigger guns over primitive melee weapons.[/QUOTE]
You can't technically take any ranged weapons with Assault Terminators, Assault Terminators: You're doing them wrong.
Those primative weapons, completely outclass the bigger guns. You get 2 shots, that aren't even killers, with LC's on the charge you get 4 hits, any of which, if they miss, you can reroll (thanks to the chaplain) and you can reroll the wounds if they miss, oh and they pretty much kill any infantry, since they're power weapons.
Let's see your stormbolters take down 50 Guard in 2 turns.
[quote]8 strength 4 hits. [/quote]
20 odd Strength 4 hits that kill nearly anything they wound, anything that has no invul save anyway.
What does C:SM even mean?
[QUOTE=RayvenQ;31310875]You can't technically take any ranged weapons with Assault Terminators, Assault Terminators: You're doing them wrong.
Those primative weapons, completely outclass the bigger guns. You get 2 shots, that aren't even killers, with LC's on the charge you get 4 hits, any of which, if they miss, you can reroll (thanks to the chaplain) and you can reroll the wounds if they miss, oh and they pretty much kill any infantry, since they're power weapons.
Let's see your stormbolters take down 50 Guard in 2 turns.
20 odd Strength 4 hits that kill nearly anything they wound, anything that has no invul save anyway.[/QUOTE]
How do you know what strength the melee weapons are and whether or not they have armour piercing? theres no entry in the codex.
Codex: Space Marines
[QUOTE=Antary;31310992]What does C:SM even mean?[/QUOTE]
-snip-
Ninja'd.
[QUOTE=gamerman345;31311034]How do you know what strength the melee weapons are and whether or not they have armour piercing? theres no entry in the codex.[/QUOTE]
Rulebook. Lightning Claws are power weapons, power weapons do not allow armour saves, and the strength of a melee weapon comes from the character that is holding it (sometimes with modifiers depending on what weapon it it)
Also, unlike Power fists, they get to strike at the models initiative, and not last.
in conclusion, you're doing it completely wrong
In conclusion, he probably doesnt even own a rulebook.
[QUOTE]We aren't treating the Codex or rules like a bible, Im just excersizing the point of board games- enjoyment.[/QUOTE]
In conclusion, only the words "Sod off" come to mind.
-No more on this, Ill post it regardless whether or not you approve.
Whats the point of not playing by the codex or rules, sure there is in house gamign where you tweak them slightly or stuff, but what you do is just stupid.
You know what, from now on, no advice for you.
Preview of the battle report im going to post tommorow (didn't have time to finish it today)
[img]http://www.mediafire.com/imgbnc.php/5f422c35e86f14b5ee9f3a630d5a22d1605cb112df7e0af4ae74792acfd1ac574g.jpg[/img]
[img]http://www.mediafire.com/imgbnc.php/f670e081fd49ba41889e63dfa90af0d100216079ad32ec07ad48594f7c62af994g.jpg[/img]
In the second picture is the Commanders we were using.
(Hey RayvenQ, whats that rather small book at the back of the table in the first picture)
Just because you have it, by your account you don't follow it so...
I do love reading Battle reports, post when ready!
Glad to see I'm not the only one playing on rather boring tables.
I used to have a table in my own room, was going for a entire desert theme, but after some time it just became an annoyance.
[editline]24th July 2011[/editline]
[img]http://i.imgur.com/klhf9.png[/img]
On a Related note:
Marines Vs Orks
The vile Xenos (Tankbusta Squad) charged a combat squad, their fate sealed, as this combat squad contained the marine who is now known as God Sergeant. The loss of his comrades only helped to increase his wrath. He won the combat, ran them down and then slayed them all to a man. But he was not finished yet, advancing on yet another Tankbusta squad, Rokkits bouncing off his forehead like hail, he charged, winning the combat and yet again running them down. Again he charged on until he met his nemesis, the vile Warboss, who stood no chance against his might. Finally he was brought down in a heroic charge against a large group of Nobz, heroically drawing fire unto himself so that his comrades could flank and destroy the enemy.
This being the same sergeant who has defeated and entire squad of Grey Knights by himself and Kept a Daemon Prince tied up in hand to hand.
He's now the ONLY unit in my squad to have earned himself a partial gold repaint (All my others having silver as the metallic colour)
Coming a close second is my Termie Chaplain, LC Termie squad, killing 76 Guardsmen in 2 turns.
Also that Sergeant in Space Hulk with the Thunder Hammer, held off FIFTEEN Genestealers, on the opposite end of the spectrum is Tropper Dipshit, who blew up his assault cannon, plus himself, the first time he tried to use it.
Sorry, you need to Log In to post a reply to this thread.