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About L30n1d4s

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Celestial Lions
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Grey Knights, Angels Sanguine, Space Wolves, Astra Militarum, Adeptus Astartes
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L30n1d4s's Achievements
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Now that you can take multiple detachments, I think the Firestorm Assault Force "Immolation Protocols" strategem, combined with rerolls from Vulkan and a max squad of Infernus Marines led by a Librarian with the Fussilade enhancement (gives his unit anti Monster/Vehicle 5+) is going to be exceptionally deadly. That new super dangerous Defiler causing problems? Just Drop Pod in the Infernus/Librarian squad, point at the Defiler with Vulkan, and you are doing 19-20 MWs on average (i.e. killing the Defiler in a single volley). Of course, this costs 2CP, so need to save up for it, but still super effective for taking out otherwise very dangerous/tough units.
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I am quite interested in trying out Eradicators with Heavy Bolters (provided they can eventually be taken in squads of 3-6, which I expect will happen). Led by an Apothecary Biologist, the whole squad has Sustained/Lethal, if they move less than 3", they hit on 2+s, and their weapons have Blast (1) vs anything that is not a monster or vehicle. Combine this with Oath for rerolls to fish for Critical Hits and +1 to Wound and I think they are going to be a threat against a wide variety of units, from hordes to medium vehicles. If you can add Crits on 5+s (say from Anvil Siege Force, Ironstorm Spearhead, etc.), then they become even more powerful.
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Armageddon: The Space Marine Half
L30n1d4s replied to Lord Marshal's topic in + NEWS, RUMORS, AND BOARD ANNOUNCEMENTS +
Does anyone know, has GW given any indication of whether units in your army get access to rules/strats from all the Detachments you take, or do they have to be "slotted" into a particular Detachment and only benefit from that Detachment's rules/strats? For example, if I have the Firestorm Assault Force as my main detachment and the new Plasma focused detachment for Dark Angels as a second detachment in my 2000 point army, would my Hellblasters get +2s to their Plasmas when shooting an enemy within 12" ? -
Now that we are looking at adding additional detachments into our main force for 11th edition, I am considering the possibility of adding the new "Dark Age Arsenal" with a Land Speeder Vengeance and a 6 man squad of Plasma Inceptors into my baseline Wrath of the Rock list. With the detachment rules and the Strat, that means I can get the Landspeeder Vengeance up to S11 AP-3 Dmg3 (twin-linked) and I can also get the Plasma Inceptors up to S9 AP-3 Dmg3 (twin-linked) and range 24" (with the new enhancement), which makes them quite a lot more powerful in a wide variety of situations. Anyone else thinking along these lines for 11th ?
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L30n1d4s reacted to a post in a topic:
Valrak 2026 release rumours video
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ZeroWolf reacted to a post in a topic:
New Warhammer 40,000 Edition announced!
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LSM reacted to a post in a topic:
New Warhammer 40,000 Edition announced!
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I would love for Suppressors to get a multi-part kit, along with updated rules and a second set of wargear options. Something like the following: *Squad can have 3-6 models *Special Rule changes to, if this unit fires all its shots at a single unit, that unit has -2" to Movement and Charges (if the target is a Vehicle/Monster then it is only -1" to Movement and Charges) *Can equip with one of two weapon options -- Weapon Option 1: Accelerator Autocannon 48" 3 shots BS3+ S8 AP-1 Dmg 2 (Heavy, Ignores Cover) Weapon Option 2: -Onslaught Gatling Cannon 24" 8 shots BS3+ S5 AP0 Dmg1 (Devastating Wounds, Ignores Cover)
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L30n1d4s reacted to a post in a topic:
Imperial Guard Commissar Graves + Centaur RSV + Hippogriff AFV
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I agree about a Centaur loaded with (2) HWTs. If you go with Krieg HWTs, then you can have 6 x D6 D5 AP-1 Dmg2 shots that autohit and ignore cover (which work equally well with both regular shooting and Overwatch) If you go with Catachan HWTs, you can choose 6 Lascannons, give the Centaur Scout 6", and then turn 1 stay still (to activate Heavy) and give them +1BS with an order... that's 6 Lascannon shots hitting on 3+s... if you are running Grizzled Company, then the Centaur also gets reroll 1s to Hit and you can use a Strat to give its shooting Ignores Cover.
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L30n1d4s reacted to a post in a topic:
More 11th Edition Boxset Rumours
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Azoriel reacted to a post in a topic:
Invader ATVs in "Wrath of the Rock"
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ValourousHeart reacted to a post in a topic:
Invader ATVs in "Wrath of the Rock"
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Grotsmasha reacted to a post in a topic:
Invader ATVs in "Wrath of the Rock"
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Ulfast reacted to a post in a topic:
Invader ATVs in "Wrath of the Rock"
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I don't know if any other DA commanders have had the same experience, but I have had (surprisingly) great results using three Invader ATVs in my WotR 2000 point list lately. For only 180 points, they give three units that can move 12", grab Objectives, move block, block Deep strikes, do Actions, etc., etc. On top of that, their Multi-Meltas have at times done surprising amounts of damage (not that I am counting on it, but great when it works) and they give me some "throwaway" units to help balance out my otherwise pretty elite army ( 2 x DWKs, the Lion, some Predators, Stormspeeder Thunderstrike, Azrael, etc.). The biggest surprise, however, has been their durability. They are naturally T5 8W with a 3+ save, so pretty tough for their points, but with the -1 to wound from the WotR detachment rule, they are sneaky difficult to kill (I've even had one survive an entire volley of shooting from a Doomsday Ark!). I consistently find that my opponent has to dedicate more combat power than is "reasonable" to take them out or, conversely, if he doesn't, then they survive and still score, move block, etc. Bottom line, I have joked with my opponent on more than one occasion that they are the true "all stars" of my list, because of how much utility they consistently provide every game. Just thought I'd share my experience with them here and see if any other Unforgiven players have had similar positive results with them!
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I actually thought GW did a great job changing the rules for Outriders to make them genuinely useful (replacing auto 6" advance with +1S/+1Dmg on the charge). Excluding Epic Heroes and Chapter specific units (like Victrix, DW Knights, Grey Hunters, etc.), what are the top Astartes units you would "redo" and how would you do it? For me, my top candidates for a face-lift are the following: 1) Reiver Lieutenant - Replace his ability to extend their -1 OC aura with ability to give his unit -1AP for all if its attacks within 12" (both shooting and melee). Also, give him Deep Strike so he can lead Reivers in from Reserves. **This allows him to force multiply Reivers into a legitimate threat to tougher enemy skirmisher/light units and gives a reason to actually take him. 2) Vanguard Veterans - Give their melee weapons AP-2 (but still Dmg 1) and give them the option to choose either Sustained Hits 1 or Lethal Hits when charging (instead of only option for Lethal Hits currently). **Makes them a legitimate melee threat (after all, they are the elite melee specialists in their Chapter) and gives them more versatility in close combat, based on the target they are fighting. 3) Suppressors - Allow them to be taken in squads of 3-6, increase them to BS3+, and replace their current rule (unit hit by them has -1 to hit) with rule for any unit hit by them has -2" Movement and -2" to their charges (doesn't work at all against Titanic and is only -1" move/-1" charge when used on vehicles and monsters). **Since the old Thunderfire Cannon is gone to Legends, this gives Suppressors a useful role in controlling/limiting enemy movement. Also, by giving them better BS and the option for 6 models in a squad, they can actually have a chance of killing units that they shoot at. 4) Land Raider Crusader - Give any unit that disembarked from it this turn +1Dmg on its melee weapons if it charged this turn. Also, give its Hurricane Bolters, Storm Bolter, and Assault Cannons AP-1 when attacking targets within 12". **Gives a reason to invest in this LR variant, since it can make the difference between a successful fight phase and a failure - e.g. consider Terminators with Dmg3 power fists, or Assalt Intercessors with Dmg2. 5) Firestrike Turrets - Give them Deep Strike and Rapid Fire 3 for the autocannon, Rapid Fire 2 for the Lastalon. Additionally, allow the unit to Overwatch for 0CP along with the current ability to hit at BS4+. **Gives them enough firepower to actually be worth considering, and also a unit that can be Rapid Ingressed in and then fire Overwatch for free to protect a vulnerable friendly unit or Objective from a charge. 6) Drop Pod - Give it an additional rule where it can arrive more than 6" away from enemy units and any units embarked on it can disembark more than 6" away from enemy units (kind of like Tyranid Subterranean Assault detachment Tunnels). **Gives a reason to actually pay for these transports, since now you can get 6" charges, be with Melta range when disembarking, able to throw a Grenade etc.
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L30n1d4s reacted to a post in a topic:
Crucible of Champions - Favorite Combos
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Here are some of the combos that struck me as interesting out the gate (look forward to seeing if they are allowed at any tournaments and, if so, trying some of these out): DARK ANGELS -Champion of the Chapter with “Ravenwing Bike” Specialism, “Ravenwing Hunter” Ability, and Plasma Talon (Shooting) and Thunder Hammer and MCed Chainsword (Melee). Leading a squad of Outriders, everyone gets Advance and Shoot/Charge, the Champion gets full rerolls to wound in melee, and the Outriders give the whole unit +1S/+1 Dmg on the charge. That means the Champion gets either 5 x S9 AP-2 Dmg3 attacks (with Dev Wounds and full re-rolls to Wound) or 7 x S5 AP-1 Dmg3 attacks (with Sustained Hits and full re-rolls to Wound) on the charge, plus the 12 x S5 AP-1 Dmg2 attacks from the Outriders. Should be more than enough to take out any chaff or small Objective holding units and can even punch up, with some Stratagem support (like getting “Lance” in Gladius) into tougher Monsters/Vehicles, especially with all those potentially Dev Wound Dmg3 attacks. DEATHWATCH -Librarius Adept with “Mk X Gravis Armour” Specialism, “Rites of Battle” Ability, and Smite (Shooting) and Twin Lightning Claws (Melee). Leading an Indomitor Kill Team with 2 x DW heavy Bolters, 5 x DW Heavy Bolt Rifles, 2 x Melta Rifles, and 1 x Multi-Melta, he gives everyone Sustained Hits (the Bolt Weapons already have Lethal Hits built-in) and the ability to use the Kraken Rounds strat for free each turn. Combined with the Kill-Team’s built in rule giving +2S when shooting the nearest unit or after charging, you can pump those 14 x Heavy Bolt Rifle shots up to 36” range at S7 AP-3 Dmg2 (Lethal/Sustained), the 6 x DW Heavy Bolter shots up to 42” range at S7 AP-3 Dmg3 (Lethal/Sustained), and the 4 x Melta shots up 24” range at S11 AP-5 Dmg D6 (Melta, Sustained) SPACE WOLVES -Champion of the Chapter with “Thunderwolf Mount” Specialism, “Narthecium” Ability, and Forge Bolter (Shooting) and Servo-arm and Thunder Hammer (Melee). Leading TWC (obviously), this guy adds a whole additional level of melee damage (Thunder Hammer with re-rolls to Wound), plus can revive a dead TWC model each Battle Round, making the unit even more durable throughout the game.
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L30n1d4s reacted to a post in a topic:
Plastic Legio Custodes Battlegroup + Coronus Grav-Carrier + Venatari + Liber
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Bastion Task Force and Deathwatch
L30n1d4s replied to L30n1d4s's topic in + ADEPTUS ASTARTES / LOYALIST LEGIONES ASTARTES +
More Heavy Thunder Hammers!! -
As I look at the new Detachments, a combo that might not be super obvious, but I am interested to try, is Deathwatch using the Bastion Task Force. Since Deathwatch Veterans are a Battleline unit, 2-3 squads of these guys (4x HTH, 2 x Infernus Bolters, Watch Sergeant, Black Shield, two ablative wound Marines with PW/SS each), all led by Judiciars (for sweet Fights First!), can form the core of the army, getting access to Advance/Fall Back, Shoot/Charge for free and having the ability to "auspex scan" targets for the rest of the army. Throw in a Gravis Captain with the enhancement to make his unit Battleline leading an Indomitor Kill-Team, a squad of Intercessors for stickying objectives and additional "auspex scan" access, and a couple of hard hitting tanks (like Vindicators) to use the reroll 1s to hit and 1s to Wound strat on and I think you have the Core of a really solid force. Anyway, excited to try it out!
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Karhedron reacted to a post in a topic:
New Calgar, Sicarius, and Victrix Guard miniatures
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Blindhamster reacted to a post in a topic:
New Calgar, Sicarius, and Victrix Guard miniatures
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L30n1d4s reacted to a post in a topic:
Victrix HG + Champion of Humanity Captain
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L30n1d4s reacted to a post in a topic:
Victrix HG + Champion of Humanity Captain
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Prot reacted to a post in a topic:
Victrix HG + Champion of Humanity Captain
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Well, they have redone almost everyone else to Primaris level (in Calgar's case, redone twice!), so I am betting that eventually GW will make a new Chaplain Cassius model and give him tournament worthy rules again. If this happens, what's your prediction about what his rules will be like? I'm guessing he will have slightly buffed Chaplain stats (maybe an extra wound), an AP-2 Crozius, an improved Combi weapon, a 5++ FNP, and two Abilities something like 1) If he is leading a unit, it gains anti-Monster 4+ on its melee weapons and 2) He gains +1A, +1Dmg, and Dev Wounds in melee when his target is a Tyranid
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Karhedron reacted to a post in a topic:
Victrix HG + Champion of Humanity Captain
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For what I said above, reference the "Ignores Modifiers" section of the current GW 40K Rules Commentary
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I don't think this is correct. Other rules that modify the damage characteristic (i.e. DW Knights rules for -1 dmg, WE "Frenzied Resilience" strat, etc) use the same wording about "subtract 1 from the damage characteristic of THAT ATTACK" and they have all been ruled in GW Rules Commentary as being affected by rules like that of the Champion of Humanity enhancement. The Rules Commentary states: So yes, if you have the ability to ignore modifiers to characteristics you can ignore damage reduction abilities like the Necrodermis rule.