| Tips/Things to remember | |
|
+40Eldur The_Burning_Eye RabbitMaster Mandor zymrix Lay_Ayanesha average joe AvInNebr Murkglow shadowseercB DarkCycu Mngwa Niiai Nappen CaptainBalroga Myrvn Gobsmakked Dra'al Nacht colinsherlow baster Andalit Hess Archon Farath Mure Darklight Orthien Sky Serpent Tony Spectacular Nomic Count Adhemar Evil Space Elves Kinnay commandersasha Panic_Puppet Damnosus Silverglade Sathonyx Mushkilla ThePhish alexwellace mregular 44 posters |
|
Author | Message |
---|
Kinnay Wych
Posts : 626 Join date : 2011-06-06 Location : Hamburg, Germany
| Subject: Re: Tips/Things to remember Tue Jan 22 2013, 23:40 | |
| ^ Love this! Do you have a scan of the cheat sheet? Or a picture so we can see how it looks like? | |
|
| |
Orthien Sybarite
Posts : 300 Join date : 2012-04-23
| Subject: Re: Tips/Things to remember Wed Jan 23 2013, 01:07 | |
| - Kinnay wrote:
- ^ Love this! Do you have a scan of the cheat sheet? Or a picture so we can see how it looks like?
If you use Battlesribe its rosters put something similar at the bottom of your page. My rule is a simple one which I have forgotten far to many times. [list][*]Remember your Wyches have a 4++ against CC attacks. Also swap out your Raider weapons depending on what you expect to be facing. Don't forget to move your skimmers 1" every turn for that Jink save. | |
|
| |
Tony Spectacular Kabalite Warrior
Posts : 225 Join date : 2012-07-31 Location : Philadelphia
| Subject: Re: Tips/Things to remember Wed Jan 23 2013, 03:28 | |
| I do use battlescribe, and that is the source for much of my source material. Being the aging punk that I am, rather than use any fancy software, I've cut/pasted it together manually (man oh man do I miss zines). So, it ain't pretty, but it works. I'll try to find a scanner and post an example. | |
|
| |
Darklight Sybarite
Posts : 384 Join date : 2011-05-27 Location : Stavanger
| Subject: Re: Tips/Things to remember Wed Jan 23 2013, 06:33 | |
| Some very solid advice in here. Not much to add tbh.
But always remember to shoot with the short ranged weapons first, and the units that only got one target to fire at.
I always try to position my units so I can shoot at 2 diffrent targets atleast, so I can kill what my priority is, even if I roll bad and have to use more units than I was planning, and if I kill it faster than anticipated, then I need new targets for units I inteded to use on them. | |
|
| |
Archon Farath Mure Kabalite Warrior
Posts : 195 Join date : 2011-05-19
| Subject: Re: Tips/Things to remember Wed Jan 23 2013, 07:26 | |
| For me to remember: Despite not having a gun, your Archon has a plasma grenade at BS7. Use it. | |
|
| |
Hess Hellion
Posts : 66 Join date : 2012-11-18 Location : Bodymoore, MURDAHLAND
| Subject: Re: Tips/Things to remember Wed Jan 23 2013, 07:32 | |
| - Panic_Puppet wrote:
- Damnosus wrote:
- Kinnay wrote:
- I agree that the sail is not part of the hull, but I'd argue that the ram indeed is.
More on topic, I gotta get better about Night Fight and Combat Drugs. I always forget those. Also, I seem to have a hard time with proper placement of special weapons within a unit of reavers. I guess it's because I can't actually see the different weapons from a top down view. For the reavers, try painting a specific design on ones with special weapons. I.e. a specific glyph on one of the tail fins or something. That way you'll know which is which without having to check underneath. It's also common courtesy in my opinion to easily mark out which ones are special to your opponent. About the whole shock prow/raider measuring -- I'm a bit two-ways on this one. In theory I don't think it matters where you measure from, as long as your opponent can measure to the same point shooting wise. My problem with that however is I don't think the sail should be targetable nor measureable. Also, if you are measuring from the shock prow, if I recall correctly there are 3 different shock prows. 1 of them is longer than the others, and I believe it's the vehicle upgrade, no? I think for future games I'll always measure from the hull and ask my opponent to measure to the hull, not the sail nor the shock prow. --- As regards to the actual topic: Everything has already been mentioned. One thing of note for 6th edition DE players is Night Shields. Remember you can always measure anything at any time, however so can your opponent. Oh, also, regarding Night Shields -- Melta weapons are on the brink of being useless against your Night Shields as they reduce their range by 6" so a Meltagun is suddenly a 6" weapon with a 3" melta range! Please use the Edit button in future. Thanks - Mush | |
|
| |
Count Adhemar Dark Lord of Granbretan
Posts : 7610 Join date : 2012-04-26 Location : London
| Subject: Re: Tips/Things to remember Wed Jan 23 2013, 09:19 | |
| - Hess wrote:
- Also, if you are measuring from the shock prow, if I recall correctly there are 3 different shock prows. 1 of them is longer than the others, and I believe it's the vehicle upgrade, no?
One of them is a shock prow (I think that only comes in the Ravager kit) and the others are just prows. | |
|
| |
ThePhish Hellion
Posts : 66 Join date : 2011-06-17 Location : Birmingham, AL
| Subject: Re: Tips/Things to remember Wed Jan 23 2013, 14:36 | |
| I use OneNote to make all of my armies. It makes swapping things around easy from list to list.
I didn't know if some of this might help. This is what I have on all of my army sheets. I copy it over to any new army that I make out. • Combat Drugs • Night Fighting • Warlord Trait • NIGHT SHIELDS! • Reserves • Target Priority / Kill non-vehicle units with non-vehicle units • Move everything • Fire Everything *Note weapon types (dissy's) • Assault Everything • Hide wyches, beware overwatch • overwatch • Aggressive, Aggressive, Aggressive • Beasts on the table. Baron, Cover Save*, Hit and Run, don't frak infiltrate. • Grenades • Measure everything • Reavers jetbike move during assault phase.
| |
|
| |
Andalit Hellion
Posts : 29 Join date : 2013-01-16
| Subject: Re: Tips/Things to remember Thu Jan 24 2013, 09:23 | |
| Very good tips on here Thought of something, if you roll splintermind for combat drugs and plan on a succubus/wych combo, then deploy the succubus next to the raider and make her join the unit on turn 1, that way you get 2 pain tokens | |
|
| |
baster Kabalite Warrior
Posts : 126 Join date : 2012-10-21 Location : norfolk
| Subject: Re: Tips/Things to remember Thu Jan 24 2013, 10:00 | |
| on the reavers i use the the model with the skulls on the tail fin as my special weapons so they are easier to spot, and i would only measure to the prow or sail if i had taken an upgrade for those things like the athersail or shock prow.
that splitermind comment, never thought of that one thanks. | |
|
| |
Mushkilla Arena Champion
Posts : 4017 Join date : 2012-07-16 Location : Toroid Arena
| Subject: Re: Tips/Things to remember Thu Jan 24 2013, 11:51 | |
| - Andalit wrote:
- Thought of something, if you roll splintermind for combat drugs and plan on a succubus/wych combo, then deploy the succubus next to the raider and make her join the unit on turn 1, that way you get 2 pain tokens
You don't need to do this. As combat drugs are rolled before deployment, so the succubus will already have a pain token before you declare she is starting with the wyches. So the unit will start with two pain tokens even if you start the succubus with the wyches. | |
|
| |
Andalit Hellion
Posts : 29 Join date : 2013-01-16
| |
| |
Mushkilla Arena Champion
Posts : 4017 Join date : 2012-07-16 Location : Toroid Arena
| Subject: Re: Tips/Things to remember Thu Jan 24 2013, 14:39 | |
| | |
|
| |
Andalit Hellion
Posts : 29 Join date : 2013-01-16
| |
| |
colinsherlow Hekatrix
Posts : 1034 Join date : 2011-11-23 Location : Vancouver BC
| Subject: Re: Tips/Things to remember Thu Jan 24 2013, 15:49 | |
| Target priority!
Also if you are able to kill something it doesn't always mean that you have to try and kill it. If killing this "something" will expose your units it might be worth holding back until later | |
|
| |
mregular Slave
Posts : 21 Join date : 2012-10-17
| Subject: Re: Tips/Things to remember Sat Jan 26 2013, 16:06 | |
| - Archon Farath Mure wrote:
- For me to remember: Despite not having a gun, your Archon has a plasma grenade at BS7. Use it.
Along side this, its sometimes best not to obliterate a gun emplacement or weapon with DL fire that you can steal and stick your BS7 archon in and fire away. Just remember that feel when Lelith at BS9 hijacks a quad gun (drool). | |
|
| |
Dra'al Nacht Kabalite Warrior
Posts : 103 Join date : 2012-12-09 Location : Perth, Australia
| Subject: Re: Tips/Things to remember Sun Jan 27 2013, 02:07 | |
| Perhaps the most important thing:
Don't forget to refer to your notes! | |
|
| |
Gobsmakked Rumour Scourge
Posts : 3274 Join date : 2011-05-14 Location : Vancouver, BC
| Subject: Re: Tips/Things to remember Sun Jan 27 2013, 09:39 | |
| - Dra'al Nacht wrote:
- Perhaps the most important thing:
Don't forget to refer to your notes! ^+1. I write everything down - combat drugs, warlord traits, and anything else. Depending on my army, I write down what steps I need to take at the start of each game and then I mark them off and note my dice rolls, etc., as I go along. I also note the effects of my drugs and traits on the individual page notes for whichever units that are affected. I create info sheets for every unit that I use in each of my armies, which I keep in alphabetical order in a looseleaf binder. I have all of their stats in nice large print, and I have the effects of all of their special rules and wargear written out on the page, as well. I find it much quicker and easier than to-ing and fro-ing in the codex and rulebook. I'm just not one of those players who will ever have that stuff completely memorized. | |
|
| |
Myrvn Wych
Posts : 500 Join date : 2012-08-05
| Subject: Re: Tips/Things to remember Sun Jan 27 2013, 23:17 | |
| have people thought of making unit cards? I dabble in Warmachine and having cards is nice for remembering the rules. I've tinkered with making unit cards for 40k and the load outs I use the most. So far nothing fancy, but it helps to remember the unit is there, and multiple piles for units that have fired or not. | |
|
| |
CaptainBalroga Sybarite
Posts : 283 Join date : 2012-04-08 Location : Space is the place
| Subject: Re: Tips/Things to remember Mon Jan 28 2013, 03:17 | |
| [quote="mregular"] - Archon Farath Mure wrote:
- Just remember that feel when Lelith at BS9 hijacks a quad gun (drool).
Your opponent will probably remember, considering that Lelith's Quad-Gun shooting attacks ignore armor saves... Remember.... -to put more than one or two of your dudes within 3" of an objective in case they kill some -to put you objectives in terrain depending on your Troops if they will need a cover save. -that Linebreaker counts being in deployment zone, not table half -that not only can you not score in a transport, you also cannot deny an objective or count for Linebreaker -that if you can charge one vehicle in a squadron, they can all take damage -that you always have to take your best saving throw, AKA your Shadow Field, even if you don't want to! -that you can Focus Fire on a big squad behind an Aegis Line to get the back guys if you have a high Line of Sight -that you should be making 6 Overwatch shots with your splinter cannons -that poison close combat weapons re-roll to wound if S is greater than or equal to enemy T | |
|
| |
Nappen Kabalite Warrior
Posts : 249 Join date : 2012-09-22
| |
| |
Niiai Hellion
Posts : 79 Join date : 2013-01-30 Location : Bergen
| Subject: Raver no greandes? Fri Feb 01 2013, 14:04 | |
| I just noticed reavers have no greandes on them. :-/ That is kind of a bummer. | |
|
| |
Mushkilla Arena Champion
Posts : 4017 Join date : 2012-07-16 Location : Toroid Arena
| Subject: Re: Tips/Things to remember Fri Feb 01 2013, 15:31 | |
| - Niiai wrote:
- I just noticed reavers have no greandes on them. :-/ That is kind of a bummer.
To be fair hammer of wrath makes up for it, it's equivalent to two S3 attacks (as it auto hits) and is I10 regardless of terrain. It is annoying they don't have grenades, but that's because the scourge stole them (along with the incubi's grenades). | |
|
| |
Nappen Kabalite Warrior
Posts : 249 Join date : 2012-09-22
| Subject: Re: Tips/Things to remember Fri Feb 01 2013, 16:17 | |
| But with incubi I always run something else, duke, archon or someone with grenades. I don't tend to do that with jetbikes much. | |
|
| |
Mngwa Wych
Posts : 955 Join date : 2013-01-26 Location : Stadi
| Subject: Re: Tips/Things to remember Fri Feb 01 2013, 19:37 | |
| *Starts writing notes* Aha... aha... aha.... ooh that could be useful... hmm... ooh great idea! Good hints Adding one myself then: Make your opponent ignore troops that you have placed somewhere "far" away to be of any trouble. | |
|
| |
Sponsored content
| Subject: Re: Tips/Things to remember | |
| |
|
| |
| Tips/Things to remember | |
|