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 Forum: EpiComms NetEA Rules Amendments   Topic: Transport Capacities - Terminology?

Posted: Thu Dec 01, 2016 1:38 am 

Replies: 14
Views: 2552


Maybe I'm missing something, but the current tournament pack for all approved lists seem to be pretty close to minimal. "Transport two infantry units except those with Jump Packs or Mounted" or similar entries appear in almost every list. The exceptions that need to exist do. The biggest r...

 Forum: General Alternate History Wargames   Topic: Broken Legions- Osprey Publishing: Read Through Review

Posted: Sat Nov 26, 2016 7:46 pm 

Replies: 2
Views: 1127


Broken Legions However, those of you who have played a lot of Games Workshop games may feel that the stat-line is oddly familiar. In fact, the entire ruleset seems to be steeped in the GW style system. It reminded me of Legends of the Old West or the Lord of the Rings system. Some people will not l...

 Forum: General Science Fiction Wargames (10mm, 6mm and smaller)   Topic: The best initiative for 6mm games

Posted: Thu Apr 03, 2014 5:02 am 

Replies: 15
Views: 2911


Of all the initiative systems I've seen, the two I like best are GW's War of the Ring and bombshell's MAYHEM. War of the Ring is somewhat IGOUGO, but instead of doing entire turns, it alternates by phase. The active player chooses who goes first in each phase. So one player does all movement, then t...

 Forum: Casting, Sculpting and Creating Miniatures   Topic: Plastic Infantry & transports sprue, crowdfunding.

Posted: Thu Mar 20, 2014 8:03 pm 

Replies: 1526
Views: 97535


Incidentally this is one of the sculpts we did for the "design a leader" pledges. Might be a good stylistic base to work from for Skinnerz walkers? Love it! Maybe increase the bowlegged-ness of the legs just a hair to increase that gorilla stance, but almost all exactly what I was thinkin...

 Forum: Casting, Sculpting and Creating Miniatures   Topic: Plastic Infantry & transports sprue, crowdfunding.

Posted: Wed Mar 19, 2014 10:20 pm 

Replies: 1526
Views: 97535


I'd like Skinner's walkers as well. However, I will buck conventional opinion and say that I'd like less beergut and more gorilla-esque. I happen to really like the aesthetic of the FW Mega Walkers, and think those fit the style of a somewhat gorilla-stanced Skinner-like alien, both at that size and...

 Forum: NetEA Adeptus Mechanicus   Topic: [OLD] Knight World 2.0

 Post subject: Re: Knight World 2.0
Posted: Mon Mar 10, 2014 10:38 pm 

Replies: 88
Views: 9396


Dare I say if that idea goes ahead (and I really like it, it fits well with the fluff) then drop the RR? I never saw much fluff reasoning behind having then in the Knight World list in the first place. Infantry, sure, you need someone to man the trenches, but horses? Isn't their job kinda covered b...

 Forum: NetEA Adeptus Mechanicus   Topic: Knight World Wardens

 Post subject: Re: Knight World Wardens
Posted: Thu Feb 20, 2014 12:28 am 

Replies: 21
Views: 2839


On the main subject of the thread, I don't have a strong opinion on the use of wardens. Since the availability of any and all existing GW epic Knight minis is going to become smaller and smaller over time people who want to play Knight based lists are going to need proxies and kitbashes, or even com...

 Forum: NetEA Adeptus Mechanicus   Topic: Knight World Wardens

 Post subject: Re: Knight World Wardens
Posted: Thu Feb 20, 2014 12:02 am 

Replies: 21
Views: 2839


Anyone wanna point me in the direction of the knight list for me to peruse? Really thinking of doing an army now GW have made a 40k scale one, but I don't now where to look. Cheers. Part of what triggered this whole conversation (or sequence of threads, really), was trying to get the existing knigh...

 Forum: NetEA Adeptus Mechanicus   Topic: Knight World stats

 Post subject: Re: Knight World stats
Posted: Wed Feb 19, 2014 7:50 am 

Replies: 35
Views: 3586


Of the three options, I like best CC4+ and the chainsword giving EA(+1), MW. CC5+ with base MW would be my second choice. Getting Knights to battle is hard. With small formations, being frequently out activated, and having relatively few to no 'bullet sponge' support formations, they're going to usu...

 Forum: NetEA Adeptus Mechanicus   Topic: Knight World stats

 Post subject: Re: Knight World stats
Posted: Tue Feb 18, 2014 12:15 pm 

Replies: 35
Views: 3586


I'd like to see 4+ armour, not reinforced, with the knightshield being a special rule that gives a 4+ invun save except in crossfire or when the formation has been assaulted. this way it's not tied up in RA, doesnt have a triple-save (which is a PITA when taken in numbers) and you can give the ligh...

 Forum: NetEA Adeptus Mechanicus   Topic: Knight World stats

 Post subject: Re: Knight World stats
Posted: Tue Feb 18, 2014 10:35 am 

Replies: 35
Views: 3586


I think the above stats are a nice start, except for the save I would rather see a 5+ save. I agree with DaR that just a regular battlecannon leaves the palladin kind of weak. I prefer the above stats or at least 3+/3+ for the battlecannon. Whoops. I had meant to reduce it 5+ in that block, as I me...

 Forum: NetEA Adeptus Mechanicus   Topic: Knight World stats

 Post subject: Re: Knight World stats
Posted: Tue Feb 18, 2014 10:07 am 

Replies: 35
Views: 3586


GlynG's mention of the Malcador made me look up the stats for the Macharius in the Krieg list to ensure I remembered right that it was DC2. While looking at it, I realized that it actually is very similar mechanically to what I personally would like out of a Paladin. To recap for those who haven't t...

 Forum: NetEA Adeptus Mechanicus   Topic: Knight World stats

 Post subject: Re: Knight World stats
Posted: Tue Feb 18, 2014 7:52 am 

Replies: 35
Views: 3586


As pointed out in other threads, for every precedent that's an AV, there are precedents that are DC2 War Engines. Slaanesh Knights? Same size, AV. Eldar Knights? Same size, DC2. Stompas? Same size, AV. Riptides? Same size (maybe slightly smaller), DC2. It's not even strictly the walkers. You mention...

 Forum: NetEA Adeptus Mechanicus   Topic: Knight World stats

 Post subject: Re: Knight World stats
Posted: Mon Feb 17, 2014 10:18 pm 

Replies: 35
Views: 3586


After seeing Matt-shadowlord's breakdowns in the Tau Hammerhead thread, I went ahead and did something similar for the Paladins for myself. I'm not sure what to make of it. Basically, if you compare Paladins to other "heavily armored" units like Land Raiders (325 for 4 models) or half a Le...

 Forum: NetEA Adeptus Mechanicus   Topic: New Wh40k Knights

 Post subject: Re: New Wh40k Knights
Posted: Sun Feb 16, 2014 3:40 am 

Replies: 44
Views: 5677


I think 25cm over 20cm, probably. Escalation puts Super Heavy Walkers as being able to move 12 inches in the normal movement phase and have no other penalty, including being able to shoot normally, run another d6, or assault another upto 12 inches. 40k Vehicles that are not fast can move up to 12, b...
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