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11

There is nothing in the rules to prevent two armies from the same codex from fighting one another. I would just be sure that you can tell who each model belongs to; this is not too difficult once they are painted, but it could be easy to lose track of who is on which side if there are all just bare plastic. With the current fluff, Necrons Overlords have ...


8

A basic introduction is available via Games Workshop, and a general overview can be found on the Warhammer_40,000 page on Wikipedia. Beyond that, there is an enormous amount of information available in the Codexes. Games workshop produces a Codex for each race which contains a lot of backstory as well as units and rules specific to that race.


8

I sincerely doubt there is, at least not officially. I've been playing Games Workshop games for the past 15 years, and their protection of intellectual property has gotten pretty severe in the past couple of years. Just do a Google search for "Games Workshop sues" and see all the fun that auto-complete brings up. From their Legal Page, Bandwidth Theft ...


7

I'm afraid you do understand the ruling correctly (there is no GW statement on this that I'm aware of since there's no conflict in the two rules). The important thing to remember is that the substitution is optional - if you're likely to take massive damage from fearless, take a chance on the dice and use their adjusted leadership (adjusted for modifiers ...


7

Yes they can, see page 113 of the rule book. As well as with some others... History of Allies Previously in second edition there were rules in each codex for who could ally with who, specifically mentioning which armies you were allowed to team up with. From what I can tell you could just add any unit you wanted to your force. Come third edition, these ...


7

Unfortunately you are not allowed to mix-and-match with units from different Codices any which way. The different books are tuned somewhat to have different strengths and weaknesses. What's acceptable in 'normal' play is of course up to the people you play with! If it's something fun and flavourful, most people will probably allow it. If you pick and ...


7

Yes, acrylic paint can be safely removed, and quite simply too. The basic process is to dunk your models in a solution of household cleaner, watered down if you like, and leave them in the bath for a few hours. The paint turns into a kind of slimy goo, which you can then scrub off with a toothbrush and toothpicks. In the US, Simple Green All-Purpose Cleaner ...


6

40K-wise, there are a few builds that you can do that are relatively cost effective. Any of the marine variants tend to get you a full army for the least cash. Xenos armies tend to have much cheaper point cost units that are still equivalent to Marine cost in cash money. Of the marines, Space Wolves and Grey Knights are probably the cheapest to build. ...


6

These are the supported base sizes in 40K Standard Infantry - 25mm round Large Infantry - 40mm round Monsters - 60mm round Flyer - 90x120mm oval Bike Bases - 25x70mm oval Clear flight stands small - 30mm round Clear flight stands large - 60mm round For Fantasy: Standard Infantry - 20mm square Large Infantry - 25mm square Monsters - 40mm square Cavalry ...


5

Necrons are a fairly solid codex right now. They don't have any glaring issues like some of the older codexes do. They come with very impressive shooting and decent resilience. I would say they are a top-tier army this edition, but they aren't all-powerful. They are not the greatest army in melee. They have units that can be good at melee(Overlords, ...


5

Quick rundown what I think would be some good options from a modelling perspective: Warhammer Fantasy: Skaven Battalion - Something like 70 models in the box. Fur and "raggedy cloth" are pretty easy to learn to paint to a nice standard, good for starting out on. Plus you get two Rat Ogres which are nice big mean-ugly models that are a lot of fun to ...


5

Well, it depends. 40K by the rules is WYSIWYG(What you see is what you get). This means that if you give a guy an ax, he needs to be modeled with something vaguely ax shaped. If you give him a bolt pistol he needs to be holding something bolt pistol like(a holster at his hip works too) This holds true for the war scythe as well. There's some wiggle ...


5

I'd say the reasoning behind the allies matrix is 60% fluff, 10% balance, and 30% Matt Ward lolz. A lot of the matrix is what you would expect from reading the basic fluff. Guard working with the other imperial factions and with a few of the others to represent renegades. Tyranids can't ally with anyone because they would just eat them. Tau will work ...


5

Six edition has had a big impact on fire warrior squads. While some of the points in the article user1873 links to in his answer are still valid there are other factors that should be considered. The short answer is you probably want to go either min or max on squad size. Other numbers are acceptable but situational(like if you got some extra points and ...


5

Any army can fight against any other army, even Space Marines of the same chapter. It depends on how much you care about the story of your battles as to how odd this may feel. If you are just playing games, it won't be an issue. If you want to run a coherent story or campaign then you'll need to justify why the two armies are fighting, and that may be ...


5

The rule-book itself is full color with expanded art and fluff sections. Though you won't find anything here that wasn't present in previous versions outside of some new artwork. Most of the price increase was because it's GW and that's just what they do. Any other gaming company would probably charge 10-20% less for the same thing. GW did just release ...


5

These are from the bygone days of Rouge Trader, when you could field Imperial Robots. GW's fluff and art direction where less mature at this point and you got lots of random stuff like this. Fluff wise the technology has been lost and/or declared heresy by the Imperium for millennium. But Forge World brought them back.


5

It is perfectly legal to use Necrons with Chaos Space maines so long as you obey all the necessary allies rules. In standard games of 40K your can field allies with your army using the Allies Matrix. When you do this your select one army to be your primary detachment and the other one as the allied detachment. Your primary detachment works as normal and ...


4

I can't answer the specific question on drill bit types. I've don plenty of magnatizing, but haven't analyzed the tools I've used in that great of depth. I've used Dremel's precision drill bit set in my 7.2 Volt rotary tool. I've never had too big a problem with the convex bottom of the hole they create. If you match the drill bit size close enough to ...


4

That video is rules lawyering at its best(as in worst). You can't shoot Death Marks in your opponent's turn. Something that against the normal mechanics would be spelled out explicitly. Yes, units may fire the turn they come in from reserve as normal, but it's still the other players turn. Normally a player can only fire their own units on their own ...


4

When a model is armed with multiple separate ranged weapons, you only have to follow the restrictions of the ones you use. So if you choose to fire your Bolt Pistol instead of the Bolt Gun you are free to charge in the same turn. Pistols have no restriction against assaulting after using them. If you choose to fire the bolt gun at either its full or ...


4

Yes you can. Wolves and Dark Angels are qualified as "Allies of Convenience" under the 6th edition allies rules. This allows you to field 1 HQ, 0-1 Elites. 1-2 Troops, 0-1 Fast Attack, and 0-1 Heavy Support options from the Dark Angels codex with your Space Wolves detachment. In game-play rules they are treated as enemy models that cannot be directly ...


4

Yes. He is an individual model. He does not come attached to the Death Company nor can he join it, because he is not an Independent Character (the 'normal' version is an Independent Character). This is how the rules are written and was confirmed in the Blood Angels FAQ published on the Games Workshop website, last updated February 2013: Q: Are the ...


4

You have an army construction chart you have to agree on with your opponent. If you want to mix armies, you would have to play high points and agree on the scenario with your opponent - see the rules for allies in the 6ed rulebook. They would allow you to field 1 HQ, 0-1 Elites. 1-2 Troops, 0-1 Fast Attack, and 0-1 Heavy Support options from the Dark Angels ...


3

You are correct in that neither weapon entitles a model wounded by them to a standard armour save. Invulnerable armour saves would be taken as normal. The approach to determining this is if a weapon or a weapon's special rules are not covered in the Rule Book ("Big Yellow Book" or BYB, 6th edition) then you take the description as written in the Codex. In ...


3

Your obvious next steps are a copy of the Codex: Space Marines book and another squad of Tactical Marines. You're going to need to book to effectively plan your army, and you will find it impossible to win games under the 5th edition rules without enough regular tactical marines around to hold objectives! From there you'll need to make some key decisions in ...


3

You wouldn't be able to use rules that were army specific that came from different codex books, for instance, you can't use rules for the blood angels and also rules for the space wolves in the same army - however, you could just use them all as 'standard' marines and ignore special army specific rules. We used to have a lot of new players in my old gaming ...


3

Captains and Masters are OK. They are good at combat, but they don't really do anything to support the army. They make a good second HQ choice unless you want to run bikes as troops. Chaplains can boost a single squad, but he'll really only get one or two opportunities to earn his points. Master of The Forge can be good, but he can get pretty expensive ...


3

Gate of Infinity allows units to be placed as per the Deep Strike rules. According to the Deep Strike rules you cannot assault the same turn you arrive via Deep Strike. You are also subject to any other rules related to Deep Strike. You scatter, are affected by terrain, and can mishap the same as if you arrived via normal Deep Strike. Here's an example ...


3

You are allowed 1 heavy weapon per 10 Orks, but you can choose which one it is - a Big Shoota (BS) or Rokkit Launcha (RL). They don't all have to be the same type. In other words, with 30 Orks, the maximum heavy weapons you are allowed to have are either: 3RL 1BS + 2RL 2BS + 1RL 3BS



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