Hot answers tagged warhammer-40k
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
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
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, 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 ...
7
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 ...
6
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.
6
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 ...
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. ...
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
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 ...
4
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, ...
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
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 ...
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
3
There's a few things to weigh up here.
What else could you get with the points? It's easy to go overboard on your 'hero' units, and forget that you could spend that extra 15 points on more basic troops. With Orks, huge numbers is a core strategy. A few extra Boyz could be much more valuable to you.
Who do you expect to be facing? Ignoring armour is a much ...
3
Unfortunately they are completely different rulesets. While they have a few similar mechanics(rolling to hit/wound or making characteristic tests), the structure of the games do not synch up. Turn structure is different. Ranged weapons, saves, movement, and combat are all different. Applying some fairly common rules in one system to the other can have ...
3
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 ...
3
This article provides an in depth overview of all the strengths and disadvantages of the Fire Warrior units. It includes a summary of the most common squad sizes.
In general, there are 3 common sizes for units of Firewarriors:
12 Models: A full Firewarrior squad maximizes offensive potential. Whether deployed on foot or in a Devilfish, if you're ...
3
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 ...
3
It's a grey area, but it's preferred that models be played with the bases provided with them with some exceptions for scenic bases. Generally as long as you haven't modeled for a clear advantage(such as using a base that's 9" tall) most players will be OK with it. To be on the safe side, you should have a standard based guy to swap in for the scenic base ...
3
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 ...
2
If there is nothign in the Kill Team rules that says individual models are considered to be a single squad of 1, then I would say the pain tokens are given to the entire squad (a squad being one elite, troop or fast attack choice) for wiping out an entire enemy squad.
However, if the Kill Team rules explicitly state that each model is conisdered to be its ...
2
Rhinos
Rhinos are mandatory because of their extremely high effectiveness-to-cost ratio. They allow you to take your tactical squad, and for the low price of about 35 points, render it immune to anti infantry fire until such time as your opponent brings antitank weaponry to bear.
Dreadnoughts
Dreadnoughts are frequently seen because they provide Space ...
2
List tailoring is a bit of a Faux Pas in miniature gaming. You, shouldn't build a list specifically to beat a single opponent. Massing heavy bolters would be a step down on that path. Heavy bolters are also a fairly limited weapon, since they are nearly useless against most armor. A better weapon choice would be autocannons or asssault cannons. They ...
2
My understanding is that you are correct, though now that I've looked I can't find any reliable sources confirming it. Multiple forum conversations agreeing with you, yes, but nothing I'd call "reliable".
As you say, they were never categorised as "power weapons", so my position would be that unless a FAQ is released that explicitly says otherwise, these ...
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