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Post by RedsandRoyals on Oct 20, 2018 22:19:21 GMT -5
My mega armored warboss. Not sure what to do up for his other arm yet.
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Post by nutty on Oct 21, 2018 6:56:26 GMT -5
He looks good. Is he supossed to be piloting the armor? Or is it a huge ork with cybork bits in a suit of armor?
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Post by emptyhat on Oct 22, 2018 14:39:12 GMT -5
Punisher cannon. Possibly twin-linked.
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Post by treadiculous on Oct 23, 2018 8:16:19 GMT -5
awesome conversion!
agree with empty here, some kind of multi-barrelled cannon would do well
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Post by that1guy on Oct 30, 2018 17:13:58 GMT -5
Moar DAKKA!! Add sum shooty rokkit's while ye un der! Put in a big shoota and job's a good un.
*executed for heresy, again*
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Post by RedsandRoyals on Dec 12, 2018 22:56:07 GMT -5
It's been nearly a month and a half since I posted anything, so here's some of what I've been working on. Cadian Sniper Voidmaster for my Rogue Trader crew My conqueror turret kitbash. It's very easy to make; a demolisher turret with a rapid fire battle cannon stuck in it, paired with a storm bolter from a rhino. It offers a longer, heftier barrel than the regular Russ without infringing on the 'sniper' look of the Vanquisher. I like it enough that I plan to make two more and run them as either Conquerers or normal Russes, depending on what I feel like. Additions to the motorpool. From left to right, a Stygies tank destroyer, a wyvren (that can double as a Roland-esque Hydra if need be), and an LR annihilator with HK missiles.
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Post by judcottrell on Dec 13, 2018 3:22:53 GMT -5
That sniper is awesome! Is that the barrel of a heavy stubber?
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Post by nutty on Dec 13, 2018 6:08:51 GMT -5
Cool stuff Reds, always good to see more Guard. Those conversions are a good alternative to the FW turrets.
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Post by Trickstick on Dec 13, 2018 6:22:46 GMT -5
Nice tank hunter. What hatch did you use? Whenever I have considered that style of conversion, the Guard hatches always look a bit off.
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Post by RedsandRoyals on Dec 13, 2018 9:16:29 GMT -5
judcottrell: The barrel is actually from the new Delaque necromunda box. There's lots of good pieces in there, especially if you want silencers. You only get two of those sniper barrels in the box though, sadly. nutty: Thanks! Most FW stuff is actually not very effective on the table for the points cost (and $ for that matter), but the Guard have a few very good ones. Trickstick: It's a basic Rhino hatch. Since most of the rhino accessory sprues have two, you should be able to find a marine player with spares. I just clipped the mounting for the pintle gun off.
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Post by treadiculous on Dec 13, 2018 12:27:26 GMT -5
love the chimera AA / rocket launcher job, may well be stealing that!
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Post by that1guy on Dec 14, 2018 13:22:23 GMT -5
Pardon my inquiry, but to make your conqueror barrel you combined a Demolisher with a Rapid fire battle cannon? Is the Rapid fire battle cannon you refer to the one out of the turox kit? or where do I aquire this... 'rapidfire battle cannon'?
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Post by nutty on Dec 15, 2018 4:03:40 GMT -5
I think knights have access to a rapid fire battle cannon? The taurox one could be a bit to small, but it might work.
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Post by Trickstick on Dec 15, 2018 7:12:37 GMT -5
I would guess Taurox, as the knight version may be a bit too big. The Conqueror is lower strength than a normal battle cannon, after all.
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Post by RedsandRoyals on Dec 15, 2018 9:05:52 GMT -5
Pardon my inquiry, but to make your conqueror barrel you combined a Demolisher with a Rapid fire battle cannon? Is the Rapid fire battle cannon you refer to the one out of the turox kit? or where do I aquire this... 'rapidfire battle cannon'? You get one with the knight kit. It's not a popular wargear choice so if you know someone who plays Knights, they should have a spare. I had to cut off the thicker part of the cannon near the base to make it fit and seem like a reasonable size. You can find it (and some of the other Knight weapon options) in ebay auctions like this one. I would guess Taurox, as the knight version may be a bit too big. The Conqueror is lower strength than a normal battle cannon, after all. Actually the stats are exactly the same save for the range and the coaxial storm bolter's reroll buff. 8th Edition has been very kind to it. If you haven't run one in your Tallarn list, you should give them a shot!
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Post by Trickstick on Dec 15, 2018 10:39:53 GMT -5
Actually the stats are exactly the same save for the range and the coaxial storm bolter's reroll buff. 8th Edition has been very kind to it. If you haven't run one in your Tallarn list, you should give them a shot! Yeah, I was remembering the pre-8th stats, when they were str 7. I was going to convert some but with the new points costs I am all about the Demolisher. It fits my idea for a "right down their throat" armoured blitz list. I'm bust adding some removable stubbers to my turrets, those 2 point guns are so good now.
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Post by RedsandRoyals on Dec 15, 2018 16:42:52 GMT -5
Actually the stats are exactly the same save for the range and the coaxial storm bolter's reroll buff. 8th Edition has been very kind to it. If you haven't run one in your Tallarn list, you should give them a shot! Yeah, I was remembering the pre-8th stats, when they were str 7. I was going to convert some but with the new points costs I am all about the Demolisher. It fits my idea for a "right down their throat" armoured blitz list. I'm bust adding some removable stubbers to my turrets, those 2 point guns are so good now. I'd love to use them but I feel like they're still inferior to most other variants. The reduced number of shots against units of less than 5 means it's not very good against vehicles. With d3 shots you're only doing on average 3.5 wounds about 50% of the time. It obviously gets more hits against infantry, but Str 10 is usually overkill except against bikers and the like, and if you're shooting at a 5-man MSU, unit the instant you kill one the second shot from Grinding Advance drops down to d3. There's also the question of range. If you want that second shot your mobility is crimped a bit, and your board control on a 6x4 is pretty poor. I personally feel like the difference between Str 9 and Str 10 is minimal, so I'd rather put the points somewhere else. Guard has so many redundancies for such low costs you don't really need to take a unit because it's okay against several targets. You can afford to take a few units that specialize. 100% agree on the stubbers. They're amazing and I intend to take as many as I can on my Cadian Russes.
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Post by Trickstick on Dec 15, 2018 19:16:43 GMT -5
The demolisher is actually better than a battle cannon against vehicles, due to the d6 vs d3 damage. Against t8 it has the str advantage, against t7 it still has an extra -1 ap. I think it is the best anti-armour turret, ignoring the range problem of course. As to the range, i can see that they would be a bad choice in a Cadian force. I don't think I would use a 24" range gun as Cadian, it just seems too limiting. Tallarn gets a few speed boosts though, such as their order, so short range weapons are much more useful for them.
I just overhauled my Demolisher squadron, just need to add a bit of gubbinz to the back of the unpainted one. I have the leader, which is the old part-metal version, with fixed las/plas and a stubber. The other two are newer kits though, with optional las/plas. I may go melta though, if I melt myself too much.
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Post by Melissia on Dec 16, 2018 7:32:06 GMT -5
Yeah the demolisher is pretty good. The Leman Russ variants aren't very balanced against each other.
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Post by RedsandRoyals on Dec 16, 2018 21:20:32 GMT -5
For my money and points the Annihilator is still the best anti-armor Russ. 5 lascannon shots are extremely painful no matter how you slice it, and you always get five. It's more expensive than the demolisher, but it has the greater range and a guaranteed number of shots that's higher than the average you'll get from the Demolisher. The conqueror is also a solid choice instead. It actually does 1 more point of damage on average against T7 and is more valuable against MSU squads since it always gets d6 shots when it double taps. More to the point, I always thought shooting a Russ at another Russ was always the wrong plan. Basilisks and Lascannon teams do better for cheaper or about the same cost, and melta vets/stormies are back in a HUGE way thanks to Chapter approved and Vigilus Defiant. I'm personally dying to try out the assault company formation from Vigilus with some melta SWS and a commander who can dish orders from inside a chimera.
I've also found 8th to be VERY big on volume of fire. You can gain access to partial or full rerolls on misses through numerous ways, and the value/efficiency of that obviously increases with the more shots you're dishing out. Debuffs to hit are also common thanks to sub-faction rules or psychic powers, and some very big and scary units come with invulnerable saves, both of which severely punish low shot count weapons. I've seen Raven Guard, Death Guard, Knights and astropaths used at my store, and I myself run Stygies as my forgeworld.* That's why more shots=better is my rule of thumb when I'm considering different tools for a given battlefield job**. I think the new Vigilus formations make Basilisks king of Guard AT and bring back something that looks like the glory days of 5th Ed. melta infantry if you squint hard enough.
*Holy heck, I still can't get over my dune crawlers dropping by 20pts! That's so ridiculous. **There's an exception, and it's called the punisher. It's short range and lack of AP make it more specialized- Fantastic against swarms with high model counts and low T and armor saves, but it's effectiveness drops off dramatically against harder targets like MEQs in cover and lighter T5 vehicles. I'm testing out the newly cheaper Eradicator first chance I get.
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Post by nutty on Dec 17, 2018 2:10:57 GMT -5
I'm fairly certain that the Punisher falls nicely into the "more shots = better" category. It's less effective against light vehicles and units in cover, but because it has so many shots you can still take a chunk out of those units if they are the only targets in range. All in all I'm pretty stoked about the guard finally getting some love instead of getting nerfed again. I need to take a closer look at the specialist detachments though: I skimmed through them and they seemed rather 'meh', but there might be a few gems in there.
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Post by Trickstick on Dec 17, 2018 6:58:02 GMT -5
The relic battlecannon is quite nice. Fixed 3 damage makes it good against both multi wound models and vehicles.
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Post by nutty on Dec 17, 2018 11:53:38 GMT -5
3 damage on a battlecannon is nice indeed, the relic for the artillery comp is also not bad since it's a passive buff that can target 3 artillery tanks without to much trouble.
I like the idea of a mechanized assault company supported by a tank company as it is similar to the list I had a lot of fun with near the end of 7th. So I might have to dig up some tanks, or do some work on the ones I have laying around. That 'rapid redeploy' strategem could be an interesting trick when combined with a Chimera full of special weapons.
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Post by RedsandRoyals on Dec 20, 2018 0:50:38 GMT -5
Some more WiP I've started work on a Commissar Command Tank. Vanquishers aren't... super these days, to put it mildly, but this was converted with one of two scenarios in mind; I can either run it as having the Hammer of Sunderance cannon, or I can use it as a special character generated from rules some of us at my local store are working up for long running narrative campaigns. That's the goliath rockgrinder dozer blade on the front, if anyone is curious. Close up of the female commissar, pre-primning. This is my obligatory DRIVE ME CLOSER vehicle commander. A straightforward Hellhound conversion.
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Post by emptyhat on Dec 20, 2018 5:38:09 GMT -5
Good use and customisation of the generic commissar body.
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