
Sons of Fenris, arise!
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- Ancient Muppet
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- Avatar of the vengeful Dice God
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Re: Sons of Fenris, arise!
'k.. i'll bring it next meet
Smile! It's not that bad!
'05: Pixie Jam Trophy winner
'07: A Small Matter of Honour Runner Up
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1974-Present: Awful dice rolls
'05: Pixie Jam Trophy winner
'07: A Small Matter of Honour Runner Up
'11: Bruce McGrath Award
'12: Bruce McGrath Award
'14: Pixie Jam Trophy Winner
'15: Bruce McGrath Award
1974-Present: Awful dice rolls
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- Ancient Muppet
- Posts: 349
- Joined: Thu Jul 08, 2010 9:39 am
Re: Sons of Fenris, arise!
Thanks Les.
Meanwhile, a successful outing for the Wolves last night - although that was more a combination of luck (two exploded tanks) and Dan being kind I suspect. I had no idea of what I was doing, anyway!
Thanks for the game, was a lot of fun, as usual. Given me plenty of ideas on how to expand next month... meanwhile time to get cracking with the painting!
Meanwhile, a successful outing for the Wolves last night - although that was more a combination of luck (two exploded tanks) and Dan being kind I suspect. I had no idea of what I was doing, anyway!
Thanks for the game, was a lot of fun, as usual. Given me plenty of ideas on how to expand next month... meanwhile time to get cracking with the painting!
-- Dutch --
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- The muppet with many names
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Re: Sons of Fenris, arise!
Dutch,
It was a good game, sorry it went a bit slow in places I promise that your next game will be a little quicker because you should have the basics now even if you cant remember them all.
Just to clarify the whole drop pod fiasco, and to be smug, it turns out I was right. Not only do you risk a deep strike mishap if you scatter off the board but you do destroy your weapon if you enter normal terrain and roll a 1 on your dangerous terrain check.
I have looked through all of the FAQ's and there are no rule clarifications in any of the Marine based FAQs or the main rulebook one to contest this. Daves mate evidentially was confused or stretching another rule.
The only rule that I could find on this whole situation is the following:
This overridden by the fact that the deepstrike rules clearly state that you can scatter off the board. It doesnt specify that it is impassable in this or any other rule that I can find, therefore the special rules for the drop pod doesnt come into affect and allow it to be deployed 1" from the table edge.
The only one I didnt look in is the Dark Angels one but that is because the PC I am forced to use is a bit broken and disconnected me.
Hopefully you werent forced to butcher your models too much, WYSIWYG is a pain but I forgot to tell you that most people wont really mind the odd infraction. However its best, especially if you intend to go to tournaments eventually, to keep things simple and clearly arm your dudes.
Still enjoy the painting.
It was a good game, sorry it went a bit slow in places I promise that your next game will be a little quicker because you should have the basics now even if you cant remember them all.
Just to clarify the whole drop pod fiasco, and to be smug, it turns out I was right. Not only do you risk a deep strike mishap if you scatter off the board but you do destroy your weapon if you enter normal terrain and roll a 1 on your dangerous terrain check.
I have looked through all of the FAQ's and there are no rule clarifications in any of the Marine based FAQs or the main rulebook one to contest this. Daves mate evidentially was confused or stretching another rule.
The only rule that I could find on this whole situation is the following:
- 40K Rulebook FAQ page 1Q: Can models move off the table? (p11)
A: Not unless a rule or the mission being played clearly
specify that they can. All good wargamers know that the
edge of the table is the end of the world!
This overridden by the fact that the deepstrike rules clearly state that you can scatter off the board. It doesnt specify that it is impassable in this or any other rule that I can find, therefore the special rules for the drop pod doesnt come into affect and allow it to be deployed 1" from the table edge.
The only one I didnt look in is the Dark Angels one but that is because the PC I am forced to use is a bit broken and disconnected me.
Hopefully you werent forced to butcher your models too much, WYSIWYG is a pain but I forgot to tell you that most people wont really mind the odd infraction. However its best, especially if you intend to go to tournaments eventually, to keep things simple and clearly arm your dudes.
Still enjoy the painting.
The muppet with many names
2011 - Mavis
2010 - Randolph
2009 - Sally
2008 - Ben
Migraines suck!!!
2011 - Mavis
2010 - Randolph
2009 - Sally
2008 - Ben
Migraines suck!!!
- fynn
- Ancient Muppet
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Re: Sons of Fenris, arise!
on the wysiwyg front, i should'nt worry about trying to cram grenades on your models, as i belive almost all standard troops (from 4th ed and up) like CSM, tact squads, guard units and so on, have frag grenades as standard listed kit. Main thing is to make sure they have the correct weapons like flamers, plasma guns and so.
If you need to use a proxy for a game or 2 (and for friendly games only) untill you get the bits you need, just make sure your opponent knows which one is a proxy model. like with me, im useing old school IG hellhounds as devildogs, unless i can aquire the bits to make a large melta cannon and swap the barrels over.
If you need to use a proxy for a game or 2 (and for friendly games only) untill you get the bits you need, just make sure your opponent knows which one is a proxy model. like with me, im useing old school IG hellhounds as devildogs, unless i can aquire the bits to make a large melta cannon and swap the barrels over.
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- Ancient Muppet
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Re: Sons of Fenris, arise!
Yeah, WYSIWYG is a bit of a pain. Less of a problem if you've collected an army for years and have had time to build up lots of variety, but starting out it's proven a bit trickier. Not knowing much about an army/game ruleset is compounded by limitations on models does make it less attractive in my opinion.
It's not really a long term concern, though. I've already managed to grab some heavy weapon marines from eBay, and it's not like I'm (A) expecting to win the Path of Battle (or even come close) or (B) enter any tournaments... so for the time being I'll stick to what I have available and take it from there.
I suspect anything more complex would be beyond me for the first couple of months anyway!
But that said, advice and suggestions are all welcome and appreciated, so thanks a lot for those
It's not really a long term concern, though. I've already managed to grab some heavy weapon marines from eBay, and it's not like I'm (A) expecting to win the Path of Battle (or even come close) or (B) enter any tournaments... so for the time being I'll stick to what I have available and take it from there.
I suspect anything more complex would be beyond me for the first couple of months anyway!
But that said, advice and suggestions are all welcome and appreciated, so thanks a lot for those

-- Dutch --
- fynn
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Re: Sons of Fenris, arise!
just remember, that anything listed as there standard wargare, like weapons, CCW and frag grenades you dont have to worry about, as it standard kit (plus ive seen a modell with all the kit on and it looks realy bad), its mainly special and heavy weapons you need to worry about, and things like power swords and power fists
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- Ancient Muppet
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- Joined: Thu Jul 08, 2010 9:39 am
Re: Sons of Fenris, arise!
Yeah, that's cool - I'm not about to start sticking on grenades to Marines, or spirit stones to Eldar...
Although, as part of a diarama it would be cool to make a Wave Serpent with an actual holo-field effect...
Although, as part of a diarama it would be cool to make a Wave Serpent with an actual holo-field effect...

-- Dutch --
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- Ancient Muppet
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Re: Sons of Fenris, arise!
Hmm, you know that point when you're just falling asleep that your mind starts to follow odd trains of thought? Maybe it's just me.
Anyway, I was pondering my Sons of Fenris, and it combined with some X-Factor headline I'd read earlier, to create a new possible entity in the Space Marine line-up: SPICE WOLVES. Oddly it started coming together as an idea - though, I stress, not one I plan on following up.
A couple of suggestions:
Blood Claws: Baby Spice
Dreadnought: Scary Spice
Got a bit stuck on Ginger Spice, though. And I couldn't remember the rest.
Weird, huh?
Anyway, I was pondering my Sons of Fenris, and it combined with some X-Factor headline I'd read earlier, to create a new possible entity in the Space Marine line-up: SPICE WOLVES. Oddly it started coming together as an idea - though, I stress, not one I plan on following up.
A couple of suggestions:
Blood Claws: Baby Spice
Dreadnought: Scary Spice
Got a bit stuck on Ginger Spice, though. And I couldn't remember the rest.
Weird, huh?
-- Dutch --
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- Ancient Muppet
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- Joined: Thu Jul 08, 2010 9:39 am
Re: Sons of Fenris, arise!
Weird half-dreams aside, this past week has flown by, and I've hardly managed to do anything with the Wolves. A bit more paint on the drop pod, but not much. Hopefully some time tonight, or maybe tomorrow lunchtime - and possibly a slightly tweaked list to reflect different weapons...
-- Dutch --