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Description

Finally got round to getting an up-to-date picture of the pony marine army. Apologies for this coming out a little blurry on the top left corner. I think the camera’s on it’s way out.

safe2175962 artist:40kponyguy832 adagio dazzle16038 aloe3129 alula749 apple bloom60067 applejack200639 aria blaze12160 berry punch7501 berryshine7501 big macintosh33620 bon bon18811 cloudchaser4303 derpy hooves57535 discord37562 dj pon-333280 fleur-de-lis4568 flitter3386 fluttershy258826 gilda11355 king sombra17138 lotus blossom3279 lyra heartstrings34115 minuette6859 octavia melody27632 pinkie pie256048 pluto748 princess cadance40077 princess celestia112761 princess erroria234 princess luna117240 queen chrysalis42190 rainbow dash280110 rarity217681 roseluck6201 scootaloo58790 shining armor28095 sonata dusk16424 spike92450 sweetie belle56776 sweetie drops18811 trixie79567 twilight sparkle358062 vinyl scratch33280 zecora11127 oc948310 oc:backy1280 oc:cream heart3017 oc:disastral198 oc:fluffle puff3182 oc:milky way2343 oc:nyx2473 oc:safe haven199 oc:snowdrop1403 oc:ticket1145 oc:tracy cage353 earth pony446977 griffon36749 pony1604182 g42030826 armor31230 assault squad12 chainsword122 devastator squad10 female1804467 figurine2252 fire raptor gunship5 gaming miniature256 high res407882 imperial knight17 land raider12 lascannon29 male551356 mare742133 metal bawkses79 miniature351 photo96695 power armor1459 reaver titan7 rhino tank71 space marine573 stallion195902 storm raven13 storm shield4 storm talon11 tactical squad57 terminator armor99 the dazzlings5770 thunder hammer39 vindicator15 warhammer (game)2463 warhammer 40k2365 warhound titan19 whirlwind tank7
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40kponyguy
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AimingToPlease,OftenMiss
@MARINEav8r  
I was building a Wonderbolts themed Thunderhawk Gunship to go with this force, would that count?  
Not done anything at it for a while though. It’s about 80% completed.
40kponyguy
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AimingToPlease,OftenMiss
@Zebasiz  
Well, the Necron’s basic rifles glance vehicles on a roll of a 6 to hit, which means they’re ridiculously overpowered against vehicle heavy forces. They also have the ability to take planes as troop transports, and aircraft are very powerful in the current 40k rules. (Mainly because you need to roll a 6 to hit them normally). This fact means they can field loads of planes.  
The Necrons really have only a couple of weaknesses. They’re slow in close combat, (but are tough), and their basic warriors are, frankly, crap. Immortals are better, but cost a lot more to field.
Zebasiz
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@40kponyguy  
I had picked Necrons because I had recently gotten into the Tomb Kings,and when I found out there was a race of Space-Skeletons I just decided to jump on em~  
Besides, I had almost never heard them mentioned before like I have Space Marines or Tyranids or the like. Which I’m not sure if it means they’re either just average and unnoticed/under-appreciated. Or are so horrible that no one bothers with them at all~ heh. I haven’t gotten to actually play 40K yet so I don’t know how they fair.
40kponyguy
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AimingToPlease,OftenMiss
@Zebasiz  
Necrons are easy to paint. If you want a real challenge, try getting a couple of units of Harlequins. I have a single squad, and I only got round to painting 4 of them. Those diamonds….
Zebasiz
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@40kponyguy  
I agree.
 
Heck, I mostly just buy models for the fun of painting them since I don’t really know many people near me who play. [Mostly just been building Fantasy Dwarves and Tomb Kings. But I did start looking into some 40K stuff as well and bought a little squad of Necron Warriors to try out painting~
40kponyguy
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AimingToPlease,OftenMiss
@Background Pony #DE31  
Only if it wasn’t used. Which this army is on a weekly basis. Plus I had fun painting them.
 
On a side note, if I get fed up with these, it’s only a paint job. I can repaint them easily enough.
40kponyguy
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AimingToPlease,OftenMiss
@SFaccountant  
I think the ‘Closest model’ applies to models closest to the centre of the blast when using barrage weaponry.  
Still, I’ve found the rule’s only really useful when shooting horde armies like Tyranids or Orks, as this can increase their charge distance. This can have a big effect on the outcome of a game, especially when the shooting comes from something like Guard or Tau.
 
When it’s applied to elite forces like marines, however, it instead means your flamer or sergeant is the one that dies first. This has an opposite effect in spoiling the game. So using the old rules where the owning player just rolls saves, then removes however many models failed works better in this case. As long as both players use the same rules, it works.
 
There’s always going to be grey areas in the rules which manipulative players can abuse in a game as complex as 40k.  
The main thing to remember is golden rule number 1.  
The game’s supposed to be FUN.  
If one player walks away from a game feeling cheated, then it’s a blow to the hobby. Win at any cost players don’t seem to realise this mind set is self destructive.
40kponyguy
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AimingToPlease,OftenMiss
@lynxpet  
Thanks for the praise. However, I still have a few models I want to get done for this force yet.  
2 rhinos (I can swap and change them, and no one really cares if I field rhinos with nothing in them as long as I pay the points for them).  
These will be painted with Sunset Shimmer (pony version, and an alternative for the Twilight one as a transport for the command unit)  
The other will have a massive fan favourite on it.  
>>520000  
The squad for that model is pretty easy to guess as well.
 
My other projects are a Thunderhawk Gunship model, (which has been pretty much abandoned for ages), which was getting the Wonderbolts on it.
 
I also wanted to build a second Reaver titan (Cadance in this picture), and theming it to Tirek.
 
Lastly, I want to build a Warlord battle titan, which I plan to put Fausticorn on, as a centrepiece for the force.
lynxpet

I can never really get into this games physical method of playing. BUt I have to give mad props and clapping to ya for finishing such a project, good job.
SFaccountant
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@40kponyguy  
@40kponyguy  
I really like the new Wound allocation rules as far as they go, but the problem is that they don’t go far enough. There are lots of situations in which the “closest model” is ambiguous, and it isn’t explained. And some of the situations in which they don’t apply allow for some really abusive play; there’s absolutely no reason for barrage weapons to take casualties from under the template rather than the closest models. That little oversight makes artillery, which should be the WORST weapon choice for eliminating specific troublesome models in a unit of expendable bodies, instead the best choice. You have a better chance of getting a direct hit on the model you were aiming for with an artillery cannon than you do a Precision Shot with a Sniper weapon.  
It’s bizarre, easily fixed, completely unfair, and I’m legitimately surprised it’s survived multiple rule editions.
40kponyguy
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AimingToPlease,OftenMiss
@SFaccountant  
Oh yes, I believe some titans, (namely the Reaver, Warlord, Gargant and Phantom titans), have a special rule about their close combat weapons.  
“Towering monstrosity”  
Basically, any walker with that rule cannot attack anything but other super heavies and gargantuan creatures with their close combat weapon, because they’re just too high up and too slow.  
Which makes those vehicle’s close combat weapons a bit impractical in most games.  
Doesn’t stop them stomping units to death though.
 
I’ll stick to guns that spit out pizza plates of death or instant kill stuff they hit.
 
That said, the “Towering Monstrosity” rule also affected the ranges of the weaponry. They couldn’t fire shoulder weapons at models within 12”. Which makes sense.  
Quite amusing when someone fires a template weapon and it scatters back. They literally shoot themselves in the foot.
 
I still remember one of my old opponents firing at a character model with a fire prism tank. The shot scattered back, landed squarely on the tank and missed my character completely. He then got a penetrating hit, and a weapon destroyed result on the prism cannon!
40kponyguy
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AimingToPlease,OftenMiss
@SFaccountant  
Yeah, whenever we play 40k, some of the rules get ignored or tweaked. For example, we only use the ‘closest model takes the hit’ rule if someone’s fielding something like Grey Knights paladins, or Ork Nob units, (wound roulette is an issue here).  
Usually, we just roll for wounds on a unit, then take off the relevant number from the squad. (As we’re normally using marines, it’d make sense for one of the other marines to pick up the special/heavy weapon if the guy carrying it snuffs it, and it even says in the rulebook that all marines train with all weapons).  
If one model has an invulnerable save, we have the rule that you can roll it if you wish against a wound that’d normally kill one of the other members, but if you fail that roll, it’s the guy with that save that goes. (Dash unit being a case in point, as the sergeant has a storm shield, but I don’t want to lose that guy because he has a thunder hammer as well, making that unit very useful. The other squad members are really there just to soak up wounds).
 
I remember a game I played against the guy that got me in to 40k in the first place. He went with me to Warhammer World in Nottingham.  
Now, this guy has a reputation for bending the rules and outright cheating to win, and he doesn’t get many games in because of it.
 
The case in point here was a grey area in the rules.  
He had a marine dreadnought in a ruined building.
 
I was using my own custom army. (All flight capable, pretty much marine stats with WS5 as standard, but a 4+ save, and 17 points per model. Sounds wrong at first, but heavy bolters make a real mess of the units, which are 5-10 man).  
I charged the dreadnought with an elites unit (25 points per model, whole unit has flamers and plasma rifles, plus power swords as standard), and the squad leader had a laser blade (+25 points), (think light sabre you won’t be far off. Strength 8 AP2 in close combat, so he could damage the walker).  
“You charged a defended obstacle, so I hit first”  
This unit comes as standard with frag grenades, meaning it’d be simultaneous combat.  
“Yeah, but it’s a vehicle, so it wouldn’t duck for cover, so I hit first”.
 
I went to the shop, and brought this up with the guy behind the counter, as it seemed wrong to me.  
The guy in the shop agreed with my opponent.
 
As a direct result, I lost the game. Badly. It was the only thing I had left that could damage that dreadnought.
SFaccountant
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@SFaccountant  
No, damn it, I meant ONLY non-vehicle models can pick it up.  
So, yeah.  
My opponent was looking desperately for any way he could argue that his Knights could do so anyway because they were troops and had Objective Secured, but no dice.
SFaccountant
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@40kponyguy  
Specifically, a standard DETACHMENT can only have 1 Lord of War choice, as they use the Force Organization chart. But the rulebook says that detachment play is optional.  
That said, I’ve never met an opponent who didn’t use the Force Org chart, so maybe I’m reading too much into it.
 
Many of the rules regarding super-heavies seem poorly written or just flat-out ridiculous when playing at a level where one opponent might NOT be taking a super-heavy vehicle. Ignoring all results except for a an “Explodes!” on the damage chart means that a Penetrating Hit is no better than a Glancing Hit if it comes from a weapon that isn’t AP 1 or 2. And the fact that building-sized walkers can now use their ludicrously sized melee weapons to score normal attacks on little infantry models seems slightly suspect. Making giant walkers engage in close combat at all with models they should barely be able to see is bizarre.
 
I fought a game against the Knight Titan army. I won, but it sucked anyway. It was NOT fun having the vast majority of my soldiers (my list was all Chaos Space Marine infantry at 1850 points) reduced to nothing but meat shields to keep the Knights from murdering the one guy in each unit who could take melta bombs. To add insult to injury, my opponent also insisted that the templates dropped by his models’ stomp attacks also determined which models had to be removed rather than using normal Wound allocation for close combats. Which meant that not only was all but one model in each unit completely unable to hurt the Knight Titans at all after they rushed into close combat (because of course they did), but that he could pick out that one model ahead of the others and kill him first.
 
The kicker, of course, was that our mission was The Relic. Non-vehicle models can’t pick it up.  
Oops.
40kponyguy
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AimingToPlease,OftenMiss
@SFaccountant
 
If I remember correctly, you’re not supposed to take more than 1 ‘Lords of War’ choice in a standard game. (Knight titans being an exception because GW want to be able to sell more big models). So if you want to play a game with lots of big models, apocalypse is the way to go.
 
I think the vehicle damage tables for super heavies was carried over to the core rule book. I’m not sure about the ‘Stomp’ rules chart. I think that’s been standardized for all super heavy walkers, although being booted by a knight (strength 6- okay I guess), should be less destructive than being stood on by a Warlord titan. I’d have to read up to find if there are any more alterations, but I think that’s it.  
(Recently played an apocalypse game using that ‘Exterminatus’ unnatural disaster chart. Made for an… interesting game. 4 turns worth of every model on the board taking a S10 AP2 hit meant I actually lost. (My opponent had a knight titan which weathered the storm worryingly well). My Pinkie unit’s missile launcher survived the first 3 times we rolled for fire storm damage. (1 to wound)).  
Here’s that rules chart in case anyone interested can’t find it:-
 
Players take it in turns to be the ‘Master of Disaster’, and roll on the following chart to see what happens.
 
Exterminatus  
D3 plus turn number
 
2-3) D3 Orbital Strikes are triggered, starting with the Master of Disaster and alternating to the other side, back and forth. (The normal restrictions on the use of the asset is ignored)  
(Orbital strike 15” blast template, inner 5” strength D AP1, 5-10” strength 7 AP3, 10-15” strength 4 AP-)
 
4-5) Virus Bombs! Every non-vehicle unit on the battlefield takes Str 3 AP - hits, equal to the number of models in the unit.
 
6) Every unit on the battlefield takes Str 10 AP 2 hits equal to the number of model(s) in the unit . . . as the atmosphere ignites!
 
(This is a cut-down version of the rules, which are considerably more word-heavy)
SFaccountant
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@40kponyguy  
That does make sense, although I have to wonder if there’s even a point to having a dedicated “Apocalypse” type game anymore. The core rulebook has explicitly stated that armies with no detachment organization are legal now, and now has all the necessary rules for super-heavy units. So there’s no practical limit to playing a 40K game under the “normal” rules.  
The only reason I could imagine to have a special Apocalypse game type is, as you said, to allow players to complete a game with an absurd points total in a reasonable time frame. Are there any other rules you can think of off-hand that are different from the core rulebook?  
And even then, I would be SUPER upset to see my Obliterators disappear without so much as a wounding roll.
40kponyguy
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AimingToPlease,OftenMiss
@SFaccountant  
I think the core rulebook destroyer rules are designed for normal games, (since several newer units use destroyer weapons, such as the knight titan’s close combat weapon). I think the apocalypse rules are done to speed up the games seeing as there’s so much on the tables.  
That said, the look on my opponent’s face when I fired a warhound’s turbo lasers at his bloodthirster, and rolled a double 6 to wound was priceless.
SFaccountant
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@40kponyguy  
Huh. Well, a mismatched game is a mismatched game. Still, dear Papa Nurgle, TWELVE Warhounds? You could build a canon-worthy Legio Audax with that! (Pre-Heresy Legio attached to the World Eaters; known for using scout titans in teams rather than relying on main combat titans)
 
Also, I’m pretty sure the rules in the main rulebook are the up-to-date, valid ones. The Apocalypse and Escalation rulebooks had rules for Destroyer weapons because such weapons didn’t exist in “conventional” 40K games. Then the new edition made super-heavies and Destroyer weapons legal for ordinary, smaller-scale games, and some guy apparently said “Hey, you know, maybe it’s too much to have a weapon class that just spits out a dinner plate that causes everything under it to die instantly with no dice-rolling? I mean, we like dice-rolling, right?”  
So, yeah, I’m pretty sure we’re meant to use the main rulebook table. No Wound on a 1, and you might get a save on a 2-5. Just, you know, not the Armor kind.
40kponyguy
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AimingToPlease,OftenMiss
@SFaccountant  
I also had 3 Reaver titans backing the 12 Warhounds on our side up, (the store has 2, and I built Chrysalis themed one for one of my regular gaming opponents a while ago), and a 3 strong unit of knight titans. The problem was we didn’t have much else. (3 leman russ tanks and a unit of 5 dreadnoughts I think).
 
Our opponents had 1 Reaver, 1 Warhound (both my Chaos ones), a warlord titan (mine), a Phantom Titan (mine), a revenant titan (mine), the harbinger heavy bomber (mine), vampire raider (mine), marauder destroyer plane (mine), macharius vanquisher tank (mine), 5 baneblades (2 mine), shadowsword, 2 scorpion tanks (mine), 2 cobra tanks (mine), 3 stompas, a plague tower of nurgle, Eldar tempest tank (mine), 2 fire gale knights (mine), bright stallion knight (mine), 4 transcendent C’tan, 3 monoliths (which they deep striked and the teleported the C’tan through in the same turn which was how they decimated our titan forces so fast), all 4 named greater daemons (Zarakynell is the only one I’ve actually got, the others were stand-ins), and they’d backed those up with a grey knights guy that made anything near him get to re-roll failed invulnerables.
 
This lot were backed up by a whole plethora of smaller units.  
Yeah, the points were totally mismatched. If you work it out it’s around 12000 points on our side, facing over 30000 on the other end of the table.  
I really should have got a picture of the game though. All those models on the table at once was quite something to behold.
 
Turn one, hardly anything was in range (3 tables put together with the centre one lengthways). We moved the titans forward, and I managed 3 good solid hits on the tanks in the middle of the enemy force. 2 Baneblades and a Scorpion went up with the biggest explosion results, leaving a big gap in the front lines of the force.  
They moved forwards, and did little save taking the shields down on 2 of our warhounds and one of the reavers.
 
Turn 2, and our air support arrived (Basically the pony ones in this picture, and 2 storm talons and a storm raven with Hello Kitty on them, plus my regular opponent’s (on my side this time) storm raven, and the shop’s black templars storm raven.  
Our fire destroyed 2 stompas, and I threw everything I had in range at the plague tower. That exploded.  
I chucked what I had left at the warlord, blowing out it’s shields and reducing it by 8 hull points. (Considering the thing’s got 27 hull to start this didn’t really bother our opponents).
 
Their response was to deploy their own air support, (that harbinger bomber covering half the centre table with an ominous shadow), and deep striking the monoliths in our deployment area. Then they teleported the C’tan through those and assaulted the reavers on our side, destroying 2 of them.  
Return fire accounted for 4 of our warhounds.  
They also deployed their Tau forces using my Orca dropship behind our lines. The battlesuit’s melta weapons took out another warhound.
 
Turn 3 and things weren’t looking good. I used our last reaver titan to destroy the Orca, and one of our warhounds (luna) to decimate the battlesuits.  
I also destroyed 2 of the monoliths in our deployment area, and one of the C’tan. (4+invulnerables are really annoying!)  
By the end of our opponent’s turn 3, we had 1 warhound left standing, (luna), and the 3 knights. We basically decided to call it quits there.
 
I was later reading through the apocalypse rulebook.  
In normal games, no saves of any kind are allowed against a destroyer weapon which rolls a 6 to wound.  
In apocalypse games, no saves of any kind are allowed against hits from a destroyer weapon.  
So much for that grey knights guy they were using. If I’d known this rule then, he’d have been toasted 5 times over!