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i read the books about gaunts ghosts and i just wanna know if a tanith army could be decent. also are gaunts ghosts any good(their stats are located at the GW website and in the IG section) i can see some of them seem kinda bad(especially the 40 something pt lasgun 3 wound guys but i want ur guys opinions as well) but i wanna know if an army like this would be just be fluffy and cool or fluffy, cool, and good. A tanith army would most likely consist of infantry and have nothing like ogryns, ratlings, stormtroopers etc. you could say the tanks are backup from another regiment supporting the ghosts(they wouldnt actually have stuff from another regiment just be painted like it). I might do guardsmen for my next army as my LATD is now invalid and i have a lot of extra catachan and cadian parts to make around 3 whole squads. but thats a while off as i got lotsa stuff to paint right now. 'mad' larkin seems very good like a vindicare except waaaay cheaper but not as good but he will at least make up his points in killing squad leaders and such. Oh yea what are the specific rules for the ghosts, it doesnt actually say... are they like each seperate hq choices? or just a fancy squad gaunt can purchase. where do you put em in a battle with gaunt or on their own?
Oh yea, whats everyones opinions on the individual ghosts and gaunt?
Last edited by Sesshomuronay; October 25th, 2007 at 07:34.
on a side note, anyone ever consider that commissars may have the largest number of different models in wh40k? they have 3 older ones, 3 new ones, gaunt and yarrick
Got a "good" rumour from a GW staffer? Forget about it, LO'ers know more than any random GW shop staffer.
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Of course they are competetive.I have a Gaunt's Ghost army. Those rules you are talking about are for house games only, the rest are just normal guard with doctrines. Gaunt himself is a great leader. If you want to see a 2500 point army with tanks (which aren;t needed), searhc in the army list forums under "2500 GAUNTS GHOSTS WITH SOME OF THE CHARACTERS" to see my 2500 point list.
hope this helps. just follow the doctrines in the Codex, but u have to take out 2 i believe (as they have 7, and you can only have 5) I suggest taking out priests and independant commisars, as neither are fluffy (no priests oor other commisars in GG)
wooo 150 posts
"Like frenzied beasts, they was. But I tell you, there was never a sweeter sound than the howls of the Wulfen that night."
Sgt. Pridman, veteran of the Tlax slaughter
yea i was pretty unclear on the ghost rules and probably wouldnt even use most of em cause a lot of em seem horrible. if i wanted to use em i would just pick a model and model it to look like the ghost. oh and guy who said paint your tanks like another regiment, thats exactly what i said in that quote lol.
Actually no you don't. Re-read the section in the back again carefully regarding doctrines and Well Known Army's.hope this helps. just follow the doctrines in the Codex, but u have to take out 2 i believe (as they have 7, and you can only have 5)
Basically it says if you want to make an Army based off one of the examples listed in the back of the book (i.e. Cadians, Harakoni, Kanak, Tanith, etc.) use the doctrines (all of them) listed under their entry. And they go on to say some have more than 5 b/c they have been around for a while and have the experience or have more need for special equipment, etc, etc.
If you win games against Nids with flamers (aside from the Inferno Cannon on a Hellhound), you're playing against opponents with stupidity of impressive magnitude.