Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
In the Patrol senario (40k in 40mins), what do you do about the tomb spyders artificer ability? The rules say that there can't be any W3 models, but these aren't from the army list... Would it be reasonable to play them with two wounds, or strike some other bargain with the opponent? Post your thoughts on this dilema...
Actually me and my friend play patrols because we both started our armies and don't have a lot of troops. I do use this ability and he really doesn't care ,b ut I say strike a deal with the opponent if hes a nice guy or girl they'll let it slide.
Shouldnt be a problem. If your oponent complains, use a d6 to decide. This is the "official" way of dealing with disputes and far to many people forget that.
Mentor of Space Marine Commanders far and wide.
Efficiency VS Point Cost VS Ease Of Use - Your best bets:
1) Chaplain led Assault squad - 2 plasma pistols, powerfisted sergeant
2) 8 man Devastator squad - 4 missile launchers
3) Land Speeder Tornado - HB + AC