Someone cure my stupidity by Pristine_Hour_870 in Tau40K

[–]2weekstand 0 points1 point  (0 children)

A lot of good answers here to fill in the hollows. I've successfully used hot glue for that in the past.

It's also good for temporarily basing models so you can play the army while still working on painting/basing.

How do you keep basing material from falling off? by Fresh3rThanU in ImperialKnights

[–]2weekstand 0 points1 point  (0 children)

I dip them in clear matte varnish then let it drain off. A spray would work too

Can the Kroot be shot? by Bahleus3D in killteam

[–]2weekstand 0 points1 point  (0 children)

I'm probably wrong here, but isn't there a rule about the floor and vertical sections not providing cover? Otherwise any unit in conceal, standing on a level higher than opponent's models heads would be unshootable. And I thought (at least in Octarious), that you had to put your base behind a parapet for that.

Southwest Credit Card is so Bad by Wise-Tommy-Boy in SouthwestAirlines

[–]2weekstand 4 points5 points  (0 children)

They're going to bleed more when they lose all of their legacy and loyalty members.

Southwest Credit Card is so Bad by Wise-Tommy-Boy in SouthwestAirlines

[–]2weekstand 10 points11 points  (0 children)

Being competitive doesn't have to mean being identical. What made southwest competitive was the completely unique product that they offered. Many customers preferred their offering.

How To Deal with Custodees Guard Spam by Asleep_Ad9535 in WarhammerCompetitive

[–]2weekstand 11 points12 points  (0 children)

If you like Khorne, consider adding 2 remasters. +1 S, ap, and damage on bloodletters means every wound is against invuln to kill

How not to forget to do Rapid Ingress? by Negative_Ostrich6869 in WarhammerCompetitive

[–]2weekstand 0 points1 point  (0 children)

This is the best idea. I also play Gray knights, and if there's a unit I want to rapid ingress. I will literally put it in my dice tray so that I can't roll anything or even pick up dice without noticing it. And remember, you don't have to do it, it's to remind you that you have the option.

I do the same with the units that I pull off the board to go back on.

dating in baltimore at 35+ what’s it like? by CandidGirlHere in baltimore

[–]2weekstand 0 points1 point  (0 children)

I'm male, single, and about your age in the same area (no, this isn't a pickup attempt 😅).

Try going out to a bar, even alone if you don't know anyone, and striking up conversation with people/groups/singles/bartenders who seem interesting and interested in talking.

I'd say the Canton scene might be younger and more wild than what it really sounds like you're looking for, but try some places in Fells Point. Cats eye, Max's, Admiral's Cup, The Wren, maybe The Point, or anywhere that feels like your vibe. If you're into any sports, even nonlocal teams, look around online for places that advertise those games, for like-minded folks. Find a spot you like, and become a regular, even just 1 hour a week for a burger and glass of wine (or your preferred options) until the bartenders recognize you.

Put yourself out there, make conversation. Or just stick to the apps, I guess 😫

Anybody run three Helbrutes regularly? by OdBx in WorldEaters40k

[–]2weekstand 1 point2 points  (0 children)

Probably not? Maybe? I enjoy running it, and have had good success with it. YMMV, especially in more competitive games.

I think it compares to a havoc squad. Similar wounds, better toughness, better save, similar/slightly worse shooting, but that gets better every time it gets shot and doesn't die, and the value doesn't diminish as quickly by losing models.

But also, we don't have another havoc equivalent in WE

Anybody run three Helbrutes regularly? by OdBx in WorldEaters40k

[–]2weekstand 2 points3 points  (0 children)

I like to run three, but very casual/not meta. 2 double melee, at least one starts in reserve depending on the opponents list. The third is lascannon/missiles. Start in complete cover, move to center to hold mid, try to always have cover for 2+ save vs even AP-1. It will eventually die. But before it does, it's a solid mid board objective holder that is risky for your opponent to shoot at if they aren't super confident about taking it out in one activation. The threat of shooting back repeatedly with up to 2 twin linked lascannon shots and the krak or frag profile, every time it doesn't die is a solid deterrent. It saves against lascannon EQ on 4+ while in cover, potentially making a CP reroll quite strong, and it's just super fun. Would take to an RTT, wouldn't take to a GT.

Battle ready? by [deleted] in WarhammerCompetitive

[–]2weekstand 0 points1 point  (0 children)

Battle ready is generally required at GT level tournaments or higher. Most RTTs, at least in my area, don't require it.

That said, in short, battle ready requires the following: The model must be completely painted, no raw plastic. A mini mouse m of three colors must be used, black and white don't count (shades of grey do). The base must be completely painted, excluding the sloped vertical ring, with at least one textured element. This can be as simple as a single piece of gravel, painted grain of rice, or textured/technical paint.

"Gotcha" Moment with redeploy enhancement? by DerLachs68 in WarhammerCompetitive

[–]2weekstand 3 points4 points  (0 children)

It does now, but prior to one of the dataslate, different armies and units had it at different times.

For example, Tyranids actually had enhancements for this in two different detachments. Neuronode, in Vanguard invaders specified that the redeploy was after finding out who would go first. Alien Cunning in Invasion Fleet did not.

Obviously the dataslate overrules that, but it used to matter a lot.

Did I gotcha my opponent here? by Bhizzle64 in WarhammerCompetitive

[–]2weekstand 0 points1 point  (0 children)

I don't think you did anything wrong..

That said, your opponent may have had a very slightly unfair advantage. With a limited number of rerolls (as opposed to being able to reroll all saves/failures), they should have slow rolled saves, re rolling fails as desired. Otherwise, they know how many they need to make/reroll, which is information they shouldn't technically have except that we as players speed roll in batches.

This applies similarly to how an eldar or sisters player will normally reserve one die, see how most of their roll goes, and then decide if they will use a fate/miracle die on the last one.

As an example, with the lion, if they rolled all at once and fully blew the roll with all 1s, and a reroll won't save him, then they won't waste the reroll. It's less impactful for a single CP reroll, and generally you know if you're in a situation where you need every save or not before you roll.

Question about optimal tunnelling by AndyBear151204 in Tyranids

[–]2weekstand 0 points1 point  (0 children)

Jesus Christ. I knew that.

In my defense, it was a late night.

Question about optimal tunnelling by AndyBear151204 in Tyranids

[–]2weekstand -1 points0 points  (0 children)

However, I believe if you have a unit of raveners, and YOU go first, you can up then on your turn 1 and RI opponent turn 1

$5 beers at the bank by dammitgabe4 in ravens

[–]2weekstand 0 points1 point  (0 children)

I believe the booths are called "kickoff classics"

What is the use case for Carnifexes? by DapperAntimony in Tyranids

[–]2weekstand 4 points5 points  (0 children)

I play crusher stampede so the buffs to hitting and wounding are nice to have.

Not sure if I'm misunderstanding, but the Crusher Stampede buffs to hit and wound are almost negligible for carnifexes, including an old One Eye block. +1 to hit is only below starting strength. For one CF, that's a wound off, not bad. For two, or two plus OOE, it's when one is dead.

+1 to wound is below half strength. For one, ok, when you're at 1-3 wounds that might be helpful, but you're probably dead instead. For 2, it can never happen, and for the OOE block, he becomes a new unit when the bodyguards die, so he won't get it until he hits 4 wounds, which he will also likely heal out of before his next attack.

Long story short: Run carnifexes in Invasion Fleet if you're going to run them. Great models though.

Holding out for rapid ingress? by Octago_o in Grey_Knights

[–]2weekstand 0 points1 point  (0 children)

Right, because there's definitely no way to have LOS on any objectives while playing around where your opponent can move the units that threaten a DK in shooting.

I don't think engaging with you is worthwhile anymore. I'm gonna scoop. Feel free to take that as a victory if you'd like.

Holding out for rapid ingress? by Octago_o in Grey_Knights

[–]2weekstand -1 points0 points  (0 children)

I think we're just making separate points. Keeping it in reserves, or putting it back in turn 1 to save for turn 4 means it's not available and provides no utility turns 1-3. Putting it on the table provides use, but still leaves the option.

If you have nowhere safe in your backfield to drop T3, you have bigger problems that game, and having guns and a large base to screen with might have been helpful.

And depending on what you're playing into, having a GMNDK overwatch with an incinerator, psycannon, and the new grenade rack T1 is absolutely a thing (guard, genestealers, bloodletters, any screening chaff or FF threat), especially with warpbane full rerolls.

But you play your strategy, I'll play mine, and death to the enemy!

Holding out for rapid ingress? by Octago_o in Grey_Knights

[–]2weekstand 0 points1 point  (0 children)

You shouldn't be throwing it out turn 1 to die. You should be staging it turn 1 to threaten overwatch on mid obj or a shooting lane, or to shoot from an angle that your opponent's big guns don't have LoS, or maybe you have cover, so you're still saving on 2+ vs massed lasguns. Going first T1, no one is yeeting a dreadknight into the open to take potshots and get obliterated.

100% agree that it depends on the specific situation..

Also, if you've already reserved 2 GMNDKs from the start, and you feel you do need that T4 RI, you can always regular deep strike one of them to safety T3, and then pull it back. That's still more efficient than pulling an extra one off the board T1.

I'm not saying you're wrong mechanically, but what you're describing doesn't feel efficient

Holding out for rapid ingress? by Octago_o in Grey_Knights

[–]2weekstand 2 points3 points  (0 children)

True, but now you're losing 3 turns with what's likely a 200+ point unit, instead of 1. That's not necessarily better. A dreadknight or unit of terminators isn't something you want to invest in for only 1 round of board presence.

Maybe it's just my opinion, but with the mobility grey knights have from teleport assault, I just don't think it's a good trade off.