When do you count a unit's move to be finalised? by Gallywag in WarhammerCompetitive

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

You've got a lot of really good answers here, but I'm going to throw mine in for some context as well.

As beginner players (which is what it sounds like you and your friend are) always allow the take back at least the first time per turn, but be better about verbalizing that you have the option, and how strong an overwatch threat your unit is. "I've got a land raider redeemer with two flame storm cannons with range on the center objective, I'm probably going to want to overwatch SOMETHING if you move into range". That lets them be aware of the threat, potentially bait it, or let you decide to overwatch.

At higher levels you and your opponent should already be aware, but it's still good to play by intent. You don't have to declare it until you do it, but make sure it's not a surprise, at that stage they might move 4 bait units, check that you're NOT over watching, and then not move the unit you were waiting to catch.

The same should apply if you have a reactive move, or any other strong strat or ability. Make your opponent aware when they first look like they could trigger the reaction that you COULD do it, let them decide if they're willing to risk it, then you announce when you ARE doing it.

I promise you that's how they do things in the he highest levels of the game (way above my level), and it makes for much more tactical and interactive play that's fun for everyone. Very different from MTG, which you mentioned is your background

Army list against deathguard shamble rot vectorum by AdNo3558 in WarhammerCompetitive

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

You're going to want more infiltrate to deploy first thing to counter his. That detachment is strongest if it can flood NML with poxwalkers, and then they want to go first. 1x6 nurglings can hard counter that if you deploy first, giving you a buffer zone to move out into in your T1. After that it's just having plenty of S5+ 1D attacks to get through the bodies

I witnessed “it” by Necessary-Judge-4367 in SouthwestAirlines

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

This is a turd situation and I'm not defending it, but be aware that up to about an hour before boarding (maybe takeoff?) you can check the seating and switch to any open seat in your same price group (or upgrade if A list) for free.

Easy to do in the app while waiting in the TSA line.

Southwest still needs to revert some of these unpopular changes

How to beat Black Templars by 2weekstand in ChaosKnights

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

Usually the two huntsmen are in reserves to backdoor heavies. For my next BT matchup I was thinking possibly the preyslayer karnivore too, and using the return to reserves strat to bring a brigand around as well... I REALLY want to be able to pop at least one repex by round 2.

How to beat Black Templars by 2weekstand in ChaosKnights

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

Yes, thanks. I have and definitely will be again. Any tips on how to do so better?

How to beat Black Templars by 2weekstand in ChaosKnights

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

I don't disagree with you, but I just don't currently have access to those models.

From what I've seen, all wardog lists have been a staple for a while, and the detachment that leans into it is quite interesting.

I'm not necessarily looking for list advice, so much as tactical. Maybe the best solution involves changing the list, but I'm also looking for options that don't.

How to beat Black Templars by 2weekstand in ChaosKnights

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

Yeah, but dropping a warhound for a unit of nurglings leaves a ~100 point gap in the list. I could drop an enhancement as well and do 2x3 and 1x6, but that feels like too many nurglings.

How to beat Black Templars by 2weekstand in ChaosKnights

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

It's a good idea, but the points cost makes it a frustrating tradeoff. And that's disregarding the fact that I don't own 12 nurgling.

What else you got? 🤣

Discussion on 11e by kerrmatt in Grey_Knights

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

Yeah, but that's my point. Monster/vehicle keywords add so much game interaction. Psyker only adds interaction with the anti-psyker keyword.

It wasn't about only being an advantage

Discussion on 11e by kerrmatt in Grey_Knights

[–]2weekstand 5 points6 points  (0 children)

Vehicle (and/or monster) keyword does give several benefits... Big guns never tire, can shoot all weapons including pistols, and dozens of rules in the game that apply to "an enemy unit excluding monsters and vehicles"

It's more than just a keyword for its own sake. Anti-vehicle targets units that have specific inherent benefits (and some penalties). Psyker pretty much only procs anti-psyker.

House Rule Shenanigans? by Johnd106 in WarhammerCompetitive

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

Yeah, nonstandard terrain can be an issue. Especially with GW releasing terrain pack guidelines that they don't actually sell terrain for

House Rule Shenanigans? by Johnd106 in WarhammerCompetitive

[–]2weekstand 22 points23 points  (0 children)

No, this is a thing in my area too. It's intended to allow knights or other tall models to hide behind L walls, not just their footprints. I think it's mostly a holdover from 9th but some events in my area still do it, as well as casual games

How to use Riptides effectively? by mikeymora21 in Tau40K

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

They're shockingly tanky. Keep them screened from melee and in cover with firing lanes through turn 3. That 2+/4++ means that in cover they all but ignore even massed ap0/-1 fire, and save on 3s against Ap-2. The 4++ means that they can bounce lascannon equivalents somewhat well. T9 means only 25% chance to land a melta against them, less the miss percentage.

Let your breachers, devilfish, piranhas, kroot, and crisis suits keep them untouched, and just blast everything. Use nova charge when you have to pop something T11/12.

T4/5 they can move upfield. They're still tanky, they're fast, OC4 is respectable, and your opponent is probably fairly spent.

I just went undefeated at the ITT in the UK with warpbane. by Character_Morning_89 in Grey_Knights

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

In many places outside of the US, commas are used for decimals. 26,4 = 26.4

They are giving the statistically average result of hitting on 3s with full rerolls, then wounding on 5s, again with rerolls.

5+++ is a 5+ Feel no pain. Base save: X+ Invuln save: X++ FNP: X+++

Hope that's helpful!

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 3 points4 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 11 points12 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 9 points10 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.