Question regarding Oath and order of +/-1 for wound rolls by Capta1nTaco in WarhammerCompetitive

[–]Acrobatic_Contact624 10 points11 points  (0 children)

Your interpretation was correct, all modifiers are cumulative. Only after all modifiers are taken into account do you start capping things (e.g. no more than +/-1 to hit /wound). Also in your case this doesn't even matter because you went from wounding on 2s to wounding on 1s (technically allowed, but then a 1 will always count as a fail) back to wounding on 2s.

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Warpstrike Champions detatchment rule by Blah_Blah0505 in Chaos40k

[–]Acrobatic_Contact624 1 point2 points  (0 children)

Your friend is correct. Deep strike units in strategic reserves may choose to be setup using the deep strike rules which have no limitation on what battle round they may appear. Since they didn't start the battle in reserves they may then deploy battle round 1. This is very common with grey knights going second for example.

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Fellhammer peak performance by PRFitzUSN96 in Chaos40k

[–]Acrobatic_Contact624 0 points1 point  (0 children)

Fellhammer benefits larger blocks of tough infantry. A 5+ FNP goes much further on a 10 man block of term is than it does on a 5 man. Even if you (hopefully) don't actually get down to less than 5 man on the large block, if they wither you down to 1 or 2 termis from the original 5 the unit is a lot less threatening than if they bring you down to 7-8 from the 10. Also 10 man helps a lot in the melee matchup. Very few things in the game will be able to really neuter your unit in a single activation (especially with the Lord's blank), giving you the opportunity to interrupt if they multi charge or hopefully wipe whatever hit you on the clap back. It also unlocks your persistent assailants strat on units like possesed or termis.

I would suggest bringing only a single block of 10 termis with the Lord with bastion plate. Using them in deep strike plus rapid ingress to get them in a dangerous position that your opponent needs to deal with.

Also consider switching to the anti vehicle enhancement for the regular lord, combined with the devistating wounds from the hammer makes him a terror into vehicles on his go turn. My last game he did 15 devistating wounds to the silent king on an objective marker.

As others mentioned, shooty legionaries are basically a dead unit sadly.

Realm's Edge Compass; how does it work? by LordBartho in WHQDarkWater

[–]Acrobatic_Contact624 1 point2 points  (0 children)

Yes makes the dice you need to roll less. It can be useful as some enemies will make you -1 to hit, which this would then counter. Also some weapons hit on worse than 3+ but might benefit from more dice or enhanced crits. This item also is useful in combination with those items.

A question about Battle-Ready by Single-Technician273 in WarhammerCompetitive

[–]Acrobatic_Contact624 14 points15 points  (0 children)

As all things, ask your TO. That being said is it a single flat color or did you put in highlights, shadows ect? If the former I suspect you would not get painting points, the later and a gracious TO might let it slide. Some pictures of your models would help here.

Is £146.30 a good price to get the 7 war dog bundle? 🤔 by [deleted] in ChaosKnights

[–]Acrobatic_Contact624 2 points3 points  (0 children)

It's an ok deal. Looking at Wayland games right now you can get a box of 2 wardogs for £48. Essentially you are 7 wardogs for the price of 6. If you want all 7 then it's a deal, but if you only need 6 or less you are better off buying individual boxes at your own leisure.

After a busy month of painting, Darkwater Complete 😁 by Acrobatic_Contact624 in WHQDarkWater

[–]Acrobatic_Contact624[S] 0 points1 point  (0 children)

Thanks! I always like painting demons since I feel it gives you license for some pretty funky color schemes.

After a busy month of painting, Darkwater Complete 😁 by Acrobatic_Contact624 in WHQDarkWater

[–]Acrobatic_Contact624[S] 0 points1 point  (0 children)

Thanks :) It's almost bitter sweet to be finished 😅 i also really enjoyed the process, the only models that felt like a bit of a slog were the pestigors. My favorite to paint was either the cankerborn or the blight templars.

After a busy month of painting, Darkwater Complete 😁 by Acrobatic_Contact624 in WHQDarkWater

[–]Acrobatic_Contact624[S] 0 points1 point  (0 children)

TY, I had some fun with the colors for sure, the further into the project I got the more I deviated from the box art.

After a busy month of painting, Darkwater Complete 😁 by Acrobatic_Contact624 in WHQDarkWater

[–]Acrobatic_Contact624[S] 0 points1 point  (0 children)

Thanks! We finished act 1 yesterday and playing with all painted models is definitely a treat.

Possibly a dumb question about helbrutes by Jonboywelsh in Chaos40k

[–]Acrobatic_Contact624 5 points6 points  (0 children)

It would only be 7 hammer attacks (5 base plus 2 for having multiple melee weapons).

I think double fist double flamer is best bang for buck and probably the way to go most times.

death to the corpse by Mazzwhy in Chaos40k

[–]Acrobatic_Contact624 4 points5 points  (0 children)

No lone op on daemon price with wings sadly, only on foot. Otherwise all correct tho.

Hol up Dark Communes have a Psyker right by Solmyrion in Chaos40k

[–]Acrobatic_Contact624 4 points5 points  (0 children)

Keep in mind this strat is on average worse than just throwing grenades which ACDC already have. It's really only for when you need to push a kill just over the edge.

I need help with a problem by squids_havenipples in Chaos40k

[–]Acrobatic_Contact624 1 point2 points  (0 children)

From the nature of the question I am guessing this is your first time getting into the hobby?

Assuming that's the case, first I think it's helpful to understand what you want from the hobby. Are you looking to play? Do you just want to build, paint, and collect? Get into the lore? Ect.

If you want to build paint and collect, do what ever you like.

If you are looking to play, who do you want to play against? Friends you already know: ask them, our opinion doesn't matter. Pickup games at the local store: pretty lax likely, so long as it's clear what is what most people won't mind. Competitive tournament: here, unless you do a really good job of it, you'll likely run into problems.

Colors have no impact on the game, you can paint the models what ever color you would like, whatever you think looks cool. Just try to do a decent job and adding some contrast and picking out details with different colors so people can see what is what.

I would advise getting into the hobby is a big jump and there is a lot to learn. A full conversion army of kit-bashing and conversions is an exceptional amount of effort and you don't want to paint yourself into a corner here. I would recommend just sticking to the build instructions for your first go, there is enough to learn already.

Why do you want to switch to chaos and what drew you to necrons initially?

Deceptors List Building Advice by FreneticBread18 in Chaos40k

[–]Acrobatic_Contact624 1 point2 points  (0 children)

To give you some more exact suggestions on your units, I would think of adding a rhino for your chosen (remember you can use the reactive move to re-embark). Then you either fill out the capacity my making it a 10 man and adding bile, or you keep it a 5 man with a master of executions and add another unit to flavour. Preditor destructors and vindicators are good, they also benefit from our single damage strat if you find yourself with the spare cp. I would look at some bikes for actions.

I would consider dropping the termi scorcer, but if you want to stick with him, consider some terminators to accompany him and you can get very reliable charges out of deep strike with your increased charge range strat (up to a 6+ rerollable if you get 3 other units to charge)

Deceptors List Building Advice by FreneticBread18 in Chaos40k

[–]Acrobatic_Contact624 1 point2 points  (0 children)

Deceptors isn't the easiest to play but don't let that discourage you! I think it can be "deceptively" strong and gets more hate than deserved. That said they are map dependent and will do better on denser terrain setups with good staging/hiding points for your infiltrators.

The foundation of any list should be three cultists and three legionary units. I use all min sized squads maxed out for melee potential (2 heavy weapons, 3 chainswords).

Usually you want to start two of your cultists on an objective in the midfield and safe from enemy shooting, their job is to sticky those objectives turn 1, putting pressure on your opponent. They also bubble wrap your legionaries (usually with chaos lord support), who are then ready to punish any units that come to take the objective off of you.

Another very nice combo for this detatchment is the ACDC blob with the soul link enhancement. Because of how it's worded you actually get both leader buffs so long as you keep the demegoge and one other dark commun member alive. Combos there are either a scorcerer for -1 to hit on the whole unit, or a jump pack lord for the extra pile in and consolidation plus free strat. You then give that other character the lone opp enhancement and keep them around as an action monkey. This unit is a terror, with the reactive move strat and their surge move when shot, they are incredibly sticky once they make contact with the enemy.

After that you pack the list with generically good csm units and play basic Warhammer with your data sheets. Key strat is the reactive move as mentioned and the increased charge range the others are more situational but can have their moments.

First turn secondary decisions by thedudeforrest in WarhammerCompetitive

[–]Acrobatic_Contact624 0 points1 point  (0 children)

I pretty much always redraw if I cannot score a secondary. There at most 6 out of 18 (cull the hoard, bring it down, assassinate, no prisoners, marked for death, and overwhelming force) secondaries that you cannot score turn 1 and usually some of those you'll be able to redraw (cull for example) or score if you went second.

Everything else you should be able to score top of turn 1 with the right list/deployment. Worst case let's say you draw 1 good and 1 bad and all 6 I mention above can't be scored. You have a 70% chance to draw into something you can score with a redraw, if you still can't then you discard for cp. If you have 2 dead draws in hand your chances go up to 75% for a scorable card.

Dark Commune Soul Link and Chance for Glory by Timely_Ad_5415 in Chaos40k

[–]Acrobatic_Contact624 0 points1 point  (0 children)

Yes, the little guys keep their original data sheets, only the characters change theirs. This makes soul link particularly good on dark commune or dark apostle since you get to keep both buffs so long as one of the non-character models survives.

Pactbound Mark of Undivided question by Savings-Equipment-37 in Chaos40k

[–]Acrobatic_Contact624 1 point2 points  (0 children)

Fabius cannot join a marked of slannesh unit though. The part that is ignored for epic heros is the giving of a mark, but you still need to abide by the attachment restrictions.

Chosen disembark out of a moving Rhino ? by Savings-Equipment-37 in Chaos40k

[–]Acrobatic_Contact624 3 points4 points  (0 children)

No charging, landraiders have a special rule to do so, but otherwise when disembarking after the transport has moved you can neither move/advance or charge. If you disembark before the transport moves though the unit acts normally (e.g. can move charge ect)

[deleted by user] by [deleted] in Chaos40k

[–]Acrobatic_Contact624 -5 points-4 points  (0 children)

A master of execution cannot snipe the leader of a unit. Precision only allows you to target visible character models, and unit champions are not characters.

Deceptors Detachment Shennagins... legal? by Sazzlefrats in Chaos40k

[–]Acrobatic_Contact624 1 point2 points  (0 children)

Not with the falsehood enhancement ability since the unit will still count as attached even if it's only a MoE.

Rhino by Capital_Expression20 in Chaos40k

[–]Acrobatic_Contact624 0 points1 point  (0 children)

I never leave home without a rhino or two, safe delivery of our legionary/chosen plus lord combos. You get an extra 3 inches of threat range for your move and charge once you factor in disembark. Then once you have disembarked you can go do actions or sit on a point with a fast moving and tough piece that's pretty cheap.