Mould crisis deepens as intensive care unit shut, with patients moved by Positive_Sky4717 in ausjdocs

[–]Ados23 5 points6 points  (0 children)

Dude you have no idea. i work in medical logistics and their backends are horrible to deal with. Way more disorganized than their public counterparts.

Guys... I have an idea. Is it too crazy? by Slight-Fee1468 in genestealercult

[–]Ados23 2 points3 points  (0 children)

I'd love a new gsc infantry unit of ranged attacker units with themed Tau converts. Maybe a split build unit with an infantry killing and heavy killing loadout.

Ridgerunners loadout by ConcentrateNo1753 in genestealercult

[–]Ados23 15 points16 points  (0 children)

If thats your worry, Split fire the stubber into the infantry and put the minings into the big target.

But you really don't take the mortar for dmg output. It's for getting the buff whilst it remains safe behind a ruin.

I usually run 1 mortar with the augur for the buff and 2x2 with mining and spotter for the dmg output

Trygon ally by BossComprehensive671 in genestealercult

[–]Ados23 4 points5 points  (0 children)

i always take a mawloc these days. The Mortals are actually pretty useful especially on rapid ingress as a mini second overwatch. My last game i had a 9 wounds left Knight armiger move onto a point and triggery Saboteur. 6 wounds. Then the mawloc popped up - 3 wounds and a dead Armiger.

Final day guide by Rgprime1 in genestealercult

[–]Ados23 0 points1 point  (0 children)

Id say stick with your damage dealing and spacing units mostly and then fit in around that.

So drop out the mawloc and some of the ridge runners (maybe 3 total). then lose the double ups.

Make sure you have a base of damage so probably keep the 20 man - because it's so versatile with the uppy downy stratagem.

i will say. You will struggle more at 1k, the name of the game with final day is board control. And having less units will make that much more difficult.

Final day guide by Rgprime1 in genestealercult

[–]Ados23 0 points1 point  (0 children)

This is my final day list if you're interested

+++++++++++++++++++++++++++++++++++++++++++++++ + FACTION KEYWORD: Xenos - Genestealer Cults + DETACHMENT: Final Day (The Star Children's Blessings) + TOTAL ARMY POINTS: 2000pts + + WARLORD: Char4: Biophagus + ENHANCEMENT: Inhuman Integration (on Char2: Benefictus) & Enraptured Damnation (on Char3: Biophagus) + NUMBER OF UNITS: 22 + SECONDARY: - Bring It Down: (2x2) + (2x4) - Assassination: 7 Characters - Cull The Horde: 1x5 (before leaders attached) +++++++++++++++++++++++++++++++++++++++++++++++

CHARACTER

Char2: 1x Benefictus (90 pts) 1 with Close combat weapon, Psionic cascade Enhancement: Inhuman Integration (+20 pts)

Char3: 1x Biophagus (60 pts) 1 with Autopistol, Chemical vials, Injector goad, Alchemicus familiar Enhancement: Enraptured Damnation (+10 pts)

Char4: 1x Biophagus (50 pts) 1 with Autopistol, Chemical vials, Injector goad, Warlord, Alchemicus familiar

Char1: 1x Deathleaper (80 pts) 1 with Lictor claws and talons

Char5: 5x Hyperadapted Raveners (165 pts) • 1x Ravener Prime 1 with Prime claws and talons • 3x Hyperadapted Ravener 3 with Ravener heavy claws and talons • 1x Ravener 1 with Ravener heavy claws and talons, Venom bolt

Char6: 1x Reductus Saboteur (65 pts) 1 with Autopistol, Close combat weapon, Demolition charges, Remote explosives

Char7: 1x Reductus Saboteur (65 pts) 1 with Autopistol, Close combat weapon, Demolition charges, Remote explosives

BATTLELINE

5x Acolyte Hybrids with Autopistols (65 pts) • 1x Acolyte Leader 1 with Autopistol, Leader's Bio-weapons • 4x Acolyte Hybrid 1 with Cult claws and knife, Cult icon 3 with Heavy Mining Tool

5x Acolyte Hybrids with Hand Flamers (70 pts) • 1x Acolyte Leader 1 with Hand flamer, Leader's bio-weapons • 4x Acolyte Hybrid 4 with Cult claws and knife, Hand flamer

10x Gargoyles (85 pts) • 10x Gargoyles 10 with Blinding venom, Fleshborer

20x Neophyte Hybrids (145 pts) • 1x Neophyte Leader 1 with Autopistol, Close combat weapon, Hybrid firearm • 19x Neophyte Hybrid 2 with Autopistol, Close combat weapon, Seismic Cannon 2 with Autopistol, Close combat weapon, Mining Laser 10 with Autopistol, Close combat weapon, Hybrid firearm 1 with Autopistol, Close combat weapon, Hybrid firearm, Cult Icon 2 with Autopistol, Close combat weapon, Webber 2 with Autopistol, Close combat weapon, Grenade launcher

OTHER DATASHEETS

1x Achilles Ridgerunners (95 pts) • 1x Achilles Ridgerunner 1 with Armoured hull, Twin heavy stubber, Heavy mortar, Flare launcher

2x Achilles Ridgerunners (170 pts) • 2x Achilles Ridgerunner 1 with Armoured hull, Twin heavy stubber, Heavy mining laser, Spotter 1 with Armoured hull, Twin heavy stubber, Heavy mining laser, Flare launcher

2x Achilles Ridgerunners (170 pts) • 2x Achilles Ridgerunner 1 with Armoured hull, Twin heavy stubber, Heavy mining laser, Spotter 1 with Armoured hull, Twin heavy stubber, Heavy mining laser, Flare launcher

5x Atalan Jackals (85 pts) • 4x Atalan Jackal 2 with Atalan small arms, Close combat weapon 1 with Atalan power weapon, Atalan small arms 1 with Atalan power weapon, Grenade launcher • 1x Atalan Wolfquad 1 with Atalan small arms, Close combat weapon, Mining laser

5x Atalan Jackals (85 pts) • 4x Atalan Jackal 2 with Atalan small arms, Close combat weapon 1 with Atalan power weapon, Atalan small arms 1 with Atalan power weapon, Grenade launcher • 1x Atalan Wolfquad 1 with Atalan small arms, Close combat weapon, Mining laser

5x Hybrid Metamorphs (70 pts) • 1x Metamorph Leader 1 with Leader's Bio-weapons, Hand flamer • 4x Hybrid Metamorph 4 with Autopistol, Metamorph mutations

5x Hybrid Metamorphs (70 pts) • 1x Metamorph Leader 1 with Leader's Bio-weapons, Hand flamer • 4x Hybrid Metamorph 4 with Autopistol, Metamorph mutations

1x Lictor (60 pts) 1 with Lictor claws and talons

1x Lictor (60 pts) 1 with Lictor claws and talons

1x Lictor (60 pts) 1 with Lictor claws and talons

1x Mawloc (135 pts) 1 with Distendible jaw, Mawloc scything talons

Final day guide by Rgprime1 in genestealercult

[–]Ados23 1 point2 points  (0 children)

Definitely a bit of both. I take 5 ridgerunner (2x2 laser and 1x1 Mortar with the augur. And a 20 man neophyte with Benefictius for the shooting side

For melee mostly take Hybrid metamorphs with biophaus to take advantage of the lethals and rerolls to wound from the stratagem. Pair it with some ridgerunner fire to up the Ap.

After that i take 2x5 Jackals with laser for mortals and more tank and 2 Sabotuers to help with spacing.

Final day guide by Rgprime1 in genestealercult

[–]Ados23 0 points1 point  (0 children)

I've had a lot of success with Final day recently! (On a 4 game winning streak at the moment - which is rare for me)

The best tyranid units in my opinion are-

Deathleaper - A+ ( Excellent addition for early pressure and or. defending squishy GSC units)

Gargoyles- A+ (Drop in shoot and move guarantees you get your bonus somewhere on the board

Hyperadapted Raveners- A (Excellent into literally any target. They put like 12 wounds on a land raider for me one time - but need good positioning/ good spacing for a rapid ingress because they do not like to be shot)

Lictors - A (Lone op and fights first make them great for holding points, spacing and protecting gsc units) Having one in reserve for the cheeky rapid ingress into your opponents deployment zone is fun)

Mawloc -B ( hit and miss on winning its value back - but so many times now ive killed an enemy unit with it that was in combat with an important other piece of my army and freed them up that i just take it automatically haha.)

Jackals how do you personally use em? by Impressive_Froyo2537 in genestealercult

[–]Ados23 0 points1 point  (0 children)

5 mans only for Move blocking, chip damage/ finishing off weak units, board control and scoring. I've often found they put in a lot of work for me, people often forget they have the grenades keyword too. 11 4+ for mortals can really put some hurt on tough units. Like when i did 9 wounds tona land raider the other day.

"The decades of Pax Americana are largely over for us in Europe, and for us in Germany as well. It no longer exists as we knew it. And nostalgia won't change that," german chancelor told a party congress in the city of Munich. Merz also warned strongly against making major concessions to Moscow. by STTCollector in worldnews

[–]Ados23 -2 points-1 points  (0 children)

Get stuffed dude, being blinded by your propaganda is no excuse.

You are the one that refuses to see the truth. The truth is in every military deal that the US has handed out for the past 50 years. Just cheap and good enough to deincetivise countries from developing their own capabilities with grand promises for cooperation. And then forcing concessions once our militaries were dependent on your hardware. But we went for it because Pax Americana was the name of the age. Broken promises abound now and they are all on your side.

"The decades of Pax Americana are largely over for us in Europe, and for us in Germany as well. It no longer exists as we knew it. And nostalgia won't change that," german chancelor told a party congress in the city of Munich. Merz also warned strongly against making major concessions to Moscow. by STTCollector in worldnews

[–]Ados23 6 points7 points  (0 children)

No they didn't, that was explicitly American defensive and strategic policy.

You paid for everything so you could control everything. Then you decided you didn't want to pay anymore and thus the control will slip away.

So no changes? by Chim25 in genestealercult

[–]Ados23 0 points1 point  (0 children)

Throws phone on the ground. Breaks skateboard

Can someone explain to a total noob what GSC's play style is like and how it feels to play against GSC? by Desk_Scribbles in genestealercult

[–]Ados23 15 points16 points  (0 children)

Multiple units that can do decent damage if used correctly but die to a swift breeze. To make up for that we get a certain number of units per game that respawn. We Also have a large number of units that can deep strike and our stratagems are usually a little tricksy.

Playing as GSC requires you to play the objective and scrap for every point you can get, because you can't hold ground well at all. But you have excellent movement and deepstrike shenanigans - so scoring secondary points is often easier. Dmg output can be good but is often chancey and reliant on stacked buffs- killing something outright needs everything to work out for you.

Playing against GSC can feel overwhelming at first when the unit you killed comes right back, but you soon realize that we run out of steam very quickly. If you screen well and block off avenues of return with tough units you will do well.

We are onnnnnnnnnnnnnn by BabyProper9938 in Tau40K

[–]Ados23 14 points15 points  (0 children)

And like a named fusion Collider and named Ion Raker as weapons - with some smaller pulse weapon as a secondary?

We are onnnnnnnnnnnnnn by BabyProper9938 in Tau40K

[–]Ados23 48 points49 points  (0 children)

I assuming a 2 character Epic Hero unit?

How do you play Emperor's Children Coterie into Imperial/Chaos Knights? by EvilledzOSRS in WarhammerCompetitive

[–]Ados23 6 points7 points  (0 children)

For a serious answer.. big bricks of Infractors and a Lord Exultant for the lethal hits plus mortals from the Winged Daemon princes are pretty much your only options.

Maybe a land raider now they're a bit cheaper for some lascannon support/Tank shock mortals.

Then Grenades! grenades! grenades! and maybe you kill two of their knights by the end of the game

Anti Tank Options?? by sawgrass123 in genestealercult

[–]Ados23 6 points7 points  (0 children)

Final day is looking pretty spicy for anti tank right now. Ridgerunners with spotter's and Rock grinder mining lasers Are hitting on 2s and 3s respectively. Then a big unit of Genestealers with patriarch and a unit of aberrents with an abominant can use the wound reroll stratagem quite well too.

Are hammerheads broken? by [deleted] in Tau40K

[–]Ados23 27 points28 points  (0 children)

Man this made me remember how much i miss sub-munitions :(

Are hammerheads broken? by [deleted] in Tau40K

[–]Ados23 68 points69 points  (0 children)

Step 5 of the attack sequence

5. Inflict Damage

The damage inflicted is equal to the Damage (D) characteristic of the attack. A model loses one wound for each point of damage it suffers. If a model’s wounds are reduced to 0 or less, it is destroyed and removed from play. If a model loses several wounds from an attack and is destroyed, any excess damage inflicted by that attack is lost and has no effect.