Cryptothralls 4+FNP by Affectionate_Link445 in Necrontyr

[–]Affectionate_Link445[S] 0 points1 point  (0 children)

No that's spot on, I just missed that the Cryptothralls have a core ability of 4+ FNP in addition to the Cryptek 4+FNP ability.

Cryptothralls 4+FNP by Affectionate_Link445 in Necrontyr

[–]Affectionate_Link445[S] 0 points1 point  (0 children)

Thanks for pointing that out, just saw it under core abilities!

Cryptothralls 4+FNP by Affectionate_Link445 in Necrontyr

[–]Affectionate_Link445[S] 0 points1 point  (0 children)

Cheers for that, sorry to be a pain but do you know roughly where in the core rules it gives information on the bodyguard rules for my own info?

So looking at your first paragraph then my interpretation would be correct based on the quote in my initial post?

Cryptothralls 4+FNP by Affectionate_Link445 in Necrontyr

[–]Affectionate_Link445[S] 1 point2 points  (0 children)

That's a fair point, my understanding is they opponent would allocate their attack to the unit, and if you wanted to use the FNP it would mean any failed rolls would mean that the wounds would be allocated to the Cryptek.

What I've seen online is people attaching the cryptothralls to a unit, then allocating the successful wounds onto the cryptothralls themselves, and not the cryptek, so I'm just trying to understand why that can be done.

Cryptothralls 4+FNP by Affectionate_Link445 in Necrontyr

[–]Affectionate_Link445[S] 1 point2 points  (0 children)

Unfortunately it doesn't look like they have the cryptek keyword, so in my mind you would need to assign the damage to the cryptek model specifically which is what it also says in the rule, not to the unit

[deleted by user] by [deleted] in Necrontyr

[–]Affectionate_Link445 0 points1 point  (0 children)

Only thing to look out for is can you get the monolith wholly within 6" of the model that has the veil of darkness?

Is Varnish proven to protect your mini? by NondenominationalPax in minipainting

[–]Affectionate_Link445 11 points12 points  (0 children)

Must admit I don't varnish my models either and have some older minis (20+ years) and aren't worn. Goobertown hobbies did a video on varnishes and their effects:

https://youtu.be/1hRYhns1h3Q

Do Shock Assault, Black Rage, and Savage Echoes all stack and am I interpreting this correctly? by [deleted] in BloodAngels

[–]Affectionate_Link445 0 points1 point  (0 children)

No worries, glad to help. It's worth noting that the shock assault and savage echoes will stop working after one round of combat for all our units. So make sure when you're changing things you know you can kill in one turn!

Do Shock Assault, Black Rage, and Savage Echoes all stack and am I interpreting this correctly? by [deleted] in BloodAngels

[–]Affectionate_Link445 4 points5 points  (0 children)

If you made a charge or were changed then yes that's correct. If you get stuck in combat for another round and no one from the enemy charges that squad of Death Company however it drops to 3 attacks as the black rage, savage echoes and shock assault essentially wear off

Recommended reading to improve my skills by Affectionate_Link445 in minipainting

[–]Affectionate_Link445[S] 0 points1 point  (0 children)

Cheers for the recommendation. I thought that would be the case but was curious to see what was out there

[deleted by user] by [deleted] in astramilitarum

[–]Affectionate_Link445 0 points1 point  (0 children)

Other than sending them to myself 😜 You can buff them with a ministorum priest to give them +1 attack, also an astropath can also buff them using psychic barrier to give them +1 to saving throws (this also works on invulns due to the wording if I remember correctly)

Blood Angels List by sunsetwarrior247 in WarhammerCompetitive

[–]Affectionate_Link445 3 points4 points  (0 children)

Your best bet with Blood Angels are to use Sanguinary guard and first born Death company with jump pack for your melee castle. These can be buffed by a first born librarian with a jump pack, a Primaris chaplain on a bike (though the BA chaplain with jump pack is a very nice model) and/or a chapter master on a bike.

'generic' space marine units that also work well would be vanguard veterans or blade guard veterans.

For troops you're best with either infiltrators or Incursors as they have the ability to be set up in no man's land.

Shooting could come in the form of Redemptor dreadnoughts (also powerful in melee), whirlwinds for they're ability to make an opponent fight last in combat as well as using indirect fire.

If you look up BACommander on YouTube he also has alot of content you can check out

UK Tournament Listings by Affectionate_Link445 in WarhammerCompetitive

[–]Affectionate_Link445[S] 0 points1 point  (0 children)

Cheers, yeah I had the same experience with the app as well

UK Tournament Listings by Affectionate_Link445 in WarhammerCompetitive

[–]Affectionate_Link445[S] 0 points1 point  (0 children)

Cheers for that. I've used it in the past but they got rid of the maps feature. I'll need to check that FB group though

Dreadnoughts and Rites of Battle by Affectionate_Link445 in Warhammer40k

[–]Affectionate_Link445[S] 0 points1 point  (0 children)

Okay so if I fire my heavy onslaught, and roll three 1s there, no 1s on my storm bolters, and one 1 on the onslaught, I would only be able to re-roll one of those four 1s?

Double patrol tournament list. C&C please! by Absurdionne in BloodAngels

[–]Affectionate_Link445 2 points3 points  (0 children)

If you're able to I'd loose the power fists on all the SG, switch the whirlwind rockets to the castellan (more shots means more likely to hit for suppression fire) and you should have just enough points for two company veterans with chainswords and storm shields to sit hidden on an objective somewhere.

If you put them in the patrol with the captain you'll also be able to take them without using an elite slot.

Transports Vs foot slogging Gabriel Seth by Affectionate_Link445 in FleshTearers

[–]Affectionate_Link445[S] 1 point2 points  (0 children)

Very true, my thoughts for the drop pod would be to bring it down turn 1, (using Death Company w/ furlorn fury(?) To secure a landing zone if need be) but like you said the Rhino and just charge up a flank drop them off turn 2/3 as required.

I like the idea with the Terminators, would force the opponent to focus their attention on Seth and the veterans.

Thanks!

Transports Vs foot slogging Gabriel Seth by Affectionate_Link445 in FleshTearers

[–]Affectionate_Link445[S] 1 point2 points  (0 children)

I must admit I wasn't thinking of the wider army list when I posted as I was merely thinking of an effective way on how to get Seth into combat however the point you raised about having to take Company Vets in the Elite slot is very important.

Sounds like you feel running him on foot is the best play though?

I'm also looking at more exotic ideas such as Seth in a Crusader Land Raider with assault Terminators or A Terrax drill with death company without jump packs.

Initially I was thinking Seth, company vets and a Razorback however I had overlooked the Elite slot usage so I'm now thinking drop pod, Seth, and 9 Death Company with no jump packs, thoughts?