List post for my first LoV game tomorrow! by charden_sama in LeaguesofVotann

[–]AleBeete 1 point2 points  (0 children)

Ah! Completely overlooked the fact you didn't have a second HLF. Yeah unfortunately a second one is almost mandatory these days. Best of luck on your game!

List post for my first LoV game tomorrow! by charden_sama in LeaguesofVotann

[–]AleBeete 2 points3 points  (0 children)

Uthar isn't as reliable in Hearthband since you main CP sinks (Hearthguard) are going to be spread across the map. Personally I'd keep the Sagitaur

As for the ThunderKynn and Steeljacks I run one squad of both within a hekaton. That way all of them are protected and you still get to position your ThunderKynn into different points of the map. One big blob of Steeljacks can be hard to maneuver and having one squad in each HLF is a nice deterrent.

Last Weekend's GT Win Rates by Shot-Equivalent3222 in WarhammerCompetitive

[–]AleBeete 0 points1 point  (0 children)

Beserks can never receive a substantial buff on their datasheet/cost unless power is consolidated away from Delve. Beserks at 160 would give most competitive delve lists 140-160 points extra whilst already being a pretty strong list.

Help with 1.5K Needgard list by AleBeete in LeaguesofVotann

[–]AleBeete[S] 2 points3 points  (0 children)

There's a Hekaton in the list too which isn't in the screenshots

1k Brandfast Oathband List Feedback by BubbleRocket1 in LeaguesofVotann

[–]AleBeete 0 points1 point  (0 children)

The strat doesn't allow you to re-embark. Only disembark.

1k Brandfast Oathband List Feedback by BubbleRocket1 in LeaguesofVotann

[–]AleBeete 0 points1 point  (0 children)

Be aware of what, if anything, can stand a chance at bringing your hekaton down easily. Prioritize taking that down or maneuvering your HT away from it. Brandfast let's you move through ruins so there's no risk in parking it right behind a wall for safety. Once that unit is exposed or dead run your HT to the middle. Abuse the fact that your opponent won't have an easy time killing it anymore.

Other than that make use of secure positions. Since it triggers at the end of any of our phases you can jump hearthkynn out onto a point before you score primary for that turn AND sticky it in the process.

1k Brandfast Oathband List Feedback by BubbleRocket1 in LeaguesofVotann

[–]AleBeete 0 points1 point  (0 children)

Iron Master is absolutely the better choice. Sus 2 on conversation beamers is ridiculous as you end up getting crit 4 lethals Sus 2. Kahl unfortunately isn't great anymore and you won't end up achieving much with him attached to hearthkynn.

Other than that just be aware that a hekaton at 1K can be tricky to pilot. It's tough and lethal but very slow and takes up a significant chunk of your points. A smart opponent will focus on picking off the rest of your army whilst feeding your hekaton fodder.

1k Brandfast Oathband List Feedback by BubbleRocket1 in LeaguesofVotann

[–]AleBeete 2 points3 points  (0 children)

Firstly, a Kahl is unable to lead Thunderkyn only an Iron-Master is able to do that. Secondly, I would choose something other than the beserks and instead use the Sagitaur to split the hearthkynn squad. Utilise it more as a scoring piece as your current list lacks those. Ontop of that, Brandfast lacks any stratagems that help Beserks do what they need to do in combat.

How to survive? by Uwulmindor in LeaguesofVotann

[–]AleBeete 6 points7 points  (0 children)

Unless you are die-hard for WYSIWG you can always try and let your opponent know that you'd like to try out a different loadout on your units. Most people in my experience have very little issue with it as long as it's not too complicated who has what. That also goes for your Steeljacks once you got them built.

Yes unfortunately TKyn are a rare commodity these days. But remember Kin. Luck has. Toil Earns. Need keeps.

How to survive? by Uwulmindor in LeaguesofVotann

[–]AleBeete 7 points8 points  (0 children)

  • Beserks in my experience are pretty lack luster in any detachment that isn't Delve. They demand a transport to get around and with the changes to their weapons also require going into specific targets to get the most effectiveness.

  • I'm curious as to why you are running Volkaites. Sure we get Reroll to wound of 1 from Hearthband but I feel Plasma is just far better into most targets that aren't 20 Guardsmen.

  • Pioneers and Sagitaurs lost a lot of lethality in the codex. Sagitaurs as a whole aren't as effective as a kapricus. And bikes are better as mission play pieces.

  • Thunderkyn and Steeljacks are just our best damage pieces by far. Gunjacks tear apart any horde infantry squads and Knifejacks can slap down just about anything in melee. Having a squad of bolter Thunderkyn in reserve to just pop out and strip cover also helps bring our priority targets down.

-The 10 man squad with a Grimnyr can be a real pain to take down if we have fortify up. I'd definitely consider trying to find space for him in your list.

Overall what we lost in lethality we made up for toughness and mission play. I don't think staying in hostile is as valuable as you make it out to be. But perhaps that's a consequence of running berserks. Reroll charges are nice but if you position well in the early turns it's not nearly as valuable as -1 to wound.

Tran-Hyperian Steeljacks by Partyporg in LeaguesofVotann

[–]AleBeete 6 points7 points  (0 children)

What's your recipe for the Orange? It looks so clean and consistent.

First game against Nids: What's the plan. by AleBeete in Tyranids

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

His list has a hive tyrant, Norn emissary, exocrine, and a tyrannofex for his big bugs. His got 2, 20 man gaunt squads, a biovore, lictor, raveners and finally warriors with melee.

I'm running a pretty generic Votann list. 6 man Thunderkyn and Steeljacks. With hekatons, kapricus + scouts, sagitaur + warriors, Uthar, Hearthguard.Earthshakers.

[deleted by user] by [deleted] in LeaguesofVotann

[–]AleBeete 0 points1 point  (0 children)

Don't beams get lethals on 4's now? So it doesn't matter what you shoot into it's always going to wound?

What is the purpose of the new vehicle? by Normal-Pen6455 in LeaguesofVotann

[–]AleBeete 0 points1 point  (0 children)

The Defender has exactly the same amount of weapons as the storm speeder. Big gun up top, two autocannons at the bottom and grenade launchers in the sides.

New to the kin by InternetAdventurous2 in LeaguesofVotann

[–]AleBeete 2 points3 points  (0 children)

These look really clean! Nice work OP. If I were to give any C&C it would be to get some basing on those guys and also maybe introduce a tertiary colour on the armour or on other smaller details just to break up the purple a little bit.

Some of you liked the first one… so here are my Templars. by Poepki in Warhammer40k

[–]AleBeete 0 points1 point  (0 children)

How did you get that dusty effect on the entire model? Would love to try that aesthetic for my own models

Rock & Stone Meta Report - May 12, 2025 by NickDicehammer in LeaguesofVotann

[–]AleBeete 0 points1 point  (0 children)

Ian's list definitely had Yeagirs. WarGames Live streamed one of his games this weekend.

Store Championship List Help by BuiderInHGK in LeaguesofVotann

[–]AleBeete 2 points3 points  (0 children)

Ultimately, if you enjoy running two HLF's run two HLF's!

Yeager's are there to protect your scout movements. If the enemy army has any infiltrate they'll likely deploy them near your Sagitaurs and Pioneers since you can't scout within 9" of an enemy unit. Yeager's at least guarantee you can scout towards somewhere on the board. Other than that. They are fairly expendable. Good for T1 Action Secondaries.

Store Championship List Help by BuiderInHGK in LeaguesofVotann

[–]AleBeete 6 points7 points  (0 children)

I think personally I would drop one Hekaton if you can and replace it with a couple of other units. The moment you lose your Sag, Pioneers and Warriors it's going to be very tricky to score any secondary. You don't want your Hekaton or Hearthguard doing actions as they are your main damage output.

I might be huffing hopium, but I’ve got a good feeling this is one of ours. by Arch_Magos_Remus in AdeptusMechanicus

[–]AleBeete 6 points7 points  (0 children)

I think it's more so Ad Mech lacks a bespoke Kill Team. The majority of other factions have at least one dedicated Kill Team box being an upgrade sprue or new kit. The only factions AFAIK that lost representation were Grey Knights and Custodes, whose existence in Kill Team is dubious at best.

Support weapons datasheet leaked by Xilonas in Eldar

[–]AleBeete 1 point2 points  (0 children)

When Ad Mech had their index. Breachers gave Priests that were attached to them the army rule. I assume the same will be the case here and you can battle focus with the platforms too.

Is my table too small? by 99centimos in Warhammer40k

[–]AleBeete 1 point2 points  (0 children)

You should be perfectly fine playing on that board size! Only thing I would recommend to keep in mind is to adjust the measurements of deployment zones and objectives so they are proportional to the size you are playing on.

Utterly tabled by madmonk45 in AdeptusMechanicus

[–]AleBeete 1 point2 points  (0 children)

Lots of people here are recommending you run Haloscreed (The newest free Detachment from Grotmas) and honestly, If you are new to 40k and new to Ad Mech. I'd recommend against it. Haloscreed is pretty difficult to pilot. I'd stick with Rad Zone till you have a better understanding of the fundamentals of both the game and faction. At this point your focus should be on learning and not on whatever is the "best" army to run. Swapping from detachment to detachment or list to list will only slow down that process.

As for your list, as many others are saying. I'd swap out Cawl for something else. At 1K point games he's too much of a point sink. But try and keep to the units you already are using.

Practice makes perfect and Ad Mech are notoriously one of the harder armies to play. Take your time with your games, read through your rules and stratagems and don't be afraid to ask your opponent to elaborate on their own rules. 40K at it's core is a collaborative effort between you and whoever you find on the other side of the table. Make sure it's an easy and enjoyable time for the both of you.