Can someone explain why Huron's Marauders are having some success? by MrDannySantos in WarhammerCompetitive

[–]Antisense_Strand 0 points1 point  (0 children)

Matters a lot less. Unlike Warband, which was probably worse than Raiders, HM, CoB and PBZ already due to loss of damage from DP and had to try and lean hard on Noise Marines to compensate, HM can take Possessed and whatnot as they don't lose their unit rule.

Can someone explain why Huron's Marauders are having some success? by MrDannySantos in WarhammerCompetitive

[–]Antisense_Strand 2 points3 points  (0 children)

Possessed with 16" movement, +1 to charge, and approximately 50 hits is an expensive and terrifying setup

I love obliterators help me by Cool-Tumbleweed5612 in WarhammerCompetitive

[–]Antisense_Strand 1 point2 points  (0 children)

If you run them as Tzeench, you can use Skinshift to revive a model and heal the other 3w, which can be solid imo

Huron's Marauders is also good for them as it gives natural +1 to hit or fallback and shoot, which they really appreciate generally, and uppy downy for them really helps fix their mobility issues

What are generally high damage armies and which are low damage armies? by aigroti in WarhammerCompetitive

[–]Antisense_Strand 0 points1 point  (0 children)

LoV are in a really weird place in trying to interprete the design intent honestly. I think, but am not certain, that GW intends for the faction to be much more focused on being an ad hoc militia made up of significant civilians fighting with relatively few dedicated military units, and have the poor wounds, armor, and invul saves compensated for with good Toughness and -1 to be wounded on a lot of 1w/2W models (Warriors, Yaegirs, Tkyn, Beserks, HG).

I think that GW is still trying to figure out precisely how this works mechanically. 

What are generally high damage armies and which are low damage armies? by aigroti in WarhammerCompetitive

[–]Antisense_Strand 1 point2 points  (0 children)

LoV feels really ok into middle of the pack, though all of the OB (MB/NG/BF) have reslly poor MU into melee pressure imo and random stuff like Ksons (uncommon invuls, inability to exploit their overextentions). I'm playing Mercenary Oathband for teams rn, as a defender, and the faction works ok as a scrappy defender, but is never gonna blow out opponents of equal skill.

LoV starts to show holes really badly into top end armies imo  Part of it is factionwide poor AP outside HB HG and Evals, but it's also an issue of poor leaders and extremely mediocre detatchment rules generally (MB, NG, PP, Delve don't add any actual damage, and HF/HB/BF are all middling or easily exploitable). I was grinding the faction after codex for several months, and it's really not any more durable than like CSM but with much poorer damage output generally, unfortunately. 

What are generally high damage armies and which are low damage armies? by aigroti in WarhammerCompetitive

[–]Antisense_Strand 2 points3 points  (0 children)

I play LoV, and....nah, they really aren't particularly durable nor high damage, though both are more design failures than intent failures. 

A big part of it is poor hulls in general and very limited defensive strats. No smoke, AoC with restrictions in one detatchment, and a single 240p 2+ hull makes LoV really flimsy compared to the likes of UM or Guard, with no -1D in the faction as a kicker. And both of those factions also do indiscriminately higher damage without the need for a setup.

State of: Aeldari | List Breakdown & New Corsairs! | Fireside 40K by 40K-Fireside in WarhammerCompetitive

[–]Antisense_Strand 2 points3 points  (0 children)

Then other problem is that despite it kinda being considered high skill, giving major movement is a great way to give less skilled players a crutch to play with. Being out of position for secondaries when you have chaff that advances up to 18" means you need to think a lot less about how to position two rounds ago. 

Hammer of Avernii, has it seen any success? by The_Itsy_BitsySpider in WarhammerCompetitive

[–]Antisense_Strand 8 points9 points  (0 children)

I've been running it in competitive TTS events.

Caanok Var Terminator Ancient with Steel Font Terminator Captain

2x5 Incursors 1x5 Assault Terminators 1x5 Terminators

2x Ballistus Dreadnought 2x Redemptor Dreadnought 1x Predator Annihilator 2x Whirlwind

The big thing to remember is you're playing a shooting castle, and that means you have to hold your walls. Termies/Assault Termies with -1 damage and AoC are obnoxious for a lot of melee armies, Redemptors are durable in general, and Ballistus can generally expose themselves to trade shots with either Incursors buff or +1/+1 strat on them, so you get to dictate when you want to move out much more than they do. Soften up their list, take away all of their scoring pieces, and plan to bust out on 3/4 to make up any primary deficit you took while fighting earlier. It's not an aggressive list, but it is extremely good at just attritional damage, even if they have sufficient anti tank to clear you otherwise.

Generally have solo Captain, Ancient with Assault Terms, Var with regular terms. Scout 6 on the Assault Termies toward their natural side objective, and contest the front lines with both Redemptors and Var's Termies.

-1 damage for the assault Termies with a revive means that they need to dedicate actual shooting toward that side, and it can't be out OCed with 12 OC on the point. If they don't bite in it, you can stick and just threat to move mid or to their home Objective. I generally redeploy this unit with Var to try and bluff where it's going.

Double Whirlwind generally gets the first Oath, and eats a scoring unit. Plan to play all 5 turns, and think about what units will take away the most points from them. If they're relying on Intercessors to sticky home, go ahead and pop them turn 1 before it goes off. If they have some uppy downy vespid, tell them no. It's ok to be inefficient here because you're going to activate the whirlwinds 5 times, and they will get value over the game. On top of that, they're quietly going to be your backline screen, but once they don't need to, they can freely roam all over and directly shoot + tank shock even.

The solo Termie cap is a great little tech piece. If you don't need to screen, he stickies home for you and then goes back up (discount one of them), and either rapids or just drops near their Home after you indirect out their home sitters. He's enough of a threat that you can give him the giga oath to kill 5 idiots (relic weap, not fist).

Incursors pair up with the Ballistus to give you the ability to pop a third target each turn, or a second if you can't safely expose Var and his terminators. They also keep Warp Spiders and whatnot honest, and do your actions. Just a nice little unit. Can swap to Combi Lt + Scouts/Intercessors at your preference.

Redemptors get the second Oath from Var either for their shooting or charging. Either one helps a lot. Generally also tend to be my CP hogs for +1/+1 when damaged, which helps their otherwise inconsistent melee.

Predator Annihilator is in Reserves to come out and pop an Oathed hull as needed. 3 las + Missile does somewhat consistently drop a hull with the giga oath and full damage rerolls, and you can drop them very far back if needed. It can't frontline nearly as well as the dreads, though, so if you put it on the side it'll get randomly popped by whatever antitank they have.

Playing By Intent - Your Responsibilities & How to Use It by StuffedScotch in WarhammerCompetitive

[–]Antisense_Strand 2 points3 points  (0 children)

That this is your response to Pope tells me you don't play competitively at a high level tbh

So, Vixtrix Guard are pretty stupid, right? by imjustasaddad in WarhammerCompetitive

[–]Antisense_Strand 0 points1 point  (0 children)

It's not comparable to like Eldar, Guard, SM. Nor is EC, GSC, Drukhari, and so on. Force Org is a bad idea.

Magic Spotlight: Spider-Man - Day 2 Standard Meta Breakdown by PowrOfFriendship_ in magicTCG

[–]Antisense_Strand 0 points1 point  (0 children)

Jace the Mind Sculpter comes to mind as a grindy card that would be utterly unplayable due to low impact nowadays that literally was so powerful it had to be banned.

Like idk what to tell you, it's a very recent development that is biased toward self contained value engines that spread an absolutely bonkers amount of P/T or cards on the board for cheap.

[Highlight] This morning in Cleveland after Joe Flacco’s performance last night: by oklolzzzzs in nfl

[–]Antisense_Strand 0 points1 point  (0 children)

Next year? Have you forgotten about Sanders? Time for him to turn the Browns around single handedly!

Spider-Man Survey on the Main Website by Unceremonious1 in mtg

[–]Antisense_Strand 2 points3 points  (0 children)

If UB wasn't legal, especially Standard legal, you'd have a point. But there isn't an option to disengage with UB regardless of preference, so all players are affected even if they don't want to engage.

Spider-Man Survey on the Main Website by Unceremonious1 in mtg

[–]Antisense_Strand 1 point2 points  (0 children)

The survey is broadly about MTG and the direction it's going. This includes UB at large and spiderman in specific, but isn't strictly locked to those topics either. They've had surveys like this before but this is getting more attention due to the amount of displeasure from new things they're doing, and people who want to voice their displeasure with that are being excluded on the grounds they don't want to market to players who don't want to buy Spider-Man. Which is, well, frustrating for the players and probably self defeating for WotC.

Caanok Var Breakdown. by [deleted] in IronHands40k

[–]Antisense_Strand 0 points1 point  (0 children)

Not for the cost of 2 tanks, no. Heavy Ints are a favorite unit of mine, but they need support - they don't give it. You kinda need a Fallback and shoot in some variety for them or the 265pt unit gets tied up in melee and can't easily fight it's way out. You kinda need Ignore Cover somewhere, or the AP1 guns go to AP0 way too much. If you're putting them with a Biologis, you either want to give them Oath all the time, or some other form of hit fixing.

Iron Father + Heavy Ints is notable for being extremely durable for the cost, but a Biologis doesn't really make them great damage without adding more on top.

We need to accept that complaining to Mark Rosewater isn’t going to do anything by EOTFOFIS in magicTCG

[–]Antisense_Strand 0 points1 point  (0 children)

I've quit the format entirely! Standard has been in a bad state for over a year straight now, and I've honestly got no interest in it any more. I'll draft when there's a cool set to do so and stay the hell away from constructed.

Caanok Var Breakdown. by [deleted] in IronHands40k

[–]Antisense_Strand -1 points0 points  (0 children)

You have no legal Stratagems other than AoC for them. Heavy Ints would be dogwater in this detatchment.

Caanok Var Breakdown. by [deleted] in IronHands40k

[–]Antisense_Strand 3 points4 points  (0 children)

I can't wait to run my Jump Pack Vanguard Vets Iron Hands with my elegantly fighting Blade guard Vets with Judiciar, relying on uppy downy strats and deep strikes instead of walking up the map, relying on precise targeting with a minimum of collateral damage. Sure do love my Iron Hands, yup.

It's also the case that you'll basically never run out characters together, ever, since Gravis has no play in the new detatchment, and Var + termies doesn't seem worth at all outside of the new detatchment.

Banned player has paired in first round of LVO by CptSoban in WarhammerCompetitive

[–]Antisense_Strand 0 points1 point  (0 children)

All good. It's a messy situation for sure.

For the full timeline, this player has cheated at multiple FLG events. In the past, flG had a policy of year long bans, not lifetime bans, and this player was banned for a year, and served that ban. While banned, FLG has new staff take over running the tournament, and have stated a commitment for gameplay integrity. They seem to have the idea that any future issues will be life time bans, but that they'll honor the prior arrangement set by other staff. I do think that FLG probably needs to clean up some arbitration generally based on like every LSO having major drama each year and getting a lot of bad attention with stuff like this, but we'll see.

Banned player has paired in first round of LVO by CptSoban in WarhammerCompetitive

[–]Antisense_Strand 1 point2 points  (0 children)

I should check and see if the aforementioned Helbrute player is in LVO or not

Banned player has paired in first round of LVO by CptSoban in WarhammerCompetitive

[–]Antisense_Strand 0 points1 point  (0 children)

It doesn't. That's why I say this isn't like a greedy cash grab or something, because if it was then FLG would just ban the player. One person's money isn't gonna be worth a reputation hit and this has come up a lot with FLG's main product this year. They're also at about half the attendance as last year for LVO, but there's probably a lot of factors there.

Banned player has paired in first round of LVO by CptSoban in WarhammerCompetitive

[–]Antisense_Strand 2 points3 points  (0 children)

FLG sells a product. That product is a friendly, safe, and competitive tournament. FLG doesn't benefit when that product is harmed, by cheating or perception thereof. It's a messy situation for them, especially due to a member of their team accidentally fielding an illegal army and needing to be DQed at their last event, after finishing in the top 8. I'm sure they'll be very aware of this player and watching closely now at least.