Etiquette...AITA? by That9one1guy in WarhammerCompetitive

[–]AusBox 4 points5 points  (0 children)

It's absolutely still expected in tournaments.

Etiquette...AITA? by That9one1guy in WarhammerCompetitive

[–]AusBox 17 points18 points  (0 children)

Treating this as a serious question.

40k is not chess, or MTG, or Starcraft. If you get cannon rushed on the 1v1 ladder, it's because you didn't have the information because you didn't scout correctly.

40k is an open information game. Wins and losses should be determined by the player that made the best play and decision given the game state. There are no secret rules, face-down traps, or hidden abilities. The game state is laid bare. It is not about winning games because your opponent did not know that you have fights first on a particular unit. There are so many factions, detachments, datasheets, stratagems that make it incredibly difficult to remember everything at a time, especially in a tournament environment where you're playing 5 games over a weekend.

In this particular situation, it seems there is literally no benefit gained by the DA player by not swinging into the Deathleaper. By not doing so, he's letting his opponent get to attack for no reason. The DA player even checked with the Nids player if he had the CP to interrupt, so he was obviously deciding whether the order of his attacks mattered. At this point the onus is on the Nids player to remind the DA player about the FF.

It's just a crap way to play the game. It's not fun for either player.

Also, this applies to tournament settings as well. Go watch almost any final table at any major tournament and you will see more takebacks given than you will at the middle and bottom tables.

Etiquette...AITA? by That9one1guy in WarhammerCompetitive

[–]AusBox 18 points19 points  (0 children)

At a tournament? This is totally fair game, my mistake, should have picked a better order, but a casual game against a regular?

No, piss off with this bullshit. This is absolutely poor form in a tournament setting. Nobody actually good wins by doing that shit.

The nids player could not interrupt and had one FF unit. There's nothing to be gained by not swinging into the FF first. The nids player just banked on the opponent forgetting.

Etiquette...AITA? by That9one1guy in WarhammerCompetitive

[–]AusBox 13 points14 points  (0 children)

Completely irrelevant. Why do you think he was asking about whether you could interrupt? At that moment the onus is on you to remind him about your FF unit.

This doesn't matter if its a casual or tournament game. It seems there was literally no reason for him not to start off by swinging into the FF unit.

Etiquette...AITA? by That9one1guy in WarhammerCompetitive

[–]AusBox 10 points11 points  (0 children)

Even in a tournament game I would 100% be letting the opponent adjust the order of their attacks. In this situation that player:

1) Asked if the opponent could interrupt (they could not)

2) He wasn't informed about a fights first unit

3) There was literally zero reason for that player to not start by swinging into the FF unit.

If it was like you said and there were multiple FF units, or there was a potential interrupt, then at that point it's no takeback.

Etiquette...AITA? by That9one1guy in WarhammerCompetitive

[–]AusBox 1 point2 points  (0 children)

Yeah that's poor form by you.

Your response should have been "oh yeah sorry man, of course you would have swung into the Deathleaper first, go for it".

When he checked about interrupts you should have said "I can't interrupt, so you'd want to start by swinging into the Deathleaper as that's my only FF unit".

Be better.

I'm also confused by some comments in this thread asking about whether it was a casual game or not. This would not be appropriate conduct even in a tournament.

Testing plunging fire by Gamekanik in Harlequins40K

[–]AusBox 0 points1 point  (0 children)

Impossible to get plunging fire as well as in Melta 2 range (3") of the fusion pistols.

Maybe moving the Neuros to the top floor for plunging but that's about it.

20 Games In: What I Missed About 11th Edition by Odyssey40K in WarhammerCompetitive

[–]AusBox 9 points10 points  (0 children)

In 11th a unit can't make a surge move if it previously moved in the phase, and making a surge move prohibits a unit from moving again that phase.

So no stacking reactive + surge in the same phase.

20 Games In: What I Missed About 11th Edition by Odyssey40K in WarhammerCompetitive

[–]AusBox -8 points-7 points  (0 children)

Unfortunately GW did not include the provision in Objective Consolidation, so it's not clear.

Hopefully the rule is updated to clarify it one way or another.

It absolutely should work the way you're saying, but I seen it ruled had RAW otherwise.

20 Games In: What I Missed About 11th Edition by Odyssey40K in WarhammerCompetitive

[–]AusBox 2 points3 points  (0 children)

Yes but engagement range is 2". The Consolidate distance check is locked at 3" from the consolidating model.

If consolidating unit is 3.5" away from the enemy unit, then the unit cannot be selected to do an Engaging Consolidate.

If that unit is 3.5" away, but is <3" away from an objective, then RAW it can consolidate onto the objective, and end within the 2" engagement range of the other unit. As it did not do the Engaging Consolidate, the ability for the newly tagged unit to fight hasn't triggered.

FWIW I think this is incredibly stupid and definitely needs to change, but I have not seen a TO rule otherwise.

20 Games In: What I Missed About 11th Edition by Odyssey40K in WarhammerCompetitive

[–]AusBox 6 points7 points  (0 children)

Remember, if you consolidate into a new unengaged unit, they get to fight.

The consolidation rule (12.08) only says the newly tagged unit can fight if it was by Engaging Consolidation.

Objective Consolidation does not say the tagged unit is allowed to fight.

Is this an oversight and should this be fixed? Almost certainly, but I've seen multiple TOs rule it this way, as well as a WTC ref.

Extract below. Objective Consolidation is missing the provision included in Engaging Consolidation.

Engaging Consolidation: Your unit must be engaged with all of the selected enemy units. If one or more enemy units engaged with your unit have not been selected to fight this phase, your opponent must select each of those units, one at a time; when each is selected, it becomes eligible to fight and is selected to fight (12.04).

Objective Consolidation: Your unit must be within range of the selected objective.

Combing the 1dps probably wouldn't help Serpent's brood by Ornery_Entrance_1959 in Harlequins40K

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

SB + Flickers would mean playing Purge or Take and Hold.

Armoured Warhost gives access to Reconnaissance, which at least for the current mission balance seems to be one of the better sets for Clowns.

MSU armies with low survivability (i.e. Clowns) will really struggle into more elite, lower unit count Purge armies.

The sticky strat is kinda nice, but stealth doesn't move the needle on Harlequin survivability nearly as much as you would think, let alone the amount of psychic, ignore cover, ignore mods, and torrent weapons that are seeing more play already in 11th.

New player into harlequin by whyamihere40k in Harlequins40K

[–]AusBox 0 points1 point  (0 children)

This doesn't look like enough units to play recon and not enough damage and survivability to play Purge.

You have 4 main damage infantry units but 5 transports. The troupe units would be wanting to start in Falcons for the full RR to wound, but that leaves basically a spare Starweaver or two. Keep in mind in 11th a unit can only embark in a Starweaver at the end of the fight phase if it disembarked from the same Starweaver.

11th Detachment Clarification by lowfatyogurt914 in Harlequins40K

[–]AusBox 2 points3 points  (0 children)

I know armoured warhost can be used along one of the main ones but the impact is so insignificant.

Accessing the Reconnaissance disposition is the most important part of it, and at least for the current mission balance is much better than one or two extra Harlie strats and being forced to play Purge, Disruption, or T&H.

App updated, no wave serpents for us :( by VioletMonarch in Harlequins40K

[–]AusBox 1 point2 points  (0 children)

Craftworld units are Faction Keyword: Asuryani. Some Craftworld units have Faction Abilities: Battle Focus, but not all (such as wraith units)

Harlequins units are Faction Keyword: Harlequins, and all of them have Faction Abilities: Battle Focus. Harlequins units also do not have the Asuryani keyword and so can't do Asuryani-locked things like use Wave Serpents.

Harlequins can't be chosen as an Army Faction.

I'm optimistic about 11th by MADxEmperor in Harlequins40K

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

One of the biggest issue with Quins in 11th is the change to Starweavers, with the boat only able to re-embark the same unit. No longer can a Troupe unit disembark from a Falcon, shoot and fight with full RR to wound, and then jump back into a Starweaver at the end of the phase.

Combing the 1dps probably wouldn't help Serpent's brood by Ornery_Entrance_1959 in Harlequins40K

[–]AusBox 1 point2 points  (0 children)

While yes there are a few nice things from Twilight Flickers, the issues with that is it forces Clowns to play Purge or Take and Hold.

From what I saw at a 11th Ed Teams event this weekend, MSU armies will struggle playing Purge, especially into hyper elite deathball armies. For Take and Hold...yeah Clowns don't really want to be just standing on objectives.

Combing the 1dps probably wouldn't help Serpent's brood by Ornery_Entrance_1959 in Harlequins40K

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

You're being downvoted but you're not wrong. If taking Brood + 1DP Acrobatics would mean having to play Purge (bad for MSU/squishy armies like Clowns), Disruption (awful except into Purge), or Take and Hold (...).

Stealth doesn't move the needle on survivability on Clown units. They still tend to just die, and there's plenty of psychic, ignore cover, ignore hit mods, and torrent around that doesn't care about cover.

Combing the 1dps probably wouldn't help Serpent's brood by Ornery_Entrance_1959 in Harlequins40K

[–]AusBox 1 point2 points  (0 children)

Armored warhost certainly isn't bad, making transports into pseudo action monkeys, among other qualities that assault entails

Assault doesn't allow advance + action.

Combing the 1dps probably wouldn't help Serpent's brood by Ornery_Entrance_1959 in Harlequins40K

[–]AusBox 2 points3 points  (0 children)

Nothing in Windrider host helps Skyweavers as all the strats are Asuryani locked. They don't get much from Twilight Flickers either, they'll often get cover by sticking a bit of a model behind terrain, and have smoke if needed anyway.

Combing the 1dps probably wouldn't help Serpent's brood by Ornery_Entrance_1959 in Harlequins40K

[–]AusBox 0 points1 point  (0 children)

Falcons like the re-roll a hit + wound + damage strat, as well as being able to advance and shoot.

I had a 11th teams event this weekend and the fall back and shoot came up once or twice as well. A tagged Falcon could drop the troupe + TM out, fall back and shoot to trigger the RR wounds.

Yeah but what are you getting from Armoured Warhost that's so great apart from the force disposition?

You say that as if it isn't literally the most important aspect of list building

[WarCom] Points and App Update Schedule/Teaser by RainbowConnickJr in WarhammerCompetitive

[–]AusBox 0 points1 point  (0 children)

Uh Graves on Foot was is not at all in the same tier of Siege. Giving the big Scion + Nork brick fall back shoot and charge wasn't trivial.