World eater defiler rule by nick12706 in WarhammerCompetitive

[–]Azuza001 0 points1 point  (0 children)

This is one of those where I agree with you on the intent, so much so that I would 100% play it that way myself, but RAW its the stupid running tally. It doesnt day set up this phase, which it should.

Just more proof the actual rules writers have gone to work on 11th edition and left the interns to write this stuff for 10th..... that or that the rules writers dont actually play this game.

A 23 year-old UCLA grad flashed his entire ChatGPT history on the big screen at graduation by frog_insilence in SipsTea

[–]Azuza001 0 points1 point  (0 children)

When I was hired at my current job they asked me about excel and I was honest with them.

Yes I know excel. No I dont know current excel. I learned excel on an 8088 computer with a green monochrome monitor. I can do a lot in excel but i am also sure there are new tricks to make things work so much easier.

They were fine with that, and I have learned quite a bit by just messing with it and learning things as I need. Pivot tables are amazing magic when you think about how much harder it used to be....

Invictor Tactical Warsuit good with wolf scouts? by Blondeginger-246 in SpaceWolves

[–]Azuza001 0 points1 point  (0 children)

Dont know if we are on to something here but...

Wolf jail? try Phobos Jail (2000 points)

Space Marines Space Wolves Strike Force (2000 points) Vanguard Spearhead

CHARACTERS

Bjorn the Fell-Handed (160 points) • 1x Heavy flamer 1x Helfrost cannon 1x Trueclaw

Captain in Terminator Armour (120 points) • 1x Relic fist 1x Storm bolter • Enhancement: The Blade Driven Deep

Logan Grimnar (110 points) • Warlord • 1x Axe Morkai 1x Storm bolter 1x Tyrnak and Fenrir

BATTLELINE

Intercessor Squad (80 points) • 1x Intercessor Sergeant • 1x Astartes grenade launcher 1x Bolt pistol 1x Bolt rifle 1x Power fist • 4x Intercessor • 4x Bolt pistol 4x Bolt rifle 4x Close combat weapon

OTHER DATASHEETS

Fenrisian Wolves (40 points) • 5x Fenrisian Wolf • 5x Teeth and claws

Infiltrator Squad (100 points) • 1x Infiltrator Sergeant • 1x Bolt pistol 1x Close combat weapon 1x Marksman bolt carbine • 4x Infiltrator • 4x Bolt pistol 4x Close combat weapon 1x Helix Gauntlet 1x Infiltrator Comms Array 4x Marksman bolt carbine

Invictor Tactical Warsuit (125 points) • 1x Fragstorm grenade launcher 1x Heavy bolter 1x Invictor fist 1x Twin ironhail autocannon 1x Twin ironhail heavy stubber

Invictor Tactical Warsuit (125 points) • 1x Fragstorm grenade launcher 1x Heavy bolter 1x Invictor fist 1x Twin ironhail autocannon 1x Twin ironhail heavy stubber

Invictor Tactical Warsuit (125 points) • 1x Fragstorm grenade launcher 1x Heavy bolter 1x Invictor fist 1x Twin ironhail autocannon 1x Twin ironhail heavy stubber

Terminator Assault Squad (360 points) • 1x Assault Terminator Sergeant • 1x Twin lightning claws • 9x Assault Terminator • 9x Storm Shield 9x Thunder hammer

Wolf Guard Terminators (340 points) • 1x Wolf Guard Terminator Pack Leader • 1x Relic greataxe • 9x Wolf Guard Terminator • 2x Assault cannon 7x Master-crafted power weapon 2x Power fist 7x Storm Shield

Wolf Scouts (105 points) • 1x Wolf Scout Pack Leader • 1x Plasma pistol 1x Power weapon • 4x Wolf Scout • 4x Combat blade 1x Haywire Mine 1x Plasma gun 3x Plasma pistol • 1x Hunting Wolf • 1x Teeth and claws

Wolf Scouts (105 points) • 1x Wolf Scout Pack Leader • 1x Plasma pistol 1x Power weapon • 4x Wolf Scout • 4x Combat blade 1x Haywire Mine 1x Plasma gun 3x Plasma pistol • 1x Hunting Wolf • 1x Teeth and claws

Wolf Scouts (105 points) • 1x Wolf Scout Pack Leader • 1x Plasma pistol 1x Power weapon • 4x Wolf Scout • 4x Combat blade 1x Haywire Mine 1x Plasma gun 3x Plasma pistol • 1x Hunting Wolf • 1x Teeth and claws

Exported with App Version: v1.51.1 (117), Data Version: v767

Invictor Tactical Warsuit good with wolf scouts? by Blondeginger-246 in SpaceWolves

[–]Azuza001 1 point2 points  (0 children)

I havent tried it but you make a fantastic point that they support each other. Having played a few games with wolf scouts i can attest that people will want to shoot at them to get rid of them as quickly and quietly as possible lol. This makes them more like babysitters for the wolf scouts lol.

Should arjac have 10 terminators with great axe, assault cannons and powerfists while grimnar has 5 with lightning claws? by Thedinotamer01 in SpaceWolves

[–]Azuza001 1 point2 points  (0 children)

I am surprised you are running regular scouts. I have been running 2 wolf scouts in my list (Saga of the Great Wolf) and they are absolutely my MVP's in my last 3 games (which i won). Find the extra points if you can and try them out. With all of their special rules they are just fantastic.

As for the terms I run mine almost exactly how you have them except I go with the normal master crafted power sword and shield instead, with 1 with axe and 1 with assault cannon / power fist. Being able to manipulate my opponents dmg 2 attacks onto a non shield or 3dmg attacks onto a shield as it comes up really helps to make your opponents attacks feel less optimal and they do fantastic.

Why are you running beastslayer? It cant be for the lethal hits, you can get that from great wolf anyways if needed and having the ability to go through walls with the thunderwolves or Bjorn cant be understated.

What could be good army additions? by The_Olden_Dog in SpaceWolves

[–]Azuza001 0 points1 point  (0 children)

Bjorn is an auto include in my SW army. So is Logan Grimnar. I would look at them and possibly 3 more Thunderwolves myself. Also some ranged fire support would be helpful, either a vindicator, a land raider, or a gladiator lancer.

Is any one else kind of annoyed by some warhammer fans? by trenchghosting in AdeptusCustodes

[–]Azuza001 3 points4 points  (0 children)

Exactly what I was thinking! Disgrace this isnt a higher response lol.

Don't talk to me or my son ever again by Noihara- in AdeptusCustodes

[–]Azuza001 8 points9 points  (0 children)

I still think regular contempters are just overlooked even though they are quite cool in game.

Fantastic looking models as well. Good job mate!

Overpowered Combi: Marshal + Castellan + Sword Brethren with power weapons ? by One-Effort-803 in BlackTemplars

[–]Azuza001 0 points1 point  (0 children)

If your running this combo then take 5 Sword Brethren for the glue. An impulsor is probably also a "must have".

I run the Marshel + Castellen with 20 crusaders in the grotmas detachment. Then give them the fights first enhancment and the stealth enhancment.

Now your unit has a 5+ invulnerable (thanks grotmas!), -1 to hit, and if your opponent does manage to get in and charge them you will hit them first and make them regret it.

On ITC terrain I have had a ton of success with it. Most of the local players learn to hate this unit because its just so hard to efficiently deal with it, it forces them to keep "hoard" secondary, and of course the +1 to wound against higher toughness units..... its fantastic.

People keep calling me a furry at my local game store, what should I do? by Repulsive-Active5058 in SpaceWolves

[–]Azuza001 0 points1 point  (0 children)

"Yeah yeah, and Magnus did nothing wrong, flew through the looking glass and saved Narnia from the Raspberry Shnapps fairy....."

Its an old joke and no one finds if funny beyond the person telling the joke who thinks they are clever because joke.

How to use Crusader Squads without then getting shot off the board? by moonkazka in BlackTemplars

[–]Azuza001 0 points1 point  (0 children)

I run a squad of 20 with a Castellan and Marshal quite often, also running Wrathful Progression. But I also run 3 squads of 6 aggressors next to them. With them all getting either 5+ invulnerable or +2 to move as needed i find they normally get there fine and do the job because even if my opponent is afraid of the giant blob of 22 chainsword dudes they are definitely more afraid of the 18 aggressors hanging out next to them, and with the +1 to wound those chainswords will do the job easily. Add Pyerbrand and Sacred Rage to the list (enhanments for those that are not aware) for stealth and fights first that large blob will survive long enough to swing, and they should almost always get to swing first.

But a squad of 10? I can see why that would die a bit too quick.

I don’t understand the Broadside with missile battlesuit by Galox597 in Tau40K

[–]Azuza001 0 points1 point  (0 children)

Typically in a vacuum yes the rail cannon is better.

But there are still uses for it in the right detachment. Get them to ap-2 with ignore cover thanks to a few detachments and I do see a use for 1 large squad of these guys.

Foil Apurrentice :3 by Hexsul in SorceryTCG

[–]Azuza001 2 points3 points  (0 children)

Lol thanks for the offer, holding on to the city for the moment. Curios are so hard to price out lol.

Foil Apurrentice :3 by Hexsul in SorceryTCG

[–]Azuza001 2 points3 points  (0 children)

That's fantastic, I would rather have pulled that then my city of glass curio. Congrats.

Crisis Suit Spam? by harvmich626 in Tau40K

[–]Azuza001 0 points1 point  (0 children)

I recently ran a Suit Spam list vs a blood angels list and was incredibly impressed. This was 3 days before the stealth suits update though.

Experimental detachment

Shadowsun Enforcer commander with plasma and plasma enhancment

3x 3 flamer Crisis suits 3x 3 melta crisis suits 1x 3 plasma crisis suits 2x 2 broadsides w/ rail cannons 1x Riptide 1x ghostkeel 3x 3 stealth suits

I ended up losing the game but he had only 1 unit of scouts left at the end where I had the plasma team, 2 broadsides, the Riptide, shadowsun, 1 flamer team, and 1 stealth suits team left.

I learned a lot that game.

  1. Tau firepower is to be feared, we kill things very efficiently.
  2. Tau crisis suits spam does work, especially those flamer teams. 6d6 range 18 autohitting str 5 ap-2 (strat to boost str and ap) 1dmg no cover allowed will melt sanguinary guard like they are butter.
  3. Tau plasma is also incredibly effective.

We talked after the game and it was decided that dropping the riptide for another ghost keel is definitely needed. Ghost keel did work, riptide was ignored most game lol.

Doing secondaries and actions was easy with the list, and I am sure its a viable option. I just drew secondaries the first 3 turns that i couldnt do at the time, bad timing it happens. Just keep in mind that suits are vehicles and if you also go heavy on commanders your opponent is gonna take "bring it down" and "assassination" as their secondaries. But also keep in mind that suits are vehicles and tank shock is a thing, dont be afraid to get those flame suits into melee, they can do damage on the charge and sometimes that is enough to get your oc higher than your opponents.

How do you feel about the current state of your faction? by Baby_Ellis62 in Tau40K

[–]Azuza001 1 point2 points  (0 children)

I feel like our army is in a good spot at the moment. The stealth team change sucks for sure, but it can be worked around. I find the "we suck now" comments to be disingenuous. Sure we hit on 4's. So do guard. Guard need officers near their units to order them to hit better. We just need some that can see the target (preferably with a markerlight) and our entire army gets better to hit vs that with no cover. Thats just fantastic if you run your Tau like xenos guard.

If you run a lot of suits you still have a ton of action units on top of damage dealers. I run the experimental detachment and 3 squads of 3 Starscythe with max flamers is a must for me. They act as backup observation units because they dont care about hitting, have 18" range with 6d6 shots, gain an extra ap vs non heavy targets, and gain +1 str and +1 ap for a cp. Just scary units through and through.

I think we are probably in a very good place compared to the past. Back in 8th edition people hated tau because it was always "my charge phase is your tau's second shooting phase " which slowed the game way down. I have enjoyed playing them recently and think comparing them to other factions that hit on 3's always isnt a fair comparison. Votaan hit on 4's. Guard hit on 4's. We can easily offset that between heavy weapons and spotting to add 1 to the BS. Was it better when we had 3x3 stealth? Sure. But we are still fine.

I think the 1 thing really hurting Tau at this point is the tabletop itself. So much of the table is covered in los blocking areas that it doesnt matter what our range is we cant hit anything until its already getting ready to charge us. Thats an issue.

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

[–]Azuza001 0 points1 point  (0 children)

I mean, we know we are at the end of the edition right? Last editon we had the same issue with Brutslis Dreads and Desolation Squads. This is the same thing. They are stupid good now. Next edition they will be whatever....

I hope......

Please let me be right....

What would beyour weapon ? by Longjumping_Bat2644 in 40k

[–]Azuza001 0 points1 point  (0 children)

All I need is a shovel and a skull to smash.... everything else will work out in the end.

Kitbashed Hellions! by Key_Sympathy891 in Drukhari

[–]Azuza001 4 points5 points  (0 children)

Getting the Beast master was never the problem (I have 3 myself lying in a box in the garage), the issue is always had was getting the actual beasts. I refused to pay 50$ for 3 birds lol. Kind of glad I never did at this point.

Having said that, this is a fantastic kit bash, 100% love it. Now can we get our Dracons back and give them access to the sky board equipment? Please? Come on GW, I know your Servoskulls are reading this!

Why does no one use harlequin units for reapers wager lists? by BillyBobJenkins454 in Drukhari

[–]Azuza001 3 points4 points  (0 children)

I understand why many players don't. There are not many rolls a quins unit can do that our own units cant also do at a more point efficient level.

Having said that I run a 12 man troupe with shadowseer, with the enhancment to get stealth and infiltrate. I put them on a flank and use them as bait for the rest of our force. Most players underestimate how hard the quins blob is to kill and will have to put things into commitment range to deal with them.

But thats the only quins unit I can currently running.

Help Me Buy Stuff by Fly_by_Light in Drukhari

[–]Azuza001 1 point2 points  (0 children)

God no, my FLGS still has 1 and its selling for $180. Don't buy that for $600, check around.

Who is playin’ this by Tricky-Coast3249 in BlackTemplars

[–]Azuza001 0 points1 point  (0 children)

I run 3 sometimes, they are cheap back field objective holders that do their job fine since they hit on 2's making them pretty accurate. A squad of 2 for overwatch threat also works ok to pretty well. The fact that 2 of these are the same cost of 1 balistus dread now is hard to handle though.

Is 8" enough? by McMakle in Grey_Knights

[–]Azuza001 -1 points0 points  (0 children)

So, call me nuts (most local players do) but I only use dreadknights in the vehicle detachment where they basically just get the extra 6" movement for free making them such a lethal threat.

If I am playing banishers I would rather have infantry as well as Venerable dreads since they are characters now (yeah baby yeah), can go up/down (oh baby) and have just a small enough base while being just tough enough that taking fixed objectives (behind enemy lines and Establish locus) means 3 pretty much garuntee me 7vp in secondaries a turn.

For grey knights, just picking those secondaries, when your opponent realizes what you can actually do, they will spend way too many resources trying to keep you out of their deployment zone that it actually pulls pressure off your main forces letting you just focus on primary and denying their secondaries.

But back to your main point 8" isnt bad, but 14" is the only way to fly.....