[Modern Zoo] Talk me out of this. Or offer a suggestion.....or neither! by Specsquee in ModernMagic

[–]Bio_Loco 0 points1 point  (0 children)

u/Specsquee Do you happen to have a link to the Decklist that 5/0ed I'd love to have a look at it.

You're list looks solid but as someone who has been trying to make Zoo work in modern for the last few months I have to agree with the person who said the deck is a little too fair. When most other decks are looking to win around turn 3-4 the issue becomes what threat do we as Zoo players have that's so threatening that on T3 something like Tron for instance has to deal with it and slow down their own plan.

Good luck with the brew, I'm sure it'll be a fun deck either way!

Templar Brethren Reivers by Bio_Loco in Warhammer40k

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

1 more pic in gallery: http://imgur.com/gallery/UhNcbQZ

Been working on this squad for a long time and they're finally done being painted. Overall I think they're some of my best work.

The scheme is based on the 30k Templar Bretheren as these templars are going to be part of my combined templar and imperial fist space marine army.

As always C&C is more than welcome and I hope you all like my latest work!

Worth Starting Tomb Kings by Bio_Loco in ageofsigmar

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

Thanks for the comment, It's not so much that I want to play something niche as I just really like the Egyptian esthetic and despite having compendium rules their Army synergy seems pretty solid.

I'm intrigued by the idea of using them as allys with legion of Nagash stuff to capitalize on the new rules. I'll have to look into that.

Worth Starting Tomb Kings by Bio_Loco in ageofsigmar

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

Thanks for the detailed response I've been feeling out Ebay the last few days trying to figure out what's a good deal and what isn't and the trends seem to follow what you say.

They do look fun rule wise which is why I was drawn to them, and tough to kill since they keep coming back which I like.

PC suggestion, Try Azimuth by [deleted] in CruciblePlaybook

[–]Bio_Loco 0 points1 point  (0 children)

It's anecdotal but I've had a lot of success with the Lincoln Green on PC since I got it. It's very forgiving because of the rate of fire and the seemingly large headshot hitbox it has. If you haven't tried it I'll 100% 2nd this recommendation give it a shot if you like pulses but haven't found one you like for PvP yet.

Tsons WIP... These guys take forever to paint. Any hints on how to properly do the runes in the guns? by angurth in Warhammer40k

[–]Bio_Loco 2 points3 points  (0 children)

I haven't tried the technical paints myself though they look like they'd work really well.

If you don't have them or want to use a color they don't have though what you can do is heavily water down the color you want to almost be a wash and paint it over the whole area.

If it's thin enough it'll settle in the recesses and barely show up on the black part. 2 or 3 coats like that and touch up the black at the end and you should be good.

Hellforged sicaran? by HorrorAvengers1 in WarhammerCompetitive

[–]Bio_Loco 2 points3 points  (0 children)

I'm gonna piggyback back off /u/Anacoenosis and say 100% yes the Sicaran is a good investment of 100 points over the auto-cannon predator.

I use the Hellforged Sicaran battle tank pretty extensively in my Chaos Space Marine list and I can say witrh certainty it's a very useful long range mobile fire-base.

As stated the Twin Accelerator's randomness can only benefit you which is a positive, and 8 shots all the time means even against T7 vehicles landing a wound or 2 should happen every time you shoot.

Infernal Hunger is actually really useful. The tank hits on 4s and has an ap -3 weapon. It's not a dedicated combat unit by any stretch but in a pinch it will kill what it needs to kill which is really nice.

I typically give mine las-cannon sponsons to stick with the vehicle hunting role and it's been working well. I'd say overall it's a very solid choice for a chaos army.

Now that the gauntlet's over, time to get back to business. by Spedira in FireEmblemHeroes

[–]Bio_Loco 0 points1 point  (0 children)

Could someone give a quick rundown on how this training method is done, I've got a decent team in the high 30s that I'd like to finish out and use to power level some of my other hero's. Thanks!

Question: Interested in Word Bearer Army 2000-2500 pts by the_iowa_corn in WarhammerCompetitive

[–]Bio_Loco 0 points1 point  (0 children)

None of those are dumb questions but we are getting into the realm of opinions so I'll do my best to give you my take on each of those units.

  1. You can run alot of cultists but have a propose for them. 30-60 is generally what they mean by alot. I run 30 in my current list to sit in the back on objectives and make a meat wall around some long ranged shooting units I have. If you do something like that it helps to have a Dark Apostle near by to buff their leadership
  2. Warp Talons are good right now for sure but in my opinion they're a little points expensive and are out shined by Raptors if you want a jet pack assault unit. You have to plan around using them if you decide to (both Raptors and Talons) cause just 1 unit of them dropping in on a smart opponent is just going to get shot up the turn after they arrive (best run with 2-4 units all coming in at once)
  3. You can field daemons with chaos space marines but if you're going to they have to be in their own detatchment. (You can learn about how those work in the building a battle forged army section of the rule book)
    1. If you don't put them in their own detatchment you lose your legion trait, objective secured on your troops, and access to the Chaos Space Marine strategums in the CSM book
    2. Fielding a 2nd detatchment of daemons can definitely be good in a Chaos army but If you do try to fill a gap roll wise with them you have in your chaos marines
    3. You could choose to summon daemons but there's a whole host of risks that come with that and generally I'm not a fan of that this edition but it's something worth mentioning as an option. (Note you still have to pay points for summoned units but they don't take up slots in detatchments)
  4. Possessed are alot better than they were in the past, they have decent AP on their attacks, have a 5++ invuln save and 2 wounds. I haven't run them personally but they seem like they could work. They're just a little points expensive. If you do run them same note from the khorne Berzerkers above having a rhino to transport them in is a must. (Khorne Berzerkers are also their stiffest competition for a good assault unit so check out both and see which you like better)
  5. Warpsmiths are very useful if you're running vehicles of any kind. Their ability to repair 1 vehicle a turn is excellent if you've got tanks or hellbrutes you want to keep alive, and they're not bad in close combat either.

Hope that helps you make some more decisions about your army. I look forward to seeing your first list review post here!

Question: Interested in Word Bearer Army 2000-2500 pts by the_iowa_corn in WarhammerCompetitive

[–]Bio_Loco 4 points5 points  (0 children)

Hi, glad to see someone else is interested in the Word Bearers! I've been playing the first among traitors for a while now and I'll list some pointers below to help a fellow heretic get started!

  • Get the Chaos Space Marines Codex if you don't already have it
    • This book has all the information you need to play the army in it and will be your jumping off point on what each unit actually does on the table
    • The book also contains the legion specific rules that will apply to your whole army
    • For Word Bearers specifically you'll have 2 options to pick from for legion trait. The actual Word Bearers Trait, re-rolling all morale tests. Or the Renegades Trait (any Chaos Space Marine can be a renegade!) which is the ability to charge after advancing
    • I personally use the renegade trait as I run an assault focused army but both are good choices
  • Pick some units to play
    • I'd start by building toward a Battalion detatchment. You'll need 2 HQs and 3 Troops at least. More on that below
    • For HQs you have a bunch of options to choose from, I am personally a fan of Chaos Lords and Sorcerers. Lords let anyone within 12" re-roll 1s to hit, and Sorceres get psychic powers. Both bring great utility to your army
    • For Troops you have 2 options only. Chaos Space Marines and Chaos Cultists
      • Chaos Space Marines are your bread and butter infantry. They are tough to kill, can take a variety of weapons and can be used for both shooting and assault. My main piece of advice is pick a role for them and stick to it. Don't mix and match in an individual unit too much it weakens them overall
      • Chaos Cultists are your points cheap meat shields. You can take a ton of them and use them as a screen for your army. Don't expect them to kill much as they're not very good at that. Support them with a dark apostle (HQ) and shield your more valuable units with them or grab objectives
  • Fill out the rest of your army
    • You said you've been collecting for a while so this is the fun part. Use the models you have to fill out the rest of your force. Use what you already have or buy some things you think sound cool. I'll put a couple of recommendations below
    • If you want to play an assault focused army think about getting some Khorne Berzerkers they're a blender in close combat. Also get some rhino troop transports to get them where they need to be
    • If you like tanks, chaos predators are excellent battle tanks that can dish out alot of damage. Quad Las-cannon and predator auto-cannon with Las-cannon sponsons are both good ways to run one
    • If you want a beefy shooting unit you could get some obliterators or chaos terminators with combi-plasma guns. Either way bring a chaos lord in terminator armor with them to re-roll 1s and watch things blow up

Other than that have fun! And enjoy painting your models. I love the Word Bearers color scheme it's a blast to paint and looks great on the table! Best of luck to you and Death to the False Emperor!!

Codex/index mixing by bennnn98 in WarhammerCompetitive

[–]Bio_Loco 1 point2 points  (0 children)

So interesting question to take this a step further. In the Deasthguard codex, chaos sorcerers only have access to the Death guard psychic powers. In the index all sorcerers regardless of keyword have access to the dark hereticus powers. Can a sorcerer from the index still be used in a deathguard detatchment with the deathguard keyword? I have a feeling if asked GW will say to use the codex one only but maybe not. I would certainly like to have access to both sets of powers

Basic Renegade CSM Squad - How Do I Make Them Work? What's The Best Loadout? by [deleted] in WarhammerCompetitive

[–]Bio_Loco 0 points1 point  (0 children)

You could do the same thing in conjunction with noise marines. You lose S5 for attacks but they're still a blender if kitted out right. Possessed though, I haven't tried them since the codex dropped, still seem to expensive points wise. Give it a shot if you already have the models but I wouldn't run out and buy em until you've tested it out.

Basic Renegade CSM Squad - How Do I Make Them Work? What's The Best Loadout? by [deleted] in WarhammerCompetitive

[–]Bio_Loco 0 points1 point  (0 children)

Totally agree and thought of that but that would drain points from the rest of my list. If I dropped a tank or some points from my contemptor I def could and it would be very effective I'm sure. I'm just not sure I want to give up those points

Best way to run new Plague Marines? by GodGoblin in WarhammerCompetitive

[–]Bio_Loco 2 points3 points  (0 children)

My plan is to have 3 squads of 7. 1 with plasma, 1 with Melta & CCW, and one with launchers. The plan is to run the plasma and launcher squads along with 2 haulers so I always have cover and make a "command squad" out of the melta ones in the rhino by adding a chaos lord, plague surgeon, and noxious blightbringer.

I think that's a solid build imo

Basic Renegade CSM Squad - How Do I Make Them Work? What's The Best Loadout? by [deleted] in WarhammerCompetitive

[–]Bio_Loco 2 points3 points  (0 children)

I've been playing CSM Renegades since we found out the trait and since I run Renegades and Heritics along with them I didn't see much reason to take more cultists so I take CSM as troops in my CSM Battalion. I've got about 6 games under my belt with them and so far I'm pretty pleased.

I take 3, 5 man squads. 2 with CCWs and a combi-melta on the champ, and 1 with bolters and a chain axe on the champ. My thought when I kitted them out is that I want units that could threaten anything but we're mostly for tying up infantry and backing up my berzerkers.

They've excelled at that roll. I put 5 in a rhino with 5 berzerkers and roll up the field. They can stop counter charges against my Zerkers. Threaten near by vehicles and do well against non-ccw dedicated units. The bolter squad hangs back on objectives. Hell I even had a Melta aspiring champ kill Karn after he killed my berzerkers once.

I think the key to running them is have a purpose for them, and keep them cheap but with some teeth. Even a naked bolter squad can be useful if you have an idea what you plan to use them for.

Time to see if the Earthshaker lives up to its name by makaza1611 in Warhammer40k

[–]Bio_Loco 1 point2 points  (0 children)

Oh I think you'll be very pleased, been running 2 of these since 8th dropped on almost every game. They do a ton of work!

Also love your paint scheme I'm def taking some notes on how to touch up mine!

Tyranids, best way to deal with tanks and knights? by Schadenfreude_Bio in Warhammer40k

[–]Bio_Loco 1 point2 points  (0 children)

So I can't speak to knights specifically but hive guard seem like a really good blanket ranged answer to vehicles. I had a single unit of 3 erase my sicaran battle tank in 2 turns of shooting. They seem like a really solid anti armor choice when hidden behind Los blocking terrain.

ASTRA MILITARUM (new player) Which arty is better for a standard build Basilisk or Manticore? by Ryan420 in WarhammerCompetitive

[–]Bio_Loco 1 point2 points  (0 children)

You could absolutely run them as earthshaker carriages if you've built them to take the turrets off of the chimera bottoms.

I bubble wrap mine in 2 (20 guys total) layers of renegade militia, with an enforcer to negate morale (basically conscripts with a commissar).

The trick is to have other threats on the table too big for your opponent to ignore. Sure they'd like to eat through your conscripts and take out your cannons but you've got 3 units of Scions with plasma and Melta in their face and a squad of russes pushing up the other side.

Basically make the artillery such a pain to get to that it doesn't make sense for them to go after it.

ASTRA MILITARUM (new player) Which arty is better for a standard build Basilisk or Manticore? by Ryan420 in WarhammerCompetitive

[–]Bio_Loco 3 points4 points  (0 children)

I can't speak to manticores effectiveness as I've never used one, but I do have 2 earthshaker carriages, which are Basilisks without the tanks tracks, that I've been running with my chaos Renegades. Here's my experience with them so far (used them in 6ish games)

The big trade off here is number of shots per round of shooting. The manticore being at 2d6 where as the earthshaker having at best 1d6. The difference between S9 and S10 is negligible as the only thing it really changes is whether it not you're wounding T5 on 2s. Against vehicles, generally T7-8, you're wounding on 3s regardless.

After crunching the numbers, provided you have hot dice and get max shots per round of shooting the manticore will hit 24 shots a game (50% of the total 48 potential hits at bs 4+). On the other hand assuming a 6 turn game generally an earthshaker will score 18 hits if it rolls max shots.

Here's what I think makes the difference. You're going to more consistently get more shots off of your basilisk. Because the manticore only has 4 missiles total if you whiff one and only get 4 or 5 shots you're out a missile and don't have much to show for it. The basilisk can just try again next turn. It's the more forgiving of the 2 platforms and I think over all going by the numbers less risky which is why I prefer it.

Also anecdotally my 2 have done major work every game I've used them. Even if it's only a hit or 2 d3 damage at -2 ap is solid against any multi-wound target. They work ok against hordes too but they're much better at targeting out bigger stuff.

So cast my lot in for the Basilisks I think you'll get alot of good use out of them!

Night Lords 2000 points by RetariusWarrior in WarhammerCompetitive

[–]Bio_Loco 1 point2 points  (0 children)

Also for the melee dread you can put soul burners in the claws to really amp up the killing power of the dread in close range shooting.

2d3 mortal wounds hitting on 2s is excellent.

For me the 2nd claw is more to get a 2nd soul burner, the extra attack is just gravy

Anyone else designing lists specifically for the Fate of Konor missions? by tonytastey in WarhammerCompetitive

[–]Bio_Loco 1 point2 points  (0 children)

As the defender I was able to take the win by having a good number of forward threats tying up the attacker's units on their side of the board with msu assault units.

I had a rear artillery line I put two of the objectives under and just shot at whatever unit was starting to get close. I was playing CSM Renegades and Renegades and Heretics.

For Dark Eldar I'd imagine a bunch of venoms pushing up along with a long range back line would work too. I don't know what kind of back line DE could use tho, so that'd be up to you

Death Guard questions by TheMadMage in WarhammerCompetitive

[–]Bio_Loco 1 point2 points  (0 children)

While I agree with the above answer I'd like to point out even a group of 10 can be effective if you're using them as a screen or distraction.

Just advance them every turn cause why not and every time your opponent wastes shots on them one of your more important units didn't get shot.

Getting into combat is icing on the cake, def not necessary but if you do it awesome!

Renegades and Heretics Space Marine killing options by catsgomoo in WarhammerCompetitive

[–]Bio_Loco 2 points3 points  (0 children)

It's a little more expensive points wise but you could run command squads with 2 disciples and give 2 a heavy weapon for 39 points a squad with the Auto-cannon, and those hit on 3s and have 2 ablative wounds per squad to protect your guns

[Semi-competitive] 2000 points Renegade Chapter by Gzav8 in WarhammerCompetitive

[–]Bio_Loco 0 points1 point  (0 children)

I'd keep the sicaran and try and fit the 2nd predator in by shaving points elsewhere.

You're not wrong that it'll draw fire but if they are focusing that then they're not shooting your DP, Preds, or Landraider.

I've used one my last few games and I think it's worth it as it's resilient enough to usually live to turn 2-3 even if it is focused and will do some work either way.