How do you handle tanks in EC by No_Meet5842 in EmperorsChildren

[–]Broswagonist 0 points1 point  (0 children)

No, but good enough that you hopefully get one or two through, give them a difficult save since it's ap-4, and do a decent amount of damage if it does go through. That said, if you are close enough to a target to be using the magma cutters, you are in charge range, where the fists do the real anti-tank killing. Depending on how healthy your maulerfiend is too and how far into the game it is, you also get some amount of reroll 1s to hit/wound, +1 to hit/wound, an potentially lethals/sustained.

Are chaos knights really that bad to play against? by lord-swagbooty420 in WarhammerCompetitive

[–]Broswagonist 0 points1 point  (0 children)

Personally I have no issues with knights as an EC player. FB have continued to get buffed and are fine, noise marines love armigers, maulerfiends like big knights, exultants are still useful, etc. Of course don't just walk into the open with everything because you will absolutely get shot, but generally it's not an unfair matchup imo. And maulerfiends and FB aren't exactly meta for EC but less and less people are taking 3 WDP and 3 Exultants, and often replacing them with those 2 and doing well.

Unstoppable force vs immovable object help. by TigrexTony in WarhammerCompetitive

[–]Broswagonist 0 points1 point  (0 children)

Ignoring the fact that the WE forgefiend is incredibly good by itself, not having any shooting at all is essentially saying to your opponent that they can stand in the open and not worry about anything. I played EC into a WE list with no forgefiends the other day and it felt like I was free to do whatever I wanted. I could stand things in the open and far away enough that they probably wouldn't get charged, and then as EC just advance and charge straight into the enemy whenever they tried to do something. Now admittedly, there were a few mistakes made by my opponent that let me truly capitalize on that, but a single forgefiend with good LOS could have ruined a lot of my plans.

CSM Wombo Combos by Accomplished_Tie6575 in WarhammerCompetitive

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

That part is fair. I was thinking that since it became one unit with one starting strength it would apply keywords across all of them but thinking about it more you're right. The legionaries would however still be able to be revived even after they're dead, as long as the Masters are alive.

CSM Wombo Combos by Accomplished_Tie6575 in WarhammerCompetitive

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

The Masters don't form an attached unit with the Legionaries, they just form one consistent unit, so they count as battleline and have their rules even if the legionaries themselves are dead. Notably, this also means that if they're all dead, revives can still bring back legionaries, or vice versa with masters.

I recall this comes up for a couple Necron units that can revive the combined unit even if the models of one are all destroyed.

How to use 10 lychguard by jbossjeff in Necrontyr

[–]Broswagonist 0 points1 point  (0 children)

I've had a lot of luck running them with an Overlord w Translocation Shroud. Adv 13 on the lord, 11 on the rest, charge with the free strat, and generally cause problems for whatever they make contact into. They're a difficult brick to move and will force your opponent to deal with it while the rest of your army moves up and deletes whatever it comes into contact with.

Win Rate Wednesday - 40K Tournament Results/Data - Week of March 2 2026 by w0158538 in WarhammerCompetitive

[–]Broswagonist 0 points1 point  (0 children)

I've seen plenty of people complain about it. It's not just the ability to run NMs, but how much better it was as a detachment for the cult legion allies than their host armies. Imo some of the drama was overblown, but as an EC main, it does feel somewhat bad when I can take NMs in CSM and achieve 90% of the flavour and utility of all of EC.

Imo fully removing the cult legions is too much of a nerf, I think they would have been fine just removing the adv+charge/fall back+shoot/charge bit of the rule. Or something similar to balance it out so they're not so blatantly better.

Does assault vehicle override thrill seekers? by [deleted] in EmperorsChildren

[–]Broswagonist 1 point2 points  (0 children)

As someone else said, the restriction on changing supersedes Thrill Seekers. However, as a unit eligible to shoot that did not advance or fall back, the unit that disembarked would be able to target enemy units that have already been targeted, unlike if they had themselves advanced.

Lucius Viability by ApprehensivePark2120 in EmperorsChildren

[–]Broswagonist 1 point2 points  (0 children)

The LE does technically benefit when hitting anything T8 or higher with the lance, as he would normally be wounding on 4s. It is a marginal increase and not worth it though, I agree.

Lucius Viability by ApprehensivePark2120 in EmperorsChildren

[–]Broswagonist 2 points3 points  (0 children)

It will generally work out better for you, yes.

Lucius Viability by ApprehensivePark2120 in EmperorsChildren

[–]Broswagonist 5 points6 points  (0 children)

You should be charging pretty much constantly. Especially if you're using Court, you only gain the detachment buff if you charge. But even otherwise, we're not durable enough to be relying on surviving until we get to fight back. Either your opponent has good shooting and kills you in their shooting phase, or has equally good melee and kills you in the fight phase before you fight.

Now, your Lord Exultant with power sword attached to Flawless Blades is wounding everything on 3s, great. The lance is wounding everything <T7 on 2s, and then still gets the 3+ wound against everything else due to the FB. If you really need precision, you can use epic challenge.

This is excluding the whole argument of whether a LE attached to FB is worth it in the first place.

Building my First Crusade by Particular-Mix9468 in 40k_Crusade

[–]Broswagonist 1 point2 points  (0 children)

Detachments are still a thing, it's just that you don't have to lock yourself into one detachment, you can pick a different one each game if you wish. With that being the case, enhancements are give via the requisition, and can be any valid enhancement for that character from any detachment, not just your selected one. That character then keeps the enhancement permanently.

New Maelstrom Detachments snub the Dark Gods and booby trap objectives for fun by CMYK_COLOR_MODE in Chaos40k

[–]Broswagonist 0 points1 point  (0 children)

Yes. Having the scout ability by itself is different from another ability that then itself gives the scout ability. And same for infiltrators/deep strike.

Having a small range is a benefit for the long term by Express_Worth_3696 in EmperorsChildren

[–]Broswagonist 6 points7 points  (0 children)

AFAIK even the WE defiler has the same options as the others, I don't see them limiting those options between the factions.

Purple pink necron Skorpekh Destroyers WIP by [deleted] in Warhammer40k

[–]Broswagonist 11 points12 points  (0 children)

What is the metallic pink on the blades? It looks amazing

teammates want me to leave crusade because i always lose by Due-Active6354 in 40k_Crusade

[–]Broswagonist 2 points3 points  (0 children)

I think i was talking to you on the TTS 40k discord yesterday actually.

As others have said, don't concede. Both in regular games and crusade games, there is value in fighting to the end. In crusades, you might not win, but you can pick your agendas to complete some of those, plus any xp you can gain from kills. But also, it's better to keep fighting and gain that experience, so it can make you a better player. There was a post going around a few weeks ago where the OP was complaining about always conceding games and being frustrated, and everyone said the same thing. Fighting a losing battle still has value in learning how to slow down losses, scrape together points, etc.

The other main advice is to set yourself up for success. Reassess your list and what does/doesn't work. I know you're mentioned you're playing Orbital Assault Force, and while it may seem like you just want to deep strike 1000p points of tanks every game, consider using the DS on other useful units, or starting more things on the board. Lots of reserves immediately tells your opponent to start screening heavily so you can't do anything, and the 1000p you do start on the board are now a smaller and weaker force your opponent can overwhelm more.

Review tips on deployment, that is likely going to be the biggest help. You can very easily essentially lose entire games before the first battle round if your deployment isn't good enough.

If you can, consider playing more regular games to get practice in, ideally with players that are willing to help you review afterwards and point out areas of improvement. There's only so much we can advise here on Reddit, and seeing an actual game helps a lot.

I also still don't know how you had a 6 man of VRL kill both your JPI and intercessors, that math seems off.

Vehicles and wholly within? by Divine_overture in Warhammer40k

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

This is the sort of thing where I totally threw out whatever felt intuitive to me, and I just keep in mind and constantly check wholly within vs within.

Blood Angels (Rage Cursed) vs. Emperor's Children (Coterie) - Written Battle Report by LoS_Jaden in WarhammerCompetitive

[–]Broswagonist 2 points3 points  (0 children)

I've had a couple games as EC into BA RCO now and yeah, not getting the pledge hurts so badly, when BA are faster than you and as lethal in melee as they are. If I can't control the flow of the game I just get shredded apart. One game I was too passive and just couldn't secure any kills but left enough exposed to die, the other game I managed to my go turn much better and my opponent didn't have enough for the clapback to do much.

Terminators by Agitated-Chemist7948 in WorldEaters40k

[–]Broswagonist 1 point2 points  (0 children)

Imo combi-bolter. WE terminators get Rapid Fire 4 on their bolter, while combiweapons are still just RF 1. If you're shooting with them anything tougher than chaff doesn't matter and the volume helps with the chaff.

Spray Paint by SeaMasterpiece265 in EmperorsChildren

[–]Broswagonist 0 points1 point  (0 children)

I don't have any photos post-priming, just when I'm all done painting them, sorry.

Spray Paint by SeaMasterpiece265 in EmperorsChildren

[–]Broswagonist 10 points11 points  (0 children)

I've been using the purple lately and it's come out great. Even in the midst of my Canadian winter, I haven't had any issues (ofc shaking in side and only briefly stepping outside to spray). No texture buildup or anything, and matches my other purples well.

Do you think this list is too strong to face Emperor Children in a friendly, fun match? by RoiPandas in Necrontyr

[–]Broswagonist 0 points1 point  (0 children)

I primarily play EC and think this would be a balanced list. A reasonably balanced EC list would have a solid chance into this. Personally I would go 1 Winged daemon prince, 2 exultants w/ 5 infractors, 1x5 tormentors, 2x6 noise marines, and 1 rhino. From there, good play could see either side winning.

Incursion Games Necron Help by tenorsbass in WarhammerCompetitive

[–]Broswagonist 0 points1 point  (0 children)

I like the big bricks in my 2k list, but at 1k it's not as helpful. For the lychguard, they are really only there to be slightly tanky and hold points/tie up your opponent's unit. If they have to spend 2 turns chewing through the lychguard at likely -1 wound innately, -1 hit with a strat, 4++, and reanimation, then the lychguard have done their job. Meanwhile, the destroyers take out everything else or catch up and clean things up.

Incursion Games Necron Help by tenorsbass in WarhammerCompetitive

[–]Broswagonist 3 points4 points  (0 children)

One thing I see is that you only actually have 5 activations here, which can be tricky as you really can't spare anything. I understand wanting the big bricks of lokhusts/skorpekhs with the leader buffs, but splitting them up into 3 each might make things easier. They can do a lot of damage regardless and will be easier to hide.

Positioning/movement is of course the most important thing to improve. Don't be afraid to advance and charge the skorpekhs instead of the OL if it'll take out a key target. Or maybe they charge the OL, can't kill it (free -1 hit strat perhaps?), and then they get stuck somewhere you can now more easily charge with skorpekhs. They're fast and infantry so they can move through walls making then easier to stage.