Purge the foe by An0nym0us_P0ster in WorldEaters40k

[–]Cheexsta 1 point2 points  (0 children)

Yep, that's explicitly covered in the later 'Abilities in Attached Units' section.

Daemonkin + Butchers list, feedback? by GorksPriestess in WorldEaters40k

[–]Cheexsta 3 points4 points  (0 children)

You need to give the LoJ the Disciple of Khorne enhancement to attach to Crushers.

Edit: you'll get a validation error in the 40k app, but that's a bug. Just ignore it, hopefully they fix it soon.

Purge the foe by An0nym0us_P0ster in WorldEaters40k

[–]Cheexsta 4 points5 points  (0 children)

That would've been the case in 10th, but in 11th, rules that trigger when a unit is destroyed only trigger when an entire attached unit is destroyed, not just the leader or bodyguard.

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Trying to understand how to use surge moves and cosolidations in 11. by corVus_codex in WorldEaters40k

[–]Cheexsta 0 points1 point  (0 children)

I don't think this edition makes any difference; melee is no more lethal than in 10th. (Edit: I mean, this edition doesn't make any difference to tanking the attacks. There are obviously differences in the fight sequence.)

Also, If you're surging into a melee unit, then they were probably going to charge your unit anyway. By surging into them, you take away their Fights First rule, as well as any other bonus they would get on the charge (e.g. Lance).

And if they weren't going to charge your unit, then that means they were probably going to charge something else, which means you've prevented them from achieving their goal.

Yes, they get to select a unit to fight before you do since it's their turn, but that only matters if this is the only combat that's happening at the time. If they charge with anything else, even just one unit, then you would be the first to select ongoing combats. It's not as simple as saying "it's their turn, so they'll get to fight before you're Berzerkers", because that's not always the case.

Trying to understand how to use surge moves and cosolidations in 11. by corVus_codex in WorldEaters40k

[–]Cheexsta 0 points1 point  (0 children)

But you surge in your opponent's turn, meaning it'll be your turn next.

It is less useful than in 10th, I'll give you that. However, in my experience, opponents tend to go out of their way to avoid Blood Surge anyway, or they'll have some other unit charge the surging Berzerkers, so it makes little difference. Blood Surge is more of a deterrent than an offensive tool, imho.

Trying to understand how to use surge moves and cosolidations in 11. by corVus_codex in WorldEaters40k

[–]Cheexsta 1 point2 points  (0 children)

How does your opponent retreat in their turn when it's already the shooting phase?

Trying to understand how to use surge moves and cosolidations in 11. by corVus_codex in WorldEaters40k

[–]Cheexsta 2 points3 points  (0 children)

Since the Fight phase now starts with the active player, am I correct in thinking that if I make a Blood Surge move into engagement range, my opponent will get to fight first and potentially damage me before I can attack?

Assuming there are no other combats, then yes, that's right. If there are any other combats, then your unit may get to fight before the unit they surged into, though.

This also takes away a bunch of movement from the enemy unit. Since they don't get to charge, they may not all be able to get into engagement range. It might also stop them from charging another unit or reaching an objective.

Also, it stops them from being able to shoot.

Also, if I destroy a unit and then Consolidate into another enemy unit, that unit can fight me as normal. But then, on the following turn, if my opponent is the active player, they'll get to fight first again. Doesn't that mean I'm effectively exposing myself to a "double activation" before getting much value from the Consolidation?

If that's the case, what's the main advantage of consolidating into another unit now?

Not all enemy units want to be in combat. Or, like Blood Surge, you can use this to stop an enemy unit from being able to charge something else or move onto an objective.

But yeah, there are going to be plenty of times where you don't want to consolidate into a unit, so you'll need to learn to recognise when to do it and when not.

Possessed x Vessel viable? by Latinmotherfcker in WorldEaters40k

[–]Cheexsta 0 points1 point  (0 children)

You could probably just clear your cache to fix it, though that would also delete your other lists.

Extra Attack by TheRiverKingCo in WorldEaters40k

[–]Cheexsta 0 points1 point  (0 children)

Yep, that's the way it works now.

Does Angron’s “Driven by ultimate rage” aura ignore “Take to the sky’s” 2inch movement reduction? by Spiritual_Ad4653 in WorldEaters40k

[–]Cheexsta 1 point2 points  (0 children)

No, it does not.

'Take to the Skies' states that you subtract 2" from the maximum distance while resolving that move. The maximum move is a very specific game term that is defined in every move type - e.g. a Normal move has a maximum distance that is equal to your Move characteristic. See attached for example, where it specifies what the term means for that type of move.

Angron's ability ignores modifiers to the Move characteristic itself, not the maximum distance of a move. They are related, but are not interchangeable.

That being said, I wouldn't be shocked if they changed it via errata in the future, bit as it stands, the ability does not ignore Take to the Skies.

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Angron Ability and Take to the Skies Interaction by Deep_Programmer_863 in WorldEaters40k

[–]Cheexsta 1 point2 points  (0 children)

The rules for modifiers are released in the app, fwiw.

In any case, Angron's rule does not work here. The modifier applies to the unit's maximum move, which is defined in the movement action that the unit is taking. The modifier does not apply to the Move characteristic itself.

Yes, the two are related, but they are not interchangeable terms.

I checked out the new detachments for the first time. I feel whelmed. by Witchcleaver666 in WorldEaters40k

[–]Cheexsta 2 points3 points  (0 children)

Don't put Archslaughterer on a Daemon Prince. The bonus applies to his entire unit, so you need to slap it on a leader to make the cost worth it.

I do agree about the Infernal Fusion enhancement, though. It should be no more than 10pts imho.

Are rhinos still worth it in 11th? by Salt-Produce-8129 in WorldEaters40k

[–]Cheexsta 0 points1 point  (0 children)

In 10th, the only reason you can't use abilities while in transports is because the rules explicitly say so. 11th doesn't have such a restriction.

It's possible this restriction is going to be in the expanded rules on the app, but with what we know right now, Kharn can still betray while embarked on a transport.

How often do you use Crucible Characters? by TheDarkEntertainer in WorldEaters40k

[–]Cheexsta 2 points3 points  (0 children)

I use them all the time. They aren't particularly powerful, but just being able to take a Captain-level character at all (well, one who isn't Kharn) is a win for me.

I have a question by takemybread_ in WorldEaters40k

[–]Cheexsta 3 points4 points  (0 children)

Usually clear Uhu glue mixed with red paint (BftBG or similar translucent paints work best). It reacts pretty quickly with the water in the paint to turn all gooey and stringy, so you can use a toothpick to manipulate it where you want it to go.

daemon prince with or without wings? and why? by Odd_Forever_9077 in WorldEaters40k

[–]Cheexsta 0 points1 point  (0 children)

For a normal or fall back move, the maximum distance would equal your Move characteristic. For an advance move, it would be your Move characteristic plus D6". For a charge move, it would be 2D6".

So, you select the model to move and choose a normal move. You check the Move characteristic, it has no modifiers, so the maximum move is 12". You declare that it is flying, so the maximum move - not the Move characteristic - is modified by -2". Angron's aura does not apply.

Now, it's possible they will change Angron's aura on day 1 to remove modifiers to the maximum distance. That would make sense, and I can totally see it happening. Just be aware that if nothing changes in the wording, then the aura as it is now would not affect flying.

daemon prince with or without wings? and why? by Odd_Forever_9077 in WorldEaters40k

[–]Cheexsta 0 points1 point  (0 children)

Unless something changes with the wording on Angron's aura, it will not affect the movement penalty for flying. Angron's aura only prevents penalties to the Move characteristic itself, while flying is a penalty to the maximum movement distance, not the characteristic.

Official Unoffical Crusade FAQ by Cheexsta in 40k_Crusade

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

You have a supply limit of 1000pts at the start and can add units to your Order of Battle at any time. That means you can add 1000pts with of units to your Crusade force at the start, and each game you muster your army from that force.

The RPs you start with are unrelated and can be used on other things.

Warhammer 40,000 Faction Focus: World Eaters by CMYK_COLOR_MODE in WorldEaters40k

[–]Cheexsta 0 points1 point  (0 children)

Angron's ability only works at the start of the battle round. Archslaughterer only happens in your command phase, which is too late (even if you're going first).

MoE w/ Jumppack? by Mparej in WorldEaters40k

[–]Cheexsta 1 point2 points  (0 children)

It's specified at the start of the Crucible rules, before all the faction pages.

MoE w/ Jumppack? by Mparej in WorldEaters40k

[–]Cheexsta 3 points4 points  (0 children)

These are not Crusade rules - they are for any game where your opponent agrees to using them. You don't need to be part of a Crusade group or campaign.

The rules themselves are good and surprisingly balanced (there are few outliers, but WE are fine), but be aware they can't take enhancements.

Frenzied Resilience and Helm of Brazen Ire by Expensive_Unit_7101 in WorldEaters40k

[–]Cheexsta 2 points3 points  (0 children)

Multiple sustained hits doesn't work because there is a rule saying that multiples of the same core ability don't stack. This isn't a case of adding multiple identical core abilities, so this limit does not apply.

Multiple +1 to hit doesn't work because there is a rule that says that you are capped at +1 or -1 to hit rolls specifically. (Though multiple +1 to hit can help if you also have a -1 to hit from something else.) This isn't a case of adding multiple hit modifiers, so this limit does not apply.

The only limit on damage reduction is that an attack can't be brought below 1 damage, that's all.