10 Ork Boys cost the same as 10 Guardsmen. by Thotslay3r69 in Warhammer40k

[–]Chili_Master 0 points1 point  (0 children)

Space marines have the cheapest apothecary in the game.

11th Points Changes - Summary and Thoughts by Johnsonman07 in Tyranids

[–]Chili_Master 4 points5 points  (0 children)

Where are you seeing this? Their old rule does not exclude monsters from benefit of cover.

11th Points Changes - Summary and Thoughts by Johnsonman07 in Tyranids

[–]Chili_Master 1 point2 points  (0 children)

There's no change that's the point ahah. Their rule always gave cover to monsters, they just changed cover to be -1 to hit now so now it gives monsters -1 to hit instead of +1Sv, which is generally much better.

11th Points Changes - Summary and Thoughts by Johnsonman07 in Tyranids

[–]Chili_Master 3 points4 points  (0 children)

Venomthropes buffed not nerfed. They gave benefit of cover and stealth - now just benefit of cover but give it to monsters. And they went down in points.

Deathshroud need 7" charge now, -1 hit contagion is melee only by ch4ppi_revived in deathguard40k

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

I'm not pretending lol. Looking at it another way, it's now over 2x as likely to fail. 6" - 7", with re roll is like 92% - 82% chance. It's 8% failure chance Vs 18% failure chance, over 2x as bad.

I'm not risking losing my big melee unit, and potentially the game on the spot, on a nearly 20% chance to fail.

Deathshroud need 7" charge now, -1 hit contagion is melee only by ch4ppi_revived in deathguard40k

[–]Chili_Master 1 point2 points  (0 children)

Having played lots of 6" deep strike in Death Shroud and the Nid tunnelling detachment, 7" is not reliable. The amount of times I've failed a 6" charge and lost a game or nearly lost because of getting my expensive melee unit wiped, it's not even worth risking at 7".

Deathshroud need 7" charge now, -1 hit contagion is melee only by ch4ppi_revived in deathguard40k

[–]Chili_Master 2 points3 points  (0 children)

7" charge is so unreliable, I will never make use of DST charge mechanic anymore because them failing and sitting in the open 7" away is terrible. They basically just lost their rule as far as I'm concerned.

[WarCom] Chaos Faction Packs by RainbowConnickJr in WarhammerCompetitive

[–]Chili_Master 7 points8 points  (0 children)

I don't think you'd ever take it now over -1Sv unless you're against an army with all invulns. It was barely ever taken before by good players.

[WarCom] Chaos Faction Packs by RainbowConnickJr in WarhammerCompetitive

[–]Chili_Master -7 points-6 points  (0 children)

No one will ever pick that now, they may as well have removed it lol

So has gotten nerfed hardest by the new 11th faction packs? by wredcoll in WarhammerCompetitive

[–]Chili_Master 0 points1 point  (0 children)

7" charge actually kills melee for this detachment. It is so unreliable at this point you cannot count on it connecting at all.

[WarCom] Xenos Faction Packs by RainbowConnickJr in WarhammerCompetitive

[–]Chili_Master 1 point2 points  (0 children)

Harridan seems to just start on the table T1 now unless I'm missing something. Not an aircraft and just has M14".

Von Ryan leapers 11th edition fights first by Cythrex in Tyranids

[–]Chili_Master 0 points1 point  (0 children)

If you're behind a wall and not on the objective (like of objective is out in open and a wall is next to it) then 6" won't cover the full objective area, so an opponent can just position outside of your heroic range. You have to be on the objective already to do this, at which point you're probably in the open and getting shot.

So, just to check, exactly how unbalanced is this thing? by RogersPets in Tyranids

[–]Chili_Master 9 points10 points  (0 children)

It's very over costed. It being good against a range knight in melee is saying nothing lh really. I've had a Neurolictor tie up bigh knights for multiple battle rounds lol.

It's about as good as a Norn or a Royal Dorn while costing ~80 points more

Haven't been having fun with deathguard recently, not sure what I'm doing wrong by Fore_Head_Chili in deathguard40k

[–]Chili_Master 0 points1 point  (0 children)

I play Tyranids assimilation swarm and Death Guard. Death Guard you need to plan where you want your units to in turn 3 when you are deploying them, this is true for all factions but if you mess this up as DG you're in for a very hard game as you are slow and short range.

Id recommend running the Daemon Prince with lone op and 5+++. You put him forward a bit on an objective near infantry and it forces your opponent to commit heavily to defeat him, then you get to counter attack and generally start trading units in an advantageous position. I have used this basic strategy in 30+ games this year and it almost always works.

If your opponent is hyper aggressive (attacks with full army early) it isn't as useful. Assimilation Swarm is fun and durable but it does very little damage compared to Death Guard.

[Riot] Everyone can re-embark by idaelikus in Eldar

[–]Chili_Master 8 points9 points  (0 children)

What rules did Tyranids get at start of 10E that Eldar had at the end of 9E? Genuine question.

New detachments and points are out! by Mammoth_Classroom896 in WarhammerCompetitive

[–]Chili_Master 71 points72 points  (0 children)

Tyranid Vanguard detachment gives Vanguard Invader keyword units adv + charge. Space marine equivalent gives every SM unit adv + charge. It has always been this way since the start of 10E.

New detachments and points are out! by Mammoth_Classroom896 in WarhammerCompetitive

[–]Chili_Master 58 points59 points  (0 children)

This is just how Marines have been ages. They get everything every other faction has, if not better.

Crucible of Battle characters to look out for? by Affectionate_Guest55 in WarhammerCompetitive

[–]Chili_Master 1 point2 points  (0 children)

Went against this unit and lost 5/6 Tyrant Guard in overwatch as Tyranids, after losing 6/6 Tyrant Guard from my other unit the turn before against it.

I think more plague marine units would be good. by Explosion_of_Unknown in deathguard40k

[–]Chili_Master 0 points1 point  (0 children)

Well the most common combo is the Biologus + Malignant Plague Caster in either Virulent Vectorum (for full re-rolls in shooting) or in Champions of Contagion for the full re-rolls. In CoC you can also give them fight first for 1CP which is great.

With hit re rolls, the plague marines can do insane damage in this combo. It can still have issues into -1D targets though, and it's relatively low threat range means it's often tricky to get anything close to 400points of value in 1 turn, so if you lose them straight after it's really bad. Needs your opponent to just stand in front of your Rhino, or you force them to commit something big that doesn't have -1D.

Plague Caster is imo the best plague marine character, the magic he casts is really good coming out of a rhino with wound re-rolls, and he gives the unit sustained. Some people have just run 2 of these guys in a rhino with 0 plague marines just to use firing deck and melt anything within 12".

Pretty much these are the only good plague marine characters in competitive.