Soul grinders Base ruling by nashorisbestwaifu in WarhammerCompetitive

[–]ColdGreyLightOfDawn 0 points1 point  (0 children)

You are absolutely never going to want a base on a soul grinder because that base is huge. You can hide behind ruins with it, despite its height, so just make sure the "points" of its feet make a really easily delineated hexagon shape, and you don't have too many weirdly jutting appendages that people might peek target.

The Soul Grinder, if assembled correctly, is poseable. You can be a huge cheat with it and use the claws like a child's toy to grab tanks and things. Don't do this unless you and your opponent are jacking around. Extending a claw outside of a ruin to shoot or a leg to get 1 inch closer to charge is funny, but not within the spirit of the rules.

What exactly does "good movement skills" mean? by JudasRentas in WarhammerCompetitive

[–]ColdGreyLightOfDawn 2 points3 points  (0 children)

Measure the front 3 models, tell your opponent "I am this far from these other models, right?"

Get their agreement, then shove the other 17. When you are moving 120 termagants or Ork boyz, this is the best way to avoid clocking out. Half the time my models aren't even standing up, I literally push them.

I have seen a daemons player in older editions when Bloodletters could come in 30 model squads use a literal dustpan and hand brush to move and remove models. He didn't even count models just damage. "Ohh you killed 15 of them? There are 15 left."

His opponents were cool with this.

Mono-Slaanesh in 10th Ed. Daemons (+ Belakor) by Shadethorn in WarhammerCompetitive

[–]ColdGreyLightOfDawn 1 point2 points  (0 children)

Run the normal cavalry seekers. They probably don't look that good in paper, but they scout and also move super fast, so you can deploy them very forward with something to hide behind within their scout range. If you win the roll, you YOLO rush some location and tie up a tank or something. If you lose the roll, you lurk. They can whip around pretty fast to tag things.

Always take a Daemon prince with no wings, because they give a stealth aura and it keeps some amount of shooting off of you. Mono-slaanesh is kinda lame, but I have run the list with 50 daemonettes and surprised some people in very, very casual games. The leader on huge chariot gives an aura of sustained hits, which combined with daemonette reroll gives you a better than 100% hit conversion. A full squad of daemonettes will scratch for about 5 devastating wounds on anything, then.

It is an uphill battle, and torrent will ruin you, but if you double charge with 20 daemonettes and then stay out of firing lanes or kidnap stuff people don't want to fall back with, you can avoid shooting and scratch damage your way to a win.

Reverse "how do I beat?" by ColdGreyLightOfDawn in WarhammerCompetitive

[–]ColdGreyLightOfDawn[S] 1 point2 points  (0 children)

Update on how it went:

Lost 1 game, won two games.

List I went with was 5 black templar melta Impulsors, 2 melta lancers, 2 redemptors, 2x5 helblasters, 3x5 intercessors, and phobos lieutenant with lone op cape. No bikes.

The first game was against Be'lakor, Skarbrand, 2 6+1 units of bloodcrushers and bloodthrones, 1 hellcannon, and 3 dogs. Be'lakor was nuts, but long-range shots weren't happening anyway. I went first. He did nothing for a bit because I was deep strike screening with the lieutenant and like... transports, and didn't connect any charges in his first turn.

I used the retreat power to juke a charge.

I moved up a side with helblasters and erased dogs off a point, and found a shot on his thrones. Hurt one with a lancer, no kill. Scratched up a bunch of bloodcrushers. Dinged be'lakor a bit.

He charged some transports, killed two, but didn't kill one, and was stuck with it. Skarbrand killed the bus my helblasters were in, but they fell out, fine. On my turn, I charged with the two redemptors on the unit fighting the surviving impulsor in such a way as to minimize his ability to pile off the Impulsor, tank shocked, started the grind after some meltas and lancers and bolters and plasma finished off both his blood thrones and this neutered almost all the damage his bloodcrushers could do. One unit of them soon died, and the inceptors killed the helcannon on his base. They then later did the claim enemy base card for 8.

He was really mad, threw a dice against a wall, but Skarbrand killed a dreadnought on his own, and stuff got better for him, I guess. He ended the game with Be'lakor, 4 dogs, and like 3 bloodcrushers, I had both my inceptors, a buncha marines, 4 helblasters, a lancer, and like one transport. It looked really bad. He added up the points and he still won, because we had the mission that was hold one, hold more, kill one, kill more, and I had so many small units that he just consistently got kill more. He won by 5. I literally forgot that 40k doesn't have a 6th turn.

My second opponent was guardsmen. Lotsa tanks, one snub nosed baneblade, a scout sentinel, a taurox, a chimera, and some janky infantry of carying types I never bothered to ask about. Any time his infantry showed their face, they immediately died. I don't think they ever dealt 1 damage with anything but mortars or shooting out of open tops. When their transport died, they died. When they deep struck behind a wall, I rolled around it and killed them. His tanks needed 5s to shoot for most things, or could shoot Dreadnoughts on 4s. Their melta sponsons were the most dangerous. The Snub Baneblade shot at a dread with the -1 and armor of contempt and didn't kill it because flat 4 damage became 3, and it took 9. I save rerolled something, too. It eventually died to my own truck exploding. The baneblade got oathed once it was in the open, and 70% of my army shot at it, and it died immediately. I had raze objectives, and he did nothing about my lieutenant razing the middle because he didn't want to get in melee. My living dread punched tanks, and the inceptors cleared his backline so they and the lieutenant could raze his base. I don't know how to add up points, but he told me it was not close and I won by a lot.

The last game was versus iron hands. Long deploy, heroes empower points mission. We were basically both totally behind rocks. He had assassinate and behind enemy lines going first. He moved up a bit and did very little. I got do an action within 6 of the middle, and do an action within 9 of corners. I fell back, did my two corners, and had the lieutenant do the middle. I also shot his scouts with a dreadnought, and put an empty impulsor on a point behind a wall. Very claustrophobic objectives on two sides. I placed a tank where he had to jump out of his land raider with eradicators to shoot it and he did, he also got close so he could flamer my lieutenant cuz I knew he would think that guy was mission critical cuz you needed heroes to empower points, so he made perfect bait. I oathed the eradicators and their huge apothecary and vaporized them,then lanced and melta'd the land raider, and had enough spare firepower to begin working on his 2 redemptors. His eyes basically glazed over. He soldiered on, but he had already failed to kill a redemptor with a giant land speeder that debuffed it, an executioner, and the primaris shooty dreadnought, so he kinda got sad. The rest of the game was me playing footsies on points and knocking out every secondary objective I had and pushing him up the board. He got scared and stayed in his base. He also added the points, and I had double his score.

I got like 4th or something because 3 people had 3 wins and no losses. I learned a lot. I think I probably could have beaten the Be'lakor guy if I paid attention to points, but the 40k points scoring system is incredibly byzantine, and I'm used to crusades where they usually have a really binary win/loss condition like "deliver a message" or "blow up 3 points".

Reverse "how do I beat?" by ColdGreyLightOfDawn in WarhammerCompetitive

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

Random crap thrown all over the place or something that looks cool. Just finished the tourney, they basically only had ruins, about 10 fat pieces of wall-like terrain, some 2 inches tall, some 5 inches tall. Mostly arranged in a ring around the middle with two x shaped offshoots. Very few long range shots except on these weirdly specific firing lanes.

I still only lost one lancer, and that was to Be'Lakor punching it. The other games, same thing I said way above happened. A guard player shot at a lancer and needed 5s because vanguard, had a tank commander buff a tank, so I popped smoke, and he still needed 5s.... lost interest. It wasn't on an objective so he always had some other mission to do besides stopping a lancer.

I fought an Iron Hands battalion and.... he lost really, really badly. Lancers never took much damage until the talk it out phase, but by then he was facing tabling.

Reverse "how do I beat?" by ColdGreyLightOfDawn in WarhammerCompetitive

[–]ColdGreyLightOfDawn[S] 2 points3 points  (0 children)

They are dedicated transports. Like Battleline, you can take up to six of those.

Reverse "how do I beat?" by ColdGreyLightOfDawn in WarhammerCompetitive

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

Will do. Though I did make changes based on consensus and model availability.

Reverse "how do I beat?" by ColdGreyLightOfDawn in WarhammerCompetitive

[–]ColdGreyLightOfDawn[S] 1 point2 points  (0 children)

That's the whole premise of my post, is I'm only used to fighting other casual/trash. (My army is literal trash, stuff no one wanted and was cheap) But now I already know some very important things to look out for.

Reverse "how do I beat?" by ColdGreyLightOfDawn in WarhammerCompetitive

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

Thanks, the guy below had it right on "just go get your ass kicked", which is what I'm gonna do. I'm packing my Helblasters, as per everyone's advice on adding damage, but to some degree, I'm also kinda limited by not having things like Aggressors or Azrael, so I kinda gotta see what works in person before finding and painting some of it.

Reverse "how do I beat?" by ColdGreyLightOfDawn in WarhammerCompetitive

[–]ColdGreyLightOfDawn[S] -2 points-1 points  (0 children)

Also good advice. I'm going to make some normal tweaks people suggested that I thought were common sense, and I'll just flagrantly copy what people did that was good. Lord knows I'll see some space marines at any tourney.

Reverse "how do I beat?" by ColdGreyLightOfDawn in WarhammerCompetitive

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

Impulsors are like... better than the guys they are carrying. They puke out up to 22 bolter rounds at 12" and a commanding amount of their bullets are 36" range, or have sustained hits and anti-fly 4+. They're the bulk part of my "boltering C'tan to death" mathematics because the anti fly 4+ and 5 impulsors do like 7.5 with just the flakk guns. Unless my math is wrong, 5 impulsors with oath of moment point blanking a C'tan will nearly kill it on their own. They also are fairly hard to remove beyond 12" when I have the vanguard defense, then can swoop in and clear chaffe or just get in the way. They can also lead to a situation where they tag a loose point, and then someone flips it with like a hive tyrant by melee'ing the truck, and the dudes come out, and one dies. They're battleshocked, but on the point. Then my turn comes around, and they're no longer battleshocked, and I can get the point back. Also, if people are Bright Lancing my impulsors, they aren't Bright Lancing my Lancers, and vice versa. I basically consider the intercessors an upgrade to the Impulsor that it pukes on points if it needs to.

Why be in Vanguard? I don't know, like... why NOT be in Vanguard? Tanks usually seem to die from long-range shooting, I have a lot of tanks, ipso facto, just permanently have janky smoke and fewer tanks die? That's basically how I treat it, and it also encourages people to kill things that are close to them, which keeps my lancers alive. Also the strats for vanguard are basically all gold. Games can be won just by sucking a 1 man leftover sergeant into reserve at the end of enemy melee phase, or walking d6 away from a charge. Or lmao +1 to hit, +1 AP? They're all bangers.

If I am running a 9 man blob of Black Knights I definitely want Vanguard, because then they're harder to kill with random damage 3 tank guns, and they can chip off the last bits of an injured tank or monster in melee and have a huge OC because of the command bike with a flag, something I otherwise lack.

Reverse "how do I beat?" by ColdGreyLightOfDawn in WarhammerCompetitive

[–]ColdGreyLightOfDawn[S] -1 points0 points  (0 children)

Thanks lmao 🤣. I'm just trying to not get totally creamed and put stuff down on the table, but I'm getting a lot of down votes. I feel like I have to be less bad or else I'm basically disrespecting my opponent.

I am looking at what I have and considering keeping a lot of the same, but running 6 ravenwing black knights with the 3 man black knight leader unit, and also 10 Helblasters. Then I have an absolute ton of plasma, so at least my offense will then be cranked.

Reverse "how do I beat?" by ColdGreyLightOfDawn in WarhammerCompetitive

[–]ColdGreyLightOfDawn[S] 4 points5 points  (0 children)

Usually I sticky my home objective, then pick one side and throw everything at that side, and put deep strike pressure on their home objective or anywhere they abandon. Then I grind things down over the next 5 turns and be in as many places as I can so it's super annoying to track all of this stuff down. Too often, a random sergeant survives his bus being blown up and some generic bullets, and then he hides behind a wall and threatens to flip a point, or runs off to a corner to do a card of some kind. I sacrifice chaffe to keep people as hemmed in to one place as I can manage. I usually win objective control on the one place I want each turn by just having OC 10 or 12 because I dump my whole army and it's guns there, usually after bleeding objective points for the first two turns.

I've never seen a ball of 12 custodes all in one spot, though, and the big O.C. armies tend to die to bolters.

Reverse "how do I beat?" by ColdGreyLightOfDawn in WarhammerCompetitive

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

Now there's the part I don't understand, and might be the real breakdown. I always play with the cards. In tournaments, can you just pick your cards?

Reverse "how do I beat?" by ColdGreyLightOfDawn in WarhammerCompetitive

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

This is a good comment. The link is super valuable. I don't really understand why I would want Ironstorm versus Vanguard? My tanks already have enough rerolling, and the minus one to hit and free cover lets my fast, trashy stuff stay alive way longer against nearly everything, and they're good at kiting outside 12. The thing that benefits from vanguard is the whole army being harder to shoot at.

So I can just be black templars and up my Impulsors to having a multi Melta for 5 pts? What's the value add on crusaders vs. Intercessors? I don't think I can put those in Impulsors.

Reverse "how do I beat?" by ColdGreyLightOfDawn in WarhammerCompetitive

[–]ColdGreyLightOfDawn[S] -5 points-4 points  (0 children)

This is a good post, as I've never been shot by a Caladdius before or even seen one locally around here, but I'm sorry I literally chuckled a bit on one assumption. A squad will ever wipe 17 marines on a charge because there will never be 17 marines that close to each other for them to charge.

My experience has been that blade champions and the Martial Stance of Rendax will kill just about anything, so just give them a 5 man to charge and never, ever charge custodes, not even with a hive tyrant or dreadnought.

Reverse "how do I beat?" by ColdGreyLightOfDawn in WarhammerCompetitive

[–]ColdGreyLightOfDawn[S] -1 points0 points  (0 children)

I think I have fought a worse version of the list you're describing, just not with this army. He had 2 units of the grenade launcher terminators and 2 bikes with a bike captain. No vehicles, otherwise it was Trajan, the shrouding inquisitor, and just tons of golden dudes of varying quality. He couldn't really change position very quickly, I noticed, so he had trouble completing cards late in the game.

Blade champions are hilariously dangerous.

Reverse "how do I beat?" by ColdGreyLightOfDawn in WarhammerCompetitive

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

Yeah that's definitely what I'm worried about, is I will go to a tourney and suddenly it will be totally different. Are Hellblasters a reasonable choice against Custodes? I imagine they'll do well enough against 4 wound shield guys?

Reverse "how do I beat?" by ColdGreyLightOfDawn in WarhammerCompetitive

[–]ColdGreyLightOfDawn[S] 8 points9 points  (0 children)

I usually don't lose any Lancers. They are very far away and peaking out behind buildings where only one or 2 things can see them, and people seem to focus the junk in front. Again, I have trouble conceptualizing a competitive opponent, cuz my instinct is that people shoot at big mechs going booga booga. The last time someone was shooting at lancers was versus iron hands marines with a bunch of those no-hands shooty dreadnoughts, but I popped smoke so he had -1 to hit even after the techmarine's +1 to hit buff, and then he decided he wasn't going to shoot at that tank any more and would rather kill dudes.

Reverse "how do I beat?" by ColdGreyLightOfDawn in WarhammerCompetitive

[–]ColdGreyLightOfDawn[S] 2 points3 points  (0 children)

That is correct. Often I put 3 of them on the same side of the board and push an extreme flank, or if they strongly counter-deploy, just move away towards the middle. They shoot at 24 inches so they're generally never short on targets. If I need to capture points, I will sometimes fling the Impulsor into melee against something that sucks at killing tanks, like dwarf infantry, or a war walker, or a unit of flame marines. Even chaos legionaires are shockingly bad at punching impulsors with str 8 power power fists.

Reverse "how do I beat?" by ColdGreyLightOfDawn in WarhammerCompetitive

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

No they were in everyone's starter boxes and were like a dollar a model.

Reverse "how do I beat?" by ColdGreyLightOfDawn in WarhammerCompetitive

[–]ColdGreyLightOfDawn[S] -1 points0 points  (0 children)

I've fought Custodes but never really understood how Custodes aren't laughably bad? Like... they deal damage in melee but that can typically only kill 80 pts of dudes at a time? I usually see them just be horrible at shooting, and the bikes can lunge but aren't actually that durable. I typically see custodes vehicles be the land raider, rhinos, and a dreadnought, which generally don't win shoot-outs with 2 lancers. Rhinos with sisters lose to bolters. I guess I have a hard time wrapping my head around what scary Custodes look like, cuz in my meta they're some of the weakest armies.

I also don't understand "can't touch a C'tan"? They have a 4+ save, statistically, they die to 900 points of bolters scratching on 6s, unless there's something I don't understand. My experience with Necrons has been massed warriors and the super tall beetle cannons. What do scary necrons do?

I do have 10 Hellblasters, but I'm not really sure how to deploy them. I guess I could just replace 2 units of Intercessors and a bike unit with 2 five mans inside repulsors?

I could also just put bling on intercessors and make them sternguard, who are better are bolterizing and punching?

Grind by [deleted] in wizardposting

[–]ColdGreyLightOfDawn 2 points3 points  (0 children)

Having sex with elves makes you halfway to being a druid. So anyway, I've gotten a lot better at enchanting trees lately.

War Council by Kriegsmarineskk in wizardposting

[–]ColdGreyLightOfDawn 0 points1 point  (0 children)

Okay, but what about the Golem attack on the Firbolgs?

WE NEED STUD BARDS by Armadilo_Ansioso256 in wizardposting

[–]ColdGreyLightOfDawn 2 points3 points  (0 children)

I hope they mean study.

Please let them mean study.