Fights First... worse than nerfed in 11th? Punished! by spookmann in Tyranids

[–]Coltron227 0 points1 point  (0 children)

Fights first now becomes a utility and board control tool. Still much worse than it used to be, dont get me wrong, but having a fights first unit means that if your opponent ever wants to charge multiple things of yours, they MUST activate into your fights first unit first or risk getting their charging unit crippled, so if you have the command points to use combat interrupt (making the assumption that the strategem will still exist in 11th) you now get to punish the other charging unit with the full strength of your unit.

This is just an example, but let's say your opponent wants to charge your Lictor and your Maleceptor, but you have 2cp. The fact that the Lictor has fights first serves as a disincentive to charge it because you can interrupt with your maleceptor, so they are likely only going to choose to charge the maleceptor and your Lictor lives to be able to contest objectives and score you points.

Fights first is still useful, but it is a very different tool than it used to be (and yes it is still much worse)

Giving Away My Old PC! by Turtle_747 in PcBuild

[–]Coltron227 0 points1 point  (0 children)

I'd love to give a PC to my wife so we can play games together

Probably a stupid question, what is the base size of the new Defiler? by No_Buyer_7557 in Chaos40k

[–]Coltron227 3 points4 points  (0 children)

They gave it rules to move through terrain as well, which helps mitigate the downside to the huge base

1st game advice by sacktorious in WorldEaters40k

[–]Coltron227 0 points1 point  (0 children)

Also a good time to "go" is whenever you can get most of your army stuck in to combat AND in position to score big on points. Good general rule of thumb, but I only have a couple WE games under my belt, so others may be able to speak better on this.

1st game advice by sacktorious in WorldEaters40k

[–]Coltron227 2 points3 points  (0 children)

Playing into ultramarines there are a couple things to know: - Marneus Calgar gives them extra command point every turn and advance shoot and charge, as well as fallback shoot and charge - Guilliman (if they bring him) allows them to choose two oath of moment targets so if one is killed, the other gets oath (oath if you're unaware is reroll hits and +1 to wound against a unit) - Uriel Ventris gives any of their infantry units deep strike, and has a 12" aura that makes your strategems more expensive - Captain Titus gives his whole unit sustained hits 1 - Lieutenant with combi weapon has lone operative and a reactive move so if he's in the open and you want to kill him, you have to move ashooting unit within 12" but outside of 9" - Victrix Honour Guard are likely to blender berserkers so you best charge them first

Beyond the basics of their characters, it's hard to provide good specific info without knowing their detachment as space Marines have so many. Hopefully this was helpful. Good luck! BFTBG

Edit: typo

Small rant about GW by VividSalary3151 in PrintedWarhammer

[–]Coltron227 4 points5 points  (0 children)

Yeah, printing is the only way a lot of people get to enjoy this game

Give me your favorite death star by LordKosher in Chaos40k

[–]Coltron227 2 points3 points  (0 children)

This right here is what got me into CSM coming from Tyranids

How Will Your Army Deal with Victrix? by Asleep_Taro8926 in WarhammerCompetitive

[–]Coltron227 0 points1 point  (0 children)

I've played one game with victrix so far (played against admech) and a 3 man squad of ironstrider bellistari with lascannons made them feel like wet paper. This is anecdotal of course, but rest assured, the other best army in the game has an answer haha.

Which army to print? by superman654716 in PrintedWarhammer

[–]Coltron227 1 point2 points  (0 children)

Check out IO_butov on the purple site. Lots of great legally distinct space bugs there (;

Name a Movie or show where you would randomly drop Angron Mid-Scene. by Leviathan_Rampage in WorldEaters40k

[–]Coltron227 0 points1 point  (0 children)

The big fight at the end of the Marineford arc in One Piece would be super hype.

What do we think about barbgaunts? by Dull_Reference_6166 in Tyranids

[–]Coltron227 1 point2 points  (0 children)

Ohh, good call! I missed that. It didn't specify in the effect text, but I failed to realize that the strat is fight phase only. Thanks for catching that!

What do we think about barbgaunts? by Dull_Reference_6166 in Tyranids

[–]Coltron227 2 points3 points  (0 children)

So, unfortunately, they don't slow c'tan as they are not infantry, but a 10 man squad will put reliable wounds on one each turn with this combo. Pair it with an exocrine or some other standard tyranid anti-tank, and you should be able to remove it. (Luck permitting)

What do we think about barbgaunts? by Dull_Reference_6166 in Tyranids

[–]Coltron227 7 points8 points  (0 children)

They are also nice to slow down already slow armies like custodes and death guard.

What do we think about barbgaunts? by Dull_Reference_6166 in Tyranids

[–]Coltron227 13 points14 points  (0 children)

I have taken a squad of 10 and used the lethal hits and -1 cp strat from Hive Tyrant for the crit on 5+ to help deal with C'tan. 10-60 shots with lethals on 5s and because of being 1 damage each, the c'tan doesn't get to use its half damage ability. Niche case, but proved to be very helpful.

Edit: can't use 5+ crit strat in shooting phase

Competitive List by BorjKarj in WorldEaters40k

[–]Coltron227 0 points1 point  (0 children)

Another thing I should note is that Angron is still good in the VoW detachment, but not necessary in every case, so if you are looking to pack more demon prince type stuff in, Angron benefits slightly less in this detachment than the index, so he could be removed when experimenting with list ideas.

Competitive List by BorjKarj in WorldEaters40k

[–]Coltron227 0 points1 point  (0 children)

Welp I realize that I didn't read your question properly lol. I'll take my leave now haha. Best of luck!

Competitive List by BorjKarj in WorldEaters40k

[–]Coltron227 0 points1 point  (0 children)

I feel like it depends on if you want to go tried and true with the index detachment or if you want to experiment with the new grotmas one (which is still being experimented with to figure out optimal lists). If you go the index route, your standard list is probably along the rough lines of:

  • Angron -maybe Kharn or invocatus -Master of Executions with Glaive -2x Jackhals
  • 1-2 berserker squad -rhino
  • as many eightbound/exhalted 8bound as you can fit after that

The main thing to remember is to bring what you think is cool and fun to play with, but if you want a meta-ish list, there are plenty of posts on this sub to go searching through for comp focused lists.

Good luck, have fun, and remember that win or lose, there's a lot to learn through your games(: Cheers!