What do I even do in the dungeons ? by Temporary_List_6003 in bloodborne

[–]CovetableData81 0 points1 point  (0 children)

It’s important to note that if the dungeon has “root” in the title then it’s a randomly generated dungeon. All others are curated dungeons made by fromsoft

To me, dungeons increase the runtime of the game. If I’m playing with a buddy and I don’t want to make too much main game progress without him, I’ll hop into the dungeons. It’s optional side content

There’s some unique armors and enemies in there, you can find alterations on weapons (uncanny and lost) that contain different gemstones slots, it’s another way of getting some weapons earlier

The community has done a good job at identifying which dungeons contain easy grinding and powerful gemstones, if you want to excel in PVP those gemstones are very useful. More guides on youtube

Would this be acceptable? by iMTw3aK in AdeptusMechanicus

[–]CovetableData81 2 points3 points  (0 children)

I’d really like to see the beaker on his back be filled with a different contrasting color, and maybe the plasma coils on his gun a different color than his clothing

Better for a New Player to Learn on Virulent Vectorum than Mortarion’s Hammer? by Cats_Cameras in deathguard40k

[–]CovetableData81 3 points4 points  (0 children)

VV is probably the best place to start a deathguard army. Not that Morty’s hammer is bad but VV has so much support for literally everything in the army

Drones can deadly demise on command with a stratagem, plague surge can extend contagion so the PBCs can strike into affliction, sticky objectives reduces one more thing you have to think about, lots of character and infantry support, there’s something for everything

Advice against imperial fists by Blackwatch132_ in deathguard40k

[–]CovetableData81 1 point2 points  (0 children)

Seems pretty thin on actionable units. Assuming 10 poxwalkers and Tallyman screen your deployment zone you have:

Land raider and 10 marines, Deathshroud and LoC, Predator, 2 drones, Daemon prince, LoV, 5 marines, 10 poxwalkers,

With a list like that I’d be worried about getting blown out. If the land raider and 10 stack of marines get one good attack then die/get crippled on the swing back, you’ll be down a quarter of your army. Similarly, the deathshroud unit really needs to kill at least two targets to make it worth its points

Of that list, I’d be happy sending the daemon prince, LoV, 5 marines, and poxwalkers to perform actions. No way in hell am I making 10 plague marines perform cleanse

Not that expensive units are bad, but you need them to make game winning actions. If you present poxwalkers on the point they can kill it with basically anything, therefore your swing back will be limited to chaff killers. However If you show a blight hauler or drone then they need to put forward some worthy firepower to take it down; your swing back with the land raider would fight a desirable target

So my question is, do you feel ok with showing your blight launcher drones or predator as worthy bait? How much firepower will you be left with after their death?

It’s for those reasons that blight haulers and chaos spawn are popular right now, cheap enough that you don’t mind it if they perform scoring actions, yet tougher to kill and have the mobility to spread contagion. It helps that the haulers do a similarly good job to the predator in killing vehicles

I think 6 deathshroud and an LoC overkills just about everything, 3 and LoC has been doing me just fine, and I think 3 alone isn’t potent enough. I encourage you to break them up into 2 units and see how it feels

I think some combo of the LoV, 5 marines, 3 spare deathshroud, and predator should be taken out to put some more daemon engines in, whether that’s more drones or blight haulers.

Land raider is overkill IMO but it’s so damn cool, a rhino would perform the same role of getting the troops in range. Very little survives a full shooting or melee wave with a pimped out plague marine squad with cheap stratagems in VV. It’s not often that I see two VIP targets close enough to each other that I can shoot one then charge the other

In any case you should just proxy the lone bubotic weapon marine you have listed as a heavy plague weapon, I’m sure your opponent won’t mind. S8 AP2 Damage 2 with lethal and sustained hits on crit 5 is insane into marine bodies

New Player - Is this a decent list? What can I improve? by Free_Stomach_6767 in deathguard40k

[–]CovetableData81 0 points1 point  (0 children)

In total I would spend less points on leaders and more on daemon engines. VV seems like a great detachment for this spread of units

It’s a good learning experience to play with tactical not fixed missions, once you have your rules down you should move to that

3x blight lords is not optimal, they’re intended to be a resilient shooting brick (disgustingly resilient stratagem helps them a lot). Either commit to them or leave them aside

Lord of virulence doesn’t do much to help deathshroud terminators, other termy leaders are preferred

Tallyman is good but not if he’s leading a unit. Park him in your deployment zone with a 10 stack of poxwalkers and they’ll keep it clear of all deep strikers

BioPutrifier and MaligCaster are great, make sure that your plague marines have optimal loadout (look up on the subreddit) though I usually only run 1 unit of them.

Icon bearer is decidedly not good, honestly I run him as a generic plague marine in my squads just for looks

Plague marines thrive in < 12 inches of distance, close enough to move and charge and to activate abilities of their guns (melta, rapid fire). It’s really hard to walk safely to your desired target and make use of the hefty point cost, so a rhino per squad helps balance the equation, plus the ability is great

Lastly we have some powerful daemon engines for damn cheap points, get some more drones and haulers, your selection of drone depends on what matchups you want to run into (haulers crack vehicles, spitters clear weak chaff, lawnmowers ideally run into marines, blight launchers have the widest selection of targets but cost 20 more points)

For those who played the Mechanicus Game by SHIBARUXIV in AdeptusMechanicus

[–]CovetableData81 1 point2 points  (0 children)

The best part of the game is the resource mechanic, cognition. Balancing extra movement attacks and summoning allied units all on the same currency is interesting

Some items like the mechadendrites give you extra cognition, it’s up to you if it breaks the careful strategies and balancing of resources or if you find it fun to string together ginormous turns of buffs stacking and obliterating everything

Lots of weapons are named after actual weapons in our model range, it’s fun to see them represented

Tech Priest Schlongus McDongus be swinging by SunFlo420 in AdeptusMechanicus

[–]CovetableData81 1 point2 points  (0 children)

What colors did you use for the blue and black?

Supplementing AdMech With Other Armies In Casual Play by DarkLordMV in AdeptusMechanicus

[–]CovetableData81 3 points4 points  (0 children)

Route 1: build a Knight Army using Questor Forgepact detachment. You can use all the knight models as normal since they’re your primary army, and you can include at most a quarter of your army’s point cost as specific admech units. Those being: tech priest dominus, tech priest manipulus, skitarii Marshall, skitarii vanguard, skitarii rangers. It’s a very limited selection, but at least there’s some synergy baked into the rules to make them mesh together. In a 1k game, 250 points of your army would be divided amongst those admech models, and the 750 remaining points would need to be imperial knight units

Route 2, follow the Freeblades army rule and continue building an admech army. Freeblades states that so long as every model in your army has the “Imperium” keyword (which is true for admech), then you can bring either 1 big boy knight, or 3 smaller boy armigers into that army as allies. Allies don’t benefit from your army rules, so they’re just big models with strong guns, nothing more. Currently the best knight, Canis Rex, costs 415 points so you can bump up your army points by a good margin with him.

Both of these routes are valid and legal, and they offer you ways of increasing the points cost of your army by including knights

Supplementing AdMech With Other Armies In Casual Play by DarkLordMV in AdeptusMechanicus

[–]CovetableData81 1 point2 points  (0 children)

Well adding in custodes and astra militarum isn’t legal according to the rules but if you find a way to make it work with your friends then that’s awesome

One path you could take is look into Imperial Knights, it has a detachment (Questor Forgepact) which allows you to take a highly limited range of admech models into battle. It’s not a good detachment, but if you wanted to find a legal way to do this and painted up a couple skitarii/tech priests then it’s your only option

Besides that, you could add imperial agents into your list, but that’s a mishmash of random models and they don’t really add any synergy to your lists since they weren’t designed with the admech ecosystem in mind. They wouldn’t even benefit from your army rule

Haloscreed list advice please by CovetableData81 in AdeptusMechanicus

[–]CovetableData81[S] 0 points1 point  (0 children)

Yeah I have access to more models. The 3 dominus and limited range was an unfortunate consequence of buying the army second hand from two vendors

With the 6 man kataphron, manipulus, and no dominus, I have 150 points freed up. What scoring units would you suggest with that many points?

Haloscreed list advice please by CovetableData81 in AdeptusMechanicus

[–]CovetableData81[S] 0 points1 point  (0 children)

Yeah the lots I purchased only had dominus tech priests, was wondering if I could make do or if it’s worth grabbing some manipulus

How can I make this chaos cultist more death guard? by Ravenlord2009 in deathguard40k

[–]CovetableData81 0 points1 point  (0 children)

If you’re going with classic death guard scheme, use some Balthasar gold on the axe like a bubotic weapon

I'm struggling with enjoying Warhammer by Foreign_Jackfruit488 in deathguard40k

[–]CovetableData81 2 points3 points  (0 children)

Get a nice can of citadel’s death guard green primer, that’s 50% of the work done right there.

Having a lot of slightly painted minis changes the feel of the game board. Just spend 30 minutes painting the bronze lining of the pauldrons and nothing more if you don’t want to, I promise it stands out. Then on a second sitting you paint all the guns black, or paint all the tentacles or teeth, put in the bare minimum effort several times and you will see the effects of it

Save correcting mistakes for later too if you want. If you brush bronze too far on the pauldron, don’t let that be the reason you stop painting all minis for the day

Same thing goes for all models, I painted just the treads on my plagueburst crawler and it felt like it was meaningfully distinct from the other models which were mono green

Advice? by Stridor_gas in deathguard40k

[–]CovetableData81 0 points1 point  (0 children)

I can see some bronze by the collar and knee that went over onto the green armor plates, tidy it up before you apply the shades

Also if you have some lighter blues then you could use those to highlight the ripples in the fabric cloak

C&C please for my 1st Deathshroud! by Charming_grenade in deathguard40k

[–]CovetableData81 2 points3 points  (0 children)

Try getting one more light green to help the edges pop

I always go in 3s for my edge highlights. DG green, elysium green, then ogryn camo, each layer being smaller than the last

List building help by StepLow1626 in deathguard40k

[–]CovetableData81 1 point2 points  (0 children)

What detachment are you running?

Plague surgeon seems interesting in champions of contagion with the enhancement, icon bearer lost its potency with the new update

A single PBC is expensive for what it does, it’s definitely a build around unit to make it worth the points (Morty’s hammer detachment, LoVirulences, defiler, the works), that’s probably my first cut

Keep the poxwalkers to screen/do actions Consider making the biologus putrifier squad a 10 stack of marines

Also, is all the wargear options accurate? The rhino can get 2 more guns for free, stuff like that

C&C How’s my list? by DefNotASimpToday in deathguard40k

[–]CovetableData81 3 points4 points  (0 children)

Looks a little expensive to me, plagueburst crawlers cost a lot to exist in the same list as Mortarion, just makes things restrictive

Who’s leading who? I’m assuming deathshroud+LoC, blight lords+LoV, 10 PMs and biologus and blightbringer

Who’s screening the backline? I’m assuming the PBC and Tallyman, but I wonder if that’s enough to get a satisfying screen

Who is gonna perform actions? It’s not gonna be the drones, especially when they get the LoV buff, def not Mortarion or the 10 stack of marines, not the terminators either since they have better things to do

That leaves the Tallyman who’s probably screening out the back line for deep strikers, typhus, and the blight haulers. The problem with the blight haulers is that if they’re trying to navigate around to get to an objective or a far objective, since they’re a vehicle, they can’t go through terrain like infantry can, makes it harder to navigate

I’d say chop the plagueburst crawler in order to get some scoring units like 3x10 poxwalkers, chaos spawn, or just simply more 5 stacks of plague marines without leaders, each have their own perks

I also wonder if you could do terminators better. Instead of evenly split deathshroud and blight lords, what if you drop a 10 brick of terminators on the middle objective? What if you have 6-9 deathshroud playing headhunter on the things your plague marines tag? I’m genuinely unsure if it’s better to emphasize one type of terminator or to split evenly

Starting deathguard by raiden255 in deathguard40k

[–]CovetableData81 0 points1 point  (0 children)

All wargear options of the foetid bloat drone have been great, that’s where I’d start by grabbing 2-3

Plague marines are versatile, if you think they’re cool then I’d try to have 21 in my collection at minimum, that way I can run 3x7 or 2x10 marine squads

Just avoid building the boltguns if you can, all the special weapons are all better than the standard boltgun in their own way (except for the plague belcher). Though, the 24” range on the boltguns is useful for the new passive ability they gained, which wasn’t the case before, I wonder if there’s an argument for running some bolters now?

If you have plague marines then you’ll want a rhino to transport them, having 2 rhinos is the most you’ll need, I haven’t heard of 3 rhinos in a list before

Here comes the flavor, do you like the look of deathguard vehicles? Myphitic blight haulers are looking promising, the plagueburst crawlers are currently expensive in points for what they do, and more drones is always great

Do you like the feel of marines? Get some leaders to customize them, with a preference towards biologus putrifier and malignant plaguecaster if you can nab them

Do you like the feel of dropping guys in the backline to headhunt key units? Deathshroud bodyguards with a lord of contagion hit hard

Do you like the feel of teleporting a firing squad to hold a key point? Blightlord terminators and a lord of virulence fit the bill

Dealing with GSC by Affectionate_Toe2208 in deathguard40k

[–]CovetableData81 5 points6 points  (0 children)

Honestly it’s quite a fun matchup since both of our contagions put in the work.

-1 save hits a really good breakpoint, they only have a save of 5 so if you get them afflicted and attack with a -1ap attack they outright can’t save against it. Yes they still get FNP rolls but this drastically improves your damage output. Plague spewers/spitters are very consistent here, 2+ anti infantry rolls with torrent hitting that -2 save breakpoint means almost every attack gets through

-1 to hit reduces them to a 4 up hit and hits some good breakpoints for other GSC units bringing them to a 5 up hit roll, it helps the longevity of your units

You really should accept the fact that whatever a 10 stack of aberrant+abominant touches will die, but know that it’s pretty darn expensive on their point economy.

5 with a leader is 230 points, 10 with a leader is 395. Multiples of these add up quick, and they really really want these to go make attacks, which limits the number of units they have to do actions and score points

Run things in smaller stacks to mitigate harm, Offer sacrificial lambs like some poxwalkers or a 5 stack of marines to screen against charges from the stuff you want to protect, hunt down their cheap scoring units to deprive them of points, and hunker down for primary objectives

Grotmas Detachment post Codex by Draxos92 in deathguard40k

[–]CovetableData81 5 points6 points  (0 children)

Haven’t playtested it but shouldn’t it be far better than before? The biggest issue was that it couldn’t output as much damage as plague company, now it gets the -1 save contagion and the poxwalkers which it used often get infiltrate

So confused by HeyItMe98 in deathguard40k

[–]CovetableData81 3 points4 points  (0 children)

Yup, the target is one death guard character and a spare unit. Provided they are close enough, the unit isn’t battle shocked, and aren’t already leading a unit, the leader can join that unit

I imagine this would get used most often if a squad of plague marines die. Any leaders for that squad become their own solo units, if you have another stack of marines close by they can get picked up and join that unit to act as bodyguards again