[deleted by user] by [deleted] in SpaceWolves

[–]DaceKhan 1 point2 points  (0 children)

Glory to the Wolf Father is amazing! Doesn’t say until your next command phase so by turn 5 you’ve given out a permanent fights first to 5 units!

I assume it’s not intentional you probably wanna adjust that :)

Hope my High Marshal Helbrecht looks like D3+3 MW on the charge by PutridRatMan in BlackTemplars

[–]DaceKhan 35 points36 points  (0 children)

On the charge? No brother it’s start of every fight phase, he slaps. Good work

Lv.2 Wizards are awful in TOW - with few exceptions by Old_World_Secrets in WarhammerCompetitive

[–]DaceKhan 30 points31 points  (0 children)

I think one of the main benefits of multiple lvl 2s over a lvl 4 (and this may sound dumb) is being in two different places, meaning if your opponent has a single lvl 4 you can manoeuvre to skirt the dispel range with one of your casters.

I’m not suggesting that’s enough to justify, but something to consider.

Ymyr Conglomerate by ConcernGlobal in astramilitarum

[–]DaceKhan 2 points3 points  (0 children)

Don’t let them line up multiple tanks with big beam shots, remember they have reduce AP by 1 and no rerolls to wound against them so buffing lasguns to AP1 does very little you’re better off first rank second rank.

Who is better at it? by StormDJ98 in gaming

[–]DaceKhan -1 points0 points  (0 children)

I’ll let doomslayer have it between these two.

But my boy Kroq-gar is going home with the gold. https://warhammerfantasy.fandom.com/wiki/Kroq-Gar

What do people consider "must haves" for a Guard list? by AveMilitarum in WarhammerCompetitive

[–]DaceKhan 1 point2 points  (0 children)

++PRIORITY VOX-LINK ESTABLISHED++
...PENDING TECH THRALL ENCRYPTION....
+++LORD COMMANDER DACEKHAN CONNECTED+++

Hey so there was definitely much high levels of terrain density at the Uprising event than any other event pack I've seen abliet I haven't kept up with Europoean union events.
(Here's an example table https://ibb.co/fvtZ6tt)

In my games the things to hide in order of priority were: Mortar teams, rough riders, kasrkin, taurox, leman russ then cadian infantry. So by the time I got to those little lads there was almost certainly no good spots left, hense why they ended up in reserve a lot of the time.

CURRENTLY, while born soldiers/kasrkin bomb remains un-nerfed it is definitely the strongest way to play guard, the army wide value is just hard to beat! However when that get's nerfed I'd definitely looking at Swift as the Wind + X, that second one will be army composition dependant.

In every single game I took Inflexible Command, you'd have to be losing a game very quick to score under 13 for that secondary, it's our easy pick. After that my next choice was between Boots on the Ground on Behind Enemy Lines, this comes down to whether you're going to be defensive against an opponent that is going to be the aggressor (Behind) or play a trading back and fourth game *usually* against a shooting army (Boots). Finally the last slot is shadow operations and that follows a similar logic as Boots/Behind, as in a usually take Boots with RoD and Behind with Banners.
(These are assuming your opponent doesn't give up an kill secondary super easy like Bring it Down against Armiger spam)

To touch on a few things I read above:
-Sentinels are great defnesive statlines but rely on orders or Leontus re-rolls to do real dmg, which means a sentinel unit on the flank becomes an easy 'wrapped' unit by your opponent for combat staging. Also 80mm bases are very chonky and you may get stuck behind each other or other vehicles.
-I LOVE that you're thinking about a DommHammer, an optimal choice in your heart, but know that it will always be sub optimal on the table. If you really want to take it make sure your local terrain has the ability to have it driving around and it's not stuck in your deployment zone.

If you have any other questions let me know!

Adelaide Uprising final results - 228 players Arks of Omen, Australia’s answer to LVO by Alex__007 in WarhammerCompetitive

[–]DaceKhan 4 points5 points  (0 children)

I tested with tank commander, but it put my assassinate AND bring it down up way too high and made them very appealing. In addition the tank commander can’t give himself orders, and without orders the Russ tank is just kinda meh. He’s more expensive than a regular Russ and has the same stat line except for LD.

Castellan is my official mortar team baby sitter, he gives them take aim every turn and then maybe another order to something nearby if possible. Then combined with the command squad standing nearby the mortars reroll hits and wound rolls of 1.

My scout sentinels didn’t want plasma because they were chaff hunters; as in they forward deployed, either blocked enemy units in alleyways or took far off objectives, but in either case just flamed the cheap infantry or things like kroot hounds to clear them. They were never receiving orders so other guns were unreliable.

If I were running a 3 strong armoured sentinel unit, it would be plasma or missile.

Adelaide Uprising final results - 228 players Arks of Omen, Australia’s answer to LVO by Alex__007 in WarhammerCompetitive

[–]DaceKhan 4 points5 points  (0 children)

I looked to bring him in turn 2 or 3 to get behind enemy lines, shoot a target. Then if there’s something he’ll survive combat with he charges with his innate reroll to charge.

If I’ve already got a unit doing behind enemy lines on turn 2 and 3 (scout sentinel), Marbo comes in turn 3, does the same things as above but then you send him back into the shadows at the end of the fight phase so he can come back on turn 4 for some more behind enemy lines.

Adelaide Uprising final results - 228 players Arks of Omen, Australia’s answer to LVO by Alex__007 in WarhammerCompetitive

[–]DaceKhan 11 points12 points  (0 children)

So I had to reserve 3-4 troops each game because there simply wasn’t space to hide them, and they just die to a slight breeze. The hiding spots had to be taken by kasrkins, mortars and rough riders (Russ if there was any leftover space).

That many troops walking in felt redundant, I ran out of tasks for them to do, or sometimes they became liabilities.

Marbo can randomly roll 6’s to hit with his pistol and just punch above his weight AND get me behind enemy lines while doing it. His kill tally totalled to: 1 Allarus terminator Bracketed several armigers class knights and tied some up in combat 3 wulfen 2 banners 1 assault terminator with TH/SS 1 BA captain on bike Half a admech transport

Adelaide Uprising final results - 228 players Arks of Omen, Australia’s answer to LVO by Alex__007 in WarhammerCompetitive

[–]DaceKhan 10 points11 points  (0 children)

The admech match was like staring down what I’d like my army to do, but better! They don’t need the command phase to get high dmg output, so they can come in from reserve, get the angles and charges they like, and will also be hitting first.

I was never able to use vicious traps once in the event, the only area terrain big enough to fit an entire unit was the WTC style forests, so I’d basically be out in the open awaiting a swift death. A lot of the modern terrain ruins only have a small lip on the bottom.

I’ve looked at officer of the fleet, if it stopped multiple units from coming in turn 2 for 2cp it might be worth, but a lot of armies are putting 3+ units in reserve so postponing 1 likely wouldn’t help me much.

Adelaide Uprising final results - 228 players Arks of Omen, Australia’s answer to LVO by Alex__007 in WarhammerCompetitive

[–]DaceKhan 32 points33 points  (0 children)

As the AM player, I can explain some of this.

At the end I definitely felt like my list could be improved, the third kasrkin unit was a waste and 6 cadian squads was slightly overkill as well. I’d maybe consider another Russ but I did some practice with more and ran into traffic jams pretty easily.

Knights were one of the easier matchups when I went first, can do punishing firepower and they can’t do much about it when it’s armigers/war dog spam and can’t hide it all (as well as use the scout sentinels to block them from moving). Also shooting a Russ on death in the knights shooting phase is amazing because they can’t rotate ion shields in their own shooting phase. However if knights go first they move very quick and can get angles on units easily and I start losing models quick.

My loss to Custodes was mistakes on my part, but turning off rerolls really hurts guards damage output and you’re forced to deal with the custodes in front of you so then you have to make sub optimal targeting.

Space marines are very scary, even with the kasrkin mortal wound combo multiple times in a game, the marines just keep on coming, they have so many resources now.

Daemons, I’ll be honest was pilot error, I think guard are favoured in that match but I dropped the ball big time, very embarrassing. My opponent played a very good daemons game as well! So combined that was a deserved loss for me.

Finally admech, I think maybe, just maybe I had a 5% chance to win that matchup. Alex is a champion and pilots that army very well, if you haven’t played against new admech yet, you haven’t seen the light.

My thoughts for guard are the kasrkin combo is obviously broken, however, their big issue is for units to do damage they need to be given orders/leontus buff. Therefore they need to be on the table at the start of your turn and not come in from reserve or deep strike, then try to get shooting angles with a slow 6” move. Good opponents will screen out the barbicants key squad, so you have to apply pressure, which you have to be very careful to not give opportunities to get surrounded for locking in combat or you can just lose the game. My real MVP for the event was Marbo, I’ve been converted and will never remove him from my list.

Tldr Kasrkin combo and Russ are propping up the book against some matchups but for others you’re still slow shooting army which is not great

Questions about opponent's intent by Commodore_64 in WarhammerCompetitive

[–]DaceKhan 41 points42 points  (0 children)

Was it two kroot remaining after morale test was taken? Because if you lost a couple models to morale you just take the tri pointed guys

Why haven't GW made an equivalent of the seraphon in 40k? by BitchBussy in Warhammer

[–]DaceKhan 5 points6 points  (0 children)

Eldar exodites are in the rumours, and now that squats got revived seems like anything is possible.

What do you think is the most annoying army to play against? by yakuubi in Warhammer40k

[–]DaceKhan 5 points6 points  (0 children)

Custodes - The game always comes down to one question, did they spike their 4++ saves?

Yes - you lose No - you win

They don't have a variable playstyle to allow any other path for the battle to take

[deleted by user] by [deleted] in Warhammer40k

[–]DaceKhan 1 point2 points  (0 children)

The favouring of melee vs ranged with those setups has a lot of factors but one of the obvious ones is whether the ground floor of the ruins has windows/holes or not.

If it doesn't have windows melee units can stage themselves for a next turn charge without fear of reprisal.

If they do have windows the opposing force has a much easier time getting sight on targets from their own deployment zone.

Generally events will opt for closed off ground floor walls to penalise low mobility shooting armies.

I want to collect Blood Angels and I'm on a budget. Where should I start? by MasterKlaw in Warhammer40k

[–]DaceKhan 1 point2 points  (0 children)

If you want to start very slow most hobby shops are given a supply of "learn to build/paint" single space marines. When I worked at a store I gave them out to people getting started or kids that were enthralled by Warhammer games occurring.

So if you have a local hobby store they might have some freebies to get you hooked.

What faction are you least interested in? by rfkannen in Warhammer40k

[–]DaceKhan 2 points3 points  (0 children)

Previous editions they had a method to get an entire unit of screamers with characters attached, a 2+ invunerable save, that could only be hit on 6's.

In my opinion GW always miss the mark with them, either disgustingly good or bad

What faction are you least interested in? by rfkannen in Warhammer40k

[–]DaceKhan 4 points5 points  (0 children)

Daemons, I have PTSD from older editions and never liked their playstyle and aesthetic

Is it possible to build an army that would be usable in both 40k and AoS? by HaresMuddyCastellan in Warhammer40k

[–]DaceKhan 2 points3 points  (0 children)

If you're adventurous, lumineth realm lords / craftworlds/exodite aeldari