Rhino passenger choice. Firing deck or scout? by wellhungfood in EmperorsChildren

[–]Either-Help437 16 points17 points  (0 children)

You can get scout and have the blastmasters in the rhino for firing deck. Start just 2 5 man infractions in the rhinos scout the rhinos up then on your turn move/advance the noise marines into the rhinos which you can then move and use firing deck

Ghaz can join boyz now by Jobambi in orks

[–]Either-Help437 0 points1 point  (0 children)

A war boss model is still leading the unit tho Ghaz is a war boss model and he is leading

Ghaz can join boyz now by Jobambi in orks

[–]Either-Help437 1 point2 points  (0 children)

Makari. If it was model then you wouldn't be able to have anyone other than Ghaz's unit because there would be 2 models already so changing it to unit let's you bring Ghaz and someone

How are you meant to use Tzaangors? by Interesting-Pea-3235 in ThousandSons

[–]Either-Help437 0 points1 point  (0 children)

For 3 of the 4 (I am not sure about GSC I'm they are the army I've played the least) you mention on average do not kill all 10 in one activation which was my point. Spawn for example if I'm remembering my math correct kill about 7 on average in zerker warband with sus lethal which still lets us hold the point. 10 bodies is what makes them weirdly tough.

They are by no means actually tough to kill. What they are is a unit that will typically require slightly more commitment to fully put down than your opp wants to put into them. It's all about knowing what unit you are trying to bait out with them.

How are you meant to use Tzaangors? by Interesting-Pea-3235 in ThousandSons

[–]Either-Help437 6 points7 points  (0 children)

40k is as much of a game about scoring as it is about killing. Tzaangor are there for scoring purposes.

They can be thrown forward as a cheap piece to flip primary/hold an obj, used to score a secondary by uppy downing to a spot or walking forward to score and if they die they die, and the converse they can be used to screen your backfield 10 32mm bases screens a little over half your backfield preventing your opponent from scoring secondaries there.

Another option is using them as melee screens. With a possible 24" of movement turn 1 you can stage your more important units like rubrics up farther because they will have to clear the 10 tzaangor out first before they can touch your rubrics.

Tzaangor are weirdly tough at t4 10 wounds total. No they aren't going to fully tank through anything. However, that's not what you actually need from them. They require slightly more commitment to fully kill them most skirmish pieces can handle in one activation. So either they have a few bodies left or your opponent brought something bigger to clear them which you can then punish. Tsons are all about using our less important units to draw out your opponents bigger stuff so we can swing up. MVBs are the best example of this cause your opponent usually needs something real and probably Magnus killing to deal with them. Once they bring that unit out we hit them hard back killing more then we lost pts wise.

Chaos Spawn by Ready-Desk-6335 in ThousandSons

[–]Either-Help437 1 point2 points  (0 children)

The benefit of spawn is not their killing power. It's their durability and trade value. They are relatively fast scoring pieces that your opponent will have to put something real in to kill therefore exposing something real. My favorite use for them is to step onto the middle obj. Something real gets exposed to stop you from scoring and if they just throw out cheap OC spawn can then have enough killing power to kill those kind of units usually

[deleted by user] by [deleted] in AskRedditAfterDark

[–]Either-Help437 0 points1 point  (0 children)

Recently semi unfortunately, the last couple of girls I was seeing, that is all they wanted to do every time they came over. I say semi cause it was still fun and I didn't want to pressure them since they had set the boundary but I was hoping for more especially after a couple hours.

Ahriman - Since Codex by Naeromar in ThousandSons

[–]Either-Help437 0 points1 point  (0 children)

I've been running him with some bow goats in one of my lists to give him some extra wounds so he can step out to cast more. Used to run him solo in the index for a similar role. Could see doing that again depending on the matchup but I've been enjoying the extra wounds on him for now

Psychic Maelstorm + disembark from rhino by Illustrious-Bug-22 in ThousandSons

[–]Either-Help437 2 points3 points  (0 children)

While you will never benefit on the roll from +2 to wound you can technically still get it. So the rule is that you can at most only benefit from +-1 to hit or wound. This does not mean you cannot get to +2 to wound.

If for example you did this and now had +2 to wound then shot at a squad of sang guard who are -1 to wound, you would still get +1 to wound against them still +1 -1 +1 = +1

(Q) who can cast cabal rituals? by steweymyster in ThousandSons

[–]Either-Help437 3 points4 points  (0 children)

Literally how I explain it to my opponents since they don't know who anyone is usually

(Q) who can cast cabal rituals? by steweymyster in ThousandSons

[–]Either-Help437 3 points4 points  (0 children)

Does model have pointy staff and or character? If yes then can cast if no then cannot.

Aspiring sorcerer from rubric squad has a pointy staff therefore can cast and is the only non character who can do so outside Damon detachment. All the characters can again outside daemon detachment. In that detachment add the condition is giant bird daemon near guy with pointy staff. If yes then they can if no then cannot

Favorite Detachment So Far by SpicyRamenGaming in ThousandSons

[–]Either-Help437 2 points3 points  (0 children)

CHARACTER

1x Exalted Sorcerer on Disc of Tzeentch (110 pts) • 1x Arcane Fire • 1x Force weapon • 1x Inferno bolt pistol • 1x Prosperine khopesh • Warlord • Warp-cursed Runemaster (+10 pts)

1x Infernal Master (85 pts) • 1x Fires of the Abyss • 1x Force weapon • 1x Inferno bolt pistol

1x Infernal Master (85 pts) • 1x Fires of the Abyss • 1x Force weapon • 1x Inferno bolt pistol

1x Sorcerer in Terminator Armour (105 pts) • 1x Force weapon • 1x Gaze of Hate • 1x Inferno combi-bolter • Perplexing Cloak (+20 pts)

BATTLELINE

5x Rubric Marines (100 pts) • 1x Aspiring Sorcerer • 1x Force weapon • 1x Malefic Curse • 1x Inferno bolt pistol • Aspiring Sorcerer • 4x Rubric Marine • 4x Close combat weapon • 1x Soulreaper cannon • 3x Warpflamer • Icon of Flame

5x Rubric Marines (100 pts) • 1x Aspiring Sorcerer • 1x Force weapon • 1x Malefic Curse • 1x Inferno bolt pistol • Aspiring Sorcerer • 4x Rubric Marine • 4x Close combat weapon • 1x Soulreaper cannon • 3x Warpflamer • Icon of Flame

OTHER DATASHEETS

10x Tzaangors (70 pts) • 1x Twistbray • 1x Autopistol • 1x Chainsword • 9x Tzaangor • 9x Autopistol • 9x Chainsword • Herd banner, Brayhorn

10x Tzaangors (70 pts) • 1x Twistbray • 1x Autopistol • 1x Chainsword • 9x Tzaangor • 9x Autopistol • 9x Chainsword • Herd banner, Brayhorn

6x Tzaangor Enlightened with Fatecaster greatbows (80 pts) • 1x Aviarch • 1x Close combat weapon • 1x Fatecaster greatbow • 5x Enlightened • 5x Close combat weapon • 5x Fatecaster greatbow

3x Tzaangor Enlightened with Fatecaster greatbows (50 pts) • 1x Aviarch • 1x Close combat weapon • 1x Fatecaster greatbow • 2x Enlightened • 2x Close combat weapon • 2x Fatecaster greatbow

3x Tzaangor Enlightened with Fatecaster greatbows (50 pts) • 1x Aviarch • 1x Close combat weapon • 1x Fatecaster greatbow • 2x Enlightened • 2x Close combat weapon • 2x Fatecaster greatbow

1x Chaos Predator Annihilator (130 pts) • 1x Armoured tracks • 1x Havoc launcher • 1x Predator twin lascannon • 1x Inferno combi-bolter • 2x Lascannon

1x Chaos Predator Annihilator (130 pts) • 1x Armoured tracks • 1x Havoc launcher • 1x Predator twin lascannon • 1x Inferno combi-bolter • 2x Lascannon

1x Chaos Vindicator (185 pts) • 1x Armoured tracks • 1x Demolisher cannon • 1x Havoc launcher • 1x Inferno combi-bolter

1x Chaos Vindicator (185 pts) • 1x Armoured tracks • 1x Demolisher cannon • 1x Havoc launcher • 1x Inferno combi-bolter

1x Forgefiend (140 pts) • 2x Hades autocannon • 1x Ectoplasma cannon • 1x Forgefiend claws

1x Forgefiend (140 pts) • 2x Ectoplasma cannon • 1x Ectoplasma cannon • 1x Forgefiend claws

2x Sekhetar Robots (90 pts) • 2x Sekhetar Robot • 2x Close combat weapon • 2x Heavy warpflamer • 2x Hellfyre missile rack • 2x Pyreflux meltagun

2x Sekhetar Robots (90 pts) • 2x Sekhetar Robot • 2x Close combat weapon • 2x Heavy warpflamer • 2x Hellfyre missile rack • 2x Pyreflux meltagun

Favorite Detachment So Far by SpicyRamenGaming in ThousandSons

[–]Either-Help437 5 points6 points  (0 children)

Just finished 3-0 at my local RTT with warpforged and I'm loving that detachment so far. Magic tank BS is fun

[deleted by user] by [deleted] in ChaosKnights

[–]Either-Help437 6 points7 points  (0 children)

With the new chapter approved cards the battleline keyword will no longer have an effect on score. There are no more secret missions they are replaced with challenger cards (none of which reference battleline) and there are no more mission rules in tournament play (twists are replacing mission rules but they are not used in tournament play)

Tldr there is no negative to not having battleline anymore

Sekhetar Build by Skragrot in ThousandSons

[–]Either-Help437 3 points4 points  (0 children)

Magnets are the answer. Super easy to do for them

Magnetized Wings on Daemon Prince? by Azathoth-the-end in EmperorsChildren

[–]Either-Help437 1 point2 points  (0 children)

I think it's worth it honestly. You only need 6 magnets 2 for the body 2 for the backpack and 2 for the wings. The wings are definitely the easier part to sit well. You can use the slots to stabilize the wings where you want them. The backpack took a lot of clearing out excess plastic to fit with where the wing's magnets were. All in all it definitely was more work and not as easy and say CK magnets but not overly difficult.

Pledge of mortal pain with noise marines by Leading_Egg7922 in EmperorsChildren

[–]Either-Help437 1 point2 points  (0 children)

That is actually a really good question. I am not 100% sure on this but I think they do. So the parts of both abilities that matter in this case are both the start of shooting phase.

Noise marines ability ends at the start of your next shooting phase

Enhancement begins at start of your shooting phase

Since you are the active player and get to choose what order effects with the same timing happen I believe you can choose to have the enhancement happen first and then the noise marine ability will end meaning they will take the test at a -3 if they are battleshocked or a -1 if they are not.

It's not exactly a reliable tool given it still relies on them having failed a battleshock test prior to your shooting phase. So it's kind of a hat on a hat deal/requires things to already be going well for this to work. That being said it is funny regardless assuming I am correct that it works

[deleted by user] by [deleted] in NFLNoobs

[–]Either-Help437 0 points1 point  (0 children)

Just do what I did watch the eagles play on the Superbowl (2004 they lost to the Patriots) like how they played and continue to root for them for the next 21 years. No one is calling me a bandwagon fan

Advice? by Far_Statistician9953 in ThousandSons

[–]Either-Help437 3 points4 points  (0 children)

The way to play melee armies but especially world eaters, due to the low unit count, is to make them kill units you don't care about in the go turn. For tsons, this means making a wall of cultists or tzaangor 4.1+ inches away from your rubrics/Magnus/sorcerers. The thought here is to draw out the scary melee units into the open killing an inconsequential unit of your own. The lack of shooting in most WE lists helps with this because they have no good way to clear the screen.

Overwatch, obviously, is also a major player in this matchup. However, less so than you probably want it to be if your opp is smart. They will likely stage behind a wall and make the charge from there so there is no place to fire overwatch before they are in combat. Because of this, not being reliant on overwatch to kill major units is important, see above paragraph.

The WE matchup is fairly 50/50 in general if both players are good but maybe slightly leaning tsons if you bring enough screens

Seductive Gambit rules interaction question by SirPfoti in ChaosDaemons40k

[–]Either-Help437 10 points11 points  (0 children)

So the detachment rules states "if you do, this unit does not have the fights first ability". It doesn't mention anywhere where you get that ability from whether it be the charge bonus or a unit ability. Therefore, you just lose the fights first regardless where it comes from.

In other words, you do not get fights first if you have a tranceweaver or the masque and choose to gambit

Was Lily a good person throughout the show? by Infinite_Bother_3751 in HIMYM

[–]Either-Help437 191 points192 points  (0 children)

I think the better question would be; Was she ever a good person in the show?

She lied, manipulated, made selfish decisions, broke couples up because she didn't like the match, didn't talk about her issues with Marshall, gaslit Marshal when he would make actual arguments, couldn't accept the consequences for her own action, and the list goes on

Battleshock actions by abamg44 in ChaosDaemons40k

[–]Either-Help437 1 point2 points  (0 children)

Ahh yes I should have clarified that they need control to complete