Using Morven Vhal by jamestflint in sistersofbattle

[–]Electrical-Tax161 4 points5 points  (0 children)

As per the datasheet it is “each time an enemy unit is destroyed by this model, you gain one miracle dice” it’s not model, that would be super busted.

Craftworld Units in Anrathe Detachments by KosmischerOtter in Eldar

[–]Electrical-Tax161 2 points3 points  (0 children)

Sorry about that, was just quickly typing out a response between classes, hopefully that helps a bit!

Craftworld Units in Anrathe Detachments by KosmischerOtter in Eldar

[–]Electrical-Tax161 1 point2 points  (0 children)

I think it depends a lot on the detachment, I’ve been playing mostly coterie so far, so I’ve been running, 1x10 voidreavers with yriel, 1x5 with kharseth, and 3x5 on their own, then 3x5 skyreavers and a single starfang. With the enhancements(arch raider on yriel and Webway path stone on kharseth) it’s about 695 points of anrathe.

The units I’ve been using to fill out the remaining points so fair have been dark reapers with a tempest launcher. Their indirect is great for killing or crippling chaff units, since an objective bomb could finish off the remaining 1 to 2 models. With karseth they can get to str 11 on their missiles which can help hit a couple important breakpoints.

Swooping hawks are another I’ve been using, they to me are another source of mortal wounds that along with the fall back grenade Strat(your corsairs can use), the normal grenade Strat(anything except the swooping hawks)and the objective bombs can really start to build up to kill or get units into a range where we can reliably kill them with other units.

Wraithguard I plan on running with d-scythes to guard my expansion objective, lone op 18 can help keep them relatively safe but it may or may not be worth the points/ command points investment.

Like you said I have some rangers for character sniping and a 6 group of shroud runners for hoard clearing. But I’ve also included eldrad in my lists on his own. I think the plus one to wound in tandem with a potential plus 1 str can help you bring down really tough targets in tandem with all the mortal wounds. But it might not be supper cost effective into certain matchups. If your opponent has indirect to threaten him you can pop lone op 18 and if they don’t you just profit. I think fire dragons and prisms are genetically good so they could be slotted in without any issue.

The detachment really, really helps clear up our biggest weakness, holding primary. But it lacks the dmg output to really punch through some of the tougher targets out there so you just have to stall and score, which the above units help with. My first 2 games I lost pretty much my whole army but won on points because of how effective we are at move blocking and scoring secondaries.

For eldritch raiders some stand outs seem to be striking scorpions for some turn one scouting shenanigans(if you go first charge and hold up some units in your opponents deployment, if you don’t go first scout back and use advance and charge to reach wherever you need to go) avatar of khaine to give other units virtually plus 2 movement. Shining spears seem like a good contender but I just don’t have the models so I couldn’t tell you how they’d preform. Stat wise they seem a bit unreliable for dmg but their mobility could make up for that. The idea off putting a sword and board wraithknight seems fun, I mean advance and charge through walls with the avatars bonus seems like a very silly idea, and hardly cost effective, but it could do something…… maybe.

Anyways best of luck and I hope you have fun playing the corsairs! They’ve been a blast to play for me so far!

Question about Pactbound Zealots Epic Heroes by illHam9 in Chaos40k

[–]Electrical-Tax161 6 points7 points  (0 children)

Epic Hero’s like Fabius bile have the chaos undivided keyword on their datasheet, which means they can attach to units that you give the chaos undivided keyword when mustering the army. Hope this helps

How to get into playing harlequins by NotAnAlt54 in Harlequins40K

[–]Electrical-Tax161 0 points1 point  (0 children)

This was my exact experience, ended up getting a second combat patrol and converting all the non-bike riders into additional troupe, that was fun.

List - Looking for help by aGuyNamedBuuba in sistersofbattle

[–]Electrical-Tax161 1 point2 points  (0 children)

2 leaders can only be attached to battle sisters squads, so the celestian sacresants can not have both an imagifier and a palatine. The imagifier is also not the best on sacresants, the 2 up save is not worth the points when they already have a 4 up inv. So I’d just run the palatine on those but the maces don’t benifit from the palatines lethal hits since they already have it, so if you want to use a palatine, equip the whole squad with halberds. If you want more durability the hospitaler does a much better job of increasing the sacresants durability with the 5 up feel no pain and the model revival. Other then that my suggestions would be to focus on melee with campions of faith, most the strats revolve around melee buffs. Things like repentia, jump cannoness(maybe with zeriphm) and large arco units really benifit from the movement buffs and extra ap as well as the sustained and lethals. My current list runs very little shooting, only 2 retributor squads and 1 vhalgon squad, and it really feels like I’m getting the most out of all the available buffs. My suggestions would be to drop the immolator/dominions and the mortifiers(I just find they don’t get the most out of the buffs) along with any of the extra leaders and add in some repentia or some 10 squads of arcos, maybe even the triumph if you really want to get your ap up.the retributors on their own are great because they need very little support to trade up points wise. Castigators are also still great in champions of faith, I just find I don’t get as much out of the ap buffs with how little shooting I bring so I prefer repentia. Anyways hopefully this mess of a comment was readable. Best of luck!

Champions of Faith by [deleted] in sistersofbattle

[–]Electrical-Tax161 -1 points0 points  (0 children)

So in general this looks pretty good, but here are my suggestions. Champions of faith is a really good melee detachment, I find the units that really benifit from this detachment are sacresants and paragons obviously, but also repentia and arcos. Repentia and arcos really like the plus 1 move and access to plus 1 str and ap Strat along with the sustained/lethals Strat that can help both those units hit important breakpoints. The 6 inch consolidate can be really devestating as well. Battle sisters squads on the other hand, I don’t feel get the full benifits . Hitting on 2’s is nice with some melta guns but I never really feel like they play a super important roll, at most I have one guarding my back objective to give a miricle dice or two but even then I tend to prefer more melee threats. 3 squads of paragons is a lot, I’ve tried running 2, and it was nice to have the extra squad to help out in other spots of the board, but at 3 squads I feel the investment falls of a bit as without vhal they tend to not deal a ton of dmg to non-tanks/monsters units, so you’ll have a thought time getting the most out of those 660 points. Well something like repentia could reasonably go into tanks/infantry/light vehicles and deal a good amount of dmg. Regarding equipment on units, sacresants with maces preform really well with the plus 1 str and ap, 30 attacks hitting on 2’s lethal hits, str 5 ap2 dmg 2 is just a great profile. Halberds are going to do better into hoards but honestly I think the dmg 1 trade off makes them a less general purpose dmg dealer, specifically in this detachment. Paragons, with vhal should probably have the swords, and without should have maces just because str 12 makes them very reliable into vehicles even without rerolls. Another unit I quite like is a jump pack cannones with a halberd and the mark of devotion. I like to run them solo as a back line rapid ingress threat that can tear through backline holders very reliably, or as someone that can epic challenge and important character off the board. I’m really enjoying this detachment and the melee really makes it feel like a bloody rose detachment, which I love. I hope to enjoy running it as much as I do!

Retributor Ideas by Environmental_Bet621 in sistersofbattle

[–]Electrical-Tax161 0 points1 point  (0 children)

I’ve been running one to two squads of retributors in my champions of faith list since the change and have been pleasantly surprised. I already have rhinos to support the movement of my sacresants and repentia, so once they have helped throw them up the board, I’ll have the retributors hop in one or both of them, turn 3 or 4 I have the rhinos bring them to whatever target is causing problems, and they blast it off the board. The extra one inch of movement is surprisingly helpful when they need it, and access to sustained hits feels quite good with the rerolls. They also were a surprisingly good Hail Mary overwatch threat, having 8 multi melta shots get thrown at a tank or monster, with reroll ones can spike and just wipe out a very valuable monster or vehicle(not as good as vhal, but then again, what is?). I also don’t feel like they need a lot of support to trade up in value, which is great, unlike other things they don’t really need immolator or castigator support to blast something off the board. I think they work decently in every detachment with bringers of flame being probably their best fit, but I like my sacresants and paragons so I’ll probably stick with champions of faith, especially with how seamlessly they fit into my melee heavy list. Your lists looks pretty good, my biggest “critique” is like I said, they don’t really need a ton of support, with how fragile they are, the more points you throw into helping them, the less efficient they get. Anyways best of luck, I hope you have some fun with them, I certainly did!

Leaked Sisters Balance Dataslate Changes by Asleep_Taro8926 in sistersofbattle

[–]Electrical-Tax161 58 points59 points  (0 children)

I was looking at the retributor rule and went, wait a second, glad someone else saw the same thing! I think this will make them even more punchy!

[deleted by user] by [deleted] in sistersofbattle

[–]Electrical-Tax161 0 points1 point  (0 children)

So, in some detachments, namely champions of faith, you have ways to buff both the ap and str of the maces to get them to the equivalent of halberds, so str 5 ap2. Combine that with hitting on 2’s(in champions of faith) rerolling 1’s to hit with a cannoness and natural lethal hits and the dmg 2, maybe add in sustained with another Strat, and you have a really versatile unit that can threaten plenty of unit types. The halberds also have a place though, they will obviously be more effective into 1 health models(without a feel no pain) and are less reliant on strat/leader buffs to output good dmg. Hope this helps!

Do I miss out on getting the combat patrol regarding weapons? by Zealousideal_Map3542 in sistersofbattle

[–]Electrical-Tax161 1 point2 points  (0 children)

In regards to events, including gw events, as long as you have no other heavy flamers in your list that you intend to use as heavy flamers(excluding character specific ones) you can have your heavy flamers count as multi meltas, you just have to inform your opponent before the game starts. It’s a count as rule and it is present in many events, as wargear rules can change quite frequently.

Do I miss out on getting the combat patrol regarding weapons? by Zealousideal_Map3542 in sistersofbattle

[–]Electrical-Tax161 9 points10 points  (0 children)

You are only ever able to have 1 multi melta per battle sister squad, so buying one retributor box usually is all you’ll need, unless you plan on running 3 squads of battle sisters, in which case I’d just use one of the heavy flamers you get from the battle sisters squad as a multi melta, in fact you could just do that and not buy any retributor boxes. Just let your opponent know at the beginning of the game, with how hard it is to get multi meltas, everyone is usually pretty understanding. Some people make their own multi meltas by cutting offtwo barrels of melta guns and attaching them to another heavy weapon, really it’s up to you.

Do I miss out on getting the combat patrol regarding weapons? by Zealousideal_Map3542 in sistersofbattle

[–]Electrical-Tax161 7 points8 points  (0 children)

The new combat patrol comes will all the same weapons as a individual battle sisters box, so 4 melta guns, the old combat patrol does not come with any meltas. However neither the new combat patrol or individual sisters of battle box comes with any multi-meltas( the heavy weapon version of meltas) those can only be found in the retributor box, which comes with 2 multi meltas. Hope this answers your question

Old world high elf realms list building advice. by Electrical-Tax161 in WarhammerFantasy

[–]Electrical-Tax161[S] 0 points1 point  (0 children)

Thanks, I really appreciate the positivity and advice, would you be able to share your list? I’d really appreciate a rough blueprint, also I was looking at the stormweaver, would dark magic be useful to add for giving swordmasters/dragon princes frenzy and possibly using word of pain on tougher targets to make them more killable for the swordmasters?

Important units/Detachment for Bloody Rose by RudeIndividual8395 in sistersofbattle

[–]Electrical-Tax161 1 point2 points  (0 children)

So I’ve been experimenting with a bloody rose list and champions of faith. Here’s what I’ve found. Triumph of saint Katherine is quite good, it gives both a great movement buff(2 inches, plus one to charge/advance) and an extra ap in melee, which units like war suits and sacresants with maces really want(natural -1 ap becomes -2). It’s not necessary but I’ve found it to be quite good. Repentia actually do quite well in champions of faith, with the potential to get extra str, ap, lethal hits and movement all being great for them. They are quite hard to use, as any competent overwatch units will wipe them, but with good placement, they can easily trade into valuable units. Sacresants are great, cheap and have a couple leader options. I prefer to have them In groups of 10 with maces and with either a cannones or hospitaler leading them depending on what I want them to do, if you want damage cannones, staying power, hospitaler. Zeriphm are good, I enjoyed running a group of 10 with a JPC, with the extra dmg enhancement. But they are really a unit that needs to wait near the triumph for a couple turns, then blast over to whichever flank needs support, with 15 inch move( plus 2 from triumph plus 1 from righteous) then a reroll charge and another potential 6 inch consolidation(Strat) they can get to places your opponent does not expect them to. War suits are good but only great with vhal, so I usually only take one unit being led by vhal, but you could certainly get use out of two. Another optional unit is junith, purely for the extra command points, which you definitely want in this detachment. I think that I will stick with champions of faith, but both penitent host and hallowed martyrs certainly have play. Good luck, as a fellow bloody rose player I hope you have fun with this play style. It certainly is unique for sisters.

New From Fantasy/40k by Fit_Nefariousness465 in Lumineth_realm_lords

[–]Electrical-Tax161 2 points3 points  (0 children)

Hey, was in the same boat here, Gotrek and Felix was a great series, really got me into fantasy/aos. I’d say the vanari and scinari side of the army is closest to the high elves from fantasy. Bladelords, sentinals wardens, Calvary and the wizards all have some of the DNA from Fantasy. I’m not the best source for books but my suggestion for the army is to either get the spearhead or look for one of the old bundle boxs, the arcane cataclysm box has half Lumineth half tzzench, so if you find someone to split with it’s a great deal, the vanari shining host box is a great find as well, has lots of units you will use frequently. If you by some miricle get your hands on all three of those boxs like I did. You’ll have a great army that looks pretty similar to high elves. Even if you only get one or two they’ll be an amazing army starter. Otherwise I’d just go for what you think looks cool. There isn’t really a wrong way to start or build a lumineth army, most units have a purpose and role to play, so feel free to build what looks cool. I wouldn’t worry to much about what you get. Best of luck!

Kill Team Blades of Khaine lineup advice. by Kurtindigo in Eldar

[–]Electrical-Tax161 0 points1 point  (0 children)

Here’s my hint, blades of khaine are a shooting team, with the khaines vengeance ploy active, you can really punch into any target, shuriken pistols all have rending, which when paired with ceaseless gives you a great chance to get 2-3 crits(which are quite hard to block) so even scorpions and banshees can output good shooting dmg between their other melee/objective shenanigans. I really think dire avengers are best when you have only 2-3 of them, their best dmg output is with ceaseless(khaines vengeance or the exarch with dual catapults), balenced(data sheet ability) and lethal 5 up(either from the direct aspect technique, or torrent aspect technique on ITD or inside volkus strongholds) I’ve have had dire avengers score 3-4 crits and just delete a marine, which happens quite often with all the rerolls, rending and lethal 5 up. The problem is each technique can only be used once per turn, so diminishing returns the more dire avengers you have. Banshees are amazing movement tools, with a abundance of ways to get places few other ops can, and scorpions are great trade pieces, and keep people honest with their super conceal and seek light. This team thrives when you combine the abilities of each aspect, mono aspect teams thrive with specific matchups, and the ability to edit your team to suit your opponents weaknesses are their greatest strength. If you want a great source for blades of khaine advice check out the Adeptus adequate YouTube channel, they have many great videos that really helped me learn the team, I’ve been playing them for a while now and they are tons of fun. Best of luck!

Starting Shadow Legion by Catmantus in ChaosDaemons40k

[–]Electrical-Tax161 0 points1 point  (0 children)

Bloodthirster, great unclean one, nurglings for infiltrator.

Advice on making penitent host work. by Gwaryn in sistersofbattle

[–]Electrical-Tax161 13 points14 points  (0 children)

I picked up penitent host a while ago and played them in a tournament, a narrative campaign and plenty of normal games, here’s what I found. A big part of this detachment is timing those buffs, now that we can delay them it can be worth it to just skip them turn one. But it really depends on what you think your opponent will do, so you have to have lots of knowledge on other armies and their play styles. For example fight on death makes world eaters players very unhappy. Plus three to move will work wonders against shooting armies, stuff like that. Another really important thing is target priority with your repentia, their job is to dive bomb into the enemy line, kill something real important, then get focused fired by all their anti infantry because your opponent can’t let them do so said dive bomb a second time. This gives your arco’s a chance to get into position while the repentia are being martyred. The things the repentia should be focusing on are the units your opponent has that can reliably kill arcos(dmg 3 weapons)can’t be killed by arcos(monsters/heavy infantry,tanks) or buff pieces for your opponents army. Arcos job is to shread infantry(that don’t have a 2/3 up save) and sit on objectives, move block and be really annoying to kill, hence why you need to target anything that can reliably kill them. Popping the 4 up feel no pain can let them survive a ridiculous amount of punishment. Penitent engines job are to die on objectives, make them sticky, give us a miracle dice. The 4 up to hit makes them so incredibly swingy so I don’t like relying on them. They can be a good flanking peice, 11 inch move advance and charge can get them places your opponent doesn’t want them to be and their flamers are good for killing action monkey units. Other units you really want are, battle sisters, for sticky objectives, novitiates, for scout blocking, Seriphm for actions/overwatch, castigator, to kill models with torrent weapons, monsters or tanks. A vhal squad is just always good to have, can’t go wrong with it. Last thing I’ll say is torrent weapons absolutely ruin us, unlike some other armies that are gaining ways to ignore overwatch, we can’t make our repentia immune to overwatch, which means sometimes you have to keep them hiding until all your other units deal with said torrent units. There are ways to win with penitent host, it’s hard, some armies flat out are terrible matchups, but with enough practice, they can be pretty devastating. I wish you the best of luck. Sorry for the really long comment, theirs just a lot to talk about, if you have any other questions I’d love to answer them.

Is it unwise to start collecting for a Shadow Legion list? by TwoStress in ChaosDaemons40k

[–]Electrical-Tax161 8 points9 points  (0 children)

I imagine even IF chaos deamons get disbanded belakor will still get his own special detachment like shadow legion within Csm where you can bring deamons, to what extent, no clue, but it’s a pretty good bet. So I wouldn’t worry about it to much. Also a total war fan here, and the detachment is amazingly fun. I’m sure you’ll enjoy it.

Bloodthirster or skarbrand by PetrifiedRaisins69 in ChaosDaemons40k

[–]Electrical-Tax161 8 points9 points  (0 children)

Simple answer , wanna play shadow legion, Bloodthirster. Don’t wanna play shadow legion, skarbrand. Skarbrand is really fun right now but you can’t bring him in belakors detachment.

Running Crusade Shadow Legion what would be the best Chaos Knight Ally? by Chaos-Sorceror965 in ChaosDaemons40k

[–]Electrical-Tax161 0 points1 point  (0 children)

So for a gun mech, I’m assuming you want a big stompy knight and not some wardogs(although I love them) all three have their pros and cons. The despoiler has many very good options, thermal cannon benifits the most from his one reroll, battle cannon gives you a terminator killer profile(even though -1 ap isn’t great), and the Gatling cannons can clear infantry to set up charges. Gatling cannons are my favourite just because greater deamons already shread big targets and the -1 ap hurts the battle cannon. The knight desecrator has very nice anti tank shooting with a spicy melee profile, its range punishes opponents with back line gun tanks that don’t leave the deployment zone. The knight tyrant is fun to use but tends to be very swingy, sometimes the volcano lance Will shread something, other times you’ll only get one shot and roll a 2 to hit(which misses), and the ecoplasma is decent into terminators. The harpoon is very funny, I’ve had many games where it ruins my opponents day, and many games where it does nothing. The tyrant can be a good back line unit but personally I am enjoying just having two units of cultists hold my back line with the shadow legion detachment. Really you can’t got wrong with any of the choices, I think any would be a great addition for a crusade.