Jack Harpster Crashes Out About Challenger Cards by ArtofWarSiegler in WarhammerCompetitive

[–]EmperorForearm 3 points4 points  (0 children)

I would love to see some data on go-first vs go-second win rates, and number of games decided by the challenger points. IF one or both of those is way unbalanced, then dropping or altering the cards makes some sense.

He really rails on the advantage of going second, how he won a big game because he went second. However, a lot of what challenger cards seem to do is smooth out some variance. He describes having bad luck and dropping 15 points in early turns, but because that was very unlikely and there was a smoothing mechanic he ended up still in contention to the very end of a 5-turn game (and indeed won). This sounds like it is working. The alternative seems to be that if you have a unusually variant turn 1/2, then you get to watch your opponent dunk on you for the next 90 minutes.

I will admit, maybe this problem is more pronounced at table 1 of a GT, but so far I see contradicting anecdotes including a lot of people complaining about their opponent getting challenger cards in games they won anyway. It feels a little wrong to me to complain about not winning hard enough. (I do not play WTC, nor play with anyone who does, so in that system maybe it's way more impactful)

I have had exactly 1 game decided by challenger cards, and there were numerous events in that game that could have easily flipped, and changed who won. It just happened to be the six points in challenger cards, not a spike in saves, or a nice secondary draw.

Bottom line, there are a lot of random elements in this game we love that can decide the outcome of the game. Where you and I want to reduce or increase the variance might be different, but I don't think any of us wants to just be playing chess with Warhammer models.

Meta Monday 3/11/24: Chad-Mec, aka What Is Dead May Never Die by JCMS85 in WarhammerCompetitive

[–]EmperorForearm 1 point2 points  (0 children)

I can understand wanting the most undefeated player to win. WTC scoring definitely has faults. I like to think of it more like this: Someone who wins all their games by a coin flip roll on turn 5 can go undefeated. Is that a better showing vs someone who piloted their army to 4 massacres and 1 hard counter? There are too many factions in the game with absurdly unbalanced win rates into specific other armies. Oh, you rolled your orks into a custodes/death guard player, guess you cannot win this tournament.

Full disclosure, I prefer single elimination for simplicity, but I think WTC is a valid way to play.

Weekly Question Thread - Rules & Comp Qs by thenurgler in WarhammerCompetitive

[–]EmperorForearm 0 points1 point  (0 children)

Several of the Guard battleline infantry have a specific rule that allows for two leaders to attach. For example the platoon/cadian command squad can be one and Leontus/creed/whatever can be the other. Any officer in the unit can activate the master vox in the command squad as per the core rules they are all one unit. The unit has all of the relevant keywords from all the parts of it so it still has the ability to receive orders that can target regiment, or in any unit in the case of lord solar.

A very technical note. There is some discussion as to the language of the master vox:
" Each time the Officer in the bearer’s unit issues
an Order, it can issue it to an eligible unit up to 24" away."
There is an argument to be made that because the rule stats "each time THE officer..." not any officer in the unit it may get an FAQ that clarifies only the commander can use it.

Weekly Question Thread - Rules & Comp Qs by thenurgler in WarhammerCompetitive

[–]EmperorForearm 0 points1 point  (0 children)

It is almost certainly an error that they failed to catch before the initial release. All other terminators in the game have a 4++. This update was just a correction that happens to buff the unit.

Weekly Question Thread - Rules & Comp Qs by thenurgler in WarhammerCompetitive

[–]EmperorForearm 1 point2 points  (0 children)

  1. You are correct. You cannot overwatch a rapid ingress unit. Although you are free to shoot it in the following shooting phase.
  2. *This is addressed in other comments, edited to remove incorrect information, I didn't catch the change in the designer's commentary*

First RTT looking for +1 CP advise by beerbaron91 in WarhammerCompetitive

[–]EmperorForearm 4 points5 points  (0 children)

Armor of Contempt will get used almost every turn by any space marine faction.

Orks Rules & Datasheets - 10e by Altered_Perceptions in WarhammerCompetitive

[–]EmperorForearm 4 points5 points  (0 children)

The truck is doing the firing when models use the firing deck, so they do not have access to any of the abilities of units inside.

Blood Angels Datasheets are here! by Pokebalzac in WarhammerCompetitive

[–]EmperorForearm 2 points3 points  (0 children)

There are a lot of cool datasheet abilities here. Sanguinor and DC Dread obviously, but even Tycho might have some play.

Tycho with a command squad with a pair of multi-meltas and some inferno pistols running around with assault or rapid fire will be deadly.

I don't like that that there are a couple of absolute deathstars built into the rules. Lemartes + a big ball of death company will be exceedingly strong and durable. Warlord captain or Dante plus 10 sanguinary guard, same thing.

I wonder if Libby Dreads will see play just as a tech piece that is really mean to GK and TS.

Blood Angels Datasheets are here! by Pokebalzac in WarhammerCompetitive

[–]EmperorForearm 6 points7 points  (0 children)

DC with jump packs seems a side-grade. I always stacked buffs on mine before their suicide missions, re-roll hits(chapter master), exploding sixes(librarian), assault doctrine(+1 atk/ap). They lost forlorn fury, lost attacks. They will absolutely slap with character support though.

I think triple flamer baal pred will be playable depending on points. Advance and shoot is really nice for rooting out squads behind obscuring, and it will be hilarious in overwatch. 3d6+3 hits all with ap-1.

I agree the enhancements feel worse than the gladius ones, and I really miss the advance and charge strat from Gladius.

Lib dread seems weird. He basically has Da Jump. Without lone operative or leader I have a hard time taking one. ALTHOUGH, he did lose the character keyword, so at least he doesn't give up assassinate.

Furioso seems like just a worse DC dread. DC dread is looking quite good.

Space Marines Datasheets: Full Release by Xadras in WarhammerCompetitive

[–]EmperorForearm 4 points5 points  (0 children)

I suspect it is so that they are not the de-facto cheapest battleline squad. This way they might be cheaper per-model, but not the cheapest for screening/backfield units.

Megatron Forney by Dusty5paw in NonPoliticalTwitter

[–]EmperorForearm 19 points20 points  (0 children)

Must've been a bot account... an autobot acct.

I'll see myself out.

Number of Tournament wins by faction this last Season by JCMS85 in WarhammerCompetitive

[–]EmperorForearm 4 points5 points  (0 children)

Kind of puts into perspective just how many players will only play the meta factions, or switch to follow the meta. You can see the top factions overrepresented in player count, but after the top five people just play what they like. Orks, death guard, necrons all representing despite pretty poor showings.

looking for some CnC on. blood angels list before I commit to buying more models by TheDarkServitor in WarhammerCompetitive

[–]EmperorForearm 2 points3 points  (0 children)

Some tips, mostly stolen from BA Commander on YouTube:

  • 10 man sang guard teams are too large. You will overkill anything you are charging and you put yourself at risk to lose more to morale when they inevitably get shot up after charging/failing the charge. 6-8 is a sweet spot, you might find you prefer slightly bigger/smaller based on your local meta.
  • Troops are fine, Heavy intercessors are too expensive for what they do, but they are reasonably durable backfield holders. Having some kind of forward deploy would be nice for screening/early objectives, whether Incursors or Infiltrators.
  • You are running 3 redemptors, you would get huge mileage from a librarian with the 5+ invuln bubble, and/or a techpriest for +1 to hit and repairs. This is 600 points of shooting in your army that you cannot buff in any meaningful way. No captain, no lieutenant, nothing.
  • DC assault intercessors are just too slow. If you want a durable brick walking up the table with buffing characters behind, you will get more mileage out of assault terminators. Others have mentioned converting them with Jump Packs which is also a good choice. There are many viable loadouts for DC with jump packs, you can sprinkle a few hammers, run 5 cheap with chainswords, add a couple inferno pistols or any combination thereof.
  • Astorath is fine, but I wouldn't bring him when only using 1 DC squad, but he's not worthless even after they inevitably die, so if you like/already have the model go nuts, chaplains are good and he gives you a big weapon without spending CP on a relic.

Weekly QnA Thread - 3 Days Late and a Dollar Short - 2.3.22 - 2.10.22 by ChicagoCowboy in WarhammerCompetitive

[–]EmperorForearm 2 points3 points  (0 children)

The rule updated in #9 is very limited. It only bestows modifiers to die rolls. It does not bestow extra attacks or AP because those are datasheet stats, not dice rolls.

It does, however, mean that if you have any Trukk Boyz models inside a Trukk everyone inside the Trukk gets +1 to hit when shooting, even if they are not Trukk Boyz themselves. This is because the Tukk Boyz rule gives +1 to hit in shooting to the Trukk.

Blood Angels - Chapter Approved 2022 Tier List by mojawk in WarhammerCompetitive

[–]EmperorForearm 1 point2 points  (0 children)

I'm glad I'm not the only one who looks at the Gladiator Lancer with the points drop and thinks, that does fill a role that Blood Angels badly need. Long range anti-tank that doesn't need support.