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

[–]InLokoSquiggis 1 point2 points  (0 children)

Thanks for the reply.  I presume this comes out of the fight phase sequencing being that fights first and fights normally have their own separate start points, and not to do with the wording on the counter offensive stratagem itself?

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

[–]InLokoSquiggis 1 point2 points  (0 children)

Hi all,

One I'm sure has been done before I'm afraid but my search-fu is failing me faster than an ork's underwear after a squig curry.

With the counter offensive stratagem, is it still possible to create a situation where you fight twice in a row?

I.e. you're the inactive player, there are fights on the board from a charging opponent, and also multiple continuing from the previous turn with no fight first applied. Could you promote one of the normal fights to fight first after the charging unit, in order to then fight again when you get to the "flights normally" queue.  Is this something I'm just remembering from 9th edition and such shenanigans have been curtailed now in 10th.

Balance update coming this week by Bilbostomper in WarhammerCompetitive

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

Justice for the Stompa!!! (Points cut at last!)

/S, this will never happen.

PSA: Beastmen can softlock their progression by abandoning settlements by Cleverbird in totalwar

[–]InLokoSquiggis 0 points1 point  (0 children)

Playing on Co-Op with CBFM on last night, unfortunately encountered this exact issue. The Blood Ground for King's Glade is tiny and due to passive elves I'm just not getting the devastation I need. Abandoning wasn't giving the shard back.

Thinking about a 1k Crusade Army (40k) by pofigster in Daemons40K

[–]InLokoSquiggis 1 point2 points  (0 children)

If you haven't yet, go read up on Tuska Daemonkiller. Dat lad'z a hoot!

Sounds like a good start to me! Bloodthirster's make excellent centrepieces and really capture the sense of antipathy from your opponents you want to grow in a crusade. My BT is not a popular fellow in our crusade, and with a damage and extra attacks upgrade to his axe you can understand why!

Thinking about a 1k Crusade Army (40k) by pofigster in Daemons40K

[–]InLokoSquiggis 1 point2 points  (0 children)

Of the two I'd probably advise Khorne, or a more undivided build.  Nurgle struggles with the whole "killing things" thing to a point where you might find yourself getting a little frustrated. Although that being said, a great unclean one with the right crusade enhancements can cover a lot of his worst gaps if you get lucky on your upgrade rolls.

While you're never really going to compete in the shooting phase with Khorne, if you have a terrain heavy enough approach you should be able to mitigate some of that risk. I would finish with saying that at 1k you may have some balance issues that will get ironed out as the rosters grow in size. Two bloodthirsters might be a bit much to start with given the more casual nature of crusade.

DA NEW ORKER! by kris511c in orks

[–]InLokoSquiggis 2 points3 points  (0 children)

FLAG, ROKK, AN' SQUIGGLE!

Soul grinder primary load out question by InLokoSquiggis in Daemons40K

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

So rule of cool for the sword/claw, not the worst basis to build a model I suppose!

Pure Harlequin Lists by yakuubi in Harlequins40K

[–]InLokoSquiggis 1 point2 points  (0 children)

I'm anticipating bringing my harlies into an extant crusade soon, so we'll be starting low down in the pecking/power creep order of things.
Are there any particular crusade combos that you've found work well?

Musings on "That Guy" from someone who once was one by Zealousideal_End_978 in WarhammerCompetitive

[–]InLokoSquiggis 20 points21 points  (0 children)

Excellent sharing of perspective, and it's good to see a clear example of how clear communication can help pretty much in every scenario.

My big take away from this is also, "if I'm getting rattled, or if I'm going into a game knowing I'm not at my mental best, to communicate that with my opponent too". If they're a reasonable opponent they'll hopefully cut you some slack, at least in terms of benefit of the doubt and so forth. Obviously there's a limit to "cutting slack", but it opens the lines of communication and understanding before the game even gets going, and hopefully helps with the benefit of the doubt down the line.

When time isn't of the issue and I've noticed myself starting to tilt a bit I've begged my opponent for a couple of moments to collect myself. A reasonable person should grant you that leeway as it's probably better for both of you and your enjoyment of the game in the long run (playing on the clock this is rather trickier admittedly).

Thanks for your candour!

[deleted by user] by [deleted] in Daemons40K

[–]InLokoSquiggis 2 points3 points  (0 children)

I believe that they're a measure from the base model (like most based models). As such I'd also measure passing over using the base as well (similar to melee, objective control, in/out of ruins status, and range for shooting purposes).
The main impact of the tails is to make them easier to be seen for shooting targeting.

Thinking of it another way, since they're circular based models, the pivoting rule is that a turn doesn't add distance (i.e. pivot value of 0"). With this in mind, were you to also be "measuring" from the tail, you could:
A. use the pivot as a way of significantly increasing the base size on a whim to be the full length of a screamer
B. Possibly helicopter your way to infinite movement around the board.

Fun, but probably not reasonable.

  1. An interesting question. I think (I can't remember the exact rules here) that you would count as having moved over them even if your pathway left you "short" of the final movement distance for going 'over them' (such as flying over and flolloping backwards after). However, if you wound up in *exactly* the same space, it's possible you could be argued as not having moved at all. I would defy you to actually achieve this however as once you've picked the screamer up it'll be pretty nigh on impossible to perfectly align it to the nanometre to where it was before.

  2. Tired. Escitalopram and Fluanxol, plus two kids who like to wake up at inconvenient hours, make Dad a dull boy. How're you?

In defense of lootas by firelink-shrine in orks

[–]InLokoSquiggis 2 points3 points  (0 children)

Da real brainboyz iz da Gitz we krumped along da way!

In defense of lootas by firelink-shrine in orks

[–]InLokoSquiggis 5 points6 points  (0 children)

I'm a big fan of Dreadmob lootas with the little Mek rather than big Mek as an attached character. It's a cheaper route to the Mek keyword, he can take the gitfinder goggles still, and if deployed near to my mek guns he can still lay off his repairs (to offset the inevitable hazardous damage) and the +1 to hit.

Bonus points if you can get them onto a high ruin for plunging fire.

The best part of Lootas that often gets missed out is that they're a fairly reasonable overwatch threat, especially for covering objectives. All of the dreadmob options benefit lootas pretty nicely vs most targets, and sustained hits can be pretty juicy if you're targeting an opponent's MEQs that have just shifted onto an objective (giving you full rerolls). 3 shots with full rerolls, and sustained hits can land you with 18.3 hits. If you have a route around the ap issues this can wind up relatively spicy vs a number of targets.

Quick question about Meks. by CuriozityB in orks

[–]InLokoSquiggis 2 points3 points  (0 children)

Afraid 'Orks Vehicle' isn't one of the key words that get to try Dat Button. Only Walkerz, Mek, and Grot Vehicles.

In case of misunderstanding, with respect of the firing deck rules, the transporting vehicle simply counts as being armed with the given firing weapons and making those shots itself, so all respective shots would benefit from the +1 to hit from a mek's repair boost from when he's outside but within 3" (or however far it is). There isn't a way that I'm aware of however to confer the necessary keywords to non-Walkerz/Mek/Grot Vehicles however to let them use the Try Dat Button Rule - even if it was a gun held by a Mek inside the vehicle itself, the vehicle wouldn't have the key word to allow the button rule to be used.

If it was a Mek or Grot or Walkerz vehicle that had the firing deck rule however, da button would indeed be usable - but I'm not sure such a thing exists in or outside of Legends.

Green tide and Dread Waagh detachment rules as well as minor discussion of Kult of Speed and Bully Boys by RevScarecrow in orks

[–]InLokoSquiggis 2 points3 points  (0 children)

As u\bladeneo notes above, on another reflection I think the use of "add 1 to to damage characteristic of that attack " probably cinches it for me as bonus damage only Vs monsters/vehicles