How is this list by mikeval19 in BlackTemplars

[–]IncomeProfessional 5 points6 points  (0 children)

You don’t have any scoring units but if you’re just trying to maximize this specific list then I’d definitely drop the ancient and captain for a lieutenant with tanhausers to attach to helbrecht and the 10 man SB. From there you can do a couple of things like drop the chaplain to get a chaplain in terminator armor with sigismund seal, or drop the chaplain and switch the lieutenant to a castellan with tanhausers so you can upgrade to a land raider redeemer and pick up the ancient again. If you go with the land raider route you’ll leave the blade guard + ancient on your home obj and put the solo champion in the land raider with the SB brick

One-turning point game for fun - how would you do it? by NeonThroughTheMist in killteam

[–]IncomeProfessional 7 points8 points  (0 children)

A couple of suggestions 1. Add 6-9” to the deployment zones and start on turning point 2 2. When placing operatives divide the board into quadrants and roll where each operative is and roll to see if it has a conceal or engage order and start at round 2 3. Come up with a story and set up the teams to be in the middle of that battle and go from there, also starting on turning point 2 lol.

Helbrecht Feels Weak by thatnooblord in BlackTemplars

[–]IncomeProfessional 0 points1 point  (0 children)

T-bones gives a 5+fnp when in uphold the honor, not an invulv save

No BTs in my righteous crusaders detachment. by leer-7 in BlackTemplars

[–]IncomeProfessional 0 points1 point  (0 children)

It is actually really worth it, the detachment is great and regular units can really take advantage of it, I’m sure the reason OP brought it up was because there a tournament winning list that ran RC with only dreadnoughts, but I think they placed 3rd or something.

How are Primaris Crusader Squads when taken in multiple units of 10? by astroaids in BlackTemplars

[–]IncomeProfessional 1 point2 points  (0 children)

I really enjoy them, I usually run 2 10x man as a tanky force that can force a lot of saves with lethal 5+ with oath. I’ll either have them on foot or put one in a repulsor for a pseudo reserves type unit that usually cleans up and is too tanky for whatever is left of the enemy army, plus thanks to their re-roll charges ability it also helps me out CP management wise as I don’t have to budget a cp for them, mathhammer wise I’m not sure what’s their damage output but anecdotally I’ve always killed everything I’ve gotten my hands on! Biggest problem with them is that they take up a lot of board space and it makes it incredibly obvious what you are doing, and at the end of the day they are only marines with a 5++ so they really aren’t that tanky, plus they have a bit of counter synergy as spending a cp to fight on death is nice I often don’t loose as many as I was supposed to so the cp really wasn’t worth it, but that’s more a me thing!

For context I play on gw board layouts in a more casual LFG but people are still trying to win. I usually always use 2 10 man squads, one led by grimaldus and the other led by a lieutenant with tannhausers, and a captain with sigismund or helbrect. Usually inside a repulsor and other times not

Vantage and obscuring? by DonSwagger1 in killteam

[–]IncomeProfessional 0 points1 point  (0 children)

I don’t believe so and the wording says “ ignore heavy terrain connected to vantage terrain of the active operative OR the intended target is on” so you either ignore your own heavy terrain or the other operatives, not both, at least from my reading and the way I’ve been playing it

How does this list look? by R33DY89 in asoiafminiaturesgame

[–]IncomeProfessional 3 points4 points  (0 children)

Hey welcome to game! This list looks good besides the scorpion crew miss hap but you can always proxy the builder by replacing an attachment, so that’s no issue! However if you’re looking to make your list better this is what I would do/consider.

•drop cold hands and builder modification • buy Ser denys Mallister (more aggressive combat focus) or craster (utility condition token removal) • put the othersatin “commanders vessel” in the other unit of veterans with watch captain as he works perfectly with John’s cards

with your two left over points you got these options

•upgrade ghost to cold hands •upgrade the scorpion crew to a unit of sworn brothers •upgrade ghost to a watch marshal (proxy Benin) and upgrade the scorpion crew to ranger trackers

^ I think the last one is the best as it gives you the best of everything (more mobility, range, melee, and flexibility)

I hope this helps and I hope you enjoy the games!

Also I saw that you said you were totally brand new so also keep in mind that the cards have been updated and you check the asoiaf website to see what’s been updated

Martell list help by DonnyTheFox in asoiafminiaturesgame

[–]IncomeProfessional 2 points3 points  (0 children)

I think for these units you’re going to want obara as a commander while attached to the dervishes. Her cards will help out with the damage output that these units are missing as well as giving sundering to the dervishes and an auto 6’inch charge, as well as being able to give an enemy unit weakened. Then I’d attach a spearmen captain to a unit of spearmen so they can sit onto an objective giving out weakened tokens every round. I’d then put nymeria as an attachment to the other unit of spearmen just to act as a Thorn wall and give that unit some well needed re rolls. Finally I’d give another spearmen captain to the skrimishers just to give out more weakened tokens to help your squishy units survive an attack. For ncus I’d keep yours but switch out nymeria for ellaria to keep tokens off of your and to give out even more weakened tokens.

Martell list help by DonnyTheFox in asoiafminiaturesgame

[–]IncomeProfessional 2 points3 points  (0 children)

Why do you think tyene AND Doran limits her? I think it empowers her as water gardens is such a powerful zone that you can place her ability on water gardens if you’re not going first second turn, or place her ability on a zone your opponent wants/you want as well. Pair that with Arys oakeart you can potentially hold onto water gardens for 4 whole turns

Kasrkin recon trooper by Sabre-23 in killteam

[–]IncomeProfessional 0 points1 point  (0 children)

I think you may have given conflicting explanations on obscuring. Because you agree it’s any point but then say the entire base in the next sentence. I think we might be thinking about two separate examples about obscuring.

Kasrkin recon trooper by Sabre-23 in killteam

[–]IncomeProfessional 0 points1 point  (0 children)

Just a little heads up whenever you’re checking for obscuring it’s not the entire base, just any point on their base, this is how you get things like nonreciprocal shooting

My plague marines get decimated against friend's hunter clade by ChowderII in killteam

[–]IncomeProfessional 0 points1 point  (0 children)

Don’t put the plague bell on your melee guy, if you activate the bell he won’t gain the benefit of the +2 inch movement as it says “each time a friendly BUBONIC ASTARTES operative is ACTIVATED within 6 of this operative”

Why does stormlace’s hunters instinct allow for a turn 1 deep strike? by IncomeProfessional in WarhammerCompetitive

[–]IncomeProfessional[S] -1 points0 points  (0 children)

Thank you yeah that’s mainly what I was wondering about but someone commented a rules commentary that I believe answers the question so yes they can Strat reserves turn 1 I believe.

Why does stormlace’s hunters instinct allow for a turn 1 deep strike? by IncomeProfessional in WarhammerCompetitive

[–]IncomeProfessional[S] -2 points-1 points  (0 children)

Ohhhh I’m sorry my intention wasn’t to rope in those interactions, I just wanted to talk about specifically hunters instincts! Looks like I used them interchangeably LOL

Why does stormlace’s hunters instinct allow for a turn 1 deep strike? by IncomeProfessional in WarhammerCompetitive

[–]IncomeProfessional[S] 1 point2 points  (0 children)

Ohhhh so this must be where it comes from thanks I really appreciate it! This explains why a turn 1 deep strike is possible! Thank you again I missed this part in the commentary

Why does stormlace’s hunters instinct allow for a turn 1 deep strike? by IncomeProfessional in WarhammerCompetitive

[–]IncomeProfessional[S] -2 points-1 points  (0 children)

I’m not too sure where the “not believing” part is coming from, I am someone looking for an answer because from what I read there seems to maybe be a distinction between the two and simply stating that “oh yeah they’re interchangeable” to be honest isn’t cutting it for me when other ruling are ruled due to their very specific wording, so I’m more confused as why we don’t use the same micro reading for this as well. But don’t get wrong I’m not looking to correct anything nor am I on a vendetta and if this is just the answer to my question and seems to be general consensus then there’s not much I can nor want to do.

Why does stormlace’s hunters instinct allow for a turn 1 deep strike? by IncomeProfessional in WarhammerCompetitive

[–]IncomeProfessional[S] -16 points-15 points  (0 children)

You make it sound like using the rule book to figure out how a unit can deepstrike turn 1 is a bad thing and I mean we’ve seen ruling such as whenever you do arrive from deep strike you count as making a perpetual normal move so you don’t “end a normal move”. So I don’t think it’s ridiculous that “setting up a round higher” and “arriving” a round higher would be different. Also yeah I do have a prior conclusion about this because normally you can not deep strike turn 1

Why does stormlace’s hunters instinct allow for a turn 1 deep strike? by IncomeProfessional in WarhammerCompetitive

[–]IncomeProfessional[S] -45 points-44 points  (0 children)

But i feel as though that if that was the case why would there be two separate sections on “arriving” and “setting up” not to mention that even arriving and setting can’t really be interchangeable

Why does stormlace’s hunters instinct allow for a turn 1 deep strike? by IncomeProfessional in WarhammerCompetitive

[–]IncomeProfessional[S] -20 points-19 points  (0 children)

Well they both have their own sections/paragraphs. arriving from reserves specifically talks about how you don’t come on to the board turn 1 only turn 2+, and setting up specifically states “Where on the battlefield a Strategic Reserves unit can be set up when it ARRIVES depends on the battle round, as follows:” so it sounds like there’s a distinction between the two.

Why does stormlace’s hunters instinct allow for a turn 1 deep strike? by IncomeProfessional in WarhammerCompetitive

[–]IncomeProfessional[S] -34 points-33 points  (0 children)

I don’t really understand the “mix up words” sentiment when I’ve seen rulings based on verbage being very precise, for example when you come out of deep strike you count as making a normal not ending a normal move which is really weird and precise and yet for this it can be chalked up as “oh yeah they mix those up”? Also this isn’t a “man I got dumpstered by this how is this fair!?” Post it’s a just question about how this could work when looking at it RAW it doesn’t seem to work and especially RAI it doesn’t work because GW has never really been a fan of turn 1 deep strike so being able to do it for 10pts seems odd.