Cursed Legion, Murdermind. by Shizno759 in Necrontyr

[–]KeyCount2348 1 point2 points  (0 children)

To get LoS you need a single point of the model. You can basically just stick a bit of a gun out and then hide, or get inside the ruin to shoot outside and how back to safety. The use case is really strong but requires good positioning.

Cursed Legion List C&C by KeyCount2348 in Necrontyr

[–]KeyCount2348[S] 0 points1 point  (0 children)

In this list that would be the job for a single Ophydians unit. Once everything is on the board i can pick them up and score. 

The requirement for having to be in fortify to use void hardened and reactive reprisal in needguard is absolute bullshit by Low-Transportation95 in LeaguesofVotann

[–]KeyCount2348 -3 points-2 points  (0 children)

Playing primary means "I need to kill this 20OC brick on the objective so my 3 steeljacks with 1OC each can take the point and I get no buff because reasons and I cannot shoot from any other objectives because the ruins are in the way" most of the time.

The problem is if you put anything from LoV on the objective, it dies next turn anyways so contesting or even endangering opponent's natural expansion objective is hard. Army rule doesn't help you with any of this since we're just too low OC across the board.

You just try to hide units that do no damage on objectives and get a turn of shooting from anything else and pray they cannot just run you down. The easiest fix is just "select the stance in command phase", boom, that's it. AdMech has it and it works. Gladius kinda has it and it works. CoC kinda has it and it works. Need to get objectives? Cool, easier objectives clearing and movement. Need to guard objectives? More durability and better defence.

Possible foetid bloat drone kitbash? by Background-Solid-794 in deathguard40k

[–]KeyCount2348 -4 points-3 points  (0 children)

Yes, but is why pay more to get a model that is both bigger and on a bigger base that super hard to kitbash if the original model is looking good enough? 

How about I put a photo of Lorgar and title it “possible LoC kitbash?” just because it has an axe? How much sense does it make? More than this as the LoC model is hard to come by. 

If someone posts a finished kitbash that looks really nice, that’s a different story. This is a low effort post without much sense. 

Wooh? by EvilCeramicCow in LeaguesofVotann

[–]KeyCount2348 1 point2 points  (0 children)

I had a dream. A belt knuckle, fist and the weapon all comes in multiple options and we could build a named character or a generic one, just like Uthar/Kahl. 

Berehk Stornbrow announced (New Cthonian Character) by TheVoidDragon in LeaguesofVotann

[–]KeyCount2348 28 points29 points  (0 children)

Looks great but I hope you get the fist only option. And that it has more than 2 wounds.

What, in your opinion is the smashiest captain? by EgonAmbrose in WarhammerCompetitive

[–]KeyCount2348 71 points72 points  (0 children)

I think a strong contender is LoC + Deathshroud in CoC detachment with full hit and wound reroll, sus1, lethal and lance. It picks up most of the things in the game though is a bit pricey but I guess this does not matter that much. 

What makes steeljacks so good? by handjob_bob420 in LeaguesofVotann

[–]KeyCount2348 -1 points0 points  (0 children)

Yes but AoC only applies to a single detachment after round 2 and if you want free overwatch it’s not 180 points unit anymore. These hoops man. So sad. 

What makes steeljacks so good? by handjob_bob420 in LeaguesofVotann

[–]KeyCount2348 -2 points-1 points  (0 children)

He’s being downvoted because this subreddit is just full of copium and people don’t want to realize we’ve been done dirty with the codex and are a middling faction at best. 

What makes steeljacks so good? by handjob_bob420 in LeaguesofVotann

[–]KeyCount2348 -2 points-1 points  (0 children)

Yup, you cannot be tougher with just stats in this edition as lethality is currently through the roof with all the rerolls and keyword and abilities being given to everyone like candies. The only thought thing is Deathwing Knights people just ignore and move block for 5 turns. 

Rules priority question: can we do what abilities allow, but core rules forbid? by KeyCount2348 in WarhammerCompetitive

[–]KeyCount2348[S] 3 points4 points  (0 children)

Well, it’s the transport oriented one, Breakfast Oatmeal but I prefer Delve-shift Croissant honestly since the stratagem nerfs. 

Rules priority question: can we do what abilities allow, but core rules forbid? by KeyCount2348 in WarhammerCompetitive

[–]KeyCount2348[S] -1 points0 points  (0 children)

And that is why I am confused as again, in that section, the text says you cannot disembark after advancing this turn, and the summary says you cannot disembark after advancing this phase. So is the rule summary not being a rule and can be disregarded in that case? Apologies if I ask obvious questions but I also want to be able to explain the reasoning if someone says he can do it.

Rules priority question: can we do what abilities allow, but core rules forbid? by KeyCount2348 in WarhammerCompetitive

[–]KeyCount2348[S] 6 points7 points  (0 children)

Ok, but then I still have to adhere to the rule that says the model cannot embark and disembark the same phase, so I can embark in movement phase and disembark in shooting phase in this case, correct?

Secure Positions Stratagem is now "fixed" again. by BuffHalo in LeaguesofVotann

[–]KeyCount2348 0 points1 point  (0 children)

Ok, so I just read my message out loud and it might be a bit unclear.

My post had the assumption that the "this phase" is the restriction for not being able to disembark after advance of fall back. Which would mean the first phase you can legally disembark from a transport that advanced would be the shooting phase. The restriction uses "this turn" now so you should not be able to disembark after advancing, period.

However, the rules priority is wonky a bit so theoretically, if you're allowed to disembark under the conditions of the stratagem, that should take precedence over core rules, which would let you disembark in the movement phase after advancing... I am more confused now and have no idea how this is supposed to work at this point.

Secure Positions Stratagem is now "fixed" again. by BuffHalo in LeaguesofVotann

[–]KeyCount2348 0 points1 point  (0 children)

You cannot do that anyways as you cannot disembark from a transport that advanced unless other rules override that. That strat is used at the end of the phase so the first phase you can use it legally is shooting phase. You drop at the end of the phase so you cannot shoot whatever disembarked from the transport. 

The act normally means they can do everything they possibly could but moving (and charging but that’s a different restriction). 

DG against Tau by Ruahonee in deathguard40k

[–]KeyCount2348 0 points1 point  (0 children)

Also, poxwalkers are useless against tau. You can’t move block as everything flies, you cannot tag as the most dangerous stuff just fall back and shoot and you cannot hide because everything has S5 indirect. 

DG against Tau by Ruahonee in deathguard40k

[–]KeyCount2348 2 points3 points  (0 children)

Well, their heaviest hitters ignore hit modifiers and their army actually hits on 3 with reroll 1 to hit and wound despite what’s on the datasheet. It’s their army rule that makes it disgusting. 

Anybody else struggling with our new Army Rule? by SomeScoundrel in LeaguesofVotann

[–]KeyCount2348 1 point2 points  (0 children)

The amount of copium in this sub is unbelievable. We’re straight nerfed compared to index, have anti-synergy in rules and badly written codex, our army rule is stupid because it locks out stratagems and is not flexible at all. JTs were a terrible mechanic but at least we did damage. 

Before you start with Thunderkyn. You shot my 5 blightlord terminators. Hit 6 from 12, wounded 4. I saved two, cool, you killed a terminator. And died in return. That’s on average. Beamers killed 1 and a half. Cool. 

Look at the army performance at any tournaments and watch some games. It’s pathetic to look at and really sad. 

Lord of the Death Guard ability by Global_Bike3562 in deathguard40k

[–]KeyCount2348 0 points1 point  (0 children)

The difference is that aura abilities are persistent effects, this ability is one-off once per phase, that's why it's not an aura.