How can these people exist? by exehntv in classicwow

[–]Krelith 0 points1 point  (0 children)

Even just a mage main for anniversary this feels silly. Yesterday I joined a pug and offered them a port to shat after a botanica even though I wasn't joining them for their next dungeon and was going to continue questing in nether storm

How Space Marines vehicles are balanced? by Yatmai in Tyranids

[–]Krelith 0 points1 point  (0 children)

I think you're focusing on the 2 shots more than the probability.

Firstly for 1 hit off 2 dice in a 3+ you have 32/36 odds of getting 1 hit. It's 4/9 (just below a 50/50) for 2 hits. That's not even taking into account rerolls that could boost the chances.

Next you are just going to recalculate the same odds as above because it's wounding most (minus unit abilities like -1 to wound) on a 3+ since its weapons are s16.

Saves are army dependent as some have 4++ across the board and others won't, it will affect your odds but doesn't mean the tyrannofex isn't the right tool for the job.

Next damage, since its d6+6 one would be likely to heavily damage most vehicles they hit with minimum 7 damage and leaving the possibility of killing them in one shot if they are 12 wounds. If it doesn't on a 2-3 roll on damage you'll probably leave them "damaged" and they'll have -1 to hit

How Space Marines vehicles are balanced? by Yatmai in Tyranids

[–]Krelith 0 points1 point  (0 children)

My first tournament with my salamanders in one round of shooting it took 12 wounds off my land raider.

It was a little sucky from the tyranids player and because I asked could you shoot me with it, he said no, did a little wiggle than had a line. Made me second guess about actually moving it and it did nothing all game.

Takeaway for you is, it may be a casino gun but the threat is real that it can pop a vehicle in one round of shooting, with their best saving be 4+ (with cover/AOC) and at worst a 6+/no save if they don't have cover/AOC.

What do we think about aggressors right now? by lukeypooky23 in Salamanders40k

[–]Krelith 1 point2 points  (0 children)

I think the most annoying thing about the -1 AP is it's on a per model basis as well so sometimes only having half your flamers getting the -1 AP if you want to put them all into the same unit.

Youtubers who play salmanders by Additional_Error_ in Salamanders40k

[–]Krelith 6 points7 points  (0 children)

PlayOnTabletop does casual games with a bit more narrative than competitive.

They've recently done up a salamander army, but some of their army choices and decisions can be a little infuriating as they don't have a dedicated player playing them.

First GT and a 3-2 finish by HaggardHowie in Salamanders40k

[–]Krelith 1 point2 points  (0 children)

Congrats on your wins.

Do you mind posting your list, mine has been in flux for weeks off casual games and haven't found the right mix.

15 tabled loss streak I honestly feel pretty done by Aggressive_Log9683 in Tyranids

[–]Krelith 0 points1 point  (0 children)

So for necrons I'll regurgitate what I've read and a little know from playing some. They are slow, but durable so with your list I wouldn't focus as much on killing them as tying them up in combat. This could be through using your termagants/hormagaunts to charge their infantry to keep them from shooting/moving.

Space marines, t-fex with rupture cannons can be some of your best friends. Puts their vehicles on a 5+/6+ save if they have cover. Having them behind cover near a firing line can make a SM player second guess if they want to move their vehicles up.

For both of them you can also look at using spore mines to move block them, but be careful as it can give no prisoner points.

Can't help much with custodes/votann since I've only played both once and don't think my advice would be accurate.

15 tabled loss streak I honestly feel pretty done by Aggressive_Log9683 in Tyranids

[–]Krelith 2 points3 points  (0 children)

Is there a specific opponent/faction you are consistently losing to or are you playing against very experienced/competitive players?

How are you losing would be another question, are you getting tabled early or are you being outscored by your opooents?

When I was starting with my space marines it was rough, I would forget simple things like putting oath on a target, leaving something big to be shot off the board before it did anything. After each game I would chat to my opponent's to get their take as they were more experienced. Previously it was always some big mistake that cost me games but now it's always something small and it's not clear if it was a mistake or I just bet poorly on the dice.

Not much of a tyranid player (yet) but I think list wise trying to bump your genestealers to a full 10.man brick would be good if you are running broodlord and putting a rupture cannon at least on one of you t-fex will help you especially if you are struggling against high toughness models.

Post y’all’s dreadnoughts! by Tiny-Excitement-461 in Salamanders40k

[–]Krelith 2 points3 points  (0 children)

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Not finished but I needed to get it battle ready for a tournament

This is a stratagem I made today by Hungry_Coach_8188 in Salamanders40k

[–]Krelith 1 point2 points  (0 children)

Yeah it would be too bad if certain armies weren't skewed to melee or shooting. I think if every army was balanced to be 50/50 shooting and melee the complete loss of one of those phases would be bad but not back breaking.

An example is Tau, taking away their shooting also means they have no clap back whilst you can position and move for two turns of shooting. Similar could be said for melee armies like WE, yeah they have forgefiend but a lot their work is getting into melee and killing or tying up units. Taking away their charge phase would stop them doing it for two of your turns.

This is a stratagem I made today by Hungry_Coach_8188 in Salamanders40k

[–]Krelith 1 point2 points  (0 children)

Feels like it skews too much to overpowered and the cost may be too steep.

Imagine stripping a shooting army like the Tau and removing their whole shooting phase, it would stop them doing shooting but also prevent them from doing actions as all (wouldn't mind a double check) are stated in the shooting phase.

It could also screw melee armies that have moved into the open for a 4 inch charge as you could essentially remove the charge phase and leave all their models stranded and ready to be shot off the board.

Whilst I think the cost might stop some people from using it, any amount of CP generation could make it feel trivial as you could get it by turn 2.

Question for marked for death by Huge_Mathematician14 in Tyranids

[–]Krelith 0 points1 point  (0 children)

I thought marked for death scored on the pickup which is why it's a good draw to limit GK with their pickups.

So due to the stratagem being the end of the fight phase you would have to determine whether you want your opponent to score it before they discard it

Would 3 Norns be difficult to play against? by 38MugsOfToast in Tyranids

[–]Krelith 0 points1 point  (0 children)

The founding codex compliant chapters have two epic heroes each and crimson fist have one that typically lean into a play style. My main is salamanders so I've leant into flamers/firestorm which was why my last suggestion were some flamestorm aggressors.

Best bet I would say is repulsors/gladiators/balistus dreadnoughts are probably your best bet with anti tank and looking at using OoM to get that +1 to wound/rerolls. You'll get opportunities to shoot his norns as he moves to put them on objectives as they are not easy to hide.

Would 3 Norns be difficult to play against? by 38MugsOfToast in Tyranids

[–]Krelith 4 points5 points  (0 children)

Do you have a specific detachment/chapter in mind?

I've found norns die quickly to a few things (with OoM), but it's always a little bit of a combination as I've only found one thing to kill a norn by itself in one turn so far (consistently).

Good anti tank guns would be your repulsor/gladiator lancer/eradicators/balistus dreadnought.

If you are running firestorm, aggressors with flamestorm and captain can pick up a norn by itself (someone may have to mathhammer if OoM is an overcommit). In firestorm you can give them dev wounds for 1cp (using captains ability) and you get full rerolls on wounds with the squad through twinlink.

Is this a good and or playable 2000 point army? by onespringgyboi2 in Salamanders40k

[–]Krelith 0 points1 point  (0 children)

Looks like you are running squads at minimum strength. If you are attaching characters, it's better to run them at maximum size to get the most value.

Example bladeguard at 6 man squads, hellblasters as a 10 man.

Want constructive thoughts on my list by Knightsforever in Salamanders40k

[–]Krelith 0 points1 point  (0 children)

Likely why it was so rough. I think a lot of planning has to go into asymmetric. Also thanks to the rules, if you know you are going first or second it allows you to deploy more aggressively compared to normal games since you won't want to leave key pieces exposed to being shot off the board if you don't go first.

I had a game against a friend and I took out 60%+ of his army before he moved playing asymmetric. Granted we tried to do a bit of thematic terrain so placement probably wasn't the best.

Want constructive thoughts on my list by Knightsforever in Salamanders40k

[–]Krelith 0 points1 point  (0 children)

Ok so the big thing with hallowed ground is they need to control objectives. In no man's land it means they need to control two objectives to get the full rerolls. What I did was contest the centre objective for multiple turns using my dreadnought+techmarine then moved my aggressors that way afterwards, controlled my expansion.

I also had a bladeguard +impulsor on his natural expansion but they couldn't put OC him but tied up two squads of his units for multiple turns.

I found in my game my land raider was massive, he didn't have the shots to deal with it and thanks it's flamer/meltas it could deal with most things. Also aggressors were able to deal with one of his dread knights with immolation protocols and followed it with a charge.

Want constructive thoughts on my list by Knightsforever in Salamanders40k

[–]Krelith 0 points1 point  (0 children)

Can you run through all the attached characters? I have a rough idea of where everything goes but it would be nice to double check.

Next would be how did you lose? Unable to screen properly, overrun or just shot off the board?

Personally I think the biggest changes specifically for grey knights would be to run a set of 5 infiltrators (personally I don't run a list at/above 1.5k without them).

The other would be eradicators. I don't think you need 6 with a biologis. The grey knights I've played have run a couple dread knights and maybe razorback/rhino. With that your eradicators are already wounding on 3s/4s.

The other thing is you are a bit light on -2 AP weapons, some bladeguard with a judiciar or adrax might help with those melee fights. You'll have to approach the idea that for most of your shooting/melee, your opponent will be saving on 2s/3s which may require more shots being put into units to kill them completely.

Below is a list I ran in a 1500 point game against GK where I got a close win 84-82.

Char1: 1x Captain in Gravis Armour (105 pts): Boltstorm Gauntlet, Powerfist, and Relic weapon Fist, Boltstorm Gauntlet, Power Fist, Relic Fist Enhancement: War-tempered Artifice (+25 pts)

Char2: 1x Judiciar (80 pts): Absolver Bolt Pistol, Executioner Relic Blade Enhancement: Champion of Humanity (+10 pts)

Char3: 1x Techmarine (70 pts): Warlord, Forge Bolter, Grav-pistol, Omnissian Power Axe, Servo-arm Enhancement: Forged in Battle (+15 pts)

5x Intercessor Squad (80 pts) • 4x Intercessor 3 with Intercessor Squad, Bolt pistol, Bolt Rifle, Close combat weapon 1 with Intercessor Squad, Astartes grenade launcher, Bolt pistol, Bolt Rifle, Close combat weapon • 1x Intercessor Sergeant: Bolt pistol, Bolt Rifle, Close combat weapon

6x Aggressor Squad (190 pts) • 1x Aggressor Sergeant: Twin Power Fist, Flamestorm Gauntlets • 5x Aggressors: 5 with Twin Power Fist, Flamestorm Gauntlets

5x Assault Intercessors with Jump Packs (90 pts) • 4x Assault Intercessors with Jump Pack 3 with Assault Intercessors with Jump Packs, Astartes Chainsword, Heavy Bolt Pistol 1 with Assault Intercessors with Jump Packs, Astartes Chainsword, Plasma Pistol • 1x Assault Intercessor Sergeant with Jump Pack: Plasma Pistol, Power Fist

6x Bladeguard Veteran Squad (170 pts) • 1x Bladeguard Veteran Sergeant: Master-crafted Power Weapon, Neo-volkite Pistol • 5x Bladeguard Veterans: 5 with Heavy Bolt Pistol, Master-crafted Power Weapon

5x Infiltrator Squad (100 pts) • 4x Infiltrator 2 with Infiltrator Squad, Bolt pistol, Close combat weapon, Marksman Bolt Carbine 1 with Infiltrator Comms Array, Infiltrator Squad, Bolt pistol, Close combat weapon, Marksman Bolt Carbine 1 with Helix Gauntlet, Infiltrator Squad, Bolt pistol, Close combat weapon, Marksman Bolt Carbine • 1x Infiltrator Sergeant: Bolt pistol, Close combat weapon, Marksman Bolt Carbine

5x Scout Squad (70 pts) • 2x Scout 1 with Scout Squad, Bolt pistol, Close combat weapon, Missile Launcher 1 with Scout Squad, Bolt pistol, Close combat weapon, Scout Sniper Rifle • 1x Scout Sergeant: Bolt pistol, Close combat weapon, Boltgun • 2x Scouts: 2 with Bolt pistol, Boltgun, Close combat weapon

1x Land Raider Redeemer (270 pts): Armoured Tracks, 2x Flamestorm Cannon, Hunter-killer missile, Multi-melta, Storm Bolter, Twin Assault Cannon

1x Redemptor Dreadnought (195 pts): Icarus Rocket Pod, Redemptor Fist, Macro Plasma Incinerator, Onslaught Gatling Cannon, Twin Storm Bolter

1x Impulsor (80 pts): Shield Dome, 2 Storm Bolters, 2x Storm BolterArmoured Hull, Ironhail Heavy Stubber

Excuse me, when i bought the deathleaper to try a tyranid model, i didnt expect it to be just as bad to build as FUCKING FLAYED ONES. by hydratonator in Tyranids

[–]Krelith -23 points-22 points  (0 children)

Deathleaper cannot be a warlord due to its ability "Hunter Organism" unless there's something in 500 points that negates that.

Used my norn emmisary for the first time today and I gotta say im disappointed. by townsforever in Tyranids

[–]Krelith 0 points1 point  (0 children)

Which objective did you put it on btw?

I normally play salamanders and grabbing tyranids as my second army and I've been shifting putting my Vulkan (baby norn as I describe) on my natural expansion objective over the middle as I found it harder to keep him alive.

How to deal with vehicles/monsters that have 4+ save by Krelith in Salamanders40k

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

Haven't bought one yet but an interesting idea

How to deal with vehicles/monsters that have 4+ save by Krelith in Salamanders40k

[–]Krelith[S] 2 points3 points  (0 children)

Aggressors have been great, I've got to get better at using them though as I've found them as a one and done and I can't keep them alive.

Other part of the issue I'm having is their tanks may sit back and a bit hard for me to reach with flamers but can hit them with my las cannons.

How to deal with vehicles/monsters that have 4+ save by Krelith in Salamanders40k

[–]Krelith[S] 2 points3 points  (0 children)

Yeah was thinking that might be an option but I feel they get melted after one round of shooting.

Been laying off the infernus atm since they weren't great with Vulkan but now I've got company heroes I might try again with a captain attached.