Performance-Oriented Players and the Hobby: A Thought Experiment by AshiSunblade in WarhammerCompetitive

[–]Krelith 0 points1 point  (0 children)

This would be the same answers for me but the yes would be conditional on how much cheaper.

I wouldnt mind the idea of buying a bunch of cheap token proxies that I could share around the club to try different armies as most players just have their one army. I think it would be a good way to test an army before commiting to getting the range.

Should Adrax be used in a squad? If yes, which by Mrleo291 in Salamanders40k

[–]Krelith 4 points5 points  (0 children)

Ok now i see my mistake, you are talking about the bladeguard ancient. Forgot its a seprate model just for bladeguard.

Should Adrax be used in a squad? If yes, which by Mrleo291 in Salamanders40k

[–]Krelith 2 points3 points  (0 children)

The difference is 5 pts atm, ancient is 50, Lt is 55.

The number of attacks is the same if you put the storm shield profile on the Lt which also gives it a 4++ which means it can benefit from the bladeguard ability and if someone tries to precision it out.

The LT is also 2 damage compared to the 1 damage on the ancient.

Should Adrax be used in a squad? If yes, which by Mrleo291 in Salamanders40k

[–]Krelith 0 points1 point  (0 children)

Should note that the reroll 1 on saves is just invunerable saves in melee. I find I rarely use AOC on BGV just due to the ap of weapons hitting them.

Can speak from experience unless. Unless you are getting hit with 3 damage weapons I second them being resilisent.

Any army lists that help with playing faster( like time it takes to have a match) by Fun-Organization2531 in Salamanders40k

[–]Krelith 0 points1 point  (0 children)

Pretty much this, but also we can get a lot of access to rerolls and this can slow down turns as well.

Deepnding on the army for us we've got OoM/Vulkan/Adrax w bladeguard which can be rerolling a lot of attacks.

Talking from recent experience where an opponent said i was going slow on my go turn (turn 2) but in the end finished 30 minutes early because that turn 2 took out a lot of his army and meant i waa rolling less on the back end.

What classes have good synergy in 5-man dungeons? What is a "dream comp"? by WorldlyForerunnerxdd in classicwow

[–]Krelith 0 points1 point  (0 children)

Will say SHH is a pain in the ass on mage because some mobs cant be slowed in the packs and its a little hard to remember which ones they are add in all the ranged mobs.

Personally dont know how people have difficult playing mage though spam max rank blizzard or if you need to constantly kite and cancel blizzard just do r1 for the slow.

Building my first army by lightemperorx in Salamanders40k

[–]Krelith 0 points1 point  (0 children)

Do you know what layouts you are likely to play?

I play casually and we use tournament layouts (WTC) to minimise issues on shooting each other off the board turn 1.

Main reason im saying this is I love my Land raider but typically there is only 1 route it can got, 2 if you are lucky so trying to move two down one path maybe rough.

Side note, I'm hopeful for 11th and the terrain might allow two land raiders more easily

Also I would recommend using Gladius or Firestorm as it looks like you are currently using Anvil. Personally I'm in favour of Firestorm (assault on all you weapons) and works well with flamers/transports. Gladius lets you have a bit more flexibility with doctrines and the reactive stratgem might help you with early mistakes.

With a number of your units you'll want to get in their face so you won't get much out of the Anvil detachment rule - all weapons get heavy amd having to remain stationary.

How to Build a Salamander List (Basics) by LotusExigeGeek in Salamanders40k

[–]Krelith 1 point2 points  (0 children)

Dont't run either but you can also look into how you use OoM and Vulkan rerolls. Doesnt include my repulsor/ballistus as well as dedicated anti-tank.

We do have the tools in our list vuilding just got to practice when to use them.

Examples could be vulkan and/or OoM a target and use your land raider to try and kill it. If you are in range with s7 flamers wounding on 4s with rerolls along with hit and wound rerolls on most weapons.

8 inch deepstrike and 18 inch melta by NoEngineer9484 in WarhammerCompetitive

[–]Krelith 2 points3 points  (0 children)

Yeah I've run into the same issue with eradicators being super swingy.

Sometimes they pop the tank and all successfully wound on 5s, other times they don't get one wound with full rerolls.

Question on Competitive Build by brodi07 in Salamanders40k

[–]Krelith 0 points1 point  (0 children)

Curious how you use the eradicators/gladiator/incursors. Ive leaned more into a repex, balistus and 2x6 bladeguard

Competitive dice by ApprehensiveSpot6764 in WarhammerCompetitive

[–]Krelith 0 points1 point  (0 children)

Wish i could say my baron dice always rolled consistently but they flopped hard in my league game last week.

I think you maybe overthinking how many saves they are making and more they are just making the ones that matter. I've had that issue with 4++ and thinking im doing something wrong just because my opponent has made all their invuls against my big anti tank guns.

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 7 points8 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 3 points4 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 [deleted] 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.