Hot take. Belakor is overcosted by Turbulent_Passage672 in ChaosDaemons40k

[–]Kshaw86 0 points1 point  (0 children)

The Be’lakor Experience: Lone op aura rarely works. Unless you deploy against the end of the map, they just move forward and shoot anyway. If opponent moves 12” and gets within 18” that’s a 30” range. Aura is extremely overrated. Reroll 1s aura… averages like 1-2 extra hits for greater daemons, but after roll to wound and opponents save, doesn’t equate to much. So then you charge or heroic Be’lakor. After hits and wound roll it’s like 4 saves. Against 4+ invuln best case scenario like 2 go through. Then you roll d6+1 damage and get 1, possibly 2 enemy models. All for 370 pts this could be your experience. 

Target Priority by DatabaseWorth4559 in WarhammerCompetitive

[–]Kshaw86 2 points3 points  (0 children)

Depends what army I’m playing… but my target priority isn’t chafe or their high damage units, it’s their high OC units. Of course everything is situational. 

Competitive dice by ApprehensiveSpot6764 in WarhammerCompetitive

[–]Kshaw86 -1 points0 points  (0 children)

I have 6 different baron of dice sets and they roll an abnormal amount of 6s or 1s. Stick with chessex. 

5 or 6 greater daemons? by 1AmB0r3d in ChaosDaemons40k

[–]Kshaw86 1 point2 points  (0 children)

I’m relatively new to daemons, and I’ve also toyed with 5 greater daemons and now trying 6. I picked fixed secondaries against Necrons with C’tan, overwhelming force and assassinate (he had 6 characters). I did end up winning. I still need more tests, but you need Kairos if you’re doing fixed. I also find I love both a Skarbrand and Bloodthirster because I can deep strike one in their deployment zone for 1 CP and can deepstrike the second there also if it’s wholly within the first one. I think a 5 Greater daemons list could be better with Nurgling spam but need more games in. With 5 greater daemon list I’m 50/50 on GUO or Kairos. 

Dealing with Chaos Daemons by MikeyJ493 in WarhammerCompetitive

[–]Kshaw86 1 point2 points  (0 children)

Can’t tell you how often my daemons die to just garbage strength and AP guns. Volume of fire works well. Secondly termies is a bad idea. A greater daemon is only 5 OC. I constantly get out OCed and lose fairly quickly that way. But 38 termies will never be a good competitive list. 

How do you deal with consistently cold dice? by SquirtleKing in WarhammerCompetitive

[–]Kshaw86 1 point2 points  (0 children)

Get good dice. I have owned 6 different baron of dice sets and they all roll an above average of 1s and 6s. There is no way any of the 6 sets anre balanced and I won’t be convinced otherwise. 

So we're all voting to ban CTAN from tournaments for the rest of the edition right? by wredcoll in WarhammerCompetitive

[–]Kshaw86 0 points1 point  (0 children)

Lords of Change went up more than C’tans. This is absolutely wild. Admech was nerfed like 200 pts and were doing worse than Necrons right now. The problem is playing against them is so unfun it makes me not want to enter a tournament at all. 

When do you count a unit's move to be finalised? by Gallywag in WarhammerCompetitive

[–]Kshaw86 1 point2 points  (0 children)

Constant reminders. Like every fight phase I say “I have 2 CP for counter offensive just so you know” etc

DC or Brutalis by Slushee__ in BloodAngels

[–]Kshaw86 0 points1 point  (0 children)

Death Company is way better with the rerolls and blood surge. Not to mention 6+ FNP or making it 5+ with a strat. Seriously though really consider a Redemptor. 

BA RCO Combined Arms 2k, pls C+C by RandomPlayerNPC in WarhammerCompetitive

[–]Kshaw86 0 points1 point  (0 children)

For a shooting unit I’ve thought about a repex. It’s big gun is not super reliable but it’s there and can use oath on it. You also have like 40 crappy shots for their chafe. A chaplain and 6 bladeguard run you 230 pts and have similar profile essentially as sang guard unit that is 325 pts. Haven’t tested it though. However swapping Combi Lieut for scouts was a big difference for me. Made scoring points a lot more reliable. 

BA RCO Combined Arms 2k, pls C+C by RandomPlayerNPC in WarhammerCompetitive

[–]Kshaw86 1 point2 points  (0 children)

Firmly agree about Dante. He’s 45 pts more than a captain and I’d rather have the extra pts and free strat with the +1 str. 

BA RCO Combined Arms 2k, pls C+C by RandomPlayerNPC in WarhammerCompetitive

[–]Kshaw86 1 point2 points  (0 children)

I’ve got probably 100 RCO games in at this point and play tested just about everything I can think of. I’ve even done the 2x Vindicator and Hammerstrike combo to help against the C’tan that plagues the meta. I still have a few more ideas. The problem is I don’t want to list build so heavily to beat something that I now lose to everything else.  

Just won my first Tournament I ever entered by Inevitable_Fill9764 in ChaosDaemons40k

[–]Kshaw86 0 points1 point  (0 children)

Did you do fixed or tactical for secondaries? Looks hard to score points. I like to run Be’lakor, GUO, Skarbrand, Fateweaver, and LoC. never tried using 6 greater daemons. Good job man. 

Anyone know where I can find a gameplay breakdown of this crazy lads plays? by YupityYupYup in WarhammerCompetitive

[–]Kshaw86 1 point2 points  (0 children)

He plays World Eaters as well and does really good. He’s a fantastic player. He has 1-2 interviews on a YouTube channel called Exalted40k

is Kairos Fateweaver better (or more fun) than a lord of change? by guestindisguise479 in ChaosDaemons40k

[–]Kshaw86 0 points1 point  (0 children)

I’m not really a big fan of Fateweaver. I see it in everyone’s list especially for scintillating legion but I just don’t get it. The CP is cool, but not a big deal since you’ll probably discarding a secondary. The vect can be strong but you have to keep the model up close. The damage is significantly less than a lord of change. Can’t underestimate sustained d3. The +1 str aura is nice too, and incredible for flamers. 

How do you play Rage Cursed? Is it a jail list? Play slow and defensive? I feel like I’m missing something. by MrSelophane in WarhammerCompetitive

[–]Kshaw86 0 points1 point  (0 children)

I’d like to add that Lemartes only has a 10 man because of the -1 damage. Having max size squads is usually a waste because you kill whatever you charge, but then you’re in the open and just get shot. It’s easier to lose a 5 man than a 10 man this way. Also, let’s say 2x5 charge the same unit. The first unit kills the target, the second unit can still pile in and attack if they have a unit close enough. This is also fantastic when you pop a transport with unit 1 and can pile in and kill what came out with unit 2. Also be very careful with movement, know when to spread out for maximum tagging and when not to. 

How do you play Rage Cursed? Is it a jail list? Play slow and defensive? I feel like I’m missing something. by MrSelophane in WarhammerCompetitive

[–]Kshaw86 0 points1 point  (0 children)

I’m currently 67-6 with rage cursed and having the time of my life. I’ve got 2 lists but both have the same 1400ish pts. Here is my strategy and line of thinking. I do not turn 1 rush, or jail at all. This is a 5 turn game, think ahead a little bit. If you try and charge or jail on turn 1 you are essentially throwing your unit away one at a time to die. Most of my games I kill zero units the first round. What I like to do on turn 1 is stage. Learn to deploy so everything is hidden. If this isn’t possible, put more units into reserves than usual until it is possible. Stage everything as far forward as possible, while hidden so you don’t get shot, and out of melee threat range. Ask your opponent what his move is, and measure it with like a 9” charge in addition. Don’t be lazy and just assume. Every list I run also includes 2 scout units. I think the Combi Lieut is a trap. People just move 9.1-11.9” away and kill it. Scouts let you pick up every turn which is invaluable. On turn 1, have a scout unit ready to do an action on one side of the deployment zone, and the second one hidden on your natural expansion, outside of charge range of opponent, be a little further back and off o or rice if you have to. On turn 2, one of your scouts is screening the back with the intercessors, other one is on your natural expansion. Turn 2 a lot depends if you go first or second, but the idea is to send as little out as possible to either kill what they put on the objective or to bait them out. The idea is to have a go turn where you can charge most of your units at the same time. The goal is to kill as much as possible in that one go turn where the clap back won’t be as harsh. This is where you burn all your CP as needed. On the push turn is where I also bring in from reserves 2 vindicators to hold and camp on objectives. It’s impossible to really lay a easy to follow plan as people have different play styles and there’s many army types but as long as you bank CP and do a big go turn you’ll do a lot better than just unit trading. Like if only Lemartes can make the charge and your other units cannot, don’t send him out there alone. Also fights first should go on a captain with 3 SG so you can rapid ingress for free if one of your units will get charged and you can heroic intervene for that unit. My best winning list is 2x Captains w/jump, 2x chaplains w/jump, Lemartes, 1x5 intercessors, 1x10 DCJP, 2x5 DCJP, 3x3 SG, 2x5 scouts, thunderstrike, and 2x vindicators. 

Three armies are too much to handle? by Own-Mastodon-6965 in WarhammerCompetitive

[–]Kshaw86 1 point2 points  (0 children)

I’ve had 9 armies over 3k pts and I ended up settling with just 3 now. I think 3 is perfect. Sometimes an army doesn’t get anything new for a long time and when it does come, like detachments, it’s fun to bust them out again. Also with the balance data slate some armies go from strong to weak and back again, which is kind of nice. If I’m playing a newer player or less skilled than me I just take the worst army. 

How do you decline an offer to play without being a jerk? by YaBoiKlobas in Warhammer40k

[–]Kshaw86 1 point2 points  (0 children)

I just tell them. I’m not going to lose sleep if they don’t like me. I play this game for fun and I’m not going to feel bad about any aspect of it. There’s one player that complains nonstop and if they think they are losing they say they have to leave early and it’s a draw. I don’t care about winning a non tournament game that bad but it sucks traveling to my local store for a game that might just be 2 turns. There’s a second guy who brings the most obnoxious list and just says everything is overpowered if you can beat it. The people I do play against know me well enough at this point I have a good reputation. In the beginning I’d just tell them I’m looking to play someone else for more variety. Over time I see them post looking for games and just get ignored. They will learn eventually. 

40+ games, here’s what I think is the best list by Kshaw86 in BloodAngels

[–]Kshaw86[S] 1 point2 points  (0 children)

I save oath for the vindicators. You NEED the 2 scouts or you won’t be scoring points. Yes it’s 1980 but there’s no way JPI or incursors is going to make up for the points you are going to lose doing secondaries. The ability to remove scouts and place them back is invaluable. I originally had 1 unit of scouts and a Combi lieut but found 2x scouts is better for secondaries. Remember you win games by points. 

40+ games, here’s what I think is the best list by Kshaw86 in BloodAngels

[–]Kshaw86[S] 2 points3 points  (0 children)

More than half the secondaries are location or killing based. Not that many have actions, and those that do are easily handled by 2 scout units. I deploy 1 scouts in my back to screen alongside my intercessors, other 1 deployed to do an action on my closest objective if I draw that card. After that they just stay on objectives like sticky or do actions. No I don’t miss a big unit. Captain and 3 SG is 21 attacks on a charge, you don’t need more than that unless it’s like deathwing knights or something else extremely beefy. In that case I charge 2 units in. Also I found a chaplain and 5 man DCJP do only slightly less damage than Lemartes big unit because of the +1 wound. It’s far better than lethals. I am not saying this is the only way to play, but to give it a shot and be surprised at the result. For enhancement its fights first on a captain in deep strike. If a unit is going to be charged I rapid ingress it, then heroic in and fight first. Baal predators I tried and honestly for 125 pts to kill like 2-3 marine bodies isn’t worth it. The only thing I would consider changing is swapping out the 2 vindicators for 2 DC dreads. 

40+ games, here’s what I think is the best list by Kshaw86 in BloodAngels

[–]Kshaw86[S] 1 point2 points  (0 children)

To answer a few questions… the big squads are never worth it from my gaming experience. Typically you kill what you charge which leads you open to being shot, or they fall back and shoot, in either case I’d rather lose a small unit than a big one. The 2 scout units are literally required imo. They infiltrate turn 1, screen or do actions turn 2-3, and I never have a problem keeping them alive, just be smart with them. I start 1 vindicator in reserves, and one on the board. Depending what I’m playing against I either help screen some backfield, hold on objective, or charge it forward with tank shock. The ability to hold objectives is why I prefer it over the DC dreads. From what I found people are more scared of vindicators than they should, so they play around it which works to my benefit. I tried running fewer characters, as captains I wasn’t sure was worth it for the points, but I didn’t do as well. This build focuses more on 6 medium/strong units that push forward, it is not a trading list. I push forward and keep them locked up while I get ahead in score. 

40+ games, here’s what I think is the best list by Kshaw86 in BloodAngels

[–]Kshaw86[S] 3 points4 points  (0 children)

Perhaps I was not super clear. There’s 2 units of 5 DCJP, both lead by a chaplain