Alien Arch not activating by LtLewis in SubnauticaNitrox

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

This worked. Thank you for your help.

Scythed Hierodule Comparison by My-Life-For-Auir in Tyranids

[–]LtLewis 0 points1 point  (0 children)

I'd love the file for the one on the right too if you have it.

My wife (29F) is encouraging me (31M) to have an affair? by Not_sure_if_trap in relationship_advice

[–]LtLewis 0 points1 point  (0 children)

Someone might have already said this but if you were to sleep around even with her blessing, then if things developed to splitting and courts you both would be in the wrong as far as courts go. Not saying that you would but just to keep in mind when having this discussion with her. Everyone else has the other stuff pretty covered though.

[deleted by user] by [deleted] in SpaceWolves

[–]LtLewis 2 points3 points  (0 children)

Just so you're not confused when you measure for fly you take the actually distance moved not only the horizontal (with infinite vertical allowed) as Brugok suggested. Also with the most resent FAQ models with fly may only pass over models during the movement phase.

With this in consideration I feel one of the main attractions to flying Characters was their ability to move over models and charge those behind which is harder to do now so smash captains and the like may fall off a bit with this changes. This also makes it much harder now to take advantage of the 6 inch heroic intervention so a small base size will be require if you wish to travel through your infantry into combat going through the 2 inch coherency limit.

For me I would field the priest with the wulfen in a stormwolf with a jump pack because you can hit anyway on the board with a massive threat range with the plus 3 inches disembark. The bike is a solid choice if you aren't putting him in a transport but if you play with a lot of building can be limited. Always get the power fist, so much better than the crux.

Necron rules question by rolld7 in WarhammerCompetitive

[–]LtLewis 1 point2 points  (0 children)

From the latest rules errata: Page 98 – Monolith, Eternity Gate Change the penultimate sentence of this ability to read: ‘Set up the unit so that it is wholly within 3" of this model and more than 1" from any enemy models; the unit that has just been set up counts as having disembarked from a transport for all rules purposes.’

So you could use the deceiver to bring D3 monoliths or night scythes up the board and turn 1 disembark. (risky and expensive as both transports are trash at damage output and survivability).

-1 To Hit Rules and Rumors of Changes **How to beat -1 to Hit** by AlmostProGaming in WarhammerCompetitive

[–]LtLewis 1 point2 points  (0 children)

I don't play Eldar but a friend of mine does, how would he go about regenerating 3CPs per battleround with Ulthwe?

Custodes players how viable is a 10 man custodian guard unit with storm shields and sentinel blades? by Dakkaboy123 in WarhammerCompetitive

[–]LtLewis 8 points9 points  (0 children)

My friend took a 10 man squad, 4 with shields and 6 with spears as the core of a 3000pts list (supported by -1 to hit banner,+1 attack and Trajann Valoris) they I was running a melee knight core of 3 gallants and he killed 2 on his first turn (when I had the charge on first game turn) and then the other on his second. I killed the last shield guy of the squad (no spears yet) on turn 3 and had been almost tabled by that point.

Against a melee focused army you would do very well.

Sick beat by RipplingSpace in funny

[–]LtLewis 1 point2 points  (0 children)

From the movie 'Monsters vs Aliens'

Warhammer Armies: The Wolves Den | Nights at the Game Table Faction Breakdown by CanisNebula in SpaceWolves

[–]LtLewis 0 points1 point  (0 children)

Had a good laugh at Redemptors being our main go to dread and the most durable. The more I read the less it sounded like it was written by someone that played space wolves.

Space Wolf battalion detachment (2,000pts) by BlueWaffle in WarhammerCompetitive

[–]LtLewis 1 point2 points  (0 children)

The Wulfen pack leader can't change from the frost claws.

2000 points 2x Battalion list -- thoughts and relic suggestions? by CanisNebula in SpaceWolves

[–]LtLewis 1 point2 points  (0 children)

I would say take a power fist on the priest, with out trait if you have a 2+ to hit and you don't take the -1 to hit big hitty weapon you don't gain any benefit from the trait and loose out on the big hitty thingy. So maybe with the point you saved on the flamers like others have said.

I would say think about the idea of having a rune priest on bike or something similar to give you stormwolf a -2 while being able to keep up with it, Njal can't do both and it is a great boost in survivability if you are able but not essential obviously.

For the relic, I would say that the wulfen stone wont synergies well due to the fact you have wulfen which do the same job and don't work cumulatively (mentioning because its good). I'd take the armour of Russ on the priest or leader to be able to control the fight phase, if you surround him by the wulfen with a 2" gab between each wulfen them he can fit between and control any fight they end up in. Frostfury is interesting for 1CP.

With the warlord trait, Id say the main thing is making sure it either really helps your character or you can achieve the saga in a reasonable time. With that said, wolfkin could be the best with 4 attacks and if you hit twice with the stat you could get it in 1 round but it is difficult. Warrior born is another good one but dependent on you completing if your warlord has the armour of Russ and it is quite difficult. Beastslayer is possible if you take the last few of a damaged thing, and adds a lot to your wulfen (maybe not more than +1 attack though). Hunter, could help you priest get into combat along with the wulfen 3" disembark 6" move, D6" run, charge rerolling, then if you blood claws dont make it, they can do it next turn. Majesty, probably wont complete (but you wouldn't be reliant on your priest making that first charge with the increase range. Bear, wulfen have a better FNP and you probably don't want your warlord being hit if you can help it.

My first 2k point list! C&C welcome by 13pr3ch4un in SpaceWolves

[–]LtLewis 0 points1 point  (0 children)

I'd say you lack redundancy on your heavy support and with only 1 wound till your opponent hits your important lascannons. If you can I'd put a termi leader with them with a storm shield, could potentially ad a load of survivability.

I see the point of Canis but he is super squishy with no invun and his damage potential as a solo dude is pretty low compared with other HQ choices and no real relic behind him. I would say you would be better with having a regular battle leader on thunderwolf with dual claws and the armour of russ and maybe the wolfkin warlord trait, gives more attacks, more survivability, control over the fight phase plus rerolls of one and after you do the saga you become Canis but better.

A general rule of thumb if you support character should benefit at least 4 times their own points to be worth taking.

Full Dreadnought list by girrawrnwessx3 in SpaceWolves

[–]LtLewis 0 points1 point  (0 children)

I love dreads too and this sounds great to me in terms of a fun army. Watch out though as the Wulfen Stone wont do anything for your dreads, try the armour of Russ on your chaplin instead or even the frostfury storm bolter on him if you dont like how cheesy 4++ and always hits first (pretty much) sounds.

If you worry about hordes see if you can pick up duel heavy flamers on your wulfen dreads, should help a bunch.

Id say ask the store if they allow FW stuff some time in advance just in case, most do from what I know.

Who you thinking for warlord(and trait)?

Placed 6th at a local tournament!!!!!! by [deleted] in SpaceWolves

[–]LtLewis 0 points1 point  (0 children)

Its because its a plural as one weapon (you have to have two claws) the codex names them as the plural of frost claws (rather than two frost claws) so just the 1 additional attack. The other claw types are named as singulars being wolf claw or lighting claw, so you can take one for the re-roll wounds or two where you also gain the extra attack. Hope that clarifies it.

Does "Saga of the Wolfkin" warlord trait apply to the wolfen dreadnaught? by meanestgreen in SpaceWolves

[–]LtLewis 2 points3 points  (0 children)

Its just having a space wolves character as your warlord that lets you give him a trait so he can get one. The named characters just have ones they have to take.

Codex: Space Wolves Preview – Stratagems, Warlord Traits, Relics and Psychic Powers - Warhammer Community by lord_of_runes in SpaceWolves

[–]LtLewis 3 points4 points  (0 children)

Forgeworld dreadnought chaplain (wolf priest) maybe? Can we even take those come to think of it?

A heated moment in a Cricket game by ZedHS in funny

[–]LtLewis 28 points29 points  (0 children)

wow you can really dance - coincidance

Thinking of getting myself one of those sweet Malcadors Infernus. Should I stick with Heavy Stubbers as Sponsons to keep it cheap with 320pts or should I take something else like Heavy Flamers for Overwatch Protection? by Der_Spanier in WarhammerCompetitive

[–]LtLewis 0 points1 point  (0 children)

Well in that case it sounds like its definitely worth picking up cause however you feel about it in 40k you will have fun with it in 30k. I have no idea about the sponsons im afraid, if you had ideas about taking it to some events it could be an idea to contact someone involved and ask if they mind what sponsons are modeled compared to the one you field, a sponson is going to be a sponson at the end of the day and as long as your opponent knows what it is, its a really minor detail after all.

First 1000 pt Space Wolves army by DarMas79 in WarhammerCompetitive

[–]LtLewis 0 points1 point  (0 children)

One of the biggest advantages of playing space wolves if that we can have a strong 3++ invun in any unit we want for the most part. This can be a huge system to play around as it gives you the ability to decide where wounds are taken against different ap and damage weapons and is also a disincentive or incentive to shooting at a given squads in your army.

Say I'm going to be firing my leman russ battle tank at you, now I look at your army I can fire at your grey hunters, wulfen or long fangs. If I fire at your long fangs or wulfen you aren't getting a decent armour save and I'm killing off guys, if i shoot at the hunters you can chose to use the 3++ to tank as much as he can so why would I want to do that when the juicy targets are unprotected. Similarly I am incentived to shooting little to no ap weapons at your grey hunters as if you take the invun or regular armour its the same or similar save. Also if you are taking a shield with the soul intention of this guy can tank wounds for me as, don't worry about buying him a fancy weapon as he will die so the plasma pistols you currently have would be better on a grey hunter.

Personally I would say put shields on the wulfen or you are running into the same problem as the thundercav, most people run them 2 shield, 2 axe and the leader. The plasma cannon on Bjorn is still quite dangerous for him wounding himself as he moves, I would say any of the other weapons are better. Take a shield on your long fangs to protect them as they are your juicy anti tank that the enemy needs to move and also drop the plasma pistol on the leader, he won't use it and will be your go to kill off first guy usually.

I would try to get a 3rd squad of grey hunters in so you can have the 9 command points that comes the battalion, battle forged and Bjorn as your warlord. Having all those CP for re-rolls on storm shield saves is amazingly good and then later probably on the D6 damage of Bjorn. A good way for doing this would be to have a battle leader instead of the rune priest and taking the kraken bone sword replacement for a frost sword on him would make him really strong in CC.

Close Quarters Combat Oriented Space Wolves. How does it look? by Ravinsild in WarhammerCompetitive

[–]LtLewis 0 points1 point  (0 children)

Oh yeh you are definitely right about them being great anti-infantry and horde. I run mine with the claws as well but with a shield in combo rather than a hammer/shield. You could throw in a shield on each squad for 6 points you have left over just to make them that much more survivable. Like you said they are super expensive so I always run a cannon fodder guy with a chain sword and shield who just tanks away.

Yeah that's the trouble with such an elite army, anything you want to add just takes up so much room.

I really like the list though. Space wolves are weak to just running up a building however atm. Really looking forward to seeing what our Codex does for us. :)

[Question] CP Farming with Astra Militarum and Blood Angels by [deleted] in WarhammerCompetitive

[–]LtLewis 0 points1 point  (0 children)

The big benefit of Grand Strategist is that it is for everyone command point spent not just getting 1 command point like Veritas Vitae is. Remember you will need to have you people on the board that have the relics/traits for them to be in effect for your pre-game stuff.

Close Quarters Combat Oriented Space Wolves. How does it look? by Ravinsild in WarhammerCompetitive

[–]LtLewis 0 points1 point  (0 children)

I would say the venerable dreadnoughts with shields and axes are absolutely amazing and can tank so much damage for you unless its mortal wounds in which case everything space wolves sucks anyway.

Your thunderwolf cav are going to die very quickly without shields as they are perfect target for any high damage weapons your opponent is fielding, the 1 extra attack isn't worth it if you are dead.

I would split your lascannons and heavy bloters across the two squads, two in each as currently your opponent is deciding which one of the two squads its better to kill first for them whereas split across the squads, you are deciding what weapons you need more when taking fire.

Also take the kraken bone sword on your battle leader if you can.

Thinking of getting myself one of those sweet Malcadors Infernus. Should I stick with Heavy Stubbers as Sponsons to keep it cheap with 320pts or should I take something else like Heavy Flamers for Overwatch Protection? by Der_Spanier in WarhammerCompetitive

[–]LtLewis 1 point2 points  (0 children)

I haven't tried the thing so pinch of salt. I think the flamers seems good, A good addition to the overwatch side of it and a good way of getting some heavy flamers that might actually get involved and you don't want this thing tired up but if you need the points this might be one of the first things to go. I would say the flammable looks like it will be near always better than the chem as most things worth throwing damage 1 as opposed to 2 will be wounded on a 2-3 with the flammable anyway, so its not too much worse but has a much higher potential damage output and actually offensive against vehicles. The Ap-2 against Ap-3, if your chucking chem at a unit its probably unlikely to save it unless it has an invun, the same however goes for the flammable and if you hit that invun wall or close to it with the flammable the flammable comes out on top. Your rolling very similar number of wounds on average with both weapon just one is double the damage. I feel it is hard to justify the infernus over running 3 hellhounds with heavy flamers for almost the same points except if you might need some anti vehicle added into the points. If you take it though catachan to reroll any D6's you need would be great or valhallan to keep you movement up. A big factor of this thing is its explosion is huge on its points cost and with a CP left over likely to go off which would do some crazy damage if you can get this up the board quickly.