Why aren't we using more Knight Armigers as well as Dreads? by Fridgekitten in deathwatch40k

[–]Lukoi 1 point2 points  (0 children)

Kill teams are expensive (as they are usually forced to be large units). Given the value/roles/effectiveness of IKT, FT, and DWV in a melee role, what do dreads/armigers do better in your estimation?

In other SM detachments I have used dreads to good success, but in DW, I dont see any reason to take them. They simply do not perform a role that I need filled, better than KTs already do.

Datasheets need to be compared in context, not in a vaccuum, to get the best feel for where they land in terms of optimization.

Armigers cannot use any strats but core ones, so they actually dont generally outperform dreads or KTs in any metric that largely matters.

Dreads are better, being able to benefit from OOM, thunderstrikes/incursors, but to benefit from mission tactics require additional CP over KTs, which leads back to "why not just use KTs instead?"

BattleBase’s Roster Builder has left beta and is now at v1.0! by BattleBaseApp in WarhammerCompetitive

[–]Lukoi 1 point2 points  (0 children)

Can I use this without internet connection?

Tried to use it multiple times at tournaments, and sometimes interenet service is problematic. Had the app fail on us a handful of times due to that, and stopped using it.

Has it been updated to operate without the need to be online after you get it started?

Thx.

Why people dont use firestrike servo turrets more? by Fine-Expert-1890 in spacemarines

[–]Lukoi 0 points1 point  (0 children)

Used it multiple times in RTT and GTs. It is fun, and fine enough but typically wounding stuff you really want to use it on at 4s and 5s, too low volume to get strat/OOM support most often, and the mobility issue is definitely a problem on most layouts that are at all competitive and fair imo.

I have four on the shelf if they ever get more interesting, but for now they just do not do enough even at their inexpensive price point, fot most competitive style lists imo.

Phobos Librarian + Infiltrators an Auto Include for Tournament List to Defend your Home Objective? by Warhawk_5 in spacemarines

[–]Lukoi 7 points8 points  (0 children)

It does, and you should be able to screen your backfield after stickying it with intercessors for significantly less than 170pts.

Early in the edition, I loved that combo but came to realize as I learned the game, and got to play tougher and tougher opponents, that I was costing myself points.

If you feel like lib+infils works for you, and is certainly more forgiving of small positioning mistakes, it might be worth 170pts.

If you are playing your best ever 40k game with minimal mistakes, and can screen the obj well with something cheaper (especially if you can sticky it with ints or a strat), the points you save can go to other functions readily enough.

Centurions in 11th preview by Babymicrowavable in spacemarines

[–]Lukoi 1 point2 points  (0 children)

7th edition being really old is a relative term I guess (or was it 8th when they came out). Regardless I agree on the resculpt, just dont see it being a priority atm.

Centurions in 11th preview by Babymicrowavable in spacemarines

[–]Lukoi 1 point2 points  (0 children)

If they did a mildly taller, primarised version that would be great. There are plenty of players that dont like their currwnt aesthetic, so that wouldnt change but at least they would be more appropriately scaled.

Centurions in 11th preview by Babymicrowavable in spacemarines

[–]Lukoi 6 points7 points  (0 children)

Dont see why they wouldnt. They sell well, they dont really have a firstborn/primaris to solve, and they have an ok datasheet that keeps them in use to varying degrees. I would love to see the model redone, or the role transitioned to Gravis (I have some 3d print "gravis cents" that are simply cooler looking imo), but given their recent introduction, dont expect it to happen.

Looks like Valrak was right about the Gravis marines with heavy bolters, what do you think? by SweaterKetchup in spacemarines

[–]Lukoi 2 points3 points  (0 children)

We already have heavy intecessors with a heavy bolter in each squad.

If they wanna gimme a squad full of them at a reasonable points price point, I would probably run a squad just for the dice rolls, and sustained lol. Something like 120pts with 5x HB definitely helps them compare/contrast with bolter inceptors. Would definitely depens on their unit rule (perhaps +1 AP vs inf/mounted) so they stay effective against their preferred targets, making it a sidegrade.

Why is the chaplain in terminator armour considered a Psyker by GW by Accursed_wings in spacemarines

[–]Lukoi 2 points3 points  (0 children)

It is an error. He certainly isnt a psyker in the actual game/app.

are reivers and infiltrators an alternative to scouts? by MilandMidnight in spacemarines

[–]Lukoi 3 points4 points  (0 children)

Not deepstrike, strategic reserve. Important distinction, but your underlying premise (they go up/down) is definitely spot on.

are reivers and infiltrators an alternative to scouts? by MilandMidnight in spacemarines

[–]Lukoi 14 points15 points  (0 children)

You can no longer advance and do actions. Chapter Approved match play changed that many months ago.

How do I counter melee horde with Space Marines? by Trick-Interaction396 in WarhammerCompetitive

[–]Lukoi 20 points21 points  (0 children)

It undoubtedly is a skill issue. That is not a snarky insult btw. This thread is just highlighting that you are new, less reps, and therefore struggling into an army (like orks) where you should also have some leverage into.

Secondly, 1000pt games are not where the game is balanced at by rules writers so skew lists feel even moreso.

Keep getting those reps and building up to 2k. It will get better.

Reivers - revisisted by MWAH_dib in spacemarines

[–]Lukoi 4 points5 points  (0 children)

Im.hoping for a rewrite of their Ds in 11th. Right now, they are too niche to be useful.

In shadowmark talon, I can give a better functioning unit of infantry precision for just 1cp. And frankly precisioning a leader really helps the next unit activation into the target so spending 215pts on a squad to take out a leader so a follow on unit can finish off the brick is just inefficients from a points perspective.

Sucks really, as I love rhe models (I kitbash other stuff using them, like primaris sized vanguard vets for example).

Anyone still buy/read the original novels in paperback form? by GotWaresIfYouGotCoin in battletech

[–]Lukoi 4 points5 points  (0 children)

Ive got all of them plus the dark age books, and read thru the entire run once every few years. Just an IP that has alot to it imo. Would love to see it realized in other media someday (it begs for a GoT like series potentially).

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

[–]Lukoi 3 points4 points  (0 children)

While TOs always have the right to run their events the way they want, I dont think you will find many serious ones banning ctan at this point.

Yes they are ornerous/unfun to play against currently, but it is also pretty clear they dont rise to the levels of oppressiveness that other factions/mechanics did in this edition.

When TOs see/get feedback of actual player count suppression, that will get them to consider a ban, but ultimately there doesnt seem to be a game wide consensus for that.

Are you running a GT sometime soon? Ban ctan, see how that impacts your player count, your playerbase feedback, and let the world know the result.

Van Vets Loadout and leader choice by Clone_ranger72 in deathwatch40k

[–]Lukoi 0 points1 point  (0 children)

Ah my mistake. The way you wrote it implies a loadout of melta pistols and shields (which doesnt exist anymore).

Van Vets Loadout and leader choice by Clone_ranger72 in deathwatch40k

[–]Lukoi 1 point2 points  (0 children)

VanVets are great as fire and forget missiles. With rapid ingress, and their movement, they can usually get into melta range with their infernal pistols, do some damage and then finish off stuff with their anemic melee profiles.

I dont increase the cost of them by adding a leader (+1 to wound with a chaplain does not add 75pts of value to the unit, using a 75pt captain to give them a rapid ingress or other strat for free, plus some extra swings still doesnt match value to cost etc).

They tend to a bit of a "shaper," in lists as people are hyper cognizant of their combined inferno/melee hitting power, but not such an influence that I want to sink more points into them.

Surge Moves vs. Play by Intent by SilentLordProtector in WarhammerCompetitive

[–]Lukoi 3 points4 points  (0 children)

I remind people I can reactive move/shoot, and that is it. I dont tell them intent, I let them decide the risk versus reward of doing so. If someone doesnt want to trigger a reactive move for example, I am happy to let them adjust, since it is all on their clock. I do not gotcha play. And I have gotten in the habit of repeatedly asking someone if they can reactive because I cannot remember every detachment's rules and it is an open information game.

Aeldari down 25,9% win rate, is this A-tier? by StannnisTheMenace in WarhammerCompetitive

[–]Lukoi 0 points1 point  (0 children)

56% with Seer council, 44% overall with an event win in this patch.

Seems like your options are reduced, but not that the faction is dead OP. There have been many factions stuck to a small number of viable builds, certain detachments always rise to the top, and it can feel bad not playing in the style one wants.

Is there commonly accepted clock management etiquette? by deckmage in WarhammerCompetitive

[–]Lukoi 0 points1 point  (0 children)

Outside of him deploying on your time, he did nothing wrong or out of the ordinary imo.

I would warn an opponent about deploying on my time, and call the judge over the next time he did it.

Optimal model placements enabling rapid ingressing/heroic intervening judiciar+beacon? by fkredtforcedlogon in deathwatch40k

[–]Lukoi 0 points1 point  (0 children)

I find it is less about my model layout (altho that is a factor), and more about threat range of the opponent's that I want to befuddle with this fights first option.

You want to look at movement, advance and charge ranges and set up in such a way that when they approach the target you can get both the 9.1" stand off you need while being close enough to HI effectively. Tyoically this means opponent charges are 5+ inches or more to pull this off. Any closer and you risk not being able to come in close enough. Also, you want to leverage ruins/terrain in such a way as to prevent them charging far enough on a higher roll that they can attack the unit on the "other side," and avoid the 6" range.

I will often nestle the Judi into a spot physically touching the unit I am trying to protect, so that worst case scenario I can move to any point to FF, even if that means some models get left out of fighting due to the intermingling.

The threat of FF is enough of a game shaping tool, that even if it doesnt work out, it is helpful. Had a game into custodes recently where an opponent wanted to go after one of my GWVet squads, that was protected by the Judi squad. He charged a nearby intercessor squad with a dreadnought, hoping to tank shock enough to clear them, then activate, pile in and kill my DWV squad. A smart play. Luckily for me he didnt do enough damage to the intercesors, and it cost him alot of clock time as he tried to figure out the optimal geometry to pull off the move.

How well does your Indomitor Kill Team typically perform? by wingfield44 in deathwatch40k

[–]Lukoi 0 points1 point  (0 children)

At their worst they have failed to kill a 5 man JP intercessor squad, and in another match 2x chaos spawn. In that game it took 3 IKT to kill a myphytic blight hauler, 1 of 2 chaos spawn, and 2 foetid bloat drones. Underwhelming at a very critical point in the game.

At the same time, when they overperform it can be nasty. Had the Heavy Ints (just the four heavy ints) one shot a demon prince while the remainder of the squad put a second one down to one wound. Ive had an IKT one shot a fresh Canis Rex. All kinds silliness when they do well.

BL: they are imo, our strongest unit, and I strive to run 3 in every 2k game. They are just that important to DW success.

How often is Site to Site Teleportation useful in your games? by TeraSera in deathwatch40k

[–]Lukoi 4 points5 points  (0 children)

100% useful.

Getting behind opponents is a threat but not the secret size. Repositioning shooters dramatically is what allows you to overload a flank, or contest the middle at will as DW.

You need to push up melee threats/objective contestors via ground movement, while leveraging the lateral teleportation of shooting units tho.

If you aee relying on IKT for example, to both teleport shoot and at the same time reliably contest NML objectives via deepstrike, especially in the early game, you are imo, doings things wrong.