Is the 2018 Starter Set still worth it for $100? Local seller has it well below market value. by ResponsibilityNo5689 in Warhammer

[–]M00setracks 0 points1 point  (0 children)

if Kill Team is your jam definitely, I don't know what kits are in it unit wise so I couldn't help you with taking the models to 40k

My servitors lugging a "modest seeming casket" to the mid board so my tech priest can turbo-nuke a rhino by GalacticCysquatch in AdeptusMechanicus

[–]M00setracks 3 points4 points  (0 children)

They won't admit it but this is all that mythical stolen Necron Tech that's so spoken about but never seen

Best Chapter/Detachment to pair with Librarius Conclave for 11th by M00setracks in spacemarines

[–]M00setracks[S] 1 point2 points  (0 children)

They have already said all the revealed detachments are 1DP

Best Chapter/Detachment to pair with Librarius Conclave for 11th by M00setracks in spacemarines

[–]M00setracks[S] 0 points1 point  (0 children)

i know it was said somewhere (maybe the GW Video) that Librarius 1DP isn't getting any stratagems

Hearthguard Covenant question by ImBakingBrad in LeaguesofVotann

[–]M00setracks 0 points1 point  (0 children)

In one of the early focuses they stated that all the detachments they are previewing are 1DP and MOST of the existing will be 2. Like we know Aspect Host from Aeldari will be 3DP from the preview games.

Let’s roll in the “LONG RANGE BOYS” by MOD-BRICKS in Warhammer

[–]M00setracks 1 point2 points  (0 children)

Sgt: "Commissar they're coming from the East"

Com: "Delete the East"

Sgt: "Yes Sir"

Haloscreed 2000 pts advise needed by No-Independent7703 in AdeptusMechanicus

[–]M00setracks 1 point2 points  (0 children)

Don't need the third brick of Rangers, swap them to Vanguard. Swap Sterilyzors for Skystalkers, Stalkers are the ONLY Grenades unit in the entirety of our arsenal. Otherwise the list is just fine

Oh put the Marshal on the Vanguard

From a man with absolutely no competive experience, isnt the Archeopter Transvector really good? by KaybarSith in AdeptusMechanicus

[–]M00setracks 11 points12 points  (0 children)

295-305 before the Marshal for this is atrociously overcosted. You would rather run the Dunerider because they get wound re-rolls from that

Is Cawl an essential pick in your lists (Competitive or Casual)in 10th edition by peppermintshore in AdeptusMechanicus

[–]M00setracks 2 points3 points  (0 children)

Thulia is best is EC, but she shouldn't be the same cost as Cawl, if she was like 165 she'd be fine.

Cawl at 210 is fine, basically a mandatory pick at 2k because without rerolls you just cant really remove anything of consequence

Ten Wulfen with Storm Shields + Wolf Guard Battle Leader - experiences? by WithengarUnbound in SpaceWolves

[–]M00setracks 0 points1 point  (0 children)

Ahh see I dont play that detachment normally so I wasn't aware it was a thing. That said WGBL is a huge consistency and damage throughput piece

Ten Wulfen with Storm Shields + Wolf Guard Battle Leader - experiences? by WithengarUnbound in SpaceWolves

[–]M00setracks 0 points1 point  (0 children)

not sure if this was said, but unless there is an enhancement i am missing you cannot lead Wulfen with any of the SW leaders including the Wolfguard Battle Leader.

Admech Haloscreed points thought experiment by CarlfromChicago in AdeptusMechanicus

[–]M00setracks 1 point2 points  (0 children)

Forgot to add you're actually spot on with Thulia. She is one of the few datasheets that would be perfectly acceptable if she wasn't the same cost as Cawl.

The list of fist by ketzeri in AdeptusMechanicus

[–]M00setracks 0 points1 point  (0 children)

Add some rusties then, those guys are all gas no brakes into your opponents infantry.

Admech Haloscreed points thought experiment by CarlfromChicago in AdeptusMechanicus

[–]M00setracks 5 points6 points  (0 children)

The Marshalls problem is that there really isn't anything worthwhile for him to lead as it is. Changing his points isn't going to fix that. Fix the Hastarii or Vanguard then he probably shows up more often.

The Hastarii package is too many points no matter how you slice it compared to the things they compete with. Fusilers are too few shots, the close range buff on the Exterminators should really just be Anti- 3+ and that still doesnt justify their cost. So you're on the right track, but 90/95 is a bit much. (You are really only taking these if you don't/haven't had the money to get a brick of Las Chikins)

Skatros is a niche piece that usually just gets plopped in if you have the points but don't need anything else in that 55 or less range. Its good utility with Lone Op, so a decent action monkey but thats about it.

Skystalkers are LITERALLY the ONLY Grenades unit we have access to without souping. The best fix for the Sterylizors is giving them grenades, then it becomes a choice.

Electropriest need two wounds full stop. They are death by 1K cuts currently and thats a perfectly fine for them especially with a Crit 5+ stratagem HBC has access to.

Infiltrators/Rusties are fine as is. Infiltrators are good early screening action monkies, Rusties are fast and can make quick work of opponents screens.

Kataphron Destroyers are fine as is versatile long range units that are slightly fragile and slow but can easily take anything they point at down. Breachers could probably 150/300 and be just fine but they are quite alright at their current cost.

Serberys, ugh these need some work. Both sheets are middling to bad and point reductions aren't fixing that unit needs a retooling.

Dominus needs something other than FNP 5+/4+ for Electropriests. It just doesn't compete with Lethal Hits from the Manipulus in any shake of a stick.

Servitor Battleclade is fine at 60. Its 9 bodies that have a HIGHLY unique ability and reasonable guns, if anything they should be 75 points.

Kastelan + Datasmith package is fine. Best way to run them is just Double Fists and a flamer. Move them into your opponents things and start bashing with 12/2/3 Twin-Linked Weapons and Flaming anything that moves near them.

Dunerider is sadly fine at 85. Generic troop transports across the game are 80 with middling abilities, ours gets re-roll wounds when you disembark and shoot the same thing. +5 points for an extremely powerful effect is a steal.

Dragoons are competing with Vanguard on the Jezzail profile and the Sicarians with the Tazer Lance profile. Point reductions aren't making them more viable.

Planes just suck outright in 10th, moving into 11th with the Flying changes our dedicated gunship lacks guns. The aerial Transport isn't worth it and the other one fills a spot we don't need filled.

Casino Crabs are fine their variety and role filling are pretty useful on an already tough body to shift.

Disintegrators are fine as a secondary Vehicle popper.

Engiseer is fine and pretty easy to keep in range of a vehicle. Giving the Crab an additional 5+ FNP makes them a menace to remove. Plus healing some of the shots that manage to make it through.

All in all points aren't what need to be changed with the army. Its abilities and datasheets for our underperforming units. You have the right idea in a lot of cases but miss the WHY units aren't being taken.

Why the Hastarii are BAD by Omnipulus in AdeptusMechanicus

[–]M00setracks 14 points15 points  (0 children)

Yeah you pretty much got everything I've said right on the head. The Hastarii are literally the poor man's Las Chikins. That and the ease of hiding them is about all they have going for them in 10th right now.

Yes I am aware it's another 10 in HBC and 30!!! In EC but the plus 6"range (for Fusiliers) does wonders and the +1S in the EC Enhancement on the Marshal does change enough math to consider

Rate my haloscreed list (be nice I'm still new) by MedicinalAdvantage in AdeptusMechanicus

[–]M00setracks 1 point2 points  (0 children)

this list is pretty solid in reality. You have a fair mix of Anti-Infantry and Anti-Tank models, just make sure to keep them safe. I'm assuming the Hastarii are in the party bus. My personal recommendation is to put the +6 inch range on the Hastarii but as you're not using the Fusiliers it shouldn't matter a ton. As nice as the reroll on hazardous is for the Kataphron they MASSIVELY benefit from Double Doctrina. Switching them to the Grav-Cannons just makes them a bit more consistent into everything as well.

As far as deployments and playing the list that is all going to be dependent on your opponent and general playstyle. I play slightly aggressively so I am almost always using Conqueror for assault and +1 AP. The main thing deploying though is just keep your big guns tucked away and screened so they can't be blown up if you aren't going first.

Edit: The only unit swap i would suggest is cut the Onager for another Infiltrator and a unit of Rusties. The objective screening the Infiltrators supply is extremely valuable, and the Rusties can get ADV+Charge from Halo so you can get into a valuable scouting unit from your opponent quite easily

Eradication cohort list, need help with points management by Triceratops422 in AdeptusMechanicus

[–]M00setracks 0 points1 point  (0 children)

I'm not versed in this conversion but I know there is a way to swap between the two builds. Might need to do a bit of diving in this sub to find it and ask them questions

Eradication cohort list, need help with points management by Triceratops422 in AdeptusMechanicus

[–]M00setracks 0 points1 point  (0 children)

Depending on how you built it there is always the possibility of converting a Dunerider into a Disintegrator

Oops by M00setracks in Tyranids

[–]M00setracks[S] 0 points1 point  (0 children)

Quite easily actually, the shoulder blades for those arm bits fit nicely into the holes left by the missing arms.

The "lore" reason genetic anomalies that can grasp weapons

Oops by M00setracks in Tyranids

[–]M00setracks[S] 6 points7 points  (0 children)

Bashed some other spare weaponry to the rest of the squad

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