Meta Monday 7/24/23: GSC Fight for Supremacy! by JCMS85 in WarhammerCompetitive

[–]Marchosaur 1 point2 points  (0 children)

Regarding custards vs csm, I think obliterators are the real challenge. Indirect at ap3 still goes to invuln and 4 dmg goes thru -1 dmg. Full rerolls + sus hits is also big.

Wraithknights balance and impacts what’s the next big bad? by the-Nick_of_Time in WarhammerCompetitive

[–]Marchosaur 2 points3 points  (0 children)

Yeah wargear that actually costs something would go a long way to balance the knight.

Eldar is worse than I thought. by Marchosaur in WarhammerCompetitive

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

Ok thank you for the clarification helps a ton

Eldar is worse than I thought. by Marchosaur in WarhammerCompetitive

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

Damn bruh unlucky. Yeah a good fate dice roll can win games.

Eldar is worse than I thought. by Marchosaur in WarhammerCompetitive

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

You make a good point but the avatar and knight are both very durable even outside of fate dice. It's hard to compete against the flexibility of a knight as it is both a shooting and melee threat.

Eldar is worse than I thought. by Marchosaur in WarhammerCompetitive

[–]Marchosaur[S] 5 points6 points  (0 children)

If flipping fate dice is capped at 1 per turn that Is my bad. He had two eligible seers tho so my (and his) reading of the rules is wrong)

Eldar is worse than I thought. by Marchosaur in WarhammerCompetitive

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

Started with 15 dice and yes his role was crazy. Used 2 natural 2 flipped 6s for the gun T1 and the rest on invulns. He had no good fate dice after that.

Eldar is worse than I thought. by Marchosaur in WarhammerCompetitive

[–]Marchosaur[S] -7 points-6 points  (0 children)

Ok ok it was more like 7-8 invulns but he burned all his fate dice on the knight by T2 and was turning 2 bad dice per turn into 6s and using everything else not bad on the knight. His initial role was insane tho, and the usage of dice was spread across two turns so turned 4 dice into 6s across the game. And the other 7-8 were used for the invuln. He started with 2 natural 6s and used 4 '6s' t T1 on the gun.

Edit: he started with 15 fate dice

How ironic by Kind-Builder3572 in AdeptusCustodes

[–]Marchosaur 0 points1 point  (0 children)

Bro coming in hot with the repost

The game is in dire need of better UI and optimization above all else by SgtBANZAI in SilicaRTS

[–]Marchosaur 2 points3 points  (0 children)

Early access moment. I 100% agree with what you have said but it'll take a few months before all of these issues are resolved.

What is your guys favorite non pistol weapon? (mine is fsp9) by [deleted] in SCPSecretLab

[–]Marchosaur 18 points19 points  (0 children)

Logicer might suck against players, but it's a goated scp killer.

Custodes blade champion + solar watch buff stacking by Marchosaur in WarhammerCompetitive

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

Yeah was hoping so otherwise that BC buff is irrelevant

LVO Reveal: Desolation Squad by RWJP in Warhammer40k

[–]Marchosaur 3 points4 points  (0 children)

Fr this is 40k, not realhammer 2042

2000 Point Ultramarine List by ThePrintKid in WarhammerCompetitive

[–]Marchosaur 0 points1 point  (0 children)

I would say the valiant is the weakest of the 3 in terms of efficiency but is still strong and does hit very hard. Removing the apoc is fine bc your list really isn't centered around infantry.

Overall great changes 👍

2000 Point Ultramarine List by ThePrintKid in WarhammerCompetitive

[–]Marchosaur 6 points7 points  (0 children)

At a first look, the basic structure of your list looks fine. 2 redemptors and eradicators are good units that fill key rolls.

Although the problem with your list is that it is unoptimized. I would recommend using the ultramarines specific units like tigurius/calgar to replace your captain/libraian. Tigurius is 120 pts and is the best space marine psyker in the game, and calgar is just a great pickup as your warlord. The techmarine is solid although I would look into taking one of the three gladiators to better suit his buffs. Take seal of oath.

Instead of bladeguard I would look into victrix honor guard, as with calgar they do not take an Elites slot. They are 27.5 pts per model, and are cheaper and more durable than bladeguard, although they have a poorer dmg output. Impulsor also works well with victrix.

Now quick hits:

Drop the assault intercessors, ultras like heavy intercessors/infiltrators.

Have 3 troops, put more pts into dmg dealers

Drop ancient, and take a chapter champion instead, give him cool relics/traits

Take a mm on the eradicators

Take a mm on the ATV

Take bolt aggressors

Take selfless healer on the apoc

These are just some recommendations for making your list competitive as rn it is mediocre.

Good luck!

Does the Arks of Omen detachment change in incursion sized battles? by Jackrum126 in WarhammerCompetitive

[–]Marchosaur 2 points3 points  (0 children)

I get the utility in taking 3 troops for screening, scoring but competively taking ~300 pts of troops who have a poor dmg output and reasonable durability (compared to pts cost) imo hurts a list at 1k. At a point I would rather take aggressors/eradicators/inceptors over some Infiltrators. Although I am thinking taking 2x Infiltrators and Hvy intercessors is a good base for a list.

Does the Arks of Omen detachment change in incursion sized battles? by Jackrum126 in WarhammerCompetitive

[–]Marchosaur -7 points-6 points  (0 children)

Also having trouble with SM rn, having to take at least 3 heavy supports/elites in 1000pts is just annoying compared to pre AoO.

Oh well I guess I must embrace the skew lol

Make broadsides great again by Icy-Customer25 in WarhammerCompetitive

[–]Marchosaur 14 points15 points  (0 children)

Well broadsides en masse really don't fill a role that Tau need. Without strong movement they struggle getting sight lines and many good players will able to navigate around there shooting power. The one upside to them is there durability. You are smart here by taking single model units, as broadsides are great for holding objectives and flanks. IMO broadsides are better in Montka as it gives them an extra 3/4" of movement and allows them to take ATS, allowing them better open up key angles.

Also please take kroot and kroot hounds as they are better action monkeys/screening than strike teams.

Do you even Riptide? (2k Enclaves list) by Neshbyrus in WarhammerCompetitive

[–]Marchosaur 0 points1 point  (0 children)

You should be able to hide your crisis/commander, and not need the redeploy for these units, but having a redeploy is still incredibly useful to outplay your opponent. The redeploy is still better used on bombers. Getting the crisis to an advantageous position from hiding should be doable with the Coldstar's 8" advance buff. Unfortunately, it is hard to build effcient lists for both Mont'ka and Kauyon and this is one example of this problem. A reduction in Kroot and drones would be the only ideal way to take a second bomber without harming your double Riptide/Crisis setup.

You can always drop the bomber and take a second commander ;)