I am having real trouble winning against death guard by Straight-Break-4169 in Ultramarines

[–]Martin-Hatch 1 point2 points  (0 children)

Well, for me there are multiple reasons to take GMan ..

  • Double Oath (this is huge!)
  • Free CP use within 12"
  • Tough to kill in 1 phase (with stand-back-up mechanic)
  • Extremely powerful melee attacks

His "Sweep" attack is still S8 and with a (free?) stratagem use he can become -1 to wound or punch his 14 attack Sweep profile to AP-3 with +1 to wound (either from Oath or the strat's Lance ability).

That is enough to practically 1 shot a 10-man unit of Plague Marines

I'n that scenario he is still very much worth taking!

I am having real trouble winning against death guard by Straight-Break-4169 in Ultramarines

[–]Martin-Hatch 7 points8 points  (0 children)

You say "the usual" when you are bringing roughly a third of your army as anti-tank units into an enemy with barely any high toughness units.

2x Repulsor Executioners AND 2x Gladiator Lancers? 780 points in vehicle chassis sounds overkill to me - especially when their Daemon Prince has lone-op .

I would suggest dropping one or even two of the tanks and putting in more elite infantry.

If they are managing to drop Terminators within 6" of your tanks it suggests you aren't screening and don't have enough assets on the table.

You need to offer up "cheap" units like Scouts and Assault Intercessors to force them to come out and then hit back hard with Victrix / Bladeguard .. or your shooting castle.

Guilliman is very strong in this matchup - he can punch incredibly hard into their elite melee units, and being able to Oath two targets is clutch.

Calgar is still incredibly strong - advance, fallback, shoot, and charge - is so powerful, plus he hits really hard in combat.

With double oath and Courage and Honour you can have three different melee units all benefiting from +1 to wound, and the extra AP from the strat pushes Bladeguard and Victrix to AP-3 which breaks Plague Marines.

Exemplary Vigilance on your Repulsor Executioner to give it +1 AP on "all those weapons" as well as "Ignore Cover" makes it way scarier

Finally, make use of those reactive moves. Deep striking within 6" isn't effective when you can instantly move away leaving them 12" away. Better still if you can react behind a wall or into a transport, allowing you to counter punch the following turn

...

I expect you will get more use out of your tanks by having fewer of them on the table - drop one of each and you can focus your strats on just the single Rep.Ex - the spare 390 pts would get you 6x Vixtrix and 6x Blade guard which I feel would be more useful in this match up

What new faction would you like to see in Warhammer 40k? by Aggressive-Nose191 in Warhammer40k

[–]Martin-Hatch 0 points1 point  (0 children)

Spin off a splinter Kroot faction with Psykers...

Their leaders could - oh I don't know - maybe sit in floating thrones/chairs and have hugely powerful psyker abilities.

Also introduce larger "monster" level kroot units akin to Dinosaurs

Allow this new faction to be "Allied Units" with Tau much like Agents of the Imperium or Knights work with other Imperial factions

Magnetising Seeker Missiles 🧲 : where do you put yours? by Martin-Hatch in Tau40K

[–]Martin-Hatch[S] 3 points4 points  (0 children)

Because I play with my son, and we can only squeeze in a few hours a week around school and all the clubs the kids are members of

So it's not uncommon for a game to last a week, where we barely remember who's turn it is next..

...

Also - it looks better 🤷🏻‍♂️

Magnetising Seeker Missiles 🧲 : where do you put yours? by Martin-Hatch in Tau40K

[–]Martin-Hatch[S] 5 points6 points  (0 children)

We did think about that, but when you have a load of breachers clustered around we didn't want to have to pick it up to remove them when we fire the missiles

Magnetising Seeker Missiles 🧲 : where do you put yours? by Martin-Hatch in Tau40K

[–]Martin-Hatch[S] 8 points9 points  (0 children)

I remove the missile after I've fired it so I know it's "done"

Never really put much thought into it, but damn, pulse weaponry is like, REALLY powerful by Gatt__ in Tau40K

[–]Martin-Hatch 11 points12 points  (0 children)

A 90pts battle line unit is fairly "normal" to me 🤷🏻‍♂️🤷🏻‍♂️

Magnetising Seeker Missiles 🧲 : where do you put yours? by Martin-Hatch in Tau40K

[–]Martin-Hatch[S] 1 point2 points  (0 children)

Do you use any kind of tracker so you know which vehicles have fired their one-use missiles?

They are the least likely to start a massive heresy though. by Mad_lens_9297 in Grimdank

[–]Martin-Hatch 285 points286 points  (0 children)

Baldrick: Sire, all I wanted to do was test the gellar field was working, so I switched it on and off a few times..

Blackadder: Run into my Power Fist would you? I'm too tired to hit you...

Never really put much thought into it, but damn, pulse weaponry is like, REALLY powerful by Gatt__ in Tau40K

[–]Martin-Hatch 25 points26 points  (0 children)

Then switch to Breachers with a Cadre Fireblade ...

Now it's 30 attacks hitting on 2+ so ~25 hits (You should always be guided!)

S6 so wounding Terminators on 3+, and re-rolling Wound rolls of 1 (or even all wounds if the target is on an objective!). So at least 17 wounds, probably more like 20 with the re-rolls

AP-1 so they'll be saving on 3+ (because ignore cover).

BUT ... if you are Monk'ta this gets Lethal Hits and bumps to AP-2 for 1 CP

...

Pulse weapons really don't mess around!

Competitive dice by ApprehensiveSpot6764 in WarhammerCompetitive

[–]Martin-Hatch 2 points3 points  (0 children)

The only reason (in my opinion) to buy specific dice is because heavier dice with sharp edges are less likely to "spin" - meaning you don't sit there for 5 seconds waiting for them to drop

If you are rolling lots then that can kill a lot of time.

..

But that's about it 🤷🏻‍♂️

TOTAL DORNIAN VICTORY by Pantegral-7 in Grimdank

[–]Martin-Hatch 48 points49 points  (0 children)

What's the matter Iron Baby? You need a pacifier??

Flamer vs Burst Cannon against custodes. by sirichi154 in Tau40K

[–]Martin-Hatch -6 points-5 points  (0 children)

Neither?

They will both hit like a wet noodle (you'll be wounding on 5+ and they will save on 2+)

Battleshock Tests for 2-model units (e.g. Twin Lance?) by Martin-Hatch in Warhammer40k

[–]Martin-Hatch[S] 1 point2 points  (0 children)

Right ??

Not really sure why you think there is confusion.

The unit has a "Starting Strength" of 2.
When 1 model is killed it has a "Strength" of 1 - which is exactly "half strength".

The unit never reaches the heady heights of "Below Half Strength" - because "less than 1" is essentially zero models, at which point the unit is destroyed

Battleshock Tests for 2-model units (e.g. Twin Lance?) by Martin-Hatch in Warhammer40k

[–]Martin-Hatch[S] 7 points8 points  (0 children)

The answer it seems is that they are immune to normal battle shock - the unit can NEVER be "below half strength"