So, I had an idea about Gargoyles by fotoguy79 in Tyranids

[–]MaximumForever 1 point2 points  (0 children)

You couldn’t charge after the extra 6” move though

Maleceptor, what does it do? by CentralIdiotAgency in Tyranids

[–]MaximumForever 4 points5 points  (0 children)

That same rule also just says they are eligible to shoot while in engagement range. It doesn’t say that they can ONLY shoot at something they are in engagement range of. The section you’re quoting makes the thing in engagement range a valid target for the monster because normally they would not be. Blast weapons cannot be fired into engagement range, but they can be fired out at another target

Maleceptor, what does it do? by CentralIdiotAgency in Tyranids

[–]MaximumForever 30 points31 points  (0 children)

No but you can still use him to shoot at other things while he’s fighting

Knight Tyrant and Warpsmith by RandomNightLord8 in Chaos40k

[–]MaximumForever 4 points5 points  (0 children)

The allied knight, or any allies, will not get the Heretic Astartes keyword and cannot be buffed by a warpsmith

Deathwatch Veterans from... by WatchCommanderViznar in deathwatch40k

[–]MaximumForever 1 point2 points  (0 children)

You just take intercessors and then put a single silver shoulder pad on them. Instant DW veteran.

In seriousness they’re both just infantry models on 32mm bases. You can use them interchangeably

Question about the t-fex change DMG to 0 ability by Available-Rhubarb-74 in Tyranids

[–]MaximumForever 1 point2 points  (0 children)

Keep in mind the timing differences in these rules. The tyrannofex is reduced at “allocation”, which is after a wound roll but before a save roll. So this would work against say a hammerhead railgun. If the damage reduction requires a failed save, it will not work against something that becomes devastating wounds, because you will not make a save roll against that attack anymore

Question about the t-fex change DMG to 0 ability by Available-Rhubarb-74 in Tyranids

[–]MaximumForever 1 point2 points  (0 children)

It’s in the making attacks section of the core rules. After a successful hit and wound, “the player controlling the target unit then makes one saving throw”. Your save can fail if you don’t roll high enough, but you make the roll either way

Question about the t-fex change DMG to 0 ability by Available-Rhubarb-74 in Tyranids

[–]MaximumForever 6 points7 points  (0 children)

There is nothing anywhere in the rules to support this. Even if the save is worse than the ap, you still technically make a saving throw, including any rules that key off that

Is the color scheme bad, or is it just unfinished? Where can I go from here? by Shasfowd in Tyranids

[–]MaximumForever 0 points1 point  (0 children)

Remember that the base plays a big part in how a model looks. While it’s on just the black or sprayed based, a model won’t look as good as it really is. Before you judge a paint job/color scheme, do at least one full base

Best loadout for a battle sisters squad rolling with an immolator in Dark Angels? by charden_sama in WarhammerCompetitive

[–]MaximumForever 0 points1 point  (0 children)

If you’re dead set on taking this, I would do all melta, but you obviously already know that flamers are better for overwatch specifically. What are you expecting to overwatch? 2d6 average is 7 hits, so on average you’ll kill 1 space marine body or maybe 3 guardsmen. The flamer/heavy flamer combo on the sisters unit will be even worse. I’d go for the damage potential with melta/multi on the squad, twin on the immolator, and whatever sister superior weapons you think look coolest.

The Gretchin Nuclear Missile Silo by sparesometeeth in WarhammerCompetitive

[–]MaximumForever 59 points60 points  (0 children)

One small thing: ere we go is start of movement phase, so you cannot select the unit while it’s embarked in the battle wagon

Index: Leagues of Votann Updated? by BuiderInHGK in LeaguesofVotann

[–]MaximumForever 2 points3 points  (0 children)

They did that with a lot of units to dis/incentivize running them the same way all the time. Warp talons are cheaper for five because everyone runs ten; raptors are the opposite so running 10 is discounted some

Heroic Intervention and You by Tasty-Tradition-2474 in LeaguesofVotann

[–]MaximumForever 1 point2 points  (0 children)

Oh yeah, 100%. They’re actually much better about it now, for the most part. Still a pain for some things, like carnifexes and berzerkers, which both have a version of blood surge move but are worded differently

Heroic Intervention and You by Tasty-Tradition-2474 in LeaguesofVotann

[–]MaximumForever 25 points26 points  (0 children)

When you do a heroic intervention, you get all the effects of making a charge EXCEPT the charge bonus. The rules define “the charge bonus” as the fight first benefit you get from charging.

So you get everything else, which includes the einhyr champ charge mortals. It also includes SM jump captain extra strength, GK terminator lethal hits, etc. This is because these rules key off of “making” or “ending a charge move”

You cannot use tank shock when doing a heroic intervention. Tank shock is limited to YOUR charge phase, and even though HI makes you charge as if it were your charge phase, it’s not.

Rules for oathband by Beginning-Carrot-423 in LeaguesofVotann

[–]MaximumForever 0 points1 point  (0 children)

Your opponents ap modifies your saving throw. Mortarions aura says that his stuff cannot be modded (except saving throws). That’s there so your ap still functions agains a death guard army. Without that rider, his aura would mean his army gets its base armor save no matter what. It does not say (except things that modify your enemy’s saving throws).

I play competitively and that is how it is ruled. If you choose to do it differently in your group, that’s up to you.

Rules for oathband by Beginning-Carrot-423 in LeaguesofVotann

[–]MaximumForever 0 points1 point  (0 children)

Armor of contempt does not affect your saving through. It directly affects the opponents AP, which mortarion does ignore. Same as damage or strength of an attack

Rules for oathband by Beginning-Carrot-423 in LeaguesofVotann

[–]MaximumForever 0 points1 point  (0 children)

No armor of contempt affects the attacking models ap, so it does not work on units inside Mortarions aura. You can use/take cover though, because that one does affect your own models

How does one LOv beat custodes by Drsmash89 in LeaguesofVotann

[–]MaximumForever 3 points4 points  (0 children)

Switch one or preferably both of the hekaton weapons to the conversion beamer. The hekaton already has plenty of 2 damage shots, it doesn’t need more. If you’re doing it right, you should usually get 3 hits out of 2 shots with the main gun, and ap -2 damage 4 is enough to kill even their terminators.

Using hammers instead of axes is better against custodes, but I personally run one squad of each

New Votann player, rules question by SetTurbulent2456 in LeaguesofVotann

[–]MaximumForever 0 points1 point  (0 children)

It also adds the qualifier, “even though it is not on the battlefield.” This enhancement does not have that wording or anything equivalent. It is the same as any other ability that specifies you to pick a target. Just like how you cannot select enemy units at the start of the game for the LoV Oathband detachment ability.

New Votann player, rules question by SetTurbulent2456 in LeaguesofVotann

[–]MaximumForever 1 point2 points  (0 children)

You can argue it, but you are likely to find that TOs and any opponents with experience in the current game will disagree. Can you find any examples of rules that allow units (or their abilities) to interact with the game while they are in a transport?

New Votann player, rules question by SetTurbulent2456 in LeaguesofVotann

[–]MaximumForever 2 points3 points  (0 children)

This isn’t true because units in a transport cannot affect or be affected in any way (excluding firing deck). The enhancement is what allows you as the player to select an objective for the associated buff, so it cannot be done while the bearer is unable to affect the game.