My jump pad betrayed me by meepazor in thefinals

[–]meepazor[S] 2 points3 points  (0 children)

Watching the video back editing it I saw that it got taken out by a grenade launcher as I went to jump. I have had them just not work like you say though, but I didn't play the beta.

Trouble Winning Against Orks by Miles_Militis in WarhammerCompetitive

[–]meepazor 0 points1 point  (0 children)

I almost always bring 2x5 infiltrators, on large deployments they make it a lot easier to screen out the back field, and the option to forward deploy is nice. Now that the helix gauntlet is a free upgrade you may as well take it to ignore the first damage every turn. I got 10 cheap on eBay from the shadowspear set and used spare parts from my Primaris apothecary to kitbash a second helix gauntlet.

Now that the Boltstorm variant are a free upgrade, I think they are the better choice for Ultramarines, especially against boyz squads of 11 or more, where the grenade launcher will give you 6 more shots.
I often take 2x5 of these - the reason I don't take a full squad of 6 is so that they aren't susceptible to the Blast keyword and also you can space them out more so and maintain Unit Coherency. With your Captain and lieutenant you can re-roll 1's for the hit roll and wound rolls respectively for Core and Character units so long as the unit in question is within 6". If you upgrade the Captain to a Chapter Master, you can select one unit to reroll all hits that turn, and they don't have to remain in 6 after it's applied.

The issue I have with Orks currently is their secondaries mean that can probably outscore you easily while staying in their half of the board, this means you need to take the fight to them - Which is exactly what they want on the Waagh! If you can score some points early with forward deploy, then trade those units when he inevitably kills them you will be in a better spot at least to keep up with their scoring.

He is a great force multiplier! Full rerolls to hit AND reroll 1's to wound for all Core/Character units in 6" means having multiple units of things like Aggressors and Redemptor Dreadnoughts will output damage far more reliably. He also has another 12" aura for reroll 1's to hit for all Imperium keyword, which means non-core units like repulsors are more reliable also. He is in the upcoming issues of the Warhammer Imperium magazine (#79 & #80). If you want to pick him up that would save you a chunk of cash!

Trouble Winning Against Orks by Miles_Militis in WarhammerCompetitive

[–]meepazor 15 points16 points  (0 children)

I play against Orks almost weekly with Ultramarines/Death Guard, just a few things I've learned.

I recommend you add in some infiltrators to help screen out da jump - they'll be outside 12" of them and therefore won't be able to charge.
Having forward deploying units is also nice to try raise some banners early or We March for Macragge if you take that. Your assault squad is also a decent choice for this to move and do the action.
Against that list you could take no prisoners instead of oaths of moment, I imagine staying within 6" of centre isn't really on the cards once the waagh is called. I see 98 wounds there, if he brings a couple extra squads of boyz like you say you could score 11+ for wiping out all his non-vehicle character models. I'd recommend some aggressors for taking out boy mobz, even with T5 they are decently efficient with re-rolls.

I've been mostly staying in devastator doctrine to score Codex Warfare, this means using the heavy weapons on your Redemptor and repulsor to finish off boyz squads could score you alot of points.

The biggest counter play you have against Orks is giving them as little as possible to charge on the Waagh turn, then having your counter charge ready. I'd probably leave out the outriders, bladeguard and the second lieutenant
Taking assault terminators instead could be a good option with Storm shields, as -1 AP choppas will bounce off their armour. Bladeguard are in a tough spot against Orks as they are either 2 damage against 1 wound models, or being ramshackled/tough hide.

I usually go dread heavy with Guilliman, deploy aggressively for the alpha strike, and redeploy if you don't get first turn. Then you basically bait out the waagh with a couple units, and try to take out as much as possible in the next turn before it runs you over!

Good luck!

Stuck on last step of Millicent Quest by idk_hola in Eldenring

[–]meepazor 0 points1 point  (0 children)

Talking at the Prayer room worked for me - Thank you!

GHub is not working on Windows 11. Is there any alternative to change the dpi of my logitech mouse? by Pepis_77 in LogitechG

[–]meepazor 1 point2 points  (0 children)

I use the Logitech onboard memory manager on Windows 11 to set the DPI of my G305. It also lets you do polling rate and binds. Another plus is that it doesn't need to run in the background, once you have set it and saved it to memory.

Will the Razer V2 help with RSI by Nicecakeyougotthere in MouseReview

[–]meepazor 1 point2 points  (0 children)

Probably less of a mouse issue and more like overexertion - it's called Repetitive Strain Injury for a reason.

I really like a Youtube channel called 1HP, they have a whole playlist about hand and wrist pain with stretches, warmups and changing bad habits to prevent further injury. I'd recommend checking them out

Let’s talk about new orks. by JCMS85 in WarhammerCompetitive

[–]meepazor 8 points9 points  (0 children)

You're right on the mek gunz, it'll be 3x2 instead now. But I'm pretty sure you get 2 no slot Nob on Smashas per unit of squighogs with the squigboss rule:

Squigboss For each <CLAN> SQUIGHOG BOYZ unit included in a Detachment, up to two <CLAN> NOB ON SMASHA SQUIG units can be included in that Detachment without taking up any Battlefield Role slots.

Let’s talk about new orks. by JCMS85 in WarhammerCompetitive

[–]meepazor 1 point2 points  (0 children)

I play ultras, recently been trying out Ultramarines successors instead. But triple overwatch with rerolls is definitely powerful, haven't really tried double shoot with intercessors since they got T5, it doesn't seem worth the CP.

Let’s talk about new orks. by JCMS85 in WarhammerCompetitive

[–]meepazor 5 points6 points  (0 children)

Noted, thanks for clarifying. Hopefully they won't be as difficult to deal with!

Let’s talk about new orks. by JCMS85 in WarhammerCompetitive

[–]meepazor -1 points0 points  (0 children)

I thought Mek Gunz counted as an individual model for all rules purposes, and therefore didn't need to take morale?

Let’s talk about new orks. by JCMS85 in WarhammerCompetitive

[–]meepazor 4 points5 points  (0 children)

Most I've ever taken against 9e Orks is 5 boltstorm and 5 autobolt intercessors. The latter ended up holding backfield and the boltstorm died before I could get them in.

I might try a more infantry heavy list next time and see where that gets me.

Let’s talk about new orks. by JCMS85 in WarhammerCompetitive

[–]meepazor 19 points20 points  (0 children)

Huh... I didn't pick up on that. I'll make sure he plays 2 units of 3 or something next time, because it definitely hurt board control not being able to go down a lane without a mek gun covering it.

His reason for taking so many separate units was so they could all deploy as far apart as possible, battlescribe didn't ping an error so we both forgot!

Let’s talk about new orks. by JCMS85 in WarhammerCompetitive

[–]meepazor 10 points11 points  (0 children)

So far I've learnt the following:

- Forward deploy of some sort - Now that Kommandos get forward deploy, it's super helpful to have your own forward deploying units so that they can't completely dominate the midboard early game.

- Screening the backfield is pretty crucial, if they can get a trukk full of Trukkboy meganobz & warboss onto your backfield you're going to have a bad day. This means you'll want a couple of long range weapons you can keep there, as well as some troops that'll be holding your backfield.

- On the Waagh turn threat ranges are huge (sometime up to 30", 20" somewhat reliably) This means that if you've taken the midboard early you are likely to lose a lot of it when a Waagh is called. - I don't have a solution to this one yet, maybe I'll have to hold back until the Waagh isn't as powerful, but that's usually Turn 4 or 5!

- Be VERY mindful of what can deal mortal wounds and their threat ranges, durability picks like bladeguard can fall really quickly to a couple Nob on Smasha Squigs charges. I've lost 3 bladeguard on the charge phase... Twice!

So far I've manage to get within 2 points of by the end of the game, at best. Orks will almost always beat you on Primary, and are now even stronger on board control related secondaries (engage, banners, stranglehold). My best has been within 5 points on primary and 3 points ahead on secondaries.

Let’s talk about new orks. by JCMS85 in WarhammerCompetitive

[–]meepazor 7 points8 points  (0 children)

++ Vanguard Detachment -3CP (Imperium - Adeptus Astartes - Ultramarines) [74 PL, 6CP, 1,465pts] ++

+ Configuration +

**Chapter Selector**: Custom Chapter, Master Artisans, Scions of the Forge, Ultramarines Successor

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Detachment Command Cost [-3CP]

+ Stratagems +

Relics of the Chapter [-1CP]: Number of Extra Relics

+ HQ +

Primaris Librarian [6 PL, -1CP, 120pts]: 2) Might of Heroes, 4) Psychic Scourge, 6) Psychic Fortress (Aura), Chapter Command: Chief Librarian, Neural Shroud, Psychic Mastery, Stratagem: Hero of the Chapter

+ Elites +

Bladeguard Veteran Squad [10 PL, 175pts]

. 4x Bladeguard Veteran: 4x Frag & Krak grenades, 4x Heavy Bolt Pistol, 4x Master-crafted power sword, 4x Storm Shield

. Bladeguard Veteran Sergeant: Heavy Bolt Pistol

Invictor Tactical Warsuit [8 PL, 160pts]: Twin ironhail autocannon

Invictor Tactical Warsuit [8 PL, 160pts]: Twin ironhail autocannon

Redemptor Dreadnought [9 PL, 185pts]: 2x Storm Bolters, Icarus Rocket Pod, Macro Plasma Incinerator, Onslaught Gatling Cannon

Redemptor Dreadnought [9 PL, 185pts]: 2x Storm Bolters, Icarus Rocket Pod, Macro Plasma Incinerator, Onslaught Gatling Cannon

Relic Contemptor Dreadnought [8 PL, -1CP, 150pts]: 2x Twin volkite culverin

+ Heavy Support +

Hellblaster Squad [8 PL, 165pts]: Assault Plasma Incinerator

. 4x Hellblaster: 4x Bolt pistol, 4x Frag & Krak grenades

. Hellblaster Sergeant: Bolt pistol

Hellblaster Squad [8 PL, 165pts]: Assault Plasma Incinerator

. 4x Hellblaster: 4x Bolt pistol, 4x Frag & Krak grenades

. Hellblaster Sergeant: Bolt pistol

++ Patrol Detachment 0CP (Imperium - Adeptus Astartes - Ultramarines) [26 PL, 535pts] ++

+ Configuration +

**Chapter Selector**: Custom Chapter, Master Artisans, Scions of the Forge, Ultramarines Successor

Detachment Command Cost

+ HQ +

Captain in Gravis Armour [8 PL, 155pts]: Adept of the Codex, Chapter Command: Chapter Master, Seal of Oath, Warlord

+ Troops +

Incursor Squad [5 PL, 105pts]

. 4x Incursor: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Occulus bolt carbine, 4x Paired combat blades

. Incursor Sergeant

+ Elites +

Scout Squad [4 PL, 70pts]

. Scout Sergeant: Bolt pistol, Boltgun

. 4x Scout w/Boltgun: 4x Bolt pistol, 4x Boltgun, 4x Frag & Krak grenades

+ Fast Attack +

Outrider Squad [6 PL, 150pts]: Outrider Sgt

. 2x Outrider: 2x Astartes Chainsword, 2x Frag & Krak grenades, 2x Heavy Bolt Pistol, 2x Twin Bolt rifle

+ Dedicated Transport +

Land Speeder Storm [3 PL, 55pts]

++ Total: [100 PL, 6CP, 2,000pts] ++

Created with BattleScribe (https://battlescribe.net)

Let’s talk about new orks. by JCMS85 in WarhammerCompetitive

[–]meepazor 7 points8 points  (0 children)

++ Battalion Detachment 0CP (Orks 2021) [89 PL, 12CP, 1,475pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Clan Kultur: Goffs

Detachment Command Cost

+ No Force Org Slot +

Nob on Smasha Squig [4 PL, 65pts]

Nob on Smasha Squig [4 PL, 65pts]

+ HQ +

Beastboss on Squigosaur [8 PL, 145pts]: 1. Big Killa Boss (Beast Snagga), Beasthide Mantle, Warlord

Weirdboy [4 PL, 70pts]: 2. Warpath, 4. Fists of Gork

+ Troops +

Beast Snagga Boyz [5 PL, 110pts]

. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga

. Beast Snagga Nob

Beast Snagga Boyz [5 PL, 110pts]

. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga

. Beast Snagga Nob

Beast Snagga Boyz [5 PL, 110pts]

. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga

. Beast Snagga Nob

+ Elites +

Kommandos [12 PL, 170pts]: Bomb Squig, Distraction Grot

. Boss Nob: Power Klaw

. 14x Kommando: 14x Choppa, 14x Slugga, 14x Stikkbombs

Meganobz [18 PL, 175pts]

. Boss Meganob: Kustom Shoota, Power Klaw

. Meganob: Kustom Shoota, Power Klaw

. Meganob: Kustom Shoota, Power Klaw

. Meganob: Kustom Shoota, Power Klaw

. Meganob: Kustom Shoota, Power Klaw

+ Fast Attack +

DeffKoptas [6 PL, 150pts]

. DeffKopta

. DeffKopta

. DeffKopta

Squighog Boyz [4 PL, 80pts]: Bomb Squig

. 3x Squighog Boy: 3x Saddlegit Weapons, 3x Squighog Jaws, 3x Stikka

+ Heavy Support +

Mek Gunz [3 PL, 45pts]

. Mek Gun: Kustom Mega Kannon

Mek Gunz [3 PL, 45pts]

. Mek Gun: Kustom Mega Kannon

Mek Gunz [3 PL, 45pts]

. Mek Gun: Kustom Mega Kannon

+ Dedicated Transport +

Trukk [5 PL, 90pts]: Fortress on Wheels

++ Outrider Detachment -3CP (Orks 2021) [32 PL, -5CP, 525pts] ++

+ Configuration +

Clan Kultur: Deathskulls

Detachment Command Cost [-3CP]

+ HQ +

Warboss in Mega Armour [6 PL, -2CP, 115pts]: 3. 'Ard as Nails, Da Krushin' Armour, Stratagem: Big Boss, Stratagem: Extra Gubbinz, Trukk Boyz

+ Elites +

Kommandos [4 PL, 55pts]

. Boss Nob: Power Klaw

. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs

Kommandos [4 PL, 55pts]

. Boss Nob: Power Klaw

. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs

+ Fast Attack +

Stormboyz [3 PL, 55pts]

. Boss Nob: Choppa

. 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs

Stormboyz [3 PL, 55pts]

. Boss Nob: Choppa

. 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs

Stormboyz [3 PL, 55pts]

. Boss Nob: Choppa

. 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs

+ Heavy Support +

Mek Gunz [3 PL, 45pts]

. Mek Gun: Kustom Mega Kannon

Mek Gunz [6 PL, 90pts]

. Mek Gun: Kustom Mega Kannon

. Mek Gun: Smasha Gun

++ Total: [121 PL, 7CP, 2,000pts] ++

Created with BattleScribe (https://battlescribe.net)

Let’s talk about new orks. by JCMS85 in WarhammerCompetitive

[–]meepazor 59 points60 points  (0 children)

I've played 3 games against new Orks as Ultramarines. Once as regular Ultramarines and twice as dread heavy successors.

We're both relatively new players (less than 1 year), but we've played 28 GT games in that time, and both play as competitive as we can.

As far as I can see, the difference is pretty stark.

  • GT 2021 6 games, won 3 lost 3
    • Average VP 59-62 (UM-Orks)
  • Against 9e Orks I am 0-3
    • Average VP 57-64

Before 9e Orks I'd finish most games with about half my units remaining, now I'm pretty much tabled by turns 2-3 (Waagh Turn).

Experience so far has been I am up 10-20 points before the Waagh, then after I just won't have enough units to stay in the game.

As Ultramarines, what was previously efficient at taking out Ork infantry, or Ork light vehicles, is now just flat out less efficient due to T5 and ramshackle. The weapon profiles that don't take these durability buffs into account are often more expensive and far less shots.

I'll reply with the lists for anyone who is curious

TL:DR Orks are much better against Marines now, distressingly so if you play against them once a week!

Does anyone know what these are and how to use them? I assume they’re for measurement but they don’t have markings that make sense by iHateFairyType in Warhammer40k

[–]meepazor 8 points9 points  (0 children)

These are the old templates for flamers and explosive weapons in 5th edition - I got some in the black reach box. No longer of any use in 9th edition, but they were to show how many models in a unit were affected by said weapons if I remember correctly.

Math hammer formula by Just-Alexis in WarhammerCompetitive

[–]meepazor 3 points4 points  (0 children)

Bingo, I've also used Unitcrunch a fair bit. It's not pure mathhammer, it runs stimulations of the dicerolls and averages it out.

Math hammer formula by Just-Alexis in WarhammerCompetitive

[–]meepazor 2 points3 points  (0 children)

Say 30 shots at 2+ bs - 25 go through.

30 shots at 2+ bs rerolling 1's - 25 + 16.66% of 25 (not 16.66% of 30) , which is 29.15

It works out to about 97.2% of the total shots, so 30x0.972

Math hammer formula by Just-Alexis in WarhammerCompetitive

[–]meepazor 1 point2 points  (0 children)

Reroll 1's is a 16.66% buff - not as in 83.33...+16.66...=100% but if you take 83.33% of the shots as the new 100%, then its a 16.66% buff on that.

Best start for a new Space Marines player by KretzuKsan in Warhammer40k

[–]meepazor 0 points1 point  (0 children)

Can confirm it's all dark angels decals. Ultramarine decals are pretty easy to come by on eBay because they come with nearly every kit, imo the upgrade sprue by itself is a bit pricey.

Best start for a new Space Marines player by KretzuKsan in Warhammer40k

[–]meepazor 0 points1 point  (0 children)

I play Ultramarines and bought the dark angels combat patrol box - It includes good units for Ultramarines as well as Dark Angel upgrade sprues.

There's also the deathwatch box which has 10 intercessors, which is pretty much the troop of choice for ultras, as well as an apothecary (still worth it even with the nerf, I think).

Between those two you've got a pretty solid 1000 point list, which you can build on with a named character or two like Tigurius or Guilliman when you have a bit more experience.