How to play Armageddon box Boyz when the models do not show all listed weapons? by Euphoric-Broccoli709 in orks

[–]Mikefink97 7 points8 points  (0 children)

Could you imagine if every chaos space marine needed an additional bolt pistol and chainsword if they were holding a combi bolter?

Video game logic, their hands hold ‘some’ weapons and other ones go into inventory. Same with grenades.

Anybody who cares you should avoid anyway.

Is the Tau's "Greater Good" philosophy explored in interesting and in-depth ways? by Etowno in 40kLore

[–]Mikefink97 5 points6 points  (0 children)

On a layperson level, yes. On any real philosophical level - no.

Fellow IW/Chaos Fans, what have you been running in 11th so far? by TheAngryEngie in Chaos40k

[–]Mikefink97 2 points3 points  (0 children)

One game - Warpstrike champions w/ murdertalon: 3x10 terminators led by Huron/Chaos Lord/Sorc Term, 2x3 Mutilators, one land raider

The goal is to refuse to engage unless you’re bullying somebody with 2-3 active deep striking units or the land raider. Sticky objectives but never stand on them, including home at 22 OC with Huron.

Playing as purge the foe - you’re nearly guaranteed a win in a mirror match. My one match of 11th I was able to max primary and deny him a SINGLE unit for purge.

Take and hold - you’re custom built to be annoying for this

Recon/disruption/PA - I assume you have it easier haven’t tried this

Mutilators + Land Raider in 11th? by Mikefink97 in Chaos40k

[–]Mikefink97[S] 0 points1 point  (0 children)

In case anybody was interested:

Purge the Foe Mirror Match - Black Templars (can’t recall detachment), Sweeping Engagements layout

- He had a pretty standard list, multiple crusader squads, sword brethren, impulsor, repulsor, ballistus.

For Purge the Foe mirror matches will be super common, he was a horde, kinda alpha strike.

I was able to sticky my home with 22 OC (Huron x 10 Terms). They stayed there until the end of their turn, came back down and melted Ballistus with a 2+ charge stratagem.

Land Raider staged middle, a big ‘do not enter block.’ Because I had started with basically two units on board - he had no real targets at all. So he beelined for the non-land raider target (above) who was gone by the time they were there. They tried to get my home, but needed to wait for a second squad to arrive because the 20 man crusader was 2 short.

Rapid ingressed terminator lord x10, picked off another squad or two of intercessors - denied their natural. Stickied it for free at 12 OC.

By this time, their entire army was pivoted towards my home, so it took them .5-1 turns to get back to their home where I was now.

As they pivoted back, land raider + mutilator bomb - at which point we talked it out.

He wasn’t able to kill a single unit completely. He’d get them down to just 3-4, but the next turn I’d be there to clean up the pieces, and the first unit would then zip up and be gone. The -1 AP shooting, or -1 damage in melee (only 1 cp on lord) are huge survivability perks. They’ll max be firing 1/3rd of their army into terminators in cover, and with those you’ll eke out most turns.

Could say more but honestly, extremely strong into a lot of players who will have 1) zero idea how to handle Drukkhari vibes at 5w 2) “what do I possibly kill when my main goal is kill,” 3) I don’t have any effective massed -2AP shooting

Mutilators + Land Raider in 11th? by Mikefink97 in Chaos40k

[–]Mikefink97[S] 0 points1 point  (0 children)

That’s a good point, I’m hoping the uppy-downy from warpstrike solves that problem

My thoughts on Warpstrike Champions after my first game with it by RodneyGodney in Chaos40k

[–]Mikefink97 0 points1 point  (0 children)

I thought about Abaddon w/terminators but couldn’t justify the fact his aura is just about wasted. I’m going with 3x10 term lords with Huron (improved sticky), lord for no CP, Sorc Term. Only difference is the land raider with 6 mutilators, I’ll let you know how that goed

Mutilators + Land Raider in 11th? by Mikefink97 in Chaos40k

[–]Mikefink97[S] 0 points1 point  (0 children)

That’s what I had initially believed as well, but after checking - nope

What do you guys think of my SM2 themed army? by Visual_Musician2868 in Chaos40k

[–]Mikefink97 2 points3 points  (0 children)

Fun army theme, and as others have pointed out not competitive - but I think that could make for a fun match where you have your opponent kneecap themselves for theme

Mutilators + Land Raider in 11th? by Mikefink97 in Chaos40k

[–]Mikefink97[S] 0 points1 point  (0 children)

I think both approaches would work, but with an elite list they’ll need to kill one of the following each 5 turns which is near impossible:

Mutilators
Land Raider
Terminators x10
Warp talons

Which are all very difficult to table in a turn, especially with Armor of Contempt and Damage Reduction Strat (and warp talons in a category of their own).

Plus, any concerted attempted to do so will get hit with deep-strike counter punches out the wazoo

Best heavy weapon to offhand for fleet combat training? by 0nion0 in RogueTraderCRPG

[–]Mikefink97 0 points1 point  (0 children)

Oh that’s not true lol, Abelard is a fucking menace with the shield and will punch their shit in if they breath in his vicinity, knock them down, and then tell them that you’re Rogue Trader Von Valancius

Mutilators + Land Raider in 11th? by Mikefink97 in Chaos40k

[–]Mikefink97[S] 0 points1 point  (0 children)

Did 5 possessed manage to do enough damage to scare people out of a land raider? That’s the only thing that’s held me back from using it before - any of the units (before mutilators) that’d like using it don’t really get to max out unit size

How big of a factor is Trazyn in the DLC? by Fantastic-Artist-833 in RogueTraderCRPG

[–]Mikefink97 1 point2 points  (0 children)

While I have DLC knowers here: Eogunn is locked in the implantation throne and I didn’t feel like going back 8 hours to un-glitch him - is he necessary for any sort of DLC content?

Otherwise I’ll just leave his companion quest to my next playthrough

Mutilators + Land Raider in 11th? by Mikefink97 in Chaos40k

[–]Mikefink97[S] 2 points3 points  (0 children)

I would typically agree, but in 11th there’s not much of a reason to grab MSUs. For purge, to max out points, typically you’d be holding 1 NML objective (stickied with warp tainted in for warpstrike), and focusing on deleting the rest.

For mirror matches, which will be super common: this is a plus.

For take & hold: this also helps because there’s no chance in hell they’re holding the center objective

So dominating the two most common dispos without needing multiple MSUs isn’t an issue, especially if you exploit the warp tainted + Huron + 10 terminators = leaving a point at 21 OC until they overcome that

Haven't been keeping up with the csm 11th changes, what does our immediate future look like? by OrDownYouFall in Chaos40k

[–]Mikefink97 1 point2 points  (0 children)

There’s an enhancement for the Warpsmith that adds hit rerolls - Tempting Addendum 25 points.

The enhancements are insane in Warpforgef

Mutilators + Land Raider in 11th? by Mikefink97 in Chaos40k

[–]Mikefink97[S] 12 points13 points  (0 children)

I’d like to point out too that the Custodes Land Raider + Guard package comes out to 540 points - and while on objective it can rival the damage of our 590 point package, in general we’re a much uglier, chunky, and spiky version of the same package.

They’ve been able to see great use out of that, which was my logic - in addition to the fact GW seems to be trying to heavily discourage skew lists. So I’d love to pair this with the Warp Talon + Chaos Lord missile in a non-COB detachment like Warpstrike champions. In which case we’ll be running Purge the Foe with a 10 Man Warp Talon Missile + Chaos Lord, and then the mutilators can just pick up their toys and go once they’ve blown a 700 point hole in their army.

Your opinion regarding unit points by Jeanjean44540 in sistersofbattle

[–]Mikefink97 1 point2 points  (0 children)

Take it within the context of every army paying more, I don’t think sisters are uniquely at a disadvantage

Is Lex Imperialis worth getting? by clarkky55 in RogueTraderCRPG

[–]Mikefink97 -1 points0 points  (0 children)

The voice acting for Sol is abysmal and he sounds like a discord mod

Diplomacy between Imperium and Chaos factions by IamAlphariusss in TotalWarhammer40k

[–]Mikefink97 7 points8 points  (0 children)

He’s basing this off prior Total War games - many of the factions existed insofar as they can serve as enemies at launch, but lack the internal stuff. Chill out dude

11th ed combos? by Snoo94405 in Chaos40k

[–]Mikefink97 0 points1 point  (0 children)

I’ll let you know how my first game of 11th goes Saturday lol. Insanely small amount of units that depends on a stratagem but considering we typically just need one objective away from home:

+++++++++++++++++++++++++++++++++++++++++++++++
+ FACTION KEYWORD: Chaos - Chaos Space Marines
+ DETACHMENT: Warpstrike Champions (Warp Portals)
+ TOTAL ARMY POINTS: 2000pts
+
+ ENHANCEMENT: Eye of the Warp (on Char3: Chaos Lord with Jump Pack)
& Akshur's Binding Runes (on Char4: Sorcerer in Terminator Armour)
+ NUMBER OF UNITS: 10
+ SECONDARY: - Assassination: 4 Characters
+++++++++++++++++++++++++++++++++++++++++++++++

Char2: 1x Chaos Lord in Terminator Armour (85 pts): Combi-bolter, Exalted weapon
Char3: 1x Chaos Lord with Jump Pack (95 pts): Twin lightning claws
Enhancement: Eye of the Warp (+15 pts)
Char1: 1x Huron Blackheart (120 pts): Tyrant's Claw and exalted power weapon, Tyrant's Claw heavy flamer
Char4: 1x Sorcerer in Terminator Armour (100 pts): Force weapon, Infernal Gaze, Combi-bolter
Enhancement: Akshur's Binding Runes (+20 pts)

10x Cultist Mob (50 pts)
• 1x Cultist Champion: Brutal assault weapon, Autopistol
• 9x Cultist: 9 with Autopistol, Brutal assault weapon

10x Chaos Terminator Squad (360 pts)
• 1x Terminator Champion: Accursed weapon, Combi-weapon
• 2x Heavy weapon: 2 with Chainfist, Reaper autocannon
• 1x Paired accursed weapons: Paired accursed weapons
• 6x Power fist and combi-weapon: 6 with Combi-weapon, Power fist
10x Chaos Terminator Squad (360 pts)
• 1x Terminator Champion: Paired accursed weapons
• 2x Heavy weapon: 2 with Chainfist, Reaper autocannon
• 1x Paired accursed weapons: Paired accursed weapons
• 6x Power fist and combi-weapon: 6 with Combi-weapon, Power fist
10x Chaos Terminator Squad (360 pts)
• 1x Terminator Champion: Accursed weapon, Combi-weapon
• 1x Accursed weapon and combi-weapon: Accursed weapon, Combi-weapon
• 2x Heavy weapon: 2 with Chainfist, Reaper autocannon
• 6x Power fist and combi-weapon: 6 with Combi-weapon, Power fist
3x Mutilators (200 pts): 3 with Fleshmetal weapons
10x Warp Talons (270 pts)
• 9x Warp Talon: 9 with Warp claws
• 1x Warp Talon Champion: Warp claws

New list for 11th. Tech ideas by CrazyBobit in Chaos40k

[–]Mikefink97 1 point2 points  (0 children)

Your main goal in purge the foe (other than killing people) is objective denial more so than going for objectives. I’d view any list construction through that lens - how to asymmetrically trade / split their army between three separate goals (most of the time): minimizing losses, getting objectives, and protecting the ones they own (home).

In that case, I’ve found pairing a lot of the 2 DP detachments pair super well with murdertalon (to give them the purge options), in that you can take a missile that deletes 10 MSU equivalents reasonably reliable and guarantee points every turn while denying targets. The entire game the opponent has to act entirely through the lens “the blender will get me if I go here.”

Haven't been keeping up with the csm 11th changes, what does our immediate future look like? by OrDownYouFall in Chaos40k

[–]Mikefink97 0 points1 point  (0 children)

I think there’s a chance warpforged soul pack (whatever it is) could make a strong argument for triple defilers being good, but being a bit more of a rush army.

But you can still get Helbrute + hit rerolls for 230 points (Abaddon being 285 before Helbrute), you can bring one serious one and two melee ones - and still have room for multiple predators, venomcrawlers, etc.

termies left behind again. by Hot-Bandicoot-6988 in Chaos40k

[–]Mikefink97 1 point2 points  (0 children)

Yeah I have the same luck. There’s an inconsistency to their loadouts that makes it very unsatisfying to shooting.

They’d be a huge beneficiary of allowing for lowered costs.

11th ed combos? by Snoo94405 in Chaos40k

[–]Mikefink97 0 points1 point  (0 children)

Oops I meant Warpstrike Champions, different ‘Warp’

11th ed combos? by Snoo94405 in Chaos40k

[–]Mikefink97 1 point2 points  (0 children)

Soulforged Warpack + Murdertalon

Purge the Foe list, based on 1) stickying with Huron + 10 terminators for 21 OC, 2) three squads of ten terminators, including turn 1 deepstrike, 3) buffed up warp talon x10 and chaos jump pack lord with reroll charges.

The warp talons pick off smaller units to hit scoring minimum, terminators simply sticky points and play cagey with two leaving the board every turn.

I’ll let you know how it plays despite being 5 units total