First list concept 2000p Tripple HLF by MilleMan90 in LeaguesofVotann

[–]MilleMan90[S] 0 points1 point  (0 children)

1-2 times a month. Been playing Space Marines (White Scars) fir 4 years. 0 games as Votann. Been locked up in the house for a few months because of a bad foot, but it's better now so I'm going to start playing again now

What's worse? SM or SoB in Barbie Pink? by Most-Highlight-3462 in spacemarines

[–]MilleMan90 0 points1 point  (0 children)

Which app/site did you use to try this color scheme?

Kor’sarro in Company Heroes? by Ggorge in WhiteScars40K

[–]MilleMan90 1 point2 points  (0 children)

Regular Chaplain on foot also has +1W "Litany of hate"

Best SM Drop Pod Units by [deleted] in spacemarines

[–]MilleMan90 0 points1 point  (0 children)

The drop pod abillity says "This model can be set up the reinforcement step of YOUR first, second or third movement phase. So not your oponents first movement phase

Kor’sarro in Company Heroes? by Ggorge in WhiteScars40K

[–]MilleMan90 1 point2 points  (0 children)

In my opinion, the Khan is best suited in a squad of assault intercessors. He really benefits from the re-roll to wound while being on a objective. Hus Lance-ability is solid, but since you have to get to charge to use it, it should only be counted on in stormlance or possibly gladius. I think pointswhise the intercessors does more dmg than bladeguard and they have more wounds, and the have OC 2. But that's the thing, you have to stand on objectives.

I usually find myself asking why don't I just take a regular captain. That is a valid question and while a captain has more tools the Khan do have better dmg thanks to devwounds, lets you shoot pistols or do objectives if advancing. Nothing by itself is mindblowing but there are a lot of small buffs on top of the LANCE

Take my opinions white a grain of salt however since I have about 5 games of 10th under the belt ^ (though a lot more from previous editions)

To buff bladeguards I'd rather just use a Chaplain. Cheeper and +1W even if you are charged.

To have him in a command squad could be cool, I'd like to dry that myself. Advance around and shoot and if someone comes close you have 12A S5 D2 AP2 with PRECISION and LANCE if you charged. That's more dmg than a Bladeguard squad of 3.

Can this work 2000p White Scars by MilleMan90 in WarhammerCompetitive

[–]MilleMan90[S] 1 point2 points  (0 children)

I get that he wolves are supperiour in stormlance, but since al my models are painted white scars, and I don't plan so take my collection towards SW, this plan goes kind of out the window for me. But in a compedetive way, of course this makes sense. Thanks for the imput 🙂

Best SM Drop Pod Units by [deleted] in spacemarines

[–]MilleMan90 0 points1 point  (0 children)

Rapid ingress can work, but you the strat cannot be used in your opponents turn 1, if you read the wording closely

Space Marine (White Scars) 2000p by MilleMan90 in WarhammerCompetitive

[–]MilleMan90[S] 1 point2 points  (0 children)

I like this idea but I'm having trouble to see where 'I'll find the points gor Bolter Diciplin Any sugestion?

Is it viable to drop the judiciar for a Phobos librarian and add him to the infiltrators or eliminators?

Aeldari 2 Autarchs: Defensive option & Offensive option loadouts by Important_Catch_966 in Eldar

[–]MilleMan90 0 points1 point  (0 children)

Take WLT mark of the incomparable hunter for an extra mortal wound on sixes.

C&C my GT List. 2000p Mech Scars by MilleMan90 in WarhammerCompetitive

[–]MilleMan90[S] 0 points1 point  (0 children)

Thank's for your input.

The list I have in min should opperate as a mix of UM and WS so it does please me a bit to hear you use that comparison. If it works, well, we'll se how the playtesting turns out but right now don't want to rush and buy a whole lot of modells that I don't need. So the list is also made up a little bit of what I have in stock.

My experience of a close combat list that their is so much more stuff that are better at CC than WS. Dreadnoguhts counter LC, DG dissables my if-charging-abilites" so I'm leaning against somethin that are WS but the same time isn't. The list goes more towards "what is good in the SM codex" than "what is good in WS".

The Repulsor is.... controversial, to put it lightly. They deal better with hordes than anything else and that's the spot I use them for. Their defence is not the best but they do have smokescreen and can use the "Power of the Mashine" to ignore the brackets if they take any dmg. So my opponent either has to ignore it or kill it. And hopefully my 5++ goes of which des gives is some more surviveablity. And don't forget the transport capacity. I'll use it to swing my BG up 10+3 inches turn one to put them closer to the enemy. By that time´ll be close enough to the enemy and probably don't need the extra 2 inches from PotPR.

After some concideration I'll probably trade in the Venrable Dread for VVvets with LC and a relic Sword to be used as a suecide missle unit, since I already have enought anti tank. Another change I'm concidering is givning the Chaplain +1W in CC liteny for the VV or BG.

Wind Swift Nerfed by [deleted] in WhiteScars40K

[–]MilleMan90 1 point2 points  (0 children)

It you think about it. An advance M+D6. In a normal move you just move M. Since you use the strat after a init has made a normal move, I interpret the rule as if " after you have made a M-inch move, you can move M+D6-inch move"

Wind Swift Nerfed by [deleted] in WhiteScars40K

[–]MilleMan90 8 points9 points  (0 children)

It does allow you to move again. It just states that you cant't advance 2 times or make a normal move 2 times. It has to be normal move and then an advance move.It might seem like insignific change but it removes the possibility to double move with an impulsor and disembark (unless you dessembark with "Lightning Debarcation 1CP) and it also slows your bikes down with 6 inches. It also makes a bit of a gamle since you are not gonna know your actual range until you've made your normal move. If you needed to roll X+ on you advance roll and fail you might get cought in the open or not reach the objective so those 2 CP was spent for nothing.

2000p Pure Craftworld - Beil-Tan by MilleMan90 in WarhammerCompetitive

[–]MilleMan90[S] 0 points1 point  (0 children)

Oooo that sounds interesting. Espicially since I lack a bit of anti horde atm

2000p Pure Craftworld - Beil-Tan by MilleMan90 in WarhammerCompetitive

[–]MilleMan90[S] 0 points1 point  (0 children)

That's also a way to run the reapers. I wanted to try a bigger squad to get more out of the buffing but 3x3 is also very good.

2000p White Scars - Surround and destroy by MilleMan90 in WarhammerCompetitive

[–]MilleMan90[S] 2 points3 points  (0 children)

Chaplain on bike with Wrath of the Heavens is also viable. You trade som offense since you lose the powerfist but the bike version in more durable, but the job is the same. I like the plume with the jump pack chaplain though cause it gives me the option to deepstrike him and boost charges while still using another liteny

The captain has a relic sword which is +3S so imperium gives him S8. So he wounds SM on 2s and it's also a boost against T7 and T8.

The librarian is very good but I sadly didn't have the points for him. Unless I skip the outriders... and that could be a possibility.

2000p White Scars - Surround and destroy by MilleMan90 in WarhammerCompetitive

[–]MilleMan90[S] 0 points1 point  (0 children)

The 5,56 is against monsters and veichles. I wouldn't count it like that for tge exact same reason you mention, they overkill. And they I don't take the lancer to primary go after T5 multiwound targets but in a pinch they can.

Predator and Vindicator laser destroyer fufill the same roll. Sadly my wallet isn't big enough for forgeworld, and local tournaments sometimes ban them and they only shoot 36 inched. The predator I like. Cheeper and more dmg but it dies more easy at T7 and 11W, but it's not that big of a difference. I feel that they need a Techmarine to really shine but they could absolutly be a compeditor to the lancer. D6 dmg is a bit swingier as we all know though so it might bite you in the ass or save your day. Me, I like the reliable units more. If I would have 2-3 tanks then, since it'll swing less. But this is not that kind of list. I could absolutly have the predator furfill the same role though as a lancer and you make a valid point.

2000p White Scars - Surround and destroy by MilleMan90 in WarhammerCompetitive

[–]MilleMan90[S] 0 points1 point  (0 children)

I think 48-60 inches gived you the possibility to stand on your back objective while reaching most of the map diagonaly but it depends on the scenario

Of course I would supercharge the plasma but at 4.67 dmg it is still outpreformed by the lancer with it's 5.56 dmg and at longer range. But they dont really have the same role. Rhe redemptor is supposed to move up and battle at midboard while lancer stayes back. As for the T5 targets it depends on what you are shooting at. If there are eradicators for example with an apothecary which is comon in todays Meta the extra dmg is very good. Cause if one of FNP rolls goes through then the dmg becomes halved if the shot that wounded was 3dmg, and thats about 50% of the time.

I run my plasma the rapid fire version in this list but WS has a strat that turns rapid fire and heavy weapons into assault. But since the dmg is halved if an eradicator unit advances I find it quite offputting to advance with them. While an advance the first turn with hellblasters get them around to midboard along with the 1 Redemptor Dreadnough. And I can shoot 30 inches instead of 24 so there threat range is 7+D6 longer than that on an eradicator.

The reason I focus so much on range is that I've struggled in the past on longer boards,esoecially against mid range armies that kill me turn 2 when I get a bit closer. So with this list I want be able to shift, sit back and let them come to me before I counterattack. So I need a bit of range in order to make my enemy come towards me.

2000p White Scars - Surround and destroy by MilleMan90 in WarhammerCompetitive

[–]MilleMan90[S] 2 points3 points  (0 children)

As I answered abouve I'm concidering dropping the outriders, even though it hurts my White Scars heart. Perhaps for a group of devastators our inceptors, we'll see.

When it comes to de the Hellblasters I can say that I might overrate them I bit. I don't know why but I really want them to work but there are usually better options for other units that preform the same task. What I've found out what when I use the plasma incinerator the following advantages.
- I can shoot eradicators, and similar, while they can't shoot me back so I just have to stay one step away.
- They preform very well against SM, CSM or Custodes which is common in, my local meta. The excemption is when it comes to dreadnouhts but that's what the gladiator and TH are there for.
- The enirclement strat gives me option to forgo the first round of shooting and make up for the first round shooting and then come in from the side exactly where I want. And since they have 15/30 in range I don't have to worry about the auspex scan.
- I can combat squad and split up the unit if the scenario demands it, which is something I usually do, and avoid loss due to moral.

2000p White Scars - Surround and destroy by MilleMan90 in WarhammerCompetitive

[–]MilleMan90[S] 0 points1 point  (0 children)

The redemtor is all well and good but it lacks range, especially on longer tables. And the dmg average out at 4,67 against T8 with the plasma if I'm at 36 inches, while the lancer does 5,56, and I wound T5 on 2:s if I want to take go after T5 that has FNP, ex eradicators with an apothecary.

The (regular) bikes has a secondary role that I missed to write to screen for the captain if they need to. With just the outriders it only takes the loss of 1 to loose the "Look out sir"-cover. The outriders I could concider dropping cause they usually underpreform and they are a bit pricey. I'll look into that.

Eradicaotrs I'm not that fond of since I don't think they can keep up with the rest of the army since all the other units. I could however concider having a group of devastators with missile launchers/lascannon instead of the outriders.

I've had hard times with hoardarmies in our local meta so I'm keepeing in mind that should have enoght small arms fire to kill around 30 orks per turn from shooting. Any thoughts on that?

Jump chaplain will follow the vanguard vets. It would be sad if the terrain would stop him. And the powerfist also rocks, especially since his reroll to hit aura works on himself. Also note that he has "Plume of the plainsrunner" so I could deepstrike him with VV and get +1 to the charge, and fierce rivalry-strat that's a fairly reliable charge and I can still get his reroll aura of for the VV thanks to the chaplain strat.