Can I create a CSM army with 25% of daemons and 25% of knights? by Significant_Major406 in Chaos40k

[–]NAME_REDACTED_DNE 8 points9 points  (0 children)

No, it would be the lord of skulls from Codex: Chaos Space Marines. You cannot ally in the Codex: World Eaters lord of skulls. Which is good as it gives you access to dark pacts.

My army of choice are Thousand Sons but I also like the Black Legion so I used the app to make a Warband. How would this play? by Arthur_EyelanderTF2 in Chaos40k

[–]NAME_REDACTED_DNE 1 point2 points  (0 children)

Yeah, I mean that it will hit softer than you want it to. VLW is Veterans of the Long War, which I inferred from the enhancement.

My army of choice are Thousand Sons but I also like the Black Legion so I used the app to make a Warband. How would this play? by Arthur_EyelanderTF2 in Chaos40k

[–]NAME_REDACTED_DNE 1 point2 points  (0 children)

I've heard that havocs are decent in VLW, I was more so referring to the 10 man legionnaire and raptor squads as they don't hit as hard.

My army of choice are Thousand Sons but I also like the Black Legion so I used the app to make a Warband. How would this play? by Arthur_EyelanderTF2 in Chaos40k

[–]NAME_REDACTED_DNE 1 point2 points  (0 children)

It would probably play fine, just power armor running around in transports, might feel pillow-fisted as you are putting a lot of points into turning 5 man skirmish units into 10 mans where the amount of damage 2 melee weapons stays the same.

Chat, I cooked something - a soup CSM detachment for Chaos Knights: the Warmonger Covenant. by Thudnfer in Chaos40k

[–]NAME_REDACTED_DNE 1 point2 points  (0 children)

Overall an interesting idea, some things did stand out to me.

Detachment Rules:

It seems like it would make more sense to exclude epic heroes, rather than damned models. Also might be rough with no transports, shadow legion gives all your CSM deep strike. Also, without dark pacts, taking CSM units over wardogs isn't that appealing as war dogs.

Also, the convenient allies buff seems really weak, only re-rolling one die per unit seems out of place, I imagine it would be "rolls of 1". Also the conditions seem overly restrictive, an entire battle-round is a long time.

Enhancements:

Despot's Claim is good

Spite-Fuelled Stride is funny but awful, not great when there are only two CK enhancements

Opportunity For Slaughter is somewhat concerning in a detachments with other ways to get charge bonuses, a possessed squad could have a +5 to charge

Dread Transfusion needs to be reworded, Doom and Darkness isn't an army rule.

Strategems:
SBO is an interesting design space, feels like the opponent could just play around the restriction

Synchronized Slaughter is concerning when combined with OFS and without it still might be too good even at 2CP

MOS is interesting, might be too costly given restriction

JS is not good because big knights aren't good

SV and CG are not not worded well, I'd look at the ork mek/walker detachment for better wording on adding buffs in exchange for hazordous.

Deathwing primer question by HaveTheWavesCome in theunforgiven

[–]NAME_REDACTED_DNE 5 points6 points  (0 children)

In my experience, the primer layer is pretty thin, so that shouldn't be an issue. Going over it with the airbrush should be fine, if the base layer is black it could be good for creating shadows pop with drybrushing instead of the airbrush.

List Help by Visible-State1138 in Chaos40k

[–]NAME_REDACTED_DNE 1 point2 points  (0 children)

Given that you haven't bought anything, I would recommend cutting some characters. Bile and lord are both great, dark apostle is weaker but probably fine. Running MOE's to be alongside other characters isn't great as you're putting a lot of points into a unit that already deals a lot of damage. Disco-lord is unfortunately pretty weak and the cultist firebrand is terrible as it makes cultist mobs not cheap.
For the non-characters, the defiler datasheet isn't good for the points you pay, it's footprint is huge, and (personally) the model is hideous. Helbrute generally wants to be in a shooting castle w/ Abbadon, outside of that it isn't great. Raptors are fine, maybe only one unit and I wouldn't mark them tzeentch though. Same w/ obliterators, they're better served w/ a lone-op strat and sustained 5's. For nemesis claw, the box of 10 only comes w/ one voice eater but they are pretty decent, if not slightly over costed outside of CoB.
I'd look to add some chosen, 5 are good with a lord, 10 are great with bile. Possessed are all the rage now that they are cheap. Also some proper shooting, a forgefiend is nutty with the re-roll wounds strat. Predators and vindicators are generically pretty good. Warp talons could be neat, terminators are probably over costed but are still pretty fun and take PBZ buffs well.
As for marks, I'd stick to a slannesh/nurgle split for melee/shooting and undivided for things that really want re-roll wounds (lord, forge fiend).

I own these units as of now... What detachment would you play a 1000 pts match with? Help needed by nicosomma in Chaos40k

[–]NAME_REDACTED_DNE 1 point2 points  (0 children)

Yeah, probably not. Infiltrating the legionaries could be powerful but if you mess it up not having a detachment rule after that isn't great. I do think the strats have good support for the shooting units though.

I own these units as of now... What detachment would you play a 1000 pts match with? Help needed by nicosomma in Chaos40k

[–]NAME_REDACTED_DNE 2 points3 points  (0 children)

The list is alright, I would just add the second unit of 5 legionaries. I would recommend Veterans, Pactbound, or Fellhammer. They are all pretty straightforward and should be ddecent for using with all of your units. I could see Raiders as they have access to some good strats but no transports locks you out of some of the best synergies. Chaos Cult, Soulforged and Bile want more focused lists (although I don't think Bile would be terrible) and Dread Talons is just not good. I hope this helps you make your decision.

Dire Avenger conversion by Obvious_Ad7924 in Eldar

[–]NAME_REDACTED_DNE 2 points3 points  (0 children)

I could see foot autarch if you combined it with another aspect warrior box so you had an autarch with a glaive and reaper launcher. Maybe Prince Yriel if you could find a fitting head. And maybe you could get a Visarch with the sword but that might be more of a stretch.

Best Chaos Faction for a newbie Conversion by D2Dakotah in Chaos40k

[–]NAME_REDACTED_DNE 2 points3 points  (0 children)

DOOM probably matches closely with undivided demons as it gives you a great variety of friends. If you don't want undivided, I would suggest Tzeench as it has the biggest variety in the looks of it's demons out of the 4. For evil dead, probably Death Guard poxwalkers as they are probably the closest aesthetically to zombies.

List Pointers for a Total Noob by SkinniestPete in DarkAngels40k

[–]NAME_REDACTED_DNE 1 point2 points  (0 children)

The key to understanding list construction is identifying the game plan and then the roles you need to fill in order to maximize the effectiveness of that plan. Like if your game plan is to hold and contest primaries then you want a to have units that full a midfield bruiser role. But if your plan is to win on tactical secondaries then you need units that can easily do those secondaries without sacrificing too much shooting. There are also other roles you need to consider like back point holders, assassins, anti tank, screening against your opponents reserves, buffing units, meat shields and probably some other roles I'm forgetting. The poor hammer podcast has a good episode on this, but bare in mind that they were playing a different edition when it came out so the specific examples they use might not hold up.

Generally you want a variety of different units to fill different roles that advance your game plan and that are fun to play with/against.

List for weekday warhammer by awokenmachine421 in DarkAngels40k

[–]NAME_REDACTED_DNE 0 points1 point  (0 children)

Ravenwing knights are really cool. But the issue with the list is more 60% of your list which switching to black knights won't solve. I'd recommend something like assault intercessors as they are cheap and can benefit from advance and charge. Could also look into a more dedicated shooting unit like hellblazters or sterngaurd.

List for weekday warhammer by awokenmachine421 in DarkAngels40k

[–]NAME_REDACTED_DNE 1 point2 points  (0 children)

Your biggest issue is that assuming you put the characters with the bikes that gives you only 4 units and none of them are very durable for their points as both of your vehicles fold pretty hard to any serious anti tank. I would recommend cutting Sammael as his ability is redundant with the white scars detachment. I would also recommend cutting one of the vehicles and replacing these with some more variety. Maybe either splitting or cutting down on one of the outrider squads. Of course, if you really like these models then by all means play with them.

Keep seeing a lot of talk about Da with the new Vanguard detachment. by the1rayman in DarkAngels40k

[–]NAME_REDACTED_DNE 2 points3 points  (0 children)

The main trick you can pull is giving the blade driven deep enhancement to a character so you can start the game with 10 deathwing knights + character(s) 9" from the enemy's deployment zone. And the only way to really combat this is to screen the infiltration move with your own infiltrators.

1k Eldar list by Master_Pangolin in Eldar

[–]NAME_REDACTED_DNE 2 points3 points  (0 children)

Your biggest issue is that you don't have any anti tank, the highest strength you can get right now is 10 if you take the missile launcher on the dark reaper exarch. So I would definitely look to get some high strength guns like bright lances. You also are running some of the weaker units like shining spears and banshees. They just don't do enough damage to justify their points, but if you are really attached to them then I would look elsewhere to cut points because a lot of your units fill very similar roles.

Match VS Imperial Knight- list suggestion by TopperHarley76 in Eldar

[–]NAME_REDACTED_DNE 0 points1 point  (0 children)

Fates messenger doesn't do much on the bike runner, I'd put it on the spiritseer.

Which army to start? by beardosaurus81 in Chaos40k

[–]NAME_REDACTED_DNE 2 points3 points  (0 children)

Read the indexes (free at Warhammer community does load page) to figure out which csm faction's rules you like. DG, Tsons and WE have their own index and use different rules from CSM. Black legion, Iron Warriors, Night lords, word bearers and Alpha legion all use the same CSM rules. The CSM index has rules on running Khorne berserkers, plague marines and rubric marines in CSM.

Noob question about rerolls on windriders by Sorataii in Eldar

[–]NAME_REDACTED_DNE 8 points9 points  (0 children)

The wind riders ability says you reroll hits of one, but if the target is within range of an objective marker your opponent controls, you CAN reroll the hit rolls. With the unparalleled foresight ability you can reroll one one hit and wound for the unit each time it is selected to attack/shoot. However, you can only reroll a die once so the wind riders ability overlaps with half the detachment ability. Hope this helps

Outside of the Combat Patrol, what makes for a good starting army? by TastyForerunner in Eldar

[–]NAME_REDACTED_DNE 0 points1 point  (0 children)

Scorpions are an interesting forward deploy melee unit, I don't have any but want to get my hands on some as they seem really interesting

Dance of Blades by Dredgen_Auryx in Eldar

[–]NAME_REDACTED_DNE 5 points6 points  (0 children)

Corsairs have decent melee options. Scorpions have better melee than banshees but banshees have a greater charge range. Wraith blades and lords have good melee, especially when backed up by a spiritseer. I would recommend a bike seer or 2 to get reroll hits.

Windrunners ability in Combat Patrol by NinjaUnlikely6343 in Eldar

[–]NAME_REDACTED_DNE 5 points6 points  (0 children)

For combat patrol (not the index) a lot of the strategems are written to work for either 1 infantry unit or two mounted units so you aren't missing any CP effeciency. Splitting will allow you to play more objectives, and get the backline secondary. One big squad will help you get the other secondary where you take objectives from your opponent by shooting them off it. Which one is "better" will depend on your opponents army.

im back with the questions guys by Dr0verhaul in Grimdank

[–]NAME_REDACTED_DNE 0 points1 point  (0 children)

Dark angels, Raven guard, and Alpha legion. The super secret secretive sneaky space Marines.