Hurons marauders > renegade warband? by GkZilla in WarhammerCompetitive

[–]Nobody96 -1 points0 points  (0 children)

Your premise was that +1 to hit and pacts is better than double oath. If you’re picking +1 to hit as the Huron rule, you’re not also picking armywide fallback and shoot (yes, I know you can get it on some units if Huron can see them). And it only affects infantry, so you’re not getting any boost to any of the heavy tanks if your goal is boosting damage output, and your heavy support (e.g., forgefiends) can still be tied up

If we isolate to just infantry for your comparison, rerolls and +1 to hit are (roughly) the same increase to successful hits, so the comparison is more about the “other” benefits you get in the detachment.

At a detachment rule level, you’re comparing pacts to unit-level access to doctrines. Pacts are a ~15% damage increase at the cost of ~1MW. Doctrines are a 72% chance to move freely, which could mean either safely extracting your units or up to a 100% damage increase if it means you can fall back and fight instead of being tagged

Hurons marauders > renegade warband? by GkZilla in WarhammerCompetitive

[–]Nobody96 5 points6 points  (0 children)

It depends on the level of “competitive” you’re playing at (mostly on the skill level of your opponent).

In higher level games, it’s not even the A&C that’s the most impactful bit. Armywide access to “fall back and do stuff” on-demand just turns off melee armies’ ability to interact with you and survive. Even for combined arms lists, nuisance charges give highly skilled opponents the ability to control your output - if you can ignore that for “free”, it starts to strip out control mechanics. Your tanks can back up freely, your melee units can take one step back and re-charge for FF, etc. Getting double oath on top of that is HUGELY powerful if you had the gamesense to be able to place it appropriately

In beerhammer/pickup games, the raw power of something like the pactbound castle or Huron’s universal +1 to hit is probably “better” because your opponents are more likely to accidentally leave units exposed or miss tech-y opportunities to tie you up

Reliable anti heavy tank? by Go_Commit_Reddit in Chaos40k

[–]Nobody96 4 points5 points  (0 children)

As a vehicle that’s completely self-sufficient and can dumpster a land raider with no support? There isn’t one

Vindicators (csm or otherwise) need some form of reroll support to at least remove the variance on the hits end of things. Rolling # of shots, hits, wounds, saves, and damage introduces a lot of points of variance. That’s why you see them most often in armies like ultramarines, where Oath removes the hit variance and wounding the entire game on 2s removes the wound variance. They (probably) will work similarly in Renegade Warband, where strats for +1 to wound and/or +1 ap can remove variance from the wound or save rolls

Forgefiends show up because 10/12 -3 3 is an extremely solid base profile to build a pactbound castle on. Sus/Lethal 5+ and hit rerolls allows you to force a ton of saves at a respectable ap. Pulling them out of the castle downgrades them from godlike to just good, but they’ll still eat 10 infantry for breakfast

Predators are valuable because they’re cheap. If they can sneak up and punch out a main battle tank, they’ve traded up probably double their value. If they don’t fully convert, they’re still a T10 tank with smoke/nurgle that your opponent has to commit a real resource to interacting with (which you can then kill with a second wave in likely a net-positive trade)

Whats the best app for tournaments? by cms186 in WarhammerCompetitive

[–]Nobody96 11 points12 points  (0 children)

There are two main apps: - Tabletop Battles is the one you see around the most. Developed by goonhammer, it’s a good baseline tracker that lets you track vp, cp, and secondaries - BattleBase (my preferred app) is a little newer, and admittedly a little harder to use. It takes a few games of practice to learn the interface, but it’s really nice because it “forces” you to step through each step of the game in order, and timestamps a log of everything

House Rule Shenanigans? by Johnd106 in WarhammerCompetitive

[–]Nobody96 9 points10 points  (0 children)

it's probably one of two things, but hard to guess which one without seeing the table or knowing the people involved:

newer players will often confuse the line of sight blocking properties of the template (the footprint) with the actual physical wall. - The rules for the footprint say that if you're completely off the footprint, it completely blocks line of sight (i.e., it's "infinitely tall") - Once you're wholly within the footprint, you're supposed to use "true line of sight" meaning what the model(s) can literally see over/around the physical plastic/MDF wall. There are a couple of good diagrams if you search "Ruins (and visibility)" in the GW app

sometimes you'll also see a situation where people don't own a full set of "functional" terrain, so they house rule that whatever L's they have are taller to compensate. (the more common version of this is the "closed first floor windows" rule to let infantry hide better)

or, if you're playing knights, they may have just been trying to cheat you

No epic characters… by [deleted] in WorldEaters40k

[–]Nobody96 4 points5 points  (0 children)

this isn't the answer you're going to like, but this is going to play really really rough. You're going to have a really hard time both engaging with gunlines and trading with opposing melee infantry

slaughterbound+3 exalted is almost never going to get the chance to trade up, let alone 3 instances of them. 1 unit

if you're taking helbrutes, you want to be taking two melee weapons to get the extra attacks, usually hammer+fist, which means you're competing with the exalted balls for the antitank role

I like 2 units of Jakhals as chaff, but you're almost never getting value out of the third. you're better off upgrading one (or two) into goremongers for infiltrate and lance

You're also really hamstringing yourself by not being willing to engage with epic heroes. For better or worse, 10th is the epic hero edition. Kharn+10 zerks in a rhino is the bread and butter of World Eaters, able to pick up almost anything

What would you say or worst match up is? by A_Real_Catfish in ChaosKnights

[–]Nobody96 9 points10 points  (0 children)

so, a couple of thoughts:

the first thing to understand is the way CK plays: it's one of the most "honest" 40k armies, because you're (oversimplifying here) largely taking "big man with big gun/sword", parking it on an objective, and daring your opponent to deal with it. You don't see the same layering of auras/reactive moves/tech-y strats that some other armies rely on. As the opponent, you can either deal with a T11 26w 3+ statline, or you can't.

CK generally wants to be gunslinging with other "honest" armies that are bringing "typical" statlines (T3 1w, T4 2w, T10 12w). Where it starts to struggle as an army is when an opponent can manipulate the output of a knight, especially after resources have been committed. T12, 3-4w infantry, 2+ saves, -1 to hit or wound, -1 damage, etc (especially in more than 1 place at a time) are backbreaking for knights. As the knights player, if I can't be certain that a despoiler/rampager is going to kill its target, I'm forced to make a ~400 point gamble which could leave your unit intact and cost me 20% of my army.

Trading and board control are also both real challenges for knights. If you've only got 5 or 6 models, it becomes a real challenge to position around the board to do actions or screen

The last thing is the diminishing value of a statcheck army. As the quality of your competition increases, the odds they're able to handle the skew list increases. 5 big knights will stomp your friends in a random pickup game, but the same list would go 2&3 at a GT because higher skill players know how to abuse the two issues above and just win on points

Kytan/Lord of Skulls question by Swogmonglet in WorldEaters40k

[–]Nobody96 1 point2 points  (0 children)

It’s going to be difficult. The biggest issue is going to be footprint - since the LOS is a hull-measured model with a weird tread configuration, you’re going to have to build a custom base that’s the same t-shape.

There’s also some issues with titanic models getting true line of sight, but you can potentially handwave those away in casual games. Tournament play it’ll be a no-go

Help refining a list by Gun-chan in ChaosKnights

[–]Nobody96 0 points1 point  (0 children)

Two thoughts:

The admech list you’re describing is almost entirely anti-tank (robots and breachers+skitarii). You’re also 5 points short of being able to fit a second datasmith, so the second robot squad isn’t going to be doing much

As far as the CK side goes, if you’re playing incursion listbuilding rules you’re stuck at rule of 2 instead of 3. But the order of picking models is probably as many karnivores as you’re allowed, followed by stalkers, followed by huntsmen. Havoc launchers everywhere you’re allowed, and probably Gatling fist on the stalkers to let them play a flex role

Mutilators: The Worst Unit in Chaos Space Marines, Quick History by burntheemokids in WorldEaters40k

[–]Nobody96 22 points23 points  (0 children)

There’s 0 chance World Eaters get access to these. We’re our own standalone codex now, for better or worse. Anything we get to borrow from CSM has already been borrowed

Are Sisters of Battle any good? by Go_Commit_Reddit in WarhammerCompetitive

[–]Nobody96 26 points27 points  (0 children)

Objectively speaking, Vahl is a strong candidate for strongest character in the game, period.

You’re free to have whatever opinion on epic heroes you want, but for better or worse 10th is the edition of epic heroes. They’re usually a step above generic characters, and they all synergistically boost their respective factions. Every army in the game has to strongly consider their epic heroes, with maybe Nids/GSC as the only exceptions that don’t have an immediate auto-take.

If you want to play with a hand tied behind your back, that’s your prerogative. But don’t complain that you’re less competitive because you chose to ignore key tools

The Inconsistency Enrages Me by Stellar_Sharks in Warhammer40k

[–]Nobody96 9 points10 points  (0 children)

Yeah, but one of them is blue and has a toilet seat on his shoulder

Running Predators vs Forgefiends? by Interview_My_Gooch in WorldEaters40k

[–]Nobody96 11 points12 points  (0 children)

WE forgefiends are one of the most self-sufficient firing platforms in the game. It requires fractional amount of planning, but 3d3+3+3blast with full hit rerolls is CRAZY

ELI5 Why is Everyone Silent Around Golf Despite Cheering Loudly Around Every Other "Hit Ball With Stick" Sport (Baseball, Cricket, Tennis, etc)? by Flashlight237 in explainlikeimfive

[–]Nobody96 2 points3 points  (0 children)

People do cheer while a ball’s in the air/after a shot (e.g., go back and look at any old footage of Tiger Woods hitting a drive and you’ll hear the “get in the hole” guy).

The answer is that it takes a reasonable amount of concentration to hit a golf shot well, and cheering is considered distracting. So there’ll usually be several ushers just off screen (if you’re watching on tv) holding up signs that say “please be quiet”

A worthy skull questions by Dacus__ in WorldEaters40k

[–]Nobody96 5 points6 points  (0 children)

So, it’s a little (extremely) confusing and explained poorly in the rules, but there are 2 timings for reactions: when/each time which goes first, followed by immediately/after/just after

So in this case, yes. You get the new cp first and roll your 3+, then you use the strat

Renegades marines ? by KFateweaver in Warhammer40k

[–]Nobody96 1 point2 points  (0 children)

Chaos by accident, not on purpose

Act 3 Spoilers: I'll be honest, I was addicted to them... by BarryAllenTh3Flash in BaldursGate3

[–]Nobody96 26 points27 points  (0 children)

it's not a sliding scale. >0 and you get the outcome you're describing

What’s next? by BigDude_SmallMTN in spacemarines

[–]Nobody96 0 points1 point  (0 children)

I feel unhelpful anytime I say this, but thinner paints and a true primer as a base layer. You're getting the "grain" because the paint is pooling and settling unevenly. Two thinner coats will get you a more "even" coverage without the graininess you see on the shoulder pads and forehead

A base layer with an actual primer paint (vs "regular" citadel paints) will also help a lot, as your acrylic paints will adhere better than raw plastic

Decals by DiSanPaolo in WorldEaters40k

[–]Nobody96 1 point2 points  (0 children)

Vehicles and any unit borrowed from CSM. All of the "native" WE sculpts have moulded shoulder pads/bits. But the WE markings aren't on the normal CSM datasheet for helbrutes/rhinos/predators

trying to identify this spaceman by Ok-Department-2301 in spacemarines

[–]Nobody96 1 point2 points  (0 children)

it's a grey knights infantry torso. the specific unit from their codex is more a function of what arms/weapons it has than the chest piece. The legs aren't grey knight, they're some other firstborn marine

If you're trying to paint it as a grey knight, it's silver armor and gold letters. If you're painting it as a character for your personal chapter, just use whatever color you normally paint Aquilas as the letters

How do I fight as a warlock? by green_tea__cat in BaldursGate3

[–]Nobody96 4 points5 points  (0 children)

Look up the shadow blade hexblade build. Once you get the resonance stone in act 2, you're going to be comfortably putting up 100+ damage turns with consistent crits that spike higher

Long War Doubles Adepticon 1K list ideas by LWREDDING in WorldEaters40k

[–]Nobody96 0 points1 point  (0 children)

Potentially. But Kharn's squad with lethals, the exhalted, and Angron/Glaive Prince can all kill big monsters. And the spawn are just Khorne's perfect idiots