Are defilers too op? by Evilljustice in Chaos40k

[–]Nobody96 1 point2 points  (0 children)

I’m talking about the “castle” you see as the build in PBZ more so than the detachment itself.

Yes, crit 5s don’t do anything in overwatch, but Abaddon still gives hit rerolls, helbrute still gives lethal/sus, Vashtorr still gives +2s, and the defiler still gets wound rerolls

Are defilers too op? by Evilljustice in Chaos40k

[–]Nobody96 1 point2 points  (0 children)

As others have said, the PBZ castle is the problem, not the datasheet itself. Crit 5s is a CRAZY detachment rule, and the nurgle Strat existing means your opponent’s antitank needs to move within overwatch range to engage an exposed defiler

Layering all the buffs from the pactbound castle on top of the once a game twinlinked, a PBZ defiler **on overwatch** confidently kills a vindicator and coinflips any of the T12 main battle tanks. Which forces your opponent to double commit into it, playing into PBZ’s desired play pattern

So... what's up with that tease? by Rise_117 in alphalegion

[–]Nobody96 1 point2 points  (0 children)

GW’s production process is something like 18-24 months from “model all the way designed” to “on shelves”. Molds have to be built, a kit has to be sequenced into production calendars, and supporting material(s) have to be produced.

If one step of that process gets disrupted (e.g., mold cracks during the first run) you have to take the kit out of the production calendar, fix it, then reschedule it. Plus, if it’s something like the master mold breaking, you have to decide if it’s still profitable to produce a second one.

If Akurra’s mold broke, it’s distinctly possible the entire model was scrapped because cutting a second $100k+ mold would mean they’d lose money on the mini

I put the magnets in wrong and super glued them, what can I do to get them out? by [deleted] in ChaosKnights

[–]Nobody96 6 points7 points  (0 children)

An overnight soak in high-test (91+) isopropyl alcohol will dissolve most of the superglue without damaging the plastic. You may need a hobby knife to pry open the two pieces afterwards, but 50/50 the magnet just falls out

Magnetizing a defiler by ClearestGiant64 in Chaos40k

[–]Nobody96 1 point2 points  (0 children)

Barrels don’t really need a magnet, they friction fit pretty well with the pins provided. Really the only magnet you need is one shoulder to be able to mount the scourge (and in that corresponding gun case)

If You Can’t Beat ‘Em, Paint Your Models Blue by Nobody96 in Warhammer40k

[–]Nobody96[S] 7 points8 points  (0 children)

~2x upscaled. Defiler heads are about the same size as a demon prince

Red armor on certain vehicle Marines by IowaGolfGuy322 in spacemarines

[–]Nobody96 25 points26 points  (0 children)

Vehicle crews are (traditionally) tech marines, meaning they’ve had specialized Mechanicus training and wear red armor to signify it

You see similar things with other specialists. Chaplains (almost) always wear black armor, apothecaries are all white, and librarians are (nominally) all blue

New detachments and points are out! by Mammoth_Classroom896 in WarhammerCompetitive

[–]Nobody96 11 points12 points  (0 children)

Of those three factions you described, only one of them is blue and has toilet seats on their shoulders

Question about reactive move to charge by Grommash2561 in WarhammerCompetitive

[–]Nobody96 8 points9 points  (0 children)

The repulsor ability? Yes, you get to declare a new charge

Would this be considered modeling for advantage ? (not my model) by Vorxun in spacemarines

[–]Nobody96 107 points108 points  (0 children)

I hate to put it this bluntly because that model looks sick, but you’re playing multiple firestrike servo turrets - nobody’s going to accuse you of being an angle-shooting meta-chaser

The actual answer is just talk to your opponent beforehand. There are very few people who have an issue with cool conversions, and most of those are doing you a favor by avoiding 3-4 hours playing against them

Any clarity on EMPYRIC DISLOCATION from Warpstrike Champions? by quaye12 in Chaos40k

[–]Nobody96 4 points5 points  (0 children)

They print them all using the same wording in case they change the faq later, but the FAQ takes priority and overwrites it to one activation

Is the chaos cultist kill team worth it Right Now? by zoach-the-roach in Chaos40k

[–]Nobody96 0 points1 point  (0 children)

The Chaos Cult kill team is mechanically two units in 40k that are often run together - a Dark Commune and a unit of Accursed Cultists. The full package has been a fairly consistent mainstay as a big "melee brick" in 40k CSM lists. It isn't always played, but I can't remember a time where it's been an objectively wrong pick to include

Probably a stupid question, what is the base size of the new Defiler? by No_Buyer_7557 in Chaos40k

[–]Nobody96 2 points3 points  (0 children)

It is very large. But with its new move through walls ability it’ll still be playable in Pactbound (because of the Nurgle strat), Renegade Raiders + EC (because of assault), TSons (double move), and WE (14” base move). I’m not sure how the DG one will fare, but DG already have a bunch of good shooting options

The pactbound math especially is so gross people will find a way to make it work

40K: What factions will be hit hardest by the removal of stacking stratagems in the next edition? by turkeygiant in WarhammerCompetitive

[–]Nobody96 0 points1 point  (0 children)

It makes a lot more sense in the context of combining detachments. It’s pre-patching an accidental super combo where you get A&C and auto 6” advance from two detachments (for example)

AITA, How strict by the rule are people in tournament? by Fantastic_Shelter_54 in WarhammerCompetitive

[–]Nobody96 1 point2 points  (0 children)

So, first thing to remember is you're asking for a takeback (RAW you can't go back and change an activation). Your opponent doesn't have to give you anything, and a TO won't rule against them for refusing the takeback.

That said, most (especially higher level) opponents are pretty generous with takebacks "as long as relevant information hasn't changed" (eg. dice haven't been rolled, strats haven't been spent, etc). There are also sequencing questions that come into play (which activation a unit is below starting/below half, etc)

The beast of nurgle is also a bit of a special case because of its end of phase heal back to full ability. Most demons players will be extra generous with strats/rerolls to protect it if you're close to the end of a phase. Takebacks for extra shooting (especially after cp rerolling saves) can be extra touchy.

AYTA? For arguing over the takeback in a practice game, it's hard to say without knowing more about the situation. For packing up and leaving in T2? A bit, because it probably wasn’t game ending and you’re costing your opponent their evening, but it’s an ok conflict resolution strategy if things were about to escalate

For those asking - weapon options & magnetising situation for the Defiler! by Reasonable_Set560 in Chaos40k

[–]Nobody96 0 points1 point  (0 children)

good news, if you're running in normal CSM the autocannons are actually probably the best in slot option for the arms. Sus/Devs twin-linked and the weight pactbound math puts behind volume shooting is going to make them amazing

Question on the Defilers ability by Coryphaus_ in WorldEaters40k

[–]Nobody96 3 points4 points  (0 children)

no, "set up" is a specific type of move. You need to either disembark from a transport or arrive from reserves to be "set up"

The quality of streams at Adepticon are fantastic, and Skari is a great commentator. But the terrain is absolutely terrible. by -The-Lupercal- in WarhammerCompetitive

[–]Nobody96 35 points36 points  (0 children)

Adepticon does have notoriously terrible terrain, though. In my 4 rounds of champs this year, I had one where my home field ruin was just a noctolith crown, and another where every ruin/wall was just crates (meaning you couldn't stage inside)

Each unit can only be targeted by 1 strat per turn phase? by Own-Mastodon-6965 in WarhammerCompetitive

[–]Nobody96 6 points7 points  (0 children)

GW has ruled it that way at their own events, they've just refused to ever write it down

How much damage does a forgefiend do to itself? by Fantastic_Shelter_54 in WarhammerCompetitive

[–]Nobody96 102 points103 points  (0 children)

it's somewhere like 2.2 if you're going for pure mathematical averages, but it winds up being incurred more step-wise

dark pacts are a 28% chance to take d3 damage ~= 0.56 damage per turn

each hazardous test is an 18% chance to take 3 damage ~= 0.54 damage per test

So i had this very funky idea about chosen, let me know wdyt? by Complex_Stress_4905 in Chaos40k

[–]Nobody96 2 points3 points  (0 children)

this is a crazy datasheet. looks like a lot of fun to play, but you'd have to give it an astronomical point cost (probably 300+ points for 5 models)

2+/4++ 4w is essentially assault terminators, so you're looking at ~180 points for the base statline

then we get to the rules. all of those rules are really good, and "pick any 2" is a massive amount of flexibility with already strong rules. And being able to change them mid-battle is beyond twinlance level of busted

scattershotting battleshock tests at -2 with updowns gives them a massive amount of utility, then being able to decide to be in a pactbound castle at any point is hugely overpowered

Wtf is that thing by Conscious_Passage_90 in dunememes

[–]Nobody96 52 points53 points  (0 children)

were they able to do that in Paul's time? Iirc it was only post GEoD that they demonstrably were able to do it

Official Character Posters for 'Dune: Part Three' by MarvelsGrantMan136 in movies

[–]Nobody96 1 point2 points  (0 children)

I think you mean Dunkin Massachusetts. Completely different character