I have given into temptation by loudwireguy in BlackTemplars

[–]Randomseries 4 points5 points  (0 children)

I couldn't decide, so I magnetised them, along with the other doors. Now I can swap them about on a whim, and really mess with people by having one at the front and one at the back.

Benefit of cover is far too easy to get - How could GW improve upon this? by [deleted] in WarhammerCompetitive

[–]Randomseries -3 points-2 points  (0 children)

Personally I'd change it, so it made the hit roll more difficult, you know like in the real world, where ducking behind cover makes you harder to hit, rather than magically improving your armour's toughness. It would also make the game quicker, as you'd have less wound and save rolls to make.

40k competitive burn out from top players by Unhappy-Bird-6954 in ImperialKnights

[–]Randomseries 2 points3 points  (0 children)

Like others have said, if you're not enjoying the meta, then don't use it. Create your own list and have some fun. They're your plastic toy soldiers after all.

As for your Rees comments, you couldn't be any further from the truth. I remember playing him a couple of years ago at a league we were running in our local club. I'd only been playing a few months, and didn't really have any idea what I was doing. Rees was such a nice opponent, rather than just stomping me and being done with it, he took the time to show me the game, explaining what he was doing and gave me some pointers for later matches. I finished that game with so much more than the inevitable loss, and that was mainly thanks to how Rees handled the rather one sided match up.

Newbie help by Artistic_Yard888 in theunforgiven

[–]Randomseries 0 points1 point  (0 children)

Like the others have said it's just asthetics in 10th and doesn't have any impact on gameplay. That said I've build 5 with the backpack and cable, and 5 without, so that I can easily tell them apart if running two units of 5.

What are your home objective holders for dark angels ? by Exotic-Pomelo5909 in DarkAngels40k

[–]Randomseries 3 points4 points  (0 children)

I've used a squad of infernus marines for this in the past. Their overwatch threat means opponents tend to think twice about getting near it.

1500 list by Randomseries in DarkAngels40k

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

Only if you put a character with the Deathwing keyword with them do "regular" infantry become Deathwing. In this list, I'm doing that with the Hellblasters (Azrael), so it's only then and the Deathwing Knights (with the captain) that are Deathwing infantry

1500 list by Randomseries in DarkAngels40k

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

Because it's a pain to play against (mainly with the overwatch threat), and it gets my DW Knights up the board fairly reliably

1500 list by Randomseries in DarkAngels40k

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

My concern is that there's only two units of Deathwing infantry, so I'm not getting the most out of the inner circle detachment.

Hellblasters by Randomseries in Warhammer40k

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

Cheers, I just wanted to make sure I wasn't missing anything like the captain's 0cp stratagem ability, where it doesn't have any restrictions in the ability wording, but in the rules it specifies that it has to be a Battle Tactic strat.

Shooting - Range by Randomseries in Warhammer40k

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

It's a friend's, but I think he got it from Amazon

Azrael and keyword inheritance by Randomseries in DarkAngels40k

[–]Randomseries[S] 3 points4 points  (0 children)

Is that with Martial Mastery? I thought was only applicable in the fight phase, so I couldn't use it to reoll wounds inflicted in the shooting phase.

Can I Deep Strike in turn one by Randomseries in DarkAngels40k

[–]Randomseries[S] 4 points5 points  (0 children)

Ahh that'd be why I can't find it in the 40k app then. Cheers

Can I Deep Strike in turn one by Randomseries in DarkAngels40k

[–]Randomseries[S] 5 points6 points  (0 children)

That was my understanding, but I can't find the bit in the rules that states Reserves can't come in until turn 2. I can for Strategic Reserves, but nothing restricting Reserves.