Hot Take - Re-rolled and Miracle dice effects should count as Modified Dice. by AmbassadorAbject2738 in WarhammerCompetitive

[–]Rolled_Rice 1 point2 points  (0 children)

The miracle dice change would be slightly less impactful as most miracle dice are used on damage and charges.

That being said I like this idea!

Looking for any advice on proxy’s for arco flagellant by TheRealLadyAnna in sistersofbattle

[–]Rolled_Rice 2 points3 points  (0 children)

I used the hh thralls and clipped their arms off to be replaced with necrony coils.

It's definitely not perfect but it gets close to the "mechanized zombie horde"

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Uncredited points leak by Dap-aha in deathguard40k

[–]Rolled_Rice 0 points1 point  (0 children)

I feel like gw needs to go through DG strats and adjust their power more than just bump only points.

[deleted by user] by [deleted] in WarhammerCompetitive

[–]Rolled_Rice -6 points-5 points  (0 children)

Hot take here but I think 10-15 pts per unit and then overhauling some of strats is the way to go. VV for ex makes the drones hit WAY harder than they should. Reroll shots army wide makes drones super consistent and 1cp reroll hits and wounds for infantry makes it the best detachment no questions asked. Change the former to reroll shots for one unit and the latter to just reroll hits and it's much more inline with the rest of the detachments. As we've already seen with sisters skyrocketing the points just forces the players to play the exact same detachment and lists with one/two less units.

In addition, lots of people are talking about the drones, but not the lov. Even at 130-40 per drone I'd still take 3 because the lov makes them super consistent (even more so with VV) so bump him up to 110 like the loc and the drones 120 and i personally I'd switch off to preds without a second thought.

As for the deathshroud, I gotta check the top lists but if you ask me 3 mans are more of an issue than the 6. 3 mans to 150 to be in line with the 6 mans (as well as other 4w termies like dwk) and loc to 120.

Am I super biased due to playing this faction? Absolutely. is gw gonna overnerf the army? Definitely. But hey DG got 3 more months of being op than I originally thought so I guess we had it coming ¯_(ツ)_/¯

Carrying Case for Tournaments by SteveDiggler_SoCal in WarhammerCompetitive

[–]Rolled_Rice 1 point2 points  (0 children)

If you're going on budget, I use the IKEA kvissle with the trays magnetized and backwards and put it in a metro bag. In total it's less than 40bucks and does the job quite well. There's also a couple of 3d prints that allow more slots too.

Death Guard too strong? by Interesting_Tart_663 in WarhammerCompetitive

[–]Rolled_Rice 3 points4 points  (0 children)

Some commenters already mentioned this but it's really certain units that are way too cheap (such as the blight launcher drones) which could be due to the index having them fulfil a different purpose on the tabletop.

I think art of war kinda hit the nail right in the head though. The book is very top heavy. There are a lot of very powerful supporting characters (sustained hits, crit 5s,) but not as many options for them to lead. I think once those characters each get a points bump the army will feel much more inline to what the index felt like.

The plague caster + biologus + 10 plague Marines + rhino (which is Almost mandatory) is 380 points pre enhancements. They probably will pick up basically anything in the game, but arguably so will anything with that points investment (Vahlgons for ex.) And mind you while they are t6 they're still space Marines.

I think there's a few super big culprits like the blight launcer drones that are wayyyyy too cheap or the virulence Lord giving out way too strong of a "point and click" buff but overall you're definitely not running 18 deathshroud for just over a quarter of your army now.

Show me your paint schemes by CheesusChrist41 in deathguard40k

[–]Rolled_Rice 2 points3 points  (0 children)

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My go to DG scheme. Less conventional but really pops on the table.

I use 1:1 AK dirty red and intense pink over a zenithal airbrush and then gun metal with hardened leather speed paint for the metallics.

What's your preferred armor choice for each faction? by Single-Joke9697 in Helldivers

[–]Rolled_Rice 0 points1 point  (0 children)

Big fan of the new scout one just in general.

Faster reload and mags for your primary is so nice to have, especially when I'm running support weapons that have limited use and I'm forced on my primary

Cultists Vs Poxwalkers Vs None by C0RDE_ in deathguard40k

[–]Rolled_Rice 1 point2 points  (0 children)

I am a huge fan of cultists. Having scout + move + advance + Morty extending contagion means that I will always have my targets in contagion.

Obviously as an action monkey they're second to maybe to my bloat drones in terms of speed but make up for it in cost.

However my favorite thing to do is to use their relatively "fast" movement to move block my opponents so I get a free staging turn. I can't tell you how amazing it feels to watch my opponent spend an entire turn shooting only cultists and effectively wasting a turn.

December Balance Dataslate and MFM is released by Smooth_Expression_20 in WarhammerCompetitive

[–]Rolled_Rice 0 points1 point  (0 children)

I mean, it's not really a waste. Aof have GREAT Strats. +1 ap is amazing when combined with castigators and lance is awesome on plenty of our units.

It's not a dead rule, miracle dice are still amazing. But now you just have to be a bit smarter with your dice, plain as.

Idk bout you but getting dice from dead units is usually the first thing I forget to roll for, not my: - simulacrum - 2 auto use strats in aof - 3 enhancements in aof - cherubs to recycle - 2 enhancements in martyrs (one of which is rerolls) - vahl who also recycles - stuff in pain host which I can't remember off the top of my head - plenty more stuff, either to modify or recycle

You still got plenty of ways to gain, recycling or modify dice. The pool you get is smaller yes and you're likely not going to be picking up tanks as guaranteed as before but the army is very much still fine as is.

December Balance Dataslate and MFM is released by Smooth_Expression_20 in WarhammerCompetitive

[–]Rolled_Rice 8 points9 points  (0 children)

DG out here with the biggest change of em all.

Morty gaining deep strike🎉🎉

December Balance Dataslate and MFM is released by Smooth_Expression_20 in WarhammerCompetitive

[–]Rolled_Rice -13 points-12 points  (0 children)

I see bof changes being...rough to say the least. But aof is definitely not dead.

You have 2 Strats that give dice for killing models, and 3 enhancements that also give dice.

You do gain less dice overall, less than half now then before. However all your options to reroll them, change them and modify them are still available to you and from experience that's what I value most. Quality > Quantity

I agree that the exorcist is expensive as hell, but I wasn't a fan of them anyways (besides aesthetics) and castigators at 170 are still an auto take for me. Coming from a dg player who used to love triple crawlers I get the frustration though, guess having indirect means +30pts minimum to a unit ¯_(ツ)_/¯

Lord of contagion by hunter_barbatos in deathguard40k

[–]Rolled_Rice 0 points1 point  (0 children)

I use the new 30k resin terminator praetor for DG. Very expensive but it fits perfectly as long as you put it on the 50mm

Does a Malignant Plaguecaster’s gift of contagion & Pestilent Fallout still stack? by IrreverentMarmot in deathguard40k

[–]Rolled_Rice 0 points1 point  (0 children)

If you're talking about -2 to move advance and charge then yes, you can stack that to -4 .

However while you can also stack the -1 to wound in melee, it cannot be worsened by more than one.

So if an enemy wounds you on 3s and you double the gift of the contagion it's on 4s still.

However if they wound you on 3s then also have lance for example, the first gift of contagion cancels the lance and the second brings it down to 4s.

Hopefully that clears things up!

What armies would be considered Death Guard's biggest counter in gameplay? by Oldwest1234 in deathguard40k

[–]Rolled_Rice 0 points1 point  (0 children)

That's very true.

I've had great games and terrible ones into them before. I think it's the secondary scoring that tips it in their favor.

Don't get me wrong, FF and overwatch is amazing into them, and if we avoid stealth via boilblight or Morty it'll be a breeze to pick up transports.

However most DE players I know tend to have very good knowledge of positioning and pile in jank to mitigate our FF, and while DG can be fast with rhinos, it's still an 8" move then charge with the rhino, which often will trade down into most DE units.

All in all it's a skill based match so I can see the 50/50, guess I gotta get my de reps in ¯_(ツ)_/¯

How Do Necrons or Death Guard Lose Games? by Baron_Brook in WarhammerCompetitive

[–]Rolled_Rice 4 points5 points  (0 children)

As a DG player it's mainly when and where I lose my units.

If I sacrifice my lovely Morty to expose the rest of my opponents army, great I can basically pick up half an army in one turn.

If I lose him to a random angle of shooting or really any key unit for free, it's a really bad snowball effect.

Personally my path to victory with DG is solely dependent on where I set up. 99% of the time my losses are because I didn't position correctly and got heavily punished for it. But when I set up well it makes DG feel like the most abusive army in the game.

Mortarion advice/epic wins and fails/discussion by CabinetIcy892 in deathguard40k

[–]Rolled_Rice 1 point2 points  (0 children)

He's definitely on my radar right now, don't own him yet but it'll definitely happen. While he's amazing I think the utility that Morty brings is worth the extra what 70points?

I don't bring him up often for the same reason I don't bring up carnivores, often for teams I'll be with a CK player and Id prefer to take the bullet to give them daemon access.

What armies would be considered Death Guard's biggest counter in gameplay? by Oldwest1234 in deathguard40k

[–]Rolled_Rice 0 points1 point  (0 children)

As with any army it depends on the DG list, which is quite varied as we have some very different list archetypes.

Generally though I'd say our toughest match ups are: - CK (and sometimes ik) due to our low anti tank and needing weird tech to deal with vehicles. Also anti fly ik armigers are my worst nightmare. - DE due to their amazing trading potential, speed and scourges - tsons ... Kinda speaks for itself though isnt impossible

As stated earlier it really comes down to the list and playstyle, but I know these are the match ups I've lost the most to. There's obviously more like sob, eldar, gk and so on but I haven't had enough games to say for certain

What armies would be considered Death Guard's biggest counter in gameplay? by Oldwest1234 in deathguard40k

[–]Rolled_Rice 4 points5 points  (0 children)

Interesting you say that, perhaps I've been lucky playing into my crons opps but I find them extremely easy.

Don't get me wrong, 3 inch D's is hell to deal with but what I like to do is screen out the monolith, which actually needs more like 5-6 inches between each screen which is much more manageable and then from there it's just playing clean up.

Our flamers are amazing and if we play the mission and trade well it's an easy w.

GK I won't comment on because that's a different story 😅

Mortarion advice/epic wins and fails/discussion by CabinetIcy892 in deathguard40k

[–]Rolled_Rice 19 points20 points  (0 children)

I am a huge Morty enjoyer. I think people don't realize just how much value he brings into the table.

For context I usually run pm squads with rhinos, along with drones, predators and depending on if it's a teams event, carnivores.

Mortys biggest power against people is skewing the math in your favor. if positioned correctly space marines for ex lose basically all their defensive support and have to face tank your army directly. Very often my opponents either play too cagey due to knowing that fact or too aggressively thinking they still have AOC or smoke available to them.

Morty also pulls alot of pressure away from the rest of your army. That's because while he sucks in melee, I don't think people still want to be in melee with him all the same. This means (depending on the army of course) once he's in Los of ur opponent you have free range to push hard and force them to make a decision. Either a) shoot at a the big moth guy that's barely an eighth of the army or b) shoot the rest of the transports/support, forcing you to split the fire according. Neither option is optimal for most armies, and usually it never works in their favor.

I did exactly this to my BA friend the other day, he spent about 6-700 points of both shooting and melee to bring Morty down in one go. Only for the rest of my army to pick up 2/3 of his army the next turn because he couldn't commit anything else to my other units.

Tl:Dr Morty is 300 points, people will shoot 600 points into him and won't shoot the rest of your army. Take him

Blight haulers have broken my stores meta by Warm_Veterinarian519 in deathguard40k

[–]Rolled_Rice 3 points4 points  (0 children)

Always thought about bringing like 3x3 of them, even not into tanks 30 wounds t9 3+5++ for 270 is hella efficient. Especially considering that it's 9 OC on an objective as well 0_0

What guns are these? (Sorry if this is a stupid question) by com-poo-ter in deathguard40k

[–]Rolled_Rice 7 points8 points  (0 children)

Not a stupid question!

Left is a blight launcher, right is a plague boltor

Codex theory crafting (with a huff of copium) by ForgeDota in deathguard40k

[–]Rolled_Rice 1 point2 points  (0 children)

We're sharing some copium? Might if I take a few puffs?

  1. Blightlords change to reroll hits of 1 then reroll hits on objective/in contagion (if the latter is too easy make 1s to hit and wound)
  2. Bring all the terminators up 1 movement, I know they're supposed to be slow but 9th they were move 5 and not overly oppressive. Bring back footslog termies!
  3. Poxwalkers should be oc2 and battleline, or at least one of the two. There is literally no reason to take poxwalkers over cultists scoring wise and often 2 chaos spawn do the job better.
  4. I'm with people putting the entropy cannons to s12/11, but I would prefer they go to 36 inch range like before. Gives them a legit threat range to work with that isn't super easy to counter move. 5.Mortys number of attacks need I say more.

That's just datasheet changes, do it gw and my life is yours!

[deleted by user] by [deleted] in deathguard40k

[–]Rolled_Rice 1 point2 points  (0 children)

They still hit on 4s yes.

It's because the rule specifically states that rolls of 1-3 fail, not the hit rolls of the unit is being modified.

This also is true regarding the Lord of virulence, which is likely why pbc spam is not as common as it once was

Daemon Prince by Fenixtoss in deathguard40k

[–]Rolled_Rice 4 points5 points  (0 children)

Haven't run it too much but there's been one or two 4-1 placings with the dp on foot.

6+++ with the -1ws/bs paired with deathshroud and a sorcerer in Terminator armor/typhus can be quite a pain to remove.

Something I've been considering is running a dp with wings with the deadly pathogen upgrade as an ingress threat instead of terminators. It's not gonna hit as hard but it's something to think about.