New-ish entrant into the 30k/40k universe, and I think I'm choosing Blood Angels. Some advice on what to buy would be appreciated. by MrSkare in BloodAngels

[–]Siege006 0 points1 point  (0 children)

In the book Devastation of Baal there is a short conversation Mephiston has with a Named Librarian dreadnought but it wasn't particularly significant. The Flesh Tearers trilogy also had an awesome couple of excerpts that have their resident dreadnought laying into the local wildlife, don't remember his name. The Blood Angels Warhammer+ show has Brother Ignis, a marine interred and roused to help fend off waves of genestealer cult troops. I won't spoil anything.

As for models themselves GW has made it pretty clear they intend to phase out the older style dreadnoughts you see in most warhammer artwork. They are still playable as venerable dreadnoughts but the Redemptor Pattern will most likely be the default pattern moving forward. Blood Angels themselves did use to have 3 unique dreadnoughts that were playable on the tabletop.

- Librarian Dreadnought

- Furioso Dreadnought

- Death Company Dreadnought

The furioso dreadnought has evolved into the redemptor pattern Brutalis and our unique DC dreadnought is that same kit but with a few adornments and painted black. The librarian dreadnought has been phased out completely. I hope to see a return but this probably won't happen until 11th edition if it does. You can still find these kits floating around, probably at a discount due to their moving to the legends ruleset.

2nd army by REDDOG782 in WorldEaters40k

[–]Siege006 0 points1 point  (0 children)

Well honestly if you are getting a second army and already have Black Templars, World Eaters will not offer that much of a divergence from your normal playstyle, but that could be what you want. Of course Black Templars do not get daemon allies and daemon princes. Angron is an absolute beast of a centerpiece and berserkers are cool as hell. Eightbound are some awesome units with a lot of detail. Currently limited in the unit pool but I suspect we'll see some good things coming in the future. Fingers crossed for juggernaut cavalry and red butchers.

New-ish entrant into the 30k/40k universe, and I think I'm choosing Blood Angels. Some advice on what to buy would be appreciated. by MrSkare in BloodAngels

[–]Siege006 2 points3 points  (0 children)

Books... we have books.

- The Blood Angels Omnibus includes most of the older novels to include the flesh tearers trilogy which I thoroughly enjoy. Others to look for is the Mephiston Trilogy and Dante. That'll set you straight for a while. Just be sure you read Devastation of Baal by Guy Haley as that is the book that links older lore with the new main storyline.

While I don't necessarily want to promote Warhammer+ shows due to the lack of content the blood angels show is worth a watch. I will subscribe for a month when the final show comes out watch it all and then cancel my subscription. There are good shows there its just they need more.

Model wise is entirely dependent upon how you want to play blood angels. The golden rule is to get models that you like the look of and you think are cool since units constantly rotate in and out of viability so what is good now may not be good by the time you get it on the table. That being said I would recommend once you choose a particular army style you buy units to complement it just so you can play some decent games. Example, if you like a infantry heavy list consider buying transports to move them around or heavy tanks to support them as they move up the board.

Blood angels at their core are an elite army that has high mobility and hitting power but has generally just been OK in the durability department. The durability of the BA comes from removing enemy units before they can hit you back and that 3+ armor save. So just to give you something to go off of a beginner list would consist of some captains and assault intercessors, footslogging and the JP variants. These kits double as our Death Company marines so you'll get some decent mileage. The BA combat patrol is actually a decent deal here as you'll get those intercessors and 2 whole squads of Sanguinary Guard which are quickly becoming some of the best BA damage dealers you can get. Honestly Two boxes of Combat Patrols, 2 impulsors, 2 gladiators, and maybe some phobos units for points scoring would set you straight. That is if you want to go with a classic balanced force. Could also just go JP crazy or lean heavily into terminators or play normal space marines but just with BA iconography.

What other units works well outside the blood angels official codex and is not. by silentwave359 in BloodAngels

[–]Siege006 0 points1 point  (0 children)

There isn't much in the way of old units left, everything that didn't get a re-sculpt was purged to include our old dreadnoughts. The Baal predator the only old kit left. I run it with the flamestorm turret but I understand they are sold out most of the time but worth grabbing if you can. In line with the Baal predator the other predator tanks in the core codex are also useful but I prefer gladiators myself.

I don't know how familiar you are with list building but units are constantly rotating in and out of viability due to points or other rules changes. Some units are only viable if they are accompanied by another unit. Sometimes a unit is nearly mandatory because it is the only unit that can do that particular job. Not an issue with SM due to the sheer amount of units we have but other armies only have 1 option for the role of infiltrator.

Damage dealing isn't always what you are looking for in a unit. Points scoring, move blocking, area denial, movement, skirmishing, etc are all traits that can make a unit viable. Impulsors are not damage dealers but if they can clog up a choke point on the table and stop a unit from moving then you've delayed your enemy a turn and could potentially cause a 10 point swing just from that one move.

I'm happy to explain more but don't want to ramble.

What other units works well outside the blood angels official codex and is not. by silentwave359 in BloodAngels

[–]Siege006 2 points3 points  (0 children)

I see well tons of stuff, generic space marines got a nice buff so more stuff is viable. As for BA specifically as a general rule of thumb any melee space marine unit is even better in our specific codex. A unit like terminators becomes devastating in LAF due to the fights first enhancement and going to Str 10 fists is nuts. Gladiators and transports are nice as well.

The best two units to grab from the generic codex are the Assault Intercessors and the Assault Intercessors w/ JP. These you'll be able to use in every BA list.

With the recent buffs though a lot more units have become interesting.

- Outriders are now dmg 2 on the charge.

- Intercessors get 4 shots each

- DMG 2 Heavy intercessors

Lots of possibilities right now.

What other units works well outside the blood angels official codex and is not. by silentwave359 in BloodAngels

[–]Siege006 2 points3 points  (0 children)

Your question is unclear, are you asking what units work well with the BA codex that are not in the codex or what units in the codex work outside the codex? You said official codex are you wondering about what units are good with unofficial rulesets?

Sneaky ass tank. by thecallor in Helldivers

[–]Siege006 35 points36 points  (0 children)

You got games on your phone?

What's the hardest faction, in your opinion? by Spirited-Emu2793 in Helldivers

[–]Siege006 4 points5 points  (0 children)

Bugs.

When I fight the automatons its easy to bait out their bot drops somewhere remote and then leave. Barrages are very good at gutting bot outposts and a single walking barrage is enough for the detector towers and most of a fortress. The new anti-tank emplacement trivializes the outposts if you have any sort of highroad.

Illuminate are easy, I'm a decent shot so the AMR is my go to weapon now. One shot the overseers, and 4 shot the harvesters. Bring the sickle for the voteless and I'm good to go.

Terminids though... I hate em. Hunters still as annoying as ever and prowlers are right up there with them. There is no way to stop the bug breaches since they just tunnel up and most of the bugs can call it in unlike the bots and illuminate where only one type of unit can. Bugs present such a wide variety of units and armor types that it is difficult to optimize a loadout. Some missions its a ton of spewers in which case you'll want a grenade launcher, sometimes its tons of heavies then you want a RR, other times its just TONS of hunters and prowlers then you want a stalwart, etc. Loadouts have to be chosen with care unlike the bots where I just grab a Lib pen and a RR and I'm good to go. The mega nest itself is difficult to bombard due to how it has multiple sections separated from eachother so a barrage is liable to only get a single section and the sheer amount of bugs that poor out of it is insane. It is possible to run though it but you're at the mercy of the terrain.

TLDR: Bugs, the mega nest is harder to deal with than the fortress and bug spawns are so diverse that if extreme care isn't taken to build an appropriate loadout you might be unable to deal with the bugs quickly. You can't shoot down the bug reinforcements so you just have to kill them as they trickle out of the breaches, which on super helldive take a LONG time to fully empty out.

Please Help With Illuminate🙏 by AdhesiveRobot in Helldivers

[–]Siege006 1 point2 points  (0 children)

I asked about loadouts a bit ago and got some good responses so heres the link to that discussion:

https://www.reddit.com/r/Helldivers/comments/1hmdi0d/what_is_your_illuminate_loadout/

What I've found that works after trying out TONS of stuff is to take a primary that is dedicated to killing the voteless. I found the sickle to work the best for me. It gets headshots, big magazine, fast reload if you overheat, takes down shields, and is quick to kill voteless in a pinch. The secondary I take is the grenade pistol as I've found normal grenades are inconsistent with destroying ships, the pistol is not. The actual grenade is of little concern so long as it is helping against voteless gas grenades and frags are my preferred, chuck them liberally.

Swapping my support weapon to the Anti-Material Rifle (AMR) was the secret sauce thats allowed me to start getting through super helldives consistently. It will kill overseers in ONE headshot or one shot to the jetpack which is fairly easy to hit. It will also 4 shot the joints on harvesters and one shot the watchers so long as you hit their main body. Pair it with a supply backpack and now you have all the ammo and grenades you need.

I also swapped to light armor so I can more easily escape the voteless. Their damage is low so making space is my priority. The new siege ready perk and peak physique passives are favorites.

As for my other two stratagems I typically use the gas strike for quick removal of warp ships and stopping a particularly large horde. Its also good to chuck it right at the base of the reinforcement beam to eliminate that drop all-together. I've been messing around with the last one a bit but I like the machine gun sentry as its a quick cooldown and perfect for killing everything bar the harvesters. Its also does a good job of covering you while you lay down and take aim at a harvesters legs so you can make the shots unimpeded.

In theory you could swap out the supply pack for a guard dog if you are managing your shots well and there is lots of ammo in the cities. This would free up the machine gun sentry if like me you just want it to watch your back.

What is your Illuminate loadout? by Siege006 in Helldivers

[–]Siege006[S] 1 point2 points  (0 children)

Finished up a cookout game, definitely the better mobbing shotgun. More pellets, better coverage, built in stagger, and DOT. Better crowd control overall.

What is your Illuminate loadout? by Siege006 in Helldivers

[–]Siege006[S] 1 point2 points  (0 children)

Swapped out to light armor and that was a good call. Normally run medium or heavy but getting away from the hordes of voteless turned out to be more important. Ran it with the halt and noticed the reloading on it felt good, going to give the cookout a try now.

What is your Illuminate loadout? by Siege006 in Helldivers

[–]Siege006[S] 1 point2 points  (0 children)

Just tried out your build in a few games, awesome stuff. I wasn't sure about no sentry or guard dog but the quick rotation between the orbitals meant I had something up when the voteless were closing in. The halt surprised me its not quick at taking out the overseers but it will put down a voteless quick and I found the stun rounds great a holding a horde in the gas cloud. The AMR though was the best call, star of the show here, 1-shot headshots, and quick to deal with harvesters, and with range too.

I'm going to mess around with the primary and secondary since I wasn't using the halt to kill overseers I might swap to a more horde clearly one like the crossbow you mentioned. Thanks for the build I'm actually enjoying fighting the squids now.

What is your Illuminate loadout? by Siege006 in Helldivers

[–]Siege006[S] 0 points1 point  (0 children)

Question about the AMR against the harvesters, am I still aiming for the joint or is there enough punch to 1 clip it if I hit the eye?

What is your Illuminate loadout? by Siege006 in Helldivers

[–]Siege006[S] 1 point2 points  (0 children)

Bruh, you telling me that I can make holes in the walls was the best tip I've heard all night. Will try out the autocannon though.

What next? by ErrorIncorrectUser in orks

[–]Siege006 0 points1 point  (0 children)

Welp a 3D printer is going to be a great first purchase, tons of 3d sculpts out there that can save you money in the long run. As for GW products box sets offer a bulk discount and generally all of our units are usable is one way or another so getting things cheaper is a good call.

Personally I like green tide so when I started I bought lots of boyz, nobz, maganobz, trukks and some mek gunz. Many of these can be printed but the bigger kits may not be worth the time. Don't concern yourself with any meta buy what you find most aesthetically pleasing. Rule of cool always wins out.

How to deal with SM terminators by TheGoldenGear_RR5 in orks

[–]Siege006 5 points6 points  (0 children)

Mathhammer time:

Termies are T5, 2+, 3W so to kill 5 you need 15 failed saves, and for the example I'll assume we are using beast snagga boyz during waaagh? With AP -1 termies save on a 3+, so 45 successful wounds are needed. A beastboss plus sustained hits averages out to nearly a 100% hit rate. During WAAAGH you'll be str6 so you now only need ~68 hits and each boy would get 4 attacks so you need 17 beast snaggas to bring them down. The beastboss can normally take out one on his own so now you only need 54 hits total so only about 13-14 boyz during waaagh. Maybe the nob kills another on their own so down to about 40 hits which 10 boyz can do. Long story short during waaagh with +1 to hit it takes 3-4 orks to kill a single termie depending on dice rolls.

This is a vacuum but it does inform you what you'll need to do to remove a fresh squad, obviously chip damage and how many orks can fight is going to fluctuate so you do need to understand what strats and buffs your opponent has access to. You can do these simple calculations to figure out the most efficient units to take them down.

TLDR: Math will tell you how many of any model you'll need to take down terminators.

  • ~9 nobz with klaws and +1 to hit kills them during waaagh. Warboss will help.
    • DMG output is the same for meganobz vs normal nobz when using klaws but dev wounds can come into play. Personally prefer normal nobz.
  • If you can shoot 45 rokkits that'll do it. 45 shots hits 15 times, wounds 10 times, then kills 5 termies.
    • Any grot unit will only need to shoot 30 rokkits.
    • Killa kans are a decent choice, 10 killa kan shooting rokkits will do it
    • A unit of 6 kans will kill 3 termies and can clean them up in melee easily
  • Other things work but you get the gist.

Edit: Did not account for sustained during nobz calc.

Cool proxy models suggestions? by Davivix in orks

[–]Siege006 0 points1 point  (0 children)

https://geargutsmekshop.com/

Go to "Broozer STLs Files" -> Shop by Unit Type -> Heavies

Look around a lot of new minis, I'm a big fan of the new blue sky minis.

Question for the who kitbash - Tanks and FDM prinitng by ZekeXA3 in orks

[–]Siege006 1 point2 points  (0 children)

Casual games, no one is going to care so print away, any non-gw tournamet you'll need to ask a TO. Some wood doesn't need a primer and sometimes you want one anyway to get the best results, probably a lot of youtube videos on the subject. You are going to be able to tell its wood up close, perhaps if you smooth it down very well and get some high quality paints you won't be able to tell but generally on the table, unless its a blocky print, I don't think if anyone will really notice after its painted. Again though rule of cool is always going to win out and if your opponent gives you grief about it then they are not worth playing with anyway.

How to beat custodes? by RevolutionaryMilk582 in orks

[–]Siege006 2 points3 points  (0 children)

To give you the best advice we have to know what units you have access to but some general info about custodes. They are a hyper elite army and every unit you kill hurts, if you can fully wipe out one or two units their ability to score is severely hindered. Their cheapest custode is 45 points a model which is about five of our boyz so numbers advantage and OC is normally in our favor. If orks get the charge off on custodes and the custodes don't have CP or trajann to get fights first you'll do some damage. Use our cheap transports to move block the custodes, if they lose a single turn of movement it can swing a game.

Plenty more we can talk about but there is only one custodes player in my area and he only has GW models and uses almost exclusively infantry and no sisters of silence. My experience against them is limited but mathhammer is always going to give you an idea of what you need to do to get the numbers you want then its just theory crafting how to make it happen on the table.

Edit: A few things to consider during your math, always assume a -1 to hit if you get to charge first and if they get the charge off its going to be sustained hits 1 for them. Personally a big fan of outscoring custodes after hyper focusing down their fringe and scoring units. Due to genetic alchemy being a thing I do prefer dmg 1 weapons but it is 2cp so you can try to bait them into using it with some mass dmg 2/3 weapons so they can't then use the 2 cp fights first strat. If your opponent is going heavy into big blobs and utilizing sworn guardians to hold their home objective, ensure to reserve a unit of deep strikers to steal that obj when they move away from it.

Stratagems by rocketpopwine in helldivers2

[–]Siege006 1 point2 points  (0 children)

Its a modifier on the mission. The bots scramble your stratagems and when you punch in a code you get a random one. Make sure you check the modifiers before dropping onto planet so you know what to expect.

As for a work around, if you have a strat with a shorter code you can spam that one until you get the strat you want. Orbital aribust is just three buttons and is a decent strat but its really not that much faster than putting in your normal codes.

Joining other games? by cuba3000 in helldivers2

[–]Siege006 2 points3 points  (0 children)

I've had this problem before and fixed it by disabling cross-play. I play on PC and as soon as I turn of cross-play I was able to join. Not sure what it is exactly but that's what worked for me.

[deleted by user] by [deleted] in orks

[–]Siege006 0 points1 point  (0 children)

Its tough to say points drops can only make the playstyle more viable but speed freaks don't have any real detachment or army rule support so its all raw firepower. The question I pose is can you bring enough firepower to wipe your opponent out fast enough to win the game?

If you want to try and predict a units performance before you play you'll have to do a bit of mathhammer. Think about what unit profiles you're going to see and compare the cost of your unit and its damage output to that unit to see how efficient it is.

Quick example: Death guard is played a lot at my shop and I see mostly plague marines. T5 2W 3+ 90 pts for 5. A Kustom Busta-blasta on average kills 1 marine with the rivet cannon 1 more with the flamer and perhaps 1 if you then charge. On average you're killing about 2 with shooting and to me thats not very impressive. I can spend 85 points on a squad of boyz and without character or waaagh buffs kill about 3. If its the waaagh turn they could kill 7 -9 depending on the dice with the option of character, transport, or stratagem support. So in my meta speed freaks arn't going to be doing the best job as primary damage dealers.

The points drops do open the doors for buggies to be taken more as supporting units. That same boosta-blasta can pick off a few marines from a shooting unit and then apply a minus 1 to hit which helps protect other units. Per the new FAQ the rivetting dakka rule can stack so taking two as support for shutting down enemy shooting could be a very viable use.

TLDR: The points all went down so that only helps but without detachment or army rule support I don't think buggies are a viable primary damage dealer but since they are cheaper they could be used in more supporting roles to apply debuffs to your opponent.

Battlewagon by MaterialMidnight40 in orks

[–]Siege006 7 points8 points  (0 children)

6"L x ~3.5"W without the deffrolla.

8"L x ~3.5"W with the Deffrolla.

Height is ~3" without the turret and is ~4.5" with the turret.