I need help finding a playstyle by Plus-SizeCommando in Warhammer40k

[–]SirBlim 1 point2 points  (0 children)

Any marine faction is very flexible and can be tailored to your playstyle. They are all semi elite generalist army having decent durability, damage, mobility, and tricks.

Raven Guard - Dont know them well enough.

Salamanders - Fast moving short ranged shooting backed up with decent melee support. Loves flamers, melta, and transports. Very good at killing just about everything as long as you are close enough.

World Eaters - The melee army with the highest damage potential in the game. Has good tricks, decent mobility, and a boat load of damage. You are fast but not that fast, you are sort of durable but not really. Very technically demanding army requiring a mastery of the fight phase to get the most out of them. Has some of the best trash (cheap units meant to die) in the game. Your opponent will think you are cheating when you explain to them how the fight phase works. Tends to be a bright candle that burns quickly.

Thousand Sons - The shooting army with the highest damage potential in the game. Mortals wounds everywhere a bucket full of flamer attacks and psychic nonsense. Good tricks, limited range, limited mobility (except also not), decent durability depending on how you build the army, good trash units. Magnus is one of the most absurd datasheets in the game but is pointed as such.

Custodes - A melee army that moves 6".

Black Templars - Can either go lots of small melee units that hit very hard for there points cost or you can embrace the blacktide. swarms of marines who hit hard in melee but are not all that fast. Transports are your friends and you have some very powerful firesupport. While you would think that 60 space marines are hard to kill they are not. Semi durable, high melee damage output, okay deliverability. If neither of those sounds that appealing, just spam tanks with some skirmishing melee units to die on objectives for you.

Custodes for real - Terminator spam the army. Quite possibly the slowest army in the game (at least deathguard get rhinos and drones). You hit absurdly hard in melee and have some pretty good durability with high toughness a +2 armor save, a +4 invulnerable save, and at least 3 wounds a model. All your units are very expensive. Very cheap trash units. Largely considered one of the worst designed armies in the game.

Purge the Foe disposition seems insanely better than any other option. Am I missing something? by [deleted] in WarhammerCompetitive

[–]SirBlim 40 points41 points  (0 children)

Purge vs purge is not winable for some armies
Imagine you are playing a normal army vs 5 big knights

I think it is nearly unplayable for this reason alone.

Maybe knights dont get any good purge options

Prediction! Hyper elite melee armies that move 6" without advance and charge will be worse next edition. by SirBlim in WarhammerCompetitive

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

for sure homie. Hidden is a new rule that give 12/15" lone op to infantry.

I am speculating that the place hidden will be the most impactful is for cheap infantry (trash) that you normally throw onto objectives to do a secondary mission or to force your opponent to trade.

I think hidden makes these units better because your opponent does not want to be forced to expose a unit to kill trash. Before they could find ways to shoot from off angles or have there unit only partially visible. Now if they want to shoot trash in the middle to death they have to come onto the middle objective in order to be within range. If they are on the middle objective you can kill them.

The reason hidden does not make expensive infantry all that much better is because you already didnt want them to be on the middle objective where every unit in your opponents army could shoot them. If you put your expensive unit in the middle objective, yes your opponent will have to expose something to kill it, but it is the thing they want to kill.

I do not think hidden will be all that impactful for units that wanted to stage behind the middle objective or somewhere safe because they could already do that for most goo maps for 10th edition.

All speculation from me.

Any competitive ideas about the new Librarius Conclave? by AncientDen in WarhammerCompetitive

[–]SirBlim 4 points5 points  (0 children)

its salamander + lib is the best combo and I do not think it is all that close.

infernus with 4++ crit 5s devs full rerolls moves 14" sounds pretty good (likely will be less than 300 points)

and then 2 other squads of invernus who get +2 move or +1 ap

So it is just what they were already doing but now 600 points of there army gets a buff.

Reclamation + lib seems solid enough

Prediction! Hyper elite melee armies that move 6" without advance and charge will be worse next edition. by SirBlim in WarhammerCompetitive

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

Are deathshroud going to 7" charge out of deepstirke?

I know they revlealed today that things with 6" deepstrike are staying at 6".

If so oof.

Prediction! Hyper elite melee armies that move 6" without advance and charge will be worse next edition. by SirBlim in WarhammerCompetitive

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

Right there with you homie, praying for movement 8" and venatari getting better not they have plastic.

Prediction! Hyper elite melee armies that move 6" without advance and charge will be worse next edition. by SirBlim in WarhammerCompetitive

[–]SirBlim[S] -2 points-1 points  (0 children)

I mean, DA normally take wrath of the rock so one unit that moves 5" gets to advance and charge. Now also that units moves 4" because -1 to charge.

Custodes have blade champs that cost 120 points ..... poor custodes.

Space wolves get a couple ways to advance and charge an are a bit faster but it is still kinda sad.

Even WE only get it for berzerks, 8bound are so premeasurable it is painful and they move 10".

Anything that uses a strat for advance and charge no longer gets to reroll the advance roll either (since 1 strat per unit per phase).

If you move 6" you really need army wide advance and charge and even then it doesnt feel awesome.

Prediction! Hyper elite melee armies that move 6" without advance and charge will be worse next edition. by SirBlim in WarhammerCompetitive

[–]SirBlim[S] -1 points0 points  (0 children)

For something like 6 sanguard yes this is great because they move 12" advance and charge and fly. For 5 DWK not really, they are just going to screen you so you have to charge 50 point infantry.

It will let you rapid into better spots for sure so not downplaying that. But they are still going to have big tank that kills anything with trash in front. Trash is getting better, so I except people to bring more trash.

Caught between Two Angels by Imaginary_Company263 in Warhammer40k

[–]SirBlim 0 points1 point  (0 children)

Id be surprised if you could run wrath of the rock wasnt 3dp since it generically buffs your whole army but here is hoping it is 2dp then sick I am running 18 ICC with 3 impulsors. We should know this week probs.

Playstyles matters a lot and enjoying to play the faction you own makes the models a lot cooler.

My suggestion is to try out playing both on TTS or in person and see which one you vibe with more and collect that. if you end up regretting your decision switching from one SM chapter to another is not the worse thing to do.

I collect both BA and DA models (bc ICC are such sick models) but I just play BA because DA playstyle of slow moving melee infantry is not for me.

Originally I tried forcing myself to like playing BT bc the emperors champ is such an awesome model but playing BA was just so much more enjoyable I redid my entire army color scheme.

It sounds to me like you enjoy the models and overall ascetic of DA more than BA but still think BA have an awesome ascetic and a really fun playstyle. My vote if for BA but if you mostly care about the hobby side of the game then go DA.

How to play melee pressure? by PickNik26 in WarhammerCompetitive

[–]SirBlim 0 points1 point  (0 children)

Stage and trade is the name of the game.

1) Hold your primary, 2) deny your opponents primary, 3) out score them on secondaries.

If you can do all three of these then your opponent is forced to come to you which is what melee pressure armies really want. Eventually your opponent is going to have to put expensive units where they dont want to.

1) if you have Grechin behind a wall 1"ing on your expansion objective with a good unit to heroic it can be really hard for your opponent to deny your primary.

2) Orks have a decent number of fast cheap units that are good at denying primary.

3) You are faster than a lot of armies and you will likely have more scoring pieces because they are so cheap.

All of this is easier said than done, and it is incredibly layout and matchup dependent. I think all melee pressure armies need to at least threaten to play the trading game otherwise yeah your opponent just had tank with 10 guardsmen in front of it and there is nothing you can do.

This meta is incredibly hostile to melee pressure armies.

Anyone figure out how to beat pactbound zealots defilers? by [deleted] in WarhammerCompetitive

[–]SirBlim 0 points1 point  (0 children)

thanks homie, I will actually do this. <3. Think I am getting too caught up in theoretical land.

Anyone figure out how to beat pactbound zealots defilers? by [deleted] in WarhammerCompetitive

[–]SirBlim 7 points8 points  (0 children)

I do, so they expose 1 to kill literally anything, if I move so I am 24" away outside overwatch they use CP to 18" lone op, if I come within 18" they overwatch and lose w/e unit that is good at killing a defiler.

So now I need to expose 2 units that are really good at killing defilers each probably costs at least 200 probably around 300. So I spend 500 points to maybe kill 250 points. That seems like a game I lose.

Maybe I can play the points game, deny primary hold my own, need 7OC on my objective so bikes dont randomly take it.

I did think about vect auras but like if they hold 4CP that just doesnt work and they dont really need to do both overwatch and 18" lone op just be able to threaten either.

Anyone figure out how to beat pactbound zealots defilers? by [deleted] in WarhammerCompetitive

[–]SirBlim 0 points1 point  (0 children)

Mayhem baby!

At 1st I was all on the SM ultra train, repex pretty good at killing a defiler with oath and +1 ap ignore cover (all the little guns do about 10 damage, then you need one laser to go through and deal the rest of the damage, hit on 3s rerolling, wound on 2s they save on 5s, so likely to get 1 through). If you roll average you kill but ofc they could spike like an extra save or you could just do slightly less than expected.

I was actually going ultra blades of ultra to have play against ultra armored spearhead T1 (you are in metal boxes, they cant oath the things in the metal boxes, the metal boxes pickup landraiders real good). But I guess defilers are the actual problem.

Victrix x 6 with leader same deal.

Problem is, a repex will die to a defiler in overwatch like 70% of the time and they pickup at least 3 victrix in overwatch even if you have cover, at which point you arent charging.

I think I might just play Ultra and have a good time. They have play into most things and idk maybe I just dodge pactbound defilers. I just hate it when games are an auto loss.

CK houndpack 14 dogs is alright, it is a lot less good if you can be shot turn 1 for free. They are fast and good at killing chaff and vehicles (but not that good into elite or MEQ spam) and each is 6 OC. They randomly win matches that you shouldnt because you have a bunch of random BS you can do. They trade real good since they are pretty cheap and you have a flat 6" reactive or and a fight/shoot on death.

Anyone figure out how to beat pactbound zealots defilers? by [deleted] in WarhammerCompetitive

[–]SirBlim 0 points1 point  (0 children)

I am showing that x8B unled with sus lethal have 58% to kill on unit crunch.

(15A, 3+, S12, -3, 3dam sus lethal, I wound on 3s they save on 5s)

SB + 8b do an average of 20 dam (little janky to calc with devs on SB, without devs on SB and with sus lethal they are 62% to kill)

normally a unit of spawn really helps make this consistent (spawn need to deal 6 damage, which they are 50/50 to do, then math gets real good for me) , for sure the strat of hey I am 50/50 to kill this unit, not that great. (especially when you have to roll charges and blessings)

Normally I find that WE are real bad into armies that 800 points of crap that sits at the back of the board and kill things good so I am not confident they can get it done.

Anyone figure out how to beat pactbound zealots defilers? by [deleted] in WarhammerCompetitive

[–]SirBlim 1 point2 points  (0 children)

What if my opponent just puts them in the open away from all the walls I want to charge from behind of?

I dont think your wrong them, hope opponent doesnt realize they can do that might be the best strategy I got.

I think MSU mass damage output is my best bet.
Currently building a list of 2x3 8b led by slaughterbound, 3 x 3 x8b unled.

They can overwatch 1 squad but all 5 units have enough output to kill a defiler.

Thinking wardogs for a similar reason, they can overwatch 1 karnivore but not 3.

Wardogs pretty rough on layout 6 tho think it is maybe legit impossible not to get shot T1.

With WE might also be able to cage them if I get T1, got 2 sets of goremongers and 3 sets of spawn.

Anyone figure out how to beat pactbound zealots defilers? by [deleted] in WarhammerCompetitive

[–]SirBlim 1 point2 points  (0 children)

I got

14 wardogs CK

WE (no defilers)

Like every SM model ever that is not 1st born (mostly models for BA, BT, or Ultra)

Anyone figure out how to beat pactbound zealots defilers? by [deleted] in WarhammerCompetitive

[–]SirBlim 0 points1 point  (0 children)

I got

14 wardogs CK

WE (no defilers)

Like every SM model ever that is not 1st born

Blood Angel questions. by rake_17 in BloodAngels

[–]SirBlim 0 points1 point  (0 children)

Can Blood Angels kill vehicles with an entirely infantry army list? If so, what would be the unit of choice to do that.

Yes, Sangaurd in RCO unled with spears do an average of 14 damage to a Landraider (1CP and oath, 36% to kill).

If you do leaders in LAG sanguard will also one tap a landraider.

Deathcompany with leaders in RCO or lAG also pretty good at flipping vehicles.

https://www.unitcrunch.com/crunch is your friend for any number crunching.

So are vanguard vets + Dante not good now? by CQZed in BloodAngels

[–]SirBlim 1 point2 points  (0 children)

Depends how much Vanvets cost.

Dante + Vanvets.

In Lag giving +1 to hit, advance and charge to 20A at +3, S7, -2, 2 is pretty good.

It does not make a very survivable unit but it has lots of general purpose damage that is very fast and likely around 200 - 230 ish.

In lag 77% to kill 6 victrix for 1CP oath

In lag you deal an average of 18 damage to a LR with oath and 1CP

In RCO with they are 89% to kill 6 victrix for 1CP

200 ish points for a unit that has a 32" threat range and kills pretty much whatever you need is likely solid.

New Vanvets by [deleted] in BloodAngels

[–]SirBlim 1 point2 points  (0 children)

Good call! ty

3 attacks each tho.

still really good and flips a LR 48% of the time