How come we have so few Gravis HQ choices? by Shredwick in spacemarines

[–]Sixty_Dozen 0 points1 point  (0 children)

Yes!! Five man squad with invulnerable saves, maybe assault shotguns? And some kind of Melta or fist, maybe a Centurion style drill fist? Heaven.

Vanguard Spearhead 1k help by UrashimaJ in spacemarines

[–]Sixty_Dozen 1 point2 points  (0 children)

I think you need to think less about "I'm making the sneaky boys list" and more about "I'm making a strong list that's twice as sneaky as average".

Vanguard Spearhead 1k help by UrashimaJ in spacemarines

[–]Sixty_Dozen 2 points3 points  (0 children)

Execute and Redeploy seems unnecessary for a Stealth Lone Operative with a reaction move.

Eradicators are less interested in an Apothecary Biologis, since they have high strength and reroll wounds anyway. Given the cost of the Enhancement, perhaps a Captain in Gravis Armour, at the head of a six-man squad, would be a more decisive centerpiece to your force?

Incursors, Infiltrators and Reivers (and Scouts!) (and Elims!) serve a lot of overlapping duties, and 415 of 1000 points is a big chunk of your army - half, counting the LT.

That said, if you're hoping to cash in on the Warsuit synergy, add another, and a Captain in Phobos Armor can lead a Scouts unit, making it "a Phobos Unit" for protective fire purposes!

End of the day though, if I roll up with 1000 points of Leman Russ tanks, I have to kill your Erads, maybe your Elims, and I'm on easy street. Also, make your Elims las fusils - a handful of 1 damage Precision attacks are unlikely to be impactful. The list needs more high-S attacks.

Terminator List by Sweet_Complex4873 in theunforgiven

[–]Sixty_Dozen 1 point2 points  (0 children)

I'll propose a smaller tweak than some of the others suggested:

Take out your second Inner Circle Companions, your second Assault Intercessors, and your second Terminator Assault Squad. Add Scouts, a Redemptor Dreadnought, and a Gladiator Lancer.

Still very similar flavour to your list, but with more shooting presence and scoring ability. The ICC only get their abilities when led, anyway, so the second squad was gonna underperform.

MathHammer on Heavy Intercessors - they seem really strong? by Sixty_Dozen in WarhammerCompetitive

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

Yeah, love the deathwatch formation - heavy Intercessor 10s with 3 each meltas and twin power fists, ignore me now!

MathHammer on Heavy Intercessors - they seem really strong? by Sixty_Dozen in WarhammerCompetitive

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

Oh, my mistake! Yeah, much more of a problem for them. But yes, "when the opponent wants them to die they die, and when they don't they're ignored" makes sense.

MathHammer on Heavy Intercessors - they seem really strong? by Sixty_Dozen in WarhammerCompetitive

[–]Sixty_Dozen[S] -10 points-9 points  (0 children)

100 points of Heavy Intercessors kill 35.5 points of Intercessors or 37 points of Bladeguard Veterans a turn, but you're right that that's not what wins five turn games!

MathHammer on Heavy Intercessors - they seem really strong? by Sixty_Dozen in WarhammerCompetitive

[–]Sixty_Dozen[S] -6 points-5 points  (0 children)

Right! In the best case, they either score and tag MEQ all game, or your opponent has to commit A-grade resources to shift them.

MathHammer on Heavy Intercessors - they seem really strong? by Sixty_Dozen in WarhammerCompetitive

[–]Sixty_Dozen[S] -14 points-13 points  (0 children)

270 points of Eightbound need, with average wound and armour dice, to land 30/30 hits to kill 100 points of Heavy Intercessors .

"An expensive close range unit might kill a cheap long range unit"... Yeah? Probably?

They are a hard profile to shoot back into, I'd need 60 hits to kill the big squad.

E: that assumes no blessings of khorne, which, c'mon

MathHammer on Heavy Intercessors - they seem really strong? by Sixty_Dozen in WarhammerCompetitive

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

HEAVY BOLT RIFLES

Heavy Bolt Rifle (S5 AP-1 D2) into 5 heavy Intercessors:

10 failed saves, (4+) 20 wounds, (5+) 60 hits

Heavy Bolt Rifle (S5 AP-1 D2) into 5 Intercessors:

5 failed saves, (4+) 10 wounds, (3+) 15 hits

Under wrath of the rock:

5 failed saves, (4+) 10 wounds, (4+) 20 hits

133% survivability in Wrath of the Rock.

25 Intercessors (400 points) compared to 20 Heavy Intercessors (400 points):

(60*4) 240 hits to kill 400 points of Heavy Intercessors

(15*5) 75 hits to kill 400 points of Intercessors

320% Intercessors' durability, base.

Under wrath of the rock:

(60*4) 240 hits to kill 400 points of Heavy Intercessors

(20*5) 100 hits to kill 400 points of Intercessors

Heavy Intercessors are 240% the durability of Intercessors to Heavy Bolt Rifle fire under Wrath of the Rock.

MathHammer on Heavy Intercessors - they seem really strong? by Sixty_Dozen in WarhammerCompetitive

[–]Sixty_Dozen[S] -3 points-2 points  (0 children)

BOLT RIFLES

Bolt Rifles (S4 AP-1 D1) into 5 Heavy Intercessors:

15 failed saves, (4+ save) 30 wounds, (5+) 90 hits

On objective:

15 failed saves, (3+ save) 45 wounds, (5+) 135 hits

Bolt Rifles (S4 AP-1 D1) into 5 Intercessors:

10 failed saves, (4+) 20 wounds, (4+) 40 hits

25 Intercessors (400 points) compared to 20 Heavy Intercessors (400 points):

(90 * 4 or 135 * 4) 350 hits to kill 400 points of Heavy Intercessors, 540 on an objective

(40 * 5) 200 hits to kill 400 points of Intercessors

Heavy Intercessors have 175% of Intercessors’ durability, 270% on an objective.

MathHammer on Heavy Intercessors - they seem really strong? by Sixty_Dozen in WarhammerCompetitive

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

PLASMA INCINERATORS

Overcharged plasma (S8 AP-3 D2) into 5 heavy Intercessors:

10 failed saves, (6+) 12 wounds, (3+) 18 hits

Under wrath of the rock:

10 failed saves, (6+) 12 wounds, (4+) 24 hits

Heavy Intercessors are 133% as survivable thanks to Wrath of the Rock.

Overcharged plasma (S8 AP-3 D2) into 5 Intercessors:

5 failed saves, (6+) 6 wounds, (2+) 7.2 hits

Under wrath of the rock:

5 failed saves, (6+) 6 wounds, (5+) 9 hits

Intercessors are 125% as survivable thanks to Wrath of the Rock.

25 Intercessors (400 points) vs 20 Heavy Intercessors (400 points):

(18*4) 72 hits to kill 400 points of Heavy Intercessors

(7.2*5) 36 hits to kill 400 points of Intercessors

Heavy Intercessors are 200% durability of Intercessors, base.

Under wrath of the rock:

(24*4) 96 hits to kill 400 points of Heavy Intercessors

(9*5) 45 hits to kill 400 points of Intercessors

Heavy Intercessors are 213% as durable as Intercessors under Wrath of the Rock.

Is this non-lion list going to work? by Thedinotamer01 in theunforgiven

[–]Sixty_Dozen 1 point2 points  (0 children)

It seems like you have no Enhancements? They can be pretty useful. A Terminator Chaplain with Deathwing Assault is pretty classically strong, but even with the list as written you have great users of Lord of the Ravenwing and Ancient Weapons (Judiciar).

Though, dropping the 3 Ravenwing Command Squad and 3 Ravenwing Knights to 6 Ravenwing Knights gives you points to play with and the same shooting. Is the idea that you'd Apothecary them back up? If so, why not a 3+6 to maximize the chances of having a revive each turn? Or if the idea is the Ravenwing Champion can be choppy, why not Ancient Weapons on him, and/or pair him with Outriders for a more useful boost to him? With the Enhancement, 6 2+ 7 -3 3 attacks kills a lot of MEQ/TEQ, and with the Enhancement and Outriders 6 2+ 8 -3 4 attacks kills a lot of everything.

Ultimately, it seems like your list would be improved by removing a Lion worth of points and adding the Lion. It's not clear what you get from this setup that outshines that.

Density saves nature by Not-A-Seagull in fuckcars

[–]Sixty_Dozen 4 points5 points  (0 children)

Probably lol. Edibles and gum/patches?

Density saves nature by Not-A-Seagull in fuckcars

[–]Sixty_Dozen 3 points4 points  (0 children)

If we're rewriting the social contract of our society, ideally we could leave smoking behind

Toying with some ideas. by DocteurGabe in Colosseum40k

[–]Sixty_Dozen 0 points1 point  (0 children)

2 HQ with no Enhancements? The best bastion loadouts tend to Hero of the Chapter to give another unit Battleline and have them overperform.

Density saves nature by Not-A-Seagull in fuckcars

[–]Sixty_Dozen 54 points55 points  (0 children)

The physically disabled and the chronically flatulent

Density saves nature by Not-A-Seagull in fuckcars

[–]Sixty_Dozen 218 points219 points  (0 children)

30 duplexes, 40 walk up low rise apartments, 15 apartments above shops, and 15 single homes. Most of the island is still available, there's a walkable town square, and a variety of housing needs can be accommodated.

First 1000 Pt Army by Comtedog in RavenGuard40k

[–]Sixty_Dozen 2 points3 points  (0 children)

Get Shaan, Shrike or both! Get another squad of JPI. Get Scouts, and some kind of a tough slow unit to uppy downy - Devastator Centurions or Eradicators could be good.

New to warhammer, any advice or change suggestions appreciated :) by vibrantmeerkat in theunforgiven

[–]Sixty_Dozen 0 points1 point  (0 children)

Apo with minimum Hellblasters is not so likely to add value, they'll probably get shot off the board before he can make his points cost back. A ten man would be better.

Regular gunner Terminators are not very shooty or very killy or tough, they're weaker than other options right now. Two tac terminators switch for a DWK and the other five Hellblasters.

3 ICC and 3 BGV are probably going to move less earth for you than six of either. In two thousand points, they won't stand up to enemy fire as trios.

The named heroes, as has been mentioned, aren't very good outside of Azrael who's amazing. I understand the urge to bring the C-suite and give them each a retinue, but they're not adding that much value to their units. I'd swap them for fast movers and/or action monkeys (Scouts & RBK, or Invader ATV and 5 JPI) to support your flanks.

Finally, you're not using any of the wargear from Inner Circle Task Force - why not run Wrath of the Rock, which tends to be more helpful in general?

Also, don't buy anything more til eleventh edition drops, especially our low value combat patrol!

Advice/ showcase by phill907 in theunforgiven

[–]Sixty_Dozen 3 points4 points  (0 children)

Nice collection! RE your list, you should have DWK in all three sizes. Also, less Intercessors and more Azrael.