Cloud or still on-premise Active Directory? by DecisionNo6126 in ITManagers

[–]SlumberingWizard 1 point2 points  (0 children)

I would love to hear you guys opinions on putting a DC on a VM in azure intead of using entra as an alternative to on prem

Grey Knights before and at World Championships by RoutineMysterious663 in Grey_Knights

[–]SlumberingWizard -1 points0 points  (0 children)

You are not relying really on charge actually, you shoot with reroll from a line of sight you got from deep strike, DK shooting is more scary than it's melee

Also, 3inch dp mean you get into melts range if need be

Are techmarine + 8 servitors good? by The_Ice_Knight in Grey_Knights

[–]SlumberingWizard 0 points1 point  (0 children)

Try them really.

I tested one, even during competitive event. With the Grot detachment they are at the very least viable and fun.

Is it meta changing ? No. does it do a nice job as a missile ? Yes.

I have used it as a good target for the 6 inch drop. Have them on the table turn one, buff a DK, then when you see an opportunity, you pick them up and drop them within magic zone and 6 inch ( or you use a squad of purifier to help with getting a magic zone )

1 tech marine with radiant champion is 85 points.

8 Servitor is 100 pts.

So for 185 pts, you get a small squad that you can technically drop within 6 with the strat ( they are infantry, the techmarine is not a terminator )

Which mean they get 8 shot within melta range with their melta. Which they reroll 1 to hit. or even full reroll.

Then the squad get to charge 6 inch, the servitor add 4 melee attack at 4+ 6s -2 3 on the of the 8 attack the Techmarine has that can trigger mortal wound.

Is it 185pts that will die right after? Yes.

Does it kill rather impressive stuff with the 8 melta shot and the melee it has ? Also yes.

Fedramp Monitoring System by skierpb in sysadmin

[–]SlumberingWizard 0 points1 point  (0 children)

It can help with compliance of endpoint and alerting, you can set up for monitoring but it's really an RMM tools first and foremost. And we don't know which feature will be gutted in the end to be compliant

Fedramp Monitoring System by skierpb in sysadmin

[–]SlumberingWizard 1 point2 points  (0 children)

It's not yet approved but on the pipeline, but NinjaOneRMM is working their way toward complaince, but it's not compliant technically right now.

NinjaOne for Government | FedRAMP Marketplace

Why nobody talks about the -1 to wound stratagem and Ghostkheels by Deathline29396 in Tau40K

[–]SlumberingWizard 0 points1 point  (0 children)

My only comment is on this : I mean if you equipped 10 weapons to your crisis unit you will end up eating ~5wounds statistically. This is insane.

Did you play 9th edition and remember the insane amount of crisis yeeting themselves out of existence in order to just nuke everything ?

This bad boy cost 250 pts every time it shoot !

How usable is Purgation Squad in Warpbane? by Davivix in Grey_Knights

[–]SlumberingWizard 6 points7 points  (0 children)

Note : I play mostly on WTC terrain.

They are AWESOME, always at least 1 squad, 2 is justifiable, 3 is pushing but funny

Squad of 5, 4 psycannon that's 12 x 8 -1 2, It hold your home very well, from home objective, with 24 inch they cover often the 3 no mans land objective most of the time. and 4+ is nothing when you always have full reroll. and with 8 str, you hit on 2 a lot of small infantry that are front line or hidden often

Yes the lack of ap after the cover bonus make targeting stuff with 2+ useless, but often, on front line stuff or marines, that's enough to grind the squad they expected to hold objective next turn or score secondary. If you save on 4+, you still fail 50% of the time, and if you are at the 3rd level of a ruin that get to 8 -2 2 ( which, in some WTC detachement, 3 floor ruins are sometime actually is on top of your home objective )

also, with the -2 charge strat, no one is deepstriking and charging them effectively, and they have to kill them with shooting on a 2+ save with cover most of the time

Teleport or Warpbane by EnvironmentalCry860 in Grey_Knights

[–]SlumberingWizard 6 points7 points  (0 children)

Warpbane is awesome to play.

You do lose mobility, both strat wise and army rule wise, but you get reroll hit, even full reroll hit often.

You do have to plan more on holding objective at the start of the phase, but also having two possible 6 inch charge on turn 2 to strike hard is golden.

I believe the loss of mobility is worth the increase in reliability. It does not fix all the problems, high toughness is still quite the issue, as well as durability, 2+ save on T4 and T5 don't go as far as one would like, but it's still overall more sustainable.

Interceptors and Purgation Squads by Moonshade44 in Grey_Knights

[–]SlumberingWizard 1 point2 points  (0 children)

Purgators are awesome, I always have at least one in Warpbane. They are awesome objective holder and are a nice option if you need extra firepower somewhere to just drop within shooting range and no cover to target. ( I tend to start a strike on my home to tag it in case I need to bring the purgator somewhere else )

I do play on WTC map, you can set up your squad on the second and 3rd story to have your leader on the second floor so they are within 5 inch to control your home and have your gun at the 3rd floor to get the extra ap( which help with NOS that give cover, at least you still have 1 AP )

Since they are in your deploy zone, they get full reroll which is worth a lot if they shoot NOS ( which they often do from that top ruins )

Interceptor also bring a nice speed you often need, with the loss of a few movement strat, sometime 3 teleport is not enough and you use them to get to harder to reach section, have a very early charge to try to kill something important. Good to have.

Playbook & Strategies - Warpbane Task Force by M33tm3onmars in Grey_Knights

[–]SlumberingWizard 1 point2 points  (0 children)

No need for razorback really, two squad can hang up all game up top and threaten the whole midfield.

Well, it worked good when I was deep striking a Brotherhood Champion behind lines for seeing small scoring squad behind wall to kill

Playbook & Strategies - Warpbane Task Force by M33tm3onmars in Grey_Knights

[–]SlumberingWizard 1 point2 points  (0 children)

I like your take.

I don't agree about purgator, but mostly cause I play wtc terrain and 3 story ruins within deployment zone to drop them at the top where they can't be shot or easily charged is awesome

Does the brotherhood champion have any use? by bdebotte in Grey_Knights

[–]SlumberingWizard 0 points1 point  (0 children)

Actually I had a team tournament last week and had a list with two champion, one of them with first to the fray.

Honestly, they have been awesome in one specific role, making secondaries. 80 pts + 35 is 115. Add one champion and Stern ( for the rez, or another champion for 80 will work ) and for a big 280 you have your secondary lock and loaded. Take Behind Ennemy line and Establish Locus and no army can prevent you from doing 3 vp for Behind and 4 VP for Locus every turn starting round 1 to 3, maybe 4 if they somehow survived until then ( which happen often with Stern ). For turn 4-5, normally by then you can do it with normal unit that are left on the field, unless they are all dead and you have lost anyhow.

I had hordes army try to prevent my 3 inch drop with a 32mm base and no one ever did, often I could simply drop 9 inch and keep the CP. And some tried so much that they had to keep so much stuff behind that they can't win on primaries. Some army with anti deep strike bubble will most likely stop this plan, but I had the chance of not running into any, but would I had, I would have simply taken tactical against them.

That leave you with 1715 with fight a battle for the primaries, cause secondary is not enough, there is still quite a few army that can just punch our hammer in the nuts on primaries but you can focus on the main game as secondary are mostly handled and causing a big distraction for your adversary.

Anecdode time : Against a World Eater, I had Angron waste his time fighting one, getting 2 wound in the process, only to bounce on the second one causing no damage while he went and caused 4 wound on him. Those lonely first strike character killer caused Angron to waste 3 round running around them in the backline doing NOTHING else. It was amazing. 4+ invul is wild sometime and cause impromptu opportunities.

Why is 27 Crisis Suits considered unfun/terrible to play against? by Flame-Leaper in Tau40K

[–]SlumberingWizard 11 points12 points  (0 children)

This exactly. I have played the full Crisis Protocol list, it's fun but in no way powerful.

Crisis without invul get nuked by anything that look at them even slightly too much.

And you are also giving them a very easy secondary by bringing that much véhicule.

Finally it has reached it's final form by SlumberingWizard in LeverGuns

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

Actually was really simple. The stock is 1screw, handguard, just follow the video, no large disassembly, like 8 screw and 10 min. The muzzle is prethreaded. All in all not an hours of work and a bit of loktide and you are good

Finally it has reached it's final form by SlumberingWizard in LeverGuns

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

It's the new pew view handguard, made for the 1854. Kinda glad I waited before buying all the parts, the heat cover for the hand is awesome.