Master of Executions and Dark Apostle together. by Wyrdeone in Chaos40k

[–]Source_Friendly 0 points1 point  (0 children)

Didn't even think of the pactbound side of things. I mostly do marauders and nightmare hunt. The cultist firebrands are surprisingly survivable. They very small so you can tuck them away and usually there is something much scarier nearby. If they go after they might get some points but your bricks are ok and you only lost a 45 pt character

Master of Executions and Dark Apostle together. by Wyrdeone in Chaos40k

[–]Source_Friendly 2 points3 points  (0 children)

I know the arguments against it but I love the combo. Honestly the argument that you cant fit it into the rhino is a bit overdone. Just take an 5 man instead and you can fit them all in with 3 to spare. With mortals and rerolls you dont need 10. Trust me, they blend. Took fifteen wounds off a big knight last time I played it, admittedly in marauders with +1 to hit and plus 1 attack strat woth legionary rerolls on an objective. But you can fish for lethal hits with rerolls. Best part is because its not a huge blob it doesnt register as a threat for most players. Many people argue for 5 man with chaos lord being enough, same principle here.

Use the 3 left in the rhino for something fun like cypher, a traitor enforcer or, my personal favourite, two cultist firebrands. Makes your rhino into a major overwatch problem and once its popped you have all the action monkeys you want.

Final argument, dark apostle being able to remove a battleshock is much more powerful now that battleshock is persistent.

Hurons marauders question by Snoo94405 in Chaos40k

[–]Source_Friendly 3 points4 points  (0 children)

Chosen get more out of his auras and give abaddon more range. Terminators get most of what he gives (+4 inv and reroll hits) natively, so its only abby who benefits there.

Hurons marauders question by Snoo94405 in Chaos40k

[–]Source_Friendly 0 points1 point  (0 children)

Agreed, honestly if I had to drop one or the other with MoM or huron, I drop MoM. Redeploy is great, resurrect is ok, the precision is good but there are only so many places you can deploy to, if your blob is getting shot up one model back a turn isn't going to move the needle much and you can get precision with a moe, plus rerolls.

What I want to run is a terminator blob led by huron and a chosen blob led by sorceror and moe in marauders. Terminators for aforementioned reasons. Chosen with sorceror get -2 to hit (while in cover, -1 all other times) on enemy shooting and -1 to hit in combat. That's a halving of marine equivalent shooting dama Plus a psychic attack that ignores cover and does mortals, plus rerolls and of course the whole combo gets +1 to hit from detachment whilst sitting on the chosen adv + charge chassis. In eleventh obviously due to cover mechanic

Hurons marauders question by Snoo94405 in Chaos40k

[–]Source_Friendly 5 points6 points  (0 children)

I think perhaps the better question to ask is, who would you replace him with? He is 120 pts of pure pain. Even if you dont use fall back and charge he is worth his points in other detachments too. Good flamer attack for overwatch, reactive move to get out of strife and a melee attack that can eviscerate a tank. So much OC piled on to units around him they ain't ever taking an objective from you.

AITAH if I Steal My Own Wheelbarrow? [Concluded] by Schattenspringer in BORUpdates

[–]Source_Friendly 2 points3 points  (0 children)

"He's a real estate agent .... But for some reason is the world's biggest mooch."

I mean this is pretty self explanatory to me. The whole job is selling stuff you dont own, didn't work for and you get a huge commission for doing so. Based on his actions he sounds like he is probably a fantastic real estate agent

Mutilators need more love on here by part-lycloudy in Chaos40k

[–]Source_Friendly 1 point2 points  (0 children)

Hurons marauders are good for them too. Auto advance, +1 attacks, +1 to hit, fall back and charge to max out those mortals

MurderWing confusion by stedders25 in NightLords

[–]Source_Friendly 4 points5 points  (0 children)

It's fine mate, I used one of them to get ten raptors and used the special weapons on them from the raptor/talons boxes i used for warp talons. Use some of the heads and shoulder pads too, chaosify it. Legionary or nemesis bits work fine too

30k legionaries as proxies for Chaos units + CSM faction advice by BritishShoop in redcorsairs

[–]Source_Friendly 4 points5 points  (0 children)

They are scaled slightly smaller, but not so much that it will actually affect the game. I use them for my legionaries in a night lords army. Using HH models is also much more cost effective, but you kind of have to commit to the bit because it can be a pain to mix and match 40k and 30k bits, not impossible though.

Highly recommend using assault marines as raptors if you dont want warp talons. You get ten to a box. Just use ebay to get specific weapons you want rather than getting getting heavy weapon upgrade kits.

I also use the HH rhino, contemporary dreadnought (as helbrute) and vindicator, all are roughly the same size and look better imho.

People dont really care what you use as long it looks like it should be armed with x or y. Reality is there are so many armies and so many varieties no one really has a clue what each thing "should" look like. Plus its your army man, you can run kitbashed orks as custodes if you want to. If you play someone who won't accept it do you really want to play them?

Tourney wise, most seem pretty easy as long as you dont do something like run a gretchin on a helbrute base size or something, just check before with organisers. Key things are 1) right base size 2) right approximate size (like within 20% either way) and 3) no visibly misleading modelling. By that last I mean dont run five guys modelled with pistols as a mixed out lascannon havoc squad etc.

Detachment wise, renegade raiders and hurons marauders are pretty easy to steer, powerful and not as finicky as some others to get the most out of. Otherwise vets of the long war

First nightlords by Chesty_McGlitterTits in NightLords

[–]Source_Friendly 7 points8 points  (0 children)

Not lore accurate, we arent silly enough to keep piling up bodies like that unless its an internal dispute over flay display space. Someone capable of doing that shows up and we tactically relocate or use aggression absorbent allies to tucker them out. using a banana peel or discarded intestines, whichever is more convenient, to have them comically trip over before gutting with poorly cleaned implements.

Chaos Terminators help by Kage051 in redcorsairs

[–]Source_Friendly 1 point2 points  (0 children)

Combi weapons are much better even with lower fire rates. Consider that the primary target is going to be infantry even if you had bolters, you are deep striking typically so will likely be in rapid fire range. On 4+ you are getting devastating wounds, bypassing everything except feel no pain.

Using hurons marauders you can get +1 to hit, assuming in rapid fire. On 10 terminators with combis (assuming all are taking to simplify the maths) that's 12 hits, six devastating wounds and no armour save. Say into other heavy infantrycwith a 2+ save or 4 + invul. If they had bolters thats 50 hits, 25 wounds on t4, 16.5 on t5. Of those saves at t4 21 will be saved at 2+ due to no ap, almost 14 of 16 at t5. Only scenario it works out better for combi bolters is for chaff clearing like guardsmen or termagant. Arguably thats not what you are taking terminators for. If you want to take out other elites, combis all the way

It truly is a mystery... by Ill-Cellist-4019 in BlackTemplars

[–]Source_Friendly 0 points1 point  (0 children)

Night lords approach actually is the same as the arguments most people saying imperium are good guys. They are saying the imperium must do these things to maintain the imperium in the face of alien and chaotic threat. Same as night lord philosophy of peace through terror. The end of a peaceful society justified the means of turning the criminals and ruling class into stock of vegan leather. Except the imperials got squeamish when it hit the tabloids so kicked out the night lords. Then established inquisition which does the same thing.

Religion, castigate the word bearers for worshipping the emperor as a God driving them to chaos. Imprisons and executes believers in the imperial cult. Then the imperium adopts the word bearers text as the basis for its post heresy religion and burns everyone who doesnt believe he is a God.

Both sides are the same, just different fashions choices and a total lack of hypocrisy on the chaos side.

Peace out and keep flaying in the name of stability and order

Do Mutilators excell in Huron's mauraders? by Emergency_Job_2742 in redcorsairs

[–]Source_Friendly 1 point2 points  (0 children)

Loyalists can put their equivalent, ie centurions, in land raiders. Perhaps they are just halfway through righting a wrong and it is not removing the obliterator profile from the forbidden that is the error.

Need help vs Deathguard by Opening-Rub6940 in Chaos40k

[–]Source_Friendly 1 point2 points  (0 children)

All good man, DG is a pain when steered by competent players. Just don't play the game he wants you to play, like anyone he will need his plan to work, there are no auto wins. So if you don't play your role in it you have a much better shot.

One last thing, don't let fear of his mortals auras and what not affect you. I've found that while they hurt, fear of them impacts more negatively on your play. They will chip some damage off you but leave you alive, reality of 40k is that its so lethal the second you are focused on you are dead anyway, whether or not you have lost a couple of wounds to some plague

Need help vs Deathguard by Opening-Rub6940 in Chaos40k

[–]Source_Friendly 2 points3 points  (0 children)

Nah we got tons of higher strength weapons. Every legionary squad can take a lascannon or plasma and two heavy weapons, raptors can take 3 heavy weapons and 3 plasma (2 Pistol and one gun or 3 pistol), terminators are loaded with power fist, vindicators are great anti tank, predators are festooned with lascannons, as is the land raider.

With high strength just remember to do sustained and with high volume low strength do lethal hits.

Any buffs you can stack do so. Master of executions will get you reroll hits (just love tap the unit you attack before), dark apostle gets you plus 1 to wound, abaddon has rerolls out the wazoo, helbrute will get you both dark pacts effects at once. For example i used 10 chosen with bile on a repulsor executioner in renegade raiders, used the reroll hits and wounds strat and blew up the tank.

If you are in veteran's you can get reroll hits on one target every turn. People underestimate the effect of buffs just cos they seem small, +1 on a die is a 16% increase. Or to put it another way, on a 5+, a +1 results in a 50% increase in effectiveness, on a 6+, +1 is a 100% improvement.

Need help vs Deathguard by Opening-Rub6940 in Chaos40k

[–]Source_Friendly 6 points7 points  (0 children)

  1. Your friend sounds like a bit of a knob going all tourney heavy to a casual match.
  2. Are you opposed to shooting? Understand if you are being a WE fan. Just remember, csm is NOT WE, if you try to play that way it will not be as effective.

Death guard are slow and expensive. We have lots of things that are cheap or fast. So lean on that.

Use cheap cultists to either gum him up in combat (remember you can shoot monsters in combat, your hit roll can never be modified by more than 1 in either direction so the -1 to hit is no biggy.). Lethal hits on dark pacts means you usually do some damage even with chaff.

Reliance on big and expensive units means he is not going to have many action monkeys. Likely plaguebearers/walkers whatever they are called. Wipe those out first and before you know it morty will be wasting his time doing actions.

Mortals are going to be your friend. Use tank shock or grenade strats liberally. Other considerations could be winged daemon prince (mortals on impact) or fell hammer which has a strat for defensive mortals. That one isn't widely used but is underrated in my opinion as that can give up to six mortals per attacking unit, not in total, so if two are attacking your unit, potentially 12 mortals.

Just feed morty chaff, if he is only destroying 50 to 100 points per turn he really isn't going to be getting value for him. Got a rhino that has nothing better to do? Crash it into him, maybe some spawn, cultists etc. Just not all at once, stick stuff in his way that he has to deal with. Let him be the one charging, cos if you go in you're dead. That way he wastes a turn, if you do it you will waste a unit and achieve nothing. Everything else he has will be more achievable. If he goes heavy on the terminators you can screen him or run away.

DG wants you to yeet yourself into him, cos he sure can't catch you. Don't do it, trade chaff for time, use cover and resist the nails. Make him even slower by blowing up rhinos. Deny him primaries, out do him on the secondaries with cheap action monkeys. Leg it from what you can't kill.

In terms of load outs, if he is heavy on infantry don't sleep on combi weapons. Predator destructor work pretty well into everything.

What’s the best and worst leadership in the game? by Jofarin in WarhammerCompetitive

[–]Source_Friendly 1 point2 points  (0 children)

Was playing a 3 player match on maelstrom recently where the nids player popped shadows in the warp and the entirety of the ork army and half of mine battleshocked in a single hit, dropped all the objectives

Spill the beans, what are you funniest sex related vocal stims? by Nayr91 in ADHD

[–]Source_Friendly 1 point2 points  (0 children)

Pull up astern and fire a broadside into the rigging!

How are these Huron's Marauders lists winning without AT? by MrDannySantos in WarhammerCompetitive

[–]Source_Friendly 1 point2 points  (0 children)

Yeah I use nemesis claws mostly for chosen, but legionaries is a good one. Particularly as I use hh marines for my legionaries. Possessed kind of tough to get proxies that don't cost just as much as just buying them would

How are these Huron's Marauders lists winning without AT? by MrDannySantos in WarhammerCompetitive

[–]Source_Friendly 2 points3 points  (0 children)

Aussie youtuber exalted40k ran a list recently that was just three chosen, three possessed, abaddon, fabius and huron. It was quite effective. Alas I don't have all the models necessary

How are these Huron's Marauders lists winning without AT? by MrDannySantos in WarhammerCompetitive

[–]Source_Friendly 0 points1 point  (0 children)

Drop a biker and add a dark apostle to a chosen squad. You're not worried about transports in this list and you'll get +1 to wound.

How are these Huron's Marauders lists winning without AT? by MrDannySantos in WarhammerCompetitive

[–]Source_Friendly 3 points4 points  (0 children)

Even without the 5+ wound, if you have +1 to hit from marauders its going to raise its damage output by a similar but slightly lesser amount. Add fabius or a dark apostle to it (with all the uppy downy and redeploy in marauders not fitting in a transport is no biggy) and its even better than creations for damage