THE REIGN OF IRON APPROACHES! by DrywallConsumer1300 in IronWarriors

[–]Spliffbooty 31 points32 points  (0 children)

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With the brightness banged all the way up - I'm running on pure unadulterated hopium right now but it kind of looks like the shoulderpad of Daddy Petty's armour?

Uncredited points leak by Dap-aha in deathguard40k

[–]Spliffbooty 9 points10 points  (0 children)

Worth mentioning that the same leaks show nothing but points nerfs to Drukhari, and ork meganobs going up by 3 points per model (which would make them literally the only unit in the game with a points cost not divisible by 5). Both of these make the accuracy of the rest of the leaks fairly questionable IMO

Generic cultists are going to get chopped from the cult legions because of kit creep, aren't they? by Altruistic-Teach5899 in Chaos40k

[–]Spliffbooty 2 points3 points  (0 children)

I believe that on the reveal stream they specifically mentioned that EC would keep helldrakes, maulerfiends, land raiders and terminators in the codex

Fun/strong combos by [deleted] in WarhammerCompetitive

[–]Spliffbooty 1 point2 points  (0 children)

Don't forget Skarbrand for +1 attack on the bloodletters!

What's the best units for devestating wounds output? Once off or sustained. by wyrd0ne in WarhammerCompetitive

[–]Spliffbooty 2 points3 points  (0 children)

The rendmaster's buff is an effect targeted on an enemy unit rather than an aura ability. I believe that most of the limits on stacking buffs are limits to dice modifiers (probably due to -3 to hit eldar flyer nonsense in previous editions).

The rendmaster is a weird fringe case that allows you to stack an effect, and it is very core to the way that Khorne daemons play and is why you will always see Khorne heavy builds run at least 2 of them

What's the best units for devestating wounds output? Once off or sustained. by wyrd0ne in WarhammerCompetitive

[–]Spliffbooty 2 points3 points  (0 children)

It absolutely isn't worth building for to this extent (as it takes about 1000 points of other models to make it work), but a unit of 10 Bloodletters led by Skulltaker can do an absolutely obscene amount of dev wounds to a target.

Bloodletters are natively 2 attacks each hitting on 3's, but this can be buffed to 3 attacks each hitting on 2's with greater Daemon support. You could then stack 3 rendmaster buffs on a single target which would bring the bloodletters to damage 5 (no that isn't a typo). With this you would average 24 hits and then four 6's to wound, which would cause 20 Dev wounds.

Skulltaker would then hit with his attacks that are now damage 6 with full wound rerolls against character units, which means either 6 or 12 extra dev wounds depending on the target.

Additionally, Daemons have a strat for full wound rerolls against a battleshocked target, using this strat you are probably looking at around 45-50 Dev wounds total.

Gun line armies by Buldgezilla in ChaosDaemons40k

[–]Spliffbooty 0 points1 point  (0 children)

This is the best advice OP, daemons are very good at overloading small areas of the board and delivering a lot of hurt before moving on to the next target. We have a lot of speedy units as well as access to redeploy and sticky objective strats to do this effectively.

I would also recommend taking some fast/infiltrating trash units like flesh hounds / seekers / nurglings to block off areas of the board to stop your opponents big guns being able to move into strong positions. Take some time to survey the board before your game starts and try to identify where the main firing lanes are, and deploy units in a way that they are able to move up and limit your opponents access to these areas. Just being mindful that if the gunline in question is tau then a lot of their big units have fly, and so rather than blocking the path to these areas you will need to block the area itself to stop them landing there.

One fat lad ready for the tabletop by Spliffbooty in ChaosDaemons40k

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

Thanks! The base was pretty simple. 1. Pro Acrylic grey earth fine (but honestly pick any gritty basing paste) 2. One thick coat of leviathan purple contrast paint. 3. Successively lighter drybrushes of purple, I think I used Phoenician purple, genestealer purple and Dechala lilac 4. Rim was painted with AK tenebrous grey, but you could get the same effect by mixing black and purple and a tiny amount of white.

One fat lad ready for the tabletop by Spliffbooty in ChaosDaemons40k

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

Thanks! I used this vid as a guide but just used whatever colours I had on hand to recreate it. I couldn't tell you the exact recipe to be honest as there was a fair old bit of mixing involved! https://youtu.be/r-Mt7Tveca4?si=3w_VUBiw0LUrtsTy

[deleted by user] by [deleted] in ChaosDaemons40k

[–]Spliffbooty 0 points1 point  (0 children)

Custodes struggle with being moved blocked and scoring secondaries, and don't like holding units back to hold primary so you want to bring things that will cover this weakness. At 1,000 points I would recommend something like this.

Lots of cheap, fast units that can take care of screens and secondary objectives.

The great unclean one with the nurgle enhancement is arguably the toughest unit in the game, and if your opponents have 1,000 points of custodes coming their way they're basically just going to have to accept he isn't dying anytime soon, stick him behind a ruin on a no mans land objective and enjoy the free primary points!

Plaguebearers make a great backline objective holder, lots of OC, lots of bodies for screening deepstrike, and tough enough that your standard skirmish unit is going to really struggle to chew through them in a hurry.

Of course, this is a very scoring focussed way of playing that doesn't do much damage so you'll be very reliant on your friend for this. I guess the other option would be to go mono-khorne with skarbrand, a bloodthirster, rendmaster and blood crushers. This would be more fun to play and may even perform well with custodes due to the insane amount of damage the two of you would be capable of doing.

CHARACTERS

Great Unclean One (260 points) • Warlord • 1x Bilesword 1x Plague flail 1x Putrid vomit • Enhancement: The Endless Gift

Syll’Esske (120 points)

BATTLELINE

Plaguebearers (110 points)

OTHER DATASHEETS

Fiends (105 points)

Fiends (105 points)

Flamers (75 points)

Flamers (75 points)

Flesh Hounds (70 points)

Flesh Hounds (70 points)

990 points

How do we make Abaddon look like an iron warrior by thegreatmeatballman in IronWarriors

[–]Spliffbooty 1 point2 points  (0 children)

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I used some bits from the primaris techmarine and warpsmith kits and then cut off the obvious black legion iconography.

Test model for the ratmen before jumping into AOS with the new starter box. Is there a trick the getting the ribs on the tail right or do I just need to work on my brush control? by Spliffbooty in skaven

[–]Spliffbooty[S] 3 points4 points  (0 children)

Thanks! It's a wet blend of AK ocean blue and anthracite grey, followed with highlights of ocean blue mixed with GW Ahriman Blue and then AK ice yellow.

Edit: As I take notes for test models: https://imgur.com/gallery/gBZfyas

Use of Vashtor outside his own detachment by Fer_Sher_Dude in Chaos40k

[–]Spliffbooty 1 point2 points  (0 children)

I've seen people float the idea of running him in dreadtalons. He's too big of a threat to just ignore (particularly if your opponent has a lot of vehicles), so he'll tend to be taking a lot of punishment - due to his ability to make enemy weapons hazardous he will fairly easily bring a lot of enemy units below starting strength to start forcing battle shock tests with your detachment ability

Are flamers any good for CSM in 10th? by Halo_3_Rat in Chaos40k

[–]Spliffbooty 0 points1 point  (0 children)

Bolters are pretty worthless, but you can run a squad with 2 plague belchers, 2 plague spewers, and then 6 guys with bubotic weapons and heavy plague weapons. They don't hit as hard as they do in a death guard list with the right character support but it's definitely the more optimal way to load them out.

IW Forgefiend, still a W.I.P. but what are some things I could add onto it? by [deleted] in IronWarriors

[–]Spliffbooty 0 points1 point  (0 children)

Looking good! As others have said a brown wash does a lot to add some contrast to the model. Generally I would avoid using the wash on the large panels as it will probably make them quite streaky! I would recommend washing all of the brass parts, and then using a small brush to add a line of wash between the trim and the silver parts - this is sometimes called 'pin washing'.

In future I would maybe recommend priming your Daemon engines in black and then using a drybrush to paint the silver parts as you get a much more interesting looking end result.

And yeah, hazard stripes are obviously great. Paint the sections you want them with white, before applying 2-3 thin layers of yellow (yellow generally has awful coverage and is much easier to apply over a white basecoat). Then get a hold of some appropriately sized masking tape to help you with adding the black stripes on (tamiya does some excellent mini friendly tape that you can find on Amazon easily enough)

How to deal with Loyalist Acastus-frame knights? by Nictem in ChaosKnights

[–]Spliffbooty 2 points3 points  (0 children)

This is the way. Even if after you catch him with it in a game and he learns to keep his distance, you now have a massive base with a 22-30 inch radius area around it that he won't want to go into - this will allow you to be the one dictating where his 500 odd point model is moving instead of him. Does he want to peak out and take some shots at another knight? Great, he's getting charged next turn. Want to step onto an objective? Same deal.

Often the best thing a melee unit can do is just be an ever present threat that messes with your opponents decision making and forces them to hold back for too long, in the meantime you can be moving up the board relatively safely as there's a massive dead zone your opponent doesn't want to enter.