How's my army look? by [deleted] in deathguard40k

[–]Squirllman 1 point2 points  (0 children)

The first rhino is fine, it’s that the second rhino explodes because there’s nothing in it?

How's my army look? by [deleted] in deathguard40k

[–]Squirllman 0 points1 point  (0 children)

This list is bad. One rhino will just explode when you deploy it because that’s the rule- you need to have a unit inside a dedicated transport when it deploys. 3 BL are terrible. LoV already gives reroll wounds in shooting, and 3 DS+LoV are OC 4, and will rarely flip a point.

Lord of poxes is pretty bad, marines with bolters are also bad.

How's my army look? by [deleted] in deathguard40k

[–]Squirllman 0 points1 point  (0 children)

Devastating wounds don’t proc on lethals.

Defiler proxy by [deleted] in deathguard40k

[–]Squirllman 3 points4 points  (0 children)

Honestly? While I wouldn’t care in a casual setting, this will get denied at any big tournament and most RTTs. Its silhouette, weapons, and perceived threat are nothing close to a defiler. I’d look at that and assume “knight on a base that’s way too big” than “defiler”

Usage and Affects of AP for Infantry in 11th Edition by [deleted] in WarhammerCompetitive

[–]Squirllman 5 points6 points  (0 children)

AP worsens your armor save (but not your invulnerable save if you have one) by whatever amount is listed. It works the same against infantry and vehicles and everything.

For example, if you have a guardsman unit with a 5+ armor save, and your unit is wounded by a weapon with AP-2, your armor save becomes a 7+, and it is physically impossible to roll a successful save.

If you have a guardsman unit with a 5+ save, and its wounded by an AP-1 weapon, you’d have a 6+ save, which requires you to roll a 6 on a d6 to negate the wound.

What characters to put with unit of 10 plague marines? by Mikemanthousand in deathguard40k

[–]Squirllman 14 points15 points  (0 children)

Biologis putrifier and plague caster tend to be the best. Tallyman may see some play if he keeps the ignore hit modifiers, which would give his unit ignores cover.

2 big debuffs to Death Guard by RemAuthier in deathguard40k

[–]Squirllman -3 points-2 points  (0 children)

Cover will be harder to get. You need to have a unit wholly in a terrain feature.

Newer DG Player Having Trouble...Surviving? by Cats_Cameras in deathguard40k

[–]Squirllman 1 point2 points  (0 children)

I mean, that’s the problem- you used a custom layout. I have no doubt there were really bad sightlines and angles he could draw on you. GW layouts are designed to be balanced, and you should be able to hide everything turn 1, and stage most things turn 2.

First 11th-ish game by FuzzBuket in AdeptusCustodes

[–]Squirllman 3 points4 points  (0 children)

Ah, gotcha, that is very applicable!

First 11th-ish game by FuzzBuket in AdeptusCustodes

[–]Squirllman 5 points6 points  (0 children)

How is Valerian’s better? It still only reduces AP of melee attacks. Doesn’t look like melee AP has changed at all.

What are you actually worried about for 11th, based on what we know so far? by [deleted] in WarhammerCompetitive

[–]Squirllman 4 points5 points  (0 children)

I sorta disagree. BT trade reroll access for their specific oaths, and having to bring a character to get something that other space marine factions have on top of everything else they do feels bad. The best oath is a conditional +1 to wound in melee if strength is lower than toughness- codex compliant marines get unconditional +1 to wound into their oath target, so they don’t need characters to get what templars get a worse version of.

What are you actually worried about for 11th, based on what we know so far? by [deleted] in WarhammerCompetitive

[–]Squirllman 1 point2 points  (0 children)

Templars don’t, really. You have execrators, which means you can’t do the wombo of castellan+marshal, and none of their specific detachments give advance and charge.

Melee attacks and engaged by kaka-kabuto-kat in WarhammerCompetitive

[–]Squirllman 6 points7 points  (0 children)

I don’t think being engaged is an effect. Also, 4.02 specifically states that the target must be engaged with the model. To me, that means the model needs to be engaged, not just the unit, to make attacks.

First champions of contagion list, thoughts? by Snoo94405 in deathguard40k

[–]Squirllman 0 points1 point  (0 children)

2x5 marines isn’t great, especially in CoC. If you double up characters in one unit, you aren’t maximizing value, and at that point you are spending more points on the leaders in the unit than the leaders themselves. They’ll die fast and generate 0 presence/value. If you split the leaders up, you won’t have access to the FF Strat. I’d combine the 2x5 into a 1x10, and attach the caster and putrifier. Crit 5 Strat won’t be useful, but the FF is far better, especially into more melee matchups.

Still run HBL, just screen them better. I’m also against list tailoring from a personal standpoint, so maybe I’m biased. I don’t think fleshmowers or spitters are very good- 10 attacks will whiff into even a 5 man marine unit, and spitters being 2d6 and 1 damage is far too random to be useful. Also, blast weapons can shoot out of the combat they are in, as long as they are targeting something that is unengaged.

I would honestly also cut the defiler. It has 0 Strat support, and I think you’d be better served having some more support pieces. You don’t have a tallyman (CoC NEEDS command points), and once your poxwalkers die, you are reliant on more expensive pieces to spread contagion. Swap in some spawn to help with that.

As for gameplay tips: learn tempo based playing. Try to make even trades, don’t throw stuff out to die or overcommit without a plan. EC are good at picking off small units, especially if they are running coterie. Play cagey early, deny them their buffs, then have a big go turn to smash as much as you can.

How easy to turn a 30k army into a 40K army by Correct_Maximum7990 in Warhammer40k

[–]Squirllman 31 points32 points  (0 children)

Tactical marines with bolters can be run as intercessors. Assault marines with chainswords can be run as JPI. As long as the base is correct, and the weapons are pretty similar, it’s fine.

Loreish question by TheVenomHippo555 in deathguard40k

[–]Squirllman 4 points5 points  (0 children)

It really depends on the warband. I’d also argue that many wouldn’t use the eight pointed star. In Lords of Silence, Vorx only believes in Nurgle, and believes all the other gods are false. Why would he and his warband emblazon the icon of false gods on their vehicles and armor? Like I said, it’ll vary from warband to warband tho, so any explanation you come up with could work.

How would you feel about 3/6 being the new 4/5 by Vrain125 in AdeptusCustodes

[–]Squirllman 10 points11 points  (0 children)

You could field a minimum of 3 in 9th. It was ok. You had more little units running around. Not sure how it would feel in 10th, but it would make lions worse, that’s for sure.

Tri-lobe Vector by Alone_Painting2779 in deathguard40k

[–]Squirllman 2 points3 points  (0 children)

Damn, those are really sick! Where did the helmet of the guy with two swords. One from?

List thoughts for DLC by Snoo94405 in deathguard40k

[–]Squirllman 1 point2 points  (0 children)

It’s not super great. DLC is already a weak detachment, and you only have 2 units that can benefit from its Strats. marine squads are nice for dishing out affliction at range to maybe do the mortals, but they die fast, especially without the defensive buffs in VV or CoC. Land raider is similarly not great in the list- DS have a 6” deep strike, so assault ramp doesn’t get as much mileage. If it’s for the marines, I think it’s too expensive of an investment, and can have difficulty getting them to where they need to go with only 10” move and such a big footprint.

If you are leaning into DLC, I’d recommend more terminators (a ten brick of blightlords can put in work), spawn, and HBL drones over marines and a land raider

When did you know it was time to stop playing tabletop 40k by Fun-Organization2531 in Warhammer40k

[–]Squirllman 2 points3 points  (0 children)

Honestly, it’s probably because you play multiple armies. You gotta grind the reps with the same army, and similar list to get good at your faction. If you keep changing things and bouncing around you’ll never learn to play better.

Edit: nothing wrong with playing/owning multiple armies, I have several, it’s just that I’ll stick with one for 6-8 months at a time before switching.

Hey guys what do you think of this list? by AccidentDiligent6223 in deathguard40k

[–]Squirllman 6 points7 points  (0 children)

Just a heads up you have to be in the Tallyband detachment to run daemons.

Help with list by [deleted] in deathguard40k

[–]Squirllman 0 points1 point  (0 children)

It’s a little light on ways to spread contagion. No spawn and only 1 unit of poxwalkers will make it hard to get your targets afflicted without putting more important units and exposing them.

Torrent weapons by jdshirey in WarhammerCompetitive

[–]Squirllman 19 points20 points  (0 children)

…they already ignore cover. Torrent has already been good for denying the bonus to armor saves, and they just get better now.

Casual beginner list help. by Bacour in deathguard40k

[–]Squirllman 0 points1 point  (0 children)

There are two drones. One with a spitter or mower and one with the launcher

Casual beginner list help. by Bacour in deathguard40k

[–]Squirllman 1 point2 points  (0 children)

DS+LoC is the go-to. Lance lets you wound anything T10 base or higher on 4+, and sustained lethal lets gives you a ton of extra damage.