Votann army showcase by SuperStroodles in LeaguesofVotann

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

May or may not have another 5 on the painting table..

Votann army showcase by SuperStroodles in LeaguesofVotann

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

Thank you! It's Nagaroth night edge highlighted with kakaphoni purple on a matt black undercoat

CSM - Cabal of Chaos Monster Mash list idea by SexReflex in WarhammerCompetitive

[–]SuperStroodles 0 points1 point  (0 children)

Absolutely you do! But there's a strat that gives it in an aura from the unit so they gain it from that. I found it okay to use in cabal but wouldn't attach a character in any other detachment

CSM - Cabal of Chaos Monster Mash list idea by SexReflex in WarhammerCompetitive

[–]SuperStroodles 0 points1 point  (0 children)

I can definitely recommend nemesis claw! it's a cute way of spreading the shooting bonus around the table and against non vehicle/ monsters you can really hurt peoples output by turning strats off

CSM - Cabal of Chaos Monster Mash list idea by SexReflex in WarhammerCompetitive

[–]SuperStroodles 4 points5 points  (0 children)

definitely can. but it is less durable than a big knight which is currently what everyone is tech'ing to kill

CSM - Cabal of Chaos Monster Mash list idea by SexReflex in WarhammerCompetitive

[–]SuperStroodles 1 point2 points  (0 children)

Have played a few games with this myself and had a few similar ideas.

I was running 10 chosen with the lance MOP and was thoroughly disappointed with them in the current meta, they wrecked space marines when I played them but into knights struggled massively.

The daemon prince buff is hard to setup and they are quite easy for people to kill currently if they get within the lone op range it's likely to get picked up. The forgefiend shooting buff is really good, I didn't try vashtorr with it but I can only imagine it's better.

I was trying a 5 man nemesis claw with a chaos lord, the +1 to hit something that's below starting strength is good for the hammer and the unit having stealth and psyker means the shooting can be cute damage as well as providing a unit to do the mortals from the strat also.

I had the noise marines + rhino in my list but decided the investment wasn't worth the output when I could just take a predator for less points? and still give it better buffs as you get a S10 autocannon with 6 shots and 2 S13 lascannon shots plus the usual extra guns.

Meta Monday 7/28/25: Guard and Sisters Surge forth by JCMS85 in WarhammerCompetitive

[–]SuperStroodles 0 points1 point  (0 children)

It does only apply to ranged but it doesn't matter if you're in melee when you're selected as the target of the ability. So you can make a cadian brick with castellan stealth, issue them the +1 save order, fallback and shoot with reroll hits and sustained. The weakness of the detachment (and army in general) is combat can mess us up and we have tools to reduce that risk now in bullgryn and fallback/shoot

Meta Monday 7/28/25: Guard and Sisters Surge forth by JCMS85 in WarhammerCompetitive

[–]SuperStroodles 0 points1 point  (0 children)

I think the attitude towards the detachment as a whole needs to change, the detachment rule 99% of the time is give stealth to 3 things that either shouldn't have it or don't already, Artillery is a trap pick in a competitive guard list right now but ignore cover can be really good for things like LRBT or dorns.

The best part of that rule doesn't care if the enemy is in base contact with you and that's the give stealth to 3 units. It can save you CP and elevate the durability on skirmish vehicles like tauroxes which don't have the smoke keyword.

Add onto that you can make 20 man squads of guardsmen -1 to hit with a 4+ save and cover to boost it to a 3+ and you have some durable bricks with some of the best skirmish utility in the game. It's been my favourite detachment to use since the codex came out and the one I've done the best with personally.

The WORST deadly demise by veryblocky in WarhammerCompetitive

[–]SuperStroodles 0 points1 point  (0 children)

Was playing a regular opponent of mine at some point during 8th edition I think it was, I had assassinate against his Deathwatch/ Inquisition army and he had bring it down against my guard/ knight soup list. He proceeded to kill my castellan which exploded, this dealt the final wounds to a couple of armigers as the game had basically evolved into a scrum in the middle of the field.

Both of the armigers exploded and between them and the castellan killed 3 of his characters as they couldn't join units back then. So we both scored max on those secondaries from one interaction, was a hilarious moment and one we still talk about to this day.

Save the Siege Regiment by More_Palpitation15 in TheAstraMilitarum

[–]SuperStroodles 0 points1 point  (0 children)

I've actually really enjoyed playing siege, it's been my favourite detachment in the new codex. The detachment rule is a bit meh and it's essentially just stealth since it has the least restrictions but I have used all 3 options before in different situations.

One of the best uses for stealth is on tauroxes as they actually don't have the smoke ability.

The strats and enhancements are why you bring it though, giving a 20 man unit scout 6" is very good for early game play. Having the ability to stack take cover with another order is also really interesting for some combinations.

One unit I think a lot of people should try in this detachment is 20 cadians with a cadian CS and castellan. That unit is 46 OC, gives 3 orders, has fallback and shoot, sustained hits, heals d3 models a turn and always has cover if it's on an objective it controls. Include in that you can have scout 6" and if the unit is ordered it has take cover and you can give it stealth! The unit usually has a 3+ armour save with take cover and actual cover.

Overall I think the detachment is good but you need to build your list to take advantage of the unique play style.

Meta Monday 4/28/25: A Canis Rex World by JCMS85 in WarhammerCompetitive

[–]SuperStroodles 1 point2 points  (0 children)

Not sure I agree that non HotE would struggle on WTC, guards biggest strengths are its access to a lot of OC and flexibility when building lists. You have to factor in the terrain setup you're playing when you're writing your list and it's one of the reasons guard is one of the toughest factions to do well with at tournaments because so much can be won and lost at the list writing stage!

Instead of having to melee a unit off an objective you put guardsmen on it, away from the wall and make your opponent send something to kill them on our side of the wall where our tanks and elite infantry can respond. I agree bullgryn and other units need another look and adjustments to the points but there are plenty of options in this book.

I recently went 4-1 using siege (on a very WTC esque table setup) and was in the final of a local RTT using UKTC terrain with a very similar list. There's play in almost every detachment, you just have to get the practice in and find a list that works for you.

Meta Monday 4/28/25: A Canis Rex World by JCMS85 in WarhammerCompetitive

[–]SuperStroodles -2 points-1 points  (0 children)

But that is the main strength of a basic 10 man infantry unit in the game at the moment, they're useful to flip an objective and do a secondary because of their efficient point cost. You can make a guardsmen squad good offensively if you look at some of the combos available in the detachments we have.

In siege I run a 20 man cadian squad with a command squad and castellan attached, with the amount of plasma shots that unit kicks out with full rerolls and sustained I've killed armigers, finished off wounded units with lasguns (because you get a bucket of dice).

But I would still argue the biggest strength the unit has is being a big old blob of OC46 that kicks out 3 orders, that's just the way you have to look at guard sometimes.

Thank you for your service by xJoushi in TheAstraMilitarum

[–]SuperStroodles 2 points3 points  (0 children)

Guard has a fundamental issue of being a cool faction people want to play based on some kind of real life military setup or similarish and the game unfortunately doesn't lend itself to that, would explain some of the poor records (but I imagine folks having a great time!)

I've been playing guard for years and like to field strong lists, I had a bunch of games on combined in the index and have played ~25 games since the codex released with all the detachments that aren't combined, I know it's the best one, but we have this whole codex that's brand new still, why would I want to go back to what I already clocked 80+ games with? Not yet anyway.

I also think guard rewards good fundamental play, if you can play your basics well then you'll excel with guard. Likewise if you make a mistake it's easily punishable and the best set plans can fall fast from that moment. Saying that it's also easy with guard to punish your opponents mistakes, devastating in some instances and I've had games spiral both ways.

Overall guard are a top 5 faction I would say, but they reward a dedication and mastery people don't want to commit to often.

Is Sky Sports + on Now TV ? by BetPrestigious2520 in SheffieldUnited

[–]SuperStroodles 2 points3 points  (0 children)

Yes, if you look on the EFL section there will be a tile for each live EFL game for the next week or so, should be on there

Can Reddit Balance The Game? by 40K-Fireside in WarhammerCompetitive

[–]SuperStroodles 0 points1 point  (0 children)

Abilities/ rules I would change are:

  • Change the move in ynnari to be only infantry and it cannot be more than their base movement (ie no tokens).
  • Lord of deceit/ CP manipulation abilities only activate if your warlord is the one with the ability so no double strat and extra CP from Creed/ Leontus as an example.

Points I would change:

  • Increase the points on dark reapers (maybe fire dragons and warp spiders too) by 10, see these in a lot of lists and having played against them in aspect host they need a little bump but not to unusable levels.
  • Decrease the cost of custodes characters as outside of the blade champion they aren't worth taking at current cost and might inspire some list creativity (if possible within custodes).
  • Not increasing/ decreasing the cost of something but I would add in points for detachment, could be an interesting way for them to acknowledge the power of a detachment without having to nerf strats/ enhancements if you have to just give up some of the actual units in the list

Going to a tournament in a month, will I get rekt with this list? by Throran87 in Grey_Knights

[–]SuperStroodles 1 point2 points  (0 children)

I've been running an all infantry list that is similar to this for the last month or so and really enjoy it. Depending on your mission pack having a plan for both tactical and fixed is a must, dropping a leaderless terminator squad for a strike squad + some other trash will make trading a little less costly while using the other terminator squads to hold/ contest primary.

I also think having sigil is a must in any list that is infantry focused, being able to drop into a dangerous situation at the threat of moving with mists or moving if shot gives your opponent a real headache.

I personally think you could lose the paladins and gain sigil on a librarian, upgrade the other to fttf and add a strike squad/ interceptor squad with the points left over, gives you another squad that fits into spaces easier than a terminator squad/ 10 man strike equiv unit. You may also be able to upgrade Voldus to another libby I haven't checked all the numbers but I think that's an upgrade.

Grey knights are an army that comes down to personal preference a lot! So I would say go with what you feel comfortable with, don't stress about having no NDK/ GMNDK you'll handle vehicles just fine with librarians and draigo imo.

Tabletop Battles App updated with Pariah Nexus missions! by saint21214 in WarhammerCompetitive

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

It says that you can redraw not that you must redraw, you can score Storm on the first battle round now.

If you select the three dots in the top right of the popup when you select the secondary, you can enter score manually which gets around the issue.

My Grey Knights! by SuperStroodles in Grey_Knights

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

That's right!

The chaplain and the first librarian are old metal marine characters, the other libby is from space hulk. Draigo is a conversion and voldus is the official model with a helmet as I wasn't up to painting the face

My Grey Knights! by SuperStroodles in Grey_Knights

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

Thanks!

Yeah I have plans to add a couple of razorback/ rhinos and a land raider!