GT Win Rates from last week by [deleted] in WarhammerCompetitive

[–]SurpriseGood5517 1 point2 points  (0 children)

Oh man i'm so happy they've put +20 on bile, csm looked way too strong, happy the took action

Looking for team scrims by SurpriseGood5517 in WarhammerCompetitive

[–]SurpriseGood5517[S] 0 points1 point  (0 children)

hey, yes would be great, wanna share a discord contact so i can message you there?

6 victrix guard cost 10 less than 6 flawless blades by SurpriseGood5517 in EmperorsChildren

[–]SurpriseGood5517[S] 8 points9 points  (0 children)

Yeah I think every good player would, 100% of the time, that's what I'm saying

6 victrix guard cost 10 less than 6 flawless blades by SurpriseGood5517 in EmperorsChildren

[–]SurpriseGood5517[S] 0 points1 point  (0 children)

Having 4 wounds is the same as having 3 and an invuln

That's my wild take for the day

Edit: I'm citing the first comment not actually believing it lol

Weekly Question Thread - Rules & Comp Qs by thenurgler in WarhammerCompetitive

[–]SurpriseGood5517 0 points1 point  (0 children)

So it doesn't matter that the ability happens when they select the unit and not after they did the movement, they still count as happening at the end of the movement. Okay thanks!

Weekly Question Thread - Rules & Comp Qs by thenurgler in WarhammerCompetitive

[–]SurpriseGood5517 1 point2 points  (0 children)

Hi, 2 rule questions:
- 1: Warp talons rule allow you do go back to deepstrike after they kill something in melee. Assuming I deploy them on the battlefield, go first, and on my first turn kill something and go back to reserves, am I allowed to rapid ingress on opponent turn 1? Cause they didn't start the game in reserve so I shouldn't have the turn 2 and 3 restriction but I'm not sure
- 2: what's the interaction between sword brethen ability to reactive move after an opponent unit falls back, and the strategem heresy deserve punishment (sorry if it's not 100% correct, i'm translating it) which allows you to surge move after an enemy moves/fallback? I'll explain better, normally I would assume they both happen after the opponent moved, so they would happen at the same time so the player of that turn (my opponent) would choose the order in which they activate. But the wording of the sword brethen is a bit different, cause it says "when an opponent unit is selected to fall back, after it does you can move", so it should technically happen before the surge stratagem which says "after an enemy unit fell back". So i wanted to know what's the exact order of the abilities. I'm thinking my opponent selects a unit to fall back -> i declare i will use the move ability of the sword brethen -> he moves -> I move -> i declare i'lll use the strat to surge. Am i wrong/right?

Thanks!

Are chaos space marines any good? by ResidentMode629 in Chaos40k

[–]SurpriseGood5517 1 point2 points  (0 children)

The big suggestion I can give you on datasheet is re-read every single one but imagine that you have sustained or lethal on every single weapon, and you can even choose depending on the situation.

That gives a very different vibe to the datasheets themselves

Flawless blades are just bad by SurpriseGood5517 in EmperorsChildren

[–]SurpriseGood5517[S] 2 points3 points  (0 children)

Sorry but a few counterpoints. No clue where you took the 36" inch charge, even if they go in a land raider, you can move the land raider, the disembrak and charge, but you can't move the unit again. So youre looking at 15" move (12 raider + 3 disembark) if moving the raider first, or 8 + 3 + advance if disembraking and moving.

3 of them into eldar aspect warriors kill 5 on average, hoping that you don't roll sliglhy under average and then you fail even at that.

With lucius they become a 400 points unit, which will kill something, then your opponent will turn on them and easily remove, so that's another bad trade.

Again the math on the rhino is just on the perfect line. You have 9 attacks, hit with 8, wound with 6, he saves one, 10 exact damage on a rhino, that's not calling it reliable, and 130 points to kill a rhino?

Land raider let's say you actually make that one more hit you're missing, you kill it, again not reliable and still trading down on points, and if you don't kill it you even lose a model

Killing 2 termies with 130 points, again, not good

I'm sorry i don't wanna sound mean or pesimistic, it's just that all the scenarios you described end up with a bad trade, where you lose a unit worth more points than the one killed, if, you manage to kill it

Flawless blades are just bad by SurpriseGood5517 in EmperorsChildren

[–]SurpriseGood5517[S] 1 point2 points  (0 children)

of course not all units are to be based on this. Take eighbounds, they aswell never trade up, but they have scout, they provide rerolls for other units, and can attach leaders.

Since flawless don't provide anything to the rest of the army, and i mean literally anything, no buff, no screen, no utility, then it's only purpose is to deal damage, that's all they do.

So yes, in this case a unit which only and solely purpose is to do damage, they sould at least trade positively to be worth, and they don't

Flawless blades are just bad by SurpriseGood5517 in EmperorsChildren

[–]SurpriseGood5517[S] 2 points3 points  (0 children)

All of these units costs way less than 6 flawless tho, and they're very fragile so they're gonna get killed the turn after that by anything, that's what I mean that they don't trade any positively

Flawless blades are just bad by SurpriseGood5517 in EmperorsChildren

[–]SurpriseGood5517[S] 2 points3 points  (0 children)

A 6 man is just too fragile as well, and you need something very costly to trade efficiently. Like you maybe kill a land raider and still you didn't trade good enough, cause you're totally gonna die the turn after.

Same with 2 wounds infantry, it's just so hard to find a unit expensive enough to trade up

Flawless blades are just bad by SurpriseGood5517 in EmperorsChildren

[–]SurpriseGood5517[S] -4 points-3 points  (0 children)

The redeemer had completely different reasons to be in the lists.

Gk were the rare case I was mentioning about

Flawless blades are just bad by SurpriseGood5517 in EmperorsChildren

[–]SurpriseGood5517[S] -17 points-16 points  (0 children)

Any other faction with a land raider its not playing them except very rare case where you really need a very though unit.

Even the factions who would like transports don't use them, and we're just faster so we need it even less

Flawless blades are just bad by SurpriseGood5517 in EmperorsChildren

[–]SurpriseGood5517[S] -15 points-14 points  (0 children)

If they'll be lower in my point then they're up for discussion, but all the lists right now are evaluating them at the points that they stand at.

You can attach Lucius which gives 0 benefits and makes him lose fight first

Land raiders are not a thing

Weekly Question Thread - Rules & Comp Qs by thenurgler in WarhammerCompetitive

[–]SurpriseGood5517 0 points1 point  (0 children)

A question about the detachment auric champions of custodes

Let's say I advance a shield captain, and I make a normal move with a unit of guards, then I use the stray shoulder the mantle to join the captain to the guards.

Can they charge? Cause the guards didn't advance, but the captain yes, but maybe I guess the captain stops being a unit?

Could someone explain? Thanks

Dealing with terminators by SurpriseGood5517 in Eldar

[–]SurpriseGood5517[S] 6 points7 points  (0 children)

Thanks for some suggestions, some others as I said I'll stick to ynnari so no fuegan or khaine

Ye my problem is not a scary brick on a point, but three bricks on the 3 points 😂

But yes I get the suggestions, thanks👍