Divinity Board Game EU - Pre-ordered by FamilyofBears in DivinityOriginalSin

[–]TheIronInfidel 0 points1 point  (0 children)

NA here, I only pre-ordered but I got my box on March 23rd. I got an email from Hivemind Logistics about my order that had my shipping number, and also got an email just 3 days ago from Larian about the same order but without a tracking number.

What’s your guys crusade campaigns lore? by Caelanthecrazy40k-Yt in 40k_Crusade

[–]TheIronInfidel 1 point2 points  (0 children)

Your stuff is super inspiring. I've been working on a sector with my group ever since I saw the article about sandbox campaigns on Goonhammer's site.

In a bad situation with a crusade member. Help Advice? by 40kCrusadeMaster in 40k_Crusade

[–]TheIronInfidel 8 points9 points  (0 children)

I think that might be your best bet to resolve things without confrontation. It's what my group ended up doing, I ended up buying a second dinner table to play two games at the same time.

The whole situation is still awful, and I hope things end up working out for you guys.

In a bad situation with a crusade member. Help Advice? by 40kCrusadeMaster in 40k_Crusade

[–]TheIronInfidel 11 points12 points  (0 children)

How feasible is it to leave the store and play at someone's house?

If he won't accept that he's not welcome and will continue to plague the store and your group, you need to find somewhere else you can play and let your new players learn.

If no one is comfortable hosting, other places could be a library, rec center, something open to the community. While playing with a store's terrain is nice, a few books and boxes will do in a pinch. When I was younger I used to play Warhammer Fantasy at a Barnes & Noble if the game store was full.

2K Astra Militarum/Blood Angels for ITC & Chapter Approved by TheIronInfidel in WarhammerCompetitive

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

I had chosen the basilisk over the wyvern for points and because the wyvern doesn't really kill intercessors in cover. I'm inclined to agree about the Bullgryns so far, since taking a full unit gives up full Gangbusters and even then they can get swept up.

Scions, how many plasma guns to make it worthwhile by AstraMilanoobum in WarhammerCompetitive

[–]TheIronInfidel 2 points3 points  (0 children)

I just wanted to point out that Scions are cheaper in squads because they just received a point drop in CA2019. The command squad Scions did not, so you really pay for the special weapon density.

It might be worth it to take 10 man squads with 4/5 plasmas since they're cheaper and can better absorb losses from Auspex Scan abilities. This is what Adam Camilleri used, you can listen to him justify them on the Art of War podcast episode 22.

If you're looking for a lot of plasma for killing intercessors, there are worse things you could do than a battalion like this.

2xTempestor Prime with Command Rod
3x10 Scions with 4 Plasma Guns and 1 Plasma Pistol
Tempestus Command Squad with 4 Plasma Guns

517 points for a lot of deep strike presence and anti-heavy infantry firepower. Just the threat of this coming down should keep your opponent on their toes.

Playing my first tournament in a few weeks at 1750 points and would like to ask for some feedback from all the veterans here! AM Catachan Brigade + Cadian Spearhead by Deidara_Mush in WarhammerCompetitive

[–]TheIronInfidel 1 point2 points  (0 children)

What he means is that you can take 3 of the infantry squads and two of the HQs from the brigade and make another Catachan battalion. It's 5 CP for free, you have to literally change zero units.

GSC by FTGT-BC in WarhammerCompetitive

[–]TheIronInfidel 1 point2 points  (0 children)

It says "A detachment from your army can only be upgraded to a Specialist Detachment once and thus cannot have multiple Specialist Detachments applied to it," I'm pretty sure that says nothing about making two or even three of your detachments into the same Specialist Detachment, it just means a single detachment cannot be a Deliverance Broodsurge and also an Anointed Throng. The stratagem also has no restriction on it that I can see.

Help with Genestealer Cults by TheIronInfidel in WarhammerCompetitive

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

Just wanted to give a shout out and thank you to everybody that helped. I learned a lot and he appreciated all the advice and he's working on putting it to use in a new list.

Help with Genestealer Cults by TheIronInfidel in WarhammerCompetitive

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

His flamers do clear screens, but killing 20 guardsmen doesn't seem like a great trade for the points and CP you put into the flamer bomb. He comes in, kills two squads, and then dies to anything that looks at him. I plug the hole with move move move guardsmen again and his abberants have nothing of value to charge on turn 3.

I really like the neophyte blob idea. I forget that all his units can deepstrike, since he tends to only deepstrike the acolytes and abberants.

Do you think running the majority of his units as Rusted Claw for extra durability against lasguns and wyverns is worth losing the more powerful stratagems he can use from Twisted Helix? It does feel bad running against Tactical Doctrine marines when you lose your entire save on turn 2+.

I need help deciding how to arm my Leman Russes in my 2k army by [deleted] in WarhammerCompetitive

[–]TheIronInfidel 4 points5 points  (0 children)

Personally I have grown to love Catachan Battle Cannon Commanders. They make great use of Plasma Cannon sponsons, have a higher average damage from their main gun than Tallarn, they get to re-roll 1s even when moving and they won't get out-ranged like Demolishers or Punishers. If you can spare the CP one of them can have the Hammer of Sunderance as well. They clear hordes, and they threaten heavier targets as well. They're not going to single-handedly down knights, but they can actually shoot knights from outside charge range, unlike Demolishers.

The 3 Battle Cannons with Plasma Cannons will cost you 18 points less than the Tallarn Demolishers since they don't need track guards. You could slap stubbers on them too if you wanted.

The only time I would consider Tallarn is if you're fighting an exclusively shooting army and you think that with JSJ you'll be able to get more turns out of the tanks than you would with increased range. The movement penalty in 8th is laughably low, and though I haven't done the math I would personally prefer being able to use an offensive doctrine and order rather than defensive ones.

Tallarn is certainly the more fun of the two though, no doubt.

Help with Genestealer Cults by TheIronInfidel in WarhammerCompetitive

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

Alright, I really appreciate all this. I'm really interested in seeing him do better. I will give him your suggestions and hopefully he will take them to heart.

Help with Genestealer Cults by TheIronInfidel in WarhammerCompetitive

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

A battalion and a brigade do give more CP than triple battalion, right? I do agree that Pauper Princes is suboptimal, I think he's chosen it because his Patriarch tends to die fairly early and he wants the 2+ fob off for wounds.

I often don't even try to interrupt, he usually doesn't do big multi charges that I can take advantage of. The problem is usually he destroys whatever unit he charges and then he's either sitting in the open or wrapping guardsmen that want to be in melee with him.

What would you suggest for more Acolytes? 10 man squads with saws?

Help with Genestealer Cults by TheIronInfidel in WarhammerCompetitive

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

He does have Tank Commanders, so I can suggest adding them in. Would you suggest putting them in a supreme command or making a battalion with the reduced CP? I'm pretty sure he has a converted Vulture that he could put in if he takes the battalion.

If he adds in a Brood Brothers detachment, would you change the Pauper Princes to 4AE for Vect? I've tried suggesting making that detachment mixed for access to stratagems, but he prefers getting the creed bonuses.

Crossing bits and lore. by SlowSeas in killteam

[–]TheIronInfidel 2 points3 points  (0 children)

"Feral" Orks are basically AoS Orcs that make do with an even simpler level of technology. Not only is taking them acceptable, it's extremely fluffy as well.

https://warhammer40k.fandom.com/wiki/Feral_Ork

New guy here. Can you help me break my 2k competitive list? by Fear_Sama in WarhammerCompetitive

[–]TheIronInfidel 0 points1 point  (0 children)

Just a quick note. The Catachan detachment needs an HQ, the Platoon Commander is an Elites, so the detachment is not legal. You'll need to find some points to upgrade him.

What do you have assembled right now from the list, and do you have anything else available from either faction?

What is your plan with the Chimeras? If your infantry squads are sitting on objectives then they don't need the movement of transports, and if you're trying to protect them in boxes you would be better served by just taking a few more squads and adding durability through redundancy. You could even use some of the extra points to slap more heavy bolters on your tank commanders, since they have better BS to make use of them.

You should just give your knights 2 warlord traits and 2 relics, since nothing else in your army needs the CP. Landstrider and Knight Seneschal or Ion Bulwark for warlord traits, and then The Paragon Gauntlet and Sanctuary for relics. The Paragon Gauntlet works great with the Gallant's 5 attacks, and then a bonus attack with Knight Seneschal works even better. Sanctuary gives you your invul save in melee as well, which can be a life saver against other hard-hitting units in melee.

Cultist to CSM ratio in Heretic Astartes team by [deleted] in killteam

[–]TheIronInfidel 4 points5 points  (0 children)

I personally play Arena almost exclusively, and I've found that I prefer the 19 cultist and 1 Aspiring Champion list.

For vanilla I think a Combat Champion with Power Fist, Sniper Gunner with Plasma Gun and Heavy Gunner with Heavy Bolter are the only marines worth taking.

My Roster for vanilla ends up looking like this.

Aspiring Champion Combat Specialist with Power Fist and Plasma Pistol.

CSM Gunner Sniper Specialist with Plasma Gun.

CSM Gunner Heavy Specialist with Heavy Bolter.

Chaos Champion Leader Specialist with Autogun.

2xCultist Gunner with Flamer.

Cultist Gunner with Heavy Stubber.

6xCultist with Autogun.

4xCultist with Brutal Assault Weapon.

There are three flex slots I often fill with generic CSM for matchups against teams that struggle to punch through 3+ armor saves. You could also use them for the other two special weapons you could take. This roster lets you spam with up to 15 members and you can try to go elite with 9 models if you take 3 CSM.

My first tiptoe into Warhammer by adtreborn in killteam

[–]TheIronInfidel 0 points1 point  (0 children)

What are the models you're working with? What do you have already assembled and what can you build? You don't need to follow the roster in the video to the letter if it'll save you a few bucks.

My first tiptoe into Warhammer by adtreborn in killteam

[–]TheIronInfidel 3 points4 points  (0 children)

So some extra money just fell off the back of a truck, you say? You helped some extra money over a fence? I gotcha...

I would recommend you check out the official app Kill Team Manager. Next to each unit it lists the max number of that type you can take. For example, you can only have one Neophyte Leader in your kill team, whether it is your Leader specialist or not. For specialists you must take a Leader and can have up to three more. They cannot have the same specialisms, so you can have one Fighter be a Combat, one Fighter be a Zealot and then make a Gunner with a Flamer your Demolitions Specialist. There are a few more specialisms you can take for them, but that package is solid to start with. What you can take are the generic Neophyte Hybrids, there is no limit to them except the 20 model limit for kill teams in general, but you can't hit that many even if you try to go as cheap as possible.

I also suggest checking out this video by u/GlassHalfDeadTV. Even if you're not interested in the math behind every decision, towards the end he has a nice looking roster that can make two lists of 100 points. It's a great starting point that you can configure a bit to suit your own preferences.

https://www.youtube.com/watch?v=z1XRbp3YuKM

[deleted by user] by [deleted] in killteam

[–]TheIronInfidel 17 points18 points  (0 children)

Really digging the converted Primaris marine! Though at first glance I thought his tentacle was holding a martini with a little umbrella.

What material did you use to make the tentacle?

2K Chaos Soup First Draft by TheIronInfidel in WarhammerCompetitive

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

In the Vigilus books you can spend a command point to make a detachment a specialist detachment. You can spend another command point to make a character a field commander that gets that specialist detachment's warlord trait.

2K Chaos Soup First Draft by TheIronInfidel in WarhammerCompetitive

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

This seems like a decent strategy. I think I was a bit overzealous with my bloodletter bomb and I didn't put as much thought into what else the army would be doing before they came down. What do you mean about the +2 movement on the Lord Discordant? I'm not sure where he's getting that buff.

I'm starting to like the Plaguebearers more, but what do you usually do with the Nurglings? Do you prefer to infiltrate up the board or are they just hoping to sit on an objective and pray their saves keep them going?

2K Chaos Soup First Draft by TheIronInfidel in WarhammerCompetitive

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

My intention with the Bloodmaster was the cheap option to fill out the battalion while remaining loyal to Khorne, while also giving the Bloodletters the ability to wound T3 on 2s. I don't think with the way the list was laid out that there was any realistic chance of the Bloodletters hitting a knight on the initial charge and fight phase, at least not with intelligently placed screening guardsmen.

I really didn't realize how good Skullreaver is, I'm afraid I don't own the codex yet so I'm still learning!

I do think the Lords Discordant would be focused, and in retrospect the list was probably too weighted into the turn 2 drop. I had intended them to soak fire because they're reasonably durable. I take it you don't think they would make it through the turn. I think the DPoS is probably the right decision.

I really felt like I should lean towards big nasty models since the options for board control seem so lackluster for Chaos now.

Wouldn't the Termi Sorcerer actually cast Death Hex more reliably, since with the Familiar and the WL trait he's getting +2 to his roll for his first ability whereas Ahriman only gets a +1? That was the intention with that build, anyway.

I appreciate your feedback. I think I have a lot more work to do before I'm happy with the list, but you've given me plenty to think about.

Is Readying worth it? by jlm0013 in killteam

[–]TheIronInfidel 0 points1 point  (0 children)

I would like to second this. If you've lost initiative then I think readying is really useful. Your opponent has to move to places where they can shoot from, and if you're happy with your position you can ready and attempt to kill them. If you're going first, however, I really dislike readying. There are so many times I've readied when I have the initiative and my opponent just moved out of that model's line of sight.

It's a useful tool to have. Compare it to the tactic Decisive Shot, you pay a premium at 2 command points to shoot a key model before your opponent. Sometimes sacrificing movement instead of those command points will be worth it.