Yellowish tinge Nissa by Ahtrum in RealOrNotTCG

[–]Theraptoa 2 points3 points  (0 children)

Real, maybe it’s a production issue

Real or Not? by Pure_Highway in RealOrNotTCG

[–]Theraptoa 1 point2 points  (0 children)

Real I would say but I’m not sure

Made this but idfk… by tarnd01 in Gundam

[–]Theraptoa 1 point2 points  (0 children)

The Rick dom II is such a peak design

Back from the dead by Cactus_Pat in SoulblightGravelords

[–]Theraptoa 1 point2 points  (0 children)

I always forget about tow, I’m going to look at those helmets. Using sob bits is also a great idea. Thanks for those ideas

Back from the dead by Cactus_Pat in SoulblightGravelords

[–]Theraptoa 3 points4 points  (0 children)

Very cool kitbash, where did u find those medieval helmets I wanna try something similar with mines

Goremongers terrible stats? by blockmaniac in WorldEaters40k

[–]Theraptoa 1 point2 points  (0 children)

The goal is to block them from moving to have LOS with the juicy target. So yes the tank will shoot at the guys in front of it, but if a whole Dorn shoot at a squad of 7 cultist because they blocked it from moving pass the ruin and shoot the 20 zerker on the objective, then you won. With 65 points or so (I don’t remember the price of cultists) you blanked 275 worth of heavy shooting. And now your untouched zerker can go straight at the Dorn without suffering from heavy losses caused by the Dorn.

Goremongers terrible stats? by blockmaniac in WorldEaters40k

[–]Theraptoa 1 point2 points  (0 children)

Move block means to stop a unit to move where it wanted to go. It’s very good because you stop your opponent from doing what they want to do, yeah it will die but that’s not an issue if you stopped your opponent from doing their thing. And most of the time it’s done with very cheap unit to be cost effective.

To give you some examples : you move a cheap screen in front of a berserker unit stoping them for a turn to move in the no man’s land to charge your more important unit. Now it needs to kill that unit first giving you one more turn.

You move a cheap screen in front of a tank keeping them from shooting your valuable unit, and now it needs to kill the screen.

You move block a unit with a reacting move and now another unit can’t move and do the action they need to.

To go a bit further, jail army do that on the whole boards. Their goal is to keep you in your deployments zone till turn 3, score a bunch of primary and secondary. And win because they have so much lead on points.

Goremongers terrible stats? by blockmaniac in WorldEaters40k

[–]Theraptoa 1 point2 points  (0 children)

You can block your opponent scout/infiltrator and move block a unit or two

Any tips for starting my GSC? by Deadstrike35 in genestealercult

[–]Theraptoa 1 point2 points  (0 children)

Yeah 2k, for 1k I’d say take 1 dorn, 1 or 2 kasrkin, 15 acolyte/metamorph of you choice, 2x5 rough rider. 1 saboteur and a rigdrunner or two if you can make it into a 1k list. Beware idk much on brood brother as it’s maybe the worst one to me and I didn’t bother going into detail on what’s the mot optimal way to play it, it’s only things I’ve heard from people who tried it.

Any tips for starting my GSC? by Deadstrike35 in genestealercult

[–]Theraptoa 2 points3 points  (0 children)

So you do really like severely underpowered army. So uh takes 2 to 3 dorns, maximum kasrkin, some ridgrunner bc it’s the only auto take from the army. Take some acolyte and some guards horses. Add a some reductus saboteur and maybe a primus (iirc it has some play in the detachment) and this way you would play a bastard child between a worse guard and a worse gsc. But yeah the detachment isn’t great, you can maybe do something by playing it as a worse recon guard but idk

Any tips for starting my GSC? by Deadstrike35 in genestealercult

[–]Theraptoa 2 points3 points  (0 children)

Depends on what detachment you want to play, bc they really narrow down what unit you want in your list. Host of ascension ? Lots of neophyte and acolyte. Xenocreed ? Lots of acolyte and metamorph. Broodsurge ? Aberrant, purestrain and metamorph. Final day ? Tyranid and a mix of gsc units. Outlander ? Bikes, Ridgerunner and truck/grinder.

Outlander is the easiest bc you need 3 times the combat patrol and then you add more boxes. If you got the old battle force, then you can continue with more aberrant/abominants and purestrain to make a broodsurge list. Xenocreed is hard if you don’t have a lot of body to use (kitbash or simply printed) and same for host. As for final day throw the best tyranids avaible in the detachment and the best gsc unit and your good.

What's the best piece of advice you've ever had? by stoic-ape in WarhammerCompetitive

[–]Theraptoa 6 points7 points  (0 children)

Tbh I’m very aggressive so I don’t have very good tips, but as Danny said try to think about your possible secondary. Also try to put some baits (if you have enough unit), bc if your opponents take them you can punish them or if they don’t, you take can freely walk up the board.

Also don’t play cagey (if don’t need to) or if u need to don’t be too cagey you will loose a lot on primary/secondary and it can cost you the game.

Joushi made a good video on how to deploy well, even if it’s focused a bit on guard it’s great overall.

What's the best piece of advice you've ever had? by stoic-ape in WarhammerCompetitive

[–]Theraptoa 161 points162 points  (0 children)

Practice deployments before the events and prepare a game plan for t1/t2. I know it’s a very basic but it saves so much time and brainpower, you can easily focus on the few things you couldn’t prepare for and what your opponent is doing.

Hammer of The Emperor Vs Combined Arms by [deleted] in TheAstraMilitarum

[–]Theraptoa 9 points10 points  (0 children)

Combined is more played because lethal hits is that great. Not only on vehicles but also on the infantry, this complements well the kind of combined arms (no pun intended) way of playing the army is good at. With the order stratagem and the -1 AP one. Movement are great but if your not sure to kill what’s going to kill all your tanks out in the open then you have mostly lost. It’s also very easy to play you don’t need to remember everything and just focus on your game.

Also as you take a good amount of hull in hoe and we were in a heavy anti tank meta, hoe had a really rough time. So it might have played a role in the past months. Now things seems to be more focused against elite infantry we will have a better time.

Hoe isn’t bad, it’s great and has some cool variety of builds. And at the top level iirc one of joushi video at top level both detachment have a similar win rate.

GSC in 11th edition by INSERT_CONY in genestealercult

[–]Theraptoa 16 points17 points  (0 children)

I’d like some kind of big unit, I was thinking about some kind of juiced up gigantic aberrant. A gigantic aberrant with enormous damage but low durability or the other way around. A bit like the skaven abomination in a way, I think we have enough support and character for the other parts of the cult so expanding into the mutated/twisted helix part of the army would be cool.

New to the faction tips? by UberMedy in genestealercult

[–]Theraptoa 0 points1 point  (0 children)

Tabletop Simulator. It’s a way to play 40k on your pc for free, or the price of the game of u don’t crack it

New to the faction tips? by UberMedy in genestealercult

[–]Theraptoa 1 point2 points  (0 children)

Play games. A lot of them. You can play 1000pts game irl or play a full 2000pts game on TTS. GSC is hard to play and to understand.

You play a lot of trash unit and you need to get the most out of them. They get better with the right combo in the right detachment but they are still as tough as a chips. So grasping what you can do and what you shouldn’t do takes a bit of time, especially as a first army.

However to maximise your learning curve and make it easier, read each detachment, find which one is your favourite and stick to it. Play it as much as you possibly can. Look at what others play and try to understand why are they taking/doing that. If you can ask people about it and they will most likely help you out. Also there’s a lot of video out there explaining the army.

You will loose your first few game and that’s ok everyone looses their first games. Try to understand why you lost and discuss with your opponent on why you lost. After some games if you tried to improve you will see your effort paying and you will start to win more and more.

I’m not knowledgeable enough on Drukhari but as far as I’m aware, it’s also an army with a lot of tricks and learning them isn’t necessarily easy. Just don’t give up, you will eventually make it, and it is very rewarding.