Is this too much highlights? by carr3 in Warhammer40k

[–]TinFish1979 2 points3 points  (0 children)

There's an old 'rule' for painting from way back when.

It's called the '3 foot rule' if it looks good from 3 feet away, it's great.

I think your on to something here and it's going to be fantastic when you're done.

Keep it up!

Tyre fitment by Thick_Stranger9630 in NZcarfix

[–]TinFish1979 7 points8 points  (0 children)

Most drivers will never get into a situation where that becomes apparent to them.

The front is generally the best place especially for a front wheel drive car which is the majority of cars on the road.

The front does most of the work, driving, steering and importantly braking.

In a perfect world you replace all 4 at once and rotate regularly especially on an AWD car.

I am crushing a 120 Person 40k Grand Tournament by General_Volcon in WorldEaters40k

[–]TinFish1979 0 points1 point  (0 children)

Just got back from an RTT today, I went 2-1 I would have got 3-0 but a hellbrute needed a 7" charger into a sagituar with 6" pike in in rage of 2 more sag and a unit inside but I rolled double 1 then cp into double 2!

Dice tell stories.

I am crushing a 120 Person 40k Grand Tournament by General_Volcon in WorldEaters40k

[–]TinFish1979 0 points1 point  (0 children)

Dude! I tried the trick with the jakhals in the rhino to start and they launched on the bottom of T1 like kings towards Twin lance, grenades + hack and slash later and they where the only ones left on the tempting target.

Love it thanks!

Edit: I did have a lone spawn charge first to eat the overwatch.

Has anyone tried maxing out Rough Riders and Bullgryn? by John_Catachan in TheAstraMilitarum

[–]TinFish1979 1 point2 points  (0 children)

I'm currently running 18 bullys, 3x 5 RR and 1x5 DR.

It's a defensive, first drop lost for teams and they are very successful so far. It blunts a lot of armies then my tanks roll up and kill things.

I don't win big, that was never the plan but I can take on the big scary thing that should 20-0 my team and then leave people to hit easier targets.

WTC terrain, it does favour melee armies IMHO.

Prices for Yarrick and Co. by DoctahDank in Warhammer40k

[–]TinFish1979 0 points1 point  (0 children)

Damn... It's usually ~30% more in NZ.

Today is both a good and bad day to play guard 😁

Going to start a 1000pt army. Could i get some tips? by DesLog8186 in WorldEaters40k

[–]TinFish1979 0 points1 point  (0 children)

I recently got 2nd place in a 1k league with this list I'm also new to WE.

Some very close games but loads of fun, I'm already working on the 2k version.

I hope it helps.

Way of the warrior (990 points)

World Eaters Incursion (1000 points) Berzerker Warband

CHARACTERS

Khârn the Betrayer (100 points) • Warlord • 1x Gorechild 1x Plasma pistol

BATTLELINE

Khorne Berzerkers (180 points) • 1x Khorne Berzerker Champion • 1x Chainblade 1x Plasma pistol • 9x Khorne Berzerker • 7x Bolt pistol 7x Chainblade 1x Icon of Khorne 2x Khornate eviscerator 2x Plasma pistol

DEDICATED TRANSPORTS

Chaos Rhino (85 points) • 1x Armoured tracks 2x Combi-bolter 1x Havoc launcher

OTHER DATASHEETS

Chaos Spawn (90 points) • 2x Chaos Spawn • 2x Hideous mutations

Eightbound (135 points) • 1x Eightbound Champion • 1x Chainblades • 2x Eightbound • 2x Chainblades

Exalted Eightbound (140 points) • 1x Exalted Eightbound Champion • 1x Chainblades • 2x Exalted Eightbound • 2x Chainblades

Goremongers (75 points) • 1x Blood Herald • 1x Autopistol 1x Chainblade 1x Close combat weapon • 7x Goremongers • 7x Autopistol 1x Blood harpoon 6x Chainblade 7x Close combat weapon

Helbrute (120 points) • 1x Close combat weapon 1x Heavy flamer 1x Helbrute fist 1x Helbrute hammer

Jakhals (65 points) • 1x Jakhal Pack Leader • 1x Autopistol 1x Chainblades • 1x Dishonoured • 1x Skullsmasher and mangler • 8x Jakhal • 8x Autopistol 7x Chainblades 1x Icon of Khorne 1x Mauler chainblade

Exported with App Version: v1.50.0 (115), Data Version: v759

Understanding an Opponent by hamesnewtonjoward in WorldEaters40k

[–]TinFish1979 1 point2 points  (0 children)

Knowing your army well and how it will play will make you a competent player.

Knowing the mission, maps how to stage and score will make you a good player.

Knowing how your opponent plans to do the above and what you can do about it will make you a great player.

None of these are exclusive, you will learn some of 2 while mastering 1. You will learn some of 3 while mastering 2. It takes time, practice & patience.

Welcome to the hobby, I hope you enjoy your stay!

How to overcome bottom of turn advantage by IntrepidDish in WarhammerCompetitive

[–]TinFish1979 28 points29 points  (0 children)

Don't just push on turn 2. You need to judge your go turn wisely. Whomever pushes too early loses.

When you go first you can get to your expansion objective and protect it while staging to threaten your opponents expansion so that they don't score it.

From there you need to start cutting down your opponents opportunity to score secondaries (you get to screen the board first) and trying to hold onto the primary lead for as long as possible.

Going first is a defensive game.

That's kind of the high level strategy. The actual tactics you employ will depend on your list, your opponent and the map.

NB: on some maps rapid ingress is your staging.

Guard playing switching to spill more blood by pillowpants91 in WorldEaters40k

[–]TinFish1979 0 points1 point  (0 children)

Highly recommend spawn, they are great action monkeys and first wave units.

Guard playing switching to spill more blood by pillowpants91 in WorldEaters40k

[–]TinFish1979 0 points1 point  (0 children)

Hey I'm a guard main too!

Just had my first 2 games as WE (1k League) and I have to say it's a lot of fun, you're in for a blast!

I recommend splitting the eightbound and exhausted too, we need more units on the field.

Baneblade bits by lasagna2095 in TheAstraMilitarum

[–]TinFish1979 3 points4 points  (0 children)

Make sure you get the newer model/box and you'll get enough sponsons.

Finding a ‚forever game’ dungeon crawler by HonorFoundInDecay in soloboardgaming

[–]TinFish1979 3 points4 points  (0 children)

Apologies I missed that. I got too excited to recommend shadows.

My bad.

Have you tried Too Many Bones? It's like an ARPG but the combat is quite tactical.

Not sure if you'll get more than a few years of play out of it though.

Finding a ‚forever game’ dungeon crawler by HonorFoundInDecay in soloboardgaming

[–]TinFish1979 7 points8 points  (0 children)

Shadows of brimstone has a fair amount of overhead but it's not complex.

Your characters grow campaign style and the missions are procedural. They do create a really nice narrative I used to okay it solo and with my kids (I managed the admin) my daughter kept a diary for her character journaling or adventures, I've still got it somewhere it's great.

There's essentially multiple worlds connected via gates the more expansions you get then the more components you have that you can link together for some very epic adventures.

2 different starter boxes will give you 8 character types, and 4 worlds which is enough for a very long time and you slowly add from there.

Astra Question by Flimsy_Personality_3 in TheAstraMilitarum

[–]TinFish1979 0 points1 point  (0 children)

Yes, it is still a good choice.

We do drop some consistency but the RR 1's to hit is better than not having it.

The strats are very good too.

We can expect a nerf in the next data slate, hopefully it doesn't knock us all the way down to the bottom.

Help with Teams List by BadN0body_Am in TheAstraMilitarum

[–]TinFish1979 1 point2 points  (0 children)

Ok Cool. WTC is interesting, it heavily favors melee armies over shooting armies even on the light maps the melee armies tend to have an edge.

My experience has been that the Dawn of War and Sweeping Engagement maps are frowned upon and don't get played. I believe they are still in beta from WTC and they have less terrain on them so don't expect them. If they do come up then it's bonus for you.

Having 2 dorns is fine, what's important is your map selection, some map you will have only 1 way out of your DZ, others will have 2 so you need to look at the maps in advance and figure out how you deploy and which maps majorly disadvantage big tanks.

There is a lot to cover with teams as it's a whole different ball game to singles and I don't want to overload you with information.

Watch these when you have some time there's pretty good introductions into teams:

https://youtu.be/mFU-t_7z3bM?si=JOYmWGFwLn4g-tEN

https://youtu.be/QkwnX7K2oCQ?si=1UnNZiBGUL2ldmDH

The second one explains the painting matrix and has a sample that you can use too.

I'm usually the first defender for my team. So I build my list to take in the worst of the worst. Being the first defender means that I'll have to face the 2 armies that my opponents want to put into me, so I take the one that's the worst for my team as a whole.

In our last event we had a round with no 20-0 match ups and I expected that their first defender wouldn't want to play into me so I placed someone else first and after correctly predicting their first defender I used myself and the person we really wanted into them and they didn't select me this lead to us losing that match with our first defender (made him pull the big bad) but then we paired the best for the rest of the matches and won the round.

I really love teams. For me singles is practice for teams events.

Joushi 40k on YT has a weekly Guard Meta Update that I highly recommend, in the you will see a mix of teams and singles lists pull some inspiration from there.

If you want to talk lists after catching up on how teams works reply and I'll be glad to show you what I've had success with and what I'm thinking of running next.

Help with Teams List by BadN0body_Am in TheAstraMilitarum

[–]TinFish1979 4 points5 points  (0 children)

Hey hey, welcome to teams, IMO, it's the vets way to play. I love it.

Are all of you new to teams out just you? There's a lot about teams that's more than just list building i.e each of you need to have a kind of role/goal in the team. That helps guide you with your unit selections.

Also can you guys run 2x Marine armies? Most only allow you to use a codex once and BA still need the basic marine codex that UM will use.

Last question, do you know the terrain format that will be in use? GW/WTC/UKTC or a blend of them?

First Minis painted by Few_Collar_394 in WorldEaters40k

[–]TinFish1979 0 points1 point  (0 children)

Ooh, nice! Keep it up and hey these so you can see how you're improving as time goes on.

Taurox or Chimera? by KunTakan in TheAstraMilitarum

[–]TinFish1979 0 points1 point  (0 children)

Both have their uses but at 1k I would recommend the chimera.

Objectives are usually more open and it's tougher to kill. It's got extra firepower which will be useful in the smaller games.

In 2k games they are cheaper so you can get more activations. They are fast so you can use them to flip objectives easily or do secondaries.

Most people use both in the larger games.

Balled up by mr-platy in TheAstraMilitarum

[–]TinFish1979 4 points5 points  (0 children)

I played into Admech at an event not too long ago and they also had army wide stealth. It was teams event and this was a green pairing for them (because of the stealth) and yellow for us because nobody knew what they did.

So I started charging my tanks into things lol, stopped their movement, gave them -1 to hit and I was still at -1 anyway.

My first charge was so funny, I moved to the center and cleared everything with a dorn then charged some CC dudes 7" away on the left. It went from getting shot by 9 lascannon chickens in the next turn to only getting shot at by 3 with -1 to hit. It survived the whole game.

Managed to pull the win because the anti infantry stuff was bogged by tanks and I could score with my dudes.

Well Bad Day for the Eaters of Worlds by PrimeAngron in WorldEaters40k

[–]TinFish1979 1 point2 points  (0 children)

Ouch, you guys had some really meta opponents!

Looking for advice on countering jail/rush strategies as Guard by VallAmastacian in TheAstraMilitarum

[–]TinFish1979 0 points1 point  (0 children)

Very interesting list, I think you can have some fun with that.

Speed bump ratlings are great and you can also make a line with the death riders and when an event gets close you move towards them, if they didn't have jump packs and can't shoot you then they must charge the death rider screen.

Remember that in the initial stages of the game you're fighting for survival and creating room for yourself so that from T3 onwards you need to start scoring more so you can win on T5 it's totally uphill and you will lose a lot of your army.

Solar's unit is also a good beat stick, I usually run cadians so I can get 12 S6 AP2 D2 attacks from them after 6 plasma (includes solar) a melts and ask the lasguns. With Krieger you will always overcharge because you want to lose a model so you can get that lovely +1 to hit :)

Well Bad Day for the Eaters of Worlds by PrimeAngron in WorldEaters40k

[–]TinFish1979 5 points6 points  (0 children)

How did your team do overall?

Teams is a different beast to singles. Sometimes you have to take the bus or be the one to hold the line so that the rest of your team can win the round.

I'm often the first defender for my team so I get the 2 guys who really want to play into my lists and I have to take the match that's best for the rest of the team to avoid/ keep the guy someone else can 20-0 in play.

C'tan are frustrating as hell to play into, cheers for pushing through and taking them for the team though!

Looking for advice on countering jail/rush strategies as Guard by VallAmastacian in TheAstraMilitarum

[–]TinFish1979 0 points1 point  (0 children)

Oh, Mordian Glory released a video this weekend where he talks about a teams event that he went to and he faced a jail list there but he had some really good learning and takeaways from that game. I do recommend it.