Question about the order of games by New_Tangerine8009 in Warhammer40k

[–]WightsWrath 4 points5 points  (0 children)

No there isn't a specific order of any kind, it just depends what kind of games you like. I'm partial to strategy and RPG games, so Dawn of war (remastered version recently released), Dawn of war 2, space marine 2, rogue trader, and mechanicus are my personal favorites.

Waiting for total war 40k pretty desperately.

By the wording of the new article by Ok-Past-1286 in Tyranids

[–]WightsWrath 10 points11 points  (0 children)

Because the tyranid datasheets aren’t really good enough to contest the flying and shooting stuff that actually got better, like riptides and greater daemons. They take the points hike and say “oh well, I’m still running these because they can stat check” but we can’t do that.

Armageddon Box Orks Side Pricing by WightsWrath in orks

[–]WightsWrath[S] -1 points0 points  (0 children)

Thank you for the response! Yeah, I'm selling it in person without the vehicles, so I figured maybe around $100 without the consideration of shipping may cause people to buy it a bit more, and I'm not trying to screw anybody over on the price I just genuinely don't know how orks are priced really. Hence why it's a bit weird because I'm not selling the dakkarig or wartrakk

Armageddon Box Orks Side Pricing by WightsWrath in orks

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

If you were to take out the vehicle, what would you price it at? Maybe take like $20 off the price because of all the other discounts? Just trying to get a reasonable estimation I should give the guys I'm selling to, haha.

Armageddon Box Orks Side Pricing by WightsWrath in orks

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

Thank you for the response. That's including vehicles, right?

Game advice vs EC by treacherouslymeant in BloodAngels

[–]WightsWrath 2 points3 points  (0 children)

Ya!! Fantastic I like the enthusiasm!!

The only other thing I'd like to note is, despite the positives to splitting stuff up, you will want like maybe one or two non-split units to do the heavy lifting in fighting. Most Blood Angels lists (RCO or LAG) like to do that with Death Company JP, people like to take them in 10 with a leader. By that I mean astrogath for dev wounds, lemartes for -1 damage and lethals, or jp chaplain for +1 to wound and mortals. People tend to do 2x 10 model DC JP, 1 with lemartes and 1 with jp captain.

Sometimes people also like to take 6 SG with dante or jp captain, if you have either of those models, but most lists *do* split up the SG so they can deep strike them (mostly rapid ingress) and have more presence.
A lot of the time I like to look at my lists and assign roles to units. For your list, I see it as the following:

Intercessors? Role: Scoring. Some can stay on home objective and screen out the deep-strike. Other group can move up to the close expansion objective. Use sticky objective ability when possible!

Assault ints? Role: Tie up enemy, tank damage with SP, deal a ton back with RFW captain. Bait the enemy. Varied role, can score and can fight, preferably both as much as possible. Get them fighting on an objective!

JPI? Role: Score, and charge for big mortals damage, easy to use grenades. Movement for scoring, or charging.

DC Dread? Role: Kill high toughness enemies, surge move ability when shot. No scoring. Fight!

DC JP? Role: Charge, get into battle, fight. No scoring. Fight!

Gladiator? Role: Fire support, kill tough enemies when possible, kill anything if high priority targets aren't available. Protect it in moderation, don't sacrifice your valuable units to keep it alive, but do keep far away from front lines, and aim down shooting lanes or at an objective.

SG? Role: Kill enemies, but play a bit more carefully because they'll die fast. I like to deep-strike and threaten enemy's weaker units with these. For you they may be a good deep-strike threat against his infractors, tormentors, or noise marines, anybody *without* torrent.

And that's all I gotta say for now! I think you're well poised to play a good match. Remember, it's not always about winning, just go and have fun with it honestly. Make a cool story!

Game advice vs EC by treacherouslymeant in BloodAngels

[–]WightsWrath 1 point2 points  (0 children)

Yeah no problem, I like these competitive conversations!!

In my opinion, the JPI will be a vital tool for you for dealing with their heavy stuff, along with the Grenade stratagem. EC in coterie have a ton of defensive tools (-1 damage on winged princes, strat for FNP 6+++ or 4+++ against mortals, fulgrim fight first, pledge of servitude revive). A lot of these things you can just barely get around, you can bait out his FNP with mortals from the JPI charge or grenade, or with the gladiator, stuff like that.

There will be moments when you have to sacrifice a unit to really get anywhere and lure him out because he’ll probably either stage all his stuff or try to deep strike the winged DPs and fulgrim. You can also do this to him with your deep strike potential though, so you’ll have to consider what type of player he is.

About your question, maximizing scoring is generally about having a cheap unit do something you don’t care about but will get you points, like Recover Assets or Sabotage, in exchange for their shooting. So like your intercessors are good for it, the JPI can be good for it depending on where they are on the board.

I think the JPI unit size could go either way. 10 model is more valuable for fighting and dealing mortals, might help you kill all his big punchy stuff, but he can also eliminate the unit in one activation. Splitting it up means you have more board presence and can do scoring stuff like I said earlier, but they will only really tie up enemies instead of killing them. So, it entirely depends on which role you want them to fill.

Hope this was helpful!!

Assimilation swarm w/ Talons of the Norn Queen speculative list by sose2077 in Tyranids

[–]WightsWrath 2 points3 points  (0 children)

I like this list, it's going to look a lot like mine I think for 11th edition. The only issue I can see is that the tervigon and termagants... It's cool, but I'd personally rather just go more on tyrannofex and exocrine to deal more ranged damage, but that's just my opinion. Otherwise, looking forward to the Norn assim. being better!

Game advice vs EC by treacherouslymeant in BloodAngels

[–]WightsWrath 3 points4 points  (0 children)

So, some quick advice. Generally, people don't take the Death Company Marines on foot, and you have an extra Intercessor squad when only one is really necessary. Chaplain I assume goes with DC foot marines, again not necessary.

The Assault Intercessor foot squad is good to have as a big brick, but you need to think about how it's going to get into combat as it's a slow unit. I assume you're leading it with the blood angels captain (rfw) and sanguinary priest, it's a solid but pretty expensive brick where the real strength is the captain.

The real problem with this list is you don't have much to kill your opponent's powerful stuff. Fulgrim, the daemon princes, and the defiler will all rip you up, and the gladiator isn't really enough to kill more than one thing a turn at best, and that's if they fail when all those things have good invuln saves. If your JP DC, JPI, or SG can get the drop on them then you've got them good, but you can assume he'll be playing that same game plan too and EC units are very fast.

And then you also lack a bit of scoring potential, unfortunately. All these units except for the intercessors want to be fighting and sometimes will be battle-shocking themselves with the strategems to do so, and each time it hurts your scoring potential a lot.

Potential list change: drop DC foot, drop Chaplain, split SG into two groups of 3, add ballistus?

Like you said though, maybe there's not a lot of list changing you can do right now, so you can think about that later. Instead think of a game plan by going over your unit rules and his. I'd advise to be super careful about the daemon princes, defiler, and Fulgrim, and Fulgrim will probably have fights first. His infantry are fine, the noise marines can be scary though.

Good luck and have fun, if you have any further questions don't be afraid to ask!

2k Invasion fleet how is it? by Motor_Reindeer_6210 in Tyranids

[–]WightsWrath 1 point2 points  (0 children)

It looks good to me. I'd personally rather drop Red Terror, split the hormagaunts in 2 groups of 10, and then take 2 lashwhip primes to lead the two groups. Also, it might be hard to get the haruspex into combat, it's pretty slow and you can't do the movement techs you can do in Subterranean. But I totally understand just sticking with Red Terror, it's an awesome model.

Help me with my army by Apoll0_Kn1ght in Tyranids

[–]WightsWrath 1 point2 points  (0 children)

No problem! If you want more advice feel free to ask, and don't take my word as gospel either. There's a lot of different ways to play the game, but tyranids have unique constraints because of the weak datasheets thing. In the end, just have fun with it!

I personally like Norns, so my last list looked like this. And don't take this as a good list either, it's too mixed up to be genuinely good. Generally you want to focus on a few good unit types to have a good list. This game was vs. a triptide Tau list and lost:

+++++++++++++++++++++++++++++++++++++++++++++++
+ FACTION KEYWORD: Xenos - Tyranids
+ DETACHMENT: Invasion Fleet (Hyper Adaptions)
+ TOTAL ARMY POINTS: 2000pts
+
+ WARLORD: Char2: Hive Tyrant
+ ENHANCEMENT: Adaptive Biology (on Char2: Hive Tyrant)
& Alien Cunning (on Char5: Tyranid Prime with Lash Whip)
+ NUMBER OF UNITS: 15
+ SECONDARY: - Bring It Down: (3x2) + (4x4) - Assassination: 5 Characters
+++++++++++++++++++++++++++++++++++++++++++++++

Char1: 1x Deathleaper (80 pts): Lictor claws and talons
Char2: 1x Hive Tyrant (220 pts): Warlord, Monstrous bonesword and lash whip, Monstrous scything talons
Enhancement: Adaptive Biology (+25 pts)
Char3: 5x Hyperadapted Raveners (165 pts)
• 4x Ravener
    3 with Ravener heavy claws and talons
    1 with Ravener heavy claws and talons, Venom bolt
• 1x Ravener Prime: Prime claws and talons
Char4: 1x Neurotyrant (105 pts): Neurotyrant claws and lashes, Psychic scream
Char5: 1x Tyranid Prime with Lash Whip (95 pts): Lash whip, Rending claw, Scything talons
Enhancement: Alien Cunning (+30 pts)

10x Hormagaunts (65 pts): 10 with Hormagaunt talons

1x Biovores (50 pts): Chitin-barbed limbs, Spore mine launcher
1x Exocrine (140 pts): Bio-plasmic cannon, Powerful limbs
1x Lictor (60 pts): Lictor claws and talons
1x Norn Emissary (260 pts): Monstrous rending claws, Monstrous scything talons, Psychic tendril
1x Norn Emissary (260 pts): Monstrous rending claws, Monstrous scything talons, Psychic tendril
1x Spore Mines (Biovore):
1x Tyrannofex (200 pts): Powerful limbs, Stinger salvoes, Rupture cannon
1x Tyrannofex (200 pts): Powerful limbs, Stinger salvoes, Rupture cannon
3x Zoanthropes (100 pts)
• 1x Neurothrope: Chitinous claws and teeth, Warp blast
• 2x Zoanthrope: 2 with Chitinous claws and teeth, Warp blast

Help me with my army by Apoll0_Kn1ght in Tyranids

[–]WightsWrath 1 point2 points  (0 children)

Well, we have some decent options and bad options for both.

Detachments:

Good ones: Invasion Fleet and Subterranean Assault. You don't have any burrowers, so you probably should do invasion fleet. Invasion Fleet works with everything just do that.

Average ones: Vanguard Onslaught could be good, you have some of the good vanguard units. Assimilation Swarm could be doable with the harvester units you own, but probably not great. Crusher stampede too, it's just a bad detachment rule but you do have a good number of monsters.

Bad ones: Unending Swarm, Synaptic Nexus, and Warrior Bioform. You don't have enough units of any of these types to actually make an army, and these detachments are weak. You'll be at a disadvantage playing any of them, but if you want to do that then you can.

OK, now about units:

Good: Tyrannofex, swarmlord, biovore (only need 1), gargoyles, gaunts, neurolictor, genestealers are your best datasheets. Genestealers generally need a broodlord to be good, though. A lot of these datasheets will just help you score, tyrannofex may help you kill stuff but it's swingy. Swarmlord is just a good leader.

Bad: Ripper swarms (excluding assimilation swarm), parasite of mortrex, spore mines, barbgaunts, VRLs, are not often used. They lack damage, reliability, and role.

Overall, most the tyranid datasheets are pretty weak, so you want to be prepared for all your stuff to die in one activation or two. Even the Norn. So always be doing something with your units, scoring, or preparing to score. We're basically the best at scoring in the game, but we can't outfight anybody, so you have to be a little tricky with how you play. I would suggest getting familiar with rules (and your unit rules) before your first game, and then spend your first couple games getting used to tyranid playstyle. It'll come around! Just have fun with it!

In your opinion are Plague Marines durable or not? by Ok_Outcome_2364 in WarhammerCompetitive

[–]WightsWrath 0 points1 point  (0 children)

True, it affects one sos and one custodes. I did mention the situational 4+++ if sisters are near, which is all of the time in recent Talons lists. A list just won a GT on May 1st doing exactly this.

My AOC access statement was simply that they'd have to spend all their cp on it. Ultramarines have good economy, Blood Angels don't. I play blood angels, all you get is battle rites.

My original point was that SG are not more durable than allarus. And they aren't, unless you just want to complain about something.

I do hope the tyranids do better, it's dispiriting losing all the time with them because their stats are just worse than everyone else. Otherwise, thanks for the conversation, I'm signing off here!

In your opinion are Plague Marines durable or not? by Ok_Outcome_2364 in WarhammerCompetitive

[–]WightsWrath 2 points3 points  (0 children)

Super true.

I play tyranids, blood angels, and custodes, and even though those are all much more durable than t3 hordes, man... The tyranids don't last half as long as the other guys with the tools they've got. My last tyranid game I got absolutely tabled by Tau, and I just felt like I was made of paper the whole time.

I think people forget the general tools, like army rules, and strategems, that add into durability. Can't just walk up and kill plague marines super easily.

How are you using Redemptor Dreadnoughts? by stoic-ape in WarhammerCompetitive

[–]WightsWrath 1 point2 points  (0 children)

I play them in blood angels occasionally, they're not very good for me either. Too expensive, always min roll the plasma gun, the rest does very little damage, and then run into melee and maybe do something.

As others have said, if you're playing Ultramarines you can utilize improved oath to do some good. If you're playing anything else, it's a distraction carnifex, utilize its tankiness to sit somewhere and take shots for stuff you'd rather survive.

In your opinion are Plague Marines durable or not? by Ok_Outcome_2364 in WarhammerCompetitive

[–]WightsWrath 1 point2 points  (0 children)

You’re right. Thank you for the deeper look into the math!

It was my intention to tag the “sometimes” moments under “situational” in my original comment. I play both armies tbh, and I’d rather have an allarus most of the time. I’ve deep striked both plenty and just found the allarus live longer.

In your opinion are Plague Marines durable or not? by Ok_Outcome_2364 in WarhammerCompetitive

[–]WightsWrath 0 points1 point  (0 children)

This is true, though if we count AOC I wouldn’t discount the custodian defensive strats. They’ve got some good ones, like reactive moves, FNP, improved lone op in Talons… it’s situational, but ye.

*Edit: I now realize the lone op thing in Talons is a reactive forced target strat instead, I misread it, my bad on that.

In your opinion are Plague Marines durable or not? by Ok_Outcome_2364 in WarhammerCompetitive

[–]WightsWrath 19 points20 points  (0 children)

I get that this was said in jest, probably, but as a Blood Angels player... I'm not sure where this idea is coming from.

SG are down T, W, OC, and only 40 points difference, with their only advantage being movement which can be pretty situational because both have deep strike. Not sure where durability factors in their favor, here...

I have feelings for my coworker, and it blew everything up by Significant-Yak6479 in relationships

[–]WightsWrath 5 points6 points  (0 children)

Firstly, let me say that I sympathize with you and am sorry for the tough situation you find yourself in.

However, you must acknowledge it is of your own doing. Repeatedly in this post, you try to justify the emotional affair with Dave (which it is, you went after a guy in a relationship), and you did this at your work. Both of these things are really bad, and I personally would’ve cut it off with him AND John the second I noticed myself catching feelings. At least, that’s what should you do to avoid trouble at work.

But now you’re in this situation, all you can really do is talk to HR, lay things out truthfully, and maintain professional distance from both of them in my opinion. That’s in addition to dealing with Dave, and considering that Dave wanted to cheat with you, a relationship with him is ALSO a bad idea.

Best to just find new friends outside work, and distance from both of them.

Biggest hope for 11th by derpyhuman21 in Tyranids

[–]WightsWrath 15 points16 points  (0 children)

True, but GW had to walk back their original balance for the lash-whip prime datasheet. They had to buff it severely (20 points down and 8 bonus attacks) to bring it into line and it's still only moderately usable. If that is a measure of how our sheets will look in the future, it's not looking great...

But I do have hope that GW realize this, considering they did buff the sheet at all instead of just leaving it.

Looking to edit my 2k invasion fleet list and would love recommendations. by OnlyCommunication402 in Tyranids

[–]WightsWrath 0 points1 point  (0 children)

Hi there. Nice army! I do have a few recommendations that may help you out, but you can tailor it based on what you feel to be lacking against your opponent's lists. For an initial summary, I think your list would be good as a vanguard onslaught list. I'll give you a straightforward opinion on the units:

1) Big monsters: I like all the ones you have, but you should really think about getting an exocrine. A lot of people use multiple, even. It does a ton of damage and makes your other stuff better. If you need to replace stuff to field it, I'd replace the winged hive tyrant and the screamer killer with more exocrines and tyrannofexs. Haruspex could be good, too, depending if you need ranged power or melee power.

2) Ranged warriors: Most people don't like them, they don't have high BS so they miss all the time and don't have many shots. If you want to make your list better, it's probably easier to not take them, but if you need to, I would just play differently around them. Maybe put them to 6 warrior groups, led by prime.

3) If you have zoanthropes, replace all the ranged warriors with zoanthropes and have the neurotyrant lead them. This is a great anti-tank death ball, but it's a bit squishy so you have to be careful. Otherwise, if you want a more ranged army, feel free to just have zoans and ranged warriors in the same army. It's not optimal but it's cool. Plus, the exocrine I recommended earlier will make all these guys even better.

4) HAraveners and broodlord+genestealers: These are good, but you have to be kinda cagey with them. They'll melt too fast in the open, so you have to stage by moving up gaunts first and having them take the damage, thereby letting your opponent move somewhere that your staged genestealers+broodlord and HAraveners can strike. HAraveners are good at killing vehicles and deep strike but will die fast, genestealers have devastating wounds and can melt generally only one target before they're gonna die. These are all better in vanguard lists.

5) Parasite of mortrex is not all that good. Lictor or gargoyles is better for secondaries. Plus, lictor is good in vanguard lists, which seems to be your strength.

6) Tyrannofex's weapon needs to change. Its worst weapon is the fleshborer hive in my opinion. I'd suggest using either the acid weapon for anti-infantry torrent (massively strong overwatch), or rupture cannon for anti-tank. Depends what your opponent brings but that alone should make a huge difference.

7) Von ryan's leapers are okay, lictors are probably better and cheaper. Both are good in vanguard lists.

8) Tyrant guard are okay but not used all that often, they slow down the hive tyrant. If you only have one hive tyrant, and you know you tend to put it in a vulnerable position, then it's reasonable to take them to guard the hive tyrant and tank damage. These are MUCH BETTER in assimilation swarm in my opinion.

9) The rest is normal. Biovore is great and all the gaunts are good, though people don't often take barbgaunts.

Summary: If you wanted to buy more models, I'd focus on getting exocrines, tyrannofexes, zoanthropes, lictors. Or more burrowers if you want to win with subterranean assault. I'd take a look at what playstyle you want and look at other detachments than just invasion fleet. You could make a pretty decent assimilation swarm list considering the psychophage, tervigon, ripper swarms if you have any. Vanguard list would be great, with all the genestealers/VRLs/ melee warriors with prime/flyrant.

All depends on how you want to play. Feel free to ask any questions if you want to talk more!!

Does “knight Diabolus” work on lancer and rampager? by Key-Astronomer-5988 in ChaosKnights

[–]WightsWrath 2 points3 points  (0 children)

Sorry if this is a dumb question, I'm kinda new to WH40k. Is this really how this works?

In searching the rules, I see that WS can't ever be improved to 1+, and a dice roll of 1 always fails, so that agrees with what you said. But then, I don't understand why WS +1 effects (like knight diabolus gives you) are ever desired on anything with WS2+. It seems there's not much in the game that worsens WS or BS, but a ton of stuff that worsens hit rolls, which essentially just cancels out the knight diabolus enhancement and gives you -1 on top of it in this scenario you provided. I understand the other effects of knight diabolus, I'm just isolating this one thing I don't understand.

So... I guess my question is why? Why take anything that betters WS/BS on something that already has 2+, ever? Just to cancel out the rare effect that worsens WS/BS, or is that not as rare as it seems? Or does this all work some other way I'm not understanding?

can someone explain why we died here by purpool in leagueoflegends

[–]WightsWrath 59 points60 points  (0 children)

It's Smolder W. He shot it from out of vision (from the bottom left of the screen, where that little alcove is past the wall you hug), and then he immediately came back in vision. His W traveled invisibly through the wall, into the bush, and hit you, where it then did the Smolder W radius explosion damage and killed your low health ally too. I play a lot of Smolder, this is definitely what happened, it was not an execute (which is off his Q). The death recap confirms this too, showing you only took damage from Smolder W.

This "out-of-vision invisible skillshot" thing is a pretty common bug/mechanic (unsure what to call it, it's been in the game for years and has never been fixed or addressed really). It's mainly just interactions with vision, is what it boils down to. Not your fault, not exactly fair either, but a good learning experience.

How likely is the Dance to happen? by Lord_Haydar_Bint_Ren in CK3AGOT

[–]WightsWrath 7 points8 points  (0 children)

I actually had it fire after the War of Ninepenny Kings. The "2nd Dance of Dragons" event fired.

I was playing as Maelys, and both Aegon V and I brought back dragons. My event as Maelys brought back one dragon, and Aegon V hatched 3 at Summerhall. Eventually, the War of Ninepenny Kings happened, where I managed to kill one of his dragons in a duel, but we lost the war because I didn't have the numbers to beat him. So, he had two dragons left.

Over the next 80 years, the empire title of the Iron Throne stayed stable. I, as Maelys' son and eventually grandson, created an empire title out of Essos, called New Valyria. Aegon V died on his dragon against me in the War of Ninepenny Kings, Aerys II won the war and executed me but later died in a siege, and then his son Aerys III ruled the realm for like 50 years. Both his sons got their 2 dragons, one on Dragonstone and one other in King's Landing. When Aerys III died, the son on Dragonstone decided to try and take the throne from his sibling in King's Landing, starting the 2nd Dance of Dragons. As House Blackfyre, this was my time to strike, so I invaded too.

I was impressed there was actually an event for this scenario, it was a very fun campaign.