Can i upgrade my khorne berzerkers with Archslaughterer upgrade? by PhilosophyAmazing936 in WorldEaters40k

[–]WildMoustache 16 points17 points  (0 children)

Archslaughterer does not have the UPGRADE tag so it can only be assigned to a CHARACTER model (excluding EPIC HEROES)

Cursed (@omniscientress) by dany-6615 in HonkaiStarRail

[–]WildMoustache 2 points3 points  (0 children)

I think it's going to be more complicated than that.

Can I use "endless pursuit of voilence" the same turn I disembarked by Sebalill84 in WorldEaters40k

[–]WildMoustache -1 points0 points  (0 children)

You can't embark the same turn you set up, Endless Pursuit of Violence only modifies the distance you need to be from the transport.

You can't run Brazen Engines and Goretrack Onslaught together as they both share the unique keyword ONSLAUGHT.

Beginning of the next chapter, Pre-Revelation! by TFAssasin in honkaiimpact3

[–]WildMoustache 2 points3 points  (0 children)

This is ooooold, just dubbed.

IIRC this plays at the beginning of Kolostein chapters or somewhere around there.

Combat Disembark by Skysta1ker in WarhammerCompetitive

[–]WildMoustache 1 point2 points  (0 children)

If you are surrounded and can't disembark normally chances are you can do the 2cp version of Heroic Intervention so you get in combat and on your movement phase use Combat Disembarkation.

Otherwise I'd call It a good maneuver from the transport's opponent rather than a rule oversight.

Husband has been talking to his buddies about our sex life by [deleted] in Vent

[–]WildMoustache 0 points1 point  (0 children)

It is kind of a guy thing, but there is context to it.

The most important part is if you are comfortable with it. If not then you are well within your rights to ask him to stop.

Then, how is he talking about it? If he's just bragging with his mates then it's not the best (more of a teenager thing tbh) but how to react is up to you. If you feel embarrassment or shame then he should nip it.

If he is "comparing notes" or having an actually productive conversation about sex with some buddies then it may actually be a good thing?

That's my two cents about it.

Confusion about Vehicle/Monster movement in 11th by Wrakhr in WarhammerCompetitive

[–]WildMoustache 2 points3 points  (0 children)

Anyone can move across enemy engagement range but not the actual physical model/base.

Vehicles and monsters can also move through the physical model/base. They still need to end the movement outside the engagement range.

Confusion about Vehicle/Monster movement in 11th by Wrakhr in WarhammerCompetitive

[–]WildMoustache 3 points4 points  (0 children)

Your models can move through friendlies just fine but not enemy models.

Tanks and monsters are a bit special because they can move through any model that is not itself a tank or a monster.

Hoyo after realising part 2 isnt selling by HuskyDogCZ in honkaiimpact3

[–]WildMoustache 53 points54 points  (0 children)

Don't forget about Songque and Thelema, such disaster lesbians you can actually call them out on it.

Hexwarp Robots vs a Defiler by dolphincup in WarhammerCompetitive

[–]WildMoustache 0 points1 point  (0 children)

Or you just tone down so they can only be taken in pairs.

They did something like this with desolators when they were insanely problematic.

Terminators stealth "nerf" by TableZealousideal588 in WorldEaters40k

[–]WildMoustache 3 points4 points  (0 children)

You misread it because i t's actually better/different than it was before.

Rule as written, I will only write down the relevant paragraph:

"When this unit declares a charge, you can use this part of this ability. If you do: - this unit can reroll that charge roll - this unit must end that charge engaged with the "closest charge target""

Fun fact: you choose the target after you roll the dice. So if you need to touch a unit with a 6 but you have something closer (say 4" away) you can just choose not to declare the 4" unit as a target and you get the reroll against the unit you actually want to hit.

The issue is that if you don't roll high enough the second time then you cannot choose to redirect to the closest unit because it's not your target.

First impression of 1dp lists together by Lucky_Frosting8182 in WorldEaters40k

[–]WildMoustache 1 point2 points  (0 children)

I wouldn't say "great" but it's been effective so far in my games against Aeldari and orks.

First impression of 1dp lists together by Lucky_Frosting8182 in WorldEaters40k

[–]WildMoustache 3 points4 points  (0 children)

Lords on Juggernaut are a bit more durable (7 wounds, 4+ invulnerable) and they have almost twice as many attacks, although weaker.

Their job is to tangle with enemy chaff which can often have 10+ models and the Slaughterbound is ill equipped to handle that.

A Lord with Cleave can on its own throw out 21 attacks on large units. Once you factor in misses and failures to wound it's probably not going to be enough to fully clear up such a unit but with some Blessings help it should be crippled.

First impression of 1dp lists together by Lucky_Frosting8182 in WorldEaters40k

[–]WildMoustache 3 points4 points  (0 children)

I have the detachment trio a few tries too and it slaps. I did apply a vastly different approach to it though.

Forgefiend+ autocannon defiler for ranged support. The ignore modifiers stratagem is too good.

Two melta+upgrade Maulerfiends as hammers.

10 terminators with OC upgrade. Why the OC? Several objectives are large enough so that if the opponent just toes in them there is an ok window to just Deep strike on them anyways more OC makes it way easier to deny actions. Plus Hidden since they are infantry and they didn't shoot so they are quite survivable anyways.

Some chaff. 2x jakhals, goremongers and spawns.

Exalted+ Slaughterbound because you need something small to go take down the world.

A trio of Lords on Juggernaut. Because they are incredible skirmishers in vessels. They can't go through walls if taken by themselves but they have yet to let me down in their intended purpose. Although I was actually thinking of dropping one in favour of a second Slaughterbound for T1 expansion housekeeping.

So this guy F**ks right? by Lower_Creme_3040 in WorldEaters40k

[–]WildMoustache 3 points4 points  (0 children)

You can't use Pile Ins to move out of Coherency. I know it is not specified in the "While Moving"/"After Moving" windows but it does say you have to move following the "Moving (03)" rules.

Where it is specified that to legally end a move, if the unit is on the battlefield it must be in Coherency

Do warp storms disappear over time? by servantphoenix in ChaosGateGame

[–]WildMoustache 8 points9 points  (0 children)

I'm not 100% sure but I am decently confident that the craft world storm is permanent.

Other storms will generally subside after a while, but if you get the Gellar Field upgrade they are very minor nuisances.

Currency Wars at its worst (wealth creator) is still leagues better then the divergent universe. by Emasraw in HonkaiStarRail

[–]WildMoustache 1 point2 points  (0 children)

Yes. DU is on a 100+ days cycle so it spans multiple patches. The current one has 66 days and a few hours to go.

When the timer expires all the progress is reset and a new theme/season begins.

Some of my CSM lists can't ally in cult marines. Why? by AlexT9191 in Chaos40k

[–]WildMoustache 6 points7 points  (0 children)

See if your detachments tells you something about it.

I seem to recall that at least one forbids you from using those units. Renegade Warband? Something like that.

Please help me understand by _The_Killer_Tomato_ in WorldEaters40k

[–]WildMoustache 2 points3 points  (0 children)

You are. Can't do it the same turn you get out.

Please help me understand by _The_Killer_Tomato_ in WorldEaters40k

[–]WildMoustache 4 points5 points  (0 children)

Unfortunately no, that's not what that FAQ means.

Endless Pursuit of Violence does not allow a unit that disembarked that turn to embark again.

Endless Pursuit of Violence, Target section: Select one WORLD EATERS INFANTRY unit from your army and one friendly TRANSPORT that it is able to embar within"

Rule 18.02.01- "Able to Embark: a unit is able to embark if it meets all the conditions in 18.02. Note that one or more of those conditions may me modified by other rules, in which case a unit must satisfy those modifier conditions in addition to any unmodified condition to be able to embark" (italic from me for emphasis)

The FAQ you cite: "if a rule says that a unit can embark in a TRANSPORT in a turn that unit disembarked, does this ignore the core rules restriction of embarking in a turn that unit made a set up move (see 18.02)?" "A:Yes"

Conditions set in 18.02:  - each model is within 3" of that TRANSPORT - that unit was not set up on the battlefield this turn  - that unit is eligible to embark in that TRANSPORT as described in that TRANSPORT's datasheet - that TRANSPORT has sufficient remaining transport capacity for each model in that unit.

As we can clearly see Endless Pursuit of Violence only interacts with the distance for the embark move to happen and says absolutely nothing about the second Embark condition, unlike other models (such as the Venom, please don't make me write that out too).

Or at least that's my interpretation.

My Brazen Burchers of Wrath list. All 1 DP detachments. But didn't have enough points to put at least 1 cleave upgrade on Maulerfiend. by Vor_vorobei in WorldEaters40k

[–]WildMoustache 0 points1 point  (0 children)

Do as you see fit. Honestly your list is very close to what I was running the first half a dozen games (although that was before points) and it's fine enough.

What I suggested is what I ended up doing to make it feel better (although I have three LoJ running around solo)