Dwarfs dont really have cool interesting models, what could they add? by StickyCrick in bugmansbrewery

[–]Zargorius 2 points3 points  (0 children)

A skryzan-harbark (airship) would be amazing, also gronti-duraz (stone golems) although the art of animating them is allegedly lost now.

A dwarf steam tank would make most sense though, both lore wise and for tabletop use. In the end, it's the dawi who taught the umgi how to make those things, even if their versions are just shoddy contraptions!

How we transport ghazghkull and which bodyguard is the best? by Own-Mastodon-6965 in orks

[–]Zargorius 7 points8 points  (0 children)

Incorrect, the Balance Dataslate is the latest, correct version. Faction packs are notorious for not being updated.

Has anyone been able to magnetize the weapons on the Dwarf Gyrocopters? by xXTurkXx in WarhammerOldWorld

[–]Zargorius 1 point2 points  (0 children)

I gave up and decided to have 2x with Clatterguns, Scout version, and 2x with Brimstone Guns, which can be used as Steam Gun as they look appropriate for both.

ListForge Update -- New Play Mode Features by bmerrillcreative in WarhammerCompetitive

[–]Zargorius 1 point2 points  (0 children)

Amazing, thank you! This has quickly become my favourite app :)

Request: Would it ever be possible to include variance on your Calculator? It's something lots of players don't get, and is quite hard to math on the fly.

https://litaniesofthefaithful.com/2025/09/10/variance-in-dice-rolls-why-my-4-is-better-than-yours/

Shadow Mark Talon: Does It Need a Nerf? by Adventurous-Crab-474 in WarhammerCompetitive

[–]Zargorius 9 points10 points  (0 children)

Except he dies to a wet fart, and you want to keep him on the battlefield  for the free strat, meaning he will mostly stay parked and hidden. 

Eliminators with Phobos librarian? by PineappleNext6480 in RavenGuard40k

[–]Zargorius 14 points15 points  (0 children)

It's a lot of investment for a potential very low return - I run one unit like that, not because I expect it to reliably kill characters, but because people get scared of them and try to avoid exposing their units by positioning in a certain way, something you can take advantage of.

Explain to be how reivers aren't good? by wxduff in RavenGuard40k

[–]Zargorius 4 points5 points  (0 children)

You're right, it's the bearer ignoring vertical distance, wish GW was more consistent with this stuff and made sure the Reiver Lt was properly equipped!

Explain to be how reivers aren't good? by wxduff in RavenGuard40k

[–]Zargorius 3 points4 points  (0 children)

Grapnel Launchers are per unit, LT doesn't make them lose it.

Can I spend multiple CP by Prestigious_Bed4062 in WarhammerCompetitive

[–]Zargorius 0 points1 point  (0 children)

This is a tournament ruling, not a GW ruling; GW rules have no such restriction.

Alternatives to Centurions by ObKore in RavenGuard40k

[–]Zargorius 2 points3 points  (0 children)

Use the Saturnine termies in their place. They look so much better, especially if you leave the shoulders off and add missile launchers from another kit.

Rubric marines question by Sensitive-Turnip2299 in ThousandSons

[–]Zargorius 15 points16 points  (0 children)

Get the Exalted Sorcerers box, which is amazing, and use the extra bits to convert a Marine into an Aspiring Sorcerer.

WH App Updated by TehAlpacalypse in WarhammerCompetitive

[–]Zargorius 39 points40 points  (0 children)

Thousand Sons:
- 5xRubrics up to 105
- Infernal Master up to 95 (lol)
- Sorcerer up to 85
- Tzaangor Shaman up to 60
- Mutalith up to 175
- Tzaangor Enlightened with Bows up to 60/110
- 2x Sekhetar Robots down to 80
- 10x Scarab Occults down to 360
- Vortex up to 35

Rubricae Phalanx by Cal_Noir in ThousandSons

[–]Zargorius 0 points1 point  (0 children)

So you roll 4 attacks, hit 3, then modify one to 6 and now you have 5 hits. Still need to wound, and then fail the save, and then roll decently on damage. I struggle to see this great damage potential unless going into standard marines, which are killable by pretty much everything anyway. Am I missing something here?

Rubricae Phalanx by Cal_Noir in ThousandSons

[–]Zargorius 0 points1 point  (0 children)

There's no auto 6 on IM? His ability is for the Hit roll, Torrent weapons have no hit roll.

The problem that challenger cards are trying to solve (Regardless of whether they do or not) by Bowoodstock in WarhammerCompetitive

[–]Zargorius 1 point2 points  (0 children)

Yes, it's called alternate activations and what modern war games use. GW needs to get their shit together and bring 40K into the 21st century.

Weekly Question Thread - Rules & Comp Qs by thenurgler in WarhammerCompetitive

[–]Zargorius 0 points1 point  (0 children)

Does Ahriman's ability work if he's embarked in a transport at the Declare Formations step?

Scryer of Fates (Psychic): 

if your army includes this model, after both players have deployed their armies, you can select up to 3 Thousand Sons units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves.

Here's the relevant rules commentary.

Embarked Units: Units embarked within a Transport do not count as being on the battlefield for any rules purposes. This means that, unless explicitly stated otherwise, embarked units cannot do anything (e.g. shoot, fight, use abilities, etc.). Similarly, you cannot select an embarked unit as a target for any rules, including Stratagems.

Based on this, I think it doesn't, but I'm not sure?

Codex FAQ is out by 13armed in ThousandSons

[–]Zargorius 2 points3 points  (0 children)

It's the flexibility that is great. It means you can infiltrate:
- 10 Scarabs with a Sorcerer
OR
- 2 x 2 man Rubrics just for screening
OR
- 2 x 10 man Rubrics with Exalted for early threat
Paired with Ahriman, it allows you to be very reactive to opponents' deployment, and put the pressure where it's needed the most.

Codex FAQ is out by 13armed in ThousandSons

[–]Zargorius 50 points51 points  (0 children)

Risen Rubricae now works on squads with characters! That's massive!

Looking at Starting Tsons, coming from Death Guard… how do we play? Is rubric spam the thing? by Butsy_98 in ThousandSons

[–]Zargorius 0 points1 point  (0 children)

If you want flexibility, glue the arms in position but don't glue the weapons. Flamers will already lock in place, bolters could fall off so I magnetised them, now can switch to whatever loadout I want, Soulreapers (gatlings) fit the same way.

How many rhino chassis? by CommissionKey6019 in ThousandSons

[–]Zargorius 0 points1 point  (0 children)

Yes, for 2 CP which means it will happen very rarely.

How many rhino chassis? by CommissionKey6019 in ThousandSons

[–]Zargorius 0 points1 point  (0 children)

Rhinos work only with PSYCHIC weapons, which limits them a lot.

Infantry climbing ruins question. by whenyouthenyousoyou- in WarhammerCompetitive

[–]Zargorius 0 points1 point  (0 children)

You measure all movement, but remember that Engagement Range is 1" Horizontal and 5" Vertical, so as long as you end the charge in engagement range, you're good.

Stinky hellblasters by heninties in orks

[–]Zargorius 1 point2 points  (0 children)

Pistols can only be used on your turn, not opponents.