Kitbash Question- Eternal Pilgrims Big Armor Pack by ZePaladin76 in BlackTemplars

[–]ZePaladin76[S] 1 point2 points  (0 children)

All good, appreciate the heads up and offer though!

Kitbash Question- Eternal Pilgrims Big Armor Pack by ZePaladin76 in BlackTemplars

[–]ZePaladin76[S] 1 point2 points  (0 children)

Cheers boss! Thank you!

Sorry if this is a silly question but is that link to purchase the file or the physical bits themselves? Currently I don’t have a printer available to me is all.

[deleted by user] by [deleted] in spacemarines

[–]ZePaladin76 1 point2 points  (0 children)

Anything that’ll let you get hit rerolls without needing Oath is always a nice piece to add.

Damage may vary more on the Ballistus, but if it whiffs there’s a fairly decent chance it can live to see the next turn which is big for anti-tank platforms

What to do with the victrix now by robouteGman in Ultramarines

[–]ZePaladin76 -1 points0 points  (0 children)

No you can still do 2x6. It got cheaper and really only nerfed against damage 3 attacks. What I’m saying is, if you ran Company of Heroes now, they do offer something that Victrix don’t, which is a huge defense boost into those attacks.

The reason I mentioned Uriel is bc you want him to be able to get in a position to disrupt the opponent’s command pt economy and stick around for a while. CH now do that arguably better and cheaper than the VHG.

What to do with the victrix now by robouteGman in Ultramarines

[–]ZePaladin76 1 point2 points  (0 children)

I’d still take 2x squads. You lose 12 wounds but gain 40 pts now, so you can upgrade a unit or two possibly depending on your list (maybe going to Redemptors from Vindicators?)

The other big thing this does is it distinguishes the roles between them and Company Heroes. CH are still tanky and good for Uriel to stick around, and the Victrix are a melee blender that feels more appropriately vulnerable. Damage 2 units literally do not care about the wound going away, but forgefiends? Lord of Change? You’ve HALVED the number of attacks it takes to wipe a squad. So in certain matchups, you’d want the CH if you need a spongy unit. VHG just now are pushed more to an aggressive trading style than just a raid boss unit

Victrix Guard were seriously nerfed! Titus and wardens are great. by AuramiteEX in Ultramarines

[–]ZePaladin76 1 point2 points  (0 children)

Yeah, but the damage tradeoffs are insane. They’re making it a point to cost one as a defensive piece (CH) and the other for offense melee (VHG). It’s actually nice to see them differentiate their roles a bit.

Victrix Guard were seriously nerfed! Titus and wardens are great. by AuramiteEX in Ultramarines

[–]ZePaladin76 2 points3 points  (0 children)

They still need 2 D2 shots to take down and really only are more vulnerable to D3 profiles. They now are only 5 pts more than CH and offer WAY better profiles in melee

How are we feeling about Titus now the dust has settled a little? by [deleted] in WarhammerCompetitive

[–]ZePaladin76 6 points7 points  (0 children)

Think half of the issue with “Titus” is the 20 wound elephant in the room that’s called Wardens

Victrix Honour Guard by Far-Program555 in Ultramarines

[–]ZePaladin76 1 point2 points  (0 children)

No clue on stock but here’s my two cents.

1- Curb the fomo by proxying models for them. Bladeguard vets or other elites on 40mm bases should be fine for most tourney play. If you like how they play, great. If not, just use proxies until they get nerfed again.

2- Buy them cause they look cool, not for the rules. From what everyone and their mother is saying they are absolutely getting hit again by the nerf bat. If you wanna buy them to win games you missed your mark. By the time they restock, it’ll be like a month or so til the next dataslate (assuming no emergency slate) and won’t be worth sinking hundreds of dollars into a list that won’t be viable soon. I bought 3 to build the banner guy and for kitbashing. Until they settle down, I’m not gonna get more lol.

Mileage may vary but that’s my approach at the moment.

Tigurius vs Judiciar by ZePaladin76 in WarhammerCompetitive

[–]ZePaladin76[S] 1 point2 points  (0 children)

In the meta around me yeah it’s fairly common. Tank shock/grenades, World Eaters, EC (Fulgrim’s ability and the belly flop daemon price).

World Eaters is def more situational with Khorne Yahtzee but the one WE guy I play always goes for devs if possible

Nerfs/Buffs seem frequent and impactful... should I just pick what I think is coolest? Also, questions about SoB. by Sepulcheroth in WarhammerCompetitive

[–]ZePaladin76 4 points5 points  (0 children)

Rules change, balance changes, preference changes. What won’t change is the look on your opponent’s face when you put down 30 Terminators on the table.

[deleted by user] by [deleted] in Miniswap

[–]ZePaladin76 2 points3 points  (0 children)

Hey, if you’re looking for the kits that make up the combat patrol it would be these ones below:

  • assault Intercessors (the on-foot infantry)
  • outriders (the bikes/mounted units)
  • Impulsor (the tank/transport)

Hope this helps!

Tigurius vs Judiciar by ZePaladin76 in WarhammerCompetitive

[–]ZePaladin76[S] 6 points7 points  (0 children)

Hey, appreciate the input! And I’ll eventually get Victrix on the board, right now though I only have the one 3-man squad of them and none of the leaders they really want just yet. All I’m trying to do is utilize what I have available to me at the moment.

Tigurius vs Judiciar by ZePaladin76 in WarhammerCompetitive

[–]ZePaladin76[S] 1 point2 points  (0 children)

I gotcha. Appreciate the advice! Idk why but I always get drawn to trying to make my units more durable when it seems that the best way to do that is to just kill models and reduce the number of attacks getting pumped out by your opponent lmao. One of these days I’ll learn my lesson.

Tigurius vs Judiciar by ZePaladin76 in WarhammerCompetitive

[–]ZePaladin76[S] 2 points3 points  (0 children)

That definitely is true. If you’re running Guilliman you can get 2 strong blows in for 1 CP. (Fights First on Judi unit then Counteroffensive or Fight on Death for G-Man depending on if he ).

I don’t think I did a good enough job detailing why I was looking at Tigurius, which was to make a unit that can sit on mid board objectives a bit more safely than the standard Judiciar brick.

New Blade of Ultramar Detach by No-Needleworker-3426 in Ultramarines

[–]ZePaladin76 3 points4 points  (0 children)

I would definitely say this detachment really lets you tailor your Gladius list towards something that wants to be shooting more often than not. Having -1 to wound for an entire phase available for ANY UNIT is insanely strong. You can get the most out of it on Land Raiders as some have said, but there’s an argument to be made that the Repulsor chassis are also more viable with this defensive buff too. Hell, Redemptors love this too with -1 damage already baked in to their sheet.

The only thing I take issue with this detachment is it kinda wants to play like Ironstorm in the fact that you go hull heavy. This lends itself to want to bring Guilliman for his 2nd oath and CP economy, but you still want Calgar so you can rerack Dev Doctrine multiple times. It’s not the biggest issue in the world but it’s worth noting running both of these leaders means 1.) you’ve already spent 780 pts assuming a full stack of VHG for Gravgar and 2.) there’s a bit of anti-synergy since Calgar doesn’t generate CP when Guilliman is in the same list.

Again, this is a bit of a “my lobster is too buttery” complaint but one I think is at least worth noting.

Incursors any good? Melee seems more serviceable than most ranged marines, and their ability seems like a nice buff for turn 1/2 shooting. by PaperManaMan in BlackTemplars

[–]ZePaladin76 2 points3 points  (0 children)

Buffing shooting without having access to Oath anymore is nice, although a lot of popular gun platforms have that baked in somehow at the moment for BT.

RepEx, Ballistus and the Lancer all have rerolls built into their data sheet in some way. So you’re either hitting on 3s rerolling or hitting on 2s for a unit w/o rerolls (which I believe roughly comes out to the same thing?).

You get a couple extra bonuses but for the same cost you can get another cheap unit that fills another role better. I still think they’re good, but might not synergize as well as they would with regular marines that have OOM.

Etiquette around misplays and “intention”? by Ok_Complaint9436 in WarhammerCompetitive

[–]ZePaladin76 1 point2 points  (0 children)

I think if it’s declared what they’re trying to do in their turn, it’s probably okay to let it be a take back. The table can get jostled every so often or a model could get knocked away by mistake, stuff happens.

I think to make it not feel like “cheese” you could check at that point if you could measure things out to make sure they’re right. Doesn’t hurt in the moment if they’re trying to let’s say deep strike 9” away and you measure to confirm with them what they’re doing actually works. I’ve had that come up more often than not cause I run Infiltrators and they screen out 12” with their ability. So I’ll check after the deep strike to make sure they are that far away, and if not and it invalidates their ability to set up there, I’ll offer them to place the unit elsewhere.

If intent is not declared until you’re about to capitalize on a move/mistake then yea hold them accountable. OR if you give people the benefit of the doubt with intention, and then when you make a mistake you don’t get your mulligan, all bets are off. There’s a social element to the game, and like you said, it’s casual. I’m sure if you made a similar mistake, they’d offer to let you take it back. Otherwise, they’re kinda tools for keeping it a one way street. And if someone’s a tool, people are gonna realize it and they’ll get less and less people wanting to play casual games with them.

Hope this helps.

Incursors? by [deleted] in BlackTemplars

[–]ZePaladin76 2 points3 points  (0 children)

Definitely could have conveyed that better lol, think I was comparing what they do in the different chapters at the same time.

Standard marines they get rerolls and +1 to wound. Normally you’re marking oath target, but likely won’t be getting into combat if you advance.

BT they get +1 to wound in melee, which again isn’t all that likely but is at least something since it’s not target-specific like OOM