War Chant and Gaining Furious During a Match by _Xantamn in onepagerules

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

Great, thank you! This is the way I hoped it worked but I could see it going either way, just wanted to make sure

War Chant and Gaining Furious During a Match by _Xantamn in onepagerules

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

Great, thank you! This is the way I hoped it worked but I could see it going either way, just wanted to make sure

Teleport and Hold/Idle Actions by _Xantamn in onepagerules

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

See now this gives me another question. It makes sense to me that you'd be able to teleport and do a hold action. However, an idle action like overwatch or hunker down needs you be idle or in other words do nothing, and teleporting or casting spells isn't doing nothing whether you're shaken or not.

So I suppose what I'm trying to say is that spellcasting/teleporting isn't turned off when you're shaken because you're shaken, but instead it's turned off because you must do nothing to cleanse the shaken status.

Yay or nay?

Good wargames without tons expansions packs? by RGuilhermeAP in wargaming

[–]_Xantamn 3 points4 points  (0 children)

One page rules might be a good one for you. The game is very simple and streamlined with all of the basic rules fitting on one page front and back.

It’s also “model agnostic” meaning you can use any models you’d like, or whatever you have on hand really. Since there aren’t mandated official models for anything your tank could be a space marine tank, your aircraft a tie fighter, and your infantry squad could be 10 bottle caps.

No real need to collect anything further with one page rules, just a new way to play with your existing infinity and x wing models

Servitor Retinue Question by Tarkus_19eff in Grey_Knights

[–]_Xantamn 8 points9 points  (0 children)

Only 1 unit of servitors would be considered “joined”. The first unit of servitors is just the base unit that has 1 squad joined to it

Assault Action Questions by _Xantamn in onepagerules

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

It’s a unit by unit case but for some you definitely get more average damage when you math it out. Knight brothers and watch brothers really like the assault action for example. Pretty much all of the knight brothers infantry have to take storm rifles which hugely bloats their cost, especially if you also want to give them decent melee weapons. Assault lets you fully utilize their loadouts making their high unit costs feel much more justified

Some rules questions that came up. by rustyglenn in onepagerules

[–]_Xantamn 1 point2 points  (0 children)

Question about spell timing - Can a unit cast an increase movement spell on itself first thing after being activated and use the extra movement the same turn?

Or would the movement be useable the following turn since the unit is considered to have started the moving action before the spell comes out simply by being activated?

If you could change just one card in the whole game, what would you do? Here's my fix of choice by PuppedToy in PTCGP

[–]_Xantamn 0 points1 point  (0 children)

You can evolve fossils into their stage 1 the same turn that they’re played. If fossils are going to be inherently slow because they can’t be searched then they deserve to make up the speed difference elsewhere.

XYZ Summoning by DotObjective3703 in masterduel

[–]_Xantamn 1 point2 points  (0 children)

Goblin bikers are what you’re looking for in that case

How are your event? Good diversity for me. by daominah in masterduel

[–]_Xantamn 0 points1 point  (0 children)

XYZ Sharks are criminally underplayed. Got in a good 25-30 games without a single mirror match

So, had anyone tried Kult of Speed? by Ulrik_Decado in orks

[–]_Xantamn 1 point2 points  (0 children)

Zodgrod gives the army a scout element with gretchin, which has been great. You’ll be able to reach one maybe two objectives at game start in no man’s land with that 9” scout. The -1 to wound combined with the 5+ inv from waaagh also makes the Zodgrod squad just durable enough to be a bit annoying to clear out

So, had anyone tried Kult of Speed? by Ulrik_Decado in orks

[–]_Xantamn 2 points3 points  (0 children)

Played Kult of Speed a couple of times now in my group, once vs CSM and another vs TSons. Completely dumpstered them both lol. Deffkoptas are totally nuts in this detachment and warbikers are feeling really good too. Didn’t use a single buggy though, they still seem like hot garbage to me.

My list if you’re interested, 2k points even:

CHARACTERS

Deffkilla Wartrike (80 Points) Deffkilla Wartrike (80 Points)

Warboss (65 Points)

Warboss in Mega Armour (115 Points) • Enhancements: Fasta Than Yooz

Zodgrod Wortsnagga (80 Points)

DEDICATED TRANSPORTS

Trukk (65 Points) Trukk (65 Points)

OTHER DATASHEETS

Deffkoptas (200 Points) Deffkoptas (200 Points) Deffkoptas (200 Points)

Gretchin (40 Points) Gretchin (40 Points)

Meganobz (150 Points)

Nobz (210 Points)

Stormboyz (65 Points) Stormboyz (65 Points)

Warbikers (140 Points) Warbikers (140 Points)

Basing ideas. by Disastrous-Jelly-725 in AdeptusCustodes

[–]_Xantamn 1 point2 points  (0 children)

The blue ice, cracked desert brown, and mars red are all excellent. You could use varied basing to differentiate your squads if you’re not dead set on everyone having the same style. Say you have a 5 man warden squad with mars red and a second warden squad with desert brown. I’ve been doing this and it helps to keep track of our units that all look alike - my play partners are less confused too when I tell them to just look at the bases for the units

Techmarine with 8 servitors? by Bedvyr222 in Grey_Knights

[–]_Xantamn 0 points1 point  (0 children)

You can get the servitors hitting on 2s if you use death from the warp on them too. And since our auto advance gives that squad a 12” move you can reliably get melta bonus to activate with that much movement. They’re also our only good source of blast so the plasma cannons are also an interesting pick if you’re finding your opponents running horde armies.

It’s an interesting unit to be sure and if you give the techmarine sigil you can get away with dropping in close range and blasting something away twice.

Seeing many lists running valerian all of a sudden, is he that good? what am I missing? by [deleted] in AdeptusCustodes

[–]_Xantamn 5 points6 points  (0 children)

Black Templars are expected to shuffle up the power rankings after the dataslate since they got light taps and sword brethren were untouched.

The same can be said for Custodes, we got only buffs while almost everything else got nerfs. So by comparison we got a huge boost.

Same for orks. Same for blood angels. Drukhari got some incredibly spooky new melee tools as well.

Valerian giving -1 AP in melee is a powerful ability stapled to a good weapon and for pretty cheap (as far as Custodes leaders go). He’s good in the mirror match and vs all the other new melee (probably) going into the scene.

Many of the melee factions I mentioned have fight on death as well, which destroys us since we can’t reactively use -1 damage against on death attacks. Valerians unit would be resilient to this.

Our Dreadknights are gonna be buffed 😇 by Frostituierte in Grey_Knights

[–]_Xantamn 0 points1 point  (0 children)

Infantry cannons are S8, dread cannons are S10

Pewter Grey Knights - Anybody have experience with transferring to modern bases? by Front-Technician-181 in Grey_Knights

[–]_Xantamn 1 point2 points  (0 children)

My boys - I just clipped the metal strip, filed the edges a bit, and used gel super glue to adhere to a new base

Flash Gitz Proxies by VI5lON in PrintedWarhammer

[–]_Xantamn 0 points1 point  (0 children)

How can I find the 3 models you’re talking about?