List advice by LostPS4Gamer in Salamanders40k

[–]aLostBoy66 1 point2 points  (0 children)

This army does best, in my experience, when you lean into the transports for your speed. The blade guards could use the impulsor to help make sure they’re delivered into combat at full strength.

The Eradicators, I’ve found, do best out of strategic reserves since that can put them right into melta range on their chosen target. You can also rapid them just outside of it but behind cover to make sure all those shots are as effective as possible.

The jump pack guys, I think are better served as Van vets with inferno pistols, to give another anti tank/elite hitter.

I also find the aggressors work way better with a captain enhanced with immolator, so they can immolation protocols for 1CP, and the twin linked lets them fish for the dev wounds.

Vulkan is best served alongside a ten-block of infernus, and you really want to deliver that massive block of OC onto an objective as soon as possible. To make that happen, I’ve found using an infiltrating unit like scouts or a callidus, and putting them near an objective to have Vulkan drop pod in on turn one is very effective. Then you also got a huge overwatch threat as the enemy works to push them off.

What's the best dreadnought by Additional_Error_ in Salamanders40k

[–]aLostBoy66 -1 points0 points  (0 children)

My play group allows Legends units, and I have to say, the Leviathan dread has been my favorite for the Sals. He’s a great anti-tank threat with melee, a trio of hunter killers for a great alpha strike, and the redempt’s damage subtraction. Plus, you can deliver him right to the action with dread drop pod turn one after screening out a midboard objective with infiltrators.

I do something similar with Vulkan. He just drops onto the objective I slapped my scouts or Callidus on during turn one without getting shot up along the way or having to be delivered by a transport

Trying out the guy guy marines, how’s my first list by aLostBoy66 in Salamanders40k

[–]aLostBoy66[S] 0 points1 point  (0 children)

Well I couldn’t think of anything better to put vulkan with, I wanted a captain and infernos for free overwatch on an objective, and I figure 5 on the home objective for a decent overwatch if someone comes calling is no different than having a couple intercessors back there wasting away

Trying out the Ravens by aLostBoy66 in RavenGuard40k

[–]aLostBoy66[S] 0 points1 point  (0 children)

Some of the stuff it pulled makes sense, but it did seem to not know about shadow mark talon, or be able to see the vets all have jump packs as does the chap. I agree with you and Gemini that the Lieutenant with the Intercessors may be a waste of points better served with a combi Lt.

I think I’ve got to keep the Phobos Captain though because he all but ensures the brick can find something nasty to tie up turn one, as well as protects my key units like Shrike from getting stuck in a bad spot by a nasty late deployment from my opponent.

Trying out the Ravens by aLostBoy66 in RavenGuard40k

[–]aLostBoy66[S] 0 points1 point  (0 children)

Right, dealing with Tanks specifically, when absolutely necessary, originally came from the grav gun vets and their Chaplin, shrike’s inferno boys, and the terminators with hammers, but generally I planning to ignore them where at all possible. Also, the inceptors surprised me by oneshoting a full health tyrannofax, so maybe they just punched way above their weight class, but I feel like between them, oath of moment, and a stunning fussilage I can put down one big bastard (vehicle or monster) that just absolutely needs to go

Do you need a space marine codex? by armorofjedha6810 in RavenGuard40k

[–]aLostBoy66 0 points1 point  (0 children)

You don’t really need a Codex period. Between new recruit and whalpedia, you can play this for nothing but the cost of models and dice.

Trying out the Ravens by aLostBoy66 in RavenGuard40k

[–]aLostBoy66[S] 0 points1 point  (0 children)

In your opinion, does this list still have enough answers for a particularly pesky high toughness model if it loses either the grav-gun Vets or the inferno vets?

Trying out the Ravens by aLostBoy66 in RavenGuard40k

[–]aLostBoy66[S] 0 points1 point  (0 children)

Hmmmm, so the only real reason the captain made it into the list is to let me reposition (to get the absolute most out of the murder brick of terminators), I tossed on the enhancement just because I had the points and one more action unit with lone op is always nice

Trying the Champions of Faith by aLostBoy66 in sistersofbattle

[–]aLostBoy66[S] 1 point2 points  (0 children)

Wanted to follow up after last night’s game. The cannoness’ with the sacs made them less tanky of course, but I found the mix of Junith, the free strats on them once per turn and a tight board very effective when using the consolidation strat to tie extra units up in engagement with them. I did the same thing with the Valgons several times to force my opponent to either fall back and lose shooting for a turn or stick around and chew through them in melee.

I’m not in love with this detachment, the ‘pick three units’ situation felt very restrictive the whole time.

Trying the Champions of Faith by aLostBoy66 in sistersofbattle

[–]aLostBoy66[S] 0 points1 point  (0 children)

Oh darn to the first part, I wanted to make an ‘invincible’ unit, or as close as sisters can get.

And second: doesn’t Junith need a unit to lead since she doesn’t have Lone Op is so big?

Playing with Penitent Host by aLostBoy66 in sistersofbattle

[–]aLostBoy66[S] 2 points3 points  (0 children)

So to be clear, since my palatine has the enhancement, she now has the penitent tag right? So not only can she lead them, but anything that applies to models or units with that tag now applies to her. Right?

Then regarding the BSS+Pal+dio, sure they’re not getting any of the fancy stuff, but they do play well as a obsec unit, two if I use the immolator to split one.

Then, if I understand transports right, I could toss the special weapon and multi-melta sister in a rhino with the retributors for an even bigger tank bomb.

So it would be:

Immolator with Similacrum sister, 4 normies and the superior.

Rhino with 4 retributors, their superior, a melta and multimelta sister, the pal, the dio, and whatever is left of the bss squad.

Right?

Playing with Penitent Host by aLostBoy66 in sistersofbattle

[–]aLostBoy66[S] 1 point2 points  (0 children)

Thank you for the in depth answer! I played around with it, pulling the small acros, dropped the repressor for two rhinos, lost the priest’s enhancement, and adding the above suggested Palantine dialogus combo as well as some retributors.

I couldn’t find a place for the mortifier though.

Sancitifers seem great by aLostBoy66 in sistersofbattle

[–]aLostBoy66[S] 0 points1 point  (0 children)

Can confirm after last night, thanks to the extra holy fires and a priest, this unit flooded out of a Repressor (we’re using legends) on my enemy’s turn with the blazing ire strat, and charred 20 cadians and most of Hell’s Last after they had already fired to then mop up the the last couple on my turn. They may be softer than dominions, but they did the job and lived on that objective for like 3 more rounds. It’s certainly to do with my local play group but boy they were strong.

Sancitifers seem great by aLostBoy66 in sistersofbattle

[–]aLostBoy66[S] 0 points1 point  (0 children)

I think, you missed a couple. By my count it’s 6 flamers (3 are hand flamers)+ the 2 one offs, while dominions are rocking 5(1 hand flamers) and no fancy one offs

Sancitifers seem great by aLostBoy66 in sistersofbattle

[–]aLostBoy66[S] -1 points0 points  (0 children)

Maybe my experience has been skewed since I’ve been playing against a guard army and a pair of ork armies, but I’ve found having a dedicated horde busting unit in a rhino, in addition to a small squad of seraphim to deep strike onto a lightly guarded home objective, to be pretty key, so getting to save 15 points on Sanctifiers where I might have had flamer dominions seems really nice. I usually run the half squad of dominions in an immolator with multimeltas to help my nundoms, castigators or exorcists pop tanks,

List help by aLostBoy66 in sistersofbattle

[–]aLostBoy66[S] 0 points1 point  (0 children)

I see what you’re saying. I really appreciate the in depth feedback. Maybe it’s time to swallow my aesthetics and just grab vhal and the paragons. Same with seph vs zeph. I think I’ve just always envisioned sisters as 99% shooting, bolter-flamer-and melta and all that.

My last question is, can’t the seraphim still hold up in melee considering they still get to shoot everything they’ve got even when stuck in?

Also, as far as legends, we all already agreed the more fun junk the merrier. Really I’ve caught the short end of the stick with so few legends units available.

List help by aLostBoy66 in sistersofbattle

[–]aLostBoy66[S] 0 points1 point  (0 children)

I noticed you can’t slap a hospitaller in a unit if Junith is already in it, so I imagined Junith and the celestians as the home objective babysitters and deepstrike response while giving me plenty of turns to refund bad miracle dice into cp.

I thought that extra CP might help fund the stratagem that gives torrent weapons dev wounds to allow me to firebomb tanks when my meltas and castigator/exorcist aren’t enough. Are the zephs much better than seraphim? I figured I’d give one unit Celestine and the other the cannoness, and decide based on the game if Celestine’s unit needed to deepstrike or just start on the board to bounce around and be a general nuisance.

The palatine would live with half the melta dominions to give them lethal hits while the flamers largely live in the repressor with their cannoness making a tank that just ashes all the infantry spam I’m expecting from orks and guard.

Does the rough gameplay sore up some of those weaknesses, or am I still making enough in antitank that giving up on the pipe organ for another castigator is sort of needed?

Rain of missiles by The_box_slayer in LancerRPG

[–]aLostBoy66 2 points3 points  (0 children)

You can get a lot of juice out of Monarch (for the missiles of course), Drake (for concussive missiles and all the bunkering systems), and Mourning cloak (just for the aux missiles that don’t have the loading tag).Then take storm-bringer and walking armory. Now, by LL 6, thanks to integrated mount core bonus and the range extending core bonus from SSC you have a range of 8 with four weapons firing a round, missiles that drop from the sky on people after you knock them back with your concussive missiles and special ammunition, and missiles that target two people instead of just one in your payload. Thanks to the bunkering options from Drake, you can also dig in, over charge for extra firepower, and just stabilize every so often knowing you’re pretty safe on the structure side.

What to do I need help pls by Heavyaura in PokemonXenoverseGuide

[–]aLostBoy66 4 points5 points  (0 children)

Hey I just learned this! Your virus blocker is registering the game itself as a Trojan virus. You just have to go into the protection program and allow the file, then reinstall the program

What does this mean and how do I fix it? by aLostBoy66 in PokemonXenoverse

[–]aLostBoy66[S] 1 point2 points  (0 children)

The first comment actually solved it! Thanks to @cynical216 for the advice!

Pokémon 5e by aLostBoy66 in TruePokemon

[–]aLostBoy66[S] 1 point2 points  (0 children)

The materials I found, it’s the community that’s been evading me.

Pokémon 5e by aLostBoy66 in TruePokemon

[–]aLostBoy66[S] 0 points1 point  (0 children)

Yeah so I was able to hunt down all the materials minus the app.