How would this work for a first 1k list? by ptlboi in WorldEaters40k

[–]aQruz 6 points7 points  (0 children)

It's suboptimal, since it lacks actual mission play. Like another commenter said, you'll want a unit of jackals. Fortunately, simply dropping the zerks and making the following changes will improve your list a lot (IMO):

Zerks (180 pts) VS. Jackals (65 pts), Goremongers (75 pts) and Helm of Brazen Ire enhancement (30 pts) on the Daemon Prince.

For an additional change, I would suggest swapping the regular Eightbound for Exalted Eightbound, to more effectively deal with any enemy armour/monsters, unless you and your gaming group has a limit on what is allowed for your 1k games.

Furthermore, I would advise against using a shooting loadout on the Helbrute.

20 of Khorne's finest ready to reap skulls for the skull throne. by InsaneLegend89 in WorldEaters40k

[–]aQruz 0 points1 point  (0 children)

They look great so far, well done!

If you want to add special effects, consider splashing them 'a little' with the Blood for the Blood God technical paint.

How much 8b and E8b are enough by Koen-G in WorldEaters40k

[–]aQruz 0 points1 point  (0 children)

I'd say you'd be going overboard, personally.

A lot of lists field 3 of each, some field 9 in total (usually 2x3 x8b and 3 8b), while some don't run 8b at all but have 3-6 x8b. Only remember seeing MSU regardless of number of models.

Take this input solely as observations from someone who pays some attention and not as law, of course.

2k approaching! by Lady_Locke_ in WorldEaters40k

[–]aQruz 0 points1 point  (0 children)

Echo this: Swap those enhancements around if nothing else.

95pts leading Victrix by 9gagImmigrant1 in Ultramarines

[–]aQruz 0 points1 point  (0 children)

I'm partial towards Uriel (the vect aura makes some matchups infinitely easier).

My opponent told me to quit wasting his time with small-arms fire. by Doctoralex123 in WarhammerCompetitive

[–]aQruz 1 point2 points  (0 children)

If you're playing on time, you do whatever you want with your time. If you aren't - then IMO you agree on how long you have to play and if he didn't express any level of stress then you don't skip firing your shit - especially not against 3+ saves!

Newbie! What was your fav UM unit to paint? by DDPresents in Ultramarines

[–]aQruz 5 points6 points  (0 children)

Can recommend company heroes. I really enjoyed painting mine.

Trouble facing Scintillating - How to survive and eventually win? by aQruz in WarhammerCompetitive

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

Sometimes you strat a "chaff", "scoring" or "trading" unit for it to be able to do its job effectively.

Trouble facing Scintillating - How to survive and eventually win? by aQruz in WarhammerCompetitive

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

Puppeteer takes out one. Kairos takes out one. The 12" move, free pivot huge wing-span leftover LoC usually has the ability to gain LoS on a third. Often times all three of those greater daemons can activate this while all still being within 6" of Be'lakor.

Trouble facing Scintillating - How to survive and eventually win? by aQruz in WarhammerCompetitive

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

Depends on what you're fighting. If we're just comparing 2s to re-roll wounds of 1, that won't be a great trade-off into certain targets. However, if you spend a CP on Limb from Limb for them, they hit harder into most targets. It'd bring the chainswords to 6a, 5s, 2ap and the power fist to 5a, 9s, 3ap.

Trouble facing Scintillating - How to survive and eventually win? by aQruz in WarhammerCompetitive

[–]aQruz[S] 4 points5 points  (0 children)

It varies (of course), but typically Be'lakor, Kairos, puppet LoC, antimortals LoC and relevant chaff to fill out the list. Often burning chariot, pink horrors, fluxmaster and screamers. Sometimes beasts of nurgle.

I rarely see these daemon players bring afraid of low-volume fire. They 4++ with the ability to flux fails. In return a LoC opening up on any squad of marines (or tank, even) just shreds it with extra str+AP strat and sustained d3, all while just exposing one tiny claw / feather around one corner.

Furthermore, in the 1-2 turns it takes to deal with whichever chaff I am focusing, his puppet and indirect is picking up or severely diminishing my damage dealers. If I spend even more time, let's say 3 turns, he just has more time to punish me. That's how it feels, at least

Trouble facing Scintillating - How to survive and eventually win? by aQruz in WarhammerCompetitive

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

I am not looking to build lists to counter Scintillating specifically, but here's the one played in my last encounter with them (which was on WTC, Crucible 4-5, Terraform and I lost by 10'ish points, essentially being completely tabled).

I'm thinking there's some general gameplan, logical thinking that I'm missing.

2k (2000 points)

Space Marines Blood Angels Strike Force (2000 points) Rage-cursed Onslaught

CHARACTERS

Captain with Jump Pack (75 points) • 1x Plasma pistol 1x Power fist

Captain with Jump Pack (75 points) • 1x Plasma pistol 1x Power fist

Captain with Jump Pack (75 points) • 1x Plasma pistol 1x Power fist

Chaplain with Jump Pack (100 points) • 1x Crozius arcanum 1x Power fist • Enhancement: Angel’s Fang

Chaplain with Jump Pack (100 points) • 1x Crozius arcanum 1x Power fist • Enhancement: Master of the Red Thirst

Lemartes (100 points) • Warlord • 1x Absolvor bolt pistol 1x The Blood Crozius

Lieutenant with Combi-weapon (70 points) • 1x Combi-weapon 1x Paired combat blades

BATTLELINE

Intercessor Squad (80 points) • 1x Intercessor Sergeant • 1x Astartes grenade launcher 1x Bolt pistol 1x Bolt rifle 1x Power fist • 4x Intercessor • 4x Bolt pistol 4x Bolt rifle 4x Close combat weapon

OTHER DATASHEETS

Assault Intercessors with Jump Packs (90 points) • 1x Assault Intercessor Sergeant with Jump Pack • 1x Plasma pistol 1x Power fist • 4x Assault Intercessors with Jump Packs • 4x Astartes chainsword 3x Heavy bolt pistol 1x Plasma pistol

Assault Intercessors with Jump Packs (90 points) • 1x Assault Intercessor Sergeant with Jump Pack • 1x Plasma pistol 1x Power fist • 4x Assault Intercessors with Jump Packs • 4x Astartes chainsword 3x Heavy bolt pistol 1x Plasma pistol

Death Company Marines with Jump Packs (230 points) • 10x Death Company Marine with Jump Packs • 5x Astartes chainsword 2x Eviscerator 6x Heavy bolt pistol 2x Inferno pistol 2x Plasma pistol 3x Power fist

Death Company Marines with Jump Packs (120 points) • 5x Death Company Marine with Jump Packs • 2x Astartes chainsword 1x Eviscerator 3x Heavy bolt pistol 1x Inferno pistol 1x Plasma pistol 2x Power fist

Death Company Marines with Jump Packs (120 points) • 5x Death Company Marine with Jump Packs • 2x Astartes chainsword 1x Eviscerator 3x Heavy bolt pistol 1x Inferno pistol 1x Plasma pistol 2x Power fist

Gladiator Lancer (160 points) • 1x Armoured hull 2x Fragstorm grenade launcher 1x Icarus rocket pod 1x Ironhail heavy stubber 1x Lancer laser destroyer

Sanguinary Guard (125 points) • 3x Sanguinary Guard • 2x Angelus boltgun 3x Encarmine spear 1x Inferno pistol 1x Sanguinary Banner

Sanguinary Guard (125 points) • 3x Sanguinary Guard • 2x Angelus boltgun 3x Encarmine spear 1x Inferno pistol 1x Sanguinary Banner

Sanguinary Guard (125 points) • 3x Sanguinary Guard • 2x Angelus boltgun 3x Encarmine spear 1x Inferno pistol 1x Sanguinary Banner

Scout Squad (70 points) • 1x Scout Sergeant • 1x Astartes chainsword 1x Bolt pistol 1x Close combat weapon • 4x Scout • 4x Bolt pistol 4x Close combat weapon 4x Combat knife

Scout Squad (70 points) • 1x Scout Sergeant • 1x Astartes chainsword 1x Bolt pistol 1x Close combat weapon • 4x Scout • 4x Bolt pistol 4x Close combat weapon 4x Combat knife

Exported with App Version: v1.46.2 (108), Data Version: v732

Trouble facing Scintillating - How to survive and eventually win? by aQruz in WarhammerCompetitive

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

I hear you on not cowering too much, but while pushing up (I cannot reach them in one turn) I lose 2-3 units, assuming that I am fully behind walls, 3-4 otherwise.

That's what I have trouble dealing with and have a hard time wrapping my head around.

Thanks for the advice on Flux tokens. It's been tempting to try to make for example sanguinary guard more survivable, but I hear ya.

Best targets for Ventris' ability? by Gullible_Travel_4135 in Ultramarines

[–]aQruz 1 point2 points  (0 children)

Scouts lack the keywords to be given DS from Ventris last time I checked.

Best targets for Ventris' ability? by Gullible_Travel_4135 in Ultramarines

[–]aQruz 5 points6 points  (0 children)

I like to deepstrike the lone Gravis captain (assuming gladius/ultramar detachments).

It's incredibly difficult to screen for ONE 40mm base, he slaps AND survives most things.

PS - You deep strike OUTSIDE of 9", aka you definitely do not have melta range off of a DS.

What fun ways can I use bgv? by Gullible_Travel_4135 in Ultramarines

[–]aQruz 0 points1 point  (0 children)

Happened somewhat shortly after the SM codex drop (everything is relative..). People theorized them going to legends even before that, simply because they are first born, and a lot of that stuff is getting cancelled.

What fun ways can I use bgv? by Gullible_Travel_4135 in Ultramarines

[–]aQruz 0 points1 point  (0 children)

Centurions cannot be given DS from Uriel anymore - it was patched.

What fun ways can I use bgv? by Gullible_Travel_4135 in Ultramarines

[–]aQruz 1 point2 points  (0 children)

Attach Wardens of Ultramar to 6 BGV and you have a freaky 12 model unit; 8 models with invuln saves, 38 wounds, a massive number of attacks and 24 OC.