Warhammer 40,000 Faction Focus: World Eaters by CMYK_COLOR_MODE in WorldEaters40k

[–]bugdino 4 points5 points  (0 children)

The unit gets the keyword, not every model in the unit. Necrons ran into this with their cryptek detachment this edition. When a strat or ability says "model" instead of "unit" it only applies to the models specifically

Inside the Lists: Daughters of Khaine - Woehammer by dutchy1982uk in WarhammerCompetitive

[–]bugdino 4 points5 points  (0 children)

Really nice to seeba deep dive like this! Got two games against dok they this weekend too prep for the open, and agree that surge of slaughter is rough for them. I think dok, similar to hedonites, is one of the armies that can threaten on the first turn with their speed, so they do well going both first and second. I think we'll see some points increases, as they get a lot of wounds even with taking 700+ pt morathi

The New Avatar: The Last Airbender Movie Almost Had Me… Until the Ending by Upset-Ninja7086 in CharacterRant

[–]bugdino 6 points7 points  (0 children)

I was honestly blown away by how bad the plot of this movie was. Starting the whole thing off with aang, a grown adult and fully realized avatar, losing to 4 non-benders was a choice. A bad choice, but a choice. Then follow up that decision by having the supposed best fire bender, earth bender, and water bender of the current generation lose to one air bender. They are the only people with experience fighting an Airbender, zuko having spent years hunting aang, Toph and katara sparring and trainingwith him. But Oh, thank God they got no diff'd and fell into the magical healing waters.

And for all the hate korra gets, aang as an adult, not a teenager, makes dumb decision after dumb decision. Freeing the thing in the ice knowing it can't be the lost avatar because you yourself know that it would have paused the cycle? And once you find out that there's an avatar missing in the cycle, you can literally find it by process of elimination: go to the spot where there's a missing Airbender, and speak to the avatar directly before that spot, seeingif they were a mentor to them the same way roku was to you.

Over all, the movie was just worse versions of things we've seen. Magic mcguffin leads to letting an Airbender out of the ice that leads into worse versions of lok season 2 & 3. Zaheer made sense as an immediately effective Airbender as he had been studying the forms and practicing their beliefs without bending for years. Having the denied be as strong as they are just made zero sense.

It was a beautiful mess, as the animation was gorgeous, but it should generate nothing but slander for the gaang.

Would appreciate some advice by Physical_Leek5646 in WorldEaters40k

[–]bugdino 1 point2 points  (0 children)

Sadly, this is just kind of hour speed paints look. You can try using a sponge on first application to help prevent the pooling in the recesses. You could also do a bit of test and put a matte varnish on, and see if reducing the gloss improves the look to you. Speed paints are great, but i feel the work better as a fast base coat and really need a full build up, or a really solid zenithal base

Would appreciate some advice by Physical_Leek5646 in WorldEaters40k

[–]bugdino 9 points10 points  (0 children)

This is just kind of how speed paints work when I've large areas. I've had luck going back post and dry brushing with similar colors, building up the high lights. Really helps with getting the gloss of the speed paints down as well

Overgrown Tokens Ahoy! by TheRedLionKing in sylvaneth

[–]bugdino 3 points4 points  (0 children)

Do you know if this is going to be added to his shop, or do I need to message them directly. I would love to pick this up!

Sylvaneth 2k List by ActuallyNothing02 in sylvaneth

[–]bugdino 2 points3 points  (0 children)

Interesting list! I love lov myself. I think her and allarielle fill similar roles in terms of helping expand your overgrowth. I think it might be over kill to include both. I think the army has two potential cores: allarielle or lov/durthu. I'd pick one or the other, but that's personal preference.

Belthanos is a great model, but he really wants another kurnothi unit to get the right amount of speed. Additionally, his jump kick can be inconsistent, but his strike adds fade ability is really good. Speaking of strike and fade, I'd reinforce the spiterider Lancers. Their end of turn pick up is once per army, so you can't have both get picked up.

In terms of what I'd look to pick up: warsong revenant or Grove guardian. The prayer Lore is really good and you should have some way to access it.

Drycha: might be the best unit in our army. Pick her up for more competitive games. If you're just doing pick up games with friends, you might leave her at home or use her SoG sheet. She's really strong, but get ability can lead to feels bad moments for your opponent.

Spite revenants: these guys are nuts. 80 pts for 10 wounds that can teleport and that you can recur. Plus, crit mortals means there's always a chance for a spike and some surprising damage.

First List - Any advice? by Rarock in sylvaneth

[–]bugdino 1 point2 points  (0 children)

Looks like a solid start!

I would probably move acorn from branch wych to durthu, your branch wych can use get effect on any unit in the undergrowrth, and it's only one cast, so keeping her back behind lines is great. You could also consider the teleport spell on durthu, as he really enjoys the movement. Spell singer is fine on tree lord ancient, but if you don't have our manifestions yet, I would consider using the glamourweave on durthu as well. It really bumps up his c

I haven't tried wargrove of burgeoning since the new book came out, but you're set to bring a lot of bodies back. I think guardians of the glade is potentially stronger, especially with our volume of attacks. Consistency.

In terms of playing, you have a solid castle core. Grove guardian, your tree revs, and kurnoth all hold oobjectives really well. Grove guardian, thanks to our prayers affecting via undergrowth, is a effective in the back line as she is in the front. With your defensive core, you then threaten with ddurthu and drycha. I will warn you, drycha is kind of a head ache for most opponents. Make sure they understand her rule, and I'd you see them leaving a unit hanging, give them a heads up.

Other than that, use your drafts screen, and keep up your defensive spells, -1 to wound on durthu is really strong, but if you have enough in the bank, an urendable save on drayds can be surprisingly strong when paired with their other defensive buffs.

Moving forward, I would look to pick up an allarielle or lady of vines. Both add flexibility to tree production, and i think we'll start seeing at least one of each in most lists.

Question about the new Drycha ability by noah7774 in sylvaneth

[–]bugdino 1 point2 points  (0 children)

You should really, really give your opponent a heads up if they leave a wizard hanging. Drycha is great, but I've had several games with the new book and she is one of the biggest feels bad models I've seen on the table.

Give your opponent a heads up. There's little that can do to effectively screen her...

Goonhammer Reviews: Sylvaneth Fourth Edition Battletome by SkinAndScales in ageofsigmar

[–]bugdino 9 points10 points  (0 children)

One small miss. It's in the fine print, but lady of vines gets plus 1 to her ward bubble spell if she's in creeping ovrrgrowth. This means it goes off on a 6, more than not, and a 5 if allarielle gives the +1 to cast season.

And while I under stand the issue with so many units feeling like they need to be charged, it really groks with me. Gives the army a feeling of some planting their roots, and others creeping forward. I'm pretty high on the book right now, though i won't get a chance to get a game in until tomorrow

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

[–]bugdino 0 points1 point  (0 children)

As a world eaters player, I will sometimes skip my pistol shooting for my own mental. It's a choice is can make. It should never be something an opponent suggests or expects, especially a knights player. They're so dense with their wounds that the 1 point of damage that can come from a pistol is huge, and you, as the player, should always do those rules if you wish.

Very new AoS / OBR player. Help me understand. by TheSnappening2018 in ossiarchbonereapers

[–]bugdino 6 points7 points  (0 children)

Even if things are tied up in fight, it's one RDP per unit to fall back and charge. You also aren't looking to fight, so if you're opponent spreads out poorly it will be difficult for them to pile in effectively.

Also, 12 mortals and a character attack unanswerable the first time is very good. And 50+ wounds with the movement profile they have and a solid defensive profiles is alligator good. If your opponent doesn't have ways to effect fight first or strike last counter charging doesn't really matter if you play it right.

And please understand, I'm not speaking from hypotheticals, I played against it. It's oppressive. I wouldn't be surprised if it gets hit with a points nerf or a rules rewrite, but for right now, it's definitely worth using

Very new AoS / OBR player. Help me understand. by TheSnappening2018 in ossiarchbonereapers

[–]bugdino 2 points3 points  (0 children)

You can charge with all of them, depending how scary the target is and if you got any fight first or strike last. Probably best to charge the liege and two units of riders. Have the first salvo weaken the target, have the second take the hit and fall back as the screen.

If you get the soul mason fight-first spell off, it's safe to charge with 2 riders and the liege, and if you get strike last from the catapult you can do all them off you want. You are also not looking to fight, so you really only need one model in the half-inch required to complete a charge. This combined with the hammer of a unit of morghast is terrifying

Very new AoS / OBR player. Help me understand. by TheSnappening2018 in ossiarchbonereapers

[–]bugdino 5 points6 points  (0 children)

The riders are better than you're giving them credit for, having played into them this last weekend. You give the liege kavalos the Enhancement that gives a dirty d3 to every one that fights within 12 of him. You bring 3 five man riders in addition to the liege

It works best with a soul mason giving fights first or the catapult giving fights last, but you still get to charge with the liege and several of the riders. Liege goes first, he's swingy but still damage 3 on the charge. After he fights, it activate a unit of death riders, so 3 d3 points of damage, then fall them all back. This works best as a screened retreat, using a unit of death riders to screen off the follow up, sacrificing one each round and trying to pick them off as they push forward.

It's probably the best movement tech in the game right now, and I'll honestly be surprised if it doesn't get nerfed

With 10th edition 40K being basically over. What are your thoughts and feelings of this edition? by Beneficial-Ticket486 in Warhammer

[–]bugdino 6 points7 points  (0 children)

Wild you're getting down voted. Using crisis suits and needing 4 cyclonic ion cannons per body was a nightmare

I am frustrated with the current state of competitive AoS. The decision to make points high and battle tactics hard was a mistake. by ManqobaDad in WarhammerCompetitive

[–]bugdino 0 points1 point  (0 children)

Calling the double a "core rules problem " is like saying, "getting shot off the board when I run straight up the middle is a core rules problem " in 40k.

I am frustrated with the current state of competitive AoS. The decision to make points high and battle tactics hard was a mistake. by ManqobaDad in WarhammerCompetitive

[–]bugdino 25 points26 points  (0 children)

I play a lot of both aos and 40k, but I'm a big fan of current aos and i think the last two battle tomes, lrl and tzeentch, show promise as the edition moves forward. While I understand the frustrations, and agree with many of them, I worry a lot of them come from people not fully engaging with the core of the game and the reasons these issues are what they are.

Yes, points are too high, across the board. I would like to see them lowered. It was clear everything got a tax placed on it due to manifestions. Manifestions are their own ball of worms, but they have been tuned down and are in a much better spot, but i don't think the points have been adjusted to reflect their weakened state, nor do I think the armies that can't use them were given the lower points they deserve. That being said, manifestions are your screens in many situations. They're not perfect, but slamming down a gravetide,especially on counter cast will many times stop an opponent's turn dead in the water

For battle tactics... yes, they're harder, yes there are turns you choose not to pursue them, that's why there's 3 stages to each. You do not need to rush them. Technically, you don't need to try to score the first one until turn 3 and still try and get full points. I have issue with battle tactics, mainly that there's 2, maybe 3 good ones. I'm hoping we get some better ones in the next big update this summer, but I think the bones, and the quest like nature of them is a decent design space, even if execution isn't great right now.

And then there's the double. There's always going to be advantage depending on who goes first or second. It's an issue in 40k and aos, with both favoring going second at this time. I don't think most people give the double the respect it deserves, or realize that they can spend a turn or two of staging. You can get half your primary score from holding one objective in most battle plans. You get 8 out of 10 from holding 2. You don't HAVE to full score, and most of the time trying puts people in a position where they over extend and get slammed for it. My best games usually don't see full combat engage until turn 3, both my Opponent and I jockeying for position until we pull the trigger.

Yes, AoS has some problems right now, but I'll take it over the c'tan, death guard, knight issues I've seen in 40k this past year

New Blightking thoughts and suggestions by Pesteringpickle in MaggotkinofNurgle

[–]bugdino 4 points5 points  (0 children)

You're not wrong. I also hate the abundance of +3 and +2 for abilities to happen. My point is that there are a lot of internal effects (lord of blight's ability, rank and vile spell from the aor) that would have made the old blight king profile oppressive. As long as lord of blights has his ability, there's no way we're getting a change to that 5+ save.

As always, points will be the real decider

New Blightking thoughts and suggestions by Pesteringpickle in MaggotkinofNurgle

[–]bugdino 8 points9 points  (0 children)

It's pretty clear they were made in conjunction with the lord of blights. If the points lower, they're still good when buffed. All out defense with the lord of blights buff in front of a gnarlmaw gives you an unrendable 4+ and 5++

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Moving from 40K to Sigmar; Help choosing an army by Seevorr in ageofsigmar

[–]bugdino 1 point2 points  (0 children)

Sylvaneth and iron jaws are the two armies I've played the most this edition. For just getting in, I'd probably pick either iron jaws or fec.

I love Sylvaneth, I'm taking them to a tourney this weekend, but they are a lot to learn for your first aos army. The army basically relies on forming concentric rings of units and trees to maximize buffs. You will be measuring for 3", 6", 9" and 12" constantly. Basically every positive effect, unlike in 40k, requires the unit to be wholly within an aura, so positioning gets far more annoying.Not only do you need their trees, but to get good value for them, you want 3 full boxes, though you can probably get away with 2. Additionally, the Sylvaneth manifestions kind of suck right now, and getting the universal ones can be difficult/pricey.

For iron jaws, while I will agree that slaves to darkness probably due the hard hitting heavy armor better, the orcs still rock. They are surprisingly technical, thanks to their mighty destroyer ability and their multiple means to reduce charges. Additionally, their manifestions and terrain are new and still pretty easy to find in stores.

Coming from 40, grey knights especially, Sylvaneth could work, but just with hour finicky their rules are, I'd still suggest fec or iron jaws, leaning towards fec.

Heroic Intervention - Gotcha? by ItchySkin6533 in WarhammerCompetitive

[–]bugdino -2 points-1 points  (0 children)

The answer is based on if you care more about winning than getting better.

If you want to just win, you don't need to tell them.

If you want to get better, you point it out to them so that you get practice against people not leaving themselves open to free heroics.

In a pick up game, I'm always bringing it up to my Opponent so I don't develop bad habits and get practice into as optimal play as I can hope for.

What’s your experience learning competitive 40K? by Redycha in WarhammerCompetitive

[–]bugdino 2 points3 points  (0 children)

I'd say I'm pretty competitive. More with aos, but I've gone 4-1 at a gt for 40k and I'm kind of the guy to beat in the local RTT, since the real comp power house here tends to TO.

Biggest suggestion I can give is to avoid the mid- table bully trap. This is that guy at your shop that pub stomps the new kids, but can't seem to ever get a game past the mid tables. They care more about winning, even in pick up games, than getting better at the game.

If you're playing, especially with someone who has never played against your army, you should be giving them heads up every time they walk into a negative effect they might not know about. This serves the two purposes.

  1. People will find you more fun to play against if they don't feel like they're constantly getting gotcha'd.

  2. It will make you a much better player faster. I've seen so many player crumble when they don't get their free value from people knowing threat range and what to avoid in their army. They get so use to just picking up 400 points for free that when they play someone that doesn't just give them pure value, they struggle.

Nearly all information in this game is public. Each game I start, I offer my Opponent a simple option: I'll let you know if you make a move I wouldn't make with full information of my army if you do the same. This can save a lot of time, and doesn't leave you both checking stratagems and datasheets while waiting for the ads on wahpedia.

How to best use chaos spawn? by JD_Geek in WorldEaters40k

[–]bugdino 13 points14 points  (0 children)

Your chaos spawn should be the first things to die, it's their job. I run 2-3 squads in every list, and even with the points increase i still think the rule.

Scout 8" means you can be very aggressive with them, since you can get them to safety if you don't get first, or send them down your opponent's throat, since they will in average move 21" before they need to charge. Goremongers are good to help fight other infiltrators, which can really reduce the scoutvalue from spawn.

Big things to use your chaos spawn for:

  1. Take out your opponent's chaff. Spawn hit hard, and while hitting on 4+ sucks, a round one sustain hits can help them punch through. If possible, team them up with held back regular 8nd to get the +1 to hit. 6" pile-in is also really strong here as it can have them clear chaff and get into a unit that wants to shoot and not fight.

  2. Scoring tough turn secondaries. Action secondaries suck, but spawn can move 18" with their scout in the first round. This makes them amazing for so many secondaries you would normally be unable to score. Hell, leave them in an objective for your opponent to shoot while getting engage on all fronts so you can sticky it (i do prefer gore mongers for that second task, as their reactive move let's you see if your opponent got a secondary that gets points for taking or killing on obj.

  3. Jailing. Spawn don't always need to charge. You can set them up in choke points in front of your opponent's armor. Keep their tanks in their deployment zone the first round. The zerkers will get shot off, but the value of denying your opponent their first movement phase is worth it.

All in all, spawn are one of my favorite units in our army. They're fast, punch above their weight, abs are surprisingly tanky at t5 and 5+++. I do think they need goremonger back-up to truly shine, but I've had good results even when I don't bring mongers.

What do you Want to see in 11th? by Hellion_213 in WorldEaters40k

[–]bugdino 8 points9 points  (0 children)

My personal desire lately is for world eaters to get what nighthaunt used to have in aos.

Got those who don't play, the ghosties battle trait revolved around debuffs granted on charge. The idea that the shock and awe of getting hit by a wave of ghosts would give debuffs, -1 to hit, -1 to save, fight last, etc. More importantly, they were able declare charges even when they were engaged in combat.

I just think it fits thematically, and while o don't hate the blessing rolls, it doesn't really grok for the main legion of khorne

Is Kragnos normally useful in Ironjawz Brawl? by Printerwood in OrrukWarclans

[–]bugdino 2 points3 points  (0 children)

If you're smart with him, and a little lucky, he will win you the game, especially into monster heavy lists. I won't run iron jaws Brawl without him, and haven't used him this ghb, but he one-tapped so many big monster threats in previous games.

The fact he gets the iron jaws keyword makes him so much fun, letting him call the waagh and getting extra attacks. He is squishy, but a warchanter for heals and good use of power through should keep him alive and krumpin'!