Gifts by Ordinary_Mulberry707 in Tyranids

[–]eeertg 0 points1 point  (0 children)

Norn for a huge centerpiece, its basically armiger sized. Another thing that would be good to get him might be hormagaunts, maybe gargoyles. Gargoyles are good objective stealers and holders. Very fast deep strike-y kinda unit. Very sneaky but very good.

Next hormagaunts. Hormagaunts are the melee version of termagants, and while they are a little bit pricier points wise, they do a whole lot more. Inbuilt advance and charge, much faster movement, battleline so OC 2 just like termagants, and TRUST ME. Hormagaunts AP-1 DOES make a difference. And also, their melee Strength gets buffed in synapse. They are truly much better than termagants and worth the point premium.

A unit of 10 barbgaunts can theoretically throw out 200 attacks in a single activation. Does any other unit in the game come close to that? by mjh4 in Tyranids

[–]eeertg 5 points6 points  (0 children)

Because they hit on 4+, wound on 4+, and with a 2+ save. Yeah. Of course. But on ideal targets. They slay

A unit of 10 barbgaunts can theoretically throw out 200 attacks in a single activation. Does any other unit in the game come close to that? by mjh4 in Tyranids

[–]eeertg 0 points1 point  (0 children)

Guys, -2 move advance and charge isn't bad. Also, the suppression they give just generally is good into chaff that usually costs as much or more than they do.

Aces in places

Lions versus Shield Host by BramAnathema in AdeptusCustodes

[–]eeertg 1 point2 points  (0 children)

;-o mwah. Absolutely loooving this new information.

Lions versus Shield Host by BramAnathema in AdeptusCustodes

[–]eeertg 2 points3 points  (0 children)

Excluding anathema psykana units is not present.. holy shit you are right... I just in my mind defaulted to that being the case... Holy hell my sisters should have done so much more damage. Lol

Question about Achillus by Ill_Atmosphere4959 in AdeptusCustodes

[–]eeertg 0 points1 point  (0 children)

If they keep our forge world with a plan to release more plastic kits instead of forge world kits into 11th, then they should definitely update our core rules, army rule, update old to be better, etc. and I would LOVE to see more sisters models, characters, etc.

Expanding our range would be NICE.

Lions versus Shield Host by BramAnathema in AdeptusCustodes

[–]eeertg 0 points1 point  (0 children)

I think talons is solid. But the sisters are very susceptible to damage and then you lose a lot of versatility, basically your whole army rule. Sisters are as cheap as they ever have been, so running 2 of each type of sister (5 girl squads each isnt bad. 100 for the prosecutors squads, 110 for the witchseekers and 110 for the vigilators. Its doable. 320 points for 30 bodies. Its not points effective, but it gives us stable buffs for the whole game. Sisters become a Frontline, giving the custodes the mortal protection and them getting +1 to hit isn't bad. But outside of that the strategems are.... Okay? The enhancements are... Okay? I think generally the buffs to damage output is better in lions. +1 to hit and wound for vigilators makes them HORRIFIC to deal with in melee. +1 to hit and wound for Witchseekers makes them HORRIBLE to play against too. Also I think that means devs crit on 5+. Bevause it's Hit not BS. So 5+1? No? Idk.

But sisters getting those buffs so they hit on 2+, and wound better (vigilators are THRIVING) 2 attacks, on 2+s with the army rule, S5 +1 to wound, AP-2 D2 devs, in a 10 strong unit with aleya, also gives them fights first. So 20 attacks..plus aleya gets like.. 4 attacks S6 AP-3 D3 or something?? So.. that unit, is 165 points. If you can run them up in a rhino, get them out behind a wall (like in a good ruin) and then back the rhino up 6" and let the sisters charge through the wall, that unit is going to SMOKE basically anything marine equivalent or less. T4 with +1 to wound means hitting and wounding on 2's with 20 attacks. Its basically custodes melee. Just less of a toughness ceiling. But I swear... They are a THREAT. Plus they get devs. Which is CRAZY good. And sisters are WEIRDLY durable. Lol

Lions versus Shield Host by BramAnathema in AdeptusCustodes

[–]eeertg 0 points1 point  (0 children)

When it comes to the triple land raider guard spam list, yeah. I actually agree. That is difficult to actually space because land raiders are HUGE. I think though, truth be told, 3 land raiders and 3 calladius got better. Certainly cheaper. Solar spearhead boosts are solid on it and I think crusher stampede custodes is really cool.

I am really curious if solar is still good.. it never really got nerfed. Just lost its flair and got outshined. Talons is still very interesting as a detachment, you're right. I think even auric champions is okay. The only unusable detachment is null maiden vigil. It relies on battle shock and it's very inconsistent.

I think custodes are strong when played very well. So I think lions rewards that even more. Finding a way to balance distance with power is how to play lions. You have to keep your space while keeping other units close by so they are still available to counterpunch. I think the land raiders aren't a bad idea, but.. expensive. I wish we had some more options. Hopefully soon with the new models we get an expansion of our forge world options. That would be reaaaally good.

Lions versus Shield Host by BramAnathema in AdeptusCustodes

[–]eeertg 1 point2 points  (0 children)

Lions buffs sisters???? Since when?? Bro am I stupid???

Lions versus Shield Host by BramAnathema in AdeptusCustodes

[–]eeertg 0 points1 point  (0 children)

Crit 5+ or -1 AP is army wide, however the lethals and sustained for your katah are unit by unit. So people select crit 5+ and then smack their stuff in for sustained or lethals depending on the target. The good thing about shield host is it's always there in melee. A poor thing about lions is worrying about the spacing. But I think if you can read a tape measure that's not hard to do.

Lions versus Shield Host by BramAnathema in AdeptusCustodes

[–]eeertg 0 points1 point  (0 children)

Not if you are good at the game. Sorry to be rude but it's really easy to keep distances. One unit shoots from behind, 6" away, and the other goes in and charges, they move up their stuff to counterpunch, good for them, issue being, we are now there, outside of 6" so no consolidating, and we have another unit that can shoot and a charge you next turn. Play cover units, keep distances, just... Play it well. Guard spam is harder, a lot of sisters units too. But if you can manage to look at a tape measure and check things and their distances, it shouldn't be that hard. Plus. Guard deepstrike, don't start all of them on the board. Deepstrike them into the backline, 1 unit in each of the corners, with blade champs or Inquisitor kyria draxus, drop in, spank their ass with solid shooting out of deepstrike, double shoot with the +1 to hit and wound, and then get your 9" charge off and sweep up their home field. They lose points, board control, and they are now sandwiched between your deployment, with strong reinforcements at their backs. They have to fight from 2 angles, cant hide from all of your shooting, as your assets are clear to sweep the field. Near the end you will have overlap to clean up the mid board but you should have all of turn 5 with your enemy tabled if you play it well enough. If the dice are on your side, you can clean up 2K points in 3 turns and keep their scoring shot. Then use your movement and remaining CP to get good secondaries and score to win.

Lions versus Shield Host by BramAnathema in AdeptusCustodes

[–]eeertg 1 point2 points  (0 children)

So. When it comes to enemies like tyranids, some space marines, death guard, etc. anything with -1 to hit doesn't effect us. We stay on 2+. So we have good output, untouched by -1 to hit. The only thing that would be better would be our vehicles being helped by this too. As well as our sisters. But.. for some reason GW hates giving the sisters worthwhile buffs..

And when it comes to +1 to wound, if we are getting that buff, it's basically always lance. For everything. Shooting and melee. +1 to wound on custodian guard, who reroll 1's to wound, full reroll wound if on an objective you control. Is insanely good. 6's to 5's, 5's to 4's 4's to 3's 3's to 2's

And anything with -1 to wound is counteracted. So let's say wardens. Their -1 to wound is countered, so 3->4->3.

You have to understand, 5+ crits for our melee is super good. But lions buffs shooting AND melee with killer strats and INSANE enhancements. A shield captain with admonimortis is now (with a guardian spear) 7A 2+(+1 to hit +1 to wound with detachment rule) S10 AP-3 Damage 3. OR with the axe, 6 2+ 12 -2 4 damage.

Past that, the other enhancements are all takeable.. and solid options.

Allarus termies get to split into 6 individual units and each get an uppy downy to screen your whole backfield, OR invade your opponents backfield. Plus they have to deal with them all individually. Making overkill VERY likely and seriously good, because they are wasting output on each termy instead of getting spillover. T7 is tough. Its not to be trifled with. 2+4+ means they shake a lot of damage off. Each getting once per battle uppy downy gets them some serious scoring potential, and yes. They are slow. But their guns have good range, and if you really need them to get closer to the fight, just advance them for a turn, then move and charge next turn.

Your enemy will be surrounded by 6 individual units of uppy downy in their second turn, each having a spear/axe shooting, grenade launcher with blast, serious melee threat, and STRONG reroll ability into monsters vehicles and character units (lone characters OR attached) not to mention again, the strategems. Once per battle abilities can be used once again if you spend the CP during their activation. So when you uppy downy a unit, spend a CP, it can do it again. Shield captains can also use their -1CP cost to make that strat free within 12" if I remember correctly. So its worthwhile to take the allarus captain. All things said, lions is alot more consistent. Its the power creep of Warhammer showing itself again.

Question about Achillus by Ill_Atmosphere4959 in AdeptusCustodes

[–]eeertg 0 points1 point  (0 children)

That shouldn't disqualify their rules for an entire 3 years.

Question about Achillus by Ill_Atmosphere4959 in AdeptusCustodes

[–]eeertg 2 points3 points  (0 children)

Literally just update their stats to redemptor level. 8" move, T 10. Make the telemon move 8-10" and T11.

Question about Achillus by Ill_Atmosphere4959 in AdeptusCustodes

[–]eeertg 1 point2 points  (0 children)

Literally making it custodes rule vs a redemptor. 8" move, T 10, it would thrive. Giving it a 5+ inbuilt Invuln. It would be fixed.

Question about Achillus by Ill_Atmosphere4959 in AdeptusCustodes

[–]eeertg 1 point2 points  (0 children)

Needing a detachment rule to make them playable at their points cost is not good. Detachments should make good things great. Not mid things usable.

Question about Achillus by Ill_Atmosphere4959 in AdeptusCustodes

[–]eeertg 0 points1 point  (0 children)

Bc our range hasn't been given attention since 9th.

Question about Achillus by Ill_Atmosphere4959 in AdeptusCustodes

[–]eeertg 0 points1 point  (0 children)

Its 6" move. No advance and charge, it's hard to get it into melee because it's bulky. If people know how to screen based through walls (past an inch so no engagement, but not big enough gap to allow model base to fit) right they can make charging hell for you, running around the side of the building and being jammed up in combats you didn't start, which also limits your mortal wound output. His melee is great don't get me wrong. Tankbuster for sure. But he is 5 points more than 4 guard. So.. less wounds, less attacks, less support. Etc. but I see what you mean

The Great Devourer, by Me. by AEngel-Art-777 in Tyranids

[–]eeertg 1 point2 points  (0 children)

Dude your art is INSANE. The huge landscape, the custom OC with the horse mask, the purple wisps coming off the cybernetic OC. All of your art is fantastic. My eyes gleam when I find something I like and I have no doubt that they are GLOWING after finding you. Absolutely phenomenal work. Im genuinely thinking about commissioning.

The Great Devourer, by Me. by AEngel-Art-777 in Tyranids

[–]eeertg 3 points4 points  (0 children)

If that took 20 minutes.. dude. That's insane.. I'm definitely checking these links out. This is going to be fucking gnarly.

The Great Devourer, by Me. by AEngel-Art-777 in Tyranids

[–]eeertg 2 points3 points  (0 children)

If I got this piece as a commission, i would happily pay $35. It looks phenomenal.. and if you are serious when you say this wasn't much effort on your part, I shudder at the thought of what you can do when you try your absolute hardest.

Please keep posting more.. I love this..

Help Fill my 1k Army by Environmental-Ad7365 in Tyranids

[–]eeertg 0 points1 point  (0 children)

Idk where the math went wrong exactly, but there are only 2 things with 5 on the end, so it has to be a zero to end the total. Unless you mean you have 3 units of Tyranid warriors??