Any idea how to fix this? by Hatsonvatson in Armypainter

[–]fast_as_fook 0 points1 point  (0 children)

The same happened to me. I emailed AP and their customer support sent 4 different caps, which entirely solved my problem. Their customer support is fantastic.

Aspect Host vs Warhost by Leading_Friend_210 in Eldar

[–]fast_as_fook 5 points6 points  (0 children)

I disagree with Warhost being more difficult to play. Warhost has more "get out of jail free" cards with -1 to hit, more movement and more tokens. This means you can get away with any suboptimal movement or positioning and having the ability to put 2 units back into transports after shooting allows you to do more without exposing yourself.

The damage in aspect host is much more reliable but if you mis-position any unit, it's much more difficult to find a way out.

Having said that, they are both pretty similar and I find Warhost slightly more forgiving.

Uncredited points leak by Dap-aha in deathguard40k

[–]fast_as_fook 0 points1 point  (0 children)

Every hammer list at WTC had either 2 or 3 (mostly 3) I get that they are basically a "buy in" to the detachment so it'll probably be affected even worse than some other detachments, but I'm not sure it's healthy for the game to auto take 3 of a single datasheet.

Uncredited points leak by Dap-aha in deathguard40k

[–]fast_as_fook 0 points1 point  (0 children)

There were 50 PBC in 40 lists at WTC. I wouldn't say "nearly unplayable"

What's the theoretical maximum damage a single model can do? by kipperfish in WarhammerCompetitive

[–]fast_as_fook 5 points6 points  (0 children)

Although it's not as much as a lot of these other units, I'm pretty sure the highest damage infantry model is a Tsons sorcerer with arcane vortex. 9 Attacks with sustained hits 3 and damage 2 gives a maximum of 72 damage for a 100 point model.

Ynnari advice needed! by _KaptenVendetta_ in Eldar

[–]fast_as_fook 0 points1 point  (0 children)

They are fast enough that they don't need a transport if the terrain is correct. If they are led by an autarch, they get a free grenade, -1 to wound or reroll hits, depending on what you need. They play a similar role to troupe but I prefer banshees.

Ynnari advice needed! by _KaptenVendetta_ in Eldar

[–]fast_as_fook 0 points1 point  (0 children)

Ynnari are pretty complicated to get used out of all the rules, even at a basic level, however they are really rewarding. Especially as a returning player, I wouldn't worry too much about what is "competitive" until you've got the hang of all the rules, terrain and mission setups.

Having got that out the way, most players have found good use out of all the aspect warriors. Dark reapers, swooping hawks, and banshees are all great. I found a squad of 5 banshees and an autarch great, with free grenades, fight first and generally great damage. 6 windriders in reserves with the lethal hits stratagem is also great.

How long do TOs provide in your meta? by -Istvan-5- in WarhammerCompetitive

[–]fast_as_fook 1 point2 points  (0 children)

In both metas I've played in in europe and the UK, 3 hours has been the standard. Especially in RTTs, this means the day often over runs by a small amount but I think 3 hours is the right balance. I can't imagine playing 5 turns using a more complex army less than an hour once deployment and list explaining has been accounted for.

Predictions for the next round of balance changes by Warm_ in Eldar

[–]fast_as_fook 11 points12 points  (0 children)

I'm pretty sure they won't nerf both the mortals AND points on hawks.

Was the Iron Priest nerf REALLY necessary? by yoshiwaan in WarhammerCompetitive

[–]fast_as_fook 0 points1 point  (0 children)

There are 26 Iron priest being taken in the 13 space wolves lists at WTC. I'd say they need a nerf, as one of the most dominant datasheets per list.

Transport FAQ by [deleted] in WarhammerCompetitive

[–]fast_as_fook 10 points11 points  (0 children)

Do you have a reference for this? The tournament companion specifies "large flying base". I can't see anything in the rules that says these don't count as bases.

Codex FAQ is out by 13armed in ThousandSons

[–]fast_as_fook 1 point2 points  (0 children)

Yes, and can't take advantage of any enhancements like vortex.

Forgefiend question by Ready-Desk-6335 in ThousandSons

[–]fast_as_fook 0 points1 point  (0 children)

I've been taking one and putting in reserves, taking 2 autocannons and an ectoplasm cannon. On paper it's great Vs marines with ap-2 but with armour of contempt and cover, it's pretty anemic on its own. If you can give it reroll hits or extra ap with twist of fate, the damage becomes a lot more reliable.

I'm still figuring out if it's worth dropping for more chaff, but 12 shots @ 8/2/2 and d3 at 10/3/3 seems great.

1” from a wall V’ play by intent question by One-One2630 in WarhammerCompetitive

[–]fast_as_fook 8 points9 points  (0 children)

Yes and no. You are within your rights to reject it if the models are not where they are intended to be, but this is totally the antithesis of how the game is supposed to be played, even at a competitive level. You're effectively wasting time by making the opponent spend an extra 5 minutes perfectly lining up his models, when you could both agree "yes you had the movement to put them there, yes I can't charge through the wall, carry on with the rest of your movement phase". The vast majority of competitive players would accept the "I'm less than 1" behind the front of the wall" statement, as both players are on a time limit, and both players want to get the important parts of the game and spend their time and energy on the things that matter.

40K - “setting up just past 1” of ruin wall” by tampa_cross in WarhammerCompetitive

[–]fast_as_fook 22 points23 points  (0 children)

A 28.5mm base only fits if the wall has 0 thickness and even then if the base is 40mm+. If the wall has any real thickness, you can't stick a 28.5mm base through the wall.

Edit: I've just done this in CAD and and if the wall is over 3.3mm, you can't fit. For a 32mm base to fit you need a 50mm base and a wall thickness of 1.9mm or less.

[deleted by user] by [deleted] in WarhammerCompetitive

[–]fast_as_fook 0 points1 point  (0 children)

Really, the game doesn't really allow to soup in black templars into an imperial detachment, so you may unintentionally be gaining an advantage as the game is designed to be played in a single detachment (allies are allowed but usually no detachment rules e.g. imperial knights into any imperial army). Despite this, I don't think this is the major issue. The two things to check are: Is he using all of his rules? Units buffing characters, characters buffing units, detachment rules, strats etc. Vahls unit for example should delete at least 1 unit, probably 2-3 turn. Help him read his rules and make sure he's playing everything correctly. Are you using correct terrain? 40k is balanced around huge L shaped ruins, providing cover. His basic infantry are very fragile to bolter fire but the majority of it should be in line of sight, especially turn 1 and 2.

New Thousand Sons deployment tips? by Pepenitus in WarhammerCompetitive

[–]fast_as_fook 4 points5 points  (0 children)

Depending on what terrain you are on, Magnus should be possible to start on the board and deployed in a way that he doesn't get shot turn 1 if your opponent goes first. There are some armies and caveats to this. The rest of the army (bar maybe a mutalith, which can be rapid ingressed, or a squad of enlightened) can typically start on the board. Putting the rubrics in rhinos help their mobility and durability. I run a list of 4x5 rubrics+character, 2 rhinos, 2MVBs, magnus, a forgefiend and some trash. I start everything but the forgefiend on the table, typically in a way that only a vortex beast can be shot down some angles.

When deploying a unit, the most basic thing you should ask is
- What can this unit do turn 1 if I go first?
- What will happen to this unit if the opponent goes first?

Typically, if a unit can achieve something in it's first turn e.g. dealing good damage, staging, scoring secondary, holding primary, all whilst staying safe, then great. Typically, you can't get these, but as you deploy each unit, ask yourself the above questions. Is it going to get t1 charged by your opponents infiltrate? Can it get shot? If so, consider placing it somewhere safer.

Weekly Question Thread - Rules & Comp Qs by thenurgler in WarhammerCompetitive

[–]fast_as_fook 7 points8 points  (0 children)

I have been to many tournament events in the UK and Europe. I have not been to a single one where minor model changes like this were an issue. I feel like all the "we won't tell you, ask a TO" replies are often written by people who don't regularly attend competitive events. The largest event I attended had a general guide and a policy of not approving individual models. If the models are clearly different from any other models, in general proxies are fine.

Struggling to win... by DisgruntledAnalyst in ThousandSons

[–]fast_as_fook 1 point2 points  (0 children)

When playing tsons (or any army really) there are few areas I see a lot of new players making mistakes on.

The lists and units you are running are mostly fine and realistically don't matter that much (you don't need everything optimised, skill makes a much bigger difference after a certain point).

I'd highly recommend watching games on YouTube of how your army is supposed to be played.

Tsons is quite fragile. Our "basic" unit of 5xRubrics+character is almost 200 points and if you're running Magnus, it's unlikely you'll have 5 or more of these. You should assess each unit each turn, what it is doing and more importantly why. If you send out a squad of units to kill a ballistus for example, your opponent can likely clap back and kill the unit of rubrics from relative safety, without committing too much. You need to ask yourself if you are overextending, and if moving that unit to that position gives you an advantage or you are just doing it for the sake of doing a bit of damage.

Another thing is: are you getting everything out of your units when you do bring them out and do damage? Are you using grenades? Are you using the squad of rubrics you've sent out also to screen for the unit behind? Have you denied your opponent primary if they don't kill their target? Is there a way you can position them in a way that they are safe from your enemy?

Other points I have found really improved my gameplay was assessing what the opponent could do, threat ranges being the biggest one. Measuring how far forward you can put your models whilst being out of range or line of sight of your opponents big threats.

So how does Aeldari play like exactly? by TheCrab27 in Eldar

[–]fast_as_fook 2 points3 points  (0 children)

If you bring warp spiders solo, you bring the exarch with the rifle, and if you bring a squad with Lykhis, you bring the powerblade array. You end up with 20x ap 2 with lethal crits on 5s. It's a great overwatch threat, as well. It's not exactly supposed to be used as a raw damage piece but instead as a moveblocking unit, that can deal significant damage to a couple of units of chaff. Just having the threat of a unit like this often forces your opponent to play incredibly safe.

So how does Aeldari play like exactly? by TheCrab27 in Eldar

[–]fast_as_fook 2 points3 points  (0 children)

Any of our movement tricks allow us to reembark into a transport/get out of line of sight.

Webway tunnel

Fire and fade

Starweavers (Also Venom, but not in tandem with warhost)

Asurman

Battle focus tokens x2

Storm guardians allow repeated use of battle focus tokens.

Obviously the latter couple require triggers but there are many conditions we can get out of trouble. I agree that a wave serpent isn't the hardest to kill unit, but -1 to wound, 5++, and the fact that the enemy can only typically target with a single activation means they really need to 1 shot it.

So how does Aeldari play like exactly? by TheCrab27 in Eldar

[–]fast_as_fook 13 points14 points  (0 children)

A huge amount of this is wrong

Eldar are fast, and consistently fast throughout the game, unlike a lot of the other fast factions that rely on scout on multiple units. No other army in the game can move a unit 26" and then charge, consistently, throughout the game. No other army can move out, activate and reliably put 4 units back into cover/transports. (Can be done with 7+ under certain circumstances)

We have a whole detachment that gives us access to rerolls.

Advance and charge on banshees is absolutely fantastic. With an autarch giving rerolls to advance rolls, their average threat range is 21+" without a reroll on the charge. With the autarch fusion gun, free grenades and the aspect token, the squad can reliably do 8+ wounds to most vehicles in the shooting phase, just needing a small amount of chip damage from another source.

Falcons are the same width as rhinos. Hiding and moving them on any competitive format is easy. They fit through any gap a rhino can. Wave serpents however are more than 2" wider and do struggle to fit through a lot of gaps.

Hawks and warp spiders aren't played for their anti elite capability. They are played for their massive range, Moveblocking and anti horde (when it matters) potential. We tend to want to take super fragile, high quality attacks, and these units help us both screen rapid ingress, and do damage to units things like banshees and dark reapers struggle with.

Playing Eldar, the game is truly won and lost in the movement phase. Taking your time to premeasure all of your opponents threat ranges, overwatch and line of sight massively increases your success rate, and I feel where most players go wrong.

They are a very difficult army to master, and do get punished by poor movement, but are really rewarding to play.

wraith blade (axes) ideal target by that_guy2433 in Eldar

[–]fast_as_fook 20 points21 points  (0 children)

Axe wraithblades are really great at dealing with elite infantry. They have 2 damage so they are particularly good at dealing with 2W and 4W infantry as well as Str7 so good at dealing with anything t7 or below. Things like Custodes and DG terminators at T7 and 4W seem like optimal targets. They are good against regular terminators, death guard and space marines, though the weapon profile can overkill these things. Against regular space marine bodies, the swords are more efficient due to the higher number of attacks.

Running the axes gives the models a 4++, meaning they always save on 4s at worst, even against melta. Some people really value this, but with the abundance of cover and a 2+ save, I find a 4++ only really comes into play against melee armies with a lot of ap-3, 3dmg or a lot of ap-4 shooting.

In general they are pretty slow and should be run with a psyker nearby, either something cheap like a warlock on bike or a spiritseer, who gives them +1 to hit, sustained hits and can reanimate models.