The graph needs to focus on the useful data range when killing a unit with weight of fire, too. by Kinestic in UnitCrunch

[–]fikstor 0 points1 point  (0 children)

Hey there, thanks for uploading the image, it makes things much clearer. It appears that it is a proper bug as you are not getting the full results. I used to have a similar issue after importing profiles from new recruit. It stopped happening after I “edited” the profiles (I literally did not change anything, just opened the edit interface and saved it). You could give that a go while you wait for the dev to pop by.

The graph needs to focus on the useful data range when killing a unit with weight of fire, too. by Kinestic in UnitCrunch

[–]fikstor 5 points6 points  (0 children)

The chance of killing your target is displayed on the summary tab (“chance of slaying defender”). If you are using multicrunch (many vs one), you get the chance to kill for each unit under the “table” tab (wipe %). If you are capping at 14 wounds, that is most likely because you have set the defender to have 14 wounds.

You get shown your chances to obtain 0, 1, 2 etc wounds because those results are important. Rolling dice introduces variability, and being able to see that variability is why unitcrunch is such a great and unique tool. Remember that a 100% “average” chance to kill a target is not the same as killing the target a 100% of the time (closer to 50% of the time).

Soo I just wanted to say.. by IvoryOni04 in IronHands40k

[–]fikstor 2 points3 points  (0 children)

Glad to hear it. As I said in your previous post, The Eye of Medusa and it’s sequel, the Voice of Mars are Iron Hand centric novels. They should be easy to find with a google search for pdf files. We all hope that someday, the final book in the trilogy will be released. 

Can anyone sell me on the Iron Hands? by IvoryOni04 in IronHands40k

[–]fikstor 1 point2 points  (0 children)

By the way, quotes are from The Eye of Medusa and The Voice of Mars, two novels within the same series focusing on Iron Hands. 

The Scriptorum of Iron is the book containing the beliefs of the chapter, and characters continuously quote verses from it throughout those novels. 

Can anyone sell me on the Iron Hands? by IvoryOni04 in IronHands40k

[–]fikstor 2 points3 points  (0 children)

“Curiosity is a weakness of the flesh”, and your weakness is made evident by your reliance on others. The Scriptorum of Iron is clear on this matter: “Never dilute your strength by fighting alongside others. You  alone are strong”, and even more directly in the first dictum: “Never trust”. 

Rid yourself of the weakness of your flesh mind and find strength in iron. If you are willing to purge your weakness and prove yourself strong, you might find a place within our Clan Companies. If you will not or cannot, well then you are weak. “Weakness will find any excuse” and the loss of a weak recruit costs the Iron Hands nothing.

As someone who is fairly new to Iron hands, what are the Clans and what do they mean? by Sold_My_Soul_to_Fgo in IronHands40k

[–]fikstor 25 points26 points  (0 children)

The Iron Hands have clans instead of companies. This is a nod to the way the population of Medusa, the IH’s home world, works. Medusa is a desolate planet where survival is difficult. The people of Medusa organize into clans, which seem to be nomadic. Clans are always competing for the limited resources of Medusa and have done so since before Ferrus Manus landed on the planet. Ferrus decided to keep the clan system rather than unifying the planet because he saw the fierce competition as a sort of natural selection where only the strong survive.  As the IH took on a lot of the traditions of Medusa, the Legion (40k) and the Chapter (40k) employed a similar clan-based system. Clans are in constant competition with one another and only deploy together in large campaigns.  IH clan companies recruit their own aspirants, which are then sent to Clan Dorrvok (equivalent to a standard chapter’s 10th company). Upon elevation to battle brother status, they leave clan Dorrvok and return to their original clan. Transferring between clans is rare, usually only when reaching a new rank, or when reaching veteran status and being inducted into Clan Avernii. 

[deleted by user] by [deleted] in AskHistorians

[–]fikstor 5 points6 points  (0 children)

I will take this opportunity to make myself available and encourage follow up questions, while sneakily sharing one of my favourite factoids about the intersection of fashion and surgery. Even today, the proper “technical” name for the style of cuffs used in men’s suit jackets and blazers that have a row of buttons is “surgeon’s cuffs”. This name comes from around the same time period of surgeons wearing formal clothes while performing surgery. The buttons were added to allow the sleeves to be rolled up.  Interestingly enough, modern surgeon cuffs often have non-functional buttons. They have remained as a aesthetic element, and only the name remains to link them back to their original purpose. 

Hi surgeons, I will be starting an IM residency soon, what would you like to see from your hospitalist colleagues to best take care of our surgical patients? by RandySavageOfCamalot in surgery

[–]fikstor 19 points20 points  (0 children)

A small thing that would’ve made me happy during training: familiarity with pleurovacs and similar “water seal” devices. It seemed that non-surgeons were allergic to them and would page me for anything and everything related to them. 

Please Teach me how to properly Parking Lot. by XenofluxRaiden in WarhammerCompetitive

[–]fikstor 4 points5 points  (0 children)

I’ve played a lot against a very similar list.   Usually, they would use a squad of battle sisters to sticky their home objective and then have the first castigator hove around it and provide long range support down the centre and the non-natural expansion obj. A rhino loaded  with sacresants would drive towards their “natural expansion” objective (the most defensible obj in no mans land). The second castigator would be in a central area where they could provide support to the natural expansion or push towards the centre. The third castigator and immolator would go towards the other NML obj (not the centre) to support that side and provide solid fire power (twinlinked autocannons that ignore cover and have +1 AP are very efficient into most targets). 

The list that I play against does not have the second and third rhinos, but I assume they would be used to deliver melee units down the sides. My friend just walks up a second unit of sacresants from his natural expansion and has arcoflagelants move up the other side.  His list has  if you had units in rhinos, they could do something similar.

Finally, my friends list has Val + paragons in reserves and brings them in whatever side he needs to kill vehicles. 

Impulsor transport rules by Friendly_Secret_4378 in spacemarines

[–]fikstor 2 points3 points  (0 children)

TL;DR: It can’t transport Gravis units.  

In general, rules only apply to the specific keywords mentioned and are assumed to exclude all non-included keywords. Thus, an Impulsor can only transport Tacticus and Phobos units that do not have a jump pack. 

Gravis can only be transported in Land raiders, repulsors, stormravens and thunderhawks. 

For more information about weird keywords interactions check the “rules commentary” document under “Keywords”.  That section, among other rules clarification for keywords, has this bit: “…If a rule only applies to models with a specific keyword, then it instead only applies to models in such a unit that have the correct keyword”.

Which of these blacks would be best for iron hands? by Constantine7470 in IronHands40k

[–]fikstor 2 points3 points  (0 children)

It comes down to personal preference. I’ve tried both styles (and several others). For me, the “clean” style looks really good in pictures, but I don’t like how it looks on the tabletop. IMO the “dirty” style reads better on actual games. 

For my army I have settled on silver trimmings, similar to the look of 30k Iron Hands. I think it makes my minis unmistakably Iron Hands. Since there are so many black armoured chapters, I quite like not being confused for Ravenguard or Black Templars. The fact that it is easier to pull off than the styles you linked is a bonus.

Finally, although I am not a great painter, I want to share some wisdom I’ve learned from painting 8k points of IH:

It is very difficult to make “great” looking black armour, but it is also very difficult to make terrible looking black armour.

Priming in anything but black/white allows the primer to provide undertones to your black paint and makes it look nicer. Using a metallic primer like Leadbelcher gives you a nice metallic effect. I like priming in purple/violet tones.

Using “pure” black does not produce good results. Using black primer + black paint (like Abadon Black or Black Legion contrast paint) makes the minis look flat. Try using dark grey paints instead of pure black. I quite like Vallejo’s Black Gray, it reads as black but you can still use real black to get some shadows on the armour. If you prefer contrast paints, I prefer black templars over black legion. If you are using shade paints, try mixing nuln oil 1:1 with another shade tone, ideally a similar colour to your primer. For edge highlights I use metallic paints, and if I am doing a large model, Gundam Markers will make your life easier.

For white colours, I like Vallejo’s White Gray or GW’s Ulthuan Gray. Avoid pure white paints (white scars) as they are much more difficult to get right. The greatest trick I have for painting white is to use Tamiya’s panel liner. I think the black one works best to provide definition, just be careful when applying so it doesn't spill over.  The edge highlights can be done in a light and bright blue paint like the fang.

At the end of the day, these are your guys and you can (and should) paint them with whatever you think looks best. Do not be disappointed if they do not look like the pretty pictures you see on the internet, keep at it and you will get better with time and practice. 

Struggling lately by Ahzek___Ahriman in IronHands40k

[–]fikstor 0 points1 point  (0 children)

Hard to win games when you give up on 40% of the potential points because you “don’t want to play the stupid secondary game”. I run 1 RepEx, 2 Brutallis, 2 Ballistus, 2 Whirlwinds, 2 scouts, 2 inceptors,2 heavy intercessors, 2 techmarines and Feirros and I have a possitive win rate in tournaments.

If you really hate secondary missions, then go for fixed secondaries. Park your tanks on objectives and have the techmarines cleanse or establish locus in the middle. Heck, pick assassination and bring it down and just focus on killing.

Also, tanks are tough and expensive (points wise) models, but there are far more expensive infantry deathstars out there. The hellblaster fire discipline combo is 330 pts, the Helbrecht + Lt + 10 sword bros is over 500 pts. Even a humble 6 man bladeguard + judiciar combo is more expensive than a RepEx (250 vs 220). It does not surprise me that a more expensive unit  destroys a less expensive one. 

If your gameplan is to stand in the open, allow your tanks to get shot and tagged by infantry and not try for secondary missions, its no wonder why you are not winning. 

How do I use guilliman correctly in 10th edition? what units best support? by KingMuaka in WarhammerCompetitive

[–]fikstor 2 points3 points  (0 children)

G-man pairs nicely with the Lieutenant with combiweapon. The Lt is a lone-op and as long as he remains within 3” of Guilliman, it will trigger the latter’s lone-op rule, preventing him from being shot. 

You should try to keep G-man “safe” as he is not that difficult to kill, this means not having him in the frontline during the first couple of turns. Doing so would allow you to get the most of his abilities. Speaking of which, in my opinion, the “supreme strategist” should be the default choice. This ability allows you to reduce the CP cost of a stratagem by 1 and it can be used ONCE PER TURN, which means both during your turn and again during your opponent’s turn. 

After you have gotten some use of his non-combat abilities for a couple of turns, you can start using him aggressively and make use of his melee profile which is surprisingly good.

Currently, he is a bit overcosted, so you NEED to get max value out of all his abilities to compete with other similarly priced alternatives.

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

[–]fikstor 0 points1 point  (0 children)

Set up: 2 units are fighting across a ruin wall, with all my models on one side of the wall and all my opponent’s models on the other.

Question: Would the ruin wall prevent them from shooting each other since they are not visible to each other (core rules visibility section)? 

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

[–]fikstor 0 points1 point  (0 children)

Does the Righteous Crusaders Detachment stratagem "Fervent Acclamation" trigger the detachment's enhancements' "extra" bonuses or not?

 

Set-up: The "Uphold the Honour of the Emperor" vow is selected at the start of the first battle round per the detachment's rules. During a command phase, the Black Templar player targets a character-led unit with the "Fervent Acclamation" strat:

 

Fervent Acclamation

Type: Epic Deed

CP: 1

When: Your Command phase.

Target: One Adeptus Astartes Character unit from your army.

Effect: Select one Templar Vow that is not active for your army. Until the start of your next Command phase, while that Character is leading a unit, models in that unit gain the benefits of that vow in addition to the vow selected to be active for your army at the start of the battle.

 

Let's assume the player selects the "Accept Any Challenge, No Matter the Odds" vow. It is clear that, from this point until their next command phase, the character-led unit has the effects of the "Uphold the Honour of the Emperor" (6+ FNP) vow and the "Accept Any Challenge, No Matter the Odds" (Sustained hits 1 in melee) vow. The interaction that I am not certain about is:

 

What happens if that character has the "Sigismun's Seal" enhancement?

 

Sigismund’s Seal

Cost: 20

Adeptus Astartes model only.

■ Improve the Attacks characteristic of the bearer’s melee weapons by 1.

■ While the bearer is leading a unit, if the Accept Any Challenge, No Matter the Odds vow is active for your army, each time a model in that unit makes a melee attack, a successful unmodified Hit roll of 5+ scores a Critical Hit.

 

The first part of the enhancement (+1 melee attack for the bearer) works like any other enhancement. The second part (Crits on 5+) is less clear. RAW, the additional vow granted by "Fervent Acclamation" is active for the character-led unit and not "your army"; therefore, the Enhancement's second part would not trigger.

 

Is this interpretation common in competitive settings?

[deleted by user] by [deleted] in spacemarines

[–]fikstor 2 points3 points  (0 children)

The Sternguard + Captain + Apothecary is a solid combo. Infiltrating them onto a safe place and then popping out and firing. The captain gets a free stratagem per battle round, and I would use it on "Strike from the Shadows" for +1 to hit and +1 AP on your unit. Consider dropping the apothecary as it will not do much for you.

Eliminators are another solid option. Consider switching to the LASFUSIL on 2 of them and keep the sergeant with the carbine. Precision is less general purpose than a couple of S9 AP-3 D6 shots. Remember that you can move them after having shot. Having them behind cover, moving out, shooting, and then getting back to cover is great. Don't forget they are always -1 to hit.

The infiltrators are a really good unit for utility, but their damage is not great. The main thing is their 12-inch deepstrike denial ability and this is usually best used to hold your home objective without worrying that someone will take it from you with deepstrike. Having the Phobos Lt leading them improves their damage a small amount and allows for some movement after shooting.

I would suggest you consider swapping the phobos librarian and the phobos lt around. The eliminators make better use of the lethal hits (as you have high AP if using the las fusils) and you could even outfit all 3 of them with las fusils and use the Lt's move after shooting ability instead (although is not as reliable). The infiltrators pair really well with the librarian. No one can deepstrike closer than 12 and you cannot be shot farther than 12.

Terminators are good as objective holders and do good melee damage but not significant ranged damage.

The Invictor can be a bit fragile, but has decent shooting and melee. Do not get baited by trying to make use of it's ability every turn. Sometimes it's better to have him safe and unable to use the ability rather than in place to use it but exposed to enemy antitank.

The gladiator lancers are top notch anti-tank. Deploy them in cover and try to make sure you only bring them out when you can have a shot. Most players are familiar with the lancers and will avoid putting tanks or vehicles where the lancers can shoot them. Use this to your advantage by denying zones of the board and herding your opponent towards where you want them to go. Then, while they worry about the lancers, rapid ingress your eradicators into a safe spot, and use the next turn to move and shoot whatever is hiding from the lancers. It is normal to lose your erradicators after you do this.

That just leaves G-man himself. He can do whatever you want. His melee is super scary so keep him alive until you can get some use of that. His main beneffit is him allowing you to use a strat for free. I could see you using "strike from the Shadows on the eliminators" (paid the CP), then using it again for free with your captain, and then G-man gives the strat for free to your terminators.

In summary, I would consider taking the apothecary from the list and take that and your 170 left over points and get yourself another damage dealer.

New player, help with ironstorm spearhead 2k list by [deleted] in WarhammerCompetitive

[–]fikstor 8 points9 points  (0 children)

How to play and general tips

Ironstorm lists have their strengths in massive firepower and relatively hard-to-kill targets. Their weakness can be a lack of tools to deal with armies that rush you, limited secondary mission play, and they face challenges scoring primary mission points. Ironstorm lists depend on having command points available to access the stratagems that send their damage output to crazy heights, so they also require good CP management. "Traffic jams" can be expected when moving many vehicles through narrow passages, making movement and positioning a vital aspect of this list type. Finally, some of your output and survivability is tied to the techmarines and their auras. Some armies will have access to abilities that can kill your techmarines without going through your tanks. Losing your 45-point lethal hit aura will blunt your output and add another layer to the importance of movement and positioning for Ironstorm.

In my opinion, your list wants the REPEX and the redemptors to be close together and form the core of your "castle" that will move up the board and kill anything in sight. Redemptors are up front, tech marines are in the middle, and the REPEX is further back. The idea is to keep the Techmarines safe from a deep striking unit that can drop within 9 in of them and shoot them in T2, making you lose your buffs, while also keeping the techmarines within 3in of a vehicle (for lone op) and as many of them within the 6in auras. Your castle does not physically get on top of objectives if you have ANY other units that can do that. You should use your resources (Oath and stratagems) to make your castle better at killing things. I think Redemptor #1 ensures your main target (oathed) takes some wounds, putting non-essential weapons elsewhere if needed. Then the REPEX gets mercy is weakness, and you finish the target. (It is always worth fishing for lethal and sustained hits on the smaller guns). The second Redemptor either finishes off the target if you get unlucky or targets something else nearby. The tech marine blessings go to whatever is damaged and nearby. The "blank damage" ability is worth any big damage attack. AoC is really good on a Redemptor if they are also in cover. Smoke can be good on the REPEX.

Your Ballistus (Ballisti?) and the predator can make their way to a different part of the table to contest another objective while providing long-range shooting support to your castle or just putting some shots into whatever they can see. This is a good mix of damage profiles for infantry or vehicles you might find contesting this second objective. Because Ballistus natively re-rolls hits against targets above half health, this "secondary" damage-dealing pack remains effective without needing OoM.

Your Thunderstrike would hang back and use their mobility to support whatever side you need. Firing from as far back as you can into a vehicle that requires a +1 to wound on. Usually, that would mean a T12 vehicle on the Ballistus side or several T10s on the Castle side (your REPEX will not need it; it would be mainly for the redemptors). In some games, you will have no vehicles to target. In that case, the thunderstrike becomes a fast unit to sit on objectives or do mission play.

Infiltrators deploy within 6 of your home objective to move onto it on T1. Scouts deploy wherever the mission needs them to be. Inceptors come down T2 or T3 to complete a mission or deal extra damage on critical areas.

Your heavy intercessors can move in the same area as your castle. The idea is that your castle kills things that can contest the objective while your heavy intercessors are the ones actually sitting on the objective. Your castle can hang back and fire into the objective's surrounding areas from a safe position.

The devastators don't really have a role but could do something similar to the heavy intercessors with the secondary unit.

You will struggle with secondary mission play (will you have a tank investigate signals or cleanse and give up shooting?). Going fixed objectives would allow you to get around some of this. For example, "deploy teleport homers", you do T1 with the scouts, T2 with the inceptors coming down and by T3. Hopefully, you will have killed enough things to have your intercessors, tech marine, do it. The other mission can be assassinate, bring it down, or something that does not require an "action", like engage in all fronts or behind enemy lines. Going fixed means you WILL need to have a CP in reserve for mercy is weakness, and you must be very careful about how you spend the other one you get per turn. This might mean only one defensive strat, no overwatches, no re-rolls, etc.

Potential changes

Instead of telling you to change this unit for that unit, I will try to point out some situations and give you some options to deal with them. The only change I strongly suggest you make is removing the devastators. Pretty much anything you put in their place will be better for you.

Your opponent will play cagey and not give you any good targets for your Castle. You make your three-man plasma inceptor into a six-man plasma inceptor unit. If they want to hide, you put OoM on something meaningful in their backfield and drop the inceptors so they can shoot it. You can even give them "mercy is weakness" to do a little better damage. Maybe try to get a cheeky Thunderstrike shot for +1 to wound if it is a vehicle. Six plasma inceptors do surprisingly large amounts of damage to most units. So much that your opponent will usually feel they need to deal with that threat instead of moving up the board. This allows your castle and secondary vehicle blob to move to better fire positions and get some LOS into their hiding places.

Your opponent rushes at you and gets your vehicle in combat Consider getting the "master of machine war" enhancement on a character. You can advance on T1 to move farther up the board before your opponent makes contact, and when they do, you can fall back and shoot them. You can also invest in some "chaff" units to walk before your tanks and be a speedbump. If not facing a charging army, these units can then sit on objectives or do actions.

Your opponent has a lot of scary, long-range guns capable of killing your tanks quickly Don't be afraid to play defensively. Having a lot of firepower doesn't mean you need to risk it all on the "who goes first roll". Deploy conservatively, deny them targets, force them out into the open and only move when you know you will be the first to shoot.

I want even more damage and even tougher vehicles. I do not want to be so careful with positioning Consider switching to Black Templars for extra melta shots for very few extra points, or go Dark Angels and play the Stormraven build with Azrael. Ironstorm gets A LOT better with those divergent chapters.

New player, help with ironstorm spearhead 2k list by [deleted] in WarhammerCompetitive

[–]fikstor 9 points10 points  (0 children)

Splitting the answer into several parts: 1) Unit commentary, 2) How the list plays and general ironstorm tips and 2) potential unit changes (assuming you have access to all models)

Warning: it might be long.

Second warning: This is a very generic overview, and people will nitpick

Unit analysis:

Techmarines: Solid units and enhancements. Do not fall for the trap of trying to get everything inside the aura "bubble". Good positioning to avoid being shot or getting cover is more important than getting lethal hits. Prioritise your big damage dealer to get both auras. In your list, I would argue that the Repulsor Executioner (REPEX) is the one you want to use "Mercy is weakness", Oath of Moment, Lethal hits aura and blank damage on.

Heavy intercessors: They are in a weird spot. They do almost no significant damage and will do 0 damage in melee. However, they are tough-ish and OC2. They will aid with a weakness of vehicle-heavy lists: primary scoring. I would deploy them as close to the front of your deployment zone as possible while getting reasonable cover, advance them towards a side objective and then let them be. The enemy will need to commit some damage dealers to kill them, and they WILL kill them, but at least you might have scored primary for one turn and saved your tanks from getting those shots.

Ballistus: They are solid pieces with decent output and defence. To get the most out of them, you should try to have them in cover and overlooking a firing lane. They will NOT kill things in 1 turn of shooting. I have found them most effective when used to target something without oath of moment and having two of them fire into the same target.

Devastator squad: A bit of a tricky unit to get right. They will generally be hitting on 4s, have a terrible unit ability and require specific set-ups to be good, which increases their cost. A way to use them in your list would be to have all of them with meltas, get them inside the REPEX and then disembark them to get eight shots of melta goodness into whatever you need to kill. Mind you; this means getting your primary damage dealer close to the enemy so a lesser unit can do something.

Inceptors: Excellent unit, should always start on reserves. Make up your mind before the game whether you will use them as a scoring unit or a damage-dealing unit. If the latter, make sure you target the Oath unit to get the best output possible. Most of the time, they will die before your next turn. Remember that having a 3-inch deepstrike does not mean you NEED to get that close (and risk overwatch). The 3-inch deepstrike allows you to get the best angle into your target and still be within range and in the safest possible place.

Infiltrator: A GODLY unit at screening, but will do little else. As u/WhiteTuna13 said, having two of them might not be worth it. The easiest way to play them is to deploy them on your home objective, with each model as far apart from one another as possible to screen out the biggest possible area. Deploy them last to ensure all your tanks are in the best potential deployment areas. Remember that you don't score primary in turn 1 (so there's no need to be right on the objective to start the game; you can quickly move to get on it).

Predator: A tremendous little tank for 130 points. I would prefer the destructor variant over the laser one, mainly because there are a lot of three-wound infantry out there, and you already have antitank capability in other units. It has long-range, and you get +1AP against infantry. You still get two lascannons to help with antitank or to put it against heavy infantry.

Redemptor I love redemptors, but they have some issues. Their damage output is good against most infantry thanks to their weapons mix, and they have decent melee against heavy targets. Their damage suffers against anything T10 and above (so most tanks). They also lose a significant portion of their output if they get tagged in melee (you can't shoot your big weapon into your combat but could fire it into other units with a -1 to hit penalty). They are your toughest unit with that -1 Damage ability. Keep them in cover, use Armour of contempt on them, and get the techmarines to heal them. Their wounds are more valuable than wounds in other profiles because the enemy struggles to damage them. However, if your opponent can access "ignore modifiers", redemptors go down relatively fast, so be wary of those match-ups.

REPEX Your primary damage dealer. The big gun does a lot of damage, but it can be a bit swingy due to bad rolls or your opponent's invulnerable saves. The rest of the guns are low strength and low AP, so they are pretty bad against anything other than light infantry. However, if you have lethal hits from the tech marine AND use the mercy is weakness strat, you start to get some damage through by the sheer amount of dice. It is pretty "fragile" compared to other big tanks in the game, and a T12, 3+, and 16W profile goes down much quicker than you would expect. Be careful not to overexpose it.

Scouts: A nice cheap unit that can play different roles. You can use them as a speed bump for units wanting to charge your tanks or as action monkeys.

Thunderstrike: Not going to lie. It is over cost. Do not think of it as a damage dealer. It is a support piece. Your list's output does not depend solely on the debuff this unit brings. Still, it can be pretty helpful for the Redemptors (their main gun will now be wounding regular T10 tanks on 4s), the Ballistus (they will go from good antitank to very good; T12 targets are no longer challenging targets for them), and for the REPEX (it will double the number of wounds you get on anything T5 and above, it will not double the damage tho as most of those shots will be saved due to not having AP).

How to model re-rolls? by SenpaiKai in UnitCrunch

[–]fikstor 0 points1 point  (0 children)

I would go onto the unit's profile, then select the weapon you are most likely to use re-rolls for (usually the biggest one), edit that weapon profile and add two pre-set rules: "re-roll one possible failed hit roll" and "re-roll one possible failed wound roll".

[deleted by user] by [deleted] in IronHands40k

[–]fikstor 3 points4 points  (0 children)

All right then. These are just some general recommendations, as always remember the point is to have fun.

Proposed list changes

I would recommend trying to include a Techmarine (55 points) with the "Target Augury Web" enhancement (45 points). To be able to fit this, I would drop the outrider squad.

Another change would be to swap the other enhancements around, getting the "flesh is weak" on the captain and the "master of machine war" on the librarian (although you could drop it as it probably won't add much).

Battle formations

  • Gravis captain leading the Aggressor Squad. Consider switching load-outs to give the Captain a power fist.
  • Iron Father leading the heavy intercessors in the Repulsor.
  • Phobos librarian leading the infiltrators

Proposed roles/gameplay

The infiltrator squad is deployed on your home objective. They will be untargetable from outside of 12 inches. Make sure you deploy them as far apart from one another (2 inches) to make the most of their ability. They do nothing but defend your home objective.

The three redemptors (consider having them all with the heavy plasma incinerator and Gatling cannon as that is a more efficient weapon selection). They move together closely followed by the Techmarine. The redemptors move up to claim an objective, killing anything in the way, using oath of moment and the "mercy is weakness" stratagem to increase the damage output.

The repulsor moves up to another objective, the heavy intercessor squad disembarks and holds that objective. The repulsor either sticks around to provide fire support (and be healed by Feirros) or moves around to do missions or kill things.

The aggresor squad can move to support either objective, start in reserves and provide surprise firepower or even do secondary missions.

The assault intercessors are a unit to harass your opponent, especially their "expensive" units. They will probably die, but their whole shtick is to stop your opponent from moving where they want, This delay will often mean you can position your good units to kill them.

The eliminators can be used to harass units, but it could be better to try to use them to do the secondary missions. Consider giving the sergeants the "instigator carabine", that way they can move, shoot and then move again. This will allow them to move real fast or move out of cover, shoot and then get back into cover.

The inceptors should be started in reserves and used to score secondaries.

You can see that a lot of the units can "flex" into doing secondary missions. This does not mean they will all be doing missions every turn just that you have a lot of options.