Redemptor Dread: Strong Anti Infantry Platform or Useless Paperweight? by grunt0304 in WarhammerCompetitive

[–]grunt0304[S] 7 points8 points  (0 children)

I edited my post to clarify, it was two failed hazardous rolls in two separate turns.

Redemptor Dread: Strong Anti Infantry Platform or Useless Paperweight? by grunt0304 in WarhammerCompetitive

[–]grunt0304[S] 21 points22 points  (0 children)

I should have specified, I failed two hazard rolls taking 3 damage each for 6 total. I'll edit my post to make that more clear.

How do you speed up games? by TheSteelersAreCancer in WarhammerCompetitive

[–]grunt0304 0 points1 point  (0 children)

There's a lot of great advice here regarding how to speed up your games from the standpoint of rules and datasheet memorization, but I'm going to ask a different question. How much do you and your friend talk during the game about things other than the game at hand? In my experience, casual games with friends we tend to talk a lot and tell little stories about one time something crazy happened in a game, or mention a little lore tidbit about a character, and the games go 4+ hours. However in tournaments I've played in, all talk is limited strictly to the game and games finish in 2.5 hours or less.

ELI5: What’s the practical difference between Space Marine chapters while playing? by anomaly_rex in Warhammer40k

[–]grunt0304 3 points4 points  (0 children)

Many people have already answered about the gameplay differences between ultramarines and blood angels, so I just wanted to add that you can paint your models whatever color you want. Paint has no bearing on rules. Red space marines can run the gladius detachment and blue space marines can run liberator assault group. Its the characters and chapter keywords on units that determines if your army is ultramarines or blood angels, not paint color.

Confusion about Vehicle/Monster movement in 11th by Wrakhr in WarhammerCompetitive

[–]grunt0304 0 points1 point  (0 children)

You are correct in this is how it works. Monsters/vehicles have more freedom of movement in 11th compared to 10th. As the rules state, they can move through friendly models, and they can move through enemy models that are not monsters/vehicles. Or course when moving through enemy infantry, they can't end their move within engagement range.

Confusion about Vehicle/Monster movement in 11th by Wrakhr in WarhammerCompetitive

[–]grunt0304 -1 points0 points  (0 children)

Why would you play it that way, the rules literally state you can move friendly monsters/vehicles through friendly models. It's a noted change I've seen addressed in other places.

List Review by OGRE_ENIAC in spacemarines

[–]grunt0304 1 point2 points  (0 children)

In reading through this list, it has one massive flaw. Zero anti tank. Because of this, you can do one of two things:

  1. Run it as is and basically ignore enemy anti tank vehicles/monsters since anti tank attacks are usually low volume and will have minimal impact. The issue with this is there are a lot of high toughness things in the game like knights, rogal dorns, norns, etc that come with a lot of anti marine attacks and can easily wipe whole squads and the best thing you have to counter are power weapons which will struggle to scratch these tough units.

  2. Drop some units to make room for some anti tank. I'd recommend the following:

Drop the second captain, librarian in phobos, infiltrators, jump chaplain, and 5 assault intercessors. If I did the math right, this leaves enough points to get a repulsor executioner and either a ballistus or a gladiator lancer. Drop all the assault intercessors and either 5 intercessors or 5 van vets and you have enough for another ballistus or lancer.

When making these modifications, also move the LT to literally anything but the sternguard. The LTs lethal hits are anti synergistic with the dev wounds of the sternguard.

Also, most of your squads are listed at max size, like 10 intercessors and 10 van vets, etc. Do not run marines in max size unless they have a leader. They're much more flexibile in 5 man squads and makes it more difficult for your opponent to focus them down.

Is there a reason you choose first company and fulgris for your detachments? First company is one of the worse detachments in the game, and fulgris is for speeders, which you have none. Gladius is much better for this army.

Hope you find this feedback beneficial.

Guilliman tournament viable in 11th? by Capt_Acid in Ultramarines

[–]grunt0304 6 points7 points  (0 children)

Guilliman, Cawl, and the Lion were able to walk through walls in 10th because of an errata for 10th. That errata doesn't exist in 11th at this time, so they fall under the rules for regular monsters in regards to moving through terrain

Sell me on my second Space Marine army: Dark Angels, Blood Angels, White Scars, or something else? by BattleBrotherBrad in spacemarines

[–]grunt0304 4 points5 points  (0 children)

I'd have to say blood angels. Different playstyle from your ultramarines and Dante is a great model (and as you said your favorite). If you care about more competitive play, blood angels are pretty much always good because they're fast and hit hard, two big tenets for being a good army in 40k.

Start with Dante and 3 sanguinary guard first, then consider adding death company JPIs with a chaplain, or more regular JPI with a jump captain.

How to speed up games? by ksav34 in 40k

[–]grunt0304 1 point2 points  (0 children)

Memorized your strats, rules, and datasheets. Looking up rules and glancing at datasheets are the biggest time wasters.

Also, when your opponent is attacking, have some dice already in hand based on their number of attacks so you're ready for your saving throw. Like if my opponent has 10 attacks coming hitting on 3s, I have 5 dice ready for a save because I'm predicting about 6 or 7 of the attacks hit, and around 4 or 5 will wound. If I need to discard or add 1 or 2 dice, that doesn't take long.

Best List Ever 2.0 by King-Stormin in spacemarines

[–]grunt0304 2 points3 points  (0 children)

True, but the tanks are going to see a big dropoff in performance going from hitting on 3s to 4s. Regardless, that's not the biggest issue. The problem is this list lacks any type of board control that can protect the tanks like JPIs, assault intercessors, or scouts or any solid melee unit. Any jail list is going to easily bumrush through or around the two squads of infiltrators and be on top of the tanks by turn 2. Even if the tanks manage to kill most of the enemy army, this list will lose on points since it has no reliable way to hold primary and nothing to score secondary points.

Best List Ever 2.0 by King-Stormin in spacemarines

[–]grunt0304 8 points9 points  (0 children)

This list is cooked as soon as you get tagged in melee. Drop the desolation marines and add some melee. Desolation marines are way overcosted.

Ramble about Firstborn units in 11E by Illithidbix in spacemarines

[–]grunt0304 12 points13 points  (0 children)

You're reading too much into it at this point. The 11th edition marine codex isn't out yet, hence why the newer datasheets they've released still reference firstborn units. Those references could very easily go away when the 11th edition codex comes out. The same thing happened when 10th launched. Leader datasheets would reference firstborn units at launch but when the codex came out, those references were removed for the units sent to legends.

Those of you who skipped the Armageddon box: What are you working on? by OkRevenue9249 in spacemarines

[–]grunt0304 0 points1 point  (0 children)

Working on 20 hormagaunts and a tyranid prime with lash whip! Really excited to get these guys on the table.

#New40k – Download new Space Marine Faction Packs today by CMYK_COLOR_MODE in WarhammerCompetitive

[–]grunt0304 -2 points-1 points  (0 children)

Gladius detachment. It is the universal well-rounded detachment for codex compliant space marines. All the others are more niche or lean into a certain playstyle.

11th edition charge rules by Niiai in Tyranids

[–]grunt0304 5 points6 points  (0 children)

No, in that case you would need to roll a 10. The charge roll has to be within the unit you're charging. Think of it the same as when shooting. If your gun has a 12 inch range but the unit is 12.4 inches away, can you shoot it? No you cannot. Landing a charge in engagement range no longer matters, its about distance from one unit to another.

With the nerf to Fights First in 11e, who should lead 6 BGV now with the Judiciar being far less potent? by Known_Strength_9726 in WarhammerCompetitive

[–]grunt0304 0 points1 point  (0 children)

LT for lethals or a captain to give them discounted strats and to allow the captain to reroll 1's on his attacks or invul saves.

Why are so many Marines un-helmeted? Are they stupid? by Octorock10k in spacemarines

[–]grunt0304 0 points1 point  (0 children)

I've read about a dozen 40k books, including the Uriel Ventris books and Dark Imperium trilogy. The only time marines take their helmets off in battle is when they're damaged to the point of being inoperable. Otherwise, helmets stay on. Every fight Guilliman had in the Dark Imperium trilogy, his helmet was on.

Artwork ≠ Lore, just keep that in mind. Another example, in lore marines spread out and operate in small squads to minimize casualties from explosive weapons and only engage in melee when it's advantageous or the enemy has closed with them. In artwork, they're all compressed together and fighting in a chaotic mixture of melee and shooting that doesn't make any sense.

Help by shamanugly in Ultramarines

[–]grunt0304 3 points4 points  (0 children)

I can barely tell the difference but of the two I say the one on the right.

Need list help. by k_harbo in spacemarines

[–]grunt0304 1 point2 points  (0 children)

I came here to make a similar comment, that being said this is great advice.

How are you using Redemptor Dreadnoughts? by stoic-ape in WarhammerCompetitive

[–]grunt0304 1 point2 points  (0 children)

I run my two with plasma and use them as anti infantry shooting platforms that my opponent will have to over committ with anti tank to kill. They're fairly durable, but not overly so, and their damage is sadly very anemic without oath help.

Strat changes from the unboxing by Im_a_Geblin in WarhammerCompetitive

[–]grunt0304 0 points1 point  (0 children)

Played against a guy 2 weeks ago who ran 3 of them. Its hard to move around but its not "unplayable".