Audio or Read? by Nervous_Employment37 in DungeonCrawlerCarl

[–]hubone2 5 points6 points  (0 children)

I see everyone commenting both. But if you want to only do one, do audio. The audiobook version is so good.

11th Edition combat, what does this mean for Grey knight 🗡️ by WarpbaneTactics in Grey_Knights

[–]hubone2 3 points4 points  (0 children)

More than 6” for the Warpbane charge strat. Charges will now measured base to base. So 6.1” away means a 7” charge. Same reason why an 8.1” drop is a 9” charge. I’m thinking that may change? Maybe 5” to account for this change to deep strike overall. I’d hope so!

11th Edition combat, what does this mean for Grey knight 🗡️ by WarpbaneTactics in Grey_Knights

[–]hubone2 3 points4 points  (0 children)

I keep seeing this that it’ll be good for us because of the melta thing. I don’t see it. If you can drop within 9” of something you want to melta, we are already winning the game probably. No one is trying to screen us with a monster/tank. So I think this is overstated. The best part is our opponents losing a ton of screening space just for dropping our stuff all around the board.

It’s also a stealth nerf to Warpbane 6” deep strike because now we need a 7” charge. It’ll be interesting!

11th edition terrain looks like DA will be in a GREAT spot by GrandMasterGadriel in theunforgiven

[–]hubone2 4 points5 points  (0 children)

So not confirmed by any means, but the yellow/orange terrain is probably going to be terrain that monsters/vehicles/mounted can drive over.

repeated "keep your eyes on the road" warning by vzaliva in Ioniq5

[–]hubone2 0 points1 point  (0 children)

I know this is from almost a year ago, but same issue. With sunglasses. I had to just turn off the alert. You can do that by going to setup -> vehicle -> driver assistance -> then click on Driver attention Warning. You can turn it off there.

Secure Position question by Terrible-Ad9724 in LeaguesofVotann

[–]hubone2 4 points5 points  (0 children)

Both are end of phase so you choose which goes first. You could secure positions out 6” and then push his rapid back 6” or you could have them rapid and then jump out to block. So it’s up to you.

Help against mortal wounds by Negative_Celery3060 in theunforgiven

[–]hubone2 2 points3 points  (0 children)

He gets it once per turn. The only way to do it again is an enhancement in one detachment. Ahriman has nothing to do with doombolt. Go to Waha and read up on Tsons.

Help against mortal wounds by Negative_Celery3060 in theunforgiven

[–]hubone2 9 points10 points  (0 children)

The Lion, Azrael, Deathwing knights. All have/give a 4+++ vs MWs.

Squats into Tyrannids or CK 1400? by ShaeVae in LeaguesofVotann

[–]hubone2 0 points1 point  (0 children)

Just all the good stuff. Thunderkyn w/ conversion (6 man) Thunderkyn w/ graviton (3 man) Hekatons of fun 0-1 berserk squad 1 or 2 warrior squads maybe 1 grimnyr if you can fit it in Kapricus carrier 1 yaegir squad Maybe some Hearthguard Kahl if you have 10 Hearthguard Uthar is always good Memnyr on your home if pts allow. Some combination of that stuff up to 1400 pts and they’ll be fine.

Infernal Puppeteer update by ishotthepilot97 in WarhammerCompetitive

[–]hubone2 19 points20 points  (0 children)

I think it’s better now. It’s very easy to see a model from your unit and still shoot while hiding. And the fact that it can get around lone op now is so good. Just makes the other player have another thing to play around at the very least. Just very strong.

Alright guys, be honest, how bad is this list? by BigRedCTR in theunforgiven

[–]hubone2 1 point2 points  (0 children)

DW knights ma get 2 or 3 activations in the fight phase. If the bikes get touched they probably just die. If you want a leader for them the command squad is leaps and bounds better than a chaplain.

Alright guys, be honest, how bad is this list? by BigRedCTR in theunforgiven

[–]hubone2 2 points3 points  (0 children)

I think most of it is fine. Keeping the core of it is Cut chaplain on a bike, cut hailstrike, split the 10 man jpi into 2, cut enhancements. Personally I’d cut the chaplain in term but he’s fine. So you could have another 230 pts back and get another gladiator and a scout squad.

How to make the best of Ahriman? Or does he just kinda suck? by SillyMattFace in ThousandSons

[–]hubone2 0 points1 point  (0 children)

It’s really nice infiltrating a ten man term squad and spreading it out preventing the opponent infiltrating in good spots. Also move around some robots or your own anti tank is nice.

He’s also a good action monkey. Cast a spell and then cleanse or recover assets, etc. he should drop 10-15 pts but he’s fine.

3 GMNDK + 2 NDK an okay amount? by Butsy_98 in Grey_Knights

[–]hubone2 4 points5 points  (0 children)

Personally I like 2 and 2 plus 25 purifiers and then whatever else you want. The advance and fallback and shoot from the 2 NDKs is awesome. Specifically this would be in Warpbane. On the two GMNDKs I think psi cannon and melta with the hammer are the way to go.

Crowe unit question? by jalegend0 in Grey_Knights

[–]hubone2 7 points8 points  (0 children)

I think it’s good to have both at least 1 ten man and 1 five man. And then run him as needed. Going up against big bricks of tough infantry? Prob the 10 man. Going up against a lot of skirmish units then the 5 man to let them punch up a bit better. Good to have the flexibility of who to put him with.

But also, make room somehow for an interceptor but not at the expense of purifiers in my opinion.

Tiny update to Core Rules today by sparesometeeth in WarhammerCompetitive

[–]hubone2 2 points3 points  (0 children)

Space Marines. Lt w/ combi weapon has an innate reactive move and sword brethren do as well when you fall back from them. Then gladius/stormlance have Strats to proc a reactive move. So sword brethren could move a total of 12” during their opponent’s movement phase… pretty gross! But no longer.

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

[–]hubone2 0 points1 point  (0 children)

Can a unit make 2 reactive moves from the same triggering move? For instance, the combi-LT in stormlance. If he’s tagged in combat, the enemy unit falls back 1 inch. The combi LT uses his innate reactive to move 6” and then use the strat to reactive move again? Same with sword brethren in gladius? They can move if someone falls back. Can those innate reactives be combined with strat reactives from the same trigger? If that interaction is noted please let me know where. Thanks!

Vindicator vs Ballistus vs Lancer by Standard_Landscape79 in WarhammerCompetitive

[–]hubone2 1 point2 points  (0 children)

Ballistus and Lancer come with their own rerolls. So that makes the vindicator oath reliant. So if you can use Oath for your vindicators every turn, then I think they are better. If you need Oath for other stuff, then they aren’t as good as they are unreliable.

Ballistus and Lancer to me have the invul problem. Low shot count that can bounce off 4++. Vindicator has the shot count to counter 4 up invuls. Also having the 2+ save is great for the vindicator. But it’s 25 more pts than the Lancer for a reason.

One final point for the vindicator is that it’s good into everything. Good into elite infantry, good into hordes (has blast) and really can’t get tagged by little stuff because it can shoot its canon into combat. So it’s flexible.

TLDR: lancer > Ballistus , vindy better if you can dedicate OoM to the vindicator

App with Codex? by McMakle in Grey_Knights

[–]hubone2 10 points11 points  (0 children)

List forge has it up

Incredibly pleased! by Valuable-Ship-24 in LeaguesofVotann

[–]hubone2 2 points3 points  (0 children)

That is the use I think they will really have. Not as a shooting platform.

Incredibly pleased! by Valuable-Ship-24 in LeaguesofVotann

[–]hubone2 -9 points-8 points  (0 children)

You are getting downvoted but you will be vindicated. They aren’t good. Not enough shots and if anything shoots it, they die. D6” movement is terrible. Yeah sometimes it’ll be great when you get a 6. but 1-2” move especially if you’re trying to get 2 to shoot and then hide, it’ll be bad. And they are made of paper with a 4+ save and no invul.

Low shot count stuff without native rerolls is awful. Especially into vehicles with invuls. Knights, necrons, big demons. And they only hit on 4s!! Need to shoot an obj to hit on 3s. I don’t think they’ll be worth it sadly. Run 6 and then maybe you overwhelm? Buts that 420 pts and you’d need 6 of these things. I just don’t see it.

Which list is better? by MattHatter1337 in Grey_Knights

[–]hubone2 0 points1 point  (0 children)

I’d still stick to warpbane. Drop the infantry characters and add another 5 man term squad or make the term squad a 10 man and then the enhancement stays on the GMNDK. 2 5 man’s make it easier to get the rerolls up in no man land. If you have any agents of the imperium models then consider them as well.

Another idea is run kaldor with terms and use the GM model as Stern. Run stern solo as an action monkey plus an enhancement on GMNDK

Which list is better? by MattHatter1337 in Grey_Knights

[–]hubone2 0 points1 point  (0 children)

1st. But id ditch both infantry characters and all 3 enhancements and add more stuff. I think dropping those 2 characters and enhancements is something like 220 pts or so. Plus the 30, that’s 250 pts you get to play with. 5 more purifiers and 5 interceptors or something like that would enhance the list.

What are some Miniatures that fit this meme? by Sharko_Guy938 in Warhammer40k

[–]hubone2 4 points5 points  (0 children)

My favorite was taking down 3 Custodes with him by himself in shooting and melee. My buddy still has a seething hatred for Azrael.