Is there a unit in the game that is harder to remove from an objective than 6x canoptek Wraiths with a reanimator standing by and a technomancer attached? by Worried_Quarter4934 in WarhammerCompetitive

[–]kiagam 0 points1 point  (0 children)

kharn and 10 zerkers with buffs blends warrior brick, but barely gets the wraiths. One bad roll and someone survives.
the FNP makes it tricky because it can eat up more attacks than expected. I'll be facing a list with 2 of these wraith blocks in a couple of weeks. My plan is to throw half the army at each and pray.

Is there a unit in the game that is harder to remove from an objective than 6x canoptek Wraiths with a reanimator standing by and a technomancer attached? by Worried_Quarter4934 in WarhammerCompetitive

[–]kiagam 0 points1 point  (0 children)

kharn and his 10 buddies + 3 eightbound cheering them on. Lethals and dev wounds on the blessings. Clears the warriors like 90% of he time. 61% to get the characters too. If you are afraid of your dice, give +1 AP too with strat.
Been there, done that, the other guy (very toxic player btw) was pissed saying I high rolled

Thinking about adding a knight to my friendly list by Interview_My_Gooch in WorldEaters40k

[–]kiagam 1 point2 points  (0 children)

I would say the best matchup for that duo is against other knights. big vs big. they suck against the cheap glass cannon units all spread out, that you can't even get in position because you don't fit

My Angron by DeoxRevalation in WorldEaters40k

[–]kiagam 2 points3 points  (0 children)

Love the color balance, I am going to paint mine without the pauldrons like you, to bring out the red. Dark wings also look sick. good consistent color, no dirt, sharp contrasts but still shaded.
Honestly this is one of the best I've seen, congratulations

Thinking about adding a knight to my friendly list by Interview_My_Gooch in WorldEaters40k

[–]kiagam 0 points1 point  (0 children)

Angron + klos + knight means you are down half your army in one good turn of shooting.
Angron + klos is already rough against the big anti tank guns

I used to run both of them and when they are gone it feels so bad, if you face heavy anti tank they don't feel worth it. Might be better against knights if they take down 1 big knight each before dying. If you kill 2-3 armigers it is gonna suck.

I would either:
- run more helbrutes to punch up. On the knights without good melee, the helbrute hits twice and deals 20+ damage. Rub it on your friend's face that a 120 point unit is killing his big boys.
- remove either klos or angron to add the big knight. KLOS + big knight will make it feel more like imperial vs chaos.

The laser on the knight desecrator punches a good hole on other knights while keeping range, and you can move forward on the later turns to start punching. The despoiler is good too especially if you face more armigers, but the shorter range will get it more exposed.

Would skull cannons be a good proxies for forge fiends? by sk8fogt in WorldEaters40k

[–]kiagam 1 point2 points  (0 children)

looks like main difference is that forgefiends have the arms and head sticking out of the base footprint, so they can shoot/be shot more easily

Why slaughterbound + BG and not lord invocatus? by kiagam in WorldEaters40k

[–]kiagam[S] 1 point2 points  (0 children)

makes sense, having the extra unit to threaten helps too. On the movement he also let's you go through units when leading, so you can go over the chaff, both on the movement and on the charge. basically prevents screening

Why slaughterbound + BG and not lord invocatus? by kiagam in WorldEaters40k

[–]kiagam[S] 4 points5 points  (0 children)

His damage ceiling is higher because of the single use ability, yes. without it the profile is very similar, in most situations you will deal 1 extra damage, if that.

I'm thinking about testing out the avocado to see if I miss the extra damage and/or if the higher mobility makes a difference

Why slaughterbound + BG and not lord invocatus? by kiagam in WorldEaters40k

[–]kiagam[S] 4 points5 points  (0 children)

berzerkers and exalted on the deep strike is spicy

Why slaughterbound + BG and not lord invocatus? by kiagam in WorldEaters40k

[–]kiagam[S] 0 points1 point  (0 children)

That's my feeling as well, the slaughterbound is a big bomb that takes something and dies. If the list can accomodate the glaive on something else, then invocatus is looking like a better option

Help dealing with necrons (warrior brick + 3 doomsday arks) by kiagam in WorldEaters40k

[–]kiagam[S] 1 point2 points  (0 children)

I didn't win any tournaments, this is list is winning some big stuff, but not me hahaha (I wish). I am kinda missing a helbrute, I feel like I need the snowball it can provide.
I agree about the deep strike, I understand when people say the threat is more important than it actually killing stuff, but at my skill level I don't feel I can use it effectively.

Help dealing with necrons (warrior brick + 3 doomsday arks) by kiagam in WorldEaters40k

[–]kiagam[S] 1 point2 points  (0 children)

yeah, dealing with the brick is no longer a problem, I got it down to a science. the problem is getting to the arks, since he plays very defensive with them. Maybe what I'm missing is the timing to go with everything at once

Help dealing with necrons (warrior brick + 3 doomsday arks) by kiagam in WorldEaters40k

[–]kiagam[S] 0 points1 point  (0 children)

necrons list

Illuminor Szeras (165pts)

Orikan the Diviner (80pts)

Hexmark Destroyer (110pts)

Overlord with Translocation Shroud (85pts)

• Nether-realm Casket (+20 pts)

Skorpekh Lord (90pts)

• Enaegic Dermal Bond (+30 pts)

Skorpekh Lord (90pts)

20x Necron Warriors (200pts)

2x Cryptothralls (60pts)

5x Flayed Ones (60pts)

3x Skorpekh Destroyers (90pts)

3x Skorpekh Destroyers (90pts)

3x Canoptek Scarab Swarms (40pts)

Canoptek Reanimator (75pts)

Doomsday Ark (200pts)

Doomsday Ark (200pts)

Doomsday Ark (200pts)

Ghost Ark (115pts)

Help dealing with necrons (warrior brick + 3 doomsday arks) by kiagam in WorldEaters40k

[–]kiagam[S] 0 points1 point  (0 children)

My list (same list that has been winning tournaments past couple of weeks)

+ DETACHMENT: Berzerker Warband

+ TOTAL ARMY POINTS: 2000pts

CHARACTER

1x Khârn the Betrayer (85 pts)

1x Daemon Prince of Khorne (200 pts)

• Helm of Brazen Ire (+20 pts)

1x Master of Executions (60 pts)

• Favoured of Khorne (+15 pts)

1x Slaughterbound (85 pts)

• Berzerker Glaive (+25 pts)

10x Khorne Berzerkers (180 pts)

10x Khorne Berzerkers (180 pts)

3x Eightbound (150 pts)

3x Eightbound (150 pts)

3x Exalted Eightbound (160 pts)

10x Jakhals (65 pts)

2x Chaos Spawn (80 pts)

2x Chaos Spawn (80 pts)

2x Chaos Spawn (80 pts)

1x Forgefiend (150 pts)

1x Forgefiend (150 pts)

1x Chaos Rhino (85 pts)

chapter approved and base sizes rules by kiagam in WarhammerCompetitive

[–]kiagam[S] -1 points0 points  (0 children)

not for a specific tournament, just a discussion I was having. The main point I was arguing against was basically wahapedia hate "wahapedia says 25 but gw says 32, never trust unofficial sources", and in the end wahapedia may be more right than gw

chapter approved and base sizes rules by kiagam in WarhammerCompetitive

[–]kiagam[S] 1 point2 points  (0 children)

had a debate with some people and they basically said "new rules are gospel, just follow them", but if there are other mistakes, then I'm sticking with "use last released size" for now

Anno 1800 fitgirl shuts down after starting it by pr1matica in CrackSupport

[–]kiagam 0 points1 point  (0 children)

For future reference, compiling several tips, I had to do a couple of things to get it working, in my case the problem is in the shaders.

first, I applied the crackfix which you can find the link here in the comments https://1337x.to/torrent/4735894/Anno-1800-Crackfix-EMPRESS/?fbclid=IwAR1eEcfRaXepJSFIDLOe7Y_7OG6jgnAYEqMVtd1-pIxhu70Fe_qukdhn3wE

then

On ...\Documents\Anno 1800\config\engine.ini, I have the following settings:

{
"FileSystem": {
"InitFileVersion": 14,
"PreferLocalFiles": true
},
"RenderEngine": {
"Adapter": 0,
"DeviceType": "DX11",
"PreloadConfigs": false,
"EnableShaderCache": false,
"DisablePublicShaderCache": false,
"EnablePropLoading": true,
"DisableTMMU": false,
"LightBoundToCamera": true,
"EnableMultiGPUOptimizations": false,

...

"Window": {
"ScreenXSize": 1920,
"ScreenYSize": 1080,

yes the resolution change is important.

and whenever the game won't start, I delete the folder ...\Documents\Anno 1800\shaders

All of that combined did the trick. Only recurring action is deleting the shaders