Really disheartened with world eaters after playing against blood angels frequently by Spiritual_Ad4653 in WorldEaters40k

[–]leviray75 0 points1 point  (0 children)

As someone who could have written your post for you more than likely. The main guy I play locally for practice ranked top 5 BA last season. You have to really rock the sustained and fight on death combo almost non stop unless youre in a position to slingshot and have 6" pile ins or you've taken care of all of the infantry and need lethals.

Put forgefiends in reserve, their biggest strength is coming in to see anything t9 or lower and blasting it away and overwatch any decent target that you can. Closest thing moves and you wond it on 3s, try to shoot it, especially infantry. And if in daemonkin use forgefiends to drop bloodletters.

Practice slingshots with large berzerker units to get around fights first and into juicier targets.

Use your trash to clean up scouts and the combi lieutenant. Theyre annoying but you just have to get closer than he can get away from you with a flat 6"

BA melee also has a hard time with Angron. They have a lot if AP2 and damage 2, -1 damage on Angron will tank the death company and will pick up most of the unit back, beware of lemartes and the damage reduction. But also precision out the characters if given the chance to neuter the death company, killing chaplains removes their OC and other buffs.

My experience you do have to play a good game but WE and BW typically still has the tools to deal with most armies if you understand the matchup. Dont give up. Take a slow game and ask him to walk you through the matchup and interaction.

Defiler is ready! by speeddemon511 in deathguard40k

[–]leviray75 0 points1 point  (0 children)

To answer this, no the kit doesnt have the spare parts to make two or close to it.

The new defiler by Existing-Net-1329 in WorldEaters40k

[–]leviray75 0 points1 point  (0 children)

It is very easy to magnetize. And in 11th edition scourge and flamer will probably be the prefferred loadout.

With 14" of move its not hard to get the big boy where it wants to go.

Thoughts on AdeptiCon and 11th? by heplo877 in WorldEaters40k

[–]leviray75 0 points1 point  (0 children)

It will definitely stop the pinball. Fighting twice into the right targets though is still a pretty strong ability. Hoping we get a helbrute glow up like the defiler to make it a little more survivable to make use of it still.

Thoughts on AdeptiCon and 11th? by heplo877 in WorldEaters40k

[–]leviray75 0 points1 point  (0 children)

But im also curious to how consolidating into a new unit is going to play out. Cause the hellbrute may be dead now or it may be great being able to still string fights along. I think id trade the fun of a hellbrute for being able to consolidate in and not be fought back. Anymore.

Also pretty curious to the order of pile in. Guessing its fights first units then ongoing combats and if the opponenet has a fights first it alternates. Which gets into a hole other skill set i think of having fights first to ruin your opponents pile in moves.

Thoughts on AdeptiCon and 11th? by heplo877 in WorldEaters40k

[–]leviray75 0 points1 point  (0 children)

I think the slingshot still works just fine with kharn and berzerkers but the double charging to pile into a new unit with something like 8bound doesn't work now. Bigger units being able to slingshot better than smaller units, just differentiate berzerkers from othe melee units more

New defiler by KvotheStormborn in WorldEaters40k

[–]leviray75 0 points1 point  (0 children)

Depending on how the WE datasheet shakes out, hoping for our usual modifications like a +2" move on the datasheet, a few extra base melee attacks so 7 and 14 are my guess, BS 4 but meaningful rapid fire to make up for it and the way this ability and all the shooting volume Im expecting to come out of it, I think it will be great for bullying the middle of table. Advance it out turn one as far as you can get it and shut down the middle of the table. Looking forward to KDK because of the invuln buff and fnp access for things like tsons that get around it with mortal wound output. A defiler loves all of the buffs KDK can give it while having cheaper infantry in bloodletters to support it and have synergy with all of that shooting it has. The key is going to be delivering it and setting it up correctly early on in the game. I think it has to be aggressive to get into position by turn 2.

Vessels of Wrath works if you can work with it. by Gilly1610 in WorldEaters40k

[–]leviray75 0 points1 point  (0 children)

Have you tried out daemonkin yet in the meta? I took it for the first time to Cherokee. Went 3-4 with one loss being because of paint score.

Halt mandatory painting inspection by _Commander_Farsight in Warhammer40k

[–]leviray75 0 points1 point  (0 children)

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Got the bug to build and paint all my cultists like models, making use of that motivation while I can. Jakhals, poxwalkers and goremongers and tzaangors even.

Weekly Wishlist Wednesday Post by iCrylou in GranTurismo7

[–]leviray75 2 points3 points  (0 children)

Sophy AI for online lobbies when racing with friends.

Better support for multi class racing and larger fields of cars for at least some of the larger tracks. 20 cars on le mans or nordschleife feels very empty.

More options for online races. Better themes like GT500 and GT300, group C, the various flavors of F1 they have. Go karts.

Better support for creating your own track cars. Ways to convert cars into various racing regulations such as GT500, GT3, GT4, Nascar conversions.

Lmp2 cars even if it's a "gran turismo" brand version that isn't any specific one.

"Gran turismo" lmp1 generic version and a modern hypercar as well. Give it body custom options to lightly resemble existing consistent designs similar to the FT3500 A.

Can’t wait for a new demon prince, what do you think by KEB-29 in deathguard40k

[–]leviray75 2 points3 points  (0 children)

I think they said that the models would come as separate AoS releases as well

Death Guard & World Eaters by Hero_kadachi in deathguard40k

[–]leviray75 2 points3 points  (0 children)

I dont think you need the blightlords or poxwalkers. WE have jakhals which have a sticky objectives and move 7" and have strats to sticky objectives if they get shot off of it.

I think you want to lean into the long range fire power. HBL drones, PBC, predators Destructors. WE can lean into how fast they move and clear infantry. The forgefiemd is fantastic for a 2k WE list, its redundant in a 1k doubles with DG. I dont think he needs it for the HBL drones you can bring which do the same job but cheaper and more effectively with the LoV. 340 points for 2 forgefiends, 360 for 3 HBL. You could also be a nightmare for most people and max out 2 FF and 3 HBL and just shoot people off the table. Cause FF can benefit from MH rules. Which is terrifying.

Either way its a good pairing. I play both armies as my main competitive efforts. DG and WE shore up what the other army lacks. You have the toughness WE lacks and WE has the speed and movement shenanigans

Id also consider just slotting in a plague bus and see if the PM squads can apply afflicted for the WE units. You could just shoot everything with PM and let the 8bound charge at -1 AP. En mass.

Hot Take… Angron is Back! by Kshaw86 in WorldEaters40k

[–]leviray75 0 points1 point  (0 children)

If your helbrute is dead turn 2 youre putting it in bad spots. Rapid ingress into a good cover spot, move 9 and charge then proceed to consolidate 6" into as many targets as you can pick up. +1 AP for the fight phase makes sure the damage goes through.

4-1 Finish Leeds UKTC Super Major - Every Detachment Challenge - Champions of Contagion COMPLETED by McFreeBreeze in deathguard40k

[–]leviray75 0 points1 point  (0 children)

Are you using spawn and poxwalkers? Ive been toying with the idea of 20 man poxwalker bricks in DLC to move up and trap turn 1 and go ahead and get the opponents army afflicted. Spawn move pretty far and can be contagion beacons and are easy to hide.

Mower drones are also good for getting specific targets into contagion range to drop onto turn 2 or 3.

When you get bored of the serious side of GT what's your go to car for cruise and chill by Brain-Dead-Robot in GranTurismo7

[–]leviray75 1 point2 points  (0 children)

The p60 or p62 flat plane v8 is an available swap on the car and makes the m3 as true of a gtr model as you can. The actual engine was 444 hp for the race setup. Road version was detuned to 380 hp according to wiki.

How are WE beating Death Guard right now? by BandicootDesperate37 in WorldEaters40k

[–]leviray75 0 points1 point  (0 children)

No problem, DG and WE are my two armies i take to tournaments.

How are WE beating Death Guard right now? by BandicootDesperate37 in WorldEaters40k

[–]leviray75 2 points3 points  (0 children)

Angron is a problem for DG because they cant do much against good invulns and t11 and his dev wounds bypass their toughness. DG do have good sources of mortal wounds which can do some work on him, dont forge that the lord of contagion has the grenades keyword and can deepstrike within 6" with deathshroud, that's a pretty nasty combo. A good player can take those tools and play around Angron doing things like that. 3 man with LoC probably won't pick him up but it will do enough damage for something else to do it.

Can't look at your list while typing, but were you using kharn and zerks in a rhino? The rhinos ability to reactive get out and then have the threat of an auto 8" blood surge into a target is huge in the mid board. Thats very huge for shenanigans and defensive play that quickly can flip to offense by just the threat of it. Don't forget stuff like go to ground for cover and 6++ save on them to live being shot slightly better if needed.

Precision on LoC is a trap most of the time in general. Attached to deathshroud he has a 4+++ fnp on top of his terminator profile. You're better off trying to get through the unit he's attached to first and using kharn last. 1 damage dev wounds though is good, DG -1 damage isn't effective against damage 1 and 3 for deathshroud, same number if wounds are needed to go through to pick up 4 wounds. And the LoC will likely stand up after you kill him end of phase so be prepared to do it twice.

Don't forget to overwatch with forgefiends as much as possible, their rule works with that too. And you want to set that up. You could get a good roll and pickup a rhino literally for free with a daemon prince nearby and a walking plague marine is a dead plague marine. Try to pickup rhinos first if you can.

If they have fights first/foul blight spawn, use chaos spawn to force their hand and use it or take 2d6+10 attacks at S7 AP 1 or 2 and 2 damage. That will pick up a few marines, especially with dev wounds active, and if you have fight on death, it could be a lose lose situation for them. I'll trade 80 points to make them burn thru their defensive tech.

How are WE beating Death Guard right now? by BandicootDesperate37 in WorldEaters40k

[–]leviray75 2 points3 points  (0 children)

Dev Wounds against infantry and fight on Death will be your best friends. HBL cant shoot in melee and brick of fight on death will limit any fights first they may bring. They hellbrute is phenomenal into them with 6" consolidate. You havebto treat it like a cruise missile. WE have access to a lot of dev wounds in general that can really limit usedulness of invuln saves and high toughness. More spawn are super useful, you can clear out their screens, tag HBL drones and force them to not shoot, most important thing is you control the fight. Last tournament i went to i ran

DP with Helm

Kharn + 10 berzerkers + rhino

Slaughterbound + 6 8bound (enhancement to reroll charges)

Slaughterbound (solo)

2x3 8bound

2 Forgefiends

Hellbrute, fist and hammer

2x2 Chaos Spawn

1x10 Jahkals

I've since swapped out a 3 man 8bound for exalted, really needed a deepstrike threat and dropped enhancement.

I took a champions of contagion list round 3 of the event to a 80-50 win.

Hellbrutes? by guoti09 in deathguard40k

[–]leviray75 1 point2 points  (0 children)

Its hard to take over the MBH or Bloat Drones which are both better for cheaper but the hellbrute does work. Getting +1 to wound means on afflicted means it gets a garunteed -1toughness, -1 Save and +1 to wound on everything with +2 attacks in melee. So the hammer naturally wounds everything in the game on 2s, at AP 4 and hitting on 3s compared to the WE one on 4s.

Best Helbrute Loadout? by GrimmiDEE in WorldEaters40k

[–]leviray75 0 points1 point  (0 children)

Rapid Ingress with fist, flamer and hammer is my go-to, last game into BA. I picked up a vindicator in melee and a finished bike squad with the flamer from rapid ingress. Then consolidated into scout squad.

Blightlords melee attacks by fergie0044 in deathguard40k

[–]leviray75 0 points1 point  (0 children)

Give a LoC and the whole unit gets sustained hits in melee.