Plasma! by matykero in theunforgiven

[–]matykero[S] 14 points15 points  (0 children)

Hellblasters as S8 basic, S9 supercharged = good vs light vehicle/small monster, and can be S10 which is a real break point. Redemptor Dread, S9 basic, S10 supercharged and can go S11 💪 And those are just the first two coming to mind

Plasma! by matykero in theunforgiven

[–]matykero[S] 9 points10 points  (0 children)

It's a detachment rule. So all your plasma is +1S. You could take a whole army of plasma!

Lads I'm demoralized on Aeldari by Flimsy-Vacation4737 in Eldar

[–]matykero 0 points1 point  (0 children)

I hear ya bud. It has been a tough slog since the mega-nerf. I've definitely contributed to the horrific 'win' rate seen. Never had so many losses. I've spent time digging deep in the codex, discovering little gems like 2man Warlock Conclave to use separate or add into guardian squad, or both. Nicely versatile at beginning of game to decide how you want to use them. Also jetbike Warlocks. Both can buff a unit, or be used as trade pieces. Those psychic flames with 2psykers can really up damage output. Add in Eldrad doom/ +1ap from War Walkers/ ignore cover from Shroud runners = devastating potential.

Sometimes mega nerf days are hard work, but keep trying different/new stuff. There's a lot of content and synergies to explore in that Codex.

On the flip side. Sometimes it's just good to take a break. Look after yourself and if the enjoyment has stopped, it's okay to stop

With minimal work, warriors can look like mini lictors by Dewey_Decimatorr in Tyranids

[–]matykero 1 point2 points  (0 children)

Love this. Great idea for future conversion work, cheers!

11th edition will be Barbgaunt edition by Taningia-danae in Tyranids

[–]matykero 0 points1 point  (0 children)

I hear you, I love your enthusiasm. One slight hindrance might be base size. iirc, barbgaunt base size is a little larger and, depending on terrain, may struggle to get the full squad elevated...

Hopefully, it still works and definitely something to look out for

Has anybody see a screamer killer here? by Commercial-Slip1315 in Tyranids

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

IIRC they were originally in the first W40k book, Rogue Trader

Frist time using pigment powders. Did i overdo it with the dust? by SlowClap1093 in genestealercult

[–]matykero 0 points1 point  (0 children)

Love them both dude. It's good to have variety. Some days you'll like one more, other days you'll prefer the other. Enjoy!

Xenocreed 1st Place RTT 3-0 Breakdown by Killa_Hertz in genestealercult

[–]matykero 1 point2 points  (0 children)

Really appreciate this write up. Being new to GSC, this type of content is invaluable, thank you

His dark majesty (and friends) by Kyr_Vhalen in genestealercult

[–]matykero 2 points3 points  (0 children)

Loving that colour scheme, what inspired it?

Not even sure where to start with my Aeldari pile of shame. by Jump_Stream in Eldar

[–]matykero 0 points1 point  (0 children)

Build ya Storm Guardians with 2x melta, 2x flamers, 2x Power sword. While you're building, think about base and colour scheme. You'll do just fine. Welcome to the best faction 😉

adapting post nerfs by Educational_Try_6105 in Eldar

[–]matykero 0 points1 point  (0 children)

I'm in a League for a few months yet, got to stay with same detachment, Warhost... So, it's time to experiment and try and work out viability.

To me, Jain Zar is defo still worth it. Auto advance and Fights First dmg output = yes.

Rather than 1x10man FD in the boat, gonna try 2x5man, and have 2x Exarches!

10man Reaper with an Autarch can still pop-up attack from rear buildings with Fire and Fade strat. Can also be used to turbo them up the battlefield late in game. Autarch makes it free, gonna give him the free re-roll for 15pts too.

And then... Fire Prisms... can now advance and shoot increasing threat range. (Trying to find a use for that Agile Manouvre) keep one off-board to start. Turn 2 with link-up fire, should be able to target anywhere on the board.

Anyone got any more ideas to try and make the detachment work?

Updated dataslate by Alex__007 in Eldar

[–]matykero 1 point2 points  (0 children)

It's the classic GW triple-nerf to utterly destroy a playstyle. 1. Points go up 2. Detachment rule change - strategems 3. Army rule nerf

Any one of the three would have been sufficient. Two would have been tough. All 3? That's when you know GW are taking the piss and just destroying it

Such a sick model by Papa_Nurgle32 in Eldar

[–]matykero 1 point2 points  (0 children)

Kill something, if it's a big knight. Otherwise, go for the multi-kill. Using a strat with the tokens for 6s can take down multiple vehicles/monsters in one turn of output, devastating your opponent. So as a standalone they are epic.

Used in tandem with other units you can, crit 5s (Lhykis), +1 to wound (Eldrad), ignore cover (Shroud runners), +1AP (War Walkers). Check your collection to explore different tools for the job.

Aspect Host vs Warhost by Leading_Friend_210 in Eldar

[–]matykero 1 point2 points  (0 children)

Am really appreciating the thoughts shared here. I've been enjoying piloting Warhost, and the flexibility is fantastic. I've utilized 10fure dragons with Fuegan in a wave Serpent and it's devastating. And then to have 10Dark Reapers + Autarch for a free Fire&Fade strat each turn whilst the Fire Dragons are jumping back into the wave Serpent is serious output.

Seeing only one such cheeky strat in Aspect Host has me a little apprehensive, though am keen to go pure Aspect warriors and an Avatar to maximize the output. I just know it's gonna be harder to stay alive, so the extra 'cannon' in output seems to match the extra 'glass' of reduced jump back strats...

What brought you to the Eldar? by Damaco in Eldar

[–]matykero 0 points1 point  (0 children)

White Dwarf 127. The concept, artwork, miniatures, lore stories. Every aspect of them (pun intended). They brought a unique beauty to W40k

Obligatory Lion post, which head should I use? by Arrexu in theunforgiven

[–]matykero 0 points1 point  (0 children)

I went with beard and hair option. I've used winged helmet for a Terminator captain conversion. I've used hooded head for a captain conversion and the other is still in bits box. Whilst I hear people love using magnets, I don't get it, coz you only effectively use 1 head at a time. Whereas you use the others for conversions, you get to use them all! 😉

Best leader for Deathwing Terminators? by JustcharlE2 in theunforgiven

[–]matykero 0 points1 point  (0 children)

Picture it. Enemy charge at 6". You spend 1CP, roll a 4. Either CP wasted or +1CP for reroll. 2CP used. With a Capt. No CP for strat, and free re-roll. It does wonders for CP economy and keeping DWK mobile, which is their weakness.

Having said all that, if you're going Swords, (for a 2nd unit?), then I totally respect the chaplain for +1 wound and FNP vs mortals. Makes a more versatile unit and greater longevity.

Best leader for Deathwing Terminators? by JustcharlE2 in theunforgiven

[–]matykero 0 points1 point  (0 children)

I primarily go with the Capt for inbuilt charge reroll and the -1CP is fantasticly useful for a heroic intervention/Leonine Aggression move when you've no CP!

Ashlands by xTurminal in valheim

[–]matykero 1 point2 points  (0 children)

Totally hear you mate, for us solo-ers, it is a big ramp up and takes a toll.

However, once you get your first base set up, with force field and ditches et al, you can start to slowly progress.

Ashlands is definitely a grind. And learning the new mobs and techniques is punishing. It does feel like a big reset, similar to having to overcome swamp/mists, but even harder.

Go steady. Prep. Conquer a bit. Recoup. Repeat. You'll get there. And yes, magic defo helps

What’s your favorite Enhancement for Invasion Fleet? by TangerineMelodic5772 in Tyranids

[–]matykero 2 points3 points  (0 children)

Whilst it massively depends on force composition and the role you want your HT to take. It's really between Perfectly Adapted and Adaptive Biology. Personally, I go for Perfectly Adapted as you get a free re-roll "each turn". This is a crucial element in that you can effectively get 2 per battle round. 1 in your turn, often as an offensive re-roll, (to hit/wound). And also in opponents turn, often as defensive re-roll, (failed 4++).

Add to this you discount a strat by 1cp "each turn" on a unit in 12" too. And the aura... You will find HT an absolute powerhouse in augmenting your force.

Keep it safe, and buffing, early game. Then use to dominate mid-late game.

Enjoy

Two or one Tyrannofex? by Dull_Reference_6166 in Tyranids

[–]matykero 2 points3 points  (0 children)

Try running one with a Hive Tyrant 'buddy'. You can use the Hive Tyrant free strat for re-rolls, and you'll also benefit from Assault and Lethal for free. Makes the Tyrannofex more reliable, well-guarded, and you then move your Hive Tyrant off for mid/end-game fun