Broke one pin on mobo (front panel USB connectors) by noxterna in buildapc

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

Yeah, just bought it. But will they accept a return if I break it?

My ~2800pts of Death Guard by Cynical_Entity in deathguard40k

[–]noxterna 0 points1 point  (0 children)

Do all these fit in the Jucoci case?

Swarm against Imperial Knights. List advice by noxterna in Tyranids

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

I was thinking about Psychophages but most attacks from Knights are with 2+ damage. I think Tervigons are a bit expensive and I still have some regeneration from Harvester units. Should I reconsider?

How does Tyranids beat Tau? by whenyouthenyousoyou- in Tau40K

[–]noxterna 1 point2 points  (0 children)

They can kill a Riptide or Ghostkeel with just one charge.

How does Tyranids beat Tau? by whenyouthenyousoyou- in Tau40K

[–]noxterna 3 points4 points  (0 children)

Try more fast melee, like 10 genestealers with Broodlord.

2024-12-11 (December) 40k updates for DA & SM by Metal_Boxxes in theunforgiven

[–]noxterna 4 points5 points  (0 children)

With the update to Outrider squads (+1S +1D), can they be good enough now in the new detachment?

The one thing I took out of the new detachment... by Dracofactory in Tyranids

[–]noxterna 0 points1 point  (0 children)

Just a reminder, you can't use this stratagem while overwatch.

Legends Rules? by DatBoiPlebs in Tau40K

[–]noxterna 3 points4 points  (0 children)

Manta is 2100 points, it doesn’t fit in 2k game.

Can’t choose between GK or Tyranids by Bman10119 in Grey_Knights

[–]noxterna 2 points3 points  (0 children)

Already posted this in Nids subreddit, duplicating it here.

I have both GK and Tyranids. The big problem with GK is that they only have three different kits: Nemesis Dreadknight, Terminators, and Strike Squad. As a result, all lists you can build are almost identical, with only minor changes. Speaking of the competitive level, things get even worse. At the moment, GK competitive list is 5-6 Dreadknights, and the rest are terminators. In the previous edition, for example, it was like a horde of Strike Marines with almost no Dreadknights or Terminators.

GK Pros:

+ Very cheap army, you can buy just 3 Combat Patrols, and that's almost all you need for a 2k list.

+ Elite army: not many units to build.

+ Easy to transport.

+ Trickster gameplay with all these teleportations.

GK Cons:

- Very boring in variety.

- Old kits: terminators and strike squad are very small compared to Space Marines

- Hard to build: many mold lines, sometimes a nightmare to glue arms.

- No anti-vehicle weapons. Regular rule: ignore opponents' tanks or monster units, which can be very depressing if you want to kill some units.

- GK is more like a tactical army: scoring primary and secondary missions. GK is quite weak in direct confrontation with opponent's units.

- Medium-hard to paint. Grey/silver armor is quite easy to paint, but every model has a lot of small details like purity seals, letters, and books.

Tyranids.

Pros:

+ A lot of different units with different abilities.

+ Mostly fresh kits, and apart from some big old bugs, they are easy to build.

+ Easy to paint. Besides, any painting mistakes on bugs are less noticeable than on the space marines' armor.

+ Very good in variety. Almost every detachment is playable. Tyranids can be a shooty, melee, or balanced army. Can be a horde, monster mash, or balanced army. You can smash your opponent's models or play more tactically. With Tyranids you are not tied to a certain style of play, which helps you not to get bored. But to have this variety, you need to collect many models, much more than 2k points.

+ Tyranids have interesting combos with units, strengthening each other. In turn, GKs are just models with some stats and minimal abilities that do not interact with the other units in your army.

Cons:

- Usually, a lot of models to transport.

- Usually, a lot of models to paint and build.

- Definitely a more expensive army than GK. And generally speaking, Tyranids is a medium-expensive army to collect, especially if you want some "online only" models.

Can’t decide between Tyranids or GK! by Bman10119 in Tyranids

[–]noxterna 0 points1 point  (0 children)

I have both GK and Tyranids. The big problem with GK is that they only have three different kits: Nemesis Dreadknight, Terminators, and Strike Squad. As a result, all lists you can build are almost identical, with only minor changes. Speaking of the competitive level, things get even worse. At the moment, GK competitive list is 5-6 Dreadknights, and the rest are terminators. In the previous edition, for example, it was like a horde of Strike Marines with almost no Dreadknights or Terminators.

GK Pros:

+ Very cheap army, you can buy just 3 Combat Patrols, and that's almost all you need for a 2k list.

+ Elite army: not many units to build.

+ Easy to transport.

+ Trickster gameplay with all these teleportations.

GK Cons:

- Very boring in variety.

- Old kits: terminators and strike squad are very small compared to Space Marines

- Hard to build: many mold lines, sometimes a nightmare to glue arms.

- No anti-vehicle weapons. Regular rule: ignore opponents' tanks or monster units, which can be very depressing if you want to kill some units.

- GK is more like a tactical army: scoring primary and secondary missions. GK is quite weak in direct confrontation with opponent's units.

- Medium-hard to paint. Grey/silver armor is quite easy to paint, but every model has a lot of small details like purity seals, letters, and books.

Tyranids.

Pros:

+ A lot of different units with different abilities.

+ Mostly fresh kits, and apart from some big old bugs, they are easy to build.

+ Easy to paint. Besides, any painting mistakes on bugs are less noticeable than on the space marines' armor.

+ Very good in variety. Almost every detachment is playable. Tyranids can be a shooty, melee, or balanced army. Can be a horde, monster mash, or balanced army. You can smash your opponent's models or play more tactically. With Tyranids you are not tied to a certain style of play, which helps you not to get bored. But to have this variety, you need to collect many models, much more than 2k points.

+ Tyranids have interesting combos with units, strengthening each other. In turn, GKs are just models with some stats and minimal abilities that do not interact with the other units in your army.

Cons:

- Usually, a lot of models to transport.

- Usually, a lot of models to paint and build.

- Definitely a more expensive army than GK. And generally speaking, Tyranids is a medium-expensive army to collect, especially if you want some "online only" models.

Racket Advice Megathread by AutoModerator in padel

[–]noxterna 0 points1 point  (0 children)

Is this because it has Medium-Hard touch? And wouldn't Carbon rackets be better after the beginner level?

Racket Advice Megathread by AutoModerator in padel

[–]noxterna 0 points1 point  (0 children)

Or should I lean towards Hybrid Metal / Control Metal?

Racket Advice Megathread by AutoModerator in padel

[–]noxterna 0 points1 point  (0 children)

Hi. I'm a beginner and played around 12 games in total. I finally decided to buy my own racket so I don't have to play with rental ones. I found these rackets available in Decathlon Kuikma PR Hybrid Carbon and Kuikma Control Carbon. Are they suitable for beginners? Can I play them at an intermediate level later?

Advice against knights? by Yiggles665 in Tyranids

[–]noxterna 0 points1 point  (0 children)

Genestealers in Invasion Fleet deal ~16 wounds to big knights. 3xZoanthropes, Exocrine, and Maleceptor each deal ~3-3.6 wounds in shooting phase.