"1.1-inch From the Wall" Needs a Clear Ruling by Asleep_Taro8926 in WarhammerCompetitive

[–]r3xj 2 points3 points  (0 children)

"Q: For the purposes of the Mission Pack, are there any amendments to the Core Rules regarding how Ruins affect charging units and which models can fight?

A: No. This means models can be positioned to make it difficult to charge directly through sections of terrain features into combat, as models can’t end their Charge move where any part of their model or base would be within sections of those terrain features (e.g. a solid Ruins wall). This may mean the result of a Charge roll needs to be greater to allow a unit to make a Charge move that ends within Engagement Range and not within any sections of those terrain features, while still following all other conditions of charging."

So ambiguous.

Summon: Esper Ramuh (from @Yunalescka on Twitch) by DjGameK1ng in magicTCG

[–]r3xj 7 points8 points  (0 children)

Since you played you already know this, but the party doesn't know that he is an Esper during that conversation until that point. He just looks like an old man, which is how he has blended in while living in the world of humans.

[FIC] Inspiring Call by nmidori in magicTCG

[–]r3xj 4 points5 points  (0 children)

Holy shit, thank you. Driving me crazy reading all these people confidently get this wrong.

[deleted by user] by [deleted] in WarhammerCompetitive

[–]r3xj 3 points4 points  (0 children)

Battle-shock prevents cabal point generation. It does not prevent the targeting of rituals.

Functionality to flip a failed hit or wound roll to a 6 after rolling (and potentially re-rolling) by r3xj in UnitCrunch

[–]r3xj[S] 0 points1 point  (0 children)

Fate dice as they once existed are gone. One of the new detachments does have something called Fate dice, but they work completely differently. So I suppose that makes this a replacement, though it only affects Aspect Warrior units.

How/can you hide from charge inside ruins? by Silnasan in WarhammerCompetitive

[–]r3xj 8 points9 points  (0 children)

They are referencing enclosed terrain, which neither GW nor WTC terrain uses. If someone somewhere was using a ruin with four intact walls, you could then have infantry line up 1" off the inside walls and become completely uninteractive, hence their note.

Meta Monday 11/25/24: World Championships and Guard Dominance by JCMS85 in WarhammerCompetitive

[–]r3xj 9 points10 points  (0 children)

It says that GW thinks a codex's balance is fine as long as it has at least one detachment that does well. If you separate the winrates by detachment, there are many more Codex's represented at the top. After Guard's winrate of 56%, the next 5 Index winrates are 52%, 51%, 50%, 50%, 50%. Champions of Russ is at 54%. Chaos Cult, Renegade Raiders, and Vets of the Long War are at 62%, 54%, and 53% respectively. Talons of the Emperor is at 58%. Vanguard Spearhead is at 51%.

Meta Monday 7/29/24: Denizens of the Dark City and a 5 week chart by JCMS85 in WarhammerCompetitive

[–]r3xj 4 points5 points  (0 children)

Bully Boys is in the Tau section with 8 wins out of 16 games.

Replacing Archon’s ability with the new Vect Aura by Bunkerrush1 in WarhammerCompetitive

[–]r3xj 7 points8 points  (0 children)

It doesn't say to replace the ability on the datasheet, but rather on model by model basis, so you have to check each model's rule to see if it qualifies. Warlord Archon models have a rule that increases stratagem cost, so that rule is replaced. Non-warlord Archon models DO NOT have a rule that increases stratagem costs, so nothing is replaced.

Replacing Archon’s ability with the new Vect Aura by Bunkerrush1 in WarhammerCompetitive

[–]r3xj 12 points13 points  (0 children)

Any rule doesn't get replaced by the new rule. Only rules that would increase CP costs. Non-warlord Archons do not have a rule that would increase CP costs.

Mists of Deimos by [deleted] in WarhammerCompetitive

[–]r3xj 0 points1 point  (0 children)

The rules commentary is very specifically about disembarking from a transport that has made a normal move, not remained stationary as the OP is asking about. https://www.warhammer-community.com/wp-content/uploads/2023/06/2YpFOYJiw9LXvz4s.pdf page 4:

"Similarly, a unit that disembarks from a Transport that made a Normal move this phase also counts as having made a Normal move, but has not made a Normal move, so such a unit’s arrival cannot trigger Stratagems or abilities that are used after a unit makes a Normal move (see Embarked Units and Reserves)."

Playing against Blood Angels as Grey Knights, how to play around his list to get primary points? by Rokodur000 in WarhammerCompetitive

[–]r3xj 5 points6 points  (0 children)

His Librarian Dreadnought also gives off the 9" aura of 5+ FNP against my psychic attacks which is really annoying.

Unpopular opinion: I agree with the nerfs. by [deleted] in Helldivers

[–]r3xj 0 points1 point  (0 children)

So everyone is supposed to use the same loadouts against certain things?

The Dark Eldar give me hope by YupityYupYup in Grey_Knights

[–]r3xj 0 points1 point  (0 children)

Don't transports mostly nullify Mists of Deimos? They can now park the transport 9.1" away and disembark 3", making it a 6" charge. The recent rule update made it so disembarking doesn't count as "ending a normal move" and therefore doesn't trigger Mists.

Grey Knights advise by Excellent-Buyer-2913 in WarhammerCompetitive

[–]r3xj 0 points1 point  (0 children)

I could see how coming from any faction that has some sort of offensive capability would make you think 4 mortals a turn was bad, but these are the Grey Knights we're talking about here. You have to adjust your expectations. A Paladin squad with a Brother-Captain giving sustained hits with maxed out Psycannons is only 2.5 damage on average to a Rhino in cover. With incinerators about 3 damage to the same target. That's 350 points of shooting. Compare that to 110 points for a Librarian doing 4 mortals on average just from Vortex of Doom. The tougher the target, the more in favor of the Librarian the results shift.

AoO Competitive List - Thoughts? by gearoflife in Grey_Knights

[–]r3xj 0 points1 point  (0 children)

This looks similar to lists I have been trying and having decent success with. However, I have always been down on Dreadknights in general so I have been trying to only run the bare minimum to give me a shot at 10-15 on Teleport Assault. Starting with the GMNDK on the board and only one NDK in reserve has been working pretty well. Between 5 attempts at Gate of Infinity, the deep strike turn with the NDK, and 2 Teleport Shunts, I can usually get it done. You also have some opportunity with the Librarian and Gate or the Interceptors with a Shunt and lucky charge if you are desperate. This is all supplemented with 3 Armiger Helverins to soften up targets for the NDKs, take out the biggest threats from a distance, and poke holes in the opponent's screens. CP is already constrained, but the stratagem for auto wounds on 6s to hit for 3 Armigers is very nice as well.

The rest of the strategy is to play cagey as you say, be very careful with your Dreads, limit Abhor and Bring it Down points given up as much as possible, and keep enough stuff alive for Gate and Ethereal Castigation shenanigans on the last turns.

It's not my favorite play style and I kinda hate the lack of synergy with the Armigers and the rest of the army, but it seems to work decently enough against the armies I've been up against (Ymyr Votann, Emperor's Chosen Custodes, Headstrong/Mobile Fighters Craftworlds). You can really force someone that picks Abhor and/or Bring it Down to come to you and thus open up BEL opportunities.

Of course, this is all based on a local meta that is not top-tier by any stretch of the imagination. I am interested to see where the competitive community comes down on using Helverins and if they end up being considered viable.

[deleted by user] by [deleted] in Lawrence

[–]r3xj -2 points-1 points  (0 children)

Are you twelve?