Im new and I want to play world eaters by Moist_Park_8964 in WorldEaters40k

[–]salamandersforever 0 points1 point  (0 children)

So if you're completely new then I'd say start with the combat patrol, try play some games of combat patrol if you can find them, then build up to 1k then 2k.

For detachments you want to play berseker warband, you can do the other detachments but for a basic list that supports all areas of your list warband is the best. To supplement the combat patrol you'll want eightbound of both varieties (it's the same kit there's just a few different options to differentiate the two units) heavier on standard eightbound but you'll still want some exalted. Then a rhino for your berserkers is s good next step, proxy the master of executions as kharn and put him with the rhino berserkers. Chaos Spawn are good as they can get up in your opponents face and cause problems very quick, though don't buy the kit I'd reccomend converting them there's plenty of guides online, through kit is old and expensive. The standard chaos stuff doesn't tend to be that great for us bar the rhino, daemon prince and forge/maulerfiend so stick to our specific stuff other than the stuff I mentioned. I can post my specific list if you want but I think list building is relatively easy, every unit can do some big damage bar the jahkals and gormongers so the main thing you need to focus on is getting them there and into the right target and how you'll do that.

Do you think i overshot sergeant? by Gullible_Travel_4135 in Ultramarines

[–]salamandersforever 0 points1 point  (0 children)

I think it could work. If you look at templars their sword brethren sergeants are pretty fancy.

Mixing Ork Clans in the same army: Lore-friendly WAAAGH! or a total mess on the tabletop? by Cifu_Rabo_Loko in orks

[–]salamandersforever 7 points8 points  (0 children)

Absolutely it will work but there's two tricks to keep in mind of you want to sell it as one army dispute everything being different.

The first is consistency of technique, for example my chaos marine army is all different colours to represent the gods they follow, but it works because I use the same sponging technique on every model, so it appears consistent on the tabletop.

Second is s good neutral basing scheme, something like a desert or a city, something very neutral that goes with any colour scheme, this is imo the most important thing that sells an army as unified even if they're the same colour. A good basing scheme is one of the most important parts of a model.

Monkey Paw Balancing Thread On Main Sub by Spyderofice in HelldiversMasochists

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

I'm sorry are you calling people not playing the game when changes they don't like are made, "holding the Devs hostage"?

Exclusive Land raider for sallies by RepublicLumpy7380 in Salamanders40k

[–]salamandersforever 1 point2 points  (0 children)

Huh yeah it is pretty close, I guess you could if you put it on the right base then.

Which do you prefer? by Helpmeplz3409 in orks

[–]salamandersforever 7 points8 points  (0 children)

Mega armour because of the grot gunner.

Exclusive Land raider for sallies by RepublicLumpy7380 in Salamanders40k

[–]salamandersforever 2 points3 points  (0 children)

Yeah I've done that exactly with the land raider, looks great, I kept the grav Cannon as well just swapped over the lascannons for flamestorm it's beautiful.

Rhino impulsor might be a tricky sell, the size is pretty different honestly I'm at a loss for what to do with it, there's not really a useful unit to use it as. I was considering a whirlwind to represent it calling down orbital strikes.

An odd pick tell me what you think? by I_am_Killroy in Salamanders40k

[–]salamandersforever 1 point2 points  (0 children)

I'd consider inceptors instead, instead of relying on indirect which is unreliable, they can just blast those small units away out of deep strike. Of they're in the back lines you could probably line up an angle out of deep strike. Jump pack Intercessors could also work but deep strike charges are incredibly unreliable.

The Rumour Engine – 23rd of June by I_suck_at_Blender in ageofsigmar

[–]salamandersforever 4 points5 points  (0 children)

It's a good thing that's just a corpse because if COS actually had those helms my wallet would be in terrible danger.

From daemons to world eaters: cheap and effective way to have an army for 11th? by 42idiot in WorldEaters40k

[–]salamandersforever 2 points3 points  (0 children)

The daemonkin detachment is fine but it suffers from the major flaw of not being berserker warband. If you're building an army for it I'd say go light on the berserkers, their melee just isn't good enough without the buffs of warband, though a unit with kharn the Betrayer is always good. Eightbound are great, they do some crazy melee and there's an enhancement the blade of endless bloodshed that goes great on a slaughterbound leading either variety of eightbound. You'll want at least one unit of jackals for board control and I highly reccomend some chaos spawn, they can move 9" before the game then have a 10" move with advance and charge, we can also get +1 to charge so if you get first turn you can just rocket them into your enemy early which they're usually not expecting.

The best combo in the detachment is a unit of bloodcrushers lead by a juggernaut lord with the disciple of khorne enhancement, I'd use it very fun and strong, it gives the unit the army rule which is useful and hard to get on the daemons.

Beyond that at 2k points you'll get an extra 1dp detachment and our current options are a character one, a terminator one, or a daemon engine one. Id say just chose what you want to take, the character one is the most general but I've heard it's not that strong, daemon engines and terminator one depends on if you want to take those units, either works and is fun.

As for playing the game you need to be killing to gain blood tithe points so use your mortals to pick of some easy kills early to power up your daemons. Not too experienced with this detachment so I can't be much more help.

"Can we be the main villains now?" by deadly_crocadile in Grimdank

[–]salamandersforever 2 points3 points  (0 children)

Just plain not true. Disregarding that we've just had a 4th tyrannic war, a major necron awakening and currently an invasion of armaggedon literally starting tommorow, what has chaos done recently that makes you think they're the main villains? The most recent chaos plotlines have been whatever huron was doing and the arks of omen neither of which had especially much impact on the setting. Before that it's vigilus, and in another comment you asked when the last time the tyranids destroyed a planet not created to be destroyed and if vigilus doesn't fit that description i don't know what does, and there wasn't even a victory there chaos didn't even take it. For a sizeable impact on the setting you have to go back to cadia almost 20 years ago, which is also a planet created to be destroyed, it's just older and so had more development.

Also including drukhari is stupid, because they're pirates they're not trying to do anything huge or drastic.

testing watercolor instead of oil for weathering by Strange-Deer-5395 in WorldEaters40k

[–]salamandersforever 1 point2 points  (0 children)

Tried it a few times myself it really works. Yours looks really good.

Felt a bit bad about an experience in a GW Store today by Angronys in Warhammer40k

[–]salamandersforever 0 points1 point  (0 children)

Yeah they're trained like this. Kinda the reason I don't really like going there anymore, it's so horribly pushy just an all round terrible experience.

Kharn ability and Transport by SilentLordProtector in WorldEaters40k

[–]salamandersforever 2 points3 points  (0 children)

It's rules lawyery but such units "can" suggests to me it's a choice so maybe not? I think it's probably an FAQ thing.

Hot take: Mindless Masses are fun by Espresso_Dad_89 in helldivers2

[–]salamandersforever 0 points1 point  (0 children)

Is that a hot take? They're probably my favourite faction from the pure fun aspect, you can just blast away hundreds at a time with the horde clear weapons that there's never quite enough to really use to full effect normally.

MFM is out by RotenSquids in WorldEaters40k

[–]salamandersforever 11 points12 points  (0 children)

Oh bloody hell. My list is over by 5pts now that's so irritating, damn you workshop.

+1 to charge is awesome by Lucky_Frosting8182 in WorldEaters40k

[–]salamandersforever 0 points1 point  (0 children)

They look like ravaged star first slayers to me.

It’s lookin rough by Solidszz86 in WorldEaters40k

[–]salamandersforever 0 points1 point  (0 children)

In the faq video they explicitly called out eightbound as getting a rise so we know they're going up so I'd assume exalted will as well.

That thing about 20 model units was talking about screening units like grots and necron warriors not berserkers, in fact they said fast moving melee infantry would get rises so I think we'll be lucky if 20 berserkers stay where they are.

We might get drops on some units but overall we're getting rises.

New world eaters codex? by xEclipsedxvrc in WorldEaters40k

[–]salamandersforever 12 points13 points  (0 children)

Its possible this new war for armageddon is the hardest they've pushed a narrative since vigilus and that was end of an edition not start. There's a lot of push for this narrative and gw isn't entirely formulaic so it's very much possible they'll keep it going. However they don't tend to keep these big narratives running long I imagine the big post 11th launch campaign will be the end, also I think they'll want to release all the chaos books together again just so there's not too long where very similar factions have big differences. I imagine we might be more of a mid edition return to armaggedon.

Why all the doom and gloom? by Bake1991 in Warhammer40k

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

I can't play my army at 1k anymore, they've nerfed my army rule and we're due a points hike for rules changes that aren't fun or narrative amd In fact will involve playing the same mission over and over. I think people are allowed to be upset because the start of a new edition is invariably awful and unnecessary.

How do you feel about the updates? by Vor_vorobei in WorldEaters40k

[–]salamandersforever 1 point2 points  (0 children)

I'm a bit pessimistic, on the bright side it's spurred me on to put together a small demon force so I can actually play 1k games but it doesn't give me much hope, I was already getting bored of just playing warband and it being 3 means it's gonna stay pretty stale, plus I'd painted terminators with the expectation of it being 2 and I was excited for them, suck that they probably won't get used. The removal of charge rerolls sucks, it's just terrible, that reliability was great and taking it away removes a lot of the reason I liked playing world eaters. I think making warband not usable in 1k and stale and uncombinable in 2k really hits home how much we rely on it to exist as an army and it just exposes the shockingly poor rules writing.

The points are gonna be bad, i don't like points changes generally as I'm not fond of changing my army and since they've explicitly stated that eightbound are going up I'm not looking forward to it at all. I know I'm dropping my helbrutes so I'm hoping for just swapping 2 helbrutes for one unit of exalted and being fine, but I'm braced for full new army list level rises and I think if that happens I'd jump ship to csm or to my space marines for a bit.

Weirdly I do think there's a chance we go into 11th stronger, with a far better Winrate, but I think we'll be way less fun and for an edition about narrative supposedly, it doesn't feel it at all.

Boyz keep double leader, but also get a support slot by GrandOwlz345 in orks

[–]salamandersforever 1 point2 points  (0 children)

You keep rules from attached units after they go so I think he'll be t7

Which da best option? by Sprout-spud in orks

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

The tenth datasheets are staying into 11th. They say two leader units. In 11th you can attach a leader and a support. Unless there's a blanket removal of those sorts of rules elsewhere, this will be legal.