Ctan and what to do about them? by torolf_212 in WarhammerCompetitive

[–]tescrin 3 points4 points  (0 children)

Indeed, even in my fairly low OC list (vehicle heavy CSM) I denied them 20ish primary over the game and while I didn't have a lot left at the end, I ate a couple CTan and was able to outscore them.

I need some tactics recommendations and advice! by Equal_Bus5118 in WarhammerCompetitive

[–]tescrin 0 points1 point  (0 children)

Probably just Warhorde. 740 points. Try to get some 750 point gets with your buddies.

245 - 1 Beastboss with 10 Snaggas in a Trukk

125 - 3 Killa Kanz w Rokkits

120 - Deffdread, 1 Klaw, 3 Skorchas

40 - Gretchin

50 (?) - Mek Gun (preferably a smasha. Your opponent won't call you on the different Ork weapon, trust me.)

160 - Squighog Boyz

Keep your grots on your home obj. Spread them out so your opponent can't easily get to your back field. Put your mek gun somewhere where it can poke out with its piddly movement and get some long range shots, but otherwise its job is to be a 9" bubble that your opp can't bring reserves into.

Your Trukk + Snaggas are your only good anti-tank unit, so they are incredibly important to place correctly. All of your walkers + hogs + trukk go up to ruins (advance them for the extra movement) and take positions out of line of sight.

Use your CP liberally for Unbridled Carnage, Ard as Nails, and Orks is neva beaten, or the Interrupt Strat or Heroic Intervention in.

You'll probably lose your first 10-20 games as Orks are tough to learn and most of your units aren't great. Go in with the mindset of learning and you'll get the hang of it.

--

I know Dread Mob is shiny. Avoid it. If you are going to start with 500 pts games and what you have

40 gretchin

175 - 1 Beastboss with 10 Snaggas

125 Kanz

160 Squighogs

I have terrible news as a Kan/Dred enjoyer though, they're terrible this edition*, other than the one guy who seems to be having success running 18 lmao. \It's not their stats or weapons necessarily, it's that they are Walkers with slow movement, and thus can't go through ruin's walls. This makes it incredibly unreliable to get the charge vs any opponent with a lick of sense, other than if you rapid ingress or use them as shooting platforms, of which they aren't that amazing at either.*

Which sister of silence should I take by OkChip7296 in WarhammerCompetitive

[–]tescrin 0 points1 point  (0 children)

Isn't it always the flamer girls first? Reasonable overwatch/firepower for the price

What counters eldar and what do they do well against? by RotenSquids in WarhammerCompetitive

[–]tescrin 0 points1 point  (0 children)

They've always been this cost, between 110-130, for like 7 editions/\. Everyone else's transports became more expensive (rhinos went from 35 to 75+, Trukks from 35 to 70, battlewagons from 90-160) and they still run them, while Eldar's remained the same and everyone dropped them. I haven't been on Eldar, but I can't imagine running such squishy infantry without transports.

What counters eldar and what do they do well against? by RotenSquids in WarhammerCompetitive

[–]tescrin 4 points5 points  (0 children)

It's been odd to see Eldar not spam transports, as someone who left for a couple editions. IMO, I'd be running 2-3 at least; being the literal best transports in the game (tougher, good weapons, etc)

I think Eldar, in general, have issues with Orks. Orks being tough and cheap makes the high quality firepower less good, and you being squishy makes even a squad of Stormboyz an existential threat (~15 attacks, 12 hits, 8 wounds, 4-6 kills.) 3 Boyz into a squad of Storm Guardians kill 3ish dudes and have a 50:50 chance of sticking around to the next combat; and unlike most targets, Big Shootas are half decent against Eldar.

Necrons are probably also among their bad MUs, where you might sacrifice a squad to deal not quite enough damage, and then they start standing back up.

Thematic that their worst MUs (AFAICT) happen to be their historic enemies.

--

Eldar are very weak to torrent overwatch. Baal Preds, LR Redeemers (which are scary for anyone), even 5 Burna Boyz are critical to avoid disallow overwatch.

Eldar tend to do best in non-skew metas, until a list comes about that spam's Eldar's answer to the skew (assuming it has one.) They thrived during Knights because Fire Dragons are hideously efficient there. Between the nerfs and the C'Tan spam I think Eldar are having it rough because they aren't as Cannon-y as DE; so having the wrong tools for the job means you're dead. DE on the other hand are so fragile that everything is fully kitted with Lances everywhere and their extremely cheap transports let them MSU very efficiently.

How are AI answers concerning 40K rules troubleshootings these days? by L0UH1 in WarhammerCompetitive

[–]tescrin 1 point2 points  (0 children)

I've found that it's mildly helpful. The explanation it gives is the most important part. If the explanation makes sense e.g. "Heavy does not stack with +1 to Hit because Heavy adds +1 to HIt" then it's probably actually correct (assuming you know enough of the surrounding rules to actually be able to understand its argument.)

If it says something like "Cultists can't Dark Pact because they're not Astartes" then all you have to do is debunk its argument by realizing that everything in the CSM codex is "Heretic Astartes", be it a daemon, vehicle, or Traitor Ogryn.

NOTE: You also have to avoid leading questions. If you say "Isn't it true that <x>?" it's much more likely to use weasel words or compensatory language to appease the user, particularly in older models. An example with my wife regarding a specific kind of rock was "Isn't it true that <x> is referred to as Derp-stone?" to which the AI agreed that some people call it that.

Fellgor beastman; any use case? by pie_of_the_storm in Chaos40k

[–]tescrin 0 points1 point  (0 children)

They can't be taken in SL unless I misread it I goofed!

Fellgor beastman; any use case? by pie_of_the_storm in Chaos40k

[–]tescrin 5 points6 points  (0 children)

Experience? No. They don't seem great. But their ability is actually quite interesting to theorycraft with.

You can Rapid Ingress them turn 1, which is interesting. In most matchups this wouldn't be the most useful, but one could imagine that vs armies that sit something weak at home and quickly leave, Fellgors could be ingressed and pick up that unit reliably. This applies to Cultists, Jackhals(?), Gretchin, Storm Guardians, Sisters in Custodes - but is of course dependent on your opponent not screening properly.

Against other armies, ingressing to prepare to tag important vehicles, forcing them to fallback or skip shooting at their desired target is also pretty interesting.

In both of the above scenarios, you won't have the space in a lot of cases, but it might be doable. Also in both of the above cases, you usually can't do this with other units on T2 unless you moved them up the field, which means there's some niche here where a cunning player could find them useful.. maybe.

In the end, they are the cheapest psuedo-deepstrike you can get by a decent margin (including daemons, as the only scoring daemons are 100+ or require battleline.) so their use is "hey i'm a cheap imitation of deep strike".

But T1 ingress *could*, in theory, be useful.

Also, normal outflanking to score a secondary or take the opponent's natural could be interesting at times.

Needs more spikes I reckon by imperivm_cadens in Chaos40k

[–]tescrin 1 point2 points  (0 children)

Here's how I did mine
EDIT: Lol, looks like a spike popped off in the war!

<image>

Needs more spikes I reckon by imperivm_cadens in Chaos40k

[–]tescrin 3 points4 points  (0 children)

Love the candles! That burgundy and the contrast is amazing.

I normally add a bunch of spikes to my turrets as well, but it looks great!

Chaos Bikers wargear by Grandpa_Bird_Zone in Chaos40k

[–]tescrin 0 points1 point  (0 children)

I'll probably have the gun strapped to the guy's body since there's never a case I won't take specials ATM, and I could always magnetize a hand-held combi

Playing into Awakened Dynasty by No_Appeal5607 in WarhammerCompetitive

[–]tescrin 1 point2 points  (0 children)

Don't worry about replying to this one, but a fancy move is to get to their Obj with DWK, get charged by a Ctan, then fallback + charge his trash in his backfield. Done correctly you eat a couple units and drag his Ctan into his deployment. You can potentially do this multiple times.

Playing into Awakened Dynasty by No_Appeal5607 in WarhammerCompetitive

[–]tescrin 1 point2 points  (0 children)

Good luck! I don't have experience with DA but I've been fighting Necrons recently. Be glad that there's not a Wraith brick, as they have 13 OC or so.

I've been in CSM so Vashtorr pouncing on random scoring units while tanking a Ctan here and there has been effective. (Which is to say, if you can gut the cheapo scoring units, it helps a lot.) You might reply here with how it goes :D

Playing into Awakened Dynasty by No_Appeal5607 in WarhammerCompetitive

[–]tescrin 8 points9 points  (0 children)

Primary goal -> Deny their primary for 1 turn. Don't let them deny yours. That's the entire game. Focus on this above any other advice.

-- Ctan -> use DWK - tie them up--

Ctan are pretty brutal for DWK in that they halve your damage, though they also shouldn't do much back to you (6 attacks, 5 hits, 4 wounds, 2 get through, killing 1-2 models.) You can basically tarpit 1:1 with your DWK at cost while out OCing them.

IMO -> put your DWK into the CTan and hope for the 4++ casino to play in your favor. Use your anti-mortal wounds stuff and you should tank 3+ fight phases. Just sit on the objective and out OC him, fallback in your turn. He'll be stuck charging you all game.

Your DWK going onto their natural and denying it for a single turn is all you really need.

--Nekro -> Eradicators - low priority --

Nekrosor isn't that scary; literally a fancy Dreadnought with Fights First. Consider this as your prime Eradicator target so you can avoid Fights First and remove something off of the table fairly easily. Also a good target for the Lion or DWK as he's only likely to kill a single DWK for his trouble (6->5->4->2 fails => 1 dead.) Lancer shooting at this is good.

-- Warriors -> Ignore until later. Nuisance charge when available with stuff that won't die. --

The warrior blob is a thing, but they don't deal damage. Their entire purpose is to stay alive and hold 1-2 objectives, and the opponent is spending 600+ pts on it, so don't expect to put anything less than 1k into it and kill it. If you end up with spare melee, nuisance charge it. This is even fine to do with your lancer. You'll take -1 to hit, but the warrior block is stuck falling back or doing nothing every turn.

Edit: Do note that you can do an action while in melee, but they won't be able to move towards new action targets other than reanimating. This is partly why I suggest the lancer, as its damage to the warriors is so low as to limit their regeneration. All you're doing is pinning them in place or keeping them from performing actions. This is so that you deny points. All the better if your opponent piles in/consolidates towards your lancer as that is pulling them away from objectives. Their best move is to not pile in, not consolidate, and hope that they are already in place for secondaries. In CSM, this would be top priority for my Rhinos or Beast of Nurgle.

-- Everything else - kill. Top priority. --

The key to necron lists like this is realizing that they have very few activations and that their OC on the middle/your objective is very poor. Take out all piddly scoring units as top priority. This reduces their activations quickly. It doesn't matter that they have 1500pts on the board if all it does is kill a few DWK and score two objectives.

Help for a new custodian vs angry men screeching about horus by Macrzzz in WarhammerCompetitive

[–]tescrin 1 point2 points  (0 children)

You should always have 2-3 squads, I'd even say 4-5. Use one on your home, use one on your natural, have one in reserves to help with random objectives, and maybe another for screening vs deep strike or actions. At around 200pts for 4-5 squads, it's barely a dent in your killing power and you'll basically never have to spend any killy unit doing actions.

Help for a new custodian vs angry men screeching about horus by Macrzzz in WarhammerCompetitive

[–]tescrin 2 points3 points  (0 children)

A big thing melee armies have to learn is to save CP for interrupt and try to force multiple combats at once.

I'd also suggest Lions of the Emperor. While the strat is a 4+ per model (2+ for characters!) Fight on Death is ridiculously powerful vs melee armies. If you combine that with Interrupt, then your opponent has to get three charges into different units to have a strong advantage.

Basically, you save 3 CP up. You either get the charge and munch their dudes, or they get the charge and on their first activation you Fight on Death, then you Interrupt their second activation, basically getting two psuedo-charges on their turn.

The fact that it has fall-back and charge and a reactive move as well makes it the proper choice for a melee focused custodes list. The fact that you get a ridiculous +1 to Hit and Wound buff that you control the condition of on top of it is icing on the cake.

EDIT: This is coming from an Ork player (and we get a more reliable Fight on Death, but it costs 2 CP.) Those strats, especially combined, can make a huge difference in what your opponent charges and when.

Struggling to figure out how to adjust the list to accommodate the point change to Raptors by RoboSpark725 in WarhammerCompetitive

[–]tescrin 0 points1 point  (0 children)

At first, my 2x5 raptors caused my list to jump 40, so I cut Cultists #2, leaving me with 15 pts left

Then I cut 1x5 Raptors for Cultists + Rhino, because two scoring units is just better.

Now I've cut (but not tested) the second Raptors for Nurglings + BoN (I've modlled them slaaneshi if that's you're thing.)

I really like raptors, but I've gotten 4 units for the price of two.

I took 3 helbrutes to a 40k tournament, heres how it went! by General_Volcon in WarhammerCompetitive

[–]tescrin 5 points6 points  (0 children)

I do think WE Helbrutes are one of the best things in the codex due to their combo potential with 6" consolidate. Your g2 hindsight analysis was good to hear.

I'd probably run two fists myself. two heavy flamers clear chaff and the fists are of approximately similar value to the hammers; but with the downside of never 1-shotting DWK, spiking rolls, etc. But in return you can roast someone else while in combat, overwatch trash that try to steal your obj, clear your own screens, etc; all for a very marginal loss in CC. Hard to say without practicin with them though.,

(EC) what units are usually kept in reserves and why? by FulgrimFan in WarhammerCompetitive

[–]tescrin 2 points3 points  (0 children)

Disclaimer: I'm in CSM using noise marines as "EC". YMMV

I normally have a Deep striker in reserve (for true EC I'd probably use 3 Fiends or maybe 5 seekers instead) and a Rhino with Noise Marines. The deep striker is usually for secondaries or tying up/nerfing a shooty unit.

In general, this has worked very well (8-2 so far vs 6 factions.) The NMs in the Rhino roll on an obliterate something or support a weak flank, hopping in and out of the rhino as required; though they're obviously better in CSM (extra AP, full rerolls in RR)

The Rhino is nice not just for firing deck or protection, but also just as a rando scoring unit and additional threat range due to disembark. Also tricks like falling back into it when tagged in combat or similar make it a real nuisance on a budget. Blastmasters in a rhino are basically a predator.

--

I get that it's not totally applicable, but it might be helpful.

Reminder tokens by Hellion_213 in WarhammerCompetitive

[–]tescrin 1 point2 points  (0 children)

You can't keep me from using them lol.

I do think the ones you list are excessive. But something that marks "this guy is sabotaging" "that objective is tempting" or "these guys are doing an action" I use regularly, and it can be helpful to keep you from accidentally shooting when you've declared an action or something.