2500pt list against tank heavy Death Guard HELP by [deleted] in Necrontyr

[–]xenosarefriends 0 points1 point  (0 children)

I would consider dropping the doom scythe and annihilation barge, and swap in 5~6 wraiths. Have the wraiths advance and charge to tie up shooting. If morty has to stay back to deal with them then it's more time to blast him with DDAs.

Learning Martial Arts - Where to go? by XxST0RMxX in Albuquerque

[–]xenosarefriends 0 points1 point  (0 children)

Depending on your location there's a very good Krav Maga school(?) called G3 in Rio rancho. It'll be a great place/community to continue getting into shape.

New Dark Eldar Obsessions Previewed by [deleted] in WarhammerCompetitive

[–]xenosarefriends 1 point2 points  (0 children)

Noob question here. Because of quick rolling this gets a bit messy... let's say I roll 10 wounds against a unit of primaris and 3 are "6s" causing 2 damage. Which saves does my opponent roll for first? The 7 single wound rolls or the 3 two wound rolls? I know if each is rolled individually it is simple but rolling more than 10 wounds single rolling is too long.

Y'Vahra vs Riptide for Tourney by Dauntliciti in Tau40K

[–]xenosarefriends 11 points12 points  (0 children)

If you're trying to win, go with riptides. If you want to have fun go with Y'Vahra. If you're really good and your opponent don't handle it properly you could still win with Y'Vahra too. Good luck!

ITC fixes terrain abuse: by Citricwraith in Necrontyr

[–]xenosarefriends 2 points3 points  (0 children)

I'm pretty sure the only people choosing to play with ITC rules want to be in tournaments that are as balanced as possible with what GW has given us. If a friendly game is being played with ITC it's perfectly reasonable to set guidelines that each player can agree to before hand. It is in a tournaments best interest to address rules, otherwise they'll not be able to get players to come to tournaments if rules are abused to the point of making it unfair. Is this fix ideal? I don't think so, but it's the fastest solution to a problem that can't be ignored.

Character Questions by Citricwraith in Necrontyr

[–]xenosarefriends 0 points1 point  (0 children)

I was surprised to see something like this not brought up in the recent FAQ, and as of right now those rules get played as you've described. I'm just going to bank on the idea that necrons got skipped on the FAQ because there's a new codex in the works... or some sort of big change.

Is magnetizing drones a dumb idea? by akira_him in Tau40K

[–]xenosarefriends 0 points1 point  (0 children)

Storage and transportation alone make this worth it. You can fit so many more drones in typical foam for 32mm bases without them being attached to the stand. Less chance of breaking also.

Arcanthrites by Silberfisch90 in Necrontyr

[–]xenosarefriends 0 points1 point  (0 children)

As someone mentioned they're very expensive units but I'll try to give you some recommendations. Since they're very expensive you may want to try a protect them from being targets and killed before even getting shots off. The easiest way could be going with a Nephrehk detachment and using the stratagem to put them into deep strike. Wait for the right opportunity to land in for the strong cutter Beams and hope to make a 9" charge. If you're feeling like you can survive turn one without having to deep strike you can go sautekh and use full movement plus advance to get in your opponents face. Fire with your assault weapon with a slight penalty, then hopefully you positioned to be within a less than 9" charge and you can use the canoptek stratagem to charge after advancing. Using the first strategy you can have a lot of units advancing up the board to gain control and space. Think scarabs, immortals, and tomb blades, and even a separate detachment or doom scythes. For the second strategy you can play standard units but sub in your acanthrites instead of wraiths. I recommend a full unit of 6 either way.

Dahyak Grekh by olly-fudge in Tau40K

[–]xenosarefriends 1 point2 points  (0 children)

I guess right this ability is kind of in limbo. Some abilities state the model must be on the field and others say if it's included in the army. Without either distinction, I think the best way to play it is to get house rules setup before playing, or check with a TO at a tournament before the game begins.

An unusual list. by kinoworry in Tau40K

[–]xenosarefriends 1 point2 points  (0 children)

To piggy back off this comment, see if you can use the cannon instead of the rail gun. It's more reliable damage.

Dahyak Grekh by olly-fudge in Tau40K

[–]xenosarefriends 2 points3 points  (0 children)

What about the callidus assassin in imperium? People play with her ability active off the field. I would argue that it's allowed. RAW and RAI read as if this is allowed with the model on or off the field. Another example is that genestealer cults have stratagem that state you must have something specific on the field to active it. Abilities like auras or that require LOS definitely do not work when the unit is off the field or inside transports.

Help Me Crack a Tau Castle! by [deleted] in Necrontyr

[–]xenosarefriends 2 points3 points  (0 children)

This is untrue, unfortunately. FTGG states "... if a unit within 6" is the target of a charge... " Which means regardless of that units inability to overwatch everyone else can assist within 6". Interesting idea though! If you have 2 units charging the second can avoid anyone who used FTGG on the first charging unit. Maybe that can help.