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Messages - SharkoutofWata

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Discussion: Tyranids / Re: Just started tyranids
« on: November 11, 2017, 11:06:04 PM »
You have all the little bugs covered now and it's time to pick some big ones.  Experiment with different Carnifex options, Tyrannofex and so on and see what you like to use.  Almost every Nid player has or uses Carnifex at some point in time so start there before the others, but you need heavy hitters in this Edition.  Harpies and Tyrannofex are good choices, and the Exocrine and Trygon are more suited for certain styles and Hive Fleets.  Don't attempt the Maleceptor yet, and the Biovores are an addition, not a good selection alone.  You need something beefier as your first big bug step.

General Discussion / Re: Loosing in the list construction phase.
« on: October 22, 2017, 12:42:51 AM »
In the current Edition, consistency is king.  It used to be that Mobility won out with even poor armies working out as long as they had the units that could get where they needed to be, but now consistency is the name of the game.  If you consistently deal damage, consistently survive, consistently get where you need to go, consistently overwhelm what your opponent can reasonably put out, you will win and usually win on Turn 1 with the rest of the game just a cleaning up operation.

The reason that advice is usually X is better just stems down to the plain mathematical fact that X is in fact better.  It pushes more damage through, it earns its points back, it requires attention or whatever way that that unit does things, it will do that thing nearly every game you play.  Anything less than X's level is not worth consideration.  Nine times out of ten, the person saying X is better has either heard that it is better or just has that gut feeling that it is better or some non-math combination of the two, but the mathhammer should still reflect the result.  I don't know the math on two units of Hellblasters supported by Gulliman and a Relic Banner, but I know for damn sure that it's the best use of Gulliman while keeping him mobile and in use all game. 

The issue though with a talk like this is that it doesn't and can't take into account your differences in playstyle compared to mine.  For instance, that Gulliman Hellblaster group doesn't perform as well for me because I am a primarily defensive player and spring traps when I have the chance, so I get less from them than a fully aggressive 'let them die' player because I am too conservative.  It doesn't make the unit a wrong choice, it doesn't make a unitless competitive but it doesn't make a unit more right than say my Captain supported Sergeant Chronus in a Land Raider.  My playstyle is better suited for one than the other, and that can get lost in the black and white that most competitive conversations turn into.

General Discussion / Re: Primaris Astaeus Super-Heavy Tank
« on: October 13, 2017, 10:56:55 PM »
It might not be to your taste but others might genuinely like this style.  There's no reason a collector wouldn't like this model other than personal preference.  There was plenty of design work that went into it and it's a solid looking model.  Even the Chapterhouse thing is a non-issue since resemblance doesn't mean infringement.  GW's issue then was that CH went and took the names, descriptions and concepts that were GW ideas and made a model out of them.  Like someone making a movie based on the book, the book's writer deserves some kickbacks there for coming up with the idea and GW was not in business with Chapterhouse.  This is at worst an 'inspired by' concept and even then, who cares.  Design a wholly original tank and I'm sure someone somewhere has an image, model or digital render of something that is 90% of whatever you come up.  There is no IP theft whatsoever there.

General Discussion / Re: Primaris Astaeus Super-Heavy Tank
« on: October 13, 2017, 01:10:54 PM »
It's the Scorpion tank from Halo, but it floats. I'm into it. I'll name it Shiela and everything. But frankly, it does look like a foot and there's no going around that. It definitely isn't as bad as all that but if anyone dislikes it, they don't have to buy it. I can't imagine it's going to push out the Fellblade completely so SM players will have options.

Discussion: Astra Militarum / Re: Fuzzy rule writing
« on: October 10, 2017, 01:53:25 AM »
No, you can work it that way, but it's not often really worth doing so.  Sure, you can take a bunch of Tallarn vehicles and Valhallan Infantry, but you're not going to get the Command Points you need for that to pay off.  Not enough to consider it abusing the system.  It'd be nice to get some respawning Conscripts but other armies have respawns too and they're not using them for valid reasons.  Each of these are good strategems, but none are amaze-balls and they won't shatter any balance.

Discussion: THE LIST / Re: [2000] Ultramarines
« on: October 08, 2017, 10:09:01 PM »
Why Gulliman and Calgar?  Only one can be your Warlord so only one can give extra CPs.

Why Cassius?  What exactly is going to do any charging in this list that isn't benefitted by Gulliman's aura anyway?

You need ablative wounds in those Devestator squads.  I love when a player has five men in his four gun squad.  It really makes it easy to simply demolish that squad and let my tanks run around without a care in the world.  Enemy Hellblasters, or even Lascannons since enemy anti tank has nothing else to worry about, will pick them apart on Turn 1.  Better yet, go mobile in this list.  You have all these advancing units that like to be up close and then immobile Devs.  Ven dreads are an old but good option.  Limits the amount of shots but mobility seems to be a higher pritoriry in the playstyle.

Discussion: Officio Assassinorum / Re: Thoughts on Assassins in 8th
« on: September 30, 2017, 05:23:07 PM »
A Battleforged Army has to share one keyword across every Detachment.  Tau are not Imperium, so your list can't be Battleforged then.

Correction: A Matched Play army must all share one Keyword.  It appears that a Narrative and Open Play Battleforged army does not have the same requirement.  Pg214 for reference.  But since the vast majority of the game is Matched Play, it's still worth noting.

Discussion: Terrain / Re: Game mats with 40k deployment zones
« on: September 26, 2017, 09:17:27 AM »
The Frontline city mat has defining features at the horizontal, vertical and diagonal deployment zones. Basically the old three. And a clearly defined center circle to easily see the dead center of the table. Nothing to help the new arrowhead types but oh well.

Drop the Rattle on the Trygon Prime for Adrenal Glands and some other tail.  The Rattle is horribly restrictive in the ability and won't help.  Adrenal Glands put that Trygon at needing an 8 on the dice to make his charge.  I like not running the Swarmlord as the Warlord.  Takes even more pressure away from her dying too early.  I think this will be able to hit a much wider range of armies.  A lot more ways to play based on your opponent's choices.

Tyranids need threat saturation but they have to be able to apply pressure to your whole opponent's army or they'll break.  They don't have that one unit that makes everything else work, they have to work together to get anything done.  Two Stealer Broods is a good start, but they have to apply pressure Turn 1 and Turn 2.  I like the Swarmlord and a Trygon for this.  Don't Deep Strike the Swarmlord.  She has to hang out with the rest of the army, do damage no sooner than Turn 3 and if you want her to live, she needs Guards.  But on the plus side, if you take a Trygon and Swarmlord, you can drop the Broodlords.  They can't keep up when you get clever on how to use Stealers.

Your Heavies can drop a Malanthrope and an Exocrine.  You don't need to go so hard on a Character model that hides behind the Exos anyway, and three Exos is just too many points.  Biovores are my personal bread and butter.  They limit your opponent's movement phase if you miss and deal Mortal Wounds.  They synergize great with a Malanthrope and Flyrants.

Flyrants are supposed to die now.  Make them cheap, make them sacrificial.  They're support units.  Most of their damage will be dealt with Smite and when you add Biovores into your army, that's a good amount of guaranteed Wounds being shoved onto something.  Talons are still helpful if you can spare the points but honestly, they don't want to do much more than fly overhead, provide Synapse to the bugs that need it and cast Smite.  Monstrous Rending Claws are free and keep the Flyrant below 200pts.  I still always run atleast one just for support purposes.

Nids have big access to Mortal Wounds and I like to focus on that when picking how to synergize my list.  Pushing Damage through has to be your top priority and lock down what you can't kill as a secondary option.  Honestly, I've also been considering a Tyrannofex as a big threat but I have yet to test that one in particular.  Swarmlord casting Catalyst on it though might be something that steals pressure away from your Exocrines, which would be a big deal.

Well it's not great.  Your most Damage is 2 from beasties that are only moderately survivable and you don't have the real threats to make your opponent shoot at other things.  You've served their target choice on a silver platter.  Heavy weapons into the Exocrines, everything else into the Genestealers.  There's no choosing what needs to be dealt with first, it's all the same units.

You have good table coverage with the Stealers, but Stealers can't lock down Fly or Super Heavies, and they do get bogged down with screen units if your opponent knows what's going on.  Deployment tricks are a must with atleast one of the units and you're just coming from the one direction.  Bubble wrap and proper fallbacks will limit the damage you can do.

This is just a spam army and as with all spam armies, there will be matchups where you slaughter because your opponent didn't bring enough tools for your strategy and matchups where you will literally get nothing done because your own toolbox is severely limited.  Things like AdMech, Knights, Conscripts and Mortarion Death Guard I expect will be hard for you to really deal with just to name a few.

General Discussion / Re: Why Death Guard For 8th Edition?
« on: September 17, 2017, 05:09:35 PM »
Because of the pretty poor writing GW has been doing lately, I expect Leman Russ to be the next one or the Khan.  The Lion would effectively seal off Cypher in the story, either prove that Cypher is the 'true' Dark Angel loyalist and the Deathwing and Inner Circle of the current Dark Angels are heretics or Cypher will be once and for all acknowledged as tainted and will properly be exiled.  Either way, I can't imagine they'll keep Cypher active in the plot and he's the biggest crutch that GW has for the fluff.  I expect they'll want to milk his ex machina factor for as long as possible and the Lion will have to wait because of it.

40K Rules Questions / Re: 8th ed questions
« on: September 14, 2017, 06:15:29 AM »
That's correct.  The best example of taking advantage of this is the defender hiding their important unit in the corner of a ruin, hidden to all shooters.  The attacker can get a charge off there without risk because the wall is solid and no LOS can be made, but Infantry can pass through Ruin walls without penalty.  Makes it easier to hunt aura characters.

40K Rules Questions / Re: 8th ed questions
« on: September 13, 2017, 04:49:40 PM »
I answered that in your own thread yesterday.

Hunter-Killer the Predator and Lascannon Razorback instead of the Flamers.  The Flamers want to be always moving, always pushing up harder.  You'll end up with the same problem of a single shot hitting on 4s while the Lascannon equipped stuff hates to move anyway.  It limits your choice of what to hit when it's most needed, but less chance of it being a waste of points.

With BT Tactics, I would take it to the table to see what feels light.  On paper, it looks solid.  I can always respect sticking to a fluffy Chapter Tactic instead of a gaming one.  My Astral Claws are White Scars for the same reason.

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