r/WarhammerCompetitive • u/dutchy1982uk • 36m ago
AoS Event Results Top Three AoS Lists for the Paris Wargame Expo 2 – Solo AOS | Woehammer
Top 3 lists for the Paris Wargame Expo. Won by Soulblight with Sylvaneth in 2nd and 3rd.
r/WarhammerCompetitive • u/dutchy1982uk • 36m ago
Top 3 lists for the Paris Wargame Expo. Won by Soulblight with Sylvaneth in 2nd and 3rd.
r/WarhammerCompetitive • u/Adventurous-Crab-474 • 9h ago
I am a codex space marines player and have up until recently been playing a mono melee marines list, which I have become fairly good at piloting.
I am now trying out a mono shooting iron hands list, and am meeting with MUCH more difficult games. I can tell this is due to poor piloting, and would love some advice.
Do you have any general tips for running a mono shooting list? What has been successful for you? Any help is appreciated!
r/WarhammerCompetitive • u/nowhere_man_1992 • 10h ago
So these questions are geared towards tournaments.
Infiltrators: they used to have a comms array model that came in the mass produced box. Their current optional gear, is the helix gauntlet, which was one only available in a one-off box. Can I say the comms array model is the helix gauntlet?
Scouts: Their default wargear is now bolt gun, pistol, abd knife. But I have a model that just has the pistol and knife, because it looks cool and that build used to standard. Is my scout without a bolt gun or shotgun ok to be said to have the default wargear?
Reivers: Same question as Scouts. It used to be carbine or pistol and knife. Now all 3 are default. So no matter what, reivers have the carbine, pistol, and knife? Also, do all models need to have the grapnel guns, or just one?
r/WarhammerCompetitive • u/MetalLordofBalrogs23 • 11h ago
I started last year with a grey knight combat patrol but am looking to expand to my first 1k to 2k army depends on cost. Right now I'm worried with all the new rule changes I've seen in 11th has got me second guessing committing to an army.
these are the armies I'm thinking I just don't know what's best with 11th edition.
Death Guard
Krieg
Iron warriors
Dark Angels
Grey knight (unsure due to model update)
r/WarhammerCompetitive • u/MilkQueen • 12h ago
hello, I would like to play imperial knights better and eventually go to a tournament. I'm very not good and would love to watch/listen to YouTube videos to get better!
r/WarhammerCompetitive • u/Ok_Kiwi784 • 14h ago
I recently got into the hobby. Finished my first salamanders combat patrol and I want to try out to play the game. I live in Woodbridge, VA, and I don’t know where to look. I tried the Woodbridge Warhammer store, but they are recently opened so there isn’t much of a scene here. Any tips or ideas on how to find places and people that would be ok with starting off with a newbie?
r/WarhammerCompetitive • u/w0158538 • 15h ago
Hi all,
I posted the dispoition data for the first dataslate a few weeks back and you guys seemed to enjoy that so I decided do a reivew of the new Ork Codex Meta stats over its first 6 weeks.
I try to cover all the major points (that my personal data allows)
If there is anything missing or anything you would like to see please let me know.
I am always looking to improve and make my stuff better.
Thanks!
r/WarhammerCompetitive • u/Shaserra • 16h ago
The more and more I play with the marine Codex, the more that this detachment impresses me. Every list starts with the AssBros detachment and the more I play it, the more a question comes into my mind. Would any Melee-slanted army NOT take Assault Brethren if they could? It's the only detachment in the game where I feel like every aspect is just broken.
Gives T&H, arguably the best disposition. 1 Turn armywide Adv + Charge is one of the best buffs in the game. You can spend 20 (TWENTY) Points for a 6A BS2 S7 AP3 Dam3 sword that gets buffed by whatever unit you put it on, 10 points per squad for Sustained Hits as an upgrade, and the three strats are AoC (Amazing), Fight on Death (Most melee armies want some form of this) and a 1CP damage nuke with Lance and +1AP. It's a complete suite of every tool a melee army wants with damage multipliers, mobility and survivability.
Give your hyper mobile unit The Death Sword, add Sustained hits to a unit that needs a bit more punch, use lance and +1AP to turn something like chainswords on the outrider charge from chip damage to murder blenders.
For all the talk of how busted Death Watch and the Terminator 1DPs are, I feel like AssBros is slipping quietly by. Am I missing something here, or is this just the best 1DP in the game?
r/WarhammerCompetitive • u/SkaredCast • 17h ago
I Get to try my NEW Drukhari Wyches on Wyches army list in this Warhammer 40k Battle Report. It was a Great game against World Eaters piloted by my guest Alastair! Will the Staby Stabs be enough? Or shall the Skulls collected for Khorne prove to be a worthy offering?
I play Recon and my opponent plays purge the foe , he runs a very similar list to what I played against Jack Harpster a few weeks ago.
r/WarhammerCompetitive • u/budbk • 18h ago
New Recruit seems to have gotten hit with legal demands from GW. All the rules text is showing up as redacted.
Bummer. I liked their app and have paid their sub fee for 2 years.
Edits:
People in comments are saying it's a bug and should be getting fixed? If so, that's great news.
Added a picture of the notification I got from New Recruit.
TBarker 746 (dev) says it was a mistake and should be fixed soon. Disaster averted. Their comment is below.
r/WarhammerCompetitive • u/Caeldrim_ • 20h ago
Don't usually play competitive, mostly narrative scenarios with 3 or 4 friends in one big table. Also and I haven't played 11th yet, so, what do you think? My only fear is too little damage having only 1 SG squad, but trading should be easier giving lance to the outriders. Melta Eradicators + Impulsor are too good to not take in 1000 points where not having antitank could just lose me the game turn 1. Company Heroes (Imperium sword on ancient) + Priest should allow me to fight for the middle and intercessors were just what i picked last based on the point i had to take care of the home objective, i know they don't have sticky, but they are decent enough and i already have them painted.
Again, let me know what do you think!
Thanks!
BABA100 (995 points)
Space Marines
Blood Angels
Assault Brethren and Tacticus Attack Force (2 Detachment Points)
Take and Hold
Incursion (1000 points)
Attached Units
Attached Unit 1
Sanguinary Priest (80 points)
* Attached as: Support (Character)
• Warlord
• 1x Absolvor Bolt Pistol
1x Chainsword
• Enhancement: Imperium’s Sword
Company Heroes (125 points)
* Attached as: Bodyguard (Character)
• 1x Company Champion
• 1x Master-crafted Bolt Pistol
1x Master-crafted Power Weapon
• 1x Company veteran with bolt rifle
• 1x Combat Knife
1x Master-crafted Bolt Pistol
1x Master-crafted Bolt Rifle
• 1x Ancient
• 1x Combat Knife
1x Master-crafted Bolt Pistol
1x Master-crafted Bolt Rifle
• 1x Company Veteran with heavy bolter
• 1x Combat Knife
1x Master-crafted Bolt Pistol
1x Master-crafted Heavy Bolter
Attached Unit 2
Captain with Jump Pack (90 points)
* Attached as: Leader (Character)
• 1x Relic Shield
1x Thunder Hammer
Sanguinary Guard (275 points)
* Attached as: Bodyguard
• 6x Sanguinary Guard
• 4x Angelus Boltgun
6x Encarmine Weapon
2x Inferno Pistol
BATTLELINE
Intercessor Squad (85 points)
• 4x Intercessor
• 4x Bolt Pistol
4x Bolt Rifle
1x Grenade Launcher
4x Knives and Fists
• 1x Intercessor Sergeant
• 1x Bolt Pistol
1x Plasma Pistol
1x Thunder Hammer
DEDICATED TRANSPORTS
Impulsor (80 points)
• 1x Armoured Hull
1x Ironhail Heavy Stubber
1x Orbital Comms Array
1x Storm Bolters
OTHER DATASHEETS
Eradicator Squad with melta rifles (100 points)
• 1x Eradicator Sergeant
• 1x Bolt Pistol
1x Ceramite Fists
1x Melta Rifle
• 2x Eradicator
• 2x Bolt Pistol
2x Ceramite Fists
1x Melta Rifle
1x Multi-melta
Outrider Squad (80 points)
• 2x Outrider
• 2x Chainsword
2x Heavy Bolt Pistol
2x Twin Bolt Rifle
• 1x Outrider Sergeant
• 1x Plasma Pistol
1x Thunder Hammer
1x Twin Bolt Rifle
Outrider Squad (80 points)
• 2x Outrider
• 2x Chainsword
2x Heavy Bolt Pistol
2x Twin Bolt Rifle
• 1x Outrider Sergeant
• 1x Plasma Pistol
1x Thunder Hammer
1x Twin Bolt Rifle
r/WarhammerCompetitive • u/Hellspawnl • 21h ago
Space Wolves vs Adeptus Mechanicus - Chris Radford vs Teemu Ikonen
Veizla TTS Team League Season 3 (Tabletop Simulator)
Chris Radford - Space Wolves - Saga of the Great Wolf and Terminator Storm Force vs Teemu Ikonen - Adeptus Mechanicus - Cohort Cybernetica, Eradication Cohort
r/WarhammerCompetitive • u/Kukia1979 • 1d ago
I like horde armies. Green Tide, Tyranid swarms, waves of light infantry... But they haven't worked for a long time. I played my GSC of about 100 cultists into Dark Angels and Ultramarines and it doesn't feel right.
Where in the lore did about 29 Marines need Damael with Ravenguard, Azreiel with Sternguard and the Lion to take down a 100 angry minors?
In the Ultramarine game I one shot the Primarch of the 13th with 29 dudes and a psycho with a big brain... Then killed Calgar's royal Victrix guard with a Super Sanctus... One cultist assassin killed 6 of the Emporor's finest.
Don't get me wrong... I like winning games and killing smurfs... Even green smurfs.. but every game I play is about 60 tooled up super humans against my 100 cultists.
100 dudes with auto guns is not a horde army.. there are no horde armies.. and if someone does find an actual horde list GW just nerfs it out of existence:
Examples -
Recon Guard
Unending Swarm
Green Tide
Chaos cultists
In almost every book there is a battle of hundreds (or thousands) of chaff getting cut through by a small group of elite Marines. I like the changes to Space Marines to make them feel more Elite... But I want to run 400-500 guants led by Warriors so it actually feels like an epic battle. I don't care if you make the guants more trash than what they are.. I just want to run some hordes . Am I the only one?
r/WarhammerCompetitive • u/BonesNChocolate • 1d ago
(I apologize if wrong flair, please change if needbe)
Good afternoon all, I hope you're well.
I've seen a few of these sorts of queries before, but sadly none have helped thanks to my location, the dreaded sunburnt land of Australia.
I'm looking for particularly a **green** laser-line without resorting to having to get an $80+ rig that projects around the room and meant to be on a tripod.
I've checked Bunnings, Mitre 10, Jaycar and Total Tools, nothing of the sort.
Rexers Lazers and Game Bunker can't ship to Australia sadly despite the rave reviews.
Frontline Gaming *is* an option, but for $75 USD in shipping alone, that's a bit steep for my blood.
Just looking for some help if able, hope you're having a good day.
To add a 40k related thing I play CSM, EC, CK and Orks.
r/WarhammerCompetitive • u/Independent_Ad_3669 • 1d ago
Hi there all, ive been recently doing purge as my disposition and loving it, but is there any advice on how to best run it in tournaments?
r/WarhammerCompetitive • u/MrGMad • 1d ago
I was browsing some meta lists and I would like some opinions on how this was possibly played because it seems like a fun list but totally different from what I am used with Custodes back in 10th. The list in questions is:
Imperium - Adeptus Custodes - Emperor's Chosen, Lions of the Emperor, Might of the Moritoi
Take and Hold
Trajann Valoris + 2 Allarus
2x Allarus Custodians
5x Prosecutor Squad
3x Venatari with Verutum Lances
4x Witchseeker Squad
Caladius Annihilator Grav-tank
Contemptor-Galatus Dreadnought
Contemptor-Galatus Dreadnought
Telemon Heavy Dreadnought + 5 FNP Enhancement
I believe that the Venatari were in Reserves and depending on the situation the 2 blobs of Allarus were pulled back into Reserve. While the Dreads pushed for the Objectives?
Witchseeker screening Home and Prosecutors sitting on the Expansion?
I know that nobody can read the mind of a pro just by reading a list but some of you surely have some comprehension on how it would be played.
I am thankful for every input.
Edit: Link to the list with matches and points https://listhammer.info/list/7dc5e8faed599be57a
r/WarhammerCompetitive • u/Excellent-River4316 • 1d ago
Trying to figure out how to use my Deathwatch Terminators.
Ultimately, my initial gut impulse is to put both units of Terminators in Deep Strike, and drop them into a firing lane to take maximum advantage of their range on their plasma.
Terminators, historically though, are mid-table brawlers.
So help me out Warhammer Competitive. Are they more useful in Deep Strike as a reactive shooting force, or are they better on the table?
r/WarhammerCompetitive • u/concacanca • 1d ago
Hello Warhammerers,
The slate has come and gone and GW has essentially decided that they don't want us to play TSons.
I think its fair to say that the recent set of changes has made it a real uphill struggle to compete with Rubricae Phalanx and the S/T changes have made it much harder for our classic Coven build to compete as Warpflamers are a bit neutered and the WDP is largely seeing everyone get a +1 to wound to him.
However there are viable builds out there if you enjoy a certain style of play or don't mind a slightly uphill struggle. In addition to the post slate stuff, I've also taken a look back and will share a few edited versions of older lists that I think can have play.
GRAND COVEN
Tom Kayser - 4-1 @ Paris
Magnus the Red
Daemon Prince with Wings (Vortex)
2x Sorcerer leading 5 Rubric Marines
Sorcerer in Terminator Armour (Crystal) leading 10 Scarab Occult Terminators
2x Rhino
2x Spawn
1x3 Tzaangor Enlightened with Fatecaster Greatbows
Pretty much your classic Coven list here. Switch around the chaff package to your hearts content and its basically just a slimmed version of every other Coven list this edition. The terminators are still great, though their overwatch threat is kaputt, and are now functionally only ever wounded on 4s. Magnus has gotten a bit of a nerf into standard marine bodies now but still has access to +1 to wound through the detachment so he can still do the heavy lifting needed.
The double Rhino is the main takeaway here, giving both access to some mission playing pieces (especially in the PA mirror) and +1 to hit and wound for the sorcerer squads can help ameliorate some of the issues arising from the T changes which our Rubric squads essentially were given a -1 to wound as well as a 20 point increase against.
Tom didn't face any of the new SM or DA builds in his run but did take out two WE lists that are strong, a janky Recon GK list and a plus matchup into Custodes. Great run Tom.
Connor Johnson - 4-1 @ Minature Market
Magnus the Red
Daemon Prince with Wings (Vortex)
Sorcerer leading 5 Rubric Marines (Crystal)
Sorcerer in Terminator Armour leading 10 Scarab Occult Terminators
Defiler
1x2 Sekhetar Robots (Claws)
1x10 Tzaangors
1x2 Spawn
The other angle to Coven is to use a defiler for long ranged support and to bait out the big threats to be swatted by Magnus. I'm fairly nervous about the number of drops here but the destructive capability is taken up to the max.
What I like about this list is that its been successfully piloted into some tough matchups such as Admech, Creations of Bile CSM and Daemons. Only lost to Blood Legion/Warptide by 2 points in the last round. Great run.
SEKHETAR COHORT & WARPFORGED CABAL
Priority Assets
James Piacelli - 4-1 @ King of the Mountains
Ahriman
2x Exalted Sorcerer on Disc (Occulus Infernum)
Exalted Sorcerer leading 5 Rubric Marines
Rhino
2x Predator Annihilators
2x Spawn
Defiler
3x4 Sekhetar Robots (2 with claw, 1 with meltas)
2x3 Tzaangor Enlightened with Fatecaster Greatbows
The stuff that escaped the points nerfs were generally in the non Rubric detachments. That means Warpforged or Changehost for most people.
Here we see a great take on a Warpforged list. The Sekhetars are one of our better units into the meta of scouting impulsors, Defilers can still kill anything with +1 to wound and we have a lot of action and mission playing pieces. In fact only 3 of the 14 drops would be wasted on actions.
Annihilators are fairly intriguing again. Whilst they didnt get the buffs to lascannons that the SM codex did, they are a really cheap way of adding extra anti-tank to support the defiler into hard targets whilst being tough enough to survive low commitment counterplay.
12 Robots and a Defiler definitely can form the core of a viable list currently.
Also didn't play new Marines but only lost to the ultimate winner on Votann.
WARPMELD PACT & RITUAL OF REGENERATION
Purge the Foe
Zak Engelbrecht - 5-1 @ Denver
Magnus the Red
3x Tzaangor Shaman (Curse of Life, Flowing Flesh) leading 6 Tzaangor Enlightened
Ahriman leading 3x Tzaangor Enlightened with Fatecaster Greatbows
2x5 Rubric Marines (one with Boltguns, one Warpflamers)
3x Mutalith Vortex Beasts
2x3 Tzaangor Enlightened with Fatecaster Greatbows
Well this is unhinged and I adore it.
It's amazing for a couple of reasons. First - it gives Purge the Foe. Very few armies are as built to do this as TSons.
Second, its using Ritual, which I think is our most fun detachment at the moment. The core of the list is built into this - the 3 shaman leading the spear enlightened can essentially take it in turns to advance, cast doombolt, lob a grenade, charge, do mortals on the charge and then cast mortal grenades. If their target survives that (or doesn't and they can overrun) then they have 12 attacks hitting on 3+ with S5 and Lance AP -1 D2. Its swingy but has the potential to absolutely ravage even the toughest targets. If its not looking too good you have Magnus and 3 MVBs, probably with full hit rerolls to come in and help out with their Mortal auras, battleshock tests and potentially crushing impact as well.
Rather unsurprisingly lost to Talons Custodes because we just can't have a game where your army isn't particularly singled out by GW. Honestly amazing run here, especially the demolition of the meta AdMech list.
CHANGEHOST OF DECEIT & RITUAL OF REGENERATION
Take and Hold
Seb Krazner - 4-1 @ Red Orktober
Ahriman
2x Sorcerer (Diabolic Savant) leading 5 Rubric Marines (Boltguns!)
Sorcerer in Terminator Armour (Curse of Life) leading 10 Scarab Occult Terminators
3x3 Flamers
2x6 Screamers
2x10 Pink Horrors
Forgefiend
Hell yeah. Let's go Seb.
This list has Grey Knight levels of mobility and tricks out the wazoo. Everything is also ridiculously hard to kill with invulns, regens on the Rubricae, access to defensive strats, the forgefiend chipping in with -1 to hit and the most TSons of defensive strats - murdering everything in front of you.
ADJUSTED POINTS FROM LAST SLATE
I just want to throw out a couple of easily adjusted lists from my last write up that I think have survived in viable fashion post changes.
SEKHETAR COHORT & WARPFORGED CABAL
Priority Assets
Mike Muzeni - 4-1 @ Onslaught
Daemon Prince with Wings
2x Tzaangor Shaman
Sorcerer (Occulus Infernum) leading 5 Rubric Marines
1x5 Rubric Marines
1x Defiler (Autos and Plasma)
2x Forgefiends (Autos)
3x4 Sekhetar Robots (Meltas)
1x Helbrute (Fists and Flamers)
2x3 Tzaangor Enlightened
Only change here is to drop the character enhancements (save Occulus). The rest of the list is unchanged and would still operate decently into the meta.
CHANGEHOST OF DECEIT + RITUAL OF REGENERATION
Reconnaissance
Michael House - 4-1 @ Krootcon
Kairos Fatewaver
Lord of Change
Exalted Sorcerer on Disc (Eruption of Vitality)
Tzaangor Shaman ((Tome of True Names)
1x Sorcerer
1x Infernal Master (Diabolic Savant)
2x5 Rubric Marines
2x10 Pink Horrors
1x Rhino
2x Mutalith Vortex Beasts
1x10 Tzaangor
Ok here if we drop the LoCs previous enhancement we are over by 30. My first thought was to drop the Tzaangors down to Enlightened and the IM to a Sorcerer but I think the Tzaangors are actually really valuable in the Recon build so I think I'm probably going to say switch out one discie for a Shaman for the same general effect whilst preserving mobility and toughness.
Conclusion
I suspect that the main issue we are going to run into here is actually owning the models. I wouldn't advise that people rush out to collect extra Gors or Daemons if they don't have them but if you do - there are builds that can make good use of them at the moment and builds that lean into some of our more interesting play pattern detachments.
Personally, I don't find the Coven builds particularly engaging after 4 years of basically the same thing and that tends to breed mistakes. If you are new to the army, there probably won't be a better time to learn than through Coven right now. You will get blown away but when we return to viable in the future, you will be a better player for it.
Good luck!
r/WarhammerCompetitive • u/Hellspawnl • 2d ago
Bronze Match - Space Wolves vs Adepta Sororitas - Franco Perotto vs Janne Laurila
Veizla TTS League Season 7 (Tabletop Simulator)
Franco Perotto - Space Wolves Saga of the Great Wolf and assault brethren vs Janne Laurila - Adepta Sororitas - Bringers of Flame, Chorus of Condemnation
r/WarhammerCompetitive • u/Cythrex • 2d ago
Super torn about my list. Cant tell if I should run this which gives me plenty of skirmish and a Scout to screen/Hold home. Or drop 1x Reiver and 1x scout for a second Thunderstrike. I think either of these two variants will likely be my main list I run, but worried about the second option not having the ability to screen home properly. Is a second Thunderstrike overboard and leaving my having to use something more expensive for screening my home field? Or is the first list with 3x reivers overkill on skirmish?
`ass/vech/term 3x reiver (2000 points)
Space Marines
Ultramarines
Assault Brethren, Ironstorm Spearhead and Terminator Storm Force (3 Detachment Points)
Take and Hold
Strike Force (2000 points)
Marneus Calgar (180 points)
Wardens of Ultramar (115 points)
Bladeguard Veteran Squad (190 points)
• Enhancement: Furious Assault (Upgrade)
Chaplain on Bike (95 points)
• Enhancement: Imperium’s Sword
Outrider Squad (80 points)
• 1x Outrider Sergeant
• 1x Plasma Pistol
1x Thunder Hammer
1x Twin Bolt Rifle
Attached Unit 3
Ancient in Terminator Armour (75 points)
Terminator Assault Squad (390 points)
• Attached as: Bodyguard
• Enhancement: Furious Assault (Upgrade)
• 1x Terminator Sergeant
• 1x Twin Lightning Claws
• 9x Terminator
• 8x Storm Shield
8x Thunder Hammer
1x Twin Lightning Claws
Librarian in Phobos Armour (75 points)
Impulsor (70 points)
1x Shield Dome
Impulsor (70 points)
1x Shield Dome
Eradicator Squad with melta rifles (100 points)
Eradicator Squad with melta rifles (100 points)
Reiver Squad (85 points)
Reiver Squad (85 points)
Reiver Squad (85 points)
Scout Squad (65 points)
Storm Speeder Thunderstrike (140 points)
r/WarhammerCompetitive • u/Civil-Low-1085 • 2d ago
Question: I don’t understand the rationale for taking a Maulerfiend(s)!
What I can see is a
- Good 10” move
- Pretty good melee output
- Can fire meltas while engaged
- Gets better when damaged
It feels like an in between taking an Exul+Infractor brick or a Defiler, and I can’t figure out when and why to take one.
r/WarhammerCompetitive • u/PuzzleheadedWelder13 • 2d ago
Drop pod I hear you ask? I know, I know but hear me out.
The new Assault disembark rule (18.06) for Drop Pods expressly replaces the old Rapid disembarkation mode (which effectively stopped the units getting out of an ingressing transport from moving further that turn:
This rule effectively linked disembarking troops from TRANSPORTS into Rule 20.04 (stopping further movement, because the TRANSPORT cant move further after ingressing under rule 20.04, units Rapid Disembarking from them also couldnt move more)
Assault Disembark does not contain that prohibition. You're no longer locked into rule 20.04 when you Assault disembark from a transport.
When you Assault disembark you just set up as normal (Rule 3.02). There are no restrictions on moving or whatever after making an Assault Disembark, and rule 20.04 does not apply to units Assault disembarking out of a Drop Pod (or any other vehicle that ingresses).
The fact you came in via ingress (in the Drop Pod) doesn't stop you from moving or charging even though you came in via ingress on a Transport and disembarked this turn.
Phobos Captains can move 1d6" after shooting with their Tactical fluidity ability, and importantly this ability does not also restrict you from Charging.
RAW at the moment, any Phobos/ Scouts unit led by a Phobos Captain have a 3d6 charge out of a Drop Pod.
All Phobos (and scout) units in Phobos Shadow force are now pretty annoying 1st turn move blockers seeing as they can be dropped 8 inches in front of your opponent, and then move another 1d6 inches (but cant charge, because Shadow force movement does stop charging, unlike el Capitano)
Im sure this is going to be errataed soon, but what can we do with this?
r/WarhammerCompetitive • u/xRos21x • 2d ago
Imperium - Adeptus Astartes - Space Wolves - Saga of the Great Wolf
Logan Grimnar (150pts)
5x Scout Squad (65pts)
10x Terminator Assault Squad (390pts)
6x Wolf Guard Headtakers (170pts)
3x Wolf Guard Headtakers (85pts)
Venerable Dreadnought (130pts)
What do you think. Vs ultramarines maybe termies or dreads.
Plan going first turn with logan and 10 termies with shield and hammer and hold everythin.
Scouts and 3 ht holding base and expansion for points and 6ht with venerable for second assault
r/WarhammerCompetitive • u/Unlikely-Ad-2921 • 2d ago
So just got into tau and my friend plays world eaters. Ive noticed a shocking lack of weapons that can damage marines unless I play real close with expensive battlesuits. I dont want to meta chase it just seems like the rules are having to fight against statblocks that makes everything hit and wound on 4s now... unless I just metla or plasma but even then not many shots.
Anyone got tips for the newbie?
\+++++++++++++++++++++++++++++++++++++++++++++++
\+ FACTION KEYWORD: Xenos - T'au Empire
\+ DETACHMENT: Retaliation Cadre (Bonded Heroes)
\+ FORCE DISPOSITION: Purge the Foe
\+ TOTAL ARMY POINTS: 1980pts
\+
\+ WARLORD: Char1: Commander Farsight
\+ NUMBER OF UNITS: 17
\+ SECONDARY: - Bring It Down: (8x2) + (1x4) - Assassination: 4 Characters
\+++++++++++++++++++++++++++++++++++++++++++++++
Char3: 1x Cadre Fireblade (50 pts): Close combat weapon, Fireblade pulse rifle
Char4: 1x Cadre Fireblade (50 pts): Close combat weapon, Fireblade pulse rifle
Char1: 1x Commander Farsight (70 pts): Warlord, Dawn Blade, High-intensity plasma rifle
Leading Crisis Starscythe Battlesuits
Char2: 2x The Twin Lance (240 pts)
• 1x Ri'Lantar: MV15 Gun Drone, Twin pulse blaster, Fusion eliminator, Twin pulse blaster, Shardstorm burst system, XV pulse pistol
• 1x Ri'Locai: MV15 Gun Drone, Twin pulse blaster, Ion scattercannon, Twin pulse blaster, Shardstorm burst system, XV pulse pistol
10x Breacher Team (80 pts)
• 1x Breacher Fire Warrior Shas'ui: Close combat weapon, Pulse blaster, Pulse pistol, Support turret
• 9x Breacher Fire Warriors: 9 with Close combat weapon, Pulse blaster, Pulse pistol
10x Breacher Team (80 pts)
• 1x Breacher Fire Warrior Shas'ui: Close combat weapon, Pulse blaster, Pulse pistol, Support turret
• 9x Breacher Fire Warriors: 9 with Close combat weapon, Pulse blaster, Pulse pistol
10x Strike Team (70 pts)
• 1x Fire Warrior Shas'ui: Close combat weapon, Pulse pistol, Pulse rifle, Support turret
• 9x Fire Warrior: 9 with Close combat weapon, Pulse pistol, Pulse rifle
10x Strike Team (70 pts)
• 1x Fire Warrior Shas'ui: Close combat weapon, Pulse pistol, Pulse rifle, Support turret
• 9x Fire Warrior: 9 with Close combat weapon, Pulse pistol, Pulse rifle
1x Broadside Battlesuits (75 pts): Marker Drone, Missile Drone, Crushing bulk, Heavy rail rifle, Seeker missile, Twin plasma rifle
3x Crisis Starscythe Battlesuits (110 pts)
• 1x Crisis Starscythe Shas’vre: Gun Drone, Marker Drone, 2x Burst cannon, Battlesuit fists
• 2x Crisis Starscythe Shas’ui: 2 with Gun Drone, Shield Drone, Burst cannon, T'au flamer, Battlesuit fists
Attached to Commander Farsight
3x Crisis Sunforge Battlesuits (125 pts)
• 1x Crisis Sunforge Shas’vre: Gun Drone, Marker Drone, 2x Fusion blaster, Battlesuit fists
• 2x Crisis Sunforge Shas’ui: 2 with Gun Drone, Shield Drone, Battlesuit fists, 2x Fusion blaster
1x Ghostkeel Battlesuit (165 pts): Battlesuit support system, Ghostkeel fists, Cyclic ion raker, Twin fusion blaster
1x Ghostkeel Battlesuit (165 pts): Battlesuit support system, Ghostkeel fists, Cyclic ion raker, Twin fusion blaster
1x Riptide Battlesuit (215 pts): Riptide fists, Ion accelerator, 2x Missile pod, Twin plasma rifle
1x Riptide Battlesuit (215 pts): Riptide fists, Ion accelerator, 2x Missile pod, Twin plasma rifle
5x Stealth Battlesuits (100 pts)
• 4x Stealth Shas'ui
2 with Battlesuit fists, Burst cannon
2 with Battlesuit fists, Fusion blaster
• 1x Stealth Shas'vre: Gun Drone, Marker Drone, Battlesuit fists, Burst cannon
5x Stealth Battlesuits (100 pts)
• 1x Stealth Shas'vre: Battlesuit fists, Burst cannon
• 4x Stealth Shas'ui: 4 with Battlesuit fists, Burst cannon
Created with newrecruit.eu v36.48
r/WarhammerCompetitive • u/Jayrod13F • 2d ago
So I'm trying to figure out what's the best detachment combo to run the list i came up with. The idea is try and maximize the effect of taking Wagon units, and the Boyz inside them. I choose Blitz Brigade, Brute Bosses, and Green Tide as the combo. But my dilemma comes when i also want to run Da Big Hunt, to help with all the Beast Snagga units I've got in the list. But the enhancements aren't that good for it, and the strats are very niche. But to bring it, means I'd have to drop either Bosses or Tide detachment to make space.
Bosses has great enhancements that I've used in my list. I gave Blitzboss to my Beastboss riding in the Hunta Rig, cause 2" of extra movement is always nice. I gave Brutal but Kunnin to Wartrike giving him +1D to all his weapons. Which also on a turn he charges he'll get an additional +1D and S to his weapons from Warbikers attached to him. And finally I have Da Gobshot Thunderbuss to the Warboss, to help clear out some chaff that's in the way. I thought about taking Surly As a Squighoth for the ability to stand back up. Or to take Ferocious Show-off to get more attacks. But I instead decided it's better to have something to help with clearing out the path.
Tide has good ability, as well as 2 really good strats that I can use. The first gives me +2" to advance on Snagga Boyz or Boyz units. The second gives me +1A for a Boyz unit. Both are 1CP and are great strats to have in the pocket to pull out.
Then to finish off the list i gave the Boss Bommer upgrade to the Hunter Rig and the Battlewagon. That way I can get them and the units inside to be riled up every turn.
Space Hogs Big Rig Trucking - [1995 pts]
Blitz Brigade, Brute Bosses, Green Tide
Purge the Foe
Beastboss [105 pts]: Blitzboss
• Leading: Beast Snagga Boyz[1]
Beastboss on Squigosaur [140 pts]
Deffkilla Wartrike [110 pts]: Brutal but Kunnin'
• Leading: Warbikers
Warboss [120 pts]: Da Gobb Shot Thunderbuss
• Leading: Boyz[1]
Beast Snagga Boyz [80 pts]:
• 1x Nob
• 8x Beast Snagga Boy
• 1x Beast Snagga Boy w/ Thump gun
• Leader: Beastboss
Beast Snagga Boyz [80 pts]:
• 1x Nob
• 8x Beast Snagga Boy
• 1x Beast Snagga Boy w/ Thump gun
Beast Snagga Boyz [80 pts]:
• 1x Nob
• 8x Beast Snagga Boy
• 1x Beast Snagga Boy w/ Thump gun
Beast Snagga Boyz [90 pts]:
• 1x Nob
• 8x Beast Snagga Boy
• 1x Beast Snagga Boy w/ Thump gun
Boyz [85 pts]:
• 1x Nob
• 7x Boy
• 1x Boy w/ Big shoota
• 1x Boy w/ Rokkit launcha
• Leader: Warboss
Boyz [85 pts]:
• 1x Nob
• 7x Boy
• 1x Boy w/ Big shoota
• 1x Boy w/ Rokkit launcha
Kommandos [125 pts]:
• 1x Nob
• 1x Kommandos w/ Kustom shoota
• 1x Kommandos w/ Rokkit launcha
• 7x Kommandos w/ Slugga and choppa
Kommandos [125 pts]:
• 1x Nob
• 1x Kommandos w/ Kustom shoota
• 1x Kommandos w/ Rokkit launcha
• 7x Kommandos w/ Slugga and choppa
Warbikers [75 pts]:
• 2x Warbiker
• Leader: Deffkilla Wartrike
Hunta Rig [175 pts] Boss Bommer
Kill Rig [175 pts]
Kill Rig [175 pts]
Battlewagon [170 pts] Boss Bommer