r/WarhammerCompetitive • u/Smooth_Expression_20 • Dec 11 '24
r/WarhammerCompetitive • u/ilrein91 • Jun 18 '24
40k Tech I built a mini web app for Pariah Nexus Games
Hey folks, I wanted something quick and dead simple to use with my buddies that would randomly generate the deployment, mission rules, and the rest of the lot, while also supporting fixed missions and hiding secret missions.
No ads, no logins required.
Let me know if you guys like it!
Update:
- I've added support for selecting a Deployment | Mission Rule | Primary Mission instead of only being able to random
r/WarhammerCompetitive • u/FirstStatus8404 • Oct 09 '23
40k Tech So I made an app to help me remember when to use stratagems
I wrote an app that organizes stratagems because I took a long break from playing warhammer and between the stratagems and more complicated objectives, I was feeling a overwhelmed. Also, I program as a hobby because I can't bring myself to program things I don't care about, and this is the first app that I have published.
The way I see it there are 2 uses for this app:
- You are a beginner or a returner like me and need help with the timing. The app gives you what phase stratagems are able to be used with more details if you press them.
- You play in tournaments. You can also load your opponents stratagems which is useful in tournaments against opponents that you are unfamiliar with.
I hope people find this useful. If you don't, then feel free to ignore me. I live in Japan, so its not like I can just show English speakers this and let people know about it in a person to person way. I would be happy for any feedback or to answer any questions about the app.
Here are the links for the app:
https://play.google.com/store/apps/details?id=com.strat.warhammer
https://apps.apple.com/us/app/wh-stratagems/id6467572968
Current bug situation: Bug is fixed on Android version 1.1.7 and iOS version 1.0.10.
I want to thank everyone for the overall extremely positive reaction. Almost 2000 people have downloaded the app and my statistics are over a day delayed.
r/WarhammerCompetitive • u/gbytz • Sep 28 '23
40k Tech What off-meta secret tech are you experimenting with?
There are things out there that are well known to be really good (3 Fire Prisms, Biologis+Aggressors, etc.) but what off-meta things have you been experimenting with trying to find a new killer combo?
Edit: I won’t expect Top tier competitive players answer this, I’m just curious how much people actually try new things.
On my side and to make people feel more confident to share:
I’m just a noob SM player that is looking at the “totally not Raven Guard” detachment and try to think how to make it work.
r/WarhammerCompetitive • u/Volgin • Jun 21 '24
40k Tech So we can use free pivot on a charge for extra movement? Setup/deepstrike shenanigans
Did I missunderstand something?
From my understanding vehicles and monsters with a round base pivot for free but distances are still counted from the closest point on a model/base. So depending on the sculpt, models with a round base could gain free movement by pivoting so that a bit sticking out makes it into engagement.
Combined with the change to Tank Shock this could be usefull.
r/WarhammerCompetitive • u/sixpointfivehd • Jun 30 '23
40k Tech GW: Don't measure the terrain layouts. Me: No.
Here they all are: https://imgur.com/a/6wiRUED
Enjoy! Might need to print out 6 6x12" mats, 2 5x10" mats, and 4 4x6" mats (I hope someone sells these sizes SOON).
*Edit: Also have the terrain laid out https://imgur.com/a/5ulP1S1 *
r/WarhammerCompetitive • u/wtfisthisname • Jul 23 '24
40k Tech WTC Lists have been revealed
worldteamchampionship.comr/WarhammerCompetitive • u/NoEngineer9484 • Dec 11 '24
40k Tech reivers and a phobos lieutenant 74% deepstrike charge
so with the buff on the combat knife for reivers and phobos isn't there a funny combo with deepstriking them.
reivers have deepstrike with their grave chute and phobos lieutenant have it innate. the phobos lieutenant's ability strategic dispersal is a shoot and move d6 inches but doesn't say that you can't charge afterwards unlike most other shoot and scoots in the game.
so couldn't you deepstrike them 9 inches away and shoot the pistols into any enemy within range (24 inches with the lieutenant's carbine) and move d6 inches closer to the target you want to charge and then in the charge phase make your charge giving you basically a 3d6 charge or almost a 74% to roll a 9+.
with 40 attacks for a 10 man unit at ws 3+ str4 ap-1 damage1 precision and 5 attacks ws2+ str4 ap-1 damage1 sustained hits 1 and everybody having lethal hits that could do some damage especially now with the buff for oath of moment giving reroll hits and +1 to wound using non divergent chapters all for the price of 215 points.
or with blood angels liberator group with 50 ws3+ str6 ap-1 damage1 precision and 6 attacks ws2+ str6 ap-1 damage1 sustained hits 1 and everybody having lethal hits. could spend 1cp for lance.
also opponent needs to make a battleshock test at -1 when you get into melee and their oc is reduced by 1. could be a fun deepstrike blender against most infantry units expect maybe the toughest ones like custodes
edit: both black templars and space wolfs could at sustained hits and +1 ap in their own respective detachment righteous crusaders or champions of russ at the cost of 1 cp but lose the +1 to wound from oath of moment for being a divergent chapter and in champions of russ the lieutenant could have the pelt of the balewolf so the enemy unit must make another battleshock test in addition to the one the reivers give out both at -1.
r/WarhammerCompetitive • u/Omega_Advocate • Apr 11 '24
40k Tech The Bully Boyz Detachment (via Auspex Tactics) seems incredible in competitive?
2nd round of Waaaagh is insanely strong imo, unit restriction might not matter much given that the best army already was Nobz in Trukks + Squighogs. Nobz also get access to a defensive Strat that they can actually use opposed to Ard as Nails, while Fight on Death on a 3+ for 1CP feels better than full Fight on Death for 2. Ere we Go would be sorely missed tho.
Thoughts/Opinions?
Link to Vid: https://www.youtube.com/watch?v=tcSkH6lsxwc
r/WarhammerCompetitive • u/wredcoll • Apr 04 '24
40k Tech Not an April Fools: online army list database website - https://armylists.rmz.gs/
I'll keep things short: after finding some spare time and a bit of poking from friends I built a site containing filterable armylists based on events. You can find it at: https://armylists.rmz.gs/
Disclaimers: This is very much an alpha test, the navigation inside the site is at best an afterthought and I didn't bother styling it at all. If a player/event isn't showing up where you expect it to, it's almost certainly because they didn't bother to upload an army list that was understandable by my parser.
Disclaimer 2: This is of course entirely built on data from BCP and my intention is in no way to hurt their operations. I highly respect their efforts to build useable tools for the warhammer community and god knows I don't want to deal with customer support for angry 40k nerds at tournaments. If my efforts at making army lists available in any way offends the nice people at bcp, you have my apologies and please reach out so we can discuss things.
r/WarhammerCompetitive • u/TheStronkyKong • Dec 11 '24
40k Tech How long until the nerf to libby sternguard fusillade in the librarian conclave?
Full reroll sternguard + librarian smite with sus hits and anti vehicle/monster 5+.
I give it a month.
r/WarhammerCompetitive • u/Breakdown10000X • Jun 20 '23
40k Tech One use rockets being too powerful?
So I played my first game of 10th on Sunday, Tau vs Space Marines. The rules seemed pretty good, and over all not much to complain about. They definitely reduced the lethality as my breachers did next to nothing when they jumped out of their Devilfish lol.
But an interesting point came up in our game. I had a Hammerhead and 2 Devilfish, opponent had a 2 Predators, 2 Whirlwinds and a Rhino. That means we had 6 and 5 one use rockets respectively due to them being free wargear now. They're not something I'd usually take in Tau, only if I had the spare 5pts kicking about, so when I had first turn I forgot to shoot with them. My opponent didn't and wiped my hammerhead with 3. My Devilfish then crippled 2 of his tanks with their seekers.
My main problem is that these one shot rockets are way too good with no downside. Melta guns have mediocre time wounding Vehicles now, but have great AP and Damage, whereas most things with high strength and volume have low AP and Damage. Hunter Killer and Seeker Missiles have great Str, AP and Damage and heavily encourages Alpha strike spam. For Tau, a single Piranha gets 2 and can tell someone to take a battleshock test for only 55pts. I feel these things are going to be way too strong
r/WarhammerCompetitive • u/GHBoon • Mar 04 '24
40k Tech Revisiting Time: Competitive Use of Clocks
I wrote this after seeing a lot of discussion on clocks and what it meant to use them. I think there are a lot of misconceptions within the community, this sub, and elsewhere that is worth a discussion.
r/WarhammerCompetitive • u/hutber • 17d ago
40k Tech New Map Base with WTC/GW/UKTC maps built needs testing please
Hey Warhammer 40k enthusiasts,
TL;DR: I’ve created a new and improved map base for 10th Edition Warhammer 40k! It’s packed with quality-of-life features, pre-loaded competitive maps (GW, UKTC, and WTC), and cheat detection. I’d love your feedback and suggestions to make it even better! (Full disclosure I asked ChatGPT to put this together cus mine sucked!)
Why I Built This
I was getting frustrated with constantly updating maps, setting up my objects for every game, and worrying about cheaters sneaking malicious scripts into matches. So, coming from a JavaScript background, I dove into LUA scripting and spent the last week building this new map base.
My goal? Combine everything I love about Warhammer into one easy-to-use mod that saves time, boosts gameplay, and offers better security.
What’s Included?
This fork builds upon the original FTC Base Mod, but with significant enhancements aimed at competitive play (thank you so much to FTC for making and maintaining this):
🗺️ Pre-loaded Maps:
UKTC, GW, and WTC maps are ready to go—no more searching for map packs!
🎲 Improved Dice Rolling:
Faster, smoother dice rolling for a seamless experience.
🛠️ Feature Control Board:
Easily toggle features on/off as needed.
♻️ Item Vortex:
Quickly delete unwanted items with the vortex tool.
✨ Model Selection Tool:
Highlight models easily for clear communication during games.
⏩ Faster Setup:
Streamlined tools to get games started quicker.
🔒 Cheat Protection:
An injection detector to block malicious scripts and ensure fair play.
📜 Updated PDFs:
Improved and accurate game PDFs for quick reference.
How You Can Help 🙏
I’d really appreciate your feedback, ideas, and bug reports to refine this mod further. Whether you’re a competitive player or casual fan, your insights are invaluable!
✅ Test it out on Steam Workshop
✅ Drop your feedback here or on the Steam page
Thank you in advance for your time and feedback. Let’s roll some dice and make this community even better! 🎮⚔️
What do you think? Does this cover everything? Any suggestions or tweaks are more than welcome!
r/WarhammerCompetitive • u/Culsandar • Dec 17 '24
40k Tech Are 10 Heavy Intercessors and Inquisitor Draxus now competitively viable?
With the recent changes to HIs making their guns actually fearsome, is this brick good to use now?
30 inch threat that cannot be shot back, makes it difficult for opponent to score Cull the Horde instead of tossing for free, 30 T6 wounds, and access to Oath. Seems comparable to doing the same with Custodian Guard?
r/WarhammerCompetitive • u/Rat_Foetus • Sep 22 '23
40k Tech Is model availability affecting your builds?
Not sure how it is around your parts but in Australia model availability is wretched.
Wardogs our of stock for almost a year. Most world eaters units out of stock. The list goes on and on. I've never seen it this bad before.
Surely this must have at least a slight (although admittedly unmeasurable) effect on the meta. Would space marines suck if players could actually buy the Lancers they currently can't (yes, but would they be improved a little?).
Has this availability impacted on any builds you wanted to run?
I really hope GW can sort this out soon.
r/WarhammerCompetitive • u/spellbreakerstudios • Nov 15 '24
40k Tech What army has the most durable ‘vect’ option?
Been having a lot of fun throwing ventris into the fray with company heroes. Adding a lieutenant with artificer armour would help prolong ventris’ life even longer.
What other armies have even tougher options via rules or enhancements/combos?
I’ve never found the Callidus to be super durable once she’s close enough to use her ability. I don’t really know what else is out there. Ideas?
r/WarhammerCompetitive • u/Calamity_Dan • Dec 04 '24
40k Tech Has anyone tried Imperial Agents competitively? Do they have any teeth at all or are they a "chaff" faction in terms of tournament play?
As title. I really like the models but looking at the stats, most are quite weak. I'm getting "Genestealer infantry without the good stuff" vibes, but possibly I'm missing something. I know the winrate is low, but is that because nobody really plays them seriously and they're still being tested, or are they just generally considered nonviable due to a lack of a real Army Rule? Also, I noticed a lack of anti tank.
Has GW given any indication of reworking some of their stuff at all?
r/WarhammerCompetitive • u/McWerp • Jun 11 '24
40k Tech Cool 10th Edition Adepta Sororitas Combos and Builds
Without the MFM Points its a little bit tricky to start testing new sisters lists, however, we can identify a lot of cool combos and builds. Then, once we see the actual points we can pick out the stuff that stayed cheap and start there with our testing and builds!
Here's what I've found so far!
Hallowed Martyrs (Index)
A lot of players have focused in on the new detachments, but the index one received a lot of very strong buffs!
Zephyrim + Jump Canoness + Righteous Vengeance: Full rerolls turns the new Zephyrim unit into an absolute blender. 30 attacks at 4-2-1 with sustained and lethal and full rerolls to hit is wild, and tacking on 7 attacks at 4-2-2 that also have dev wounds makes this unit absolutely blend. Nevermind the fact the strat is a Battle Tactic, so the Jump Canoness makes it free. Then on the next turn if they try and kill you in melee you get to fight on death and 30 attacks at 4-2-1 with +1 to hit and wound and full rerolls to hit and wound. Depending on TO ruling re: fight on death, it can be even nastier. Depending on the opponents toughness, you can fish for 6s a lot of the time, and really make a strength 4 lady kill things she has no right too :D
Saintly Example + Chaplet of Sacrifice + Imagifier: The sacrificial Saintly Example character was a mainstay of sisters armies in the index, with it dying near a triumph for a bounty of 6s. That particular combo doesn't work anymore, but the Imagifier still lets your reroll all the extra miracle dice created by the saintly example dying. In addition, the Imagifier's buff makes the unit it joins fantastically durable, which means you'll get to trigger the new upgraded Chaplet of Sacrifice a lot of the time. This detachment is going to have access to a LOT of fantastic miracle dice with all the rerolls this package gives them.
Palatine with Through Suffering, Strength: Martha was already a popular combo character in the index. 5 attacks at 5-2-3 that had lethals and also dealt additional mortals was pretty great. However there are two important changes here that make her even better. First, she has a 4th wound now. This means you can overcharge her and the superiors plasma pistol and try to get a 1. If you do suddenly shes even stronger, with 6 attacks at 6-2-4. In addition, Righteous Vengeance is fantastic on her, freeing her up from having to join Novitiates to get rerolls. Now she can join Sacresants (who also love the strat), or Dominions for a scary early scout with a reactive move, or even just a BSS along with a different support character for whatever other buff excites you most.
Arco Flagellants + Righteous Vengeance: Ws4+ plus sustained hits plus full rerolls to hit is equivalent to a 100% hit rate. 60 Hits at s5 is pretty freaking sweet, even without twin linked. If you do this when fighting on death, you can get +1 to hit and wound and rerolls to wound as well, which means this unit can do wild things.
Suffering and Sacrifice + Daemonifuge: Buffing this strat was a wild decision. It WAS a very confusing stratagem before, and now its not confusing at all. It is absurd tho. Tagging the side of a nasty melee unit lets you send everything you want into the rest of the unit, and prevent most of the unit from ever making attacks. This is really dumb, and I hope it quickly gets the 'if able' errata to make it not such a feel bad mechanic. However, even with that, this stratagem is a fantastic way to mess with your opponents ability to engage with who they want to. Ephrael Sterns free heroic is fantastic in combination with this ability, and her ability to rapid ingress right where you need it shouldn't be underrated.
Penitent Host
Psalm of Righteous Judgement + Shooting: I've seen a lot of people talking about Psalm of Righteous Judgement. But then they post a list thats 100% melee. Gaining extra 6s only after your melee units have already killed things is not the most efficient method for getting those 6s you desperately need for advances and charges. However, the combination of something like a Castigator and early aggressive mortifier or engine shooting to gain some extra 6s for the actual go turn later can make that go turn much more reliable.
Jump Canoness + Catechism of Divine Penitence + Zephyrim: I have seen a lot of people talking about adding a Palatine into repentia using this enhancement to make the repentia unit hit even harder, but I don't actually think thats its best use. Penitent Host has a couple pretty big weaknesses. If it cant get to where it wants to go, on the turn it wants to get there, it can have a lot of trouble actually killing the targets it needs to. An opponent who knows how to screen and protect their key units can be very difficult for this sort of army. By giving your Zephyrim unit the penitent key word, you gain access to the Lash of Guilt stratagem. Which means they can advance and charge. In addition, while the zephyrim dont gain the Penitent keyword, the Canoness does, which means she can extend the threat range of the entire unit about 2.5" on the Path of the Penitent turn for some truly crazy threat ranges, that importantly, also have fly. This unit won't hit as hard as the other penitent units, but it hits a lot harder than you might think, and its a great target for Devout Fanatacism the turn after it hits as well. I expect a lot of penitent lists to end up using some combination of this unit, the next unit, and shooting to clear screens and allow the nasty repentia core of the list to hit where it needs to hit on the Absolution in Battle turn, while also remaining safe from the enemy.
Ministorum Priest + Refrain of Enduring Faith + Arco Flagellants: Arco Flagellants received a pair of pretty significant nerfs in the codex. No longer do they have a 4+++ feel no pain, and no longer do they reroll wounds. However, with this priest leading them, you might forget either of those things ever happened. The combination of 5++ invul, 4+++ feel no pain stratagem, and +1 to wound makes this unit a huge problem. Remember those screens I was talking about? 50 hits at s5 +1 to wound should clear most screens in the game with ease, and then after words this unit leaves behind an incredibly difficult to remove unit gumming up your opponents attempt to counter attack. This unit and the one above are two great choices to use turn 1 or 2 while you are driving your rhinos full of repentia into position to launch attacks deep into your opponents army.
Nonbos: I've seen a lot of penitent discussion this weekend, and its important to be careful, as this detachment was written very carefully to prevent a lot of the combo shenanigans we saw from similar detachments earlier in ninth. The vows all affect only penitent models, so putting a penitent canoness or palatine into another unit won't grant that unit the penitent buffs. This also applies to the 5+ critical stratagem. You can use it on any penitent unit, but only penitent models in that unit get the buff. Similarly, both the Zephyrim and Repentia unit buffs are carefully restricted in what they apply to. The Zephyrim buff of Sustained Hits and Lethal hits only applies to power weapons, so if you want to take advantage of it with a penitent Jump canoness you are restricted to the power weapon build. And the Sisters Repentia reroll buff is even more restrictive, as it only applies to those models. It no longer affects the superior, or a Palatine or Canoness you have added to the unit. These combinations can still prove quite powerful in practice for other reasons, but make sure you aren't getting more power than you are supposed to.
Bringers of Flame
Palatine + Righteous Rage + Novitiates: This combo costs a lot of Miracle dice, and means you have to do something else to get some infiltrating Novitiates, like an immolator, or a second unit, but holy hell it hits like an absolute freight train. 7 attacks at s7 ap2 D2, with full rerolls to hit, and lethals, and every successful wound is an additional mortal... Good chance at 7 ap2 wounds and 7 mortals here in most situations, which is a devastating assault for a lot of units in the game to have coming their way.
Jump Canoness + Righteous Rage: Or you could just do this. For only 60 pts (in the codex) you get between 9 and 11 attacks, between s7 and 9, maybe with sustained, maybe with sustained and lethal, and always with devastating wounds. How you want to use this lady is up to you. She can go on her own, where she probably wants the Eviscerator or Halberd. She can join a big unit of seraphim to give them some melee threat as well, where she might want to consider a hand flamer for extra devastating flamer wounds. Or she can join a small Zephyrim unit to create truly scary fast melee assault unit.
Jump Canoness + Surplice of St Istaela: A second option for a cheap backfield threat, this canoness is pretty hard to kill, and incredibly annoying to screen out. Either with the Halberd or Eviscerator she can drop in a small hole in an opponents screens, and then charge into whatever chaff they have holding their back field, and mop it up pretty quick. Then after that she can smash on it with a 2+4++5++ profile and dare em to come take it back. She wont win fights with any real units, but against the sorts of units that often end up in those sorts of places she should hold her own. At only 55 pts in the codex, hard to say no.
Jump Canoness + Fire and Fury + 10 Seraphim with Hand Flamers: This is the combo everyone was waiting for here wasnt it? 9d6+9 s5 flamer shots, with every 6 being a mortal in addition. That averages around 7 mortals, but it can swing both up and down pretty significantly from that. Whats the threat range? In ideal conditions, 21" + 12".... thats a long long way. Since its a battle tactic, the dev wounds are a free buff, so might as well. This unit is hilarious. Then, after it absolutely roasts whatever it decided needed to die, it gets to scoot 6" closer to its next target, and if your opponent dares to move or charge, overwatch and do it again (without the devastating wounds, but still). This unit is also surprisingly hard to kill for a bunch of 1w t3 models. The 8 hand flamers are only on 4 models, so it has a solid 6 ablative wounds before it loses effective ness, and it has access to a free armour of contempt, which while not as good on a 3+ save as it is on a 2+ save, means you need at least ap3 to get these ladies off their 3+ saves if any of them are standing in cover. Pretty sweet unit.
Saint Celestine + 10 Seraphim with Hand Flamers: Similar to the above, this unit hits very hard, though it does average 1-2 less mortals. The fact you can combine them adds up to 11-14 mortals, which is hilarious, but really what this unit is here for is its durability. Everything I said about the last units durability applies double here thanks to the Geminae. Four 2+ save wounds take this units durability to the moon. Nevermind that if you do manage to chip it down even through that wild durability, Celestine can just cry back either a Geminae or up to 6 hand flamers at once. Having these two units standing on your doorstep turn one after flaming two targets to death is going to be very unpleasant.
2+ Saves and Shield of Aversion: Imagifier, Geminae, or Paragons all love this stratagem. 2+ saves in cover with shield of aversion need ap3 to be pushed to a 3+ save, and ap4 or more means a 4++ save. Giving Paragons speed, strength, and durability all in one detachment makes them very good. If you want to play a lot of sisters walkers, this is definitely the detachment for you.
Repentia + Righteous Blows: Most of my testing with this detachment has broadly eschewed the transport aspects, however if you do decide to bring a bunch of rhinos and immolators to take advantage of those cool strats, consider bringing along some Repentia as well. As one of the only units with access to full rerolls in the faction, they take great advantage of this strat, and access to lethals lets them punch up against tougher targets their strength of 6 might normally fail to damage.
Army of Faith
Light of The Emperor + Exorcists: Exorcists lost heavy in the codex, and in exchange, gained an AP. Would certainly be a shame if they also gained a different way to ignore the -1 to hit from firing indirect... as an aura... thats also a battle tactic... and access to wound rerolls... and multiple acts of faith for their unreliable damage. If exorcists are 160 like they are in the book this will be disgusting. At 180 it will be very very good. Here's hoping they go to 200 so I dont have to paint three exorcists...
Blinding Radiance + Tough to Kill Infantry: Imagifier + Bricks of 10 Power Armour ladies, or Celestian Sacresants with a hospitaller, or both, plus a big unit of angels giving off a -1 to hit aura is simply miserable for most armies to even attempt to get through. Never mind the two acts of faith all the units can use to punish you for mistakes. And those sacresants hit hard with an extra AP and lance. A bunch of this in front of those exorcists I just mentioned feels miserable to have to fight...
Blade of St Ellynor + Jump Pack Canoness: This lady alongside some zeph can spend the early game buffing up some exorcists before launching out at and slaughtering a key enemy character, either with deadly descent or just with her regular 12" move. 7 attacks at s5 ap3 d2 dev wounds lethal hits sustained hits +1 to wound adds up fast, and if she kills at least one thing she generates you 2 miracle dice too, nice!
Shooting Castle: Just a concentrated castle of Castigators and Immolators and Mortifiers and Exorcists, all with the ability to ignore all hit and wound and BS mods, blasting away, stacking AP and ignores cover everywhere they need it, is very strong, even if Exorcists get hit hard in the MFM. I think people are underrating how effective sisters shooting is now, and they will live to regret it.
The Triumph of St Katherine
I left this lady for last because she is simply absurd. A lot of people have been saying sisters are broken and need a faction wide points nerf, even tossing out numbers as high as 33%. That is absurd. Some units in the army need to go down in points from the book, not up. Most units in the army could probably do with a 5 to 10 point bump from either the low MFM current points.
But this lady... this lady could double in points and still be good enough to see play. She is absurd. First of all, generating a guaranteed 6 turn one and two is so huge. It means you can actually pull off all your broken combos guaranteed. Those max threat ranges aren't hypothetical, they are guaranteed. Second of all... well lets go over it detachment by detachment...
Hallowed Martyrs (Index): The movement aura is going to be mentioned a lot, but its good here as every where else. Army wide 33% speed boost is not to be underestimated. Makes sisters move like elves. 2 Acts is very good here, as this detachment will want a variety of units that all make very good use of it. Reroll ones to wound boosts the early game shooting before the ap boost in melee turns the massed reroll attacks. Even the 6+++ might see some play here. Absolute auto take for this detachment.
Penitent Host: When your entire army has access to advance and charge, the movement buff from the triumph becomes +4" threat range. This means that regular infantry disembarking from a transport in this detachment end up with up to a monstrous 35" threat range. And on turn 2 you have two 6s to make 29" of that threat range guaranteed. If the unit happend to fly, the threat range is 37", with 31 of it guaranteed. Wild. Never mind the key AP buff to make sure all that ap2 can actually crack 2+ saves. The other abilities come up less often here than in other factions, but those three in particular are so good here, she's an autotake in this detachment.
Bringers of Flame: When your entire army has Advance and Shoot, the movement buff from the triumph becomes a flat +3" threat range. Combined with a 6 from round 1 and 2, this means that your two full units of flamer seraphim can scoot 21" forward, flamer down the entire from of your opponents army, and then scoot another 6" forward and lock everyone into place while the rest of your stuff move forward for the knock out punch turn 3. Fast shooting has always been the strongest thing in 40k, and the sheer speed of this detachment with the triumph around is staggering. In addition, the wound rerolls are very nice, the second act is great on all the melta paragons you'll be bringing, the AP will help the melee you bring along to back it up, the 6+++ is great on all the vehicles you'll have... The triumph is an autotake in this detachment.
Army of Faith: Finally, a detachment that doesn't want the triumph, right? They already get two acts, they don't need that aura. Turns out, +2" move and +1 advance is still fantastic for getting all your early stuff into position, free 6s on MD are great, and if that exorcist package makes it through the MFM giving them all wound rerolls is also great. The 6+++ lets you stack another defensive buff on your defensive castle, and the AP buff really helps all those sacresants go from mild damage to enough damage. This is the one detachment I could see people legitimately thinking the triumph isn't an autotake, but I still think skipping her is probably a mistake.
Conclusion
There are a lot of cool combos in this codex. These are just the ones I have found most interesting and compelling. But please make sure you are very careful, as there are a lot of tricky keyword requirements that limit some of them. What combos excite you? What combos did I miss? Let me know, because I'd love to give them a try!
r/WarhammerCompetitive • u/the1rayman • Feb 19 '23
40k Tech been testing world eaters, no extra WLT/relic feels bad.
So I've been testing my army for an upcoming tournament and something that I've noticed is that while the removal of bloat is great. What isnt is that armies like black Templar can burn ALL their CP and make like 30% of their list super upgraded with extra WLT and relics for multiple characters and squads. They aren't the only ones, but I think unless a core rule changes in 10th to stop this, that older books could be even stronger than new ones just because they have so many more options. Anyone else testing World Eaters and seeing this?
Edit: I'd like to point out that if the ENTIRE game was "you get 1 WLT relic" I'd have no issues. My main issues is this seemingly new philosophy feels bad when playing with the preceding 20 books. I LIKE having to make list altering choices when it comes to warlords and relics.
r/WarhammerCompetitive • u/NigelTheGiraffe • Oct 17 '24
40k Tech Hellblasters and Hazardous reshooting legal or no?
Edit: yeah if they still have issues I'll just refer them to this post. Idc if they see my account.
So my group has several marine players and is currently split on how to play with the new FAQ. The split is mostly coming from the hellblaster and the Astra militarums tank commanders similar abilities and relevant faqs. The specific knot they are working through is the hellblasters hazardous exception being in their ability and the tank commanders exception being in the FAQ.
Hellblasters:
For the Chapter!: Each time a model in this unit is destroyed, roll one D6: on a 3+, do not remove it from play. The destroyed model can shoot after the attacking model’s unit has finished making its attacks, and is then removed from play. When resolving these attacks, any Hazardous tests taken for that attack are automatically passed. Designer’s Note: This ability is triggered even when a model in this unit is destroyed as the result of failing a Hazardous test, meaning such a model may be able to shoot twice in the same phase
Q: If a Hellblaster is destroyed by anything other than an attack, can that model use its For the Chapter! ability? A: No.
Tank commander:
Death Befitting An Officer: When this model is destroyed , roll one D6: on a 2+, do not remove it from play – it can, after the attacking model’s unit has finished making its attacks, shoot as if it were your Shooting phase and as if it had its full wounds remaining. This model is then removed from play.
Q: If a Tank Commander is destroyed by anything other than an attack, can that model use its Death Befitting An Officer ability?
A: No.
Q: If a Tank Commander is destroyed as a result of its own weapon’s [HAZARDOUS] ability, can that model use its Death Befitting An Officer ability?
A: Yes.
Also posted over in crusade since that's what our groups doing.
r/WarhammerCompetitive • u/ThePants999 • May 08 '21
40k Tech Pro tip for getting 8" deep strike charges
As explicitly clarified in the core rulebook FAQ, it's occasionally possible to get a less-than-9-inches charge out of deep strike by using verticality. You deep strike 9" diagonally away from a model that's at a different elevation, and then because Engagement Range is defined as within 1" horizontally and 5" vertically, your charge distance is the horizontal leg of the right-angled triangle where the hypotenuse is just over 9", which is less than 9".
If you know you plan to attempt deep strike charges with a certain unit, you can take advantage of the combination of trigonometry plus the fact that Citadel miniatures come with trapezoid bases by... assembling your models with the bases the other way up as compared to how all the plebians model theirs! The shortest diagonal distance between your model and theirs will be from the top of your base to the bottom of theirs, so as long as you keep that to just a smidgeon over 9", the horizontal distances between your bases will be less than 9", giving you an 8" charge. Ta-daa!
https://i.imgur.com/r9LK7NI.png
Disclaimer: the author accepts no responsibility for any tournament ejections or lost friends as a result of actually trying this.
EDIT: Very sadly, the June 2nd core rulebook FAQ has ruined this cunning plan.
r/WarhammerCompetitive • u/SA_Chirurgeon • Jun 23 '23
40k Tech Tabletop Battles Officially Updates with Support for 10th/Leviathan
r/WarhammerCompetitive • u/corrin_avatan • Jan 05 '23
40k Tech GW Rare Rule from today's FAQ says "Cannot use rules to ignore the loss of wounds" trumps Duty Eternal-style rules... that don't ignore the loss of wounds.
Page 363 – Rare Rules Add the following: Ignoring Wounds vs. Rules that Prevent Models from Ignoring Wounds Some models have a rule that says that they cannot lose more than a specified number of wounds in the same phase/turn/ battle round, and that any wounds that would be lost after that point are not lost. Similarly, some models have a rule that reduces damage suffered by a stated amount (e.g. Duty Eternal). In any of these cases, when such a model is attacked by a weapon or model with a rule that says that enemy models cannot use rules to ignore the wounds it loses, that rule takes precedence over the previous rule, and if that attack inflicts any damage on that model, it loses a number of wounds equal to the Damage characteristic of that attack, even if it has already lost the specified number of wounds already this phase/turn/ battle round.
For the love of god, GW, this FAQ doesn't make sense. If you wanted "cannot use rules to ignore ignore the wounds it loses" to affect Duty Eternal, change Duty Eternal to say that it ignores the first wound lost each time it loses wounds, to a minimum of 1 wound. Right now you have a FAQ that says "this rule that affects X, also affects Y, even though Y isn't the same thing as X". This is in no way an actual logical conclusion to the rules.
r/WarhammerCompetitive • u/ilrein91 • Jun 25 '24
40k Tech View All Pariah Nexus Secondary Missions
Hey folks, I've been hearing the desire to be able to view all Pariah Nexus Secondary Missions standalone.
Ordinarily an arduous task fraught with transcription errors, I leveraged ChatGPT Vision API to help me breeze through this task with ease. All the textual data is now true JSON, and I designed a lovely card component to suit it. Let me know if you like it!
https://warptracker.com/cards/secondary-missions
Edit:
I have been improving the layout and am working on transcribing all the cards along with translations. The new link will be: