/r/WarhammerCompetitive
This subreddit is for the discussion of competitive play, national, regional and local meta, news and events surrounding the competitive scene, and for workshopping lists and tactics in the various games that fall under the Warhammer catalogue.
This sub is actively moderated and curated. Reading and understanding the rules is important and the responsibility of every user.
Rule 1. Don't be a jerk. Competitive games can get intense, but this is still a game - be excellent to each other. (Automod has an obscenity filter because some people cannot abide)
Rule 2. Discrimination will not be tolerated under any circumstances. Full stop.
Use of language whose intent is to insult or disparage a person or people based on sex, gender, race, sexual preference, spiritual or religious beliefs, intellectual or physical disorder or handicap, age, nationality, culture, creed, species, preference in breakfast cereal or other notable difference not listed here will immediately result in a perma-ban without warning.
Rule 3. Public shaming and call-outs are not permitted.
Public shaming posts and threads which seek to call out members of the competitive gaming community (with or without cause), or which are intended to influence public opinion of a specific person, are not permitted, and will earn you a ban.
Rule 4. Follow content guidelines:
Please avoid the following:
* Standalone questions with direct answers (use the sticky QnA post)
* Content that does not relate to competitive play
* Vague or click-baity titles
* Advertisements, Patreons, Gofundme’s etc **of any kind** (Talk to mods first)
* “Build me a list”/ “What should I buy” posts.
* Standalone Image posts (some of your own commentary is required)
* "Why is X good" / “Is X good” / “What load-out should I use” unless accompanied by some of your own input and thoughts.
Rule 5. Follow content guidelines, cont'd:
Also avoid:
* Posts that can only be answered with “Ask the TO”
* Speculation / "what if" / "what would you change" posts.
* Non-Constructive Balance whining - it's fine to say you think something is weak, but if you want to discuss it here then include ideas how to work around that weakness (Within currently available rules), shallow dooms-day threads will be removed
Rule 6. List post requirements:
Pasting a list from Battlescribe doesn't facilitate getting useful advice, people need context to offer you constructive feedback.
List posts should therefore be formatted in a way that is easy to read at a glance and include the following minimum requirements:
* Why you chose the units you chose and your gameplan
* A description of your meta / mission packet (Your Meta substantially impacts how relevant advice is)
* An explanation of what advice you are seeking and what you want help with
Rule 7. Self Promotion
Self promotion and sharing of your own content is allowed, however we heavily encourage content creators to engage with the Community in the comments section when sharing their own content.
Poll and survey type submissions must be cleared with moderators in advance
Bans may be appealed through modmail. In almost all instances, a temporary ban issued for repeated content/post guideline infractions will be lifted as soon as a user acknowledges they've read the rules and understand the issue.
Ban appeals for rule 1 that continue the behavior will result in the ban being extended.
Rule 2 violations are ineligible for appeal.
Reporting
If reporting doesn’t allow for everything you have to say, a quick modmail with an explanation and a link to the post or comment will do nicely. We take all reports seriously!
Questions or feedback for the mod team? Please message us via Modmail Here!
Competitive play is, first and foremost, playing for the purpose of challenging your skills and your tactical prowess, against any and all odds - often with the end goal of winning!
Competitive play isn't about being a jerk to your opponent, or being unsportsmanlike, or doing anything it takes to win at all costs - even though some people view it as such (both competitive players and players on the receiving end of competitive play styles).
It's understanding and playing within a rule set and attempting to be as competitive as possible within that structure. Here is a brief introduction to how that applies to this sub.
To understand what the competitive mindset is all about, start here with this article that describes what playing to win is and isn't. The article links to a book of the same name, which is available free on the website.
Consider reading this article by u/MagicJuggler about rules lawyering, and understand how it is used in a competitive mindset.
Looking for more of a certain thing? We've got you covered. Check out one of our awesome sibling subreddits; they've got one for everything!
CHAT
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/r/WarhammerCompetitive
Hey everyone hope your having a wonderful day. I'm a new player I just got done building my first army of space marines. I'm looking to start building my next army and I'm stuck between orcs and necrons. Can I get your opinion? Both armies seem like alot of fun.
Please feel free to comment and discuss my ist idea for CK.
I recently got a bunch of Chaos Knights for a really good price and I am trying to build a List for competitive games.
My idea is to have the brigands in a anti-tank/anti-infantry shooting role and the Despoiler as anti-infantry Shooter and melee threat. I am thinking about placing the karnivores in strategic reserves (because they can re-roll charges). The stalker as support, but mostly for making markers sticky with the Enhancement.
I am unsure if i should play tactical missions or fixed. The nurglings and Horrors can infiltrate and deep strike. I think cleanse, homers, behind or engange can be possible options for fixed?
CK (1990 Points)
Chaos Knights Traitoris Lance Strike Force (2000 Points)
CHARACTERS
Knight Despoiler (440 Points) • Warlord • 1x Despoiler gatling cannon 1x Diabolus heavy stubber 1x Heavy darkflamer 1x Ruinspear rocket pod 1x Titanic feet 1x Warpstrike claw
War Dog Stalker (175 Points)* • 1x Avenger chaincannon 1x Diabolus heavy stubber 1x Slaughterclaw • Enhancements: Aura of Terror
BATTLELINE
War Dog Brigand (170 Points) • 1x Armoured feet 1x Avenger chaincannon 1x Daemonbreath spear 1x Havoc multi-launcher
War Dog Brigand (170 Points) • 1x Armoured feet 1x Avenger chaincannon 1x Daemonbreath spear 1x Havoc multi-launcher
War Dog Brigand (170 Points) • 1x Armoured feet 1x Avenger chaincannon 1x Daemonbreath spear 1x Havoc multi-launcher
War Dog Brigand (170 Points) • 1x Armoured feet 1x Avenger chaincannon 1x Daemonbreath spear 1x Havoc multi-launcher
War Dog Brigand (170 Points) • 1x Armoured feet 1x Avenger chaincannon 1x Daemonbreath spear 1x Havoc multi-launcher
War Dog Karnivore (140 Points) • 1x Diabolus heavy stubber 1x Reaper chaintalon 1x Slaughterclaw
War Dog Karnivore (140 Points) • 1x Diabolus heavy stubber 1x Reaper chaintalon 1x Slaughterclaw
ALLIED UNITS
Blue Horrors (125 Points) • 10x Blue Horror • 10x Blue claws 10x Coruscating Blue Flames
Nurglings (40 Points) • 3x Nurgling Swarm • 3x Diseased claws and teeth
Nurglings (40 Points) • 3x Nurgling Swarm • 3x Diseased claws and teeth
Nurglings (40 Points) • 3x Nurgling Swarm • 3x Diseased claws and teeth
Exported with App Version: v1.12.0 (35), Data Version: v357
I was advised for a while that you can only consolidate onto an objective if that unit is not already on an objective, but after reading through the rules with someone on Saturday whilst playing a game, it doesn’t mention that you cannot consolidate onto an objective even if that unit is already on it.
Which is correct please?
With the new Custodes codex leaks, is there any point to keeping the Battle Tactics only rider on 0cp abilities?
It made sense at the time because how do you price a Shield-captain that can give Fights First to a 10 man Custodes squad? But with the new codex, Custodes have completely lost Fights First across their entire faction. There was a game warping mechanic, and GW stepped in to remove it.
Now though? Every leader with the ability is locked into certain units (Captains, Overlords, Chaos Lords, with some exceptions) and many of the new codex detachments have strats that keyword lock them out of being used by those units in the first place (The Ravenwing detachment would only ever get access to AoC, Annihilation Legion has no keywords that overlap with Overlords, Null Maiden strats never apply to Shield-Captains).
I'm by no means an expert in every faction so I'm sure there's some interactions that might still be highly problematic (Tsons' Echoes of the Warp/Warp Sight, Grand Master Mist of Deimos on Terminator bricks, Hive Tyrants bringing back more gaunts in Endless Swarm, to name a few possible issues) but for factions like Nids, SM, (and soon Custodes) who practically have their faction built around the "adaptability" of free strats, it'd be nice to have some of the more niche options opened up.
I don't know, am I just a madman? Or should GW revert the Battle Tactics rule once the Custodes codex is fully released?
Hello, i am 100% new Warhammer 40k player. Whole reason I got to Warhammer 40k was the Death korps of Krieg. I am aware that building army from them is gonna be harder and more expensive and i dont mind. Cause my oponent is going to buy a combat patrol box I am trying to make a DkoK combat patrol box (around 500pts). It will be my first army ever and I want it to be decent because i dont want to buy a whole lot of new figures when i find out that my troopes dont work with each other or that someting is missing. So far my army is this: 1 death korps of krieg marshal 3 death korps of krieg units 2 chimeras 1 hellhound
Thanks for help in advance
Edit:I want to play by normal rules and not the combat patrol ones
Hello, warhammer comp friends!
Taking my BAs to a smaller newbie friendly tourney soon and looking for feedback on my list.
Carry on my sanguine sons (1500 Points)
Space Marines Blood Angels Sons of Sanguinius Strike Force (2000 Points)
CHARACTERS
Captain (80 Points) • 1x Plasma pistol 1x Power fist
Judiciar (70 Points) • 1x Absolvor bolt pistol 1x Executioner relic blade
Lemartes (110 Points) • Warlord • 1x Bolt Pistol 1x The Blood Crozius
The Sanguinor (140 Points) • 1x Encarmine broadsword
BATTLELINE
Assault Intercessor Squad (75 Points) • 1x Assault Intercessor Sergeant • 1x Plasma pistol 1x Power fist • 4x Assault Intercessor • 4x Astartes chainsword 4x Heavy bolt pistol
OTHER DATASHEETS
Assault Intercessors with Jump Packs (85 Points) • 1x Assault Intercessor Sergeant with Jump Pack • 1x Plasma pistol 1x Power fist • 4x Assault Intercessors with Jump Packs • 4x Astartes chainsword 4x Heavy bolt pistol
Assault Intercessors with Jump Packs (85 Points) • 1x Assault Intercessor Sergeant with Jump Pack • 1x Plasma pistol 1x Power fist • 4x Assault Intercessors with Jump Packs • 4x Astartes chainsword 4x Heavy bolt pistol
Bladeguard Veteran Squad (180 Points) • 1x Bladeguard Veteran Sergeant • 1x Heavy bolt pistol 1x Master-crafted power weapon • 5x Bladeguard Veteran • 5x Heavy bolt pistol 5x Master-crafted power weapon
Death Company Marines with Jump Packs (260 Points) • 10x Death Company Marine with Jump Pack • 10x Inferno pistol 10x Power fist
Land Raider Redeemer (260 Points) • 1x Armoured tracks 2x Flamestorm cannon 1x Hunter-killer missile 1x Multi-melta 1x Storm bolter 1x Twin assault cannon
Scout Squad (65 Points) • 1x Scout Sergeant • 1x Astartes chainsword 1x Bolt pistol 1x Close combat weapon • 4x Scout • 1x Astartes shotgun 4x Bolt pistol 1x Boltgun 4x Close combat weapon 1x Missile launcher 1x Scout sniper rifle
ALLIED UNITS
Callidus Assassin (90 Points) • 1x Neural shredder 1x Phase sword and poison blades
When scoring secondaries for killing units. Do you need to kill all attached characters to accomplish it? Or do you score if you kill the unit and the characters break off? Sorry if this is a basic question just can’t seem to find something definitive in the rules.
I was assembling a unit of legionaries and realized that the lascannon that most squads take is not an option in the current box. I use the shoulder mounted rocket launcher as a reasonable proxy, but this did get me thinking about what options might get dropped when our codex releases next month.
Legionaries and raptors would both suffer a minor nerf if they had to downgrade a weapon on one of their models, but havocs would really take a hit if theyre forced to run a mixed loadout.
Any other major ones i'm missing?
So I got into 40K late in 9th edition and now I’ve managed to get a good friend of mine interested in it during tenth. We play small amount of games on TTS as we’re trying to figure out what armies we like and what units in those armies are fun for us. I found the Tau and fell in love with them, he on the other hand has jumped around a bit and after reading some Horus heresy books is going with space marines. I do my best to make the terrain as fair as possible using GW layouts, GW missions, double checking rules on cover and LoS to make sure I’m not shooting things I shouldn’t be able to. I double check the stats on his models for special rules. Ask if there’s a strat he was before rolling dice really just as much as I can to give him a fair or sometimes in his favor fight. He has only ever won 2 games and that was when he tried chaos demons and I didn’t have enough shots to kill Belakor and 2 other greater demons. I have tried giving him advice that I’ve read about fighting Tau or things I think I should struggle against as Tau such as “If you just stick one unit out at a time I will blast it off the board because it’s my only option and now none of your other units are in a position to harm me. So try and fully commit at some point,” or “position some units in case you draw this secondary so you can score it and move on.” No matter how much I try and help him though he seems to make the same mistakes. Shooting the wrong weapons into the wrong target, when I’ve explained that anything str 9 or less shouldn’t be going into tanks unless there’s a special rule involved. (He shot plasma Inceptors into a ghostkeel when there were stealth suits right next to him in the open.) Recently he’s taken to just not moving if he gets first turn because he doesn’t want to get shot at. Which as a Kauyon player is nothing but good for me. Anyway my question is how do I help him improve because it’s not fun watching him get frustrated by the end of turn 2 and surrender sure I’m “winning” but that’s not why I play. I just wanna laugh and have a good time with little plastic dudes.
tldr- As a new player myself trying to help a friend whose also new but seems to never use the advice I give him or just have incredibly bad luck how do I help him besides just list tailoring to lose.
I've been running into this issue in some games recently and I want to know if anyone has had tournament or local rulings.
When a unit becomes battleshocked, does it lose the effects of previously used strats?
For example, strats used at the beginning of the command phase before the battleshock step, (like shoulder the burden for IK or ancient fury in ironstorm). Would the unit lose all the stat boosts if it then fails a battleshock?
Another example is "force a battleshock test at start of the fight phase" rules. If you have that ability, the controlling player can theoretically use a strat to boost a unit before it has to make a test (since if things happen simultaneously, the controlling player chooses the order) and completely bypass the point of the battleshock.
Everyone I've played with has a different opinion and I want to know if there's a majority consensus.
++ Army Roster (Chaos - World Eaters) [2,000pts] ++
Battle Size: 2. Strike Force (2000 Point limit)
Blessings of Khorne Reference
Detachment Choice: Berzerker Warband
Angron [415pts]
Jakhals [70pts]: Icon of Khorne . B: 1 mauler chainblade, 7 chainblades . . 7x Jakhals: 7x Autopistol, 7x Jakhal chainblades . Dishonoured w/ skullsmasher
Eightbound [145pts] . 2x Eightbound: 2x Eightbound eviscerators . Eightbound Champion: Lacerators
Eightbound [145pts] . 2x Eightbound: 2x Eightbound eviscerators . Eightbound Champion: Lacerators
Eightbound [145pts] . 2x Eightbound: 2x Eightbound eviscerators . Eightbound Champion: Lacerators
Exalted Eightbound [160pts] . 2x Exalted Eightbound: 2x Eightbound chainfist, 2x Eightbound eviscerator . Exalted Eightbound Champion: Paired Eightbound chainfists
Exalted Eightbound [160pts] . 2x Exalted Eightbound: 2x Eightbound chainfist, 2x Eightbound eviscerator . Exalted Eightbound Champion: Paired Eightbound chainfists
Khorne Lord of Skulls [450pts]: Daemongore cannon, Skullhurler
World Eaters Maulerfiend [155pts]: 2 magma cutters
World Eaters Maulerfiend [155pts]: 2 magma cutters
++ Total: [2,000pts] ++
Thinking spawn can always snag the middle objective for cleanse/tempting/secure. Jakhals sit at home giving two rr on blessing with LoS +1 manipulation(kills a single unit) gives angron a 40.6% of coming back figure that with For the blood god strat(extra blessing plus chance to res angron will be pretty reliable and scary for the opponent. Maulers I like melta on them because they can help them crack ctan and with 2” blessing are pretty quick and it’s gives themselves +1 to hit if they get anything through which is nice and even if you advance/charge the extra tendrils at -1 just seem underwhelming. The eightbound and angron can scare a turn one charge and can kill a lot of objective stand around guys really with the exalted being slightly scarier and tanker can go threaten most objectives. LoS is pretty tanky with good shooting and would just kinda add to stat check this army.
This is the Weekly Question thread designed to allow players to ask their one-off tactical or rules clarification questions in one easy to find place on the sub.
This means that those questions will get guaranteed visibility, while also limiting the amount of one-off question posts that can usually be answered by the first commenter.
Have a question? Post it here! Know the answer? Don't be shy!
NOTE - this thread is also intended to be for higher level questions about the meta, rules interactions, FAQ/Errata clarifications, etc. This is not strictly for beginner questions only!
When do pre-orders and new releases go live?
Pre-orders and new releases go live on Saturdays at the following times:
Where can I find the free core rules
Look to the horizon and see your doom! A Green haze has appeared in the distance and a growing hum of awkward waaaghing is growing as the green tide marches forward over Golden corpses.
This weekend we had 10 GT Solo events with 502 players. Which is a great turn out as I counted 832 players at Team events this weekend. With many of the best players of North America said events we had a very interesting weekend. I hope you had fun as the Orks are coming and they are going to shake up the Meta.
Lists can be found on Bestcoastpairings.com or other sites as listed below. Some events are sponsored and thus can be seen without a paid membership. Everything else requires the membership and you should support BCP if you can.
Please support Meta Monday on Patreon if you can. I put a lot hours into this each Sunday. Thanks for all the support.
Hey ye Gits visit the website and help pay for it HERE
OPEN 40K Major - Ile de France – Aleatorium. Montsoult, France. 127 players. 5 rounds.
WTC Scoring. Found on https://miniheadquarters.com/tournaments/individual/results/open-40k-major-ile-de-france-2024-04-13
Necrons (Hyper) 5-0
Sisters 5-0
Grey Knights 4-0-1
Aeldari 4-0-1
Black Templars (Ironstorm) 4-0-1
Sisters 4-1
Grey Knights 4-1
Necrons (CC) 4-1
Aeldari 4-1
GSC 4-1
Aeldari 4-1
GSC 4-1
Grey Knights 4-1
Necrons (CC) 4-1
Tau 4-1
Guard 41
Custodes 4-1
Bedlam in the 'Burgh 2024 40k GT. Coraopolis, PA. 50 players
Imperial Knights 5-0
Space Marines (Ironstorm) 4-1
World Eaters 4-1
Thousand Sons 4-1
Space Marines (Ironstorm) 4-1
Necrons (Canoptek) 4-1
Space Marines (Ironstorm) 4-1
Sisters 4-1
The Los Angeles Classic GT '24. Pasadena, CA. 49 players. 5 rounds.
Space Wolves (GTF) 5-0
Tau 5-0
Black Templars (GTF) 4-1
Space Marines (Ironstrom) 4-1
Chaos Space Marines 4-1
Thousand Sons 4-1
Votann 4-1
Space Marines (ironstorm) 4-1
Death Guard 4-1
III GT-CT. Cartagena, Spain. 48 players. 5 rounds.
Grey Knights 5-0
Orks 4-1
Necrons (Awakened) 4-1
Grey Knights 4-1
Aeldari 4-1
World Eaters 4-1
Death Guard 4-1
Guard 4-1
Death Guard 4-1
Vanquish 2024. England. 47 players. 5 rounds.
Chaos Daemons 5-0
Chaos Daemons 4-1
Guard 4-1
Tyranids (Synaptic) 4-1
Aeldari 4-1
Tau 4-1
Guard 4-1
Thousand Sons 4-1
Münsterland GT6. Horstmar, Germany. 46 players. 5 rounds.
WTC Scoring
Thousand Sons 5-0
Aeldari 4-1
Votann 4-1
Drukhari (Sky) 4-1
Aeldari 4-1
Necrons (Hyper) 4-1
Aeldari 4-1
Drukhari (Sky) 4-1
Black Templars (Ironstorm) 4-1
ADFWGA-ANZAC Cup 2024. Campbell, Australia. 42 players. 5 rounds.
Aeldari 5-0
Death Guard 4-1
Black Templars (GTF) 4-1
Custodes 4-1
Imperial Knights 4-1
Tyranids (Invasion) 4-1
Montana Beerhammer GT. Clyde Park, MT. 33 players. 5 rounds.
WTC Scoring
Sisters 4-0-1
Grey Knights 3-0-2
Drukhari (Sky) 4-1
Thousand Sons 4-1
Chaos Kngihts 4-1
Double Decker Decimation GT 2024. Cheney, KS. 32 players. 5 rounds.
Necrons (Canoptek) 5-0
Death Guard 4-1
Space Wolves (Stormlance) 4-1
Necrons (Hyper) 4-1
Sisters 4-1
Chaos Daemons 4-1
Tarheel Warhammer 40k charity GT. Carry, NC. 31 players. 5 rounds.
Blood Angels (Sons) 5-0
Custodes 4-1
Necrons (Hyper) 4-1
Necrons (Canoptek) 4-1
Necrons (Hyper) 4-1
Takeaways:
For all the other factions not mentioned below see their results Hereat my website.
Sisters had a great weekend wining an event and having the highest win rate of the weekend at 59%. With 5 out of their 15 players, a full 1/3 going X-1 or X-0.
Thousand Sons were right behind Sisters also having a 59% win rate and tournament win and 5 of their 14 players making top tables.
Chaos Space Marines were the worst faction of the weekend again with 17 players with a 33% win rate and only 1 player going X-1.
Guard were the second most played faction and were the 4th worst. With a 40% win rate and no event wins they still had 4 players go X-1.
Blood Angels won a small event and had a nice 50% win rate.
Aeldari had a 56% win rate and 9 top placings. Winning one event they seem to be climbing back up towards the top
As if their collective spirit was broken this weekend with the news of their terrible codex Custodes had their worst weekend in 15+ weeks. With a 42% and only 3 of their 35 players making it to the top tables.
Necrons won two events this weekend including the largest one that took place in France. With a 50% win rate it was a fall from their typical win rate but they still dominated the top tables with 12 of their players going X-0/X-1
Grey Knights won an event and had 6 of their 29 players go X-0/X-1. With a 50% weekend they seem to have found a health place in the Meta.
See all the data HERE
Not talking about just 10th, but what would be the best faction for their edition in the long and illustrious history of 40K? Not just compared to its contemporaries, but across the whole edition?
For example, do you think pre-nerf Harlequins was more overpowered than pre-nerf Nids in 9th?
I'll start- I think 10th Ed index Eldar are probably the worst offenders. 12 fate dice, no phase restriction, pre-nerf Devastating Wounds...
Hi guys, I'm having trouble playing against death watch. This is his list
Deathwatch Black Spear Task Force Strike Force (2000 Points)
CHARACTERS
Apothecary (50 Points) • 1x Absolvor bolt pistol 1x Close combat weapon 1x Reductor pistol
Apothecary Biologis (55 Points) • 1x Absolvor bolt pistol 1x Close combat weapon
Captain in Gravis Armour (95 Points) • 1x Boltstorm gauntlet 1x Power fist 1x Relic blade • Enhancements: Thief of Secrets
Librarian in Terminator Armour (75 Points) • 1x Combi-weapon 1x Force weapon 1x Smite
Watch Master (155 Points) • Warlord • 1x Vigil spear • Enhancements: The Tome of Ectoclades
OTHER DATASHEETS
Assault Intercessors with Jump Packs (85 Points) • 1x Assault Intercessor Sergeant with Jump Pack • 1x Plasma pistol 1x Power fist • 4x Assault Intercessors with Jump Packs • 4x Astartes chainsword 3x Heavy bolt pistol 1x Plasma pistol
Assault Intercessors with Jump Packs (85 Points) • 1x Assault Intercessor Sergeant with Jump Pack • 1x Plasma pistol 1x Power fist • 4x Assault Intercessors with Jump Packs • 4x Astartes chainsword 3x Heavy bolt pistol 1x Plasma pistol
Deathwatch Terminator Squad (210 Points) • 1x Deathwatch Terminator Sergeant • 1x Storm Shield 1x Thunder hammer • 4x Deathwatch Terminator • 3x Cyclone missile launcher 3x Power fist 1x Storm Shield 3x Storm bolter 1x Thunder hammer
Eradicator Squad (190 Points) • 1x Eradicator Sergeant • 1x Bolt pistol 1x Close combat weapon 1x Melta rifle • 5x Eradicator • 5x Bolt pistol 5x Close combat weapon 3x Melta rifle 2x Multi-melta
Indomitor Kill Team (270 Points) • 5x Kill Team Heavy Intercessor • 5x Bolt pistol 5x Close combat weapon 4x Heavy bolt rifle 1x Heavy bolter • 2x Kill Team Heavy Intercessor with power fists • 2x Auto boltstorm gauntlets 2x Fragstorm grenade launcher 2x Power fists • 1x Kill Team Heavy Intercessor with melta rifle • 1x Bolt pistol 1x Close combat weapon 1x Multi-melta • 2x Kill Team Heavy Intercessor with jump pack • 2x Close combat weapon 2x Jump pack 2x Plasma exterminators
Indomitor Kill Team (270 Points) • 5x Kill Team Heavy Intercessor • 5x Bolt pistol 5x Close combat weapon 4x Heavy bolt rifle 1x Heavy bolter • 2x Kill Team Heavy Intercessor with power fists • 2x Auto boltstorm gauntlets 2x Fragstorm grenade launcher 2x Power fists • 1x Kill Team Heavy Intercessor with melta rifle • 1x Bolt pistol 1x Close combat weapon 1x Multi-melta • 2x Kill Team Heavy Intercessor with jump pack • 2x Assault bolters 2x Close combat weapon 2x Jump pack
Proteus Kill Team (360 Points) • 5x Kill Team Veteran • 5x Close combat weapon 1x Deathwatch thunder hammer 4x Infernus heavy bolter • 1x Kill Team Biker • 1x Close combat weapon 1x Long Vigil melee weapon 1x Twin boltgun • 4x Kill Team Terminator • 3x Cyclone missile launcher 3x Power fist 1x Storm Shield 3x Storm bolter 1x Terminator thunder hammer
ALLIED UNITS
Inquisitor (55 Points) • 1x Combi-weapon 1x Force weapon 1x Psychic Gifts 1x Psychic Shock Wave
Inquisitorial Henchmen (40 Points) • 4x Inquisitorial Acolyte • 4x Acolyte firearm 4x Acolyte melee weapon
This is mine
Thousand Sons Cult of Magic Strike Force (2000 Points)
CHARACTERS
Ahriman (130 Points) • 1x Black Staff of Ahriman 1x Inferno bolt pistol 1x Psychic Stalk
Exalted Sorcerer on Disc of Tzeentch (115 Points) • 1x Arcane Fire 1x Force weapon 1x Inferno bolt pistol
Infernal Master (105 Points) • 1x Force weapon 1x Inferno bolt pistol 1x Screamer Invocation • Enhancements: Arcane Vortex
Infernal Master (110 Points) • 1x Force weapon 1x Inferno bolt pistol 1x Screamer Invocation • Enhancements: Umbralefic Crystal
Magnus the Red (440 Points) • Warlord • 1x Blade of Magnus 1x Gaze of Magnus 1x Tzeentch’s Firestorm
Thousand Sons Daemon Prince (180 Points) • 1x Hellforged weapons 1x Infernal cannon
Thousand Sons Sorcerer (120 Points) • 1x Fires of the Abyss 1x Force weapon 1x Inferno bolt pistol • Enhancements: Lord of Forbidden Lore
BATTLELINE
Rubric Marines (210 Points) • 1x Aspiring Sorcerer • 1x Force weapon 1x Warpflame pistol 1x Warpsmite • 9x Rubric Marine • 9x Close combat weapon 1x Icon of Flame 1x Soulreaper cannon 8x Warpflamer
Rubric Marines (105 Points) • 1x Aspiring Sorcerer • 1x Force weapon 1x Warpflame pistol 1x Warpsmite • 4x Rubric Marine • 4x Close combat weapon 1x Icon of Flame 1x Soulreaper cannon 3x Warpflamer
Rubric Marines (105 Points) • 1x Aspiring Sorcerer • 1x Force weapon 1x Warpflame pistol 1x Warpsmite • 4x Rubric Marine • 4x Close combat weapon 1x Icon of Flame 1x Soulreaper cannon 3x Warpflamer
Rubric Marines (105 Points) • 1x Aspiring Sorcerer • 1x Force weapon 1x Warpflame pistol 1x Warpsmite • 4x Rubric Marine • 4x Close combat weapon 1x Icon of Flame 1x Soulreaper cannon 3x Warpflamer
OTHER DATASHEETS
Mutalith Vortex Beast (165 Points) • 1x Betentaled maw 1x Mutalith claws 1x Warp vortex
Thousand Sons Cultists (60 Points) • 1x Thousand Sons Cultist Champion • 1x Brutal assault weapon 1x Cultist firearm • 9x Thousand Sons Cultist • 9x Brutal assault weapon 6x Cultist firearm 1x Flamer 1x Grenade launcher 1x Heavy stubber
Tzaangor Enlightened (45 Points) • 1x Aviarch • 1x Close combat weapon 1x Fatecaster greatbow • 2x Enlightened • 2x Close combat weapon 2x Fatecaster greatbow
Practically during the second turn he teleports 2 kill teams in front of my units, plus terminators and eradicators that arrive from the reserves. It's almost impossible for me to hide my army and I find myself in trouble right away. Do you have any advice? Strategies? Or something to change on my list? Consider that we are a group of friends and in addition to the death watch I face imperial knights, aeldari and necrons.
Hi! Not a 40k player but my partner is very much a competitive one. I'm attending a tournament with him soon and as someone who has never been, I was wondering what the appropriate etiquette is for partners/family/friends attending. The last thing I want to do is embarrass him or make the tournament worse for others but I also want to watch (to some extent, definitely will not be at the table the whole time, will be more checking in). Was just wondering how it goes as far as talking to him and the like. Any tips will help! Just want to support him and be there for him in a non-in-the-way way. :)
Edit: I'd like to add that I am generally curious about the game and wouldn't necessarily be bored out of my mind (artist & pc gamer) so I'm not too worried about falling asleep or anything haha :) my partner's been teaching me what he can so I'm not going in completely blind (barring his thousand sons army bc there's no chance in the next month or maybe year that I understand that yet!)
I was reading new Custodes codex and one stratagem took my attention, it was Vigil Unending.
Fight on Death, for 1 character model (yes, not the unit, just a single model) for 2 CP.
I don't want to be mean to a fresh new book, like people worked on this for a while and I always respect that, but this stratagem looks like shitpost, as if it was meant to be a joke.
So I have a question, what is the worst stratagem in 40k you can remember? Lets also include older editions as well. Curious if there was a worse one than Vigil Unending.
If I want to end up with a big ball of units in position to dominate the middle of the board (e.g. many units / vehicles clustered to benefit from overlapping auras), what’s the best way to deploy for that?
In particular, if it’s not possible to hide the entire ball during deployment, is it better to spread out and hide and try to assemble the ball a few turns in? Or deploy with everything together (or able to assemble T1) but leave some of the pieces exposed to T1 shooting?
Or is it better to have a couple very different deployment plans depending on how much of a threat the enemy shooting is?
Hi all together,
as the title says i'm looking for competitive players/a competitive group for 40k in the area around Bonn/Cologne(Köln) Germany.
After moving from BaWü i'm looking to play more than once a month, when i'm in Freiburg with my old group, to start getting more competitive again (Tournaments, etc.)
My Main Factions atm are Orks and Nids.
I'd be happy to receive some DMs from other like minded Players in this area!
Best Regards
(If this post violates these subreddit guidelines please tell me, i'm gonna delete it right away)
I'm a new player to Warhammer, and I started with the hope of getting in competitve. But I have to admit that I'm feeling really discouraged at the moment. I've played seven games, and every time, I've been stomped so hard that it's really not feeling fun. The problem is each time I've played at my local game store, I've been completely tabled before turn 3. I don't feel like I'm learning anything, as I'm not scoring any points or killing any units.
In my last two games, I didn't kill a SINGLE unit. In my last match, I only did a total of six damage as my enemies made nearly every single save and feel no pain (I also missed a suprising amount of shots.) It feels like my guys are little more than speed bumps for the enemy team as they roll over me and take all the objectives. Right now, I'm using the units from the Leviathan box along with a few extras to make a 1000-1250 Space Marine army. The armies I've faced so far have been Orks, Necrons, Custodes, and Black Templars.
Did anyone else experience this when they first got started? I'm trying to pick up more competitive units, but to be honest, I'm starting to lose any motivation to play.
Here's the deployment:
Hello! I played the (probably) second-to-last game before the tournament I'm running starts on Saturday. It's a small 4 man round robin: me, a pissed Custodes player, an Ork and a guard player.
Yesterday I had a match vs the guard player who's attending, 1000p, and I'd love some criticism.
I ran Christian's list (the Youtuber) of 20 Neopyhytes with a Nexos (GL & SC), 10 Acolytes with a Primus, 10 Neophytes standing on home objective, 10 Genestealers with a Patriatch, a Reductus Saboteur (infiltrated into the middle of the board), a Ridge Runner and since points have dropped, a Cyclops Demolition Vehicle (behind a ruin in the left corner)
The picture shows deployment. I ran fixed missions: Engage on All Fronts & Deploy Teleport Homers, and he ran tactical. I've neved used fixed missions before, always opting for tactical (because they're way more fun).
I put the 20 Neophytes and 10 Acolytes in Deep Strike (using the Primus ability to return them to reserves), shuffling some other stuff around (the Saboteur was on the right flank at first, but the Kasrkin with their scout movement + normal move + move move move would've been able to circle around the ruin to catch her so I moved her into the middle).
Round 1
I got initiative and took it, and he did his scout moves, moving his sentinel away more from my Genestealers, pushing his Chimera & Kasrkin forward.
My initial plan was to use the Genestealers to tie up the scout sentinel (and get the Rogal Dorn into close combat) but he moved his Sentinel to counteract it, so I sent my Genestealers forward into the Chimera, enveloping it and tagging the Infantry squad next to them.
The Genestealers did 6 damage to the Chimera, and I managed to push them far enough so that I got Engage on All Fronts the first turn, and Teleport Homer with the Saboteur behind the ruin. Cool cool. The bad part is that I didn't have anything to hold primaries with, which lost me a huge amount of points. Only my Saboteur and Neophytes were on objectives, but I didn't see how I could move anything forward to snatch more without getting absolutely mauled by the returning fire.
At the end of my turn he returned his Gaunt's Ghosts to reserves and told me that he can deep strike them back in during his turn 1, which I hadn't screened for and didn't know about, so he did just that.
He spent his first turn moving the Kasrkin on the right flank on to the objective in no-mans-land, and disengaging the Genestealers. The Ghosts used Deep Strike behind the ruin so they got a clean line of fire on my Saboteur, whose mines don't trigger on Deep Strike and who went up in smoke. That's -65 points and a Primary lost for my turn 2.
The Rogal Dorn opened fire into the Genestealers along with everything else and killed them all, leaving the Patriarch alone. I rolled a 2, so no more Genestealers. Oh-oh.
Round 2
I shuffled the Ridge Runner & Cyclops around so I was now properly screening for Deep Strike, but I didn't see any way to keep primaries without having my units die from fire the following turn.
I used Deep Strike on the Acolytes with the Primus putting them behind the ruins in the top right flank so I could get Teleport Homer + Engage on All Fronts. This was obviously a huge point sink and in retrospect I'd have done much better if I had an extra Lone Operative in reserves to deal with it instead, but even if I had done say a 3" Deep Strike against the Rogal Dorn he'd just active the "-1 dmg from all sources" Stratagem, and they'd definitely die from the returning fire.
The Neophytes did a 3" Deep Strike into his territory, 5 dying to the Chimera's Overwatch, but ended up killing the Chimera (with -1 AP help from the Ridge Runner) and the entire command retinue (Infantry Squad + Platoon Command), Ursula being the only one remaining. The Chimera exploded killing 3 more Neophytes, of course. The idea was to put them both back in reserves the following turn (Acolytes and Neophytes) to attack a new target, but I already had a sinking feeling that I'd never be able to catch up on primaries.
My Patriarch charged the Ghosts, taking down 3 but suffering 3 wounds in the process.
During his turn he pushed into the middle, now holding all four objectives in no-mans-lands, and deep struck his Scions into my deployment zone for Behind Enemy Lines. The way I had positioned my Neophytes meant that I couldn't see the Scions and he was safe. He disengaged with his ghosts and lobbed a grenade with the ghosts who fell back, killing my Patriarch.
His Catachan & Ursula shot my Neophytes and then charged them, ultimately putting them down to 2 men and a Nexos. So I wouldn't be able to either put them back into Deep Strike nor roll to see if they'd return. Welp. I put the Acolytes back into Deep Strike.
Round 3
By this time there was a huge point discrepancy and no way for me to catch up. We played out my round and then I called it. During my round
Thoughts
- I shouldn't have gone first, but instead let my opponent move forward towards me. Going first made the Gaunt's Ghost gatcha possible but also meant that I had to try and hold the primaries initially, which I wasn't able to do.
- The Ridge Runner was surprisingly clunky since I already had a Neophyte squad holding the bottom right quarter and a Cyclops holding the bottom left. -1 AP is cool if there's a big juicy target for it, but I couldn't use it's movement at all, nor expect it to do anything if my opponent ended up deep striking in.
- I could've screened the Ghosts from coming in, also had no idea they had Fight First, what a wild datasheet they have!
- I would arguably been better off keeping the big blob of Neophytes on the mat for turn one instead of having them in Deep Strike, since they'd be able to help with primaries and ruined any chance of Deep Strike shenanigans from my opponent (due to the Overwatch threat) and probably manage to kill a troop turn one.
- The Genestealers with the Patriarch are quite sturdy, but it's also a hefty points investment and it's not like they can stand on a primary and hold it against a Rogal Dorn. If I had managed to get them into engagement range with the Dorn things would've been different, but everything was screened. I gambled on getting engage on all fronts + the genestealers back with cult ambush.
- I felt like I had to use my hammer units to kill chaff and do secondaries, and wasn't able to plop them up in a good position that wouldn't expose them severely the next turn.
- I'll run the 10 Acolytes without a leader next time, and instead run the 20 man Neophyte blob with both a Primus and Nexos. With the Primus they become a big overwatch threat on my opponents turn, and I can split fire to severely cripple several Infantry units (which is better than outright killing 1)
- I'll run a second Saboteur as a Lone Op instead of the Ridge Runner. I'll let the Neophyte & Cyclops back home handle "Investigate Signals" and "Engage on all Fronts", on that note, I'll also run Tactical missions because it's what I'm used to.
- Genestealers & Patriarch are out and a Biophagus and 5 Aberrants are in, because I need help with primaries.
So new list is:
Primus & Nexos + 20 Neophytes (4x GL 4x SC)
10 Acolytes (4 Demolition Charges, 5 Hand Flamers)
2x Reductus Saboteur
Biophagus (FoA) & 5 Aberrants
10 Neophytes (ML & Flamers)
Cyclops Demolition Vehicle
I'd love some critique and pointers!
As it’s stated above, what tips would you give to improve the deployment step of a game. What are the nuances of this step that many people tend to miss?
Would these tips change depending on the type of army list you face or the faction you’re against? What is your personal guide for new and veteran players alike to make the perfect deployment?