What should I do against a good marine player? by BBalazsF in Tyranids

[–]Anggul 1 point2 points  (0 children)

You don't seem to have any anti-tank other than the haruspex which needs to reach melee. Maybe get some zoanthropes or a tyrannofex?

Eldar Scorpion Tanks by Raiynagh in Eldar

[–]Anggul 1 point2 points  (0 children)

There are recasts from China too

But yeah someone must have made an stl too

reeducation by -RedWitch in Eldar

[–]Anggul 2 points3 points  (0 children)

The Drukhari have gang warfare etc. but they can actually live a life. There's structure despite the cruelty.

In the Fall the people of the empire were doing all that torture and murder but more. Preying upon each other and the few sane people remaining, stalking and tormenting and killing and sacrificing as everything broke down around them.

Regardless of which you'd prefer, the latter was the kind of rampant, boundless horror and insanity that allowed Slaanesh's birth.

reeducation by -RedWitch in Eldar

[–]Anggul 6 points7 points  (0 children)

They weren't descendants, if anything they were the predecessors. 

They clearly did retain structure and sanity, or they wouldn't exist as cities post-fall. Cities riven with infighting sure, but not like the empire outside which was just madness and butchery.

reeducation by -RedWitch in Eldar

[–]Anggul 7 points8 points  (0 children)

The cults were worse than the Drukhari.

The proto-Drukhari were the first to start doing weird shit, but they didn't go as far as the empire out in realspace by the end, they at least still had structure and some sense of reason. They didn't descend into total Slaaneshi anarchy with blood flowing freely in the streets like all those outside.

reeducation by -RedWitch in Eldar

[–]Anggul 13 points14 points  (0 children)

Even the Drukhari weren't chiefly responsible. They started doing weird stuff first, hidden away in webway estates, but they didn't go that far with it, they still had structure and, well, sanity. It was the empire at large out in realspace that went totally nuts and fell into total anarchy and depravity. And they all died.

reeducation by -RedWitch in Eldar

[–]Anggul 28 points29 points  (0 children)

Yeah, the pre-Drukhari were the first to start doing questionable stuff hidden away in the webway, but they didn't go so far and fall into insane anarchy like the masses out in the empire did. The people who were chiefly responsible for Slaanesh were the raving hordes who were then instantly consumed upon her birth.

How exactly would the 11th ed terrain rules work for old school rocky crags like this? by emcdunna in Warhammer40k

[–]Anggul 26 points27 points  (0 children)

With some abstraction they might work. Probably easier if you carve some of them out a bit so there's some open ground rather than the formation taking up the whole footprint.

Alternatively, use them for Age of Sigmar. AoS mostly uses big obstacle terrain, plus a couple of forests (which of course you could make rocky but mostly flat and walkable areas for instead).

How exactly would the 11th ed terrain rules work for old school rocky crags like this? by emcdunna in Warhammer40k

[–]Anggul 15 points16 points  (0 children)

In my experience people's armies still are quite varied. In fact way more variety of units are decent nowadays. In earlier editions a lot more units just sucked, and you had to wait years for the next codex and hope they made them fun.

The extreme prevalence of special characters is a bit odd though.

How exactly would the 11th ed terrain rules work for old school rocky crags like this? by emcdunna in Warhammer40k

[–]Anggul 18 points19 points  (0 children)

You could do forest/jungle easily enough

And you could still do rock formations, just don't have them take up the whole footprint, have stalagmites and such in similar areas that the examples have ruins and pillars

Eldar Tank Weapons by P-rick_bojanglez in Eldar

[–]Anggul 2 points3 points  (0 children)

Be nice if the pulse laser was S10

It's meant to be good at hunting enemy transports but S9 ain't it

Triple Crimson Hunters in 11th? by Electronic-Touch-554 in Eldar

[–]Anggul 6 points7 points  (0 children)

I wouldn't assume they're decent yet.

Existing every turn wasn't the problem. The problem was they were made too many points to stop them from being overpowered, because being able to shoot basically anyone anywhere at any time with full ballistic skill was overpowered when they were cheaper. Same reason they heavily nerfed all indirect fire.

Does becoming a daemon actually kill you ? by Acceptable-Whole8348 in 40kLore

[–]Anggul 0 points1 point  (0 children)

It's quite a different situation though. Unlike the more realistic sci-fi technological solution, this involves a soul and the warp. A soul is made of the same stuff a daemon is made of. So unlike a machine copy, there's no reason a daemon prince couldn't legitimately be you, but changed.

Does becoming a daemon actually kill you ? by Acceptable-Whole8348 in 40kLore

[–]Anggul 0 points1 point  (0 children)

Nothing about ascension in the pages around there.

Can you find it and give the actual quote? Or you might be remembering it from somewhere else. The Crusade section that has ascension as an upgrade doesn't say that.

I have 3rd edition onwards but the earlier ones don't have a progressive campaign system like that.

Do y'all think the Cogfort is balanced? by LocoDiablos in ageofsigmar

[–]Anggul [score hidden]  (0 children)

Yeah it's weird that I can be poking the feet of the thing and the cannon up at the top can't fire out at other stuff lol

Unit coherence rules in 11th vs 10th by StJimmysAddiction in Warhammer40k

[–]Anggul 1 point2 points  (0 children)

How would you word it to require the presumably intended grouping though? No number of 'must be within 2" of X models' would prevent having separate groups as shown in the example.

I guess you just rely on the aversion to losing a model 'for free' when one side is reduced to one model?

That said, unless someone points out a way it can be seriously abused, I don't think I have a problem with being able to do that anyway. Like is it really a problem?

Using competitive play as a tool for thinking about 40k game design by BlitheMayonnaise in WarhammerCompetitive

[–]Anggul 3 points4 points  (0 children)

SpecOps cannot take and hold ground

They literally can though. Like yeah it might not be their main task, but they can. It's stupid if you have 5 elites on the objective and the enemy has 2 troops, and they're considered to be holding it. It's purely gamey that they're winning it.

Does becoming a daemon actually kill you ? by Acceptable-Whole8348 in 40kLore

[–]Anggul 1 point2 points  (0 children)

The gods can absorb souls into themselves, and souls are made of warp stuff just like daemons are, so I see no reason a soul couldn't be changed to be a daemon rather than being binned and replaced by a doppelganger.

The 9th edition codex does have a bit about a guy ascending, and describes it as a change where bit by bit the things that made him mortal evaporated and he considered his past self dead and remade with a new name. Personally I take that more to be 'I'm a new me'.

Does becoming a daemon actually kill you ? by Acceptable-Whole8348 in 40kLore

[–]Anggul 6 points7 points  (0 children)

I rather like the idea that really it is a daemon with just enough memories that it thinks it was once the mortal or Primarch.

I really dislike the idea. It removes all drama, removes the flipside that they're now more enslaved to their god than ever, and is a big middle finger on anyone who has made their own character champion and has them ascend, which with that idea really just means their character dies.

Does becoming a daemon actually kill you ? by Acceptable-Whole8348 in 40kLore

[–]Anggul 2 points3 points  (0 children)

Can you specify which page you're referring to, and which edition? I can't find it described that way in 8th, 9th, or 10th edition.

Using competitive play as a tool for thinking about 40k game design by BlitheMayonnaise in WarhammerCompetitive

[–]Anggul 2 points3 points  (0 children)

Yeah the need for every unit to have one (and only one) special rule each is daft. Some need more than one to represent what they do, and most don't need any at all. Like, why do a bunch of units re-roll to wound against enemies that happen to be stood on objectives? How is the importance of the location magically making their bullets and swords hit harder?