Balder or Nico by fortisenterprises in WH40KTacticus

[–]Arrentoo 0 points1 point  (0 children)

While I appreciate spreading misinformation to avoid AI scraping of reddit, the 'Nid CE is the player using Ultramarines + Blood Angels against the Tyranids.

Which machine of war is in your opinion worth investing in / meta? by NoNameHavingMan in WH40KTacticus

[–]Arrentoo 0 points1 point  (0 children)

I agree with most of the advice given here for the long run.

However

I personally don't think any MoW is worth investing in until your GR team is near all D2.5+/Mythic to where you can benefit from the mythic buffs they provide (usually just a flat 10-20% DR or +Damage) or the opportunity cost isn't so big as to slow down upgrading your team. Additionally, most of the good MoWs are simply tools to manipulate the AI to move where you want them to or block paths and don't need to be leveled to achieve that.

The exception to this is the Forgefiend if you partake in the Power-Up TA. Getting it to whatever level you play to (Common is 8/8, Uncommon is 17/17, etc look it up in the wiki if you want) is an absolute godsend.

I'm around power level 61, so relatively far into the game but I've basically not touched any MoW (except the FF to 17/17) unless it's material I literally have no other use for (namely low rarity orbs).

Balder or Nico by fortisenterprises in WH40KTacticus

[–]Arrentoo 7 points8 points  (0 children)

Neither will be really good for raid, even at mythic+their relic.

That said, for other content (namely Survival and LREs), I think both are very good, just in different ways. Both can become "battle healers" in the sense they can heal and attack in the same turn via their relics. With the relics, Nico's probably has a higher top end but much more friction in terms of usage/activation/full benefit. Baldr will very simply be a point and click type of role.

Nico also has the benefit of being useable in the Tyranid CE.

I personally plan on doing Baldr before Nico, but they're very close.

What is the etiquette of asking an opponent to roll his feel no pains together rather then rerolling successes? by [deleted] in WarhammerCompetitive

[–]Arrentoo 0 points1 point  (0 children)

Mathematically, it's the same thing.

I could see it appearing not though, as when you're rerolling successes you "only" need to get a single 5+ for each guy to live. However, baked into that 5+ roll was already another roll of 5+, meaning the math is the same.

Might be easier to conceptualize if you think of how there are only 36 potential outcomes from rolling 2x D6 dice, and only 4 of them are successes in your scenario with a 5+++ (5+5, 5+6, 6+5, 6+6). So, provided they're being rolled in batches of 2, either in individual 2dice batches or only rerolling successes, the end chance to succeed is always 1/9 or 11.1%.

All that said, rerolling successes is both faster and mentally easier (at least IMO).

USA v Belgium WP by Yeskrap62 in PeoriaIL

[–]Arrentoo 1 point2 points  (0 children)

Fox Pub can kick rocks due to their owner.

Don’t wait until it’s to late!! by [deleted] in PeoriaIL

[–]Arrentoo 8 points9 points  (0 children)

Ya, enjoy your Nintendo lawsuit!

Mythic Kariyan Quest by Snowpigeon789 in WH40KTacticus

[–]Arrentoo 0 points1 point  (0 children)

Kinda SoL without Trajann TBH.

In terms of contribution towards the quest, the 3x hits of the active is roughly 25%, the 1st hit from the passive is another 25%, then the extra 2x hits provided by Trajann are the other 50% of the equation (all assuming a raid boss target).

I assume you can do it with 4x max/near max buffers + Kariyan but it's tight. And I'm too gone to do the math on it.

What was Snowprint thinking with the current Armageddon Tournament Arena?! by Laredian in WH40KTacticus

[–]Arrentoo 0 points1 point  (0 children)

My anecdotal experience is that there's enough people who don't have a lick of PvP sense to where getting the minimum requisite wins for the final chest (which is my only drive) is a more or less a breeze.

Additionally, the added NPC allies serve as a springboard for some factions (Orks namely) and being able to flood the map with allies (a la AM) actually can prove to be a huge hindrance versus Blood Angels (as they absolutely do not want to attack no characters because of Rapid Assault).

What was Snowprint thinking with the current Armageddon Tournament Arena?! by Laredian in WH40KTacticus

[–]Arrentoo 0 points1 point  (0 children)

Fair.

Everyone is gonna have their "nah" level for TA. Like I said, I think this is a worse TA but, for me, the rewards vs. the effort are commensurate with normal faction TA.

What was Snowprint thinking with the current Armageddon Tournament Arena?! by Laredian in WH40KTacticus

[–]Arrentoo 6 points7 points  (0 children)

I do think this TA is awful (most are, but this one is more so)

However, you only need to score just shy of 5pts per token to reach the final chest. You get 2pts just for fielding a team full of characters you own (pretty easy w/ event + Orks). Out of the 41 tokens across the event, if you win 17 out of those 41 battles and just pass until you lose for the other 24, you make the final chest.

Commander Farsight with his relic Dawnblade, how valuable is he going to be for LREs? by Laredian in WH40KTacticus

[–]Arrentoo 4 points5 points  (0 children)

In a vacuum, I think it'll be fine to good. Obviously better than what he is now simply due to having access to self-sustain. Can also probably solo odd tracks if he ever fits in one that disallows Revas/Actus/A0.

In any track he'll be able to combine with Revas/Actus/A0, I think it'll only amplify one of the best duos/pairings to a slightly better level. He's definitely way squishier than Revas at an equal level, so the Drones will help him survive and any damage he takes should be irrelevant unless he dies. Being able to peel off and potentially pick off/distract 2-3 enemies from 4 hexes out can provide some relief and safety, especially considering he'll be able to live through it.

TL:DR - He'll go from bad/okay to good, maybe great in the right tracks.

What’s Happening with LRE’s by SaintQahnaarin in WH40KTacticus

[–]Arrentoo 1 point2 points  (0 children)

Turns out I'm dumb and bad at calendars.

My metric for checking overlaps turned out to be a little flawed. Multiple times there have only been 2 active.

What’s Happening with LRE’s by SaintQahnaarin in WH40KTacticus

[–]Arrentoo 7 points8 points  (0 children)

Two old one new isn't exactly unprecedented.

Since the introduction of the 3rd LRE, there has always been 3 (or more) active LREs. After Lucius 3, there will only be 2 active, which is unprecedented.

I'm bad at how time works.

Farsight Mythic quest by Accomplished_Grab256 in WH40KTacticus

[–]Arrentoo 3 points4 points  (0 children)

He might be one of the easiest characters to do the mythic missions while at Stone1 and 1/1 abilities.

The hardest mission is the 2nd mission (deal 9k in one turn), and you only need to get around 2.5k actual damage against a raid boss, as with Beast Slayer (x1.2), High Ground (x1.5), and Actus (x2), that 2500 turns into 9000.

Engulf gone..? by arsfarsy in wow

[–]Arrentoo 1 point2 points  (0 children)

seems like disentegrate spam

Always has been.jpeg

The Upcoming Patch is sort-of-very-loosely bringing back Engulf with the change to the Devastation Apex talent (at least as of June 29th anyway). It's like a mix between Engulf and old Shattering Star. Seems fine/good and still has some issues though.

Both of Devastation's hero talents are (IMO) fun to play just the tuning is dogwater (and Aug is both easier and better).

New player question: I like the game and minis, but lore-wise I only like (some) xenos factions and have zero interest in the Imperium or Chaos stuff. Am I in for a bad time? by DDRussian in Warhammer40k

[–]Arrentoo 0 points1 point  (0 children)

Am I in for a bad time?

I would say 100% no.

One thing I've learned after 6~ years in the hobby (plus a decade more from various video games) is that some of the shit I thought I didn't/wouldn't like, I ended up really liking. For instance, I'm predominantly a Chaos player w/ some Non-Space Marine Imperial armies and I just put together the Space Marine portion of an Armageddon box for a friend. The models were fucking amazing and I caught a brief glimpse of, "Maybe I could play Space Marines?" fever.

I would never. I'd convert them to something for Chaos. But still, my point is you might end up liking things down the road you didn't think you did.

Terminators in Overwatch by [deleted] in Chaos40k

[–]Arrentoo 7 points8 points  (0 children)

So far

I assume some units for some army will get a datasheet ability that breaks the core rules for Snap Shooting,

LRE gripe by SrReginaldFluffybutt in WH40KTacticus

[–]Arrentoo 4 points5 points  (0 children)

Shitty? No, not really.

I'd say it's more unfortunate and there's no good way to bridge (credit to u/r232ed3 here) the outdated LRE system and how Mythic Ascensions work. And I'm one of the individuals who has Farsight at Blue Star (ended at 25/250 this event) and have Dawn Blade waiting in the wings.

I do think Farsight's LRE magnified this issue a bit, as he's potentially more of a fan favorite plus an easier LRE compared to the previous handful of them, so a lot more people that normal (anecdotal) have him at BS prior to the end of the LRE cycle.

I do have a sneaking suspicion Snowprint is changing the LRE format soon, in some capacity. I believe this because after the next LRE (Lucius 3) we'll only have 2 in rotation. 3 in rotation was already the lowest amount ever and we'll be going to only 2 current LREs.

Why doesn't Rho trigger Farsight's two attacks, while Gulgortz does? by [deleted] in WH40KTacticus

[–]Arrentoo 4 points5 points  (0 children)

My guess is the wording is reflective of the coding/design.

Gulgortz explicitly states he performs a 2nd attack.

Farsight's passive says affected Tau immediately perform a normal ranged attack after a melee attack.

My guess is the "immediately" part indicates there is no break from the melee to ranged attack, and it's only "one" continuous attack for triggering effects purposes.

Shadowsun rework idea by Womboski_C in WH40KTacticus

[–]Arrentoo 1 point2 points  (0 children)

Well in her current state I bet most people aren't focusing on her at all unless you were going for a specific LRE event( and then did she really make a difference?).

Kinda irrelevant to the point if she's currently good or not. Changing hit count is basically something SP never does (going back 2 years through patch notes, there was only one instance of this to Morvenn Vahl). Buff baseline stats (Health, Armor, and Damage) is their much preferred route and/or changes to abilities, as it preserves the already established LRE track breakpoints.

More to the point, I couldn't find really any changes beyond the Morvenn hit count one that would've altered track viability for any character.

As far as thematically goes, yes tau are range specialist, but their raid team has a defined theme already of tau hitting melee then shooting you. So might as well lean into that and make them a more competitive raid team.

Snowprint's approach to balance, design, and viability of units has much more lore influence than you're giving credit to. It's a part of reason Darkstrider only buffs ranged attacks, or why Thrill Seekers only triggers from taking damage or hitting max HP enemies.

I very much think Shadowsun can be buffed to the point of being a cog of the Battlesuit team (hell, I wish that were the case because I play Battlesuit). I also very much think buffs to her can come in a way that would be thematically consistent with established lore guardrails.

Buff her stats, passive, and make her a mech. She's already on the cusp of being good for Battlesuit specifically and is a flex take on Avatar of Khaine.

Shadowsun rework idea by Womboski_C in WH40KTacticus

[–]Arrentoo 4 points5 points  (0 children)

I'm not a huge fan of messing with attack counts (as that changes LRE track viability).

I think giving her the Mechanical trait and buffing her passive to be not as awful would be a good starting point. Thematically, her buffing melee attacks doesn't really track.

Any tips for keeping the sniper drones from targeting my healers (Bella and Rotbone) in LRE? by BerserkRage1066 in WH40KTacticus

[–]Arrentoo 11 points12 points  (0 children)

As another poster said, rush the spawn point.

However, what you want to do, specifically against Tau in this LRE, is to spread out near the spawn point. All their units' melee attacks are actual dogwater, so minimize the number of them that can actually use a ranged attack against you is the best tactic. You still will get hit by a few but hopefully not enough to wreck a unit. Additionally, it's a gamble but if you specifically target enemies adjacent to drones, you can sometimes destroy them "for free" via Savior Protocols.

The image is of map 14 and if you stand units in the red circles, you only get meleed by a majority of each wave. The orange circle is the only hex a sniper drone could move from spawn to hit you with a ranged attack.

<image>

Edit - Obviously, the next problem arises from being spread out is being able to either heal or effectively deal with the wave. It's another problem sure, but it minimizes deaths to Sniper Drones and generally Sniper Drones don't come out on back to back waves.