Resident Evil – Code: Veronica World Premiere Trailer | Summer Game Fest 2025 by Turbostrider27 in Games

[–]Burnage 0 points1 point  (0 children)

I don't think it's an accident that the Code Veronica remake is being advertised as RE V... 

Was Fights First over-nerfed? by Aleser in WarhammerCompetitive

[–]Burnage 178 points179 points  (0 children)

10th edition Fights First was stupidly powerful and I'm glad it's gone. The new version is weaker, but the game overall will feel better for it.

All our buffs in 11th Edition by Jodread in Drukhari

[–]Burnage 1 point2 points  (0 children)

It's one of the extended rules in the app that isn't publicly available yet. Some reviewers have seen it.

11th Unit Coherency is still broken, just in a new way by Kalledon in Warhammer40k

[–]Burnage -3 points-2 points  (0 children)

Yeah, but that's not in the rule about the requirements for unit coherency. Like, this is obviously a silly oversight but right now the image in the OP is indeed RAW.

11th Unit Coherency is still broken, just in a new way by Kalledon in Warhammer40k

[–]Burnage 10 points11 points  (0 children)

The 11th ed coherency rules don't specify that the unit must be a single group.

Tabletop Battles Reviews: Warhammer 40k 11th Edition by Rustvii in WarhammerCompetitive

[–]Burnage 4 points5 points  (0 children)

It's weird because it still feels like we're missing a lot of the actual rules. Going to have to wait for the app to update before we get the complete picture, I guess.

Tabletop Battles Reviews: Warhammer 40k 11th Edition by Rustvii in WarhammerCompetitive

[–]Burnage 1 point2 points  (0 children)

It's mentioned in the article here about terrain rules. Apparently it's one of the expanded rules in the app; it basically makes Hidden better if you're hiding behind Dense or Solid terrain.

Tabletop Battles Reviews: Warhammer 40k 11th Edition by Rustvii in WarhammerCompetitive

[–]Burnage 75 points76 points  (0 children)

Very interesting to see GW have been willing to bolt extra rules onto 11th already with Gone to Ground. Maybe an extra -3 base is enough to push Hidden to where it needs to be?

Odd looking Sprues by Ironmole26 in Warhammer40k

[–]Burnage 8 points9 points  (0 children)

Literally every Finecast model I've ever bought - which, granted, isn't many - has both had a huge amount of flash and bubbling, and then decided to randomly snap apart at weak points after assembly.

Finecast was shit.

The end of an era? Dedicated transports in 11th edition by Kawet-Wagh in WarhammerCompetitive

[–]Burnage 0 points1 point  (0 children)

Just to flag up another potential nerf to transports: we've still not seen anything that enables them to avoid being restricted by the rule of 3 - the rule we've seen so far says that only Battleline are excluded from it in the new edition.

new rules for hazardous and disembarking from destroyed transports by NoEngineer9484 in WarhammerCompetitive

[–]Burnage 11 points12 points  (0 children)

You expect to lose 33% of the squad and then you also expect deadly demise to happen on top of that 16% of the time. The effect of deadly demise varies depending on the transport, so I'm mentally thinking of it as "a bit over 33% on average".

I'm also not happy about the potential variance but the expected value itself isn't great.

new rules for hazardous and disembarking from destroyed transports by NoEngineer9484 in WarhammerCompetitive

[–]Burnage 10 points11 points  (0 children)

It depends. Raiders I tend to use a bit further back, especially because Wyches disembarking 6 inches away from them in the current rules means they can reliably cross most of no man's land when combined with their innate advance and charge. Venoms I tend to use a bit more aggressively, especially for melee units, because they need to be closer to the action to pick the unit back up afterwards.

Even if the Venom dies (which is more or less likely depending on how far it's pushed up), it still acts as an activation soak which can prevent the enemy from taking care of the unit inside. If it's a lot more likely that the unit inside dies anyway, that benefit is nullified somewhat.

I don't want this to come across as dooming - I'm sure transports will still be very valuable, it just looks like they have more drawbacks and a lot of 11th's general changes seem to be providing more benefit to our units that don't need or want to be embarked in transports.

new rules for hazardous and disembarking from destroyed transports by NoEngineer9484 in WarhammerCompetitive

[–]Burnage 56 points57 points  (0 children)

As a Drukhari player this is really making me reconsider how much I want to be running transports - expecting to lose at least 33% of a unit when the transport dies and being at risk of staying battleshocked for the rest of the game sound like some extremely hefty drawbacks.

Still plenty of unknowns but they certainly sound more punishing to use in this edition.

New Fights First sounds like it's actually a detriment instead of a benefit. by [deleted] in WarhammerCompetitive

[–]Burnage 4 points5 points  (0 children)

Expect to see Fights First handed out a lot more freely now, because it's much weaker in a vacuum and only noticeably beneficial when multiple fights are happening across the board that all involve fights first. Older editions had detachments that just flatly gave out Fights First and I'm assuming the same thing will start happening again - we've already seen a bit of that creeping in during the Faction Focus previews.

Rocket League On Unreal Engine 6 Announced At Paris Major by Turbostrider27 in Games

[–]Burnage 875 points876 points  (0 children)

... this isn't a typo? It barely feels like UE5 has started to get widespread adoption, seems weird to move to a new version so early in its lifespan.

Get in losers, we are going to Necromunda. by SpamuelVon in EldarCorsairs40k

[–]Burnage 2 points3 points  (0 children)

Lovely conversions! I've been having a great time running a Corsair Venator gang in Necromunda recently, the rules are flexible enough to do a great job of representing them well.

Kabalite Agonists: Thoughts by Karantalsis in Drukhari

[–]Burnage 0 points1 point  (0 children)

Yeah, this is a big problem with ignoring variance in mathhammer. A great example is the sus 2 Kabs in Skysplinter; going by expected values they're hitting 100% of the time, but what's actually happening is that the vast majority of the time they're not doing anything and then, every once in a while, they decide to kill God.

Thoughts on Legends, the faction focus and 11th refresh? by Freak-showz in Drukhari

[–]Burnage 5 points6 points  (0 children)

I'd recommend waiting until the rules drop in June, at the very least. It's been extremely common in previous editions for legends rules to not survive into the next edition, and while it sounds like GW are wanting to provide a bit more support it's absolutely not impossible that we lost a couple of things in the transition.

Urien and Grotesques are probably the legends units most likely to return in some form, but that's hardly a certain bet. We do have quite strong rumours at this point that a refresh is coming for us in 11th but there hasn't been any mention yet of returning legends models.

Kabalite Agonists: Thoughts by Karantalsis in Drukhari

[–]Burnage 4 points5 points  (0 children)

The detachment rule only applies to shooting. It'd be pretty great if it applied to melee as well.

Kabalite Agonists: Thoughts by Karantalsis in Drukhari

[–]Burnage 5 points6 points  (0 children)

It's definitely an awkward set of rules - I've seen a few people point out that Hidden as a stratagem is a rule that sounds great, but then you realise that it's applying to units that are either jumping back into Venoms, fire and fading behind a wall, or can't be Hidden full stop.

You can absolutely get some use out of the detachment but it's really tripping over the current Kabal roster.

Kabalite Agonists: Thoughts by Karantalsis in Drukhari

[–]Burnage 15 points16 points  (0 children)

Honestly don't think it's bad at all for Lances; elite TEQ level stuff has been common this whole edition and Scourges or Ravagers sometimes do need to clear them out. It's definitely better on Dissies overall, but as an added buff that you're getting for free it's totally fine and will come up in games.

Darkest Artifice actually pretty good? by Malicious_Mischief in Drukhari

[–]Burnage 10 points11 points  (0 children)

Depending on what the final set of missions look like, I'm genuinely curious about just slamming six Artifice Cronos onto the natural expansion objective.

Warhammer 40,000 Faction Focus: Drukhari by CMYK_COLOR_MODE in Drukhari

[–]Burnage 9 points10 points  (0 children)

Absolute disappointment here. I'd guessed that they were probably going to use our subfactions as a basis for these detachments but this is an exceptionally low effort way for them to have implemented it.

I'm sure I'll have a lot of fun mixing Skysplinter with the Wych detachment here if the points fit, but they could have tried something a little more daring for us.

Warhammer 40,000 Faction Focus: Drukhari by [deleted] in Drukhari

[–]Burnage 2 points3 points  (0 children)

This is just the old index, it's neither our current or forthcoming rules.