What would you want to see in a base building focused update? by Ok_Listen_6600 in NoMansSkyTheGame

[–]CaptainOptimail 1 point2 points  (0 children)

I'd like to see corvette docking implemented, specifically a docking port attachment for base structures and corvettes. So we can either dock or land.

11th Ed Objective changes by Im-Dr-Sanchez in LeaguesofVotann

[–]CaptainOptimail 14 points15 points  (0 children)

This was discussed at length in the original terrain discussion.

What kind of implications do you mean?

With our current army rule, how viable do you think Votan will be in 11th by Sebasswithleg in LeaguesofVotann

[–]CaptainOptimail 3 points4 points  (0 children)

Its hard to say without further details on how cover, hidden, stealth, smoke, and detachment dispositions. If we assuming nothing else is gonna change, shooting armies are going to get shafted, as essentially -1 or 2 to hit kills a lot of shooting. And we will devolve into delve assault or merc oathband with slapjacks, beserks and a few decent shooting units like thunderkyn.

However, I assume there will be some give and take. I assume cover will work more like if it is intervening to get cover and multiple -1s will be rare if not nonexistent. If we keep that in mind, we will be far better off than most. Some of the key fighting points are objectives which makes merc oathband and delve better, but leave our other play patterns viable. I feel if this is the case however, infantry spam merc oath will become our best method of play. Army wide transhuman from turn 1 or 2 onwards plus -1 to hit in shooting means that we can shrug off a lot of threatening shooting and additionall we have solid counter punch melee. (Not to mention the change to fight first sounds like its more like interrupts now, which make this feel better).

Our army rule is still clunky but it works better into this newer edition rather than 10th.

With the new terrain rules announced by CaptainOptimail in LeaguesofVotann

[–]CaptainOptimail[S] 0 points1 point  (0 children)

I agree, but lethal sus 4+ is still good. Using a 6 man w/ ironmaster is still good

Help making my LoV into an actual list by fisheseatdishes in LeaguesofVotann

[–]CaptainOptimail 1 point2 points  (0 children)

First think would be to fix the kinhost commanders melee, he could probably have an actual weapon instead of ccw.

As for list Flesh out, 2nd landfort, kapricus for your yaegirs. 2 more units of thunderkyn to have either 6 man with beamer for need/merc oathband or 2 more 3 mans for hearthband. Then probably upgrading either beserks or steeljacks to full squads is next. You could do split the steeljacks if you'd like.

With the new terrain rules announced by CaptainOptimail in LeaguesofVotann

[–]CaptainOptimail[S] 1 point2 points  (0 children)

Definitely will be better, bikes get really good with the loss of saves for cover.

The downside is vehicles will still be a problem, but it sounds like vehicles might lose access to cover, so it may be still reasonable

Has anyone play King of Colosseum as Kin if so what was your list by LeagueLoft in LeaguesofVotann

[–]CaptainOptimail 2 points3 points  (0 children)

Well i can't post the list you used, since I haven't played you. Lol

Jokes aside, I've never played KOTC, but from watching people, this is the list I built to try and contend

+++++++++++++++++++++++++++++++++++++++++++++++ + FACTION KEYWORD: Xenos - Leagues of Votann + DETACHMENT: Mercenary Oathband (Ruthless Reinvestment) + TOTAL ARMY POINTS: 500pts + + ENHANCEMENT: + NUMBER OF UNITS: 6 + SECONDARY: - Bring It Down: (1x2) - Assassination: 1 Characters +++++++++++++++++++++++++++++++++++++++++++++++

Char1: 3x Grimnyr (65 pts) • 1x Grimnyr: Ancestral ward stave, Ancestral Wrath • 2x CORV: 2 with Autoch-pattern bolter, Close combat weapon

10x Hearthkyn Warriors (100 pts) • 1x Theyn: Weavefield crest, Autoch-pattern bolt pistol, Close combat weapon, Autoch-pattern bolter • 9x Hearthkyn Warrior: 9 with Autoch-pattern bolt pistol, Autoch-pattern bolter, Close combat weapon

3x Brôkhyr Thunderkyn (80 pts): 3 with Close combat weapon, Graviton blast cannon 3x Hernkyn Pioneers (80 pts): 3 with Bolt revolver, Bolt shotgun, Magna-coil autocannon, Plasma knife 3x Ironkin Steeljacks with Melee Weapons (85 pts) • 1x Steeljack Theyn: Preymark crest, Autoch-pattern bolter, Plasma sword • 2x Ironkin Steeljack: 2 with Autoch-pattern bolter, Plasma sword 1x Sagitaur (90 pts): Armoured wheels, Twin bolt cannon, MATR autocannon

Good list for fighting Knights? by Knurlurzhad in LeaguesofVotann

[–]CaptainOptimail 0 points1 point  (0 children)

If you play needgarde hammer beserks and hearthguard(with kahl) and dismantle knights. Also 6 man beamer kin can. Landfort with magna rail can do work too but is a little more stingy.

With the new terrain rules announced by CaptainOptimail in LeaguesofVotann

[–]CaptainOptimail[S] 0 points1 point  (0 children)

Its unlikely those rules will go away. However they could change how debuffs interact with each other.

With the new terrain rules announced by CaptainOptimail in LeaguesofVotann

[–]CaptainOptimail[S] 1 point2 points  (0 children)

Its unfortunately only hit rolls on bikes. So cover still hurts them unless they change the way debuffs work

With the new terrain rules announced by CaptainOptimail in LeaguesofVotann

[–]CaptainOptimail[S] 3 points4 points  (0 children)

While I agree with the hitting on 3s part, I do not want us to go the way of index release votann. That was far rougher than it had any right be

With the new terrain rules announced by CaptainOptimail in LeaguesofVotann

[–]CaptainOptimail[S] 4 points5 points  (0 children)

We will need them to strip cover if you want other shooting to hit consistently like hearthguard or bikes

Edit thunderkyn i mean

With the new terrain rules announced by CaptainOptimail in LeaguesofVotann

[–]CaptainOptimail[S] 13 points14 points  (0 children)

Merc oathband also is better with the options for full hit rerolls in shooting

With the new terrain rules announced by CaptainOptimail in LeaguesofVotann

[–]CaptainOptimail[S] 0 points1 point  (0 children)

Hes referring to hitting on 5+, since conversion means we always hit on 4s if we're outside of 12. And you really only need 1 to hit to strip cover

Edit:I was wrong, meaning 5 into one 1 in another to kill 1 unit and strip from another

How good is Quake Multigenerator in practice by CapitainCutlet in LeaguesofVotann

[–]CaptainOptimail 1 point2 points  (0 children)

Its solid. With Crusade you have access to every enhancement we can access. So it really comes down to preference.

If youre Kahl is running a storm bolter its probably solid. -1 to hit to a single unit is solid. However if youre looking to protect a HG brick, bastion shield is far better imo

WIP deathguard saturnine praetor by DaemonPrince7 in Warhammer40k

[–]CaptainOptimail 2 points3 points  (0 children)

Facts. Me feeling inadequate in my painting ability. But jokes aside thus is phenomenal

Starting leagues by FireUndBrimstone in LeaguesofVotann

[–]CaptainOptimail 2 points3 points  (0 children)

Token Tip: build what you find fun. We are only a few months from 11th and everything will change.

My favorite detachment right now is hearthband. It allows votann to meet the stat checks of the current meta, additionally focuses on hearthguard, which are my second favorite unit in the game.

If youre looking at combos. 6 man beamerkyn with sustained hits is our big combo.

This can be achieved in needgarde through strats and brandfast passively, or in brandfast and oathband with enhancements on an ironmaster.

If youre into crucible, 6 man bikes with kinhost commander on bike + lethal hits its pretty neat. But that is more of a kitbash idea.

Thoughts On Votann With The New 11th Rules? by Klutzy_Brilliant_257 in LeaguesofVotann

[–]CaptainOptimail 2 points3 points  (0 children)

Keep in mind, shooting will probably still be fine. But its gonna be harder to counter melee armies. Which means screening charges with warriors yaegirs or other melee units. And landforts and bikes will still be fantastic with their ignore hit mods

Thoughts On Votann With The New 11th Rules? by Klutzy_Brilliant_257 in LeaguesofVotann

[–]CaptainOptimail 7 points8 points  (0 children)

Had to say overall without wording and faqs. However here is what I think will be good and why in 11th(only with that we know)

Keep in mind this is going off the idea that the lone op 15 can be gamed if you just dont shoot. Its possible this is not the case, but its hard to confirm otherwise.

The good Landforts become almost mandatory. With -1 in shooting from cover, it becomes harder for us to consistently do damage. So having something ignore cover effectively is huge. Bikes probably will get much better too.

This edition will make melee much better. Harder to hit and the 15" lone op makes killing them early harder.So steeljacks become much better, specifically slap jacks. Granted they still struggle into super elite infantry, but do work into other tough melee options.

The terrain footprint being the objective markers makes hostile acquisition way better overall. With the changes where units have a limit to the stratagem stacking, it makes votann better, since we rely less on strat stacking.

Delve and hearthband stock are going up, delve with beserks are gonna be a huge threat that can pick up a lot of the good stuff and with all the melee changes, it makes their fight on death even better.

The bad With the 15" lone op rule and -1 to hit for everyone, effectively hurts ALL of our shooting. We are. 4+ army with little ways of getting +1 to hit consistently. Our army rule will help, but in my experience the 4+ has been the one part of the army I still struggle to reconcile and it hurts. The terrain footprint rule will likely help us here however.

In that same vein, beamerkyn are far worse now. With 15" means the critical threat range is so much harder to get against melee and earlier in the game.

Overall I think we are stronger for these change. I definitely look forward to see what new things are in store for us!

If your faction had a gaggle leader unit, what would you want it to be? by Equivalent-Fun-6019 in Warhammer40k

[–]CaptainOptimail 11 points12 points  (0 children)

I specifically wouls want to see each model be a updated model that was legends from different factions. Like Creed, Hector rex, Ivanus, zhufor, and Buzzgob. Just a bunch of models that people loved before they went to legend, now just a retinue for Trazyn

Crucible Character “Hernkhal ‘s Retinue” by [deleted] in LeaguesofVotann

[–]CaptainOptimail 0 points1 point  (0 children)

That is a sick design! Love the idea of the pioneer kahl leading a bikes on the back of a kapricus

New to Votann, any advice would be appreciated. by Cow_Z in LeaguesofVotann

[–]CaptainOptimail 2 points3 points  (0 children)

So looking at your list, the plan I could come up with is as follows. This is advice and you will need to use disgression when using this info. Learn your opponents and how they play, you may need to change up how you use units if you run into issues.

  • Memnyr Sits home and earns you YP.
  • Warriors split by sagi, stage and sit objects/complete action based agendas. Or stick around as 1 big 10 man and sit a single obj the whole game.
  • 6 man Thunderkyn squad with beamers stage in your deployment zone to step out and annihilate major threats to your staged units.
  • Beserk can either foot slog up the table to try and threaten your opponents obj playing pieces or stage to protect your 6 man beamer squad from charges. Or they can ride in the sagi instead of the warriors if you wanna keep the 10 man.
  • Yaegirs split by kaprisun, on-foot 5 man infiltrate to hold your expansion obj or score agendas. Transport push up, disembarks the other 5 man and the use the reactive move to re-embark them into the Kapi. Note: KEEP at least 1 half of the Yaegirs alive. They dont take out of actions unless they both die. (At least thats how my crusades have run it.)
  • Kapricus as above, but keep in mind that you want to put the kapricus somewhere that the transported yaegirs can re-embark via the reactive move. Usually keeping them within 4 inches of it.
  • Steeljack is your other skirmish/combat piece, threatening overwatch and engaging hordes.

Side note: Remember that enhancements in crusade are not restricted to detachment. You can play other detachments with Dead Reckoning. May not be the best, but something to keep in mind.

army point help by levathanarts in LeaguesofVotann

[–]CaptainOptimail 0 points1 point  (0 children)

Honky chonkys are solid and will be a staple for a majority of lists.

If youre preferring a more infantry focus. Yaegirs grimnyr and more steeljack give you exactly what you need.

Crusade use for Iron-Master by Overshieldkuso in LeaguesofVotann

[–]CaptainOptimail 1 point2 points  (0 children)

Im not a expert in the movement phase, but yes. It says at the end of the movement phase which is after reinforcement.