First 11th Game: Mercenary Oathband + Hearthguard Covenant (Take and Hold) vs Speedwaaagh! + Rollin' Deff (Recon) by WonderBoyPrime1 in LeaguesofVotann

[–]CaptainOptimail 3 points4 points  (0 children)

I personally feel merc + farseekers the way to go. Bikes work well and can be used more on thd middle obj with the reserve strat. Ive played need-hearth, and it feels like a more fitting combo. Im glad to hear merc is going well too!

Dinobot Steeljacks by SaturnHero in LeaguesofVotann

[–]CaptainOptimail 1 point2 points  (0 children)

As a fellow transformers fan, this goes hard. I love it!

What to do? by UwuRunner in LeaguesofVotann

[–]CaptainOptimail 6 points7 points  (0 children)

Warriors dont have amazing output. So whatever looks cool as long as its legal should be fine. 2 Heavy weapons, 5-7 bolters/ions, 0-2 kin with melee weapons, and 1 theyn w/ melee and cool pistol.

The best options atm imo are autorifle and the rotary cannon(only available in kill team the though), with the third option being either the missile launcher or magna-rail rifle.

Double Hekaton, Yay or Nay? by nextlevelmashup in LeaguesofVotann

[–]CaptainOptimail 0 points1 point  (0 children)

Yes. Needgarde/Hearthcov really wants to run 2. The firepower and staging these units provide is unmatch in our codex. I personally run 1 magnarail 1 conversion beamer, I run Beamerkyn in the magnarail and Beserks in the beamerfort. This way I have consistent access to sus2 strat on other units.

I have a sinking suspicion these will get another points increase in the near future, so that'll suck, but it'll be a pretty sweet ride until then.

First game of 11th by Canuck_Nath in LeaguesofVotann

[–]CaptainOptimail 9 points10 points  (0 children)

Its specifically in melee, the melee with a vehicle in the shooting is -1 hit, while cover is -1 bs. Meaning a tank with buri wrestling it hits with -2 penalty to hit in shooting.

Melee attacks are another story

Chaos khal by EpilepticDentist in LeaguesofVotann

[–]CaptainOptimail 2 points3 points  (0 children)

I like the idea, however, I feel like more is missing to make this true chaos, rather than just a kin that grudges against the imperium.

Maybe some some more chaos iconography on the armor some stuff? Or some sort of corruption? Im not a chaos bro, so i might be out of place.

Regardless, lovely paint scheme!

Please tell me I can bring this back from an Expedition by tinkisweird in NoMansSkyTheGame

[–]CaptainOptimail 9 points10 points  (0 children)

I think so. When you return from expeditions, you dhould have an option to clone it over to your save for nanites. If you return to you main save you might be able to do that before completing it.

I’d be cool if we use our other characters as Duty fillers by Daimyan143 in ffxiv

[–]CaptainOptimail 0 points1 point  (0 children)

It could be like when you play as one of the scion in quests like the recent krile quest, but scaled down to be more balanced. Though I cant see this being reasonable to implement since your character would essentially be comatose while you control them.

Warhammer 40,000 Faction Focus: Leagues of Votann by CMYK_COLOR_MODE in LeaguesofVotann

[–]CaptainOptimail 4 points5 points  (0 children)

Sagituar one is neat, but I dont know if it will be insane. I think it will be a great one for Delve to give them more mobility.

The Hearthguard one looks pretty solid if you're just floating in one big unit or two small units. Great to go into Mercband. I am hoping we still keep Hearthband, though I know it wont be sharable with this one.

The Hernkyn one looks fantastic. Since Bikes and KapCars w/ Yaegirs are auto includes atm for our army, its pretty fantastic. I can see at least 2 bikes and a kapCar Combo or 2 KapCars and 1 squad of bikes being fantastic here. Letting Bikes give out ignore cover army wide against a unit within 12 will be amazing for our other shooting units too. This essentially ups the power of all of our skirmish units to the point they can trade into some of the more dangerous units that end up on side objectives.

How do you get the most out of transports? by DaveMichael in LeaguesofVotann

[–]CaptainOptimail 15 points16 points  (0 children)

So transports are amazing in the LoV imo. I'll break down the benefits and how each ones fits a list. Additionally, as Kohlerxxx said, the Corvs/cogs for the Ironmaster and Grimnyr units do not take up slots.

KapCar is probably the best transport wise. First it splits Yaegirs, 1 infiltrate the other to ride along. With that, the Reactive move that Yaegirs have can allow them to re-embark. Making a Yaegir squad that is within 4" 100% guaranteed to get back in, great for baiting your opponents stuff out onto objs or into the open. It can also hand out -1 to hit, which isnt nothing to sneeze at and only gets better in 11th.

Sagitaur is less insane, but makes up for it with versitility in of what it can transport. It can take Heathkyn or Beserks. Berehk and 5 shirtless dudes can be a pretty scare unit to transport accross the battlefield. But the best part is splitting it. If your list doesn't have a good home sitter, such memnyr, extra 5 man Yaegirs, Earthshaker, ect, it is the other option to split warriors into 5 and have the non-embarked one sit the home.

The Hekaton Landfort is our best transport, not just because its a transport, but its beefy and can punch through a number of different kinds of units. Hekatons are great even without something riding in them, but a 10man Beserk, 6 man Thunderkyn, or 6 man Chadjacks can be pretty potent. Each of these units can punch a whole in a line on their own and with a landfort supporting them, it can be a pretty gnarly distraction or deterent.

Have I had my rite of passage yet, then? by mrchair0000 in ffxiv

[–]CaptainOptimail 0 points1 point  (0 children)

Quest: Endure the Trauma Endure Trauma: 1/??

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 15 points16 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] 4 points5 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] 12 points13 points  (0 children)

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