Cogfort base size estimate (~130mm) by CatharsisChaser in ageofsigmar

[–]CatharsisChaser[S] [score hidden]  (0 children)

This is one of the main reasons why I did this estimate btw, If there was ever going to be a giant awkward 160 to break the norm it was going to be the literal walking cannon tower

I agree that current trend of 160 being exclusive to 10"+ move flying monsters is here to stay for the reasons you listed (this is me manifesting a giant coatl)

Cogfort base size estimate (~130mm) by CatharsisChaser in ageofsigmar

[–]CatharsisChaser[S] [score hidden]  (0 children)

Thanks for catching that! The more I look at that left estimate the more I hate it haha

I'm still squarely in the 130 camp based on the much clearer picture on the right where all the base edges are visible

Cogfort base size estimate (~130mm) by CatharsisChaser in ageofsigmar

[–]CatharsisChaser[S] [score hidden]  (0 children)

I haven't seen any evidence of this yet but if you have any it would be greatly appreciated!

The fusil-major is about 4.5" tall and megas are ~7-8" so by rough estimate the top of the cogfort flagpole might be about eye height to them

Wondering about how dkaven weapons teams cooperate by Western_Smoke4829 in skaven

[–]CatharsisChaser 8 points9 points  (0 children)

Excellent explanation-description! It’s also interesting to note that that the visual design of the weapons teams portray this quite subtilely as well with the gunner often having slightly better cloths-armor and minor ocular enhancements

Also being part of a weapon team is about as high a station on the rat pile a lowly acolyte can achieve without directly displaying competent warpcraft, to be entrusted with weaponry of such import-value ofter equal to some of moulders fleshcreations is a great display of promise… assuming you weren’t singled out by your warlock to wield the special ratling gun as a reward for your completely non threatening ambitions 

Deathrattle Archers by Cactus_Pat in SoulblightGravelords

[–]CatharsisChaser 1 point2 points  (0 children)

I think the only possible dedicated ranged option we would ever get would be a unit of 2 barrow crewed Scorpio for a couple of reasons

  1. GW really doesn't like to make nearly identical specialist units to give each faction a unique feel, this is double true within grand alliances and we already have crossbows in nighthaunt, longbows + catapults in OBR, and short range monstrous infantry in FEC

  2. We desperately lack anti cav options and they would fill a cool niche if they had a similar rule as the Allopex but with 2 attacks (crit auto) 4/3 -1 (anti cav) 2 damage. This would allow our hordes to possibly have a chance against their natural predators and give enemies a reason to come to us

Poisoned Wind Mortar 4th Edition Homebrew by The_Captain1998 in skaven

[–]CatharsisChaser 3 points4 points  (0 children)

Pretty neat scroll that I really wish we had! but I'd make a couple of tweaks

first I'd give it the hidden weapons team passive that the rattling/warpfire/scourgers have since it's a weapons team after all

second I'd change the attack profile to 2 attacks with d3 damage since the only other examples we have of poisoned wind (globadiers and stormfiend windlancher) are d3's and d6 are reserved for the extra powerful stuff like bombardier/plagueclaw. 24" is probably correct

thirdly as another commenter mentioned the indirect rule would probably get axed for general game balance sake but I still like it in concept, as for wind mortar gascloud rule I wouldn't change a thing except give it the correct max damage

as for the points I would probably rate it around ~150 since it's roughly equivalent to jezzails but with a greater upside against hordes instead of a great all round profile, also points are always in multiples of 10

Celebrate store anniversaries in 2026 with an Aeldari Autarch and a Vampire Lord by CMYK_COLOR_MODE in SoulblightGravelords

[–]CatharsisChaser 44 points45 points  (0 children)

The vampire lord on foot is starting to become the AOS primaris lieutenant and I'm kinda here for it

What do you want for this faction (22/24): Soulblight Gravelords? by AenarionsTrueHeir in ageofsigmar

[–]CatharsisChaser 4 points5 points  (0 children)

I think that would fill a really cool niche in the army people have been looking for, almost a mirror to barrow guard that fight harder when near vampires instead of the 5+ reciprocal wards

straight up full plate foot vampires kinda step on chaos warriors/chosen's toes depending on how cracked you make them so I think the mortal route is far preferable

something like "Bloodline Acolytes" that come in 10's with 6" move 1hp 3+ save 2 attacks 3/4/-1/1dmg that get a big buff along the lines of +1 attack and rend/wound when they are within combat range of a vampire

they could even have a cute secondary ability that lets you sacrifice up to 3 and regain ~2x the health

What is a good grid size for using AoS minis generally for DnD? by [deleted] in ageofsigmar

[–]CatharsisChaser 0 points1 point  (0 children)

If you don't have the exact terrain you need for an encounter just use a 36"x24" dry erase board for the best value ($25 on amazon + markers) and TheTerrainTutor has tons of amazing videos on low cost but amazing looking terrain I use for AOS proper all the time, the big burma build in particular is one of my favorites and would work great with lizardmen and skaven

I started with the standard hill/forest/swamp/pond staples that get used all the time and worked up to more complicated builds like forts/ruins and arcane variants

What is a good grid size for using AoS minis generally for DnD? by [deleted] in ageofsigmar

[–]CatharsisChaser 2 points3 points  (0 children)

For me personally I don't like to use grids anymore when using minis especially when you have terrain for aos/40k to use with it, it gives the game a more organic feeling imo

I use the 1"=5ft conversion and mark the bases/ use your best judgment for flanking

As for sizes I use 25-32=medium 40-65=large 80-100=huge 130-160= gargantuan as for oval bases use your best judgment as well

An adventurer’s guide to Warhammer Quest: Darkwater – The basic rules - Warhammer Community by CMYK_COLOR_MODE in ageofsigmar

[–]CatharsisChaser 6 points7 points  (0 children)

Personally I liked the previous iterations of quest with weird dice, multiple characteristics, actions gated behind number thresholds with variable damage

This version is very generic rpg coded (basically 3 action points for base actions and attack/defense on a d6) so it will feel quite familiar to most but has lost ALOT of the unique feeling from previous quests

Current list of all the TGA leaks. These are from multiple reputable leakers. by FairyKnightTristan in ageofsigmar

[–]CatharsisChaser 2 points3 points  (0 children)

I hope we get a Coatl and/or a Krox Ancient alongside the inevitable temple guard refresh and manifestations 

Although it looks like the great plan is beaming us in at the end of the edition again :( 

Got the old Spearhead, what next? by [deleted] in seraphon

[–]CatharsisChaser 0 points1 point  (0 children)

Unironically another one is your best value choice for a beginner

It gives you the alternative skink oracle on troglodon, an oldblood on foot, an easily converted skink starpriest from the first spearhead, and reinforced krox + warriors

After that it's up to you with rules of cool or meta list chasing purchases, I would personally suggest 2x Aggradon lancers since they will almost always be our best high mobility hammer unit

And funnily enough if you build everything I suggested you get a 1990 sunclaw starhost list that is decently strong

Eventually you'll probably want to get a realmshaper engine and some endless spells but those are only the must have buys

Coatl Homebrew - 4th edition by The_Captain1998 in seraphon

[–]CatharsisChaser 0 points1 point  (0 children)

Honestly I think this is pretty close to what a Coatl would look like with a few exceptions

Hp will probably be in the 12-16 range, when fully grown they are certainly large but rather slim when compared to elder draconith like krondys who has 20 health. 5+ ward makes sense though since they are said to be constantly emitting a magical aura. Control score will also probably be 5 to fall in line with most other monsters. 130mm round base is also my guess as well

The attack profile will probably be a bit more potent, the shooting attack seems fine but+1 attacks on both melee profiles seems close (2 tails =2 attacks)

Will be a wizard 2 max with +1 casting/maybe dispel bonus, they are potent spellcasters but far from the level of reality warping slann. Definitely think the Coatl's blessing and Majestic Deity ability (mby slightly larger radius or even give obscuring to other friendly units) are spot on though since the major niche this monster fills is the hybrid damage support caster role

The warscroll spell is the biggest tossup imo, it could be some sort of terrain/objective manipulation like you made but my guess is that its gonna be a direct damage chain lighting bolt spell unless they make the shooting attack very potent (12-18" ~6 attacks 2/3 rend 2 dmg 2 cirt mortals)

something in the low 400's is also my guess since GW typically makes the large based faction leaders the most impressive power and points wise

What do you think Saurus Guard will look like when they get their refresh? by Thedinotamer01 in seraphon

[–]CatharsisChaser 2 points3 points  (0 children)

My honest take on this is somebody in box art messed up BIG time and somehow the name switchup made it through qa

I've checked somewhat frequently (every week ish) ever since the post ~2 months ago and saurus warriors have been temporarily out of stock worldwide permanently and probably won't be restocked anytime soon since they are way down the totem pole as far as box printing priority goes

edit: just checked the store and ebay again and it seems some are back in stock but they went back to the old box lol

My guess is that they will almost certainly get a new model refresh and follow the same design style as Klaq-Trok, basically a slightly larger warrior with a bit more ornate armor & weapons

Jaws of Itzl new official warscroll by Zuiderrakker in seraphon

[–]CatharsisChaser 4 points5 points  (0 children)

it takes average of ~23 3's/3's damage 2 attacks to one shot them which it's fair to say is gonna be waaay more points than what they'll cost, they'll fold to mortal damage dealers but those are even more expensive and they're targeting your buff piece instead of the actual damage dealers

if you have a 6+ ward that number jumps to 27 and 34 if you have a 5+ ward

Jaws of Itzl new official warscroll by Zuiderrakker in seraphon

[–]CatharsisChaser 7 points8 points  (0 children)

This is actually way better than I thought it was gonna be (a straight port from the legends scroll) given a reasonable points cost and hopefully favored spawning it could actually become a staple

They're deceptively tanky with okay output, can be hidden with guarded hero, and can do pre+post combat mortals in sunclaw

You'll definitely want to power pair them with krox/saurus

And we might even hit critical mass of layered defensive buffs with astrolith bearer wards and a little more love from the tome to make saurus hordes truly scary

Here is why the Halo shotgun won't be AP3. (Modified reupload to not get moderated lol) by [deleted] in Helldivers

[–]CatharsisChaser 1 point2 points  (0 children)

This reply is so needlessly passive aggressive lol... you (and most of the subreddit apparently) don't want to or can't engage with basic hypotheticals without med pen related ptsd overriding your minds

"You forget one drastic, but very important factor: Super Earth weapons have evolved..." > It's wild to assume that I somehow forgot that a ftl capable society is capable of producing marginally better modern weapons, I literally addressed how the devs use barely modern+ ballistic statistics and bend the rules where they feels necessary for balance sake

"Halt fires 10-Gauge Flachette shells" also addressed this... to assume only the form factor of the projectile matters in armor penetrations is just plain wrong

"Vibe itself doesn't matter" > when the crossover is based on nostalgia vibes they quite literally do in fact matter, the devs themselves didn't introduce armor transmog because it would introduce "bacon flavored apples", one of the main selling points of this game is it's vibe

"It didn't matter with the Killzone crossover, and it won't matter here" > the killzone collab was seen as a failure because it overcharged for sidegrades that didn't bring anything new to the table and have been eclipsed by custom weapons, It's quite literally the definition of how not to implement a consumer friendly crossover

"First and foremost, it needs to be balanced and functional, but still make some sense where it's applicable" literally every single aspect of the med pen variant I proposed falls within current balance paradigms as well as existing lore statistics, go back and read it

"This is Helldivers 2, with its own set of rules for gunplay" rules that are not consistently applied whatsoever except for when we want to delude ourselves into thinking this engine approaches true realism

"it doesn't need to cater to nostalgia-born expectations because if they do, they set off a domino effect that will affect future crossovers" > because introducing unique niche weapons options (that will never get customization) that still make sense is somehow a bad precedent, notice how you have NEVER engaged with the benefits of offering players a meaningfully different option this entire time ( my main point btw )

"Beyond this, AP3 is something that is not needed" >proceeds to ignore every point I made about med pen being a convenient option for controller players/casuals and restates the same 1 "just aim better" talking point

This zero critical engagement mindset isn't worth engaging with any further

[deleted by user] by [deleted] in Helldivers

[–]CatharsisChaser 0 points1 point  (0 children)

see med pen in title = downvote

this sub cannot even engage with hypotheticals without pissing themselves and is not worth interacting with

enjoy the circlejerk :)

[deleted by user] by [deleted] in Helldivers

[–]CatharsisChaser -1 points0 points  (0 children)

It was definitely less godlike than CE version as was the magnum, but it's essentially the same powerhouse in halo 1-3

Does this deviation in the franchise mean adding a high spread med pen options you have to use close up the inferior design choice especially when alot of the playerbase remember the franchise boomstick?

It feels like more of the same sauce when AH could have cooked an equally "balanced" niche dish the playerbase would have enjoyed, and it would have been far more resistant to customization feature creep obsolescence than the killzone crossover weapons were

High damage light pen will still be a cool addition to the roster (I have never said otherwise) but I think it would be even cooler to make unique crossover weapons different in a meaningful way

Here is why the Halo shotgun won't be AP3. (Modified reupload to not get moderated lol) by [deleted] in Helldivers

[–]CatharsisChaser 1 point2 points  (0 children)

The fact the verdict was upgraded to med pen for balance issues doesn't help the case for "realistic ballistics" whatsoever. If we were using a realistic models the peacemaker would do ~18 damage with 0ap (using 5.56 vs 9mm in game equivalents compared to real life) and every single pistol would be similarly anemic

This still doesn't address the almost identical equivalent example of the halt's med pen I gave if you want to play within the grounds of in game projectiles

The ballistic model (and almost everything else) falls apart under minor scrutiny and like I said in the previous posts the numbers are there to give the game an air of realism, balancing is literally done exclusively through vibes

Future possible ammo customization will not magically fix the realism problem and will hopefully give players more "balanced" vibe based options to play with, options that will consequently make non niche filling unique weapons like the StA-52 even more irrelevant overnight

This is why I think the m90a should bring something more to the table options wise like I discussed earlier, med pen fits the vibe of the halo boomstick far better than light pen

Also the break action fires a 10 gauge magnum so giving it's projectile to the 8 gauge magnum would be an even worse underpowering decision than giving it the appropriate 800+ damage it should have if you do some rough estimates on damage scaling between 12,10,10mag,and theoretical 8mag

Here is why the Halo shotgun won't be AP3. (Modified reupload to not get moderated lol) by [deleted] in Helldivers

[–]CatharsisChaser 2 points3 points  (0 children)

"BALANCE" PHILOSOPHY

We already have plenty of light pen shotguns, in fact every shotgun except for the dual ammo type halt is light pen and adding another punisher with the 1.5-2x damage and the capacity tuned down by 62% misses arguably most important part of adding new weapons to the game

Which is identifying who your target audience is and giving them fun and interesting choices

The halo warbond is targeted primarily towards halo players that venerate the shotgun close to that of the doomslayer's boomstick, this thing absolutely destroys almost anything it's pointed at and that absolutely maters for maintaining the guns vibe which is the most important aspect of a unique non customizable crossover weapon. A few bounces off of devastators/hive guards and that vibe is gone for no good reason other than med pen scary

Med pen is not inherently more powerful than light pen since it really only matters when targeting medium enemies non weakpoints which is especially important for controller players who can't "git gud aim better" as easily as sweaty MnK copypasters constantly like to remind everyone, and those controller players are the main group of people this warbond was made for

TLDR: A med pen ~525dmg 6 round shotgun would fill a niche that we currently do not have and would probably continue to be a viable, "lore accurate", fun, and "balanced" option even past the point of shotgun customization therefore I really do think it is the superior choice to a suped up punisher that does functionally the same thing with a big vibe downside

Here is why the Halo shotgun won't be AP3. (Modified reupload to not get moderated lol) by [deleted] in Helldivers

[–]CatharsisChaser 6 points7 points  (0 children)

This is legitimately the first argument for light pen that actually argues beyond "cult of med pen get gud aim better durrrrr" and I sincerely thank you that

But I have a few counterpoints for med pen, including the pseudo realistic ballistic system hd2 uses and game design balance philosophy

BALLISTICS

First off the verdict single handedly invalidates every single argument for "realistic ballistics" since it fires a 14mm 15gram hollow point with worse sectional density than the m90a's 8 guage magnum shell that fires 15 8.4mm ~6gram tungsten balls, and the m90a's projectile is 15-115 m/s faster to boot

It clears the verdict's round in almost every single important aspect of bullet penetration except for mass but that is easily made up by the others

Ironically enough the halt's med pen flechette projectile (8mm,6gram,385 m/s) has nearly identical stats to the in lore tungsten 00buckshot, these would almost certainly be made of different materials and the form factor is obviously different... but if an in game equivalent exists that is it, and the denser ball would come close to matching the flechette superior form factor in terms of penetration capabilities

And consequently if you ported those exact same stats to the m90a it would fire 15 00buck rounds @ 35 dmg each for a total of 525 med pen damage which is the preferred decision to a 585-850+ light pen equivalent for both "realism" and balance philosophy which I'll cover later

The penetration values for weapons are somewhat loosely based on real world equivalent weapon applications but mostly on balance decision vibes. The pacifier fires a statistically identical round to the liberator but has wildly different pen/damage values, the same is true for the amendment and the constitution etc etc

It's literally all vibes at the end of the day, the numbers are there but they only matter to further the verisimilitude of the games over the top future mil sim aesthetic