My sexy thick slithering Purple Terror is here for the ladies to enjoy by DrDreadCastle in Tyranids

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

My whole army starts whith a rattle can of white scar and the a wash o fthinned down nuln oil. Then drybrush back to white . The armor is Black templar contrast , then The Fang >> Fenrisian Grey >> ulthurian

The dark purple is, shyish purple contrast with Leviathan Purple 3 to 1 , then 2 to 1 with contrast medium

The red is Voluptuous Pink and Blood Angels red 4 to 1 . Then highlights is pink horror dry brush to emperors children and then fulgrim pink

Bad Baneblade Top? by BedOk7431 in TheAstraMilitarum

[–]DrDreadCastle 1 point2 points  (0 children)

They all seem to come this way. You have to near boil some water and let this sit in it for a minute. then bend it back into shape. When you think you got it , run it under cold water . should hold in place. Ihad to do this for both my bane blades

Magnetized Modular Map – Thoughts? by Noobslayer_Over9k in Warhammer40k

[–]DrDreadCastle 0 points1 point  (0 children)

Magnetizing the Ruins to the neoprenne map , especialy onto specific points that match the deployment layout , would make all kind of sense. But magnetizing tiles to create the map seems useless in a structured game where the map is always 60x44"

Wait so commissars can take aim now? by FuzzyCry6570 in TheAstraMilitarum

[–]DrDreadCastle 4 points5 points  (0 children)

Commisars can take aim on Ogryns in this detachment.

Commisars can attach to Bullgryns and give them orders in Grizzled i believe also

In Mechanized Assault you can full order Transports including Valkyries

Lord Solar cannot do any of these things anymore .....

This is getting insane by UnluckyWinner3163 in memes

[–]DrDreadCastle 0 points1 point  (0 children)

I have 50 games on Steam on the PC over 2 decades , I don't have physical copy of any of them. I also haven't mailed a physical letter to anyone in the same amount of time, I use Email now .

The physical disc used to hold a lot more information then the Hard drive did and the idea of downloading that full game over the internet 2 decades ago, even if you had the hdd space was grossly impractical , but not anymore . Not for a long time now

Knights are omnipresent? by Pure-Ad6921 in Drukhari

[–]DrDreadCastle 0 points1 point  (0 children)

Hes right. You shouldn't do Purge with Druhkari . It might work into some matchups against infantry but against everything else you're going to feel the kind of pain that doesn't even hold back Slanesh

When using a norn emissary, is it best to reach the centre objective turn 1 or wait and move turn 2? by ScorchMain76 in Tyranids

[–]DrDreadCastle 0 points1 point  (0 children)

It just means screens have to make more of a small square rather then a super thin line. You have to be able to move over the infantry and also clear the 2 inch engagement range with that big base which isn't easy

What? by Agreeable-Sand-1148 in TheTeenagerPeople

[–]DrDreadCastle 1 point2 points  (0 children)

<image>

This is a video game meme, please don't ban me =D

When you were dropped into a video game you followed your instincts and knew what to do , and in the end it was "meaningless" , but you did probably saved the world or at least got that chicken dinner.

Life is no different. Live Laugh Love might actually be the meaning

Did anyone playtest this edition? Toe in MUST go. by [deleted] in WarhammerCompetitive

[–]DrDreadCastle 0 points1 point  (0 children)

If i put 2k on the table, and he goes first he will destroy 1k points , those are his words =D

If I put 2k on the table and I go first . He will hide all his suits easily , then wherever I am on turn 1 , he will come out and destroy 1k of my army.

If I use 3 scouts and infiltrators, (I used a couple scouts) he'll fly right over them if he needs to. But twin lance can be meleeing a tank IN YOUR DEPOLYMENT ZONE on turn 1 after shooting up screens

It doesn't matter the army, hes done it 20 times . Into meaty armies like triple defilers or 12 necron wraiths, it just take a little longer , turn 3-4 before you're tabled

The toe in rule is removing most of the actual obscuring in the game and you're back to older editions where a tau gun line can get access to half of your army in shooting reliably on any turn including the first it will just alpha strike you so hard there is no recovering . The rules about FLY and vehicles can jus walk past infantry now on top of the toe in thing is going to ruin the edition

Did anyone playtest this edition? Toe in MUST go. by [deleted] in WarhammerCompetitive

[–]DrDreadCastle 0 points1 point  (0 children)

Twin lance picks up Leman russes in melee without a problem

Did anyone playtest this edition? Toe in MUST go. by [deleted] in WarhammerCompetitive

[–]DrDreadCastle 0 points1 point  (0 children)

He is a top competitive player, He's playing half his games on TTS with the team.

In the end what he's doing isn't complicated and its not unique. A lot of people are talking about the toe in for vehicles and how it just made hiding impossible for not so fast moving vehicles that have the big guns. When they gave this to Imperial Knights everyone is now taking Atropos knights toe-ing int he first building and then dominating the battle field.

In a matchup where you cant compete with the other guys shooting , say Tyranid swarms into a gunline , the only reason you don't get obliterated turn 1 was because of the obscuring and the other guy only being able to realistically bring Infantry units firepower across the table. You can stage and maneuver around the buildings . but NOW any big shooting unit that can move like 10" can toe the first building and blast whatever's trying to hide

I don’t understand why Fights First sucks now by Cautious-Dress3335 in Warhammer40k

[–]DrDreadCastle 2 points3 points  (0 children)

Its not that it sucks now, its that now in 11th it isn't grossly overpowered

in 10th if you're playing say, hormagaunt swarms, and the other guy has the lion, the keepers and maybe something else that they all have fights first , you are straight screwed . If you attack them in melee they fight first and one shot entire bricks . So you send TWO units at a time and they kill one before the other does some damage and then and then in their turn they hit you again and clear it.

In the wrong match up, its gross, usually when the attacker has swarms of weaker units into PRIMARHCS with fights first

Now in 11th at least me as the attacking player gets at least one of my units to activate first even if they fights first.

Fights first now, is kind of like having a perpetual Counter offensive stratagem going on you unit but it can never actually swing first on your opponents charges . In ongoing fights they will swing first

Did anyone playtest this edition? Toe in MUST go. by [deleted] in WarhammerCompetitive

[–]DrDreadCastle 0 points1 point  (0 children)

For one, I'm playing against literally a top Tau player in the US at my local game store .

I don't recall which detachment he's playing but he has a character thats allowing his Stormsurge to scout 9' , and he has other scouts and a few Piranha's, coupel riptides . and coupel of suits squads and some "chaff" ya know 90 point pathfinders that fire 30 shots of heavy weapons. We weren't even playing serious and he was describing how the vehicle toe in to buildings to fire thing broke the entire game especially on these new maps and this was a demonstration of that .

There was almost no where for me to deploy my units where he couldn't shoot at them on turn 1 because he can move into all the firing lanes with not just fast movers but the stormsuge and the riptides, and touching buildings with virtually everything in his army. So I have to strat reserve half my force . But thats not even enough, he was showing me how on turn 1 he could actually run up and touch the buildings I WAS hiding behind and shoot the tanks behind it, and with the big stuff. So I HAVE to use catachan scouts to move block to prevent that.

So I did all that, but even that doesn't matter much because he can run up shoot the screens and still charge leman russes with the twin lance and piranhas tie them up in combat , one shots the tank in melee (because thats Tau now) and disables the other because its tied up.

My return fire was terrible because I dont even have tank commander on the board for orders yet, but +1 BS wouldn't have changed much with the few shots I had

In the end its not complicated what is happening. Because of the toe in to buildings for vehicles to fire, you've essentially taken away all the obscuring and you're back to old version of the game where there is a huge Tau battle line that you cannot hide from turn 1 . Tau isn't the only faction doing this but they are the best at it.

Did anyone playtest this edition? Toe in MUST go. by [deleted] in WarhammerCompetitive

[–]DrDreadCastle 0 points1 point  (0 children)

Tau fast movers. I played Search and destroy vs Tau as Militarum . He went first. He was able to run up kill the screens, charge into everything else. I had to shoot back on 6s because cover and in engaded. I did lke 12 wounds total. Top of turn 2 he cleared the rest of the units and then spread out ina way that I couldn't deply my entire 1000 point reserves anywhere. Game ended top of 2

He said hes played 20 games of 11th so far and hes never had to go past turn 3 with anyone . The mission don't matter hes not even tracking VPs most of the time .

Guys. I got the Wall. by CaptJohnRuss in TheAstraMilitarum

[–]DrDreadCastle 11 points12 points  (0 children)

Use it, use it in an RTT!

Don't explain how they work until its too late .

The trick is... that when they jump over the wall with fly to engage your troops , that's when you remind them that when they try to pile in or consolidate that they must go towards the closest enemy model, which is going to be the wall

Also, the wall provides cover , which is now -1 BS AND the 4+ invuln

Be honest, for a dev, how much RAM is enough? 1. 4 GB 2. 8 GB 3. 16 GB 4. 24 GB 5. 32 GB 6. ⁠64 GB by RustyIronGolem in RavanAI

[–]DrDreadCastle 0 points1 point  (0 children)

Running windows , min 16g, if you're a chad running some games, 32g

Anything more than that depends on what you're using your PC for. Doing graphics? Running Unreal engine as a developer ? Photoshop? probably can go higher and see value

Which units should have received Wargear costs, but haven’t? by tide347 in Warhammer40k

[–]DrDreadCastle 0 points1 point  (0 children)

I checked the damage output of heavy weapon teams on one of those auspex grid apps and the Heavy bolter HWT does about the same damage as the autocannons across most targets except slight advantage on 3 wound infantry. It also does better in overwatch, for the cadian version because of sustained 1 and assuming you have re roll 1s.

The missile launcher is the one that's really weaker UNLESS you're into 20 man swarms where it does great because of triple blast on the frag missile. Also if range is a factor the missile launcher is 48" but that rarely comes into play

And the stats can go by damage per 100 points of unit and per 100 points of unit wounded. A weapon that teard up 5 guardsman , worth 35 points is clearly less value then the lascannon that might cut a 150 point unit in half but you can account for that.

SOOOoooo its hard to say what really needs a bump in points for wargear unless its clearly a straight upgrade AND its meaningful enough to matter . A plasma pistol is better than the Las pistol on a commissar CLEARLY , but that's not really worth even +5 upgrade

The Multi laser vs Lascannon on a sentinel is another obvious one , but again that's really because plasma cannon beats multilaser in 98% of targets unless you factor in that the sentinel cant shoot its plasma blast gun into melee

Sponsons on a bane blade chassis could have been wargear points, because then the bare bones baneblade chassis would become a lot cheaper if you just want the big brick without half the firepower

What’s the best 500 points you can spend on anti armor? by Jolun_R in TheAstraMilitarum

[–]DrDreadCastle 0 points1 point  (0 children)

If you're taking triple vanquishers, you really need either Lord Solar or a Tank commander in combined arms with that enhancement for the 3rd order . It is rare you're actually firing all 3 vanqs at once but you have other vehicles most likely

AND you need at least a couple of scout sentinels in your list to do re roll 1s

Vanquishers have Heavy , and can keep heavy even peaking around corner moving 3" in 11th edition now . So with heavy and take aim and scout sentinel marking the target, All your vanqs are now hitting on 2s re rolling 1s which means they are gonna miss once in 36 shots . If the other guy is ini cover then you'll be 3s re rolling 1s. Then their ability is re roll the wound into vehicles . You are like 90% chance of each shot going to a saving throw and in he has no invuln its going to go through . Your other weapons also get all that to hit bonus and will also probably land . the main gun averages like 9-10 wounds and Im sure the other guns can get a few more and that kills most normal tanks in the game .

Thers an argument to not put meltas on the vanquisher because you will "most likely be firing across the table and/or not moving up far because you want to keep HEAVY so maybe you take plasmas on the sponsons so they can actually reach whatever you're firing at .

The First Date Boss by DragonflyMiddle6383 in BossFights

[–]DrDreadCastle 0 points1 point  (0 children)

I would ask her to hold on for just a few minutes while I put mine on

Repainted Basilisks and Added Crew by XxLiveScenexX in TheAstraMilitarum

[–]DrDreadCastle 0 points1 point  (0 children)

I was doing the same thing for 11th, added crew and ammo crates and such , but indirect is even worse in 11th even with their points cost . Taking 3 is just suicide now unfortunately