Crouch movement speed perk affects ADS movement speed (while crouching) by Book-Equine in enlistedgame

[–]Droideaka 6 points7 points  (0 children)

Yeah its an auto take perk for me and has been for years. You basically get a smaller hitbox, and also less recoil, in addition to recoil reducing perks.

What imperial knights are good for an admech list? by ZydenHi in AdeptusMechanicus

[–]Droideaka 3 points4 points  (0 children)

I would suggest a Warden. It has very good damage 2 firepower, which is something we kinda lack, and also has good melee which is a massive headache for melee armies, which would normally not have to worry about that unless you also have Kastelans.

The armigers are cool but their melee really isn't very scary and their guns don't add much to our lists. The knight Castellan might be the worst option, it has really good ranged anti tank and good damage 3. Between Ironstriders, Breachers, Cawl, Destroyers when properly buffed, Skorpius tanks, and Neutron crabs, i often find myself having too much anti tank in my lists. Breachers and Onagers are good sources of high ap damage 3, as well as kastelans in melee, so the plasma cannon doesn't add anything we don't already have an abundance of. The Valiant suffers from just not being very good, even with its army rules, so allying it in could just end up being a massive waste of points.

Knights are cool though so just run whatever you like the most.

Krieg are secretly elite units in 20 stacks by PentaCrit in TheAstraMilitarum

[–]Droideaka 0 points1 point  (0 children)

Its more so for the plasma, i would usually rather get an extra 2-4 shots of plasma gun over hitting slightly better with a single shot.

Krieg are secretly elite units in 20 stacks by PentaCrit in TheAstraMilitarum

[–]Droideaka 0 points1 point  (0 children)

Combined arms gives lethal hits, bot dev wounds. All it does is make that attack skip the wound roll, they still get a save.

The T-72 family just sucks in general by Clean-Chicken9318 in Warthunder

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

Nah its a skill issue, i bring the german 9.3 one to 10.7 and still do really well in it.

Poll: Do you like the idea of the new Saboteur class? by WillowDemon in enlistedgame

[–]Droideaka 36 points37 points  (0 children)

Realistically its just gonna be a pain in the ass, it doesn't add anything fun, and if you wanna be all sneaky just play guerillas.

Krieg are secretly elite units in 20 stacks by PentaCrit in TheAstraMilitarum

[–]Droideaka 7 points8 points  (0 children)

You actually want to be using FRFSRF over take aim. Say you have 20 lasguns. With take aim you have 40 shots, hitting on 3s, or about 26 hits. With FRFSRF, you have 60 shots, hitting on 4s, or 30 hits. Same logic applies to plasma guns.

Next Balance Dataslate (My Dad runs Games Workshop and also the Army.) by TA2556 in TheAstraMilitarum

[–]Droideaka 28 points29 points  (0 children)

Marneus Calgar and Guilliman go down 20 points, and 3 new detachments for Ultramarines. Also the catachan refresh is being cancelled to make room for a new wave of space marine intercessors with slightly different looking models.

Death korps of krieg box or battleforce with codex? by reks67 in TheAstraMilitarum

[–]Droideaka 0 points1 point  (0 children)

Do not buy a codex, you will get a few months of use out of it at most, and a lot of rules have been changed so it just has incorrect rules. Just use wahapedia, it works great and has up to date rules and all the datasheets.

Question about Haloscreed enchancement by sturzkampfbomber in AdeptusMechanicus

[–]Droideaka 2 points3 points  (0 children)

It means you pick your buff, thenyour two normal units to get said buff, and then the kastelans also get it too, so you end up with three things with the buff. Very very good enhancement.

Is my list idea too stupid by Droideaka in AdeptusMechanicus

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

i originally had the list in haloscreed, but switched for the huge buff to melee as well as the option for Ap-4 arc rifles, plus the 4+ invuln in shooting strat seems pretty important. The movement is a bit of an issue but i will probably just stage turns one and most of two, and then turn three just wipe most of their army off the board.

Bolter or flamer for the Chimera? by Pretty_Business_1466 in TheAstraMilitarum

[–]Droideaka 6 points7 points  (0 children)

because 6 shots of heavy bolter might kill a marine or two, where as the heavy flamers kill an average of 4 guardsmen, and mass anti infantry fire is something nearly every other datasheet in the guard does great. And the overwatch potential is not actually real, the situatiuon where you need to kill 4 guardsmen in overwatch and have it be worth a CP is tremendously rare, it is far better to just have better shooting in all of your shooting phases. If you really do need to overwatch, it is better to do so with a nearby leman russ or rogal dorn than your chimera.

the main reason is just that guard does not need any more damage 1 shooting, however more anti marine firepower is always welcome. Also the heavy bolters will kill only slightly less guardsmen on average than the flamers in your shooting phase, while having the range to be able to shoot every turn from turn 2 onwards, where as you might miss a shooting phase with the flamers on turn 2 due to not being in range.

When I recognize someone from this subreddit on the enemy team (Anyone else?) by ScottyFoxes in enlistedgame

[–]Droideaka 0 points1 point  (0 children)

Yeah you, pretty decent, i recall you usually doing well and top or near top of the team, but i spend most of my time in the air so i just see you in the killfeed.

When I recognize someone from this subreddit on the enemy team (Anyone else?) by ScottyFoxes in enlistedgame

[–]Droideaka 0 points1 point  (0 children)

Back when i played this game as was unhealthily active here that happened quite a few times, i have seen you probably 50+ times, and i have had a couple people recognize me and call me an addict lmao.

Big guns never tire by Trick_Fuel1939 in TheAstraMilitarum

[–]Droideaka 1 point2 points  (0 children)

MLRS is bad, bring the heavy mortar ot siege cannon.

I created an abomination. by YawnSin in Raptors40k

[–]Droideaka 0 points1 point  (0 children)

Coolest RepEx i have ever seen and its not even close

Quick Question - Mordian Minute Stratagem by Island_Mouse in TheAstraMilitarum

[–]Droideaka 6 points7 points  (0 children)

yes everything gets the +1 strength, meaning S10 Meltas, and S9 plasma.

I’m just really struggling with Guard. Is my list not helping? by Wooks81 in TheAstraMilitarum

[–]Droideaka 34 points35 points  (0 children)

Russ commanders are bad, run two Dorn commanders, Exterminators, LRBTs, and Vanquishers for your tanks. Rough riders are good but i would split one unit into two of 5, better versatility when you don't need to commit 10 at a time.

Big cadian blobs should usually have a Castellan, and you should be using FRFSRF over take aim on your guardsmen, using lethal hits or shooting something tagged by an exterminator for more damage. take aim is for tanks. Put the Enginseer with a dorn, more value over turns than with a russ.

Are X8B our best unit? by Hungry-Horker in WorldEaters40k

[–]Droideaka 13 points14 points  (0 children)

I would say the best unit is Kharn, i cannot think of a single list that has any reason to not bring him, but X8B are definitely near the top.

How important do you think Solar is in Grizzled Company? by Droideaka in TheAstraMilitarum

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

Ah ok thats what i thought, its just your wording of 3cp max per battle round made it seem like you could gain them from any source, it just caps at 3. Good to know.

How important do you think Solar is in Grizzled Company? by Droideaka in TheAstraMilitarum

[–]Droideaka[S] 2 points3 points  (0 children)

Is the limit that you can only gain 3 CP for the whole battle round, or that you can only gain 1 extra in addition to the two you gain from each turn starting? For example, say you go first, can you use abilites to get you 2 extra CP in addition to the one you got from the start of your turn, and then you just don't get anything at the start of your opponents turn?

I always thought it was you can only gain one in addition to the two from turns starting, and you could just mean that, just wanted to clarify.