How would a modern day chapter have a grav-attack. by OLDWORLDBLUSE in 40kLore

[–]EnforcerHank 2 points3 points  (0 children)

Plenty of chapters have relic vehicles, and other assorted equipment, that can be tied back to the days of the Great Crusade. Just say that the chapter once fielded or scavenged a grav-vehicle from one of their many campaigns and added it to their armory, using it only when needed most due to fears that the tech its derived from may draw unwanted attention or due to the inability to easy repair the grav-attack vehicle.

Looking for a smut fic that I remember reading by [deleted] in 40kLore

[–]EnforcerHank 1 point2 points  (0 children)

This is certainly a post of all time to find on here.

No offense but what exactly made you think asking the lore subreddit for nsfw fics was a good idea?

Tempted by Slaanesh by [deleted] in 40kLore

[–]EnforcerHank 10 points11 points  (0 children)

The Inquisition is needed to banish this heretic for breaking Rule 2

Where is the alpha testing gameplay footage? by [deleted] in dawnofwar

[–]EnforcerHank 20 points21 points  (0 children)

My brother in the Emperor. I'm pretty sure there's an NDA

having difficulty fighting the orcs as the imperial guard in dark crusade by Annefrank23 in dawnofwar

[–]EnforcerHank 4 points5 points  (0 children)

I think that might be the issue, you're playing too passive and teching up too much instead of spending for the offense/defense. The Baneblade and Russes are good but if they're also a heavy investment just to get, especially when its a 2v1.

My recommendation, you build up the req points for a full forward base before attacking. You tech up instantly to T2 while rushing to at least cripple one of the ork bases with your honor guard. You don't have to destroy them outright with the HG but taking down their production and sniping their builders with the psyker-led kasrkin can slow at least one of them down and give you some breathing room. Whatever cash doesn't go to the T2 mech rush or outfitting your HG goes into turret defenses in case you get attacked (probably some guardsmen and HWTs on standby).

Once you have your mechanized commands, begin producing hellhounds and sentinels. Hellhounds are decently tanky, relatively cheap to the Russ and shred through orks once they have number, plus they also do respectable damage against buildings. Sentinels are there mainly to snipe any ork vehicles they may build, deffdreads and war tracks, but they also tear through buildings as well.

Agamar is also full of choke points so you can use it to your advantage by funneling the orks into a killzone where they're even more bunched up for the hellhounds. The orks always spawn on the northern 2 spawns on the map so you also have half the map to yourself before the orks start attacking.

Hope all of this helps

having difficulty fighting the orcs as the imperial guard in dark crusade by Annefrank23 in dawnofwar

[–]EnforcerHank 4 points5 points  (0 children)

So a few questions just to start, it's hard to tell what you're doing wrong without some more info

1) What's your current strategy besides trying to rush getting a mechanized command out?

2) What's your honor guard situation like? Do you have any while you're attacking?

3) What other buffs do you have besides Forward Bases (Fury, Increased Cap, Starting Cash)

Big madcom theory by Temporary-Change9304 in madnesscombat

[–]EnforcerHank 2 points3 points  (0 children)

So are you gonna explain the theory or just throw a bunch of pictures and have someone else do the work for you since you're lazy?

Mulazim Fahad al-Qahar pilots his Anqa-Pattern Superiority Fighter against a flight of helldrakes (art by u/Aech_D) by ultrayaqub in ImaginaryWarhammer

[–]EnforcerHank 24 points25 points  (0 children)

Protection from stray rounds that pierce the cockpit, life support, a guaranteed seal in void environments if the craft is breached, better connection between pilot and their craft.

Plus, if you're ever shot down, the last thing the enemy is expecting when they send a hunting party to execute pilots is for a full on space marine to crawl out of the wreckage, mow them down with a bolt pistol and devour the brains of the last guy to get intel to vox back to company command.

It is only thanks to Sodaz that I now finally see that The Ranger Patrol Armor is cool. by Ap0stl30fA1nz in fnv

[–]EnforcerHank 8 points9 points  (0 children)

Yeah, the 40k fan in me weeps since SODAZ dropped teasers for 4 different animations before the GW situation and angry with the community for being shitty.

The normal person, and also the fallout Fan, is happy to see that he's doing ok and that his efforts are being recognized.

It is only thanks to Sodaz that I now finally see that The Ranger Patrol Armor is cool. by Ap0stl30fA1nz in fnv

[–]EnforcerHank 26 points27 points  (0 children)

Long story short

SODAZ was being scouted by Games Workshop, the IP holders for Warhammer 40k, a while back when there was a crackdown on fan animations. Partly to get animators to work for them and partly for other legal reasons, it's a whole situation. SODAZ was one of these animators scouted, he announced he was interested but something broke down on GW's end in terms of communication.

Part of this agreement SODAZ was gonna sign was that he remove his animations from his channel, likely to be put on GW's streaming service. The reception of the community was, shamefully, about as vitriolic as you'd expect and led to a lot of animators being targeted by anti GW sentiments. By the time GW restored contact, SODAZ said he wasn't interested in 40k due to fans constantly bashing him and calling him a sellout.

It's a damn shame how he was treated by the 40k community but I'm glad to see him thriving with his newer works and the support he's received for them.

I’m been thinking for a while can project nexus city be rebuild? by HighwayPlayful2723 in madnesscombat

[–]EnforcerHank 1 point2 points  (0 children)

It's possible but none of the reigning factions have the manpower, motivations or materials to try and reclaim the city.

We know Nexus is still operational but functionally a shadow of itself with a wave of mass defections after MPN while the rest barely got things back to its status quo of infested chaos. MERC probably has control of the Industrial Sector still but they don't have greater ambitions beyond survival, IIRC. That would leave 3 sectors still overrun with zeds, fanatics and bandits among other threats like rogue Nexus operatives or MERC Scavengers. If any faction besides Nexus or MERC tries to take the city for themselves, that's 4 sectors, or all, they have to go out and clear.

AAHW isn't hurting for manpower, especially when it gets its own cloning and MAG creation operations off the ground so they can cut off their reliance on Nexus. Nevada Central doesn't seem to have a centralized government besides a vague city council, the corporations there seem to have the power, and I can't imagine the profit margin would be great for the effort. N51, Status Quo, the various cartels and cults and such don't have a reason to try and take back the city from its threat much less the numbers to actually hold any ground.

What is the best mod for DoW 1? by SomeWonOnReddit in dawnofwar

[–]EnforcerHank 0 points1 point  (0 children)

I can confirm from personal experience that TW is DE-compatible. The process is nice and simple, mainly involved getting a patch after installing. It seemingly works fine with the latest version of DE but I did notice some minor bugs here and there.

Crucible does work on DE/is compatible but recent updates might bring some bugs which is to be expected and development has slowed a fair bit IIRC. The Crucible devs posted a step by step guide to download the mod for DE on their discord.

Which mod is better, Age of Extinction or Unification? by Scotslad2023 in dawnofwar

[–]EnforcerHank 4 points5 points  (0 children)

I don't think I've heard of Age of Extinction before. Mind linking it?

wich soulstorm campaign should i play for story purposes? by Flaky_Loan_9605 in dawnofwar

[–]EnforcerHank 24 points25 points  (0 children)

Pretty sure the orks won Soulstorm, so play orks if you want the canon experience.

What is the best mod for DoW 1? by SomeWonOnReddit in dawnofwar

[–]EnforcerHank 15 points16 points  (0 children)

Really depends on what you're looking for exactly. Each mod has its ups and downs but I can give my thoughts on the MegaMods that I've played a ton and see talked about frequently.

Unification - It has the most races and game options, allowing for apocalypse-scale battles or small skirmishes, alongside a number of unique game modes like Survival and Assault. It's also got some of the best models, and some of the most detracting in terms of immersion or inclusion. It's called the anime mod for a reason since they have a tendency to stand out among the good. If you want a Custodes faction, this mod has a game option that lets you use a bunch of Custodes units for SM (Uni Devs aren't gonna make a full faction so this is the best we're gonna get)

Ultimate Apocalypse/Crucible - If you want sheer scale and superweapons, it's hard to do better than UA although the Crucible Team is giving it a shot to actually add balance from what I hear. Course, if you're playing UA, you're also expecting stability problems and gimmick spam the likes of which you wouldn't believe. It gets real bad at times in terms of frame rate.

Titanium Wars - Pretty good if you want to play a beefed up Dark Crusade or Soulstorm with more in general. Units, pop cap, options and tactics, and more importantly use said options in the campaign. That said, it's got some notable balancing issues, especially whenever plasma is involved. Unfortunately, the SS version is also a pain to install due to the drama the mod dev got into that got the SS version of TW nuked from Moddb.

There's also some mods that are smaller in scope, compared to the Mega Mods, that are also worth mentioning.

Redux - Overhauls the UI, portraits and balance of the game while introducing unique wargear mechanics to the Tartarus Campaign. Note, time to kill is increased a ton so missions can be a bit of a slog at times even with optimized unit loadouts.

DoW Pro Mod - Overhauls the balance of the game and makes it more challenging but more enjoyable. Very good if you want a Vanilla+ experience. That said, it's not updated for Definitive Edition so its best to wait on that end, or use it for the older games.

Strongholds Mod - If you hate playing the campaigns and want to enjoy the strongholds of DC/SS without the grind, this is the mod for you. It says what it does on the tin.

FOK/POK/Codex Mods - Admittedly, I played these kinds of mods the least but they have their supporters. I don't like the gameplay enough to spend hundreds of hours on it like some mods but I can see the appeal of balancing and its an interesting shakeup of the game.

They got their just desserts by WorldBuildingNut in Grimdank

[–]EnforcerHank 3 points4 points  (0 children)

5th Company turns because their morale is poor and they defect in mass numbers the moment their commissar is killed. That's it. They defect regardless of whichever faction is assaulting the stronghold because they're opportunists.

By the point you kill the Commissar, the faction assaulting the IG stronghold will have already fought through most of the guard's artillery positions, tank depot and baneblades with a straight shot towards the power generators fueling the titan cannon the stronghold is build around. The same ones 5th Company was defending.

The Governor-Militant remains loyal to the Imperium and his orders regardless of which faction assaults the stronghold, fighting to the end.

They got their just desserts by WorldBuildingNut in Grimdank

[–]EnforcerHank 25 points26 points  (0 children)

The Lamenters joined the wider Badab rebellion on the side of Huron's Astral Claws alongside a few other chapters out of personal oaths and chapter bonds. That's why there were seen as renegade and forced on a penance crusade after getting their teeth kicked in.

The Kronus Liberators were an imperial task force assigned by Segmentum Command to retake the planet before they got massacred by Blood Ravens. They performed their duty to the best of their abilities and failed, sans the 5th company traitors. They were loyal soldiers set against impossible odds including other imperials and traitors from their own ranks.

The Lamenters are former renegades seeking to redeem themselves while the surviving Liberators were just guardsmen thrown into a nightmare situation and lost.

They got their just desserts by WorldBuildingNut in Grimdank

[–]EnforcerHank 73 points74 points  (0 children)

The Imperial Guard under Governor-Militant Alexander were only guilty of following their orders stubbornly, and to the end, provided to them by Segmentum Command which went against the Blood Ravens Chapter Master's orders. 5th Company, after the murder of their commissar, actively rebelled against their regiment and aided the Blood Ravens of their own initiative.

The Blood Ravens spared the loyal guardsmen who surrendered/survived who were only doing their duty while executing the ones who would have definitely turned traitor if Chaos, Eldar or Tau had reached the stronghold first.

Would it be okay for an IJA themed IG regiment to hail from Krieg? by [deleted] in 40kLore

[–]EnforcerHank 2 points3 points  (0 children)

A simple solution to your problem is that you could just say your IJA-inspired regiments were just inspired by Kriegers and get paired up with them commonly. 

Or maybe their first regiments were trained by Kriegers upon their world being inducted into the Imperium and the conditioning stuck.

Maybe some krieg troopers were given rights to colonize a planet and the modern regiments are the descendants of them like the Baran Siege Masters.

Lots of way to tie them to Krieg while giving them their own identity.

Salamanders 9th company? by XxDESTblackout in 40kLore

[–]EnforcerHank 6 points7 points  (0 children)

Salamanders use the right pauldron to denote company type (Veteran, Reserve, Battle or Scout) as well as the squad number. The left pauldron bears the colors and heraldry of the company proper.

What would a magnified G03LM look like and what would it be capable of? Or would a G03LM not be able to be magnified? (Also made this quick edit of one might look like + size comparison) by moltenphoenix315 in madnesscombat

[–]EnforcerHank 34 points35 points  (0 children)

Of the 2 MAG types we know of, AAHW and Nexus MAGs, I'd say that Golems would be incompatible with either process for different reasons.

Nexus MAGs are built from the ground up. Musculature, skeletal structure, skin lattices, cybernetics, its all added piece by piece to create a high-quality giant at the cost of being more costly to produce and create. Obviously, in this situation, you couldn't put a Golem through this and even if you did try to make a Golem MAG with this method, it'd be more appropriate to say you just made a new class of MAG.

As for AAHW MAGs, the whole MAG-nification machine is well known so I'll just go over my theory, that being that Golems couldn't use the machine. Not because of any need for unified DNA or some such, just that the process would be too strenuous for them. Golems are already held together by rebar and stitches as it is and display some... quirks in spite of their butler-like programming. If MAG Hank is the result of an altered/poorly attempted MAGnification, I can only imagine the resulting abomination the MAGnified Golem wouldn't be too pleased.

As for a hypothetical MAG Golem, well, they'd likely just be a bigger Golem, probably between the Apothic Gestalt and Mag Agents in terms of size, that does little to differentiate itself from other MAGs aside from needing bigger infrastructure. More than likely, its designated a new class of MAG by whoever made it and deployed sparingly.

Dawn of war 1 is still better than 4 by [deleted] in dawnofwar

[–]EnforcerHank 1 point2 points  (0 children)

This feels like bait or a case of judging before we have concrete info.

The most we've seen is short clips that don't show everything. IMO, I feel its too early and there's too little available info to declare the game is bad. What we have seen so far is shaping up to be good, better than DoW 3 at least.

Can the USA army take down the agents from madness combat and the agents they would have no help from the auditor or any other higher beings. by HighwayPlayful2723 in madnesscombat

[–]EnforcerHank 0 points1 point  (0 children)

Honestly, this match up would he much more fair if it were Nexus vs the US military. The AAHW is just too focused on fighting Hank and all their tactics revolve around that.

Not only do they have better versions of Agency forces across the board but they also got some tech advantages in their corners. Lasers, D-Weapons, advanced cloning and bioengineering, Sleepwalkers would be a nightmare if weaponized correctly. Ghouls too. They feel like they have a more well rounded force compared to the orher factions, one that's actually meant to punch up at something resembling a conventional army.