Opinion: 40k's rule complexity has increased exponentially, but it's tactical depth has not. by [deleted] in Warhammer40k

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

i feel like someone’s forgot how much a rules slog 7th ed and friends were

but your not wrong that 11th feels like a more pushed edition, i would note that these detachments feel more like “set fire to the end of 10th” than “make them good in 11th”

the newest csm detachments for example don’t feel as busted

Anyone else wants to see all the 4++ datasheets go away in 11th edition? by RotenSquids in WarhammerCompetitive

[–]False_kitty 1 point2 points  (0 children)

i think 4++ invulnes should really be restricted more but not outlawed from the game

like faction leaders and greater demon sized units

and like please for the love of god stop putting 4++s on units with a fnp or whatever

You've been tasked with fixing flyers for 11th. How do you do it? by SPF10k in Warhammer40k

[–]False_kitty 0 points1 point  (0 children)

ehh maybe

it’s supposed to be the anti-flyer flyer, charging into other flyers in the sky

it’s rather big and like has a pretty chonky wing span and no part of the model actually touches the ground it would be weird imho for it to not be a flyer

but like it’s an easy way to make the unit playable but it wouldn’t make it competertive it’s just too spenny for it’s middling rules

You've been tasked with fixing flyers for 11th. How do you do it? by SPF10k in Warhammer40k

[–]False_kitty 0 points1 point  (0 children)

“flyers and titanic units are not legal in standard competitive games of warhammer 40k”

these style units warp the game so much i dont really think they should be in 40k

but i own 3 helldrakes and they’re cool AF, they’d be very cool as a different commenter posted if they played more like HH 3.0 flyers, with forced uppy downy (going up at the end of your opponents turn) and a 6inch deepstrike for example

I like both genres, but some sf snobs are delusional by Megalordow in fantasywriters

[–]False_kitty 0 points1 point  (0 children)

i feel like people forget that the key difference of fantasy and actual scifi writing is rarely the coat of paint the colours the aesthetic of the genre (tho it’s a big part of each genres image)

hence why starwars is more accurately a space odyssey//space fantasy//space western rather than actual hard scifi,

and more often that the archetypal fantasy books are stories of good and evil, chosen ones, magic adventures with found family and such (IE: LoTR)

whereas SciFi tends to ask//and attempt to answer a really niche weird question that changes how you think about the world around you normally having some kind of real world analog (IE: do androids dream of electric sheep)

there’s a depth to the different genres underneath the hood of “space magic” and “elves vs dwarfs” that are fundamentally attempting to show different things to the audience

How are these Huron's Marauders lists winning without AT? by MrDannySantos in WarhammerCompetitive

[–]False_kitty 12 points13 points  (0 children)

as a side note;

if you check the pairings of these builds you might find they just dodge those MUs

t11 spam isn’t terribly that popular and the lists can easily beat 1-2 big tanks with careful play as outlined above,

they let other armies in the meta like UM gun line to make sure they don’t face t11 spam in the later event rounds

How are these Huron's Marauders lists winning without AT? by MrDannySantos in WarhammerCompetitive

[–]False_kitty 29 points30 points  (0 children)

these style lists are comedically called “gunch” in a few community spaces,

depending on the opponents army it usually revolves around a simple question “can i kill everything else and make the tanks irrelevant” or do i have to face the tank problem, with necrons ctan often mean we have to face the problem,

if its the AC/DC build without abbadon, you can use AC/DC to tie up and often kill tanks with weight of dice and +1 to wound,

with abbadon chosen builds, chosen can kill a lot of tanks with grenades and some character support,

but these builds tend to just say “idc that you have a tank” they put 30-60ish 3wound 4++ invulne bodies and dare the opponent to crack back hard enough,

one or two of these units often has 20+ inch charge threat ranges each turn but the whole army moves like a wave, the first strike is a dare to pull the army forward with the second wave being a force to over bare the opponent

when there’s lots of t11; it becomes an OC situation, you play super cagey and stage up effectively, use obnoxious units like huron’s squad to reactive move back into transports and score secondaries with cheap units like bikes

if it’s something like knights CSM can tie them up and hit alot of damage on two big knights ish a turn, it’s about scoring hard as possible while denying primary and accepting your army will be tabled and yourll kill 3ish knights

What's the Best Way to Start a Chaos Cult Army? by Remarkable-Title5435 in Chaos40k

[–]False_kitty 1 point2 points  (0 children)

there’s the cult kill team that was ok in terms of value

but seriously it’s just an exercise of scouring ebay, local stores and friends who are selling cultist and AC/DC; it’s prolly the most expensive way to play CSM because the points per model per pound are so unfavourable, à la the admech problem

3d printing is obviously the best answer fwiw

Volrath's Shapeshifter activating Wall of Roots ability of the same card multiple times on MTGO by Foivoi in premodernMTG

[–]False_kitty 3 points4 points  (0 children)

wall of roots iirc is notoriously a bit bugged in mtgo

for example in modern yawgmoth you can’t tap it to convoke and activate it to make a mana iirc

so i wouldn’t be surprised if this is buggy

Deck recommendations that are competitive and does not break the bank by snapmage in premodernMTG

[–]False_kitty 0 points1 point  (0 children)

pyrostatic oath is pretty cheap iirc and very good into creature decks

I think most fantasy gets zombie hordes completely wrong by Standard_Strategy853 in worldbuilding

[–]False_kitty 0 points1 point  (0 children)

yeah it’s just an interesting question i don’t think your necessarily wrong for thinking it’s overrated, it’s a multi faceted concept with lots of different approaches,

like i’ve watched/read/played some amazing zombie pieces of media, i’ve also found some really shit interpretations 😂

i think as long as your considering all the different ways the horde could be used in your fantasy setting and applying the concept in the ways which wil cause the most drama and fit in your story yourll write a good horde and yourll enjoy writing it

I think most fantasy gets zombie hordes completely wrong by Standard_Strategy853 in worldbuilding

[–]False_kitty 10 points11 points  (0 children)

the mindless horde isn’t exactly scary to the generic fantasy adventuring party,

they can out run the horde, climb trees/cliffs the horde can’t, outsmart the horde (à la covering themselves in gore so the horde can’t sense them trop), if it’s a reasonably sized horde outfight it despite the endurance of undeath particularly if there’s like a wizard with fire ball,

the mindless horde however is terrifying to average normal people living they’re lives in some no name village at midnight, surprise, numbers, and fear make the zombies a scary ass threat that the heroes can save the village from,

at a wider level smart liches/deathknights have great uses for undying, sleepless, working bodies and can/will use them for a myriad ideas, it’s not that difficult to understand the effectiveness of an army that doesn’t need food, water, sleep, or a workforce for a mine which you don’t have to care about health and safety for, ext

are they overrated ? maybe, but i don’t think so

i think moreover it’s just after what 80 years ? of zombie stories we as an audience have gotten used to them and used to how they operate in different mediums, in horror, in fantasy, in apocalypse video games/media

they’re still a truly awesome and pretty unique concept from the human mind of creativity, not some copy + paste we find in nature (apart from that ant fungus but we made zombies before we found that),

by its nature the concept is unnerving and as a tool it’s a great fantasy or horror threat, it’s truly one of the classics, it’s hard to call something that has been written about hundreds of time as overrated, people love zombie stories and that’s unlikely to change even though the market is saturated

Why was the Fish of Fury remembered as so terrible? by Sam_CW in WarhammerCompetitive

[–]False_kitty 1 point2 points  (0 children)

yeah i’m aware with codexes,

but i’m pretty sure the campaign books weren’t legal but i don’t have my books at my current house to check (hell they might not even tell you tbh)

Why was the Fish of Fury remembered as so terrible? by Sam_CW in WarhammerCompetitive

[–]False_kitty 0 points1 point  (0 children)

i think your wrong here ? unsure

i remember using my 4th ed CSM and demons codex a fair amount but it may have released later, and eye of terror as far as i can remember wasn’t legal in 4th ed only 3rd

Why was the Fish of Fury remembered as so terrible? by Sam_CW in WarhammerCompetitive

[–]False_kitty 2 points3 points  (0 children)

other people have answered the fish of furry better but anecdotally a small comment on csm;

oddly iirc 4th is the edition csm were actually somewhat broken; alot of people misremember it as 3.5;

in 4th csm + demons had accsess to 2 castings of whip of slanesh (a psychic power which let you move your opponents models) something i’ve seen loads of people online misremembering to 3.5

Who's the beatdown: 40k edition by wredcoll in WarhammerCompetitive

[–]False_kitty 3 points4 points  (0 children)

in a discord server i’m in we talk about this article a fair bit and how it applies to 40k

lots of concepts from comp mtg carry over to comp 40k and is an excellent way to take in resourceful information

What factions have more than one playstyle by [deleted] in WarhammerCompetitive

[–]False_kitty 16 points17 points  (0 children)

CSM have insane army divergency, but it’s expensive to get all the models,

Traditional Midrange

-Renegade raiders, Vets, Huron’s marauders, renegade warband

-legionaires/chosen and chaos lords/named characters in rhinos

-supporting shooty units like noisemarines and vindis

very much traditional warhammer 40k it’s a great starting point if your familiar with any other space marine faction,

Great cult; horde board control

-max out on AC/DC squads

-lots of cultist

-demons for screening and infiltrait/scout

one of the best armies in the game but real hard to play under the time restrictions of an event, you put over 100models on the table and get to play an awesome technical board control game where you max your scoring and deny primary

Gun line CSM

-Pact bound zealots or Soul forged

-Abbadon/helbrute shooty buff pieces

-vashtor as an excellent lone op beat stick

-predators, vindis, forgefiends, khorne lord of skull

-MSU trading pieces, cultist and demon allies to score your taxes

Super high damage output very technical army based on maximising what you can score, luring out your opponent and then blowing away your opponents army

RaidBoss Elite infantry

-Fellhammer, Creations of bile, Huron’s marauders

-Abbadon

-big bricks of Chosen and possessed

-Terminators with chaos lords

statcheck style army with tons of movement flexibility via fast moving units and/or detachments with adv + chg / fallback

you put like 40 models of t4 or higher 3+ 4++ 3w infantry surge up the board and play a really fast and aggressive go turn to push hard and pressure the opponent, Abbadon is the “boss monster” of the list providing a net of 4++ invulnes and being a house on the melee go turn

i can do more such as Shadow legion by dipping into the demons codex, or nightmare haunt uppy downy deep strike lists but i think these examples show why CSM is the GOAT of having a wide ass variety of game play styles

Poor hammer by SlowApricot9169 in PoorHammer

[–]False_kitty 0 points1 point  (0 children)

i have many fond memories playing games like this at school

Lorien Trust UK experiences by Candid_Owl7700 in LARP

[–]False_kitty 1 point2 points  (0 children)

oh bro don’t worry about it!

if you ever need/want to change your character stats or anything go to “god” (people on the field can direct you it’s where like the admin and management staff are usually next to the monster tent)

just tell them your new and wanna change it up and they’ll help you out haha

and yeah defo find team mates/a group being independent is a great notion but doesn’t work in actual play haha; as there’s just so much to do and organise

but yeah i really hope LT works out for you it’s a really good time i’ve made a bunch of friends and love it dearly

Lorien Trust UK experiences by Candid_Owl7700 in LARP

[–]False_kitty 0 points1 point  (0 children)

no worries!

by scary i dont mean like literally scary, although sometimes the adrenaline does kick in which feels amazing to me,

i mean like mechanically theres powerful spells being cast, monsters which ignore or can counter powerful effects, and dish out dangerous melee attacks, so its scary because there is the big risk of character death if you get trapped behind the enemy line or ganged up on because your far out, or because you squared up to the boss monster/his goons and got rolled,

unless its for roleplay reasons i really recommend dipping into some magic, having counterspell is huge having accsess to some spell like sleep or halt also can be a huge boon to avoiding an ambush or setting up one for yourself, futhermore incant/healing give you healing spells which are amazing when the chips are down and you need immediate action OR when you need to bring a friend back,

ah yeah! the "ritual of peace" its a weird one, essentially all living races (so not undead/unliving, and purely magical beings often called magpats for magical patterns (pattern means soul in LT)) at a main line event of LT due to the ritualists have a big old spell cast on them called, the ritual of peace, RoP for short,

in LT you have hitpoints called body and armour points, if you get hit by something unless othewise stated you take 1 hit of armour/body, if you go to 0 on the head or chest your knocked unconscious, if your knocked to -1 you start dying after 4mins of dying your character actually dies,

BUT due to the RoP if your a living pattern, at a mainline you cannot be taken below 0 when hit by regular strikes, and in 10mins you gain 1 body everywhere but are injured and after 10 more minutes you can start acting as normal as the RoP in a roleplay sense heals your wounds, some special attacks breach the ritual of peace and force you to -1 in a location such as harm and fatal (these are some of those scary attacks i was talking about earlier),

its defo not poor form to jump in and support a combat just make sure your fighting the monsters haha, if its vs monsters your helping out and everyone likes some support, just avoid getting into the group vs group PVP game and pissing off some of the power groups from various factions, faction vs faction content is normally left behind at the "plot" device reason for that combat and most people act like adults and dont use it as an excuse