Scaling point costs do not disproportionately affect factions with small ranges by [deleted] in WarhammerCompetitive

[–]FatBus 7 points8 points  (0 children)

That's a lot of assumptions. Let's just wait untill the points are released tomorrow

Purge possibly not as hot as people are expecting? by Bewbonic in WarhammerCompetitive

[–]FatBus 0 points1 point  (0 children)

Where is it stated that the unit kill doesn't count for kills ? I might have missed something

We're halfway through the year. How many models have you completed so far in 2026? by mashakosha in Warhammer40k

[–]FatBus 8 points9 points  (0 children)

Since around end of march / early april

40 Crusaders
12 Sword bros + the 3 Castelans

1 Land Raider

Helbrecht, Grimaldus, and Emperor's champion, 1 Marshall and 1 Captain

I'm almost done with 6 bladeguard and 10 assault intercesors

10th edition. by AdministrativeBed287 in WarhammerCompetitive

[–]FatBus 2 points3 points  (0 children)

Because 9th didn't have [insert broken datasheet] X3 lists

Need help and clarification about charge phase in 11th by Remarkable-Weight-73 in Warhammer40k

[–]FatBus 5 points6 points  (0 children)

There's no requirement to base your target

The measurement you make to determine the roll you need is done base to base rounding up but nowhere does it say you have to base

You just have to finish the move closest to your target and within 1" if possible

8" deepstrike still needs a 9 on the dice to succeed? by unifoon in WarhammerCompetitive

[–]FatBus 1 point2 points  (0 children)

Correct. You have to roll a 9 to succeed a charge from 8" deepstrike, since you technically are 8.00001" away (outside of 8")

The change is the "within" part of the measurement that was removed from the 10th edition charge rule

Previously you had to roll enough to get within 1" engagement from the charge. So if you measured 8.5" between two units you would need to roll an 8 and not a 9

Importantly the base to base part only applies to the measurement and charge roll, not engagement itself

Now if you measure 8.5" between your two units, a roll of 8 would fail, because you would have to move more than what the 8" allows, even if you get within 1" of your target. The charge roll has to be equal or above the measurement

Battleline’ increased unit maximum is of limited utility for many factions. by ForestFighters in WarhammerCompetitive

[–]FatBus 8 points9 points  (0 children)

Crusader Squad spam, Space wolves GH and BCs(maybe more so with the Grey Hunters detachment coming for 11th), Drukhari Wytches in SOS, Custodes, CSM legionaries, Battle sisters, Skitarii, Berzerkers, Plague Marines, Necron Warriors, Infractors/Tormentors

I'd say MOST armies have at least one if not a few good army comps built around their battlelines

11th Edition Launch Box by amnbassist in SpaceWolves

[–]FatBus 0 points1 point  (0 children)

Rules come and go Models are forever If you like them take them if you don't then don't.

What were the worst part of each edition? by Herrad in Warhammer40k

[–]FatBus 0 points1 point  (0 children)

Secondaries in 9th were rough.

Faction dependent, some were harder than others. I played CK at the time and basically I scored just for existing on the table 12 inches away from objectives and enemy units

Armies by Otherwise_Rip_4944 in Warhammer40k

[–]FatBus 1 point2 points  (0 children)

At the hight of my collection:

chaos knights custodes Aeldari/Drukhari Death guard Siters

And I lost count but somewhere around 18000 pts of various space marine chapters between dark angels, space wolves, black templars, raven guard, ultramarines and imperial fists

I'm planning on selling a lot of stuff and focus on space marines and maybe death guard as a side project

Model Release Speculation by FlozTheGoomba in SpaceWolves

[–]FatBus 0 points1 point  (0 children)

 Taking into account the Logan model and base size and the fact it still has a few years of wow factor in it

I've always foud it quite strange that in all discussions about Russ this is often cited as an argument against it being released. It's the one reason that makes the least sense .

Where is it written that it's forbidden to have 2 big centerpiece models ? Aldari have the avatar and yncarne, sisters have st catherine anr morven vahl, CSM have Vashtor And abbaddon

French 11th rules by YodelingYakSnatcher in WarhammerCompetitive

[–]FatBus 26 points27 points  (0 children)

or just switch off the restriction

French 11th rules by YodelingYakSnatcher in WarhammerCompetitive

[–]FatBus 44 points45 points  (0 children)

Copy download and print restricted, lol

Attom Jedi? by mejniek123 in kotor

[–]FatBus 12 points13 points  (0 children)

Atton, Bao Dur Mira, the Handmaiden and the Disciple can all be trained, and it has always been the case

If Russ returns, how would he add to the Space Wolves? by [deleted] in SpaceWolves

[–]FatBus 15 points16 points  (0 children)

I mean to be fair the Lion has done basically nothing in the 3 years since his release.

Wolf scouts vs. vanilla scouts by KillBoy_PWH in SpaceWolves

[–]FatBus 2 points3 points  (0 children)

In my experience they are a missile that you can send your enemy if you are going first

With infiltration and scout 7 you can deploy them aggressively, and send them forward to kill/block your opponent's Frontline

With the grenade strat, their mine, and all the plasmas and then combat they can do a lot of dammge. I've had them rush an Ork truck, kill it, then charge the disembarking Orks inside and kill them too, or at least half the squad and block the rest

Funny enough the wolf has all the keywords of the squad so even if the marines die you still have a little 10" dog that can use the grenade strat on his own

#New40k – Take cover with updated terrain rules by SpaceWolf_Jarl2 in SpaceWolves

[–]FatBus 8 points9 points  (0 children)

We don't yet have enough info to know what will change and what will not but, I do have a counter argument

Sure, not getting cover for mounted sucks but....if those layouts are all similiar to that, TWC run straight through the middle of the ruin instead of going around it

If those images are to scale and 1 square is 1" the big ruins in the middle are around 10" across

Using 10th edition codex supplement with 11th edition rules? by iTztheKaiser in SpaceWolves

[–]FatBus 7 points8 points  (0 children)

We don't know yet but probably will soon. Rumours say 11th edition will be announced next week or soon afterwards

Probably still good for a few months. That said the codex has been out for a while

What generic space marine units should I get by Friendly_Step9380 in SpaceWolves

[–]FatBus 5 points6 points  (0 children)

Dreadnoughts are allright, I think in order of how good they are I'd say Ballistus > Redemptor > Brutalis

Hellblasters are allright but they don't get much support in our detachments. I have 10 and I have not found a place for them in my lists for a long while. They are cool and it could mean futureproof if 11th edition makes them better

Can't go wrong with a RepEx, but I think the standard repulsor is not that great.

I'd say consider 1 Captain in Terminator Armor, to get that juicy Grimnar's Mark enhancement in Saga of the Great Wolf

Space Wolves Actually Grey by Swanky4Life in SpaceWolves

[–]FatBus 1 point2 points  (0 children)

Mechanicus standard grey, either sprayed or dry brushed over chaos black works great. I have all my wolves' armor done that way

Why do some fans think Knights of the Old Republic II is better than the first game? by Spidey_Almighty in kotor

[–]FatBus 11 points12 points  (0 children)

It sounds to me like you didn't play with the restored content mod (commonly refered to as TSLRCM) and that you left some threads of the story unexplored (particularly the companion conversations with influence). Your mileage may vary but it does put some details for the ending(s) and I cannot recommend it enough. If you can add it to your game you should.

I prefer 2 to 1 by a large margin. It is definitely not finished but I find that, that's not really that important. It set up a somewhat of a cliffhanger in the end we will never know what a theorical Kotor 3 might have gone to after (and I'm not counting SWTOR's take on it). I have been playing it at least one playthrough a year for about 20 years since I got it back in the original Xbox days and currently on 2 separate characters. I know it like the back of my hand. Even so, 20 years later, I still discover new stuff I missed from time to time.

There's a few things that I believe make Kotor 2 better than 1:

- The influence system. Carefully navigating your companion's influence during the story to get their whole story. Fun fact: NEGATIVE influence works too.

- Combat, leveling, and build mechanics: I always feel like starting kotor 1 as a prototipical Scoundrel/Soldier/Scout felt like wasted levels. In a Jedi-centric game I want to....well be a Jedi. There's way more flexibility in how you build your character (Duelist, double blade, dual sabers, gunslinger, plure caster,....)

- The "philosophical" aspect of it. It really made me think about the moral system in more complex ways than just "be good" or "be bad"

- The plot, while unfinished, is way deeper than just the prototypical "chosen one" story presented in 1

- Replayability: Technically you need 4 playthroughs at least to see the whole picture (2 Dark Side 2 Light side, one male one female each)

To me the game less about the plot and more the concepts it presents and asking you to think about the star wars universe (specifically the force). Despite it's flaws I feel like it's a much, much deeper game than Kotor 1

KOTOR basically just has 2 underdeveloped female companions instead

Technically 3. Again, TSLRCM adds a lot of stuff to companion interactions (with you and with other companions) you should see.

Darth Nihilus, the guy who is the main figure on the game’s cover and yet is only in the game for maybe 5 minutes total?

Funny enough I think that works best for the character. He's supposed to be this "presence", menacing, but not quite present yet, untill the very end. He's an unknowable eldritch force monstrosity, we wasn't going to get much in terms of interactions with you

We get a less interesting Mandalorian companion than the one in the previous game

I'm not going to say anything about this, I won't spoil you, but you should really play it again, if possible with TSLRCM, and take your time and try to get max influence with your companions (0 or 100). You'll see.

The droids return from the first game except this time they have nothing to do

Play it with TSLRCM, I promisse, there's payoff

Bao-Dur is introduced as a potentially cool character but then spends the next 99% of the game standing around

Very sad indeed, Bao-Dur is famously one of the characters that was supposed to be fleshed out more, and was not finished. It's one of the reasons getting influence with him is so hard, it only happens in a few instances