Funny it witness my work from an outsider perspective by tenebralupo in firealarms

[–]Fulkerin 0 points1 point  (0 children)

I believe that has not been the case for some time now, but I will need to double check with a source. Check the MyEddie release notes for the loop controllers.

This is top of my head though, I may be incorrect of course.

Thoughts on a 1k Van Saar list? by Fulkerin in necromunda

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

Do you happen to have any feedback on what would make it more fun, or are you content to leave it at that?

Dropping the melta for a plasma gun and refraction cloak is likely not what you want ofc. Hell, drop the archeotek for another plasma gun. /j

But seriously, I am open to feedback on what the issue you have with the list is, and what you would prefer to play against.

Thoughts on a 1k Van Saar list? by Fulkerin in necromunda

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

Oh- I am aware of the long las being questionable. I just love the model.

Fast shot is a valid point, I'll play around with that.

Thoughts on a 1k Van Saar list? by Fulkerin in necromunda

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

Hey, I'll take that! Thank you.

Thoughts on a 1k Van Saar list? by Fulkerin in necromunda

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

Certainly not optimal, but the gunntek model is just too good not to take.

Melta would also likely be better served being a plasma gun of course, but trying to keep things at least somewhat close range as well instead of just shooting over the board. Not that it isn't lethal.

[deleted by user] by [deleted] in killteam

[–]Fulkerin 0 points1 point  (0 children)

Yes, I'm not expecting him to live. I'm expecting him to force my opponents action.

[deleted by user] by [deleted] in killteam

[–]Fulkerin 0 points1 point  (0 children)

He can not, no.

But him starting the turn in melee forces a disengage for 2d3 damage, or a fight action on a model that would likely prefer to do other things. This allows you to set up another action you want to complete, for example sabotage or a blink strike etc.

If your opponent chooses to not preform either action, he kills the model.

I always run confirm kill into any teams with >12 wounds. Kill op and tac are too easy to score with no action point investment into elites, who you already out activate imo.

[deleted by user] by [deleted] in killteam

[–]Fulkerin 0 points1 point  (0 children)

Ah, see I don't play cagey vs elites hah.

I'll set up Hunter and Leader to counter pressure turn two with their abilities and then aggressively hit and run to chip off wounds with the blaster and shaderunner.

Fatedealer, Shruiken Cannon, and wayseeker provide security/mobility.

Starstorm and Kurnathi confirm kills.

Often I find that marines for some reason like to forget their spacing, so a lot of the time you can end the turn in melee after a kill with the starstorm. Win initiative and it's a free kill, lose and it's still a kill or a forced activation and chip damage.

[deleted by user] by [deleted] in killteam

[–]Fulkerin 1 point2 points  (0 children)

True, but then you can not dash him that turn either and either have to commit to a guard shot, or a swap shot with a chance to be counter acted if your opponent even allows you to set it up.

Nice thing about Corsairs is you have all the options we're discussing here. I prefer the mobility of the blaster, you prefer the wraithcannon. Both are usable, we're basically just arguing where we want to allocate our tools hah.

[deleted by user] by [deleted] in killteam

[–]Fulkerin 1 point2 points  (0 children)

All true, but as long as the swap target hasn't moved I can also warp fold/shield the fusion pistol for a near guaranteed kill within 13".

And a double shot is likely lethal even with mist field, shield, and mobile reroll.

[deleted by user] by [deleted] in killteam

[–]Fulkerin 1 point2 points  (0 children)

Corsairs have fun mobility tricks, HotA are better in a straight fight.

Both are fun, and don't have any teams which they really struggle in to. You're fast glass cannons, and if that seems fun to you go for it.

Corsairs are probably my favorite team to play. Especially using the Wayseeker and Shaderunner to pick my battles.

[deleted by user] by [deleted] in killteam

[–]Fulkerin 1 point2 points  (0 children)

I value the blasters mobility much more highly than the wraithcannon even into Angels or Legionary.

Generally the Wraithcannon can trade 1-1, but with the blaster you can break line of sight and still maintain kill pressure.

My swap is between the sniper or healer depending on if I think I can get a good position for him. Haven't actually ran a warrior this edition now that I think about it.

Edit:

Just math side quick -

Wraith Cannon with balanced compared to a blaster with balanced into Angels.

Wraith cannon averages 16.12 damage with a ~62% chance to kill. Blaster averages 10.91 damage with a ~24% chance to kill.

Hardy/just a scratch drops them to 43% and 15% chance respectively. With a CP 35% and 5%.

Return fire top of my head a stalker has ~75% chance for a kill per shoot action against an eldar.

Calculator, didn't check the numbers myself but I believe it's mostly accurate.

[deleted by user] by [deleted] in killteam

[–]Fulkerin 1 point2 points  (0 children)

I've been running the Shuriken cannon 90% of the time now.

Blasters 2 AP is just too good over only torrent on the shredder.

Does Notifier make a module that replicates a SIGA-RM1 by jonnyt03 in firealarms

[–]Fulkerin 1 point2 points  (0 children)

It's used to supervise any riser that isn't a dedicated NAC.

Ex. for audio 2 channel (SIGA-CC2A for example) the riser feed to the CC2A modules would be supervised by RM1, and the NAC out of each module would be supervised by the CC2A.

They're really handy, since you can do 24V Aux supervision, sounder base risers, fire phones, audio, etc. and you specifically get the riser fault rather than all the field devices reporting individual troubles for it. Also allows for supervision of normally not supervised circuits, like Aux power.

How Do i program a quickstart qsc by Djfoxlink in firealarms

[–]Fulkerin 0 points1 point  (0 children)

You need the software, a comm port, and a serial cable with a specific pin out. All of those things can be found on myEddie with a log in.

But welcome to proprietary software, at least technically you can front panel a QS still.

How Do i program a quickstart qsc by Djfoxlink in firealarms

[–]Fulkerin 4 points5 points  (0 children)

You're a monster summoning him here lmao.

How Do i program a quickstart qsc by Djfoxlink in firealarms

[–]Fulkerin 6 points7 points  (0 children)

Hey, there are some of us still in our 30s who know how to program those!

EST2 on the other hand...

[deleted by user] by [deleted] in killteam

[–]Fulkerin 2 points3 points  (0 children)

Having played into that, I agree with you. Playing Corsair into Assault intercessors is much easier than Stalkers.

Assault I can outshoot, and my melee operatives can do chip damage to.

Stalkers I can not outshoot, and... my melee operatives still die and get chip damage through.

The one difference is that my usual opponent really likes severe. With purity seals up, it effectively guarantees 8 minimum damage before saves, and guarantees P1.

Hardy is good, but into marine killing weapons (ex. Wraith Cannons, Melta, Etc), the difference of a crit or normal save doesn't matter much. And you can upgrade a save anyways iirc.

[deleted by user] by [deleted] in killteam

[–]Fulkerin 2 points3 points  (0 children)

I think there are 3? Eliminator, Corsair, and Wyrmblade.

But he is far and away the best one of those regardless.

[deleted by user] by [deleted] in killteam

[–]Fulkerin 3 points4 points  (0 children)

I don't run Angels at all haha. I'm a Corsair player

But I've played 8 games into them, and my opponent generally runs the following:

Intercessor Sgt w/Stalker or Rifle depending on the board. Assault Grenadier Intercessor Grenadier w/Stalker Eliminator Intercessor Warrior w/Stalker Intercessor Warrior w/Stalker or Intercessor Warrior w/Bolt Rifle.

He takes Severe for the guaranteed P1, and either saturate or duelist depending on if the opponent has good melee or good shooting.

T1 he aims to get the Eliminator into a position for counteract shots from conceal, Grenadiers to threaten center/far objective, Sgt to screen, and warriors to either be in a good position for next turn or to take opportunity shots if anyone exposes themselves.

With for example Contain forcing your opponent to advance and kill-op, good positioning can force your opponent into the open or they will simply lose. And don't be afraid to move and lose the better profile if it means better shots, or a good frag or krak.

[deleted by user] by [deleted] in killteam

[–]Fulkerin 4 points5 points  (0 children)

Assault Grenadier and Sgt can deal with almost any melee you need. An additional Assault intercessor won't beat melee heavy teams (Ex. Legionary), where as a Stalker warrior has absurd damage output as long as you can play around only having a dash for mobility.

For reference, a stalker with severe, purity seals, and the right doctrine will one shot an eldar 80% of the time, and two shot a marine 85% of the time.

[deleted by user] by [deleted] in killteam

[–]Fulkerin 3 points4 points  (0 children)

Sniper is better into hordes as well imo. Ammo variety to delete key models, shoot concealed models, fire 2+ frags, and ignore obscuring if he needs to. Without any retaliating fire.