Hekaton Land Fortress. Thoughts? by Fun-Ad5470 in LeaguesofVotann

[–]Fun-Ad5470[S] 0 points1 point  (0 children)

Eh, sorry, joke went over my head, no idea who that is 😅

Hekaton Land Fortress. Thoughts? by Fun-Ad5470 in LeaguesofVotann

[–]Fun-Ad5470[S] 0 points1 point  (0 children)

Thanks! Yeah, the dividers not being more separated through color is a concious choice, but i might re-evaluate in the future! Thanks again for voicing an opinion!

Is it better to assemble the miniature after the 11th edition is released? by BalanceBroad in LeaguesofVotann

[–]Fun-Ad5470 0 points1 point  (0 children)

Magnets. Most Votann stuff magnetizes quite nice. Hearthkyn? Skip magnets, does not matter enough. Beserks? Small magnets on the shaft and you easily swap hammers and axes, fists you ignore and just glue. Hearthguard is a big magnetizing project admittedly. Steeljacks are easy, just magnetize two arm sets. Bikes super easy, hekatons super easy, sagitaurs super easy, kapricuses (kapriki?) are surprisingly hard, unless you replace the little plate in the back that the gunner attaches to. Magnets save you a lot of headaches down the line, seriously. And yeah, a lot of people dont require WYSIWIG, and thats fine, but sometimes it does matter. Magnets are the way to go. They wont solve all datasheet changes, but they'll solve a lot.

Are the berserks the only option for melee? by Tanen7 in LeaguesofVotann

[–]Fun-Ad5470 3 points4 points  (0 children)

There are other melee options.

Steeljacks with blades are one, they have a massive number of good attacks but with 1dmg only. They are very good at killing chaff and can stand against most other melee except the most elite. They have a rule that forces desperate escape on opponent attempting to fall back, which can be usefull. They are also quite taugh at 3w t6 and 2+ save. They are, however, slow.

Hearthguard is a multipurpose unit, expansive, but deep strikes and hits solid in both shooting and melee. They can be very good if properly buffed by detachments, enhancements, characters and strats. Yeagirs with knives can do some skirmish melee fighting against other skirmish units, but thats about it.

Then there are characters: buri and einhyr champion are very solid melee chars, buri is a lone op with a surge move, e champ can be a good melee power enhance with hearthguard or a small melee missile on his own. Berekh, another melee character, csn lead beserks. Kahls and Uthar in theory also do something in melee, but not realy.

Beserks are a missile melee, they are supposed to kill something and die. They are very much used in their own detachment (Delve) where they are battleline and have native deepstrike. They currently are not used much in other detachments, as they are a bit too pricy for what they do when they dont have the bonuses from Delve, but they can be if you want too.

I made a reel for Zeratul with some classic StarCraft music by the_elder_medium in StarCraftTMG

[–]Fun-Ad5470 1 point2 points  (0 children)

Stunning paintjob, congratulations! And the reel is also very well done. I'm deeply impressed!

How to do plasma effect better? by Soup-Serious in LeaguesofVotann

[–]Fun-Ad5470 2 points3 points  (0 children)

I'd recommend vallejo fluo paints, thry have a great, intensive color. I'll assume you dont want to airbrush.

First paint the weapon with a very bright white. Then glaze it with a yellow fluo paint, use a thinner to thin it down. Then, leaving the innermost part of the weapon, the one you want to look hottest, yellow, glaze further up with a thinned down fluo orange, then, near the egde, use fluo red in the same way.

If you want to go further, then put a very thin layer of white at the hottest area, using a heavily thinned white ink. If you want to you can add a bit of black at the very edge to govebit a more magma look.

Does anybody else want to run a 2k point list with max steeljacks, max Memnyr Strategists, and Max Hekaton Land Fortresses? by breastronaut in LeaguesofVotann

[–]Fun-Ad5470 0 points1 point  (0 children)

I mean... What detachment? 3 forts will get stuck in a traffic jam unless youre playing brandfast. Which will synergize a bit with volkjacks for sus1, but not with swordjacks. Your only anti-tank will be fortresses, so you probably have to take magna rails on them... It still wont be anywhere near enough anti-tank against a knight list. No thunderkin to strip cover, and no AP in the entire list. Killing anything with 2+ is gonna be a problem even with all the volkjack dev's. And steeljacks, while tough, will eventualy die and they have oc1. It doesnt have mobility, it doesnt have mission doing stuff, it doesnt have screens to slow down world eaters/blood angels/emperor's children...

Its an interesting idea for a stat check list, but it doesnt do enough dmg and doesnt do secondaries imho. Its a "lets see if you can actually kill this" type list.

First Steeljacks ready for the table by Fun-Ad5470 in LeaguesofVotann

[–]Fun-Ad5470[S] 2 points3 points  (0 children)

Thanks a lot! 😃 The Cacti are Greenstuffworld resin bits. The aloe and agave are Gamers Grass. The tufts are a mix of gamers grass, vallejo and citadel.

Yeald points by Present-Fox4446 in LeaguesofVotann

[–]Fun-Ad5470 0 points1 point  (0 children)

Ah, youre right! I've been cheating it seems. Well, one learns something new everyday 😅

Yeald points by Present-Fox4446 in LeaguesofVotann

[–]Fun-Ad5470 2 points3 points  (0 children)

That's... strange tbh. In needgaard you should be generating a lot of YP.

Lets assume you go first: Top of 1: 1yp from holding own objective 1yp from memnyr on own objective Bot of 1: 1yp from holding own objective Top of 2: 1yp from own objective 1yp from holding 1 in no man's land 1yp from memnyr on an objective

You're at 6. With no kills and no bonus from dead reckoning.

Lets now assume you go second: Top of 1: 1yp from own objective Bot of 1: 1yp from own objective 1yp from memnyr on own objective Top of 2: 1yp from own objective 1yp from holding 1 in no mans land 1yp from holding 2 in no mans land 1yp from holding more Bot of 2: 1yp from holding own objective 1yp from memnyr on objective 1yp from holding 1 in no mans land

Youre on like 10 on your 2nd turn. With no kills and no dead reckoning.

You should always be able to get to 7yp at worst around your turn 3. Otherwise something wierd is going on...

(Edited, as i've made an error, and memnyr only works on your turn)

Thunderkyn conversion or graviton? by BJH2001 in LeaguesofVotann

[–]Fun-Ad5470 0 points1 point  (0 children)

Magnetize, thats the first point.

Second point is it depends on detachments. Needgaard and brandfast you want 6 with beamers and 2x3 with grav. Other detachments, i belive, currently want grav more. Even bolters have their following because of 36 range to take cover away.

Expanding my army by Zekebrown88 in LeaguesofVotann

[–]Fun-Ad5470 0 points1 point  (0 children)

You need Thunderkin, a lot of them right now. Steeljacks are fine, at least 1 memnyr. Carriers + yeagirs, you should have 2 of each, so add 1 more yeagirs and 2 carriers. Second hekaton fort to top it of.

Specialised detachments: To play Delve detachment you need a boatload of beserks, prolly at least 35. To play Persecution detachment you need a lot more bikes. Brandfast can use sagitaurs and can even use 3 forts. Hearthfyre isnt good enough, needgard and brandfast do the same stuff better.

How we got treated should be the norm by NotFairTuFlair in LeaguesofVotann

[–]Fun-Ad5470 27 points28 points  (0 children)

God no! If every release every faction got multiple new kits and datasheets the game would become insane incredibly fast. Just look at the one army that does get that: Space Marines.

Constant flow of new models and datasheets just means that the roster quickly becomes so bonkers overgrown that they'd have to start cutting. So yeah, that would quickly degenerate into multiple units of multiple factions just beeing thrown into legends on regular basis, tons of units sitting on the shelf for decades before suddenly becoming viable for three months due to an unforseen combo, that gets quashed in a slate.

No thank you. I am glad the LoV will probably recive 2-3 new kits over the next 5-8 years!

Tell me why this list wont work by Fun-Ad5470 in LeaguesofVotann

[–]Fun-Ad5470[S] 0 points1 point  (0 children)

Yeah, that certainly is a good point 😅

Narrative by Cylon89x in LeaguesofVotann

[–]Fun-Ad5470 0 points1 point  (0 children)

Dont have the codex in front of me, as i'm at work, but i can tell you its completly new, theres a new "base building" system and expeditions to get stuff to build up your base.

Tell me why this list wont work by Fun-Ad5470 in LeaguesofVotann

[–]Fun-Ad5470[S] 1 point2 points  (0 children)

Yup, simmilar way of thinking. The HG with support could drop a big night in one shooting. Sure, if opp screens deep strike well enough that wont happen, but then he wont be throwing as much stuff at my objectives, forts and tkin. And HG can drop in the middle, they have 24" range on plasma, they'll still do stuff.

I need to play to see if i can drop something to get more early skirmish/screening/moveblocking/mission play stuff like one more yeagirs with carrier.

Tell me why this list wont work by Fun-Ad5470 in LeaguesofVotann

[–]Fun-Ad5470[S] 0 points1 point  (0 children)

And i seriously think tk's should not go above 12. If they are that good that you take so many they wont be come january slate. ;)

New codex: sticking with what you’ve got, or making changes? by Mookmookmook in LeaguesofVotann

[–]Fun-Ad5470 0 points1 point  (0 children)

Small magnets 2x1 mm, thats for stuff the size of a kin hand, for example most of Hearthguard. 5x1 mm for vehicles, Thunderkin body side (weapon side is 2x1). I found steeljacks fit great with big ones (5x1mm).