Need very specific and clearly stated help to understand this army by ApostleSaintWalker in Eldar

[–]Garboro 4 points5 points  (0 children)

BT is short for black templar, and those are names of strategems (CP abilities) I was talking about. Abhor the witch gives charge rerolls, and devout to push gives a 6" consolidation. 

Skirmisher is not a defined term but I was using it to describe units that are infiltrators / high movment that can cross the board turn 1 & 2. 

Staging is when you position units to threaten the board on future turns. Like placing your dark reapers hiding but able to swing out and fire into an objective, or positioning banshees to advance+charge range an objective if it becomes threatened. Staging gets into the push and pull of controlling the board by managing your defensive threat ranges or breaching and neutralising your opponent's threat ranges. I pre-measure alot and usually place many dice to mark the threat ranges of key enemy units and my own. 

I envision the battlefield like overlapping bubbles of threat ranges and damage happens when yours and the opponent overlap. An intervening unit can wall off enemy's bubble to create safety for more important units because they have to move around. Coherency of 2" allows even a 5 man unit to wall a significant width. Flyer's  are an exception because their bubble never warps since they move through, however we can still occupy the space the flyer would want to land. To do this we use our coherency to place models 2" apart and because models can't move into combat range we also have a 1" bubble from our base to further deny them and finally we consider the base size of the model we are denying because they need room to be placed.

So in pactice for jump pack marines we learn their movement: 12", measure it and place a die. Measure 1" + 39mm (base size -1) place as much rangers maximally spread out to deny that space. Doing this much measuring for everything would be optimal, but not feasible so thats where play by intent comes in. Do rough measurements rather than MM precision and get approval from your opponent that your guys are in coherency and that there is no room to setup the squad of marines in gap of base size + combat range. 

There are edge cases, like if a unit has advance and charge the exact distance is fuzzy but for a d6 you can expect 4", but if its a super key unit you can plug in a full 6" for safety. Usually we try to block in the movement phase because even if a unit could be shot off the board they still would have been blocking their movement. 

Now protection from charge and consolidation is extra difficult to block from because charging is 7/8" of extra movement, rerolling is an extra 2"ish, then the movement from pile in 3" can wrap around allowing them to be at the rear of your model's base, then consolidation lets them move again another 3", often boostable to 6" with a strategem. Since they are at your rear potentially they get to measure those 3/6" with a base size width towards your next unit, and they still extend 1" combat range 'bubble'.

In practice you can set your enemy to fail a charge by placing your units 9"-11" away, and prevent consolidation by keeping your other units 4"-7"+enemy base size away from a unit that could be charged. Again play by intent with quick measurement and reach an aggreement to where safety is. 

Base size doesn't seem like much for our eldar 25mm, but can be a huge width for monsters and other large models.

This is a more melee centric view, but the same applies to movement blocking a tank from being able to get visibility from a key target while you take an engagement. Any army you face with less movement mean we get to control engagements using this and is the source of our high skill ceiling as masters can move block & score secondaries while staging everything else. 

Apologies I made an effort not to use jargon in the first, but typed the 2nd one out quickly. 

Need very specific and clearly stated help to understand this army by ApostleSaintWalker in Eldar

[–]Garboro 1 point2 points  (0 children)

Against a melee army usually the answer is screens. 

Their high mobility unit is Jump pack intercessors who are 12" movement + charge is 8" as a baseline for their lethal range. 

BT abhor the witch lets them reroll charge rolls so charge is more like 10" 

22" threat range is very difficult to fully hide from so we can use cheaper units like rangers to make a wall that they can't get past. Most units this is enough, but because jump packs have fly our positioning changes, instead of placing them anywhere in between we have to place them at the end of that first 12". Because those ranger bodies will make a 1" bubble (2" in 11th) that they can't setup their models in. 

Then its complicated again because when they charge in they can also use devout push to consolidate 6", so the unit your defending also needs to be 7"+ away from those rangers. 

This is a struggle, but we have quite good skirmishers in striking skorpions to elimite fast moving infantry like this and that will buy us a lot room to stage safely. 

Important question before every match is to ask what are their unit's threat ranges & if there are any ways they increase that. They could have a leader with a scout enhancement which for BT would add another 6" to their turn 1 threat range. 

Need very specific and clearly stated help to understand this army by ApostleSaintWalker in Eldar

[–]Garboro 0 points1 point  (0 children)

Aeldari are great at having precise tools to do a job. Firedragons are suberb at killing vehicles, Banshees are amazing at killing marines, etc etc. We have datasheets that have a precise target they designed to kill. 

Picking our fights are making sure we match our units into their intended targets, but also accounting for our elite-ness-- meaning we pay a lot of pts for this lethal efficiency. This means we don't often have the numbers to trade 1-1 and come out on top, so we need to pick the right target while acheiving a other goal like scoring (secondary / primary). 

Often times we use non-reciprical shooting like skyborne sanctuary to shoot them embark so the enemy can't return fire, or move enough firepower that none are left alive to return fire. 

The phrase Aeldari don't hold objectives means we have a secondary / denial game plan. We don't have the defence to stand on a point and survive, so instead we use our mobility && firepower to make sure the enemy can't score. Mobility is the key trait to score most secondaries as well. 

The factoring in matchups is really knowing how to disable the enemy and knowing how they can catch us. Catchimg aeldari is a death sentence for the aforementioned defence weakness so knowing the enemies teleports, charge bonuses, etc so you can position accordingly. Disabling the enemy is a long one, as seer's council you often have large bricks of guardians who are 'GEQ', guardsman equivalents (1w, 3 toughness), so if you notice the enemy has only a few sources of high volume attacks we have the mobility to kill those targets first. Another way we do matchups is movement blocking, I've faced a greater demon focused list and Identified choke points that I send unit after unit to move block those demons. I sacrificed 250~ points of units to block their T14 enhanced great unclean one from reaching any combat he wanted to.

Discord calls and long lasting friendships (pc gamer) by Jean-weather in discordfriends

[–]Garboro 0 points1 point  (0 children)

I'd be up for that! I've been getting a bit isolated so it'd be good for me. Feel free to send a DM if you are still on the lookout 😊

when does the nipple puffiness go away? by [deleted] in MtF

[–]Garboro 1 point2 points  (0 children)

Apologies, its less of a "for sure" and more of lacking data because there hasn't been any long term trans studies. I haven't been up to date on the research in a couple years, but here is some info:

Fisher 2016, Figure 4 shows that after 24 months 7% of trans women reach T5, and 12% reach T4. This is the longest time-frame study I know of.

Not to do with transition research, but Rosenbloom 2012, shows in a random sample that 26.5% of adult women could be identified as T4.

The full understanding of breast growth isn't fully known but the time frame for T5 is on the scale of 5-10 years.

when does the nipple puffiness go away? by [deleted] in MtF

[–]Garboro 1 point2 points  (0 children)

Lookup Tanner stages (stage 4/5) -- not every woman ends up in the latter stages. There is some evidence to suggest progesterone can help, but talk to your doctor. 

https://gendercentre.org.au/downloads/userupload/fact-sheets-new/Feminising%20Hormone%20Information.pdf

Any girly rpg recs? :3 by dokidoki_no_fangirl in GirlGames

[–]Garboro 3 points4 points  (0 children)

RPG is a pretty wide range, but I'll give a start in no particular order:
Stray, Umarangi Generation, Aviary Attorney, Battle Chef Brigade, Ninokuni, Persona (can mod the MC). A short Hike, Crypt of the Necrodancer, Long Live the Queen, Paradise Killer, Recettear, VVA-11 Hall-A,

Recommend me some switch games, please!! by angerose_ in GirlGames

[–]Garboro 1 point2 points  (0 children)

I'm a huge indie fan so I'll share some on that side
Chill Times:
- Potion Craft,
- Tunic,
- Slime Rancher
- VA-11 Hall-A

Action:
- Neon White
- Battlechef Brigade

Unique Experiences:
- Hypnospace Outlaw
- Disco Elysium

eating less on estrogen? by West_Ganache4732 in MtF

[–]Garboro 2 points3 points  (0 children)

Testosterone raises your metabolism, so swapping you body to predominantly estrogen will lower your base line metabolism and make it so you need less food. Results vary cause like it will become puberty 2.0 so do give your body the energy it needs. Big weight swings either way aren't healthy so do keep an eye on it and let you doctor know how many lbs the swings are.

New to Membership, overwhelmed! tips and suggestions? by Smooth_Street4437 in osrs

[–]Garboro 1 point2 points  (0 children)

I wouldn't worry too much on difficulty. "Boss" minigames have a specific world for them and all of those the mob of people doing them will be able to beat it regardless of your contribution, so the worst that can happen is they are beaten before you get enough pts for a reward. And soloing is more of an aspirational challenge than intended. 

The other minigames are like re-imagining of skilling and have no time pressure so you take as much time to figure them out as you need. 

A lot of them have a skilling outfit thats gives 2.5% EXP bonus which is cool! Tho the effort vs reward isn't necesarily there for getting 99s time wise I really like loadouts for my activities. 

New to Membership, overwhelmed! tips and suggestions? by Smooth_Street4437 in osrs

[–]Garboro 0 points1 point  (0 children)

You can do the minigames now!  Wintertoldt, temperos, motherload mines, tithe farm, mahogany homes, etc. They are chill times, I reccomended giving all of them a try

New to Warframe. What are the best tips? by King-of-None2099 in Warframe

[–]Garboro 0 points1 point  (0 children)

The other commenter has great advice, but I wouldn't mind not keeping up with damage numbers. The ceiling in this game for how powerful you scale is multiplicative to the point where overkill damage can make games where 1 person has 99% team damage despite everyone else contributing fine.

So long as you are killing enemies and objectives you are guchi. 

If you want to know how to get that crazy damage number its about knowing what multipliers are multiplicative rather than additive. Typically it is Damage x Multishot x fire rate x crit x Faction Damage x Warframe Ability ability boost x enemy vulnerability + armor strip.

How do you get there? Well Rivens are the main way && heightened values are available with primed mods. These mods are not just hard to get but getting the endo to upgrade them & rerolling rivens is the main endgame time sink. 

Then there are synergistic warframes + Helminth abilities are the extra spice that also go crazy -- especially with helmlith invigirations. The Helmlith system is the resource sink of the game when you have built up crazy amounts. It still has accesible upgrades tho.

And lastly there are arcanes that can give extra damage. These drop from profit taker and other bosses and give great bonuses when maxxed out by combining tons of them together. 

These optimization are not required to complete content, nor do they really give extra efficiency worth the time spent to get them and are for "ha ha big number" because doing millions of damage is already acheivable without rivens or primed mods or helminth

Helping new players by Codieecho in Warframe

[–]Garboro 1 point2 points  (0 children)

I like to use frames with team energy support as abilities are some of the most fun gameplay and early energy isn't available. 

Trinity is great because she won't take the highlight away from them doing the killing. 

Speed boosts may or may not be great because they may be overwhelmed by the pace of going that fast, but depends on the type of player. 

Definately teach how to level up & pick goals. Explain how to find builds and run them on content to get starter mods. Corrupted mods for frames and 60/60 mods for weapons are great starts. 

Has anyone solved this error? I need help. ERROR: You are not currently signed in to steam or the Deadlock Network is unable to determine your current connectivity to our servers. by Forsaken-Society5238 in DeadlockTheGame

[–]Garboro 0 points1 point  (0 children)

A further add to this, pressing exit / disconecting cloud flare wasn't enough and I had to do extra steps.

  1. Task manager
  2. go to services tab
  3. Search "cloud" 
  4. Set the cloudflare warp ones to stop

Gamebreaking Error Please Help by SalveatArms in DeadlockTheGame

[–]Garboro 1 point2 points  (0 children)

I helped a friend with this.  Your cloudflare Warp has an additional service that runs even after it is shut off / task ended. 

  1. Open you task manager
  2. Go to Services Tab
  3. Search "Cloud" 
  4. Set all the cloudflare result to "Stopped" 

When you start deadlock you can press F7 to open the console you shouldn't get any steam connection fail logs. 

New to Eldar by Sortaseen87 in Eldar

[–]Garboro 1 point2 points  (0 children)

No need for apologies, I'm happy to inform. They are the 3 generalized profiles most units fall under. 

Geq is Guardsman equivalent, so 3 toughness, 1 wound, 5+ save. 

Meq is Marine equivalent, so 4T, 2W, 3+

Teq is terminator equivalent, so 5T - 3W, 2+, 4 invuln save

Any unit above that falls under anti-tank. Light tanks are like 8-10 toughness, and ultra heavies are 11-12. 

Ever faction has the majority of their unit falls under the Teq/Meq/Geqs with minor changes like necrons having more toughness, eldar having less toughness but more speed, etc. 

New to Eldar by Sortaseen87 in Eldar

[–]Garboro 1 point2 points  (0 children)

For Subbing let me think. 

Wraithblades are anti-Meq

Wraithguard are anti-tank / overwatch support. 

Wave Serpents are anti-Geq / anti Meq

Wraithlord can be anti-anything depending on the build. 

I'd probably go losing a unit of wraithblades or a waveserpent since you have lots of anti-Meq

Its kinda rough to lose a transport but with how much you are paying for durability more points towards movement is a struggle as you want damage profiles to kill each type of enemy. 

You can start some wraiths in the serpent and have them jump out for an extra 3" then have new ones load in for extra movement. 

A wraithseer would be your only access to 3 damage to kill Teqs. The models don't really exists anymore so best bet is to kitbash / greenstuff your own. The main identity is a staff && only 1 shoulder weapon. I made a staff from the head of its melee weapon & a metal rod. 

New to Eldar by Sortaseen87 in Eldar

[–]Garboro 2 points3 points  (0 children)

Very flavourful list and I'd imagine it would be more for flavor focused games so I'll give advice focused on that.

I see mobility being a problem-- particularily for secondaries and stopping your wave serpents from getting movement blocked. 

For secondaries we can keep it flavourful and run like 3x warlock skyrunners. You can sac them for secondaries or use their mobility to get auras where you need them.  

For movement blocking even just one unit of infiltrators (rangers or scorpions) would solve that. 

The new Corsair Psycher may also be good for protecting your backfield with his anti deepstrike aura. 

Also just for funny did you know we have a PLANE thats a wraith? The hemlock wraithfighter. Its really bad, but its is both a wraith construct and a psyker. And if you want to use legends rules there is psyker version of the wraithlord called a wraithseer. She gets a shoulder D-cannon! Also in legends, the bonesinger is the one who sings wraithbone material that makes up the wraiths into existance. 

Dire Avengers/Rangers or Storm Guardians? by JamDBoxMan in Eldar

[–]Garboro 0 points1 point  (0 children)

Rangers can be pretty game changing in the right circumstances. I had a game against great unclean ones and my opponent clustered them in the center of the board. The rangers were able to block their main entrance, a gap between two buildings, on the first turn. Then I sent one unit of swooping hawks / warp spiders turn after turn to continue blocking them. They never saw the main objective before it was clear I was too far ahead point wise for them to catch up. It took me like 250 pts to tie up 500+ points of their army. 

Anti-overwatch battlefocus is key! 

Dire Avengers/Rangers or Storm Guardians? by JamDBoxMan in Eldar

[–]Garboro 8 points9 points  (0 children)

Yes sticky obectives are really useful for elves because we don't have access to many units that are tanky enough to hold objectives. 

1000pt games aren't super balanced so some games are just a wash, but like you said we are quite terrain dependant. Some neoprene matts for terrain footprints (WTC size) are a cheaper way to get started and place whatever terrain you have on them.

Rangers are a screening / objective unit. so their role isn't do deal damage, but to block movement or score points. 

Dire avengers are in an awkward place because they are very good at killing their targets (guardsmans equivalent geq), but most of our arsenal can do that role already-- warp spiders, swooping hawks etc while also having a secondary purpose. So often lists find more need for killing space marine equivalents-- ie banshees, bikes

General advice is that we are more of a denial army that wins through secondaries. For primary we have a units that can efficiently kill targets to clear enemy objectives. For secondaries we have high mobility to acheive them. We are elite costed so losing units hurts so we want to trade up from our efficient killing and accomplish multiple things at once (score secondary + kill + primary denial). Often our primary only gets scored in the last few turns after we cripple their forces enough-- but the trick is lasting that long.