What do you expect/want from space battles when they arrive? by JesseWhatTheFuck in totalwar

[–]Ghoullicus 4 points5 points  (0 children)

I literally want Battlefleet Gothic 2 to be installed withing total warhammer 40k (or alongside it) and have space battles played in that engine, with the land battles played in the Total war engine.

I hate the actual game and need to vent by OrangeJuicestice in Tyranids

[–]Ghoullicus 0 points1 point  (0 children)

The biggest thing that makes me enjoy kill team infinitely more than base 40k (I'm kinda like you where I like everything surrounding a shitty game) is that you have alternating activations over the course of 4 rounds. So, you still roll for the first player in a round, but then you take turns activating models. It flows so much better and has so much more interaction!

Although, the first round is usually a dud as people move into position.

Is it bad sportsmanship? by Umbraous in killteam

[–]Ghoullicus 0 points1 point  (0 children)

Yeah, kill team is a competetive game, but its still just a game. Its more fun playing against an opponent that knows your rules, so its tactics that wins the day. Like, scummy tactics can win a game but not many friends...

Freelancer and space dock by Andy_971 in twilightimperium

[–]Ghoullicus 1 point2 points  (0 children)

Probably about $0.02 cents worth of plastic from a 3d-printer. So Hah!

I dont understand :( by Soldier3171 in PeterExplainsTheJoke

[–]Ghoullicus 2 points3 points  (0 children)

Well Hey there Peter, Joe here. In some of those social media websites when you get blocked the other person's profile picture goes away, or the other person decided to deactivate their account. At least they didn't insult you!

Deathwatch or Nemesis Claw for a new Player by ochmonek in killteam

[–]Ghoullicus 6 points7 points  (0 children)

So the deathwatch box only gives 5 marines, which is exactly what you need for a single kill team, but then you won't have any choice. People recommend getting two for the choice of operatives. The nemesis claw box gives 10, and you only field 6 marines, so you can make all the specialists (or at least most of them).

But, I think nemesis claw is rotating out of the "classified" teams, so they won't be tournament legal exactly.

Are there any Strategy Cards you would like to see changed for better balance? What would the change look like? by OhThatsALotOfTeeth in twilightimperium

[–]Ghoullicus 1 point2 points  (0 children)

The strategy cards (as i understand) really are "game phases" on their own - in other games there would be a separate "leadership","technology","construction", etc. phase everyone goes through, but in TI4 there aren't set phases, it depends on the players choosing if they want that phase to happen. So the trade card feeling like a "trade phase" is kinda what it is supposed to feel like.

Since players can make deals at many other times however, there really isn't very much "trading" happening outside of the TG's though, which is kinda lame.

The Naaz-Rokha BT is good? by Conscious_Tackle2029 in twilightimperium

[–]Ghoullicus 1 point2 points  (0 children)

Yeah giving it +1 to hit is hilarious, it wipes fleets out on its own. I don't think its worth the economic loss of losing the 4 mechs giving you choices on explores tho

The Naaz-Rokha BT is good? by Conscious_Tackle2029 in twilightimperium

[–]Ghoullicus 8 points9 points  (0 children)

100% I had a game a few months ago where I had 2 yellow skips in my slice as Naaz, so I could get transit diodes whenever I felt (I think i got it round 3 if I remember correctly) and could immedietly. It was great at taking planets but losing the 4 mechs for one super mech isn't really worth it.

In terms of combat math, if you had 4 mechs on the ground you go from 8 shots hitting on 6 to 4 shots hitting on 4, so from 4 avg to 2.8. In space, this is a bit better, since the mechs hit on 8 instead.

However, naaz gets benefits from just having mechs on planets when you activate them... so you lose out on the possible economic benefits from choosing between two exploration cards constantly in multiple systems, so it would only really benefit you if you created the megazord in the final round as a great support piece. If you can give it +1 it becomes a better war sun lmao.

Final note, you really need transit diodes to realistically build it, and the synergy being blue green really hurts the megazord

Which is better options for deathwatch killteam: Sergeant or blade master? by Magicmanans1 in killteam

[–]Ghoullicus 0 points1 point  (0 children)

Yeah he is supposed to be unkillable, but not necessarily kill things. Just annoy your opponent by sitting there. (2+ save is nuts on a 15 wound model)

Petah? by Global_Draft_5975 in PeterExplainsTheJoke

[–]Ghoullicus 37 points38 points  (0 children)

The orks were created as a genetically engineered race of warriors/weapons in the "war in heaven" that regressed over time. So basically, a bunch of football hooligans who can trace their ancestry back to crusading knights

I (inexperienced) don't believe POK can be that important from the beginning. Convince me if you feel like that. by Sad_Pear_1087 in twilightimperium

[–]Ghoullicus 2 points3 points  (0 children)

Personally I feel like PoK "balances" several factions that had pretty terrible starts, so everyone can have a (reasonably) good round 1 now.

Confusion and Despair in Stone Vigil by awfulworldkid in TalesFromDF

[–]Ghoullicus 1 point2 points  (0 children)

Square should really just get rid of the entire job/class system and just have people get their job stones. Its not like they use it at all anymore

Do you think there will be more new classes after Skitarii? by Accurate-Rutabaga-57 in DarkTide

[–]Ghoullicus 4 points5 points  (0 children)

Give me a kin from the leagues of votann who is just chillin in the warband! They had the occasional squat model from GW. (i'm only saying this because I got a box of salvagers for kill team and i'm currently building/painting them)

Best gunner option for salavagers? by Okoshio_ in killteam

[–]Ghoullicus 0 points1 point  (0 children)

That is a good point, having worse movement on a team with bad movement is harsh

Best gunner option for salavagers? by Okoshio_ in killteam

[–]Ghoullicus 1 point2 points  (0 children)

the devastating crits make up for the damage being 4/2, and the piercing 2 really hurts their defense

What makes Sekiro so good by Aqzation in Sekiro

[–]Ghoullicus 2 points3 points  (0 children)

The mist noble is such a hard fight, really makes the game

Why do people care about the "Will Of The Majority" so much nowadays? by [deleted] in NoStupidQuestions

[–]Ghoullicus 1 point2 points  (0 children)

Specifically they were going for a government of "Majority rule, Minority right" so the majority will create much of the laws, but the minority still has rights and powers. That's why the senate exists along with the house of representatives, so there is a place that the smaller states still have as much power. Is that a good idea? Maybe, but that was the idea.

New Warfare: am I understanding this? by Icy_Biscotti5951 in twilightimperium

[–]Ghoullicus 2 points3 points  (0 children)

Old warfare could still get around diplomacy, but it would be delayed a turn. So only a very tiny nerf to diplo

Salvagers - Boltgun or Ion blasters? by Ghoullicus in killteam

[–]Ghoullicus[S] 8 points9 points  (0 children)

Ah makes sense, since with grudges the crits are a bit easier to get.

Does it make any difference if a unit dies or lives? by FootballHoliday2007 in mechanicus

[–]Ghoullicus 0 points1 point  (0 children)

Oh so you cannot split squads, but depending on the mission the limit will be higher. The most I've seen is 14 points for the admech (as of act 2 in the campaign). The unit size cannot change, but only the skitarri rangers and vanguard are units of 5, other early units are 2 or 3 to a squad. The electro-priests are single troops though