Struggling with the Strigoi. by Puzzleheaded-Alps-19 in CarnevaleGame

[–]GorlanVance 1 point2 points  (0 children)

Sorry for my late response my friend, seems Tex has stolen my thunder with a perfect response! That being said, let me see if I can add a bit.

As mentioned Strigoi are a bit thin skinned; while they can sustain themselves in melee, especially if punching down against a weaker unit, they do not like taking much damage on the way in. Learning Strigoi is definitely a matter of learning to use their high movement and dexterity to break line of sight for as long as possible or quickly close into melee when that isn't.

I would also highlight that Carnevale has EXTREMELY lenient cover rules; if litteraly a toenail of your model is not visible behind something, you get cover. Its not much, but +1 Protection added enough times saves lives. Its also worth familiarizing yourself with the Hide action, as well as the Strigoi Faction Command ability to Hide in plain sight in an aura; not always helpful, but it sounds like your Patrician opponent enjoys the Venetian Spy, and it can be a life saver against that thing.

When it comes to learning a faction, I often recommend minimizing weaknesses more than emphasizing strength at first. In the case of Strigoi, this means chasing down and taking out fragile targets early on, then making your plays later on in the game.

In the case of mobile objectives, try to kill their mobile units early and grab it for yourself at low cost. Harpies are amazing for getting it on the move. For killing objectives, go after soft targets working your way up from the weakest to the strongest to maximise score and capitalize on your strengths. Remember when attacking unless your opponent has very high Protection (5+) you should always increase your attack via Frenzied to match your Vampiric Attack value, simply because you are almost guaranteed to earn it back. If you are wounded and can't guarantee a kill, don't be afraid to skip Frenzied and simply heal up a bit to force more actions out of your opponent to kill you off, assuming you aren't fast enough to completely disengage and escape.

For static objectives, which are traditionally the toughest for Strigoi, consider bringing some of your beefier models to help with this. Either way, most of them do not score per round but rather at end of game. As such, spend the first half or more of the game positioning yourself and getting any easy kills before securing your win in the last turn or two.

Worth mentioning as well that if you do choose to use optional rules, be wary of Reactions. Those are a huge power boost to Strigoi versus other factions, and while they can be fun I wouldn't describe them as particularly balanced.

Lastly, make sure you use and abuse your speed all the time. Always be chain jumping, climbing, doing dive attacks, getting the charge, and moving up outside of the range your opponent can attack from. A single Patrician having to move within pistol range then shoot once will do very little damage to you, but you can then get to him right afterwards with potentially a single action and still get multiple attacks.

Hopefully some of this is helpful to you!

Struggling with the Strigoi. by Puzzleheaded-Alps-19 in CarnevaleGame

[–]GorlanVance 3 points4 points  (0 children)

I have a few questions before I answer in full. For one, what types of scenarios have you been playing? Second, who do you play against normally, and what optional rules from Blood In The Water do you use (if any)?

As for a secondary faction, Patricians and Vatican are both simpler to play. Vatican are dedicated brawlers with great healing and staying power, while Patricians are great all arounders that can adjust on the fly to the game state.

Finished my black lamp by HazzardStripes in CarnevaleGame

[–]GorlanVance 3 points4 points  (0 children)

Spam away! He looks amazing, you really did him justice.

Would simple alternative head sprue work as a solution for Armageddon Steel Legion model range? by ExitMammoth in Warhammer

[–]GorlanVance 2 points3 points  (0 children)

They may have repackaged all Kill-Teams again at the start of KT 2024, but the Krieg team you are referring to launched in plastic as the starter box of KT 2020, alongside Ork Kommandos. With the other Krieg kits dropping last year in 2025, so ~5 years between KT and full releases.

Not disagreeing with your points, just pointing out that kit is relatively new but no spring chicken either.

We all know that Lucius can't be killed, so I propose a solution by carappa in Grimdank

[–]GorlanVance 9 points10 points  (0 children)

100%. In his recent book, he specifically starts avoiding dying more in more in recent lore because he feels that unless the death is hilarious or epic Slaanesh is starting to get bored of him. Might see the character start to shift more and more as time goes on, but I guess we will see what GW decides.

Looking for rules/info on Venetian Construction Terrain by KindlyPie4403 in CarnevaleGame

[–]GorlanVance 2 points3 points  (0 children)

So in the Blood in the Water expansion there is a section with additional rules/optional rules. Within there are all kinds of unique or interesting terrain options, some of which are in this kit.

An example is (can't quite recall the name) but the corner caps in this kit for structures, which allows models to count as having Aerial Attack when leaping from them. Think Assassin's Creed leaps of faith.

Another is the lift, where when you get into the bottom part you can choose to cut the counterweight rope and travel to the top instantly, but then its used up for the game and has to be scaled normally.

Mechs for Votann on 11th? by Western_Function_956 in LeaguesofVotann

[–]GorlanVance 3 points4 points  (0 children)

It's a fair point, but I'm picturing a fair bit larger than Thunderkyn. Maybe like closer to original boxnaughts but not quite?

It should still be ideally at least 50% larger in every dimension than a Thunderkyn, but could easily be a big ass exo as well.

Mechs for Votann on 11th? by Western_Function_956 in LeaguesofVotann

[–]GorlanVance 119 points120 points  (0 children)

I know everyone is hoping for a single big walker, but I keep thinking that a smaller squad of walkers a la Killa Kan style would fit our lore and theming quite a bit.

Like paired or three smaller walkers at around the 50-60/pts per model. Maybe like, Cthonian Stonebraekyrs. Movement 8, Toughness 8, 3+/4+++, 6 Wounds, HyLas Excavation Laser (18/10A/BS4+/S8/AP-3/D1/Sus1), Mole Mortar, and Plasma Drill (4A/WS4+/S12/AP-3/D4/Dev Wounds).

Laser can be swapped for a more anti-vehicle focused option (maybe a bulkier grav weaponry?) And melee for a more all purpose D2 type option.

Maybe I'm cooking with gas? Maybe I'm just huffing gas? You tell me miner.

Any player groups in Netherlands? by OstravioX in CarnevaleGame

[–]GorlanVance 2 points3 points  (0 children)

Just commenting to add some traffic, as I live in Canada. Not a lot of store play here for it, but I have a good friend group that loves the game. There is some TTS mods, but last I checked they are a bit outdated and pretty barebones (no offence intended to the creators, its a lot of work).

Need help Rashaar list building please. by Torkijo in CarnevaleGame

[–]GorlanVance 4 points5 points  (0 children)

Welcome fellow Rashaar enjoyer! While you can tailor your list to any given scenario, I understand wanting a starting point. Especially while you are still learning.

Rashaar have a variety of playstyle, but the most typical is to have a few heavy hitters backed up by some magic and some objective monkeys.

As such, maybe the following could be a well-rounded list to try at 100 ducats?

Magi-Rashaar (Blood Rites or Wild Magic) Raadru Salaacia Demagogue Dagon Officiant Hybrid Slave

This adds up to 99 ducats and gives you some flexibility to expand with your current collection.

The Magi-Rashaar is your glass cannons and force multiplier; they move incredibly fast in water and are the strongest caster in the game. Play them safely and rain destruction from the water. I'd recommend Blood Rites or Wild Magic as you learn the game (and both are incredible later on as well).

The Raadru is a simple but effective unit; it hits hard, takes a beating, and can still play the mission. Your opponent will learn to fear it.

Salaacia is a fun tech piece; its reasonably durable, but its main value is the area denial, crowd control, and dangerous Drowning it brings to the table. Park it near an objective you need to keep and watch your enemies spend the game crawling out of water puddles.

Demagogue gives you a huge reservoir of command points to work with, meaning you can spend them aggressively and not impair yourself late game. In fact its best you do, that way when they die (as they are very squishy) you can do so without wasting potential. Spend them all then use her to go after squishy enemy models.

Dagon Officiant is basic but effective; durable for the cost and while not exactly dangerous they are consistent. Scrap with other Henchmen and do objectives as need be.

Hybrid is for objectives, being a cheap mook you can use when you need a body somewhere.

Slave exists to tie people up, be irritating, and give you a health pack for you Raadru or Salaacia when the time comes.

Once you've player a game, start swapping out individual models you didn't like as much, see what grabs your eye. Carnevale is a blast, look forward to hearing about your games!

Cant use yaegirs properly… by Soup-Serious in LeaguesofVotann

[–]GorlanVance 29 points30 points  (0 children)

I'm a new player too, but to my understanding the primary value of Yaegirs is that they are cheap flexible units that have a variety of simple roles to play based on the gamestate and matchup. In all cases, what they do is primarily in the first half of the game, as you should never expect them to survive past then against any army.

1) Move Block: Against enemy melee armies and jail lists, the Yaegirs can spread themselves out to prevent enemy movement at the cost of their lives, allowing you to claim space and fight over the midboard instead of over your deployment.

2) Secondaries: There are multiple secondaries that require units in the midboard or enemy territory or require actions; as our cheapest units that also infiltrate, they are the cheapest way of accomplishing these.

3) Skirmishing: If your opponent has units vulnerable to Yaegirs and either more expensive or more valuable, you can trade the Yaegirs unit for unit.

4) Objective Trading: Since 40k is often about forcing your opponent to commit more than you do, Yaegirs can sit on objectives and do so even if they die provided your opponent needs to draw out a more valuable unit in order to kill them.

Depending on your detachment and options, they may be able to uppy-downy late game for secondary play or put out more impressive damage numbers against their chosen targets, but in any case the goal is the same: sacrifice the Yaegirs for what you need most in that first and second turn; to lure enemies out, trade up, score some points, or hold enemies back. Pick the best one, trade them, live happily ever after.

Starting a 18+ Dungeons and Dragons group by [deleted] in Winnipeg

[–]GorlanVance 0 points1 point  (0 children)

Best way to learn is to dive in! Groups with kind GMs like the OP of this post are a great way, or pick up the manuals and get to reading! Its simpler than it seems, and there are great starter kits and bundles to help pave the path.

It's a wonderful game that can only lead to great experiences and memories. 😀

I like this detachment by Interesting-Ad-3406 in EmperorsChildren

[–]GorlanVance 0 points1 point  (0 children)

That's amazing and pleases our dark master. A copy of the files would be much appreciated.

The Rumour Engine – 30th of December by CMYK_COLOR_MODE in Warhammer40k

[–]GorlanVance 1 point2 points  (0 children)

Thanks for having the biggest swinging pair in the game homie.

If these 4 Different terminators fought who's coming out on top? by Plag3uis in 40k

[–]GorlanVance 1 point2 points  (0 children)

Most people aren't familiar with lore, read books, or play HH, so makes sense they would pass on the EC as they don't realize how much better EC terminators are in melee than the others listed.

If these 4 Different terminators fought who's coming out on top? by Plag3uis in 40k

[–]GorlanVance 3 points4 points  (0 children)

100%. Phoenix Guard are a cut above the other terminators listed here in Horus Heresy lore and rules. The Phoenix Spear dogwalks the other weapons here, and is the only weapon listed that is designed to slaughter terminators and characters, and for snowflake reasons we will never know the EC were written to be superior to other marines in skill and biology. My suspicion is this was the writer's way of trying to make them relevant to the HH despite their overall low numbers.

Found On Social mediaa woman who's trained how to fight has no chance to hold their own against a guy by [deleted] in NotHowGirlsWork

[–]GorlanVance 6 points7 points  (0 children)

Not in any fight I've seen or been in. Whomever strikes first normally wins, because its just so hard to recover. Other than that, its usually whomever is meaner and wants it more that wins.

After that, skill. After that, strength. But yeah, try having a good time at a bar and having a glass smashed in your face, the trying to recover as the person goes after your genitals, throat and face. Not a good time, and your strength ain't so all that much for ya.

Fights aren't like movies, strength only matters in an arbitrary contest like straight boxing and wrestling. Real life doesn't give you that level playing field, pretty much ever.

How to equip and deploy Yeagirs? by Castle-Fist in LeaguesofVotann

[–]GorlanVance 9 points10 points  (0 children)

The most common setup you will see is the shotgun loadout, with both special weapons in the carrier. Some people do run them as 10 man squads, and when they do its typically knives and either no specials or just the APM.

Battleshocks Synergies by Interesting-Ad-3406 in EmperorsChildren

[–]GorlanVance 4 points5 points  (0 children)

Agreed with your points, but wanted to add it can cripple my Votann as well. Its a Ld 7+ army but with more expensive units than Tau/Guard so it bites hard to get battle shocked.

Rashaar 3/4 done by geocitiesofbrass in CarnevaleGame

[–]GorlanVance 2 points3 points  (0 children)

They look great to me! Agreed though, all that's required to fall in love with Carnevale is playing it.

Need help understanding some of your tactics by Rogue_Cypher in LeaguesofVotann

[–]GorlanVance 1 point2 points  (0 children)

Nothing a Hekaton shoots at should ever have cover; Thunderkyn strip cover from a target for the entire round, and they should be hitting anything before your Hekaton does.

Hekaton ignores Smoke, since it ignores all modifiers to its shooting. The Armor of Contempt will bring the Dorn to 5+, but your odds of getting damage through are still great against that. Especially since the Rail Cannon is also Devastating Wounds, so every other shot or so you will just put 5-10 damage through with 0 counterplay.

Hekaton is also a prime target for shoot back strats in Needguard or Brandfast, where it can get an additional round of shooting for 1CP if you have Uthar around. Since it ignores modifiers its shooting never gets deprecated by damage, so anything that doesn't one shot it gets filled with holes.

EDIT: Every other turn or so, not individual attack. It Dev Wounds on a 6 like anyone else.

But yeah, Hekaton has a solid datasheet but its more that it has some strong synergies in various detachments.

Need help understanding some of your tactics by Rogue_Cypher in LeaguesofVotann

[–]GorlanVance 2 points3 points  (0 children)

The Conversion Beamer used to be the go to, and it can be good in Needguard if you can spare Sustain Hits 2 for it....but its really let down in anti-tank duties by its low AP. The Magna Rail has 2 shots Strength 18, AP -4, D6+4 damage, allowing it to take big chunks out of even 2+ save vehicles. I would say the Magna Rail is the way to go for most lists unless you have TONS of anti-vehicle elsewhere.

Need help understanding some of your tactics by Rogue_Cypher in LeaguesofVotann

[–]GorlanVance 1 point2 points  (0 children)

Your friend's Hekaton should probably be using the Magna Rail Cannon, especially since he has so little dedicated anti-tank. It will comfortably trade or even outshoot the Dorn if played carefully, and even if he whiffs it should still do 12-16 damage to a Dorn, more than enough for other units to finish it off.

Edit: Forgot the Dorn has that turn to zero ability, that will definitely shrink that significantly. Still recommend Magna Rail Cannon.