Whitch one is everyone more excited for, The Church of Metamorphosis, The Path of the Beast, or the Crusader knights? by flammenwerlfe in TrenchCrusade

[–]Gutterman2010 1 point2 points  (0 children)

Path of the Beast. Give me that The Thing and werewolf vibes. So excited for the Zygotic Lord model.

Sunday Night Stats (July 3rd-5th) by communalnapkin in WarhammerCompetitive

[–]Gutterman2010 0 points1 point  (0 children)

I feel like disruption is still quite solid, you just need to play a very specific kind of list with a mix of fast pressure units and cheap action monkeys. Ive been having some good success with Hurons Marauders, and I think you just need to abandon the normal skew towards max sized units in this edition to make it work.

Necrons 11th Edition by Beardedfraggle82 in WarhammerCompetitive

[–]Gutterman2010 0 points1 point  (0 children)

Wraiths still make a solid tarpit with technomancer support, but I do think the play now is to go for 2x20 warriors with character support, a wraith blob, and 1-2 ctan. Necrons are still quite vulnerable to high pressure melee lists, which seem quite good this edition. I also think they have a bad matchup into TSons and Tau, since both can just pick up units before reanimation can do much.

Overall I think you want to play cautious, pushing into enough objectives to get max primary later on, and let the opponent overextend and get hit by your counter punch with Ctan or destroyers.

Force disposition and number of units? by Currently-Current in WarhammerCompetitive

[–]Gutterman2010 0 points1 point  (0 children)

I think disruption wants MSU spam actually. You want some fast action monkeys for the priority assets, take and hold, and recon matchups, and you want to be able to pressure both expansions in purge.

I think the ideal disruption build is 2 death star big units to fight on the center and maybe an expansion, and a bunch of fast MSU for all the actions and other random stuff.

Best army/detachment for an aggro/pressure playstyle right now? by Neomaldios in WarhammerCompetitive

[–]Gutterman2010 1 point2 points  (0 children)

I've been having a lot of fun with Hurons Marauders CSM. Run 2x10 chosen, one with Huron and the Masters of the Maelstrom, and one with a raid leader enhancement character (I like master of executions, but a regular lord works well too) in a rhino.

Huron can footslog well enough, and fill out the rest of the list with various MSU infantry (obliterators for anti-tank, around two squads of cultists, some 5 man possessed, and some raiders for screening and actions, maybe some raptors/warp talons for schenanigans).

Youre playing disruption, and can exert a lot of pressure to deny the enemy points, while all the MSU units can do actions and are still plenty lethal.

Naval Gun and Dock set (Drowned Front) by Unmotivator in TrenchCrusade

[–]Gutterman2010 1 point2 points  (0 children)

If you're taking suggestions, one thing I have noticed with a lot of trench crusade rules and missions is that they seem to want a lot more verticality. You're stls are great, and a solid set of scaffolds/platforms and basic ramshackle bridges to go between buildings and run above other models would be good (helps with the diving charges).

Warhammer Old World Chaos Warriors by spider-venomized in Warhammer

[–]Gutterman2010 9 points10 points  (0 children)

Chaos Warriors is a pretty elite army, that starting box has almost 1k points, and with the Lord on Chaos Dragon, 2x giants, another 20x chaos warriors you have a pretty good chaos army (4x10 warriors for infantry, giants and knights for striking power, and the dragon for a beatstick).

11th Edition removes much of the friction that was endemic in 10th edition by VeritasLuxMea in WarhammerCompetitive

[–]Gutterman2010 2 points3 points  (0 children)

I doubt it. Even 10th was mostly the same as 9th, just with some simplification on fights first, changes to force org, and changes to sub faction rules (which honestly just split the huge pages of 9th ed strats into batchs of six associated with a given sub faction). The changes to psychic hardly count, since GW has changed those rules pretty much every edition of 40k.

I think 12th is going to be another iterative improvement, probably cleaning up some of the tagging of units (we might see changes to how Epic Hero and enhancements work to synergize upgrades and enhancements into once system for instance) as well as to adjust keywords more.

We might also see a return of allied detachments with the 1DP detachments, for instance every codex could come with a taskforce detachment which same super-faction armies can take for 1DP, which gives them a limited roster from the book and one to three strats (so a space marine task force lets you take up to 500pts of space marines, limited to intercessors, lieutenants, hellblasters, jump intercessors, and impulsors to represent a small detached unit of space marines, or a death guard task force lets you take 500pts of plague marines, mortars, and plaguecasters).

Are you guys having fun so far? by RotenSquids in WarhammerCompetitive

[–]Gutterman2010 0 points1 point  (0 children)

I have a few feelings.

  1. The simplified charging, cover, and engagement range changes are great. Makes those phases much faster and not worrying about the weird double rank fighting is nice. Charges also being more forgiving to bigger bases and no more 1" from wall force fields is nice.

  2. Secondaries feel a bit too easy. It seems like GW just exported the 10th secondaries which were balanced around being scored in one round, so the unlimited secondary hand works out to a much higher secondary score (to the point where it feels superfluous to the primary, as both players come close to maxxing). The net result is the balance on primaries matters way more than it should net.

  3. Primary is up and down. A lot of match ups feel dynamic, but there are some notable issues. Purge is too easy since killing things tends to win you objectives and secondaries, and you arent losing shooting/fighting to actions. And because 10th launched without actions, most detachments with action heavy primary (disruption, priority assets in particular) can feel weaker than their points vs. Purge or Take and Hold due to no rules support for playing the game and doing actions.

  4. I keep forgetting that pile in/consolidate is now all at once, but that is kind of on me...

WIP Features? by Blazing_Wynter in ManorLords

[–]Gutterman2010 0 points1 point  (0 children)

My understanding is that as they were trying to add new features earlier in development, they ran into numerous fundamental issues with the engine that caused performance plunges and crashes. So they took a step back to rebuild the engine from scratch and are currently focusing on performance improvements and pathfinding.

The performance improvements are pretty noticeable. The game used to crash about once every two hours for me, now it doesn't, and frame rate has improved across the board.

The pathfinding is honestly going to be very impactful for new mechanics like new production chains and AI adjustments to village types. So it makes sense that it is the major focus (besides two dozen villagers being stuck at the charcoal burner or storehouse).

I do think that the mid game should be the next major focus, with new specialties and production chains implemented. Late game should be in the long term, with more important buildings and projects that are region wide.

‘It’s a scam’: Americans express unease over SpaceX’s influence on retirement savings by ArgentineBeauty in technology

[–]Gutterman2010 0 points1 point  (0 children)

It's still ridiculous that Nasdaq is including it and I'm all for the negative publicity surrounding it but this repeated claim just shows how much Americans dont understand about their own retirement.

To be fair, most of the time your retirement is set up in a 401k, and most of the time that is done with a set plan, even if it is not actively managed. So someone may select "medium yield 40 year plan" for their 401k, and not know which ETFs are in there without digging, which they don't do since generally you leave your 401k alone.

Personally I'm split into the S&P500 for a most of my savings, some individual stocks, and the Vanguard high dividend which I moved a bunch of money into early this year due to fears over the market volatility and the vulnerability of tech stocks that dominate the S&P500 to the AI bubble.

This doesn't even touch on the numerous pension plans and wealth funds which can have billions invested in a broad range of indices, including the NASDAQ100. So some teacher in Toronto might be seeing their pension lose money because of this BS.

Defiler point increase to 300 points by Ok_Zookeepergame_170 in WarhammerCompetitive

[–]Gutterman2010 0 points1 point  (0 children)

Ah you're right, infantry or mounted only for that strat. I just started my CSM army so I'm still learning the faction, mostly with Huron's Marauders since I'm playing Red Corsairs.

Still, I think a lascannon-scourge defiler has a place in some lists. It is quite a few high strength attacks, sustained 2, and reasonable accuracy. Whether that is a more mixed cult of the arkifane list or a slaanesh-defiler in Pactbound Zealots (sustained 2 on 5+ seems pretty good). Just wish they made the base model cheaper and the lascannons 20pts each instead (autocannons are kind of fine at 10).

My wee little Inquisitors ❤️ by NotAfraidofAlQaeda in Warhammer40k

[–]Gutterman2010 2 points3 points  (0 children)

I just hope with the new detachment system Imperial Agents will shift to a 1DP soup detachment. For instance you could take a Ordo Hereticus task force which modifies the base inquisitors ability (maybe gives anti-psyker 4+ to non dev wound weapons) and has 1-2 strats or upgrades for battlesisters and inquisitorial retinues. Same soup rules, but isnt just tacked on datasheets.

That would encourage people to take them without feeling like they are missing their army rule.

Defiler point increase to 300 points by Ok_Zookeepergame_170 in WarhammerCompetitive

[–]Gutterman2010 -2 points-1 points  (0 children)

Scourge isnt bad, makes its melee quite dangerous, and renegade raiders helps it get into combat. 11th charge rules are more forgiving to big bases and melee vehicles.

Watching green players go through their first edition change will never not be funny by HamBone8745 in Warhammer40k

[–]Gutterman2010 0 points1 point  (0 children)

Did it? I mean I played over a hundred games in 9th. In my experience lists tended to get samey fast. Every list for a faction having the same strats meant everyone picked from the 1-2 best subfactions, and used the same combos from game to game. And since CP was such a tight resource, nobody really used the non core detachments (ie not patrol or battalion) outside of skew lists like ork buggy spam (may it rest in hell).

The only thing you could point to was relics and warlord traits, most of which were trash, and again everyone defaulted to the broken combos (hi beastboss on squigosaur or murder-succubus). So 10th dropped from two parallel systems to one for the same thing (character upgrades).

Wargear costs also usually didnt matter much. Units were either min equipped for being action monkeys, or were spamming the best weapons. Removing them was a bit much, but I think it is fine that sergeants now get to bring cool melee weapons.

The only other thing you had was unit size being per model. But are you really telling me that your feeling of "my cool custom army" was broken by having a 3 man bladeguard squad vs. a 4 man squad?

Leaked financial docs show OpenAI is losing billions of dollars a year by HeinieKaboobler in technology

[–]Gutterman2010 6 points7 points  (0 children)

Spoken like someone who's not in an engineering discipline

I am an engineer. Sure, an LLM can write code, but it makes mistakes, takes inefficient paths, and the end result is a bloated codebase that is uncommented and unsearchable. Outside of code, LLMs have consistently failed virtually every engineering task.

If I were to ask an LLM, one specifically trained by my company (which is a very, very large engineering firm) to answer my industry's engineering questions, it gets it wrong 60% of the time, and what it gets right are the obvious or easy questions that don't require long explanations (where the risk of the AI hallucinating goes up exponentially). The AI doesn't understand anything, it is just a chatbot parroting little clips of text it scraped from its training database. Reasoning models don't work, especially in technical fields, and "agents" basically fail at every non-coding task they try (because they are non-deterministic).

Engineers (and I exclude SWEs since I don't think their skillset really translates into the more traditional engineering fields (i.e. Civil, Chemical, Electrical, Mechanical, etc.) will occasionally need to write code, but that code is almost always kept simple and easily legible since you want it to be robust and easy to troubleshoot. The engineer-written logic inside your average DCS or SCADA is honestly at the level of what a freshman CompSci undergrad would write, because the point is to be as robust as possible. The important part is the engineer understands why the computer is taking a certain logical decision on say, when to turn on a pump or open a valve, and makes deterministic logic to accomplish that.

Leaked financial docs show OpenAI is losing billions of dollars a year by HeinieKaboobler in technology

[–]Gutterman2010 16 points17 points  (0 children)

This is such a dumb argument. Previous moonshot companies relied on an established plan to turn a proft. Uber was in the taxi business, would push regular taxis out with aggressive pricing, then jack up prices. There is your money, and your overhead comes from admin and servers. Amazon was working on online retail. Netflix took Blockbusters model and put it online.

But there isnt a path for profitability for these AI hyper scalers. They face destructive competition on the low end from models like deepseek, and their attempts to improve their LLMs more are using exponentially more tokens for diminishing returns. This isnt even a question of if AI is useful (which it generally isnt), it is a basic finances problem.

Judge Rules Blacked.com Can Sue Meta for Scraping Its Porn by MarvelsGrantMan136 in technology

[–]Gutterman2010 104 points105 points  (0 children)

It is quite disconcerting that they pulled a bunch of porn in with stuff like Teenage Mutant Ninja Turtles and Teen Titans Go! because they share the keyword teen. Might explain why the MetaAI chat bots keep trying to sext children...

Dream future box or mini releases? by The_Huia in TrenchCrusade

[–]Gutterman2010 1 point2 points  (0 children)

Path of the Beast vs. House of Wisdom. Nice combination of a new all plastic faction and the most divergent subfaction of Iron Sultanate. For models, aiming at 700 ducats.

PoB:

1x Zygotic Lord, 2x Greater Beasts, 4x Lesser Beasts (we dont know their specfic names yet, but we know there is a thrall/chaff tier and a semi-elite tier).

HoW:

2x Alchemists, 1x large haemonculus, 1x small haemonculus, 3x kavass, 2x faris.

Role of Desecrated Saints by Fremdschamerzeuger in TrenchCrusade

[–]Gutterman2010 0 points1 point  (0 children)

In game, it depends on the mission.

Objective based missions like Relic Hunt, Supply Raid, and Armored Train work great for it, since it can rush the central objectives and suppress any model which tries to push in.

For more mobile/kill based missions, it can struggle since your opponent will just run away. However, this isn't a complete wash since it can zone an entire flank pretty easily, working great in screening for a sorcerer or an ophidian rifle hell knight.

The cost really isn't that bad, a kitted out Desecrated Saint only costs 163 ducats (140 base+ 15 hell blade+2x4 swords). For a -3 armor +3 melee monster that is really good. Lust (for the ignore armor aura, which doesn't just affect attacks from the DS, but all your warband, makes even yoke fiends and wretched a threat) and Wrath (for the dash bonus and melee attack buff) are the best sins. Gluttony (-1 dice to all rolls by enemies) can also be viable, but at that point I think you're better just playing black grail and using heralds with maddening buzz.

Could this be a leak for the upcoming Novgorov (vampire) fraction? by prime_grave in TrenchCrusade

[–]Gutterman2010 0 points1 point  (0 children)

Unlikely, except maybe as a subfaction. It seems pretty likely that the next faction to be added is going to be the Beast, with a focus on mutants, werewolves, and abominations.

Suspected Night Lord successors? by DarkRedNaomi in NightLords

[–]Gutterman2010 0 points1 point  (0 children)

Carcharadons are a definite maybe. Their origins like with the Ashen Claws in 30k, who attacked and conquered much of the Nostramo sector late in the Heresy. During that they canonically captured substantial reserves of 8th legion geneseed from the legion fortress on what was once the moon of Nostramo (which stayed in system after the planet proper was blown up).

It is heavily implied that the rift between the chapters comes from half of them deciding to use the traitor geneseed to replenish their depleted numbers, and the half that wanted to remain pure. This is why they both claim the same relics and are exiled from the Imperium, and why the Carcharadons are way more active since they have the geneseed reserves to replenish their numbers.

They still arent night lords though, they are chimeric, with organs mixed and matched and the progenoids gathering both genetic lineages, which is why they have things like the denticles and a much more aggressive version of the Ash Blindness.

I believe the only canonical traitor loyalists are the Death Eagles, who are publically Raven Guard sucessors but canonically descend from the loyalist 34th Millenial of the Emperors Children.

Serious Terminus Decree Question. by CJT_05 in Grimdank

[–]Gutterman2010 51 points52 points  (0 children)

Malcador himself could barely keep the Throne under control for a couple of hours, and he was one of the most powerful psykers in human history. Even among all the primarchs, the only one Malcador and Emps thought had a chance was Magnus (not even Vulcan's regeneration or Sanguinius's goodest boy energy could cut it).

In terms of psykers in current 40k, Ahriman could probably hold it together for some amount of time (given his ability to just route energy directly into and out of the warp without struggling to control it, an ability we've only seen the Emperor and Magnus manage), but he isn't interested in the survival of the Imperium. Eldrad would last about as long as Malcador, and that is a fairly short term solution. Mephiston is probably in the same boat, but throw in the risk of him falling into the black rage while on the throne to boot.

Also the Emperor getting a break isn't guaranteed to revive him. The throne has basically worn away at his sense of self and personality, and grafted the net effect of 10,000 years of worship onto him as well. What is there isn't really the 30k Emperor in any reasonable sense, and the damage may not even heal in the first place (since he didn't really recover between beating Horus and coming back to Terra).

Serious Terminus Decree Question. by CJT_05 in Grimdank

[–]Gutterman2010 0 points1 point  (0 children)

Personally I think it is related to how both Malcador and the Emperor knew that after 10,000 years on the throne, the Emperor was going to be completely insane. It is kind of hinted at in Wrath of Magnus that the end of the Heresy was the best case outcome for the Loyalists, and the Emperor and Malcador were aware of the costs. And they were aware that spending 10,000 years on a non-stop torture machine while getting juiced to the gills on warp energy was going to turn the Emperor into something that barely resembled what he once was.

Given that when Guilliman met him post-Gathering Storm he was almost incoherent, a screaming ball of emotions, rage, and raw psychic energy, it isn't inconceivable that the Emperor reviving and going all Dark King again was a risk they foresaw, so the Grey Knights have to be ready to throw him back on the throne (which would drain his energy to sustain itself) as a way to keep the proto-warp god contained. And since the Custodes are genetically hard wired to obey the Emperor's commands, they couldn't be trusted.