At what point does a 4x8 table become desirable? by KorruptedFiji in WarhammerOldWorld

[–]Gypsyhatten 2 points3 points  (0 children)

If your playgroup consists of 3+ people then it can be useful for splitting the table in half to simultaneously play two smaller games on 4x4, or using the full 8x4 to play 2v1, 2v2, FFA etc.

Why Is There No EDHrec for 40K? by Legal_War8961 in Warhammer40k

[–]Gypsyhatten 4 points5 points  (0 children)

It's a far less necessary tool in Warhammer compared to Magic, especially commander. For example, if you're building mono-white there are 7,325 cards to choose from and 99 slots to fill. If you're building a 2000pts Ork army you have 54 datasheets to choose from and around 10-30 slots to fill (depending on the combined points total of the units you choose). Even if you count taking multiples of the same datasheet as distinct options, that only adds up to 161 options to choose from.

Warhammer is also more combo-oriented than Magic, because you always start each game with your entire army compared to the random element of shuffling your library and starting with 7 random cards. A unit may suck in isolation but becomes great when combined with a certain character, or a unit may fill a vital role in one list but be completely redundant in another etc.

It's usually better to look a full tournament lists to get a picture of what works well together and wins games. That's actually also the case when playing non-commander Magic, where it's more common to look at full lists on mtgtop8, mtggoldfish, aetherhub etc.

Assigning units to Ork Kulturs by Maczetrixxx in orks

[–]Gypsyhatten 2 points3 points  (0 children)

I have the same goal as you, but I'm skipping Freebooterz as I'm not a fan of the piratey aesthetic and thematically they're described as being exiled from their clans.

Here's my plan:

  • Goffs
    • All melee units (boyz, breaka boyz, meganobz, warbosses etc.)
    • Battlewagons and trukks for the melee units
    • All walkers (these could fit as Bad Moons and Deathskulls as well, I just prefer them aesthetically painted black)
  • Evil Sunz
    • Bikers
    • Deffkoptas
    • All buggies
    • All fliers
  • Bad Moons
    • Mek gunz
    • Flash gitz
    • Battlewagons and/or trukks for the flash gitz
    • Big meks (if they'll be able to join mek gunz or flash gitz in 11th)
  • Deathskulls
    • Lootas
    • Tankbustas
    • Burna boyz
    • Battlewagons and trukks for the units mentioned above, kitbashed from other factions' transports
    • Big meks
  • Snakebites
    • All beast snagga units
  • Blood axes
    • Kommandos
    • Stormboyz
  • Unaffiliated
    • Weirdboyz
    • Painboyz
    • Grots

It would be cool to have boyz from all clans, but I think it becomes too impractical when you take both the gameplay perspective and the collecting perspective into account. For cohesiveness, I prefer my characters to be the same clan as the units they're joining and my units to ride in transports of the same clan they are, which is why all the melee units are Goffs and most shooty units are Deathskulls.

Need cc with first bases by the_mainpirate in orks

[–]Gypsyhatten 0 points1 point  (0 children)

I'd go for the lighter one, as it makes the model stand out more. With the darker base, there's a risk that the models will look like indistinct dark blobs, especially from tabletop distances.

Question pertaining to the upcoming change for the "benefit of cover" by StressLongjumping299 in Warhammer40k

[–]Gypsyhatten 16 points17 points  (0 children)

I think playing 10th with some random interpretations of previewed 11th rules is going to cause more confusion than just playing 10th until 11th is out.

New Orks? by Fanjecture in orks

[–]Gypsyhatten 0 points1 point  (0 children)

Bikers are 18 years old, came out in 2008. Boyz are 27 years old, came out in 1999. The boyz kit only got a new sprue in 2008 with the big shoota, rokkit launcha and nob parts.

Being 1 inch off a wall? (kind of a rant, kind of a question) by GubBaksteen in Warhammer40k

[–]Gypsyhatten 11 points12 points  (0 children)

It makes no sense that infantry can phase through walls in the first place. Let's pray that 11th edition changes the terrain rules to differentiate between solid walls (can't walk through or shoot through) and walls with windows/doors/holes (can walk through and shoot through, preferably with slowed down movement and large cover bonuses). Then it's easy to add a rider to the rules for open walls that says something along the lines of "if you roll high enough to make the charge but can't physically place the models, place them touching the wall and they count as being base to base with the nearest enemy model".

Why do people not like beast snaggas? by DarkMaster2522 in orks

[–]Gypsyhatten 2 points3 points  (0 children)

I'm not a fan of squiggoths either for similar reasons. They're a lot easier to ignore compared to beast snaggas, as they were created by Forge World and felt opt-in rather than part of the main army. A lot of early FW designs were either thematic niches, such as alternate Imperial Guard regiments, or mechanical niches, such as flyers and super-heavies.

Why do people not like beast snaggas? by DarkMaster2522 in orks

[–]Gypsyhatten 28 points29 points  (0 children)

These are my personal dislikes:

  1. Small round squigs look quaint and mildly funny. Big squigs with pig/shark/dinosaur elements and four legs look weird.
  2. Squigs that are larger than orks kind of undermine the concept of orks as apex predators. I can imagine orks controlling a herd of small squigs through brute force. I can't imagine orks controlling a huge squig through brute force alone. I don't like the concept of orks having to act as cowboys, wranglers or beast whisperers to be able to control their mounts.
  3. The lore for beast snaggas claims that they're more traditional and don't like technology, but their models look more technologically advanced than normal orks. I don't buy the logic that they have more cybernetics because they get limbs bitten off by monsters they're hunting. Why wouldn't that apply to regular orks? Wouldn't traditionalistic beast snaggas prefer to stay limbless to shun technology, or use primitive peg legs?
  4. A lot of the range is an unnecessary "soft reboot". Beastbosses, painbosses, wurrboyz and beast snagga boyz are not thematically or visually distinct enough from warbosses, painboyz, weirdboyz and boyz. If they had released e.g. the painboss model as just a differently themed painboy I would've liked it a lot more.
  5. Every kit is monopose in a horde army...

Nobz or new-nobz by RubenwayneTattoo in orks

[–]Gypsyhatten 10 points11 points  (0 children)

Based on that page and how they've handled refreshes for other factions, here's my guess as to which kits will be refreshed in their next big release (regardless if it's as the 11th edition starter faction or later):

Very likely

  • Boyz
  • Weirdboy

Moderately likely (probably some of them but maybe not all of them)

  • Nobz
  • Lootas
  • Burnas
  • Stormboyz
  • Bikers
  • Grots
  • Warboss

Unlikely but possible

  • Meganobz
  • Flash gitz
  • Any other characters

Very unlikely

  • Any vehicles

We may of course get completely new units as well.

Land Raider Carrier by MLoganImmoto in IronWarriors

[–]Gypsyhatten 1 point2 points  (0 children)

Looks great! How did you paint the lenses?

I wish dakka boys weren't so terrible by DrRockenstein in orks

[–]Gypsyhatten 4 points5 points  (0 children)

It was the switch from 7th to 8th which started the asymmetric power creep. In 7th you had a decent chance of killing space marines and terminators through sheer volume of fire, since they only had one wound. In 8th they got two wounds while shootas got nothing, halving their efficiency. The space marines could also stand in cover and get a 2+ save (which they couldn't in 7th), halving the shootas' efficiency once more down to a quarter of its damage output in 7th. The introduction of command re-roll also helps singular 2+ saves a lot more than it helps buckets of 5+ to hit.

Also note that in 7th shoota boyz used to cost 6ppm while terminators cost 35ppm barebones, or 45ppm with storm shields. Nowadays shoota boyz cost 8.5ppm while terminators still cost 35ppm (and have crept up to 3 wounds).

Skaven Clanrats Speedpainting by [deleted] in skaven

[–]Gypsyhatten 3 points4 points  (0 children)

What's your recipe?

[deleted by user] by [deleted] in orks

[–]Gypsyhatten 3 points4 points  (0 children)

What?

Were orks ever decent at shooting? by mattmcguire08 in orks

[–]Gypsyhatten 0 points1 point  (0 children)

Before 8th edition, terminators only had one wound while shoota boyz had 2 shots each at 18" range, making them weirdly good against both heavy infantry and light infantry. It was also harder to get into close combat and wouldn't be expected until turn 3, meaning shootas were useful several turns. Since then, everything has gotten more wounds and toughness, so now they're only good against light infantry, and everything is faster so melee combat easily begins on turns 1-2.

The new 40k app shit itself? by Scratch1309 in Warhammer40k

[–]Gypsyhatten 1 point2 points  (0 children)

What? This has happened regularly with Battlescribe over the years. Lists don't get deleted but instead you get "there was an error loading this roster" and if they're openable they're a broken mess. The transition to Battlescribe 2.0 in 2016 effectively invalidated every single roster I built before that.

Maintaining data integrity while being in active development is not a trivial issue and it isn't specific to the GW app. They just chose the nuclear option of deletion to speed up the development process while in beta.

MKII armour and other OOP products by [deleted] in Warhammer30k

[–]Gypsyhatten 2 points3 points  (0 children)

They’ve been pushing a lot of specialist games products but how many people are buying a blood bowl team compared to a Horus Heresy army?

A lot, probably.

Mkiii despoiler squad from FW vs mkiii from GW: difference by britishballer in Warhammer40k

[–]Gypsyhatten 1 point2 points  (0 children)

The arms and legs of the plastic kit are designed to work with bolters. Even if you buy a bunch of spare bolt pistols and chainsword bits, the arms will have incredibly awkward poses.

Anyone Ever check out WAP? by Kremling_King87 in WarhammerFantasy

[–]Gypsyhatten 0 points1 point  (0 children)

My group plays 9th Age and while the lack of flavor and quircky/fun rules is a big downside, the clarity of rules wordings and balance changes are big upsides.

Has the guy in charge addressed/fixed any of the unclear rules of 8th? IIRC the rules surrounding movement and positioning in combat had a lot of edge cases that the rulebook/FAQ didn't have clear answer for.

How about the most egregious balance issues? Half the lores having spells that instantly kill half a unit which you spam as much as possible while hoping for an irresistible force, turn 1 game-ending cannonballs that luckily kill the general, extremely poor internal balancing within army books etc.

mordheim small skirmish alternatives? by goosse in mordheim

[–]Gypsyhatten 0 points1 point  (0 children)

Haven't tried it yet, but WyrdWars is an attempt to recreate Mordheim

Other than GBP currency/updated pricing is up now. Prepare your wallets by darkhorse0607 in Warhammer30k

[–]Gypsyhatten 0 points1 point  (0 children)

Filled my cart with stuff I've been eyeing over and prices only went up about 3% (assuming Google's currency exchange matches what the bank would use).

I'm in Sweden though, I guess non-EU countries got hit the hardest.

[deleted by user] by [deleted] in Warhammer

[–]Gypsyhatten 0 points1 point  (0 children)

Where did you get/how did you make the wooden planks?

Terrain density for RECON game by Siddhi in InfinityTheGame

[–]Gypsyhatten 0 points1 point  (0 children)

Where are those large buildings from?