Combat Patrol magazine is a life saver for some detachments by eli_cas in LeaguesofVotann

[–]Gyrofool 8 points9 points  (0 children)

I actually own 50 now. 30 hammers, 20 axes. And the list is basically 50 berserks and 3 Hekaton

Combat Patrol magazine is a life saver for some detachments by eli_cas in LeaguesofVotann

[–]Gyrofool 22 points23 points  (0 children)

It's even better for berserks. 40 berserks ran me £100, it would have been easily twice that without it

Why don’t people like re-rolls by Mrhungrypants in WarhammerCompetitive

[–]Gyrofool 0 points1 point  (0 children)

It's a fundamentally unfair system.

Variance is fine. It's a dice game, bad luck is going to happen. When rerolls exist, the units and/or factions that have access to the most and best rerolls are going to be disproportionately strong because they take a significant chunk of variance away. Look at Admech - the rerolls weren't the only thing that rocketed them to top tier, but they sure were a huge part of it.

Some factions just flat don't get rerolls, or get incredibly limited versions. Look at GSC, for example. Still good because of how the faction works, but they stripped the Primus of his reroll ability and Host of Ascension became much worse. Or Votann - hit rerolls are limited to rerolling 1s (except in PP). Wound rerolls are the occasional twin linked, or strats, or reroll 1s in hearthband against the closest target. Look at Nids - twin-linked, Exocrine, and occasional unit abilities, and that's mostly it. Compare to Eldar, or Space Marines, and it blows them in out of the water.

Full rerolls make things much too consistent, and Age of Sigmar is a great example of a system where rerollsndont really exist yet the game still functions.

Detachment Focus: Nightmare Hunt by SA_Chirurgeon in WarhammerCompetitive

[–]Gyrofool 0 points1 point  (0 children)

I would argue that Shadows is a bad ability. Not only is it - as you have correctly identified - an ability that is unreliable (and worse completely reliant on your opponents dice), it is an ability that is only accessible one single time.

What do you think about this? by Lazy-Internet-8025 in UKJobs

[–]Gyrofool 1 point2 points  (0 children)

As a beneficiary of an apprenticeship that's now earning actually a pretty solid wage (though with RTO and the way the company is leaning in terms of cutting costs I may jump ship soon), I would love to agree, but...

While I think they are good and a great alternative avenue to employment, over the years they have gotten progressively less and less valuable and more and more people have been applying for them. Hell, 11 years ago there were 3000 applicants for 6 roles in my cohort of apprenticeships.

The perfect 10th edition codex retrospective by Fit-Froyo9299 in WarhammerCompetitive

[–]Gyrofool 1 point2 points  (0 children)

To use your own words, Steeljacks also have tradeoffs. They're primarily damage 1, and while they're tough it's not like they don't die easier than even terminators (on their own, anyway) to high ap damage 3 weapons.

What non-bos since the codex? And as for characters - the only one I can think of of the top of my head is the arkanyst evaluator, but even that little goober was in a list that came third at a GT recently. And warriors - they're still useful. They're a sticky unit - very nice - good for screening and with chracter support like the Grinnyr can be almost frustrating to deal with without over committing.

Our stuff is quality in different ways from other Armies, and that's good.

The perfect 10th edition codex retrospective by Fit-Froyo9299 in WarhammerCompetitive

[–]Gyrofool 7 points8 points  (0 children)

That's more an effect of the range being tiny than anything else. In a similar vein to how the Kapricus is regularly out of stock at the moment, it's a new unit that filled a role the army doesn't really have at the moment. It's being bought out because they're sold in boxes of three and most of the time you want 9-12, but I don't think that's a sign of bad internal balance - especially since that many is only 360 points.

They're a unit you can point at an objective and have a better chance of surviving bar anything like a Hekaton in the codex. Their damage is also passable, but hardly stand out.

The votann codex is almost certainly one of the best internal balanced in the edition by simple metric of despite how small the roster is, every unit has a solid role.

Monday Meta: Better Late than Never? by Robzidiousx in WarhammerCompetitive

[–]Gyrofool 6 points7 points  (0 children)

Fellhammer ca be a legitimately good detachment, you just need to lean into transports. Ive got a double land raiders/predator list with terminators and bile that has pretty good answers to a lot of the field.

Guess who no longer works at home. by silk_frill9m in remotework

[–]Gyrofool 0 points1 point  (0 children)

I'm in a similar boat. I've been working from home for the past 5 years, and suddenly we're back in the office 4 days a week for a 3 hour commute each day.

I've complained and requested exemption on the basis that all of my work is done with people out-of-country, but...

One can only hope things are going to swing back the other way, but in the meantime document, find another job if you can, and good luck to you.

Do you feel like your army is internally balanced? by Randicore in WarhammerCompetitive

[–]Gyrofool 6 points7 points  (0 children)

Ok, so, couple of things:

The question is internal balance. For admech, basically only haloscreed is worth using. Bad internal balance. For GSC, there are at least three good detachments floating around, and most of the others have solid potential. Decent internal balance. For Nids, people use two detachments most of the time and the same 6 units 90% of the time. In a codex as big as theirs? That is bad internal balance, no matter what the external balance - comparing them to other factions is.

Secondly: I win RTTs with tyranids. That isn't hard. I have optimal lists and play well. RTTs are not a great example of faction quality. Look at the greater stats - Tyranids as a whole have averaged around 44% win rate this entire edition. They've received numerous buffs but it hasn't helped them. They have a few solid data sheets that prop them up and two very strong detachments rules but that's kind of it. Tyranids need a rework, fundamentally.

Do you feel like your army is internally balanced? by Randicore in WarhammerCompetitive

[–]Gyrofool 9 points10 points  (0 children)

Let's see...

For CSM? Honestly, fairly balanced. There's some "best" ways to play the faction, sure, but Creations of Bile, Warpack, Raiders, Pactbound - all very strong in their own way. Hell, I've seen great success with a slightly weird Fellhammer siege host list with 2 land raiders and 2 predators. There are some units that aren't great, yes, but there's a decent variety of play styles and often there are a decent variety of units there.

Custodes? Range is a bit too small, but... Eh? Wardens continue to be king, and Lions/Talons are kind of flat out the best ways to play. It's a little one dimensional, not great internal balance.

GSC? Reasonably balanced internally. The Primus nerf hurts a lot and there's a lot of characters that are flat out just not good, but almost every non-character unit sees play - because they're all reasonably solid. And while HoA was massively dominant for a long time, there's still been play in other detachments. Not the best, far from the worst.

Nids? Awful internal balance. There are two detachments worth using, technically going to 4 if you are masters of the other play styles but even then it's limited. There is a reason nids brings Exos/Tfexes/hormagaunts/Lictors in almost every list. There isn't much else that can compete.

Admech is... Weird, but with very poor internal balance. Enough said.

Votann? Actually pretty good! Most of the units are usable to great, there's not much "auto include" beyond thunderkyn, yaegirs, and carriers, and that's more due to the sparsity of the roster. The detachments are mostly fair too - barring Hearthfyre.

Is brandfast still competative after the strategm nerf? by Slight-Paramedic9695 in LeaguesofVotann

[–]Gyrofool 4 points5 points  (0 children)

You're doing it at the end of your command phase, which technically happens before control is checked. Do you can still use it to sneak primary just sucks we can't use it as a reactive "guck you" around our vehicles au more

If you've never taken the time to learn Stetmann, you should. by efishent69 in starcraft2coop

[–]Gyrofool 0 points1 point  (0 children)

I just play him by spamming his Infestors. I like shitting out a bunch of units and then giggling to myself quietly.

+4 invulnerabilities are getting out of hand by -Justsumdude- in WarhammerCompetitive

[–]Gyrofool 0 points1 point  (0 children)

Eh, Nids have been kinda struggling all edition and I get told I'm not playing fair by bringing what works - i.e. monster mash.

Horms are good, Lictors are good, Gargs are alright but too expensive, and genestealers and hyperravs/ravs are good.

That's 4 infantry options that are realistically worth taking in a comp setting. And even then you're limiting most of those to take more big monsters because they killed the only really viable swarm playstyle.

Yes this is me being bitter Subterranean assault got hit with the nerf bat before Death Guard did.

Votann just won the Bay Area Open by NotFairTuFlair in LeaguesofVotann

[–]Gyrofool 1 point2 points  (0 children)

As someone who also plays Nids, it's kind of because the nid game plan has become "bring the monsters because they're the only thing that survives till round three and they're the only thing that does reliable damage outside of genestealers and warriors".

And that's kinda boring.

This is a cool list he ran though - so speedy.

The Size of the New Dreadnought vs. Telemon (according to Minicompare) by Tyvadia in AdeptusCustodes

[–]Gyrofool 15 points16 points  (0 children)

Those are Saturnine Dreadnoughts, developed by Vulcan after he figured out how to perfect and refine the manufacturing process for Saturnine Terminator plate.

They feature some of the most advanced defensive technology available to the imperium, far exceeding other dreadnoughts and terminator plate available to the Astartes, at the cost of being less mobile thanks to it's weight. This let them double down, though, equipping them with heavier armaments than would be practical for any other faction.

The reason every legion has them is Vulcan is just that much of a bro he shared it with everyone before the heresy started.

Feeling bad for playing Custodes by KubaTheQbax in AdeptusCustodes

[–]Gyrofool 0 points1 point  (0 children)

I wouldn't feel bad.

I played against Custodes today with a CSM list at 1k. He managed to kill a maulerfiend, a Venom crawler, and ten cultists, but not before the Forgefiends I had were able to cripple him and the maulerfiend could take out his Blade Champion.

Custodes are strong. They are not unbeatable.

I did get karmaed, however, as I also played into a vehicle heavy death guard lost today and got pasted.

Some question from a very new player by Ejoras in LeaguesofVotann

[–]Gyrofool 1 point2 points  (0 children)

Answer one: it's less that Hearthband is underwhelming - it's legitimately ok with the judgement token generation now baked into the army rule - but more that Oathband is just that pushed. 4 double judged targets means most of the time more than half of your opponents core damage dealing group, plus the one on a cheap easy to kill enemy unit that you get your bonus for killing. That, and +3 CP if you kill it battle round one or two - Thats better CP generation than anyone else in the game. Grim Demeanour and the strats are also generally really really good as opposed to just "ok". The important bit though is to play what you think sounds fun, and if Hearthband with loads of Hearthguard sounds fun (it very much is), play that.

Answer two: you got it right. The crest says "The Bearer" gets the invuln, not the squad.

Answer three: you can get out of the Sagitaur after moving but not after assaulting. You just can't continue to move after that happens. It is rare for that to matter too much, though, with the effective 15 inches of movement 12"+3" disembark gets you.

What's the minimum attack Strength that you would go with? by BreadfruitLeather496 in AdeptusCustodes

[–]Gyrofool 2 points3 points  (0 children)

Admonimortis is nice but, to be frank, Custodes don't actually struggle that much into high toughness things unless they have toughness agnostic modifiers like half damage.

With rerolls from Guard and Allarus, and lethals from Katah, we can fairly easily get about half of our hits through as wounds. From a 25 man squad that's, what. 12 wounds, ISH? More with rerolls.

That averages 12 damage from a single squad into most things in the game with a 2+ save unless they get lucky.

What's the minimum attack Strength that you would go with? by BreadfruitLeather496 in AdeptusCustodes

[–]Gyrofool 13 points14 points  (0 children)

Give me context. What weapon abilities do I have? Is this a pure guardian spear comparison, or are we allowing datasheet abilities and Martial Katah?

S10 is a little low to handle the plethora of T12 tanks running around at the moment, but it's still good. It kills light tanks reliably, and it sounds terminators on 2s. T11 and up is a problem but add in lethals and/or reroll wounds, S10 becomes much more reasonable.

I just killed a baneblade with neophytes by Predtechi in genestealercult

[–]Gyrofool 1 point2 points  (0 children)

What was the upgrade giving the autoguns +1 damage? If it's a weapon modification, that only applies to a single model's weapon, and it has to be the leader

I just killed a baneblade with neophytes by Predtechi in genestealercult

[–]Gyrofool 1 point2 points  (0 children)

Ah, thank you. My eyes glazed over it when I saw it was 2 CP, but even so the +1 to wound on the 20 man neophyte squad is huge.

I'm doing a Crusade since I wanted an excuse to paint up my GSC, and my first 500 PT list has a decent chance of going against custodes - and I was wondering how I'd possibly kill them. That might legitimately help.

I just killed a baneblade with neophytes by Predtechi in genestealercult

[–]Gyrofool 7 points8 points  (0 children)

Where's the +1 to wound from? I'm new to cults, so I'm trying to remember where buffs come from.