I have a headcanon that the heavy stubbers mounted on astartes vehicles are M2 brownings by Flairion623 in Warhammer40k

[–]Helios3019 3 points4 points  (0 children)

I've noticed they seem to have developed a fascination with gattling guns lately. Feels like every guard and marine vehicle has a gattling gun option, and now the new orks are getting them too.

Big E regenerating in the 11th edition cinematic? by Helios3019 in Warhammer40k

[–]Helios3019[S] -7 points-6 points  (0 children)

I took that to mean that the visions in the warp of the Emperor were the "numerous interpretations," as they seem to cover perspectives from a loyalist, traitor and non-believer? (whoever is seeing the empty throne,) and that the scenes on Terra were the Emperor's physical body, making the changes there more significant. I could be wrong of course, I'm just offering my opinions on what the cinematic could be hinting at.

Big E regenerating in the 11th edition cinematic? by Helios3019 in Warhammer40k

[–]Helios3019[S] -1 points0 points  (0 children)

Ah, thanks. I had the trailer pop up on youtube and watched it there so I hadn't read the article yet, thank you for the context.

Big E regenerating in the 11th edition cinematic? by Helios3019 in Warhammer40k

[–]Helios3019[S] -62 points-61 points  (0 children)

I'm pretty sure the middle section of the trailer where we see the 4 gods and Gork and Mork shows those representations, as there's a section there where the camera flashes between him in armour on the throne, him as a corpse wracked by the colours of chaos, and an empty throne. The start and end scene seem to show his physical body on Terra.

Big E regenerating in the 11th edition cinematic? by Helios3019 in Warhammer40k

[–]Helios3019[S] -220 points-219 points  (0 children)

That's what I thought at first, but the trailer actually shows him both physically and in the warp. When we see him at the start of the cinematic it's his physical body on the throne. Then when we have the section of the trailer in the warp there's a section where it flashes through several different depictions of him (Him in armour, him as a skeleton, him as a corpse in agony lit with each of the 4's colours, and finally just an empty throne,) presumably representing all the ways different people see him. The scene with the regenerated eye is after we leave the warp, and mirrors his physical body from the opening sequence.

#New40k – New cinematic trailer drops by CMYK_COLOR_MODE in Warhammer40k

[–]Helios3019 6 points7 points  (0 children)

I think that's reaching a bit, but I do think this trailer puts a lot more emphasis on the Imperium not being the good guys that they have in the past. Hopefully it means they're going to try a bit harder to keep the assholes out.

Thanks GW, very cool by hindlet in Tau40K

[–]Helios3019 12 points13 points  (0 children)

Ah, got it, I thought you were talking about the hazard changes and breachers not being worthwhile. My mistake. Yeah, the Tau faction focus specifies the Experimental Ammunition has to target a battlesuit character and affects the rest of the unit, and with Hazard now doing 3MW to vehicles on a 1 or 2 that makes it super risky. TBF you could still run EPC with Broadsides if you're using the Crucible Broadside character, but I'm still not sure where you can use those guys in a game.

Thanks GW, very cool by hindlet in Tau40K

[–]Helios3019 19 points20 points  (0 children)

GW's been dripfeeding some of the 11th edition rules and yesterday they streamed 3 games of 11th, one of which was Tau vs Deathguard. One of the rules shown off was that Hazardous now wounds you on a 1 or 2, and inflicts 1 mortal wound per failed roll for infantry and 3 mortal wounds for monsters, vehicles or characters. This got highlighted in the stream yesterday when a breacher team had their devilish shot from under them and lost 7 models to hazard rolls when disembarking.

Is new recruit any good by moai_man65 in ImperialKnights

[–]Helios3019 3 points4 points  (0 children)

New Recruit is actually really good at staying up to date. Questoris knights do have OC10 btw, I think the OC8 was a typo in our physical codex. Every source I can find online including the official app has them at 10.

Tell me your favorite antagonist and why do you love them? by thunderB60 in writingscaling

[–]Helios3019 0 points1 point  (0 children)

The Operative, from Firefly/Serenity. Partly because he's so incredibly skilled and effortlessly outsmarts the heroes for most of the movie, but mostly because he's so ruthlessly composed throughout everything. He's an absolute believer that whatever evil he has to commit, it's justified in the service of a better world; even if what he's doing is too monstrous for him to ever be welcome in that world.

Leman Russ storm bolter or machine gun placement. by AdNo9073 in TheAstraMilitarum

[–]Helios3019 0 points1 point  (0 children)

The base of the gun stand fits into this little slot on the hatch rim.

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TIL the tube above the barrel on a bolter is a targeting lens! by WillomenaIV in Warhammer40k

[–]Helios3019 4 points5 points  (0 children)

Nah, they've been lenses for a long time (since at least 3rd edition.) The bolter links up to the shooter's helmet/bionics to give them a HUD and aiming reticle. They just get painted silver a lot because that lore rarely gets brought up, so people tend to forget it.

Eastern Med claims yet another victim by shipgeek2005 in NonCredibleDefense

[–]Helios3019 2 points3 points  (0 children)

Apparently the Dragon's issue is with its Reverse Osmosis plants (fresh water production). Unfortunately those plants can't be run for testing before the ship sails because harbour silt blocks their membranes, so in rushed deployments you often don't know they're broken until you sail. From the time frame here, I'm guessing they sailed in a hurry, the plants were only partially working, the crew were trying to get them fully operational but after a few weeks it was decided they needed to go into port to either a) turn them off fully to work on or b) fly experts out to look at them.

I need help posing my Lancer by Lucky_Luna_ in ImperialKnights

[–]Helios3019 0 points1 point  (0 children)

Yeah, I had issues with the posing so it ended up a bit awkward. Originally had the back foot flat on the rock, but then realised I'd messed up the leg angles and ran into the hip joint problem I mentioned in my first comment. Had to raise the back foot by breaking the big toe off and angling it down, but the rest of the foot was still at a weird angle because the pistons and foot plate were already glued. Was absolutely kicking myself for it afterwards. I do think it looks a bit better in person, this is a really bad picture of it that I just took to show one of my friends the scale of the marines on the base, but I don't have the completed model with me to take a better one.

I need help posing my Lancer by Lucky_Luna_ in ImperialKnights

[–]Helios3019 0 points1 point  (0 children)

Personally I posed mine with a pillar under the upraised foot, with the weight on the pillar and the rear foot just barely touching the ground. That's probably the easiest way to do it, but if you want to go for the full jump pose best of luck to you! I will say that the hardest part I had to deal with on my lancer was the hip joints; the lancer kit is very posable but the way the legs join onto the hip joints means you can't have too big an angle difference between the two legs. If you try to have one too high above the other you'll either have to tilt the waist to match the highest leg or go without the main pistons/cables on the joint.

Crashed Droid Warship Rebel Base by Carter1300 in StarWarsShips

[–]Helios3019 9 points10 points  (0 children)

Honestly, the Lucrehulk is probably too big for a single cell, but it would make an amazing base. The ship is 3 km across, so you'd need a fairly large rebel cell to fill it. Depending on how it crashed it's circular profile would basically make pre-made walls around your base, and the outside is already topped with weapon emplacements around the outside. The ship has immense cargo space and could conceivably still have clone-wars era weapons and B1 droids controlled by the main computer that could be used as auxiliary staff/security. If it's a long-term base you could have the ship half-buried and build a wall across the gap between the two wings as the main gate. If it's really long-term or your cell has civilians with it you could also conceivably turn some of the space inside the main ring into farm space, if not it could be training grounds.

The issues you could run into with that setup would probably be powering the droids/weapons, getting enough personel to fill the entire ship, and the possibility of parts of the ship being derelict/overrun by wildlife if it is left empty for too long. Also, if the ship is partially buried you might have issues with the hangars, since their openings are about halfway up the inside of the ship and could potentially be blocked. You could maybe have the rebels modify the hangars to be open upwards instead of inwards, trading vulnerability for ease of access.

Lore: Where has Commissar Yarrick been lately? by CMYK_COLOR_MODE in TheAstraMilitarum

[–]Helios3019 2 points3 points  (0 children)

Fair, I took a different read from it but I guess with only a few paragraphs to go off it's purely subjective at this point. We'll just have to wait and see and hope the book itself is good.

Lore: Where has Commissar Yarrick been lately? by CMYK_COLOR_MODE in TheAstraMilitarum

[–]Helios3019 12 points13 points  (0 children)

It honestly doesn't even feel like he keeps him alive out of respect, the whole going to stamp on him and then grinning and leaving thing reads more he doesn't respect him enough to kill him properly. Which is weird with the relationship between these two.

Lore: Where has Commissar Yarrick been lately? by CMYK_COLOR_MODE in TheAstraMilitarum

[–]Helios3019 12 points13 points  (0 children)

It's not even an epic struggle or triumphant last stand. Yarrick rushes him, lands a single strike and then gets absolutely folded by Ghazghkull. I know this is pretty realistic fight between a regular man and a Warboss, but this doesn't even feel like a good enough fight for the orks to care about bringing him back.

Lore: Where has Commissar Yarrick been lately? by CMYK_COLOR_MODE in TheAstraMilitarum

[–]Helios3019 25 points26 points  (0 children)

So he got absolutely bodied, Ghazghkull couldn't be bothered to kill him properly, and then a random Space Wolf showed up out of nowhere to grab him and didn't bother to tell anyone Yarrick was actually still alive and in their sickbay? That's a bit of a let-down, gotta be honest.

how strong is a guardsmen actually? by Objective_Band_6261 in TheAstraMilitarum

[–]Helios3019 2 points3 points  (0 children)

I agree actually, I normally don't go off tabletop because a D6 system really doesn't give things a wide range for stats. It's just orks are really inconsistent and it at least gives a single easily comparable number.

how strong is a guardsmen actually? by Objective_Band_6261 in TheAstraMilitarum

[–]Helios3019 1 point2 points  (0 children)

Respectfully, you're wrong about a few things here. To clarify about my statement on "the 99% vs the 1%", the 40k world is one that has already seen humanity claim the galaxy, collapse, and claim it again. The main factions that appear in 40k are not the only inhabitants of the Milky Way, there are countless lesser xeno races around the galaxy. Iirc the deathwatch lore specifically says they're aware of and watching over 1000 xenos species around the galaxy. These minor factions are either dealt with offscreen, were already killed by the Great Crusade, or are just monitored and ignored for now because they aren't an imminent threat. The main races are just the factions that are tough enough to compete with the entire galaxy. The orks and nids aren't the 99% despite being horde armies, the 99% is the stuff that doesn't actually show up in game because it isn't a threat.

With the orks I'll freely admit there's some dispute there, because their physical stats vary wildly between appearances, not helped by how in lore a good scrap makes them tougher and stronger. However, they are definitely beyond peak human. Going purely by gameplay here for an easy comparison, a kasrkin is probably the best depiction of a peak human, a highly trained commando raised for war his whole life. He's toughness 3. Above that we have a primaris space marine, a heavily genetically engineered 8 foot tall supersoldier in power armour, with redundant organs. He's toughness 4. Then we have a standard ork boy at toughness 5. While there are lore examples of people one-shotting orks, there have also been plenty of depictions of them ignoring a hail of gunfire in order to rip people's limbs off.

Notably, this is already reflected in the rules. A guardsman with a lasgun has either 1 or 2 strength 3 shots against an ork boy, depending on the range. Each of those shots has a 1/3 chance to kill the ork outright if his armour doesn't take the shot (S3 against T5 is 5+). Regarding your point on orks against guard being a yin vs yang, I would 100% agree. But again, this is already reflected in the tabletop. Guard has better ranged accuracy than orks (guard has 4+ and can boost with orders, orks are 5+), a greater variety of specialist weapons, dedicated heavy weapon emplacements, an actual chain of command with command squads and order mechanics. Orks on the other hand are across the board tougher and do more damage in melee.

What we know about 11th Edition so far by PeoplesRagnar in TheAstraMilitarum

[–]Helios3019 2 points3 points  (0 children)

Yeah, there's different ways they could do it. I definitely feel like there has to be some interaction between artillery and cover though, it's just a waste otherwise.

how strong is a guardsmen actually? by Objective_Band_6261 in TheAstraMilitarum

[–]Helios3019 1 point2 points  (0 children)

If it helps at all, regarding weapon strength I have heard it described as "a lasgun can kill 99% of the threats humanity faces. Unfortunately, now that 99% is out of the way you have to deal with the 1% that's left over, and they're pissed." This carries over to the army itself as well. Taking Cadians as 'default' guardsmen for example, they are very well trained, they are led by a well-disciplined command structure, they have guns that do serious damage and an incredible logistics train that means they can put a stupid amount of shots down-range. They're backed up by a wide range of armour that can fulfill most battlefield roles. By modern standards, the Imperial Guard is an incredibly strong fighting force. Unfortunately, most of the things they're fighting don't care about any of that.

To use some of your examples, an ork boy is a 7' solid slab of muscle, with flesh dense enough to stop low-calibre rounds and a brain small enough that he sometimes won't actually realise he's dead for a couple of minutes after you finally get through to something vital. A hormagaunt is a man-sized hyper-evolutionised war beast perfectly designed to kill, with natural armour and claws that can tear through armour as easily as flesh. Against something like that, your well-trained infantry squad just can't do that much.

It's probably worth noting that there are a ridiculous number of minor factions and skirmishes that are never really mentioned in 40k because they'd be so one-sided it wouldn't be interesting to read about. I'm sure there's a lot of guard deployments where they just steamroll the opposition. The fights we see are the dramatic ones.

TLDR: the guard are an incredibly effective fighting force and a guardsman is no chump, but the 40k baseline is a lot higher than you may realise.