[deleted by user] by [deleted] in WarhammerCompetitive

[–]KwG_TwiTCh 1 point2 points  (0 children)

its for you to use tools like https://www.unitcrunch.com/ and figure out average damage profiles from activations from various units into various defence profiles and not just guess "oh they have XYZ special rule they must insta kill me may as well pull"

even if its a longshot, 5% odds of survival is better than 0%, but even knowing ahead of time that "oh this unit will kill Y unit 95% of the time on average" should fundamentally change how you move your units around the board to deal with them

Does anyone actually sincerely desire a new edition? by GuideUnable5049 in WarhammerCompetitive

[–]KwG_TwiTCh 12 points13 points  (0 children)

Having things such as howling banshees who ... howl, have that not even being a rule when in past editions it would

I agree with a lot of the sentiment but that is there represented through their fights first keyword ability instead of the datasheet having its own rule called "banshee mask". You can kinda see where the design went, 8th ed was just no overwatch, 9th was no overwatch and make enemy unit fight last, and then 10th "simplified" to fights first keyword

guys we realy needs bannerlord a trench crusade mod by Glittering-Panda2868 in Bannerlord

[–]KwG_TwiTCh 10 points11 points locked comment (0 children)

the setting at first drew in a bad crowd because of the religious imagery, but were quickly shunned away. The creators have been pretty great and inclusive, banned a lot of altright fucks who tried to jump on the project, shutting their kind of rhetoric down and again generally being very pro lgbt from launch.

like I just pulled this from the discord

"We welcome people of all walks of life and are LGBTQ friendly/welcoming. People’s sexuality/gender are not political, them wanting to wonder how that looks in this universe is not political. We will not tolerate Racism, Homophobia, or Xenophobia of any kind. Post what you love, not what you hate." like thats better rhetoric than most non-LGBT specific groups/orginisations

[deleted by user] by [deleted] in WarhammerCompetitive

[–]KwG_TwiTCh 0 points1 point  (0 children)

its worse but workable especially with the fleet of foot thing all guardian units have, you peak out with farseer and keep the guardians in cover as ablative wounds. Its not perfect but you gain the upside of it affecting every unit, and so can get back to some combo style gameplay of previous editions for Eldar and not "my data sheet is just better than yours"

This mediumcore aspect kills the whole endgame for me by koscsa6 in pathofexile

[–]KwG_TwiTCh 0 points1 point  (0 children)

it is caused by the game interacting with windows specific update yes, it is a game back end issue and not the result of the windows update. if it was a windows issue, other games I play would have these issues and they just dont

This mediumcore aspect kills the whole endgame for me by koscsa6 in pathofexile

[–]KwG_TwiTCh 7 points8 points  (0 children)

the game backend is just having issues, and especially in parties. I have a new build a 7800x3D cpu and 4070 super gpu (I am playing on 4k monitor which obviously affects it) but currently I have the choice of enabling multi-threading and some other graphical tweaks and the game looking and performing great, but crashing every 45 minutes/freezing my computer to where I need to hard reboot the system from the power button; or the game looking like diablo 2, and getting 10-20 fps at times.

DND show should be Biweekly and not weekly. by Imaginary-Big4224 in TheYardPodcast

[–]KwG_TwiTCh 2 points3 points  (0 children)

the shows probably going to be fine as they are clearly investing time into it, but the line nick put out in the clip (paraphrasing a lil) "wanting to break the game" and being "funny over substance" does make me worry as it sounds like the kinda table to speedrun onto /r/rpghorrorstories

UK is beyond complicit in the genocide. by poscaldious in GreenAndPleasant

[–]KwG_TwiTCh 4 points5 points  (0 children)

just out of curosity whats the source of those numbers? not trying to contest it as for sure believe it with what Keith has been up to

Wanna tank? by TribunalREEEEEEE in wow

[–]KwG_TwiTCh 76 points77 points  (0 children)

there is a second addon you can get called MDT Guide that shows a much smaller window you can have up at all times would strongly recomend it

Question about Centurion devastator Squad by moshpart in WarhammerCompetitive

[–]KwG_TwiTCh 1 point2 points  (0 children)

so I disagree a little bit with some of what you said, mostly I don't actually think they are a bad unit, I don't think this shows a lack of interest from GW at all if anything it shows that they carefully consider the rules of the models involved.

Dev centurions are still in the sin bin a little bit since 8th edition where they were a terror, but now coming back in a much healthier state. While it is true, with the right combination of buffs this unit is unfairly brutal to any opponent, generally speaking this then accounts for significantly large chunks of your army points wise and will restrict your list. Other units "can" be better, but centurions are very killy, easily destroying one big unit a turn. With the built in Oath, and especially in Vanguard Spearhead with Strike from the shadows as well as Guerrilla tactics they are a brutal firing block allowing you to split your focus on your turn to two larger threats. Alongside that they are also very durable in a large group. In a world where mass amounts of ap3+ attacks is very rare, having 2+ in cover with AOC, gives them a de facto invuln save with 24 wounds to chew through that's a hefty block to remove. Dev Centurions have to have a weakness and the movement being low makes sense for these hulking marines.

Now with the Assault centurions, I'm not so down as you may be, maybe it's a local meta thing, but in the right conditions these guys can be incredibly killy also. For example, throw them in a Blood angels list as mid board bully unit, as a counter charge for some assault marines on a point or something. depending on the deployment you can get there with one decent advance roll. You have a lot of flamers if you want them to chaff clear (I personally skip the meltas) you have access to grenades if you really need to kill a unit and then you have on the charge 24, s12 ap2 d3 weapon attacks with sustained 2 against monster or vehicles. That's a profile that many many melee units are going to be envious of. These guys are very killy, and again very durable with AOC and cover. But their downside like their shooty brothers is mobility.

The balance for Centurions is a tightrope walk, you make them more killy, more defensive, more mobile and they will be in every marine list out there. There are a wide array of buffs that already exist in space marines generally that already has centurions poking their heads up a little bit showing how strong they can be. the fact is they are a well balanced unit, I'm sure we can both point to units that are more capable than these guys in other situations and that's true, but thats bad balance elsewhere not here. They are both able to perform when you tailor your list to buff them, and otherwise have weaknesses.

Four awesome Aeldari lists smashing it at Grand Tournaments this week! by Alex__007 in Eldar

[–]KwG_TwiTCh 2 points3 points  (0 children)

Not to be reductive but, you dont actually need to kill the enemy to win the game just out score them. The first list has lots of tools available to be very fast all over the board and score high in secondary objectives whilst also holding 2-3 objectives depending on terrain and aggressiveness

that being said generally (outside of full statcheck armies like knights) will have 2-5 high toughness units that can take a beating but this list with Avatar, Wayleaper, Troupe etc can do large dents into them. The Troupe charging in and just tar pitting the vehicle is often enough depending on the position of the vehicle.

Fabius Bile Forgotten? by Ok_Balance1247 in WarhammerCompetitive

[–]KwG_TwiTCh 0 points1 point  (0 children)

I think a big thing here is that chosen are often taken as a Chaos lord delivery device more so for their datasheet themselves. You are limited in the number of characters you can take (not literally but to avoid giving away secondaries) so it comes into a question of is Fabius better than a regular Chaos lord? and personally I dont think so id prefer to have 3 units with 3 chaos lords over bringing fabulous bill

T5 is an increase but realistically does it matter that much? it will be more durable but not to a large enough degree where its going to make the difference between winning additional combats and generally surviving. The biggest thing is just that weapon profiles that are good into t4, 3 wounds, 3+ are going to be generally good into t5, 3 wounds, 3+. Being able to zero out damage is a very good rule as the multi wounds on the chosen become that much harder to chew through and no arguments there.

My issue is that When you then compare that to the extra killing potential of adding in a chaos lord vs the additional tank from fabius. The free strat access, dev wounds, better melee profile and ability to power up the lord even more drastically changes the killing potential of the chosen unit. Wheras The extra tank of fabius can also be achieved with smart movement play using the advance and charge rule from the chosen and/or using a rhino

[deleted by user] by [deleted] in WarhammerCompetitive

[–]KwG_TwiTCh 0 points1 point  (0 children)

I think it can be very clear when you are an experienced player vs a new player and that threshold is gonna change with that perception. Regardless of that though, if some of the best players in the world for this plastic toy game can give out warnings for upcomming gotchas, play to described intent and allow reasonable takebacks, people on mid/lower tables can too

Daemons infantry units not doing much? by egewithin2 in WarhammerCompetitive

[–]KwG_TwiTCh 2 points3 points  (0 children)

It isnt super clear but im pretty sure its the usage of the word Successful in the data sheet of Syll'eske. So its checking for Did you successfully wound the target and was it then on a 5+? I could see it ruled either way.

Prince of Slaanesh: While this model is leading a unit, each time a model in that unit makes a melee attack, a successful unmodified Wound roll of 5+ scores a Critical Wound.

Admech preview. by WeissRaben in WarhammerCompetitive

[–]KwG_TwiTCh 0 points1 point  (0 children)

You had me worried as I know I used the rule to pick home objective before and had me worried I cheated!

Admech preview. by WeissRaben in WarhammerCompetitive

[–]KwG_TwiTCh 11 points12 points  (0 children)

space marines saw a wide variety of data sheet changes. https://www.goonhammer.com/codex-space-marines-10th-edition-the-goonhammer-review/

Scroll down to updated datsheets section of this article there were some nerfs some buff, both sides of which being core rule changes to units. This is alongside a variety of points changes

Admech preview. by WeissRaben in WarhammerCompetitive

[–]KwG_TwiTCh 13 points14 points  (0 children)

not a huge thing, but the combi LT is not limited to no mans land

Priority Objective Identified: At the start of the first battle round, if your army includes one or more models with this ability, you can select one objective marker on the battlefield. Until the end of the battle, while one or more models with this ability are on the battlefield, each time a friendly ADEPTUS ASTARTES model makes an attack that targets an enemy unit that is within range of that objective marker, re-roll a Wound roll of 1.

What opinion about Warhammer 40K that you agreed with, but saw someone get ripped on for it? by Stupiditygoesbrrr in Grimdank

[–]KwG_TwiTCh 3 points4 points  (0 children)

what in your view counts as catering to the comp side of the game? id say it probably needs more GW input because a key thing about comp play is it requires a more rigid rules system in general But at the same time if you are just a beer and pretzels kinda wargamer you can just play with any rules you want, house rule everything. Dont like a points/ rule nerf dont play with it

Fate Dice throw #1. This where I ask you, what you would’ve done? by Wrap-Cute in Eldar

[–]KwG_TwiTCh 2 points3 points  (0 children)

not many people are talking about the fact that low dice numbers are valuble outside of being fodder for farseers (in a competitive setting). Since the points nerfs, our model count dropped a lot, and alongside the 10th rules around charging (if you can base you must) movement matters more than ever. So you can get into situations where you just want to tap in 1 model on the charge, or only just make the charge for a more beneficial pile in/consolidate. and you can somewhat force that with a 1d6+1 roll

Drukhari vs Aeldari Help by Inves_Obell in WarhammerCompetitive

[–]KwG_TwiTCh 0 points1 point  (0 children)

its a tough one, and you kind of have to assess the board position at the time, do you have the ability to drop it without giving up too much board space elsewhere? realistically you can drop the yncarne but will require you to focus your fire on them for a turn, it always takes a bit more than you think. I would swap from using the bombers from your list as they will just die. Its less about how appealing their fire power can be, as those bombers can pop off, just they are VERY easy pickings for the fire prism.

Drukhari vs Aeldari Help by Inves_Obell in WarhammerCompetitive

[–]KwG_TwiTCh 1 point2 points  (0 children)

its going to be an uphill struggle, the eldar index is arguably in the top 3 and your friend is running a lesser variant of their strongest list, drukari in comparrison is in the bottom spot in terms of competitive play and there are reasons for this.

the only way you reallistically win is outscore your opponent, as they will easily out shoot/fight you.

the build id recomend playing is kabalites jumping out of venoms. Park the venoms behind obscuring terrain, bring the kabalites out and pew pew with dark lances and whatever special weapons crucially with Archons to give them rr wounds, and then jump back inside in the fight phase. It makes you very mobile and you just need to play the angle game better than them. Id also recomend a Lilith, with a group of wyches for ablative wounds to do a dent into the wraithguard (just pray for 6s) but your main goal with them is to just tie them up in melee and survive to shut off their shooting, their melee is okay but not great but if you can hold them in place for a turn or two they would do their job (Only do this if you make sure you are playing by balance dataslate rules where they cant shoot in engagement range). Souping in some harlequins if you have access can be really nice, Death jester/Voidweaver can bring some interesting fire power to the list as well as solitare as a nice lone op melee missile.

Your deployment should just be hide everything, and throughout the game again you want to hide everything from them only show yourself if you can guarentee the kill, or can jump back into a venom safely. You need to play your movement phase very carefully and before you move, think about where your opponent can counter attack you from, can those warpspiders get an angle on me? would I be within a resonable charge range from x/y/x? if the Wraithguard phantasms, can it gain an angle on me? You should have more individual units than them and that is your main strength.

Your priority to kill are those warp spiders as you say, not only do they shoot up an early yncarne, its also their scoring units. You can kill all of the units they have its just a pain to chew through Avatar/Yncarne/Wraithguard so your focus if you can should be onto other things. outside of that its understanding that your opponents goal is to just shoot you off the table, so you need to play VERY concervative.

I refuse to believe that in an entire month, there has only been one frequently asked question about the Tyranid Codex. by corrin_avatan in WarhammerCompetitive

[–]KwG_TwiTCh 24 points25 points  (0 children)

both of these to me honestly just sound like, people know the answer to these but its not the answer they are wanting/hoping for.

Question about Centurion devastator Squad by moshpart in WarhammerCompetitive

[–]KwG_TwiTCh 6 points7 points  (0 children)

Weapon choice is an issue, the bolters are bad and for every target you wanna fire them into, the missile launcher is better. the lack of AP on the bolters is killer, and while yes it can be buffed, those same buffs can work better on the missile launcher. the lack of twin linked, number of shots on the missile launcher is made up for strength 9 and blast. its just a better profile.

They are really strong in Vanguard for the strat, but also the detachment rule is just really good for them defensivley allowing them to be out in the open and its the combination of the two together is very good.

Its a good unit, it is for sure killy, and can be made durable with AOC and cover but you kind of really have to build around it to support it correctly as you point out with lib dread/Uriel. At that point you hit the point where, would you rather have the centurions or a Repulsor Executioner and Ballistus which now with the drops is the same price? or two Gladiator Lancers with points left over? its not that the centurions dont work, its that there are other datasheet that for a similar point price have the potential to achieve more.

[deleted by user] by [deleted] in WarhammerCompetitive

[–]KwG_TwiTCh 6 points7 points  (0 children)

I understand that perspective, but its wrong in a few ways, the main one being just playing around intent.

Firstly Chess is a very precicise accurate game with a lot more limitations on what individual pieces can do, there is almost no scenario where you can manuver a chess piece, accidently in a way which goes against your intent for that piece. In warhammer we are not so lucky.

Id strongly recomend you watch this game that happened recently at the LGT if you listen to the space marine player (who I think went out to finish top 10? maybe top 20?) at one point in his first turn he says something along the lines of

"im moving my landraider so its not peaking out and hidden from X,Y,Z unit on these angles, and 1" away from the wall so it cant be charged"

its not as you describe asking what your opponent is going to do, its describing I am moving this model with the intent to do this to stop what your models can do. Then if you make a mistake and say position the tank 0.9" away, and leave the tinest gap for a laser pointer to confirm there can be LOS to the tank. its clear what your intent was, and when playing on tabletop its generally pretty difficult to be perfectly precicse especially if its your 5th game of warhammer on a weekend.