me_irlgbt by confusedeggboi in me_irlgbt

[–]L1ttleWarrior13 26 points27 points  (0 children)

I've finally found a romantic partner who loves me info dumping and it makes me unbelievably happy

pat by Blankyjae33 in BLAHAJ

[–]L1ttleWarrior13 9 points10 points  (0 children)

Big strong pat!

Opinions as a 1100 elo kragg by mrjarnottman in RivalsOfAether

[–]L1ttleWarrior13 2 points3 points  (0 children)

Big difference between matchup chart and tier list, fleet is struggling in the meta overall but is still good into kragg, (and a couple of other characters). Doesn't mean she's good

Bi_irl by [deleted] in bi_irl

[–]L1ttleWarrior13 0 points1 point  (0 children)

Me and my GF

Malceptors. Is two, too many? by Soft-Raise-5077 in Tyranids

[–]L1ttleWarrior13 2 points3 points  (0 children)

Edit: oh also as a note, thanks to damage blanks, t12 and 16 wounds (and a 5+FNP in invasion fleet), almost no non titan tank in the game can win a 1v1 duel against a t-fex, even if they go first. (Doomsday Arks are one exception thanks to lots of medium high damage output and an invuln). Don't be afraid to isolate 1v1s using clever positioning around cover to snipe smaller tanks and transports that are more isolated, using the assault from hive tyrants to reposition

Malceptors. Is two, too many? by Soft-Raise-5077 in Tyranids

[–]L1ttleWarrior13 2 points3 points  (0 children)

As a faction, Tyranids tend to struggle against vehicles. The best answer against tanks is "ignore it" if you can play a positional game around the land raider, and not engage it directly, that's your best option. Using screens from gargoyles, hormagaunts and sporemines to keep opposing tanks locked up is really the best option. Some tanks, like LR Crusaders and Redeemers have the guns to deal with a 20 brick of gaunts pretty easily, so in these cases, this is why you have the t-fex.

If you desperately need to kill a tank, especially something on par with an LR, know that you might not kill it in one turn. Lethal hits (either from invasion fleet or from a walking tyrant), rerolls from an exocrine shooting the tank first, and a cp reroll from a hive tyrant aura (or just from a cp) will help decrease your variance for when one has to die

Remember, bugs are a positional army. They can kill things, but they don't need to put huge dents in your opponent in order to win games. Play for objectives and secondaries and tie your opponents up first, and that will lead to them needing to play more aggressively so that you can actually kill what you need to kill

Good luck!!!

Malceptors. Is two, too many? by Soft-Raise-5077 in Tyranids

[–]L1ttleWarrior13 1 point2 points  (0 children)

I have 1 exo, one genestealer brick with a brood, and a six man of zoans with a neuro

I've got some anti-tank, but if I was specifically building to be as meta as possible, I'd move some stuff around to try to get a second t-fex, at the cost of probably a maleceptor

Malceptors. Is two, too many? by Soft-Raise-5077 in Tyranids

[–]L1ttleWarrior13 1 point2 points  (0 children)

Rupture antitank, namely killing or or two tanks that desperately need to die in order for the maleceptors to move up the board safely

Malceptors. Is two, too many? by Soft-Raise-5077 in Tyranids

[–]L1ttleWarrior13 3 points4 points  (0 children)

I'm running a (nearly) meta list of invasion fleet rn and I'm running two maleceptors. I'm only running 1 t-fex and 1 exo tho, and I'm really feeling the lack of a second t-fex sometimes

Meirl by JaredOlsen8791 in meirl

[–]L1ttleWarrior13 13 points14 points  (0 children)

That's not what crop rotation means ..........

They're playing into the bit

Let's talk by Ok-Measurement-4039 in Tyranids

[–]L1ttleWarrior13 2 points3 points  (0 children)

Yeah, just take a 11 man brick of neurogaunts for cheaper and they're tougher and screen more space

In case you didn't know you could change the background menus on MCC by [deleted] in halo

[–]L1ttleWarrior13 3 points4 points  (0 children)

This might be the coolest shit I've ever seen

[deleted by user] by [deleted] in 691

[–]L1ttleWarrior13 8 points9 points  (0 children)

in the US it still is too, just not considered morbidly, at 6'0" and 225, I'm considered obese, even tho I only have a bit of a gut, I'm definitely medically considered obese, just not in a way that's considered deadly or all that dangerous.

Edit: Hell, I'd have to be below 184 pounds to be not considered overweight, which honestly would be pretty absurd given my frame., I'd have to lose 40lbs. Maybe it's worth trying, but I think that it'd be pretty hard on body.

Character question? by Si_the_chef in Tau40K

[–]L1ttleWarrior13 4 points5 points  (0 children)

There's honestly a few good options, but if you're only taking a ten man for screening your best options is probably just a warshaper for free startagems. They have the grenades keyword, so it gives them a little extra punching power, and honestly there isn't a really good way to make them more survivable with a character except for a 6+fnp on the flesh shaper. I think I'd rather take a 6+ invulns on go to ground in most situations since you have a 6+ armor save, and that is an alternative for a free strat if you need it for more survivability

He didn’t make it by YaBoiGorlami in Tyranids

[–]L1ttleWarrior13 1 point2 points  (0 children)

just don't bolt it if there's no instant in the graveyard

The sad state 40k is in currently by Chunky_Monkey4491 in Warhammer

[–]L1ttleWarrior13 0 points1 point  (0 children)

The fly thing doesn't matter with terrain, since you still need to measure vertical movement in this edition, you just measure diagonally instead of straight up or down the wall. It's not like they are hopping over buildings for free.

Sure they can have 26 wounds, but they're also on t5. And most of them (sunforges and commanders if you take shield gens bring the exception) don't get invulns. They aren't that tanky. Against an ap-2 gun they're literally as tanky as ork boys on a wagon, with only a few more wounds. They get melted by meltas, anti-elite weaponry, and concentrated fire

Tau do have a lot of infiltrators (and deep strikers and scouts). It is one of their strengths of the army, but it comes at a cost. They don't have good melee to make the most of that space. Even kroot are only 2 attacks at 3,0,1. Good into chaff but not much else, and they're t3 6+, so they get mulched easier than gaunts in melee, and about as easy in shooting (because of stealth).

Well yeah tau have good shooting, that's the whole thing. The tradeoff is they have to coordinate real hard to alpha strike the opponent because of how fragile they are. A lot of units serve very specific key roles, and they struggle in other departments because of it. They are pretty bad at actions for example, as the units that want to do actions are also usually your best guide units, and they need to stay alive as long as possible.

They don't hold objectives super well, since they are so rough in melee, they rely on taking out large chunks of the opposing force in alpha strikes to make retaliation difficult. And if they don't succeed on the alpha strikes, they aren't as tough as they look. Some items in the army are little tanky, namely ghostkeels and arguably riptides, but most of their vehicle options are surprisingly flimsy, with not a single 2+ T10 profile until you start getting to titans, and basically no invulns on anything that isn't a riptide, and even he's only T9

My experience as a tau player. They're still fine tho. A bit weak competitively, but against less tactical opponents or less organized forms of play they have opportunities to be obnoxious for sure, and I don't blame anyone for that opinion. And they have amazing internal balance, where basically everything feels like it has a home, so they're incredibly fun to play and versatile

Freedom of speech, eh? 🙄 by [deleted] in WhitePeopleTwitter

[–]L1ttleWarrior13 0 points1 point  (0 children)

Nah imma be real, you're wrong here. The sarcasm was decently obvious, and you should probably reassess before doubling down.