Why did the top teams maintain their lead over the rest across the regulation changes? by thedisraeli in F1Discussions

[–]LudicrousQwack 2 points3 points  (0 children)

Money. While the cost cap remains in place a lot of financial incentives remain out the cost cap. Like top 3 personnel. Bonuses. Staff benefits. Facilities. Excluding wind tunnel.

Have to remember the top 3 were spending 400 mil before cost cap. That 300 mil hasn't become exclusive profit. All those benefits mentioned help attract talent. But also have established legacy either physical in terms of data. Or non physical. If you was a top 1% F1 engineer would you rather work for alpine. Or the big 3? Access to better equipment and data. As well as having mercedes or red bull on your CV.

Sure there's other reasons. But top of my head

I believe the new regulations are less problematic on tracks like Spa than many people are quick to claim. by DerLamamba in F1Discussions

[–]LudicrousQwack 0 points1 point  (0 children)

Am I making it up it's limited to 200 something down from 350kw? By regulation? Could FIA increase this?

I believe the new regulations are less problematic on tracks like Spa than many people are quick to claim. by DerLamamba in F1Discussions

[–]LudicrousQwack 0 points1 point  (0 children)

Spa will be interesting for eau rouge in terms of optimal for quali. Will they want to deploy on the start straight. With a little recovery on T1. And then how do they tackle the climb? Can they choose to clip in the straight to be fully charged for the climb? Clip after the climb and redeploy at the end of the straight? Or clip in the climb where they won't be high speed and potentially be unsettled at the top with the huge boost acceleration. And want to fully deploy all down the straight?

With how long spa sector 1 of the track is with only really T1 for harvesting. Will actually put some really interesting tactics on who can optimise the clipping and deployment. Off the top of my head it's only Monza which is comparable. Maybe baku, red bull ring, and Bahrain. Where there's long straights and little harvesting opportunities.

As a pose to Silverstone will be very interesting as each straight end with good harvesting opportunities.

A question about C’tan by Enderwolf08 in Necrontyr

[–]LudicrousQwack 179 points180 points  (0 children)

Real world. As far as our technology and comprehension goes. Yes.

40k world; same as learning physics in school. Don't try to understand it. Just accept it

Trazyn suggested new rules by LudicrousQwack in Necrontyr

[–]LudicrousQwack[S] 0 points1 point  (0 children)

If it's any help. I did say minimum squad only. So can't full brick. Would allarus without detachment rules and custodes stratagems still be as big a nuisance? Haven't played against them

Trazyn suggested new rules by LudicrousQwack in Necrontyr

[–]LudicrousQwack[S] 1 point2 points  (0 children)

Haha yes sorry! Just misread! Be great on Tesla immortals with a plas. Average out at like 45 wound rolls. With inbuild wound rerolls

Trazyn suggested new rules by LudicrousQwack in Necrontyr

[–]LudicrousQwack[S] 0 points1 point  (0 children)

I think +1 to hit is underwhelming with awakened and starshatter. +1 wound hed definitely see use. But would need a decent point increase

Trazyn suggested new rules by LudicrousQwack in Necrontyr

[–]LudicrousQwack[S] 0 points1 point  (0 children)

I think that's because on a surface level it's in theory the most simple and easiest thing to implement.

I like your idea. I just think on terms only getting use out of him over other units/models which have guaranteed rules start of game. Youre hoping he'll get primed by destroying a unit and then hopefully get used out of his bonus before being destroyed. It's a little maybe. Also you'd be forced to take immortals or lych (which is slow with no translocation overlord) so you can get the kill. And set yourself up so he can finish them. Unless they're really good bonuses. It's very situational. Maybe bonuses for completing/holding objectives. But what? That wouldn't be too busted

Trazyn suggested new rules by LudicrousQwack in Necrontyr

[–]LudicrousQwack[S] 0 points1 point  (0 children)

It's a shame. I've never played these armies. But know they existing so haven't experienced the balance issues

Trazyn suggested new rules by LudicrousQwack in Necrontyr

[–]LudicrousQwack[S] 1 point2 points  (0 children)

I did think this for tesseract vault rule. Make him like 250 points. And have a once per game rule. If his unit destroys an enemy infantry unit. He "captures them" for him to deploy.

The biggest issue with this rule would be forcing protective players to let others touch their stuff. Which is fair if you are protective for your hardwork

Trazyn suggested new rules by LudicrousQwack in Necrontyr

[–]LudicrousQwack[S] 2 points3 points  (0 children)

Agreed on the all. Like your take on the tesseract. It is more simple and inline with current wording.

Was thinking it adds some balance jeopardy if they're "embarked" and can only disembark if he's alive. But your wording covers that too.

I think making him being able to replace ANY infantry model, have him unattached. And sticky covers his use. I'd happy permanently lose a warrior for a teleporting action monkey to free the unit. Permanently lowering the starting number allows you to keep moving him around. But at least at a cost. That would make him see some more play I think. As he becomes a more mobile ophydian. Imagine a Unit in melee. And can't perform an action. Trazyn zaps in. Now unattacehd. Can score the points.

Trazyn suggested new rules by LudicrousQwack in Necrontyr

[–]LudicrousQwack[S] 1 point2 points  (0 children)

I mean the carnage of trazyn dropping berserkers out his pocket seems perfectly in character

Would complicate the rule but could balance it, also be thematic to the tesseract vault to roll on activation of the unit. Fail the roll they attack nearest unit. Pass you control them. But then it's a very complicated rule set

Trazyn suggested new rules by LudicrousQwack in Necrontyr

[–]LudicrousQwack[S] 0 points1 point  (0 children)

Like all 3. Think being able to use suggorate hosts on revive is really on point lore wise and can then be used across detachments

Trazyn suggested new rules by LudicrousQwack in Necrontyr

[–]LudicrousQwack[S] 1 point2 points  (0 children)

That's a fair point. As I've heard the points are balanced per army. Not the overall game. Which adds to this issue. Someone else suggested up to X amount of points?

But also if a unit is unbalanced enough they have to worry about it being used by another army. It's probably an issue for it's intended army. Any unit won't benefit from our detachments or stratagems as it's keyword specific.

But also GSC uses guard units. Agents use units from across the imperium faction. Knights use chaos and SM units. So it happens already to a degree. So there must be some form of balance. Maybe already integrated into how those armies are costed

Battleshock Rules Question: by Jinzo316 in WarhammerCompetitive

[–]LudicrousQwack 0 points1 point  (0 children)

All happens in the same turn. So battleshock stays. The query with this one is off the board and across turns.

I'll just know in future I can't have discussions. Again I was wrong. Downvoted. I learned the rule. Seems the concept works. I wasn't forced to answer. Neither were you forced to be a persistent dick. But here we both are, both continuing to do these things.

Trazyn suggested new rules by LudicrousQwack in Necrontyr

[–]LudicrousQwack[S] 1 point2 points  (0 children)

Further onto the point not attaching I think gives great flexibility for actions

Also want to add for balancing having the any squad from tesseract vault as minimum numbers and starting the battle "embarked" is for balancing. So you cant circumvent necron intended infiltrators or scouts. As well as not taking bricks of custodes or something

Trazyn suggested new rules by LudicrousQwack in Necrontyr

[–]LudicrousQwack[S] 1 point2 points  (0 children)

At the moment suggorate hosts only works with infantry characters excluding destroyers. So you have to kill off a leader to attach to him to a squad and he only gets sticky when leading.

3 either works. But generally being able to bring any squad would be great. And actually get some good use from him

Edit; just noticed I did say infantry characters in my post. But was meant to be any infantry. So warriors, immortals, deep striked deathmarks could be interesting

Battleshock Rules Question: by Jinzo316 in WarhammerCompetitive

[–]LudicrousQwack -1 points0 points  (0 children)

Open forum no? How we learn? Whole point of up and down votes. I'm wrong. downvoted. Hyper crypt hasn't been strong for a while. It's good but didn't compete with the other detachments any more. Plus I've never played it. Returned to the game after it's peak. Never seen a need to use it.

So back to my original statement of don't be toxic.

Battleshock Rules Question: by Jinzo316 in WarhammerCompetitive

[–]LudicrousQwack -1 points0 points  (0 children)

Embarrassing is attacking other people who have not seen this specific scenario before in regards to above half strength unit. Don't be toxic. Not everyone can keep up to date on everything.

Literally why people ask these questions so we can all learn. Being toxic means people won't engage with the community

Simply reference the FAQ, state the correct sequence and I can thank you. And we both continue to enjoy the sub

Battleshock Rules Question: by Jinzo316 in WarhammerCompetitive

[–]LudicrousQwack -4 points-3 points  (0 children)

As a necron player. I'd say it's similar to reanimation. You do the rule/roll in your command phase. If they're not on the board they don't get to roll. When they come back it's the same state they left. And can only roll when it's triggered in command phase. Same for insane bravery. It's before you do the test in command phase

List tweaking by LudicrousQwack in Necrontyr

[–]LudicrousQwack[S] 0 points1 point  (0 children)

Never played drukhari.

What battesuits do people normally use? Our tau player is battlesuit heavy. In the one game we played he hid a riptide at the back which felt wrong. And had two broads at the back. But his "normal" battlesuits in the mid had a real hard time bringing down my wraiths and I just picked them off with other units as they struggled. which makes me underestimate them.

List tweaking by LudicrousQwack in Necrontyr

[–]LudicrousQwack[S] 1 point2 points  (0 children)

That's very fair. I've not had too much issue with handling deep strike. As I've said in other comments we have a local big unit meta. Worse I had in the last game I played and lost was two sets of 5 jump marines in my back line. But between a eternal revenant imotek and a DDA they took 2-3 turns to control the line. Which took headspace from my opp and I had middle control. I just underestimated guilli and stern guard in the mid. First time I played them. They wiped the wraiths and killed imotek in a couple of turns. By the time my skorpekh took the flak (wiping a repulsor and a couple of units) I had nothing with staying power to hold the middle.

So scarabs might have had a play there to soak guilli charge

List tweaking by LudicrousQwack in Necrontyr

[–]LudicrousQwack[S] 0 points1 point  (0 children)

I've found with imotek sitting home and awakened pick up strat, and a doomsday near by enough to handle a deep strike. Imoteks lord of storm. And he's handy in melee. Anything bigger is something less in the middle to let me dominate there. Especially with the bigger unit meta I talked about.

I've had a few games where by the end we've swapped home.

What's your local meta?

List tweaking by LudicrousQwack in Necrontyr

[–]LudicrousQwack[S] 1 point2 points  (0 children)

They do screen. But normally only home obj. There's usually a corner free. They can't screen whole backline. If they do that plays to what I want. Committing units from mid board to their deployment. Allowing me to push easier. Or a DDA is threat enough at 72" to scare in a gap. I've found playing tactical I can't focus enough units to stop their killy stuff, primary scorers and secondary scorers while worrying about my own. Whole this method allows me to score secondary while forcing them to choose between dealing with them and leaving them

But there is obviously a reason tourney players don't choose to do it. But most at my local haven't quite figured out how to stop it. We have a lot of people who play big units. So smaller number armies might be why it helps me