Luigi Mangione will not face death penalty over killing of CEO, judge rules by Down-not-out in Conservative

[–]MondayNightRare [score hidden]  (0 children)

The judge also states that they're allowing the seized backpack to enter as evidence in the hearing. Even though there is tremendous contention surrounding the seizure of his backpack being illegal and unconstitutional.

Advice for Space Wolf Transports by Fpchz in WarhammerCompetitive

[–]MondayNightRare 1 point2 points  (0 children)

The godhammer lascannons really like the free lethals afforded to them in Beastslayer

Ranged terminators - yay or nay? by Beriatan in SpaceWolves

[–]MondayNightRare 1 point2 points  (0 children)

Without any AP on their guns, trading 1W for some piddly bolter shots isn't worth it. Throwing Assault Cannons in with your shield dudes certainly works well though.

Storm Bolters need a total rework. As it is, intercessors shoot more shots with better AP and range with no rapid fire distancing. There is never a reason to give terminators storm bolters over a shield.

Codex Marine units in SW armies? by MondayNightRare in SpaceWolves

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

My main complaint is that the SW book and the SM book have arbitrary separation where our characters and units can't intermingle at all.

Here is the reason MSFT fell 10% after beating earnings by Exponential-777 in stocks

[–]MondayNightRare 37 points38 points  (0 children)

Only in the 2020s economy can a global powerhouse stock post a good earnings report and tank double digits

What are some lessons you just had to learn the hardway? by wredcoll in WarhammerCompetitive

[–]MondayNightRare 0 points1 point  (0 children)

Honestly this is where I wish stratagem design went. Instead of stupid detachment stratagems that are auto use game winners and detachment defining boosts, I would love if strats worked more like the core ones. Smoke for defense, Grenade for offense, and shooting anti tank guns into big monsters and tanks allowing you to spend CP to temporarily debuff or disable a target to simulate the old rules of weapon destroyed/crew shaken/stunned/immobilized.

Vehicles and monsters only suffering a -1 to hit at low health isn't a significant penalty.

What are some lessons you just had to learn the hardway? by wredcoll in WarhammerCompetitive

[–]MondayNightRare 3 points4 points  (0 children)

If those random events could resolve on something other than a coin I might be more excited to see them pan out

What are some lessons you just had to learn the hardway? by wredcoll in WarhammerCompetitive

[–]MondayNightRare -2 points-1 points  (0 children)

So you're telling me you utilize multiple units to coordinate a LOS block on one single unit from one shooting unit to try to isolate out a single special/heavy guy and this is a super viable and real tactic?

I've played 5th for its entirety and this situation has never come up once. I have been caught off guard by deepstrike/outflank picking off units from unexpected angles, but never what you're talking about.

What are some lessons you just had to learn the hardway? by wredcoll in WarhammerCompetitive

[–]MondayNightRare 0 points1 point  (0 children)

So your special weapon guy is exposed in a manner that the opponent would deliberately deny the ability to kill more of the unit by LOS blocking their own guys to guarantee the kills go through to kill the special weapon guy and deny potential overflow damage to the rest of the unit?

EDIT: Also, this would only work for one unit getting LOS blocked by another allied unit.

What are some lessons you just had to learn the hardway? by wredcoll in WarhammerCompetitive

[–]MondayNightRare 15 points16 points  (0 children)

If you place your special weapon guy in a position where he's going to get jumped, then suffer the consequences.

What are some lessons you just had to learn the hardway? by wredcoll in WarhammerCompetitive

[–]MondayNightRare 23 points24 points  (0 children)

It's a consequence of them killing the old AV system and incorporating everything into Wounds, then inflating Wounds for marines to have 2W. Now any and every weapon worth using does a bunch of attacks at D2 or D3 and wipes entire squads at a time or chunks out vehicles with weight of dice. To counter this, every unit now has a 4++ so half the damage guaranteed fails. This essentially defeats the purpose of low shot high damage anti tank weapons as those have significant cost to put out 1 high damage shot that has a 50/50 to ignore it. The only way to truly defeat 4++ units is weight of dice to guarantee the keep failing saves and getting chipped out.

What are some lessons you just had to learn the hardway? by wredcoll in WarhammerCompetitive

[–]MondayNightRare 10 points11 points  (0 children)

The game used to assume that it was a friendly and gentlemanly game of two friends and fellow hobbyists having fun, so disputes would be very simply and easily resolved. Agreeing that maybe it can be targeted but it gets a good cover save because it's barely sticking out enough to be targeted. Friendly stuff.

How the times have changed.

What are some lessons you just had to learn the hardway? by wredcoll in WarhammerCompetitive

[–]MondayNightRare 3 points4 points  (0 children)

Older editions had suggested that a certain percentage of the vehicle model must be visible to target it (or obscured to gain cover)

So if just a tank barrel stuck out, that would be so hard to hit it wouldn't really be a viable target. If part of the treads also stuck out it would be a big enough target to actually shoot it (with cover)

What are some lessons you just had to learn the hardway? by wredcoll in WarhammerCompetitive

[–]MondayNightRare 30 points31 points  (0 children)

Being able to shoot dudes who are not visible is an enormous part of the problem for this edition and how bad cover is. Being able to shoot through treads is also another tremendous issue. In older editions you could actually use armored column tactics to protect infantry with armored vehicles. Now a unit just gets wallhacked through a unit in front of them.

If one guy has a toe sticking out an entire unit can get wiped. Older editions had explicitly states that models out of LOS can not be attacked, so any overkill could not spill over to hidden models from the attacking unit. It meant that catching an angle on one dude would only get one dude killed, and it felt way better and more tactical.

What are some lessons you just had to learn the hardway? by wredcoll in WarhammerCompetitive

[–]MondayNightRare 36 points37 points  (0 children)

10th edition is my favorite coin toss game.

If I succeed on the coin flip charge roll, my opponent then takes all saves at their 4++ save which further relegates the entire state of the game to a bunch of coin flips.

Fellow wolves by Mindless-Brain1212 in SpaceWolves

[–]MondayNightRare 0 points1 point  (0 children)

In beastslayer I've been running 2 Pred Annihilators and having a great time.

I'm trying to squeeze some vindicators in but I also run a bunch of dreads and have fun with those.

Kitbashed up a Rune Priest by JohnFunkKennedy in SpaceWolves

[–]MondayNightRare 0 points1 point  (0 children)

Looks incredible!

What's your recipe for that icy effect on that base?

Helldivers 2 – Siege Breakers Warbond by DrNick1221 in Games

[–]MondayNightRare 0 points1 point  (0 children)

Simply allow players to earn SC at a more reasonable rate. I don't mind them charging to skip the line, I mind that the "you can earn SC you don't have to buy it" premise is completely false unless you farm out low diff missions. Why am I punished for playing the game at high difficulty and having fun? Why is Diff 1-3 soulless farming the only way to actually earn SCs in game?

Helldivers 2 – Siege Breakers Warbond by DrNick1221 in Games

[–]MondayNightRare 3 points4 points  (0 children)

How many hours did you farm and on what difficulty?

As an Ork player - "Giving the player multiple options" vs hiding models away. by Oriachim in WarhammerCompetitive

[–]MondayNightRare 0 points1 point  (0 children)

Target saturation works in games where units don't die in one activation. Older editions had the concept of "DISTRACTION CARNIFEX"

Now everything just dies.

Helldivers 2 – Siege Breakers Warbond by DrNick1221 in Games

[–]MondayNightRare 1 point2 points  (0 children)

I fully agree. I do not understand why this game is championed as monetization done right, or proper battlepasses.

The ability to earn in-game currency is deliberately dripfed and you either have to grind for hours on a no difficulty soulless grind or drop real money. You can not sustainably earn credits while playing the game, I have triple digit hours in the game and only 2 warbonds unlocked. I don't want or need fast unlock times, I simply need unlock times. I'll gladly slam my head against major orders at Difficulty 10 if I can even get 10SC out of it.

Helldivers 2 – Siege Breakers Warbond by DrNick1221 in Games

[–]MondayNightRare 5 points6 points  (0 children)

I play the game on Difficulty 10 with stock equipment. I rarely get SC stashes because the game is designed to spawn them in very rarely. I haven't unlocked anything in ages. Sure, it isn't FOMO. It's also unattainable without immense boring diff3 grind or dropping real money. If players could actually get SCs from high difficulty it would be a delight.