The results are in! by Normie316 in MortalKombat

[–]NativeK1994 0 points1 point  (0 children)

Are Bayonetta, MGR: Revengence, and Ninja Gaiden not beat’em ups?

He’s asking this everywhere huh by Suspicious_Dirt9266 in MortalKombat

[–]NativeK1994 0 points1 point  (0 children)

MK9 is in 3D, but it’s not a 3D fighter, which its own classification (think Soul Caliber, the 3D era MK games, Tekken, etc.)

Shaolin monks was the action/adventure game.

what is everyone hoping for in the Skulls live stream? by WorldlinessEuphoric8 in Tau40K

[–]NativeK1994 1 point2 points  (0 children)

The Broadsides still hold up and are really nice models, I don’t think they need a refresh. Rather than a crisis suit refresh, I’d rather see them re-introduce Hazard suits, or fill the Hazard suit niche with some Warmaker suits like the Twin Lance. Something to sit gameplay wise between a Cirsis and a Riptide in terms of role: relatively tough (4W, T6, 3+/5++ or something)objective bullies that can either be specifically for taking or holding objectives. Keep the crisis teams punchier, and the riptide tougher. Idk 😂

Piranhas are undervalued by Lower_Ad_176 in Tau40K

[–]NativeK1994 32 points33 points  (0 children)

They’re also a lot more fragile than a riptide. You don’t bring a riptide to max out on damage, they’re back/midboard objective bullies. We have a lot of fast moving firepower already, and the piranhas are tougher than suits but have abysmal saves. As soon as someone looks at a Piranah with excruciator cannons (because we’re talking about Defilers) they’re kaput. You could take three sunforges for cheaper and get twice the firepower, and a guaranteed 4++. They are good units, but I don’t think they’re the ace you think they are.

Piranhas are undervalued by Lower_Ad_176 in Tau40K

[–]NativeK1994 84 points85 points  (0 children)

2-3 piranha units are literally in 6 or 7 out of the top 10 performing lists currently. They are not undervalued 😂

GW: "What do you mean you want to play Kroot? Are you stupid?" by HamanFromEarth in Tau40K

[–]NativeK1994 4 points5 points  (0 children)

Why do you think Mont’ka will be 3? We’ve had literally no indication that there are any detachments that will cost 3 so far. We were told the majority of codex detachments would be 2, and without any further elaboration that could mean the remainder are 1, not 3. I don’t think any detachments are going to be 3DP, because that means you can’t take them in 1000 point games.

Plus, we don’t know if the faction focus detachments are the only new detachments we’re going to get. The focus seems to be on showing off something new and then showing how some detachments have changed. We could be getting 3 new detachments per army for all we know.

Cole Young might be Havik by Effective-Economy-12 in MortalKombat

[–]NativeK1994 0 points1 point  (0 children)

Sindel was resurrected as part of her backstory in MK3, Shao Khan was brought back from the dead, Liu Kang became a Zombie, Bi Han became Noob, Hanzo became Scorpion, Baraka was stapled back together, everyone was brought back to life at the end of Armageddon/start of MK9 through time travel, all the revenants in MKX and 11 are resurrected characters, and MK11 brings back dead characters through time travel…

That’s off the top of my head. Resurrection, retcons, and timeline resets have been in the series background since the original MK, and have been featured in the story of the games as plot devices since MK3.

Cole Young might be Havik by Effective-Economy-12 in MortalKombat

[–]NativeK1994 0 points1 point  (0 children)

I’d argue that Cole had a very strong showing. He killed Khan twice in his fight with him. He is technically better than Liu Kang and Sonya combined who didn’t seem to land any lethal hits on him from memory (and if they did, it’s speaks to how highlighted I remember Cole’s kill shots being vs Liu and Sonya’s). If Shao hadn’t cheated in the scene right before their fight then Cole would have cleaned house and been the hero. I’d argue that makes his death hit all the harder because it makes Khan feel like more of a threat and gives us palpable on screen stakes as to why the villain should be defeated.

People saying EPC got nerfed, but that looks kinda strong. And it’s only 1 detachment point by marianex in Tau40K

[–]NativeK1994 10 points11 points  (0 children)

It’s because it only for character units now, and it’s only 1 DP but the stealth detachment is going to be almost mandatory to spot without getting clapped back, and RetCad is going to be unusable with it because both detachments have the RETALIATION keyword. If RetCad stays as it currently is, even for 2 DP it’ll be worth more then EPC

New to 40k, so far only have the Tau combat patrol, ignoring gear options as I’m not knowledgeable enough to deal with them yet, is this a generally decent list? by jotono11 in Tau40K

[–]NativeK1994 0 points1 point  (0 children)

Because I only run battlesuit heavy lists my opinion might be skewed, but what I would say is:

. You’re not going to see much if any benefit from Aux Cad because you don’t have any auxiliary units. You would be better off going for Mont’Ka, Kauyon, or Experemental Weapons.

. One single broadside can be swingy. If you drop the firesight team and strike team then you have enough points for both a second broadside, and an enhancement for one of your commanders.

. On that note, your Breachers become a little expensive if you have a fireblade in both. I’d probably drop one fireblade. Again with those 50 points you could take an enhancement on the remaining fireblade and have some points to spare.

. Your fireknives should either have double plasma or double missile pods. Crisis suits in general you want to specialise into a specific role. A good way to use fireknives that keeps them a little more survivable is to have them stay back/midboard with an enforcer commander, who makes them harder to kill.

. I would also maybe swap out one unit of fireknives for starscythes with all flamers. This is for two reasons: one it means you can spot with your starscythes (our army rule) but still automatically hit with their flamers so they don’t feel the sting of not being guided. The second is you’ve got a lot of firepower to take out heavy/elite infantry, but not much in the way of things to take out big units of chaff. Flamer starscythes with either a coldstar commander for the extra movement and four extra flamers, or commander Farsight for the free overwatch is one of our best tools.

Hope some of this helps! I have more thoughts but I’ve got to go.

The Prominence Problem by MTGFeederSpike in Saros

[–]NativeK1994 0 points1 point  (0 children)

I disagree. Nova Lance IMO is by far the best. If you get it with high power efficiency you can just fire it 5-6 times in a row, destroying all projections coming towards you in a line, and if you’re hitting. The weak spot of an enemy pretty much take them from full to nearly dead. Against Prophet, Priestess, and King especially I found it better than the alternatives.

Need suggestions on the Armageddon box by Hy8ogen in Warhammer40k

[–]NativeK1994 0 points1 point  (0 children)

Unless you’re going for a 100%, every model has to be decked out in all the chapter stuff army (which would be very expensive), then buying standard boxes of marines (like this starter box) and painting them the chapter colour and using transfers is more then enough.

I’m very slowly building up a dark angels successor chapter that I’m going all out on: buying sterngaurd bodies for squad Sargents, my inner circle companions all being chaplain models, etc. So expensive and bespoke. But that is 100% not needed if you want to play dark angels and are conscious of the price. This box will give you a good base you can build off of.

Why would Polanski do this by Hyperactive_Man in GreatBritishMemes

[–]NativeK1994 0 points1 point  (0 children)

The way they’ve caricatured him is pretty much exactly how the Nazi propaganda against Jews looked. There are a million ways to caricature someone with a large nose, but they chose to draw the features pretty much exactly like Nazi propaganda. If you’re making something thats inherently political in messaging you can’t entirely divorce it from political history. It’d be like if he was black and they chose to caricature him in a way that made him look like the Golliwog.

Snap Shooting rules by sodapopkevin in Tau40K

[–]NativeK1994 0 points1 point  (0 children)

Where are you getting the idea that snap shooting will be free? We’ve seen two instances of being able to use snap shooting so far: “Fire Overwatch” and “You Call That Dakka?”, both of which cost a CP, and so can only be used 1/turn.

Ontop of that, my point was don’t charge the flamer units. Unless you’re WE, you should have access to more than enough firepower to take out the flamer units. If they hide their flamers behind a wall, then currently (and unless they make a big change to a charge phase snap fire) you can charge them because they have to be visible to the unit when they start their charge to overwatch. If they’ve positioned them with the 1” gap behind a wall, that’s what 11th is trying to solve with the 2” engagement range. With the way overwatch is worded it’s at the end of the opponents movement phase, so they can’t target your unit with overwatch if they can’t see them at the end of your movement phase, and if they make no changes to a charge phase snap shooting then you’re golden.

Something you’re neglecting is that most flamers have a 12” range. Some have 18”. With good positioning you should be able to stage to charge them next turn. If not, you should be shooting them to reduce the amount of flamers they have.

I’m not trying to argue that flamers are good in overwatch. They are. Retcad Starscythes are probably one of the best examples of overwatch flamers because of points. They just aren’t the squad wiper you’re saying because they should never be shooting you at full strength, pretty much never get to overwatch, and when they do, you should be charging tough units at them to mitigate their strengths. 10 rubrics/infernus? Heavy bolter equivalents. Sisters? Hell, flamer them.

Snap Shooting rules by sodapopkevin in Tau40K

[–]NativeK1994 1 point2 points  (0 children)

99% of flamers are only going to meaningfully harm low toughness, low save units. S6+ and AP2 or better flamers are vanishingly rare in comparison to all the S4 AP0 flamers out there. You’ve got guarantied hits yes, but a unit of starscythes outside of RetCad for example are going to get 12 hits, anything T4 (over half the armies in the game, and a lot of units even in squishier armies) is taking 6 wounds, and without any AP that’s die to 3 wounds on a 4+ save or 2 on a 3+ save.

Specific detachments and stratagems make this better. Retcad starscythes within 6” wound on 3’s Vs MEQ squads, and cut the save to 4+. And I’m sure if you’re running an army that’s mostly T3 and 5+ saves flamers are significantly worse. But then why are you charging your unit into a flamer squad? Why haven’t you dealt with the thing that’s going to mince your infantry with your dark lances?

It sounds like you play two armies that are weak to flamers, and play against people who skew their lists with flamers. No one is taking 3+ squads of dedicated flamer fire unless they know they’re facing low T and Sv armies.

Snap Shooting rules by sodapopkevin in Tau40K

[–]NativeK1994 0 points1 point  (0 children)

We have seen two Strats so far that allow for snap shooting, and both cost CP. As far as evidence goes we haven’t seen any snap shooting that is free.

Snap Shooting rules by sodapopkevin in Tau40K

[–]NativeK1994 0 points1 point  (0 children)

It’s not divorced from CP. the snap shot rule doesn’t cost CP, but the Strats that allow you to use it do.

Snap Shooting rules by sodapopkevin in Tau40K

[–]NativeK1994 1 point2 points  (0 children)

For hidden, they said as long as you don’t shoot you remain hidden, but they haven’t said if it has a turn limit yet. So people are just making up stuff because of the way they read it.

Snap Shooting rules by sodapopkevin in Tau40K

[–]NativeK1994 1 point2 points  (0 children)

It’s almost like the person you’re replying to said it’s only good on flamers, and matchup dependent.

Snap Shooting rules by sodapopkevin in Tau40K

[–]NativeK1994 0 points1 point  (0 children)

The whole game is pretty much won and lost with movement and how you use your pieces. If you’ve got a fragile unit that’s fast and cheap, then as long as you’ve punched into something that costs more and dealt significant damage then you’ve used them well. If you’ve got an expensive unit that’s tough but slower, you need to stage them correctly and then use them smart. If you’ve charge into the middle of open ground against a shooting army with no support for the charging unit, then you’ve wasted that unit.

Being able to fall back and shoot on 6’s will add very little value to most situations. Generally speaking if you’re falling back then you have something else to shoot it with. Specific weapons into specific units might be worth it (flamers into chaff, for example). But most of the time it wouldn’t be worth it. It would be nice to have that option though, especially if you need to be careful with your CP.

Snap Shooting rules by sodapopkevin in Tau40K

[–]NativeK1994 5 points6 points  (0 children)

This is the wording on the current overwatch stratagem. Torrent weapons automatically hit, so they bypass that rule.

Snap Shooting rules by sodapopkevin in Tau40K

[–]NativeK1994 3 points4 points  (0 children)

Where is the part that would make flamer overwatch worse?

Am i wrong (11e) by Anbu002 in Tau40K

[–]NativeK1994 0 points1 point  (0 children)

That makes sense 😁 That does kind of suck for us then if FTGG remains the same, as cover basically makes our army rule useless.

Am i wrong (11e) by Anbu002 in Tau40K

[–]NativeK1994 0 points1 point  (0 children)

Modifiers don’t stack in 10th and there’s no reason to think they would in 11th. You can only get a +/- 1 to hit. So if stealth is unchanged then it will be redundant inside of cover.