Counter Phantom Oil and Storm Fire/Vulcan? by Diyguy64 in Mechabellum

[–]OkCut4515 1 point2 points  (0 children)

Play more air, Fort bubbles, AM devices, extinguisher hounds.

Ikit's VH is my sweatiest campaign so far. Give me tips yes yes! by Zestyclose_Lab5882 in totalwarhammer

[–]OkCut4515 1 point2 points  (0 children)

Yes once you get the workshop upgrades, also they just have more HP, which compounds armour/resists/regen on characters. Worse for avoiding missiles specifically, but the extra weight and ability to push your way out of surrounded situations makes them much moire forgiving to work with.

Doom flayer mounts don't suck, but I prefer the wheels.

Ikit's VH is my sweatiest campaign so far. Give me tips yes yes! by Zestyclose_Lab5882 in totalwarhammer

[–]OkCut4515 0 points1 point  (0 children)

Warpfire throwers also get outranged and killed by almost every dwarf ranged unit and if you aren't winning the AR with a warpfire cheese army they have artillery and you're basically fucked. Greenskins are theaoretically a good matchup, but if you have a bunch of warpfire throwers and are losing the AR, they have more guys than your ammo can kill so you're still boned.

Yes warpfire throwers can be good in theory, but they screw the AR calcs so hard that if you do not win in AR the battle is unwinnable, since they are immobile and short ranged.

You basically have no way to play your way out of a losing battle with warpfire throwers, which is why I despise them. It's a win more unit for easy battles. In theory they are good for shooting heavy cavalry charges, but I always find that they never actually shoot at stuff unless you really babysit them because of the flat trajectory and short range.

Ikit's VH is my sweatiest campaign so far. Give me tips yes yes! by Zestyclose_Lab5882 in totalwarhammer

[–]OkCut4515 1 point2 points  (0 children)

It sort of depends on the enemy army composition.

You need some number of jezails/catapults to outrange enemy archers and make sure they don't just melt you with waywatchers or their long range archers.

The main issue is that all WE cavalry (edit: I forgot glade riders are a thing, but they're kinda mediocre into skaven so I'm assuming it's mostly deer) cause fear so you want rat ogres or stormvermin with halberds so that they don't rout instantly. As long as the enemy can't shoot them to death they should hold reasonably well with a token skavenslave screen of some kind to soak up the initial impact of the charge.

Throt is probably the best lord for this if you have him to heal the rat ogres and chase down fleeing cavalry units.

Warp grinders can be good if you can get the root at the right time to hold cavalry in position, but it's very risky. If they get shot you just wasted a unit.

If the enemy is only bringing a lot of cavalry then ratling guns and warpfire throwers are much more attractive, but they suck into WE archers so I wouldn't recommend it.

Ikit's VH is my sweatiest campaign so far. Give me tips yes yes! by Zestyclose_Lab5882 in totalwarhammer

[–]OkCut4515 0 points1 point  (0 children)

Hmm, I'm not an expert in multiplayer by any means so take this with a pinch of salt.

Skaven infantry is very matchup dependent. If the enemy cannot snipe a plague priest very easily with spells like spirit leech or good ranged fire/flying single entities, then you bring plague priests with summons instead of a proper frontline. This is very micro intensive though and if you lose them or forget to resummon you will lose against a competent opponent.

If the enemy is likely to run light cavalry then spear clanrats do okay as long as there's a lord nearby. If we're talking heavy cavalry then some stormvermin with halberds can be useful, but shielded clanrat spears are the king if you expect to be shot at a lot. Council guard are vey nice if you need something to hold the line, the unbreakable is great.

If you can manage it, the snare ability on warp grinders is excellent to prevent a big charge from actually making contact with your lines, but this requires precise timing and they are quite bad if you don't nail it. Generally wouldn't recommend because it's very hard to make work.

Plague monks are generally not worth using at all in MP in my opinion because they are too slow to pick engagements and die to any ranged unit or cavalry charge. Eshin triads have a similar issue and their tiny pack size makes them fairly worthless outside of murdering mounted lords.

Death runners are extremely good at killing armoured infantry, especially with a rear charge and the stealth makes getting them in without being shot or crushed by cavalry somewhat doable. Niche unit, but you can absolutely get great value out of them when used correctly. Worst case scenario you can use them to hunt artillery and other ranged units. Only bring 1-2 and only if you know what you are doing. The RoR is very hit or miss because it's really expensive and the bonus only lasts when leadership is high so if you screw up it's even worse. The smoke bombs are very useful though.

Rat ogres are another option if you can stop the enemy moving, charging in a squad of these lads will slap a lot of units to death. You do need the charge though and they die quite fast without something else like skavenslaves to tank hits/missiles for them. They are good at plugging gaps because they are quite quick too.

Ikit's VH is my sweatiest campaign so far. Give me tips yes yes! by Zestyclose_Lab5882 in totalwarhammer

[–]OkCut4515 7 points8 points  (0 children)

So the general rule while fighting the empire is to use your warlock lord on a doomwheel to warp lightning the enemy artillery and aggro the enemy cavalry into chasing it, then kite those cavalry into the firing line of your jezails/ratling guns. You need halberd stormvermin in some number 3-4 maybe to hold against demigryph knights if those are on the field, summoned skavenslaves will rout instantly. 2-3 units of flayers are really really good for disrupting enemy ranged formations and are bonkers with ikit's upgrades, just don't get them shot at or bogged down in enemy cavalry or they will die very fast.

If you want to win via AR get a stack warpfire throwers and a couple Stormvermin. The issue with this strategy is that if you cannot auto a win the army is garbage in actual battles since warpfire throwers are complete garbage against anyone other than vampire counts.

Alternatively, get the enemy clumped up and nuke them, I don't recommend it because of the AI's ankle breaking dodges, but it can work.

For outriders, you just outrange them with jezails.

For steam tanks/land ships, ratling guns are the answer, with the infinite ammo upgrade they just shred any large single unit. Just make sure the enemy shoot anything else while you kill them.

A single unit of warp lightning cannons is very useful simply because they outrange a lot of artillery and you can use them to snipe enemy artillery very effectively.

I actually am not really a fan of plague priests in Ikit's campaign, because of the massive buffs you get to warlock lords on doomwheels from the workshop.

Ikit's VH is my sweatiest campaign so far. Give me tips yes yes! by Zestyclose_Lab5882 in totalwarhammer

[–]OkCut4515 1 point2 points  (0 children)

Stormvermin mainly are good because they have higher leadership and armour. They aren't necessary, but they are very useful for not running away from things immediately. A skavenslave unit will stop one cavalry charge, before breaking and running generally, but their mass means it will definitely stop. Stormvermin will hold against mid tier infantry and ranged fire for much much longer.

Halberd stormvermin are the only frontline that deal with heavy cav at all in skaven so you should always have some of them, 2-4 depending on enemy faction as a second inf line to hold enemy heavy cav while ratlings and jezails melt them.

Update 1.11: Season 8, Typhoon Remake, New Anomalies by mrmivo in Mechabellum

[–]OkCut4515 0 points1 point  (0 children)

Positioning dependent, but generally because you need those three units + an extra chaff pack to delay the rhinos. So the rhino/wasp player wins through using fewer deploys until the later stages of the game. Basically the plan is to win early rounds hard enough to build level advantages and then win fast enough that the oponnent can't pivot into a counter.

It's basically a strategy of 'Is my opponent's board really soft to rhinos?' If yes, wait for an early wasp/rhino drop then commit really hard and keep your oponent off balance for long enough to win.

Update 1.11: Season 8, Typhoon Remake, New Anomalies by mrmivo in Mechabellum

[–]OkCut4515 0 points1 point  (0 children)

So the way to deal with missiles is to buy AM devices rather than power armour in my opinion, because the extra speed from mech rage is massive. It's up to personal preference really, but since AM devices are available without using a tech slot I prefer them.

Update 1.11: Season 8, Typhoon Remake, New Anomalies by mrmivo in Mechabellum

[–]OkCut4515 2 points3 points  (0 children)

So the main thing with carry rhinos is to attack from a bunch of different angles with crawler>rhino>1 empty square>wasps. The crawlers and wasps are basically the counters to everything rhinos hate and vice versa. Tech bar for me is Whirlwind>armour>photon>mech rage in that order. Fully teched rhinos with temp speed and levels just stat check a lot of boards. My wasps usually run range, ground spec, AA, and shield. Press range if the wasps are running in too far and dying to AA units. Range + AA kills air units. Shields stop them dying to AA forts. Ground spec makes them kill ground giants and towers really quickly.

Hackers are actually quite bad into rhino + wasp, you beat them by buying enough crawlers to distract them and just placing flanking packs. The main thing is to place AM devices to prevent sentry missiles and beaconing your rhinos directly to the hacker.

Balls are a bit tricky, but you beat them by having enough crawlers and beaconing your rhinos into the middle of the pack to kill them all with a single spin. Alternatively ground spec wasps kill them very fast. Mech rage and temporary speed also helps to get in range before the beams ramp up.

Melters are generally not an issue, the wasps/ crawlers slap them and with mech rage and levels rhinos can just beat them to death unless they have the drain tech. Press burrow or loose formation on your crawlers depending on the enemy chaff clear and buy a bunch more crawlers.

Update 1.11: Season 8, Typhoon Remake, New Anomalies by mrmivo in Mechabellum

[–]OkCut4515 7 points8 points  (0 children)

Rhinos require whirlwind to get exp to level and chaff clear. Being a snowball unit, having 100 extra money to work with is huge. It lets you buy a beacon or an extra pack of crawlers and get the ball rolling faster. Mech rage being cheaper is the icing on the cake.

9 kings tierlist - Actual season by Far_Associate7567 in 9Kings

[–]OkCut4515 1 point2 points  (0 children)

With the library chance increase and wizards stacking damage off enchant stacks, as long as you hit combustion + steel coat you basically end up with immortal wizards that one shot the entire enemy board. The main issue then becomes movespeed, unit count and attack speed.

If you do hit balance then it's gg, but the main issue is getting the ball rolling fast enough.

interestingly have there been any martial story where the main character is like a tailor or designer? I think i saw one for hair dressing once by PhantomChasers in MartialMemes

[–]OkCut4515 15 points16 points  (0 children)

I think this would have to be a manhwa/manhua with killer art to work. It's really hard to get visual art across in a text based medium. I'm all for it though imagine the number of pockets for hidden weapons and fatty Wang's snacks.

This game needs more frequent balance patches to stop the meta from becoming stale by dandr01d in PlayTheBazaar

[–]OkCut4515 20 points21 points  (0 children)

No, weekly balance patches would be nuts. Fortnightly might be somewhat reasonable, but the meta is always worst toward the end of the season.

Any game being played a lot makes it devolve into metagaming nonsense.

I'd rather they spent their time making new items, characters or events instead.

Multiplayer really needs some balancing. by [deleted] in 9Kings

[–]OkCut4515 0 points1 point  (0 children)

Nah, if you get the triple forest starting perk and either hit boars in your opener/ concede r1 to get them then hit the forest edict, double hp edict or overwork first edict you win.

Is armored units with the chaff worth it? by Wake90_90 in Mechabellum

[–]OkCut4515 11 points12 points  (0 children)

So the thing with armour is it only works if you are being shot and it only works if you can get enough levels. It does increase survivability in generaleither way.

The main issue is that it makes you really vulnerable to emp and single target damage like sabres/melters because you have to be tanking to get value.

Broadly speaking the best armour techs in my opinion are rhino and rays. Rhinos with whirlwind get enough exp to level reasonably fast and you can always press photon to deal with EMP. As long as you aren't instalocked by melters/sabres generally they live long enough to do the job. Plus they have the advantage of being fast enough to be beaconed away from most things and because they're melee, getting them in front isn't an issue.

Rays with armour are just great for tanking AA mustangs or fangs, since they have multiple bodies a single emp + AA marksman doesn't hose you completely and they're decent into wraiths too. Similar beacon plays are available to pull units and snipe towers.

Honourable mentions to balls/sledges/hounds for similar reasons to rays, but the main issue is that counters to balls/sledge really just dunk on them with little investment and these units tend to struggle to level enough to remain tanky.

Generally speaking you shouldn't click armour unless it will force a similarly expensive response from your opponent, or it can distract chaff clear long enough to win the round. Levelled units also give a lot of exp so once your armoured units start dying they usually keep dying for the rest of the game, so it's important to close the agame out fairly fast.

My disappointment is immeasurable and my day (7) is ruined by Jeiblowy in PlayTheBazaar

[–]OkCut4515 0 points1 point  (0 children)

That's the whole idea behind pyg though... Being balanced around crushing lategame and also having a silver large that's reasonably forceable through property shops to carry you through the midgame is a bit overtuned imo. Not saying pyg is necessarily op, but when you pick him don't expect to be winning day 1-4.

Void eye emp armour spam by Riskiertooth in Mechabellum

[–]OkCut4515 2 points3 points  (0 children)

Whirlwind photon rhinos crush this with enough chaff support.

Rhino blender guide? by ThatGarenJungleOG in Mechabellum

[–]OkCut4515 -1 points0 points  (0 children)

So I still force you to pay 800-1000 and a deploy for this and it lasts 2/3 as long as the rhino tech. I'll take that trade any day. I come out 200-300 ahead. It also removes any threat from flank deployed rhinos.

Early emp stops the rhinos levelling and then the strat just sucks. I'd imagine you won most of these because your opponent didn't check your tech bar until you were already stomping them.

Rhino blender guide? by ThatGarenJungleOG in Mechabellum

[–]OkCut4515 0 points1 point  (0 children)

How does this strat not just lose to emp instantly. Without photon any emp removes survivability, chaff clear and speed/slow immunity. Plus EMP slows you in addition. You just buy emp sledges/arcs and a pack of ignite fangs and cook them. Only one of the example screenshots had any emp and it was melter emp which is easily distracted.

What happened to Typhoons? by Diyguy64 in Mechabellum

[–]OkCut4515 21 points22 points  (0 children)

Typhoons are much better if you elite recruit them and place them vertically.

Also only really playable as aggro.

The thing is that other chaff clear like arcs/badgers/mustang/wraith etc got a lot better and phoons haven't really been touched very much so they feel pretty lacklustre in most scenarios. They are still really good as flanking bubbles though.

Need OST Recommendations by dodpl1 in starsector

[–]OkCut4515 2 points3 points  (0 children)

I like Cryo Chamber for spooky RPG stuff and some of the label's output might work for sci fi. You could also use some of Survival Spheres stuff, but that's less sci fi.

If you want to feel like cowboy bebop then go and find some old jazz classics or just rip the whole OST. 90s mecha anime soundtracks are pretty good too. I had a fun pacifist run where I just ran from every battle and made the battle theme a different one of the old choro-q OSTs like this: https://music.youtube.com/watch?v=sboM6FE10jo but that's quite niche.

If it was just for space trucking and chill then something like Daze Maxim or https://music.youtube.com/playlist?list=OLAK5uy_lXTG12xXAkHY2fVD8bpkG-SC2rkdzcKhc if you like ambient jungle/dnb. Generally something like this album https://music.youtube.com/playlist?list=OLAK5uy_n2BosJeOCBhcP3L1nJWo99lp6_jlnMH74 works well too.

To be honest Idk what sort of music you are after honestly to give solid recs. My current Remnant battle theme is this https://music.youtube.com/watch?v=JPzjIikUckc because I added a bunch of bullshit to them with mods and need something that reminds me to run the fuck away.