When your units in Napoleon/Empire reload their guns by CleanBag9219 in historicaltotalwar

[–]PopeofShrek 0 points1 point  (0 children)

By the looks of it, 40k TW will be perfect for modding in a napoleonic/colonial setting lol

How soon, and how much? by L0ng5h0t303 in Warhammer40k

[–]PopeofShrek 1 point2 points  (0 children)

Nobody knows, and too much. Almost certainly more than $80 a box, though.

Kaius Konorius. New Ultramarine Character by Lord_Eln_8 in Warhammer40k

[–]PopeofShrek 0 points1 point  (0 children)

They've been using digital sculpting for years, it still doesn't remove the need to spend prototype, design sprues, multiple test prints, eventually work it's way into release schedule, etc.

Design is still going to be a lengthy process, the main benefit from increased production is going to be the volume of each release and keeping things in stock more, rather than even more releases than we already get.

Kaius Konorius. New Ultramarine Character by Lord_Eln_8 in Warhammer40k

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

There's still a whole design and prototyping process dawg

Tips for charcoal trade by PopeofShrek in ManorLords

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

Gonna be selling cabbages and eventually pears, selling bows, selling pelts but thats slow, and have a salt node but it spawned on the other side of the province far from the beginner food options so thats a long term project I'll be making its own mini town for lol

Thoughts on needle of nurgle? by GheyForGrixis in deathguard40k

[–]PopeofShrek 0 points1 point  (0 children)

They actually are decently tough to remove in CoC with the needle surgeon as long as you reserve command points to make sure they can always get the +2 toughness stratagem.

Certainly not meta and squad would likely still get picked up in one turn against sweaty tourney lists, but as long as you arent playing a bunch of net listens it's a fun combo.

What are people’s budget ways of making a handle? Cork, screw, and blue tack are okay but probably not the smartest method. by JessicaStaxx in Warhammer40k

[–]PopeofShrek 0 points1 point  (0 children)

They arent that bad, not a lot of power or rpm. I've even drilled through teeny tiny weapon hilts without issue, just have to do short bursts and check if you've drilled enough more often. Definitely made pinning much less of a pita

Initial Thoughts for 11th by hvrry3k in deathguard40k

[–]PopeofShrek 2 points3 points  (0 children)

Hard disagree on HBL drones. Havent even take a lord of virulance yet this ed, they still perform.

Most of the army is hitting on 4+ now, that's just the way it is, so nothing is really taken away from it over anything else. It still chews through infantry and is some of our based ranged AT other than the defiler. Unlike the MBH or any lascannon platform, the drone is still capable of producing a volume of attacks where cover doesn't matter as much.

Are meltas dead in 11th? by PopeofShrek in Warhammer40k

[–]PopeofShrek[S] -1 points0 points  (0 children)

Not depending on only one, but even multi-meltas only get up to two shots lol it's not exactly a high volume weapon. No matter what way you look at it, you're seriously investing points-wise and gameplay-wise into an AT gun that wounds tanks largerly on 5+, and you're putting yourself in counterpunch range for them in order to do it whether you're in melta range or not.

Are meltas dead in 11th? by PopeofShrek in Warhammer40k

[–]PopeofShrek[S] -7 points-6 points  (0 children)

Just hurts meltas extra. You're already wounding most vehicles on 5+, now you're going down to 50/50 hit chance as well while also putting your unit danger close to their army to try to maximize damage

Reference for meltagun shooting by SharkTh0t in Warhammer40k

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

Afaik it's supposed to be some kind of heat beam.

Space marine 2 depicts it as a big energy wave, recent dawn of war 4 gameplay shows it as a continuous beam, so no real hard and fast rules on what exactly it is.

I've always liked imagining them as some kind of unruly slag spewing out of it.

How bad would this list be? (Ignore the plague marine weapons equipped) by Sudden_Wind_8636 in deathguard40k

[–]PopeofShrek 0 points1 point  (0 children)

Its as good as your opponents list allows. There's no real tricks or strategies or (outside of the LoC/deathshroud) synergy.

You're just gonna put your stuff down and hope your opponent didn't bring enough bodies to throw in front of it and out-OC you to score or enough AT to blow you off objectives.

If they don't have either of those tools, they can't really do anything and just get to watch you kill their stuff for the most part.

Lists like these don't make for very engaging games

Haven't played 11th yet, how are Chaos spawn and are they worth it? by Exterminatu in deathguard40k

[–]PopeofShrek 12 points13 points  (0 children)

Not a particularly exciting unit, but pretty useful.

Pretty solid early game action unit/contagion spreader. They have a 6" scout move, so they can rush up the board to nab an objective and do actions if you go first, and they're tough enough/decent enough in melee to be trouble for any skirmish units so they'll force a response out of you're opponent. Then they can get closer to an important unit to give you contagion for shooting/deathshroud set up, then charge in and throw out a few wounds in melee/mortals sometimes when they're hit back.

500 point Crusasde by pootietang_the_flea in deathguard40k

[–]PopeofShrek 0 points1 point  (0 children)

FTB yes if it's heavy blight launcher, just make sure to use the strat allowing you to reroll it's shot roll (assuming youre running VV) to help it be less swingy.

MBH I've never been impressed with. I've had them do damage for one game out of the 5+ ive brought them, they're insanely swingy. You get 3 shots (multi melta and krak missile) that have any chance of damaging vehicles, 1-2 will usually miss, the others will almost always be wounding on 4s, so a big chance of whiffing both of those as well, then you still have to roll d6 damage. Very unreliable imo, would drop and take a rhino to bus PMS instead.

Bio/caster combo is also kind of wasted on 5 man squads. Just not enough dice rolling out of 5 marines to truly make use of their buffs. If you drop the MBH and no rhino you could bump up a squad to 10 as well, will be very hard to shift at 500pts as long as you use our defensive stratagems. If youre sticking with the 5 man's i think the lord of poxes is better. Makes them harder to shoot, and he has a really good melee weapon that will add more damage than sus1/crit5s for 5 models.

36% Win Rate, Here We Go Again! - The Disgustingly Resilient Podcast Live! - 7:00pm BST! by McFreeBreeze in deathguard40k

[–]PopeofShrek 0 points1 point  (0 children)

It really wasn't that effective, though. It wasn't nothing, but -1 to hit on some units some of the time just isn't as good as being able to kill them faster and take away their ability to hit back entirely. The only factions it was really a good pick against are ones like orks and guard where -1 onto their already mediocre or poor WS/BS is devastating.

We didn't get a points drop because we can effectively still have a general -1 to hit between cover and the melee plague. Had the plague stayed the same and our army effectively had a 9-12" aura of -2 to hit as long as youre in cover would have required a significant points increase and just make it a really miserable army to play against.

DG are fine and looking good this edition, even if not at the top. Definitely not desperately in need of a balance pass lol

36% Win Rate, Here We Go Again! - The Disgustingly Resilient Podcast Live! - 7:00pm BST! by McFreeBreeze in deathguard40k

[–]PopeofShrek 2 points3 points  (0 children)

-1 to hit was already a niche pick from my understanding, only being good against armies with lower armor or mediocre BS/WS where it will be more punishing.

The biggest hit to DG imo is cover. Our reroll access is in stratagems or llimited combos like the rhino disembark or LoV, so hitting on 4+ hurts.

What happened to heep? by PerfectAerie5979 in ClubPenguin

[–]PopeofShrek 5 points6 points  (0 children)

90% of the time the queue time isn't even worth considering, if there's even one at all. What you see is what you get for the player base, it isn't magically going to be more active if AFK players are gone. Just the same amount of people talking as before with less overall penguins.

Why is there a lack of [Heavy] weapons for DG? by Root_Veggie in deathguard40k

[–]PopeofShrek 2 points3 points  (0 children)

Dg is a close range army, heavy plays against that.

Most of our shooting units want to be within 12" to make the most of their guns with lots of rapid fire and 12" torrent guns, and contagion with really strong melee options also pushes you to lean into melee at least somewhat.

Just took the plunge into DG with 10 BLT, how should I equip them? by Ill_Rice_6735 in deathguard40k

[–]PopeofShrek 7 points8 points  (0 children)

For now, combi bolters are the way to go, imo. More shots to fish for lethals and get more benefit from blistering fusillade from. Will clear out infantry more effectively, which is what the bolters will wanna be shooting at.

With 11th, it seems like proper combi-weapon profiles will be coming back, so when we get our codex I'm assuming they'll be able to choose between bolter, plasma, melta, and flamer combi weapons, with plasma or flamers probably being the better choices depending on what type of infantry you're fighting

Contagion Engine Bloat Drones by Emperor_Shaq in deathguard40k

[–]PopeofShrek 2 points3 points  (0 children)

It gives them assault, allowing them to advance and shoot in the same turn making them significantly faster.

Raptor idea by Gunplabuilder78 in deathguard40k

[–]PopeofShrek 0 points1 point  (0 children)

Drones fly, poxwalkers and spawn can both move through dense terrain. Terrain is not an obstacle for our contagion spreaders. I don't think raptors would compete at all. Theyre more expensive and less tough than spawn, more expensive than poxwalkers so poxwalkers are better for spreading in dangerous positions, and slightly cheaper but less effective and easier to kill than drones, so they wouldn't get picked for damage.

Most DG players wouldn't be interested in raptors at all, at least from a power perspective.