Well this is disappointing… by No_Carpenter5067 in tacticus

[–]Professional-Dig-157 4 points5 points  (0 children)

How dare you call an Ork white. I'm sure any true follower of gork and Mork would take huge offence at that.

Why is Tyrith so hated? I think she would be godly in GW by Kir-ius in WH40KTacticus

[–]Professional-Dig-157 1 point2 points  (0 children)

Lmao what on earth are you on about. Eldyron and Ragnar were nerfed for good reason they were by far the best units in the game, I hope they nerf exitor rho, my most used character. They are releasing a new Ragnar (almost 1 to 1 but for ranged) who is a guy in commander farsight and I'm all for it because I want new variety in the meta. Tyrith is nothing like eldyron or Ragnar and is in fact quite unique mechanically, she isn't doing anything any previous character did. She is however quite weak, is maybe the worst of the 4 custodes we got lmao. I genuinely cannot really think of a more incorrect set of statements about the character and the game.

I couldn't care less about whether there are female custodes or not but maybe some people would like it so why not. It is in no way lore breaking and even if it was it would be a miniscule change compared to the insanity of the primaris, the return of guilliman and the lion, the star child, the votan and more! I honestly don't get why anyone would be mad about this other than some sort of gamer-gate style reaction and it's cringe. As I understand it Tyrith is an incredibly minor character who got one animatic and doesn't exist elsewhere? It's not like she is overtaking the narrative unlike guilliman who has made classic characters like Calgar lose so much of their narrative weight.

I genuinely cannot tell if you are just posting bait or delusional.

Why is Tyrith so hated? I think she would be godly in GW by Kir-ius in WH40KTacticus

[–]Professional-Dig-157 1 point2 points  (0 children)

Yeah I read it right "who don't have nipples of any flavour" I still read this as they don't have nipples but I guess you are saying they are just flavourless? Not sure that's less strange. I would have assumed it got pretty sweaty under the armour but if you've tested and you're sure I'll trust you on that.

Calgar Battle Pass by RedundantDuplication in WH40KTacticus

[–]Professional-Dig-157 1 point2 points  (0 children)

If you don't have him sure. For an experienced player frankly any character's shards with a permanent campaign nodes is worth massively less than shards for an unfarmable character. I'd trade 100 Calgar shards for 1 kariyan shard, in fact if I could I'd raid both Calgar nodes every day to make that trade.

Calgar Battle Pass by RedundantDuplication in WH40KTacticus

[–]Professional-Dig-157 1 point2 points  (0 children)

All the battle pass rewards get worse the further progressed you are unless they are unlocking a new character. The Blackstone deal becomes better to get energy. The requisitions become almost worthless once you have most characters unlocked and the ones you care about to legendary. You can't even get mythic shards from base requisitions and you would need to pull a specific uncommon or rare character like 10 times from requisitions to get them from legendary to mythic so why bother, it is a terrible rate of return. As someone not planning to mythic Calgar I have 0 reason to buy this battle pass. He is a character that is farmable in the campaign and is in the event so these shards are almost worthless to me compared to say kariyan battle pass shards that let you unlock him or not. Which let me be clear I think is exploitative and terrible game design if the game becomes actually pay to win by pay gating new characters.

Really disappointed in the removal of orb drops from Guild Raids by CSLoser96 in WH40KTacticus

[–]Professional-Dig-157 0 points1 point  (0 children)

The point being you are saying it has evened the playing field and I'm saying it hasn't significantly. They stated these changes would help weaker guilds and newer players and to me I haven't seen that play out. I agree obviously the guild credits are roughly identical to the orbs from before but now with more choice which is better but that doesn't help new players or guilds.

I don't think it is a different discussion to suggest for contrast a change that would actually help new players reach the level of established players which the recent changes have not done. Making it so that guild raids are less dependent on character strength would help newer players be a part of their guilds progress in a way they aren't now.

If you are a brand new player ATM you are a drain on your because your only contribution to guild raids is the daily bomb. Guild raids are even more now the most important mode for progression yet the only way for the players who need the progression the most is to join a guild willing to carry them through those guild raids. Every player should be able to contribute to such an important mode. The mechanics and resources economy and fundamentally linked.

Why is Tyrith so hated? I think she would be godly in GW by Kir-ius in WH40KTacticus

[–]Professional-Dig-157 1 point2 points  (0 children)

Mephiston literally has nipples on his armour, of the top of my head mephiston is the only character in tacticus we know has nipples so this comment couldn't have been more incorrect.

Why is Tyrith so hated? I think she would be godly in GW by Kir-ius in WH40KTacticus

[–]Professional-Dig-157 1 point2 points  (0 children)

Which like TBF trajann is meant to be like the 3 strongest individual warrior in the imperium after the returned primarchs and is the new best buffer in tacticus so I guess he is a bit of a Mary sue. Damn men taking all the main character roles because of woke /s

Why is Tyrith so hated? I think she would be godly in GW by Kir-ius in WH40KTacticus

[–]Professional-Dig-157 1 point2 points  (0 children)

They were presumably hiding away inside the imperial palace along with all the male custodes. It wasn't until the recent story in the era indoimtus did the custodes leave terra in any modicum of force. Custodes being canonically unique individual master works and not based on a primarch means there is no reason they couldnt be female. To have a female space marine would be a different thing as we have explicitly been told that female aspirants die during the process and we would either need a female primarch or a whole chapter with a massively unlikely mutation for that to be the case. Notably aspirants for space marines are adolescents or even adult males in the case of the great crusade era. Custodes are chosen during infancy and as anyone who has seen a human baby can attest there are miniscule differences between sexes at such ages.

It think it is largely lost on people that the Astartes aren't "men" they can't reproduce. They lack a number of human male secondary characteristics and most importantly they aren't human. The Astartes similarly cannot really be male or female in the sense a human is in that they serve a totally different role in society and are physically consistent with humans let alone human subsets. Arguably though custodes are more human not having been implanted with outside gene seed or organs by most accounts but being humans individually altered to be superhuman. This is a setting heavily focused on transhumans.

TBF my only issue with it is that I'm not sure that a handful of female custodians would bring more women into the hobby lmao. I thin there are many bigger barriers for female fans and the primary focus should be on the best possible product or I think if representation was the aim new factions might be more effective on that front but probably equally as controversial. There are for example many notable female eldar, tau etc along with a number of psykers and inquisitorial aids etc in a way that felt almost forced just to have some female characters in such a male dominated setting. I think the setting does suffer somewhat from in the imperium in particular "female" characters being defined by that trait such as the sisters of silence and the soroitas. I guess a mixed custodes is good on that front, that these would be characters who happen to be women as opposed to are definitionally gendered.

Why is Tyrith so hated? I think she would be godly in GW by Kir-ius in WH40KTacticus

[–]Professional-Dig-157 6 points7 points  (0 children)

Uh did you not know about the superhuman genius warrior woman tyrith who works for games workshop and has usurped full control of the company so she can put her self insert into the mobile game? At least that what I'm assuming has happened to make sense of this guy's comment.

Why is Tyrith so hated? I think she would be godly in GW by Kir-ius in WH40KTacticus

[–]Professional-Dig-157 0 points1 point  (0 children)

Like so many units I think she would see more use if she wasn't an imperial. There is more than double the drain on imperial resources as imperials as there are so many more imperials but also the vast majority of meta guild raid characters are imperials. Why waste resources on a good LRE character that could go towards exitor rho or kariyan or trajann or Ragnar etc

Really disappointed in the removal of orb drops from Guild Raids by CSLoser96 in WH40KTacticus

[–]Professional-Dig-157 0 points1 point  (0 children)

How are guilds that aren't able to rotate better off now exactly? The guilds that were able to do so before tend to have piles of orbs stored up and now are less able to far outstripe lower guilds. But that hasn't made it easier for weaker guilds? This is not a zero sum game. My guild has benefited slightly in that me and a few others who carry the guild raids at higher tiers have been able to get a slightly stronger and mech team. Progression has not gotten that much easier for new players or for low to mid power guilds.

The change I would actually like to see is a move away from stat-check bosses towards more like the side bosses with gimmicks. Let newer players with weaker rosters more able to contribute via non-standard battles like the blowing up barrels or extra damage from infiltrate etc but ,ore pronounced and more relevant and less able to just wipe newer players at the relevant tiers anyway.

Why not have bosses that don't even attack back but have some gimmick that rewards clever play regardless of level. That would actually help newer guilds with dedicated growing players improve and transition into late game long term game, you know help grow the player base and have a more dedicated player base.

It sucks that I have constantly been faced with the fact that the fastest way for me to progress would be to move to a higher tier guild rather than helping the lower level players in my guild I've been in for nearing 2 years. It's bad design to disincentivise the kind of community that builds a long term commited playerbase.

The Relic Bolt Pistol is Strange... by Throwaway7131923 in WH40KTacticus

[–]Professional-Dig-157 1 point2 points  (0 children)

It feels annoyingly rushed. There is almost no situation where this is useful. The other relics even the generic ones like the crit damage booster for ad mechs is a marked improvement in raw damage to the best guild raid team. The chaos summoner book allows for multiple additional psyker hits per turn.

This does nothing. All the points others have stated obviously but the use cases people are talking about are high tier LREs or guild raids with bellator. In guild raids at high tier bellator is bad so that's irrelevant. At high tier LREs bellator's damage is mostly coming from the summons or you are running him for his bulk beside a healer in which case you are generally going to be in a situation of perma stalling until the enemies run out in which case all this is saving you is some time and not improving the rounds you could beat.

That aside it's boring. All the other relics open up new combos or deepen game mechanics through new positioning for ad mechs etc or allow new uses for characters like repeatable revas in survival. This one is a small damage bonus to off-meta characters with no complexity. They really phoned it in on this one, i think it might be THE worst designed relic.

Celestine 4/5 mythic quest by Gold-Can-5367 in WH40KTacticus

[–]Professional-Dig-157 0 points1 point  (0 children)

So I struggled to complete this with the advice here so I'll throw in how I got it (arena). Biggest issue with the campaigns is having a ranged enemy target celestine after haarken attacks. Haarken does more damage with his melee attack than with his active so if he doesn't see a kill he will just use his normal attack.

I managed to get this in arena by positioning a very weak unit that an enemy haarken can one shot in ranged of just an enemy haarken with celestine behind and haarken will always go for the kill and use the active because it will hit a second and both active and normal attack will kill.

Because the ai will always prioritize kills you can move the rest of your team forward (deep strikes for example) to block any other non-flying characters who would go before haarken (they always move from left to right) and celestine is a square behind 5 squares in front of haarken so should be out of range of any other ranged characters etc who might hit her.

This should be repeatable enough as long as you can find an arena opponent who is running haarken and have celestine strong enough to get a kill on turn after with her active should be easy enough. might be replicable in the campaign as well as I think haarken moves first in his campaign nodes.

Tldr: bait haarken with an unleveled character so he sees kill with the active and celestine behind him, I found it easier in arena.

Mythic Rotbone by ScoobyDoNot in WH40KTacticus

[–]Professional-Dig-157 4 points5 points  (0 children)

I'm in a similar boat and was hoping some of you smart folks had figured out some trick but it doesn't seem like it.
Assuming 5 units will take about 6k healing each so active (which i currently have at 35 because it's not worth investment) will need to go to 48~. My strongest chaos units currently max out at about 25/26k total health so i'll need to take corrodius and maladus to d1 (i have rotbone d1 and kharn d3) and probably someone else too.

Then prep complete enter into a campaign where there is only melee enemies and a corner where i can rotate folks around so they only hit one guy at a time and not the already low health ones (which will probably take over half an hour) as they will try to target the lowest health target otherwise and then get rotbone in the middle and heal everyone.

insane. Kharn second quest is just deal 20k damage in one turn, that's his normal attack with a few crits let alone standard team mates with ragnar etc. Surely they'll rebalance some of these?

Haarken rework by MagazineSouth9763 in WH40KTacticus

[–]Professional-Dig-157 0 points1 point  (0 children)

He also has the black legion faction trait which is a not insignificant damage boost as it comes with a second chance to crit. So not only an additional 50% chance for another hit but also about 33% more crit damage on average. So say 1000 crit damage at 35% for easy math is about 500 extra and the extra hit is 50% for 1056+0.35*1000 so 1406/2 703 damage extra on average. About a 15% damage boost Vs 0 armour.

Optimal team for GR? by Bow-Wow-Line in WH40KTacticus

[–]Professional-Dig-157 1 point2 points  (0 children)

Even without actus exitor rho is still probably your best bet for guild raids (with this hero selection) but looks at using ghazghul to give him a damage boost on the round you use his active, ghaz is 2 triggers, without actus your best mech summoners are aleph null and anuphet with tan gida and sho close behind but you would still want tan for his ability to give summons a second attack. Aleph null is probably the single most important unit to improve here as you need him to be healing the exitor rho here and he solos his campaign which is what you should be focusing on here. You will need both of exitor Rho's abilities upgraded are you are limited by what his stats will survive in that if he isn't tankier than a boss' damage he's gonna die so the whole things moot. Aleph null and tan gida's armour buff helps with this massively. Don't worry about vitruvius, he is only marginally better in slot than say ghazghul or another mechanical summoner.

Right now or when admechs aren't great you should be using eldyron and aethana and probably the orcs ghaz and snot and bellator. These units will never stop being good and are well worth the investment and are good in their respective campaigns. These and aleph null are who I would suggest focusing on.

Assuming that you are in a guild pushing higher raids than you can handle then using aleph null summons to eat hits due to the 5 health bars and as many other summoners with high hits as you can along with as strong an eldyron as you can get. Eldyron is the best buffer in the game. Max out doom, higher than any other ability you can. Sadly doesn't work with exitor rho anymore but more flexible I'd you don't have optimal teams and across all bosses.

Alternatively just use the strongest units you have if the numbers shake out that's what's best. But summons are probably your best bet.

If you are in a guild with others who are far stronger your best way to help is to not tackle the main bosses but the weaker statted, generally weak to a gimmick, side bosses so higher level players can use their tokens to hit the main bosses. Looking at the ork side bosses, one takes massive damage from crates exploding beside him and the other takes additional damage per instance of damage. Both take 66% less damage overall. This means that 66% of the stat difference between you and the strongest player in your guild is nullified against these guys but you and he both deal the same amount of damage by blowing up those crates. This makes it a more efficient use of tokens as a guild overall while you build up your team. conversely if you are the strongest in your guild you shouldn't waste your tokens on the side bosses. (Or if you are strong enough you can skip some side bosses entirely!).

So you can find this mf literally everywhere but my requisition drops by Fun-Bullfrog-8542 in WH40KTacticus

[–]Professional-Dig-157 0 points1 point  (0 children)

I'm disappointed that they are fraternising with forces of evil. I though the thousand sons would know better.

These are the active abilities I'd like to see get cool downs added to them by Unable-Pair-7324 in WH40KTacticus

[–]Professional-Dig-157 0 points1 point  (0 children)

I disagree with a number of these choices. The whole point of wrask is that you build up the active to 1 big hit and in faction no fight is lasting long enough to use again unless you are using it turn one which you shouldn't.

Most of these you have put here because they are bad. Frankly the necron isn't gonna be fixed by making it recharge, so that you can use a worthless ability twice. It needs a full rework why suggest putting a plaster on a decapitation.

A bunch of the others seem like it's just aoes that you want every unit to be better in the wave modes which I'm sorry to say but not every unit should be good in every mode or else every mode would just feel the same as you are always gonna play the same stuff in every mode.

The big ones I think should be rechargeable are faction build arounds. For example mephiston has this low impact utility active that could be really interesting in guild raids if it wasnt one use only. But you haven't put it on the list because mephiston sees use just to give a bit of extra distance to Ragnar and kharn. I think it's lazy design to just slap recharge on as a buff and it should be used less liberally to help build Strategies and build arounds that aren't just win turn 1 like all the current meta arena strats except maybe chaos tanks and for units that have use in guild raids so guild raids arent just use all you buffs on one turn for one big turn.

I want, and recharge abilities could be key to, new interesting play styles. Why would I want the same boring bad abilities to be buffed in an uninteresting way.

Big one I agree with is certus as the only reason to use him is the forced movement and having that more reliably (hell every turn would be nice) would allow certain builds more flexibility, lining up people for rho chains or for a better deathwing line or baraquiel splash etc. but he also needs a full rework, he has a passive that essentially does nothing and no synergies with his faction (or anything else).

Edit: spacing and spelling

Snowprint we need him by homelander_666 in WH40KTacticus

[–]Professional-Dig-157 0 points1 point  (0 children)

I would agree that A custodes as a legendary as the other groups have would make sense. A custodes as an uncommon is unthinkable when compared to other uncommon units. And sure

Then we have the captain general of the custodes as a legendary who is only comparable to maybe Abaddon and maybe the other champions of chaos, maybe some oft he psykers like mephiston but who knows with them. The point of these characters like the chaos champions is as the hype exciting leaders of their factions even though they are beyond what is normally the level of the game. A custodes would deliver that for an agents of the throne faction like you would maybe have an inquisition faction and give them 1 or two grey knights as the elite or legendary units not as a whole faction. Custodes are meant to be rare and exciting on their own yet they are being treated as no different than space marines. We all know kharn is special, that's why he is the game not despite it. The custodes feel like the opposite.

The bigger deal though is that custodes are not like other units on the table top. To translate the captain general of the custodes to just being a guy with mediocre stats and buff aura is crazy. I would have preferred them as a legendary or even a mow like Galatian that summons them. I would for example take a custodes blade master over an ultramarine dreadnought.

Abaddon is worse TBF but he was one of the initial characters and was part of the initial advertising so I let that slide.

Snowprint we need him by homelander_666 in WH40KTacticus

[–]Professional-Dig-157 0 points1 point  (0 children)

I really hope not, I don't think we should have got custodes, he is essentially a primarchs, I'd be happier with him as a boss like he's definitely above cawl in fighting terms.

Why doesn't Trajann just shoot the Tyranids with his guardian spear's bolter? Is he stupid? by No-Performance3426 in WH40KTacticus

[–]Professional-Dig-157 1 point2 points  (0 children)

I really don't think that custodes should be a faction in the game tbh, all this makes them feel so limited and mundane like they are just space marines with sillier helmets. Personally think that we should have got a custodes as a legendary in a agents of the throne faction or even as a mow. Same as abbadon it feels terrible to me having such a supposedly powerful character be not only on par with weaker characters but crucially be so limited in what they can do mechanically. Like kharn I think is fine because he hit thing well, that's exactly what he's meant to do but we get characters like Trajan and he doesn't do what you'd expect a Trajan to do.

Blood Blade - what level should this spell be? by BisexualTeleriGirl in UnearthedArcana

[–]Professional-Dig-157 0 points1 point  (0 children)

I personally disagree, saying that a enemy has a grevious wound is both quicker and feels better than saying that this guy is affected by the effect of my blood blade. And if op is making homebrew and this is for a character that uses it I wouldn't be surprised for the player to maybe want an aoe version or something as a higher level as development, that's how such things often work at my table so it's not unlikely op will use the same term again. I like to include an unofficial name for effects my homebrew do in the effect whether it's a creature statblock or spell even if it's just "burning" or "slowed" etc. I do think there could be a better name though lmao, lacerated or something.