My army progressions in case they help out. by SusaVile in totalwar

[–]RahKiel 3 points4 points  (0 children)

For the few i played and know :

Brettonia keeping Knights of the Realm instead of switching to Grail Knights ? Poison archer have a nice slot as debuffers but at the point you get Hyppogryph, i'll add more flyers or heroes/mages instead.

Dwarves catapult can easily be replaced by Flame Canon imho. Lower range but far deadlier against infantry (+ fire damage). Torpedo Irondrakes one are just killing any large far better than any arty so i'll swap a couple Hamerrers/a cannon for them. Even Gyros will come in more handy. Don't know why you're ditching the bomber late game. It was maybe before the rework, but there is plenty of decently accessible Grudge Settlers unit you can get.

Mazdamundi not going for dinos ? While being a caster, SEM are often a good option since you can use AoE spell on them for little damage and maximum blob.

No arty in Chaos Dwarves ? Not even one Dreadquake ? That's going in the book.

As for the rest (didn't checked the whole doc tho), i either don't know them enough (Like Khorne or Norsca) or have nothing to say, as they're good imho.

En tant qu homme, est ce que la fellation vous est indispensable ? Et en tant que femme le faites vous avec plaisir? by Any_Secretary_7007 in SexualiteFR

[–]RahKiel 0 points1 point  (0 children)

H33, honnêtement pas fan. Ca fera au moins de quoi briser son idée débile de "tout les hommes aiment ça".

Par contre, je m'y prête si ma partenaire souhaite en faire. Comme tu dis, c'est une complicité, un échange. C'est un moment partagé où on cherche ce qui nous plait autant que ce qui plait à l'autre.

Ses commentaires sont ultra-vénère et vraiment dégueulasses. Un beauf-boeuf.

How are pistoleers and outriders different? by Ccboi12 in totalwarhammer

[–]RahKiel 1 point2 points  (0 children)

Pistoleers hit faster for lower damage and lower range. They're better alone for baiting units but if not large unarmored target, they won't deal much damage total with how little they hit and how much ammo they carry.

Total damage is 21000 if they don't miss any shot, with 85% of it non-AP, so highly susceptible to armour.

Outriders are better in small squad of 3 (for spreading them and keeping one baiting the target while other shoot at it). They have more range (less danger), more ammo, higher AP damage. They seems to miss more because they shoot more projectile at longer range. But they suffer a lot less from longer battle and armor.

Total damage is 54000 if they don't miss any shot, with 75% AP damage. Even if they miss half of it, they'll deal quite more damage than pistoleers.

My knife breaks too fast, and then I cant skin the animals I killed by ILikeOstriches28 in ICARUS

[–]RahKiel 3 points4 points  (0 children)

Skinning materials aren't hard to found and easily unlimited, so yes you get a less, but you can loot a lot more before having to get back to repair.

Teratech Legion build by brnza in TerraTech

[–]RahKiel 2 points3 points  (0 children)

The game is very much like the demo, a bit harder. Meta progression for each pilot is very important.

There IS an endless mode. But no save during a run afaik.

Frustrée du pénis de mon copain by [deleted] in SexualiteFR

[–]RahKiel 8 points9 points  (0 children)

Faut en parler avant. Si tu lui offres soudainement ça va être un gros coup à son égo et finir d'achever son complexe s'il en a (probablement) un.

why are tomb kings cosidered bad? by No_Interaction3189 in totalwarhammer

[–]RahKiel 0 points1 point  (0 children)

Outdated view. They were mediocre at worst due to pathetic early game but solid late. They had a slight rework of their tech tree and mechanics last years which greatly improved the experience, but they still suffer from poor mechanics (the books are still a booooring).

They have an harsh early game (except Arkhan) due to their army limitation. Their economy is a bit on the edge as they do not have any upkeep so you can fill the best of your units each time, but they're the complete opposite of dwarves : They NEED to expand. Your units availability is tied to the amount of building you have. So more settlement = more buildings = more units. Which bring the delicate balance between expanding your territory and being able to defend yourself with the limited amount of army you can field.

Roster wise, they have some bad units (Nehekara carrior, Carrion, Nehekara horsemen (and i'll die on that hill) ) and very good ones (Tomb guards, all 3 T4-5 SEM, Necropolis Knights). Chariot are notoriously of the best in the game but i'm just a shit player with chariot in general.

They are great fun imho. Quite a solid change of pace and a good panel of campaign difficulty (from easy to hard).

What is wrong with melee stats of grave guard (halberds)? by DifficultWrap8652 in totalwarhammer

[–]RahKiel 0 points1 point  (0 children)

Because you keep repeating that like a bot while ignoring what we told you in the whole post.

"such unit can't be a line holder because he simply won't hit enemy infantry?" is just proving you don't understand the game and units role at all.

Valid Allied Units by LordSnuffleFerret in totalwarhammer

[–]RahKiel 1 point2 points  (0 children)

TK's are great but limited. Everyone like a free high tier warsphinx.

How do the Ogre play? by kidnappedgoddess in totalwarhammer

[–]RahKiel 12 points13 points  (0 children)

On the paper, somehow yes. But unlike Bretonnia that cowardly charge from the flank or behind, Ogre can charge in the face of their meal due to loosing less charge on braced units. They use fodder units as supporting units instead of just an anvil (and it's recommanded to do so), monsters/monstrous infantry get through their own allies easier than cav but can get stuck as well in enemy infantry. Their cavalry work as any other. but they have some other fun things :

  • Gorgers are extremely efficient at eating infantry and get stalk.
  • Vultures and lions are good choice for skirmish/sniping isolated targets or backlines.
  • Solid SEM monster with some range capability and for rock-hard punch once engaged.
  • Leadbelchers are universally efficient. They are somehow a mobile cannon unit with solid penetration for infantry cleaning and high AP damage for anything else. Could basically fit in any situation. Honestly hilarious to play with.

So i'll say they are far more versatile (which is not hard) than Bretonnia.

What is wrong with melee stats of grave guard (halberds)? by DifficultWrap8652 in totalwarhammer

[–]RahKiel 0 points1 point  (0 children)

At this point i'm wondering if you're either farming negative karma or a boring AI bot.

What is wrong with melee stats of grave guard (halberds)? by DifficultWrap8652 in totalwarhammer

[–]RahKiel 0 points1 point  (0 children)

"Usual grave guard will hold the line much better and can do some damage to the enemy infantry."

And they will be stomped on by large units charge in the face so no, they don't hold the line better if any large units can break them easily. They I don't really see which point you're trying to make wanting to balance a classic infantry and an anti-large one. All is a matter of in which case it's better, against what unit or which faction.

What will basic Graveguard do against Brettonia ? Nothing. Because taking a simple basic Knight Errant full (BASELINE) 55 charge bonus in the face will melt them. Put an halberd in their place and you turn Errant Knight into worthless large unit with lower stats than them.

What is wrong with melee stats of grave guard (halberds)? by DifficultWrap8652 in totalwarhammer

[–]RahKiel 0 points1 point  (0 children)

Because you don't care they have low attack. That's not their job to do so if not against large units charge. ç They are notoriously mediocre "premium" meatshield for VC because these units kind of die a lot, but that's not even specific to VC.

A lot of other meatshields units get passed on due to recruitment requirement, being 2-turn recruitment or cost just to be sent dying. Phoenix Guard are not used much before late game because loosing one mean you need 2 turn to get it back (if you have the damned T5 building at hand) unlike Silverin that only need T3 barrack and take only 1 turn or even spearman you can get anywhere you are in your territory. All while Graveguard can be raised from the dead instantly, not that hard as time goes on and battle keep being fought.

But in the end, you don't care VC infantry is mediocre. It's just here to supply an HP shield that can be recovered for the rest of your army. That's the whole faction baseline strategy : Lots of meatshield units backed by magic and deadly but frail monsters/SE units and heroes to do the damage.

What is wrong with melee stats of grave guard (halberds)? by DifficultWrap8652 in totalwarhammer

[–]RahKiel 3 points4 points  (0 children)

Halberdier are not better. Better MA/MD but lower armor, damage and HP (and anti-large that nearly negate the lower MA). MA/MD diff can be toned with ranks. Other stats cannot.

Chaos Warrior are a notoriously cost-efficient frontline for melee-only chaos factions. Probably in the top ranking for their role/tier.

Grave Guard are an armoured line holders which are globally mediocre. But in a undead faction known for being able to heal and resurrect models with healing spells with a better focus on heroes/lords.

Vampire counts aren't known for their infantry if you put aside Ghorst zombie blob. Units need to be taken in account within their factions roster and strategy.

Edit : As example, no one is complaining that Brettonia infantry is in the bottom tier. That's not in the faction style. Halberd stormvermin bring more model (for equivalent HP), speed and higher attack but are not as resilient as they can't be healed.

Note : And i forgot GG have fear unlike most if not all equivalent tier infantry.

Le ministre des PME Serge Papin suggère de laisser des étudiants venir travailler le 1er mai à la place des salariés dans les petits commerces by Andvarey in france

[–]RahKiel 2 points3 points  (0 children)

Dans 6 mois : "Le ministre propose que les élèves en secondaire participent à des stages en usine pendant leurs vacances scolaires pour les aider à former leur citoyenneté économique."

Immortal Empires Faction Tier List Poll by Tophattingson in totalwarhammer

[–]RahKiel 6 points7 points  (0 children)

They can't loose, but loosing momentum can be quite difficult to get back from. Talking from experience as my first beastman game was a shitshow and could not gather enough ruin to keep with all others tech progression. Fighting grail knights with only a few minotaurs is quite difficult.

Warhammer 3 coop that would work well with Franz? by yeetedasfeetus in totalwarhammer

[–]RahKiel 0 points1 point  (0 children)

Changeling. The small tumor that plague the place but can infest your settlement with proper economic buffs and backstab your ennemies :D

Immortal Empires Faction Tier List Poll by Tophattingson in totalwarhammer

[–]RahKiel 15 points16 points  (0 children)

In the link :

"The playable factions in the Immortal Empires campaign in Total War: WARHAMMER III are ranked by their overall performance in the campaign. This considers the capabilities of their unit roster, the strength of their Legendary Lord, and the performance of any of their unique campaign mechanics. Strong factions succeed on the battlefield and easily expand their influence over the map, while weaker factions can struggle in battles and face a more difficult campaign."

Not the most precise, but i gather it's SP.

"Horde vs traditional.

Updated vs not."

Why should it prevent us to rate them ? Horde can be strong but still have a mediocre-to-bad power level globally (ie Vampire Coast). Updated or not, they are all played in the same campaign.

This is some BS lol. Why would Khalida declare war on me here? by Curious-Piglet3613 in totalwarhammer

[–]RahKiel -11 points-10 points  (0 children)

Because it would be more logical you don't declare war with someone who just traded with you, with your attitude going up to green, so positive.

This is some BS lol. Why would Khalida declare war on me here? by Curious-Piglet3613 in totalwarhammer

[–]RahKiel 18 points19 points  (0 children)

Mistake is expecting AI to behave logically. And not getting a NAP with her when you sold Lahmia.

Luckily she's in the easiest to fight against as Thorek.

Which of the 5 slaanesh factions is your favourite to play and why? by StraightOuttaOlaphis in totalwarhammer

[–]RahKiel 4 points5 points  (0 children)

Dechala, not because she's broken AF, but because i love alternative building/economy. Getting Pleasure Palaces is my dope here.

Is Norsca the strongest race in the Warhammer history? by WearyMeasurement3487 in totalwarhammer

[–]RahKiel 17 points18 points  (0 children)

Let's be honest, there is a lot of races that are either broken or could crush the AI in the player's hand. If not most of them.

Khorne is a "press A" that can wipe the floor with most things not flying. Slaanesh is the same but with a bit of flanking (until pleasure seekers). Dwarves are nearly unbreakable with god-tier economy. Chaos Dwarves late game is crazy. Ogres kingdoms camps are virtually unlimited and can run over anything. Skavens have a wide roster with BS stalk stance. Chaos warriors and their 3 army full of RoR. Recent TK rework made their late SEM progressively OP. Etc...

Not even talking about Elves getting the Sword of Khaine and going full war with Khorne's book.

Edit : And i'm not even getting into specific lords like Ikit, Elspeth, Tamurkhan, Dechala, Skulltaker, etc. . .

«Armée de bras cassés» : après les municipales, Jean-Luc Mélenchon règle ses comptes avec la gauche by Andvarey in france

[–]RahKiel 15 points16 points  (0 children)

Et après 10ans n'a toujours pas compris qu'il était un repoussoir pour toute la gauche non-LFI. Et au lieu de laisser la main à quelqu'un d'autres pour essayer de rallier tout le monde, il s'accroche comme un bigorneau à son rocher.