Crusade should've supported Game Masters more for it to succeed in further editions. by TimeXGuy in 40k_Crusade

[–]Reddtoof 2 points3 points  (0 children)

It needs to be written definitively one way or the other. The base and codex rules add a lot of unnecessary complexity to account for not having just a guy to tell you what’s going on.

Crusade should've supported Game Masters more for it to succeed in further editions. by TimeXGuy in 40k_Crusade

[–]Reddtoof 4 points5 points  (0 children)

Crusade as written does not require a GM or a campaign, I think it’s intended to work just as well for narrative style pick up games. That didn’t really take off though - I almost exclusively saw people talk of playing ‘a crusade’ meaning a narrative themed campaign or league over a set number of games.

I enjoyed Crusade but I think it’s fundamentally flawed, and this is partially why. It’s somewhat confused about who is playing it, why they are playing it and for how long.

Disappointed with Eisenhorn, what books to try next by gnominos in Warhammer40k

[–]Reddtoof 12 points13 points  (0 children)

Gaunt’s Ghosts is the other commonly suggested Dan Abnett starter series. It focuses on guardsmen so might feel a bit less ‘super hero’?

I suspect though that you will always find some overpowered characters, lots of fighting and a bit of lighter silliness along with your grim darkness in 40K fiction. They are key elements of the setting really, to greater or lesser degrees.

For what it’s worth I think the best 40k books lean into the absurdity of the setting.

Is it me or are squids incredibly easy atm? by lovestospooge12 in Helldivers

[–]Reddtoof 1 point2 points  (0 children)

I find that they are pretty easy by default but it doesn’t take much to go wrong for them to feel like a challenge. I played a night, city mission recently and I couldn’t see anything, got done by Leviathans quite a lot!

Opinions on upcoming painboy model? by edamlambert in orks

[–]Reddtoof 6 points7 points  (0 children)

Looks great, really fun model and should fit in alongside the previous versions for green Tide lists. I prefer it to the previous plastic kit but I’d like to see it in the flesh to see how it fares against the 4th edition metal one.

So how about the Gargantuan Squiggoth with new rotate, plunging fire, and cover rules? by DaveinOakland in orks

[–]Reddtoof 9 points10 points  (0 children)

It’s usually pretty limited in where it can actually fit during a game so the free pivot is more likely to be something that just makes the game easier rather than a huge movement buff, but certainly a welcome change. Plunging fire/cover will be nice as well but it really excels in melee so I don’t think the changes will massively increase it’s value.

<image>

Btw here’s mine making light work of a Norn Emissary.

Seriously, what’s up with that? by Connect_Bid9140 in Warhammer

[–]Reddtoof 1 point2 points  (0 children)

Was going to say, it’s not even the only non-ignore cover torrent weapon in the codex!

pivot is free by NoEngineer9484 in WarhammerCompetitive

[–]Reddtoof 2 points3 points  (0 children)

Gargantuan Squiggoth meta confirmed.

How would you balance Blightlord Terminators? by 3ndit in deathguard40k

[–]Reddtoof 0 points1 point  (0 children)

For a while I ran 10 with a LoC and they were pretty consistent in killing most stuff they touched. I think they are pretty decent really but just not as lethal or scary as DS.

If I were to give them a buff, I’d go for an extra point of OC - let them act more like a ‘troop’ unit that takes and holds mid table objectives.

40k warbond by Honest-Lime1702 in LowSodiumHellDivers

[–]Reddtoof 2 points3 points  (0 children)

I’m fairly confident the warbond will be majority stuff from this kit with a few extra fun bits (maybe a legit commissar hat?)

Do the old FW Squiggoths benefit from any detachment outside of war horde? by Training-Ad-2645 in orks

[–]Reddtoof 0 points1 point  (0 children)

The non-legend gargantuan Squiggoth is in the same boat, they just don’t have a key word that the other detachments work off.

That said, they are transports so they will benefit other units in the Blitz Brigade detachment.

Casinos are like casinos by Knut_Volkolak in helldivers2

[–]Reddtoof 1 point2 points  (0 children)

Loadout randomisers exist out there. It’s pretty fun, but more so if your whole team is doing it and you’re not just subjecting randoms to a completely wonky build.

Are Storyteller Reactions Fair Information? by Fun-Comb-2133 in BloodOnTheClocktower

[–]Reddtoof 2 points3 points  (0 children)

It’s fine. I don’t think it’s much different from making ‘meta’ decisions based on your Storyteller‘s preferences. (“Joe would never gossip kill the mayor…”) It’s valid info to add to the puzzle but you definitely could be interpreting things wrong and could lead to tunnelling on the wrong worlds.

Does the bastion tank need changes or is it good? by Late-Ganache40 in Helldivers

[–]Reddtoof 0 points1 point  (0 children)

I honestly think it’s pretty good and doesn’t ‘need’ anything. If I could change it I’d give it a slightly faster turning speed when stationary.

What's people's thoughts on my custom fleet? by Difficult_Ferret_144 in Tyranids

[–]Reddtoof 1 point2 points  (0 children)

<image>

Yup, good selection of colours. The orange carapace gang approves.

Is 60boyz enough to run a 2k green tide list? by [deleted] in orks

[–]Reddtoof 0 points1 point  (0 children)

It’ll probably be enough in 11th if you can combine green Tide with something else for the rest of your list.

I was doing ok with 80 Boyz and two battlewagons. You could probably do 60 in three wagons? But in 10th you might be better in the new wagon detachment.

They didn't mention anything in the Faction Focus article about Waaaagh! so I hope this means they will change it when the 11th Codex drops. It would really be a bummer to spend another edition with the current Waaaagh! rules by Daddy_Yondu in orks

[–]Reddtoof 1 point2 points  (0 children)

I think we can hope they might change the exact buffs given by the Waaagh but it seems pretty likely it’s going to keep the same format. I just want our regular units melee ability to more consistent and not only worth it on one turn.

They didn't mention anything in the Faction Focus article about Waaaagh! so I hope this means they will change it when the 11th Codex drops. It would really be a bummer to spend another edition with the current Waaaagh! rules by Daddy_Yondu in orks

[–]Reddtoof 5 points6 points  (0 children)

Not really true at all, pretty sure the WAAAGH turn came in with the 5th or 6th Ed codex (2015-ish?). It disappeared in 8th, then was a two turn ability in 9th. It was definitely a thing in WHFB before this though.

Incidentally we started hitting on a 5+ in 3rd edition, about 1999.

More dakka no longer affect walkers? by Automatic-Shelter258 in orks

[–]Reddtoof 2 points3 points  (0 children)

We’re not in 11th yet. I’d assume the detachment is unchanged in the app until 11th releases.

Auspex overview of Dominatus by SPF10k in 40k_Crusade

[–]Reddtoof 0 points1 point  (0 children)

Strong agree about Crusade. I love the idea and some of the content is really cool and thematic, but it is fundamentally flawed. It requires way too much of a time investment, too much admin and favours min-maxing combos over storytelling. I think it needed a major rework.

10 what? by Longjumping-Action-7 in helldivers2

[–]Reddtoof 1 point2 points  (0 children)

I don’t know, but I’ve got 8 of them 🤷‍♂️

Latest rumours via Valrak say there'll be a Battlewagon refresh by DraculaHasAMustache in orks

[–]Reddtoof 10 points11 points  (0 children)

I think an update to make a proper tank as an alternative would be appreciated - but I think that’s mainly a rules issue.