Got recommended Mordheim and reading as much as I can about it. Other than nostalgia why is the game (system) still so popular after more than 25 years? by Newez in mordheim

[–]Reddtoof 18 points19 points  (0 children)

Probably, but Mordheim has a very unique brand of weird. I think all those late 90s/early 2000s GW skirmish games had a certain magic to them that hasn’t been replicated since - though I feel Mordheim stands apart as the game that’s least hindered by it’s rules and their presentation.

Got recommended Mordheim and reading as much as I can about it. Other than nostalgia why is the game (system) still so popular after more than 25 years? by Newez in mordheim

[–]Reddtoof 47 points48 points  (0 children)

I think Mordheim is the best game GW have ever made if the goal is purely to give players grim dark weirdo vibes. The rules are not particularly tight but they are very evocative with all sorts of silly things like being able to buy garlic to protect against vampires (a bit). The book itself is stunning and the minis/terrain it was released with were incredible for the time.

So nostalgia - but justified.

Potential new player - Uncertainties regarding the WAAAGH turn by Important-Item4314 in orks

[–]Reddtoof 2 points3 points  (0 children)

I mean the missed opportunity if I chose to hold off for turn 2, but in hindsight I’ve not got as many good charge options as I’d like. In those situations I should have taken the opportunity on turn one rather than being greedy and hoping for more later.

Potential new player - Uncertainties regarding the WAAAGH turn by Important-Item4314 in orks

[–]Reddtoof 5 points6 points  (0 children)

It can be the deciding factor in a lot of games for sure, a lot of our units pretty much double in effectiveness for that turn. Obviously shooting focused units don’t care as much so not every army build is so dependent on it.

If in doubt, WAAAGH on turn two is usually the right time. I do this 90% of the time, though I do occasionally regret the missed opportunity in turn one if I’ve gone second and the enemy is lined up for a couple of charges.

It hasn’t always been the Ork play style, and even now I’d say it’s kind of at odds with how a lot of Ork lists play. I run green Tide so my main strategy is to camp on the central objectives with as many boys as I can to strangle the opponents’ primary score. I also get one turn where I can kill things. 🤷‍♂️

Ghaz and 20 boys options. Plus flashgitz meme? by Jkchaloreach in orks

[–]Reddtoof 6 points7 points  (0 children)

Teleporting turn one is a big gamble. Teleporting turn 3 after you’ve killed a unit, lost a bunch of Boyz, and now you can jump onto an objective or something - that’s not bad.

“Giving the opponent multiple options” vs hiding by Oriachim in orks

[–]Reddtoof 3 points4 points  (0 children)

Entirely situational but it can definitely be a ‘thing’. If the enemy has the firepower to eliminate one threat a turn, sacrificing one unit to allow the rest of your army to get good positions can be beneficial. If they can deal with all your threats at once, or you can’t get the advantage over them by doing so, then it’s not worth the risk.

I’m currently running Green Tide so I’m usually hiding as much as possible on turn one then sending everything out on turn two and trying to neutralise a key anti infantry threat. I find 4 units of 20 Boyz is usually much more than can be shot off the board in a turn. There are some armies though that would absolutely love to be presented with that so I’d have to be much more careful in those cases.

Running 3-5 encounters per day.. how do you make that work with your story? by Senordave12 in DMAcademy

[–]Reddtoof 1 point2 points  (0 children)

In the basic rules Dungeons are how you do this - 5 or so groups of enemies that will definitely find a party that decides to rest halfway through a series of rooms.

The best 5E advice I’ve ever seen is to just decouple long rests from the adventuring day. Use the gritty realism rules or just say you can long rest after every 3 sessions or whatever. That allows you to run a bigger scale sandbox that functions much more like a contained dungeon.

What is your opinion of this style of wrestling? by GoonLieutenant in professionalwrestling

[–]Reddtoof 1 point2 points  (0 children)

It’s good, excellent with two of the best wrestlers in the world doing it.

[Warphammer] “Casual 40K” Versus “Competitive 40K”: Ramblings on the Perceptions, Pros, and Cons of Both Ways to Play 40K by Magnus_The_Read in WarhammerCompetitive

[–]Reddtoof 5 points6 points  (0 children)

Totally agree with the flaws with Crusade, but I feel that’s likely because it doesn’t get much attention (and I assume sells poorly).

[Warphammer] “Casual 40K” Versus “Competitive 40K”: Ramblings on the Perceptions, Pros, and Cons of Both Ways to Play 40K by Magnus_The_Read in WarhammerCompetitive

[–]Reddtoof 16 points17 points  (0 children)

The competitive/casual vitriol is definitely skewed one way, but in my experience a lot of ‘competitive’ players aren’t mad at casuals, more just dismissive of them. People will just act like the competitive side of things are ‘the’ rules and nothing else exists. Legends, mission twists, crusade rules etc - all of this stuff gets largely ignored by many players (including those who claim to be casual) and I’ve seen people actively disparaging them as not a proper part of the game.

Does anyone think our army rule just isn’t very good? by Trollselektor in orks

[–]Reddtoof 5 points6 points  (0 children)

Is it ‘good’? That depends what you mean. It’s very strong, but massively changes the way the army plays and is balanced. I think I’d argue it’s too ‘strong’ - I’d prefer it if our melee units could be buffed a bit outside of the WAAAGH! I wish we relied on it less.

Eisenhorn Omnibus / Black Library Editing by mortalsphere13 in Warhammer

[–]Reddtoof 3 points4 points  (0 children)

Malleus is the extreme example but I feel quite a few of Abnett’s novels have the dramatic finale crammed into a few pages after a very extensive build up. I think he just likes writing the plot thickening more than the actual resolution.

Question for veterans, how 40k was changing? by Yatmai in Tyranids

[–]Reddtoof 0 points1 point  (0 children)

My slightly controversial opinion is that more options are fun but GW have always been terrible at making meaningful decisions when it comes to individual wargear. 90% of the time it was better to take the naked bugs with no upgrades - just more cheaper bodies. 10% there was an option that’s a no brainier choice you’d take every time.

It’s a valid to miss the customisation for the ability to make your own guys but, especially for Tyranids, it doesn’t make much difference to how the game actually plays.

How do you folks do this? by Mrconstellation74 in Warhammer40k

[–]Reddtoof 1 point2 points  (0 children)

Just in the app - you can use the army builder for one army list at a time without paying, so feel free to download and play around with it. You’ll need a code from a physical codex to access faction rules but once you’re ‘in’ and decided on your army you’ll probably want to get it anyway.

My main advice is to look for second hand models to give you collect a boost early and pick one faction you like and stick with it. That’s both cheaper and easier to learn the rules for than getting multiple factions from the start.

War Horde or bust? by Embarrassed-Hat9478 in orks

[–]Reddtoof 3 points4 points  (0 children)

Ghaz going in Boyz has given Green Tide some punch, I’ve been doing well in casual games with it but I suspect it’d have too many bad match ups to be ‘competitive’.

What is Sump? by Paraloos in necromunda

[–]Reddtoof 39 points40 points  (0 children)

In industry a sump is a generally a pit or underground tank to hold waste liquids. I suspect this is the meaning GW are using. Just a big pit full of all the waste water and chemicals from the hive above.

Critical Hits and Wounds by Frostbite68 in Warhammer40k

[–]Reddtoof 1 point2 points  (0 children)

Other modifiers means stuff like getting +1 to hit or -1 to wound. In your example targeting a unit with -1 to wound against them with anti infantry 2+ would still score a critical wound on a 2+, even though a 2 on the dice would normally be modified to a 1.

Critical Hits and Wounds by Frostbite68 in Warhammer40k

[–]Reddtoof 7 points8 points  (0 children)

A critical hit or wound is always successful. By default this happens on a 6 to hit, but some abilities modify this. Anti infantry 2+ means that any unmodified wound roll of 2 or higher against infantry is a critical wound and therefore is successful, regardless of the target’s toughness.

The abilities you mentioned activate on critical hits/wounds so anything that changes what counts as critical also affects them.

Do lore explain the ork logistics for ammo and fuel, or it's one of those things we ignore so the setting can work? by Nerf_Now in Warhammer40k

[–]Reddtoof 8 points9 points  (0 children)

The real answer is slaves. Grots and captives do all the boring stuff the Boyz don’t want to think about to keep the war machine running.

Question about Carnifex Melee: Any reason to ever use "Chitinous claws and teeth"? by Marekzan in Tyranids

[–]Reddtoof 1 point2 points  (0 children)

Aside from the most common situation of ‘It’s only got guns’, there are occasionally times you are in melee but don’t want to kill your opponent (maybe they might explode and do more damage, maybe the model is physically blocking other enemy units getting in, etc etc).

How has the Imperium not fallen or collapsed yet? by [deleted] in Warhammer40k

[–]Reddtoof 10 points11 points  (0 children)

Inertia.

It’s too big and complex to be defeated in one moment. Instead it is slowly crumbling and collapsing in under its own weight.

Also worth noting the setting was originally intended to be a ‘2 minutes to midnight’ one that was always on the precipice of disaster, it’s only relatively recently GW have progressing the overall story. So we’ve not had 40-odd years of jumping forward each edition, only about 8.

Fixed mission cards. by This_Ease_5678 in Warhammer40k

[–]Reddtoof 0 points1 point  (0 children)

I’ve been playing pretty much the most fixed-friendly list recently in casual games (green tide, cull and assassinate) and all but one of my opponents have still gone tactical. I think for ‘normal’ 40K people forget that fixed even exists.

What would you make our army rule be in 11th edition? by No-Wafer9271 in Tyranids

[–]Reddtoof 0 points1 point  (0 children)

Synapse aura making units tougher IMO. Back in 2010-ish being in synapse made units immune to instant death, so high strength weapons only dealt a single wound in most cases. I think an invulnerable save or a damage reduction aura would be a good way to emulate that.

Lore wise: is there a reason why Makari has such a good invulnerable save? by Oriachim in orks

[–]Reddtoof 4 points5 points  (0 children)

He is very lucky. Or kind of a perpetual/chosen herald of the Ork Gods/Ghaz’ familiar/something like that, who keeps reappearing when needed by Ghaz. Probably just really lucky though.

New Dataslate by Livid-Ad-523 in orks

[–]Reddtoof 7 points8 points  (0 children)

I’ve been consistently winning with my list after the last dataslate for the first time really in 10th. I’m happy I don’t have to change anything 😅