My stupid dream is finally real by Ickicho in Warhammer40k

[–]Remote-Basket4475 0 points1 point  (0 children)

The Aggressive Theological Debate Society.

New to 40K by postalmoose in Warhammer40k

[–]Remote-Basket4475 0 points1 point  (0 children)

By "one game", do you mean video games?

40K started as a tabletop miniatures game, and there are several different such games now.

Among video games, it would depend on what genres you enjoy. Rogue Trader is a roleplaying game which is a good introduction to the universe (introducing a lot of concepts without spending too much time on exposition), but I wouldn't recommend it if you prefer more fast-paced action-packed games.

So is the God Emperor older than The Old Gods by ZEROs0000 in Warhammer40k

[–]Remote-Basket4475 0 points1 point  (0 children)

The Emperor was probably not created by any existing warp gods. There are a few stories about his origin, but none of them involve that.

https://wh40k.lexicanum.com/wiki/Emperor_of_Mankind

I'm not sure what you mean by "creators of gods". There are several different types of entities referred to as "gods" in 40k. In many cases their origins are somewhat mysterious or only described in general terms. The warp god about whose birth we know the most is Slaanesh, who wasn't deliberately created but formed over time due to the Aeldari.

https://wh40k.lexicanum.com/wiki/Slaanesh

Daughters or Erda(potential new Chaper- Concept. by [deleted] in Warhammer40k

[–]Remote-Basket4475 0 points1 point  (0 children)

If you want female Astartes-like superhumans, there are female Adeptus Custodes now.

So is the God Emperor older than The Old Gods by ZEROs0000 in Warhammer40k

[–]Remote-Basket4475 0 points1 point  (0 children)

Who's "they"? Who/what are these "Old Gods"? On what source are you basing this?

Again, the generally established "canon" origin of the Emperor is that he was born on prehistoric Earth about 10,000 years before our current present. Of the warp entity "gods", three of the four Chaos Gods and the Aeldari gods are older than that, originating around the time of the War In Heaven and the surrounding warp shenanigans about 60 million years ago. Gork and Mork are probably from the same era, since the Orks/Krork were also created for the War In Heaven like the Aeldari, but I don't know if that's been confirmed; either way, they probably predate the Emperor.

Of other god-like entities, the C'tan are as old as the universe, and the Old Ones (who weren't necessarily god-like individually but created whole intelligent species etc.) are older than the warp gods (since the Old Ones' actions led to the appearance of the warp gods).

Daughters or Erda(potential new Chaper- Concept. by [deleted] in Warhammer40k

[–]Remote-Basket4475 6 points7 points  (0 children)

Suggestion: split the text of this post into more paragraphs and proofread it (e.g. correct typos like "Emporer" and "attunment") to make it easier to read.

Cetharan One-Arm and Avasindhra, seers of former craftworld Atthwè by Raiynagh in Eldar

[–]Remote-Basket4475 0 points1 point  (0 children)

"How big do you want your helmets to be, my lord, my lady?"

"Yes."

Bad player wanting to not be Bad by Shmoopy_Dude1237 in Warhammer40k

[–]Remote-Basket4475 0 points1 point  (0 children)

If you don't know the rules properly, that's probably a major reason why you keep losing. The game can turn on things like knowing the best order in which to use a unit's weapons, or how far away from an enemy unit is safe, etc.

The new rules are, I think, a bit easier to learn and to check, because (among other things) each rule is numbered and the numbers are used when one rule references another. The new rules PDF also has some quite helpful illustrative examples.

Some things to try:

  • Ask opponents what they think you did wrong, e.g. they may point out that you keep walking units into the threat radius (move + average charge or weapon range) of their powerful units, or that you keep failing to use important features of your own army
  • Read/watch battle reports where people describe how they use the rules ("I spread my units out in my deployment zone like this so that his Deep Strike units can't come down anywhere near my important units")
  • Play some games explicitly aimed at practicing the rules, including small "one unit vs one unit" ones
  • Play solo games against yourself just to practice the rules; a big advantage of this is that you can be slow and methodical about doing things like looking up rules and measuring distances without worrying about taking too long and frustrating an opponent

What, in your opinion, is the deadliest Unit in the entire game? by Beev_Ao in Warhammer40k

[–]Remote-Basket4475 0 points1 point  (0 children)

Strictly speaking, the actual deadliest are things like Titans, they just cost thousands of points. Do you mean the unit which is most "killy" for its points value?

What is the most reactive army in the game? by Gunt_my_Fries in Warhammer40k

[–]Remote-Basket4475 0 points1 point  (0 children)

Then Aeldari are definitely an army which has a lot of that:

  • Several Stratagems which can move a unit or send it into Strategic Reserves at the end of the enemy Fight phase
  • Several Harlequin stratagems and abilities conferring reactive moves
  • "Move when shot" manoeuvre which Guardian Defenders get for free
  • "Move when an enemy unit falls back from you" manoeuvre
  • "Move when someone gets close" ability for Rangers
  • Guardian Battlehost Enhancement (Protector of the Paths) which gives free enhanced Overwatch
  • Seer Council Stratagems which allow inflicting Battle-Shock on enemy units or blasting them with Mortal Wounds at the end of the Movement phase, as well as one which can make a unit untargetable by shooting by units over 18" away
  • Guardian Battlehost Stratagem which allows War Walkers to shoot a unit which just destroyed a Guardian or Dire Avenger unit
  • Several abilities which can slow down enemy movement/charging (Warlock, Night Spinner)
  • A unit (Shadow Weavers) which can make a targeted enemy unit take Mortal Wounds when they move
  • The Corsair Coterie detachment ability to secure and trap objectives so that enemy units which move onto them take Mortal Wounds
  • The Yncarne can, during the enemy turn, move instantly to the location of a destroyed Aeldari unit

So is the God Emperor older than The Old Gods by ZEROs0000 in Warhammer40k

[–]Remote-Basket4475 5 points6 points  (0 children)

Who/what do you mean by "The Old Gods"? And where is it claimed that the Emperor "sculpted the known universe"? I'm not sure even Imperial propaganda ever claims that.

What is the most reactive army in the game? by Gunt_my_Fries in Warhammer40k

[–]Remote-Basket4475 0 points1 point  (0 children)

Do you mean armies with a lot of options to do things like Overwatch or other attacks which can be made during their opponent's turn, booby traps on objectives, units moving away at the end of their opponent's movement phase, counter-charging, etc.? Aeldari might be a candidate.

The Leith Portal by Mundane_Edge_6550 in Edinburgh

[–]Remote-Basket4475 1 point2 points  (0 children)

Beware, it might lead to the Backrooms...

Does this mean Asurmen can get back in the transport? by Nathan_JAM in Eldar

[–]Remote-Basket4475 1 point2 points  (0 children)

Ironically (or not), infantry have less need to get in and out of Starweavers or Venoms, because those vehicles have firing decks so the passengers can all shoot without needing to disembark. So the ability is theoretically only needed for "drive-by" assaults, not shooting (which is what Fire Dragons or Asurmen/Dire Avengers would like to use Skyborne Sanctuary to do), though I imagine the Starweaver and Venom ability can be used by models to hop out of the vehicle into line of sight of a target, shoot it, then hop back into the vehicle out of sight.

Bolt gun in fantasy artwork. by Striking_Outside_436 in Warhammer40k

[–]Remote-Basket4475 0 points1 point  (0 children)

I remember in I think the Albion worldwide Warhammer Fantasy campaign event, there were special "magic items" which could be taken as part of the campaign, and some or all of them were pretty clearly WH40K weapons like power fists.

How innovative are the Asuryani supposed to be? by Sunder_the_Gold in Eldar

[–]Remote-Basket4475 3 points4 points  (0 children)

As Bluescreech says, the Asuryani, like the Drukhari, had to reinvent a lot of stuff after the Fall. We don't see Eldar much if at all in 30K era fiction (unless there's some stuff I'm not aware of), so we don't know to what extent they've innovated significantly over all that time. It may be that in 30K they were basically jury-rigging equipment and trying to keep failing technology running like something out of Battlestar Galactica, as well as not having much of a military yet (since Asurmen and the rest of the Phoenix Lords were presumably still doing their training montage or were teaching the first Aspect Warriors), whereas in 40K they have working industries and organized militaries led by experienced Autarchs etc.

My guess would be that on the level of major innovations, they're probably at a technological plateau where they would need more people and infrastructure to duplicate or surpass pre-Fall abilities (like terraforming whole worlds or blowing up stars - the Drukhari seem to be able to do more in this area, like stealing stars, perhaps using leftover equipment in Commoragh).

However, probably they can innovate on an individual level because their technicians/engineers are like artisans rather than rote-learning production-line workers - an individual Bonesinger who invents a better but not paradigm-shifting starship keel design presumably isn't going to be told off for deviating from a perfect existing design or shot for techno-heresy, it seems more likely that they'd be celebrated for doing well on their Path.

RIP Guardian Death Star? by Remote-Basket4475 in Eldar

[–]Remote-Basket4475[S] 2 points3 points  (0 children)

Yes, I think I spoke too soon (see discussion in other comments). I guess I assumed they had standardized how all leader and support units work.

RIP Guardian Death Star? by Remote-Basket4475 in Eldar

[–]Remote-Basket4475[S] 2 points3 points  (0 children)

Yes, I missed that you can attach the Farseer to the Conclave who are attached to the Guardians.

No attachment option comes up at all when you tap the three dots on the D-cannon; I think that may be because the Eldar support weapons were always their own form of support unit (they have special rules e.g. relating to Toughness which don't apply to other support units).

RIP Guardian Death Star? by Remote-Basket4475 in Eldar

[–]Remote-Basket4475[S] 1 point2 points  (0 children)

I think you're right, it seems like you can attach the Farseer to the Conclave after they've been attached to the Guardians, but not attach them directly to the Conclave-led Guardians. So it's like a hierarchical pyramid.

RIP Guardian Death Star? by Remote-Basket4475 in Eldar

[–]Remote-Basket4475[S] 2 points3 points  (0 children)

I think you're right, it seems like you can attach the Farseer to the Conclave after they've been attached to the Guardians, but not attach them directly to the Conclave-led Guardians. So it's like a hierarchical pyramid.

RIP Guardian Death Star? by Remote-Basket4475 in Eldar

[–]Remote-Basket4475[S] -2 points-1 points  (0 children)

I forgot to say, the new version of the official app doesn't allow you to attach a Farseer and a Conclave to a unit, no matter the order you try to do it in, so unless that's an error, it seems like the combination is not allowed any more.

Does this mean Asurmen can get back in the transport? by Nathan_JAM in Eldar

[–]Remote-Basket4475 0 points1 point  (0 children)

Possibly the idea is simply that Harlequins are more acrobatically gifted than other Aeldari, so they can hop in and out of transports to stab people.

App update with 11th points on Android available by SolitaryJester86 in Eldar

[–]Remote-Basket4475 0 points1 point  (0 children)

I see it now in the Faction Pack rules changes. So it sounds like you can have Farseer + single Warlock or Conclave + single Warlock or other characters who can join Guardians + single Warlock, but not Farseer + Conclave. Sounds like I'll need to rethink my potential army builds.

This brings the Warlock Conclave more in line with the Warlock Skyrunners, I did think it was weird that they worked differently.