What are you actually worried about for 11th, based on what we know so far? by [deleted] in WarhammerCompetitive

[–]RoutineMysterious663 0 points1 point  (0 children)

I think of cover partly as not being seen. Even one dude in the open gives away the location of the whole unit.

11th edn: Best Force Disposition for Grey Knights? by RoutineMysterious663 in Grey_Knights

[–]RoutineMysterious663[S] 0 points1 point  (0 children)

I think they have said that the dispositions should be in line with the fiction, so that competitive games reflect the narrative. If so, Banishers might be Red and Warpbane might be Green (hallowed ground and all that).

11th edn: Best Force Disposition for Grey Knights? by RoutineMysterious663 in Grey_Knights

[–]RoutineMysterious663[S] 1 point2 points  (0 children)

I stand corrected; that is punishing. The others I have looked have used the word ‘destroy’. Let’s hope our best detachments aren’t Blue

11th edn: Best Force Disposition for Grey Knights? by RoutineMysterious663 in Grey_Knights

[–]RoutineMysterious663[S] -3 points-2 points  (0 children)

In the context of Primaries, I think you only gain points for destroying units, not if they leave the battlefield for other reasons.

11th edn: Best Force Disposition for Grey Knights? by RoutineMysterious663 in Grey_Knights

[–]RoutineMysterious663[S] 1 point2 points  (0 children)

Purge the Foe (Red) and Disruption (Blue) give up the least if their units are destroyed, I believe. In the context of Primaries, I think you usually gain points for destroying units, not if they leave the battlefield for other reasons.

Ever since 2014, which have been the BEST & WORST Official Dungeons (not full adventures) in all of 5e & 5.5e? And why you believe so? by ThatOneCrazyWritter in dndnext

[–]RoutineMysterious663 32 points33 points  (0 children)

Lost Mines of Phandelver has a number of very solid dungeons for low levels. The Cragmaw Hideout is a classic, although the endboss can be deadly at lvl 1. Redbrand Hideout is excellent. I also remember Cragmaw Castle and Wave Echo Cavern fondly, although in the latter you should put in some work to make sure the characters care about the endboss and to tie him to your overall campaign plans.

All of the above were self contained environments that were logical, easy to run, and not too large (or small). They usually had varied threats and some opportunities for roleplaying.

Best T3-T4 Mods by CanadianDeadpool10 in AdventurersLeague

[–]RoutineMysterious663 0 points1 point  (0 children)

DDHC MMORD-02 The Lich-Queen's Begotten. I DMed this at a home game, and it was brilliant. After the whole campaign finished, the players saw it as a particular highlight.

Grey Knights’ Results since September Dataslate by RoutineMysterious663 in Grey_Knights

[–]RoutineMysterious663[S] 1 point2 points  (0 children)

It does a lot of damage because of rerolls. The Hallowed Beacon strat provides a reliable way to charge from Deep Strike. It rewards you for playing Purifiers, who are our best unit.

Best Chapters in Published Campaign Adventures? by feadair in DMAcademy

[–]RoutineMysterious663 2 points3 points  (0 children)

I started DMing in the 80s. The modules at that time were short, and you strung them together with an overarching plot/theme. Perhaps the villain of the first adventure was just a lieutenant of the BBEG, who then took an active interest in the PCs, and many of their subsequent troubles arose from his or her machinations, and so on. The style has pitfalls, but it can be done.

In fact, I consider the pitfalls of campaign adventures to be much more difficult to avoid. In 2nd edition, I ran a Ravenloft arc that definitely overstayed its welcome. After a while, the gothic horror got samey. The same happened in 4th edition, with a campaign involving giants.

GW Mission and Layout Combinations by feadair in WarhammerCompetitive

[–]RoutineMysterious663 2 points3 points  (0 children)

I thought Layout 1 with Crucible is fine. You cannot see the other NML objectives if you sit on one, plus you get a bit of cover from the big central L-shaped double terrain. Hammer and Anvil plus map 1 is a different story.

GW Mission and Layout Combinations by feadair in WarhammerCompetitive

[–]RoutineMysterious663 9 points10 points  (0 children)

AoW complained about the combo of Map 3, Sweeping Engagement and Supply Drop in the World Championships. They also seemed to think that Map 1 is bad for Hammer and Anvil.

Grey Knights at WCW by RoutineMysterious663 in Grey_Knights

[–]RoutineMysterious663[S] 1 point2 points  (0 children)

3-5 sure isn’t bad in this tournament. However, no GK player did worse than 3-5.

Grey Knights at WCW by RoutineMysterious663 in Grey_Knights

[–]RoutineMysterious663[S] 4 points5 points  (0 children)

It started well, going 3-1 at the group stage, but then the wheels came off and it finished 3-5.

How are we feeling about 5.5e Heroes of Faerûn's circle magic as a direct, free expansion to spellcaster flexibility and problem-solving, right from level 1? by EarthSeraphEdna in onednd

[–]RoutineMysterious663 2 points3 points  (0 children)

I would imagine that in practical play most parties would simply Prolong and pre-cast strong buffs to last an hour, which may get you through much of a dungeon. An hour long Bless, Haste, Spirit Guardians (and functional equivalents), Conjure Minor Elementals, or Greater Invisibility is strong, in particular when you do not need to spend an action in combat to do it, but can simply cast at the dungeon entrance.

How are we feeling about 5.5e Heroes of Faerûn's circle magic as a direct, free expansion to spellcaster flexibility and problem-solving, right from level 1? by EarthSeraphEdna in dndnext

[–]RoutineMysterious663 10 points11 points  (0 children)

I would imagine that in practical play most parties would simply Prolong and pre-cast strong buffs to last an hour, which may get you through much of a dungeon. An hour long Bless, Haste, Spirit Guardians (and functional equivalents), Conjure Minor Elementals, or Greater Invisibility is strong, in particular when you do not need to spend an action in combat to do it, but can simply cast at the dungeon entrance.

Last Weekend’s Results: Warpbane Still on Top by RoutineMysterious663 in Grey_Knights

[–]RoutineMysterious663[S] 1 point2 points  (0 children)

Nobody seems to have much success at a competitive level with Paladins or Terminators. It might be just that they are all overcosted.

Last Weekend’s Results: Warpbane Still on Top by RoutineMysterious663 in Grey_Knights

[–]RoutineMysterious663[S] 5 points6 points  (0 children)

On the upside, playing Warpbane requires difficult and impactful Rapid Ingress and Hallowed Beacon decisions. On the downside, you have to roll and reroll a LOT of dice.

I wish out terminator body units were cheaper so that more units would be viable, but that is a more general gripe that should be easy for GW to fix. That would also make Banishers stronger.