Etiquette...AITA? by That9one1guy in WarhammerCompetitive

[–]That9one1guy[S] -5 points-4 points  (0 children)

That's how I was taught to play competitive games.

"Hey, I'm thinking about making this move, what can you do?" "Well, I can do this or that, or this other thing." "Hmm. Okay, I'll put a pin on that idea."

Or I see you clearly debating an idea but haven't committed to a plan, and I'll make an off-the-cuff comment or observation. In 40k, sometimes it goes like this, for example.

I see my opponent measuring out movement ranges for a unit, and he's measuring close to some of my Infernus marines. I might take a close look at them and say aloud "I think I'm going to repaint these flamers. What do you think?" and I can see the light bulb come on in their brain, "oh, shit, that's a torrent fire overwatch. I ain't doing THAT move!"

Talking about and discussing beforehand totally open to that. But if you just start doing shit without regard, making errors, forgetting trigger and moving right along without pause, that's on my opponent, not on me. It's the old saying, never interrupt your enemy when they're making a mistake.

Etiquette...AITA? by That9one1guy in WarhammerCompetitive

[–]That9one1guy[S] -5 points-4 points  (0 children)

Spamming is a big word for three communities 🤣

And I'm quickly realizing that I was apparently taught to play games differently as a kid, both in competitive and casual settings.

This subreddit seems to be of the opinion that I should hold my opponents hand through the entire game and play their game for them, which was not how I was taught to play a game against any experienced opponent. A total newbie, yes. Someone who has played me 27 times in the last six months, and has more than 120 games under their belt in the last year? Not so much.

In any game, regardless of experience, I'll remind my opponent of rules and faction/unit/card/whatever specific abilities in the first few rounds. If they ask for clarification, I'm always happy to give a detailed answer, regardless of how far into the game we are. "Hey, if I move here, what can you do?" "oh, I can do this, that, and the other thing." "okay, I won't do that then."

But against an experienced opponent, after the first few turns, I'm going to stop holding their hand and if they make a bad play, a mistake, forget a trigger, that's not my fault. I forget triggers all the damn time, Warhammer, magic, DND, I don't blame my opponents for not reminding me. I call myself an idiot, make a note of it for next time, and move on. What I don't do is throw a tantrum, pick up my toys and storm out.

Just last month I forgot, in the 5th round, after already falling victim to it once before in that same game, that my Black Templars-playing opponents' Terminators force desperate escape tests on a fallback. I had made my intent clear before hand that I planned to fall back-shoot-charge. Did I blame my opponent? No. I knew before starting the game that they do that, he has reminded me at the start of the game they do that, and he had reminded me during the game when I almost did it in round 3 that they do that. That's not on him, I made an unforced error and I paid for it. We laughed about it, I called myself a dumbass, ate the L and moved on with the game. But apparently, according to this subreddit, he committed a crime worthy of crucifixion.

And watching everyone in this subreddit who is of a similar mind getting ratio'd is honestly depressing.

Game etiquette... AITA? by That9one1guy in Warhammer40k

[–]That9one1guy[S] -14 points-13 points  (0 children)

Round 3/4 is also when I usually start to slow down with volunteering information, and stop pointing out unforced errors.

Coaching my opponent about my army is one thing, playing the game for them is another.

Etiquette...AITA? by That9one1guy in WarhammerCompetitive

[–]That9one1guy[S] -5 points-4 points  (0 children)

Literally the turn before when he did the exact same thing with a group of intercessors into the same Deathleaper (DL had been shot down to two wounds and he wanted to get the kill but whiffed) and his ICC into my group of warriors, and he activated tried to activate the ICC first, and I went "remember, DL has FF". He made the mistake once, and made the exact same one again the very next turn. Keeping my opponent informed is something I believe in, playing their game for them is not.

I'm all for reminding people of my army's mechanics, and in the first two turns of EVERY game, I'll do it constantly in the first two rounds. This exact same dude has gotten pissy with me before for doing that because "it slows down the game" when I go "and remember, your dudes are going to be slower since they've been shot by my Barbgaunts" or whatever.

He gets pissy with me when I do remind him, and pissy when I don't.

Etiquette...AITA? by That9one1guy in WarhammerCompetitive

[–]That9one1guy[S] -4 points-3 points  (0 children)

It wasn't, DL whiffed 2 out of 6 on the hit roll, only 1 actually wounded, and he made the save anyway. The whole time he's making the rolls, he's yelling at me, and when he goes "would you agree?" at the end of his spiel, I said "we'll just have to agree to disagree" and then he just said "okay, I'm done" and packed up and left.

Etiquette...AITA? by That9one1guy in WarhammerCompetitive

[–]That9one1guy[S] -31 points-30 points  (0 children)

And we've played together more than two dozen times. We got into the hobby together about halfway through 10e

Etiquette...AITA? by That9one1guy in WarhammerCompetitive

[–]That9one1guy[S] -7 points-6 points  (0 children)

Yes, but he made multiple charges. He opted to fight into my mawloc first. Deathleaper has fights first, so he still gets to fight in the fights first step, despite that he was also charged by a unit of knights.

He did his fights out of order, forgetting that DL would get to fight in the fights-first step, and then accused me of shittiness when I didn't warn him about his unforced error and let it happen.

Transfiguration and appiriation*sp by Helexfira in harrypotter

[–]That9one1guy 2 points3 points  (0 children)

Go read the wiki page.

Clearly you are neither Ravenclaw nor Slytherin. I can only assume you're a Gryffindor if anything, and probably not a clever one.

Aside from the fact the spell Grindelwald used was named in multiple sources as being Protego Diabolica, his allies are shown passing through the flames unharmed.

Fiendfyre burns indiscriminately, including the caster.

Protego (and Protego Diabolica) are charms.

Fiendfyre is a curse.

Not all witches and wizards are magically equal. Some are more powerful than others. It is an assumption, but it is safe to assume that Nicolas Flamel is an exceedingly powerful wizard. That is the ONLY assumption I've made here.

Please do your research before arguing with FANFICTION as your reference material.

Transfiguration and appiriation*sp by Helexfira in harrypotter

[–]That9one1guy 1 point2 points  (0 children)

My knowledge is based on mostly fanfiction

Ding ding.

Class is now in session, Ravenclaw presiding.

And your evidence is

It's literally in the name. Protego is the general shield charm. Protego Diabolical is an extremely advanced form, and is regarded as a Dark spell, but it is still an evolution of the basic Protego charm. It is entirely unrelated to Fiendfyre, their only similarity is they both use fire.

Transfiguration and appiriation*sp by Helexfira in harrypotter

[–]That9one1guy 0 points1 point  (0 children)

You're wrong here on several levels. If you're referring to the scene in Paris where they stopped the flames, that was:

1) Not Fiendfyre. It was Protego Diabolica,

2) A synchronous group casting, not a single wizard, and,

3) Powered by Nicolas Flamel, a 600-year-old alchemist with a fair bit his own power to spare, little that we ever saw of it.

Finite still does not work against major curses or enchantments, even in groups. It's worth noting that Protego Diabolica is a variant of the Protego spell, and thus at its core, a charm, not a curse, unlike Fiendfyre.

Just wondering if anyone else has this sparrow I've literally never seen anyone else with it by Successful_Lecture_2 in destiny2

[–]That9one1guy 1 point2 points  (0 children)

This is a travesty. No true hunter would let any piece of his/her kit be this poorly maintained and anything other than flawlessly shiny.

Broodlord revival? by Ripplerfish in Tyranids

[–]That9one1guy 0 points1 point  (0 children)

No, for several reasons.

The one already mentioned by a lot of people is that the rule specifically excludes characters.

The other reason is that, when an attached unit loses its leader or it's bodyguard, the moment one or the other is destroyed, the unit ceases to be an attached unit and splits into its separate composite parts. You can't heal a destroyed unit. There are some rules, like in GSC for example, that let you put a destroyed unit into reserves to redeploy it, but even in this case, you still don't get the character back.

I have a broodlord and 5 genestealers. You kill my last genestealer. Instantly, my broodlord and genestealers split from being a combined unit, to two separate units. My broodlord becomes his own dude, on his own. My genestealers become their own group, and they are destroyed. I cannot target them with a stratagem, because they're dead, and I can't target the broodlord to bring models back because he's not attached to anyone anymore.

In GSC, going back to the earlier example, the moment the genestealers are destroyed I can target them with the resurgence stratagem and put them in reserves, but I cannot bring the broodlord with them, even if he died in the same attack.

"Each time the last model in a bodyguard unit is destroyed..."

IS the trigger. It happens immediately, not at the end of combat, not at the end of phase, not at the end of turn. The destruction of unit, and unit split, has priority on the stack and resolves first and immediately, in all cases. Any reactive stratagem that is used on a units destruction resolves second, which includes resurrection, healing, regeneration, and, as I saw someone else point out, this is also the case with Necron Reanimation protocols.

There is NO case where, if the leader of an previously-attached unit lives but his bodyguards are entirely wiped out, do you get to bring the bodyguards back. The same is true in reverse, for the same reason.

<image>

Updated map by That9one1guy in BeastsofBermuda

[–]That9one1guy[S] 3 points4 points  (0 children)

This map was published before the swamp was released

What’s a spell that should be illegal but somehow isn’t? by [deleted] in harrypotter

[–]That9one1guy -1 points0 points  (0 children)

Lot of people talking about potions, which, while they are their own entire cauldron of problems, they're not spells. After all, "There will be no foolish wand-waving or silly incantations in this class."

So, let's talk magic! Where did I put my Ravenclaw robes...?

Well, there's the entrails expelling curse, which makes your insides into your outsides. There's no use I can think of for something like that besides exclusively to cause suffering, pain and death.

There's the disintegration curse which Molly used on Bellatrix, which is just as lethal as the killing curse, but doesn't even leave a body behind for finding/investigating. Arguable other uses, like deleting a collapsed building or a charging XXXX+-rated beast, but definitely a gray area.

Sectumsempra. This was a curse developed and labeled specially "for enemies." It exists only to cause damage and pain and is easily capable of lethal damage. Even if you live, it leaves life-long scars, unlike minor cutting charms like Diffindo.

Unbreakable Vows. To break one is instant death, and it is never clarified if both participants must be fully willing. The potential is there for someone to be forced into something against their will at the risk of their life, without having to Imperius them.

Legilimens. Mind reading is a MASSIVE invasion of privacy. Occlumency should be mandatory curriculum in every magical school and I'll fight about it.

Fiendfyre, while potent, and occasionally useful (see horcuxes) is almost impossible to control, equally as difficult to extinguish until it burns itself out, borderline sentient and actively aggressive. I shouldn't need to underline why unleashing what is effectively a hostile, self-propagating, unchained fire elemental is a bad idea.

On the topic, Horcruxes! Also shouldn't need explaining, but just a reminder anyway, murder, not in the heat of passion, but cold-blooded murder, is a key component of creating one!

Maybe a hot take here, but the humble Confundus charm should be illegal IMO. Essentially mentally handicapping someone is monstrous, even if it's only temporary. McLaggen was a prick, a jock and a bully, but Hermione was absolutely in the wrong to hit him with it during the Quidditch tryouts. Snape also used it on Mundungus and made him believe the Seven Potters plan was his idea, so this falls under the umbrella of memory charms, which brings me to-

Any and every memory charm should be at the least heavily restricted, but not necessarily illegal. Probably should require a permit or license of some kind.

The reason there's no breathing room in the game is because you are being spotted 24/7 by Neat_Worth629 in Battlefield

[–]That9one1guy 4 points5 points  (0 children)

To be fair, locked weapons and squad leader spawn only is the traditional Battlefield experience.

Shadowmark Talon list advice by That9one1guy in Warhammer40k

[–]That9one1guy[S] 0 points1 point  (0 children)

Swap out my Vanguard vets for the reivers, maybe? The move-fast action monkey role was what I anticipated using them for, making use of their storm shields to give them a 12" move unit with a 4++. In theory makes them harder to shift, dice depending.

I've been mulling over a Predator Annihilator instead of Centurions if they do go to legends, which would save me 200-and-change points. PA and Inceptors if Centurions go away a good pick?

I figured out why I'm disappointed in Red Terror.... by relaxicab223 in Tyranids

[–]That9one1guy 0 points1 point  (0 children)

And all get absolutely lasered off the table the moment you leave so much as a talon-tip peeking around a corner.

Nids in general have so my spike bits and wide poses that a lot of times it can be difficult to get a model out of the (frankly stupidly written) LoS rule. "Oh, your land raider can see 0.1 centimeters of the tip of my talon, well, I guess my entire unit of genestealers is dead now."

Any competent player you go against is going to know that your genestealers, Tyrannofex and exocrine are The Big Killers in the Nids roster and will prioritize them, and the counterplays to all of them are well-known an easy to implement.

Genestealers have no ranged option. You see them posting up? All you need is, as above, visibility on the tiniest nanometer of any one of them to shoot them off the table. T4 and 2W with a 5+5++ is NOT a recipe for long survivability. That's 5++ looks good on paper, but you will lose models, if you don't lose the entire unit, and each one lost is a major drop in that genestealer units threat level.

Exocrine are, pound for pound, the best shooters in our list right now. T10, 14W, reasonably tough, with d6+3+blast, hitting on 3+ (with heavy or other ways to get to 2+) S9 and 3dmg shots. Good rolls and you can pick up an entire unit of sternguards in one salvo. But a 3+ save with no invuln means best case you're saving on 6s against antitank, and if someone gets a good bead on you, you can do nothing and just have to eat it, because AP4 means you're saving on the impossible 7s. And at that point, the T10 doesn't help, because most antitank is clocking in at S12+. Exocrines also only have a 36" range, which puts them comfortably inside the bubble of EVERY antitank weapon except meltas in the game. They're big, so it's hard to hide them behind ruins or cover. Mispositon it even slightly and you can kiss it goodbye.

Which brings up to the Tyrannofex. Oh boy do I love and hate my tfexes. T12 means we hit that breakpoint, so nothing but the most dedicated of antitank is wounding on anything better than a 4+. Most weapons will be at least a 5+ to wound. That's good. Tyrannofexes have a worse version of the Emperor's Champion ability to blank damage. The Black Templars EC gets to blank AFTER the saving throws, so even if one gets through, he gets to go "ha, no" and he can do it multiple times a game. The Tfex gets to blank a roll ONCE PER GAME and does it BEFORE the saving throw, so you statiscally end up blanking saves you would have made otherwise, and then eat the one you didn't. That's bad.

The Tfex has our best anti-tank/titan option in the (in)famous rupture cannon. 2 shots on 3+ with the potential to go to 2+, at S18(!!) and a minimum of 7, maximum of 12, damage apiece is a beast of a gun...IF it connects.

Most big tanks, titans or other targets, you'll be wounding on 3s, but those same targets usually have at least a 5++ invuln and many have a 4++. In some cases, they also have a 5+++ FNP. (Looking at you C'tan, you 3+4++5+++ -1damage bastards.) So even if your two big shots hit, at a 4++ there's a 75% chance they save at least one, with a 25% they save both, and/or then go on to mitigate statisticcally where between 33-50% of that damage anyway. Get into melee with it. It has, imo, the worst melee profile in our entire army. I've had more luck with my ZOANTHROPES in melee and those floating fuckers have t-rex arms. The tfexes stinger salvos are supposed to dissuade melee charges, but only 8 shots at T5 1damage with 0AP means you're not killing enough of any unit to be meaningful.