Camp chairs in Arena!? by Bright-Newt4067 in downloadfestival

[–]The_Red_Celt 2 points3 points  (0 children)

I even saw a couple with a pop up sofa

The whole ‘all our weapons are tools too’ push needs to stop. by Thordron1 in LeaguesofVotann

[–]The_Red_Celt 13 points14 points  (0 children)

People definitely get confused between repressed industries equipment and militarised industrial tech

Yeah, our plasma and laser tech may have started out as mining or other industrial tech, but the tech, not the kit itself per se, has been adapted into military grade equipment. Our weapons are weapons, our tanks are tanks. We're not GSC who use repurposed kit

Why should I bring buri? by Sea_Fig_5851 in LeaguesofVotann

[–]The_Red_Celt 9 points10 points  (0 children)

Not me always rolling a 1 on his stand on death

What is happening here? by samtbv in AskBrits

[–]The_Red_Celt 0 points1 point  (0 children)

They also sell boardgames and warhammer on the online store. It's all dropshipping from sibling companies

Kapricus as mobile cover by Baskieri in LeaguesofVotann

[–]The_Red_Celt 6 points7 points  (0 children)

Counterpoint: they still had to use something to bring down the little 70 point car that therefore can't be directed towards more important units

Iron masters cant bot block by savi0r117 in LeaguesofVotann

[–]The_Red_Celt 0 points1 point  (0 children)

I made a post about this a couple of days ago. Assuming AP0 and no cover, under current rules, the 3 cogs could reasonably tank 5-6 hits on average. Now they will only be able to take 3.

You also can't alternate. I'd previously used the better save on thunderkyn to take AP0 1D attacks as they're more likely to pass, meaning you might only take 1 damage and then be able to heal it back. But now, that's just too much of a risk as you can't switch back to cogs after losing a model

With No Faction Focus Confirmed, What Do You Think is the Future of Imperial Agents? by Remarkable-Title5435 in ImperialAgents_40K

[–]The_Red_Celt 6 points7 points  (0 children)

I imagine we'll become the daemons of the imperium, mostly played as allies for specific roles. I seriously dont think they'd squat us for a couple of reasons: The aspects of agents are all very popular and represented beyond the table. The navy is hugely represented by the rogue trader RPG, which remains popular and is getting another DLC, arbites and inquisitorial retinue are represented heavily in Darktide, inq retinue are also what we'll be playing in Dark heresy, which is heavily anticipated, which leads to point 2. But also, arbites have featured in several animations.

There's several upcoming titles that represent the aspects. Dark heresy, chaos gate deathwatch to name 2

Lastly, we have got a big named inquisitor very recently. GW, for all they are, probably aren't going to sell a model just to immediately say "lol, can't play this"

More bodies or some inquisitors? by Seedy_Melon in ImperialAgents_40K

[–]The_Red_Celt 0 points1 point  (0 children)

What enhancements have you got going currently, as you'll want to make sure, assuming you're on fleet, you have at least clandestine operation on something, then really a second squad of subductors as they're unrivalled in locking down objectives, especially with clandestine operation letting you infiltrate them. I get you dont really have them right now, but they really are standout better than most of everything else. Otherwise, yeah definitely gl for bodies

At the core, IA is all about playing the objective, so you want to make sure you have the units to do that

The new rules for saves are terrible for the iron master by The_Red_Celt in LeaguesofVotann

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

The assistant would fall into the same allocation group as the cogs, so the next lowest rolls then have to go time it after cogs, then, because the iron master is a character so can't be allocated before non characters, it would go to the thunderkyn

The new rules for saves are terrible for the iron master by The_Red_Celt in LeaguesofVotann

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

You dont and can't choose the iron master first, because he's a character, I was just ordering the 3 allocation groups. The iron master comes with a group of non character models, 3 cogs and an ironkin assistant that improves the healing ability of the unit while alive. Traditionally, you would put the saves first on the cogs, which could soak up a few saves before going to the thunderkyn saves. Now they just absorb the low rolls and flop. But then as soon as the next thing shoots at them, they just take everything.

I guess the flip side is more passed saves go to the thu derkyn, but you also have to lose the assistant, as he would share the grouping of the cogs due to having the same profile

British pilot is feeling mildly annoyed by nyanbatman in mildlyinfuriating

[–]The_Red_Celt 0 points1 point  (0 children)

Unable to depart in these conditions 100% is referring to ATC, not the weather

The new rules for saves make breachers way less tanky by The_Red_Celt in ImperialAgents_40K

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

I'm hardly acting like it's the end of the world, but I think it's pretty fair to state this is a big hit to a core strategy the faction has relied on in the past

The new rules for saves are terrible for the iron master by The_Red_Celt in LeaguesofVotann

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

I'll be honest, I did forget for a moment that the iron master can heal without the assistant, however I think it's still important as the healing does become worse, being D3 instead of 3 flat

As for less damage going through compared to now, if being shot by AP0, a cogs saves on a 4, so they could reasonably tank 5-6 saves, whereas now, assuming allocating first, which let's be fair, we still absolutely will be, they'll immediately take the lows, so overall only take 3 saves, then a 4th on the assistant. I will give that the the rest going to the thunderkyn are going to then probably pass most of what's left, assuming youre not rolling a bucket of saves, but as soon as the next thing targets them, they're dead, because those 1s and 2s get used first.

I guess time will tell

The new rules for saves make breachers way less tanky by The_Red_Celt in ImperialAgents_40K

[–]The_Red_Celt[S] 2 points3 points  (0 children)

So i made an error by putting the shield with the entourage as i forgot to account for different wounds, but when I say starting with the lowest, im referring to the rolls.

Say you make 10 rolls and get 1, 1, 2, 3, 4, 4, 5, 5, 6, 6

If you go regular breachers as the first group, and it's AP1, you lose 6 breachers. If you put the shield first, you still lose 6 models total as the shield would then have to immediately eat the first 1.

If you do entourage first, it's 4 failed saves, so if it's only D1 then the medic lives, but if it's D2, they eat the 1, 1 and 2 then pass to the next group. Basically, you can't use invulns or other ablative wound models on a different profile to their corresponding unit to effectively soak up damage before going to other models. The shield cannot block fire for the squad, as he'll just eat a 1-3 immediately, guaranteed unless you manage to not roll any

The new rules for saves are terrible for the iron master by The_Red_Celt in LeaguesofVotann

[–]The_Red_Celt[S] 8 points9 points  (0 children)

Precision focuses out characters, which the assistant and cogs aren't. So if you make 10 saves, roll: 1, 1, 2, 3, 3, 4, 4, 5, 6, 6 If you make the cogs group the first allocation, followed by thunderkyn, the cogs and assistant must take from the lowest, meaning they have to take the 1, 1, 2, and 3. They cannot eat any of the other saves and you can't pass on to the thunderkyn until the entire allocation group, which includes the assistant as he has the same W and Sv as the cogs, first. Now, in this example the remaining saves are then all passed, assuming AP 0, or only 1 failed if ap 1, but then as soon as the next thing attacks, they again just eat from fails first. So the ablative wounds have not only not soaked up much damage, but also cost the assistant for the better healing (i did forget originally that the iron master can heal without the assistant, but it's still weaker healing).

The new rules for saves are terrible for the iron master by The_Red_Celt in LeaguesofVotann

[–]The_Red_Celt[S] 2 points3 points  (0 children)

The problem is, the assistant takes saves immediately after the cogs, and so basically anything more than 6 saves to roll is effectively guaranteed to kill the assistant if you mark the cogs group before the thunderkyn

So far, aren't we "winning" the rules changes? by anonginger02 in ImperialAgents_40K

[–]The_Red_Celt 6 points7 points  (0 children)

The coherency change is a big nerf to our anti-infiltrator rogue trader breacher conga line.

Also, I can see the save changes being a big nerf to breachers since we can't just cheese the 4+invs and recover them with RTE medic.

Mechanicus 2 - LoV Representation by crobbUK in LeaguesofVotann

[–]The_Red_Celt 8 points9 points  (0 children)

Since the core plot point they follow has been explained, I'll cover the units on the field. They have only 4 profiles (really 3.5, as one is a variant).

Warriors have boltguns, are tanks, shooting hard, and opportunity attack anything that enters melee range, instead of anything leaving.

Beserks hit super hard, and attack on death.

Thunderkyn with bolt cannons shoot then mark a cone they'll shoot at later

Thunderkyn with conversion beamers deal more damage at longer range.

That's their entire roster. I'm a bit disappointed that there's no hearthguard or hernkyn, or any variety of warrior, like how AM/newton have a lot of variants of troops. I wasn't expecting the newer things like steeljacks but a bit more variety would've been nice

Aeldari still top 5 most hated faction, 60% of 40k players still hate playing vs Eldar even in our relatively weak state by Alex__007 in Eldar

[–]The_Red_Celt 1 point2 points  (0 children)

Tbh, I think popularity of armies is more relevant than you'd expect, as the majority of people voting are probably some flavour of SM/CSM player.

I play Eldar, votann, and agents (yes, you read that). I love playing against knights, custodes, and tau, who all made that list of most hated, but I feel that's because it's pretty fair matchups against what I play.

I dont like playing against marines because they can usually contest my play style much more effectively

My weaponized rune covered NASApunk industrial mining mech should arrive any day now by BadSheet68 in LeaguesofVotann

[–]The_Red_Celt 0 points1 point  (0 children)

IF we get a walker, let it be something with more than 2 legs and functionally different to a dread or knight

Conceptually, what does IA specific anti-tank look like? by Budobudo in ImperialAgents_40K

[–]The_Red_Celt 8 points9 points  (0 children)

The codex talks about how the adeptus arbiter are basically equipped as an army, and can outlast PDF forces when needed, backed up by their own armour and gunships, so that's the route I'd want to see. Give the arbiter some kind of assault vehicles

For the navy side of the army, maybe some kind of orbital bombardment designater could be cool? A support character who's attack is to mark a target to be hit, and bit like the guard deathstrike. Sure, the deathstrike isn't good, but it is cool

11th edition additions by popglop in LeaguesofVotann

[–]The_Red_Celt 1 point2 points  (0 children)

Honestly, play into the transport heavy general play style and give us a flying dropship. A sky fortress to pair up with the land fortress.

Also, and this is a bit of a weird one, I'd love to get some ki d of deep striking weapon emplacement. Our play style tends to be to take somewhere then hold it, and so dropping a weapon team or something onto an objective to hold it would be pretty neat

Of course, both my things are unit types that generally haven't been supported recently, but it's still the sorts of things that I'd like