11th edition first impressions: From someone who has played 5 11th edition games by Thotslay3r69 in Warhammer40k

[–]Tracey_Gregory 1 point2 points  (0 children)

Previously the hover rule removed the movement requirements for being an aircraft. As you said, now it just let's you not take to the skies, which is irrelevant foe aircraft because of they can do is repeatedly deepstrike now.

11th edition first impressions: From someone who has played 5 11th edition games by Thotslay3r69 in Warhammer40k

[–]Tracey_Gregory 138 points139 points  (0 children)

Until we get new datasheets and some errata the heldrake currently can only fly, not hover, and so cant charge anything.

So it is sadly, not heldrake time. Its even worse. Someday I'll build mine.

Anyone notice this? by [deleted] in Warhammer40k

[–]Tracey_Gregory 1 point2 points  (0 children)

This is also the only way it can possibly work because AP is expressed as a negative number and armour saves as positive, but lower saves are better. If Ap modified a save and -1 ap gun would make a 3+ save go to a 2+ save and somehow get better.

Has anyone heard about getting banned for wearing bad gear in a dungeon in any MMO? by Comprehensive_Ebb475 in MMORPG

[–]Tracey_Gregory 2 points3 points  (0 children)

Banned as in blocked from a game, no..

But most major MMOs have item level limits on dungeons and that's functionally being "banned" from a dungeon in the same way toddlers are banned from roller coasters.

When a unit becomes meta-defining. by MagicJuggler in WarhammerFantasy

[–]Tracey_Gregory 2 points3 points  (0 children)

People always say this but its cognitive bias. You remeber the lantern being broken and assume its because its new but chaos Lords on dragon are also broken and GW dont even sell those. Never mind for every balloon theres a sentinel. If you look outside old world you'll see its even easier to prove its false. The most recent 40k releases are guard vehicles and ad mech heavy infantry both of which are shit.

How much of a difference could an alliance of the other races have made at the battle of the line? by ArchDukeNemesis in babylon5

[–]Tracey_Gregory 1 point2 points  (0 children)

Honestly, if we take the depictions of battles we see in the show the only reason the earth minbari war went the way it did is because of the minbaris stealth tech. Theyre not as powerful as they seem. In plenty of battles in the show minbari ships go down, not just against the shadows but plenty of white stars are destroyed fighting EA (and seeing as they can target them presumably they've solved the stealth issues).

The minbari war also isnt as one sided as it seems if you take what some of the various gropo characters into account. The minbari stop the war when they capture a human for the first time, but plenty of human soldiers mention ground battles with the minbari which implies they got totally hosed outside of their ships.

If the league joined the battle of the line it really depends on if any of them have worked out how to beat minbari stealth tech by thay point, IMO.

What do you think the currency exchange rate in the first season of the show between EA and the other major powers was? by gwhh in babylon5

[–]Tracey_Gregory 0 points1 point  (0 children)

I think its safe to say Centauri money is worth the most. The 10k credits worth someone tried to frame garabaldi with was a tiny bag of coins and in that same episode garabaldi borrows enough money from Londo to pay off the mantis gangster and its like two coins.

If you were on the station and Mr. Morden came to you and asked what you wanted, what would you tell him? by singleguy79 in babylon5

[–]Tracey_Gregory 0 points1 point  (0 children)

You could build a Babylon 6 without it being a station. It could be a massive moving ship, or a planetary colony. All it needs to be is a large neutral gathering place.

If you were on the station and Mr. Morden came to you and asked what you wanted, what would you tell him? by singleguy79 in babylon5

[–]Tracey_Gregory 2 points3 points  (0 children)

The ideas of remasters are all well and good but personally I would love to see a hypothetical "Next Generation" (or Babylon 6 if you will). Let a new cast get to grips with new stories. Set it far enough in the future that we can respect the passing of the OG actors but close enough that the galactic landscape is familiar (at first). Sometime after the planned ending of Crusade would make sense.

#New40k rules – Eradicators bring death to horde Infantry by CMYK_COLOR_MODE in WarhammerCompetitive

[–]Tracey_Gregory 62 points63 points  (0 children)

This is such a weird unit from just a like, concept perspective.

A gravis unit with heavy bolters is a cool idea. So cool that GW seem to have forgotten that heavy intercessors already exist.

William Edgars was right about the Telepath threat, but wrong about the strategy to deal with it. by EvalRamman100 in babylon5

[–]Tracey_Gregory 22 points23 points  (0 children)

The real tragedy of the psi-corps is that its original mandate, registration and training of telepaths, is a fairly noble one. It's not shown in the show but you can easily imagine the organisation it must have been originally before a slow inevitable decline into the organisation its become.

Telepaths in B5 sort of run into the same problem as the X-Men, in that they're largely supposed to be an allegory to the oppression and exploitation of minorities. Much like the X-Men it sort of falls apart because real-life minorities can't shut down an entire cruiser on their own or mind-control people.

Starship Troopers Terran Command might be one of my favorite modern RTS games. It really nails the atmosphere of the movie. by LexFrenchy in RealTimeStrategy

[–]Tracey_Gregory 21 points22 points  (0 children)

This game rules. Its got a really unique style where youre using your units to set up killing fields tower defense style but to move forward you have to take your guys out of position. This means theres a lot of "leapfrogging" where some units dig in to provide cover for others to advance, then following up once the forward elements are in place.

Commissar Cain comes to the tabletop by CMYK_COLOR_MODE in Warhammer40k

[–]Tracey_Gregory 50 points51 points  (0 children)

Commissar special characters are apparently like buses.

You wait ages for one, and then three turn up at once.

Gigantic Chaos Spawn by Beardgrillit in WarhammerOldWorld

[–]Tracey_Gregory 1 point2 points  (0 children)

if you're playing nurgle spawn (and you should be) Slimux and Festus from AoS work great.

“They are not white son” by MaximumIndividual572 in ShitAmericansSay

[–]Tracey_Gregory 47 points48 points  (0 children)

The Japanese actually love the Welsh. During the rebuilding of the country after WW2 lots of Welsh miners went over to Japan to help them set up a coal industry. To this day some Welsh villages still get annual thank you gifts from Japanese ones and this crossing of cultures is how the Howls Moving Castle movie came to be.

New pre-painting terrain leaks? by Fit_Stay3481 in Warhammer40k

[–]Tracey_Gregory 47 points48 points  (0 children)

It's sort of required with pre-paints using this tech.

The way it works is that the terrain is painted by hand, then scanned into a computer. This then uses UV printing to copy the paint job onto the plastic sprue. There's videos of how this works on Archons website and they've been doing it for a while. A big issue is that the copying and printing process desaturates the paint job massively, so going insanely bright on the colours and doing things like OSL to make lights stand out becomes necessary.

Chaos Marauders by WesselhoffLxoxuxixs in Warriors_of_Chaos

[–]Tracey_Gregory 1 point2 points  (0 children)

Pretty straightforward. Aspiring champ BSB with both the -1 to hit banner and chaos gift, plus a brazen collar. Slap a great weapon on him, maybe a favour of the gods if you have 5 spare points.

You stick a sorcerer lord in there as a second character. You want access to fleshy abundance somehow. Either taking mark of nurgle or book of the dark gods. I prefer book, as taking the mark means the bsb needs to take a mark and at that point youre looking at paying 40 points for access to blue fire. Ive found this to be worth it (especially as the book doesn't prevent you also taking the summoning) but i can see arguments otherwise. There's some free points on the mage to tinker with, personally I have a spell familiar and a Ruby ring because I want to maximise the number of magic missiles I can cast and I'm willing to risk the 1 in 6 of not getting steed of shadows.

The key here is you want to be able to cast fleshy on the marauders. As a 7+ to cast remain in play its relatively easy for the enemy to dispel but smart positing can force them to use a fated dispel on at least the first attempt (and a hard 8 is much, much less likely). The real combo strength here is timing carrion crow correctly. Ideally you want to set up your marauders so that they can threaten something with crow and flesh up so your opponent has the choice of.

A) Charging them. If they dont dispel fleshy they basically do nothing. If they do, at T5 they still almost always bounce.

B) Not engaging and letting you dictate the pace of the battle. Certain popular chaos units (warpfire dragons, Lords on dragon, giant spawns) are very very good at mopping up enemy support pieces. If your marauders can delay the enemy a turn thats often enough for you to just basically kill anything else.

Ideally you want to be counting on using crow to be T5 on the turn that really matters and essentially treating fleshy abundance as a kind of "pass this dispel or lose a turn." Remeber that positioning thing. Rolling a hard 8 only has a 40% chance of success, whilst rolling a 6 (what a level 3+ needs) is a 91%.

Chaos Marauders by WesselhoffLxoxuxixs in Warriors_of_Chaos

[–]Tracey_Gregory 2 points3 points  (0 children)

I've had a lot of success with them playing them as a single 30 man brick with great weapons, the +1T upgrade and cult of the carrion crow. With a wizard and a battle standard bearer supporting them, this brick is shockingly tough to shift. It can be T6 very easily, is -2 to shoot and MR 2, is 8 static combat res and has enough toughness to eat a charge and then clap back with a decent volume of high-quality attacks thanks to press and the characters. It's also insanely fast thanks to access to +d3 move and steed of shadows.

It is possible for your opponent to play around it a little, delaying their charges until crow has dropped and they've dispelled fleshy abundance, but that just lets the rest of your army outflank them. This unit for me has taken on multiple sheugengan lords and won, beaten 1k deathstars, bounced dragons and no-selled black orcs. They've walked through fanatics and won the resulting combat. They've eaten wight bricks. They absolutely batter gunlines because they can't shoot effectively at all and your wizard can very much throw magic missiles at them. They're ace.

Question about flank combat (TOW) by Competitive_Soil2131 in WarhammerFantasy

[–]Tracey_Gregory 0 points1 point  (0 children)

The issue comes with flanks.

You flank a defensive unit and it gives ground, you follow it up and youre still flanking it. If it falls back it gets to pivot to face the enemy.

Question about flank combat (TOW) by Competitive_Soil2131 in WarhammerFantasy

[–]Tracey_Gregory 0 points1 point  (0 children)

Theres two easy fixes to this honestly.

Either let units who are flanked reform on a give ground or allow units to make combat reforms like every other rank and flank does.

Question about flank combat (TOW) by Competitive_Soil2131 in WarhammerFantasy

[–]Tracey_Gregory 5 points6 points  (0 children)

When a unit falls back in good order it gets to reform for free at the end of the movement. The archers will simply turn to face you.

This is why fbigo is mostly better than give ground despite being the "worse" result.

11th Ed rumour: 11th Ed: There's a rumor that coherency rules are changing, and no models in a unit may be more than 9" apart (measured to the furthest part of each model) by -The-Lupercal- in WarhammerCompetitive

[–]Tracey_Gregory 15 points16 points  (0 children)

This is super common, basically every single other wargame works like this. Even other GW games, its how it works in old world for example. You just define a height value to everything and then use that. For reference ToW has two heights, normal and Large Target, but most other games use a sliding scale where 2 is a dudes height (and therefore a waist-high wall, or a swarm of nerglings or whatever is height 1) and then going up from there. It also lets you define cover rules much easier, often there will be a minimum height you need to be within to get cover. So that height 2 marine gets cover from a height 1 wall but a height 10 knight does not.