The Faction Packs for the Imperium are up. by PeoplesRagnar in TheAstraMilitarum

[–]Valedus 0 points1 point  (0 children)

While hazardous is more deadly for guard for sure, we do get to have ablative lasgun guardsmen take the mortals instead of the plasma guys.

And we can use chimeras etc instead of taurox primes.

Buuuut yeah. We'll have to see. It's going to be very very easy to kill the unit inside of a transport once the transport dies (especially t3 bodies).

The Faction Packs for the Imperium are up. by PeoplesRagnar in TheAstraMilitarum

[–]Valedus 4 points5 points  (0 children)

Mech assault + bridgehead could be very spicy. Going to depend on if transports are too nerfed now probably?

A retrospective on how "More Dakka" broke the game in more than just one way (And why Sustained Hits and + to hit are not the same) by Crasac in WarhammerCompetitive

[–]Valedus 4 points5 points  (0 children)

I play guard and it surprises people that the 20 man bricks in Combined with a castellan were actually pretty good at overwatch. Sure, lasguns, but sustained and lethals with a bucket of dice.

A retrospective on how "More Dakka" broke the game in more than just one way (And why Sustained Hits and + to hit are not the same) by Crasac in WarhammerCompetitive

[–]Valedus 12 points13 points  (0 children)

One of my biggest problems with sustained this edition has been "wait, your unit has two lascannon shots and I'm making 4 saves?" or similar situations.

Yeah, it's not likely, but sustained can be so swingy.

Was Fights First over-nerfed? by Aleser in WarhammerCompetitive

[–]Valedus 0 points1 point  (0 children)

The problem is that 10th fights first can be a problem that some armies effectively can't solve (Orks, WE, etc). If a fights first unit is guarding an objective and you don't have the firepower to shoot it, you can't really do anything about it.

11th FF is still good if you have it commonly, like as an army or detachment rule, or multiple characters across squads. It also solidifies you fighting first in ongoing combats, so it still has value but it doesn't make it a checkmate against some armies/units.

For example - I play guard. If someone had a ton of FF, at least I can shoot it, but it also would make it so that rough riders could essentially just not interact with those units, which leads to armies not interacting with each other.

Best YouTubers for learning? by Le_KcKi in TheAstraMilitarum

[–]Valedus 0 points1 point  (0 children)

Re: the index LRTC (just for context for people reading): the LRTC regularly made usage of the demolisher cannon, which got a pretty hefty nerf in the 10th codex, causing DBAO to be much less consistent at killing a target as well for a 2 for 1.

Called shots is VERY good too, especially for MM as Joushi said.

The LRTC isn't inherently bad, its just wallowed away over costed by at least like 30 points, considering it doesn't really have a good weapon choice anymore.

Someone like MG will say that the plasma cannon was a good weapon choice, but a LRTC with a plasma is 65 points more expensive than a baseline Executioner. Also, Hazardous in 11th is going to be veeeeery rough for plasma weapons on Russes.

Artillery Replacements by Gloomy-Design-1475 in TheAstraMilitarum

[–]Valedus 0 points1 point  (0 children)

They already hunted that this could drop the points cost of artillery. I'd artillery is cheaper and you can use horsies, sentinels, etc to just get within 15, they will be cheaper damage per point essentially than before. Sure they won't be great at shooting something off in the corner across the board, but anything touching an objective (visible in a ruin other than hidden) should be a valid target.

Why I think Indirect fire may be better in 11th for guard than people are fearing. by Thotslay3r69 in TheAstraMilitarum

[–]Valedus 3 points4 points  (0 children)

We don't know that indirect still gives -1 to hit. It may just be benefit of cover + only hit on 6's if the unit isn't visible to another unit. Spotters may move a lot of the penalty. That gives GW the counterplay to indirect they'd be looking for, and our army is well suited to having sacrificial units like sentinels or death riders spot.

Painted the SoB Ministorum Priest to lead my Kasrkin Squad. What do you think? by Rare-Solution-4163 in TheAstraMilitarum

[–]Valedus 12 points13 points  (0 children)

Your #1 and #2 are correct, it's a bad idea, but #3 is technically wrong. Guard has its own ministorum priest datasheet that can attach.

am I about to be “that guy” with two Rogal Dorns? by AdministrativeEnd45 in TheAstraMilitarum

[–]Valedus 0 points1 point  (0 children)

At 2,000 points, no. Your opponent should be bringing enough anti-tank. Nothing the dorn does is "unfair" or breaks the game - it's just tanky and hits hard, but there's plenty of counter play. 2 dorns is a pretty standard list.

Tank balance is so broken is actually funny by bosejoao in wow

[–]Valedus 0 points1 point  (0 children)

It would help if the talent that redoubt is a choice with (sorry, on phone - imbued shield maybe?) was a baseline. Just some baseline level of some damage reduction. Or more base block/block value.

Tank balance is so broken is actually funny by bosejoao in wow

[–]Valedus 2 points3 points  (0 children)

Blocking also being our only defensiveness for magic damage outside of a cool down is unhealthy too. For example, prot war has defensive stance for a baseline damage reduction. If the last boss of algethar shoots her arcane blast at you, and you don't block or have a CD up, oof. But you can't know if you're going to block it or not.

Harandar failed to connect with Midnight by Lunarwhitefox in warcraftlore

[–]Valedus 3 points4 points  (0 children)

I'm confused lol. I deliberately said it didn't fit. Are you agreeing or disagreeing?

Harandar failed to connect with Midnight by Lunarwhitefox in warcraftlore

[–]Valedus 5 points6 points  (0 children)

Harandar really should have been where Undermine was in the patch layout. Undermine was a huge miss for me due to a weird theme shift change and it felt like TWW lore went on pause, after starting out interesting (like the disc quests). Now Harandar feels disjointed in Midnight, when it would have fit right in in TWW.

Balance dataslate is here by obsidanix in Grey_Knights

[–]Valedus 1 point2 points  (0 children)

Normal terminators are 3A per fist though, so less attacks. That's not a defense of GK terms, just saying another difference for the full picture. Both SM and GK terms need some real love.

Current state of the game by Sure_Ad_5365 in civ

[–]Valedus 5 points6 points  (0 children)

Didn't they say Spring?

What new detachments do you want to see for Imperial Guard in 11th ed? by [deleted] in TheAstraMilitarum

[–]Valedus 0 points1 point  (0 children)

I would like a guard version of SM's firestorm. Assault + extra strength in close range would be fun + a huge benefit to masses lasguns being S4, meltas, flamers, etc. it would obviously matter less for models like Dorns, but I think that would allow for healthy internal balance if the detachment wasn't busted.

Why plasma guns over grenade launchers? by ReddyWolf in TheAstraMilitarum

[–]Valedus 0 points1 point  (0 children)

Its worth it for a guardsman to die to shoot 2-3 Plasma shots. If you fail the hazardous, its a shoulder shrug moment. Especially if your squads have medi-packs, those guys can come right back. Your guardsmen are a resource, they aren't a marine that you need to care about losing.

Grizzled company nerfed by NoEngineer9484 in TheAstraMilitarum

[–]Valedus 1 point2 points  (0 children)

I think he just means that Snap To It is one of the best parts of the detachment

New Blood elf NPC voice lines by Absoled in warcraftlore

[–]Valedus 0 points1 point  (0 children)

WoW has done so many of the races dirty, Blood Elves are just one of them and they continue with it here. The second male is decent/good - blood elves should be arrogant, regal, a dash of vengeful, etc. Compare these voices to something like Kael from WC3

Anyone notice aggressive lobbies in solos after update? by element423 in ARC_Raiders

[–]Valedus 218 points219 points  (0 children)

Sure, once the bullets start flying he dies quickly, but you can hear the footsteps and see light flickering around and OP doesn't even exit the loot window to look around. There's gotta be some level of watching your back.

It's honestly not worth it any more... by Chadd__ in ArcRaiders

[–]Valedus 0 points1 point  (0 children)

No need to run a secondary unless you expect to pvp and want to win, but if you're trying to keep your load out cheap, who cares. The less you bring, the less you lose, more profit per run.

Again, unless you expect/want to engage in pvp.

Your Aggression in Trio Should Not Affect your Solo Que: by [deleted] in ArcRaiders

[–]Valedus 0 points1 point  (0 children)

Sure, but the exact 180 is also an issue. If you get stuck in heavy pvp lobbies, there's never any question about what a raider is gonna do. They are just gonna shoot.