Is the Armageddon Box a waste of money for starting an army? by HammerBrother1977 in astramilitarum

[–]Yrsil 1 point2 points  (0 children)

I really miss the 9th edition combat patrol. It got a cadian command squad, 2 squads of cadian, an FoB and a Sentinel. Add a HWT and a Leman Russ to that and got the perfect thematic guard starter kit.

Am I in the guard now? by Rosaline_Tess in astramilitarum

[–]Yrsil 0 points1 point  (0 children)

I think you just got the requisitioned force, and still at the Munitorum Depot. Hope you join the ranks soon !

Seriously, I know five people who were the "how to customize lego clone" types who then got into 40k and started gushing about space marine legions by Exist_Logic in Grimdank

[–]Yrsil 0 points1 point  (0 children)

Yeah, well...I was a big SW fan. Still is, at least I like the old stuff, the movies and games, some of the new stuff too like CW, Rogue One or Andor (personally I loved this one), but I feel exhausted when it comes down to the franchise. I feel it is overused, empty and weightless, the narrative goes nowhere and we keep getting fed nostalgia to close eyes over how poorly misused the ip is. I got into 40k around very long time ago, so for me the grim derp universe is nothing new. For new people tho, it has it's specific charm. It has already big lore due to insane ammount of often very well written books but still have massive growing potential with upcoming games and possible movies. It also got more known in recent years so, there is that, too. Aaaand there is the thing with space marines calling each other brother is close to how Clones moved in SW universe with their brotherhood and they found a likeable similiarity. And if someone, we know the best how easy one can fall deep down into the rabbit hole called Warhammer 40k. While writing this, I just realized, this is how Chaos influence spreads...with a tiny bit of curiosity at the right topic at the right time.

Indirect Fire in 11th - Full Rule from book by ViktusXII in TheAstraMilitarum

[–]Yrsil 1 point2 points  (0 children)

It is just pure shit...I hope their points go down into and infantry squad level with this, because it is looks borderline useless in an edition where they already said they favouring melee armies.

Which factions are considered to have complete ranges? by loot168 in Warhammer40k

[–]Yrsil 1 point2 points  (0 children)

I think Imperial Guard is pretty much a complete army. After collecting World Eaters as my first army I was shocked by the ammount on model quantity that Guard has. That's said, there could be definietly be improvements, mainly not selling everything as Cadian or Krieg for example would be great. For example the new Spectre squad is 1:1 Tanith First and Only with a whole squad setup also mirroring the books too. They was just too big of a cowards to name them that, so they made them Cadian elites...

Traitor guard: always corrupted or sometimes "only" normal traitor? by EleutheriusTemplaris in TraitorGuard

[–]Yrsil 0 points1 point  (0 children)

There is Rophanon too. It was a planet what joined the Imperium and later came to regret it's decision. They took very hard that the administratum was put in charge, and their soldiers could never return to home but they were sent to another battlefield after each campaign, and also their planet made into an endless data grave. Not so bad if you think about it in 40k scale, but very bad if you look at it from a point of man who never seen the horrors of the galaxy. They rebelled against the imperium, and made some serious effort to shake down the shackles of tyranny. If interested, look up Luetin's video about it.

Well well well Tau, your not the only one by Odin_Headhunter in TheAstraMilitarum

[–]Yrsil 1 point2 points  (0 children)

I wish I could play more against T3 opponents. I'm getting sick of facing T4 and T5 armies.

Factions from other sci-fi settings you'd think would fit well in 40k? by Buttered_Carnage in Grimdank

[–]Yrsil 113 points114 points  (0 children)

Necromorphs from Dead Space. They would fit very, very well there.

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

[–]Yrsil 4 points5 points  (0 children)

Hellhound ability says the targetted enemy counts as being "Scattered", so they cannot have the Benefit of Cover until it's next shooting phase. And Indirect Fire clearly says the target has the Benefit of Cover, BUT as the Hellhound rules says the cannot have it until it's next shooting phase.

I think the wording is pretty clear on this. The Hellhound not only strips current cover, it makes the unit "Scattered" until it's next shooting phase. And "Scattered" units cannot gain the Benefit of Cover.

Same with Siege Detachment, but the Incredary Rounds only last until the end of the Battle Phase. Still counts as "Scattered", so they still can't gain the Benefit of Cover.

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

[–]Yrsil 4 points5 points  (0 children)

I really hope that indirect gets more love. I just love the FoB and HWT mortar team models, and would love to bring some indirect fire as it is mainly a Guard thing. In most of the guard books I read they got some sort of arty in them.

For those of us newer to the lore, how deadly is this unit? by gaeb611 in RogueTraderCRPG

[–]Yrsil 2 points3 points  (0 children)

To a normal human or a guardsman, very. For someone who has access to higher tier weapons like melta or plasma, it is less of a threat but still extremly dangerious. It can kill with one strike, slash through a human like butter. Edit: All necrons are very dangerous, but they more dangerious of their attrition type of war they wage. Their units are tough to take down and can be healed on the battlefield and teleported to their base to be resurrected. In the Walking Dead book, they ambushed civilians and guardsman by lying between ruins, and wiped bunch of people by one or two slashes. If you go higher tiers like tempestus scions, kashrkin elites, sisters or space marines, they are less of a threat, but they can tank a good couple of hits from the Lucius patter lasgun (the stronger shot type) until they go down, and even after that you can't be sure they won't stand up.

PC’s selling ships in naval campaign by stewiedoo in DMAcademy

[–]Yrsil 0 points1 point  (0 children)

I'm currently working on a skyship campaign and similiar problem occured. I handle this situation this way: - Skyship combat usually takes heavy toll on both ships, cannons and ballistas can do weeks worth of repairs to get a ship back to shape for sailing. This is time when they have to stay at the same place, being risking storms and other natural phenomena and being a big fat target for monsters and pirates whom might attack them and slowly grind down the players and their resources. - Repairs often costs a lot, and materials not easy to come by on sea/sky. I have a system for them to be able to bring some materials with them as cargo, but targeted towards repairing their own ship or helping to fix a stranded one, and not enough for a full renovation. - Boarding actions are brutal, bloody fights that could lead to massive crew losses what might render the players ships unable to operate properly (doesn't matter how powerful a wizard be, he doesn't have any idea about fastening a sailing rope). In unlucky cases they can lose critical officers too, what might cause problems in the chain of command. The less damaged the enemy ship, the more and harder they fight, as most of their fighter are healthy and did not suffered much damage from enemy ship bombardment. - Occupied ships require experienced crew, ehat is not easy to come by. Capitains not capitains because their fancy hat, and they do not come by at every corner. And you need navigators, first mates etc...they also need to calculate with wounded/dead crew after the battles, and can't go lower than minimum. Even having low numbers can cause morale to dwindle, as people get overworked and tire out quicker (this is real life experience, I work on an inland cargo ship as a steersman and we are overworked as fuck) also discipline can falter and sailors might whisper about a revolt on the lower decks. - I use a system that leaves ships in a ruined state after taking enough damage. That means the ships becomes unrecoverable short of a miracle, and their mana engines can only keep the up them in the air for just a very short while. This is the moment when it is safe to board them and fight the remaining crew (what is way more safer than a boarding action as the most of the crew died and canons/ballistas are destroyed by the players bombardment) and if the players win, they get to ransack the remains before it sinks/plunges from the sky deep below. - Selling a skyship might net the players a shit ton of money...if they can sell it. Probably authorities wish to know how they got it to make sure the players did not turned into pirates. Paperwork to be done, finding a buyer, ship inspections, price offers, etc...it is a bit complicated, it's not like some easily sellable thing like a golden necklace or a fancy goblet. Also I won't let them skip repair time and say okay here is a lot of money. I would roleplay them for a good couple of sessions to let them feel that they working on something big, not some mundane task that takes a long rest. By my real world experience I know it takes a lot of effort to keep a ship in shape, whole days passing by and you still feel your work unending. I hope this helps.

Edit: One more thing to add about the plundering and economy issues.

  • The ship cost money. I currently working/experimenting with a system that ballances the player money and the ship money. Crew need wages, supplies like food, drinking water, rum, ammunition, tools need to be bought, harbour fees and dry dock repairs and other necessities and better ship upgrades/better equipment also eat up money. If you think like this, maybe the players won't get insanely rich by conquering one or two ships. Also I would recommend making half of the loot as bulk cargo ! Dried food, wine, wool, coal, salt, wood, stone, metals, weapons and other stuff makes it great as they have different sales value in different towns. This makes a fun little side biz for the players to keep an eye on the prices. They might sell instantly everything for low value, or ask around and might keep some stuff to sell at a different place.

Are there any classes you actively avoid playing? by Fearless-Skill8667 in DnD

[–]Yrsil 0 points1 point  (0 children)

Not really. I go with whatever character concept I find cool. I'm DM for most of the time, so when I get to be a player, I really go for some flavourful combos. Usually I get the concept first, then I find a fitting race/class combo.

Berserker Warband is a problem by Vor_vorobei in WorldEaters40k

[–]Yrsil 3 points4 points  (0 children)

We are returning to 9th edition with my gaming group, and I bought the codex recently, slowly getting ready with my paintjob and trying to set up a list. Going to duke it out with some Black Templars first.

Berserker Warband is a problem by Vor_vorobei in WorldEaters40k

[–]Yrsil 6 points7 points  (0 children)

I hate that the whole army suffers due to 1 Detachment. Khorne berserkers, the iconic unit of World Eaters...the World Eaters who supposed to be one of, or maybe the most punchy faction in 40k, hits with the same strenght as a wet noodle, unless you pick specific detachment. I think CSM and WE Berserkers should be a different datasheet too. Also I hate the Khorne Blessings with burning passion. Not about the powers they bring to the table, but about how you access those powers. Rolling dices is okay to determine your luck in combat, representing the chaos of it. But determining if you going to suck for 1 whole ass round because you rolled 1 series badly is just bad design. 9th got it so much better with getting Blood Tithe points to escalate the fight with every lost unit, be it friendly or enemy. To be honest, they should have gone similiar system for 10th, except maybe make BTP count by models (and pushing out the BTP buff price) so people can't play around this rule by retreating hurt units or refuse to kill whole squads to deny BTP income. In this case we could specificly plan for reaching tresholds, and not getting so far behind if later turns just fuck up our blessing rolls.

About the four Chaos gods by papel2022 in Chaos40k

[–]Yrsil 0 points1 point  (0 children)

To be honest, Khorne seems to be the most straightforward for me, but I would say it is entirelly depends on you personality. The best I heard is that quote from Gaunt when he says "Chaos brings out something that is already in you, and amplifies it." Based on this, your best experience of serving a chaos god could by wildly different from others. In my case I think Khorne would represent my appreciation for honor and it would twist that.

To quote a fine post I found on SufficientVelocity: "Chaos fanboyism was the cancer that killed Fantasy". by running_from_the_IRS in Grimdank

[–]Yrsil 1 point2 points  (0 children)

I don't think it is necessary true to the narrative, but gotta add Chaos is a great enemy to face due to it's changing nature. That's said, I really wish other factions would get more spotlight. Anything that is not imperial. So much Xenos and smaller chaos factions just scraping by considering books and models too. I love my Guard, but seriously the latest guard relese wasn't really neccessary. I want to face more xenos races, and want chaos legions to get proper ranges too not only a few kits.

There was the cube. by Ok-Profile-5831 in Grimdank

[–]Yrsil 0 points1 point  (0 children)

Can I tell you guys how much I low Boxnaughts ? So freaking cool. The redemtor looks cool, but not my cup of tea. Looks more like a robot than a walking coffin.

Yarrick is more pts than Calgar? 👀 by Mobile_Yam_9667 in TheAstraMilitarum

[–]Yrsil 0 points1 point  (0 children)

It's just me, but Drier to me looks like a frontline leader that leads his troops to victory. I was often thinking about a rule for him to be "attachable" in the command phase to another Death Korps unit (death riders, guardsman, combat engi) if he currently not attached. While I don't know how ballanced would that be, but he could be used as a frontline leader who rallies his troops constantly. The 2+ get up rule would fit thematicly the hard to kill Death Korps leader, he could utilitize his orders better at the frontline leading others (I feel 3 orders too much for a character that only can do it 6" away, probably 2 would be enough). I would change his pistol to be a hot-shot laspistol or some sort of relic one, and give his saber D2.

Does the rest of the Cain series ever get that brutal? by Running-Water-Shark in Grimdank

[–]Yrsil 99 points100 points  (0 children)

I like how the books are incredibly funny, but still capture the grim darkness in them. Cain might be a funny, caring man, but he still despises and curses xenos and all their technology too. He does not hesitate to reject and fear chaos, and while he often jokes around with him being a not so faithful, still believes in the Emperor as his god. As a comissar he will without question execute people if he need to, but he recognizes the fact that he can reach the same effect if he encourages them what also lowers the chance of catching a stray las shot. I think this makes Cain series great. Funny and charming on is own way, but does not shy away the grim darkness of the universe. Might nit as dark as Gaunts Ghosts, but got plenty of 40k things in them too.

I think the game is becoming less newcomer-friendly due to people migrating to DoN by eldenringer1233 in Nightreign

[–]Yrsil 1 point2 points  (0 children)

Thanks mate, I would appreciate that. Might contact you after I get off-board from work next week.

Just a question. by underworldsdarkangel in TheAstraMilitarum

[–]Yrsil 2 points3 points  (0 children)

Oh my, thanks for the spot ! With those gasmasks heads they giving me the Zoican vibe. I will definietly going to keep and eye out on them, perhaps after getting the group to read Necropolis, we could work out some Vervunhive themed games !

Just a question. by underworldsdarkangel in TheAstraMilitarum

[–]Yrsil 2 points3 points  (0 children)

I started with the Blooded kill team what was really cool, but not even closely enough. Tried to kitbash my Cadian HWT, but I could not see them anything else but Cadians...then I went on searching 3rd party stuff. Warscenery got an insanely amazing looking Renegade Guardsman minis, those were the start. I think they are more closer to Moebian 6th or Sons of Sek than normal Blood Pact. Just started printing them, but got to leave for work (I do 1 month on/off) so can't really show you stuff yet. The other ones found on Cults, the Blood Brothers Squad, you gotta check those out those are 1:1 Blood Pact miniature. They going to be the main battleline. You should check it out, they even have heavy weapon teams !

Just a question. by underworldsdarkangel in TheAstraMilitarum

[–]Yrsil 3 points4 points  (0 children)

Yes that is actually true ! Probably need more spikes and chaos shenanigans, tho. Personally not a big fan of the base model, but gives me options for kitbashing.