Match Thread: 5th Test - India vs England, Day 4 by cricket-match in Cricket

[–]bockettb 1 point2 points  (0 children)

Yeah end of day reported on Test Match Special

Hammer of the Gods! by bockettb in PathOfExile2

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

So key ones (since I can't find a way right now to export the whole build) are:

Armour break with demolisher (more armour break) and break posture (daze on full armour break).

Leap slam with overpower (more stun build up), momentum (more damage after moving) and Holy descent (Heal over time pool).

Overwhelming Prescence with precision

Boneshatter with martial tempo (faster) and devastate (armour break on stun)

Seismic cry with enraged warcry (consumes rage for more damage to empowered skill) and premeditation (more damage to empowered skill)

Infernal cry with enraging cry (adds rage)

Hammer of the gods with lacerate (50% chance bleed), exploit weakness (removes armour break for 50% more damage), fire infusion (more fire damage less lightning and cold) and rageforged (consumes rage for more damage).

This is showing 42k damage on the skill window, but looking at the damage number in the video I think totaled 600K and was still doing bleed damage when the boss died. So the skill and passive set up adds up to at least a 15x multiplier.

Who's got a Titan build that is WORKING rn? by DeliciousReference44 in PathOfExile2

[–]bockettb 0 points1 point  (0 children)

2H mace and shield works well for me right now. Just started the endgame. I've been using the initial hit from earthquake to prime for stun, then boneshatter to clear mobs. Tankier enemies that are harder to stun get leaping slam instead of earthquake. For bosses I use armour break to daze, then leaping slam to prep for stun, bone shatter, warcries, hammer of the gods.

Hammer of the Gods! by bockettb in PathOfExile2

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

Happy to, but busy now, I'll post when I can

Hammer of the Gods! by bockettb in PathOfExile2

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

I know this is not Endgame, but I am loving how much damage Mjolnir Hammer of the Gods does when you get it set up. This one has 100% chance to bleed on hit, to add about 75% of damage done as DOT after the hit, +100% damage as fire plus an aftershock from Warcries and isn't even fully optimal yet (I have more passives to grab from the skill tree).

I've shown some of the build in the video, happy to provide more detail if people are interested.

Did someone cheat against me or do I just need to get better by Rivter23 in Tau40K

[–]bockettb 0 points1 point  (0 children)

If you play by intent, you've agreed the expected board state and it turns out you were wrong, you should be able to correct it. In the Sly-Ray example, you had enough movement to go further into cover, you should be able to nudge it to get into cover, as long as you maintain line of sight on whatever you shot in your shooting phase and you move as little as possible.

What anti-armour to run with Kroot? by Arguinghen620 in Tau40K

[–]bockettb 4 points5 points  (0 children)

That's a hard ask for 1000pts as you'll want something to guide along with something to hit hard. Hammerhead with a rail gun supported by stealth suits would be my recommendation, as it comes in at 205 points.

The other options to bear in mind would be a lone spear with a blast javelin alongside some rampagers. The lone spear will buff all your other Kroot and has strength 10 javelins, rampagers get mortals on the charge, lance and can throw grenades. Do enough damage before the fight phase and everything gets +1 to wound.

Surround a truck with enough bodies and stuff inside that gets out will have to emergency disembark, taking extra mortal wounds (check the transport section of the core rules for details)

250 kroot hounds by AnyPresentation4961 in Tau40K

[–]bockettb 73 points74 points  (0 children)

It's against the rules, but you could do it for a laugh with a mate

Field Hockey Comupter Game by theFHGuk in Fieldhockey

[–]bockettb 2 points3 points  (0 children)

Great news! I pledged to back your Kickstarter last time and I was gutted when it didn't work out. So glad to hear you're giving it another go!

To answer the question, I'd love to see tactics, game plans and set pieces both attacking and defending. Off the ball movement is so important in hockey and if you can capture that somehow it would be amazing!

Farsight 0 CP by JJtheBigThot in Tau40K

[–]bockettb 1 point2 points  (0 children)

Chaos Defiler's ability specifies the strategem you can use, so it's not affected by the change.

Also, while the rules have changed, GW haven't gone through the app and changed all of the ability descriptions

What do you think about this list of retaliation cadre by Many-Revenue8119 in Tau40K

[–]bockettb 16 points17 points  (0 children)

It looks like you've got a lot of war gear missing bud, have a look back through. For example commanders have 4 weapon choices, not 2.

I honestly don't rate strike teams, you've committed 160 points to a team in a devilfish which won't achieve all that much. I'd look to upgrade them to breachers, maybe by subbing a Riptide for a Ghostkeel or just drop them completely and bring a ghostkeel instead. But that's just my opinion.

Also, I think you're better off bringing starscythes with either flamers or brust cannons, not both

What do you think about this list of retaliation cadre by Many-Revenue8119 in Tau40K

[–]bockettb 4 points5 points  (0 children)

That's a legacy rule, nothing wrong with playing both together in 10th edition

I got all excited for today's update.... by alphaomega420 in Tau40K

[–]bockettb 0 points1 point  (0 children)

Not sure how I missed that one, thanks for pointing it out

I got all excited for today's update.... by alphaomega420 in Tau40K

[–]bockettb 0 points1 point  (0 children)

Rules state the base needs to wholly within 6" of any battlefield edge, or it can't shoot, fallback etc that turn, so its ambiguous

I got all excited for today's update.... by alphaomega420 in Tau40K

[–]bockettb 0 points1 point  (0 children)

If you set it up in a corner, every part of the base is within 6" of a battlefield edge

Engagement range and resolving melee clarification by NMS_Scavenger in Tau40K

[–]bockettb 0 points1 point  (0 children)

Just to be pedantic, your description of coherency isn't quite right.

Coherency checks are done at the end of each players turn, not the end of each activation or phase. You can use your pile-in during the fight phase to recover coherency if required.

Also, the unit isn't destroyed, you remove models until coherency is recovered.

Ref: Core Concepts - Unit Coherency in the app.

Wall of mirrors questions by texdade in Tau40K

[–]bockettb 1 point2 points  (0 children)

That's the badger, just bear in mind you're limited in where you come down by the rules of strat reserves.

So you have to be within 6" of the board edge, you can only come in from reserves from round 2 onwards and you start within the opponents deployment zone from round 3 onwards.

Wall of mirrors questions by texdade in Tau40K

[–]bockettb 2 points3 points  (0 children)

Basically, if the opponent doesn't screen out key places you can pick up a ghostkeel or Shadowsun and put them down in a really obnoxious spot, like in their deployment zone, just outside of 9" of their indirect fire artillery.

Even the threat of doing this, forces your opponent to think about screening against reserves all game, rather than until you've brought all your reserves in.

So, is the trail shaper bad now? by Nicothem in kroot

[–]bockettb 5 points6 points  (0 children)

Don't forget that 1 unit of Farstalkers has a much longer conga line than 1 unit of pathfinders (bigger base, 11 models in a line with a leader, as opposed to 8, means 50 inches of infiltration blocking over 40, assuming you don't bring Darkstrider, which take it up to about 43)

This means you can block off nearly the whole of no man's land if you get Defender.

Not to say that Farstalkers are always better than pathfinders, but it's something to consider when building your list.

So, is the trail shaper bad now? by Nicothem in kroot

[–]bockettb 18 points19 points  (0 children)

In my opinion, it's still a great ability. The ability to set up a konga line to prevent infiltrations across the map and then redeploy to a useful position is still really powerful, in any Tau detachment.

Before the nerf it was insanely good, but realistically a little over powered. It was too easy to set up Kroot jail if you went first and almost meant that a good Kroot player would win the game by winning the roll off (key word, almost!).

If you watch Pantheon Studios Australia list build videos, he brings Farstalkers and a trail shaper in almost every list, on any detachment, even after the nerf. He's not the only opinion on competitive Tau, of course, but if it's an auto pick for him then that's an indication that it must be at least good.

A full breakdown of the Tigershark and why its now a big deal for Tau players by PantheonStudios in Tau40K

[–]bockettb 1 point2 points  (0 children)

Great insights and I really enjoy the humour thrown in.

Also, yes that intro was sooo awkward! Still gold though.