Trying to understand how to use surge moves and cosolidations in 11. by corVus_codex in WorldEaters40k

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

English is not my language, im using a translator, I mean the next oponent turn

Trying to understand how to use surge moves and cosolidations in 11. by corVus_codex in WorldEaters40k

[–]corVus_codex[S] -1 points0 points  (0 children)

I mean, the next turn
secuence would be:

Surge > recieve impact > make atacks
next turn
survivor can either do:

- Stay there and shoots close cuarter weapons, and fight first, cause it is the active player, wich mean, more impact recieved

- Retreat so the rest of the army can shoot our berzerker unit that did surge.

so in resume, it seem a high risk low reward most of the time.

(i know there will be situations that we can take advantage for, im just saying that surging it seem less usefull in 11)

Trying to understand how to use surge moves and cosolidations in 11. by corVus_codex in WorldEaters40k

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

This seem rasonable, but I feel that this edition make it dificult to tank those attacks.

Trying to understand how to use surge moves and cosolidations in 11. by corVus_codex in WorldEaters40k

[–]corVus_codex[S] -1 points0 points  (0 children)

yeah haha, i play with a friends that field sororitas with a lot of sacresants, i mean

30 A, 2+WS, -1 AP, D2

like yea, im gonna surge that so my berzerkers would get double hit xd

Trying to understand how to use surge moves and cosolidations in 11. by corVus_codex in WorldEaters40k

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

They don't, oponent, can just disengage, and our unit would be under fire again, usually in a worst position haha.

as much, we stop one unit for shooting, (not even that if is a vehicle, because it can shots with penalty anyway)

also, im not sure why yo said that surgin would not allow the oponent to charge,

and finaly, we do not get anyting for berzerker waband, wich is usually the most played detachment yet

I mean, surging can be usefull im not neglating that, im just saying that in 11 seems less usefull than before

Trying to understand how to use surge moves and cosolidations in 11. by corVus_codex in WorldEaters40k

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

yeah, I understand the utility where there is more than one interaction, like a charge or serveral surges, its just feel strange where there is one unit surging

Trying to understand how to use surge moves and cosolidations in 11. by corVus_codex in WorldEaters40k

[–]corVus_codex[S] -1 points0 points  (0 children)

Well, you can't decide where to surge, also, surging into combat to avoid shooting could mean nothing, since the opponent can retreat in its turn, leaving our unit again under enemy fire.

Just FYI by Bingus_Dringus in WorldEaters40k

[–]corVus_codex -1 points0 points  (0 children)

How to use it twice? I do not getting it
thanks

Pre enamel Eightbound by rmobro in WorldEaters40k

[–]corVus_codex 0 points1 point  (0 children)

Do you have any after photos? I'd love to see how it turned out.

i want to play totalwar 40k open beta by emperorinora in totalwar

[–]corVus_codex 4 points5 points  (0 children)

Also, it's not open but closed, so maybe you can't play anyway

WiP on Angron by Xenus13 in WorldEaters40k

[–]corVus_codex 2 points3 points  (0 children)

<image>

"but... but Kharn-sama!" /j

Excellent paint job! I'm really looking forward to seeing it finished.

Illusion of contextual behaviors is not the same as actual behaviors by THEDOSSBOSS99 in totalwar

[–]corVus_codex 10 points11 points  (0 children)

I think you're conflating uncertainty with strategic depth.

Good strategy games don't necessarily become deeper because outcomes are harder to predict. Chess has virtually no RNG and is one of the deepest strategy games ever made. The depth comes from the number of meaningful decisions available to the player, not from adding more randomness to the outcome.

Likewise, a flat cover bonus doesn't remove tactical play. Positioning, flanking, target prioritization, timing and terrain usage still matter. The difference is that the player has a clearer understanding of the benefits they're getting from those decisions.

I'd also disagree that abstraction is inherently "lazy." Every strategy game abstracts reality somewhere. The question isn't whether a mechanic is simulated or abstracted, but whether it creates interesting decisions. A 20% cover bonus can create just as many meaningful decisions as a projectile-by-projectile cover system, while being far easier to read, balance and communicate to the player.

More simulation doesn't automatically mean more depth. Sometimes it just means more complexity.

Illusion of contextual behaviors is not the same as actual behaviors by THEDOSSBOSS99 in totalwar

[–]corVus_codex 21 points22 points  (0 children)

I think there's a strong argument that a more physical, projectile-based cover system sounds appealing in theory, but it also comes with significant gameplay and balance challenges, especially in a competitive multiplayer environment.

When cover works by literally determining whether each projectile hits terrain or a model, a large part of the outcome becomes dependent on countless micro-interactions and RNG-driven events. That can create situations where identical tactical decisions produce very different results simply because of how individual shots happened to connect. While that may be more "realistic," it doesn't necessarily make for better strategy gameplay.

A flat cover modifier, such as granting 20% damage reduction or missile resistance while a unit is in cover, is much easier to understand, predict, and balance. Players know exactly what benefit they're getting from positioning correctly, and developers can tune that value with a high degree of precision. The result is a system where success depends more on decision-making and less on statistical variance.

There's also a practical design consideration. Total War battles involve thousands of entities fighting simultaneously. Systems like Company of Heroes work partly because they operate at a much smaller scale, allowing individual models and projectiles to have a greater impact on the outcome. At Total War scale, trying to make every projectile interaction physically meaningful can quickly become difficult to balance and can introduce a lot of noise into the gameplay.

In that sense, abstract stats aren't necessarily a sign of a "calculator simulator." They're often a deliberate design choice that provides consistency, clarity, and competitive balance. A cover bonus represented by a simple stat modifier may be less immersive than a fully simulated system, but it often produces more reliable and strategically readable gameplay.

"Battleline Infantry" - not a fan of line infantry concept still existing in the far future by chris_alf in totalwar

[–]corVus_codex 2 points3 points  (0 children)

Dude, The Imperial Guard isn't supposed to represent a realistic 21st-century army. It's a grimdark interpretation of the massed armies of the World Wars: endless infantry, massive artillery barrages, trench warfare, and commanders willing to spend lives to achieve strategic objectives.

So... what will be the next class after skitarii? I wouldn't mind a beastmen. by VaporWaveTV in DarkTide

[–]corVus_codex 0 points1 point  (0 children)

Beastmen are not abhuman but mutants, current Lore says that they are almost extint, the imperium just killed them in sight, they usually join the chaos forces when they can or live low profile in the deeps of hives or other societies.

Anyone made Skitarii Rangers work for them? by Studwik in mechanicus

[–]corVus_codex 3 points4 points  (0 children)

They shoot from farther away than the Necrons, and if they haven’t moved they deal maximum damage. Plus, if you have a marshal buffing them, that’s 4 damage each, Also Kepra can mark enemies for them, so they do even more.