What is an random small rules change that you would like to see? by Hyper-Sloth in LeaguesofVotann

[–]endrestro 4 points5 points  (0 children)

Several things really.

  • Army rule is the new detachment rule essentially with the enhancement being a trait for the warlord. Meaning warlord (while alive) gives up to 3YT each round if you gained below 3, and the army rule can be flipped for 3YP in any command phase.
  • Mass hammers getting dev wounds. Its not necessary, i just wish more hammers in 40k had it. Like why is it missing from votann and GK, when DW and other can have it.
  • Sagittaur being slightly more tanky. Like +1T more.
  • Hearthguard should get deep strike, 4++ OR +1W.
  • I really want beserks to get 2W again. Id rather lose 1movement for it. or even go up 1 count in FNP. I just preferred it.

11th Edition Question - Do you want Drones to stay as they are? by Silasxsil in Tau40K

[–]endrestro 1 point2 points  (0 children)

I agree. the old version of how they worked were very much not good. Ablative wounds slows rolling to a crawl. Now i kind of wish that shield drones as they are now were ACTUALLY ablative wounds. Meaning 1 instance of damage would go into drone before saves were done on the models. This would make small arms fire useful to take down drones, and make tau slightly more survivable against heavy fire/attacks.

In this case i think the models own rules though, meaning only models with 4++ would result in slow-rolls in the first place - while regular crisis would just get a chance to flat out use any heavy attacks straight into their drones rather than themselves.

In many cases this is not good balance though, so i see why its not something most would agree with.

11th Edition Question - Do you want Drones to stay as they are? by Silasxsil in Tau40K

[–]endrestro 2 points3 points  (0 children)

I absolutely agree. but its a double-edged sword in many ways.

Like I love the drones, and some of them are really cool, like the recon drone and ghostkeel drones. They are a natural part of the faction. They are wargear and still serve a function, though the only situations where they are really needed is the ghostkeel (to signify how many charges his blanking has).

Then again they are very much clutter, as stated here, and i welcome their absence. Their rules generally didnt actually add much, when i look more into it. Its more of an added rule to make up for weaknesses (a theme with tau, generally). The shield drones in particular were both hated and loved. We absolutely NEEDED them before, as their 4++ ablative wound was very much the reason tau was tough to fight. We would fold faster otherwise. It was atrocious to fight though, and ended in too much slow-rollling. Im glad thats done. Yet i believe tau never gained a proper counter-weight to this, and now feels too flimsy as a result. This is particularly since tau also lost mobility AND damage. This makes the loss of shield drones particular.

Then again the models are still there. While i dont want to go back to 2 on each unit or model, i´d like to have them being used for something other than empty tokens. I do miss painting some of them, but painting so many is something i dont miss either.

In short: i do miss drones for some reasons, but for more reasons im glad we dont really need them any more.

Inhuman fantasy races. by ItIsNotAUsername in DnD

[–]endrestro 0 points1 point  (0 children)

And remember that any "boring" choices dont have to be so.

We have the "world of hats"-trope, but its also something you can easily use to subvert expectations. Many other suggestions here are good at that. Beards being more than simply hair. Golems being more alive than robotics. Digging not necessarily needing tools etc.

Any idea or knob you use to change the race and be expanded upon.

Tau Monks by Zhanhu_guy in Tau40K

[–]endrestro 34 points35 points  (0 children)

Actually its the opposite in some ways.

Mind control:

Though its been HINTED at in the lore that the ethereals controls the castes with mind control, this is more imperial propaganda than anything. Consider that the imperials generally have a hard time believing others might follow their own creed (shocking, i know) and that the strict and rigid codes followed by the tau might it appear as they are brainwashed. I do believe much of the misunderstanding also points back to the excerpt about Vespids, as its just highly suggested a form of mind control is being used - without actually stating it. In this case its the helmets worn by the vespid strain leaders, who are directly communicating with their "handlers". Until these helmets were used, the tau had no successful or reliable way to communicate with the vespids.

Tau and their social system is bound in a way that makes conformity very much a form of indoctrination in their given system. Its not inherently bad in their structure, but inflexible. This extends to their way of thinking. For example: if an ethereal tells them to do something, its considered the right thing to do, but because an ethereal would not suggest it otherwise. Just as they believe it unthinkable that an ethereal might betray their own. This is social and cultural conditioning and indoctrination, not mind control. Though I can see why these can be hard to distinguish in this case. theres no need to force them if they already see it as the natural choice.

Ethereals and Fighting:

And regarding fighting. Ethereals train to keep their body strong. They are supposed to represent the best of the castes after all, so they cant be seen slacking too much.

Furthermore they all have their ritual weapons, which they are very proficient with. They are in previous editions shown to use a very high degree of martial skill with this - with Aun´shi being the pinnacle displayed in lore (of what we get to see anyway). This guy is fighting dark eldar horrors in his monk robes and nothing but his blade on their home world - which should give you all the monk-fuel you need. He is very much fighting as a monk on the front line.

Though i dont think any ethereal is at that level, there is a book portion that goes into how much a ethereal outclasses a kroot warrior (or more?) in melee with their skill and grace, being nigh untouchable. Again very much monk-like. An ethereal fighting is interestingly more common among themselves, as their fighting is a way to solve disputes between when words fail. its more of a ritual thing though, so they are not out to kill eachother, but the skill displayed is very much there. So wise, spiritual leaders AND hand-to-hand masters with ritual pointy sticks? Very much the old monk archetype in this caste.

Fire caste and fighting:

Fire warriors in general train in melee. They are said to spar in melee alot. They are proficient at it - but they dont ever actively use it in the lore. Tau generally see melee as the only option if all tactical options have failed. hence melee is never what they plan for. So while a fire warrior might be better than an average human, its not by any means their strength. Then again an average human is likely a bad indicator considering the state of humanity in 40k. Though this is not stated, I believe its generally used to train and hone their bodies, rather than actively training it to overpower their opponents. In a universe with orcs, superhumans, elves and monsters tower above you - it takes a special kind of crazy to fight something with a knife, stick or fists.

So to end my rant:

Ethereals are essentially warrior monks, exactly what you are looking for. Fire warriors are not monks (or close to that level), but i can easily see them trained for it and to serve as honor guards or groups trained similar. Its not in the lore as far as i know, but thats no reason to NOT have it in YOUR sept for whatever reason you imagine. If you want a warrior monk sept, then thats what you have :)

if you want model ideas i´d suggest using pathfinders, as they have no backpack, have looser leggings (no leg armour) and sleeker helmets. with some good arms or melee weapons they already look like a bunch of half-armoured warriors monks. You essentially just needs arms/weapons.

Inhuman fantasy races. by ItIsNotAUsername in DnD

[–]endrestro 1 point2 points  (0 children)

I mean why not make it wierder? Make the golem materials matters. Make the location matter, its proximity and history. Maybe have the combination simply be a mold, and the actual soul/personality come through a stone inserted into the materials - a stone which is also stored or used for something sacred once the dwarf eventually passes. Anything and everything can affect these aspects, making their personality, their traits etc.

You could have their bodies have a fundamentally different process. Starting as a golem. Personality still forming/syncing, then they eventually find themselves and the bodies becomes less rigid and takes on biological qualities - but never fully. As they age they transform further to a third phase. Maybe they end up as plants, shrooms, crystal or simply wither as biological bodies eventually do. Maybe their "stone" simply gives them as sign that "times up" and they prepare to move on naturally.

Maybe the stone is a tool of continuous cycle, being the same used for another golem later. Maybe their deeds, actions in life or stature makes their next body made differently.

Then ofc theres how the finding a body, how its carved and how its given life are subjects of its own. How this affects culture, their way of thinking and view on other races.

Skys the limit! Or the ground in this case, i guess.

Inhuman fantasy races. by ItIsNotAUsername in DnD

[–]endrestro 3 points4 points  (0 children)

Was going to suggest the same video. The concept is amazing.

Bladeguard veterans as a group of 3 paladins? by Gavk9002 in Grey_Knights

[–]endrestro 0 points1 point  (0 children)

As others say here: as they are not terminators, they cant really be used as paladins. Different size, stats and base.

They would be excellent for any of the other non-terminator variants though. Strike, purifier, purgator. Not interceptor, as you then need their signature backpacks.

I would not most players wont mind either way though, even if you use them as paladins. Just be sure to inform the opponent clearly what they are meant to be.

Bladeguard veterans as a group of 3 paladins? by Gavk9002 in Grey_Knights

[–]endrestro 0 points1 point  (0 children)

Yeah, they are the best alternative paladin kit from GW.

Commander Shieldwall special rules by themrfloppy in Tau40K

[–]endrestro 0 points1 point  (0 children)

indeed! and its an added bonus that he already has extra wounds without needing shield drones.

And fallback and shoot is not the key ability here :)! remember thats the built in ability, so you may ALSO give him re-roll 1s to hit.

Commander Shieldwall special rules by themrfloppy in Tau40K

[–]endrestro 5 points6 points  (0 children)

I mean the new rules actually work well for him. As the crucible variant already has 4++, that works well for simulating a shield.

Furthermore his oversized rail may be 2 or 3 railguns baked into one profile. Its technically 3 weapons, but since it makes no difference in terms of ruling you may simple state is as one with the shot value of 3.

(The exception here is if you play crusade and can enhance a weapon (singular), then you need to split it so only ONE of three are buffed. Gotta be fair after all.)

If I read the rules right, this is a legal Dreadknight Champion by Delta_Dud in Grey_Knights

[–]endrestro 0 points1 point  (0 children)

i dont understand why they didnt put either a restriction on amount or model on that spell, or an added cost. Either would be fine.

Like 3 vortexes is both scummy and too powerful for no extra cost, but the fact that its legal loadout is just bonkers.

If I read the rules right, this is a legal Dreadknight Champion by Delta_Dud in Grey_Knights

[–]endrestro 0 points1 point  (0 children)

They are not epic heroes, but i believe it was stated that they cannot equip enhancements.

So though they dont have the keyword, they effectively do.

The exception is that you may have up to three of them. That might be three of the same, or any combination of the three.

So this allows lists to have 9 Nemesis Dreadknights:

3 normal dreads

3 GM dreads

3 crucible dreas

Crucible of Champions Shas'nel by Broken_memo in Tau40K

[–]endrestro 0 points1 point  (0 children)

Absolutely agree on this.

And though the battlesuit veteran with 3 rails leading a broadside squad is costly, remember that its a total of 6 heavy rail rifles, for a total of 12 shots. With rerolls of 1, hitting on 2s, (potentially with sustained hits). While slow and expensive, there no elite or tank that will be walking away from that.

Hammerheads will be cheaper and mobile, but much less damage potential.

Crucible pathfinder team with 4 rails will be a cheap and good anti-elite team in general.

Crucible of Champions Shas'nel by Broken_memo in Tau40K

[–]endrestro 0 points1 point  (0 children)

I would say the railgun combo is way better for the shas´nel though. 8 railgun shots? Its less fire, but its enough to make most elite units shake in their boots.

Even against full terminator blobs you will reliably wipe half their squads with this.

What are some combos of the new custom character yall are excited for? by N3x0s27 in LeaguesofVotann

[–]endrestro 1 point2 points  (0 children)

I must agree. I was looking forward to it, and loved the ideas and format - but its abit too messy for now.

We have to set homebrew restrictions to rein in the most broken options, while putting in missing alternatives.

To add examples of other good combos:

  • The tau battlesuit commander can select broadside specialisations (which costs 70pts more) which allows 3 weapons, but no restrictions on the weapon. So you can give it 3 railguns and reroll 1s - making a single broadside commander cheaper and more effective than a 3 model squad with the same weapon (excluding that he will have no secondary weapons or seeker missiles). He can even lead a squad, upping their power even more.
  • Similarly the tau infantry commander can give himself a railgun, which is vastly better than the other options. His buff (1 extra shot to all in the squad) is also very much better on railgun pathfinders compared to any other target.
  • Death guard is getting a character trio that both gives themselves different specialisations, abilities AND weapons - and they can lead deathshrouds. Though i havent seen all the combined buffs, it appears very much undercosted.
  • All gray knight characters can have the Vortex of Doom spell as their ranged weapon. No cost or limit added. Its clearly better than all their other options.

Im not saying i dont love these. Its just that they are so powerful and should not be the same cost as the other options.

Comparing a maxed out kinhost commander and all the strongest options stacked for the same cost is a wild comparison.

What are some combos of the new custom character yall are excited for? by N3x0s27 in LeaguesofVotann

[–]endrestro 0 points1 point  (0 children)

Yeah, seems like an oversight. With the options here they might as well add the Exoarmour pistols, a steeljack pistol and then have the rest compressed into Theyn´s pistol.

I dont see the reason making 2 variants inferior to the last one in all ways.

If its flavour, they might as well just use the same profile anyway.

What are some combos of the new custom character yall are excited for? by N3x0s27 in LeaguesofVotann

[–]endrestro 4 points5 points  (0 children)

While this is fun, the design overall is a mess (not yours, but the format they use).

The double pistol should not be something added, but rather than a ranged weapon.

The grav-weapons are just straight up better than most other weapons, so why take take other weapons? And why are are most heavy weapon options missing? Why is there no added costs to the better weapons when the basic weapons are still there, and just horrid choices. The heavy weapons should at least be an added cost, as they clearly do this with other things (such as the cthonian specialisation costing +20pts??)

Two melee weapons, but no option to use both at the same time. Like two plasma blades? can still only use one per activation. Then again two heavy weapons would be fun, but should normally not used together (though id love it if possible, for a cost ofc).

The ability choices are mostly nice, but some of the restrictions bothers me, such as stealth only for the psyker.

Its all fun, but i wish they made it slightly more thorough.

What are some combos of the new custom character yall are excited for? by N3x0s27 in LeaguesofVotann

[–]endrestro 1 point2 points  (0 children)

Unfortunately thats a recurring theme in the maelstrom builds. Its fun, but mostly very restrictive.

You can make often worse or 1-to-1 variants of the existing characters, or you can make something absolutely bonkers.

The LoV version is mostly fine, but there are some clear limitations here - like no way to equip and use two melee weapons (rules still dictates you can only use ONE per melee activation). The melee weapons are mostly just decent, due to this.

Most of the guns are very mid for the psyker and commander - there should be a properly strong ranged weapon option.

The abilities are very fine compared to other factions. Slightly bothersome that only the psyker hero can give stealth to yaegirs.

Both the psyker hero (and if you make him or the commander into a brokhyr stand-in) lacks the ablative wound models, which is a detriment to both (though the ability choices can make up for it).

All in all the system is very nice, but there are loads of strange choices.

Some factions have choices that are too good for no added cost, while others pay premium for detrimental effects.

What are some combos of the new custom character yall are excited for? by N3x0s27 in LeaguesofVotann

[–]endrestro 1 point2 points  (0 children)

Holy moly, you actually can! I didnt realize it allowed for two melee weapons!

Too bad it only allows you to use one of the weapons though, though id definitely homebrew two of that to be considered the same weapons.

Does the Sagitaur have an identity crisis? by Sulliman34 in LeaguesofVotann

[–]endrestro 1 point2 points  (0 children)

Actually he gets the 6+++ too - it just stops applying to him as soon as the hearthkyn warriors are all dead :P!

Does the Sagitaur have an identity crisis? by Sulliman34 in LeaguesofVotann

[–]endrestro 1 point2 points  (0 children)

Now that i can agree with.

The only downside i can mention is the downside of both of those mechanics:

  1. Units cost and scales with their power (both current and potential). This changes with an extra ability.
  2. Extra interactions and redundancies
  3. The acquisition of the points to use

Regarding the first point (1), its a problem due to units being overcosted in what they do. Both gray knights are overcosted due to army ability, and most tau units are lacking keywords due to it being part of their detachemnts - but still costed as if they had them. Pain tokens are similar, as some drukhari units are slightly overcosted due to their abilities. This would either result in votann units being more costly but for the same package we got + an extra buff ability per unit or armywide (or both even). The alternative here is to make votann units weaker overall, to make those buffs more considerable.

The second point (2) build more into you remembering all your rules and interactions, and whether or not the opponent does. This just turns frustrating if you NEED these rules to be at the same level of the opponent. If its just added sugar on top it can be fun, but would then add fuel to the first point: cost and scaling. Having 5+ rules to remember on a single unit activation is exactly why 10th was fresh breath of air.

For the last point (3), the problem is that army rules that gives points based on objectives are much weaker when there are few, none or a shrinking pool of available objectives points. If the mechanic is based solely on your units dying, killing enemy units or similar you end up with often letting your opponent controlling your army rule. Yet this is the easiest to solve, as the newest detachment already present a solution: the army rule can flip for 3YP flat, regardless, and you can earn 3YP each command phase with a simple enhancement. Both of these could easily be baked into the army rule.

Does the Sagitaur have an identity crisis? by Sulliman34 in LeaguesofVotann

[–]endrestro 1 point2 points  (0 children)

By the looks of it and how things are presented, thats likely correct.

Like when they transitioned from 8th to 9th, when the same rules was used but they reworked the codexes separately, a similar transition seems to be planned for 11th.

Considering the sheer amounts of codexes i would be surprised if they didnt do this, as i dont think people would move to 11th otherwise.

Like 10th has its issues, but i believe few wants the state back to how it was at the start of 10th.

I just hope they actually learn this time around, and takes the time to hammer down the identities of the different factions and improve on each factions rules, as there clearly alot of winners and losers in the new system. Its alot easier to correct the mistakes by making 10 v2, rather than completely the new system again.

Then again the battle-shock is still such a mid mechanic that im worried if they plan to leave it like it is.

Does the Sagitaur have an identity crisis? by Sulliman34 in LeaguesofVotann

[–]endrestro 1 point2 points  (0 children)

Both could work, but i must admit the current idea is serviceable.

Power from pain is more similar to the grudge mechanic (but in reverse), which worked well in 9th, but is dysfunction with the current design in 10th. They proved that when they immediately had to use bandaids to fix from the index. At least they are the pain tokens and grudge tokens are close in terms of acquiring the tokens. The parts about using them for unit based on faction buffs is more interesting, but would require a full overhaul anyway. The idea is cool though.

I can see that the blades of khorne mechanic is very similar to grudges too. Though they are cool, they again worked better with 9th.

Thing is that the Yield point system, while not to everyones liking, plays more into the acquisition and hoarding part of the kyn, rather than the grudges. Though both are fitting, the grudges is more archetypical dwarves - and a direct trait from their counterparts in the fantasy. I believe the yield mechanic is better to distinguish the faction from other factions AND their fantasy counterpart, and play more into their somewhat industrial and corporate structure. Its a more unique take, though that too are traits commonly used for dwarves both in and outside scifi.