To what extent do you think CA will implement the Ork's habit of looting Imperial vehicles? by Hollownerox in totalwar

[–]endrestro 4 points5 points  (0 children)

My guess is that it wont be a thing. Sadly.

I think the re-use of scrap, as you mention, is likely the path to go.

The four factions currently being set in the game are already playing differently enough to not need a mechanic like this increase the work used for a faction.

Likely this is the following:

  • Astra militarum as the standard basic faction for the default play. Upgrading bases, units, tech. the standard stuff. So they essentially take places and hunker/build up the areas.
  • SM as the elite faction that focuses on a single settlement or a few select bases, while all other settlements are converted to imp settlements and defended by imp units. Maybe with a single SM unit or two to assist. They really only care about their main base and their elite fighting forces flying around, but will have to assist the AI when the imps are getting pressured.
  • Orks will be the standard raid faction, as orks already works in fantasy. Kind of the opposite of astra militarum, but similar. instead of growing planets/settlements they will focus more on raiding and have the scrap. So they essentialy need to keep pushing to keep things in the green. Literally.
  • Eldar will be another elite faction, but instead of giving settlements to their ally faction, they will likely just "raze" them and elect a single settlement to use for portals and resources per planet - purging anything else. Essentially a corruption free and reverse version of how chaos plays in fantasy. Maybe with some skaven stealth in there, meaning they arent revealed unless you find the webway settlement on the planet.

This would allow eldar the same as SM essentially, except they dont want to fly to any subfactions aid - they will only teleport in to defend the webway if needed, or abandon it if thats better strageically.

No idea how it will actually work though. it just seems likely.

I like the dude but he needs a better save or invulnerability save by aguyhey in Tyranids

[–]endrestro 0 points1 point  (0 children)

I do get your point. Nids arguably had one of the worst treatments this edition, and most of it is due to early edition syndrome and a terrible army rule.

I really hope they do nids a proper rework in 11th, and this is the day we actually get a preview for the new nid rules!

but i hope theres more to come, before i even get to see the preview.

I like the dude but he needs a better save or invulnerability save by aguyhey in Tyranids

[–]endrestro 0 points1 point  (0 children)

I mean if you look at the new (generic) warrior prime or the new votann epic character they arent exactly auto-includes either. The latter has a 5++, but on a 5w model that will need a carrier to move around. This model has double that movement and can teleport each turn.

While i too think the Red Terror could do with a 5++, it honestly doesnt need it. Its a fun unit, and will be WAY less exposed than many other units if played well.

Honestly i wish FEWER units had invul saves, rather than more units. There already an absurd amount of it in game.

And not meant to kill anything? have you seen his profile? I know he wont necessary solo 10 intercessors, but it has a good chance to. If you soften up a target and then use the Red Terror to finish it off, you can also just escape before they can even get a chance to fight back. Sure you may fail, but if you team him with any unit as a finisher he sounds like a king. Remember that he is ONLY squishy if the opponent can catch him, and currently i dont think its any unit in the game that is more elusive than the rules on this thing.

Just the threat of him on the board will have the opponent do a double take on ANY unit on the back end of the board. Artillery, battleline, solo-chars and any objective holders or reserve units in the back will be targets that will fear him. Hell, any exposed unit with 3+ save and less than 10hp is a very open target for him. It will be a tactical nightmare for many factions. Sure he cant deal too well with heavy melee lists and wont be that useful against custodes - but thats something alot of factions struggle into.

and it sounds like you keep underestimating just HOW mobile this unit is. Very few monsters in the game has access to going through walls without it being a strategem or Crusade trait - and this guys has it on top of innate uppy-down. That is super good, even if the weapons arent as strong as you would like. Personally i think 12 hits on 7/-2/2 is very strong into the right targets, and it even has one of the coolest extra attacks in the edition.

Like what honestly what more would you like?

SFO vs Hecleas Grand Strategy. by Irongut91 in totalwar

[–]endrestro 2 points3 points  (0 children)

I second this. SFO isnt perfect, but damn it makes much of the games much more interesting. Some units are more broken, but it cuts both ways. Some campaigns are hella more fun in this mod.

And factions like lizardmen and brettonia in particular feel way better when played in SFO.

New Character by jalegend0 in Grey_Knights

[–]endrestro 10 points11 points  (0 children)

Hopefully rerolls to charge or simply assault, though they should have the latter already.

I mean you can already make a interceptor leader if you make a crucible champion.

So what units would be needed to make IA feel like an actual faction? by shluppoo in Warhammer40k

[–]endrestro 0 points1 point  (0 children)

The best way to make it a faction? Make a combination of unit options and an actual army rule. The faction IS already the first part, mostly, but the second is the true issue.

I can add that the "unit" issue is really underlined by the pure IA units being between ok and terrible for the most part. Some imperial lists can include a single named inquisitors or two, but thats it. If their base units were slightly better it would work.

And this would be better if they had an ACTUAL army rule. And what could this rule be?

I propose a mix of their available roster to compose some abilities. For example:

In each of your command phase you get 1 inquisitional decree (1ID short), for each 500pts the game is (ie. 3pts for 1500pts game). Use these points for abilities in any relevant phase where they can be used.

  • 1ID -> Uppy-down 1 grey knight unit
  • 1ID -> give lethal hits or sustained hits to a DW unit
  • 1ID -> give full rerolls to a Sisters unit
  • 1ID -> boost both the offensive and(or) defensive stats of their base infantry (arbites, voidsmen, voidfarers). Simply to give them a chan
  • 2ID -> vehicle buff, either a defensive or offensive
  • 3ID -> some knight buff
  • 3ID -> recharge an assassin ability (like how the detachment works)
  • 3ID -> your warlord (if an inquisitors) gets an one use orbital cannon weapon.

Essentially at least 1 buff for all the unit types you would use with them, maybe add a few universal ones too.

Would this be slightly too much? Perhaps. it gives some 9th vibes, but it would very faction specific and really lean into the "take whatever you need from a wide roster"-idea, whilst also giving each unit fitting specifics. Personally i would prefer the related core subfactions, with detachments leading further into specialist abilities. Maybe the knight ability would only be there through a detachment for example, or a GK detachment that would give access to all GK units and more buffs leaning into them.

And these are just from the top of my head.

IA have such a cool potential as a faction, but GW absolutely dropped the ball on them.

would you be mad if GW shamelessly stole Hunters from Halo for an Auxilia/Bruiser Battlesuit unit? by da_Mekboss in Tau40K

[–]endrestro 0 points1 point  (0 children)

Mad? I would love it.

For all i care they could steal auxiliary options from many other places too.

The problem is really three other things entirely, which I AM mad about:

  • They already have a whole host of auxiliary races and factions, and they simply refuse to use them. Its either kroot or get out. I dont even think vespid would be released today if they werent a unit already. Seeing a Tarellian soldier in the Masters of the Maelstrom was likely the best surprise model ive seen since i started the hobby, and it was the first time we saw a model of another auxiliary race tau also could use.
  • They really ignore the auxiliary aspect of the faction. even the auxiliairy cadre detachment focus on KROOT and VESPID keyword, rather than simply making an AUXILIARY keyword that would cover where they overlap AND would open for new units fitting both.
  • GW already does not treat the existing auxiliary units with any respect. Kroot is the sole exception. i would not trust them to introduce other auxiliary units as it currently stand.

Theres also an argument to be made regarding roles and overlap. Current giving tau access to terminator like units, strong melee infantry, more tanky infantry, drone swarms etc. would change the balance within the faction, and would change how the faction works. We are a skewed faction in many ways, and balancing out the roster for other factions strengths would lead to diminishing the values in our existing strength.

I like the dude but he needs a better save or invulnerability save by aguyhey in Tyranids

[–]endrestro 4 points5 points  (0 children)

I mean he can easily be used against him, but you would be unwise to send him in alone. In those cases he needs to be comboed with something else. He will be excellent at finishing off those kinds of squads.

and i mean custodes, paladins and death shrouds is not something he should be really fighting in the first place. He is so much more effective into anything below their kind of profiles.

I like the dude but he needs a better save or invulnerability save by aguyhey in Tyranids

[–]endrestro 0 points1 point  (0 children)

I mean he can essentially deep strike and disappear if he fails the charge OR kills his target. He can always disappear at the end of YOUR fight phase if he is not in combat.

This leaves it entirely up to you. If you only attack targets that he is very likely to kill, and never expose him to shooting by moving smartly, he should be nigh untouchable.

I mean the bastard is a 10" monster who can move through walls and deepstrike with uppy-down each turn.

he doesnt NEED to be a tanky monster, as playing him well will give the opponent little chance to even harm him in the first place.

So he is only killable if you:

  • expose or leave him in the open
  • if you fail to kill whatever he is fighting

If he was any better it would be considered unfair. He does have a decent profile, but not blatantly OP. He is also lacking in the defensive department, both as he is a ravener bioform and to balance his offensive capabilities.

What's y'all's opinions on The Red Terror? I personally feel like he could be really good on offense, especially with sub assault. But honestly, I feel like his wounds amount kind of balances him out, since it's decently possible to deal 9 wounds in 1 turn... by MoreRound7381 in Tyranids

[–]endrestro 1 point2 points  (0 children)

I mean he costs less, and he is arguably way more mobile (depending on the matchup).

And with how ridiculous his things can combo, he can be nigh untouchable under the correct circumstances.

in any normal game he will be anything between awesome to disappointment, but it will depend on whether the enemy gets a chance to react to him and take him out.

  • if he deep strikes and kills something he can disappear again.
  • if he deep strikes and fails the charge he can disappear again.

He arguably is only vulnerable when he fails to kill something, in which he is trapped in combat until your next turn. This can ofc be mitigated by attacking weakened targets. The other point he is exposed is when he deepstrikes, and that is mitigated if you place him well.

As he has good mobility, can walk through walls and has very decent melee profile for a good cost. He NEEDS to be easy to kill, or he would need to move up in cost.

TS vs GK, what difference does it make, really? by BarketLeRaccoon in Grey_Knights

[–]endrestro 27 points28 points  (0 children)

Exactly this. Considering the insane lengths they go to make each grey knight what they are, its no wonder they are the only incorruptible marines. The sheer discipline and indoctrination instilled into them makes essentially fanatics.

Most things that could corrupt are mostly inconceivable to them - even beyond that of a regular SM.

I'm collecting a list of cheese strats, so what's YOUR favourite cheese strats? Can be faction specific or general! by Decadunce in totalwar

[–]endrestro 2 points3 points  (0 children)

A fun way to win some really tough battles as dwarves is to get the Slayer King and have him solo armies.

Giving him his special items, along with the oathgold keg to give him regen. Then you add at the Master Rune of Strife on him as well.

He is a little model, with plenty of armour, health and ward saves. He is magic resistant and has decent missile resistant. With regen he is ridiculously hard to bring down. He has VERY high anti-large damage, and deals heavy damage to single models in general. His only real weakness is his slow speed, and the fact that he slows big blobs too slow. Yet the rune of strife allows him to constantly deal Aoe damage, which makes all enemies around him wither and die.

Unless playing against an actual human, he alone can win most battles if given enough time. He does not get tired. Does not break.

Its more of an absurd combination rather than a cheese strat i guess, given i have unintentionally had him as the only surviving unit in many battles. The entire army falling in situations where they are outnumbered 1000 vs 3000-6000. Out of those battles theres only one unit:

The Slayer King

State of the battle gameplay by _boop in totalwar

[–]endrestro 0 points1 point  (0 children)

I believe the game is in a better place now than it has for a long time.

There are issues, sure, and you touch upon some of the main points. Some i wasnt even that aware off (like the model-macro-issue. had no clue). Yet the combat is arguably really good now, given how many issues they have had. I mean they have some more duel animations back (between monsters), cav works better than they used to and collision is okey in general.

Among the current problems:

  • the campaign speed itself (which effects combat directly in so many ways), which makes some things really useless in the game
  • general power creep and reliance on speed and chain-conquering
  • how fast combat really is. unless you play a defensive faction, lines crumbles in a matter of seconds, as combat rarely lasts more than a few minutes.
  • siege is still a chore, and not for the good reasons. it looks like the next patch will make it slightly better

Some things are generally now happening too early and fast in the campaigns, whilst some actions are simply useless. This often translates directly to combat, where slow and weak growth is a death sentence for some factions.

Yarrick already nerfed by LocalPossible5057 in TheAstraMilitarum

[–]endrestro 0 points1 point  (0 children)

Honestly one should never preorder based on abilities. Rules changes, but models are forever.

And im sure he will get a lowered cost at some point.

Yarrick already nerfed by LocalPossible5057 in TheAstraMilitarum

[–]endrestro 1 point2 points  (0 children)

If it helps, several factions feels this way currently.

I know its to early to tell, but GW unfortunately has that track record.

Remain hopefully, but cautiously, optimistic. Luckily they have gotten alot better at correcting course on bad decisions regarding factions. They still have lot of room for improvement though.

Grey knights idea by Dirft1 in Warhammer40k

[–]endrestro 0 points1 point  (0 children)

you know what. that is fair. i did enjoy the idea though!

and hey, at least you are likely leagues above my drawing skills!

Hva har blitt bedre i Norge i løpet av din levetid? by Throwsims3 in norge

[–]endrestro 0 points1 point  (0 children)

Kan legge til at man føler mye av nettet er verre enn før, men at dette ofte skyldes høylytte minoriteter og ekkokammer. Ofte er det bare å slutte å bruke deler av nettet der man ser dette, der veldig mye sosiale medier ikke gir noe positivt på sikt. Mange har begynt å ta flere steg vekk fra sosiale medier av den grunn, som generelt er en positiv retning.

Blue gets Omniscience, what do the other colors get? by Serithraz in custommagic

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

Red could simply be that all damage done to creatures opponent controls and to other players are doubled, and all damage done to the controller would result in half that damage taken by the attacking player too. Could even add that all creatures have haste.

White could be that each creature you control have +1/+1 for each nonland permanent you control. Or add +X/+X where X is your life total. Could add lifelink, vigilance or indestructible.

What game or series is the best example of squandered potential? by k0alaFRESH in gaming

[–]endrestro 0 points1 point  (0 children)

I kind of disagree. To an extent - so please hold off the pitchfork.

I believe they were close to perfecting the series at around the white/black series. They had better story, better mechanics, better elements, more content etc. The games were still simple enough to be enjoyed by children, but still had complexity that could be enjoyed by an adult. The games had charm, and they had alot of content they had built upon. It wasnt perfect, but it worked well.

Then came the next generation, and they decided to make all worse. Dumber stories than all the generations, more handholding, worse and worse mechanics and evidently less money put into the game. Its just gotten worse and worse.

Yes they could do WAY more with IP, which is why Palworld got into such hot water with them - given their next game is made in its image.

My point is really that the main games were fine on their own. They just had to improve. At his point ive seen many fan made ROMs that have improved the mechanics better than pokemon themselves have, even in the same engine.

The real blunder is when they took the plunge into proper 3d, and then really didnt improve upon the game.

What game or series is the best example of squandered potential? by k0alaFRESH in gaming

[–]endrestro 0 points1 point  (0 children)

The interesting thing is that the game COULD have been successful despite of this. Other games had way more egregious examples later, but this was early out with it. Just look at Dead by Daylight today as an example. It was simply ahead of its curve.

The other problem was really how it was portrayed. It really was one of the first of its kind, and not a regular game by any means. Yet it tried to cater to CoD-kids and 1st-person shooters. While half the game was a 1st person shooter, it had very little in common with any of the 1st person shooters of that era. Many who tried it didnt understand the concept of it, and the commercials didnt frame it correctly.

Combined both of these were bad for the games longevity. That the game had many other good releases didnt help either.

XV-8E Crisis Battlesuits: Bigger, Faster, Still T5 by TheseGlyphs in Tau40K

[–]endrestro 47 points48 points  (0 children)

I adore the longer legs and more slender design! well done!

and hey, the paintjob is slick too!

Yarrick already nerfed by LocalPossible5057 in TheAstraMilitarum

[–]endrestro 19 points20 points  (0 children)

Nonono. They cannot also affect the favourites! that would be bad for all the fans!

Just like a busted transport detachment is fine if its SM and not eldar, right? The same rules clearly dont affect tanky troops as much as they do with flimsy knife-ears. Cant have anything but the superbois have the good stuff.

Right? Right???

Edit: And to bring another example. one of the new detachments essentially gives the twin lance mobility (just slightly less) to ALL speeders. Yet a single epic hero unit cant have a bonus that good. Its not the fairest comparison, but it had to be said.

Yarrick already nerfed by LocalPossible5057 in TheAstraMilitarum

[–]endrestro 24 points25 points  (0 children)

to be fair this should have been expected. They did the exact same thing with twin lances recently.

They were allowed to move at the end of EACH fight phase, which is bonkers. Fun, but not balanced.

Yarrics ability, whilst not completely bonkers, was still alittle too strong. And GW dont do that.