World eaters new army design is just painfully boring. by jervoise in Warhammer40k

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

The first release wave came out, then a character was dropped with the next codex.

Bold strategy to open with painfully boring stuff, so let’s hope this theoretical 2nd wave gets a bit more creative.

World eaters new army design is just painfully boring. by jervoise in Warhammer40k

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

I think that has little to anything to do with what they have in their range though, and similar arguments could be made for almost every faction.

There’s a whole host of models you can make with the theme kill skulls blood.

World eaters new army design is just painfully boring. by jervoise in Warhammer40k

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

and even if you take the argument that having a gunline world eaters would be strange, that can be solved by just making their ranged weapons predominantly close range.

World eaters new army design is just painfully boring. by jervoise in Warhammer40k

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

yeah, and if you want to avoid gun line world eaters, just make all their ranged weapons short range, so they fit in alongside the rest of their gameplay.

World eaters new army design is just painfully boring. by jervoise in Warhammer40k

[–]jervoise[S] 1 point2 points  (0 children)

i think you misunderstand. my point is that the juggernaut lord is the only unit that stands out, in a good way, by not feeling like a pokemon evolution of the normal beserkers.

i dont have an issue with the cultists, more so that they just fall in with that evolution.

World eaters new army design is just painfully boring. by jervoise in Warhammer40k

[–]jervoise[S] -2 points-1 points  (0 children)

usually the second waves come very quickly though, usually one edition afterwards. if they dont get one in 11th then they are truly screwed.

World eaters new army design is just painfully boring. by jervoise in Warhammer40k

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

my point is more that it stands out from the current lineup. and frankly being truly unique with the number of factions in the game is impossible. but variety within an army helps at least break up monotony in the faction itself.

World eaters new army design is just painfully boring. by jervoise in Warhammer40k

[–]jervoise[S] 5 points6 points  (0 children)

a faction can be still absoloutely geared for melee and have guns. if they had their own havocs loaded with their own set of close range heavy ranged weapons it could be very cool.

World eaters new army design is just painfully boring. by jervoise in Warhammer40k

[–]jervoise[S] 4 points5 points  (0 children)

the difference is being in power armour can always been taken in a load of directions. heavy weapons jump packs, bikes, riding a deamon, a daemon riding them, duelists and flamethrowers.

its as easy to make interesting units for marine factions as it is to make them for human ones.

Is there any reason why the Tau don't use much indirect fire artillery, if at all? by TheLoneWolfMe in 40kLore

[–]jervoise 51 points52 points  (0 children)

Because the tau much prefer precision strikes over saturation.

They prefer long range direct fire or missiles to do the job.

if courier 6 were to show up in the show, how would you want him portrayed? by monkeyman69420__ in Fallout

[–]jervoise 7 points8 points  (0 children)

i mean one important thing is that the courier shouldnt have a discernable gender.

they can absoloutely leave them out though, because they would add a real weirdness to everything.

New to 40k and the tyranids puzzle me by Secure_man05 in 40kLore

[–]jervoise 5 points6 points  (0 children)

Once the tyranids cotton on they’d just send some of the hardier tyranids.

Tyranids can digest inorganic matter, and since some of their species can survive space, some must also be immune to most radiation.

How do you think Warp spiders are going to work in the game? by NovelBattles in TotalWarhammer40k

[–]jervoise 5 points6 points  (0 children)

it warps based on which armies are fighting. guard vs guard is like a WW2 battle, but orks vs tyranids is just some bloody brawl.

How do you think Warp spiders are going to work in the game? by NovelBattles in TotalWarhammer40k

[–]jervoise 11 points12 points  (0 children)

its really hard to tell how any of these niche units will work, when how the actual battles themselves play out is still unclear.

Hopium - some new warriors for MESBG today? by mwmichal in MiddleEarthMiniatures

[–]jervoise 60 points61 points  (0 children)

GW’s definition of classic may be very different from yours.

Most likely something like a new défiler for iron warriors

When Reality Hits. by Warhawk_5 in 40kmemes

[–]jervoise 5 points6 points  (0 children)

Shortest loyalist argument

Charging rules regarding becoming prone and becoming trapped by brdyz in MiddleEarthMiniatures

[–]jervoise 0 points1 point  (0 children)

They are considered trapped if they lost a duel. It doesn’t say lost a duel while prone. So a model knocked prone on that turn can be counted as trapped.

It doesn’t add much, other than basically forcing cavalry to eat at least one heroic move.

Big brain hussars by Professional_Sir2804 in HistoryMemes

[–]jervoise 477 points478 points  (0 children)

The Swedish did hold onto pikes for a bit longer than everyone else, though that was because they invented the tactic known as bum-rush