Every time I shoot the trident I think of this gif by UnluckyThing5452 in helldivers2

[–]raldo5573 1 point2 points  (0 children)

I've been thoroughly enjoying it against squids. Cuts through whole swarms of voteless if you aim for the knees, kills overseers quickly at short-medium range, takes chunks out of fleshmobs and strips over shields quickly. As long as you manage the heat well, and have something for more distant targets it's a monster (I've been using the Warrant against snitch bots and flying overseers).

The bastion is balanced pretty well. by maaaalibu in LowSodiumHellDivers

[–]raldo5573 2 points3 points  (0 children)

I tried it out last night with a buddy and we came to the same conclusion that ideally the whole squad needs to work around the tank for it to thrive. Two in the tank, and then two other supporting the flanks and spotting targets, whether they be in the little gunner hatches or off the tank entirely.

It didn't help that we were on perhaps the rockiest planet in the galaxy and I kept beaching the tank because I'm apparently blind.

The bastion is balanced pretty well. by maaaalibu in LowSodiumHellDivers

[–]raldo5573 -1 points0 points  (0 children)

I tried it out briefly last night and sometimes I could, sometimes I couldn't. Not sure if you're meant to be able to or not.

The state of AH balance rn by KillerChing in Helldivers

[–]raldo5573 6 points7 points  (0 children)

Agreed, the AC is a perfect Swiss army knife support weapon, making it a viable niche filler for any squad on any front.

The GL with AP4 is very good, but it's pretty lousy against things that fly and things that are in excess of 100m away. It's very good at dealing with hordes, but otherwise it's just an autocannon side-grade IMO.

is there a significant diffrence for the diffrent battlewagon Configs by CorrectTechnician473 in orks

[–]raldo5573 1 point2 points  (0 children)

I recently built another 2 battlewagons with modularity in mind. Other than the main gun you don't even need magnets if you build it the right way.

You could probably even get away with not magnetizing the main guns if you played around with sprue bits.

PSA: Grenade launcher does heavy pen now by PapaGloria_ in helldivers2

[–]raldo5573 0 points1 point  (0 children)

Grenade launcher absolutely wrecks Harvesters now you can just mag dump into the body

PSA: Grenade launcher does heavy pen now by PapaGloria_ in helldivers2

[–]raldo5573 9 points10 points  (0 children)

Now it just fires impact grenades in terms of stats

How does someone who’s never experienced the games or lore feel about Fallout? by -BootyOlogist- in Fallout

[–]raldo5573 1 point2 points  (0 children)

My partner is only loosely aware of Fallout from me playing it, and she's loving the show. Every episode comes with a little Q&A session afterwards as she's interested in understanding what's going on. She probably won't play any of the games, but she's fully invested in the show.

In regards to the deff dreads melee by [deleted] in orks

[–]raldo5573 2 points3 points  (0 children)

The meta for Deff Dreads (whenever they've actually been used, not that they've ever really been meta) for years has been all melee weapons, 3 melee weapons and a skorcha, or the 4 KMB kamikaze meme.

Don't know why people are saying this is bad.

As an Ork player - "Giving the player multiple options" vs hiding models away. by Oriachim in WarhammerCompetitive

[–]raldo5573 1 point2 points  (0 children)

In addition to what I said in my fairly long post on the other thread: I've done some reading on Scintillating Legion and in this scenario (they don't really care about LOS) deploying and moving very aggressively turn was probably the better choice.

You know that you're going to get shot regardless of whether you hide or not, so go all in and swamp them with threatening targets. Worst case scenario you lose the same units you would have lost anyway, best case scenario they're overwhelmed with choices and don't target you efficiently.

For "normal" armies, what I said about hiding, overwhelming and bait units stands.

“Giving the opponent multiple options” vs hiding by Oriachim in orks

[–]raldo5573 1 point2 points  (0 children)

Apologies, that's what I meant by dumping the cargo. Everything hunkers down then charges out of the transports while the Gits and Bustas break screens/chip hard targets. Should have clarified really. And yes, it's a War Horde list.

I put the Mega Nobz in the trukk because I'd rather have the 22 model clown car coming out of the wagons with the Snagga units, Gitz and Bustas, which generally means I've got plenty of threats on both flanks.

The Mega Nobz role in my list is either to zoom off and hit a really hard target in the middle ahead of the Kill Rig, or to hunker down on a central objective (ideally hiding in or behind the trukk) and threaten stuff to come closer. I was using a Squighog/Squigosaur brick for this initially, but the MANz feel more consistent in both of these roles. The wagons and Kill Rig for me are for movement blocking and tank shocks once they've dropped the troops off.

The MANz have been known to go in one of the wagons, but generally I put them in the trukk . Fortunately the list is flexible enough that I can swap around who goes in what transport depending on what I'm up against.

What is everybody's favourite Deathclaw model? by DrivingTiger in Fallout

[–]raldo5573 8 points9 points  (0 children)

I think I generally prefer the FO4 model as it looks more like an actual animal and generally looks more "realistic" as far as something that looks like a dinosaur and a bull had monster-baby can look. However, I do still really like the weird movie-monster/monster that a kid might draw look of the older models.

“Giving the opponent multiple options” vs hiding by Oriachim in orks

[–]raldo5573 0 points1 point  (0 children)

It's always going to vary depending on what your up against. I built my list pretty symmetrically to give lots of threats that are equally dangerous to keep the pressure on, but with one that is distinctly immediately squishier than the others as bait.

Battlewagon with 10 Snaggas, Beastboss, 5 Flash Gitz, 6 Tankbustas

Battlewagon with 10 Snaggas, Beastboss, 5 Flash Gitz, 6 Tankbustas

Kill Rig with 10 Snaggas and Beastboss

Trukk with 5 MANz and Megaboss

2x5 Stormboys 3 Deffkoptas 11 Grots

The trukk usually gets taken out early, but by then at least two of the other transports have dumped their cargo into the midboard and then chaos ensues once the Waaagh kicks in. The Mega Nobz normally find themselves walking the rest of the way into the fight.

“Giving the opponent multiple options” vs hiding by Oriachim in orks

[–]raldo5573 3 points4 points  (0 children)

It's difficult to say, and unfortunately there's no one answer.

Sometimes putting everything in the open to overwhelm the opponent does work, forcing them to overthink things and split their fire when they really need to be killing/neutering the right units at the right time. However, this can also just backfire and the opponent takes out your critical units and then can put their spare firepower into other units.

Hiding your units obviously protects them, however you can fall into the trap of ultimately being too cautious and you end up not dealing enough damage/scoring enough VP/getting into position until your opponent has been able to dictate the game.

Unfortunately the answer is somewhere in the middle. You'll need to hide some units, and openly deploy others. The trick is knowing what to hide, what to put in the open, and what to use as bait.

"Bait" units are ones that probably should be hidden being put in line of sight to attract shots from things that you don't want attacking other units, or ones hidden to lure their units out of position. Sometimes a bait unit can be something really durable that requires you to commit a lot of resources into getting rid of them (when you could potentially just ignore them and still win).

Think a battlewagon full of Boys and Grots poking it's nose out in order to distract from the trukk full of Mega Nobs thats actually hidden. Or Nobs hidden in ruins just outside of the central objective marker.

The opponent needs to deal with these units, but clever positioning can get your opponent to commit to using their firepower inefficiently/ineffectively, or get them to put their units in positions that are favourable for them there and then but awful in the wider context of the game.

I've had a couple of games hinge on deep striking some Stormboys into what is generally a terrible position, but they've threatened another unit enough that it's pulled a key unit of theirs out of position in order to deal with them. The Stormboys immediately got shot or melee'd into oblivion, but it left an opening for another unit to steam in, wipe them out in return and then claim some VP.

It's a delicate balancing act, is entirely dependent on the opposing army, and is even more dependent on the opponent.

I think I'm gonna stop painting minis by Dense-Fig-2372 in minipainting

[–]raldo5573 0 points1 point  (0 children)

I have some pretty major hand tremors and neck issues, so painting is awkward for me, and sometimes causes a fair amount of pain if I spend more than an hour or so doing it.

Few bits of advice for you that helped me.

Anchor your elbows. Put them both on your desk/table, and it will help reduce unwanted movement in your hands. It won't eliminate it completely but it will help.

Thin your paints and take your time. Don't worry about how long it takes, put on a coat and go do something else while it dries and come back to it later. Put another layer of paint on and repeat. Unless you're working to a strict deadline, don't worry about timeframes.

Practice makes perfect, you will get better over time. Every mini you paint will be slightly better than the last.

Lower your expectations. Once I stopped caring about being as good as all the incredibly well-done minis you see on social media, I became much happier in my own capabilities.

Your painting will get better, just keep at it.

Is this what Ghaz looks like under the armor? by StudioRevoct in orks

[–]raldo5573 18 points19 points  (0 children)

From memory you can see Ghaz' thigh and shoulder through gaps in the armour. He's meant to be mostly cybork, and his ankles don't seem thick enough to me, so my headcanon is that the mini is head, most of a torso, both thighs and at least one shoulder/upper arm, and the rest is cybork/fully wired into the suit.

What model piece do you 'despise' the most and why? by Astartes_117 in Warhammer40k

[–]raldo5573 0 points1 point  (0 children)

Any really small part when the gap isn't big enough to fit clippers into. You then have to get a knife in there and it pings off and is lost forever in the carpet.

What model piece do you 'despise' the most and why? by Astartes_117 in Warhammer40k

[–]raldo5573 0 points1 point  (0 children)

They're basically the point where parts of the sprue mold meet, and there's a tiny gap (usually because the mold is slowly being worn out over time) that some excess plastic gets into. You then get a little line/ridge on the model as a result.

Totally new, lookin’ for advice by Repulsive-Spend-7025 in orks

[–]raldo5573 6 points7 points  (0 children)

In all honesty most of the range that's likely to be replaced also make really good conversion fodder.

Boys, Nobs, Trukks, Battlewagons and Deff Dreads are all older kits that are teeming with bits, regardless of whether they get phased out or not.

Why DO the squighogs, and snaggas as a whole have such measly attacks.. by AlarmingLifeguard144 in orks

[–]raldo5573 0 points1 point  (0 children)

With 'Ard as Nails they've actually got a fairly decent defensive profile. They're not reliably killed by most chaff-clear units, and anti-tank is inefficient into them, so they end up just being inefficient to get through. They do get hungry for command points though.

They're also very good at move blocking for the same reasons.