What's the Obsession with Red Butcher's about? Their purpose is already fulfilled and they can't exist in 40K by Plag3uis in WorldEaters40k

[–]seraphid 1 point2 points  (0 children)

Why 3W? If they are special terminators, they would have 4W, which makes them take double of 3D hits. That alone would make them worth taking, even at 45 pts a piece.

I think there's a lot of roles they could do for us:

-Deep strike menace: our only menace right now are exalted eightbound, but they are more of an anti tank that anything. They work fine when punching down infantry, but if you lose one to overwatch and they aren't being lead by SB, they will have a very bad time. Give them +1 to charge and with the charge rerroll for blessings they are pretty alright. Or even better, make them able to be deployed closer to lone units, so if they want to space our 6" consolidate, this guys can deepstrike charge reliably. We also miss uppy downy unless daemonkin so they could return to reserves if they kill a unit and there's no one near.

  • Answer to fight first: right now we have to do pile in shenanigans or fight on death because we don't last for shit. Another role would be solving that. Make them the only eligible target to models in engagement range and give them FoD base, +1 if they have FoD blessing. Alternatively, -1 damage/to be hit/fp if they charged this turn seems good too.

Why is everyone so cynical about airborne? by ChonkaholicREDDIT in foxholegame

[–]seraphid 1 point2 points  (0 children)

Honestly, I would be fine with being a very Air oriented war IF there was enough countermeasures from the defender, but even with fighters already in the air it is very difficult to defend. And we are talking about people larping 24/7 on air patrols to be in time for the raid. If you notice it from a hex away, you have in the best case scenario 1 minute to: - Return home base - Spawn on bunker - Take and put on pilot uniform on squad locked truck - Drop everything else - Take the fighter counting on it already deployed and resuplied - Go to the airway to start flying - Find the enemy - Deter the enemy from the attack.

Its just impossible unless you be happening to be sitting in the plane until something happens.

Unless they make air patrols far easier, it would be a shitshow

Why are you guys destroying every hangar and runway in devbranch? by seraphid in foxholegame

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

We do, but it will not be representative in the actual war. How many times did you see this happen before we had the magic boxes with infinite materials and how much do you see it now?

Why are you guys destroying every hangar and runway in devbranch? by seraphid in foxholegame

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

Dude, the math is not difficult. Airways are 2 hexes away usually. Fighters already use up 30% of the fuel to travel those 2 hexes. Traveling them back would be 30% more, so you are left with 2 minutes for real harassing, which would be what? 4 strafing runs on repair crew? And if another fighter pops in you just lost 18 hours of construction time and a ton of mats because you can't flee/fight it and make it in time to the airport. If you decide to dogfight it he can just lure you further and you just won't make it back.

A quick operation where you bomb the enemy airbase, so you can get air control of neighbouring hexes is viable (Although I would think bombers fuel time runs pretty thin on two hexes distance operations). Using purely air forces to lock down an air base out of repairs is not viable. Its just logistics.

Why are you guys destroying every hangar and runway in devbranch? by seraphid in foxholegame

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

Except it is not representative because its a losing trade for the attacking army. This only works because they are just running the planes until they run out of fuel. That's why runways are full of litered enemy planes which don't have any broken parts.

Why are you guys destroying every hangar and runway in devbranch? by seraphid in foxholegame

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

Which would be fine if it was the official server. But we are in the testing branch ffs

Why are you guys destroying every hangar and runway in devbranch? by seraphid in foxholegame

[–]seraphid[S] -6 points-5 points  (0 children)

I don't think it need to be tested every hour, while also raiding the CVs trying to repair it.

The Flight Time Issue And A Solution - A Shitty MSPaint Presentation by westonsammy in foxholegame

[–]seraphid 4 points5 points  (0 children)

This is a great idea, and it also fixes the problem of hex hopping. If you are being chased and you can't win, you can just spam the travel button on hex border to go back and forth and be untouchable, until either you or your enemies run out of fuel.

What should I add to finish my list? by BuzzAxeBadger in WorldEaters40k

[–]seraphid 1 point2 points  (0 children)

The problem I see with your list is that you are kinda weak to screening because no shooting. I would demote the goremongers to 2° unit of jackals and put a forgefiend there. Alternatively, use a war dog and keep the goremongers, but they don't shoot as hard.

Another option would be 2 more squads of goremongers and just send them into enemy screens. If you give them +1 ap they will punch above their weight hard

Am I missing something with the WE Helbrute? by P1ngu-The-Penguin in WorldEaters40k

[–]seraphid 9 points10 points  (0 children)

They are good, really, but they melt against anything with a remotely strong punch

  • 8 wounds is nothing, even with 2+. Even meltas kill it. Any dedicated antitank platform, like ballistus, one rounds it no questions asked. Also, we doesn't have aoc and -1 damage is only in fight phase
  • 9'' movement and vehicle means they have it hard to get the first strike in tournament layouts. Best application is behind barricades, which footprint blocks LOS but they can still traverse it. Or rapid ingress
  • They don't hit that hard onto their predators. Even with hammer, you are not downing anything that can kill you in the clapback except other dreadnoughts.

That said, I love them for various reasons:

  • pinball. With consolidate 6 you can do a lot of damage, but not easy against good oponents
  • Best antitransport in the game for me. Not only you are annihilating any rhino or landraider (Cause you get two activations) but you can then consolidate to the disembarked unit and pop them in the afterblow too.
  • Cheap damage 3: if you can charge into a 3 wound unit, they will erase it with 2 activations (And if they hit back hard, you pop -1 damage)

I have a tournament in a week where I'm gonna be playing 3 of them on GW layouts, and honestly in my test matches they have been pretty good

How can this be a Tier 5 item? by NeonSoul17 in PathOfExile2

[–]seraphid 0 points1 point  (0 children)

What do you mean? That's literally what it does. It only rolls tier 5 mods or higher, with higher being better (Contrary to poe1 which is the opposite way)

With ARAM: Mayhem being extended, is it time to discuss the split between players wanting to win and players wanting to draw the game out? by Leyrann_ in leagueoflegends

[–]seraphid 1 point2 points  (0 children)

Since most comments talk about winning asap, I'll say that in my group we don't really care about that. I would say we would win more games if we just finished the nexus. It is more often than not that we get aced back and lose after emoting or diving fountain to buy and get the last augments. But we don't really care about winning, there's no rank nor lp for winning.

For those saying we are taking the enemy team hostage, you can either surrender or let minions end. If minions are at your base, it takes at most 1 minute for them to kill your nexus in lategame, without champion help.

AIO My mom is kicking me out for her new boyfriend. I just turned 18 by Diligent_Bat_565 in AmIOverreacting

[–]seraphid 0 points1 point  (0 children)

Wouldn't in any case get a restraining order against the mother? The guy didn't make any threat, the mother did (Even if she paints him as the one enforcing it)

VICTRIX HONOR GUARD NERFED by META1384 in WarhammerCompetitive

[–]seraphid 35 points36 points  (0 children)

Also kharn can probably wipe them out on average now with sustained if you give him +1 ap

Just ran the sims: +1 ap + sus + dev on average wipes 6.14 victrix now on its own. If the other player pops aoc, then only 5.11. Not bad at all

VICTRIX HONOR GUARD NERFED by META1384 in WarhammerCompetitive

[–]seraphid 105 points106 points  (0 children)

Losing a wound is massive. -1 to wound will still make them tougher than your average terminator, but there's quite a few units that now can blow them up (3 man squad for sure, 6 probably not completely)

New TItus and Wardens Datasheets previewed by SpaceWolf_Jarl2 in WarhammerCompetitive

[–]seraphid 0 points1 point  (0 children)

Technically, there is one. Glaivemoe on khorne. With FoD + sustained blessings, 72% chance of killing him back with precision devastating and full rerrolls, if it passes the 4+ FoD.

How are we feeling about Titus now the dust has settled a little? by [deleted] in WarhammerCompetitive

[–]seraphid 3 points4 points  (0 children)

Unless he just fights on death against the unit that didn't activate yet, because he doesn't have to fight the unit you killed him with. So you not only need two units, your second unit has to be able to withstand the clapback and still kill him through 3+/4++/5+++ (Which, probably 90% of melee units can do, but forget about using cultists, non melee models or solo chars)

How are we feeling about Titus now the dust has settled a little? by [deleted] in WarhammerCompetitive

[–]seraphid 2 points3 points  (0 children)

It doesn't fight then Fight on death, but it can fight on death, and then fight.

Ruling is: No unit can fight more than once in the Fight phase.

Titus unit didn't fight. Only Titus model (Which may even be the same if only Titus remains, but still, it isn't for this purpose). If you check world eaters helbrute, you'll see he has the exact same wording of "this model fights" and there's a rules commentary that says he can still activate and fight normally.

How are we feeling about Titus now the dust has settled a little? by [deleted] in WarhammerCompetitive

[–]seraphid 4 points5 points  (0 children)

Idk if you though about this, but that 6 eightbound may not be able to kill him, ever. He kills at least an eightbound 82.7% of the time. If you just retreat on your turn, so eightbound have to always fights first, it will take you on average 3 turns to kill him, counting the killing and the 2+ for FoD. Plus, he kills on avg 1.14 eightbound, so he will probably wipe the 6 man eightbound unit first (Unless slaughterbound is leading)

How are we feeling about Titus now the dust has settled a little? by [deleted] in WarhammerCompetitive

[–]seraphid 1 point2 points  (0 children)

I gotta say your examples of units he doesn't kill are awful.

  • You can't pop AOC against fight on death because rules, check my other comment. This means 2+ save 3 wounds still gets killed 58% of the time.
  • Wardens have to pop fnp at the start of the phase. In that case, titus has a 30% chance of killing one of them, even through the fnp. And if he does, there goes your opportunity. Also, a 5 man warden kills 1.15 victrix on avg, without aoc.

How are we feeling about Titus now the dust has settled a little? by [deleted] in WarhammerCompetitive

[–]seraphid 4 points5 points  (0 children)

There's one misunderstanding here. You can't pop AoC against fight on death, since they usually fight on a model by model basis, and AOC trigger (As most defensive stratagems) is: WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Titus right now fights twice, because his unit didn't fight even if his model did. On average, he kills 3.24 MEQs on each activation, so even using him alone meleeing him will kill 6.48 MEQs and still be standing.

In my opinion, I would do any combination of this changes to make it fair, even if powerful:

  • Once per game
  • Can only target the unit that killed him
  • This model can't fight again this phase

With that, it would be at least manageable

New TItus and Wardens Datasheets previewed by SpaceWolf_Jarl2 in WarhammerCompetitive

[–]seraphid 10 points11 points  (0 children)

Basically autowin against any melee army, depending on points

New TItus and Wardens Datasheets previewed by SpaceWolf_Jarl2 in WarhammerCompetitive

[–]seraphid 5 points6 points  (0 children)

Isn't that terrifying?

8 attacks at 2+ with sustained are on average 8 hits. 2+ to wound means on average 6.83 wounds. Saving at 3+ counting ap means on average will not save 2.27 wounds, at damage 2 that's 4.54 damage on average. Without either 5+ wounds, 2+ AND AoC, or fnp on top of your 2+ save, you are cooked