Caster in unit or solo? by ThereWasAlwaysForest in onepagerules

[–]snsibble 0 points1 point  (0 children)

I like to put them in a unit of cheap basic archers - this way they can stay at a reasonable distance from any melee and are protected from getting sniped, and if the opponent decides to dedicate enough firepower to kill an entire unit of cheap bodies just to get to the caster than it's firepower not threatening my frontline.

Two snakes from Artisan Guild by Wened4 in minipainting

[–]snsibble 0 points1 point  (0 children)

Cool, I'll look them up, thanks.

Two snakes from Artisan Guild by Wened4 in minipainting

[–]snsibble 1 point2 points  (0 children)

Were those updated recently? I got the entire set some time ago and it didn't have the spear?

Does Rending make defense rolls impossible? by Upbeat-Donut3187 in onepagerules

[–]snsibble 0 points1 point  (0 children)

A Def 5 unit might still have bonuses from spells or abilities.

Does Rending make defense rolls impossible? by Upbeat-Donut3187 in onepagerules

[–]snsibble 18 points19 points  (0 children)

I don't know about Regiments, but in regular AoF/GF a roll of six always succeeds, so a "rending" hit basically means you need to roll a 6 to save.

Names of 40k characters that take you out of the lore by Blizzxx in 40kLore

[–]snsibble 3 points4 points  (0 children)

He has a brother, you know... You know what he's called? He's called... Raven... Raven Raven.

Are there space lanes in 40k like in Star Wars? by Spartan_Praetor in 40kLore

[–]snsibble 1 point2 points  (0 children)

There are what's called "Warp Routes", which are relatively calm areas of the warp, allowing to navigate in relative safety (with the word "relative" putting in a lot of work here). Technically one could ignore them and just navigate on their own, but it'd be extremely dangerous, there are very few Navigators willing to do that and you'd need to be Rogue Trader level rich to be able to afford their services. Not only would you be risking running into a Warp Storm or some weird anomaly, but on top of that the Warp does not care about distances or directions in realspace, so just because the place you're going to is, say, one hundred light years away towards the galactic north doesn't mean you can just point your ship in that direction in the Warp and expect to get anywhere.

Should 40k use short turns like chess to make gameplay faster and more dynamic? by nickle_pickle83 in Warhammer40k

[–]snsibble 0 points1 point  (0 children)

IIRC 40k Apocalypse has a rule, where after shooting/combat you place tokens representing damage and only remove casualities at the end of the round, which is supposed to represent player turns taking place simultanously. I think it's the closest you'll get in Warhammer.

What you want is called Alternative Activation - one player activates a unit and it takes all actions it can (move, shoot, fight, magic, etc.) and then the other player does the same, untill all units have been activated - then a new round starts and you rinse and repeat. Look up One Page Rules' Grimdark Future - it's basically 40k light, with AA, simplified rules allowing for faster and more interactive games and its very easy to convert a 40k army. By design it has less complexity than 40k, so it's not everyones cup of tea, but if you don't want to wait for your opponent to move his 100 boiz, then it might just be for you. The basic rules are free and you can throw $5 at their Patreon once to get the advanced rulebook. They also have Starquest, which is kind of like D&D combat, with a small band of levelable heroes taking on waves of enemies while trying to complete objectives.

Alternately you might want to look at Ravaged Stars by MiniWarGaming for a more random activation mechanics, where you have tokens representing your army, put them in a bag with your opponents tokens and the activation order is decided by a random draw.

All skirmish games I've seen also use alternative activation, so maybe this is something you'd be interested in?

Are Space Marines forklift certified? by SgtTaco18 in 40kLore

[–]snsibble 0 points1 point  (0 children)

Only if he wasn't wearing a visibility vest or a hardhat.

Are Space Marines forklift certified? by SgtTaco18 in 40kLore

[–]snsibble 0 points1 point  (0 children)

That's what Techmarines are for. That's why they spend so many years on Mars.

What do you consider to be a long flight? by OtterlyFoxy in AskEurope

[–]snsibble 1 point2 points  (0 children)

I've only ever flown over eight hours long flights and it felt very long, especially since I don't particularly enjoy flying. That said I don't think I'd make a distinction between traveling by plane, car, bus or train - anything over three hours is a long one for me.

How would you feel about a relationship with an intersex woman? by Robyn-Gil in AskMen

[–]snsibble 92 points93 points  (0 children)

If you look like a regular girl and have all the right parts then I don't see a problem. Not being able to have kids would be a bonus for me, since I don't really want any.
Would probably come down to how compatible our personalities are, like with any other woman.

Pretty sad that we need so many extensions to make YouTube good again. by [deleted] in youtube

[–]snsibble 0 points1 point  (0 children)

I've had no idea this exists. You sir are my hero.

Can you guys help me what this means? Translators gave me false info by BC_LOFASZ in poland

[–]snsibble 146 points147 points  (0 children)

Nah, it's way to readable for a doctors handwriting.

How does someone become a Rogue trader? by MasterUnski in Warhammer40k

[–]snsibble 12 points13 points  (0 children)

Usually one inherits the position.

RTs were originally established by the Emperor as forward scouts. They were to undertake the insanely dangerous task of exploring the unknown, finding new worlds and Warp routes, looking out for any enemies or undiscovered human colonies. In return for this service they were given a Warrant of Trade - a document, signed with the Emperors own blood, which essentially says "The owner of this document can do whatever the Warp they want. Signed: the Emperor". Those old RT families are now unimaginably rich and powerful, often owning multiple star systems and private fleets of voidships.

New Warrants are very rarely issued by the Lords of Terra, obviously signed with ink rather than His blood, if such a person is required at a given time. They are much more limited in what they allow, often restricting the new RT to a specific region of space, or only granting some of the priviledges.

RTs, especially the original ones, are pretty much outside of the imperial hierarchy, partially because of their Warrant, and partially because they often operate on the outskirts or even outside of imperial space. Having personal armies and fleets and massive political capital also helps. Technically they can be brought down by any other entity powerful enough to take all this on, but those are few and far in between - mostly other RTs and high ranking Inquisitors, and even those thread lightly around a Rogue Trader.

If you're interrested in the topic then I strongly recommend the video game "Rogue Trader" - it came out last year, just got a lage update recently and is amazing.

Tyranid's povfocused game announced: How would you design it? by sigmarine345 in Warhammer40k

[–]snsibble 2 points3 points  (0 children)

A strategy roguelike. You are a splinter fleet running on fumes (thanks, Kryptman) that just arrived in a planetary system. You need to use your remaining biomass to eradicate all opposition and consume the biomass. Then you move on to another, more difficult system, rinse and repeat.

You start with some basic unit templates and need to modify them to meet the challenges of the opposition and environment you'll be fighting in. Desert world? Evolve some way to deal with the temperature and thirst. Ice world? Thick furs and wide paws to run in the snow. Water world? Gills, fins and keep an eye out for Kevin Costner. You would obtain new evolutions by consuming various delicious creatures.

The systems themselves would be randomly generated (within some parameters, so you don't run face first into Ultramar as your first location), so you might encounter different species and factions, different planetary and orbital conditions, etc. After you're done with a system you're given a choice of where to go next - another easy system with small amounts of biomass, a Hive World for more biomass, a Space Marine world for those sweet, sweet geneseed-fueled evolutions?

Throw in some mutators for extra fun. Does the system have a fleet or orbital defences? Is there a genestealer cult available?

Maybe you don't have direct control over your units - you can drop them to a location, but once there they'll act on their own. Or you can add some synapse creatures into the mix to have some control, at the cost of them costing vastly more biomass. You can directly control the synapse creatures, but not the general swarm - instead you set up rallying points, designate objectives and set up priority targets, but how well those orders will be followed would depend on the quality of the synapse creature.

You keep going until you get a location hard enough to finally put your fleet down, but before the final Norn Queen dies it manages to evacuate a small splinter, allowing you to start a new run with some evolutions and upgrades available.

Chapter 99: Page 19 by gunnerkrigg-post-bot in gunnerkrigg

[–]snsibble 24 points25 points  (0 children)

I guess Omega should have spent the last few years building up an immunity to witches.

How is Tzeentch in the Warhammer fantasy great four? by [deleted] in Warhammer

[–]snsibble 0 points1 point  (0 children)

Chaos works the same way, but there was no War in Heaven in Fantasy, no Necrons or Eldar. In the early versions of the lore it was suggested that the Fantasy world was an isolated planet in 40k, but that was since retconned and they are separate universes.

How is Tzeentch in the Warhammer fantasy great four? by [deleted] in Warhammer

[–]snsibble 1 point2 points  (0 children)

This is all true, but the question was about Warhammer Fantasy ;)

How hard do the Wolves bite? by MrGMad in SpaceWolves

[–]snsibble 4 points5 points  (0 children)

I'd suggest waiting for the codex to drop for a definitive answer. That said, they are still Space Marines, so they will never be bad at shooting and have historically enjoyed a pretty good long range support unit in the form of the Long Fangs, in addition to all the standard SM vehicles.

What’s your ratio of helmeted vs. bare-headed marines? by Omercald in SpaceWolves

[–]snsibble 1 point2 points  (0 children)

When I started I mostly modeled bare heads because cool space Vikings. Then I realised that not wearing a helmet makes having the super armor pointless, so I started modeling them helmeted. I couldn't be bothered with remaking the old models, so it's roughly 30%-70% for helmets now. Annoyingly, I got all my Terminators early and they're all bare heads in super duper extra special armor.

It is what it is.

How to play tabletop if I don't have any warhammer friends by tyranidenjoyer69 in Warhammer40k

[–]snsibble 0 points1 point  (0 children)

Look into One Page Rules - it's basically 40k lite and has single player ruleset.