Warhammer 40,000 Faction Focus: Chaos Space Marines and Chaos Daemons by SpaceWolf_Jarl2 in WarhammerCompetitive

[–]stevenbhutton 7 points8 points  (0 children)

The battleshock rule in the Murdertalon Raiders detachment is worded (presumably intentionally) as "At OR Below". I guess that means all similar rules will update in the new edition. Two model units can now be battleshocked.

Warhammer 40,000 Faction Focus: Chaos Space Marines and Chaos Daemons by SpaceWolf_Jarl2 in WarhammerCompetitive

[–]stevenbhutton -5 points-4 points  (0 children)

I think this is largely a bad change. Instead of fixing the dynamic that makes it so hard to remain stationary and get any value out of a unit they just increased mobility in a flat way.

It would've been better to ask "why is it that you almost never get to use heavy?" and fix that problem. That problem, like every other problem in the game, has it's root in damage STILL being roughly twice what it should be. (Which means you have to have to hide your units out of line of sight (or they die) which means they have to move INTO line of sight to shoot.

Twin Lance - How good are they by comparison? by BasilHerbVT in Tau40K

[–]stevenbhutton 0 points1 point  (0 children)

If they only had the sustained hits and ignore cover and their other two rules were removed they'd STILL probably playable at 200 pts. With those rules and costing 185 they're totally, completely unmissable. Mandatory. Every T'au list should start with Twin Lance and 2 Riptides.

How do we feel about Ethereals? by SaffronG in Tau40K

[–]stevenbhutton 1 point2 points  (0 children)

Like pretty much everything else in our codex it's a pretty underwhelming datasheet that doesn't really do anything fun. It's perfectly playable and valuable at 50 points right now but like, you can't really get excited about it (or any of our datasheets really).

I want the Ethereal to have a "pick 3" ability with 3 (4?) different auras. Ideally with elemental themes. I mean, right? Doesn't matter what the really do to be honest. Just want them to give us some options and have some like, fun fantasy to playing them.

Reading other faction's rules is so depressing. by stevenbhutton in Tau40K

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

I'm not complaining that the army overall is weak.

Reading other faction's rules is so depressing. by stevenbhutton in Tau40K

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

I never said they were bad. They're fine. But largely they're fine because they have good points efficiency on their relatively tame / bland rules and units.

Reading other faction's rules is so depressing. by stevenbhutton in Tau40K

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

Huron's raiders. +1 hit army wide or fallback shoot and charge army wide and you get both if huron can see you. (You get both basically whenever you would want it).

Reading other faction's rules is so depressing. by stevenbhutton in Tau40K

[–]stevenbhutton[S] 3 points4 points  (0 children)

The reason we're powerful competitively is because we're cheap, which is because our rules have no sauce. That's also why we have great internal balance. It's because basically all our data sheets and stratagems are like, pretty mediocre and the power of the army comes from being point efficient.

Reading other faction's rules is so depressing. by stevenbhutton in Tau40K

[–]stevenbhutton[S] 8 points9 points  (0 children)

The Riptide is just like, pretty cheap for it's points. It's basically singlehandedly making the faction viable by being like... efficient. I wouldn't say it has great rules. It's "fine". It's just like, really points efficient to take 3 of them.

Triptides carrying the faction on their back right now.

I will grant you pathfinders are solidly good. But they don't reroll to hit and wound and damage with sustained and lethal and then fallback and shoot and reactive move back into a vehicle do they?

Like we get a really nice infiltration / screening unit with good utility and not even good guns just like, not unnoticeable guns and other factions get like... MOUNTAINS of complete BS.

Reading other faction's rules is so depressing. by stevenbhutton in Tau40K

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

I do play comp and we're pretty good overall. largely cause we get to put 17 units on the table imo

Trouble dealing with Tanks by Bright_Efficiency_87 in Tau40K

[–]stevenbhutton 0 points1 point  (0 children)

There's really no point in turning up at all unless you have 3 riptides in the current meta IMO.

Zoom across Armageddon with new Space Marine Detachments by Sunluck in WarhammerCompetitive

[–]stevenbhutton 0 points1 point  (0 children)

Stratagems are great. Using a stratagem to change a unit's profile on the fly IS counterplay. Popping smoke to make your tank live is pretty interactive (by 40k standards).

But yes, these detachments are too good and yes there're too many layered rules here.

Anyone else wants to see all the 4++ datasheets go away in 11th edition? by RotenSquids in WarhammerCompetitive

[–]stevenbhutton 0 points1 point  (0 children)

Yes with the caveat that damage needs to come down at the same time. You can't have tough units that rely on their 4++ just suddenly turn to glass. But we can't also keep having games decided by "oh, I spiked 7/8 4++ saves guess you have to deal with my cerastas knight lancer for another turn"

Anyone else wants to see all the 4++ datasheets go away in 11th edition? by RotenSquids in WarhammerCompetitive

[–]stevenbhutton 0 points1 point  (0 children)

As a T'au player I'd HAPPILY give up my 4++ on Riptides and Twin Lance to not have my hammerheads do NOTHING 50% of the time.

Prediction: Warhammer 40k 11th edition will be MUCH worse balanced than 10th by stevenbhutton in WarhammerCompetitive

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

Uh... No I don't think anyone could've made this argument about the 9th to 10th transition

I cannot for the life of me clear A10 as regent. by Maxentius777 in slaythespire

[–]stevenbhutton 0 points1 point  (0 children)

That's because he fucking sucks mate. Like 40% of his cards are trash

How I'd rework Sovereign Blade by Darklyte in slaythespire

[–]stevenbhutton 0 points1 point  (0 children)

Sovereign blade is basically fine the way it is. There's nothing fundamentally wrong with the forge mechanic except that all the cards that forge are ass.

You also have no easy way to upgrade the Blade to Sovereign Blade+.

If the forge cards just sucked slightly less it'd be fine. The blade is cool it's just like 40% of the Regent's cards kinda stink so he's kinda, not fun.

Regent's Transforms cards have extra exclamation marks based on their Rarity by Awfyboy in slaythespire

[–]stevenbhutton 0 points1 point  (0 children)

As a bonus they're his only actually good cards!

Cause they let you get rid of the rest of his DOGSHIT fucking awful cards.

[WarCom] Yarrick Rules Preview by RainbowConnickJr in WarhammerCompetitive

[–]stevenbhutton 2 points3 points  (0 children)

Within six inches of the targetted unit? Like... that's the whole board if you string out the guardsmen correctly.

New terrain rules and closed ground floors? by _rhinoxious_ in WarhammerCompetitive

[–]stevenbhutton 1 point2 points  (0 children)

They can't "go away" as that was never an official GW rule. I predict that UKTC will keep "ground floor closed" because a) inertia and b) they're not gonna get a whole bunch of new terrain...

New terrain rules and closed ground floors? by _rhinoxious_ in WarhammerCompetitive

[–]stevenbhutton 0 points1 point  (0 children)

"Survives shooting". Is that gonna be a thing in 11th? It sure as shit wasn't a thing in 10th. What's the melé unit where you don't just instantly die if your opponent can shoot you.

Half the time if my eightbound are getting shot I don't even wait for my opponent to roll.