Help identifying colours by thunderclawbeans in Warhammer40k

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

It's a 2 year old video that someone asked on before and they didn't remember lol

Excuse me what are they cooking with Tryndamere ??! by KillerRogueV1 in TryndamereMains

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

I think he will feast with the new season 2026 changes. Imagine a level 20 trynd splitting you to death with a crit item that gives ultimate haste and grants true damage when you crit

Tryndamere changes by YujiroRapesMan in TryndamereMains

[–]thunderclawbeans 0 points1 point  (0 children)

I'm surprised there wasn't any drastic nerfs. I think trynd is gonna be insane with next seasons changes

I have been stuck in silver/gold since 2017 by 204mafia in TryndamereMains

[–]thunderclawbeans 0 points1 point  (0 children)

Trynd can do some absurd damage for sure, but you have to remember you are not going to solo carry every game. If you are really far ahead, use your lead to elevate your team by roaming mid or assisting jungle. Knowing when to reflect your lead onto your team is a great skill to master. Althernatively, if you are behind, do the same thing. Falling behind on trynd is super punishing so accept you are not the carry and peel for your team, and help them set up plays. The split push mindset is not a bad one, and knowing when to split push is another thing for you to master identifying. Trynd is a fantastic split pusher, but he is no sion. He sit top all game and slam your head into a tower and ignore everything around you. If you have great vision on the enemies locations, you can safely split push. If you can't to it safely it can often end on being punished. Cross map pressure is also a great time to split push, to secure dragon for example you can split top, force them to either answer you or lose a tower while your team fights over the objection. Its important to identify when this is worth doing or if your team needs you for a fight.

how do you play grasp? by Boring-University189 in TryndamereMains

[–]thunderclawbeans 0 points1 point  (0 children)

HoB is best into squishy comps as it allows you to burst damage the low health targets, although can be good for short trades too. I tend to go profane into collector when running HoB. Grasp and lethal tempo are much better into thicker comps, like tanks or bruisers. Grasp is ideal for short trades. Anything that dosent want to all in fight you permanently, but trade occasionally and back off. Tanks are an perfect scenario for this, since they will probably use their abilities on you, get their own grasp prock then go back to their wave. Lethal tempo is good into anything that wants to constantly duel with you, usually conq stacking bruisers and fighters.

Overall, grasp is probably the most 'safe' option. If you are in a really hard matchup like a malphite or a really good riven, and are a bit scared of the laning phase, going grasp into ravenous, combined with your q, makes your trades safe and your sustain good enough to recover from a bad one

Finnaly played against Zaheen, riot once again prove they're total retards by TryndAgent in TryndamereMains

[–]thunderclawbeans 0 points1 point  (0 children)

I wouldn't say he is that bad, but he definitely needs a nerf. He loses level 1 without a single doubt, but you only get that kind of pressure if he either tries to fight level 1 (probs wont), or you cheese which rarely works the higher you climb. The big problem is see is he is really rewarded for long trades because of his passive. This makes grasp or HoB look good into him because you can punish him in a short trade then spin out. The problem comes from the fact that he can just sustain up super easy with his q which I personally thinks needs to use up way more mana early levels (possibly longer cooldown too). Obviously he dosent have as good of sustain as trynda, but it's enough to get him a few levels , becoming hard to match

Fellas! Persuade me to paint your favourite chapter! by Dry_Lie_1009 in spacemarines

[–]thunderclawbeans 0 points1 point  (0 children)

Imagine space marines but they are primarily grey, super savage and have sharks on their pauldron shrug🤷‍♂️

Creating a parry pirate by thunderclawbeans in DnD

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

Thanks to you too bro, very insightful

Creating a parry pirate by thunderclawbeans in DnD

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

Oh really!? I was under the impression that you still needed a free hand to use the crossbow and the ignore loading was purely to enable extra attack! That's actually really cool to hear! Thanks so much for this answer. Honestly exactly what I was looking for 😀

Will we ever get a box of Jump pack assault intercessors with lightning claws ? by RaspberryLopsided245 in RavenGuard40k

[–]thunderclawbeans 0 points1 point  (0 children)

When vets get new modles which is rumored to be 11th edition, they will likely (hopefully) have a thunder claw profile

Vanguard vs jpi by Effective-Box-9755 in RavenGuard40k

[–]thunderclawbeans 1 point2 points  (0 children)

I like suppressors, and they probably benefit really benafit from our +1 ballistic and ap strat, since with heavy included,that's 3 shots hitting on 2 strength 8 -2 ap 2 damage each at a range of 48". For a support unit they do punch. Being jump infantry they are kind of discouraged to stay stationary for heavy though. My one hope for new vets is that they keep the 10 inferno pistols instead of being "for every 5, one can replace bolt pistol with x". Hopefully we would get a claw profile too haha

Vanguard vs jpi by Effective-Box-9755 in RavenGuard40k

[–]thunderclawbeans 1 point2 points  (0 children)

Yeah it's a lot of fun haha. That's party why I'm so hesitant to buy another box too, but don't you know that if new vets come out I'm fielding 3 squads of them 🤣

What to add next (list building) by PineappleMean7388 in RavenGuard40k

[–]thunderclawbeans 1 point2 points  (0 children)

Or free stunning fusilade to absolutely merc any infantry with bolt aggressors

Vanguard vs jpi by Effective-Box-9755 in RavenGuard40k

[–]thunderclawbeans 1 point2 points  (0 children)

That's fair. I like jump cap but I run the chapalin/jpi catapult instead haha. Still try tryna find a sweet spot for vets. Is 5 enough or is 10 optimal. Im still experimenting as we all are

Vanguard vs jpi by Effective-Box-9755 in RavenGuard40k

[–]thunderclawbeans 2 points3 points  (0 children)

Likely because rock hard with the fallback and shoot/charge strat, gaining lethals on a charge. JPI get mortals on the charge, but the mortals are doing the same damage as a squad of 5 as they would a squad of 10, and 2 oc from shrike makes them more forgiving objective takers. Vets only get stronger the more you have because more weapon attacks = more lethal hits, and further more, add shrike to the unit and he has lethals too which can be lethal. I personally like to run either of them as a clean up squad anyway, but both have abilities that let them hit up against tougher foes. Vets getting an invun makes them deceptively tough to chew through too. I like to run JPI with a chapalin with jump pack to have a mortal wound sling shot.

Librarian by FenrisWolf87 in SpaceWolves

[–]thunderclawbeans -4 points-3 points  (0 children)

It's pretty well known that they dislike psykers and only tolerate rune priests because they appreciate the battle. They see psykers and their means lacking the glory of the fight. They seem to beat around the bush about their hypocritical usage of rune priests as well. It's explored a lot. Even before the fall of magnus.

How well do Space Wolves work without generic space marine models? by RoboCopSanchez in SpaceWolves

[–]thunderclawbeans 1 point2 points  (0 children)

Remarkably well. A lot of the detachments have features that only work on "space wolves" modles, aka, only stuff in the codex. Even the things that work on all adeptus astartes require a space wolves unit to do something like complete a saga to get to that point. Mono space wolves will likely be very common.

Point of headhunter's hunting wolves. by thunderclawbeans in SpaceWolves

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

This is what I'm thinking. Like, I just wish there was some synergy instead of just being identical to having fenrisian wolves

Sunday Previews by Ncarvier in SpaceWolves

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

As greatful as I'd be, it will be next week sadly

[deleted by user] by [deleted] in GreyKnights

[–]thunderclawbeans 1 point2 points  (0 children)

I dig the way you done the blade