Tsototar wrote:but even Tac marines can beat shees if they get enough shots off before they approach.
No, Tacticals absolutely can't beat shees even if they shoot from the moment they spot them.
Tsototar wrote:DA owns GM, Shoota and get grenades and shields vs them not to mention their Embolden ability.
--> "owns"? You exaggerate, sir. grenades - it takes a very distracted player to not be able to dodge a grenade that's not part of a combo.
You can also abuse the pathing, retreat nade, abuse animations and throw when they just can't dodge due to mechanics.
Tsototar wrote:shields have been nerfed from retail and you're not required to fight them in the direction they want to fight.
Yes, the shields have been nerfed for very good reasons. You will have to fight where they have shields. The Eldar player isn't going place shields in places where there won't be combat. Unless you don't want to cap that vp... Flanking also isn't always a possibility due to various reasons, especially versus the nimble Eldar.
Tsototar wrote:Weapon platform does the most damage and is the fastest set-up team.
--> hand on heart, you'd prefer a Shuri to Havocs with instasuppress?
I didn't realise every race has access to havocs :O
Tsototar wrote:Rangers owns Scouts
--> only if guardians have put shields up for them, and there's no way to increase health and add an extra model that dies last, or add a grenade.
I don't even... Do you play this game?
Tsototar wrote:Wraithguards owns every t1-t2 unit in a ranged firefight
--> and those ranged units will charge in to melee them to stop it happening, yes?
And that ranged unit will die to banshees or walk into shurycan fire and then die, yes?
Tsototar wrote:And Avatar loses to - Swarmlord, GUO, HammerTerms, levelled upgraded Nobz (all of which can choose their engagement, i.e. they can run and Avatar can't catch them), and kiting LR and Baneblades (lol, a kiting superheavy
).
Yeah, just forget about the passive buffs the avatar gives you and the unit/army wiping abilities. ...
Tsototar wrote:what I've found in engagements now is that they start off with a melta on my WL though (often when I'm careless with detectors), so it's not like it's completely uncounterable.
Everything can be countered. Terminators with 10 000 HP could be countered. Doesn't mean that it's fine.
Tsototar wrote:It felt "worth it" back in retail, even if the spiders had to be sacrificed (hopefully not totally) to get it off, since it was a 100% snare but hey what do you know that got nerfed.
You're forgetting that the haywire grenade also make the damage output of the vehicles 0 for the duration...
The topic already has long gone off-topic Torpid.
The wraithlord has already been discussed a lot before.
Nothing has changed yet ^^ Everyone's opinion on it is probably still the same. I still think it should lose it's melee resistance like any other walker that gets a ranged upgrade. It still then has the benefit of keeping his melee damage, something that other walkers don't have. The brightlance should also get changed alongside the melee resistance. Something in the lines of a cost drop and going back to 50% FOTM or some other change since it over performs like it is atm imo.