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		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Ogre_Kingdoms&amp;diff=505637</id>
		<title>Total War Warhammer/Tactics/Ogre Kingdoms</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Ogre_Kingdoms&amp;diff=505637"/>
		<updated>2022-01-08T07:18:28Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C02:20E0:0:0:0:C847: /* Universal Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the general tactics page on how to play [[Ogre Kingdoms]] in [[Total War: WARHAMMER]]. On the 4th of November, they were confirmed to be a pre-order DLC, and although we still don&#039;t have much info, at least we know that all those rumours were true all along.&lt;br /&gt;
&lt;br /&gt;
==Why Play Ogre Kingdoms?==&lt;br /&gt;
*You like doomstacking with monsters anyway so why not play a faction that is 95% monsters?&lt;br /&gt;
*You love the satisfaction of seeing a unit&#039;s health drop heavily from the impact of a massive charge.&lt;br /&gt;
*Because you are the one person on the planet who has asked themselves &amp;quot;What if the Mongols were a bunch of big fat dudes with prehistoric animals and magic chefs backing them up?&amp;quot;&lt;br /&gt;
*Because you love meat. In fact, you are likely eating a pork chop wrapped in bacon as you read this.&lt;br /&gt;
*You relate to their body image a little too much.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*&#039;&#039;&#039;THICC&#039;&#039;&#039;: The vast majority of your troops are going to be composed of monsters and large units. If you only play this game to build up large monster stacks to take over the world with, this is the race for you.&lt;br /&gt;
*&#039;&#039;&#039;High Charge&#039;&#039;&#039;: Given your rules on the tabletop you will likely be one of the most devastating armies off the charge. If the ogres are done justice a lot of armies are going to evaporate once you make contact.&lt;br /&gt;
*&#039;&#039;&#039;Quality&#039;&#039;&#039;: Stat wise, expect Ogres to be one of the scariest armies in terms of pure stats. Few other factions will be able to compare to you pound for pound.&lt;br /&gt;
*&#039;&#039;&#039;Armor? What&#039;s that?&#039;&#039;&#039;: Everything you have pierces armour. No amount of armour is going to protect your enemies from a 4-meter tall hulk of flesh that swings a hammer the size of a small building.&lt;br /&gt;
*&#039;&#039;&#039;Monsters&#039;&#039;&#039;: Monsters, monsters and more monsters, you are the primo monster faction with only 2 (unless otherwise) infantry units that aren’t monsters. One way or another you will have little trouble winning the monster mash.&lt;br /&gt;
*&#039;&#039;&#039;Decent Ranged&#039;&#039;&#039;: For a monster focused faction you are solid at shooting. You got two forms of artillery, a monster with a bolt thrower, Leadbelchers and even Gnobblar Trappers can be useful. Ok, the Wood Elves will probably beat you in a ranged fight but you can put out some damage from far away.&lt;br /&gt;
*&#039;&#039;&#039;Mobility&#039;&#039;&#039;: For a faction filled with morbidly obese dumbfucks who wouldn&#039;t look out of place on R/Incel, you are quick on your feet. Your artillery can move as fast as heavy cav and you do have a variety of cavalry to speak off. You actually stand a decent chance at outmaneuvering your opponent aside from a [[Slaanesh|few]] [[Wood Elves (Warhammer Fantasy)|extreme]] [[Beastmen|cases]].&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*&#039;&#039;&#039;Lack of Numbers&#039;&#039;&#039;: Your units have a super low model count, and while the mercenaries are currently cheap, we can assume standard Ogres will want a bit more pay. Even a single casualty in a unit of anything other than Gnoblars will hurt a lot more than what other factions will suffer.&lt;br /&gt;
*&#039;&#039;&#039;Anti Large/Charge Defense&#039;&#039;&#039;: Given  how reliant you are on size and charge, factions that have plentiful anti large and charge defence might be a massive pain in your giant, 2-ton ass (grins in Dwarf.) Ogre charge does help with Charge Defense somewhat, though you will still be losing a good chunk of your damage.&lt;br /&gt;
*&#039;&#039;&#039;One Trick Pony&#039;&#039;&#039;: Yeah, charging around with a bunch of thicc bois is really all you could do. You&#039;re wasting your massive charge bonus if you play defence and while you do have some good ranged units and a probably quite decent set of artillery/chariots they will likely be expensive. A lot of factions can figure out how to plan around you. &lt;br /&gt;
*&#039;&#039;&#039;No staying power&#039;&#039;&#039;: With limited ammo counts on your ranged units, and a heavy reliance on charges and fear, you will not be winning a sustained fight. If your enemy can outlast your ammo or your charges, you will find your inflexible roster will fail you.&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;s&amp;gt;Feet&amp;lt;/s&amp;gt; Guts Firmly on the Ground&#039;&#039;&#039;: You got no air power. Nadda.  Partially averted now that it&#039;s confirmed that Ogres get Lore of &amp;lt;s&amp;gt;Manticore Summoning&amp;lt;/s&amp;gt; Beasts&lt;br /&gt;
*&#039;&#039;&#039;Armor? What&#039;s that?&#039;&#039;&#039;: I mean, to be fair it&#039;s probably hard for them to find armour in their size, but it does mean armour values for Ogres seem to be on the low side. Combine this with their massive hitboxes and archers can have a field day fighting them.&lt;br /&gt;
*&#039;&#039;&#039;Footlords only&#039;&#039;&#039;: None of your generic or legendary lords get mounts, though they do have above average movement speed.  Your lords can rip up and eat most other lords for lunch, but you&#039;re going to have trouble catching them.&lt;br /&gt;
**&#039;&#039;&#039;Lack of Mounts in General&#039;&#039;&#039;: Honestly, the only Lord or Hero with a mount is the Hunter with a Stonehorn. Granted, you have an army of massive, muscled up monsters who will eat most other lords and heroes for breakfast, but they&#039;re going to have to get there on foot.&lt;br /&gt;
*&#039;&#039;&#039;DLC?&#039;&#039;&#039;: On launch, the Ogres missed out on Yhetees and Thundertusks. It remains to be seen if these will be added as FLC units later or will be added as DLC.&lt;br /&gt;
&lt;br /&gt;
==Universal Traits==&lt;br /&gt;
*&#039;&#039;&#039;Ogre Charge&#039;&#039;&#039;: If an ogre unit charges a braced unit with charge defence, they will only lose half of their charge bonus. This is very important for a faction that is so reliant on getting the charge for their damage it&#039;s nice that they have a way to not get completely cockblocked because the enemy is just standing still. That said most opponents, even the AI usually don&#039;t just sit there and let you charge them and even if they do you&#039;re probably better of circumnavigating their frontline and going for their skirmishers in the rear. So while not the most practical trait in the game it&#039;s still nice for the Ogres to have.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Captives&#039;&#039;&#039;: During a battle the Ogres slowly fill a meter for each unit they kill that is broken or shattered. As the meter fills special army abilities are unlocked, including Dismember (an AoE slow and charge debuff), Massacre (AoE buff for AP damage and gives affected units Terror), and Butcher (basically Regrowth from the Lore of Life). This will be a very useful army mechanic against chaff-filled armies like Skaven or Beastmen, but will be hard to use against armies with a lot of unbreakable units (like daemons or undead) or a lot of low-model counts (like other ogres).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mercenarys&#039;&#039;&#039;:At least in Warhammer 2, at various points in the game &amp;quot;ogre camps&amp;quot; will spawn when a battles, sieges, or the sacking of a city occurs giving Non-Ogre factions access to some select Ogre Kingdom units, thus allowing The Empire to have a Core of Monstrous infantry or Dwarves Thicc Cavalry units. It&#039;s not the Entire Roster but even a unit of &#039;common&#039; ogre bulls can give a lot of Campaign versatility for some factions&lt;br /&gt;
&lt;br /&gt;
==Lords==&lt;br /&gt;
&lt;br /&gt;
===Legendary Lords===&lt;br /&gt;
*&#039;&#039;&#039;[[Greasus Goldtooth]]&#039;&#039;&#039;: Overtyrant of all ogres, in his beautiful and shockingly obese glory. Greasus inflicts a leadership debuff on enemy units due to how stinking rich he is. He may or may not be slower due to being pushed by gnoblars instead of being carried by them, but either way he&#039;s big as hell and might want to be careful about ranged units.&lt;br /&gt;
*&#039;&#039;&#039;[[Skrag the Slaughterer]]&#039;&#039;&#039;: Skrag is a legendary caster lord, using Lore of the Great Maw. Skrag is still an ogre (and has big swords instead of arms), so he is capable of holding is own in melee unless against anti-large or duelists. On top of that, Skrag has the ability to summon Gorgers during battle.&lt;br /&gt;
&lt;br /&gt;
===Generic Lords===&lt;br /&gt;
*&#039;&#039;&#039;Tyrant&#039;&#039;&#039;: Standard melee lord. Should be an absolute beatstick in combat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slaughtermaster&#039;&#039;&#039;: Generic caster lord, supporting the ogres through the power of either the Lore of the Great Maw or Lore of Beasts.&lt;br /&gt;
&lt;br /&gt;
===Legendary Heroes===&lt;br /&gt;
&lt;br /&gt;
===Generic Heroes===&lt;br /&gt;
*&#039;&#039;&#039;Butcher&#039;&#039;&#039;: A hero version of the Slaughtermaster, in case you want a melee lord but still want magic. Like their lord counterpart, Butchers comes with Lore of the Great Maw or Lore of Beasts.&lt;br /&gt;
*&#039;&#039;&#039;Firebelly&#039;&#039;&#039;: A caster hero, cooking the army&#039;s next meal during the battle with the Lore of Fire.&lt;br /&gt;
*&#039;&#039;&#039;Hunter&#039;&#039;&#039;: A hybrid character with throwing spears, provides buffs to Sabretusks (on the campaign at least) and the only character on launch able to use a mount, a massive Stonehorn.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Gnoblar Fighters&#039;&#039;&#039;: Your chaff unit. Surprisingly tankier than you would think, having the same statline as Goblins. However, that lack of shield really hurts them in the long run. Use them as even more fragile goblins to absorb charges, tarpit units for a small while, and to plug gaps whilst your chungus boys get into position.&lt;br /&gt;
*&#039;&#039;&#039;Gnoblar Trappers&#039;&#039;&#039;: Gnoblars, but they have stalk, vanguard deployment, and have ranged attack. Also come with the ability to slow down enemies in an area around them, making them surprisingly good support skirmishers.&lt;br /&gt;
&lt;br /&gt;
===Monstrous Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Ogre Bulls&#039;&#039;&#039;: Your &amp;quot;standard&amp;quot; infantry, they come in the usual monstrous infantry size and a tremendous charge bonus to batter the enemy with. They will cause fear and come with siege-attacker to help get past those city walls so you don&#039;t have to wait out in a siege. Come in three varieties: a cheaper, single mace version, dual weapons for anti-infantry and an ironfist for bonus melee defence and missile block.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ironguts&#039;&#039;&#039;: Your thiccest bois.  Comes with armour-piercing melee and are also one of the only armoured units in your entire roster.  Expect them to be able to throw down with the best elite units the other factions have to offer. Notably lack an ironfist variant, meaning that they can only rely on that extra armor to survive missiles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maneaters&#039;&#039;&#039;: The well-travelled mercenaries of your army, they are far more flexible than your standard unit of ogres. They come in a pistol, ironfist and a great weapon variant. The pistol for helping them pepper the enemy before the battle itself is joined, the ironfist for extra survivability and the great weapon for increased charge and a bonus vs large. They also come with Immune to Psych so don&#039;t expect to see these guys running away any time soon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Leadbelchers&#039;&#039;&#039;: Hybrid missile/melee unit with good range + armour-piercing damage + fire on the move.  Their ammunition capacity is pitiful though, so the ideal way to use them is to soften the enemy with couple salvos and charge them in.&lt;br /&gt;
&lt;br /&gt;
===Beasts &amp;amp; Monsters===&lt;br /&gt;
*&#039;&#039;&#039;Sabretusks&#039;&#039;&#039;:  Similar to high elf war lions, except they have more models, more melee atk, more weapon strength, and run as fast as chaos warhounds with 95(!) speed.  Try to keep them away from hard targets, zero armour-piercing damage and rampage means they won&#039;t survive if they tangle with an enemy that can properly fight back.  A hunter hero can make them incredibly scary by giving them frenzy, stalk, and vanguard deployment.  &lt;br /&gt;
*&#039;&#039;&#039;Gorgers&#039;&#039;&#039;: Come in groups of eight, unbreakable, stalk, frenzy, and vanguard deployment. Use them as you would Mournguls, sneaky flankers to rip apart tasty and tender backlines.&lt;br /&gt;
*&#039;&#039;&#039;Slavegiant&#039;&#039;&#039;: Your normal giant unit, except this time cajoled and beaten into battle by the very people who destroyed their race rather than bribed with booze. Sometimes the Ogres are the absolute worst.&lt;br /&gt;
*&#039;&#039;&#039;Stonehorn&#039;&#039;&#039;: If Beastmen, Greenskins, and Norsca are any indication, this bigboi will outclass your giant in every way if you&#039;re looking for a good single entity monster. Specifically looks to be good against infantry much like a mammoth or War Sphinx, and has one of the highest armor values out of your entire army.&lt;br /&gt;
&lt;br /&gt;
===Monster Cavalry===&lt;br /&gt;
*&#039;&#039;&#039;Mournfang Cavalry&#039;&#039;&#039;: One of the most powerful cavalry units from the tabletop game. And at least their mercenary counterparts don&#039;t disappoint. Their statline is scary, they have about the same mass as a carnosaur and their lack of armour actually works in their favour too, since the things enemies would normally roll out to counter monstrous cavalry usually have lower base damage, making them even beefier than they already appear on paper. They don&#039;t have Ogre Charge for some reason, but their speed and heavy mass will usually make up for it. Comes with standard, ironfist, and great weapon variants&lt;br /&gt;
*&#039;&#039;&#039;Crushers&#039;&#039;&#039;: Rhinox cavalry. I know. We’re surprised they’ve shown up in the base game too. Essentially acting as an even better version of Mournfangs, they come in two variants, ironfists and great weapons.&lt;br /&gt;
&lt;br /&gt;
===Chariots===&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
*&#039;&#039;&#039;Gnoblar Scraplauncher&#039;&#039;&#039;: A single entity catapult, with surprising speed and charge stats. When they run out of ammo, using them as a chariot may not be out of the question.&lt;br /&gt;
*&#039;&#039;&#039;Ironblaster&#039;&#039;&#039;: Mobile cannon pulled by a rhinox.&lt;br /&gt;
*&#039;&#039;&#039;Stonehorn Harpoon Launcher&#039;&#039;&#039;: Big armoured monster with a fire on the move ballista that can outrange vampire coast deck gunners.  Capable of throwing down with an ancient stegadon in melee.&lt;br /&gt;
&lt;br /&gt;
==Multiplayer Strategies==&lt;br /&gt;
You are THE monster faction of the trilogy. You have a grand total of 2 normal infantry units, neither of which is going to carry the day for you, and a bunch of big fat boys in all manners of flavours. You are going to be a scary force on the charge and have some of the scariest units in the entire game. Mournfangs make elite cav from other factions cry and they&#039;re your lowest tier cavalry unit. Of course, your reliance on monsters comes with an obvious weakness as you will struggle against... well, pretty much anyone who can bring a decent amount of Anti-Large to the field. You may also struggle since your army tends to be predictable, and I imagine veterans will learn how to counter you fast. Still, if you want to grab a monster horde to feast on your enemies this is the race for you. Here&#039;s how to win glory for The Maw:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Beastmen| Beastmen]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Bretonnia| Bretonnia]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Warriors of Chaos| Warriors of Chaos]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dark Elves| Dark Elves]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dwarfs| Dwarfs]]&#039;&#039;&#039;: If you can reach the Dwarfs you&#039;re going to do a lot of damage; they&#039;ve always had trouble fending off lots of large entities at once. However, that &amp;quot;if&amp;quot; is nothing to sneeze at. You will be eating cannonballs from the beginning of the match. Be sure to bring ironfist variants on most of your Ogre troops to get &#039;&#039;some&#039;&#039; survivability against dwarf ranged play. Bring Leadbelchers and Ironblasters as well; dwarfs often have trouble against the artillery of other armies, and while they&#039;ll probably focus down your ranged units before you do theirs at least if they&#039;re doing that they&#039;re not shooting your advancing ogres. If by some miracle your Ironblasters survive they can still serve as chariots, something else dwarf players hate. Gorgers might be a worthwhile investment for stealthily getting into the back lines. Watch out for Trollhammer torpedoes!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Empire| Empire]]&#039;&#039;&#039;: If you didn&#039;t like the Empire before then you&#039;ll definitely hate them now. With Markus Wulfheart, Huntsmen, artillery aplenty, and skirmish cavalry running circles around you, fighting the Empire is going to suck. However, With what we know about ogres so far some good advice would be bringing Gnoblar Trappers to ambush, ensnare, and destroy skirmish cav.  You can also get good mileage out of sabretusks, they&#039;re speedy enough to catch outriders and mean enough to eat artillery crews along with their weaksauce empire infantry bodyguards.  The Empire&#039;s frontline for the most part will crumple the moment you get in melee, but watch out for halberdiers and try to soften them with your leadbelchers and artillery. Bring Maneaters with great weapons to handle their Demigryphs with halberds, and shut down their artillery as soon as you can because great cannons, steam tanks, and luminarks will blast your ogres and monsters to pieces. As for enemy lords, the primary threat is Markus Wulfheart. He&#039;s squishy, but the trouble is catching him before he kills your lord, heroes, your monsters, and your ogre infantry. Try to tie him down with your gnoblar trappers and speedy units, then close in on the bastard and use his bow as a spick to roast him on.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Grand Cathay| Grand Cathay]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Greenskins| Greenskins]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/High Elves| High Elves]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Khorne|Khorne]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Kislev|Kislev]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Lizardmen| Lizardmen]]&#039;&#039;&#039;: Though Saurus won&#039;t seem too daunting a proposition, Skink Skirmishers and Chameleon Skinks are going to be a literal pain in the ass due to their speed and your relative lack of armor. The abundance of poison weaponry generally sucks and Lizardmen aren&#039;t exactly hurting for Anti-Large in the form of Saurus Spears, Temple Guard, Salamander Hunting Packs and Carnosaurs. Lastly, their Terradon Riders will be a rather annoying nuisance due to your very limited anti-air options. The good news is that your cavalry will generally bowl right through theirs and with proper positioning, you&#039;ll likely be able to shoulder check your way through most defensive lines. Leadbelchers can make short work of Saurus and Kroxigors in general if you can get flanking shots onto them. Just make sure you have some Sabretusks and Mournfang Cavalry screen any Skinks or Cav trying to tie them down.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Norsca| Norsca]]&#039;&#039;&#039;: This will probably be a tough match-up considering Norsca&#039;s anti-large. Consider bringing artillery to destroy them from afar before you charge in.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Nurgle| Nurgle]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ogre Kingdoms&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Skaven| Skaven]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Slaanesh| Slaanesh]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tomb Kings| Tomb Kings]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tzeentch| Tzeentch]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Coast| Vampire Coast]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Counts| Vampire Counts]]&#039;&#039;&#039;: Should be an easy matchup unless VCs get a drastic rework between now and the launch of TW3.  VCs suck at anti-large and they can&#039;t easily melt ogres with magic due to their low model count units.  That and blood knights will have trouble dealing with mournfangs or rhinox cav unless they dump all their winds of magic into invocation of nehek.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Wood Elves| Wood Elves]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
==Campaign Strategies==&lt;br /&gt;
&lt;br /&gt;
[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C02:20E0:0:0:0:C847</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Combat_Patrol_Boxes&amp;diff=145969</id>
		<title>Combat Patrol Boxes</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Combat_Patrol_Boxes&amp;diff=145969"/>
		<updated>2022-01-06T21:02:51Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C02:20E0:0:0:0:C847: /* The boxes themselves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combat Patrol Boxes are GW&#039;s replacement for the [[Games Workshop Start Collecting!|Start Collecting!]] boxes for 40K. They are more expensive but contain more units, and at least in theory contain everything you need for a 500pt army.&lt;br /&gt;
&lt;br /&gt;
For the [[Age of Sigmar]] equivalent, see [[Vanguard Boxes]].&lt;br /&gt;
&lt;br /&gt;
=== The boxes themselves ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Contents&lt;br /&gt;
! Savings (compared to the kits sold separately)&lt;br /&gt;
! Deal?&lt;br /&gt;
! Notes&lt;br /&gt;
! Image&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Adepta Sororitas]]&#039;&#039;&#039;&lt;br /&gt;
| 1 Canoness, 1 Rhino, 1 Repentia Superior, 1 Penitent Engine, 3 Arco-flagellants, 4 Sisters Repentia, 5 Seraphim, 10 Battle Sisters&lt;br /&gt;
| $$$&lt;br /&gt;
| ???&lt;br /&gt;
| All models except for the Rhino are &#039;&#039;&#039;monopose&#039;&#039;&#039;. This is in many ways a remake of the 2019 Sisters of Battle Army Set, there first set and first models in plastic in years, which may go to explain why they are monopose. Sisters players, please share your opinions here.&lt;br /&gt;
| [Image goes here]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Adeptus Mechanicus]]&#039;&#039;&#039;&lt;br /&gt;
| 1 Tech-Priest Enginseer, 10 Skitarii Rangers/Vanguard, 3 Kataphron Breachers/Destroyers, 1 Onager Dunecrawler &lt;br /&gt;
| $$$&lt;br /&gt;
| ???&lt;br /&gt;
| AdMech players, please share your opinions here.&lt;br /&gt;
| [Image goes here]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Black Templars]]&#039;&#039;&#039;&lt;br /&gt;
| 1 Black Templars Marshal, 5 Intercessors, 10-men Primaris Crusader Squad (4 Neophytes, 5 Initiates and a Sword Brother), 1 Impulsor, 1 Black Templars upgrades set&lt;br /&gt;
| $$$&lt;br /&gt;
| Good&lt;br /&gt;
| Very similar to the Army Set, ditching the Dreadnought and the Emperor&#039;s Champion for some Intercessors, a transport for them and an upgrade sprue.&lt;br /&gt;
| [Image goes here]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Blood Angels]]&#039;&#039;&#039;&lt;br /&gt;
| 1 Primaris Librarian, 1 Impulsor, 5 Intercessors, 5 Incursors, 3 Aggressors, 2 Blood Angels upgrade sprues&lt;br /&gt;
| $$$&lt;br /&gt;
| Good&lt;br /&gt;
| The Blood Angels&#039; take on the Combat Patrol is actually a decent showing! While the Impulsor and Aggressors have been nerfed, they&#039;re still solid units. While the split between Incursors and Intercessors is odd, they&#039;re both solid units. the Intercessors are better shooters while the Incursors (who can also be built as the supportive Infiltrators) are better jacks of all trades units that deny cover and can decently get to objectives, while not entirely sucking in melee.&lt;br /&gt;
| [Image goes here]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Dark Angels]]&#039;&#039;&#039;&lt;br /&gt;
| 1 Primaris Chaplain, 3 Inceptors, 1 Redemptor Dreadnought, 5 Intercessors, 2 Dark Angels upgrade sprues&lt;br /&gt;
| $$$&lt;br /&gt;
| ???&lt;br /&gt;
| Dark Angels players, please share your opinions here.&lt;br /&gt;
| [Image goes here]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Death Guard]]&#039;&#039;&#039;&lt;br /&gt;
| 1 Typhus, 1 Biologus Putrifier, 7 Plague Marines, &#039;&#039;&#039;30 Poxwalkers&#039;&#039;&#039;&lt;br /&gt;
| $$$&lt;br /&gt;
| Good&lt;br /&gt;
| Okay, WOW. The Death Guard Combat Patrol goes HARD on Poxwalkers, when they probably could have used a bit less of those. Plague Marines are still a core to a Death Guard army, Typhus got BUFFED, and the Biologis Putrifier is still a potent grenadier. They could have cooled it on the Poxwalkers, though.&lt;br /&gt;
| [Image goes here]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Deathwatch]]&#039;&#039;&#039;&lt;br /&gt;
| 1 Primaris Lieutenant, 1 Primaris Apothecary, 10 Intercessors, 3 Aggressors, 2 Deathwatch upgrade sprues&lt;br /&gt;
| $$$&lt;br /&gt;
| Good&lt;br /&gt;
| While Aggressors are nowhere near as good as they once were, they&#039;re still sturdy enough option for a person&#039;s first Deathwatch Army. Intercessors remain an ever great option for the Deathwatch, Apothecaries only got better and the Lieutenant isn&#039;t the worst but doesn&#039;t synergize with the rest of the ranged forces.&lt;br /&gt;
| [Image goes here]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Drukhari]]&#039;&#039;&#039;&lt;br /&gt;
| 1 Archon, 10 Kabalite Warriors, 5 Incubi, 1 Ravager, 1 Raider&lt;br /&gt;
| $$$&lt;br /&gt;
| ???&lt;br /&gt;
| Dark Eldar players, please share your opinions here.&lt;br /&gt;
| [Image goes here]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Grey Knights]]&#039;&#039;&#039;&lt;br /&gt;
| 1 Terminator Librarian, 5-men Strike/Interceptor/Purifier/Purgation Squad, 5 Terminators/Paladins, 1 Nemesis Dreadknight&lt;br /&gt;
| ???&lt;br /&gt;
| ???&lt;br /&gt;
| Grey Knights players, please share your opinions here.&lt;br /&gt;
| [Image goes here]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Orks]]&#039;&#039;&#039;&lt;br /&gt;
| 1 Warboss in Mega Armour, 20 Boyz, 3 Deffkoptas, 1 Deff Dread&lt;br /&gt;
| ???&lt;br /&gt;
| ???&lt;br /&gt;
| &amp;lt;span style=&#039;color:green&#039;&amp;gt;&#039;&#039;&#039;Prayz Mork da deffkoptas not pewtah.&#039;&#039;&#039;&amp;lt;/span&amp;gt; (They&#039;re new plastic molds, don&#039;t worry) All models except for the Deff Dread are &#039;&#039;&#039;monopose&#039;&#039;&#039;.&lt;br /&gt;
| [Image goes here]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Necrons]]&#039;&#039;&#039;&lt;br /&gt;
| 1 Necron Overlord, 10 Necron Deathmarks/Immortals, 3 Tomb Blades, 1 Doom Scythe/Night Scythe &lt;br /&gt;
| $$$&lt;br /&gt;
| ???&lt;br /&gt;
| These are strong units with several configuration options, but they don&#039;t synergize very well by themselves and the Night Scythe has no business being in a small game.  Best approached as the core of a larger army, or swap the flyer for some tough infantry like warriors or lychguard.&lt;br /&gt;
| [Image goes here]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Space Marines]]&#039;&#039;&#039;&lt;br /&gt;
| 1 Primaris Lieutenant in Phobos Armour, 10 Infiltrators, 3 Suppressors, 3 Eliminators, 1 Impulsor&lt;br /&gt;
| $$$&lt;br /&gt;
| ???&lt;br /&gt;
| Primaris marines are the default now, it seems. All models except for the Impulsor are &#039;&#039;&#039;monopose&#039;&#039;&#039;. Currently the only way to get Suppressors new.  Marine players, please share your opinions here.&lt;br /&gt;
| [Image goes here]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Space Wolves]]&#039;&#039;&#039;&lt;br /&gt;
| 1 Primaris Wolf Guard Battle Leader (axe and carbine), 5 Reivers/Hounds of Morkai, 10 Intercessors, 1 Invictor Warsuit, 2 Space Wolves upgrade sprues&lt;br /&gt;
| $$$&lt;br /&gt;
| Goood&lt;br /&gt;
| Intercessors and Invictors are good workhorses for any Marine army, much less one as versatile as the Space Wolves, the Hounds of Morkai aren&#039;t that good (and neither are their base unit) but they could be worse. A Primaris Lieutenant with a power weapon and bolter is rare, so this can be nifty.&lt;br /&gt;
| [Image goes here]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Thousand Sons]]&#039;&#039;&#039;&lt;br /&gt;
| 1 Infernal Master, 5 Scarab Occult Terminators, 20 Tzaangors&lt;br /&gt;
| $$&lt;br /&gt;
| Bad&lt;br /&gt;
| Perhaps the first notably bad deal, this box is almost the same thing you get from Hexfire except with extra Tzaangors and notably no Rubric Marines. Since Tzaangors are not &amp;lt;Core&amp;gt; and are limited by the amount of rubric units you field, it seems almost baffling to include this many in an army dedicated to sorcery or dust-filled automatons. If you are already dedicated to the Thousand Sons, have purchased the Start Collecting box years ago, or already pre-ordered Hexfire, then this box will just be redundant.&lt;br /&gt;
| [Image goes here]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Games Workshop]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C02:20E0:0:0:0:C847</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Enslavers&amp;diff=201046</id>
		<title>Enslavers</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Enslavers&amp;diff=201046"/>
		<updated>2022-01-05T05:52:21Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C02:20E0:0:0:0:C847: /* &amp;quot;Biology&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Enslaver sketch.jpg|thumb|300px|right|[[Jes Goodwin]]&#039;s sketch of an Enslaver.]]&lt;br /&gt;
{{topquote|A buey viejo no le falta garrapata. - There is no lack of fleas in old oxen.|Old Spanish saying}}&lt;br /&gt;
The &#039;&#039;&#039;Enslavers&#039;&#039;&#039; (also known as Psyrens, Krell, Dominators, Puppeteers and many other names by the denizens of the galaxy or more formally, &#039;&#039;Spiritus subjugator&#039;&#039;) are a strange &amp;quot;[[skub|organism]]&amp;quot; that populates the [[Warp]]. We say that it&#039;s an organism, but really describing what these things actually are is an exercise in futility, considering their supposed origins and &amp;quot;biology&amp;quot;. We can say, however, that they are some of the most dangerous things that can come out of the Warp, and considering the amount of horrifically dangerous shit that populates the Immaterium, that&#039;s &#039;&#039;really&#039;&#039; saying something, as well as amongst the very oldest (timey-wimey warp-fuckery notwithstanding). &lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Origins&amp;quot;==&lt;br /&gt;
Trying to explain the origins of the Enslavers forces us to go back to the days of the [[War in Heaven]]. During those times, the [[C&#039;Tan]] and their [[Necron]] slaves were beating the [[Old Ones]] and their allied races into submission, slowly but surely driving them into extinction. In their desperation, the Old Ones started creating more new races to try and stop them from going the way of the dodo, with little to no avail. This rapid creation of sentient species, alongside the tide of feelings of OCTILLIONS of beings embroiled in the war altered the properties of the Realm of Souls quite a bit, and it slowly but surely ended up altering its very nature, turning it into the twisted hellscape the Imperium knows as the Warp. It&#039;s at this point where the first Enslavers start appearing, to the absolute horror of EVERYONE and EVERYTHING...except maybe the Tyranids...who they might be connected to.&lt;br /&gt;
&lt;br /&gt;
It is not known whether the Enslavers were the first [[daemons]], birthed from the emotions of all of this death and destruction, they were just organisms inhabiting the Warp and got attracted to the galaxy in a similar way the [[Tyranids]] did (with a hunger for immaterial energy (souls) instead of physical biomatter (flesh), or they were [[Chaos Spawn|peaceful Warp creatures horribly warped and deformed into the abominations they would become]]. In any case, they invaded the galaxy in millions, following the end of the War in Heaven and basically singlehandedly stopped all remaining conflicts...[[rape|by subjecting everyone involved to fates worse than being captured by the Dark Eldar]]... which by default is &#039;&#039;&#039;much worse&#039;&#039;&#039; than death.&lt;br /&gt;
&lt;br /&gt;
These entities arrived just at the time where the Old Ones were barely avoiding extinction by the skin of their teeth against the C&#039;Tan, who had been betrayed by the Necrons and started turning against each other. That small moment of respite turned out to be the calm before THE storm of the epoch, getting completely blindsided by this out of context problem. As such, the Old Ones and their slave species were utterly erased from existence, used as soul-fuel for the Enslavers. Combining the state of utter exhaustion with the quickness of the Enslavers reproductive cycle, and most of the life in the galaxy was eradicated. The Necron and the C&#039;Tan were more or less safe from these things, due to them not having souls anymore, but the C&#039;Tan were getting shattered here and there and the Necrons, seeing all of the clusterfuck the galaxy had become, decided to go &amp;quot;fuck it&amp;quot; and went to sleep for around 60 million years. The only known species that we 100% know that survived are the Eldar, the Jokaero, the Hrud, and the Orks. The Orks survived the way Orks always survive: they probably put spores in places not even the Enslavers could find them, but the Eldar hadn&#039;t discovered the Webway yet, so who knows how they rode out the plague. (Maybe they built wraithbone bubbles filled with souls like the Infinity Circuit, and the Enslavers couldn&#039;t get through?). The Hrud may have just not been particularly appetizing, given their whole &amp;quot;age things to dust&amp;quot; effect on things and how hard they are to dig out of their holes, and the Jokaero may have scienced their way out of the whole situation without meaning to. The Necrons also survived, but counting them as &amp;quot;species&amp;quot; is also a rather [[skub|complicated]] debate, considering the Necrontyr are definitively extinct, and in their place they left the automatas known as Necrons. Anyways, once they managed to leave the galaxy clean of important life, they either went back to the Warp or they starved to death, leaving the way for the galaxy to recover from the cataclysm. With the millions of year passing, the memories of these creatures faded more and more, and by the time the [[Imperium of Man]] was created, those who still remembered them thought them to be truly gone...&lt;br /&gt;
&lt;br /&gt;
However, [[grimdark|this is 40k]], and if something can ruin the galaxy, it will make its way to it. The Enslavers have appeared from time to time to feed upon sentient species once again, although these ones are not nearly as powerful as those from the days of the Old Ones. Well, that or the sheer blind fanatical faith of the Imperium and its effect on the Warp makes them a relative non-issue.  The Calixis Sector was victim to an Enslaver infestation in 260.993.M41, however it was repelled by the forces of mankind. Nowadays, the Inquisition keeps an eye on these abominations, considering that a quick response is the key to keep them at bay, and that the damage they can do is far greater than any form of [[exterminatus]]&lt;br /&gt;
&lt;br /&gt;
It is also believed that [[Trazyn the Infinite]] has a carcass of an Enslaver in his collection. Considering how dangerous these beings are, as well as Trazyn&#039;s somewhat lacking security in regards to live specimens (remember when he tried to make a zoo of tyranids, [[fail|only for them to escape and run amok in the planet?]]) it is good to know that the thing is actually a desiccated corpse... &amp;lt;s&amp;gt;or at least, we believe it to be so&amp;lt;/s&amp;gt;. Trazyn personally makes sure it’s dead every time he enters the room containing it...every time.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Biology&amp;quot;==&lt;br /&gt;
[[File:Rogue Trader Enslaver.jpg|thumb|200px|right|A [[Warhammer 40,000: Rogue Trader|Rogue Trader]] era Enslaver.]]&lt;br /&gt;
Now, the first and most important thing to discuss regarding the enslavers&#039; biology is to know whether they are daemons or not. Considering their nature, composition, behaviour, feeding habits and common habitats... We don&#039;t know. Really, if they are daemons, they share so many characteristics with regular organisms we could be forgiven to think of them as living beings, and viceversa. Both the Ordo Xenos and Ordo Malleus keep track of these things, just in case the other is wrong. At the very least we know they are older than [[Chaos]], so they at least don&#039;t work alongside the Ruinous Powers (after all, if all the believers are eaten, there is no more emotion, and more importantly, no worship, so they would &amp;lt;s&amp;gt;go kaput&amp;lt;/s&amp;gt; be weakened to such an extent that they would lose most of their agency, and eventually lose their very sentience, as they&#039;d only exist on aspects of reality such as change&amp;lt;s&amp;gt;, anarchy,&amp;lt;/s&amp;gt; and decay...so slannesh would die...it’s not worth it). They may as well be the equivalent of tyranids for the Warp, a menace that came from outside the Immaterium (or at the very least a region of the Immaterium corresponding to another galaxy) to feed upon it, in which case, that&#039;s another apocalyptic threat the galaxy has to deal with. Great. The biggest point of evidence that points to them being Biological of some kind is the corpse kept by Trazyn since Daemons don&#039;t leave corpses they just return to the warp when &#039;killed&#039;.&lt;br /&gt;
&lt;br /&gt;
Physiology-wise they take a number of forms, but the most common aspect is something akin to a mix between a flea, a jellyfish and an octopus, all bloated into ridiculous proportions (The swollen area speculated to be something akin to that of a stomach, where all of the psychic energy and souls are stored). They move by floating in the air, probably using their psychic powers to levitate. They use their numerous tendrils to search for and feed upon the souls of the living, in particular psykers. Once found, they nail their tendrils inside of the victim&#039;s brain and start sucking out the poor sod&#039;s soul, while simultaneously turning it into a drooling slave, ready to fight for the Enslavers, defeating potential threats and searching for more prey. Once the victim is more or less done, they will put their eggs inside the target&#039;s brain, only for them to hatch a year or so later, [[grimdark|making its head explode into more Enslavers]]. Sufice to say, if this process is not stopped immediately, an Enslaver infestation can destroy planets in a matter of decades, though they will try to be as stealthy as possible. And by the way, &#039;&#039;we don&#039;t even know whether they are a sapient species or not&#039;&#039;, so this behavior might be instinct or just a plan hatched with the borrowed intelligence of their host. Again, very little information for us to just corroborate anything major. If the Enslavers can&#039;t get any food, they will either return to the Warp or starve to death.&lt;br /&gt;
&lt;br /&gt;
==Presence in the Tabletop and Vidya==&lt;br /&gt;
Enslavers come from the early days of [[Rogue Trader]], although most of their fluff comes from later works. Tabletop-wise, they were given rules in the [[Chapter Approved]] [[Creature Feature]], although no models were made for them. Homebrew rules: &lt;br /&gt;
&lt;br /&gt;
SPECIAL RULES&lt;br /&gt;
&lt;br /&gt;
Deep Strike: Enslavers may always opt to stay in reserve and enter play using the Deep Strike rules &lt;br /&gt;
even in missions which do not use the Deep Strike rules. Enslavers cannot contribute dice to the Enslavement pool until they are on the tabletop. &lt;br /&gt;
&lt;br /&gt;
ENSLAVEMENT&lt;br /&gt;
&lt;br /&gt;
Each Slave Conduit contributes 1 dice to the pool at the start of each of the player&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
Each Enslaver contributes 2D3 dice to the pool at the start of each player&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
Each Enslaver Lord contributes 3D3 dice to the pool at the start of the player&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
Dice are used to control enslaved units and to mind control new ones! The dice pool is used as follows: At the end of the Enslaver&#039;s movement phase it allocates dice to enslave units. At the start of the next Enslaver&#039;s turn the pool is refilled with the exception of dice that have been left with units to show they are in danger of permanent enslavement (see below).&lt;br /&gt;
&lt;br /&gt;
Enslavers count as psykers but their Enslavement dice cannot be countered by any known means, such as psychic hoods or Runes of Warding.&lt;br /&gt;
&lt;br /&gt;
CONTROLLING ENSLAVED UNITS&lt;br /&gt;
&lt;br /&gt;
Enslaved units automatically pass all Morale checks.&lt;br /&gt;
&lt;br /&gt;
ENSLAVING NEW UNITS&lt;br /&gt;
&lt;br /&gt;
Enslaving new units is achieved by allocating dice to them and rolling against the target unit&#039;s Leadership characteristic. A maximum of three dice can be allocated per enemy unit and one dice is lost per full 24&amp;quot; that there is between the closest Enslaver and the target (ie, 24&amp;quot;-47&amp;quot; –1 dice, 48&amp;quot;- 71&amp;quot; –2 dice, control is not possible at 72&amp;quot; or greater). &lt;br /&gt;
&lt;br /&gt;
Less than Leadership: The target is confused, in the opponent&#039;s turn the unit may only take a single move, shoot or fight action for the remainder of the opponent&#039;s turn. The unit may not take any actions or cast in the psychic phase.&lt;br /&gt;
&lt;br /&gt;
Equalling the Leadership: The target is confused and does nothing, the unit can take no actions in the opponents turn. The opponent must roll a D6 for each model in the unit remove one model from the unit for each 6 rolled on the dice to represent infighting – individuals being completely controlled and killing another unit member, ones winning freedom only to be slain by the others, suicidal incidents and so forth. -1 to the dice roll if the target is a Character.&lt;br /&gt;
&lt;br /&gt;
Beating the Leadership by 1: The Enslaver can cause the unit to move or shoot.&lt;br /&gt;
&lt;br /&gt;
Beating the Leadership by 2: The Enslaver can cause the unit to move and shoot at +1 BS.&lt;br /&gt;
&lt;br /&gt;
Beating the Leadership by 3+: The Enslaver can cause the unit to move, shoot and charge at +1 BS and +1 WS.&lt;br /&gt;
&lt;br /&gt;
Permanent Enslavement: Each time an enemy unit is affected by the Enslavers leave one of the dice from their pool with it. Once three dice have been accumulated the unit becomes fully enslaved and is part of the Enslaver&#039;s forces from then on. At this point the accumulated dice are returned to the Enslavers&#039; dice pool.&lt;br /&gt;
&lt;br /&gt;
Mind Control: The Enslaver&#039;s effect gets more powerful the closer you get. Within 12&amp;quot; units are at Ld -2, within 24&amp;quot; -1 Ld. Psykers suffer an additional -1 at any range.&lt;br /&gt;
&lt;br /&gt;
Slave Conduit                 5 model&#039;s to a Unit.       &lt;br /&gt;
&lt;br /&gt;
M 8&amp;quot; WS 5+ BS 6+ S 3 T 3 W 1 A 1 LD 10 SV 5+ 50pts&lt;br /&gt;
&lt;br /&gt;
Psychic Lash        Melee -0 1 *On a wound roll of 6+ the target suffers a mortal wound.&lt;br /&gt;
&lt;br /&gt;
Warp Form: Unit has a 4+ Invulnerable Save.&lt;br /&gt;
&lt;br /&gt;
Warp Horror: Enemy units that are within 6&amp;quot; must subtract 1 from their Leadership.&lt;br /&gt;
&lt;br /&gt;
Enslaver&lt;br /&gt;
&lt;br /&gt;
M 6&amp;quot; WS 4+ BS 6+ S 5 T 5 W 5 A 4 LD 10 SV 5+150pts&lt;br /&gt;
&lt;br /&gt;
Focused Psychic Lash        Melee -0 1 *On a wound roll of 5+ the target suffers a mortal wound.&lt;br /&gt;
&lt;br /&gt;
Enslave: Select a target that is visible to the user attempting to enslave the target. This may be used any number of times.&lt;br /&gt;
&lt;br /&gt;
Warp Form: This model has a 4+ Invulnerable Save.&lt;br /&gt;
&lt;br /&gt;
Warp Horror: Enemy units that are within 12&amp;quot; must subtract -2 from their Leadership, units within 24&amp;quot; must subtract -1 from their Leadership. Psykers suffer an additional -1 at any range.&lt;br /&gt;
&lt;br /&gt;
Enslaver Lord&lt;br /&gt;
&lt;br /&gt;
M 6&amp;quot; WS 4+ BS 6+ S 7 T 7 W 9 A 6 LD 10 SV 5+300pts&lt;br /&gt;
&lt;br /&gt;
Psychic Storm                   Melee -0 1 *On a wound roll of 4+ the target suffers a mortal wound.&lt;br /&gt;
&lt;br /&gt;
Enslave: Select a target that is visible to the user attempting to enslave the target. This may be used any number of times.&lt;br /&gt;
&lt;br /&gt;
Warp Shift: This model has a 3+ Invulnerable Save.&lt;br /&gt;
&lt;br /&gt;
Warp Horror: Enemy units that are within 12&amp;quot; must subtract -2 from their Leadership, units within 24&amp;quot; must subtract -1 from their Leadership. Psykers suffer an additional -1 at any range.&lt;br /&gt;
&lt;br /&gt;
Warp Eternal: The first time this model is destroyed, roll one D6 at the end of the phase. On a 4+, set this model back up on the battlefield as close as possible to where they were destroyed and not within Engagement Range of any enemy models, with D6 wounds remaining.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In [[Warhammer 40,000: Gladius - Relics of War|Warhammer 40k Gladius]], they appeared as a neutral faction that spawned randomly which they would attack players and computers alike. Living up to their names, they are capable of psychically enslaving units and turning them against their former allies (cept for the Necrons, for obvious reasons). Killing the enslavers will free the mind-controlled units from their power.&lt;br /&gt;
&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Xenos]]&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C02:20E0:0:0:0:C847</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Whirlwind&amp;diff=563908</id>
		<title>Whirlwind</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Whirlwind&amp;diff=563908"/>
		<updated>2022-01-03T09:33:08Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C02:20E0:0:0:0:C847: /* Whirlwind Hyperios */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;[[Emperor|His]] wrath falls from the heavens.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Whirlwind Artillery Tank&#039;&#039;&#039; is the standard artillery tank used by the [[Space Marines]].&lt;br /&gt;
&lt;br /&gt;
It starts life as a [[Rhino]] chassis, like most [[Space Marine]] vehicles, but differs in that its carrying capacity is sacrificed to hold ammunition for the [[Whirlwind Multiple Missile Launcher]] on top. It is used to counter hordes of enemies, which the Marines don&#039;t deal too well with on their own, and to take out specific targets, such as anti-air emplacements and gun-towers. If your chapter is more... Liberal in their application of firepower, it can also be used in [[Marines Malevolent|hostage situations]].&lt;br /&gt;
&lt;br /&gt;
Fun fact: in the real world, [[Steel Rain]] refers to rocket submunitions.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Whirlwind Helios==&lt;br /&gt;
[[File:SM Space Marine Whirlwind.jpg|right|thumb|300px|Whirlwind Helios]]&lt;br /&gt;
The default Helios-pattern launcher (named for the [[Forge World]] which manufactures it) fires anti-infantry missiles, giving the Space Marines anti-horde support.  They don&#039;t use this tank in the way that most [[Imperial Guard]] armies use their artillery; while IG artillery supplies sustained bombardment of static positions (enemy forts, armies, cities, etc.), the Whirlwind fires a quick barrage of devastating firepower to support Space Marines who need it, and then moves on to the next trouble spot.&lt;br /&gt;
The launcher has 2 types of missiles. The first, the imposing Vengeance missile is like a baby basilisk cannon at S5 AP4 meaning it will lol straight through any GEQ army but will just bounce off a MEQ. Its little brother, incendiary castellan, is weaker, the same stats as a frag missile, but has the ignores cover special rule. Perfect for taking out those pesky [[Tau]] pathfinders and telling the Daemons of nurgle or Venom/Malanthrope spamming Tyranids exactly which hole they can shove their shrouded up.&lt;br /&gt;
&lt;br /&gt;
While there aren&#039;t rules for them anymore, the launchers can also fire &amp;quot;standard&amp;quot; castellan rounds.  These missiles are weighted to burrow into the ground, leaving long sensors trailing from the top. This allows the whirlwind to fire minefields against an approaching foe.&lt;br /&gt;
&lt;br /&gt;
The [[Land Raider Helios]] takes its name from having this type of launcher.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, whirlwind helioi are generally best fielded in units. Taking a squad of three grants Shred and Pinning to the entire group and ruins the day of anything short of a monstrous creature. Adding in a spotting [[land speeder]] gives the group unlimited range and re-rolls to hit.&lt;br /&gt;
&lt;br /&gt;
Off the tabletop, these things are hard to get a hold of.  It&#039;s generally easier and cheaper to get a hold of one of the Forge World variants, and that should tell you something. Converting a Rhino is generally easier.   &lt;br /&gt;
&lt;br /&gt;
8th Edition&lt;br /&gt;
The Whirlwind has lost the ability to be fielded in squads and has to pay command points for the land speeder support.  For armament, the vengeance missiles now hit like Autocannons with 2d3 shots and the castellans have lost their incendiary nature but have gone up to S6 with 2d6 shots.  The whirlwind cannot change firing modes over the course of the game, however.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Whirlwind Hyperios==&lt;br /&gt;
[[File:Whirlwind_Hyperios.jpg|right|thumb|300px|Whirlwind Hyperios]]&lt;br /&gt;
Produced by [[Forge World]], the [[Hyperios Missile Launcher|Hyperios-pattern launcher]] uses a different targeting system and fires anti-air rockets (after attempts to use anti-air rockets in the Helios launcher proved &amp;quot;disastrous&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Rules are printed in various Imperial Armour (most recent IA2:2nd) and Horus Heresy books by Forgeworld.&lt;br /&gt;
Unlike the [[Space Marine Stalker|Stalker]] or [[Space Marine Hunter|Hunter]] this has both Skyfire and Interceptor, meaning it can take a shot when that pesky enemy flyer arrives on the table and it has the &amp;quot;Heat Seeking&amp;quot; rule, which basically makes it twin-linked against aircraft for added accuracy.&lt;br /&gt;
&lt;br /&gt;
Unfortunately those are the Hyperios&#039;s only advantages as it&#039;s basically still only an anti-air krak missile so it has negligible ability to take out a flying vehicle when used unsupported. The Stalker at least fills the air with dakka much like a [[Hydra Flak Tank|Hydra]] does, while the Hunter has added range, Armourbane, AP2 and that crazy homing rule that means it never misses which makes it quite threatening.&lt;br /&gt;
&lt;br /&gt;
It also costs 35-40 points more than the other two AA tanks that marines get, so basically the Hyperios should be avoided and proxied as a normal whirlwind.  To be worth its current points cost it would need to shoot at least three of those krak missiles mathematically, and to be worth an equal cost it would need to shoot at least two. On paper that is doable thanks to interceptor, mean that if it can last until the end of your opponents next turn it can get off that second shot, (having gotten it&#039;s first off when the flyer first arrived via interceptor) but even so it&#039;s not that potent a shot. Of course this isn&#039;t accounting for trickier to price factors like interceptor, the split fire capability of the Stalker, or the Homing capacity of the Hunter.  &lt;br /&gt;
&lt;br /&gt;
That said... it&#039;s the only AA &#039;&#039;&#039;TANK&#039;&#039;&#039; that [[Space Wolves]], [[Dark Angels]] and (current) [[Blood Angels]] get access to, since Vanilla marines keep all the cool toys to themselves.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Deimos Pattern Whirlwind Scorpius==&lt;br /&gt;
[[File:Whirlwind_Scorpius.png|right|thumb|300px|Whirlwind Scorpius]]&lt;br /&gt;
The Scorpius pattern is also made by Forge World for the [[Horus Heresy]] line but was added as a &amp;quot;Relic&amp;quot; option for 40k armies, based on the old-style missile launchers from the [[Warhammer 40,000: Rogue Trader]] days (scaled up for a vehicle&#039;s size). The so called [[Scorpius Launcher]] is the [[Dakka|machine gun of Imperial Missile Launchers and Missile Ordnance]]. Seriously, this monster shits out so much missiles, a barrage could be reclassified as a carpet bombing. &lt;br /&gt;
&lt;br /&gt;
The only one that could out-Dakka this thing, is the [[Arcus Launcher]] mounted on the [[Sicaran Battle Tank#Sicaran Arcus|Sicaran Arcus artillery tanks]]. Nevertheless, once this thing fires, your tarpits&#039; ass is grass.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, it stays true to its fluff. It stores S8 AP3 Blast missiles in rapid-firing rotary drums, and can fire 1+1D3 at a time if it sits still, which it should do since it is still a barrage vehicle and can fire over intervening terrain. This design is leagues better then the other designs as it can smash open light vehicles and rip straight through MEQ&#039;s due to its superior AP value and ability to fire multiple barrages at once.  &lt;br /&gt;
&lt;br /&gt;
The design was commissioned by the [[Space Wolves]] to help them take [[xenos]] cities, and was intended to fight on the front lines (which is kind of weird for a barrage artillery vehicle that benefits heavily from staying still), so it has armor plating like the [[Predator Tank]], which makes it beefier than the other patterns.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:Space Marine Hunter.jpg|&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Hunter Multi-Launcher Vehicle|Hunter]]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
image:Stalker.jpg|&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Stalker|Stalker]]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
image:WirbelwindTank.jpg|&amp;lt;center&amp;gt;[https://en.wikipedia.org/wiki/Wirbelwind &#039;&#039;Wirbelwind&#039;&#039; Tank]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{40k-Imperial-Vehicles}}&lt;br /&gt;
{{Template:Marines-Forces}}&lt;br /&gt;
{{Chaos Space Marines}}&lt;br /&gt;
{{Blood Angels}}&lt;br /&gt;
{{Dark Angels}}&lt;br /&gt;
{{Space Wolves}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C02:20E0:0:0:0:C847</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Pulsar-Fusil&amp;diff=392014</id>
		<title>Pulsar-Fusil</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Pulsar-Fusil&amp;diff=392014"/>
		<updated>2021-12-31T21:14:10Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C02:20E0:0:0:0:C847: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Pulsar-Fusil.jpg|200px|right|thumb|Pulsar-Fusil]]&lt;br /&gt;
The Pulsar-Fusil is a strange energy weapon mounted and utilized by the [[Techpriest|Cogboys]] of the [[Adeptus Mechanicus]]. These weapons  usually mounted on a [[Krios Battle Tank|Krios Venator]] and is another weapon dating back during the [[Dark Age of Technology]]. &lt;br /&gt;
&lt;br /&gt;
It is a multi-chambered particle beam cannon designed to fire volleys, dare we say Fusilades, of destructive energy bolts which detonate explosively upon hitting their target, tearing armored vehicles apart with repeated strikes. It is unknown whether this weapon should be classified as a form of [[Plasma]] weapon, [[Conversion Beamer]], [[Arc Weaponry|Arc]] weapon or some esoteric [[Bullshit]] [[Star Trek|technobabble]] that the AdMech had pulled out lately.&lt;br /&gt;
&lt;br /&gt;
But seeing how the Krios Venator is a tank destroyer, it would be believed that the type of energy released, like most Mechanicus weapons, are unstable, extremely volatile and absolutely lethal to whoever handling the trigger. The matter of the fact is, if we take its name literally, it could be analogous to the Tau&#039;s [[Plasma#Pulse Weapons|Pulse weapons]]. Or it could be a much larger version of the AdMech&#039;s Phased Plasma Fusil.&lt;br /&gt;
&lt;br /&gt;
{{40k-Imperial-Weapons}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C02:20E0:0:0:0:C847</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Bat_Swarm&amp;diff=80687</id>
		<title>Bat Swarm</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Bat_Swarm&amp;diff=80687"/>
		<updated>2021-12-28T08:12:54Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C02:20E0:0:0:0:C847: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Bat Swarm.jpeg|thumb|They&#039;re no Stellaluna...]]&lt;br /&gt;
&lt;br /&gt;
So, let’s say you have to think of a vampire. What’s the first thing that comes to mind? Why, tall, dark gloomy castles in the middle of the night. And what creature inhabits these castles aside from their undead masters? Why, bats of course! But these aren’t any normal bats - due to the fact that they roost in the heavily dark magic-saturated castles of Sylvania, they are massively swole and aggressive bats.&lt;br /&gt;
&lt;br /&gt;
These are the Bat Swarms, and they are... well, swarms of bats summoned by the [[Vampire Counts]] to war. They come in thick black clouds that often blot out what little light there is, somewhat akin to Batman strategically releasing a ton of bats whenever someone comes into the Batcave - intended to disorient the foe so that the real heavy hitters can swoop in for the kill., whilst getting in their own hits through clawing and biting where possible (and presumable also giving rabies).&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Vampire Counts]]&lt;br /&gt;
{{Vampire Count Troops}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C02:20E0:0:0:0:C847</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Girtablilu&amp;diff=231226</id>
		<title>Girtablilu</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Girtablilu&amp;diff=231226"/>
		<updated>2021-12-26T00:19:37Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C02:20E0:0:0:0:C847: /* Monstergirls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Monstergirls}}&lt;br /&gt;
[[File:Girtablilu.jpg|400px|thumb|right|Pathfinder&#039;s take on the Girtablilu from their [[Monster Manual|bestiaries]] in all of her [[monstergirl]] goodness.]]&lt;br /&gt;
&#039;&#039;&#039;Girtablilu&#039;&#039;&#039;, also known as &#039;&#039;&#039;Scorpion Men&#039;&#039;&#039;, are scorpion-human hybrid [[monster]]s in the myths of ancient Babylon and other Akkadi-language cultures. Whilst the mythical monster is obscure, and its name practically unpronounceable, it has sparked a basic idea that continues to pop up here and there throughout fantasy realms.&lt;br /&gt;
&lt;br /&gt;
The typical presentation of a Girtablilu - or at least one of its spiritual heirs - is a [[centaur]] or [[drider]]like creature, with a humanoid&#039;s upper body emerging from where the head should be on a giant [[scorpion]]. These creatures are usually high-level monsters, since they combine the ability to wield weapons with powerful pincers and a wicked venomous sting from their lashing tail.&lt;br /&gt;
&lt;br /&gt;
==D&amp;amp;D==&lt;br /&gt;
There have been numerous different forms of Scorpion Man throughout the editions of [[Dungeons &amp;amp; Dragons]]; for more details, see the [[Manscorpion]] page.&lt;br /&gt;
&lt;br /&gt;
The oldest scorpion men (if we don&#039;t count [[WGR3: Rary the Traitor]]) are the scorpion men of Nimmuria, in &#039;&#039;Princess Ark&#039;&#039; and then [[Red Steel]]. These grotesque albino monsters conquered the land of Nimmuria by betraying its original occupants, the [[Enduk]]s after they were welcomed into the region and then usurping the trappings of Enduk society for themselves. For this, they were cursed with albinism/translucent flesh, forcing them to hide in the [[Underdark]].&lt;br /&gt;
&lt;br /&gt;
The other scorpion-man race of D&amp;amp;D is the Tlincalli of the [[Forgotten Realms]]. These scorpion-men lack the normal pincers of their kind; instead, their hands crudely resemble pincers, having only two fingers and a thumb. They are believed to be the descendants of an ancient civilization of [[human]]s who fell into evil behavior and were ultimately cursed for their malice; they now inhabit inverted cities built into the [[Underdark]] below desert regions, where they enslave surfacers - mostly humans and [[dwarves]] - to handle manual labor and finer detailing that their stiff and inflexible digits hamper.&lt;br /&gt;
&lt;br /&gt;
Because &amp;quot;MAN-Scorpion!&amp;quot; just sounded too &amp;lt;strike&amp;gt;gay&amp;lt;/strike&amp;gt;sexist, 3.5 floated &amp;quot;Scorpionfolk&amp;quot; in Monster Manual 2. This had them as a desert-dwelling people who have been marginalized by other races, with an appearance not too dissimilar to PF&#039;s Girtablilu; a human upper torso replacing the head of a giant scorpion, with both human arms and the pincer-bearing arms of a giant scorpion coming from roughly where their hips would be if they were bipeds. They are described as typically Evil, mostly because of their willingness to raid other races for vital supplies. Their most unique trait is the presence of some spell-like abilities; Major Image 1/day and Mirror Image 2/day, giving them a weird knack for the [[illusionist]] role. They are, theoretically, playable races, but this just amounts to a side-bar noting that their [[Favored Class]] is [[Ranger]] and they have a [[Level Adjustment]] of +16. For some reason they, unlike the rest of MM2, were released under the [[OGL]].&lt;br /&gt;
&lt;br /&gt;
Finally, there are the [[Scorrow]] of [[Eberron]]; arrogant and haughty predatory [[drow]]-scorpion hybrids who believe themselves to be blessed by the drow god [[Vulkoor]], and a counterpoint to the [[Drider]]s of more traditional settings.&lt;br /&gt;
&lt;br /&gt;
==Pathfinder==&lt;br /&gt;
The girtablilu finally had their name used when [[Pathfinder]] created its own race of scorpion-people. Reaching before the one-dimensional eeevil aberrations of D&amp;amp;D, PF restored &#039;&#039;White Dwarf&#039;&#039; #16&#039;s manscorpion: a &#039;&#039;neutral&#039;&#039; force.&lt;br /&gt;
&lt;br /&gt;
Still aberrant (as with [[yuan-ti]], femmes get milkies), girtablilu culture revolves around honoring the memories of lost deities and ancient faiths, which they perform by devotedly guarding ancient ruins in deserts, badlands and other hostile regions where they can survive. Intensely religious, they are natural [[theocracy|theocrats]], with their leaders invariably being [[oracle]]s, [[shaman]]s or [[cleric]]s. Their driving belief is that their protection maintains ancient wardings and barriers against malevolent forces from other realms, and they are loathe to allow others to violate their sacred trust. Still, they much prefer to scare off trespassers than kill them, and can be reasoned with - unless they think you&#039;re a tomb robber, in which case you&#039;ll be shown no mercy.&lt;br /&gt;
&lt;br /&gt;
Pathfinder&#039;s girtablilu immediately caught /tg/&#039;s attention because, no matter how skubby the system is, their iconic girtablilu was a near-naked, voluptuous, dark-skinned scorpion-woman. Even if the Inner Sea Monster Codex did squander that a little by only using portraits of male girtablilu.&lt;br /&gt;
&lt;br /&gt;
==Monstergirls==&lt;br /&gt;
Though less common than their spider-girl counterparts, scorpion-girls have been around a long time, and girtablilu is as good a name for them as any. Much like a spider-girl, a scorpion-girl&#039;s portrayal varies widely, from a fierce and aggressive predator to a shy, meek girl who just wants to be loved to somebody who acts tough, but melts into a romantic sweetheart when alone with her special someone. They tend to be very good mothers, given the real-world scorpion&#039;s maternal behavior, and some even extrapolate from this to argue they make good [[maid]]s.&lt;br /&gt;
&lt;br /&gt;
In terms of biology, the Girtablilu is a can of worms almost as bad as [[centaur]]s for one reason: a scorpion&#039;s pincers are a modification of its &amp;quot;&#039;&#039;Pedipalp&#039;&#039;&amp;quot; and are thusly &#039;&#039;part of its head&#039;&#039; more accruatly: &#039;&#039;&#039;part of it&#039;s mouth&#039;&#039;&#039;. Basically every girtablilu you see takes the centaur approach to anatomy, and thusly builds the human torso off where the scorpion&#039;s head would be, while keeping the claws because, why else make a scorpion person? But this means that, taking the biology literally, there are two sets of heads and jaws, one human and one at the point where scorpion and human meet. We will leave to your imagination why a scorpion jaw at the level of the human torso hips would be a bad idea for a monster girl.&lt;br /&gt;
&lt;br /&gt;
In the [[Monster Girl Encyclopedia]], the girtablilu is a branch of the [[Drider|Arachne]] family who resembles a dusky-skinned woman emerging from the foreparts of a giant scorpion. Their pincers are very small, because this species of mamono relies heavily on its aphrodisiac and euphoric venom; sadistic in nature, they ambush men who catch their eye, stinging them repeatedly to physically force them into a state in which they can mate with them, Cosby-style.&lt;br /&gt;
&lt;br /&gt;
===Gallery===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Scorpiontaur Maid.jpg&lt;br /&gt;
File:Bipedal Scorpiongirl.jpg&lt;br /&gt;
File:MGE Girtablilu.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]][[Category:Pathfinder]][[Category:Monsters]]&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C02:20E0:0:0:0:C847</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Crunch&amp;diff=155427</id>
		<title>Crunch</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Crunch&amp;diff=155427"/>
		<updated>2021-12-25T23:49:47Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C02:20E0:0:0:0:C847: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Crunch.jpg|thumb|right|Something Crunchy. Good for tabletop gaming cuisine, but for goodness&#039; sake, don&#039;t handle anything with actual Crunch on it (like character sheets, gaming books, etc.) before washing your hands clean after consuming something like this.]]&lt;br /&gt;
&#039;&#039;&#039;Crunch&#039;&#039;&#039; (or &#039;&#039;&#039;Rules&#039;&#039;&#039; if you want to be more polite and less demeaning) is roleplaying gamer slang for the actual [[:Category:Game Mechanics|game mechanics]] of a system or setting, probably in reference to number-crunching.  It is the opposite of [[Fluff]], which describes things in an in-universe sense.  For example, a special ability or feat&#039;s fluff might say that &amp;quot;&#039;&#039;You grew up in a school for mages, and have thus learned some of the rudiments of magic&#039;&#039;&amp;quot;; the associated crunch could be a +2 bonus to Spellcraft and Use Magical Device checks.&lt;br /&gt;
&lt;br /&gt;
One of the traditional failings of [[powergamer]]s is a focus on crunch to the exclusion of the fluff, creating characters that are mechanically powerful but make little sense from an in-character perspective.&lt;br /&gt;
&lt;br /&gt;
All Crunch is subject to [[Rule Zero]].  Except when [[Munchkin]]s are involved, they Powergame &#039;&#039;for&#039;&#039; their jollies.&lt;br /&gt;
&lt;br /&gt;
Crunch is a frequently-derided part of all gaming, and it&#039;s easy to see why: while plot holes and fluff failures can be ignored or excused away as author choices or stylistic differences, crunch issues are literal game-breakers.  You might be able to put [[Matt Ward]] out of your mind while playing against 5e [[Necrons]], or gloss over the explanation for why your bishop can move an unlimited number of spaces diagonally, but [[Warhammer 40,000 7th edition|7e]] [[40K]]&#039;s challenges were always a little weird and &#039;&#039;&#039;nobody&#039;&#039;&#039; can enjoy a game of [[Monopoly]] (though that at least is arguably the point of monopoly).&lt;br /&gt;
&lt;br /&gt;
For all of its detractors, though, crunch is the beating heart of all gaming.  The rules and mechanics of gameplay are the reason we indulge this hobby instead of telling stories around campfires.  [[Chess]], [[40k]], [[DnD]], all of your memorable moments in these games are powered directly by the rules of the world.  If done right the crunch of a game gives its players agency and engagement, which can lead to anything between lighthearted fun and teeth-grinding terror.&lt;br /&gt;
&lt;br /&gt;
Just like [[Fluff]], crunch can grow into fluff of its own.  Even without illustrations or flavor text you can feel the oppressive atmosphere of [[Arkham Horror]], the heroic mien of DnD, or the factional flavor of your 40k army.  Likewise, games like [[XCOM]] or 40k&#039;s [[your dudes]]    let setting and characterization grow out of the results of the crunch.  When these feelings don&#039;t match up with the fluff you&#039;re told about, that&#039;s when we complain (loudly and violently).  The overwhelming power of 5e&#039;s flyers, for example, felt absurdly out of place in the groundpounding [[grimdark]] trenches of 40k (why would anyone build legions of defilers and [[chaos]] [[Space Marine|space marines]] when [[Heldrake|Heldrakes]] exist?), whereas your badass veteran Ranger missing a point-blank shotgun round in XCOM just feels wrong.  The other side of this bitter pill is when crunch doesn&#039;t match other crunch: we blame greedy model salesmen (GW), lazy engineers (GW), or blatant favoritism (also GW).  Has anybody faced a [[Riptide]] or [[Wraithknight]] without wondering how its rules ever made it past the writer&#039;s desk?&lt;br /&gt;
&lt;br /&gt;
Heavily mechanical systems aim to explain a world in terms of rolls and numbers, letting the players and skill interactions organically grow the fluff.  [[Risk]], [[3.5e|3.5 DnD]], and [[Skyrim]] are all very much crunch-first simulations wherein stories can be born of the events of the game, not the other way around.  Some games, especially older ones like [[Poker]] or Checkers, don&#039;t really care about the fluff at all; any story explanation of your hand in Go Fish is entirely your own.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Examples of Crunch Overwhelming Fluff ==&lt;br /&gt;
*League of Legends and the handling of the lore. The first champion background to not include a reason for joining the League was Varus in 2012. Many felt a few champions into that the League was being abandoned. After Riot Games realized they could safely ignore it and the majority of the playerbase would not quit, or would rather watch esport athletes score skillshots than follow the lore they got rid of it. It took 2 years until fall of 2014, about 24 champion releases in without mentioning the League before Riot revealed they had retconned the Institute of War and the League of Legends. Riot decided to abandon the Institute of War and almost several years of story to focus on the esports scene. Cue butchery of some characters on par with [[Matt Ward]] (like Varus simple background becoming 2 gay men fused together with a demon weapon). But...lore still exists. Only the organization of uber mages organizing world tournaments to decide conflicts disappeared. Characters still interact with each other. From Lucian and Olaf (he wanted a good death) showing up to fight undead in Bilgewater alongside Miss Fortune/Illaoi/Other Bilgewater champs, to Jinx and Ziggs becoming buddies in Zaun, to Yasuo crosssing paths with Taliyah teaching her how to control her elemental powers and giving her nickname &amp;quot;little sparrow&amp;quot;. Yasuo still uses a thread from her tunic to tie up his hair. Whether the lore is &amp;quot;better&amp;quot; now with its&#039; comics/ written stories/videos not directly involving gameplay .... is a truly [[skub|skubtastic]] debate. &lt;br /&gt;
&lt;br /&gt;
*In approximately every RPG there&#039;s a lull before the final boss fight when the player decides it&#039;s time to hit up all of the side quests.  Never mind that the dragon god will destroy the world in two days time, or that the evil empire has conquered your city, you&#039;ve got a backlog of chocobo races and dating minigames to play first (or in one memorable case, a hundred lightning strikes to stand around waiting to dodge).  It doesn&#039;t matter that their own explanation may make no sense, there&#039;s [[XP]] and late-game weapons waiting!&lt;br /&gt;
&lt;br /&gt;
*Most modern shooters include a melee attack of some sort.  It may be a swipe with a knife or a strike with the butt of a gun, but it&#039;s normally very quick and extremely powerful, frequently killing a foe in less time than unloading an entire magazine into their torso.  This is done to balance the game, sacrificing some verisimilitude to expand the depth and breadth of the positioning and movement mechanics.  No, the developers don&#039;t really believe hitting somebody with a sharpened stick is comparable to emptying an assault rifle at them point blank, we promise. Some developers mitigate this by only making backstabs instant kills, which while somewhat nonsensical, acts as a workable substitute for the enemy player being unable to defend themselves from an attack to their back.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamer Slang]]&lt;br /&gt;
[[Category:Roleplaying]]&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C02:20E0:0:0:0:C847</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Kostaltyn&amp;diff=295638</id>
		<title>Kostaltyn</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Kostaltyn&amp;diff=295638"/>
		<updated>2021-12-25T08:40:43Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C02:20E0:0:0:0:C847: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Whfb-stub}}&lt;br /&gt;
{{topquote|Ko-Ko Kostaltyn &amp;lt;br&amp;gt;Doesn&#039;t like the [[Tzarina Katarin|Kislev queen]]&amp;lt;br&amp;gt;There was a cat that really was gone&amp;lt;br&amp;gt;&lt;br /&gt;
Ko-Ko Kostaltyn &amp;lt;br&amp;gt;Kislev&#039;s greatest love machine&amp;lt;br&amp;gt;It was a shame how he carried on.|Kislevan song}}&lt;br /&gt;
[[File:Kostaltyn.jpg|thumb|400px|So badass his mace is a burning church.]]&lt;br /&gt;
The Supreme Patriarch of The Great Orthodoxy, &#039;&#039;&#039;Kostaltyn&#039;&#039;&#039; is an original Legendary Lord for [[Kislev]] in [[Total War: WARHAMMER|Total War: Warhammer 3]]. Being the child between [[Total War|Creative Assembly]] and Andy Hall. He pretty obviously looks like Rasputin. Amusingly enough, despite being made to ressemble the real slavic &amp;quot;konstantyn&amp;quot; name, Kostaltyn&#039;s name is a mangled mess almost unpronounceable by any actual Russian.&lt;br /&gt;
&lt;br /&gt;
The Great Orthodoxy itself was created by Tzar Boris Bohka, who wanted to codify and centralize the religion of his country ala Henry the 8th. Unlike dear old Henry, however, Boris had a very good reason to do this as many cults usually worshipped in the woods through strange rituals that he was scared would turn them to Chaos. As such, he created The Great Orthodoxy to govern the worship of Kislivite religion and see to strict oversight. &lt;br /&gt;
&lt;br /&gt;
This presumably moderate system meant to help a secular nation got a whole lot more radical after Boris disappeared and Kostaltyn took over. Many worshippers of Kislev&#039;s religions are split between holding on to their old ways and sticking to this new structured format, obviously Kostaltyn supports the latter. Part of his resentment of Katarin is he views her as a supporter of the old ways of worship, and her being a mage doesn&#039;t help (even though Ice Magic doesn&#039;t actually connect to the warp in anyway, but I doubt he would know or care to learn that.)&lt;br /&gt;
&lt;br /&gt;
Similar to the other Total Warhammer OC, [[Cylostra Direfin]], the reception of this man was... mixed. Some say that he is an excellent addition to help flesh out the rather small collection of named characters Kislev has and has an awesome design. Other say that he was completely unnecessary and that he stole Tzar Boris&#039;s spot as the second Kislev Legendary Lord. No, this disagreement probably won&#039;t end for a very long time.&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Kislev]]&lt;br /&gt;
[[Category:Total Warhammer]]&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C02:20E0:0:0:0:C847</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Kostaltyn&amp;diff=295637</id>
		<title>Kostaltyn</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Kostaltyn&amp;diff=295637"/>
		<updated>2021-12-25T08:40:35Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C02:20E0:0:0:0:C847: Expanded a joke&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Whfb-stub}}&lt;br /&gt;
{{topquote|Ko-Ko Kostaltyn &amp;lt;br&amp;gt;Doesn&#039;t like the [[Tzarina Katarin|Kislev queen]]&amp;lt;br&amp;gt;There was a cat that really was gone&amp;lt;br&amp;gt;&lt;br /&gt;
Ko-Ko Kostaltyn &amp;lt;br&amp;gt;Kislev&#039;s greatest love machine&amp;lt;br&amp;gt;It was a shame how he carried on.|Kislevan song}}&lt;br /&gt;
[[File:Kostaltyn.jpg|thumb|400px|So badass his mace is a burning church.]]]]&lt;br /&gt;
The Supreme Patriarch of The Great Orthodoxy, &#039;&#039;&#039;Kostaltyn&#039;&#039;&#039; is an original Legendary Lord for [[Kislev]] in [[Total War: WARHAMMER|Total War: Warhammer 3]]. Being the child between [[Total War|Creative Assembly]] and Andy Hall. He pretty obviously looks like Rasputin. Amusingly enough, despite being made to ressemble the real slavic &amp;quot;konstantyn&amp;quot; name, Kostaltyn&#039;s name is a mangled mess almost unpronounceable by any actual Russian.&lt;br /&gt;
&lt;br /&gt;
The Great Orthodoxy itself was created by Tzar Boris Bohka, who wanted to codify and centralize the religion of his country ala Henry the 8th. Unlike dear old Henry, however, Boris had a very good reason to do this as many cults usually worshipped in the woods through strange rituals that he was scared would turn them to Chaos. As such, he created The Great Orthodoxy to govern the worship of Kislivite religion and see to strict oversight. &lt;br /&gt;
&lt;br /&gt;
This presumably moderate system meant to help a secular nation got a whole lot more radical after Boris disappeared and Kostaltyn took over. Many worshippers of Kislev&#039;s religions are split between holding on to their old ways and sticking to this new structured format, obviously Kostaltyn supports the latter. Part of his resentment of Katarin is he views her as a supporter of the old ways of worship, and her being a mage doesn&#039;t help (even though Ice Magic doesn&#039;t actually connect to the warp in anyway, but I doubt he would know or care to learn that.)&lt;br /&gt;
&lt;br /&gt;
Similar to the other Total Warhammer OC, [[Cylostra Direfin]], the reception of this man was... mixed. Some say that he is an excellent addition to help flesh out the rather small collection of named characters Kislev has and has an awesome design. Other say that he was completely unnecessary and that he stole Tzar Boris&#039;s spot as the second Kislev Legendary Lord. No, this disagreement probably won&#039;t end for a very long time.&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Kislev]]&lt;br /&gt;
[[Category:Total Warhammer]]&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C02:20E0:0:0:0:C847</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Death_Korps_of_Krieg&amp;diff=170883</id>
		<title>Death Korps of Krieg</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Death_Korps_of_Krieg&amp;diff=170883"/>
		<updated>2021-12-22T08:26:59Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C02:20E0:0:0:0:C847: /* Gallery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{awesome}}&lt;br /&gt;
[[Image:Krieg_trooper.gif|frame|left|Yes, they have faces. But they&#039;re ugly, so the gas mask is probably for the best.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Krieg Commissar.jpg|300px||thumb|right|Even their [[Commissar|Commissars]] are more badass than your average Commissar. Krieg Commissars aren&#039;t used to prevent cowardice, however. Instead, they are used to actually &#039;&#039;temper&#039;&#039; the average Krieg soldier&#039;s more fanatical inclinations.]]&lt;br /&gt;
{{Topquote|Animals flee this hell; the hardest stones cannot bear it for long; only men endure.|Diary of an unknown German soldier at Stalingrad }}&lt;br /&gt;
{{Topquote|In life, war.  In death, peace.  In life, shame.  In death, atonement.|Final litany of the &#039;&#039;Litany of Sacrifice&#039;&#039;, recited by Krieg Korpsmen when entering battle (and 9E, it seems)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Death Korps of Krieg, the most Grimdark of Grimdark&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Death Korps of Krieg&#039;&#039;&#039; is a series of [[Imperial Guard]] regiments which hail from the [[Death World]] of [[Krieg]]. They like trenches and gas masks and are known for their iron discipline and suicidal tolerance for casualties. In fact, they will take any objective and vanquish any enemy, just as long as they have enough men to throw in the meat grinder. Hell, Krieg means WAR in German (as you have gathered, the Imperium does not do &#039;subtle&#039;). That&#039;s how badass they are. What&#039;s the difference between them and other Guard units, you ask? These motherfuckers don&#039;t even give a shit. They&#039;re some sort of badass human lemmings, and they are so [[grimdark]] that they alone are responsible for about 20% of the grimdarkness in [[Warhammer 40,000]]. They have no will to live, no fucks to give, and one hell of a lot of xenos to shiv (with sharpened entrenching tools). This is said to be a relic of the tragic civil war on the original hive world of Krieg, a den of traitors, corruption and strife where rebels rose to power and seceded from the Imperium. However, loyalists Guardsmen decided to light Krieg up like it was nuclear 4th of July instead of letting the heretical rebels take control of the planet, resulting in their homeworld becoming a bitch of a [[3.6 Roentgen|radioactive hellhole]] (hence the Korps&#039; gas mask fetish). Now the people of Krieg are so sad about their rebellious past they’d literally rather die than continue living their shameful lives.&lt;br /&gt;
&lt;br /&gt;
The greatest source of mundane horror in all of Warhammer, the Death Korps does not need eldritch nonsense or nonsensical alien &amp;quot;biology&amp;quot; for the darkness factor. This is quite simply humanity at its worst and nothing more. Due to them just being so damn cool, they are often a popular choice in the community, especially in regards to memes. This tarnishes their overall &amp;quot;I am willing to die for even a chance at forgiveness&amp;quot; to the god awful shovel wehraboo memes we all know and despise.&lt;br /&gt;
&lt;br /&gt;
Also it needs to be said that in current non-jokey 40k canon there is an in universe romance novel about Kriegers titled &amp;quot;My Wish to Generate Children with You is Only Exceeded by My Devotion to Him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you think about it, the Death Korps suicidal nut jobs are better equipped than most Guardsmen.  They have flak armor like any other, but they have plasteel helmets, their lasguns are much more powerful (albeit at the cost of shots per powerpack), their bayonet skill is outright legendary, their uniform is fully sealed against nuclear, biological, and chemical attack (also protecting them from the mud, rain, and other elements and likely acting as an any environment survival suit issued to the Guard), and they have a backpack full of gear and supplies instead of rushing into battle practically (or literally) naked.  Heck, these suicidal guys even have grenadiers wearing carapace armor wielding hellguns despite being sent specifically to get killed doing something useful.  Their tank regiments include heavy tank companies and super heavy tanks (like the [[Mordian Iron Guard]], come to think of it).  They also have WAAAAAY more artillery and heavy weapons than anyone else.  They make the [[Cadia|&#039;&#039;&#039;Cadians&#039;&#039;&#039;]] look under-equipped and poorly trained.&lt;br /&gt;
Perhaps maddest of all, is that lore-wise Kriegers are kinda the new kids on the block.&lt;br /&gt;
==Background==&lt;br /&gt;
===The Civil War===&lt;br /&gt;
Some time ago Krieg was a pretty sweet planet to live on, until the heretical dickwad of a Planetary Governor (and most of the ruling elite) decided that the Tithe was wack and voted to detach from the [[Imperium]]. Needless to say the loyal citizens wouldn&#039;t let the rebel scum get away with that and a bloody civil war broke out. The loyalists were severely outnumbered, and only managed to seize control of a single hive called Ferrograd (ferro is Italian for iron and grad is old Slavic for town - GW being subtle), due to the fact that a loyal Krieg Imperial Guard regiment under the command of a Colonel Jurten was there, waiting to depart. While getting some turnips out of the basement Jurten tripped over some nukes and decided to even the odds by blowing the world back to the Stone Age. Afterwards, after just 500 years of continual terrible war, the loyalists managed to drag Krieg back into the paralysed lap of the Emperor. Today the citizens of Krieg celebrate the day their hero Colonel Jurten destroyed their planet&#039;s ecosystem on &amp;quot;Jurten Day&amp;quot;, when everybody digs out entrenchments and practices NBC weapons drills, just like every other day, though everyone gets one crumbly chocolate chip cookie.&lt;br /&gt;
&lt;br /&gt;
===The Death Korps===&lt;br /&gt;
[[Image:Vraks.jpg|300px|thumb|right|You don&#039;t know hell until you have lived through [[Vraks]]]]The inhabitants of Krieg are mad sorry for their disgraceful past and try to make up for it by being the baddest motherfuckers since the [[God-Emperor of Mankind|Empra]] himself. In fact they&#039;ve been so successful in producing hardass guardsmen that the Adeptus Mechanicus Biologis gave them some Vitae Wombs (IVF/clone tubes) so that they can produce even more top notch cannon fodder, which is important, because Krieg is a radioactive shithole, and most of them are sterile. So sterile that most Kriegers are born of complex gene-cloning and subsequent growth-vats. Their society is &#039;&#039;absolutely&#039;&#039; militarized. Children are being born only to be filled with the guilt of their ancestors, trained and sent to die for their Emperor. Contrary to other less &amp;lt;s&amp;gt;brainwashed&amp;lt;/s&amp;gt; &#039;&#039;&#039;LOYAL&#039;&#039;&#039; units they&#039;re truly happy to do so and would die with a smile on their lips for the glory of the Emperor, if they&#039;d ever smile. Seriously, those guys are stone cold. You&#039;d rather chat with a necron than a Krieg trooper. They don&#039;t even have names. They&#039;re just called Trooper #1337 or Major Alpha and such (although some of the higher-ranked survivors get names, like Colonel Tyborc, hero of [[Vraks]]) both to underscore what expendable clones they are and because they don&#039;t give a flying fuck about anything other than marching, dying gloriously and shooting heretics in the head (fluff dependent; McNeill and Mitchell portray them as stoic to the point of being cold but still personal whereas Steve Lyons depicted them as machine-like and quiet, though still capable of anger and annoyance).  As such gung-ho individuals they technically don&#039;t even have the need for Commissars to maintain morale, since their deserting rate is practically zero and the officers (and probably even the regular troopers) will happily execute their soldiers themselves if need occurs. Commissars that are sent their way are usually sent in to say &amp;quot;Captain, I know you want to charge in and stab those Orks in the face with bayonets, but if you do that maybe one in ten is getting out of there alive. The Emperor needs you alive and we are going to goddamn wait until a situation comes where we can have enough survivors for the next battle and if you order a charge, it&#039;s [[blam]]ming time for you.&amp;quot; If a Commissar is the voice of reason in your ear, you know your priorities are interesting.&lt;br /&gt;
&lt;br /&gt;
[[File:S c h w e r e by nicklausofkrieg-d764sze.png|250px|thumb|left|If you thought [[Warhammer 40k]] just couldn&#039;t get any [[Grimdark|grimdarker]], have a beer with one of these fine gentlemen.]]&lt;br /&gt;
&lt;br /&gt;
If one thing is even more serious business for Kriegers than dying, it&#039;s killing heretics with extreme prejudice, even by Imperial standards. As mentioned in the &#039;&#039;Codex: Stronghold Assault&#039;&#039;,  once there was a [[Hive|Hive City]] that hadn&#039;t paid its tithe, and got a visit from the Death Korps for it. After five years of constant bombardment, the city surrendered unconditionally, but the Kriegers wouldn&#039;t just stop bombarding over such a small thing. After three more years, there was nobody left alive in the ruins anymore. The Death Korps still wouldn&#039;t leave until two years later - when they had eventually shot &#039;&#039;the entire mountain-sized Hive&#039;&#039; to rubble! ( &amp;lt;s&amp;gt;That seems unusually wasteful for Kriegers. Aren&#039;t hives supposed to be sacred archeotech in and of themselves?&amp;lt;/s&amp;gt; Heretical Hives are worth less than the dirt under a Krieger&#039;s boot!) That was also more about making a point about why surrendering early is the best option for you.  Wait, Hive Cities are protected by void shields capable of shrugging off orbital bombardment.  Either the Kriegers had some huge toys or the humble Earthshaker isn&#039;t so humble.&lt;br /&gt;
&lt;br /&gt;
A surprising degree of bio and cybernetic enhancements also appear to be common among Kriegers, which while taking away from their raw awesomeness, should give you idea of how high the esteem in which the Imperium holds the Death Korps.&lt;br /&gt;
&lt;br /&gt;
The Munitorium has a hard on for these guys because unlike guardsmen from other places they always obey orders to the letter, &amp;lt;s&amp;gt;even&amp;lt;/s&amp;gt; especially when it means dying in droves. Most Kriegers &#039;&#039;&#039;never&#039;&#039;&#039; retreat, they &#039;&#039;&#039;almost&#039;&#039;&#039; fight to the death every time.  Once when a Commissar ordered a retreat, an unknown Krieger shot the Commissar for cowardice. Seriously, these guys don&#039;t fuck around. The only thing that does happen once in a while that could be potentially seen as approaching a retreat is a regiment/army being reassigned if the high-ups conclude the objectives have been met or are simply no longer attainable and dying elsewhere serves the Emperor better. That being said, during the siege of Vraks the Kriegers shot their own Commissars who tried to stop their retreat, despite being the most fanatical of the Imperial Guard, they&#039;re still only human (p. 72, Imperial Armour 5, Siege of Vraks Part One, for all those who get a hard on for the Death Korps).&lt;br /&gt;
&lt;br /&gt;
Now these suicidal, [[Iron Warriors|violent siege specialists]] are ordered to fight in the most dangerous battles. The Death Korps of Krieg may want to die, but [[Nightbringer|death is a bitch to them]]. When they do die though, they are easily replaced. Join the Death Korps of Krieg now (rebreather, lasgun and no will to live included)!&lt;br /&gt;
&lt;br /&gt;
== Horses ==&lt;br /&gt;
[[File:Krieg irl.jpg|220px|thumb|left|Historic IRL version.]]&lt;br /&gt;
Yes, they ride gas mask-wearing horses into battle in the grim darkness of the 41st millennium. These are not any ordinary horses, though. Like [[Space Marines]], they are genhanced with extra organs implanted to deal with harsh environments (giving them 6+ invulnerable save), keep them fighting well after any [[My Little Pony|ordinary filly]] would be blasted to the knacker&#039;s. They are vat grown and implanted with [[Angron|devices to increase aggression]]. These form the backbone of the Krieg Death Rider units, who are lead by a Sergeant known as a &amp;quot;Ridemaster.&amp;quot; They are used as scouts and to harass the enemy. In addition to lasguns and grenades, they carry a one-use-only explosive-tipped lance, and can charge &amp;quot;fleet of hoof&amp;quot; if not shooting.&lt;br /&gt;
&lt;br /&gt;
== Vitae Womb ==&lt;br /&gt;
It is stated that the Kriegers make use of &amp;quot;Vitae Womb&amp;quot; technology to keep up the annual crop of 50 million suicidally fanatical gas mask mooks specifically given to them by the Adeptus Mechanicus. What that means is a matter of [[skub|debate]], ranging from exowombs to drugs which increase fertility and accelerate pregnancy. What is not disputed is that it keeps population production up well beyond what can usually be achieved by human uteri - certainly ones inhabiting a radioactive hellscape. At least take comfort in the fact that it, in all likelihood, can&#039;t be as bad as [[Honsou|a certain Warsmith]]&#039;s [[Daemonculaba|pet project]].&lt;br /&gt;
&lt;br /&gt;
Or [[/d/|could it?]]&lt;br /&gt;
&lt;br /&gt;
In all honesty it&#039;s almost certainly just an artificial womb. The basic technology itself is something that the Imperium makes use of on a regular basis and Vitae Womb is probably just a specific incarnation of it used to mass produce (biologically speaking) normal humans.  There are no women in the Krieg military, because they also supply kids for their birth rates - they do both so they can recruit and tithe more regiments. Though it might just be cloning, with copious amounts of brainwashing to make sure the problems exhibited by normal clones don&#039;t manifest.&lt;br /&gt;
&lt;br /&gt;
== Vraks, and Forge World Stupidity ==&lt;br /&gt;
Now, for all that the soldiers of Krieg are supposed to be some of the hardest bastards in the Imperium and willing to sacrifice their lives in an instant if that&#039;s what is asked of them, there comes a point where going any further with that characterization crosses the line between &amp;quot;grimly awesome&amp;quot; and &amp;quot;over-the-top caricature&amp;quot;. There&#039;s really nothing &#039;&#039;&#039;wrong&#039;&#039;&#039; with this since 40k originally started out as a parody setting, just so long as the writers meet one simple condition:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It has to be &#039;&#039;intentional&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When [[Imperial Armour]] released their [[Vraks]] trilogy, it was &#039;&#039;&#039;supposed&#039;&#039;&#039; to be an example of how dark and gritty siege warfare could become, and therefore a textbook example of how the Death Korps operates. Prior to this, they were written as pragmatic, capable, dedicated, and &#039;&#039;utterly ruthless&#039;&#039; soldiers who combined the tactical sense you&#039;d expect from a professional soldier who had been trained from birth with a willingness to sustain whatever amount of casualties are required to achieve their objectives on the battlefield; meeting their deaths without the slightest hesitation, and making sure that the Emperor&#039;s foes paid as high a price for those deaths as they could arrange.&lt;br /&gt;
&lt;br /&gt;
Instead, we were shown a teeming mass of &amp;quot;soldiers&amp;quot; who amounted to little better than shambler zombies with guns; utterly incompetent and suicidal to the point where they were more concerned with killing &#039;&#039;themselves&#039;&#039; than the enemies of the Imperium. The most sterling example of this has to be walking over minefields to clear them, something that could easily be accomplished with far less cost in men and materiel by using vehicles with dozer blades as [https://en.wikipedia.org/wiki/Mine_roller mine rollers]. They literally have to be convinced that there are better ways to fight the Emperor&#039;s foes than marching into the teeth of enemy fire until they run out of ammunition by their damn &#039;&#039;[[Commissar|Comissars]]&#039;&#039;; political officers whose entire job revolves around two things:&lt;br /&gt;
&lt;br /&gt;
1. Inspiring soldiers through sheer hammy charisma.&lt;br /&gt;
&lt;br /&gt;
2. Discouraging cowardice through the not-insignificant accomplishment of successfully being more terrifying than any enemy a Guardsmen might be facing at the moment. In a universe where said enemies might be [[Chaos|the Legions of Hell]], [[Tyranids|an endless swarm of alien horrors from beyond the stars]], [[Orks| a race of sentient bioweapons whose extreme bloodlust is matched only by their uncountable numbers]] or &#039;&#039;[[Night Lords|genetically-engineered superhumans whose entire schtick revolves around being the most nightmarish motherfuckers in existence]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The sheer wastefulness of the Idiot Korps&#039; tactics is so great that it becomes impossible to take any of the books seriously, and the setting is left poorer for it. If the Death Korps actually fought like they&#039;re described in Vraks then in all likelihood the Imperium would have long since discarded them as a useful fighting force due to how needlessly and exorbitantly wasteful they are of lives and materiel, and we would like to remind you that the Imperium measures the casualties of war in &#039;&#039;planets&#039;&#039;, not men.&lt;br /&gt;
&lt;br /&gt;
Now to be fair, part of this characterization is likely caused by taking the cultural memory of WWI-- the idea of men mindlessly charging into Machine Gun emplacements across a no-man&#039;s land ripped apart by artillery and chemical weapons-- and porting it into 40k. Viewed this way much of the above make sense: Death Korp Tactics are wasteful because in popular memory that&#039;s all World War I was-- lions lead by donkeys who charged bravely if mindlessly into certain death. The problem comes when you try to get into the head of an entire culture whose goal is doing just that: this leads to the Death Korps being stupid and fighting stupidly. In the end when Forge World tried to portray a WWI-style mud and blood conflict, they fumbled because turning an already pretty grimdark conflict up to the 40k required 11 on the old grimdark dial was bound to push it into [[grimderp]] territory if handled poorly... and it was.&lt;br /&gt;
&lt;br /&gt;
TL;DR: In essence, the Vraks trilogy wanted to recreate the muddy hell holes of WWI in 40k, and in the process turned the Death Korps from something much like the Red Army during WWII into [[Skub|a poorly-researched/malicious portrayal of the Red Army during WWII.]] ([https://en.wikipedia.org/wiki/Basij#History Or a slightly better researched/malicious portrayal of the Iranian army during the Iran-Iraq war.])&lt;br /&gt;
&lt;br /&gt;
Thankfully, they&#039;re generally portrayed in lore usually as being unafraid of death but not willing to waste their lives (so they can kill more of the Emperor&#039;s enemies).  In fact, with their heavy tanks and numerous grenadiers and their engineers, the Death Korps seems more like a mashup of various real life successful ways the trenches in WWII were ultimately defeated.  Their machines and units imply the Death Korps is more of a &amp;quot;line breaking specialists&amp;quot; army than a &amp;quot;dig trench and sit there forever&amp;quot; army, with their trenches used more like forward bases and mustering points for their breaching attacks than as their main method of defeating the enemy.&lt;br /&gt;
&lt;br /&gt;
==Facts/Notes==&lt;br /&gt;
*Due to the Krieger ideology of repentance to the Emperor, dying is considered the greatest honor for an average Krieger, and dying while achieving a great victory is a Krieger&#039;s wet dream. The Death Korps of Krieg&#039;s version of Heaven (or at the very least an equivalent concept) is to achieve a great victory for the Imperium while sustaining 100% casualties. They would be the perfect soldier for the Normandy Landings or Stalingrad. They will attempt to achieve a glorious victory while drowning the enemy with their corpses. &lt;br /&gt;
*The Death Korps of Krieg kill. &lt;br /&gt;
*They seriously do not fuck around.&lt;br /&gt;
*They have [[Rough riders|cuirassiers that ride horses with fucking rebreathers.]] Yep...&lt;br /&gt;
*The lasgun model they use is called the &amp;quot;Lucius&amp;quot; Pattern No.98, in keeping with their German WWI inspiration, (the standard-issue Mauser rifle was the model 1898).  More powerful per shot than most lasguns, but it might blow up if you fire it too quickly.&lt;br /&gt;
*The Death Korps of Krieg resemble old World War I soldiers, with most people thinking they are German because of their name and the &#039;&#039;stahlhelm&#039;&#039;-style helmets. However, the overall design of the Korps is actually a mix between various armies from WWI and even the 19th century; the helmet is a &#039;&#039;stahlhelm&#039;&#039;-Adrian hybrid, the uniform is mostly French, the gas mask looks like British-American models, the grenadiers&#039; armour plates are undoubtedly German and the Death Riders and officers are French cuirassiers from the Napoleonic Wars with the same WWI flavour. Meanwhile their tanks, while the same Russes as everyone else in the Guard, have the trench-rails of WWII French tanks.&lt;br /&gt;
*I bet they allow the use of hardcore cocaine. And they won&#039;t take it because it doesn&#039;t help in killing heretics or dying &#039;&#039;fast enough&#039;&#039;.&lt;br /&gt;
*They have cool looking &amp;quot;Grenadiers&amp;quot; for, well, grenadiering?&lt;br /&gt;
*They don&#039;t desert, ever (they&#039;re not all that into sweet things anyway).&lt;br /&gt;
*They&#039;re German-French-British-American, so of course they&#039;re gonna win (after taking a stupidly high amount of casualties).&lt;br /&gt;
*&amp;quot;Kill confirmed&amp;quot; is the only thing they ever say &amp;lt;s&amp;gt;in combat&amp;lt;/s&amp;gt; ever.&lt;br /&gt;
*&amp;lt;s&amp;gt;They don&#039;t fly aerial vehicles, they just crash them into enemy AA guns. 50/50 chance of them still surviving.&amp;lt;/s&amp;gt; They fly CAS and bomber aircraft into the most suicidal of missions, and once irreparably damaged, suicide-bomb them into enemy AA to clear the way for other air units.&lt;br /&gt;
*Krieger pickup lines are notoriously bad, so bad they make the Mechanicus look like Barry White! Notable lines include &amp;quot;Contributing to a cloning vat of fetuses with you would be an appropriate use of our genetic material&amp;quot;, &amp;quot;Corporal, share this additional synthesized Mechanicus issued ration bar with me at sixteen hundred hours&amp;quot;, &amp;quot;Would you like to go for some recaf with me? I used water from a shell hole and it was warm three hours ago”, (so far so good), “I have fixed my bayonet, I shall  now CHAAAAAAAAARGE!” (Ew), &amp;quot;I found this bombed-out fox-hole near our position, it&#039;s an acceptable location to swap reproductive fluid&amp;quot;, and &amp;quot;My gene donors are away on a suicidal bayonet charge this weekend, I&#039;ve got the whole barracks to myself, and I just picked up a mixslate of the most rousing Krieg anthems&amp;quot; (hint: apart from Nazi-type marches, it sounds like lasguns firing, orders being yelled, screams of the wounded, explosions, and marching boots...suuuper romantic).&lt;br /&gt;
*Rejection in Krieg is common, because most Kriegers are male, look like each other and fucking in the Emperor’s service on Krieg is not only blasphemous, it will likely result in your willy melting off from radiation sickness. Common excuses include &amp;quot;I&#039;m washing my bald, scarred, irradiated scalp&amp;quot;, &amp;quot;I&#039;d love to but I have a Tyranid invasion to stop&amp;quot;, &amp;quot;The offer is tempting, but I&#039;ve just been ordered to charge that dugout, gonna be busy all day&amp;quot;, &amp;quot;I can&#039;t go to the military parade with you, I&#039;m dying for the Empra tomorrow&amp;quot;, and &amp;quot;I like you as a squad mate, you’re like a brother-in-arms to me&amp;quot;.&lt;br /&gt;
*If Krieg and Cadia swapped places Abaddon would have stayed in the Eye of Terror (but the Imperial casualties would have increased by an order of magnitude).&lt;br /&gt;
*A romantic evening to a Krieger usually involves barbed wire, grey dugout positions, landmines, a searchlight, filthy latrines, an emplaced heavy machine gun, trench foot, and some sensual stick bombs.&lt;br /&gt;
*Their response to [[Necrons]] fucking vaporizing them is to continue firing, but also make sure to drop their weapon when they are hit so as to preserve as much of their equipment as possible.&lt;br /&gt;
*Kill or be Killed, either way, Krieg is redeemed. One millimetre at a time. (or, they will redeemed...once the pencil pushers of the Administratum and Munitorum decide they are &amp;quot;redeemed&amp;quot;.)&lt;br /&gt;
* A Krieg Death Corps trooper and a [[Catachan Jungle Fighters|Catachan Jungle Fighter]] got into a fight to see who was the most badass type of guardsman ever. Except no they didn&#039;t, because a true Krieger always has more important [[Gets shit done|shit to get done]]. That and a true Catachan is too busy wrestling jungle scorpions to go fight a doormat.&lt;br /&gt;
*They are highly popular with the Commissariat as they do not retreat. They hold the line.&lt;br /&gt;
*Fans do their heavy-WWI inspiration one better by portraying them as being highly eager to use sharpened entrenching tools/shovels in close-combat, though this has technically never really appeared in canon (the use of shovels in melee, that is. Their suicidal eagerness to get into melee is definitely canon as shit).&lt;br /&gt;
*Will kill their commander if they are ordered to retreat more than a few times. &amp;lt;s&amp;gt;Unless they have a reason, that is&amp;lt;/s&amp;gt; {{Blam| &#039;&#039;&#039;THEY NEVER HAVE A REASON TO RETREAT, AVE IMPERATOR&#039;&#039;&#039;!!!!!!!}}&#039;&lt;br /&gt;
**Jokes aside, even the one time they broke was against literally the single worst batch of chemical weapons in Warhammer history (which is really saying something) on Vraks by the [[The Purge]]. It literally took a rolling blackout of super-heavy tank melting gas fired by the single most life hating unit of beings to ever exist to drive them off. By one trench line exactly. (And even then they weren&#039;t so much driven off as melted where they stood.) Even then, this isn&#039;t really &amp;quot;breaking&amp;quot; - they&#039;re strategically repositioning so they can die for the Emperor in a more useful way than being turned into poisonous slag.&lt;br /&gt;
*They look down on other regiments that aren&#039;t as suicidally fanatical and/or disciplined as they are, because of this they get along with the [[Mordian Iron Guard]] as they also share their fatalistic devotion to duty, and absolutely despise the [[Jopall Indentured Guard]] as they are the complete opposite of what the Korps believes a soldier should be (however, they also openly praise Jopallian marksmanship).&lt;br /&gt;
*Did I mention that the greatest victory for a Krieger unit involves 100% casualties?&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
[[File:WH Faces (2).jpg|280px|right|thumb|]]&lt;br /&gt;
The Death Korps are very clearly based off of German, French, British, and American WWI soldiers, all the way down to their trenchcoats (French), gas masks (British/German), helmets (French/German hybrid), their riders (French), love of big guns (American/German) and of course, affinity for trench warfare. Just like the good ol&#039; &amp;lt;s&amp;gt;Somme&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Ypres&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Marne&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Verdun&amp;lt;/s&amp;gt;  Passchendaele, eh?&lt;br /&gt;
&lt;br /&gt;
They also seem to be much more heavily focused on the machines, tactics, and special units that ultimately overcame trench warfare.  Such as focused artillery barrages to cover for a large number of very heavily armored soldiers to get close and seize trenches and then be reinforced by normal troops.  Tanks, lots and lots of tanks especially really damn huge ones, and so on.  Which makes sense; they’re sent to win wars not stagnate them.&lt;br /&gt;
&lt;br /&gt;
==Modeling Options==&lt;br /&gt;
As the most popular (Fluffwise) regiment, [[Forge World]] has models for them that cost more than the average Kriegsman&#039;s life, but then again that&#039;s not really a high bar. Thankfully, [http://anvilindustry.co.uk Anvil Industry] comes to the rescue with their Regiments range, allowing anyone to build very authentic-looking Kriegers, complete with their signature death masks, unique lasguns and wheeled heavy weapons.&lt;br /&gt;
&lt;br /&gt;
Really worth looking at the Les Grognard set and German WWI set from Wargames Atlantic for cheap alternatives, for more on them look here[[https://1d4chan.org/wiki/Wargames_Atlantic#External_Links|Wargames_Atlantic]]&lt;br /&gt;
&lt;br /&gt;
If you are really wanting those FW style models, but you don’t want to sell your kidneys then certain Slavic and Asian countries will have you covered in the recast black market, for the correct amount of Vodka and Rice of course.&lt;br /&gt;
&lt;br /&gt;
Finally, as of July 2021, plastic multipart Krieg models have been confirmed to be releasing in the not too distant future by the Warhammer Community team. Meaning that soon you&#039;ll be able to get your Krieg guardsmen without having to sell your organs to Forgeworld! Because you&#039;ll be selling them to GW directly, that is. Still, the suffering&#039;s over!&lt;br /&gt;
&lt;br /&gt;
Recent leaks have which were 90% suggest more Imperial Guard is coming with their codex in 2022. Its speculated we are going to have Caidans, Catchans, and Kreigers as the main frontliners of the codex.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Krieg.jpg|&amp;quot;If there is a [[Warp|Hell]], you might want to go there for some R&amp;amp;R after a tour on [[Krieg]].&amp;quot;&lt;br /&gt;
File:Forge World DKOK advancing.png|The original [[Forge World]] sculpts, which are possibly the most kino thing ever made by FW.&lt;br /&gt;
File:New DKOK.png|There new plastic models by GW introduced in the new [[Kill Team]] box.&lt;br /&gt;
File:Old and New DKOK.png|A direct comparison between the two model generations. Generally speaking the FW ones are a little more WW1 feeling but have less guard armor. On top of that the FW Kreigers cost a fucking arm and leg, but the GW kreig models are still tied to the Kill Team Box set which means that if you want an army of them it&#039;s more expensive. (the only time forge world wins out on a price compare)&lt;br /&gt;
File:Krieg soldier.jpg|What&#039;s cooler than WW1 inspired suicide troopers? The same thing but as shock-troopers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Love and Krieg]], [https://1d4chan.org/wiki/Love_and_Krieg_Spinoffs and its various spin-offs].&lt;br /&gt;
* [https://1d4chan.org/wiki/Warhammer_40,000/Tactics/Imperial_Guard(8E)#Death_Korps_of_Krieg Tactics/Death Korps of Krieg]&lt;br /&gt;
* [http://i.imgur.com/esFMLb8.png Writefaggotry about the mind of a Deathkorps Medicae]&lt;br /&gt;
* [https://web.archive.org/web/20170718013716/http://www.projectafterforums.com/index.php?act=attach&amp;amp;type=post&amp;amp;id=10367 A rare female Krieger]&lt;br /&gt;
* [https://www.youtube.com/watch?v=D7GsdsuSXfw Krieg song by StringStorm]&lt;br /&gt;
* [https://www.youtube.com/watch?v=LZM5__JtSOk An animation of Kriegers getting shit done]&lt;br /&gt;
* [https://www.youtube.com/watch?v=hmv9YA2pS-g A similar but different animation consisting of Kriegers getting shit done]&lt;br /&gt;
* [https://www.youtube.com/watch?v=XA3RmSKVnOw They were featured in a cinematic trailer] for 9th edition [[Kill Team (Specialist Game)|Kill Team]]. The trailer proved to be a completely perfect Krieger mission since they all died while also succeeding in the objective.&lt;br /&gt;
{{Template:40k-Imperial-Regiments}}&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Imperial]]&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C02:20E0:0:0:0:C847</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Khrave&amp;diff=289924</id>
		<title>Khrave</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Khrave&amp;diff=289924"/>
		<updated>2021-12-22T08:09:59Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C02:20E0:0:0:0:C847: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Khrave&#039;&#039;&#039; are mentioned fairly often as far as lesser xenos species go, with encounters ranging from the Great Crusade all the way up to the 41st Millennium.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Described as &amp;quot;chiropteran mind eaters&amp;quot;. The word: &#039;&#039;chiropteran&#039;&#039; is the order of animals that all bats belong to.  They differ in size to an extreme degree, with smaller members of the species being roughly man sized, and larger ones being over three meters tall. They are long limbed and sheathed in a reflective carapace while their faces resemble featureless black eggs, with no organs for either respiration, ingestion or sense.&lt;br /&gt;
&lt;br /&gt;
They are a mystery to the Magos Biologos, but psychic scholars know that although they have physical bodies, they reside at least partly in the warp and feed psychically.&lt;br /&gt;
&lt;br /&gt;
Each member of the species was powerfully psychic and capable of manifesting warp glamours, shaping weapons out of energy, possession of weak minds, and raising practically impenetrable force fields that reflect impacts at near-light speed.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Khrave began with an entity called the &#039;&#039;&#039;Autochthonar&#039;&#039;&#039; (loosely translated, &amp;quot;indigenous one&amp;quot;) that was created as a living, psychic weapon by a technically unnamed species prior to the rise of the [[Eldar]], but which is almost certainly the [[Old Ones]] during their war against the [[Necrons]] and [[C&#039;tan]]. Incidentally, the description of its physical appearance given in the primarch book &#039;&#039;Lion El&#039;Jonson: Lord of the First&#039;&#039; makes it sound awfully visually similar to the Nihilanth from the original &#039;&#039;Half-Life&#039;&#039;. Maybe the author David Guymer, had just finished playing &#039;&#039;Black Mesa&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Over time the Autochthonar gained sentience and acquired the ability to reproduce, creating a new species, and naming itself the Khrave. The Autochthonar connected its offspring in a gestalt psychic network that grew larger each time a Khrave was born and stood as master of them all.&lt;br /&gt;
&lt;br /&gt;
The Khrave network could also acquire minds of other species that they planned to use to use as a source of sustenance and slaves. The Khrave themselves could possess their victims much like a [[Daemon]], giving them a direct host body to manifest in reality. But rather than empowering them, and twisting them with mutation, the Khrave would hollow out their minds, essentially rendering them living vegetables. Also unlike daemons, while the Khrave were possessing a host in this manner they were also vulnerable to injury and death, and the resulting damage to the psychic network had the potential to send shockwaves that could stun or injure other Khrave.&lt;br /&gt;
&lt;br /&gt;
The Imperium had several run-ins with the Khrave over the Great Crusade, notably the disastrous &#039;&#039;&#039;Seryn Reach Campaign&#039;&#039;&#039; and the loss of 4,000 [[Ultramarines]], and the &#039;&#039;&#039;Compliance of Indra-Sul&#039;&#039;&#039; where [[Corax]] managed to reclaim a human world that had been gorged on over centuries, although the human survivors were too far gone to be integrated into the Imperium and were declared &#039;&#039;Servitide Imperpetuis&#039;&#039; and all converted into [[Servitors]] for their own good.&lt;br /&gt;
&lt;br /&gt;
Later the [[Dark Angels]] came into contact with them during the &#039;&#039;&#039;Muspel Campaign&#039;&#039;&#039;. [[Lion El&#039;Jonson]] knew whom he was facing in advance, as although the [[Blood Angels]] had already rendered the world compliant, it was still a feeding world for the hidden Khrave who were messing with the Imperium by possessing weak minds and inciting petty acts of rebellion and vandalism. &lt;br /&gt;
&lt;br /&gt;
The Lion kept the information from his subordinates to prevent the knowledge from being leaked out psychically and set about baiting his trap. He landed on the world and fortified it, bringing more and more delicious human minds into the system, and essentially daring the Khrave to reveal themselves. This would result in a massive land and space battle as the human population and crews started getting possessed and turning on one another. The battle continually escalated as more Khrave arrived physically, even bringing their own fleet, evidentially having given up on trying to hijack one. The Dark Angels were having none of it though, and responded by opening their Archeotech toy boxes filled with Dark Age weapons not available to the other legions, and which basically robbed the Khrave of anything resembling a fighting chance; by battle&#039;s end, [[Awesome|they had deployed motherfucking MEN OF IRON]] (albeit leashed, semi-lobotomized ones) to support the Lion&#039;s boarding action which terrified the Autochthonar, and the sheer level of destruction they unleashed on the Khrave was surpassed only by the Lion himself. The Lion was able to draw the Autochthonar into direct combat and managed to slay it after a decisive blow to the psychic network was dealt on the planet below with the destruction of one of their titans. &lt;br /&gt;
&lt;br /&gt;
Although the Autochthonar was destroyed the Khrave as a species still existed and remained at large up until the Imperium of today, though mostly relegated to space beyond the Ghoul Stars. They have had contact with the [[Star Phantoms]] &#039;&#039;(somewhat fitting if the Chapter truly is descended from the First Legion)&#039;&#039; and with the [[Storm Wardens]]. &lt;br /&gt;
&lt;br /&gt;
It is unknown if they still have the ability to reproduce or manage their psychic network without their progenitor, though this would explain why they have not been able to reach their once eminent status ever again. If the [[Slaugth]] are the same species that participated in the [[Rangdan Xenocides]], then the Khrave can join them as a [[Grimdark|wounded enemy with fantastic powers that are only looking for their opportunity to return and feast on the Imperium]].&lt;br /&gt;
&lt;br /&gt;
{{Important Species in 40k}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C02:20E0:0:0:0:C847</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Slaanesh&amp;diff=506042</id>
		<title>Total War Warhammer/Tactics/Slaanesh</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Slaanesh&amp;diff=506042"/>
		<updated>2021-12-16T20:41:58Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C02:20E0:0:0:0:C847: /* Faction Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the general tactics page on how to play [[Slaanesh]] in [[Total War: WARHAMMER]]. As the game isn&#039;t out yet and we know very little about how the faction will work, this page won&#039;t be filled out for a long time. However, we can make some early guesses based on the table top and the trailer.&lt;br /&gt;
&lt;br /&gt;
==Why Play Slaanesh?==&lt;br /&gt;
*You prefer Speed and using your mobility to outmaneuver and tear apart your enemy as opposed to the simple rip and tear.&lt;br /&gt;
*Because you&#039;re a sexual deviant and this is the best way to show your horniness without going out in public. (Though given that this game is T rated expect the more sexual parts of Slaanesh to be toned down, at least until some of the modders have their say)&lt;br /&gt;
*Because fuck armor, your crab claw ladies don&#039;t give a fuck about it.&lt;br /&gt;
*You want to play the only army in the game that is non-binary inclusive.&lt;br /&gt;
*Some degenerate is going to give you a NSFW mod, it&#039;s only a matter of time.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*&#039;&#039;&#039;Speed&#039;&#039;&#039;: You &amp;lt;s&amp;gt;will likely be one of &amp;lt;/s&amp;gt; ARE the fastest army in the entire game. Trailers and unit stats show so far that your cavalry, chariots, and Legendary Lord have a base speed of 100, daemonettes outrun most skirmishers with base speed over 50, and even slaanesh marauders have above average cardio with 38 speed. Your army will run circles around everyone else, wood elves and beastmen included.&lt;br /&gt;
*&#039;&#039;&#039;AP&#039;&#039;&#039;: Heavy armour shouldn&#039;t be a problem for you in the slightest. Factions that rely on armour like Dwarfs and Warriors of Chaos will dread when you come on to the battlefield.&lt;br /&gt;
*&#039;&#039;&#039;Cavalry and Chariots&#039;&#039;&#039;: With numerous varieties of both Cav and Chariots you have the ability to be a really strong threat while on the move. Sure, Heartseekers and Hellstriders probably won&#039;t beat Grail Knights in a fair one on one fight but their sheer speed will mean that back line is probably doomed. Plus the chariot variety means an armored front line is going to suffer.&lt;br /&gt;
*&#039;&#039;&#039;Flanking Potential&#039;&#039;&#039;: Cavalry aside, many of your units are fast and have &amp;quot;Devastating Flanker&amp;quot; as well. You can expect to be one of the best factions for penetrating a soft spot in the enemy&#039;s army.&lt;br /&gt;
*&#039;&#039;&#039;Immunity to Fear&#039;&#039;&#039;: A big part of the Mark of Slaanesh on the tabletop was immune to psych. This is carried over as Immune to Psych for your mortal units. Combined with all your daemons being unbreakable, you really won&#039;t give a shit about big scary monsters or units.&lt;br /&gt;
*&#039;&#039;&#039;Diplomacy&#039;&#039;&#039;: Few mortals can resist the God(dess) of Pleasure. Unlike other Daemonic Forces, you have diplomatic options at your disposal. This can be useful to close off a front with a non-aggression pact, or even an alliance of convenience when necessary.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*&#039;&#039;&#039;Fragile&#039;&#039;&#039;: The downside of having an army of half naked monster girls/boys/things? There isn&#039;t a ton of armour to go around. Expect to be taking a punishing on the way in (Not that Slaanesh has an issue with that)&lt;br /&gt;
*&#039;&#039;&#039;Lack of Ranged&#039;&#039;&#039;: You can&#039;t hump your opponent to death from the other side of the map. You have no ranged units to speak of. Seriously, even freaking KHORNE has ranged units. You have no chance at playing defense.&lt;br /&gt;
*&#039;&#039;&#039;Lack of Fliers&#039;&#039;&#039;: When Furies are the best flying unit you have, it&#039;s safe to say you aren&#039;t a faction that is designed around dogfighting and controlling the skies. You will easily be the weakest Monogod faction when it comes to the air.&lt;br /&gt;
*&#039;&#039;&#039;Dealing with Large Units&#039;&#039;&#039;: You better hope your monsters are statted as dedicated anti-large units because the rest of your army are not going to be able to deal with bigbois at all.  You have no ranged units and marauder spearmen ain&#039;t gonna cut it against the likes of Bloodcrushers and Mournfangs.  Ogres in particular will give you trouble since your low mass frontliners will evaporate the moment they&#039;re hit with an ogre charge.&lt;br /&gt;
*&#039;&#039;&#039;No Flexibility&#039;&#039;&#039;: Everyone fighting you knows you&#039;re going to bring a fast glass cannon army.  Like your other chaos monogod siblings, you do one thing well and can&#039;t do much else.  Somewhat ironic that the factions closest to chaos are the most predictable opponents.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;DLC&#039;&#039;&#039;: Sorry but trends are trends and some of your better units may be reserved for Lord Packs.&lt;br /&gt;
&lt;br /&gt;
==Faction Traits==&lt;br /&gt;
*&#039;&#039;&#039;Daemonic&#039;&#039;&#039;: Undead with extra steps, really. Once your daemonic units lose enough leadership, they&#039;ll begin to lose health and fade back into the Warp in the same vein that undead units crumble away. The good news is that even if your daemons are doomed to evaporate, they&#039;ll at least stick in and fight to the last model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devastating/Deadly Flanker&#039;&#039;&#039;: A bunch of your units have this special ability which doubles their charge bonus when attacking an enemy unit from the flank. Considering your Furies and all your cavalry have Vanguard, as well as the obscenely high speed of your army overall, this incentivizes you to try to encircle the enemy as quickly as possible and. . .well no way to say this that&#039;s not going to be a double entendre, &#039;&#039;&#039;Hit them hard and fast in the rear!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Lords==&lt;br /&gt;
&lt;br /&gt;
===Legendary Lords===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[N&#039;Kari]]&#039;&#039;&#039;: He&#039;s here and he&#039;s looking a lot like his classic artwork where he&#039;s facing down Aenarion. He&#039;s big, he&#039;s fast, he&#039;s purple, and he&#039;s got four nipples. Has a blistering 100 speed, which means he&#039;s a single entity monster that can keep up with warhounds and light cavalry. This guy is going to blitz across the battlefield and right into your &amp;quot;backline,&amp;quot; which is good because he has only 15 armor and will need to hurry if he doesn&#039;t want to get turned into Swiss cheese by ranged units. His special abilities include &amp;quot;Harvester of Souls&amp;quot; which heals him when nearby units are complete destroyed (this stacks), &amp;quot;Willing Prey,&amp;quot; which debuffs an enemy&#039;s melee attack and defense, and &amp;quot;The Witstealer Sword,&amp;quot; which massively boosts his AP and base weapon damage. Also a caster of the Lore of Slaanesh.&lt;br /&gt;
&lt;br /&gt;
===Generic Lords===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exalted Keeper of Secrets&#039;&#039;&#039;: Same as Blood boi, Bird Boi, and Plague Boi. The Exalted Keeper of Secrets acts as the lord while the standard one is a monster you can recruit. A fast AP monster with the Lores of Slaanesh and Shadows that can get around the battlefield very quickly. It&#039;s going to be way faster than a Bloodthirster but also much frailer, so it may be much more reliant on cycle charging and using it&#039;s mobility as opposed to the grinding style of the Bloodthirster. (Ironically, Khorne is better than Slaanesh at grinding, who knew?) It&#039;ll also probably more focused on dueling than the general slaughter style of the Bloodthirster.&lt;br /&gt;
*&#039;&#039;&#039;Herald of Slaanesh&#039;&#039;&#039;: A hybrid hero with the Lore of Slaanesh and/or Shadow magic along with AP in melee. Think a Loremaster for the High Elves only faster and frailer. Can ride the Steed of Slaanesh, Seeker Chariot, or Exalted Seeker Chariot.&lt;br /&gt;
&lt;br /&gt;
==Heroes==&lt;br /&gt;
&lt;br /&gt;
===Legendary Heroes===&lt;br /&gt;
&lt;br /&gt;
===Generic Heroes===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alluress&#039;&#039;&#039;: A hero version of the Herald, like for the other three gods. Same spell lores and mounts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cultist of Slaanesh&#039;&#039;&#039;: A Dark Elf cultist who is mostly intended to be a campaign map agent, on the battlefield she is a skilled fighter with a number of unique abilities including something called &amp;quot;Gate of Slaanesh&amp;quot; which probably summons Daemonettes. Can only ride a Chaos Steed, same as the other Cultists.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Marauders of Slaanesh&#039;&#039;&#039;: Slannesh&#039;s warriors of pain and seduction ([[Emperor&#039;s Children|no, not those guys.]] [[Daemonette|or those guys.]] [[Hedonites of Slaanesh|Look, Slaanesh has a lot of freaks working for them, ok?]]) The big difference between these guys and normal Mauraders is they have Immune to Psych, meaning they are far less likely to run than their cousins in the Warriors of Chaos and Norsca. Come with an Anti Large spear version, an Anti Infantry sword claw version, and a tanky whip version. Use them as your cheap screeners to protect your Daemonettes from missiles. These are also your only shielded infantry options.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemonettes&#039;&#039;&#039;: Very fast, very AP heavy, and very squishy Daemonic infantry unit.  Roughly equivalent to wardancers, stats wise, but considerably faster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exalted Daemonettess&#039;&#039;&#039;: Faster, killier, sexier Daemonettes.  Roughly equivalent to bladesingers, stats wise, but considerably faster. Has the Soulscent passive ability which increases their armour piercing and melee attack capability when within range of an enemy unit with morale wavering or lower.&lt;br /&gt;
&lt;br /&gt;
===Missiles===&lt;br /&gt;
&lt;br /&gt;
===Cavalry===&lt;br /&gt;
*&#039;&#039;&#039;Seekers:&#039;&#039;&#039; Has the potential to be one of the fastest units in the entire series, unfortunately they don’t even have any armour, so cycle charging might be your best strategy when using them. Has Vanguard deployment, making them well suited for getting right up in the face of range-heavy armies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heartseekers:&#039;&#039;&#039; Named after the unit champion of Seekers, these things are most likely to be a straight upgrade. Unlike your regular seekers these guys have the Soulscent passive ability which increases their armour piercing and melee attack capability when within range of an enemy unit with morale wavering or lower. Also has Vanguard deployment.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hellstriders:&#039;&#039;&#039; Essentially the same as the above, only they’ll cut their losses and run rather than fight to the bitter end. Will come with lances (or pincers rather) and Hellscourge whips. Another unit with Vanguard, the lance variants also get anti-large.&lt;br /&gt;
&lt;br /&gt;
===Chariots===&lt;br /&gt;
*&#039;&#039;&#039;Seeker Chariot:&#039;&#039;&#039; A low model chariot unit with poison. Super fast for a chariot but probably even more brittle when trapped in prolonged melee.&lt;br /&gt;
*&#039;&#039;&#039;Hellflayer:&#039;&#039;&#039; Essentially acts as a giant lawnmower, able to plough through infantry. Unfortunately it’s a wide target so might get singled out by ranged fire. Unlike the other chariots this one has the Soulscent ability.&lt;br /&gt;
*&#039;&#039;&#039;Exalted Seeker Chariot:&#039;&#039;&#039; An extremely fast but extremely fragile single-entity chariot that will mow down any heavily armored infantry it comes across. Inflicts poison and has perfect vigour.&lt;br /&gt;
&lt;br /&gt;
===War Beasts===&lt;br /&gt;
*&#039;&#039;&#039;Fiend of Slaanesh:&#039;&#039;&#039; Imagine even faster, bigger, rat ogres with poison and you’d get the idea. Would be able to keep up with the rest of your forces, but unfortunately has just as much armour as the rest of them. Has the Sophoric Musk passive ability which lowers enemy melee defense and melee attack.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Furies (Slaanesh):&#039;&#039;&#039; Essentially the same as the other furies, acting like daemonic harpies with buffs from their god. In this case, speed and armour piercing. Most importantly it has Vanguard deployment, which means it can deploy alongside your cavalry units for devastating encirclements.&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
*&#039;&#039;&#039;Chaos Spawn of Slaanesh&#039;&#039;&#039;: Appeared in the Nurgle vs Slaanesh video. Will likely be used the same way you use normal Spawn, only might be faster and have better AP&lt;br /&gt;
*&#039;&#039;&#039;Soul Grinder of Slaanesh&#039;&#039;&#039;: A purely melee version of the Soul Grinder with 75 speed, anti-large, and lots of armour piercing damage. &lt;br /&gt;
*&#039;&#039;&#039;Keeper of Secrets:&#039;&#039;&#039; Your Greater Daemon unit is fast, has lots of weapon strength and armor piercing, as well as Blissful Rapture and Strider. Can cast two spells from the Lore of Slaanesh: Lash of Slaanesh and Acquiescence.&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
&lt;br /&gt;
==Multiplayer Strategies==&lt;br /&gt;
Slaanesh is all about one thing, going at your opponent as fast as possible. Oh, they will resist, but you&#039;ll get your way in the end. Slaanesh really needs to find that perfect vulnerable position and slide right in. Don&#039;t go for grinding here, get into the habit of rhythmically pulling in and out to get the best result possible. Be sure to conserve as much of your unit&#039;s energy and fight too, you don&#039;t wait to climax too early. If all goes well eventually everything will come together in one big- &amp;lt;span style=&#039;color:purple;font-size:100%&#039;&amp;gt;&#039;&#039;&#039;SNAP&#039;&#039;&#039; I&#039;m the embodiment of ecstasy and excess and even &#039;&#039;I&#039;&#039; was getting sick of the sex puns!&amp;lt;/span&amp;gt; Ok fine, you have a ton of mobility and dps on your units but they will fall apart really fast if they meet stern resistance. The lack of ranged and fliers also means you will have to get to that backline the old fashioned way. It will be a Micro heavy army that will reward good timing and have one of the higher skill floors in the game. Now go teach those ungrateful bastards our horny ways!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Beastmen| Beastmen]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Bretonnia| Bretonnia]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Warriors of Chaos| Warriors of Chaos]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dark Elves| Dark Elves]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dwarfs| Dwarfs]]&#039;&#039;&#039;: Oh man, if you can micro well you are going to have a field day with Dwarfs. You have pretty much everything that they hate fighting from an affordable AP frontline, fast flankers to dive the backline and chariots galore. Daemonettes will likely make the most cost effective front line, and a few mauraders to screen will allow them to get in without taking too much in the way of missile fire. It&#039;s unknown whether Seekers or Hellstriders will make the better choice for cav, but either way they should be able to rapidly get around and dive those cannons and guns before they can do much damage. With three options of chariots to pick from (go for normal seekers or hellflayers, they&#039;ll be available in more numbers) you should be able to punch through their lines and dry hump that silly book of theirs. Really, the only thing that won&#039;t work are monsters as Dwarfs have plenty of missiles and Anti Large, so Fiends, Spawns and KOS can stay at home, meaning a Herald will likely be your best Lord option. If you can micro well you can dominates this match up but if not... well, prepare for a lot of your skimpy crab ladies to get turned into sexy ground beef.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Empire| Empire]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Grand Cathay| Grand Cathay]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Greenskins| Greenskins]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/High Elves| High Elves]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Khorne|Khorne]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Kislev|Kislev]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Lizardmen| Lizardmen]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Norsca| Norsca]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Nurgle| Nurgle]]&#039;&#039;&#039;: This might actually be a difficult one. Your biggest strengths are speed and armor piercing, but Nurgle&#039;s units have almost no armor to begin with and don&#039;t really have a back line to speak of. Fighting them is going to be like when someone in a cartoon punches a fat guy and their arm just sinks into his gut. You don&#039;t have the things that scare Nurgle the most, namely fire damage and ranged units. Instead you&#039;re going to have to rely on your superior mobility to cycle charge his slow moving units again and again. You might not benefit from your AP but you still have substantial charge bonuses. The real question is how many charges it takes to cut through Nurgle&#039;s absurdly large health pools and healing. If you get dragged into a war of attrition you&#039;re going to lose.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Ogre Kingdoms| Ogre Kingdoms]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Skaven| Skaven]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;Slaanesh&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tomb Kings| Tomb Kings]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tzeentch| Tzeentch]]&#039;&#039;&#039;: This will be easy if you&#039;re careful not to get your units melted (no matter how much they seem to be into it). You have the speed and power to lock Tzeentch&#039;s daemons in melee and shred them.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Coast| Vampire Coast]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Counts| Vampire Counts]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Wood Elves| Wood Elves]]&#039;&#039;&#039;: Calling it now, this will be an interesting mashup. You both are going to be fast, and very squishy, so dealing with their archers should be easy. However, your lack of armor on your nude beasts will make them easy targets. So basically a drag race of vegans vs virgins&lt;br /&gt;
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[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C02:20E0:0:0:0:C847</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Slaanesh&amp;diff=506041</id>
		<title>Total War Warhammer/Tactics/Slaanesh</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Slaanesh&amp;diff=506041"/>
		<updated>2021-12-16T20:41:41Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C02:20E0:0:0:0:C847: /* Faction Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the general tactics page on how to play [[Slaanesh]] in [[Total War: WARHAMMER]]. As the game isn&#039;t out yet and we know very little about how the faction will work, this page won&#039;t be filled out for a long time. However, we can make some early guesses based on the table top and the trailer.&lt;br /&gt;
&lt;br /&gt;
==Why Play Slaanesh?==&lt;br /&gt;
*You prefer Speed and using your mobility to outmaneuver and tear apart your enemy as opposed to the simple rip and tear.&lt;br /&gt;
*Because you&#039;re a sexual deviant and this is the best way to show your horniness without going out in public. (Though given that this game is T rated expect the more sexual parts of Slaanesh to be toned down, at least until some of the modders have their say)&lt;br /&gt;
*Because fuck armor, your crab claw ladies don&#039;t give a fuck about it.&lt;br /&gt;
*You want to play the only army in the game that is non-binary inclusive.&lt;br /&gt;
*Some degenerate is going to give you a NSFW mod, it&#039;s only a matter of time.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*&#039;&#039;&#039;Speed&#039;&#039;&#039;: You &amp;lt;s&amp;gt;will likely be one of &amp;lt;/s&amp;gt; ARE the fastest army in the entire game. Trailers and unit stats show so far that your cavalry, chariots, and Legendary Lord have a base speed of 100, daemonettes outrun most skirmishers with base speed over 50, and even slaanesh marauders have above average cardio with 38 speed. Your army will run circles around everyone else, wood elves and beastmen included.&lt;br /&gt;
*&#039;&#039;&#039;AP&#039;&#039;&#039;: Heavy armour shouldn&#039;t be a problem for you in the slightest. Factions that rely on armour like Dwarfs and Warriors of Chaos will dread when you come on to the battlefield.&lt;br /&gt;
*&#039;&#039;&#039;Cavalry and Chariots&#039;&#039;&#039;: With numerous varieties of both Cav and Chariots you have the ability to be a really strong threat while on the move. Sure, Heartseekers and Hellstriders probably won&#039;t beat Grail Knights in a fair one on one fight but their sheer speed will mean that back line is probably doomed. Plus the chariot variety means an armored front line is going to suffer.&lt;br /&gt;
*&#039;&#039;&#039;Flanking Potential&#039;&#039;&#039;: Cavalry aside, many of your units are fast and have &amp;quot;Devastating Flanker&amp;quot; as well. You can expect to be one of the best factions for penetrating a soft spot in the enemy&#039;s army.&lt;br /&gt;
*&#039;&#039;&#039;Immunity to Fear&#039;&#039;&#039;: A big part of the Mark of Slaanesh on the tabletop was immune to psych. This is carried over as Immune to Psych for your mortal units. Combined with all your daemons being unbreakable, you really won&#039;t give a shit about big scary monsters or units.&lt;br /&gt;
*&#039;&#039;&#039;Diplomacy&#039;&#039;&#039;: Few mortals can resist the God(dess) of Pleasure. Unlike other Daemonic Forces, you have diplomatic options at your disposal. This can be useful to close off a front with a non-aggression pact, or even an alliance of convenience when necessary.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*&#039;&#039;&#039;Fragile&#039;&#039;&#039;: The downside of having an army of half naked monster girls/boys/things? There isn&#039;t a ton of armour to go around. Expect to be taking a punishing on the way in (Not that Slaanesh has an issue with that)&lt;br /&gt;
*&#039;&#039;&#039;Lack of Ranged&#039;&#039;&#039;: You can&#039;t hump your opponent to death from the other side of the map. You have no ranged units to speak of. Seriously, even freaking KHORNE has ranged units. You have no chance at playing defense.&lt;br /&gt;
*&#039;&#039;&#039;Lack of Fliers&#039;&#039;&#039;: When Furies are the best flying unit you have, it&#039;s safe to say you aren&#039;t a faction that is designed around dogfighting and controlling the skies. You will easily be the weakest Monogod faction when it comes to the air.&lt;br /&gt;
*&#039;&#039;&#039;Dealing with Large Units&#039;&#039;&#039;: You better hope your monsters are statted as dedicated anti-large units because the rest of your army are not going to be able to deal with bigbois at all.  You have no ranged units and marauder spearmen ain&#039;t gonna cut it against the likes of Bloodcrushers and Mournfangs.  Ogres in particular will give you trouble since your low mass frontliners will evaporate the moment they&#039;re hit with an ogre charge.&lt;br /&gt;
*&#039;&#039;&#039;No Flexibility&#039;&#039;&#039;: Everyone fighting you knows you&#039;re going to bring a fast glass cannon army.  Like your other chaos monogod siblings, you do one thing well and can&#039;t do much else.  Somewhat ironic that the factions closest to chaos are the most predictable opponents.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;DLC&#039;&#039;&#039;: Sorry but trends are trends and some of your better units may be reserved for Lord Packs.&lt;br /&gt;
&lt;br /&gt;
==Faction Traits==&lt;br /&gt;
*&#039;&#039;&#039;Daemonic&#039;&#039;&#039;: Undead with extra steps, really. Once your daemonic units lose enough leadership, they&#039;ll begin to lose health and fade back into the Warp in the same vein that undead units crumble away. The good news is that even if your daemons are doomed to evaporate, they&#039;ll at least stick in and fight to the last model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devastating/Deadly Flanker&#039;&#039;&#039;: A bunch of your units have this special ability which doubles their charge bonus when attacking an enemy unit from the flank. Considering your Furies and all your cavalry have Vanguard, as well as the obscenely high speed of your army overall, this incentivizes you to try to encircle the enemy as quickly as possible and. . .well no way to say this that&#039;s not going to be a double entendre, &#039;&#039;&#039;Hit them as hard and fast in the rear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Lords==&lt;br /&gt;
&lt;br /&gt;
===Legendary Lords===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[N&#039;Kari]]&#039;&#039;&#039;: He&#039;s here and he&#039;s looking a lot like his classic artwork where he&#039;s facing down Aenarion. He&#039;s big, he&#039;s fast, he&#039;s purple, and he&#039;s got four nipples. Has a blistering 100 speed, which means he&#039;s a single entity monster that can keep up with warhounds and light cavalry. This guy is going to blitz across the battlefield and right into your &amp;quot;backline,&amp;quot; which is good because he has only 15 armor and will need to hurry if he doesn&#039;t want to get turned into Swiss cheese by ranged units. His special abilities include &amp;quot;Harvester of Souls&amp;quot; which heals him when nearby units are complete destroyed (this stacks), &amp;quot;Willing Prey,&amp;quot; which debuffs an enemy&#039;s melee attack and defense, and &amp;quot;The Witstealer Sword,&amp;quot; which massively boosts his AP and base weapon damage. Also a caster of the Lore of Slaanesh.&lt;br /&gt;
&lt;br /&gt;
===Generic Lords===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exalted Keeper of Secrets&#039;&#039;&#039;: Same as Blood boi, Bird Boi, and Plague Boi. The Exalted Keeper of Secrets acts as the lord while the standard one is a monster you can recruit. A fast AP monster with the Lores of Slaanesh and Shadows that can get around the battlefield very quickly. It&#039;s going to be way faster than a Bloodthirster but also much frailer, so it may be much more reliant on cycle charging and using it&#039;s mobility as opposed to the grinding style of the Bloodthirster. (Ironically, Khorne is better than Slaanesh at grinding, who knew?) It&#039;ll also probably more focused on dueling than the general slaughter style of the Bloodthirster.&lt;br /&gt;
*&#039;&#039;&#039;Herald of Slaanesh&#039;&#039;&#039;: A hybrid hero with the Lore of Slaanesh and/or Shadow magic along with AP in melee. Think a Loremaster for the High Elves only faster and frailer. Can ride the Steed of Slaanesh, Seeker Chariot, or Exalted Seeker Chariot.&lt;br /&gt;
&lt;br /&gt;
==Heroes==&lt;br /&gt;
&lt;br /&gt;
===Legendary Heroes===&lt;br /&gt;
&lt;br /&gt;
===Generic Heroes===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alluress&#039;&#039;&#039;: A hero version of the Herald, like for the other three gods. Same spell lores and mounts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cultist of Slaanesh&#039;&#039;&#039;: A Dark Elf cultist who is mostly intended to be a campaign map agent, on the battlefield she is a skilled fighter with a number of unique abilities including something called &amp;quot;Gate of Slaanesh&amp;quot; which probably summons Daemonettes. Can only ride a Chaos Steed, same as the other Cultists.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Marauders of Slaanesh&#039;&#039;&#039;: Slannesh&#039;s warriors of pain and seduction ([[Emperor&#039;s Children|no, not those guys.]] [[Daemonette|or those guys.]] [[Hedonites of Slaanesh|Look, Slaanesh has a lot of freaks working for them, ok?]]) The big difference between these guys and normal Mauraders is they have Immune to Psych, meaning they are far less likely to run than their cousins in the Warriors of Chaos and Norsca. Come with an Anti Large spear version, an Anti Infantry sword claw version, and a tanky whip version. Use them as your cheap screeners to protect your Daemonettes from missiles. These are also your only shielded infantry options.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemonettes&#039;&#039;&#039;: Very fast, very AP heavy, and very squishy Daemonic infantry unit.  Roughly equivalent to wardancers, stats wise, but considerably faster.&lt;br /&gt;
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*&#039;&#039;&#039;Exalted Daemonettess&#039;&#039;&#039;: Faster, killier, sexier Daemonettes.  Roughly equivalent to bladesingers, stats wise, but considerably faster. Has the Soulscent passive ability which increases their armour piercing and melee attack capability when within range of an enemy unit with morale wavering or lower.&lt;br /&gt;
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===Missiles===&lt;br /&gt;
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===Cavalry===&lt;br /&gt;
*&#039;&#039;&#039;Seekers:&#039;&#039;&#039; Has the potential to be one of the fastest units in the entire series, unfortunately they don’t even have any armour, so cycle charging might be your best strategy when using them. Has Vanguard deployment, making them well suited for getting right up in the face of range-heavy armies.&lt;br /&gt;
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*&#039;&#039;&#039;Heartseekers:&#039;&#039;&#039; Named after the unit champion of Seekers, these things are most likely to be a straight upgrade. Unlike your regular seekers these guys have the Soulscent passive ability which increases their armour piercing and melee attack capability when within range of an enemy unit with morale wavering or lower. Also has Vanguard deployment.&lt;br /&gt;
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*&#039;&#039;&#039;Hellstriders:&#039;&#039;&#039; Essentially the same as the above, only they’ll cut their losses and run rather than fight to the bitter end. Will come with lances (or pincers rather) and Hellscourge whips. Another unit with Vanguard, the lance variants also get anti-large.&lt;br /&gt;
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===Chariots===&lt;br /&gt;
*&#039;&#039;&#039;Seeker Chariot:&#039;&#039;&#039; A low model chariot unit with poison. Super fast for a chariot but probably even more brittle when trapped in prolonged melee.&lt;br /&gt;
*&#039;&#039;&#039;Hellflayer:&#039;&#039;&#039; Essentially acts as a giant lawnmower, able to plough through infantry. Unfortunately it’s a wide target so might get singled out by ranged fire. Unlike the other chariots this one has the Soulscent ability.&lt;br /&gt;
*&#039;&#039;&#039;Exalted Seeker Chariot:&#039;&#039;&#039; An extremely fast but extremely fragile single-entity chariot that will mow down any heavily armored infantry it comes across. Inflicts poison and has perfect vigour.&lt;br /&gt;
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===War Beasts===&lt;br /&gt;
*&#039;&#039;&#039;Fiend of Slaanesh:&#039;&#039;&#039; Imagine even faster, bigger, rat ogres with poison and you’d get the idea. Would be able to keep up with the rest of your forces, but unfortunately has just as much armour as the rest of them. Has the Sophoric Musk passive ability which lowers enemy melee defense and melee attack.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Furies (Slaanesh):&#039;&#039;&#039; Essentially the same as the other furies, acting like daemonic harpies with buffs from their god. In this case, speed and armour piercing. Most importantly it has Vanguard deployment, which means it can deploy alongside your cavalry units for devastating encirclements.&lt;br /&gt;
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===Monsters===&lt;br /&gt;
*&#039;&#039;&#039;Chaos Spawn of Slaanesh&#039;&#039;&#039;: Appeared in the Nurgle vs Slaanesh video. Will likely be used the same way you use normal Spawn, only might be faster and have better AP&lt;br /&gt;
*&#039;&#039;&#039;Soul Grinder of Slaanesh&#039;&#039;&#039;: A purely melee version of the Soul Grinder with 75 speed, anti-large, and lots of armour piercing damage. &lt;br /&gt;
*&#039;&#039;&#039;Keeper of Secrets:&#039;&#039;&#039; Your Greater Daemon unit is fast, has lots of weapon strength and armor piercing, as well as Blissful Rapture and Strider. Can cast two spells from the Lore of Slaanesh: Lash of Slaanesh and Acquiescence.&lt;br /&gt;
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===Artillery===&lt;br /&gt;
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==Multiplayer Strategies==&lt;br /&gt;
Slaanesh is all about one thing, going at your opponent as fast as possible. Oh, they will resist, but you&#039;ll get your way in the end. Slaanesh really needs to find that perfect vulnerable position and slide right in. Don&#039;t go for grinding here, get into the habit of rhythmically pulling in and out to get the best result possible. Be sure to conserve as much of your unit&#039;s energy and fight too, you don&#039;t wait to climax too early. If all goes well eventually everything will come together in one big- &amp;lt;span style=&#039;color:purple;font-size:100%&#039;&amp;gt;&#039;&#039;&#039;SNAP&#039;&#039;&#039; I&#039;m the embodiment of ecstasy and excess and even &#039;&#039;I&#039;&#039; was getting sick of the sex puns!&amp;lt;/span&amp;gt; Ok fine, you have a ton of mobility and dps on your units but they will fall apart really fast if they meet stern resistance. The lack of ranged and fliers also means you will have to get to that backline the old fashioned way. It will be a Micro heavy army that will reward good timing and have one of the higher skill floors in the game. Now go teach those ungrateful bastards our horny ways!&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Beastmen| Beastmen]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Bretonnia| Bretonnia]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Warriors of Chaos| Warriors of Chaos]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dark Elves| Dark Elves]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dwarfs| Dwarfs]]&#039;&#039;&#039;: Oh man, if you can micro well you are going to have a field day with Dwarfs. You have pretty much everything that they hate fighting from an affordable AP frontline, fast flankers to dive the backline and chariots galore. Daemonettes will likely make the most cost effective front line, and a few mauraders to screen will allow them to get in without taking too much in the way of missile fire. It&#039;s unknown whether Seekers or Hellstriders will make the better choice for cav, but either way they should be able to rapidly get around and dive those cannons and guns before they can do much damage. With three options of chariots to pick from (go for normal seekers or hellflayers, they&#039;ll be available in more numbers) you should be able to punch through their lines and dry hump that silly book of theirs. Really, the only thing that won&#039;t work are monsters as Dwarfs have plenty of missiles and Anti Large, so Fiends, Spawns and KOS can stay at home, meaning a Herald will likely be your best Lord option. If you can micro well you can dominates this match up but if not... well, prepare for a lot of your skimpy crab ladies to get turned into sexy ground beef.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Empire| Empire]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Grand Cathay| Grand Cathay]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Greenskins| Greenskins]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/High Elves| High Elves]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Khorne|Khorne]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Kislev|Kislev]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Lizardmen| Lizardmen]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Norsca| Norsca]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Nurgle| Nurgle]]&#039;&#039;&#039;: This might actually be a difficult one. Your biggest strengths are speed and armor piercing, but Nurgle&#039;s units have almost no armor to begin with and don&#039;t really have a back line to speak of. Fighting them is going to be like when someone in a cartoon punches a fat guy and their arm just sinks into his gut. You don&#039;t have the things that scare Nurgle the most, namely fire damage and ranged units. Instead you&#039;re going to have to rely on your superior mobility to cycle charge his slow moving units again and again. You might not benefit from your AP but you still have substantial charge bonuses. The real question is how many charges it takes to cut through Nurgle&#039;s absurdly large health pools and healing. If you get dragged into a war of attrition you&#039;re going to lose.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Ogre Kingdoms| Ogre Kingdoms]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Skaven| Skaven]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;Slaanesh&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tomb Kings| Tomb Kings]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tzeentch| Tzeentch]]&#039;&#039;&#039;: This will be easy if you&#039;re careful not to get your units melted (no matter how much they seem to be into it). You have the speed and power to lock Tzeentch&#039;s daemons in melee and shred them.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Coast| Vampire Coast]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Counts| Vampire Counts]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Wood Elves| Wood Elves]]&#039;&#039;&#039;: Calling it now, this will be an interesting mashup. You both are going to be fast, and very squishy, so dealing with their archers should be easy. However, your lack of armor on your nude beasts will make them easy targets. So basically a drag race of vegans vs virgins&lt;br /&gt;
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[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C02:20E0:0:0:0:C847</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Gauss&amp;diff=226832</id>
		<title>Gauss</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Gauss&amp;diff=226832"/>
		<updated>2021-12-15T02:00:32Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C02:20E0:0:0:0:C847: /* Real-Life */&lt;/p&gt;
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&lt;div&gt;{{topquote|Only my RAILGUN can shoot it.|fripSide (&#039;&#039;[[Anime|A Certain Scientific Railgun]]&#039;&#039;)}}&lt;br /&gt;
FIRST AND FOREMOST: It is pronounced such that it rhymes with &amp;quot;house&amp;quot;.&lt;br /&gt;
[[Image:Railgun_explained.png|thumb|right|I&#039;VE BROUGHT SCIENCE!]]&lt;br /&gt;
&#039;&#039;&#039;Gauss&#039;&#039;&#039; is the last name of [[wikipedia:Carl_Friedrich_Gauss|Carl Friedrich Gauss]], one of the greatest mathematicians in history. His work in calculus was (and is) invaluable to the study of electromagnetism, so he got a unit of magnetic field strength named after him. It is universally agreed that &amp;quot;Gauss&amp;quot; is a cool name, and so you can bet dollars to donuts that any sci-fi gizmo with any sort of vaguely electromagnetic theme will have the word &amp;quot;gauss&amp;quot; in it.&lt;br /&gt;
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By the way, if an electromagnetic weapon doesn&#039;t have &amp;quot;gauss&amp;quot; in its name, it&#039;s a fair bet that it has the word &amp;quot;[[Tesla]]&amp;quot; in it, after another cool-sounding unit of magnetic field strength, itself named for [[wikipedia:Nikola_Tesla|Nikola Tesla]], a famed inventor and scientist who did cool stuff with electromagnetism.&lt;br /&gt;
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&amp;quot;Realistic&amp;quot; gauss weapons come in two flavours: rail-guns and coil-guns. &#039;&#039;&#039;Rail-guns&#039;&#039;&#039; (which are often mistakenly called &amp;quot;Gauss guns&amp;quot; in poorly researched sci-fi for the simple fact that both are electric guns) work by having a really long pair (or pairs) of conductive rails within the barrel, with a positive pole on the receiver end of conductor A, a negative pole on the receiver end of conductor B, and an electrically conductive projectile. When the projectile is placed and the railgun switched on, electricity flows through conductor B towards the end of the barrel, passes through the projectile, and returns in the opposite direction through conductor A, creating two magnetic fields of identical polarity around them. This makes the projectile act like a current-carrying wire in a magnetic field, which means the projectile experiences a [https://en.wikipedia.org/wiki/Lorentz_force#Force_on_a_current-carrying_wire Lorentz force] that moves it forward, like an electric motor that is unwound into a straight line; this one is in theory cheap to manufacture and capable of reaching awesome velocities, at the cost of being energy-hungry, needing to be really long and causing a lot of stress on the materials.  It&#039;s not to be confused with the [[Peasant Railgun]].  &#039;&#039;&#039;Coil-guns&#039;&#039;&#039; work by surrounding the barrel with a sequence of coil magnets that are switched on to pull (&amp;lt;strike&amp;gt;and then reverse current to push&amp;lt;/strike&amp;gt; only pull because that&#039;s how magnetic response works in materials) the projectile. Since the projectile &amp;lt;strike&amp;gt;doesn&#039;t physically touch the mechanisms&amp;lt;/strike&amp;gt; touches the barrel for ballistic reasons but isn&#039;t trying to spot weld itself to it, the gun lasts longer and there is better control over the speed, but the control mechanisms are very complicated and the overall weapon &amp;lt;strike&amp;gt;is weaker than a railgun of the same current draw&amp;lt;/strike&amp;gt; has better theoretical efficiency but experiences high losses at higher muzzle velocities due to switching speed and timing issues. Of course, once you get into soft sci-fi, all bets are off; expect to see guns that shoot lightning.&lt;br /&gt;
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When used as a name, &amp;quot;Gauss&amp;quot; is capitalized.  When used as a unit or adjective, &amp;quot;gauss&amp;quot; is usually lowercase (though the abbreviation for the CGS unit is a capital &amp;quot;G&amp;quot;).&lt;br /&gt;
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== Real-Life ==&lt;br /&gt;
[[Image:Railgun.jpg|thumb|right|Who needs fiction when weapons this badass exist?]]&lt;br /&gt;
[[File:Navy railcannon.jpeg|thumb|right|Now capable of automatically loading rounds for letting out salvos.]]&lt;br /&gt;
[[File:Du8_uuovqaau-5p.jpg|300px|left|thumb|Ahhhh....looks like we are at the beginning stage of the [[Imperium of Man|Imperium of]] [[China|Han.]]]]&lt;br /&gt;
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The US Navy has successfully tested 32-megajoule railguns. The friction from the ammunition moving at these velocities turns the air inside the barrel into plasma instantly. They were planning to build a 64-megajoule gun to test fire, but they lost funding. This might have to do with how they had to build an entirely new railgun after every third shot; the rails wear out quickly due to the &amp;lt;strike&amp;gt;heat the projectile produces, and no known material is heat-resistant enough to withstand being worn out in this manner and also capable of conducting electricity to allow the mechanism to work in the first place&amp;lt;/strike&amp;gt; ohmic heating combined with the mechanical effects of the projectile continually welding itself to the rails while the electromagnetic forces apply enough force to accelerate it anyway. You also need a really &amp;lt;strike&amp;gt;strong generator&amp;lt;/strike&amp;gt; fast discharge power storage system to provide enough power to operate the weapon. In any event, nobody foresees &amp;lt;strike&amp;gt;those problems&amp;lt;/strike&amp;gt; the rail destruction issue being solved anytime soon. Then again, the first flight occurred in 1903 and Sputnik was launched in 1957 (giving a difference of 54 years, well within a modern human&#039;s lifetime) so make of that what you will. &#039;&#039;&#039;Update:&#039;&#039;&#039; Recent reports have indicated that the rail destruction problems are getting better. They can now fire them about 400 times before having to replace them. Granted, the navy really wants a minimum of 1000 shots so they&#039;re still not at a level they want yet. But that&#039;s still an amazing efficiency upgrade, and in a pinch 400 time&#039;s is probably still combat viable since an Alaska cruisers main gun&#039;s lasted about 344 shots.&lt;br /&gt;
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On early February 2018, pictures showed that [[China]] became the first nation to mount a railgun on a naval warship. The Chinese People&#039;s Liberation Army Navy claims to have solved the power supply problem after extensive testing, and current intelligence reports suggest that  Chinese warships could be equipped with railguns as early as 2025. The reports also note that the railgun is said to have a maximum range of 125 miles and fire shots that travel seven times faster than the speed of sound. Further sightings of Chinese warships equipped with railguns in 2019 have brought up the possibility that large scale field testing may begin within a year. &lt;br /&gt;
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If you see a carpenter using an &amp;quot;electric nailgun,&amp;quot; it&#039;s likely not actually a coilgun they&#039;re using, unless they have a &amp;quot;Solenoid-powered nailgun&amp;quot;, which are single-stage coilguns.&lt;br /&gt;
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== Rifts ==&lt;br /&gt;
In [[Rifts]], a &amp;quot;Gauss cannon&amp;quot; is just a synonym for &amp;quot;machinegun that does MDC damage.&amp;quot; The artwork for railguns always shows them as ejecting casings and being round, with no rails in sight ... it&#039;s not like anything else in Rifts even tries to be rational, so just roll with it.&lt;br /&gt;
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Alternate take: Gauss guns don&#039;t have rails and may look like guns with really beefy barrels (probably so if the electronics are armored. That doesn&#039;t explain the casings though. Actual railguns use a gunpowder charge or similar effect to get the projectile going since it will weld itself to the rails and stay there if it initially touches them at low speed or is already in contact when current is applied.&lt;br /&gt;
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== Traveller ==&lt;br /&gt;
In [[Traveller]], Gauss weapons are slugthrowers that use 3-5.5mm (.11 to .21 calibre) slugs or flechette needles. They&#039;re the preferred rifle and sidearm for TL12 armies (Tech Level 10 in GURPS Traveller); at this tech level, the preferred heavy weapons will be laser or plasma. Until these non-chemical sidearms are in use, ship boarding parties in space prefer using sabres and melee for combat. The exception is zero-G environments, where recoil on any slugthrowers (gauss or not) are as much a hazard for the wielder as the target.&lt;br /&gt;
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== Warhammer 40,000 ==&lt;br /&gt;
[[Image:Oldschool_Tau_Broadsides.gif|right|thumb|220px|The only thing that made the old Broadsides different from the normal battlesuits were the huge Twin-linked strength 10 AP 1 guns.]]&lt;br /&gt;
Being set in the [[grimdark]] &#039;&#039;future&#039;&#039;, several [[Warhammer 40,000]] races use Gauss weapons.&lt;br /&gt;
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=== Tau ===&lt;br /&gt;
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The [[Tau]] use railguns as the primary heavy weapons on tanks and walkers. &lt;br /&gt;
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Rail Weapons are considered some of the most potent and fearsome weaponry employed by the Tau Empire. Rail weapons are linear accelerators that use super-conductive electrodes to accelerate a solid-shot round to hypersonic speeds. The vast kinetic energy generated by the round on impact is capable of devastating damage on enemy vehicles.&lt;br /&gt;
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Usually, Rail weapons are (obviously) very powerful and capable of extreme penetration (as in real life) as the acceleration is limited only by the amount of power that can be input and how much the weapon can handle without exploding or melting.&lt;br /&gt;
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====Rail Rifle====&lt;br /&gt;
[[File:RailRifle6.jpg|200px|right|thumb|Rail Rifle]]&lt;br /&gt;
Emboldened by the success of vehicle-mounted railguns, the Earth Caste built a [[Tau]]-portable railgun weapon, called the &amp;quot;rail rifle.&amp;quot;  It debuted in [[Warhammer 40,000: Fire Warrior]] as a prototype weapon; it soon got rules in [[Chapter Approved]], and by the next Tau Empire [[Codex]], it was a regular part of the Fire Caste&#039;s armory, used by [[Pathfinder Team|Pathfinders]] and drones as a sniper weapon.  Incidentally, while it was in Chapter Approved, the Rail Rifle was subject to &amp;quot;Gets Hot!&amp;quot; like a Plasma Gun, but the Earth Caste improved the safety margins on it such that blowing up in the user&#039;s face is no longer a concern by the time of the 4th Edition codex. 6th edition further uplifted the rail rifle, turning it from Heavy to Rapid Fire and making it AP1, meaning it now could oneshot terminators and light vehicles, be fired on the move and even could be fired in full-auto. &lt;br /&gt;
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It is mentioned in the fluff that once Rail Rifles are advanced enough to mass-produce and do not eat all the ammo and battery pack in a matter of seconds (and seeing their progress rate from overheating backpack-powered heavy weapon to magazine-fed rapid fire rifles in a matter of a few decades it&#039;s not a long time to wait for), Tau command have plans to use them as standard issue Fire Warrior guns instead of pulse rifles. Come 8th edition they are still used only by Pathfinder teams. At least until a new Tau Codex comes out. If GW did do this they would either likely nerf its range to match up with the [[Lasgun]] and [[Bolter]] and increase the price to the same as a [[Plasma Gun]], OR give it to an elite new Tau unit analogous to the space marine Sternguard since, logically, a new weapon would not be available in large enough numbers for the whole army as they just started mass production so best give it only to the elites. Otherwise it would pretty much break the game with Tau basic infantry being able to steamroll everything in their field of view even more than 3E Necrons could. One would think that this would be possible as the Tau now have [[awesome|Plasma Shotguns]] but they [[derp|remain one of the few races without a one man flamer]].&lt;br /&gt;
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====Heavy Rail Rifle====&lt;br /&gt;
[[File:Heavy_Rail_Rifle.jpg|200px|right|thumb|Heavy Rail Rifle]]&lt;br /&gt;
A recent development wielded by next-generation Broadside battlesuits, it is less powerful than the Tau&#039;s primary railguns, though only moderately so (S8 versus S10).  However, its reduced bulk allows it to be mounted in such a way as to more easily track fast moving targets, and thus it fulfills an anti-air role, where its slightly reduced strength is not a big liability as it is still plenty powerful enough to punch through most fliers with ease, and its double-barreled (twin-linked) setup [[derp|increases its odds of hitting a target rather than its odds of wounding or total wounds deal after wounding]]. That said, it&#039;s still a considerable threat even to AV13 vehicles, since with AP1 the first penetrating hit would likely be the last.&lt;br /&gt;
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====Railgun====&lt;br /&gt;
[[File:RailgunHammerhead.jpg|200px|right|thumb|Railgun]]&lt;br /&gt;
The Railgun is the iconic [[Tau]] heavy weapon, mounted on [[Hammerhead Gunship]]s (and &#039;&#039;[[Battlesuit]]s&#039;&#039;, in previous editions) to cause massive damage to enemy armor (72&amp;quot;, S10, AP1). At its most basic form the railgun is a linear accelerator using standing wave acceleration along a number of cylindrical superconductive electrodes surrounding a barrel (duh).&lt;br /&gt;
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A Broadside Battlesuit Team used to be able to carry up to 3 twin-linked railguns in one Heavy Support slot (nerfed to the S8 heavy rail rifle, see below, in their 6E codex), while the Hammerhead can only carry one, but the Hammerhead has enough ammunition capacity to also carry a S6 AP4 Large Blast submunition round for dealing with infantry blobs. (Squad of guardsmen a turn anyone?)&lt;br /&gt;
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====Heavy Railgun====&lt;br /&gt;
[[File:Heavy_Railgun.jpg|200px|right|thumb|Heavy Railgun]]&lt;br /&gt;
Because the regular railgun wasn&#039;t enough for putting down the really big targets (like [[Titan (Warhammer 40,000)|Titan]]s), the Earth Caste developed the &#039;&#039;&#039;Heavy Railgun&#039;&#039;&#039; (110&amp;quot;, SD, AP1) for their super-heavy vehicles. It was originally designed to blow up &#039;&#039;space ships&#039;&#039;, as Tau never expected anyone to be stupid or crazy enough to build a big enough land-based vehicle to justify this weapon&#039;s use against it. &lt;br /&gt;
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Then they encountered Ork gargants and Imperium titans, and figured out that most inhabitants of the Galaxy aren&#039;t sane or reasonable. The [[Manta]] mounts two of these, while the [[Tiger Shark AX-1-0]] mounts a twin-linked pair. Like the Hammerhead railgun, the heavy railgun can fire a pie-plate for destroying massed infantry formations, but the heavy railgun&#039;s submunitions are [[rape|S7 AP3 and the blast is 10&amp;quot; across.]]&lt;br /&gt;
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====Heavy Rail Cannon Array====&lt;br /&gt;
[[File:HeavyRailCannonArray.jpg|200px|right|thumb|Heavy Rail Cannon Array]]&lt;br /&gt;
The latest advancement in bringing hyper magnetized death to the enemies of the Greater Good. The Heavy Rail Cannon Array is mounted on the KX-139 Ta&#039;Unar Supremacy Armour, and is designed to take down Super-Heavy vehicles and Gargantuan creatures, alongside any infantry which may be attempting to close in on the suit. &lt;br /&gt;
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The Heavy Rail Cannon itself possesses a longer range than the equally destructive Heavy Railgun topping out at 120&amp;quot;, S:D AP1, Ordinance (1), Blast (3&amp;quot;) however it has been designed to aim at the heaviest points of an enemy and strike those points with enough force that should it wound the enemies own mass is turned against itself (roll twice on the Destroyer Weapon Attack table and pick the higher result when firing against Super Heavies or Gargantuan Creatures), and is paired with the Cluster Shell system which is used to launch sub-munition shells at nearby enemies (36&amp;quot;, S:6 AP4, Apoc Barrage (4), pinning), in such a way that both weapons may be fired against different targets at the same time.&lt;br /&gt;
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====Starship Railgun====&lt;br /&gt;
[[File:TwinRailgun.jpg|200px|right|thumb|Starship Railgun]]&lt;br /&gt;
Exceptionally large and heavy Railguns mounted on the biggest [[Weeaboo]] vessels. &lt;br /&gt;
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Starship Railguns are the primary weapons for the [[Kor&#039;Vattra]]. Their ease of construction and maintenance of Railweapons among the Tau means that eventually, they were gonna supersize this and call it a day.&lt;br /&gt;
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All/most Starship-level Railguns are twin-linked for twice the [[Dakka|shooty power.]]&lt;br /&gt;
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Due to how common and ubiquitous these weapons are, these Railguns are analogous to the Imperial [[Macrocannon]]s, except, in a display of common sense, the Tau actually thought it was a good idea to mount them on a turret to fire anywhere, rather than restricting it to 17th century-level static broadsides. The primary advantage of this is that it allows Tau ships to basically fire anywhere, leaving no blind spots unlike the Imperial, Eldar, Dark Eldar, Orks or Chaos fleets. The downside of this is that because of the turret, they could not be compacted as much as Macrocannons, meaning that there are fewer Railguns per-ship than usual, ergo less [[Dakka]].&lt;br /&gt;
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====Heavy Starship Railgun====&lt;br /&gt;
[[File:BFGHeavyRailgun.jpg|200px|right|thumb|Heavy Starship Railgun]]&lt;br /&gt;
Because of course the fish faces didn&#039;t stop at &#039;&#039;just&#039;&#039; a ship-sized Railgun. For when they want to punch through something neat and clean, the Heavy Starship Railgun is a much bigger and longer weapon than your typical Starship Railgun.&lt;br /&gt;
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Owing to its longer barrel, the Heavy Starship Railgun are the largest version of Railweapon mounted on larger Tau spacecraft. Its size means that it can&#039;t be twin-linked, but it also means that it has a longer range and hits twice as hard. Only 3 Heavy Starship Railguns could be mounted on the largest of [[Tau Merchant Battleship]]s as they are the only ones with the power to use these things in numbers.&lt;br /&gt;
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Like its smaller brethren, it is mounted on a turret which allows it to hit anywhere. Although considered their analogue of a [[Nova Cannon]], the Heavy Starship Railgun does not deal the same level of catastrophic explosion as its Imperial counterparts, rather, trading balls-out firepower with consistent shooting and accuracy.&lt;br /&gt;
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{{40k-Tau-Weapons}}&lt;br /&gt;
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=== Necrons ===&lt;br /&gt;
[[Image:Necron_meme.jpg|thumb|right|Truer words have never been said.]] &lt;br /&gt;
The backbone of the [[Necron]] force are nominally gauss weapons which produce a magnetic field with the strength of several thousand Teslas. And then point it at something they don&#039;t like. They do this by producing an incredible voltage across the body and focus of the gun (hence its electric nature. Doesn&#039;t explain the green though.) and then driving a current across it using two charge-rich microdimensions (think Rick Sanchez&#039;s spaceship&#039;s battery), one in the focus and one in the body. The focus limits the volume effected since it&#039;s bad form to destroy everything around you including allies, enemies, rocks, atoms, yourself etc. The process is not perfect however, since charge fluctuations in the microdimensions translates to a varying strength of field which expresses itself as a non-uniform level of destruction from one moment to another. One second it can melt a [[Land Raider]], the next it might just have enough for a butterfly. You know, if you found butterflies in the middle of a Necron battleline. The third edition codex described the effect as a &amp;quot;beam&amp;quot; that instantly &amp;quot;pulled&amp;quot; the target towards the gun, one layer of molecules at a time.  This gave the effect of flaying the target and the more powerful the gun, the quicker this happened and the more layers of molecules that were flayed with each shot.  The beams are capable of stripping away almost anything, even ceramite armor and starship hulls, with ease. &lt;br /&gt;
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(Most sources don&#039;t bother with this fluff and just have Necron Gauss weapons fire distinctly un-Gauss disintegration rays in the form of green lightning)&lt;br /&gt;
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In the Third Edition [[Codex]], Gauss weapons automatically wounded infantry and automatically caused glancing hits to vehicles on a to-hit roll of 6.  This was devastatingly powerful at the time, as it meant that Necrons could chew through vehicles like no tomorrow, but was rather reduced in effectiveness in Fifth Edition, as most vehicles could no longer be destroyed through glancing hits alone, though with the introduction of Hull Points in Sixth Edition, Gauss weapons are once again a lot more dangerous to vehicles (three glancing hits -- which a full squad of 20 [[Necron Warrior]]s can easily supply -- is enough to wreck most regular vehicles and expose a super-heavy ).  That said, Gauss weapons were reduced in effectiveness by the Fifth Edition Codex, which removed the auto-wound property (anti-infantry effectiveness was moved to their new &amp;quot;[[Tesla]]&amp;quot; weapons). However with the advent of the 7th edition codex Gauss weapons have regained their auto-wounding on 6&#039;s, which wasn&#039;t much of a buff since those weapons already did wound on a 6 in most cases, leaving that rule only being useful against Gargantuan Creatures.&lt;br /&gt;
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The closest thing IRL to Necron Gauss weapons are Plasma Railguns. Which shoot Ionized Gas instead of a solid slug. But don&#039;t expect BL writers or Games Workshop to use Google in order to fix their inaccuracys.&lt;br /&gt;
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====Gauss Flayer====&lt;br /&gt;
[[File:GaussFlayer.jpg|200px|right|thumb|Gauss Flayer]]&lt;br /&gt;
The trusty Gauss Flayer is the standard weapon (in fact, the only weapon(until the 9th edition that is)) wielded by [[Necron Warrior]]s. Gauss Flayers are rifle-like weapons used by Necron Armies. They consist of a metal stock, a transparent tube containing the unholy and unknown energy the weapon fires, and an axe-like bayonet underneath the muzzle.&lt;br /&gt;
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The weapons fire green, lightning-like beams at the enemy, which strip the targets away molecule by molecule.  It is, supposedly, [[HHHHHHHHHHHhhhhhhhnnnnnnngggggg-|extremely painful to be shot with a Gauss Flayer,]] and victims die as much from shock as the damage caused by the beams. The Gauss Flayer as pictured on the right, had the classic &#039;&#039;green rod&#039;&#039; look before it was superseded in 9th Edition by the more ornate type present in the other examples.&lt;br /&gt;
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Its stats are equivalent to the [[bolter]], with the additional &amp;quot;Gauss&amp;quot; rule mentioned above.  [[Ghost Ark]]s and [[Doomsday Ark]]s mount an array of five of these guns on each side, while the [[Canoptek Doomstalker]] has a single pair of them for self  defense.&lt;br /&gt;
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====Gauss Reaper====&lt;br /&gt;
[[File:Gauss_Reaper.jpg|200px|right|thumb|Gauss Reaper]]&lt;br /&gt;
A Gauss Flayer with two barrels that is differentiated from the Gauss Blaster by having the barrels be much shorter. The tradeoff is that it sacrifices range for increased hitting power. Despite its looks, it should &amp;lt;u&amp;gt;NOT&amp;lt;/u&amp;gt; [[Pretend|be confused]] with the Gauss Blaster.&lt;br /&gt;
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Introduced in 9th as a alternative weapon for Necron Warriors, it possesses an extra pip of strength and AP in exchange for being Assault 2 with a range of 12&amp;quot; (i.e. the same as the rapid fire mode of the Gauss Flayer). This makes it a better fit for deep striking groups of warriors intending to get dropped in the backside of the enemy to roast them with green fire. For your mainline warrior blobs, it&#039;s more of a debate as getting all of them in range from the middle of the field is a greater hassle, and significantly weaker fire is better than no fire. Thankfully, you can mix and match within the unit.&lt;br /&gt;
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Until you consider the fact it has no cool axe head or proper beefy bayonet, which makes it objectively worse. At least it has 2 prongs.&lt;br /&gt;
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====Gauss Blaster====&lt;br /&gt;
[[File:GaussBlasterColor.jpg|200px|right|thumb|Gauss Blaster]]&lt;br /&gt;
A Gauss Flayer was given the [[Melta#Multi-Melta|Multi-Melta]] treatment, that is, get two of the same gun and then MacGyver all over it.&lt;br /&gt;
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The Gauss Blaster is the standard weapon of [[Necron Immortal]]s;  Gauss Blasters fire more powerful beams than Gauss Flayers, and are extremely potent against infantry and light vehicles alike. Despite its looks, it should &amp;lt;u&amp;gt;NOT&amp;lt;/u&amp;gt; [[Pretend|be confused]] with the Gauss Reaper.&lt;br /&gt;
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Necron Pariahs also make use of a form of in-built Gauss Blaster integrated into their Warscythes. Unfortunately, Pariahs [[Squats|no longer exists]] [[FAIL|thanks to this]] [[Matt Ward|loser,]] so the days of Warscythes-Gauss Blaster combo is a thing of long lost past. &lt;br /&gt;
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It is basically a Gauss Flayer with slightly improved strength and armor-piercing capability (FOUR microdimensions, for when you need several universes to simultaneously hate the same thing).  A unit of [[Tomb Blade]]s can also choose to take twin-linked pairs of them to specialize in vehicle-hunting.&lt;br /&gt;
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====Gauss Cannon====&lt;br /&gt;
[[File:GaussCannon.jpg|200px|right|thumb|Gauss Cannon]]&lt;br /&gt;
The iconic weapon of [[Necron Destroyer]]s is their shoulder-mounted Gauss Cannon, however, both Catacomb Command Barges and Annihilation Barges are able to mount an underslung Gauss Cannon instead of their usual Tesla Cannon. In addition, Tesseract Arks can mount a pair as sponson guns, for extra MEQ-killing power. &lt;br /&gt;
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Though it&#039;s only as strong and long-ranged as a Gauss Blaster, it is overall a larger version of the Gauss Blaster and has four barrels, providing it with an even higher rate of fire and because of its mounting on a heavier base, it has greater power over a greater distance. Also due to its mount it is able to be fired and redeployed very quickly. It has more shots and will tear through all but the toughest armor suits.&lt;br /&gt;
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====Gauss Destructor====&lt;br /&gt;
[[File:Gauss_Destructor.JPG|200px|right|thumb|Gauss Destructor]]&lt;br /&gt;
A new weapon found in the [[Necron Destroyer#Lokhust Heavy Destroyer|Lokhust Heavy Destroyer]]. The Gauss Destructor seemed to largely replace the Gauss Cannon or Heavy Gauss Cannon as its spiritual successor. Unlike its predecessors, the Gauss Destructor is not shoulder-mounted, instead, it is held by ̶𝚝̶𝚠̶𝚘̶ three hands like any ̶𝚗̶𝚘̶𝚛̶𝚖̶𝚊̶𝚕̶ Genestealer heavy weapon.&lt;br /&gt;
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On the tabletop in 9th Edition, the Gauss Destructor is the Lokhust Heavy Destroyer&#039;s primary anti-tank option. It is a 36&amp;quot; Heavy 1 weapon that is S10 and AP-4.  This stats allow it to breach any hull of any vehicle, up to and including, superheavies. It also makes any unit that does not have a 2+Sv to take an instant wound, so there&#039;s that too. It deals 3D3 damage, so have fun throwing - on average - [[Awesome|4-6 wounds per shot.]]&lt;br /&gt;
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====Heavy Gauss Cannon====&lt;br /&gt;
[[File:Heavy_Gauss_Cannon.jpg|200px|right|thumb|Heavy Gauss Cannon]]&lt;br /&gt;
[[Necron Heavy Destroyer]]s get Heavy Gauss Cannons, and [[Triarch Stalker]]s [[Rape|can choose a twin-linked set of them as a primary weapon.]] They only get one shot, but it&#039;s as powerful as a [[lascannon]].&lt;br /&gt;
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These Gauss Weapons have been known to hurt [[Tyranids|monstrous creatures that similar weapons have no hope of even scratching,]] and have also been documented tearing at the armour of even the most heavily armored of tanks and starship hulls with ease. The [[Imperium of Man]] is confounded by the nature of the energy used by these weapons, not only because the basic weaponry of the Necrons can cause great harm to even the most advanced vehicles deployed by the armed forces of the Imperium, but also because by all the physical principles known, these weapons should overheat and malfunction as a result of the tremendous energies they unleash, destroying the warrior who is firing them. &lt;br /&gt;
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It is a larger version of the Gauss Cannon, although it only has one barrel and so a slow rate of fire. Though it has the greatest power and range, its reduced rate of fire makes it less effective against vast armies, but more effective against certain heavily armored targets, such as [[Land Raider|Land Raiders.]]&lt;br /&gt;
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So when people meant that the Necrons can blow up your Land Raider with their most simple weapons, this is the gun they usually specify.&lt;br /&gt;
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====Gauss Flux Arc====&lt;br /&gt;
[[File:Gauss_Flux_Arc.jpg|200px|right|thumb|Gauss Flux Arc]]&lt;br /&gt;
The Gauss Flux Arc is basically like the [[#Gauss flayer|Gauss Flayer]], but firing more shots at a time by simply opening one enormous microdimension. [[Monolith]]s mount one at each corner, Ghost Arks mount one at each side, and they are capable of choosing their targets independently. Gauss Flux Arcs come in the form of four automated turret projectors positioned around the vehicles hull.&lt;br /&gt;
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Gauss Flux Arcs consist of linked batteries of three Gauss Flayers, which each feature a single barrel that leads to a transparent conduit containing the unholy and unknown viridian energy the weapon fires, and an axe-like bayonet underneath the muzzle ([[Stupid|even though the weapon is connected to a platform that would make the use of the bayonet pointless in the first place]]).&lt;br /&gt;
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====Gauss Exterminator====&lt;br /&gt;
[[File:Gauss_Exterminator_2.JPG|200px|right|thumb|Gauss Exterminator]]&lt;br /&gt;
A Gauss Exterminator is a large Gauss Weapon mounted as the primary weapon on Necron [[Sentry Pylon|Sentry Pylons.]] Similar in power to a Heavy Gauss Cannon, a Gauss Exterminator possess a higher rate of fire and is able to engage targets at extreme ranges. Gauss Exterminators are also capable of using their sophisticated targeting systems to accurately track and fire upon aircraft at incomprehensibly long ranges.&lt;br /&gt;
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Exterminators are far larger than the more common Gauss Flayers, Gauss Blasters and Gauss Cannons, and feature a single elongated barrel containing the unholy and unknown viridian energy the weapon fires.&lt;br /&gt;
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In 9th Ed, Gauss Exterminators are good for flyers and ground support with two S12 shots. Although it lacks the +1 to-hit against non-FLY units, the Gauss Exterminator shoots twice - so it has a better chance of landing at least one shot, and can also land two (and has +1 to hit vs FLY). &lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Gauss_Exterminator.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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====Gauss Annihilator====&lt;br /&gt;
[[File:Gauss_Annhilator2.jpg|200px|right|thumb|Gauss Annihilator]]&lt;br /&gt;
Basically an upscaled Gauss Exterminator, but instead of aircraft, it&#039;s everything.&lt;br /&gt;
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A Gauss Annihilator is one of the largest known forms of Gauss weapons, with the only Gauss weapon similar in size to it being the Gauss Obliterator. Gauss Annihilators are only ever found mounted on devastating Necron [[Necron Pylon#Gauss Pylon|Gauss Pylons.]] &lt;br /&gt;
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Like the smaller [[Sentry Pylon]], the shape of the both the weapon and machine itself is quite identifiable. A Gauss Annihilator consists of a single focusing crystal which leads to transparent tubes containing the unholy and unknown viridian energy the weapon fires. This is combined with several focusing arrays and a pair of particle emitters mounted on the Pylon&#039;s crescent shape to further empower the Gauss Annihilator beams.&lt;br /&gt;
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Gauss Annihilators are supremely powerful weapons, capable of a relatively fast rate of fire that can penetrate even Titan armor with ease; let alone vaporize smaller tanks.  With good reason, too: in fluff these things are [[awesome|ground-to-orbital weapons]] with enough hurt to cripple cruisers in a single hit. Gauss Annihilators can also be fired as a flux arc similar to the Gauss Flux Arcs mounted on a Monolith. However, a Pylon&#039;s version is stronger and can even destroy Space Marines with comparable ease in a larger radius; as Gauss beams lance out all around it.&lt;br /&gt;
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====Gauss Obliterator====&lt;br /&gt;
[[File:Gauss_Obliterator.jpg|200px|right|thumb|Gauss Obliterator]]&lt;br /&gt;
The glowing crystal of doom. &lt;br /&gt;
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A Gauss Obliterator is one of the largest known Gauss weapons, with the only Gauss weapon similar in size to it being the Gauss Annihilator. Gauss Obliterators are only found mounted on the [[Doomsday Monolith]] variant, where the weapon itself consists of a large focusing crystal leading to transparent conduits containing the unholy and unknown viridian energy the weapon fires. &lt;br /&gt;
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Doomsday Monoliths can focus their awesome destructive energies into devastating beams which can be fired from its Gauss Obliterator; the beams themselves are capable of outright destroying infantry and vehicles alike. However, a Doomsday Monolith is inevitably accompanied by several lesser constructions, whose eldritch power it can siphon towards its own cataclysmic ends. [[Powergamer|This additional energy is drained from the power matricies of other Monoliths, and is discharged from the Gauss Obliterator in the form of additional blasts.]] This increases the weapon&#039;s rate of fire and all but ensures the doom of the enemy. &lt;br /&gt;
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Unfortunately, despite receiving a model, the Gauss Obliterator along with the Doomsday Monolith have not [[Fail|received any rules]]. Nevertheless, one could estimate that thing monstrosity would be the equivalent of a [[Volcano Cannon]].&lt;br /&gt;
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{{40k-Necron-Weapons}}&lt;br /&gt;
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=== Eldar ===&lt;br /&gt;
Eldar in general do not make wide use of magnetic weaponry.  Their Shuriken and Shard weaponry function similarly to magnetic weapons, but rather than using an electro-motive force they use miniaturized grav-generators similar to what keeps skimmer vehicles airborne (at least according to the 2nd Edition fluff on shuriken weapons which we have no reason to believe has changed.)  Essentially, they make gravity inside the barrel point to the end of the barrel as &amp;quot;down&amp;quot; as though they were on a particularly heavy gravity well, and the rounds &amp;quot;fall&amp;quot; out through the end of the barrel with an intense acceleration, keeping their momentum once they align back with the normal gravity outside the gun.&lt;br /&gt;
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=== Imperium ===&lt;br /&gt;
Strangely enough, heavy bolters use coilgun tech to further accelerate its bolts, so they can use much lighter ammo with less gunpowder (as real life gyrojets have shown, more &amp;quot;kick&amp;quot; is needed to make it viable at ranges below a dozen or more meters). &lt;br /&gt;
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Also, the [[Nova Cannon|NOVA CANNON]] is sometimes described as fuckhuege railgun, though this is only one of a half dozen completely different explanations of how the NOVA CANNON actually works. (which is actually surprisingly fluffy, when you think about it.)&lt;br /&gt;
Macro Cannons, the Imperium&#039;s go-to for ship-to-ship broadsides each utilize a massive coil gun in the outer muzzle shroud to accelerate their shells even further.&lt;br /&gt;
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Other possible Imperium Gauss weapons are [[Autogun#Accelerator_Autocannon|Accelerator Autocannon]] of the Sicaran Tank, the [[Accelerator_Cannon|Accelerator Cannon]] of the [[Fellblade|Fellblade]] and the Macro-Accelerator cannons on the [[Astraeus]]. If not they are gravity accelerated like Eldar [[Shuriken_Catapult|Shuriken Catapults.]]&lt;br /&gt;
Since all but the Astraeus are relics that even the most adept [[Techmarines]] and [[Tech_Priest|Tech Priests]] are too paranoid to mess with. Modifying these weapons for other platforms or using them like [[Havoc|Havocs]] armed with [[Autocannon|Autocannons]] are unlikely. With [[Cawl]] being the sole possible exception.&lt;br /&gt;
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For the record the [[Galvanic Weapons]] used by the [[Skitarii]] and [[Secutarii]] are not coil-guns despite the fact that the term implies it uses electric currents. The chemical reactions would mean that they are [https://en.wikipedia.org/wiki/Electrothermal-chemical_technology Electrothermal-chemical] weapons powered by a battery.&lt;br /&gt;
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====Magnarail Lance====&lt;br /&gt;
[[File:Magnarail_Lance.JPG|200px|right|thumb|Magnarail Lance]]&lt;br /&gt;
Possibly the only known handheld Imperial rail gun. The Magnarail Lance is one of the primary weapons of the [[Tech-Priest Manipulus]], with the other one being the [[Sonic Weaponry#Transonic Cannon|Transonic Cannon.]] The Magnarail Lance is an odd-looking railgun in all honesty. Resembling more like a harmonic pitchfork, the weapon is externally conducted by two electromagnetic rails, that launches the projectile within the barrel.&lt;br /&gt;
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On the tabletop, the Magnarail Lance is an 18&amp;quot; Heavy 1 S7 AP-3 weapon that deals d3 damage or a flat 3 damage if the bearer did not move. Can go up to 21&amp;quot; range if you use the Manipulus&#039; bolster weapon rule.&lt;br /&gt;
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In contrast to the Transonic Cannon which deals with hordes at close range, the Magnarail Lance is designed to terminate vehicles and heavy armor from longer ranges. However, by doing so, it limits the Manipulator&#039;s other weapons and equipment which are all at close range.&lt;br /&gt;
{{40k-Imperial-Weapons}}&lt;br /&gt;
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== StarCraft ==&lt;br /&gt;
In [[StarCraft]], the main weapon of the Terran marines is a gauss weapon referred as the Gauss Impaler Rifle, and their design varies between the first and second games, where in the first they looked like pump action shotguns (big ones almost as tall as the user) while in SCII, they have a much more boxy shape. Despite being magnetically fired, the games still depict them as having muzzle flashes and for some reason using 8mm cartridge ammunition, despite the fact that gauss guns can do away with the cartridges by just directly launching the slugs, but StarCraft is hardly the only thing to ever inaccurately portray a gauss weapon. (Hand waved in one of the side manuals as the bullet being initially launched by gunpowder and is then accelerated through the gauss rails [sic], similar to 40k bolters with gyrojets. And they could probably hand wave the muzzle flash as a split-second of plasmized air, since the slug is traveling so fast). &lt;br /&gt;
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Despite being one of the weakest military grade weapons, and that&#039;s an understatement given that Impaler rifles are almost at par with the laser and photon weapons commonly mounted on Terran and Protoss gunships, Impaler rifles still can pierce through about anything, and though the little holes a single Impaler leaves in enemy armor do not really bother giant humanoid battle robots, towering War of The Worlds-esque death automatons, and bone/chitin plated monsters the size of a small house, massed gauss fire could and would bring down pretty much anything just by turning it into oversized swiss cheese until it collapses under its own weight. That&#039;s why basically every Terran armed force in the galaxy worth a damn usually [[Tarpit|send marines in hundreds to drown their enemies in bodies and gauss fire]]. &amp;lt;s&amp;gt;How they&#039;re able to sustain those losses on a constant basis is anyone&#039;s guess&amp;lt;/s&amp;gt; They just use [[Penal legion|brainwashed convicts]] drugged with steroids and adrenaline (which eventually kills them, if they somehow survive on battlefield, which they usually don&#039;t), and considering low life level anywhere outside core worlds (and even on some of core worlds), they have almost unending supply of criminals.&lt;br /&gt;
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Although, how an infantry rifle could bring down a Terran Battlecruiser or a Protoss Carrier, which are essentially massive ships designed for large-scale ship-to-ship combat, through massed fire tends to make you wonder: What the hell?&lt;br /&gt;
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== Battletech ==&lt;br /&gt;
In the [[Battletech]] universe, Gauss Rifles are some of the most powerful solid-based weapons. Packing the power native to Heavy Autocannons, which generally suck at range, and the range and negligible heat generation usually restricted to light autocannons, which are long-ranged and produce little heat but lack the sufficient punch to threaten heavily armored &#039;mechs. They&#039;re capable of smashing a [[MadCat]]&#039;s cockpit off from long range with a single, well-placed shot.&lt;br /&gt;
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The Gauss Rifle however, suffers from a few problems: they cycle rounds much slower than conventional autocannons, they have a limited ammunition count, and they&#039;re considerably heavier than most weapons. Also, while their ammunition is inert and won&#039;t explode from heat or critical hits, the weapons themselves are a bit unstable and will explode if they suffer critical hits (though for much less damage than most ammo explosions).&lt;br /&gt;
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== External Links ==&lt;br /&gt;
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*[https://www.youtube.com/watch?v=O2QqOvFMG_A A video of a real-life railgun in action.] When you consider the fact that humanity is on the verge of (and certainly will) inventing a practical railgun in early &#039;&#039;M3&#039;&#039; (which we can power effectively for naval use),the main infantry weapon of the Imperium in M41 is a [[lasgun|shitty flashlight]] which, according to [[Dark Heresy]] has an effective range of 200-300 meters, the main tank armament is a 120mm smoothbore battle cannon, and the only undisputed rail weaponry the Imperium has are mainly found on its huge flying cathedrals, [[grimdark|humanity has fallen pretty far.]] Or [[humanity Fuck Yeah|GW didn&#039;t expect humanity to progress this fast.]]&lt;br /&gt;
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*[https://www.youtube.com/watch?v=s7YvV8y32f0 Thank you &amp;lt;s&amp;gt;Omnissiah&amp;lt;/s&amp;gt; NAVSEC for this wondrous beauty.] Essentially the previous railgun, but now at a more advanced stage with a much easier and faster time to reload and fire.&lt;br /&gt;
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[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Imperial]]&lt;br /&gt;
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[[Category: Adeptus Mechanicus]]&lt;br /&gt;
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[[Category: Xenos]]&lt;br /&gt;
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[[Category: Eldar]]&lt;br /&gt;
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[[Category: Craftworld Eldar]]&lt;br /&gt;
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[[Category: Tau]]&lt;br /&gt;
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[[Category: Necrons]]&lt;br /&gt;
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[[Category: Weapons]]&lt;br /&gt;
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[[Category: Warhammer Weapons]]&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C02:20E0:0:0:0:C847</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ADATS&amp;diff=7717</id>
		<title>ADATS</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ADATS&amp;diff=7717"/>
		<updated>2021-11-21T06:33:56Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C02:20E0:0:0:0:C847: /* In Team Yankee */&lt;/p&gt;
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&lt;div&gt;[[File:TCBX01-04.jpg|300px|right|thumb|This machine &#039;&#039;hates&#039;&#039; Russian Engineering.]]&lt;br /&gt;
{{topquote|Nor ours the shout of victory, the fame Of them that vanquish in a stricken field.|John McCrae}}&lt;br /&gt;
&lt;br /&gt;
One of the unicorns in Team Yankee, the &#039;&#039;&#039;ADATS&#039;&#039;&#039; is still a welcome addition to the Canadians. Though it never saw function until after the Team Yankee timeframe, here it is, making the board a much more dangerous place for PACT players. A complex system, the Canadian Forces saw a clear use in having the device, considering in part the lack of a major ATGM system and a need for a more advanced air defense system. The ADATS met this somewhat unique demand, and so it is often associated in media with Canadian ground forces of the period.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
[[File:TCBX01-13.jpg|300px|left|thumb|ADATS a spicy Cup of Maple Syrup!!]]&lt;br /&gt;
There&#039;s no kill like overkill, and good Lord above, does this thing &#039;&#039;scream&#039;&#039; overkill. &lt;br /&gt;
&lt;br /&gt;
Do you see that [[MI-24 Hind|Hind]]? The ADATS can kill it. What about that [[SU-25 Frogfoot|Frogfoot]]? The ADATS can kill it. Over there, do you see that [[T-72]]? The ADATS can easily kill that from across the whole damn board. The only thing the ADATS has a hard time murdering is infantry. But that&#039;s just fine, since this thing should be parked firmly in your backline, and your [[Leopard 1#Canada|Leopard C1&#039;s]] should have already turned the enemy infantry rush into a fleshy, communist-flavoured puddle. It&#039;s also safe to beware of the fact that the ADATS has a minimum range of 40cm, though you should be avoiding being in range of enemy armour to begin with. You outrange damn well everything, anyway. In other words... Fuck your tank, fuck your helicopters, fuck your APC, and fuck that artillery piece. [[Commissar Fuklaw|Now in one unit.]]&lt;br /&gt;
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What you should be taking away from this, is that the ADATS is flexible. Whatever you deem to be the biggest threat to your models on the board, that&#039;s what the ADATS should be shooting at. The rest of your list is fairly flexible as well, so you should be able to commit this specific model to countering large threats without sacrificing that turn&#039;s worth of firepower. If your opponent didn&#039;t put their artillery behind cover, punish them for it. If they managed to get their shoddy Russian tanks around on your flank, send them into the shadow realm from the comfort of your backline. If your opponent has brought so many Hinds as to make the air cavalry blush, co-operate with your Blowpipes to clear the skies. Once those big threats have been dealt with, you can focus on dealing with whatever other spam your PACT players have brought this week.&lt;br /&gt;
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The ADATS is surprisingly cheap for what it is (2.5pts per model), but the player can only take either two, four or six of them. You&#039;ll probably never find yourself in a situation where you need to take all that many, but it&#039;s good to have as a backup. The trick is to not take any more or less than you need. Too many, and you&#039;re burning points that could be better spent on Leopards. Too little, and you&#039;re passing up on an all-purpose vehicle-killer that can threaten nearly &#039;&#039;everything&#039;&#039; from &#039;&#039;anywhere&#039;&#039; on the map. In other words, always take it to fight those fatter PACT tools, but don&#039;t take the 6 or even 4-strong option for low-point games where just two of them are enough to sweep the board of pesky T-72s.&lt;br /&gt;
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While the ADATS is unmatched in its anti-air and anti-armor efficiency, do note that in the CURRENT meta of Soviet infantry spam (BTRs or BMPs) the ADATS would be deadweight against such numerable and lightly armoured targets. Treat this as a tech-unit for future metas, awful against infantry-centric lists but pivotal to winning against armored and airborne lists when playing the Canadians: it looks weird, and is also one of the strongest support units in the game.&lt;br /&gt;
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==IRL==&lt;br /&gt;
[[File:ADATS IRL.png|300px|right|thumb|It is said that the rockets are fueled by a dark, unholy cocktail of Canada Geese blood and freshly shed communist tears.]]&lt;br /&gt;
The first guided missile system expressly designed to engage both aircraft and armored vehicles. The name itself is an allusion to this mission, being short for &amp;quot;Air Defense Anti Tank System&amp;quot; its development was long and troubled, Only two countries of the expected 10 actually made orders for the ADATs system. Canada and Thailand are the only operators of the system and no replacements for the system are in development. Well at least it wasn&#039;t the Sgt. York 2.0!&lt;br /&gt;
&lt;br /&gt;
According to Wikipedia the Canadian military has withdrawn ADATS from service, with no replacement currently sought for the role.&lt;br /&gt;
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{{Canadian Forces in Team Yankee}}&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C02:20E0:0:0:0:C847</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Female_Space_Marines&amp;diff=211948</id>
		<title>Female Space Marines</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Female_Space_Marines&amp;diff=211948"/>
		<updated>2021-11-15T21:47:18Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C02:20E0:0:0:0:C847: /* The Canon Part */&lt;/p&gt;
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&lt;div&gt;{{Promotions}}&lt;br /&gt;
{{heresy}}&lt;br /&gt;
{{cleanup}}&lt;br /&gt;
{{topquote|The Adeptus Astartes can only contain males. No girls allowed. They are yucky.|[[If The Emperor Had a Text-To-Speech Device|The Emperor of Mankind]]}}&lt;br /&gt;
{{topquote|Has Slaanesh inflamed your senses?|Flavius Alkenex of the Phoenix Conclave to Fabius Bile, discussing Fabius&#039;s implantation of geneseed into females.}}&lt;br /&gt;
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[[Image:beakiegal.jpg|thumb|right|Guaranteed to garner at least 100 replies. Also not enough pauldron.]]&lt;br /&gt;
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There is no tactic more effective for [[RAGE|enraging]] a diehard [[Space Marines|SPESS MEHREENS]] fanboy than discussing/drawing their [[Rule 63]] companion, &#039;&#039;&#039;Female Space Marines&#039;&#039;&#039;. Not to be confused with [[Sisters of Battle]], the canonical equivalent to Space Marines and also armed with bolters and chainswords with the stats of shitty guardsmen (but still entirely equal to space marines, [[Games Workshop|we]] promise), but &#039;&#039;Space Marine&#039;&#039; Space Marines of the Adeptus Astartes, you know, the hypermuscular ones with [[pauldrons]]. According to [[Games Workshop]] [[canon]], the procedures that are used to create a Space Marine only work properly on male subjects (inferred to be because the Emperor is male), rendering female Marines impossible, and it has been tried in canon. (The most common result is a servant of [[Slaanesh]] [[chaos spawn|that cannot be named.]]).&lt;br /&gt;
&lt;br /&gt;
Sometimes it is pointed out that back in the [[Rogue Trader]] days, Games Workshop did briefly produce two power-armoured female models, but they were changed to &amp;quot;Female Adventurers in Power Armour&amp;quot; and were never meant to represent female Marines. And they sold so poorly the line was axed anyway. Moreover, White Dwarf &#039;&#039;did&#039;&#039; in fact publish a Rogue Trader scenario back in the day featuring real, honest-to-[[Matt Ward|Ward]] female Imperial Space Marines, albeit with the caveat that such chapters were exceedingly rare. In addition, some will point out that both the [[Emperor]] and [[Magnus the Red|at least]] [[Alpharius|one Primarch]] can change appearance at will. Considering this is from Games Workshop, who [[Squats|routinely violates their own canon in subsequent editions]], fanbase be damned, take this as you will.&lt;br /&gt;
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It&#039;s worth noting, though, that Games Workshop hasn&#039;t deterred /tg/ (or indeed, the [[Black Library]] writers) from coming up with ways to potentially allow for them, even with Space Marines being exclusively male being one of the rare things they&#039;ve kept consistent. This is because we&#039;re talking about a tabletop game set in a universe where [[Orks|green mushroom men accidentally will things into existence]] and [[Daemon|manifestations of extreme emotions sometimes murderfuck you from the inside out]] because some idiot forgot to fix the Gellar field or a Custodian missed a couple psykers for the Emperor&#039;s daily meal. And as was brought up in [[Daemonette|previous]] [[Monstergirls|articles]], little gets between a man and [[PROMOTIONS|his fapbait]], much less the rather &amp;quot;spirited&amp;quot; lorefagging this inspires in detractors.&lt;br /&gt;
&lt;br /&gt;
The most serious anyone avoiding rage should get with this is that given the physical differences between men and women, there could be female Space Marines and we wouldn&#039;t even know it.  Because after all was done to make them viable for implantation they either wouldn&#039;t be male anymore or the only thing indicating their original sex would be what&#039;s between their legs but otherwise indistinguishable from a man.  So arguing about female Space Marines is ultimately pointless.  Wait...maybe &#039;&#039;this&#039;&#039; is why Astartes have &amp;quot;repressed&amp;quot; sexuality.  It&#039;s not really repressed, they&#039;re just traumatized from seeing a Battle-&amp;quot;Brother&amp;quot; naked!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If you&#039;re here to make a &amp;quot;serious&amp;quot; edit regarding gender politics, the inequality of women in the Imperium of Man, please reconsider. All you&#039;ll do is start yet another retarded edit war and almost certainly make an ass of yourself. Remember, 40k is not and never will be an accurate depiction of reality, and arguably already has Female Space Marines of a sort in the form of the Sisters of Battle and Sisters of Silence. That and as a rule fa/tg/uys either don&#039;t care about politics or only care enough to succumb to nerd rage when they are shoehorned into the hobby. Lastly, this article is meant to be funny. There&#039;s only so much srs that can be embraced before that baby ends up in the bathwater--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=The Canon Part=&lt;br /&gt;
While for a time GW&#039;s official stance was that it was impossible to create Female Space Marines, leading to spammed complaints about gender equality and claims that male-only Space Marines are sexist on their forums. Therefore, a minor concession was made. According to new [[fluff]] the Emperor of Mankind &#039;&#039;did&#039;&#039; see fit to attempt the creation of female Space Marines, whether in the spirit of equality, for the sake of a larger recruiting pool, or [[/d/|because he had an incest fetish to indulge.]] Emphasis on &#039;&#039;tried&#039;&#039;; since he had based his Sons off of himself, and then Space Marines off of the resulting genes, it was impossible to twist that base around to reliably make a female Space Marine. The Emperor tried again and again, but could not find a way to reliably create a Female Space Marine in a reasonable time frame and soon found that if Male Space Marines were one in a million, then Female Space Marines were one in a trillion. There were many semi-successful female Space Marines that showed promise, but nearly all of them died shortly after implantation due to organ rejection and various hormonal imbalances causing their biology to shit itself. Quickly realizing that this shit was a waste of time and resources better spent conquering the galaxy, he decreed that Space Marines would be male-only, &#039;&#039;&#039;NO GIRLS ALLOWED.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
TL;DR GW got tired of angry letters, so they said that Female Space Marines were possible but stupidly impractical (even by 40k standards), so that&#039;s why there aren&#039;t any Female Space Marines so stop the angry letters &#039;&#039;please&#039;&#039;.&lt;br /&gt;
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This all could have been avoided if [[SJW|some of the complainants]] had simply asked for (and GW gave) more focus on the [[Sisters of Battle|&#039;&#039;real&#039;&#039;, pre-existing Female Space Marines]] complete with a unique, empowering flavor all their own - not to mention [[Imperial Guard|other]] [[Sisters of Silence|the other]] [[Eldar|non-sexualized]] [[Tau|women]] available in the setting. [[Fail|Naturally, this seemingly obvious solution was lost on all parties involved]].&lt;br /&gt;
&lt;br /&gt;
On the Black Library front, it was mentioned in one of the [[Horus Heresy]] books that [[Malcador the Sigillite]] had suggested making one or two of the Primarchs female, half-jokingly saying that it might help to defuse competition between them (a laughable proposition). The Emperor was not amused by this at all and insisted that it simply couldn&#039;t be done, thinking Malcador was joking about the idea entirely. And really, who wants to try to argue with him about it? He may have had time later to uplift all of humanity, but he is busy with that little &amp;quot;ten thousand years on life support while fighting various eldritch horrors&amp;quot; business.&lt;br /&gt;
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==[[Sindri|SSSSSIIIIIINNNNNNDDDDRRRRRRIIIII!!]]==&lt;br /&gt;
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And now a bit unexpected salvation - there are indeed (99.46% possible) Female Space Marines!... in The [[Eye Of Terror]]. Well, they&#039;re possible out of it too - see, due to the nature of [[Chaos]], mutations are often a fact of life. Some desired, some not. What if one hulked out, burning, warped Chaos Space Marine [[Moot|secretly wishes he was the cute little girl who got flowers? Who smiled with joy? Who was so sweet?]]&lt;br /&gt;
&lt;br /&gt;
This was &#039;&#039;confirmed&#039;&#039; in one of the earlier Chapter Approved articles - one that re-introduced mounted Daemonettes - in which a Governor-Militant fighting a Slaanesh warband mused that there were (apparently female) creatures that [[Heresy|were once Space Marines, but no longer]]. Considering Chaos can cause [[Chaos Spawn|that which must never be named]], is anyone surprised by this?&lt;br /&gt;
&lt;br /&gt;
Furthermore, in the [[Fabius Bile]] series, there was a female Chaos Champion who&#039;d been mutated up to Space-Marine equivalent levels, and was a subcommander in an Emperor&#039;s Children war band.&lt;br /&gt;
&lt;br /&gt;
==[[Honsou]], You Sick Fuck==&lt;br /&gt;
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We know that you among the fans, despite all our attempts to dissuade you, want cute FEMALE SPHESS MAHREENS! And there is good news - technically, there ARE Female Space Marines IN OFFICIAL LORE. The catch? Yes there is a catch. And this one is the worst.&lt;br /&gt;
&lt;br /&gt;
Your new waifu is a bloated, twisted, undying, insane, mutated pregnant mother-slave only alive because she&#039;s in the Eye of Terror.&lt;br /&gt;
&lt;br /&gt;
You see, [[Honsou]] of the [[Iron Warriors]], in an effort to squeeze new MAHREENS into the ranks without having to pay that other sick fuck [[Fabius Bile]] for clones and because he was too lazy to do it the normal way, created a system of hideousness and sadness that pushes [[grimdark]] to a whole new level. He invented the [[Daemonculaba]], a system whereby a woman is chained and fed stuff which will morph her and her womb into something that was never meant to be. A boy is then (yes, a child), jammed, shoved or cut INTO the vagina and stays there for a while. When his time is ready, he, now XBAWKS HUEG and STRONG, will have to [[rip and tear|rip, tear]], or otherwise push his way out of his adoptive mother&#039;s womb/vagina. When he emerges, he will either be a skinless mutant abomination, or will emerge as a fully functional (albeit skinless) Chaos Space Marine in a fraction of the time, with all his growth stages and bionics and gene-seed already taken care of. How? [[Meme|It&#039;s fucking science]].&lt;br /&gt;
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This goes back to our Female Space Marine - you see, while she was being morphed and changed, [[Dark Mechanicus]] Biologis hereteks worked on her body, implanting gene-seed and making her physically a Female Space Marine, even if the form is rather off. Thus, her womb can turn children as well into Space Marines by having her womb &#039;grow&#039; the required organs and stages directly into their bodies in a fraction of the time - days and weeks instead of years. Thankfully for the entire universe, this horror was [[Uriel Ventris|destroyed]] before Honsou realized he could stick girls in there as well, and get double the recruits, and stumble upon the secret to true Female Space Marines.&lt;br /&gt;
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==A Slightly More Reasonable Answer==&lt;br /&gt;
&lt;br /&gt;
The problem really is one of terminology. Women can wear power armour, certainly; the Sororitas practically make it formal wear. Women can, through steroids, incessant bodybuilding, a high protein diet, psychological and emotional conditioning if not already manly enough in the brain, and a little genetic modding to bring it all together (mostly to change how their bodies react to testosterone and to accept and produce laaaarge amounts of it), be as buff and rocking as a Space Marine though obviously without whatever biomancy Warp bullshit makes Marines so much stronger than their bodies should be physically capable of (and to reach this level, the woman would &#039;&#039;maybe&#039;&#039; still have female genitalia but otherwise be physiologically indistinguishable from a very manly man). Pointlessly expensive and inefficient compared to grabbing a guy and shoving a growth hormone in him.  Although, this does bring up the possibility that there already &#039;&#039;are&#039;&#039; &amp;quot;female&amp;quot; Space Marines but they just...[[Grimdark|aren&#039;t female anymore]].  We&#039;d never even know.  But what really makes a Space Marine a Space Marine is all of the [[Geneseed|extra genetically-engineered organs and DNA and whatnot]] cloned from the Primarchs and implanted in the right way, which is impossible for women for reasons the Emperor himself ran afoul of. The closest thing to an exception in the fluff is any experiment involving Fabius Bile. It should be noted that the said woman is effectively lobotomized (and even there, the potential Chaos Space Marine candidate must be male since even that sick thing requires gene-seed to &#039;work&#039;). And even if he did make you a Female Space Marine for reals, she still wouldn&#039;t be a &amp;quot;proper&amp;quot; Space Marine, just a weird, mutilated, Chaos-infused entity that approximates a Space Marine but [[Ultramarines|can never truly be one.]]&lt;br /&gt;
&lt;br /&gt;
On the note of the Fabulous one, the crazy old fuck basically cloned himself but then decided to make the clone female and have a [[Warhammer High|&#039;daughter&#039;]] just for the [[lulz]]. And the best/worst part is, he still made a better job out of parenthood than Big E. Bile&#039;s also experimented on damn-near everything (including the entire civilian populations of several planets) at some point or another for his attempts to duplicate the methods for creating new Space Marines, so there&#039;s ample evidence to suggest that [[/d/|he&#039;s tried it at least once]], &#039;&#039;going as far as saying Big E. was an idiot for making gene-seed only compatible with men and thus cutting off half the potential supply of warriors&#039;&#039;. Fucking [[Slaanesh]]. In his own recent novels, his retinue has included a champion who is effectively, but not technically, a female Space Marine; when she claimed some Emperor&#039;s Children power armor on the battlefield, it bonded to her like Chaos Armour from Fantasy does, and she&#039;s tougher in a fight than most true Space Marines.&lt;br /&gt;
&lt;br /&gt;
Another possible reason is that all of the Primarchs are men, with male genes, thus meaning that, [[Samus|unless there&#039;s secretly a girl Primarch out there somewhere,]] female Space Marines cannot be made in the traditional sense. Space Marine blood alone can eat through many durable materials due to the mess of chemicals in them. Any attempt to breed Space Marines the traditional way would be almost guaranteed to fail in a tragic fashion.&lt;br /&gt;
&lt;br /&gt;
Of note is the fact that despite the names and histories of the two missing Primarchs being utterly obliterated from Imperial records, they are still unambiguously referred to as sons of the Emperor.&lt;br /&gt;
&lt;br /&gt;
==Dark Imperium and FemMarines==&lt;br /&gt;
[[Image:YouHaven&#039;tMadeFemaleSpaceMarinesHaveYou.jpg|thumb|right|The Emperor&#039;s reaction to [[Primaris Marines]]]]&lt;br /&gt;
In the Master of Mankind and Dark Imperium novels, it&#039;s revealed that the [[Emperor]] never cared for the Space Marines [[Adeptus Custodes|as much as his more favored sons]], and saw them as little more than tools to secure his [[Imperium of Man|empire]]. [[Ultramar|He never intended for them to rule over it]], as it was planned to be an empire [[High Lords of Terra|ruled by humans for humans]]. Given this revelation, it&#039;s possible that the Emperor &#039;&#039;could&#039;ve&#039;&#039; made Female Space Marines, but chose not to because he wanted a reliable way to keep their population in check (that he could&#039;ve just made them infertile apparently never occured to him). Keep in mind that [[Belisarius Cawl|very few people outside of the Emperor himself]] were actually involved in the [[Primarch]] Project, so he was adamant that FemMarines were impossible, and no one actually tried to prove him wrong - they mostly just took him at his word (because calling him out seems like a much less preferable alternative). It is also simply far quicker and more efficient to implant recruits. Plus the changes needed to create a female Space Marine, given the large physical abilities differences between men and women, would be extreme, with an immense fatality rate, and expensive. You could make ten male and female Space Marines or thirty male Space Marines in half the time.  The right choice is obvious.  Besides, after the changes to put the women on par with the men Marines, the only real difference left would be genetalia, so the extra expense and risk would be pointless in the end. Sure, the fem Marines would only need to outclass the enemies of the Crusade, so full body alteration wouldn’t be necessary. But, the male Marines frequently suffered heavy, sometimes dramatic casualties. Less durable, less strong female Marines added would mostly increase the body count. Not to mention the incredible risk of enemies getting DNA of both Marine types and making their own in their labs. Besides, Emps had Chaos to consider. Even if you don&#039;t buy into all the [[-4 Str]] [[bullshit]], the impracticality of the numbers is still worth noting.&amp;lt;!--I feel like a lot of this was restated above honestly--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although Space Marines have their sex drive curbed or removed, we know that [[Space Wolves]] can still sleep around (especially true for [[Lukas the Trickster]]), to say nothing of the [[Emperor&#039;s Children]], who are explicitly described going on a [[RAPE|rape rampage]] during the [[Siege of Terra]], which likely means that the reproductive suppression isn&#039;t 100% effective or irreversible, though the latter example does carry a load of salt big enough to fill a Blackstone Fortress in that they worship Slaanesh. It should also be considered that although Space Marines have a reduced or eliminated sex drive, it&#039;s never been suggested that they&#039;re sterile, meaning that [[Fall of the Eldar|accidents could still happen]]. Space Marine sex drive also seems to be born more out of culture than anything actually biological, most marines consider themselves too busy to get sexually or romantically attached to other people and are &amp;quot;married to the job&amp;quot;. However the Space Wolves, having a rowdy and raunchy chapter culture where picking up chicks is a sign of manly strength and a source of tales to laugh about at the mess hall don&#039;t see any problem with their brothers spending their free time having &amp;quot;fun&amp;quot; with the local women.  However since the mass of a Space Marine would crush a normal human woman to death, said woman would be the one doing all the work. So not much different from having sex with an IRL alcoholic really.&lt;br /&gt;
&lt;br /&gt;
Given all this, it&#039;s possible that the Emperor didn&#039;t want to take any chances and potentially have his living weapons start reproducing and becoming self-sufficient, replacing the humans they were designed to protect. Keeping Space Marines mono-gendered and reliant on [[geneseed]] would ensure that he maintained tight control over his tools and how many there were at any given time. Of course, this is all speculation, so take it with a grain of salt. Keep in mind, Implants are not heritable, this is basic biology. Unless the Astartes-to-be DNA is altered, which once again would mean Female Astartes should be possible. Even then the theoretical baby Astartes wouldn&#039;t get the implanted organs, meaning probable miscarriage. Instead they would have to be genetically altered clones. These attempts have almost always created questionable results.&lt;br /&gt;
&lt;br /&gt;
Also the statement that the Emperor blatantly favors the Custodes over the Space Marines? 100% true. Space Marines during the time of the Great Crusade were mostly just genetically engineered frontline soldiers with cybernetics, Power Armor and really big guns. Instead of being a mix of Tier 1 Special Operators and Dark Age Knight Orders like they are during M41 and M42. Some were even used as right out cannon fodder, more so if they were traitors during the Heresy. (e.g. Stor-Bezashk White Scars were those who were found to be on the side of the traitors and, for the lesser offenders who weren&#039;t executed after [[Jaghatai Khan]] revealed what Horus actually was doing, were reassigned to take most deadliest missions as punishment in the Sagyar Mazan, while getting all the shit jobs were one of the reasons the [[Iron Warriors]] sided with [[Horus]].) The Emperor also had no problems purging two whole Legions of them for reasons that we&#039;ll never know about, though it was bad enough that even Horus didn&#039;t break his silence on it till he died. So he wouldn&#039;t care about massacring Space Marines wholesale if they were made up of gender equal units. &lt;br /&gt;
&lt;br /&gt;
A mass Legion purge is something he never considered doing to the Adeptus Custodes, as they have no flaws that allows to be corrupted by Chaos or Xeno influence. And if it were possible, they&#039;d be too dead to talk about. Nor would he send them to some forsaken planet to be slaughtered like he would with Space Marines. Of course, female Custodes are also a whole different can of worms in of itself and turns the discussion into [[skub]], despite Games Workshop themselves considering this as being potentially canon.&lt;br /&gt;
&lt;br /&gt;
==On The To-Do List?==&lt;br /&gt;
There is a paragraph in &amp;quot;Ashes of Prospero&amp;quot; were Arjac Rockfist identifies him self as a &amp;quot;Son as Russ&amp;quot;, and a woman with a spear asks &amp;quot;Only sons?&amp;quot; Arjac thinks on it, and realizes that the spirit of Fenris, and of the Space Wolves, is in all the people of Fenris, men, women and children. Then he considers that Guilliman had made an even more deadly and powerful version of a Space Marine, so it was possible. At the end he pointedly does not reject the possibility of women space marines, ending with a &amp;quot;Perhaps.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Whether or not this is a case of fandom baiting/lorefag trolling, lampshade hanging, or just leaving space for &#039;[[Your Dudes]]&#039; is debatable; the fact that this happened among the [[Viking]]-themed Space Wolves is interesting, given the Valkyrie and Shield Maiden connotations that go along with that theme. Additionally, the Wolves took a beating from the Thousand Sons, so increasing the recruiting pool would be a boon to the beleaguered Wolves. If female marines were going to be suddenly created, it happening to the Space Wolves would not be thematically out of the question the way it would be for other more &#039;ascetic&#039; Space Marine chapters. This being said, Fenrisian Shield Maidens were mentioned as having fought in Wrath of Magnus, so it&#039;s also possible that the Space Wolves will stop being a Marines-exclusive force and start incorporating the native warriors of Fenris, though that would be a blatant case of legion building that would draw the attention of the already inclined to look disagreeable on them Inquisition in a way the more Inquisition friendly Ultramarine do not with the Ultramar Auxilla.&lt;br /&gt;
&lt;br /&gt;
Of course, if GW were to give Space Wolves female Primaris first or just their own auxiliary troops that other Astartes factions don&#039;t have fluff equivalents for. It would end up making them even more [[Mary Sue]] than they already are. As the Wolves are considered by their detractors to be bigger Sues than the [[Ultramarine]]s and [[Grey Knights]]. If they are a vocal minority now, such an action would turn more than half of the fandom against the poodles.&lt;br /&gt;
&lt;br /&gt;
==Trans-Female Marines==&lt;br /&gt;
To be clear the lore is 100% certain that women can not for biological reasons become space marines. . . but of course this leaves a very obvious &#039;out&#039; to having Female Space marines: gender Transition. Mathematically out of a thousand space marines the odds of any one being trans might be low, but defiantly not zero, so if all you want is a few special characters to be women, this is a very simple &#039;out&#039; for your Dudes.&lt;br /&gt;
&lt;br /&gt;
(This also works the other way round if you want a few male sister of battle, only since sister of battles are more numerous there would be mathematically more of them)&lt;br /&gt;
&lt;br /&gt;
=What Would A Female Space Marine Look Like If They Could Exist?=&lt;br /&gt;
[[File:Silver Skull.jpg|right|thumb|Tina likes long walks on the beach and slaying the Emperor&#039;s foes.]]&lt;br /&gt;
Obviously, in the land of Rule 63 they are amazingly hot [[Rape|(and would totally do]] [[Mary Sue| you)]], but in dark and gritty fluff-land where they would be optimised for combat rather than jacking off, they would probably have very few notable female features left following surgery and genetic fuckery. Marines are made from pre-adolescent kids who still have very little in terms of sexual dimorphism, and the process of transforming includes total rewriting of the hormonal system (which is responsible for developing secondary sexual characteristics). &lt;br /&gt;
&lt;br /&gt;
Hypothetical femarine wouldn&#039;t have narrow shoulders, wide hips, (big) breasts, delicate face structures (though the blood angels often manage it), feminine voices or even traditional feminine character traits like higher capacity for empathy and increased aversion against danger as those two psychological traits are pretty easily conditioned in or out of people if you can control their social contacts. And unless you&#039;re one of the nice chapters like the Salamanders, Lamenters, or Celestial Lions; empathy is almost certainly going to be trained out of most recruits to make them better able to deal with the kind of guilt that killing other people inflicts on humans.  If you don&#039;t think that&#039;s a big concern, note that this is the kind of guilt that notably caused [[Avitus]] to fall to [[heresy]] when the truth about his chapter master invalidated all of his excuses; all pretense of his chapter being &amp;quot;in the right&amp;quot; fell away and he found himself unable to live with his actions. An entire Chapter of Marines in service to the inquisition who purged civilians who knew too much was also driven insane by the guilt because they simply cared too much for other people. Too much humanity can and will drive space marines to madness over the course of their duties. &lt;br /&gt;
&lt;br /&gt;
In essence, a neophyte does not mature into man or woman - it matures into a &#039;&#039;&#039;marine&#039;&#039;&#039;. A female Space Marine would only differ from male Space Marine by having (possibly) different genitalia, so no &amp;quot;Samus is a girl&amp;quot; moments would occur, given that they would never have a traditional female puberty. Either way, Female Space Marines are not going to be conventionally attractive. Being recreated exclusively for war tends to do that. They would be bigger than an ordinary human, of course, but they would still be proportioned like a normal human. Or like some bikini model if the Emperor decided he wanted to make hot White Scar bikers or something. &lt;br /&gt;
&lt;br /&gt;
It is worth noting that official art from GW shows that unarmoured space marines look pretty normal if tall and swole discounting all the plug holes in them; like Captain America if he were a head or two taller rather than blob like roid freaks. Which does make sense, as the hulking bodybuilder physique is actually not very good in a fight compared to the more lithe MMA fighter build or the kind of fat looking powerlifter bod and in the military, endurance and leg power matters far more than how big your gains are. It&#039;s also worth noting that the sons of Sanguinius in particular are generally handsome in an androgynous, angelic way and that most of the primarchs aren&#039;t half bad looking.  The Alpha Legion and the Fallen are also able to pass off as normal if tall and buff humans without their power armour.  Also worth noting is that many, many marines are somehow able to have long, flowing hair or beards (or both) and still fit helmets onto their heads without issue with what can only be explained by space marine helmets doubling as pocket dimensions.     &lt;br /&gt;
&lt;br /&gt;
As Space Marines are surgically altered with organic implants and not traditionally genetically modified, progenoid glands would still play a vital role in gene-seed replication, and any child a female Space marine would have would at most just be guaranteed to be at least somewhat compatible with the chapter&#039;s gene seed. All the extra organs that go into a Space Marine are lab-grown things stuck into them that they&#039;re genetically compatible with, no more inherently part of the body than a prosthetic arm, and it&#039;s very unlikely that they would develop on their own in a Space Marine&#039;s child. Knowing Lukas the Trickster&#039;s &amp;quot;hey babe, I&#039;m a space marine, wanna see the inside of my land raider?&amp;quot; antics though, it&#039;s probable that unless trained to suppress it, they&#039;ll still have a sex drive. &lt;br /&gt;
&lt;br /&gt;
And, assuming that Sister Generica can be considered attractive in any form, she&#039;s also wearing a ton or two of ceramite power armor, so you wouldn&#039;t tell until she speaks or removes her helmet (Though depending on who you ask, that would make her MORE attractive.) And even if she does, you&#039;d have to be a very lucky man to catch her eye during her limited free time, and she&#039;d need to be from a chapter where fraternizing with normal humans is acceptable.&lt;br /&gt;
&lt;br /&gt;
Finally, God Emperor help you if you suggest they wear boob plate. Physics ITSELF says no, and it&#039;d slow down production which - given the current state of the Imperium - all but ensures you&#039;ll be ridiculed and [[BLAM|&amp;quot;corrected&amp;quot;]] if you so much as try to suggest it.&lt;br /&gt;
&lt;br /&gt;
=RAGE=&lt;br /&gt;
&lt;br /&gt;
RAGE is generated by this tactic in two distinct ways; either the neckbeards assume that the creator of the work in question is unaware of the Space Marine fluff, and rage about their ignorance; failing that, it becomes clear that they are well aware of the fluff regarding these matters and willingly chose to disregard it, sending the poor neckbeards into fits of spastic rage that anyone would dare deliberately defile the sacrosanct canon of Games Workshop&#039;s masterpiece. &lt;br /&gt;
&lt;br /&gt;
[[Troll|Still, the aforementioned creator will just ignore him.]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, call your all-female IG army converted to be [[Imperial Navy]] armswomen &amp;quot;custom female space marines&amp;quot; for a joke the guys at the game store will find funny once and infuriating forever after.&lt;br /&gt;
&lt;br /&gt;
=What If I Still Unironically Want This?=&lt;br /&gt;
&lt;br /&gt;
Then it&#039;s time to apply some of &#039;[[your dudes]]&#039;. GeeDubs has been downplaying this more and more in the marketing, especially going into 8th edition, but they still secretly love it and never want us to stop applying our stories and color schemes to their precious and expensive models. Besides, with such a thoroughly batshit crazy setting, there&#039;s no reason you can&#039;t make your toy soldiers girls.&lt;br /&gt;
&lt;br /&gt;
As mentioned before, you could always invoke the two lost Space Marine primarchs and say their geneseed works in females. Maybe a successor chapter somewhere down the line got a mutation and now they need to recruit young girls instead of young boys.&lt;br /&gt;
&lt;br /&gt;
Of course, the &amp;quot;easiest&amp;quot; way that will generate the fewest complaints is just saying that this is possible in your chapter. Either the geneseed your chapter uses is mutated to allow a higher success rate with females, the females are [[Luther|surgically]] [[Kor Phaeron|altered]] to be basically just Space Marines, or that [[Belisarius Cawl|Daddy Cawl]] conveniently forgot to tell Guilliman that the Primarines can take girls too. Or, assuming you don&#039;t play in a brick and mortar Games Workshop store, you could try and convince your fellow neckbeards to accept it as a sort of &amp;quot;local canon,&amp;quot; the same way you&#039;d all start writing each others homebrew Chapters and Craftworlds into each other&#039;s lore. Above all, just remember to try and take it easy.&lt;br /&gt;
&lt;br /&gt;
=Writefaggery=&lt;br /&gt;
&lt;br /&gt;
===A New Arrival===&lt;br /&gt;
&lt;br /&gt;
* From the livelog of Inquisitor Perstringos, archive #32AA9-99&lt;br /&gt;
* Redacted copy dispatched to Magos Tzeel&#039;Etil of Mars under code of practice 73-Greyfax-Cawl&lt;br /&gt;
&lt;br /&gt;
The lifespan of an Inquisitorial liaison to the Angry Marines is a famously short one.&lt;br /&gt;
&lt;br /&gt;
Take offence to their unorthodox methods, and you&#039;re likely to get your head exploded like an overripe melon. Partake too enthusiastically in their furious idiom and you&#039;re likely to get your head exploded like an overripe melon. Stand too near one when they&#039;re feeling a little more umbrage than usual and you&#039;re likely to... and so on.&lt;br /&gt;
&lt;br /&gt;
I have lasted in the role for nearly seven Angermar months and so consider myself quite the survivor. Alas, my run of good luck may soon be at an end. The Angry Marines are not generally characterised by a cheerful acceptance of change...&lt;br /&gt;
&lt;br /&gt;
especially changes imposed from without...&lt;br /&gt;
&lt;br /&gt;
very particularly especially changes to their unit composition mandated by none other than the Ultramarines, whose very Codex Astartes (oh Guilliman Restored, forgive me!) I have been impelled to use as an item of intimate personal hygiene in the Angry Marines&#039; commode.&lt;br /&gt;
&lt;br /&gt;
And yet today the first company of Primaris Marrnes will be arriving on McRage to join their new battle brothers. The &amp;quot;Guillimarines&amp;quot;, as I&#039;ve heard them called around the barracks here from the day I arrived. The Ultra-Ultrasmurfs. The Fuck-knuckles. The Bitch-clone-fucking-sellout Poser Marines.&lt;br /&gt;
&lt;br /&gt;
Such a momentous occasion will naturally require an Inquisitorial observer on site.&lt;br /&gt;
&lt;br /&gt;
I am going to fucking die.&lt;br /&gt;
&lt;br /&gt;
Which is why I am taking care to record this surreptitious livelog, tapped by my tongue against my molar-transcriptor as I take my place in the Rite of Welcome. My life is nothing, praise the Emperor. Direct observational feedback on the reception of our Imperium&#039;s newest super-Astartes into the Chapter deemed least likely to accept them will be invaluable to several parties.&lt;br /&gt;
&lt;br /&gt;
They are docking now with our Battle Barge, the FUCKYOUNAMEITYOURSELF. Their vessel, officially the Undaunted but renamed in our local records &amp;quot;THE OFFICIOUS CUNT-BASKET&amp;quot;, is busy initiating standard pre-docking handshake protocol, but I expect that...&lt;br /&gt;
&lt;br /&gt;
yep, there it is. The Angry Marines have taken the simple expedient of ramming the FUCKYOU directly into the Undaunted&#039;s docking bay. It was a fair hit. Air is already cycling across both ships with only superficial loss to the void, it won&#039;t take long to clear the wreckage, and so the joining Rite is soon to begin.&lt;br /&gt;
&lt;br /&gt;
A mere ten paces in front of me, well within explode-my-head-with-a-backslap range, stands Chapter Master Temperus Maximum himself. An AdMech representative, Magos Errant Gjarran 3FF stands some ways to my left. I am sure I sense fear in the writhing of its mechadendrites.&lt;br /&gt;
&lt;br /&gt;
Two long lines of Angry Marines, each four long files of seven hundred ranks, stretch out behind us in a widening wedge, as though to flaunt the Codex Astartes prohibition on companies larger than a thousand. Aside from their numbers and their angry yellow banners, the most striking sight to one accustomed to other Astartes chapters is the conspicuous lack of bolt pistols in favour of a second chainsword or the heaviest of heavy weapons.&lt;br /&gt;
&lt;br /&gt;
I also note that customary Space Marine practice is to greet newcomers with weapons RAISED, not brandished threateningly -- and thus also pointed directly at my back.&lt;br /&gt;
&lt;br /&gt;
On either side of these lines there mills a mob of chapter serfs, aspirants, servitors and ordinary ship&#039;s crew. Banners burn with the emblematic angry face and raised yellow middle finger.&lt;br /&gt;
&lt;br /&gt;
I now hear the stomp of boots but haven&#039;t caught sight of the 100 who will be the first in history to join the Angry Marines from outside their chapter. Having already written off my own life, I find myself idly wondering if anyone has warned them of what they will encounter. We went through sixteen liaisons in as many weeks before we started to get the hang of their red lines. How many of these &amp;quot;Primadonna Marines&amp;quot; will survive the year?&lt;br /&gt;
&lt;br /&gt;
Ah, there they are. They march in a column five across, twenty files deep. I see the first file now...&lt;br /&gt;
&lt;br /&gt;
I had heard that these new marines were taller but the effect is staggering. Every Space Marine inspires terrified awe with their size, their power, and above all their devotion to the Emperor. These new Primaris radiate the same majesty... perhaps it is as they humbly claim, that they are no better than their other battle brothers, but they are certainly... newer.&lt;br /&gt;
&lt;br /&gt;
As my eyes take in the holy might of the Emperor&#039;s newest instruments, my trained Inquisitor&#039;s eye perceives what at first was a vague impression. The specifications of these marines&#039; armor, while taller and sleeker than earlier models, are in fact even sleeker than the schematics of the Mark X Tacticus Armour I have memorised as a matter of course.&lt;br /&gt;
&lt;br /&gt;
How strange. Thinner in the waist. Wider at the hips. Bulkier at the chest... at the bust!&lt;br /&gt;
&lt;br /&gt;
Subtle as the difference is, certainly not detracting from their power and terror, their armour is unquestionably FEMALE.&lt;br /&gt;
&lt;br /&gt;
How?&lt;br /&gt;
&lt;br /&gt;
Before anyone speaks the center Primaris of their first file--surely their Lieutenant--is removing his helmet... HER helmet. By the Emperor! As strong and intimidating and, well, grizzled a face as any Space Marine&#039;s, and yet entirely feminine. Long luxurious red hair is cascading down her shoulders... by the Emperor, to live to see these days!&lt;br /&gt;
&lt;br /&gt;
No word yet from the Angry Marines. I fear the worst. I&#039;m enabling my audio pickup; it may well outlive me.&lt;br /&gt;
&lt;br /&gt;
[Lieutenant Pedicaba]: WELL FUCK ME IT&#039;S THE MUTE MARINES! HELLO THE FUCK TO YOU TOO, ASSHOLE!&lt;br /&gt;
&lt;br /&gt;
[Assault Sergeant Dickface, interrupting]: OH NO NO FUCKING NO. NUH-UH. FUCK OFF. CHADMARINES ARE BAD ENOUGH BUT A STACY? GIRLYMAN AIN&#039;T GONNA SHOEHORN SOME BOLTER BITCHES INTO OUR YEEEAAAARGH!!!&lt;br /&gt;
&lt;br /&gt;
[Lieutenant Pedicaba]: WHOOPS DID I JUST &amp;quot;SHOEHORN&amp;quot; MY FOOT UP YOUR ASS? YOU CAN EAT YOUR OWN SHIT OFF MY BOOT LATER, SERGEANT. DO I LOOK TO LIKE I&#039;M ARMED WITH SOME PUSSIFIED BOLTER?&lt;br /&gt;
&lt;br /&gt;
[Chapter Master Tempestum]: WELL FUCKING ARSECHUNKS IF THIS ISN&#039;T A CUNTY TURN OF EVENTS. I&#039;VE SAID FOR MONTHS YOU NU-SMURFS HAVE NO BALLS AND WHADDYA KNOW.&lt;br /&gt;
&lt;br /&gt;
[Lieutenant Pedicaba]: YEAH YOU CAN KISS MY TURGID OVARIES LATER FUCKLICK. LIEUTENANT PEDICABA REPORTING!  BY THE EMPEROR&#039;S SWEATY ASSCRACK WE HAVE ARRIVED THROUGH THE WARP INTACT, ONLY ONE LITTLE FUCKSLEAZE DAEMON INCURSION NEEDED ITS SHIT PUSHED IN.  ONE HUNDRED NEW ANGRY MARINES ARE YOURS TO COMMAND, MY LORD CHAPTER MASTER!&lt;br /&gt;
&lt;br /&gt;
(Oh Emperor protect us, they&#039;re all removing their helmets. Blonde hair, black hair, more redheads... if it weren&#039;t for their size you&#039;d know they weren&#039;t Sisters of Battle by their color. And their language!)&lt;br /&gt;
&lt;br /&gt;
[Chapter Master Tempestum]: HEY COGBITCH, YOU SURE THOSE FAGNUTS FROM MARS SENT THE RIGHT DELiVERY?&lt;br /&gt;
&lt;br /&gt;
[Magos Gjarran]: All is in order, lord Chapter Master. These are indeed the Primaris Marines assigned by my masters to your most holy Chapter, uncorrupted by the Warp and in perfect genetic order. The Machine God smiles upon your union.&lt;br /&gt;
&lt;br /&gt;
[Chapter Master Tempestum]: AND YOUR ARCH-ANUS FAGMASTERS DIDN&#039;T SEE FIT TO MENTION THEY COME WITH A CUNT APIECE?&lt;br /&gt;
&lt;br /&gt;
[Lieutenant Pedicaba]: YOU WANT &amp;quot;A PIECE&amp;quot; OF CUNT JUST FUCK YOUR OWN WHORE MOUTH, MY LORD.&lt;br /&gt;
&lt;br /&gt;
[Chapter Serf Urguet Incelium, interrupting]: No!! Stop!! Please!! I can&#039;t bear it!&lt;br /&gt;
&lt;br /&gt;
(Has this serf lost his mind! What is he doing?)&lt;br /&gt;
&lt;br /&gt;
[Chapter Serf Urguet Incelium]: My lords, this cannot be! Kill me if you will, but we cannot have fucking WOMEN ruining EVERYTHING! It&#039;s all a trick by... by SLAANESH JUSTICE WARRIORS to force the evil of HEResy upon us. A trick! The holy gene-seed can&#039;t work on females! Blah!&lt;br /&gt;
&lt;br /&gt;
(The Primaris nearest the serf has just spat on him. Looks like she got him right in the crotch.)&lt;br /&gt;
&lt;br /&gt;
[Chapter Serf Urguet Incelium]: You stupid bitch! I&#039;ll fucking end you! I&#039;ll take a flamer to all the vapid whores in the Progenium! I&#039;ll...&lt;br /&gt;
&lt;br /&gt;
[a distinct sizzling noise is audible]&lt;br /&gt;
&lt;br /&gt;
[Interceptor Miserabila]: GUESS MY BETCHER&#039;S GLAND WORKS AFTER ALL, HUH ASS-BADGER?&lt;br /&gt;
&lt;br /&gt;
[Chapter Serf Urguet Incelium]: My DICK! Oh FUCK, OH EMPEROR! MY BALLS! MY BALLS ARE MELTING AWAY! AHHH!&lt;br /&gt;
&lt;br /&gt;
[Lieutenant Pedicaba]: &amp;quot;BETCHER&amp;quot; WEREN&#039;T USING THOSE ANYWAY, PANSY-ASS QUEEFSNIFF.&lt;br /&gt;
&lt;br /&gt;
[Chapter Serf Urguet Incelium]: [voice dissolves into screams and groans]&lt;br /&gt;
&lt;br /&gt;
[Chapter Master Tempestum]: HEH HEH, YOU&#039;RE ALL RIGHT. MAYBE YOU REDRAGE WHORES WON&#039;T EMBARRASS THE REAL SOLDIERS TOO MUCH AFTER ALL. TELL YOU WHAT, LET&#039;S WIPE OUT THE ASSCHEESE HERETICS PLANETSIDE AND I&#039;LL LET YOU FIX ME A SANDWICH.&lt;br /&gt;
&lt;br /&gt;
[Lieutenant Pedicaba]: SAY THAT TO MY HAIRY PUSS, MY LORD CHAPTER MASTER PISS-BREATH. NOW ARE YOU GONNA FIND US SOME HERESY TO MURDER OR ARE YOU GOING TO STAND THERE ALL DAY LIKE YOU&#039;RE SCARED OF A LADY?&lt;br /&gt;
&lt;br /&gt;
[Chapter Master Tempestum]: WE MAKE PLANETFALL IN TWENTY MINUTES. WELCOME TO THE ANGRY MARINES... BATTLE BROTHER.&lt;br /&gt;
&lt;br /&gt;
[Lieutenant Pedicaba]: YEAH, SLURP SHIT SISTER.&lt;br /&gt;
&lt;br /&gt;
Audio pick-up disabled. I think that was the ceremony. The Angry Marines, Primaris and all, are exchanging soldierly embraces and head-butts and marching back to the barge, chanting as one, &amp;quot;ALWAYS ANGRY! ALL THE TIME! ALWAYS ANGRY! ALL THE TIME!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I&#039;m racing down the corridor with Magos Giarran as fast as my legs will take me. You just know they&#039;re going to perform an &amp;quot;expedited undocking&amp;quot; with fucking frag grenades. Again. Planetfall in seventeen minutes. If I&#039;m somehow not rendered into inquisitor-flavoured jello... well, I&#039;m already praising the Emperor&#039;s unlimited munificence that I&#039;m alive at all.&lt;br /&gt;
&lt;br /&gt;
Word must get back to Mars. If the Primera mix so well even with the Angry Marines, they&#039;ll be a valuable reinforcement to all our companies. In our darkest hour, the Imperium&#039;s new hopes redouble.&lt;br /&gt;
&lt;br /&gt;
+++&lt;br /&gt;
Thought for the Day: The Emperor has fury enough for us all.&lt;br /&gt;
+++&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
*[[Golden Aquilas]]: /tg/ [[homebrew]] chapter, designed to cause as much [[Rage|RAEG]] and accusations of [[derp]] as possible.&lt;br /&gt;
*[[Space Marines]]: Rule 63 equivalent of female Space- wait...&lt;br /&gt;
*[[Sisters of Battle]]: The warrior nuns of the Imperium that wear power armor, often fight with bolters and chainswords, and are in a sense the &amp;quot;real female space marines&amp;quot; of Warhammer 40,000.&lt;br /&gt;
*[[Stormcast Eternals]], GW&#039;s [[Warhammer Fantasy|Fantasy]] &amp;lt;s&amp;gt;Ground&amp;lt;/s&amp;gt;Space Marines in [[Age of Sigmar]], which can be any species and gender thanks to their magical origins.  At least one Stormcast group was announced to be comprised of men and women and SURPRISE WARHAMMER SHADESPIRE WAS ANNOUNCED AND FEATURES A FEMALE STORMCAST MINIATURE. And the Sacrosanct Chamber   added a bunch more.&lt;br /&gt;
*[[Samus]]:  How about a female Primar-{{BLAM}}{{BLAM|REVEALING IMPERIAL SECRETS IS HERESY!}}&lt;br /&gt;
*[[A Song of Ice and Fire|Brienne of Tarth]]: The quintessential female space marine; through the obsession with duty and honour to the bulky, muscly form and skill at arms.&lt;br /&gt;
*[[Daughters of Terra]] A not-quite Space Marines Female Space Marines chapter.&lt;br /&gt;
* &#039;&#039;[[Out of the Dark]]&#039;&#039;: The DaoT supersoldiers come in both male and female variants. Sadly, The Emperor didn&#039;t have the full database when reinventing them as the Astartes, so he only succeeded with the males.&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Sisters of anger2.png|A girl can get angry too.&lt;br /&gt;
Image:1227373581722.gif|Lol. Why u mad tho?&lt;br /&gt;
Image:Nidsrape.jpg|Good to know the Smurfs get fucked by Tyranids no matter who their genestock accepts.&lt;br /&gt;
File:Love is a Battlefield by blazbaros.png|An almost perfect example of a female space marine, complete with the typical bulky space marine form.&lt;br /&gt;
Image:spessbitch.jpg|Not in fact [[Horo]].&lt;br /&gt;
File:Female_warhammer_40k_imperium_model_--_100D0212.jpg|She&#039;d be even scarier if she took off that mask.&lt;br /&gt;
File:Female_space_marine_warhammer_40k_model_--_Female_Warrior_Gabs.jpg|Old Imperial Adventurer from [[Rogue Trader|Ye Olden Days]].&lt;br /&gt;
File:Female_space_marine_warhammer_40k_model_--_Female_Warrior_Jayne.jpg|Your eyes should start bleeding right about now.&lt;br /&gt;
File:Female_space_marine_warhammer_40k_--_Ingunna_Daughter_of_Russ_by_Greymark.jpg|BLOOD FOR THE BLOOD GOD!&lt;br /&gt;
File:1k heresy.jpg|&amp;lt;s&amp;gt;Not&amp;lt;/s&amp;gt; [[Just as planned]]. Now you know why Tzeentch doesn&#039;t invite Slaanesh to his birthday parties anymore.&lt;br /&gt;
File:Firstkeeper.jpg&lt;br /&gt;
File:Primarchs as teen girls.png| The Emperor made the Primarchs to be the greatest human warriors of all time, but [[Warhammer_High|even they were not immune]] to [[Rule 63]].&lt;br /&gt;
File:Femprah_by_Mr-Culexus.jpg|She was not amused by this development.&lt;br /&gt;
File:Saber ultra marine.jpg|Don&#039;t piss off Mama Smurf. [[FATAL|Your ass will not survive]].&lt;br /&gt;
File:Chaos saber.jpg|Still less of a failure than the real Abaddon.&lt;br /&gt;
File:Belldandy_blood_raveness_for_propertyoflamb_by_elvishprincess25-d9z451u.jpg|Belldandy of the Blood Ravens... Bloody Bell?&lt;br /&gt;
File:Propoflambcomm_urd_space_wolf_by_elvishprincess25-db1s3ab.jpg|Urd of the Space Wolves. &lt;br /&gt;
File:Skuld_amg_as_wh_iron_hand_by_elvishprincess25-daeba5v.jpg|Skuld of the Iron Hands.&lt;br /&gt;
File:The Little Sisters of Purification 1.png| Canon or not, the ideas&#039;s been around for a while. &lt;br /&gt;
File:The Little Sisters of Purification 2.png| Featuring Jokaero. Yes, there is a scenario.&lt;br /&gt;
File:Adepta Mechania Warpsmith (Pre Heresy) 01.png|Because metal tentacle rape That&#039;s Why.&lt;br /&gt;
File:Ariel Ventris 01.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;!-- Some SJW faggot made a fake screenshot of a 40k video game (Space Hulk?) featuring a Female Space Marine with dyed Skrillex hair and posted it on Twitter. This is a note for whoever edits this page next to try and find it and put it here. --&amp;gt;&lt;br /&gt;
[[Category:Imperial]][[Category:Space Marines]][[Category:RAGE]]&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C02:20E0:0:0:0:C847</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Ogre_Kingdoms&amp;diff=505579</id>
		<title>Total War Warhammer/Tactics/Ogre Kingdoms</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Ogre_Kingdoms&amp;diff=505579"/>
		<updated>2021-11-10T03:31:07Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C02:20E0:0:0:0:C847: /* Monsters Cavalry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the general tactics page on how to play [[Ogre Kingdoms]] in [[Total War: WARHAMMER]]. On the 4th of November, they were confirmed to be a pre-order DLC, and although we still don&#039;t have much info, at least we know that all those rumours were true all along.&lt;br /&gt;
&lt;br /&gt;
==Why Play Ogre Kingdoms?==&lt;br /&gt;
*You like doomstacking with monsters anyway so why not play a faction that is 95% monsters?&lt;br /&gt;
*You love the satisfaction of seeing a unit&#039;s health drop heavily from the impact of a massive charge.&lt;br /&gt;
*Because you are the one person on the planet who has asked themselves &amp;quot;What if the Mongols were a bunch of big fat dudes with prehistoric animals and magic chefs backing them up?&amp;quot;&lt;br /&gt;
*Because you love meat. In fact, you are likely earing a pork chop wrapped in bacon as you read this.&lt;br /&gt;
*You relate to their body image a little too much.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*&#039;&#039;&#039;THICC&#039;&#039;&#039;: The vast majority of your troops are going to be composed of monsters and large units. If you only play this game to build up large monster stacks to take over the world with, this is the race for you.&lt;br /&gt;
*&#039;&#039;&#039;High Charge&#039;&#039;&#039;: Given your rules on the tabletop you will likely be one of the most devastating armies off the charge. If the ogres are done justice a lot of armies are going to evaporate once you make contact.&lt;br /&gt;
*&#039;&#039;&#039;Quality&#039;&#039;&#039;: Stat wise, expect Ogres to be one of the scariest armies in terms of pure stats. Few other factions will be able to compare to you pound for pound.&lt;br /&gt;
*&#039;&#039;&#039;Armor? What&#039;s that?&#039;&#039;&#039;: Everything you have pierces armour. No amount of armour is going to protect your enemies from a 4-meter tall hulk of flesh that swings a hammer the size of a small building.&lt;br /&gt;
*&#039;&#039;&#039;Monsters&#039;&#039;&#039;: Monsters, monsters and more monsters, you are the primo monster faction with only 2 (unless otherwise) infantry units that aren’t monsters. One way or another you will have little trouble winning the monster mash. &lt;br /&gt;
===Cons===&lt;br /&gt;
*&#039;&#039;&#039;Lack of Numbers&#039;&#039;&#039;: Your units have a super low model count, and while the mercenaries are currently cheap, we can assume standard Ogres will want a bit more pay. Even a single casualty in a unit of anything other than Gnoblars will hurt a lot more than what other factions will suffer.&lt;br /&gt;
*&#039;&#039;&#039;Anti Large/Charge Defense&#039;&#039;&#039;: Given  how reliant you are on size and charge, factions that have plentiful anti large and charge defence might be a massive pain in your giant, 2-ton ass (grins in Dwarf.) Ogre charge does help with Charge Defense somewhat, though you will still be losing a good chunk of your damage.&lt;br /&gt;
*&#039;&#039;&#039;One Trick Pony&#039;&#039;&#039;: Yeah, charging around with a bunch of thicc bois is really all you could do. You&#039;re wasting your massive charge bonus if you play defence and while you do have some good ranged units and a probably quite decent set of artillery/chariots they will likely be expensive. A lot of factions can figure out how to plan around you.&lt;br /&gt;
*&#039;&#039;&#039;Armor? What&#039;s that?&#039;&#039;&#039;: I mean, to be fair it&#039;s probably hard for them to find armour in their size, but it does mean armour values for Ogres seem to be on the low side. Combine this with their massive hitboxes and archers can have a field day fighting them.&lt;br /&gt;
*&#039;&#039;&#039;DLC?&#039;&#039;&#039;: On launch, the Ogres missed out on Yhetees and Thundertusks. It remains to be seen if these will be added as FLC units later or will be added as DLC.&lt;br /&gt;
&lt;br /&gt;
==Universal Traits==&lt;br /&gt;
*&#039;&#039;&#039;Ogre Charge&#039;&#039;&#039;: If an ogre unit charges a braced unit with charge defence, they will only lose half of their charge bonus. This is very important for a faction that is so reliant on getting the charge for their damage it&#039;s nice that they have a way to not get completely cockblocked because the enemy is just standing still. That said most opponents, even the AI usually don&#039;t just sit there and let you charge them and even if they do you&#039;re probably better of circumnavigating their frontline and going for their skirmishers in the rear. So while not the most practical trait in the game it&#039;s still nice for the Ogres to have.&lt;br /&gt;
&lt;br /&gt;
==Lords==&lt;br /&gt;
&lt;br /&gt;
===Legendary Lords===&lt;br /&gt;
*&#039;&#039;&#039;[[Greasus Goldtooth]]&#039;&#039;&#039;: Confirmed in the trailer (duh).&lt;br /&gt;
*&#039;&#039;&#039;Skrag The Slaughterer&#039;&#039;&#039;: Confirmed with Greasus in the leak&lt;br /&gt;
&lt;br /&gt;
===Generic Lords===&lt;br /&gt;
*&#039;&#039;&#039;Tyrant:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slaughtermaster&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
===Legendary Heroes===&lt;br /&gt;
&lt;br /&gt;
===Generic Heroes===&lt;br /&gt;
*&#039;&#039;&#039;Butcher&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Firebelly&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Hunter&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Gnoblar Fighters&#039;&#039;&#039;: Your chaff unit. Surprisingly tankier than you would think, having the same statline as Goblins. However, that lack of shield really hurts them in the long run. Use them as even more fragile goblins to absorb charges, tarpit units for a small while, and to plug gaps whilst your chungus boys get into position.&lt;br /&gt;
*&#039;&#039;&#039;Gnoblar Trappers&#039;&#039;&#039;: Gnoblars, but they have stalk, vanguard deployment, and have ranged attack. Also come with the ability to slow down enemies in an area around them, making them surprisingly good support skirmishers.&lt;br /&gt;
&lt;br /&gt;
===Monsterous Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Ogres&#039;&#039;&#039;: Your &amp;quot;standard&amp;quot; infantry, they come in the usual monstrous infantry size and a tremendous charge bonus to batter the enemy with. They will cause fear and come with siege attacker to help get past those city walls so you don&#039;t have to wait out in a siege. They come in two variants, a Generalist mace variant and a dual weapon anti-infantry variant.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ironguts&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maneaters&#039;&#039;&#039;: The well-travelled mercenaries of your army, they are far more flexible than your standard unit of ogres. They come in both a pistol and a great weapon variant, the pistol for helping them pepper the enemy before the battle itself is joined and the great weapon for increased charge and a bonus vs large. They also come with Immune to Psych so don&#039;t expect to see these guys running away any time soon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Leadbelchers:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Beast &amp;amp; Monsters===&lt;br /&gt;
*&#039;&#039;&#039;Sabretusks&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Gorgers&#039;&#039;&#039;: Come in groups of eight, unbreakable and vanguard deployment. Use them as you would Mourngals, sneaky flankers to rip apart tasty and tender backlines.&lt;br /&gt;
*&#039;&#039;&#039;Slavegiant&#039;&#039;&#039;: Your normal giant unit, except this time cajoled and beaten into battle by the very people who destroyed their race rather than bribed with booze. Sometimes the Ogres are the absolute worst.&lt;br /&gt;
*&#039;&#039;&#039;Stonehorn&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
===Monster Cavalry===&lt;br /&gt;
*&#039;&#039;&#039;Mournfang Cavalry&#039;&#039;&#039;: One of the most powerful cavalry units from the tabletop game. And at least their mercenary counterparts don&#039;t disappoint. Their statline is scary, they have about the same mass as a carnosaur and their lack of armour actually works in their favour too, since the things enemies would normally roll out to counter monstrous cavalry usually have lower base damage, making them even beefier than they already appear on paper. They don&#039;t have Ogre Charge for some reason, but their speed and heavy mass will usually make up for it. Comes with an ironfist variant besides standard.&lt;br /&gt;
*&#039;&#039;&#039;Crushers&#039;&#039;&#039;: Rhinox cavalry. I know. We’re surprised they’ve shown up too. Essentially acting as an even better version of Mournfangs, they come in two variants, standard and great weapons.&lt;br /&gt;
&lt;br /&gt;
===Chariots===&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
*&#039;&#039;&#039;Gnoblar Scraplauncher&#039;&#039;&#039;: A single entity catapult, with surprising speed and charge stats. When they run out of ammo, using them as a chariot may not be out of the question.&lt;br /&gt;
*&#039;&#039;&#039;Ironblaster&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Stonehorn Harpoon Launcher&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
==Multiplayer Strategies==&lt;br /&gt;
You are THE monster faction of the trilogy. You have a grand total of 2 normal infantry units, neither of which is going to carry the day for you, and a bunch of big fat boys in all manners of flavours. You are going to be a scary force on the charge and have some of the scariest units in the entire game. Mournfangs make elite cav from other factions cry and they&#039;re your lowest tier cavalry unit. Of course, your reliance on monsters comes with an obvious weakness as you will struggle against... well, pretty much anyone who can bring a decent amount of Anti-Large to the field. You may also struggle since your army tends to be predictable, and I imagine veterans will learn how to counter you fast. Still, if you want to grab a monster horde to feast on your enemies this is the race for you. Here&#039;s how to win glory for The Maw:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Beastmen| Beastmen]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Bretonnia| Bretonnia]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Warriors of Chaos| Warriors of Chaos]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dark Elves| Dark Elves]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dwarfs| Dwarfs]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Empire| Empire]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Grand Cathay| Grand Cathay]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Greenskins| Greenskins]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/High Elves| High Elves]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Khorne|Khorne]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Kislev|Kislev]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Lizardmen| Lizardmen]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Norsca| Norsca]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Nurgle| Nurgle]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ogre Kingdoms&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Skaven| Skaven]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Slaanesh| Slaanesh]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tomb Kings| Tomb Kings]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tzeentch| Tzeentch]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Coast| Vampire Coast]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Counts| Vampire Counts]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Wood Elves| Wood Elves]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
==Campaign Strategies==&lt;br /&gt;
&lt;br /&gt;
[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C02:20E0:0:0:0:C847</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Ogre_Kingdoms&amp;diff=505578</id>
		<title>Total War Warhammer/Tactics/Ogre Kingdoms</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Ogre_Kingdoms&amp;diff=505578"/>
		<updated>2021-11-10T03:30:46Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C02:20E0:0:0:0:C847: /* Cavalry */ as if ogre kingdoms would have any other kind of cavalry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the general tactics page on how to play [[Ogre Kingdoms]] in [[Total War: WARHAMMER]]. On the 4th of November, they were confirmed to be a pre-order DLC, and although we still don&#039;t have much info, at least we know that all those rumours were true all along.&lt;br /&gt;
&lt;br /&gt;
==Why Play Ogre Kingdoms?==&lt;br /&gt;
*You like doomstacking with monsters anyway so why not play a faction that is 95% monsters?&lt;br /&gt;
*You love the satisfaction of seeing a unit&#039;s health drop heavily from the impact of a massive charge.&lt;br /&gt;
*Because you are the one person on the planet who has asked themselves &amp;quot;What if the Mongols were a bunch of big fat dudes with prehistoric animals and magic chefs backing them up?&amp;quot;&lt;br /&gt;
*Because you love meat. In fact, you are likely earing a pork chop wrapped in bacon as you read this.&lt;br /&gt;
*You relate to their body image a little too much.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*&#039;&#039;&#039;THICC&#039;&#039;&#039;: The vast majority of your troops are going to be composed of monsters and large units. If you only play this game to build up large monster stacks to take over the world with, this is the race for you.&lt;br /&gt;
*&#039;&#039;&#039;High Charge&#039;&#039;&#039;: Given your rules on the tabletop you will likely be one of the most devastating armies off the charge. If the ogres are done justice a lot of armies are going to evaporate once you make contact.&lt;br /&gt;
*&#039;&#039;&#039;Quality&#039;&#039;&#039;: Stat wise, expect Ogres to be one of the scariest armies in terms of pure stats. Few other factions will be able to compare to you pound for pound.&lt;br /&gt;
*&#039;&#039;&#039;Armor? What&#039;s that?&#039;&#039;&#039;: Everything you have pierces armour. No amount of armour is going to protect your enemies from a 4-meter tall hulk of flesh that swings a hammer the size of a small building.&lt;br /&gt;
*&#039;&#039;&#039;Monsters&#039;&#039;&#039;: Monsters, monsters and more monsters, you are the primo monster faction with only 2 (unless otherwise) infantry units that aren’t monsters. One way or another you will have little trouble winning the monster mash. &lt;br /&gt;
===Cons===&lt;br /&gt;
*&#039;&#039;&#039;Lack of Numbers&#039;&#039;&#039;: Your units have a super low model count, and while the mercenaries are currently cheap, we can assume standard Ogres will want a bit more pay. Even a single casualty in a unit of anything other than Gnoblars will hurt a lot more than what other factions will suffer.&lt;br /&gt;
*&#039;&#039;&#039;Anti Large/Charge Defense&#039;&#039;&#039;: Given  how reliant you are on size and charge, factions that have plentiful anti large and charge defence might be a massive pain in your giant, 2-ton ass (grins in Dwarf.) Ogre charge does help with Charge Defense somewhat, though you will still be losing a good chunk of your damage.&lt;br /&gt;
*&#039;&#039;&#039;One Trick Pony&#039;&#039;&#039;: Yeah, charging around with a bunch of thicc bois is really all you could do. You&#039;re wasting your massive charge bonus if you play defence and while you do have some good ranged units and a probably quite decent set of artillery/chariots they will likely be expensive. A lot of factions can figure out how to plan around you.&lt;br /&gt;
*&#039;&#039;&#039;Armor? What&#039;s that?&#039;&#039;&#039;: I mean, to be fair it&#039;s probably hard for them to find armour in their size, but it does mean armour values for Ogres seem to be on the low side. Combine this with their massive hitboxes and archers can have a field day fighting them.&lt;br /&gt;
*&#039;&#039;&#039;DLC?&#039;&#039;&#039;: On launch, the Ogres missed out on Yhetees and Thundertusks. It remains to be seen if these will be added as FLC units later or will be added as DLC.&lt;br /&gt;
&lt;br /&gt;
==Universal Traits==&lt;br /&gt;
*&#039;&#039;&#039;Ogre Charge&#039;&#039;&#039;: If an ogre unit charges a braced unit with charge defence, they will only lose half of their charge bonus. This is very important for a faction that is so reliant on getting the charge for their damage it&#039;s nice that they have a way to not get completely cockblocked because the enemy is just standing still. That said most opponents, even the AI usually don&#039;t just sit there and let you charge them and even if they do you&#039;re probably better of circumnavigating their frontline and going for their skirmishers in the rear. So while not the most practical trait in the game it&#039;s still nice for the Ogres to have.&lt;br /&gt;
&lt;br /&gt;
==Lords==&lt;br /&gt;
&lt;br /&gt;
===Legendary Lords===&lt;br /&gt;
*&#039;&#039;&#039;[[Greasus Goldtooth]]&#039;&#039;&#039;: Confirmed in the trailer (duh).&lt;br /&gt;
*&#039;&#039;&#039;Skrag The Slaughterer&#039;&#039;&#039;: Confirmed with Greasus in the leak&lt;br /&gt;
&lt;br /&gt;
===Generic Lords===&lt;br /&gt;
*&#039;&#039;&#039;Tyrant:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slaughtermaster&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
===Legendary Heroes===&lt;br /&gt;
&lt;br /&gt;
===Generic Heroes===&lt;br /&gt;
*&#039;&#039;&#039;Butcher&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Firebelly&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Hunter&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Gnoblar Fighters&#039;&#039;&#039;: Your chaff unit. Surprisingly tankier than you would think, having the same statline as Goblins. However, that lack of shield really hurts them in the long run. Use them as even more fragile goblins to absorb charges, tarpit units for a small while, and to plug gaps whilst your chungus boys get into position.&lt;br /&gt;
*&#039;&#039;&#039;Gnoblar Trappers&#039;&#039;&#039;: Gnoblars, but they have stalk, vanguard deployment, and have ranged attack. Also come with the ability to slow down enemies in an area around them, making them surprisingly good support skirmishers.&lt;br /&gt;
&lt;br /&gt;
===Monsterous Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Ogres&#039;&#039;&#039;: Your &amp;quot;standard&amp;quot; infantry, they come in the usual monstrous infantry size and a tremendous charge bonus to batter the enemy with. They will cause fear and come with siege attacker to help get past those city walls so you don&#039;t have to wait out in a siege. They come in two variants, a Generalist mace variant and a dual weapon anti-infantry variant.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ironguts&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maneaters&#039;&#039;&#039;: The well-travelled mercenaries of your army, they are far more flexible than your standard unit of ogres. They come in both a pistol and a great weapon variant, the pistol for helping them pepper the enemy before the battle itself is joined and the great weapon for increased charge and a bonus vs large. They also come with Immune to Psych so don&#039;t expect to see these guys running away any time soon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Leadbelchers:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Beast &amp;amp; Monsters===&lt;br /&gt;
*&#039;&#039;&#039;Sabretusks&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Gorgers&#039;&#039;&#039;: Come in groups of eight, unbreakable and vanguard deployment. Use them as you would Mourngals, sneaky flankers to rip apart tasty and tender backlines.&lt;br /&gt;
*&#039;&#039;&#039;Slavegiant&#039;&#039;&#039;: Your normal giant unit, except this time cajoled and beaten into battle by the very people who destroyed their race rather than bribed with booze. Sometimes the Ogres are the absolute worst.&lt;br /&gt;
*&#039;&#039;&#039;Stonehorn&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
===Monsters Cavalry===&lt;br /&gt;
*&#039;&#039;&#039;Mournfang Cavalry&#039;&#039;&#039;: One of the most powerful cavalry units from the tabletop game. And at least their mercenary counterparts don&#039;t disappoint. Their statline is scary, they have about the same mass as a carnosaur and their lack of armour actually works in their favour too, since the things enemies would normally roll out to counter monstrous cavalry usually have lower base damage, making them even beefier than they already appear on paper. They don&#039;t have Ogre Charge for some reason, but their speed and heavy mass will usually make up for it. Comes with an ironfist variant besides standard.&lt;br /&gt;
*&#039;&#039;&#039;Crushers&#039;&#039;&#039;: Rhinox cavalry. I know. We’re surprised they’ve shown up too. Essentially acting as an even better version of Mournfangs, they come in two variants, standard and great weapons.&lt;br /&gt;
&lt;br /&gt;
===Chariots===&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
*&#039;&#039;&#039;Gnoblar Scraplauncher&#039;&#039;&#039;: A single entity catapult, with surprising speed and charge stats. When they run out of ammo, using them as a chariot may not be out of the question.&lt;br /&gt;
*&#039;&#039;&#039;Ironblaster&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Stonehorn Harpoon Launcher&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
==Multiplayer Strategies==&lt;br /&gt;
You are THE monster faction of the trilogy. You have a grand total of 2 normal infantry units, neither of which is going to carry the day for you, and a bunch of big fat boys in all manners of flavours. You are going to be a scary force on the charge and have some of the scariest units in the entire game. Mournfangs make elite cav from other factions cry and they&#039;re your lowest tier cavalry unit. Of course, your reliance on monsters comes with an obvious weakness as you will struggle against... well, pretty much anyone who can bring a decent amount of Anti-Large to the field. You may also struggle since your army tends to be predictable, and I imagine veterans will learn how to counter you fast. Still, if you want to grab a monster horde to feast on your enemies this is the race for you. Here&#039;s how to win glory for The Maw:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Beastmen| Beastmen]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Bretonnia| Bretonnia]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Warriors of Chaos| Warriors of Chaos]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dark Elves| Dark Elves]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dwarfs| Dwarfs]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Empire| Empire]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Grand Cathay| Grand Cathay]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Greenskins| Greenskins]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/High Elves| High Elves]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Khorne|Khorne]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Kislev|Kislev]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Lizardmen| Lizardmen]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Norsca| Norsca]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Nurgle| Nurgle]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ogre Kingdoms&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Skaven| Skaven]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Slaanesh| Slaanesh]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tomb Kings| Tomb Kings]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tzeentch| Tzeentch]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Coast| Vampire Coast]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Counts| Vampire Counts]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Wood Elves| Wood Elves]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
==Campaign Strategies==&lt;br /&gt;
&lt;br /&gt;
[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C02:20E0:0:0:0:C847</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ZSU_23-4_Shilka&amp;diff=572860</id>
		<title>ZSU 23-4 Shilka</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ZSU_23-4_Shilka&amp;diff=572860"/>
		<updated>2021-11-10T02:38:40Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C02:20E0:0:0:0:C847: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Shilka .jpg|300px|right|thumb|DAKADAKADAKADAKA]]&lt;br /&gt;
{{topquote|We don&#039;t fly and we&#039;re not letting anyone else, either!|Unofficial motto of Russian anti-air corps}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;ZSU 23-4&#039;&#039;&#039; is a SPAAG made by the Soviet Union. Its basically a light tank with 4 autocannons to shoot down aircraft and any infantry unlucky enough to be in it&#039;s sights. &lt;br /&gt;
&lt;br /&gt;
Its NATO designation is &amp;quot;Shilka&amp;quot;, although the West has occasionally called it &amp;quot;Zeus&amp;quot;, inspired by its Soviet designation. That designation is not just military word salad though and has real meaning: &#039;&#039;ZSU&#039;&#039; is an acronym for &#039;&#039;Zenitnaya Samokhodnaya Ustanovka&#039;&#039; and means (in russian) &#039;&#039;anti-aircraft self-propelled (weapon)system&#039;&#039;, 23 is the caliber of it&#039;s barrels and 4 is how many it has.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
[[File:Shilka Stat Card.jpg|300px|left|thumb|The Stat Card]]&lt;br /&gt;
The Shilka is the only Soviet SPAAG in Team Yankee at the moment (yet we have literally 3 SAM (Surface to Air Missile) vehicles), and is quite a decent little machine.  Like all SPAAGs, the Shilka gets the Dedicated AA and Radar Rules, which means that it can engage aerial threats with its full ROF out to a range of 16&amp;quot;/40cm without adding +1 to hit.The increase of the range from 50cm to 80cm during AA shooting of the 23mm 2A7 AA gun comes from the radar taking over aiming when the target is in the sky rather the gunner using the Mk. 1 eyeball on the ground.&lt;br /&gt;
&lt;br /&gt;
The Shilka is &amp;lt;s&amp;gt;okay at dealing with ground targets&amp;lt;/s&amp;gt; comparable to an autocannon on steroids. Despite AT6 making M113s and IFVs a tough nut to crack, 6 shots with a 5+ FP are enough to comfortably defeat most APCs, vehicles, and infantry in the open. For a comparable amount of firepower, most countries would be paying double the points! Though with an all-around armour rating of 1, don&#039;t expect them to do well against things like the .50 cal that almost every American tank has bolted to the top, or anything bigger than that. You should be using this thing to defend your tanks against attack helicopters though, not putting large numbers of small holes in APCs and other light vehicles.&lt;br /&gt;
&lt;br /&gt;
This thing is arguably the best anti-air unit in the game due to its brutal cost-efficiency thanks to the sheer volume of firepower it can bring to bear. The fact that this unit can engage ground targets with vicious results makes it an auto-include; nothing is safe from its 4 barrels of hell (apart from tanks). It may not beat the Gepard in a ring fight, but it will make it points back far more easily than the Gepard.&lt;br /&gt;
&lt;br /&gt;
Shilkas can be taken by East German, Polish and Soviet Armies at 1 point per vehicle in a platoon of 2-4 as company level support independent of the missile air defence slot which the Gaskin and Gopher compete for. The Czech version costs 2 points for a pair, or 3 points for 4 Shilkas.&lt;br /&gt;
&lt;br /&gt;
===Israel===&lt;br /&gt;
[[File:IZZSU.jpg|300px|left|thumb|]]&lt;br /&gt;
For the Israeli commander, this unit is in direct competition with the American VADS. Its main gun has near identical stats; except that the Shilka has 1 less shot while stationary (ROF 6 vs 7). It also features weaker armor from the front and sides which is only relevant for autocannon fire: anything heavier like a LAW will be going through your soft-skinned chassis. Additionally, the Shilka features much worse dash speeds. &lt;br /&gt;
&lt;br /&gt;
As a SPAAG unit, these forces might be used as heavy autocannons to engage enemy soft-skins. However, you do gain top armor 1 which can make a HUGE difference. The smart player will try to pick off your support units from the safety of a mortar pit, and 1 point of armor can make a huge difference when most players are packing AT1 and AT3 artillery such as  60mm and 120mm mortars.&lt;br /&gt;
&lt;br /&gt;
Like many other borrowed Israeli units, it mostly features a better trained crew, without improvements to the physical vehicle. It does get amphibious, but with water terrain being about as common as a tank victory against Milan spam... Yeah.&lt;br /&gt;
&lt;br /&gt;
TL;DR:&lt;br /&gt;
+1 to courage, assault, counterattack. +2 to skill.&lt;br /&gt;
Slower ROF than the VADS and slower movement, gains top armor 1.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:Zsu 23 4 shilka.jpg|300px|right|thumb|DAKADAKADAKADAKA ]]&lt;br /&gt;
The ZSU is one of the more popular armoured fighting vehicles made by the Soviet Union, traditionally armed with a quad-linked 4x23mm autocannon array, a search light, and radar equipment. Its primarily designed to shoot down low-flying aircraft like helicopters and occasional fighter craft, but its guns were also powerful enough to tear through lightly-armored vehicles and infantry aswell. Infact it was a common practice for Soviet soldiers to bring ZSUs whenever possible in anti-infantry operations due to their sheer lethality. In this regard, the ZSU found major use in the Invasion of Afghanistan, where often it would protect conveys within the hilly, mountainous terrain of the country. The Insurgents soon found out that quad 23mm cannons had much higher elevation than the weapons on the BMPs, BTRs and T-52s, allowing it to engage them from their ambush points on high ridges and hilltops. A special variant was deployed for that use in this conflict, lacking the AA radar in favour of increased ammunition capacity, turning the AA tank into a meat chopper. That said, the ZSU was never meant to be a front-line vehicle, so it&#039;s armor is woefully light, even concentrated heavy machine gun fire to it&#039;s flimsier side and rear armor could potentially wreck it&#039;s day, which is understandable as it was designed doctrinally to avoid direct ground combat. They were also employed in the conflict in Chechnya to combat insurgents firing from upper floors of tall apartment block. These floors were too high and the street too narrow to be engaged by BMP-2 autocannons so ZSU&#039;s would be employed instead. Obviously they were horribly vulnerable to rocket fire from above, but 4 23.s firing at you tends to dampen your enthusiasm for hanging out a window with an RPG..&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That said: the reason for the high rate of fire is that by the 1960&#039;s aircraft move ridiculously fast, going from world war 2&#039;s &amp;quot;&#039;&#039;ludicrously fast&#039;&#039;&amp;quot; to &amp;quot;there is a mosquito-shaped hole in my teeth&amp;quot;. You have seconds to shoot at a target, so you need as high a rate as fire as possible to try and ensure you get at least one hit and at those speeds one hole in the air frame will do the trick to down a target by itself. This means that the whole concept of cannons or machine guns against aircraft from the ground is a bit of a flawed concept (except they work so obviously it isn&#039;t flawed, and loading shells with shrapnel helps when that&#039;s done on various weapons). Missiles do better due to their ability to track a target. However the ZSU has served with all Soviet states and their allies as the go-to SPAAG from its inception until today. It is mainly used today only by armies unable to field better equipment, though it can definitively ruin the day of any helicopter due to their lower speeds and operational altitudes. They’re also what you want to use guns instead of missiles on, since any low-flying vehicle is difficult to get a proper target lock on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Though well-aged by this point, the Shilka has gotten a new lease of life in recent years amongst armies that have to deal with Drones. The high volume and density of fire offered by its guns turns out to be a much more dependable counter than modern SAM systems to the small and low-flying attack drones increasingly used by countries like Turkey and Azerbaijan as well as a variety of Syrian rebel groups. Additionally it&#039;s more diffcult for a drone Pilot? (operator?) to take evasive action against fire even if the drone can see the source of the gunfire and if the initial burst misses.  The recent performance of the Shilka, as well as its modern truck-mounted descendant, the Pantsir, has led some Western military analysts to question the wisdom of retiring systems like the Gepard. That being said, the Pantsir has been roundly humiliated by high flying mid size and above attack drones, specifically the Turkish TB2, essentially making it suicidal to face a drone equipped army without serious AA defenses.&lt;br /&gt;
&lt;br /&gt;
{{Soviet Forces in Team Yankee}}&lt;br /&gt;
{{East German Forces in Team Yankee}}&lt;br /&gt;
{{Polish Forces in Team Yankee}}&lt;br /&gt;
{{Czech Forces in Team Yankee}}&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;br /&gt;
{{Iranian Forces in Team Yankee}}&lt;br /&gt;
{{Israeli Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C02:20E0:0:0:0:C847</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=M1_Abrams&amp;diff=317642</id>
		<title>M1 Abrams</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=M1_Abrams&amp;diff=317642"/>
		<updated>2021-11-10T02:02:19Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C02:20E0:0:0:0:C847: Not sure who changed it: but the fact that each US tank has a quote from the general the tank is named after is a nice little element&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:M1 Abrams Picture.jpg|300px|right|thumb|70 Tons of Pure American FREEDOM!]]&lt;br /&gt;
[[File:IMP1 Abrams.png|300px|right|thumb|The IPM1 version; with Neon camo upgrades.]]&lt;br /&gt;
[[File:M1A1Abramsmini.jpg|300px|right|thumb|And you thought it couldn&#039;t get any better.]]&lt;br /&gt;
{{topquote|It is never very crowded at the front.|General Abrams}}&lt;br /&gt;
{{topquote|Crunchie: Term used by a Tank Crewman to describe a dismounted infantry Soldier, derived from the sound that they make when the tank rolls over them.|US Army Slang}}&lt;br /&gt;
The M1 Abrams Main Battle Tank is the premier armored fighting vehicle in the United States Arsenal.  The first totally new tank developed by the United States after the end of the Second World War, the Abrams is a force to be reckoned with by those who wish to tear down democracy and oppress those who are weaker than they. It is armed with:&lt;br /&gt;
*A stabilized M68 - an American license-built version of the British L7 - 105mm rifled cannon, &lt;br /&gt;
*A single pintle mounted .50, aka .50 BMG or 12.7x99mm, M2 Browning heavy machine gun for the Commander, &lt;br /&gt;
*And a pair of M240 light machine guns chambered in 7.62x51mm NATO, one for the loader and one mounted coaxially with the main gun. &lt;br /&gt;
&lt;br /&gt;
While the Abrams&#039; primary mission is to destroy enemy armor, the protection of the crew has not been neglected in the design. The M1 Abrams is protected by Chobham Armour plating on the turret cheek, mantlet, and lower glacis, as well as the turret sides.&lt;br /&gt;
Chobham is said to be as difficult to penetrate as 2 meters of solid steel (against HEAT rounds at any rate), constructed of panels of high hardness ceramic, steel, and textiles such as Kevlar and Spectra, interspliced with air. The consensus is that against KE, the M1 had 400mm of protection, and 700mm of  protection v. HEAT. Some areas were different, but eh.&lt;br /&gt;
The ready-use ammunition is mounted in the rear of the turret in a specially designed compartment. If the ammunition is hit, purpose-built blowout panels direct the explosion up and away from the crew compartment, ensuring the survival of the crew even if the ammo begins to cook off. It is worth noting that if said ammunition compartment&#039;s hydraulic blast doors are open upon detonation... Not much of a difference.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have a raging freedom boner right now, something is seriously wrong. Either that or you’re an Iraqi still living in your POS Lion of Babylon aka a worse T-72M knockoff and you still fap to a portrait of Saddam Hussein.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
[[File:Abrams Card with IMP1 Stats.png|300px|left|thumb|The Stat Card]]&lt;br /&gt;
The M1 Abrams is an excellent tank in &#039;&#039;Team Yankee&#039;&#039;, even if the overall real-world hype about it is somewhat exaggerated. It offers some of the best armor, firepower and mobility of any main battle tank in the game, and is the best MBT the U.S. Army of 1985 had to offer. Caught in the midst of phasing out the much older M60 Patton in favor of this all-new tank, the Army is sending all its armored forces in Europe into the fight with whatever they are currently using. The Abrams is a worthy foe for the Warsaw Pact&#039;s cheap but numerous T-series tanks and then some.&lt;br /&gt;
&lt;br /&gt;
The M1&#039;s Front Armor is tied with the Leopard 2 and the Chieftain Stillbrew as the second-strongest in the game at 18, and the side armor is an impressive 8. In addition, with the release of the &#039;&#039;Stripes&#039;&#039; Book, you may now upgrade any and all of the Abrams in a platoon the IPM1 Abrams (the IP standing for &amp;quot;Improved Performance&amp;quot;) for +1pt each. The IPM1 boasts an extra point of armor all around, with &amp;lt;s&amp;gt;&#039;&#039;the&#039;&#039; strongest frontal armor&amp;lt;/s&amp;gt; ([[Leopard 2|not any more]]) one of the strongest frontal armor values in the game at a value of 19 and a side armor of 10.  The Chobham Armor package also bumps the side armor up to 16 against HEAT weapons, ie. most guided missiles and man portable Anti-Tank weapons. Have fun running over Soviets in the Assault Phase when there&#039;s practically nothing they can do to hurt you! Against 120mm shells from enemy tanks above 16&amp;quot;, you need a 2 to test for bailing which makes it preeetty good against Ruskie tanks, never mind Leopard 1s or T-72Ms.&lt;br /&gt;
&lt;br /&gt;
Take note that the additional armour will not help against top-end ATGMs from the Hind, Frogfoot or the Storm ATGM carrier. Also, for those historically-inclined gamers, take note that the Abrams was only in use with the active-duty U.S. Army in 1985; Marine, Army Reserve, and Army National Guard heavy armor units were all using the M60 Patton at the time.&lt;br /&gt;
&lt;br /&gt;
Abrams enthusiasts will note that this is the 1980s Abrams, the original M1, meaning it retains the exact same 105mm M68 cannon used in the M60 Patton. The 120mm gun adopted from the Leopard 2 was not installed until the M1A1 version, only a 150 of these tanks existed in 1985. That said, that 105mm cannon is a pretty decent damage dealer, with a ROF of 2 both while halted and moving, meaning that no matter what, you will always have 2 dice to roll. The M68 is improved by an Advanced Stabilizer, so you can haul ass both toward and away from the foe at full Tactical Speed and suffer no penalties. As well as the M68, the Abrams carries a trio of machine guns; a .50-caliber M2 Browning is mounted on the roof alongside a 7.62mm-caliber M240 and can be used for AA work, while another coaxial-mounted M240 enables the Abrams to deal with infantry and lightly-armored targets without using its tank round.&lt;br /&gt;
&lt;br /&gt;
You can take the Abrams in platoons of up to four tanks, with a minimum of two tanks in a platoon. Each standard Abrams costs 8 points; the IPM1 costs 9 points.&lt;br /&gt;
&lt;br /&gt;
===IPM1 VS. M1===&lt;br /&gt;
For those who are a little in the dark on the difference between an M1 and an IPM1 Abrams, the M1 Abrams is the first model of the Abrams to see service, while the IPM1 is a slightly up-armoured version made to bridge the gap between the M1 and the M1A1 Abrams, having the armour of the latter but the Firepower of the Former. Does this mean that someday we will see a M1A1 in game with the armour of the IPM1 and the firepower of the Leopard 2? No one really knows (well, we do now), even though the model package has all the parts for an M1A1! Hell, by 1985 the US had deployed half of all M1A1s to Western Europe. In any event, the IP had a slightly longer turret from extra armor. Also, the M1A1 would probably be a very expensive tank due to the sheer power, especially in the era of Team Yankee.&lt;br /&gt;
&lt;br /&gt;
Now, I bet that you are wondering why you would ever take a plain M1 now that the IPM1 is available (besides the fact that you bought them before &#039;&#039;Stripes&#039;&#039; came out and didn&#039;t know it was possible to have any other Abrams variant. &amp;lt;s&amp;gt;Screw you too Battlefront&amp;lt;/s&amp;gt;). Like a lot of things in wargaming, it all comes down to numbers. If you are running a force with a lot of Abrams, the extra point per vehicle is going to add up quickly. For example, let&#039;s say you are running a maxed out Abrams Combat Team. Starting off you have 2 tanks in your command squad. Well, an extra two points aren&#039;t too bad, so let&#039;s add more. The requisite two Abrams platoons have 4 tanks each, so now we&#039;re at an additional 10 points, and the final platoon tacks on an extra 4 points, for a grand total of 14 points.&lt;br /&gt;
&lt;br /&gt;
For reference, that is two whole [[US Mech Platoon|Mechanized Platoons]] that you could have taken instead. Also, since the IPM1 does not have an increase in firepower over the M1 you haven&#039;t gotten any better at dealing with the enemy, just better at tanking (heh) their fire, which isn&#039;t even that great of an issue since the M1 is already pretty fantastic at taking fire with its Front armour of 18, and if you lose a tank you have 17 more to avenge its loss.&lt;br /&gt;
&lt;br /&gt;
Instead, you should take the IMP1 in lists where you are limited to small numbers of tanks like the Mechanized Team. Since you have fewer tanks, it becomes imperative that you do everything in your power to keep them in the fight for as long as possible, and the cost increase of, at max, 4 is significantly more manageable.&lt;br /&gt;
&lt;br /&gt;
TL;DR:&lt;br /&gt;
&lt;br /&gt;
M1   ===&amp;gt; Good when you have tanks to spare, or in large point cap games because edge in spamminess.&lt;br /&gt;
&lt;br /&gt;
IPM1 ===&amp;gt; Good when you don&#039;t have numbers or smaller point cap games, and you need every tank to survive attack.&lt;br /&gt;
&lt;br /&gt;
Sneak peak from previous livestream leaks in the American forces book coming out soon.&lt;br /&gt;
===M1A1===&lt;br /&gt;
[[File:M1A1Abramscard.jpg|300px|left|thumb|Ba-Bam!]]&lt;br /&gt;
Clocking in at a whopping 14 points per vehicle, the M1A1 is one of the most powerful tanks that can roll across your table. Its M256 120mm smoothbore cannon is capable of punching clean through the front of a [[T-64]] and out the other side with its AT of 23 only matched by the heaviest of dedicated Anti-Tank Missiles. Combined with its lovely front armor rating of 19, just like the IPM1 before it, the M1A1 can stands a decent chance of defeating most dedicated Anti-Tank munitions it will face. When the inherent awesomeness is combined with good placement and moment orders, this thing becomes an embodiment of the American will to stand against the red menace. Just make sure you don&#039;t get flanked. In truth its greatest weakness is its truly ridiculously high price. If you thought that the [[Leopard 2]] was hamstrung by its points costs, son you ain&#039;t seen nothing yet.&lt;br /&gt;
&lt;br /&gt;
If for some reason you looked at the M1A1 and thought that it simply wasn&#039;t kick ass enough, or if you laugh in the face of point inefficiency the M1A1HC is what you need. It&#039;s got the same weapons and therefore the same unit crushing potential as its base model counterpart. Where it differs is that the front armor goes up to a damn near impervious 21 (&amp;lt;s&amp;gt;only matched by the ROMOR package [[Challenger 1]] at time of writing&amp;lt;/s&amp;gt; Beaten by the Bundeswehr&#039;s own Leopard 2A5 at FA22 &amp;lt;s&amp;gt;fukken krauts&amp;lt;/s&amp;gt;) and the side armor goes up to an impressive 11. That&#039;s right, you can flat out ignore most auto cannons as they cannon penetrate you from any angle (Bad pun). The cost? 18 points per tank. &amp;lt;s&amp;gt;A 72 fucking point 4 tank platoon ?!?! Jesus Fucking Christ!!!&amp;lt;/s&amp;gt;  &#039;&#039;World&#039;s largest defense budget.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thanks to being the most expensive tanks in the game, the chances that you will see formations of these things in games of less than 200 or so points is slim to none, but they still have a use for both the competitive player and the casual pickup gamer alike! The M1A1 comes integral to any US Mech infantry company, making it a powerful resource to support your formation, especially since US mech infantry formations tend to play defensive and thus need to figure out reserves. The Abrams fills this role nicely, having the speed and firepower to make an impact the moment it enters the board, and the points cost to take up the entirety of your reserve pool in a single unit. The synergy with infantry formations in particular is strong, since US Mech infantry can bring a shitload of ATGMs to help deal with BMP and tank swarms, as well as the general durability of infantry letting them hold the line while waiting for your tanks to arrive like the Rohirrim at Pelennor Fields or body blocking enemy tank swarms that want to flank your Abrams. If you play smart, focusing your fire on eliminating one tank company at a time and opening up the maneuver space for your tanks with smoke and your superior tactical speed, the Warsaw Pact tank swarms can be dissected in detail, all while your Abrams are perfectly safe behind their heavy armor and screening infantry, carving swathes in the Red Hoard. If you play dumb, your gorgeous 72 point tank platoon is gonna go up in capitalist smoke before you can say &amp;quot;Damn Commie.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:DA-ST-88-04607.jpeg|300px|right|thumb|Heard ya talkin&#039; bout freedom!]]&lt;br /&gt;
In the 1960s the US Army began to search for a replacement for the [[M60 Patton]]. In this effort, they joined forces with West Germany in development of the MBT-70, an innovative design which featured the entire crew situated in the Turret and sporting a 152mm Gun/missile launcher similar to that of the [[M551 Sheridan]]. Unfortunately (or fortunately depending on who you ask) the MBT-70 Program was canceled before the vehicle was ready for production due to excessive costs. It was not a total failure, however, as the West Germans took the lessons learned from the project and created the [[Leopard 2]] and the Americans took their data and created the M1 Abrams.&lt;br /&gt;
&lt;br /&gt;
The M1 Abrams and its subsequent variants have been in service with the US Military for close to 40 Years. First introduced in 1980, the Abrams has gone through several updates to keep pace with the requirements of the modern battlefield. The first major update was in 1985 the M1A1 which swapped out the 105mm rifled L7 gun for a 120mm Smoothbore (which by the way is included in the Abrams kit and as of 1985 150 M1A1 tanks were in Germany waiting for the war to go hot seriously Team Yankee wikipedia doesn&#039;t get this wrong). The latest iteration is the M1A2, which has been upgraded with more advanced targeting equipment and improved defense systems from lessons learned fighting insurgents in Iraq and Afghanistan. It&#039;s also gotten better armor to stop the new shiny guns and missiles. However, please note: The original M1 Abrams had practically no armor whatsoever versing KE, as most APFSDS rounds went straight through turret, hull, mantlet, anything, below 1500 meters. This kind of makes sense because the M1 was built around the assumption that the T-72 (which the Americans were expecting the Abrams to engage with) would be equipped with the same 115mm smoothbore gun as the T-62, but it turned out that the T-72 used a much more powerful 125mm gun. The new intel about the larger and more powerful Soviet tank gun was part of the reason that the Abrams eventually received DU (Depleted Uranium) armour and a 120mm L44 cannon for the M1A1HA version onwards.&lt;br /&gt;
&lt;br /&gt;
The M1A2C is currently in the process of deployment to US Army units in the field due to the Factory getting done ahead of schedule, containing all the wonders of modern technology including but not limited to: &lt;br /&gt;
* More powerful shells like the M859A3 and A4, designed to penetrate the heavy reactive armor instead of brute forcing and setting off ERA panels.&lt;br /&gt;
* Improved view sights that are in color, so no more B&amp;amp;W guesswork.&lt;br /&gt;
* Better computer networks, data links, improved laser range finders, danger indicators, and improved meteorological sensors. Just better electronics in general.&lt;br /&gt;
* A shiny new Active Protection System to stop rocket weapons.&lt;br /&gt;
&lt;br /&gt;
The Abrams is a terrifyingly effective battering ram as well. Mostly due to its absurd speed and weight.  And how does it achieve that speed?  Why with its engine of course.  Specifically its gas turbine engine.  Seeing Sweden play around with turbines in the Strv-103 and hearing rumors that Russia was doing the same with the T-80, America got a little envious.  The Strv-103 weighs 40 tons with a 300 HP Boeing turbine designed for drones.  The M1 weighs 60 tons and has a &#039;&#039;&#039;1500&#039;&#039;&#039; HP Lyncoming (now produced by Honeywell) which was also marketed for heavy cargo helicopters. For context, this is the sort of horsepower you&#039;d expect to see on a small freight train.  The tradeoff is that its a logistics nightmare, measuring its fuel consumption in gallons per mile and can only drive about 6 hours before needing to refuel. This is mitigated somewhat by two things. First one is that the Abrams is able to use just about any type of fuel available. Jet fuel is standard issue but it can also take gasoline, diesel and marine diesel.(yes, that means fuel for sea vessels.) All very common among the military forces of NATO. The second is that the M1 Abrams is being fielded by a nation that has 718.69 &#039;&#039;&#039;billion&#039;&#039;&#039; in defense spending.&lt;br /&gt;
&lt;br /&gt;
A M1A3 variant is currently in development to design a lighter tank that may one day be more air transportable, as the M1A2&#039;s fat ass weighs in at 68 tons (the upgrade to fibre cabling alone shaved 2 tons!) meaning something like the C-5 Galaxy, one of the largest planes in the world, can only take off with two on board rather than the three that can physically fit in the cargo hold. This will be difficult as apparently politics make upgrades more affordable than new-ish tanks. Eventually, though, the mainframe of the tank will wear out and new ones will have to be manufactured. Eventually.&lt;br /&gt;
&lt;br /&gt;
The one noteworthy addition will be the long overdue Active Protection System (Trophy System), basically a system that shoots incoming projectiles like RPGs out of the air before they make contact with the tank proper. They bought the Trophy system from Israel because it&#039;s a more battle-tested system than the Quick Kill system (US development). The US&#039;s own Quick Kill system, similar to Trophy, accomplishes the same job. The US armed forces plans to use both in the latest versions of the Abrams by 2020.&lt;br /&gt;
&lt;br /&gt;
The US Army plans to field the M1A1 until the 2040s and the M1A2 until the 2060s. They also want the M1A3 to be upgraded to a [[Tau|railgun]]. Which is in the realm of possibility because the Abrams is already a modular platform. A new engine may even be able to power two downsized variants of the laser weapon System installed on the USS Ponce. Obviously replacing the M240s and M2 Brownings. Therefore, many Abrams now in service or not yet acquired would eventually be turned into drones after 2050. Renamed the QM1A3, QM1A4 and so fourth down the line. Said M1 Abrams drones would serve alongside a future tank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{US Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C02:20E0:0:0:0:C847</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=AMX-30&amp;diff=8072</id>
		<title>AMX-30</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=AMX-30&amp;diff=8072"/>
		<updated>2021-11-10T01:50:02Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C02:20E0:0:0:0:C847: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TFRAB1-04.jpg|right|300px|thumb|Le deh de gloire est arrivé!]]&lt;br /&gt;
{{topquote|Take care that none of them escapes.|Charlemagne}}&lt;br /&gt;
&lt;br /&gt;
Unfortunately for the French, their tank was the red-headed stepchild of the NATO family and has the worst traits of the Chieftain and the Leopard. Thankfully, these stepchildren come in droves and serve as the NATO counterpart of the East German tank hordes.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
[[file:TFRAB1-32.jpg|left|300px|thumb|Les stats, Monsieur]]&lt;br /&gt;
&lt;br /&gt;
The AMX-30 is the main tank for the French army, who decided that a tank should be killing units and rolling about rather than tanking for the rest of the battlegroup.&lt;br /&gt;
&lt;br /&gt;
Constructed using steel and chiffon, it has a side armor of 4 and lacks bazooka skirts, meaning side shots from light anti-tank weapons (LAWs, RPG-18s) will automatically penetrate while massed autocannons will eventually go through; 6 shots are needed at point-blank range to reliably kill one tank. It is also much more vulnerable to artillery than any other tank, with only 1 top armour making it as durable as an M113.&lt;br /&gt;
&lt;br /&gt;
The AMX-30 is the most spammable tank for NATO at the moment. Cheaper than the ANZAC and Canadian Leopard 1s, you can bring 3 tanks for 8 points or 4 tanks for 10 points, while your HQ platoon can only take 1 command tank at 2 points. If you decided that PACT tactics and NATO equipment are for you, French armoured squadrons will fill that niche very nicely.&lt;br /&gt;
&lt;br /&gt;
While AT19 without HEAT will find it impossible to destroy any 3rd Generation tanks (but will ignore Chobham, BDD or skirts on side shots compared to the [[AMX-10 RC]]), it will serve nicely when engaging most 2nd generation tanks (T-55s, M60s, Leopard 1s) while turning light armoured units inside out. Brutal guns allow massed AMX-30 fire to pulverize infantry platoons, even if they are dug in. Unfortunately, their ROF drops from 2 to 1 when moving and so you should use these units as stationary pillboxes for maximum hurt. They also lack stabilizers, so moving above 10 inches means no shots whatsoever.&lt;br /&gt;
&lt;br /&gt;
Compared to the AMX-10RC, the AMX-30 loses &#039;&#039;Scout&#039;&#039; and &#039;&#039;Spearhead&#039;&#039;, but gains enough armour to take a peppering of artillery or autocannon fire. The main gun also loses HEAT, meaning that anti-tank duties will probably require you to get in close unless going for side shots. This is perhaps a bit odd since the AMX-30 was armed with an advanced (for the time) HEAT round known as &#039;&#039;&amp;quot;Obus G&amp;quot;&#039;&#039;. You do also get an autocannon of your own with &#039;&#039;Anti-Helicopter&#039;&#039;, perfect against infantry in the open, helicopters, soft-skinned vehicles or anything that you&#039;d rather suppress than murder. &lt;br /&gt;
&lt;br /&gt;
Notably, the AMX-30 has one of the worst cross ratings of NATO tanks at 4+. Do not expect them to get through rough terrain without breaking down.&lt;br /&gt;
&lt;br /&gt;
As with other French units, do not let them take casualties unless you can justify losing the unit. Use your superior firepower to deliver the alpha strike and keep attacking: the French are at their weakest when enemies can shoot back.&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
&lt;br /&gt;
You might wonder why the French didn&#039;t (and don&#039;t) use the same Leopard tanks most of Europe does. The Leopard has rightfully earned its place in history as a Damn Fine Tank that in part defined what a second generation MBT should be like. Also, if all of NATO shared a tank it would make ammo and parts much easier to get if the commies did come a-knockin&#039;. So why reinvent the wheel and not just use the German tank? Between 1940 to 1945, they &#039;&#039;did&#039;&#039; just use German tanks. Advances in armor design rendered all French tanks in service in 1940 obsolete, not to mention France &amp;lt;s&amp;gt;surrendered immediately&amp;lt;/s&amp;gt; got overrun in a hurry, compelling Free French troops to make do with whatever they could get their hands on, from American M4 Shermans to German Panthers (side note the crew reports on these Panthers tend to be &#039;&#039;Scathing&#039;&#039;). There was even at least one Tiger I that was captured, turned around, and used by its Free French crew as they fought all the way to the German border.&lt;br /&gt;
&lt;br /&gt;
[[File:Amx30-amx30 01.jpg|300px|right|thumb|Pierre, I think we&#039;re lost....]] &lt;br /&gt;
&lt;br /&gt;
The answer to that is rather complex, but if you oversimplify just a bit, the main part of it is a certain General Charles de Gaulle. De Gaulle... hated Germans, despised the English and was adamant his France would *not* become an American protectorate like Roosevelt had envisioned at first (leading to some major political clashes during WWII, but that&#039;s another story). The embarrassment of World War II combined with that legendary French pride meant that the French Army insisted that any new French tank (or globally materiel) would be a FRENCH tank (materiel), built by Frenchmen in France (in the city of Roanne for the tanks, to be exact). It is a testimony to their stubbornness that to this day, France is one of the very few countries with their own tanks, airplanes, carrier, subs and nukes; so it did somewhat pay off in the end (at the cost of being seen as insufferable cunts by NATO, but I digress again...)&lt;br /&gt;
&lt;br /&gt;
Back to post-WWII: their first attempt at an indigenous tank, the ARL-44, was a failure: too big, too heavy, not enough firepower, not integrating the many design advances from the war. De Gaulle had to swallow his pride and make do with &#039;secondhand American cast-offs&#039; (his words) for a while, the French army being equipped with Pattons at first. But the French are nothing if stubborn and eventually they managed to come up with two solid designs: the AMX-13 light tank and the AMX-30 MBT. The vehicle&#039;s armour is light the tank is basically the least protected MBT of its generation. While the Leopard 1 and M60 had about 90mm to 100mm the AMX30 had 80mm as it was designed in the heyday of the HEAT round, when it was thought that the best way to prevent &amp;lt;s&amp;gt;HEAT death&amp;lt;/s&amp;gt; death to HEAT was to not get hit: hence the need for speed.&lt;br /&gt;
&lt;br /&gt;
You might expect at this point for us to mention how &#039;&#039;&amp;quot;the AMX-30 was not the most modern tank in the French arsenal and to expect another one&amp;quot;&#039;&#039;, the way we do on the T-72 and Chieftain pages, but the thing is: the AMX-30 was the most modern tank France had in 1985. The AMX-30&#039;s replacement was the Leclerc (often known as the AMX-56 despite [[Wat|this having no basis in any official document]]), which was introduced in 1992. At first glance this might seem to suggest that the French are out of luck as far as new models go, but that&#039;s not quite correct. In 1983 the Franks produced a prototype tank, the AMX-40 (the main difference between the AMX-40 and the AMX-30 is that the former was supposed to have a 120mm gun), which never took off in our timeline, but with a Soviet Union invasion could actually see the light of day in Team Yankee.&lt;br /&gt;
&lt;br /&gt;
{{French Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C02:20E0:0:0:0:C847</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Tzeentch&amp;diff=506546</id>
		<title>Total War Warhammer/Tactics/Tzeentch</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Tzeentch&amp;diff=506546"/>
		<updated>2021-11-10T01:32:22Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C02:20E0:0:0:0:C847: /* Generic Heroes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the general tactics page on how to play [[Tzeentch]] in [[Total War: WARHAMMER]].&lt;br /&gt;
&lt;br /&gt;
==Why Play Tzeentch==&lt;br /&gt;
*You love magic, and want every opportunity to cheese the FUCK out of it. &lt;br /&gt;
*The thing that appeals to you about Chaos are the strange, almost Lovecraftian creatures that swim around in it, and this is the best option for that.&lt;br /&gt;
*You want to act like everything is going [[Just As Planned]], even when everything is going horribly, horribly wrong.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*&#039;&#039;&#039;Magic&#039;&#039;&#039;: While you do only have 3 magic lores to pick from, you still look to be strong in the sense of just how many spells you will be able to pump out. The fact that you will have large magic pools, gain army spells are rewards for casting and the ability to pump up your magic on the campaign map will make you one of the most magic reliant armies in the game.&lt;br /&gt;
*&#039;&#039;&#039;Range&#039;&#039;&#039;: You will likely be the best ranged faction not just of all the Monogod faction, but of all the Chaos factions in general! (Not that you&#039;ll really have much competition in that regard.)&lt;br /&gt;
*&#039;&#039;&#039;Fire&#039;&#039;&#039;: You will have it aplenty with Flammers and Horrors in your roster. Anything that is weak to fire is going to burn and burn hard.&lt;br /&gt;
*&#039;&#039;&#039;Air Game&#039;&#039;&#039;: You have flying Daemons, flying chariots, Lords of Change, discs that allow your lords and heroes to fly, and flying cavalry on Frisbees of doom. Point is, with all the flying shit you have you should have a good amount of air control.&lt;br /&gt;
*&#039;&#039;&#039;Survivability with Skill&#039;&#039;&#039;: Barrier helps keep your units alive in the face of destruction. If you are good at cycle charging and keeping the barrier alive, you can go through a battle taking minimal casualties.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*&#039;&#039;&#039;Lack of CQC&#039;&#039;&#039;: Expect to be the worst of the Monogods in melee. Your Demons will have low armor and defense, and your Chaos Warriors &amp;lt;s&amp;gt;likely won&#039;t hold up as well as their brothers from the other Chaos gods&amp;lt;/s&amp;gt; [[Troll|don&#039;t actually exist]].&lt;br /&gt;
*&#039;&#039;&#039;Magic and Fire resistance&#039;&#039;&#039;: If you&#039;re fighting an opponent who has Magic and/or Fire Resistance, you may be in trouble. With the rework to Magic Resistance this won&#039;t be the worst thing ever for your infantry, but the reduced spell damage will suck because you will have a massive mana pool and will want to use it.&lt;br /&gt;
*&#039;&#039;&#039;Micro Intensive&#039;&#039;&#039;: This is not an army for beginners. It encourages cycle charging and keeping out of an opponents range all without much in the way of a frontline. It will be very unforgiving when it comes to mistakes so play these guys at your own risk.&lt;br /&gt;
*&#039;&#039;&#039;Lack of options&#039;&#039;&#039;: Not only do you have the smallest roster of the game 3 races (so far anyway), you have the smallest roster of any core Warhammer races. DLCS will likely fix this problem, but for now you don&#039;t have many choices to pick from.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Friend&amp;quot; is another word for &amp;quot;backstabber&amp;quot;&#039;&#039;&#039;: As with most of the daemonic factions, diplomacy is not your forte. While the Skaven are insane and duplicitous enough to consider working with you, and your mortal followers in the Beastmen, Warriors of Chaos, and Norsca are of course willing to help, you will not have too many options for diplomatic gestures beyond them.&lt;br /&gt;
*&#039;&#039;&#039;DLC&#039;&#039;&#039;: This is just a fair guess from the past. The mortal half of the army is very shallow and could use some fleshing out. Expect units to be held back for future Lord Packs.&lt;br /&gt;
&lt;br /&gt;
==Faction Traits==&lt;br /&gt;
*&#039;&#039;&#039;Barrier&#039;&#039;&#039;:You know how on the table top Tzeentch&#039;s mark typically gave an invulnerable save or +1 to an existing save? This is exactly that. A magical barrier that all Tzeentch units have. As long as some of the barrier is left, it will absorb the damage of anything that hits the unit. It probably won&#039;t be too big, but it&#039;ll be enough to buy your troops some time to do what they need to do. It recharges when out of combat, so it encourages a hit and run ranged style of combat the Tzeentch loves. Makes sure you keep it up because the vast majority of your units are squishy and won&#039;t take much of a beating from pretty much anything.&lt;br /&gt;
&lt;br /&gt;
==Lords==&lt;br /&gt;
&lt;br /&gt;
===Legendary Lords===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kairos Fateweaver&#039;&#039;&#039;:  Kairos, if done justice, will be one of the best magic users in the entire game. Every battle Kairos can pick spells from the other lores of magic on top of his Lore of Tzeentch. According to the Tzeentch roster article he is a fierce melee combatant, so it seems that they retconned him being weaker than a normal LOC in melee to make up for his absurd casting potential.  He&#039;ll likely be the only flying monogod chaos legendary lord at launch. His Staff of Tomorrow allows him to reset the cooldown of his spells and his Gaze of Tzeentch allows him to root an enemy in place and allow your little friends below to burn them to pieces. &lt;br /&gt;
&lt;br /&gt;
===Generic Lords===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039; Exalted Lord of Change&#039;&#039;&#039;: Budget Kairos. These guys will be uber powerful spellcasters, likely with Greater Arcane Conduit and Comes with the Lores of Metal and Tzeentch. Apparently they are still pretty strong in melee combat, so while they won&#039;t be able to go toe to toe with a Bloodthirster, they can still lay the whooping on most mortals. The Ability to fly also gives it a good chance to choose it&#039;s battles and get around the fight quickly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Herald of Tzeentch&#039;&#039;&#039;: He will be your standard Daemon mage, along with having some more support abilities for helping out units outside of magic. Compared to the Lord of Change he will probably be weaker in terms of magic in exchange for having more buffs and supportive elements. He can be mounted on a Disk and a Burning Chariot.&lt;br /&gt;
&lt;br /&gt;
==Heroes==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Legendary Heroes===&lt;br /&gt;
&lt;br /&gt;
===Generic Heroes===&lt;br /&gt;
*&#039;&#039;&#039;Iridescent Horror&#039;&#039;&#039;: Budget version of the Herald, allowing you to take one for a Lord of Change army or for your Legendary Lord. They have some Lotuses that allows them to buff troops in combat without using magic. They come with the Lores of Metal and Tzeentch and can mount up on a Disk and a Burning Chariot.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cultist of Tzeentch&#039;&#039;&#039;: Your Mortal hero and the only mage in your army that can use the Lore of Fire. The big reason you bring them is to summon more Daemons to the battlefield, all the way up to a Lord of Change (which will likely be campaign only, but then again the beastmen can pull a Cyrgor out of there asses so a LoC might be possible in multi, who knows.) Will probably get his ass cheeks handed to him by any decent melee fighter but makes up for it with spell casting and his Daemon summons.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Forsaken of Tzeentch&#039;&#039;&#039;: Your only dedicated melee infantry. They work very similar to the WoC version, though due to Barrier these guys will be slightly more resilient and make up more of a front line role rather than a fast flanker role. Will likely be your main frontline to protect your squishy Daemons for most of the game.&lt;br /&gt;
*&#039;&#039;&#039;Blue Horrors of Tzeentch&#039;&#039;&#039;: Horrors will have a flaming range attack to pepper enemies from afar, though they will likely be the worse of the lesser daemons in combat (not that they will be useless). They will serve as your chaff infantry, meant to throw off some magic volleys then run in and die to hold for your more important troops. The range attack is meant more so as a precursor attack before charging into melee&lt;br /&gt;
&lt;br /&gt;
===Missiles===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pink Horrors of Tzeentch&#039;&#039;&#039;: Upgrades to the blue guys. Has a better flaming range attack, and actually decent melee stats. Sadly, it has been confirmed that they will not split into Blue Horrors upon death. Will likely replace Blue Horrors once you have the money for them, as they do everything that they do but way better.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exalted Pink Horrors of Tzeentch&#039;&#039;&#039;: And the Pink Horrors will be replaced by these guys. They come with insane ranged damage, out damaging the elite skirmishers of other factions, and increase the Winds of Magic recharge rate for your army as long as they&#039;re alive. This will be one of your likely Doomstacks in the late game, as AP missiles combined with extra magic is something no one will want less of.&lt;br /&gt;
&lt;br /&gt;
===Cavalry===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaos Knights of Tzeentch:&#039;&#039;&#039; Your heavy cav, designed interestingly to be a more durable holding unit. They lack the heavy charge of most cav but in return they have heavy armor to block damage thrown at them. Combine this with Barrier, and this is a Cav unit actually designed more so to hold the line rather than to flank and cycle charge. They also cause fear, so they will be great against low leadership armies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Doom Knights&#039;&#039;&#039;: Chaos Knights riding discs of Tzeentch, equipped with polearms and shields. They are much squishier than the normal knights but in return are faster, can fly and hit much harder. They are said to be the best melee focused unit in the roster. With the Halberds, they are very likely to have Anti Large as well, making them good monster killers.&lt;br /&gt;
&lt;br /&gt;
===Chariots===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Burning Chariot:&#039;&#039;&#039; A flying ranged focused chariot that has one of the most devastating ranged attacks in the entire game. It can apparently shred infantry formations and monsters but has low armor to compensate. Probably won&#039;t be the best chariot in melee, but the ability to fly and shoot flames will likely make up for that.&lt;br /&gt;
&lt;br /&gt;
===War Beast===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaos Furies (Tzeentch)&#039;&#039;&#039;: Flying skirmisher harrassers who come with Barrier, allowing them to soak up slightly more damage than the Furies of the other gods. They hav vanguard allowing for better ambush and flanking potential. Will die if something so much as looks at them funny, so be careful with how long you leave them to fight.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Screamer:&#039;&#039;&#039; Flying Steve Irwin killers, who for some reason have human faces. Seriously go watch the World of Tzeentch trailer, his face is hilarious. Closest thing you have to light cavalry, these sky &amp;quot;sharks&amp;quot; (they&#039;re obviously manta rays, why the fuck does GW keep calling them sharks? Actually some sharks have a similar body shape to rays and both are cartilaginous fish in the same suborde- &amp;lt;span style=&#039;color:blue;font-size:1o0%&#039;&amp;gt;*ZAP* Nobody cares know-it-all&amp;lt;/span&amp;gt;) are designed for cycle charging infantry and taking out skirmishers and artillery.&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spawn of Tzeentch&#039;&#039;&#039;: Chaos Spawn but blue this time. Ok I guess Barrier makes them a bit more durable so they have more of a cycle charging role rather than a holding role of normal spawn. That&#039;s it, moving on.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flamers of Tzeentch&#039;&#039;&#039;: A mobile flamethrower unit that can pump out ludicrous damage to unarmored targets. Apparently still ok in melee, though don&#039;t expect them to last long against most dedicated melee units. They require good positioning to use effectively.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exalted Flamer:&#039;&#039;&#039; A single entity purple version that has one of the most devastating ranged attacks in the game, able to deal heavy damage to both infantry and large units. Downside is that it has very limited ammo, so every shot has to count. It also applies Fire weakness in both melee and ranged, allowing it to set up your other unit to do more damage to the enemy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soul Grinder of Tzeentch&#039;&#039;&#039;: This thing channels the power of Zeus to chuck lightning bolts from its hands that do AP and Anti Large damage. It seems to be a very versatile unit as it can deal with large units from afar and still deal some good damage up close. It also has magic attacks, so it will also be hitting for most of its damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lord of Change&#039;&#039;&#039; A flying bird that is said to be a full spellcaster. Whether this means it has a bunch of bound spells or can use the Winds of Magic like a normal mage is unclear. It is a decent monster in melee, though don&#039;t expect it to go toe to toe with a Bloodthirster any time soon. Can get more spells through campaign tech.&lt;br /&gt;
&lt;br /&gt;
==Multiplayer Strategies==&lt;br /&gt;
Barrier is one of the most interesting passive abilities in the game, and combine that with your focus on range, flying and magic, you are a heavy hit and run faction. The main strategy is to get your troops in to blast the enemy from range or fly them in, have the barrier soak up any damage they take, pull them out to have the barrier recharge, then send them back in again. You are designed for cycle charging and keeping the opponent as far away as possible while still being able to blast them to pieces. Because if any dedicated melee faction gets into your troops and you can&#039;t pull them out, they will be going to kiss Tzeentch&#039;s blue feathered ass faster than [[Magnus the Red|Magnus]] after Prospero burned down. You will be an incredibly scary ranged faction with a ton of great fliers and mages, just stay out of melee. Here is how you can formulate your plans for Tzeentch:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Beastmen| Beastmen]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Bretonnia| Bretonnia]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Warriors of Chaos| Warriors of Chaos]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dark Elves| Dark Elves]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dwarfs| Dwarfs]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Empire| Empire]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Grand Cathay| Grand Cathay]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Greenskins| Greenskins]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/High Elves| High Elves]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Khorne|Khorne]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Kislev|Kislev]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Lizardmen| Lizardmen]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Norsca| Norsca]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Nurgle| Nurgle]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Ogre Kingdoms| Ogre Kingdoms]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Skaven| Skaven]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Slaanesh| Slaanesh]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tomb Kings| Tomb Kings]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tzeentch&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Coast| Vampire Coast]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Counts| Vampire Counts]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Wood Elves| Wood Elves]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C02:20E0:0:0:0:C847</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Troll&amp;diff=512250</id>
		<title>Troll</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Troll&amp;diff=512250"/>
		<updated>2021-11-10T00:19:46Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C02:20E0:0:0:0:C847: /* Monstergirls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
&#039;&#039;This page is devoted to the &#039;&#039;&#039;[[Monster]]&#039;&#039;&#039; Troll. For the online use of the term, see [[Internet Troll]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Trolls originated in European mythology, with the iconic forms hailing from Scandinavian myths, though similar creatures like &#039;&#039;[[Oni]]&#039;&#039; or even Bigfoot exist in other cultures. Other than that, it&#039;s really hard to pin down what a &amp;quot;troll&amp;quot; officially is. According to [[TVTropes]], this is because whenever one european culture didn&#039;t have a word for one of the monsters in another one&#039;s folklore, it was translated simply as &amp;quot;troll.&amp;quot; Often they&#039;re big dumb brutes who turn to stone in sun light; one of the most well-known examples of these in fantasy literature would be the three trolls in [[Tolkien]]&#039;s &#039;&#039;[[The Hobbit]]&#039;&#039;. Norse myths go further and say these trolls are descended from or otherwise related to [[giant]]s, or &#039;&#039;Jötnar&#039;&#039;. Other times, they are portrayed as smaller, social beings that can turn invisible and hoard gold and treasure, a bit like [[dwarf|dwarves]] or [[gnome]]s. They&#039;re usually portrayed as fairly ugly, but not always; female trolls being [[monstergirls|surprisingly gorgeous, if inhuman]] isn&#039;t unheard of - for example, the Scandinavian [[Huldra]] is technically a female troll, but looks more like a [[nymph]] with a fox&#039;s or cow&#039;s tail, and/or a back that is either covered in bark or &amp;quot;hollow like a rotting tree&amp;quot;, who just so happens to be as strong as ten men and very interested in securing a human husband.&lt;br /&gt;
&lt;br /&gt;
In fantasy gaming, trolls are typically the next step up from or equivalent to [[ogre]]s in the scale of &amp;quot;monstrous humanoids&amp;quot;. Generally regarded as being [[giant-kin]], due to the [[giant]]/troll/[[ogre]] overlap in European folklore, trolls are usually portrayed as being incredibly dim-witted but savage, strong and tough. They may also have one or two innate magical abilities to further differentiate them from ogres, with the most iconic of these being the ability to regenerate, thanks to the influence of [[Dungeons &amp;amp; Dragons]].&lt;br /&gt;
&lt;br /&gt;
==D&amp;amp;D==&lt;br /&gt;
[[File:Troll MC 2e.jpg|right|300px|thumb|&amp;quot;Come give granny a hug!&amp;quot;]]&lt;br /&gt;
The [[Dungeons &amp;amp; Dragons]] Troll (and, by extension, the [[Pathfinder]] Troll) is a lesser [[giant]]-offshoot race who are somewhere between [[ogre]]s and [[Hill Giant|hill giants]] in size, but not quite as stupid as either.  However, they are still utterly savage due to an intense hunger, a side-effect of their powerful regenerative abilities. Nullified only by acid or fire, trollish regeneration has risen and fallen in terms of raw power over the edition - back in [[Advanced Dungeons &amp;amp; Dragons]], for example, they literally &#039;&#039;could not die&#039;&#039; unless you burned the corpse with fire or chemicals, although certain &amp;quot;bodily destructive&amp;quot; spells like Disintegrate or Petrify could usually kill them as well, if your DM agreed.&lt;br /&gt;
&lt;br /&gt;
D&amp;amp;D trolls were also highly mutable, with many different varieties arising as a result of dwelling place (the Scrags are amphibious trolls who need to be immersed in water to regenerate) or a result of hybridization with other giants (two-headed trolls descending from troll/[[ettin]] crossbreeding). Between the sheer variety of trolls, plus the addition of templates in 3.5, fighting them could be just as frustrating as fighting [[slime]]s as you tried to figure out what you were battling (for example, is it a Rock Troll, who only dies to Acid or Sonic Attacks? Or a Fire Troll, who only dies to Cold and Acid?) and how to kill it. In fact, with the right templates, a killer DM style [[GM|gamesmaster]] could build a troll you could only kill if you &#039;&#039;strangled or drowned it&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Before you ask why D&amp;amp;D trolls regenerate, apparently it&#039;s because they were inspired by Poul Anderson’s &#039;&#039;Three Hearts and Three Lions&#039;&#039;, where regenerating trolls are an enemy defeated at one point.&lt;br /&gt;
&lt;br /&gt;
D&amp;amp;D Trolls have their own [[god]] (or at least [[Demon Prince]]) named [[Vaprak]], whom they share with [[Ogres]].&lt;br /&gt;
&lt;br /&gt;
And they suffer [[nilbog]]ism, becoming the Llort. If you think [[Fiend Factory]] deserves a hearing after disgracing itself with the [[Fiend Folio]], in which case you are a more forgiving person that most of us here.&lt;br /&gt;
&lt;br /&gt;
===D&amp;amp;D Troll PCs===&lt;br /&gt;
In BECMI, Trolls were amongst the &amp;quot;humanoid&amp;quot; races given a PC writeup in the Orcs of Thar splatbook. They stand out for having the highest XP requirements in the game, but between their regeneration ability and the ridiculously high (for the edition) number of hit points they were scoring? It was kind of justified.&lt;br /&gt;
&lt;br /&gt;
::Troll Ability Modifiers: +2 Strength, -2 Dexterity, -2 Intelligent, -2 Wisdom, -2 Charisma&lt;br /&gt;
::Troll Minimum Strength: 16&lt;br /&gt;
::Note: Like all Humanoids from &amp;quot;The Orcs of Thar&amp;quot;, a Troll has racial ability score caps of 18 in all scores bar [[Intelligence]] and [[Wisdom]], which are capped at 16.&lt;br /&gt;
::Note: Like all Humanoids from &amp;quot;The Orcs of Thar&amp;quot;, a Troll determines its [[Charisma]] score for interacting with [[human]]s and [[demihuman]]s by dividing its Charisma score by 3 (rounding down) and subtacting the result from - not the normal 9, but an 8, such is their terrifying appearance and reputation.&lt;br /&gt;
::Troll Natural Armor Class: 9&lt;br /&gt;
::Troll PCs retain their [[Regeneration]] (starts healing 3 rounds after first injured, heals 3 hit points per round, can&#039;t regenerate wounds inflicted by fire/acid, can&#039;t die unless destroyed with fire/acid), but this ability doesn&#039;t develop until they reach Normal Monster status (Level 0).&lt;br /&gt;
::Can become a [[Shaman]] (4th level) or a [[Wokani]] (2nd level).&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
!Troll&#039;s level || XP Required || Troll&#039;s hit dice&lt;br /&gt;
|-&lt;br /&gt;
|Whelp (-3)||-35,200||3d8+2&lt;br /&gt;
|-&lt;br /&gt;
|Youngster (-2)||-26,400||4d8+2&lt;br /&gt;
|-&lt;br /&gt;
|Teenager (-1)||-17,600||5d8+3&lt;br /&gt;
|-&lt;br /&gt;
|0||0||6d8+3&lt;br /&gt;
|-&lt;br /&gt;
|1||35,200||7d8+4&lt;br /&gt;
|-&lt;br /&gt;
|2||105,600||8d8+4&lt;br /&gt;
|-&lt;br /&gt;
|3||246,400||-&lt;br /&gt;
|-&lt;br /&gt;
|4||528,000||9d8+5&lt;br /&gt;
|-&lt;br /&gt;
|5||828,000||10d8+5&lt;br /&gt;
|-&lt;br /&gt;
|6||1,128,000||11d8+5&lt;br /&gt;
|-&lt;br /&gt;
|7||1,428,000||-&lt;br /&gt;
|-&lt;br /&gt;
|8||1,728,000||12d8+5&lt;br /&gt;
|-&lt;br /&gt;
|9||2,028,000||+2 Hit Points&lt;br /&gt;
|-&lt;br /&gt;
|Subsequent||300,000||+2 Hit Points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Gallery===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Troll 1e.jpg|1e&lt;br /&gt;
Troll MM 2e.png|2e&lt;br /&gt;
Troll 3e.jpg|3e&lt;br /&gt;
Troll 4e.jpg|4e&lt;br /&gt;
Troll 5e.jpg|5e&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D1e-Races}}&lt;br /&gt;
[[Category: Giants]]&lt;br /&gt;
&lt;br /&gt;
==Shadowrun==&lt;br /&gt;
In [[Shadowrun]], trolls are essentially the game&#039;s equivalent to [[ogre]]s, being a relative of the [[orc]] metahuman strain who grows even larger and more powerful, with pronounced bony growths, mostly in the form of long, curling, ram-like horns sprouting from the skull.&lt;br /&gt;
&lt;br /&gt;
==Warhammer Fantasy==&lt;br /&gt;
In [[Warhammer]] Fantasy, trolls are one of the races allied with the [[Orcs &amp;amp; Goblins]] army, being one of the few creatures even stupider and more brutal than the greenskins. These ogre-like [[Chaos]]-touched humanoids are mindless predators, who&#039;ll eat just about anything courtesy of hyper-corrosive stomach juices. This meant that not only could they regenerate and appear in mutant varieties for more killing power (rock trolls that were magic resistant due to turning partially into living stone as a result of eating too much rock, for example), but they could also wipe out whole regiments of heavily armoured foes by puking on them. For many years GeeDubs had managed to acquire (re: Throw some food towards and then beat them around the head) some Stone Trolls to provide menial labour in their Mail Order division. However after a dispute, they demanded to be renamed something less conspicuous to what they actually were. After all, it is hard to kill and eat interns if they can see the obvious signs of troll life in the warehouse. Renamed to &#039;Troggoth&#039; in [[Age of Sigmar]] and grouped into [[Gloomspite Gitz]].&lt;br /&gt;
&lt;br /&gt;
==Monster Hunter International==&lt;br /&gt;
[[Monster Hunter International]] Trolls are much like the D&amp;amp;D Troll. They are big, green, ugly, strong and regenerate while being weak to fire. There&#039;s one critical difference though: They&#039;re also highly proficient at non-in-person communication methods. In the past they were primarily mail and phone scammers (eg Nigerian prince). Now they are hackers and, yes, &#039;&#039;&#039;internet&#039;&#039;&#039; trolls.&lt;br /&gt;
&lt;br /&gt;
==Monstergirls==&lt;br /&gt;
[[File:MGE Troll.jpg|thumb|right|250px|With how diversely trolls look, this is a perfectly legitimate depiction of a female troll. (No we don&#039;t know where her nipples are either)]]&lt;br /&gt;
&lt;br /&gt;
{{monstergirls}}&lt;br /&gt;
&lt;br /&gt;
Troll [[monstergirl]]s are a touch rare, mostly because, due to what defines a troll being so diverse, they are all-too-often easily confused with [[ogre]] monster-girls.&lt;br /&gt;
&lt;br /&gt;
An artist called F.K. Andersson (now known as [https://www.deviantart.com/derangedmeowmeow DerangedMeowMeow]) portrays his female trolls as inspired by Shadowrun&#039;s trolls; tall, curvaceous [[musclegirl]]s with lion-like tails, cute little tusks, and curling ram-like horns. They regularly seek out humans to interbreed with (as do their male counterparts, who are likewise portrayed as fairly handsome) because prolonged interbreeding with only trolls causes them to devolve into hideous, mindless monsters, forcing them to regularly &amp;quot;supplement&amp;quot; their blood with human blood. Still, the couples tend to be happy.&lt;br /&gt;
&lt;br /&gt;
The [[Huldra]] is an actual mythical &amp;quot;troll&amp;quot; who is portrayed as being both very attractive and very interested in winning herself a human husband.&lt;br /&gt;
&lt;br /&gt;
The [[Monster Girl Encyclopedia]] bases its trolls on Germanic myths, predominantly Swedish; their trolls are shy, gentle and affectionate humanoids with big ears, oversized hands &amp;amp; feet, and cute little cow-like tails. They suffer an inferiority complex about their appendages, as well as their strongly arousing feminine musk, and so decorate themselves with flowers to try and make themselves &amp;quot;look pretty&amp;quot;. They possess a powerful natural affinity for earth [[elementalism]], and some forward-thinking individuals have actually sought them out as brides, hoping that when the Demon Lord finally gets past the Chief God&#039;s &amp;quot;no men born of monsters!&amp;quot; curse, their sons will likewise be powerful [[wizard]]s with prodigious affinity for the magics of earth and plants.&lt;br /&gt;
&lt;br /&gt;
[[Category:Monsters]] [[Category: Roleplaying]]&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C02:20E0:0:0:0:C847</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Tzeentch&amp;diff=506544</id>
		<title>Total War Warhammer/Tactics/Tzeentch</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Tzeentch&amp;diff=506544"/>
		<updated>2021-11-07T06:14:17Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C02:20E0:0:0:0:C847: /* Faction Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the general tactics page on how to play [[Tzeentch]] in [[Total War: WARHAMMER]].&lt;br /&gt;
&lt;br /&gt;
==Why Play Tzeentch==&lt;br /&gt;
*You love magic, and want every opportunity to cheese the FUCK out of it. &lt;br /&gt;
*The thing that appeals to you about Chaos are the strange, almost Lovecraftian creatures that swim around in it, and this is the best option for that.&lt;br /&gt;
*You want to act like everything is going [[Just As Planned]], even when everything is going horribly, horribly wrong.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*&#039;&#039;&#039;Magic&#039;&#039;&#039;: While you do only have 3 magic lores to pick from, you still look to be strong in the sense of just how many spells you will be able to pump out. The fact that you will have large magic pools, gain army spells are rewards for casting and the ability to pump up your magic on the campaign map will make you one of the most magic reliant armies in the game.&lt;br /&gt;
*&#039;&#039;&#039;Range&#039;&#039;&#039;: You will likely be the best ranged faction not just of all the Monogod faction, but of all the Chaos factions in general! (Not that you&#039;ll really have much competition in that regard.)&lt;br /&gt;
*&#039;&#039;&#039;Fire&#039;&#039;&#039;: You will have it aplenty with Flammers and Horrors in your roster. Anything that is weak to fire is going to burn and burn hard.&lt;br /&gt;
*&#039;&#039;&#039;Air Game&#039;&#039;&#039;: You have flying Daemons, flying chariots, Lords of Change, discs that allow your lords and heroes to fly, and flying cavalry on Frisbees of doom. Point is, with all the flying shit you have you should have a good amount of air control.&lt;br /&gt;
*&#039;&#039;&#039;Survivability with Skill&#039;&#039;&#039;: Barrier helps keep your units alive in the face of destruction. If you are good at cycle charging and keeping the barrier alive, you can go through a battle taking minimal casualties.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*&#039;&#039;&#039;Lack of CQC&#039;&#039;&#039;: Expect to be the worst of the Monogods in melee. Your Demons will have low armor and defense, and your Chaos Warriors &amp;lt;s&amp;gt;likely won&#039;t hold up as well as their brothers from the other Chaos gods&amp;lt;/s&amp;gt; [[Troll|don&#039;t actually exist]].&lt;br /&gt;
*&#039;&#039;&#039;Magic and Fire resistance&#039;&#039;&#039;: If you&#039;re fighting an opponent who has Magic and/or Fire Resistance, you may be in trouble. With the rework to Magic Resistance this won&#039;t be the worst thing ever for your infantry, but the reduced spell damage will suck because you will have a massive mana pool and will want to use it.&lt;br /&gt;
*&#039;&#039;&#039;Micro Intensive&#039;&#039;&#039;: This is not an army for beginners. It encourages cycle charging and keeping out of an opponents range all without much in the way of a frontline. It will be very unforgiving when it comes to mistakes so play these guys at your own risk.&lt;br /&gt;
*&#039;&#039;&#039;Lack of options&#039;&#039;&#039;: Not only do you have the smallest roster of the game 3 races (so far anyway), you have the smallest roster of any core Warhammer races. DLCS will likely fix this problem, but for now you don&#039;t have many choices to pick from.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Friend&amp;quot; is another word for &amp;quot;backstabber&amp;quot;&#039;&#039;&#039;: As with most of the daemonic factions, diplomacy is not your forte. While the Skaven are insane and duplicitous enough to consider working with you, and your mortal followers in the Beastmen, Warriors of Chaos, and Norsca are of course willing to help, you will not have too many options for diplomatic gestures beyond them.&lt;br /&gt;
*&#039;&#039;&#039;DLC&#039;&#039;&#039;: This is just a fair guess from the past. The mortal half of the army is very shallow and could use some fleshing out. Expect units to be held back for future Lord Packs.&lt;br /&gt;
&lt;br /&gt;
==Faction Traits==&lt;br /&gt;
*&#039;&#039;&#039;Barrier&#039;&#039;&#039;:You know how on the table top Tzeentch&#039;s mark typically gave an invulnerable save or +1 to an existing save? This is exactly that. A magical barrier that all Tzeentch units have. As long as some of the barrier is left, it will absorb the damage of anything that hits the unit. It probably won&#039;t be too big, but it&#039;ll be enough to buy your troops some time to do what they need to do. It recharges when out of combat, so it encourages a hit and run ranged style of combat the Tzeentch loves. Makes sure you keep it up because the vast majority of your units are squishy and won&#039;t take much of a beating from pretty much anything.&lt;br /&gt;
&lt;br /&gt;
==Lords==&lt;br /&gt;
&lt;br /&gt;
===Legendary Lords===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kairos Fateweaver&#039;&#039;&#039;:  Kairos, if done justice, will be one of the best magic users in the entire game. Every battle Kairos can pick spells from the other lores of magic on top of his Lore of Tzeentch. According to the Tzeentch roster article he is a fierce melee combatant, so it seems that they retconned him being weaker than a normal LOC in melee to make up for his absurd casting potential.  He&#039;ll likely be the only flying monogod chaos legendary lord at launch. His Staff of Tomorrow allows him to reset the cooldown of his spells and his Gaze of Tzeentch allows him to root an enemy in place and allow your little friends below to burn them to pieces. &lt;br /&gt;
&lt;br /&gt;
===Generic Lords===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039; Exalted Lord of Change&#039;&#039;&#039;: Budget Kairos. These guys will be uber powerful spellcasters, likely with Greater Arcane Conduit and Comes with the Lores of Metal and Tzeentch. Apparently they are still pretty strong in melee combat, so while they won&#039;t be able to go toe to toe with a Bloodthirster, they can still lay the whooping on most mortals. The Ability to fly also gives it a good chance to choose it&#039;s battles and get around the fight quickly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Herald of Tzeentch&#039;&#039;&#039;: He will be your standard Daemon mage, along with having some more support abilities for helping out units outside of magic. Compared to the Lord of Change he will probably be weaker in terms of magic in exchange for having more buffs and supportive elements. He can be mounted on a Disk and a Burning Chariot.&lt;br /&gt;
&lt;br /&gt;
==Heroes==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Legendary Heroes===&lt;br /&gt;
&lt;br /&gt;
===Generic Heroes===&lt;br /&gt;
*&#039;&#039;&#039;Iridescent Horror&#039;&#039;&#039;: Budget version of the Herald, allowing you to take one for a Lord of Change army or for your Legendary Lord. They have some Lotuses that allows them to buff troops in combat without using magic. They come with the Lores of Metal and Tzeentch and can mount up on a Disk and a Burning Chariot.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cultist of Tzeentch&#039;&#039;&#039;: Your Mortal hero and the only mage in your army that can use the Lore of Fire. The big reason you bring them is to summon more Daemons to the battlefield, all the way up to a Lord of Change (which will likely be campaign only, though some summons are likely for multiplayer.) Will probably get his ass cheeks handed to him by any decent melee fighter but makes up for it with spell casting and his Daemon summons.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Forsaken of Tzeentch&#039;&#039;&#039;: Your only dedicated melee infantry. They work very similar to the WoC version, though due to Barrier these guys will be slightly more resilient and make up more of a front line role rather than a fast flanker role. Will likely be your main frontline to protect your squishy Daemons for most of the game.&lt;br /&gt;
*&#039;&#039;&#039;Blue Horrors of Tzeentch&#039;&#039;&#039;: Horrors will have a flaming range attack to pepper enemies from afar, though they will likely be the worse of the lesser daemons in combat (not that they will be useless). They will serve as your chaff infantry, meant to throw off some magic volleys then run in and die to hold for your more important troops. The range attack is meant more so as a precursor attack before charging into melee&lt;br /&gt;
&lt;br /&gt;
===Missiles===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pink Horrors of Tzeentch&#039;&#039;&#039;: Upgrades to the blue guys. Has a better flaming range attack, and actually decent melee stats. Sadly, it has been confirmed that they will not split into Blue Horrors upon death. Will likely replace Blue Horrors once you have the money for them, as they do everything that they do but way better.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exalted Pink Horrors of Tzeentch&#039;&#039;&#039;: And the Pink Horrors will be replaced by these guys. They come with insane ranged damage, out damaging the elite skirmishers of other factions, and increase the Winds of Magic recharge rate for your army as long as they&#039;re alive. This will be one of your likely Doomstacks in the late game, as AP missiles combined with extra magic is something no one will want less of.&lt;br /&gt;
&lt;br /&gt;
===Cavalry===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaos Knights of Tzeentch:&#039;&#039;&#039; Your heavy cav, designed interestingly to be a more durable holding unit. They lack the heavy charge of most cav but in return they have heavy armor to block damage thrown at them. Combine this with Barrier, and this is a Cav unit actually designed more so to hold the line rather than to flank and cycle charge. They also cause fear, so they will be great against low leadership armies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Doom Knights&#039;&#039;&#039;: Chaos Knights riding discs of Tzeentch, equipped with polearms and shields. They are much squishier than the normal knights but in return are faster, can fly and hit much harder. They are said to be the best melee focused unit in the roster. With the Halberds, they are very likely to have Anti Large as well, making them good monster killers.&lt;br /&gt;
&lt;br /&gt;
===Chariots===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Burning Chariot:&#039;&#039;&#039; A flying ranged focused chariot that has one of the most devastating ranged attacks in the entire game. It can apparently shred infantry formations and monsters but has low armor to compensate. Probably won&#039;t be the best chariot in melee, but the ability to fly and shoot flames will likely make up for that.&lt;br /&gt;
&lt;br /&gt;
===War Beast===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaos Furies (Tzeentch)&#039;&#039;&#039;: Flying skirmisher harrassers who come with Barrier, allowing them to soak up slightly more damage than the Furies of the other gods. They hav vanguard allowing for better ambush and flanking potential. Will die if something so much as looks at them funny, so be careful with how long you leave them to fight.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Screamer:&#039;&#039;&#039; Flying Steve Irwin killers, who for some reason have human faces. Seriously go watch the World of Tzeentch trailer, his face is hilarious. Closest thing you have to light cavalry, these sky &amp;quot;sharks&amp;quot; (they&#039;re obviously manta rays, why the fuck does GW keep calling them sharks? Actually some sharks have a similar body shape to rays and both are cartilaginous fish in the same suborde- &amp;lt;span style=&#039;color:blue;font-size:1o0%&#039;&amp;gt;*ZAP* Nobody cares know-it-all&amp;lt;/span&amp;gt;) are designed for cycle charging infantry and taking out skirmishers and artillery.&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spawn of Tzeentch&#039;&#039;&#039;: Chaos Spawn but blue this time. Ok I guess Barrier makes them a bit more durable so they have more of a cycle charging role rather than a holding role of normal spawn. That&#039;s it, moving on.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flamers of Tzeentch&#039;&#039;&#039;: A mobile flamethrower unit that can pump out ludicrous damage to unarmored targets. Apparently still ok in melee, though don&#039;t expect them to last long against most dedicated melee units. They require good positioning to use effectively.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exalted Flamer:&#039;&#039;&#039; A single entity purple version that has one of the most devastating ranged attacks in the game, able to deal heavy damage to both infantry and large units. Downside is that it has very limited ammo, so every shot has to count. It also applies Fire weakness in both melee and ranged, allowing it to set up your other unit to do more damage to the enemy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soul Grinder of Tzeentch&#039;&#039;&#039;: This thing channels the power of Zeus to chuck lightning bolts from its hands that do AP and Anti Large damage. It seems to be a very versatile unit as it can deal with large units from afar and still deal some good damage up close. It also has magic attacks, so it will also be hitting for most of its damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lord of Change&#039;&#039;&#039; A flying bird that is said to be a full spellcaster. Whether this means it has a bunch of bound spells or can use the Winds of Magic like a normal mage is unclear. It is a decent monster in melee, though don&#039;t expect it to go toe to toe with a Bloodthirster any time soon. Can get more spells through campaign tech.&lt;br /&gt;
&lt;br /&gt;
==Multiplayer Strategies==&lt;br /&gt;
Barrier is one of the most interesting passive abilities in the game, and combine that with your focus on range, flying and magic, you are a heavy hit and run faction. The main strategy is to get your troops in to blast the enemy from range or fly them in, have the barrier soak up any damage they take, pull them out to have the barrier recharge, then send them back in again. You are designed for cycle charging and keeping the opponent as far away as possible while still being able to blast them to pieces. Because if any dedicated melee faction gets into your troops and you can&#039;t pull them out, they will be going to kiss Tzeentch&#039;s blue feathered ass faster than [[Magnus the Red|Magnus]] after Prospero burned down. You will be an incredibly scary ranged faction with a ton of great fliers and mages, just stay out of melee. Here is how you can formulate your plans for Tzeentch:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Beastmen| Beastmen]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Bretonnia| Bretonnia]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Warriors of Chaos| Warriors of Chaos]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dark Elves| Dark Elves]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dwarfs| Dwarfs]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Empire| Empire]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Grand Cathay| Grand Cathay]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Greenskins| Greenskins]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/High Elves| High Elves]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Khorne|Khorne]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Kislev|Kislev]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Lizardmen| Lizardmen]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Norsca| Norsca]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Nurgle| Nurgle]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Skaven| Skaven]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Slaanesh| Slaanesh]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tomb Kings| Tomb Kings]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;Tzeentch&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Coast| Vampire Coast]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Counts| Vampire Counts]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Wood Elves| Wood Elves]]&#039;&#039;&#039;:&lt;br /&gt;
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[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C02:20E0:0:0:0:C847</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Tzeentch&amp;diff=506543</id>
		<title>Total War Warhammer/Tactics/Tzeentch</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Tzeentch&amp;diff=506543"/>
		<updated>2021-11-07T06:14:01Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C02:20E0:0:0:0:C847: /* Faction Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the general tactics page on how to play [[Tzeentch]] in [[Total War: WARHAMMER]].&lt;br /&gt;
&lt;br /&gt;
==Why Play Tzeentch==&lt;br /&gt;
*You love magic, and want every opportunity to cheese the FUCK out of it. &lt;br /&gt;
*The thing that appeals to you about Chaos are the strange, almost Lovecraftian creatures that swim around in it, and this is the best option for that.&lt;br /&gt;
*You want to act like everything is going [[Just As Planned]], even when everything is going horribly, horribly wrong.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*&#039;&#039;&#039;Magic&#039;&#039;&#039;: While you do only have 3 magic lores to pick from, you still look to be strong in the sense of just how many spells you will be able to pump out. The fact that you will have large magic pools, gain army spells are rewards for casting and the ability to pump up your magic on the campaign map will make you one of the most magic reliant armies in the game.&lt;br /&gt;
*&#039;&#039;&#039;Range&#039;&#039;&#039;: You will likely be the best ranged faction not just of all the Monogod faction, but of all the Chaos factions in general! (Not that you&#039;ll really have much competition in that regard.)&lt;br /&gt;
*&#039;&#039;&#039;Fire&#039;&#039;&#039;: You will have it aplenty with Flammers and Horrors in your roster. Anything that is weak to fire is going to burn and burn hard.&lt;br /&gt;
*&#039;&#039;&#039;Air Game&#039;&#039;&#039;: You have flying Daemons, flying chariots, Lords of Change, discs that allow your lords and heroes to fly, and flying cavalry on Frisbees of doom. Point is, with all the flying shit you have you should have a good amount of air control.&lt;br /&gt;
*&#039;&#039;&#039;Survivability with Skill&#039;&#039;&#039;: Barrier helps keep your units alive in the face of destruction. If you are good at cycle charging and keeping the barrier alive, you can go through a battle taking minimal casualties.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*&#039;&#039;&#039;Lack of CQC&#039;&#039;&#039;: Expect to be the worst of the Monogods in melee. Your Demons will have low armor and defense, and your Chaos Warriors &amp;lt;s&amp;gt;likely won&#039;t hold up as well as their brothers from the other Chaos gods&amp;lt;/s&amp;gt; [[Troll|don&#039;t actually exist]].&lt;br /&gt;
*&#039;&#039;&#039;Magic and Fire resistance&#039;&#039;&#039;: If you&#039;re fighting an opponent who has Magic and/or Fire Resistance, you may be in trouble. With the rework to Magic Resistance this won&#039;t be the worst thing ever for your infantry, but the reduced spell damage will suck because you will have a massive mana pool and will want to use it.&lt;br /&gt;
*&#039;&#039;&#039;Micro Intensive&#039;&#039;&#039;: This is not an army for beginners. It encourages cycle charging and keeping out of an opponents range all without much in the way of a frontline. It will be very unforgiving when it comes to mistakes so play these guys at your own risk.&lt;br /&gt;
*&#039;&#039;&#039;Lack of options&#039;&#039;&#039;: Not only do you have the smallest roster of the game 3 races (so far anyway), you have the smallest roster of any core Warhammer races. DLCS will likely fix this problem, but for now you don&#039;t have many choices to pick from.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Friend&amp;quot; is another word for &amp;quot;backstabber&amp;quot;&#039;&#039;&#039;: As with most of the daemonic factions, diplomacy is not your forte. While the Skaven are insane and duplicitous enough to consider working with you, and your mortal followers in the Beastmen, Warriors of Chaos, and Norsca are of course willing to help, you will not have too many options for diplomatic gestures beyond them.&lt;br /&gt;
*&#039;&#039;&#039;DLC&#039;&#039;&#039;: This is just a fair guess from the past. The mortal half of the army is very shallow and could use some fleshing out. Expect units to be held back for future Lord Packs.&lt;br /&gt;
&lt;br /&gt;
==Faction Traits==&lt;br /&gt;
*&#039;&#039;&#039;Barrier&#039;&#039;&#039;:You know how on the table top Tzeentch&#039;s mark typically gave an invulnerable save or +1 to an existing save? This exactly that. A magical barrier that all Tzeentch units have. As long as some of the barrier is left, it will absorb the damage of anything that hits the unit. It probably won&#039;t be too big, but it&#039;ll be enough to buy your troops some time to do what they need to do. It recharges when out of combat, so it encourages a hit and run ranged style of combat the Tzeentch loves. Makes sure you keep it up because the vast majority of your units are squishy and won&#039;t take much of a beating from pretty much anything.&lt;br /&gt;
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==Lords==&lt;br /&gt;
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===Legendary Lords===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kairos Fateweaver&#039;&#039;&#039;:  Kairos, if done justice, will be one of the best magic users in the entire game. Every battle Kairos can pick spells from the other lores of magic on top of his Lore of Tzeentch. According to the Tzeentch roster article he is a fierce melee combatant, so it seems that they retconned him being weaker than a normal LOC in melee to make up for his absurd casting potential.  He&#039;ll likely be the only flying monogod chaos legendary lord at launch. His Staff of Tomorrow allows him to reset the cooldown of his spells and his Gaze of Tzeentch allows him to root an enemy in place and allow your little friends below to burn them to pieces. &lt;br /&gt;
&lt;br /&gt;
===Generic Lords===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039; Exalted Lord of Change&#039;&#039;&#039;: Budget Kairos. These guys will be uber powerful spellcasters, likely with Greater Arcane Conduit and Comes with the Lores of Metal and Tzeentch. Apparently they are still pretty strong in melee combat, so while they won&#039;t be able to go toe to toe with a Bloodthirster, they can still lay the whooping on most mortals. The Ability to fly also gives it a good chance to choose it&#039;s battles and get around the fight quickly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Herald of Tzeentch&#039;&#039;&#039;: He will be your standard Daemon mage, along with having some more support abilities for helping out units outside of magic. Compared to the Lord of Change he will probably be weaker in terms of magic in exchange for having more buffs and supportive elements. He can be mounted on a Disk and a Burning Chariot.&lt;br /&gt;
&lt;br /&gt;
==Heroes==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Legendary Heroes===&lt;br /&gt;
&lt;br /&gt;
===Generic Heroes===&lt;br /&gt;
*&#039;&#039;&#039;Iridescent Horror&#039;&#039;&#039;: Budget version of the Herald, allowing you to take one for a Lord of Change army or for your Legendary Lord. They have some Lotuses that allows them to buff troops in combat without using magic. They come with the Lores of Metal and Tzeentch and can mount up on a Disk and a Burning Chariot.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cultist of Tzeentch&#039;&#039;&#039;: Your Mortal hero and the only mage in your army that can use the Lore of Fire. The big reason you bring them is to summon more Daemons to the battlefield, all the way up to a Lord of Change (which will likely be campaign only, though some summons are likely for multiplayer.) Will probably get his ass cheeks handed to him by any decent melee fighter but makes up for it with spell casting and his Daemon summons.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Forsaken of Tzeentch&#039;&#039;&#039;: Your only dedicated melee infantry. They work very similar to the WoC version, though due to Barrier these guys will be slightly more resilient and make up more of a front line role rather than a fast flanker role. Will likely be your main frontline to protect your squishy Daemons for most of the game.&lt;br /&gt;
*&#039;&#039;&#039;Blue Horrors of Tzeentch&#039;&#039;&#039;: Horrors will have a flaming range attack to pepper enemies from afar, though they will likely be the worse of the lesser daemons in combat (not that they will be useless). They will serve as your chaff infantry, meant to throw off some magic volleys then run in and die to hold for your more important troops. The range attack is meant more so as a precursor attack before charging into melee&lt;br /&gt;
&lt;br /&gt;
===Missiles===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pink Horrors of Tzeentch&#039;&#039;&#039;: Upgrades to the blue guys. Has a better flaming range attack, and actually decent melee stats. Sadly, it has been confirmed that they will not split into Blue Horrors upon death. Will likely replace Blue Horrors once you have the money for them, as they do everything that they do but way better.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exalted Pink Horrors of Tzeentch&#039;&#039;&#039;: And the Pink Horrors will be replaced by these guys. They come with insane ranged damage, out damaging the elite skirmishers of other factions, and increase the Winds of Magic recharge rate for your army as long as they&#039;re alive. This will be one of your likely Doomstacks in the late game, as AP missiles combined with extra magic is something no one will want less of.&lt;br /&gt;
&lt;br /&gt;
===Cavalry===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaos Knights of Tzeentch:&#039;&#039;&#039; Your heavy cav, designed interestingly to be a more durable holding unit. They lack the heavy charge of most cav but in return they have heavy armor to block damage thrown at them. Combine this with Barrier, and this is a Cav unit actually designed more so to hold the line rather than to flank and cycle charge. They also cause fear, so they will be great against low leadership armies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Doom Knights&#039;&#039;&#039;: Chaos Knights riding discs of Tzeentch, equipped with polearms and shields. They are much squishier than the normal knights but in return are faster, can fly and hit much harder. They are said to be the best melee focused unit in the roster. With the Halberds, they are very likely to have Anti Large as well, making them good monster killers.&lt;br /&gt;
&lt;br /&gt;
===Chariots===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Burning Chariot:&#039;&#039;&#039; A flying ranged focused chariot that has one of the most devastating ranged attacks in the entire game. It can apparently shred infantry formations and monsters but has low armor to compensate. Probably won&#039;t be the best chariot in melee, but the ability to fly and shoot flames will likely make up for that.&lt;br /&gt;
&lt;br /&gt;
===War Beast===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaos Furies (Tzeentch)&#039;&#039;&#039;: Flying skirmisher harrassers who come with Barrier, allowing them to soak up slightly more damage than the Furies of the other gods. They hav vanguard allowing for better ambush and flanking potential. Will die if something so much as looks at them funny, so be careful with how long you leave them to fight.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Screamer:&#039;&#039;&#039; Flying Steve Irwin killers, who for some reason have human faces. Seriously go watch the World of Tzeentch trailer, his face is hilarious. Closest thing you have to light cavalry, these sky &amp;quot;sharks&amp;quot; (they&#039;re obviously manta rays, why the fuck does GW keep calling them sharks? Actually some sharks have a similar body shape to rays and both are cartilaginous fish in the same suborde- &amp;lt;span style=&#039;color:blue;font-size:1o0%&#039;&amp;gt;*ZAP* Nobody cares know-it-all&amp;lt;/span&amp;gt;) are designed for cycle charging infantry and taking out skirmishers and artillery.&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spawn of Tzeentch&#039;&#039;&#039;: Chaos Spawn but blue this time. Ok I guess Barrier makes them a bit more durable so they have more of a cycle charging role rather than a holding role of normal spawn. That&#039;s it, moving on.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flamers of Tzeentch&#039;&#039;&#039;: A mobile flamethrower unit that can pump out ludicrous damage to unarmored targets. Apparently still ok in melee, though don&#039;t expect them to last long against most dedicated melee units. They require good positioning to use effectively.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exalted Flamer:&#039;&#039;&#039; A single entity purple version that has one of the most devastating ranged attacks in the game, able to deal heavy damage to both infantry and large units. Downside is that it has very limited ammo, so every shot has to count. It also applies Fire weakness in both melee and ranged, allowing it to set up your other unit to do more damage to the enemy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soul Grinder of Tzeentch&#039;&#039;&#039;: This thing channels the power of Zeus to chuck lightning bolts from its hands that do AP and Anti Large damage. It seems to be a very versatile unit as it can deal with large units from afar and still deal some good damage up close. It also has magic attacks, so it will also be hitting for most of its damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lord of Change&#039;&#039;&#039; A flying bird that is said to be a full spellcaster. Whether this means it has a bunch of bound spells or can use the Winds of Magic like a normal mage is unclear. It is a decent monster in melee, though don&#039;t expect it to go toe to toe with a Bloodthirster any time soon. Can get more spells through campaign tech.&lt;br /&gt;
&lt;br /&gt;
==Multiplayer Strategies==&lt;br /&gt;
Barrier is one of the most interesting passive abilities in the game, and combine that with your focus on range, flying and magic, you are a heavy hit and run faction. The main strategy is to get your troops in to blast the enemy from range or fly them in, have the barrier soak up any damage they take, pull them out to have the barrier recharge, then send them back in again. You are designed for cycle charging and keeping the opponent as far away as possible while still being able to blast them to pieces. Because if any dedicated melee faction gets into your troops and you can&#039;t pull them out, they will be going to kiss Tzeentch&#039;s blue feathered ass faster than [[Magnus the Red|Magnus]] after Prospero burned down. You will be an incredibly scary ranged faction with a ton of great fliers and mages, just stay out of melee. Here is how you can formulate your plans for Tzeentch:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Beastmen| Beastmen]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Bretonnia| Bretonnia]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Warriors of Chaos| Warriors of Chaos]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dark Elves| Dark Elves]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dwarfs| Dwarfs]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Empire| Empire]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Grand Cathay| Grand Cathay]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Greenskins| Greenskins]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/High Elves| High Elves]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Khorne|Khorne]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Kislev|Kislev]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Lizardmen| Lizardmen]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Norsca| Norsca]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Nurgle| Nurgle]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Skaven| Skaven]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Slaanesh| Slaanesh]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tomb Kings| Tomb Kings]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tzeentch&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Coast| Vampire Coast]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Counts| Vampire Counts]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Wood Elves| Wood Elves]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C02:20E0:0:0:0:C847</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Kislev&amp;diff=504686</id>
		<title>Total War Warhammer/Tactics/Kislev</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Kislev&amp;diff=504686"/>
		<updated>2021-11-07T05:53:38Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C02:20E0:0:0:0:C847: /* Cavalry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the general tactics page on how to play [[Kislev]] in [[Total War: WARHAMMER]].&lt;br /&gt;
&lt;br /&gt;
==Why Play Kislev==&lt;br /&gt;
*[[Memes|Kislev.]]&lt;br /&gt;
*Because you like Humans, but don&#039;t want to debase yourself by playing as one of the feeble westerners (or southerners in this case)&lt;br /&gt;
*You think that premodern Eastern Europe is underused as an inspiration for fantasy stuff.&lt;br /&gt;
*You will likely be playing a more generalist playstyle that leans more into mobile skirmishing and Cavalry.&lt;br /&gt;
*You want an excuse to blast Sabaton while playing in fantasy.&lt;br /&gt;
*&amp;lt;s&amp;gt;[[Furry|FUCKING BEARS!!!!!]]&amp;lt;/s&amp;gt; {{BLAM}} {{BLAM|In the name of Tzarina Katarin Bokha, this man has been been sentenced to death for degeneracy, move along citizen.}}&lt;br /&gt;
===Pros===&lt;br /&gt;
*&#039;&#039;&#039;Cavalry&#039;&#039;&#039;: Kislev has always leaned more towards the cavalry side, so expect that to be the case in the game. With Winged Hussars, Bear Riders and presumably good skirmisher cav you should have a very wide selection of horsemen to choose from, without the same crippling infantry [[Bretonnian|Bretonnia]] has&lt;br /&gt;
*&#039;&#039;&#039;Flexible Infantry&#039;&#039;&#039;: Many of your ranged units, such as the Ice Guard, will have weapons that will allow them to fight in melee, similar to Shades and Lothern Sea Guard. This means them getting stuck in melee won&#039;t be too much of an issue as they can actually defend themselves.&lt;br /&gt;
*&#039;&#039;&#039;High Leadership&#039;&#039;&#039;: I guess when Chaos is squatting on your front door nothing really scares you anymore. With high natural leadership and a passive that gives you more when you&#039;re at half health it&#039;ll take a lot to get you to run.&lt;br /&gt;
*&#039;&#039;&#039;Range&#039;&#039;&#039;: You have plenty of skirmish units that also function decently well in melee. Virtually all of your infantry can shoot and you have a lot of mobile ranged options on top of that.&lt;br /&gt;
*&#039;&#039;&#039;Built for Total War&#039;&#039;&#039;: While they have more of a pedigree then Cathy does as far as canon goes, they have mostly been ignored in the table top game, which means CA has broad latitude in making units for there army in a way other factions didn&#039;t not. See Bretonnia&#039;s limited unit roster for example. As such they have potential to be more balanced then the other factions with no glaring unit type holes.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*&#039;&#039;&#039;Lack of Heavy Infantry&#039;&#039;&#039;: You will likely be lighter in the infantry department, as is generally the trend with human factions. Tsar Guard seem to be on the level of Norscan Champions and Tomb Guard. Your ranged and cavalry will have to do most of the work in the battle.&lt;br /&gt;
*&#039;&#039;&#039;Minimal Monstrous Units&#039;&#039;&#039;: Yes, your lords and some of your cavalry ride bears, and you can summon one very large elemental one. But you&#039;re rather light on the larger bruisers that are rather abundant in other armies.&lt;br /&gt;
**&#039;&#039;&#039;Minimal Mounts&#039;&#039;&#039;: You&#039;d better like horses or bears, because that&#039;s all anyone gets to saddle up on. Unfortunately, unless added in at a later patch or popular demand, even Katarin is restricted to either a horse or a bear to ride into battle rather than a war sled (aside her ice-gliding technique). &lt;br /&gt;
*&#039;&#039;&#039;Absent Artillery&#039;&#039;&#039;: Though you do have the Little Grom, which is more than some factions have, you have no other dedicated artillery units. Your rather robust cavalry and missile infantry can compensate somewhat, but long range shootouts can and will turn against you if you can&#039;t close the distance.&lt;br /&gt;
*&#039;&#039;&#039;Middling Armor&#039;&#039;&#039;: Well, ok you aren&#039;t Wood Elf bad but there is a noticeable dip in armor compared to a lot of other factions. Missiles and low AP units might hurt a bit.&lt;br /&gt;
*&#039;&#039;&#039;No Air Units&#039;&#039;&#039;: This is not going to be a flying faction in any way. You have more than enough missiles to deal with enemy fliers but having to concede the sky means that your opponent has an easier time dictating the fight and choosing their targets compared to you.&lt;br /&gt;
*&#039;&#039;&#039;DLC&#039;&#039;&#039;: Yeah, this will be safe to assume. The Kislev starting roster is rather light compared to some of the other factions from prior entries (partly because the other TW:W titles only had four starting factions as opposed to TW:W III&#039;s six, and all the unit variants actually serve their own purpose instead of just &amp;quot;oh, here&#039;s the exact same unit but with shields&amp;quot; which caused bloat and partly because Kislev has a lot of units doing two roles at once so no need for a spear AND an archer unit when Kossars do both), so it&#039;s safe to say CA/GW kept some of the list in the back pocket for a cash grab. Get ready to join the very large &amp;quot;We need to fork over extra dough to be relevant in multiplayer&amp;quot; club.&lt;br /&gt;
&lt;br /&gt;
==Faction traits==&lt;br /&gt;
*&#039;&#039;&#039;By Our Blood&#039;&#039;&#039;: A trait all Kislev units have, when their health drops bellow 50% health they get a 16 leaderships for 35 seconds, meaning they can better hold out when they take a lot of damage all at once. Probably is a more of a two edged sword, since as mentioned before, you are not all that good at soaking up damage and can lead to problems down the road, since one unit fleeing can easier cause your whole frontline to collapse once the buff runs out - it will just take a bit longer.&lt;br /&gt;
&lt;br /&gt;
==Lords==&lt;br /&gt;
===Legendary Lords===&lt;br /&gt;
*&#039;&#039;&#039;[[Tzarina Katarin]]&#039;&#039;&#039;: The new Tzarina after daddy went MIA fighting Chaos. She&#039;s a mage lord character with access to the Lore of Ice and at least 1 bound spell. She is faster than other infantry lords thanks to her ability to ice-surf over the map. She has surprisingly good combat stats for a mage, though her lack of armor and AP means you shouldn&#039;t throw her against dedicated combat characters. In lore, she had a horse and sled mount, but in game the sled mount was replaced with a bear because apparently GW hates fun and variety when it comes to mounts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Kostaltyn]], Supreme Patriarch of The Great Orthodoxy&#039;&#039;&#039;: This greased up Rasputin looking mother fucker is a new character likely created by CA and GW in order to help flush out Kislev&#039;s roster. Supreme Patriarch of the Cult of Ursun and leader of the great Orthodoxy thing, basically Kislev&#039;s Volkmar, so safe to expect a lot of buffing and support abilities as opposed to him being strictly a combat lord. His lore stats that he is VERY hard to kill, being stabbed twice but kept on fighting, implying he is also going to be very tanky. He, along with the Patriarch, also have 4 buffing abilities, though we only know about Ursun&#039;s Roar giving charge and leadership and Salyak&#039;s Lullaby giving healing. &amp;lt;s&amp;gt;It is currently unknown if he&#039;s going to be the lover of the Kislev queen.&amp;lt;/s&amp;gt; It has been confirmed that they do NOT like each other.&lt;br /&gt;
&lt;br /&gt;
===Lords===&lt;br /&gt;
*&#039;&#039;&#039;[[Boyar]]&#039;&#039;&#039;: You pure melee lord with a horse and bear mount. Since you don&#039;t have a pure melee Legendary Lord this guy will actually be pretty valuable as he will be your only lord option for fisticuffs with enemy units in melee. Just like normal generic melee lords, will probably be less versatile than legendary lord options.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Ice Witch]]&#039;&#039;&#039;: Magic Lord for Kislev, with lore of Ice and Tempest confirmed. They are confirmed to have a bear mount, which will help them out a lot in melee. More to be revealed later&lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
*&#039;&#039;&#039;Patriarch&#039;&#039;&#039;: Kislevite warrior priest of &amp;lt;s&amp;gt;Dazh&amp;lt;/s&amp;gt; Ursun. This chad rides a bear and can cast at four miracles, two of them buffing charge bonus and leadership or healing units around him. While his mount means he&#039;s likely to be at least decent in melee, like his Empire counterpart he&#039;s primarily a support character and will probably lose to dedicated duelists.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Frost Maiden &#039;&#039;&#039;: Hero version of the Ice Witch. has the same magic and same mounts at a cheaper cost, so she will be surprisingly decent in melee for a mage character but nothing spectacular.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Armoured Kossars&#039;&#039;&#039;: An armored infantry choice featuring variants with an axe and shield and a mace-like great weapon. They trade out the bow with a pistol that allows them to fire off a shot before combat is joined, which can help them weaken an enemy before the main engagement begins.&lt;br /&gt;
*&#039;&#039;&#039;Tzar Guard&#039;&#039;&#039;: The elite infantry line for Kislev wearing thick snazzy fur cloaks, and likely their strongest (scratch that, only) pure melee infantry since they appear to be the bodyguards of the Tzar. Have a sword and board and greatsword variant.&lt;br /&gt;
&lt;br /&gt;
===Hybrid missile units===&lt;br /&gt;
*&#039;&#039;&#039;[[Kossars]]&#039;&#039;&#039;: Bow and axe troops, early game troops which with their decent melee stats can fend for it self in melee to some degree unlike most other archers. Running light cavalry into these guys may cost you some more horsemen than you may have initially bargained for, especially if they&#039;re the Kossar with Spears variant which actively have anti-large. They are also your cheapest infantry unit meaning in the early game and probably multiplayer they will fill the role as your front line.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Streltsi&#039;&#039;&#039;: Their weapon is a gun that is also an axe. A mid tier missile unit with armor piercing in melee and at range. Again, like a handgunner that can fend for it self a bit in melee. these guys are going to be most useful against heavily armoured factions (Dwarfs, Khorne, Warriors of Chaos) but against more lightly armored factions there really is no point (Skaven, Wood Elves, Beastmen.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Ice Guard]]&#039;&#039;&#039;: These ladies are what happens when a Sister of Avelorn and a Lothern Sea Guard have a baby, only it came out human somehow. With a magical bow with frostbite, a dual sword variant for fighting infantry and a glaive for cavalry and monsters they will be pretty hard to crack, though they will likely be super expensive to make up for it. Unknown right now what capacity these ladies will be most useful in, but they will likely make up a fairly elite fighting unit that can also double as a ranged piece..&lt;br /&gt;
&lt;br /&gt;
===Cavalry===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Horse archers&#039;&#039;&#039;: Fast skirmishing Cavalry, though fragile they have decent melee offense so as long as you don&#039;t get hit they can charge on occasion. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kossovite Dervishes&#039;&#039;&#039;: Your quintessential light cavalry unit with high speed and Vanguard Deployment. Given what we&#039;ve seen from Winged Lancer, they will likely have very high charge and speed compared to most light cav but they will likely be squishy even by light cav standards. Don&#039;t ask me why they&#039;re called Dervishes when this is a Eastern European themed faction not an [[Araby|Islamic one]], true Russia proper does go that far South but not Kislev.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Winged Lancers]]&#039;&#039;&#039;: The Winged Hussars have arrived and they are a mid tier cavalry unit. With anti large and a big charge bonus they are typical cycle charges. Charge in, get back repeated. There big difference is that they are very fast and that they DO have fear representing how they caused a panic check on the table top during a flank charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Gryphon Legion]]&#039;&#039;&#039;: An elite group of Winged Lancers who act mostly as mercenaries but are sworn to show up when the Tzar/ina calls for there aid. They&#039;re not an ROR are but are instead a &amp;quot;&amp;quot;The same unit but better&amp;quot; in the same vein as Reiksguard are to Empire Knights. With fear and high speed they threat to be dangerous units&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;War Bear Riders&#039;&#039;&#039;: with a less cool than expected name, the war bear riders are still here to kick and then eat some ass. good stats, good armor, anti large, and armor piercing they are anti-large cavalry experts.&lt;br /&gt;
&lt;br /&gt;
===Chariot===&lt;br /&gt;
*&#039;&#039;&#039;Kislev War Sled&#039;&#039;&#039;: Similar to the War Wagons from the Empire, only this time pulled by bears. Described by their unit spot light as having light (presumably more ranged focused) and heavy (presumably more melee oriented) variants. One of these has &amp;quot;wings&amp;quot; like their heavy cavalry.&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
*&#039;&#039;&#039;Elemental Bear&#039;&#039;&#039;: A massive, unbreakable bear made of ice, stone and the will of Kislev’s people. It is more is capable of throwing hands (paws?) with any greater demon. Rivalling the Dread Saurian in size, it has a breath attack to accent it&#039;s melee power.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Snow Leopard&#039;&#039;&#039;: Showed up in the trailer, so presumably a powerful war beast for Kislev. Judging by the cat like physic it will be faster but frailer than most standard monsters. Expect a lot of AP to give it more of an assassin playstyle.&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
*&#039;&#039;&#039;Little Grom&#039;&#039;&#039;: No, they didn&#039;t kidnap Grom and put him on a diet. It&#039;s a giant ass ice mortar pulled by polar bears. Does it get any more Russian than that? Since it&#039;s a single model artillery piece it will likely do heavy damage, though it will likely sacrifice the pure damage of other huge artillery like Queen Bess and The Hellcannon in exchange for mobility and &#039;&#039;maybe&#039;&#039; better melee stats. I mean it&#039;s pulled by polar bears, it should be able to defend itself. Appears to be channeling Grom&#039;s spirit however, as it has &#039;collision attacks&#039; dealing additional attacks when colliding with enemies. Better get out of the way of the bear train coming for your ass&lt;br /&gt;
&lt;br /&gt;
==Multiplayer Strategies==&lt;br /&gt;
You have two big themes in your roster, aggressive cav and hybrid infantry. Compared to Empire Cav Winged Lancers and Gryphon Legion are faster, harder on the charge, but less durable, meaning they are focused way more on hit and run and not as good in grind fights. Combine that with the fact that most of your infantry double as melee and ranged troops, and you are basically a far more aggressive Empire. However, it requires a lot of finesse to pull off, as you troops, while brave, are hardly durable and will fall apart fast. You &#039;&#039;can&#039;&#039; use Little Grom to play defense, but generally you seem to be better on the attack. Once the game comes out and we have multiplayer experience we will let you know how to gain victory for the Motherland!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Beastmen| Beastmen]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Bretonnia| Bretonnia]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Warriors of Chaos| Warriors of Chaos]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dark Elves| Dark Elves]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dwarfs| Dwarfs]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Empire| Empire]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Grand Cathay| Grand Cathay]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Greenskins| Greenskins]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/High Elves| High Elves]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Khorne| Khorne]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kislev&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Lizardmen| Lizardmen]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Norsca| Norsca]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Nurgle| Nurgle]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Skaven| Skaven]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Slaanesh| Slaanesh]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tomb Kings| Tomb Kings]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tzeentch| Tzeentch]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Coast| Vampire Coast]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Counts| Vampire Counts]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Wood Elves| Wood Elves]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C02:20E0:0:0:0:C847</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Kislev&amp;diff=504685</id>
		<title>Total War Warhammer/Tactics/Kislev</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Kislev&amp;diff=504685"/>
		<updated>2021-11-07T05:52:33Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C02:20E0:0:0:0:C847: /* Cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the general tactics page on how to play [[Kislev]] in [[Total War: WARHAMMER]].&lt;br /&gt;
&lt;br /&gt;
==Why Play Kislev==&lt;br /&gt;
*[[Memes|Kislev.]]&lt;br /&gt;
*Because you like Humans, but don&#039;t want to debase yourself by playing as one of the feeble westerners (or southerners in this case)&lt;br /&gt;
*You think that premodern Eastern Europe is underused as an inspiration for fantasy stuff.&lt;br /&gt;
*You will likely be playing a more generalist playstyle that leans more into mobile skirmishing and Cavalry.&lt;br /&gt;
*You want an excuse to blast Sabaton while playing in fantasy.&lt;br /&gt;
*&amp;lt;s&amp;gt;[[Furry|FUCKING BEARS!!!!!]]&amp;lt;/s&amp;gt; {{BLAM}} {{BLAM|In the name of Tzarina Katarin Bokha, this man has been been sentenced to death for degeneracy, move along citizen.}}&lt;br /&gt;
===Pros===&lt;br /&gt;
*&#039;&#039;&#039;Cavalry&#039;&#039;&#039;: Kislev has always leaned more towards the cavalry side, so expect that to be the case in the game. With Winged Hussars, Bear Riders and presumably good skirmisher cav you should have a very wide selection of horsemen to choose from, without the same crippling infantry [[Bretonnian|Bretonnia]] has&lt;br /&gt;
*&#039;&#039;&#039;Flexible Infantry&#039;&#039;&#039;: Many of your ranged units, such as the Ice Guard, will have weapons that will allow them to fight in melee, similar to Shades and Lothern Sea Guard. This means them getting stuck in melee won&#039;t be too much of an issue as they can actually defend themselves.&lt;br /&gt;
*&#039;&#039;&#039;High Leadership&#039;&#039;&#039;: I guess when Chaos is squatting on your front door nothing really scares you anymore. With high natural leadership and a passive that gives you more when you&#039;re at half health it&#039;ll take a lot to get you to run.&lt;br /&gt;
*&#039;&#039;&#039;Range&#039;&#039;&#039;: You have plenty of skirmish units that also function decently well in melee. Virtually all of your infantry can shoot and you have a lot of mobile ranged options on top of that.&lt;br /&gt;
*&#039;&#039;&#039;Built for Total War&#039;&#039;&#039;: While they have more of a pedigree then Cathy does as far as canon goes, they have mostly been ignored in the table top game, which means CA has broad latitude in making units for there army in a way other factions didn&#039;t not. See Bretonnia&#039;s limited unit roster for example. As such they have potential to be more balanced then the other factions with no glaring unit type holes.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*&#039;&#039;&#039;Lack of Heavy Infantry&#039;&#039;&#039;: You will likely be lighter in the infantry department, as is generally the trend with human factions. Tsar Guard seem to be on the level of Norscan Champions and Tomb Guard. Your ranged and cavalry will have to do most of the work in the battle.&lt;br /&gt;
*&#039;&#039;&#039;Minimal Monstrous Units&#039;&#039;&#039;: Yes, your lords and some of your cavalry ride bears, and you can summon one very large elemental one. But you&#039;re rather light on the larger bruisers that are rather abundant in other armies.&lt;br /&gt;
**&#039;&#039;&#039;Minimal Mounts&#039;&#039;&#039;: You&#039;d better like horses or bears, because that&#039;s all anyone gets to saddle up on. Unfortunately, unless added in at a later patch or popular demand, even Katarin is restricted to either a horse or a bear to ride into battle rather than a war sled (aside her ice-gliding technique). &lt;br /&gt;
*&#039;&#039;&#039;Absent Artillery&#039;&#039;&#039;: Though you do have the Little Grom, which is more than some factions have, you have no other dedicated artillery units. Your rather robust cavalry and missile infantry can compensate somewhat, but long range shootouts can and will turn against you if you can&#039;t close the distance.&lt;br /&gt;
*&#039;&#039;&#039;Middling Armor&#039;&#039;&#039;: Well, ok you aren&#039;t Wood Elf bad but there is a noticeable dip in armor compared to a lot of other factions. Missiles and low AP units might hurt a bit.&lt;br /&gt;
*&#039;&#039;&#039;No Air Units&#039;&#039;&#039;: This is not going to be a flying faction in any way. You have more than enough missiles to deal with enemy fliers but having to concede the sky means that your opponent has an easier time dictating the fight and choosing their targets compared to you.&lt;br /&gt;
*&#039;&#039;&#039;DLC&#039;&#039;&#039;: Yeah, this will be safe to assume. The Kislev starting roster is rather light compared to some of the other factions from prior entries (partly because the other TW:W titles only had four starting factions as opposed to TW:W III&#039;s six, and all the unit variants actually serve their own purpose instead of just &amp;quot;oh, here&#039;s the exact same unit but with shields&amp;quot; which caused bloat and partly because Kislev has a lot of units doing two roles at once so no need for a spear AND an archer unit when Kossars do both), so it&#039;s safe to say CA/GW kept some of the list in the back pocket for a cash grab. Get ready to join the very large &amp;quot;We need to fork over extra dough to be relevant in multiplayer&amp;quot; club.&lt;br /&gt;
&lt;br /&gt;
==Faction traits==&lt;br /&gt;
*&#039;&#039;&#039;By Our Blood&#039;&#039;&#039;: A trait all Kislev units have, when their health drops bellow 50% health they get a 16 leaderships for 35 seconds, meaning they can better hold out when they take a lot of damage all at once. Probably is a more of a two edged sword, since as mentioned before, you are not all that good at soaking up damage and can lead to problems down the road, since one unit fleeing can easier cause your whole frontline to collapse once the buff runs out - it will just take a bit longer.&lt;br /&gt;
&lt;br /&gt;
==Lords==&lt;br /&gt;
===Legendary Lords===&lt;br /&gt;
*&#039;&#039;&#039;[[Tzarina Katarin]]&#039;&#039;&#039;: The new Tzarina after daddy went MIA fighting Chaos. She&#039;s a mage lord character with access to the Lore of Ice and at least 1 bound spell. She is faster than other infantry lords thanks to her ability to ice-surf over the map. She has surprisingly good combat stats for a mage, though her lack of armor and AP means you shouldn&#039;t throw her against dedicated combat characters. In lore, she had a horse and sled mount, but in game the sled mount was replaced with a bear because apparently GW hates fun and variety when it comes to mounts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Kostaltyn]], Supreme Patriarch of The Great Orthodoxy&#039;&#039;&#039;: This greased up Rasputin looking mother fucker is a new character likely created by CA and GW in order to help flush out Kislev&#039;s roster. Supreme Patriarch of the Cult of Ursun and leader of the great Orthodoxy thing, basically Kislev&#039;s Volkmar, so safe to expect a lot of buffing and support abilities as opposed to him being strictly a combat lord. His lore stats that he is VERY hard to kill, being stabbed twice but kept on fighting, implying he is also going to be very tanky. He, along with the Patriarch, also have 4 buffing abilities, though we only know about Ursun&#039;s Roar giving charge and leadership and Salyak&#039;s Lullaby giving healing. &amp;lt;s&amp;gt;It is currently unknown if he&#039;s going to be the lover of the Kislev queen.&amp;lt;/s&amp;gt; It has been confirmed that they do NOT like each other.&lt;br /&gt;
&lt;br /&gt;
===Lords===&lt;br /&gt;
*&#039;&#039;&#039;[[Boyar]]&#039;&#039;&#039;: You pure melee lord with a horse and bear mount. Since you don&#039;t have a pure melee Legendary Lord this guy will actually be pretty valuable as he will be your only lord option for fisticuffs with enemy units in melee. Just like normal generic melee lords, will probably be less versatile than legendary lord options.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Ice Witch]]&#039;&#039;&#039;: Magic Lord for Kislev, with lore of Ice and Tempest confirmed. They are confirmed to have a bear mount, which will help them out a lot in melee. More to be revealed later&lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
*&#039;&#039;&#039;Patriarch&#039;&#039;&#039;: Kislevite warrior priest of &amp;lt;s&amp;gt;Dazh&amp;lt;/s&amp;gt; Ursun. This chad rides a bear and can cast at four miracles, two of them buffing charge bonus and leadership or healing units around him. While his mount means he&#039;s likely to be at least decent in melee, like his Empire counterpart he&#039;s primarily a support character and will probably lose to dedicated duelists.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Frost Maiden &#039;&#039;&#039;: Hero version of the Ice Witch. has the same magic and same mounts at a cheaper cost, so she will be surprisingly decent in melee for a mage character but nothing spectacular.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Armoured Kossars&#039;&#039;&#039;: An armored infantry choice featuring variants with an axe and shield and a mace-like great weapon. They trade out the bow with a pistol that allows them to fire off a shot before combat is joined, which can help them weaken an enemy before the main engagement begins.&lt;br /&gt;
*&#039;&#039;&#039;Tzar Guard&#039;&#039;&#039;: The elite infantry line for Kislev wearing thick snazzy fur cloaks, and likely their strongest (scratch that, only) pure melee infantry since they appear to be the bodyguards of the Tzar. Have a sword and board and greatsword variant.&lt;br /&gt;
&lt;br /&gt;
===Hybrid missile units===&lt;br /&gt;
*&#039;&#039;&#039;[[Kossars]]&#039;&#039;&#039;: Bow and axe troops, early game troops which with their decent melee stats can fend for it self in melee to some degree unlike most other archers. Running light cavalry into these guys may cost you some more horsemen than you may have initially bargained for, especially if they&#039;re the Kossar with Spears variant which actively have anti-large. They are also your cheapest infantry unit meaning in the early game and probably multiplayer they will fill the role as your front line.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Streltsi&#039;&#039;&#039;: Their weapon is a gun that is also an axe. A mid tier missile unit with armor piercing in melee and at range. Again, like a handgunner that can fend for it self a bit in melee. these guys are going to be most useful against heavily armoured factions (Dwarfs, Khorne, Warriors of Chaos) but against more lightly armored factions there really is no point (Skaven, Wood Elves, Beastmen.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Ice Guard]]&#039;&#039;&#039;: These ladies are what happens when a Sister of Avelorn and a Lothern Sea Guard have a baby, only it came out human somehow. With a magical bow with frostbite, a dual sword variant for fighting infantry and a glaive for cavalry and monsters they will be pretty hard to crack, though they will likely be super expensive to make up for it. Unknown right now what capacity these ladies will be most useful in, but they will likely make up a fairly elite fighting unit that can also double as a ranged piece..&lt;br /&gt;
&lt;br /&gt;
===Cavalry===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Horse archers&#039;&#039;&#039;: Fast skirmishing Cavalry, though fragile they have decent melee offense so as long as you don&#039;t get hit they can charge on occasion. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kossovite Dervishes&#039;&#039;&#039;: Your quintessential light cavalry unit with high speed and Vanguard Deployment. Given what we&#039;ve seen from Winged Lancer, they will likely have very high charge and speed compared to most light cav but they will likely be squishy even by light cav standards. Don&#039;t ask me why they&#039;re called Dervishes when this is a Eastern European themed faction not an [[Araby|Islamic one]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Winged Lancers]]&#039;&#039;&#039;: The Winged Hussars have arrived and they are a mid tier cavalry unit. With anti large and a big charge bonus they are typical cycle charges. Charge in, get back repeated. There big difference is that they are very fast and that they DO have fear representing how they caused a panic check on the table top during a flank charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Gryphon Legion]]&#039;&#039;&#039;: An elite group of Winged Lancers who act mostly as mercenaries but are sworn to show up when the Tzar/ina calls for there aid. They&#039;re not an ROR are but are instead a &amp;quot;&amp;quot;The same unit but better&amp;quot; in the same vein as Reiksguard are to Empire Knights. With fear and high speed they threat to be dangerous units&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;War Bear Riders&#039;&#039;&#039;: with a less cool than expected name, the war bear riders are still here to kick and then eat some ass. good stats, good armor, anti large, and armor piercing they are anti-large cavalry experts.&lt;br /&gt;
&lt;br /&gt;
===Chariot===&lt;br /&gt;
*&#039;&#039;&#039;Kislev War Sled&#039;&#039;&#039;: Similar to the War Wagons from the Empire, only this time pulled by bears. Described by their unit spot light as having light (presumably more ranged focused) and heavy (presumably more melee oriented) variants. One of these has &amp;quot;wings&amp;quot; like their heavy cavalry.&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
*&#039;&#039;&#039;Elemental Bear&#039;&#039;&#039;: A massive, unbreakable bear made of ice, stone and the will of Kislev’s people. It is more is capable of throwing hands (paws?) with any greater demon. Rivalling the Dread Saurian in size, it has a breath attack to accent it&#039;s melee power.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Snow Leopard&#039;&#039;&#039;: Showed up in the trailer, so presumably a powerful war beast for Kislev. Judging by the cat like physic it will be faster but frailer than most standard monsters. Expect a lot of AP to give it more of an assassin playstyle.&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
*&#039;&#039;&#039;Little Grom&#039;&#039;&#039;: No, they didn&#039;t kidnap Grom and put him on a diet. It&#039;s a giant ass ice mortar pulled by polar bears. Does it get any more Russian than that? Since it&#039;s a single model artillery piece it will likely do heavy damage, though it will likely sacrifice the pure damage of other huge artillery like Queen Bess and The Hellcannon in exchange for mobility and &#039;&#039;maybe&#039;&#039; better melee stats. I mean it&#039;s pulled by polar bears, it should be able to defend itself. Appears to be channeling Grom&#039;s spirit however, as it has &#039;collision attacks&#039; dealing additional attacks when colliding with enemies. Better get out of the way of the bear train coming for your ass&lt;br /&gt;
&lt;br /&gt;
==Multiplayer Strategies==&lt;br /&gt;
You have two big themes in your roster, aggressive cav and hybrid infantry. Compared to Empire Cav Winged Lancers and Gryphon Legion are faster, harder on the charge, but less durable, meaning they are focused way more on hit and run and not as good in grind fights. Combine that with the fact that most of your infantry double as melee and ranged troops, and you are basically a far more aggressive Empire. However, it requires a lot of finesse to pull off, as you troops, while brave, are hardly durable and will fall apart fast. You &#039;&#039;can&#039;&#039; use Little Grom to play defense, but generally you seem to be better on the attack. Once the game comes out and we have multiplayer experience we will let you know how to gain victory for the Motherland!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Beastmen| Beastmen]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Bretonnia| Bretonnia]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Warriors of Chaos| Warriors of Chaos]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dark Elves| Dark Elves]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dwarfs| Dwarfs]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Empire| Empire]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Grand Cathay| Grand Cathay]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Greenskins| Greenskins]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/High Elves| High Elves]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Khorne| Khorne]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;Kislev&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Lizardmen| Lizardmen]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Norsca| Norsca]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Nurgle| Nurgle]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Skaven| Skaven]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Slaanesh| Slaanesh]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tomb Kings| Tomb Kings]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tzeentch| Tzeentch]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Coast| Vampire Coast]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Counts| Vampire Counts]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Wood Elves| Wood Elves]]&#039;&#039;&#039;:&lt;br /&gt;
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[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C02:20E0:0:0:0:C847</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Slaanesh&amp;diff=505973</id>
		<title>Total War Warhammer/Tactics/Slaanesh</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Slaanesh&amp;diff=505973"/>
		<updated>2021-11-07T05:49:21Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C02:20E0:0:0:0:C847: /* Why Play Slaanesh? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the general tactics page on how to play [[Slaanesh]] in [[Total War: WARHAMMER]]. As the game isn&#039;t out yet and we know very little about how the faction will work, this page won&#039;t be filled out for a long time. However, we can make some early guesses based on the table top and the trailer.&lt;br /&gt;
&lt;br /&gt;
==Why Play Slaanesh?==&lt;br /&gt;
*You prefer Speed and using your mobility to outmaneuver and tear apart your enemy as opposed to the simple rip and tear.&lt;br /&gt;
*Because you&#039;re a sexual deviant and this is the best way to show your horniness without going out in public. (Though given that this game is T rated expect the more sexual parts of Slaanesh to be toned down, at least until some of the modders have their say)&lt;br /&gt;
*Because fuck armor, your crab claw ladies don&#039;t give a fuck about it.&lt;br /&gt;
*Some degenerate is going to give you a NSFW mod, it&#039;s only a matter of time.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*&#039;&#039;&#039;Speed&#039;&#039;&#039;: You will likely be one of the fastest armies in the entire game. You will most certainly be up there with Wood Elves and Beastmen with how fast you can get around the battlefield.&lt;br /&gt;
*&#039;&#039;&#039;AP&#039;&#039;&#039;: Heavy armour shouldn&#039;t be a problem for you in the slightest. Factions that rely on armour like Dwarfs and Warriors of Chaos will dread when you come on to the battlefield.&lt;br /&gt;
*&#039;&#039;&#039;Immunity to Fear&#039;&#039;&#039;: A big part of the Mark of Slaanesh on the tabletop was immune to psych, and since Khorne has frenzy on most of his units it&#039;s safe to safe Immune to Psych will be very common on your units. As such, you really won&#039;t give a shit about big scary monsters or units.&lt;br /&gt;
*&#039;&#039;&#039;Diplomacy&#039;&#039;&#039;: Few mortals can resist the God(dess) of Pleasure. Unlike other Daemonic Forces, you have diplomatic options at your disposal. This can be useful to close off a front with a non-aggression pact, or even an alliance of convenience when necessary.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*&#039;&#039;&#039;Fragile&#039;&#039;&#039;: The downside of having an army of half naked monster girls/boys/things? There isn&#039;t a ton of armour to go around. Expect to be taking a punishing on the way in (Not that Slaanesh has an issue with that)&lt;br /&gt;
*&#039;&#039;&#039;Lack of Ranged&#039;&#039;&#039;: You can&#039;t hump your opponent to death from the other side of the map. Aside from maybe some mortals with javelins, don&#039;t expect much ranged play.&lt;br /&gt;
**&#039;&#039;&#039;Note&#039;&#039;&#039;: in the unlikely event CA starts drawing from Age of Sigmar, Slaanesh may end up with the second best range game of the chaos factions due to the new &amp;quot;blissbarb&amp;quot; units Slaanesh got recently. Again: this is unlikely but we are speculating at this point and the possibility can not be fully discounted.&lt;br /&gt;
*&#039;&#039;&#039;DLC&#039;&#039;&#039;: Sorry but trends are trends and some of your better units may be reserved for Lord Packs.&lt;br /&gt;
&lt;br /&gt;
==Lords==&lt;br /&gt;
&lt;br /&gt;
===Legendary Lords===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[N&#039;Kari]]&#039;&#039;&#039;: Considering he makes a cameo visit (several, actually) in TWW2, and the fact that it&#039;s been hinted that all the Monogods will have their named Greater Daemons at launch there is a high chance that he is the 1st Legendary Lord for Slaanesh.&lt;br /&gt;
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===Generic Lords===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exalted Keeper of Secrets&#039;&#039;&#039;: If the Exalted Bloodthister is anything to go by, there will be an Exalted Keeper of Secrets acting as the lord while the standard one is a monster you can recruit. Expect a fast AP monster with the Lores of Slaanesh and Shadows that will be able to get around the battlefield very quickly. It&#039;s going to be way faster than a Bloodthirster but also much frailer, so it may be much more reliant on cycle charging and using it&#039;s mobility as opposed to the grinding style of the Bloodthirster. (Ironically, Khorne is better than Slaanesh at grinding, who knew?) It&#039;ll also probably be much more focused on dueling than the general slaughter style of the Bloodthirster.&lt;br /&gt;
*&#039;&#039;&#039;Herald of Slaanesh&#039;&#039;&#039;: There was recently a leak showing that a voice actress actually played this unit for the game, so safe to assume it&#039;s coming. It will likely be a hybrid hero with the Lore of Slaanesh and/or Shadow magic along with AP in melee. Think a Loremaster for the High Elves only faster and frailer. Will likely also have some support abilities for nearby Daemons.&lt;br /&gt;
&lt;br /&gt;
==Heroes==&lt;br /&gt;
&lt;br /&gt;
===Legendary Heroes===&lt;br /&gt;
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===Generic Heroes===&lt;br /&gt;
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*&#039;&#039;&#039;Alluress&#039;&#039;&#039;: &lt;br /&gt;
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==Units==&lt;br /&gt;
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===Infantry===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemonettes&#039;&#039;&#039;: Very easy bet. Very fast, very AP heavy, and very squishy Daemonic infantry unit. Confirmed in a recent blog post.&lt;br /&gt;
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===Missiles===&lt;br /&gt;
&lt;br /&gt;
===Cavalry===&lt;br /&gt;
*&#039;&#039;&#039;Seekers:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hellstriders:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Chariots===&lt;br /&gt;
*&#039;&#039;&#039;Seeker Chariot:&#039;&#039;&#039; Given that the Exalted version is confirmed these guys are a very good bet. This one is the more likely of the two to act as a normal chariot unit rather than a single entity. Expect it to be super fast for a chariot but probably even more brittle when trapped in prolonged melee.&lt;br /&gt;
*&#039;&#039;&#039;Hellflayer:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Exalted Seeker Chariot:&#039;&#039;&#039; Recently confirmed. Expect an extremely fast but extremely fragile chariot that will mow down any heavily armored infantry it comes across. Unknown whether it will be a single entity or come in a unit. Likely to serve as a mount for Slaanesh characters.&lt;br /&gt;
&lt;br /&gt;
===War Beasts===&lt;br /&gt;
*&#039;&#039;&#039;Fiend of Slaanesh:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chaos Furies (Slaanesh):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
*&#039;&#039;&#039;Soul Grinder of Slaanesh&#039;&#039;&#039;: Seems like all the gods are getting theirs, so expect a faster version for you.&lt;br /&gt;
*&#039;&#039;&#039;Keeper of Secrets:&#039;&#039;&#039; Given that Khorne and Tzeentch got Greater Daemons as generic units, I think it&#039;s safe to say the same thing for Slaanesh&#039;s princes of horny. They will likely be fast character killers designed to duel other single entities.&lt;br /&gt;
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===Artillery===&lt;br /&gt;
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==Multiplayer Strategies==&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Beastmen| Beastmen]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Bretonnia| Bretonnia]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Warriors of Chaos| Warriors of Chaos]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dark Elves| Dark Elves]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dwarfs| Dwarfs]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Empire| Empire]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Grand Cathay| Grand Cathay]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Greenskins| Greenskins]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/High Elves| High Elves]]&#039;&#039;&#039;: &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Khorne|Khorne]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Kislev|Kislev]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Lizardmen| Lizardmen]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Norsca| Norsca]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Nurgle| Nurgle]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Skaven| Skaven]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slaanesh&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tomb Kings| Tomb Kings]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tzeentch| Tzeentch]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Coast| Vampire Coast]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Counts| Vampire Counts]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Wood Elves| Wood Elves]]&#039;&#039;&#039;: Calling it now, this will be an interesting mashup. You both are going to be fast, and very squishy, so dealing with their archers should be easy. However, your lack of armor on your nude beasts will make them easy targets.&lt;br /&gt;
&lt;br /&gt;
[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C02:20E0:0:0:0:C847</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Ogre_Kingdoms&amp;diff=505565</id>
		<title>Total War Warhammer/Tactics/Ogre Kingdoms</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Ogre_Kingdoms&amp;diff=505565"/>
		<updated>2021-11-07T05:45:52Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C02:20E0:0:0:0:C847: /* Cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the general tactics page on how to play [[Ogre Kingdoms]] in [[Total War: WARHAMMER]]. On the 4th of November they were confirmed to be a pre-order DLC, and although we still don&#039;t have much info, at least we know that all those rumours were true all along.&lt;br /&gt;
&lt;br /&gt;
==Why Play Ogre Kingdoms?==&lt;br /&gt;
*You like doomstacking with monsters anyway so why not play a faction that is 95% monsters?&lt;br /&gt;
*You love the satisfaction of seeing a unit&#039;s health drop heavily from the impact of a massive charge.&lt;br /&gt;
*Because you are the one person on the planet who has asked themselves &amp;quot;What if the Mongols were a bunch of big fat dudes with prehistoric animals and magic chefs backing them up?&amp;quot;&lt;br /&gt;
*Because you love meat. In fact, you are likely earing a porkchop wrapped in bacon as you read this.&lt;br /&gt;
*You relate to their body image a little too much.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
(We know these guys will come eventually, even if they aren&#039;t the preorder. So may as well list their strengths from the tabletop)&lt;br /&gt;
*&#039;&#039;&#039;THICC&#039;&#039;&#039;: The vast majority of your troops are going to be composed of monsters and large units. If you only play this game to build up large monster stacks to take over the world with, this is the race for you.&lt;br /&gt;
*&#039;&#039;&#039;High Charge&#039;&#039;&#039;: Given your rules on the table top you will likely be one of the most devastating armies off the charge. If the ogres are done justice a lot of armies are going to evaporate once you make contact.&lt;br /&gt;
*&#039;&#039;&#039;Quality&#039;&#039;&#039;: Stat wise, expect Ogres to be one of the scariest armies in terms of pure stats. Few other factions will be able to compare to you pound for pound.&lt;br /&gt;
*&#039;&#039;&#039;Armor? What&#039;s that?&#039;&#039;&#039;: Everything you have pierces armor. No amount of armor is going to protect your enemies from a 4 meter tall hulk of flesh that swings a hammer the size of a small building.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*&#039;&#039;&#039;Lack of Numbers&#039;&#039;&#039;: Your units have super low model count, and while the mercenaries are currently cheap, we can assume standard Ogres will want a bit more pay. Even a single casualty in a unit of anything other than Gnoblars will hurt a lot more than what other factions will suffer.&lt;br /&gt;
*&#039;&#039;&#039;Anti Large/Charge Defense&#039;&#039;&#039;: Given  how reliant you are on size and charge, factions that have plentiful anti large and charge defense might be a massive pain in your giant, 2 ton ass (grins in Dwarf.) Ogre charge does help with Charge Defense somewhat, though you will still be losing a good chunk of your damage.&lt;br /&gt;
*&#039;&#039;&#039;One Trick Pony&#039;&#039;&#039;: Yeah, charging around with a bunch of thicc bois is really all you could do. You&#039;re wasting your massive charge bonus if you play defense and while you do have some good ranged units and a probably quite decent set of artillery/chariots they will likely be expensive. A lot of factions can figure out how to plan around you.&lt;br /&gt;
*&#039;&#039;&#039;Armor? What&#039;s that?&#039;&#039;&#039;: I mean, to be fair it&#039;s probably hard for them to find armor in their size, but it does mean armor values for Ogres seem to be on the low side. Combine this with their massive hit boxes and archers can have a field day fighting them.&lt;br /&gt;
*&#039;&#039;&#039;DLC?&#039;&#039;&#039;: On launch, the Ogres missed out on Yhetees and Thundertusks. It remains to be seen if these will be added as FLC units later or will be added as DLC.&lt;br /&gt;
&lt;br /&gt;
==Universal Traits==&lt;br /&gt;
*&#039;&#039;&#039;Ogre Charge&#039;&#039;&#039;: If an ogre unit charges a braced unit with charge defense, they will only lose half of their charge bonus. This is very important for a faction that is so reliant on getting the charge for their damage it&#039;s nice that they have a way to not get completely cockblocked because the enemy is just standing still. That said most opponents, even the AI usually don&#039;t just sit there and let you charge them and even if they do you&#039;re probably better of circumnavigating their frontline and going for their skirmishers in the rear. So while not the most practical trait in the game it&#039;s still nice for the Ogres to have.&lt;br /&gt;
&lt;br /&gt;
==Lords==&lt;br /&gt;
&lt;br /&gt;
===Legendary Lords===&lt;br /&gt;
*&#039;&#039;&#039;[[Greasus Goldtooth]]:&#039;&#039;&#039; Confirmed in the trailer (duh).&lt;br /&gt;
*&#039;&#039;&#039;Skrag The Slaughterer:&#039;&#039;&#039; Confirmed with Greasus in the leak&lt;br /&gt;
&lt;br /&gt;
===Generic Lords===&lt;br /&gt;
*&#039;&#039;&#039;Tyrant:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slaughtermaster:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Legendary Heroes===&lt;br /&gt;
&lt;br /&gt;
===Generic Heroes===&lt;br /&gt;
*&#039;&#039;&#039;Butcher:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Firebelly:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hunter:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Gnoblar Fighters:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gnoblar Trappers:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Monsterous Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Ogres&#039;&#039;&#039;: Your &amp;quot;standard&amp;quot; infantry, they come in the usual monstrous infantry size and a tremendous charge bonus to batter the enemy with. They will cause fear and come with siege attacker to help get past those city walls so you don&#039;t have to wait out in a siege. They come in two variants, a Generalist mace variant and a dual weapon anti-infantry variant.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ironguts:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maneaters&#039;&#039;&#039;: The well-traveled mercenaries of your army, they are far more flexible than your standard unit of ogres. They come in both a pistol and a great weapon variant, the pistol for helping them pepper the enemy before the battle itself is joined and the great weapon for increased charge and a bonus vs large. They also come with Immune to Psych so don&#039;t expect to see these guys running away any time soon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Leadbelchers:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Beast &amp;amp; Monsters===&lt;br /&gt;
*&#039;&#039;&#039;Sabretusks:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gorger:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Slavegiant:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stonehorn:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Cavalry===&lt;br /&gt;
*&#039;&#039;&#039;Mournfang Cavalry&#039;&#039;&#039;: One of the most powerful cavalry units from the table top game. And at least their mercenary counterparts don&#039;t disappoint. Their statline is scary, they have about the same mass as a carnosaur and their lack of armour actually works in their favor too, since the things enemies would normally roll out to counter monstrous cavalry usually have a lower base damage, making them even beefier than they already appear on paper. They don&#039;t have Ogre Charge for some reason, but their speed and heavy mass will usually make up for it.&lt;br /&gt;
&lt;br /&gt;
===Chariots===&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
*&#039;&#039;&#039;Gnoblar Scraplauncher:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ironblaster:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Multiplayer Strategies==&lt;br /&gt;
You are THE monster faction of the trilogy. You have a grand total of 2 normal infantry units, neither of which are going to carry the day for you, and a bunch of big fat boys in all manners of flavors. You are going to be a scary force on the charge and have some of the scariest units in the entire game. Mournfangs make elite cav from other factions cry and they&#039;re your lowest tier cavalry unit. Of course, your reliance on monsters comes with an obvious weakness as you will struggle against... well, pretty much anyone who can bring a decent amount of Anti Large to the field. You may also struggle since your army tends to be predictable, and I imagine veterans will learn how to counter you fast. Still, if you want to grab a monster horde to feast on your enemies this is the race for you. Here&#039;s how to win glory for The Maw:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Beastmen| Beastmen]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Bretonnia| Bretonnia]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Warriors of Chaos| Warriors of Chaos]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dark Elves| Dark Elves]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dwarfs| Dwarfs]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Empire| Empire]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Grand Cathay| Grand Cathay]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Greenskins| Greenskins]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/High Elves| High Elves]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Khorne|Khorne]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Kislev|Kislev]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Lizardmen| Lizardmen]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Norsca| Norsca]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Nurgle| Nurgle]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Skaven| Skaven]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Slaanesh| Slaanesh]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tomb Kings| Tomb Kings]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tzeentch| Tzeentch]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Coast| Vampire Coast]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Counts| Vampire Counts]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Wood Elves| Wood Elves]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
==Campaign Strategies==&lt;br /&gt;
&lt;br /&gt;
[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C02:20E0:0:0:0:C847</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=X-Wing/Tactics/Confederacy_of_Independent_Systems&amp;diff=568858</id>
		<title>X-Wing/Tactics/Confederacy of Independent Systems</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=X-Wing/Tactics/Confederacy_of_Independent_Systems&amp;diff=568858"/>
		<updated>2021-10-27T00:53:31Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C02:20E0:0:0:0:C847: /* Pilots */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;&amp;quot;Consider the lives of your crew.&amp;quot;&#039;&#039; -Commander Needa&lt;br /&gt;
:&#039;&#039;&amp;quot;Why should I?&amp;quot;&#039;&#039; -General Grievous&lt;br /&gt;
&lt;br /&gt;
In a meta dominated by Rebels and Empire, the Separatists have begun to eke their way into the upper echelons of competition. With cheap droids, a decent fighter and a potent large base ship, the CIS is one of the more rewarding factions for those who are willing to invest in it. &lt;br /&gt;
&lt;br /&gt;
=Why play the Confederacy of Independent Systems=&lt;br /&gt;
The other side of the Clone Wars, the Confederacy of Independent systems (CIS) went to war with a massive army of droids that they intended to use to bludgeon the Republic into submission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
*SWARMS&lt;br /&gt;
*Relays are unique upgrades to increase the effectiveness of your ships&lt;br /&gt;
*Most ships have an ability even without a unique pilot&lt;br /&gt;
*Very, very cheap ships that even have missiles, more than what the basic TIE can say&lt;br /&gt;
*A lot of unique upgrades and munitions such as buzz droids or Energy shells&lt;br /&gt;
*Many internal synergy options&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
*Most ships are droids, and use Calculate which just is not as good as Focus, requiring special abilities to get the most out of it&lt;br /&gt;
*Few stand out damage dealers, requiring internship team work or buffs&lt;br /&gt;
*Due to mostly being droids few ships have talent slots.&lt;br /&gt;
&lt;br /&gt;
=Ships=&lt;br /&gt;
&lt;br /&gt;
==Tactical Relay==&lt;br /&gt;
Not a ship, but a central pillar of the CIS deserving of its own section. You can only bring one of these and whichever ship you attach it to is the de facto squad leader.&lt;br /&gt;
*&#039;&#039;&#039;Kraken:&#039;&#039;&#039; Allows 3 friendly ships at Range 0-3 to retain their Calculate tokens. Expensive, but it makes Vulture Fighters somewhat formidable.&lt;br /&gt;
*&#039;&#039;&#039;[[/tv/|TV]]-94:&#039;&#039;&#039; Allows Range 0-3 friendlies spend Calculate to add a hit result to attacks in bullseye arc with 2 or fewer attack dice. If you happen to be fielding 8 Vulture or are playing an Epic match, you&#039;re bound to have frequent enough range 2-3 bullseye shots to see some real benefit, otherwise pass.&lt;br /&gt;
*&#039;&#039;&#039;K2-B4:&#039;&#039;&#039; Range 0-3 friendlies can spend Calculate when defending to force the attacker to add an Evade unless the attack chooses to become Strained. K2 certainly makes Droid fighters more annoying to kill.&lt;br /&gt;
*&#039;&#039;&#039;TA-175:&#039;&#039;&#039; When a Range 0-3 friendly Droid fighter is destroyed, all other Droid fighters in Range get a Calculate token. This obviously works best with a lot of low initiative Droids. Feethan Ottraw Autopilot is the natural carrier for TA.&lt;br /&gt;
&lt;br /&gt;
==Vulture-class Droid Fighter==&lt;br /&gt;
[[GEQ|A ship that&#039;s actually on par with a TIE/ln statwise]].&lt;br /&gt;
Cheap, janky and with only two agility, Vulture droids require tactical creativity to use to their fullest. &lt;br /&gt;
*Networked Calculations allow Vulture Droids to spend each others&#039; Calculate tokens for the normal effect of changing one eye result when attacking/defending.&lt;br /&gt;
*Grappling Struts are an interesting configuration that allow you to dock with asteroids/debris and act as a stationary turret.&lt;br /&gt;
*Energy Shell Charges provide a significant (and cost effective) boost to their overall firepower, the only issue is that they have one charge and need to spend an action to reload it.&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Trade Federation Drone:&#039;&#039;&#039; Academy Pilot has finally been dethroned as the cheapest deployment in the game. Seriously, you can stick ten of these guys in a squad. Is that a good idea? Maybe. Lanchester&#039;s square says Yes, trying to fiddle with ten dials without annoying your opponent say no.&lt;br /&gt;
*&#039;&#039;&#039;Separatist Drone:&#039;&#039;&#039; Like the Trade Federation Drone, but higher cost and init. No Talent slot.&lt;br /&gt;
*&#039;&#039;&#039;DFS-311:&#039;&#039;&#039; A Scouting Drone with Init 1. When Engagement starts, you can give one of your calculate tokens a range 0-3 friendly ship.&lt;br /&gt;
*&#039;&#039;&#039;DFS-081:&#039;&#039;&#039; Programmed for Preservation. When a friendly ship range 0-1 defends, it can spend a calculate token to turn all crits into hits. Only worth taking if Kraken is in your squad. Makes a good buddy for a bomber or large ship you want to protect. Init 3.&lt;br /&gt;
*&#039;&#039;&#039;Haor Chall Prototype:&#039;&#039;&#039; A semi-limited ship. You can have up to two in your squad. When a ship in your bullseye within range 2 declares an attack on another friendly ship, you can perform a calculate or target lock action.&lt;br /&gt;
*&#039;&#039;&#039;Precise Hunter:&#039;&#039;&#039; You can have up to three Precise Hunters in your squad. You can reroll a blank result when attacking someone in your bullseye.&lt;br /&gt;
&lt;br /&gt;
==Belbullab-22 Starfighter==&lt;br /&gt;
Seen only once when Grievous was trying to run from Obi-Wan, the Belbullab is the Confederate [[MEQ]] and is an overall decent ship with one glaring weakness: its best pilot is only PS4. This more or less puts it at a distinct disadvantage in any one on one dogfight, but with every pilot (besides the generics and Grievous) has an ability that plays off its droid wingmates, this makes it more of a support/dps hybrid. &lt;br /&gt;
*Impervium Plating allows you to spend one of two charges to discard an incoming &#039;&#039;Ship&#039;&#039; crit card. It can almost be thought of as having two additional shields. It is awesome, but it can back fire if your opponent is lucky and does not get any crits when they start damaging your hull.&lt;br /&gt;
*General Grievous&#039;s &#039;&#039;Soulless One&#039;&#039; title is pricey, but does wonders for your survivability. When a ship outside your firing arc attacks you, you can reroll a defense die. On top of that, 2 additional hull.&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Feethan Ottraw Autopilot:&#039;&#039;&#039; The cheapest pilot, and the only Belbullab pilot that is a droid. A fair amount cheaper than the Skakoan Ace. The one thing it has over the rest of the Belbullab pilots, except the price which is it self a selling point, is the many opportunities for synergy the CIS has for the Calculate action.&lt;br /&gt;
*&#039;&#039;&#039;Skakoan Ace:&#039;&#039;&#039; Elite generic, Init 3, notable for being one of the few generic options for a talent upgrade the CIS have, the only other option being the various Nantex fighters.&lt;br /&gt;
*&#039;&#039;&#039;Captain Sear:&#039;&#039;&#039; A CIS [[Reasonable Marine]] who simply believed the Galactic Republic was counterproductive to liberty. Init 2. When a friendly ship range 0-3 attacks a ship in its bullseye arc, that friendly ship can spend a calculate token to cancel an evade result.&lt;br /&gt;
*&#039;&#039;&#039;Wat Tambor:&#039;&#039;&#039; The Techno Union foreman that [[That Guy|cost the CIS a shoo-in victory when he delayed his part of the plan so he could loot the city]]. He works well around droids, at least, as he gets to reroll 1 attack die for each calculating friendly ship range 1 from the defender.&lt;br /&gt;
*&#039;&#039;&#039;General Grievous:&#039;&#039;&#039; A [[Original character, do not steal|cybernetic killer of Jedi with respiratory problems and a tendency to execute underlings that annoy him]]. He was actually pretty scary in the OG &#039;&#039;Clone Wars&#039;&#039; cartoon, but got [[Nerf|nerfed]] for &#039;&#039;Revenge of the Sith&#039;&#039; and CG &#039;&#039;The Clone Wars&#039;&#039;, but still assuredly TRAINED IN YOUR JEDI ARTS BY COUNT DOOKU. Init 4. When you attack from outside the defender&#039;s firing arc, you can reroll up to 2 attack dice. This nicely represents his affinity for attacking enemies that are vulnerable, and equipping &#039;&#039;Soulless One&#039;&#039; represents the zero fucks he gives about his personal safety in the process.&lt;br /&gt;
**General Grievous as a crew has a non-recurring Surge that can be spent to cancel an incoming hit or crit if there are at least two remaining after the Neutralize Results step. His Surge is recovered when a friendly ship is destroyed. He&#039;s pretty good at protecting one important ship since you&#039;re going to lose Vulture Droids anyway.&lt;br /&gt;
&lt;br /&gt;
==Hyena-class Droid Bomber==&lt;br /&gt;
&lt;br /&gt;
A very interesting ship whose upgrade slots vary rather wildly from pilot to pilot. The only slots they all have are Mod and Configuration, the latter of which would be used for Landing Struts. Hyenas have 5 hull, very light for any sort of ordnance carrier, but it has red reload and Networked Calculations. Except DBS-32C. He has red jam instead of red reload.&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Techno Union Bomber:&#039;&#039;&#039; Init 1 generic with 1 torp, missile, and bomb slot each. This guy would be part of your Vulture swarm.&lt;br /&gt;
*&#039;&#039;&#039;Separatist Bomber:&#039;&#039;&#039; Like the Techno Union Bomber, but with Init 3.&lt;br /&gt;
*&#039;&#039;&#039;Baktoid Prototype:&#039;&#039;&#039; An Init 1 Limited 2 pilot with Sensor and 2 Missile slots, so he can bring Barrage Rockets, Diamond-Boron Missiles or the new Multi-Missile Pods, which noteably only need a calculate to launch. If a networked droid has locked onto a target, you can ignore a missile&#039;s token requirement. Notable this can let it shoot weapons that need focus to launch, something a drone can normally not use, lacking focus instead of calculate. Definitely a good idea to bring Passive Sensors or DBS-32C to compensate for the low initiative. &lt;br /&gt;
*&#039;&#039;&#039;Bombardment Drone:&#039;&#039;&#039; Init 3, Limited 3. Sensor and 2 Bomb slots. When dropping a device, you can choose to launch it instead, using the same template. The double bomb slots mean you can bring Bomblet Generator, but it&#039;s way better to have Proximity Mines and Delayed Fuses because [[Lulz|sometimes, it&#039;s really good to be able to push a mine forward, fly through it, and leave some higher initiative chump to detonate it]].&lt;br /&gt;
*&#039;&#039;&#039;DBS-32C:&#039;&#039;&#039; Many &amp;quot;Roger Rogers&amp;quot; will be said with this Droid Control Signal Relay around. He can bring a Tactical Relay and Sensor Upgrade. At the start of Engagement, he can spend a Calculate to Coordinate a networked droid. If there was ever a droid to put Landing Struts on, 32C is the one.&lt;br /&gt;
*&#039;&#039;&#039;DBS-[[Yotsuba|404]]:&#039;&#039;&#039; An Init 4 unique who can perform primary attacks at Range 0, but when performing &#039;&#039;any&#039;&#039; attack at Range 0-1, you roll an extra attack die and then suffer a crit. For those keeping track that stacks with normal range one bonus for FOUR attack at range 1. 404 appears to be very much a [[Leeroy Jenkins]] fighter, and he most definitely is if you bring APT, but it can also serve as a handy bit of insurance with longer range munitions. A notable one might be cluster missiles because if both targets are in range one that lets him throw out &#039;&#039;&#039;8&#039;&#039;&#039; dice in one turn, against two targets mind you but that&#039;s still a lot of Dakka. Just because Little Orphan Annie closed the gap does NOT mean he is safe from having his face chewed off by this crazy fucker.  Also, has Missile, Torp, and Bomb slots. And before you ask: no 404 does not play nice with 081, DFS-081: only helps when you take a crit when you defend not from an ability like 404, as thematic as 404 &#039;preservation programing not found&#039; working with &#039;Programmed for Preservation&#039; 081.&lt;br /&gt;
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==Sith Infiltrator==&lt;br /&gt;
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The first large base prequel ship, it has a great dial, poor agility, Force tokens and the option to take a cloak. &lt;br /&gt;
*It&#039;s actually pretty customizable, with slots for a torp, cannon, bomb, two crew and a special &amp;quot;Tactical Relay&amp;quot; which is a CIS specific crew slot (basically a Confederate Astromech). Just be warned, this ship is a bit of a [[DISTRACTION CARNIFEX]] so unless it&#039;s necessary for your list to have it, it might be better to save the points for a bid instead. At the same time &amp;quot;DISTRACTION CARNIFEX&amp;quot; can be a legitimate tactic and with the ability to cloak due to the title, it might let you tank a lot of damage.&lt;br /&gt;
*The &amp;quot;Scimitar&amp;quot; title lets you take a stress to cloak and adds a Jam to your action bar. It also gives you the ability to give any enemy in your Bullseye arc a Jam token automatically when you de-cloak. &lt;br /&gt;
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===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Dark Courier:&#039;&#039;&#039; a PS2 generic.&lt;br /&gt;
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*&#039;&#039;&#039;[[Meme|O-66]]:&#039;&#039;&#039; A PS3 droid that trades a Focus for a Calculate and can use Calculate tokens to perform actions after defending. &lt;br /&gt;
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*&#039;&#039;&#039;Count Dooku:&#039;&#039;&#039; An elegant, charismatic, gentlemanly Sith lord and master fencer who had dreams of liberating the galaxy from Republic control. A PS4 who can use the force to delete blue or red tokens (but only after defending and has an enemy in his arc) and can also spend a Force token to perform an action if he successfully hits someone. The &#039;&#039;Scimitar&#039;&#039; upgrade is must, as you can drop your cloak after being shot at, fire your own weapon, and then immediately recloak.&lt;br /&gt;
**Dooku as a crew is worth bringing for the card art alone, but his ability has the highest [[troll]] potential of anything in the game. Before a range 0-2 ship rolls dice, you can spend your Force point (assuming it&#039;s full) to name a result. If the named result doesn&#039;t appear in the roll, the person who rolled must change one die to that named result. There&#039;s the obvious use of fucking with attack and defense rolls, but his ability can be applied to &#039;&#039;any&#039;&#039; dice roll, including obstacle collisions, Console Fire, Wounded Pilot, Illicit Cloaking Device, or just preventing your remote from getting roadkilled. If an enemy ship runs through a debris field, Dooku can guarantee they take the crit as long as he&#039;s close enough. Generally, his ability is better used when there are fewer dice being rolled, as he&#039;s more likely to actually affect the outcome. Just don&#039;t [[Derp|put him a ship with another Force user]] or you&#039;ll never be able to use the ability.&lt;br /&gt;
*&#039;&#039;&#039;[[Edgy|Darth Maul]]:&#039;&#039;&#039; Before he took a lightsaber to his kidney(s), Maul was a PS5 pilot who could drop two Force tokens to make a bonus attack against a second target or the same target if he missed the first time. Overall a pretty cool guy who had a lot going for him.&lt;br /&gt;
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==Nantex-Class Starfighter==&lt;br /&gt;
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The Geonosian Nantex has a small base, a turret, and a bullseye only arc. The built-in Pinpoint Tractor Array allows it to tractor itself to rotate its turret in any direction except the rear, and [[RAW]] says it can do this even after a collision. On a normal maneuver, it can effectively boost/barrel-roll, rotate, AND focus in one round, all at the cost of one agility if you don&#039;t pull off an Ensnare (More on that in a minute). On the flipside, you &#039;&#039;must&#039;&#039; rotate your turret a different direction in order to get the movement benefit of tractoring, and the Nantex has the aforementioned, only bullseye arc so it needs it&#039;s agility to even get on target.&lt;br /&gt;
*Like the A-Wing, Nantex rookies have a Talent slot and aces have two.&lt;br /&gt;
*Ensnare is the go-to talent for high init pilots. At the end of Activation Phase, it allows you to transfer a tractor token to another ship (Hostile or friendly) range 0-1 inside your turret arc. You can do this even after bumping, which caused an outpouring of [[rage]].&lt;br /&gt;
*Gravitic Deflection is another Nantex-exclusive Talent that allows one defense die to be rerolled per tractored ship in the firing arc. If you&#039;re flying a Geonosian swarm, the choice is obvious.&lt;br /&gt;
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===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Stalgasin Hive Guard:&#039;&#039;&#039; Init 3 generic. Nantex fighters rely on high initiative more than most other ships, so it&#039;s no surprise that the initiative curve would resemble that of the TIE Phantom.&lt;br /&gt;
*&#039;&#039;&#039;Petranaki Arena Ace:&#039;&#039;&#039; You saw these dudes zipping around near the end of &#039;&#039;Attack of the Clones&#039;&#039;. Init 4 elite generic.&lt;br /&gt;
*&#039;&#039;&#039;Gorgol:&#039;&#039;&#039; FFG dug deep to find this guy who appeared in one comic in 2010. Gorgol has a crippling init of 2. His saving grace is the interesting ability to disarm himself in Systems Phase to tractor a friendly ship range 1-2 and then repair a faceup Ship crit card. No arc requirements. His engineering background translates to being the only Nantex pilot with a Mod slot, afterburners should be considered to try and get the bullseye weapon on target.&lt;br /&gt;
*&#039;&#039;&#039;Chertek:&#039;&#039;&#039; Init 4 ace, can reroll 2 attack dice when shooting a tractored ship. Ensnare is mandatory.&lt;br /&gt;
*&#039;&#039;&#039;Berwer Kret:&#039;&#039;&#039; A Hive Guard Captain who works well with droid allies. When he performs an attack that hits, any and all friendly droid fighters may perform a red calculate action. Not a bad choice if you need to bring a Tactical Relay that isn&#039;t Kraken, even though blue maneuvers on CIS droid fighters tend to be on the janky side.&lt;br /&gt;
*&#039;&#039;&#039;Sun Fac:&#039;&#039;&#039; The ultimate Nantex ace, despite canonically being killed by ground troops mere seconds after taking off, though in his defense it was [[Hellblaster|Delta Squad]]. Gets an extra attack die when shooting at a tractored ship. Ensnare is once again essential, as you can tractor-roll yourself, then tractor-roll a victim into your bullseye arc, who will then have to [[Anal Circumference|contend with at least 5 attack dice while losing a defense die from the tractor token]]. Be warned that Sun Fac with Ensnare is EXPENSIVE and the numerous cries of [[NPE]] will keep it that way.&lt;br /&gt;
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==C-ROC Cruiser==&lt;br /&gt;
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==HMP Droid Gunship==&lt;br /&gt;
A ship stated to be capable of strafing runs. It has a 180° firing arc, 2 attack, 1 agility, 5 hull, 3 shields. The Networked Aim ship ability prevents an HMP from spending its target locks on rerolls, but can reroll one die per allied lock on the defender.  But the real cheese is the Repulsorlift Stabilizers, which let the Gunship [[Bullshit|&#039;&#039;&#039;sidestep&#039;&#039;&#039;]]. Weirdly it has a crew slot which makes it the cheapest crew carrier in the entire CIS by a long shot. Grevious can make the HMP a lot tankyer, while the [https://vignette.wikia.nocookie.net/xwing-miniatures-second-edition/images/e/ed/Swz30_palpatine.png/revision/latest?cb=20190225182606 Senate] make a cheap~ish command boat.&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Baktoid Drone:&#039;&#039;&#039; Init 1 generic. Due to network aim and having access to Calculate munitions the baktoid drone is easier to handle then other low initiative bombers since you don&#039;t run into the issue of enemy ships being to far to target lock and then wandering into range later. C&lt;br /&gt;
*&#039;&#039;&#039;DGS-047,&#039;&#039;&#039;&#039;&#039;Adaptive Intelligence:&#039;&#039; Init 1, after you attack you can get a lock if it&#039;s in your 90 degree arc, important since the HMP has a 180 arc naturally. It can also give a strain if there in the bullseye but that&#039;s tricky for a ship with 1 init to ensure, consider that a nice sometimes and take it for that target lock. When it comes to shooting it&#039;s high initiative first, so with other HMPs this can not get a bonus target lock for them to use in the same phase, meaning this effect is delayed until the next turn. &lt;br /&gt;
*&#039;&#039;&#039;Geonosian Prototype,&#039;&#039;&#039;&#039;&#039;Devastation protocols&#039;&#039;: As a &#039;Geonosian&#039; variant this version of the HMP synergies very well with the Nantex, allowing the removal of a tractor token in order to reroll 2 attack dice, and since the Prototype has lower init then all but Gorgol that means the other Nantex will all get the benefit of -1 defense the defender has for being tractored. This also means that the Prototype works best with some kind of Cannon or Missile so as to throw out more dice to make that reroll matter, like the missile pods. However, the Nantex can do it&#039;s tractor tricks only with an expensive talent upgrade so getting more then a few ships out will be tricky. Maybe splash one into a swarm for a bit of missile support but more then that cost you in terms of number of ships. Aside from that the Prototype is also the onlyHMP that has two cannon mountings, swapping out the crew and device slot for them. With two mountings the synced laser cannons seem to be the direction your intended to go, but as the cheapest cannon platform you have, feel free to experiment. &lt;br /&gt;
*&#039;&#039;&#039;DGS-286,&#039;&#039;&#039;&#039;&#039;Ambush Protocols&#039;&#039;: Where the Prototype worked with Nantex, 286 fits in nicely with a swarm of Vultures and Hyena&#039;s, where it&#039;s able to take a calculate off one one of them. Combine with a Kraken relay and the loss of one calculator will not be a problem. Additionally the swarm can target lock giving 286 rerolls, while still having the calculate from last turn. As a bomber it does directly compete with the cheaper Hyena, but for that price you get rerolls for target locks, an extra missile slot, and a crew slot. If you just want a missile/torpdo launcher go with another Hyena but for some utility with your dakka DGS-286 will go far.&lt;br /&gt;
*&#039;&#039;&#039;Onderon Oppressor,&#039;&#039;&#039;&#039;&#039;Atmosphere attack module&#039;&#039;: int 3, barrel or side slip when stressed gain a calculate. Powerful? Yes. Now that there is a Calculate launched missile the Oppressor can barrel roll to a bulls eye, get a calculate and unleash a missile barrage, for the cost of one stress. The oppressor must be combined with missile pods to allow this combo, which while expensive can give a lot of firepower from unexpected angles. &lt;br /&gt;
*&#039;&#039;&#039;Separatist Predator,&#039;&#039;&#039;: int 3, Generic&lt;br /&gt;
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{{Star wars Miniature games}}&lt;br /&gt;
[[Category:Star Wars]]&lt;br /&gt;
[[Category:Star Wars X-Wing]]&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C02:20E0:0:0:0:C847</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Cannon&amp;diff=110275</id>
		<title>Cannon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Cannon&amp;diff=110275"/>
		<updated>2021-10-25T11:01:36Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C02:20E0:0:0:0:C847: /* Types of cannon ammunition */&lt;/p&gt;
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&lt;div&gt;After the [[China|Chinese]] worked out the basics of gunpowder, they began to experiment with how to use it on the battlefield.   As such, during the Song Dynasty people invented basic bombs, rockets and [[firearm]]s for use in combat.  Eventually someone decided that their firelance was a good idea, but it could become an even better idea by making it even &#039;&#039;bigger&#039;&#039;.  Thus were born the first &#039;&#039;&#039;cannons&#039;&#039;&#039;.  By an odd quirk of fate this design process apparently happened in reverse in Europe when gunpowder got around to them, with cannons being built first which were then scaled down into man portable handgonnes/hand-cannons.&lt;br /&gt;
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Not to be confused with [[canon]], though they do share the same word root which refers to a tube/pipe.&lt;br /&gt;
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== Cannons in Warfare ==&lt;br /&gt;
[[image:TurkishBombard.jpg|thumb|300px|right|The Great Turkish &amp;lt;s&amp;gt;Penis Compensator&amp;lt;/s&amp;gt; Bombard, when you absolutely positively need to conquer Constantinople, accept no substitutes]]&lt;br /&gt;
Cannons can be generally sorted into either one of three main categories: gun, howitzer, or mortar. The main difference between these weapons is in their ballistic qualities and ammunition. Gun projectiles travel at high velocities following a fairly flat trajectory, mortar projectiles travel at low velocities with steeply-arched trajectories, and howitzers are between the two. &lt;br /&gt;
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The gun was historically used to batter down fortifications, pulverize infantry, or smash boats with solid shot. Most forms of premodern artillery were guns. Prior to the invention of reliable fuzes, Mortars and howitzers were just about the only means of safely firing explosive or incendiary ordinance at the enemy. Mortars, with their steep trajectories, were very useful in dropping bombs on the heads of enemy soldiers hiding behind hills and ramparts; Howitzers on the other hand, were (and still are) highly versatile pieces capable of handling solid and explosive shells, though with less efficiency and more difficulty than either guns or mortars.&lt;br /&gt;
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The history of the cannon is written in blood-- in its first chapters often the blood of their users along with their targets. The first generations of cannons were crude affairs made by people with rudimentary metallurgy working things out by trial and error, with error often ending with the poor sods manning the gun getting a face full of iron shards, if not vaporized by the blast outright. This was made all the worse by the crude gunpowder available at the time and mishandling by inexperienced crews. In this initial period history Cannons were used for two purposes: small wall mounted defensive weapons in fortifications and large siege weapons to get through city walls. While they were powerful, cannons were simply too inaccurate in the early times, which was especially true for the heavier offensive guns. The big siege guns would usually be carted into a fixed location and be set there. Even if nothing went wrong they could only get off a couple shots an hour. Early cannons fired a variety of shot from spears to chiseled stone balls, though eventually cast iron balls became the most common as things progressed. While early cannons were dangerous and unreliable in terms of accuracy or lifespan, they were more easy to cast and maintain compared to the wood and rope used to make catapults and ballista; with the latter prone to warping and decay from humidity and weather.&lt;br /&gt;
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Eventually the art of cannon making improved as time went on and things became more reliable as gunmakers and gun crews got more experienced in handling their weapons (partially as the stupid ones got their jimmies blown off) and tried and true designs were replicated. Cannons went from massive bombards hurling large boulders to smaller but more powerful pieces firing iron balls at higher velocity. As this happened, it prompted a change in fortification design. Tall and comparatively thin walls with high towers might be imposing and good at fending off attempts to scale them with ladders and siege towers, but they could not take that many salvos from a besieging enemy. Walls instead became shorter and thicker, reinforced with heavy earth ramparts to absorb the shock of cannonballs, with pointed battlements better suited for mounting defensive cannon and bouncing shells.&lt;br /&gt;
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An even bigger development was the matter of cannons at sea. Though some people tried using catapults, ballistae, and the occasional flamethrower ([[Standard Template Construct|until the Byzantines forgot how they worked thanks to Emperors keeping the recipe and well...a coup and a couple of dead folks later, no one remembered where theyc put it.]]) as ship-mounted weapons, naval battles were up until this point settled by ramming or boarding actions. By the late 1400s potential of naval guns soon became obvious, damaging or destroying the wooden enemy ships outright, and navies began adapting their ship designs to carry guns. In 1571 the naval forces of the Holy League faced off against those of the Ottoman Empire off the coast of Greece at Lepanto. Though the Ottomans had a slight numerical advantage in terms of galleys and soldiers, [[Dakka|the Christians had more that twice as many cannons as well as better trained gun crews which could get off two shots for every volley]] the Ottomans could which was a big factor in the crushing defeat that the Ottomans suffered that day. Even so, the days of the galley were done and the age of sail had begun. Purely sail driven warships might not have the short range speed advantage or the shallow water maneuverability of a Galley, but where a galley would have ranks of rowers manning oars and a five or so frontal cannons a sailing ship would have a broadside with dozens of cannon.&lt;br /&gt;
[[image:24_pounder_gun.jpg|thumb|300px|left|A 24 pounder Long Gun from the age of Sail]]&lt;br /&gt;
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From about 1400 to 1800 there were two main materials used to make cannons: bronze and iron. &lt;br /&gt;
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Bronze was by far the preferred material. In Europe, there was a long tradition of [[Casting]] large metallic objects out of bronze, namely church bells and bronze statues. Additionally, unlike iron, bronze takes much less energy to recast, so guns were made out of whatever bronze material was left lying around. Next time you&#039;re in Europe, take a shot every time you find a church bell older than 200 years. It sucks as a drinking game, since you won&#039;t end up drunk at the end. Bronze guns can be made lighter than iron guns of a similar size, and were therefore more mobile on the battlefield. Furthermore, bronze has some give to it, which means you have some warning if the gun is going to blow up. When an iron gun is about to blow up, it doesn&#039;t give any warning when it&#039;s no longer safe, but a bronze one will bulge first, letting you know when you&#039;re starting to push your luck. The problem was that copper and tin were fairly rare and in short supply and the cannon makers were not the only ones who wanted the stuff, so the number of bronze guns you could make was limited. &lt;br /&gt;
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Iron is of course one of the most common elements in the Earth&#039;s crust. That said, it took more fuel to smelt, it was much harder to melt and reforge, it took different and less-common craftsmen (since you couldn&#039;t just conscript the various bell-makers in your given nation), and if you didn&#039;t have a good metallurgist you would end up making a brittle gun that was liable to explode in your face. The earliest guns tended to be made out of iron staves welded and bound together by iron hoops like a barrel, though these could rarely withstand the strain of repeated firings. Casting was no less easier. Simply put, it&#039;s just much easier to make a big thing like a cannon out of bronze than iron. That said, the use of iron became more and more common as time went on, as the need for artillery increased and the requisite metallurgy and tooling improved. &lt;br /&gt;
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Of course iron and bronze were not the only things we made cannons out of. In a pinch or on the cheap, you could use wood to make a cannon, but wooden guns need much thicker walls than a metal one, limiting the size and weight of your shot and how much powder you can use. Another material experimented with was copper bound with leather, first toyed with by Gustavus Adolphus of Sweden against Poland. They were... less than successful, and replaced with 3-pound bronze guns.&lt;br /&gt;
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You might ask why Gustavus decided to make a cannon out of leather in the first place? The answer is that as time went on and cannons became quicker firing and more accurate, people began wondering about other uses for cannons besides blasting apart castles and ships. Armies back then formed up their infantry into large, blocky formations of arquebusiers (men armed with pre-musket guns), halberdmen, swordsmen and pikemen. Against such foes, the old and massive castle-crackers were overkill. Beyond that they were still slow-firing and a massive pain in the butt to move around. What was needed against those targets were smaller, lighter, (a cannon that can shoot a 3 pound ball is still very heavy, though much lighter than one that shoots a 12 pound ball which is why Gustavus tried leather to make a light gun) guns that could quickly be moved into position, loaded and fired. Thus, bit by bit Gustavus developed the idea of Field Artillery for antipersonnel use and would end up attaching 12 or so field guns to each of his brigades (a military unit he himself invented) to support his infantry. This made Gustavus army devastatingly effective against the Catholic forces in the 30 years war. Just not with the leather cannons.&lt;br /&gt;
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In any case by 1700 it was made clear that field artillery was a critical part of any army on the march. This development also meant that armies began to shift their tactics away from blockish formations but to long firing lines. You see, you can aim a cannon ball so that when it reaches the ground it bounces off of it in front of the formation so that it would fly though a block formation of thirty or more pikemen and musketeers at hip level, killing and maiming until it went out the other side. This was called the grazeing shot and warhammer fantasy players are likely well aware of how effective this could be on thick blocks of troops. The same would apply to a three man thick line of soldiers, though with only a tenth the casualties. A cannon ball can only kill people it hits or those nearby (the later due to the fact that [[Khorne|the bones of the people hit spray fragments everywhere]]). Explosive shells, which have a wider area of effect, had long been in use, but their effectiveness was always a little iffy, on account of requiring a v lit fuze in order to explode; they also couldn&#039;t be fired out of guns at very high velocity, since they&#039;d also need thicker shell walls to withstand the stresses of firing, which reduces the power of the explosive payload.&lt;br /&gt;
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Cannons changed substantially during the 19th century. Improvements in metallurgy and tooling not only made it possible to cheaply produce strong guns out of iron (and later steel), but to also give their barrels rifling, imparting greater range and accuracy to projectiles, as well as the ability to reload from the breech, which is a lot faster than trying to shove things down the barrel from the muzzle. You also had high explosives. Compared to regular old gunpowder (which is often called low explosive or black powder) high explosives were by nature much more powerful and very unstable. The latter quality however, made small quantities ideal for the creation of reliable shell fuzes and primers; when mixed with stabilizers, they also turned out to be much better propellants and explosive material than the old stuff. From now on, all forms of artillery could fire explosive shells with absurd range and power. You could shoot so far that you didn&#039;t even need to see your targets to hit them, though you needed spotters to tell you were to shoot. That said, there remained problems with accuracy. Which is why during World War One, they used weeks of saturating bombardments to try and destroy fortifications. Mostly, this didn&#039;t work: 1,738,000 shells were fired at the German lines before the battle of the Somme and enough Germans were left alive to kill 26,000 of the attacking British (Empire) and French on the first day. What was needed was a way to get a cannon in place to hit a target directly and allow the accurate destruction of fortifications. . . which lead of course to the invention of the [[tank]] and the modern infantry mortar to allow much closer range accurate fire support. &lt;br /&gt;
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That pretty much leads us to today. The cannon is now generally only found in its purest form on [[Tank]]s, where high velocity solid shot is still one of the best ways to penetrate armour. They are also still in use on warships as dual-purpose artillery, though they rarely fire solid shot there. Mortars have generally been infantry-portable muzzleloading weapons, though a few are sufficiently massive to warrant mounting on vehicles and/or incorporating a breechloading mechanism. Howitzers are now technically gun-howitzers, incorporating aspects of both the gun and howitzer to rain fire on enemy positions many miles (or kilometres) away, though they are perfectly capable of murderizing things much closer, if the situation calls for it. For a time, it seemed that rockets and missiles would completely replace gun artillery, though the latter still has a significant niche in providing sustained, cost-efficient fire support. Most marked improvements to cannons in the twentieth century amount to either making them more portable by putting them on a tracked or wheeled vehicle. As for lethality, you now have one gun capable of doing the job of a dozen or more, courtesy of superior accuracy through computerized fire control systems, guidance systems, autoloaders, and the wonders of the atomic age. &lt;br /&gt;
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In the future, cannons are likely to be replaced with high tech systems than small arms. Conventional propellants have reached the point where there is no room for further improvement, and so humanity&#039;s ongoing quest to hit things harder will require more exotic forms of propulsion. The railgun seems like the most promising candidate, using the power of two conductive rails to propel a solid metal dart at hypersonic (Mach 5+) speeds, imparting so much kinetic energy on contact that the need for an explosive payload is largely rendered [[moot]]. This has a number of advantages, key among which is that you no longer have to deal with your ammunition exploding. Laser weapons that can hit small explosive objects or UAVs with pinpoint accuracy are now in operational service with some militaries. However, much as is the case with small arms, such advanced weapons projects have yet to provide a system that can compete with the simple efficiency of a chemical explosion, as they are all dogged by problems relating to power requirements, heat generation, and durability, with  few systems being reasonably portable or capable of firing more than a few shots before breaking down.&lt;br /&gt;
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== Cannons in Fantasy ==&lt;br /&gt;
[[image:Emp great cannon 1434013374.jpg|thumb|300px|right|One of the [[Empire]]&#039;s cannons, proving that you can mix fantasy with gunpowder weapons]]&lt;br /&gt;
Fantasy writers are a bit more accommodating to cannons than firearms: in part because they became more practical earlier on. Also they were crew served devices ill suited to use of a single warrior (unless he/she had fantastic powers to begin with) and cannons are the go to solution when someone says &amp;quot;thrilling non modern naval action&amp;quot;. Even so there is some reticence about their use as it implies that sooner or latter someone is going to figure &amp;quot;Hey, why don&#039;t we take these things and scale them down?&amp;quot;.&lt;br /&gt;
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Many cannons in fantasy settings have some fancypants adornment with bores made into the mouths of roaring lions, dragons and similar and they are rarely even primitive breech loaders. Fantasy authors also have dislike of making their guns out of Bronze since we like the idea of a big black iron gun. Cannons also tend to exist in isolation, you don&#039;t see mortars or howitzers for example . Cannons also tend to be somewhat underpowered (compared to their real life counterparts) in settings where they have to coexist with monsters. To put another way, if a cannon can knock a castle down from 490m away, then I don&#039;t care how big your dragon is, one direct hit and it will be down for the count. Mind you, getting that direct hit is going to be a bitch and a half and they are not the easier things to lug around.&lt;br /&gt;
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== Types of cannons ==&lt;br /&gt;
Below is a non-exhaustive list of different artillery weapon types, roughly arranged according to era:&lt;br /&gt;
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*&#039;&#039;&#039;Bombard&#039;&#039;&#039;: An early cannon that broke down castle walls by hurling massive stone balls at them. Unlike later cannons, bombards don&#039;t tend to have carriages and were fixed in place on wooden frames, though a few did have wheels. Single-handedly shortened the length of sieges by allowing for the breaching of walls in a matter of hours, but became obsolete as formulations for gunpowder improved, leaving out unnecessary bits like arsenic or mercury.&lt;br /&gt;
** &#039;&#039;&#039;Basilisk&#039;&#039;&#039;: A similarly massive cannon, though slightly more refined. Made exclusively out of bronze, mounted on a carriage, and with a smaller bore firing iron cannonballs weighing over a hundred pounds each. &lt;br /&gt;
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*&#039;&#039;&#039;Demi-cannon, Culverin, Saker/Minion, Falconet&#039;&#039;&#039;: A wide range of terms were employed from the 16th to 18th centuries to describe cannons of varying sizes. By this point in time, people figured that if you changed the formulation of gunpowder to make it more explody, you could make cannons lighter without sacrificing power. Just about the only thing they had in common were that they were all mounted on carriages and could be used as field artillery. Fell by the wayside sometime into the eighteenth century, as it became more common to refer to cannons by their shot weight in pounds. &lt;br /&gt;
**&#039;&#039;&#039;Demi-cannon&#039;&#039;&#039;: Fired a ball weighing less than 42 pounds. Usually employed on ships by the 17th century.&lt;br /&gt;
**&#039;&#039;&#039;Culverins&#039;&#039;&#039;: Fired a ball weighing between 20 and 14 pounds. Often referred to by the Koreans and Chinese as &#039;&#039;Hongyipao&#039;&#039; or &amp;quot;red barbarian cannon&amp;quot;, since they were introduced to them by the Portuguese.&lt;br /&gt;
**&#039;&#039;&#039;Saker/Minion&#039;&#039;&#039;: Fired a ball weighing around 5 pounds. &lt;br /&gt;
**&#039;&#039;&#039;Falconet&#039;&#039;&#039;: Fired a ball weighing around 1 pound. The smallest of artillery pieces, though nevertheless provided with its own carriage.&lt;br /&gt;
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*&#039;&#039;&#039;Licorne&#039;&#039;&#039;: Meaning &amp;quot;unicorn&amp;quot; in French, the licorne was the earliest form of gun-howitzer and so named due to the unicorns carved into the original models. It didn&#039;t really catch on outside of Russia.&lt;br /&gt;
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*&#039;&#039;&#039;Secret Howitzer&#039;&#039;&#039;: The result of pure Russian autism and [[Munchkin|min-maxing]]. This &#039;weapon&#039; was a howitzer modified to have an oval barrel, [[Wat|in the hope that it would spread grapeshot more effectively.]] The drawback was it was useless for any other purpose and not much better at its intended one. Of course, the Russians being who they were, it was decided that the penalty for talking about these guns was to be death, hence the name. [[Fail|This policy becomes more ironic when you discover that the only response to their enemies, the Prussians, finding out about these weapons was a collective WTF and having the captured units melted down for scrap.]]&lt;br /&gt;
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*&#039;&#039;&#039;Gribeauval system&#039;&#039;&#039;: Not so much a type of cannon so much as a scheme for standardizing the production and use of cannons. Introduced by the French starting in 1765, the Gribeauval system made artillery so much more practical in the field by standardizing the weight of cannonballs to 4, 8, and 12 pounds; the same was done to mortars, howitzers, and siege artillery, which went up to a maximum of 24 pounds. It also came with a field carriage that could quickly hook up to an ammunition limber for horse transport, as well as prepackaged powder bags. Cannons thus not only became easier to move around and able to fire more quickly, but could also be more easily supplied with replacement parts and ammunition.&lt;br /&gt;
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*&#039;&#039;&#039;Carronade&#039;&#039;&#039;: Short barreled, large bore cannons used for naval combat. These tended to be used on the main deck (above the gundeck) to give a ship the same punch as a similarly-bored gun for less weight; they also tended to be cheaper and easier to reload, though they did suffer from a substantially shorter range than a proper long gun. Carronades were almost exclusively loaded with grapeshot (basically a bunch of smaller cannon balls stuffed into a bag) and targeted to sweep the enemy deck clear of crew, although chain was also sometimes used to destroy rigging.&lt;br /&gt;
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*&#039;&#039;&#039;Canon obusier de 12/Napoleon&#039;&#039;&#039;: A French gun that revolutionized gunnery when it was invented in 1853, combining the best features of both the cannon and howitzer. It could fire solid shot at high velocity like a cannon, yet was also capable of firing explosive shells like a howitzer, thanks to the introduction of contact-fuzed shells. Heavily used by both factions during the American Civil War.&lt;br /&gt;
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*&#039;&#039;&#039;Double barreled cannon&#039;&#039;&#039;: An idea that sounds good on the drawing does not always means good in real life. Case in point, US Confederacy double barreled cannon. The idea was to load the guns with chain shot, two cannonballs connected by a chain, and then fire both barrels at the same time, so that the twin cannon balls would fly in such a way that not only would each ball kill the enemy, the chain between the ball would as well. The problem was in step two of the plan, getting both barrels to fire at the same time. To put it simply, it could not. It was tested three times. The first time the balls flew off target and tore up a corn field before the chain broke. The second time it missed again and tore holes in a nearby pine forest &amp;quot;like mowing machine&amp;quot; a witness said. Third time it was fired, the chain broke apart instantly and one ball flew off hitting a chimney, and the other killed a cow. The over optimistic inventor considered these tests a success. That the gun was lost for over ten years and found under a pile of rock speaks to how much the confederates thought of the thing.&lt;br /&gt;
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*&#039;&#039;&#039;Quaker &amp;quot;Gun&amp;quot;&#039;&#039;&#039;: Named after Christian Pacifists, and alternatively called &amp;quot;Dummy Guns&amp;quot;. A Quaker gun is a gun mock-up (typically made of wood), made to look like real guns from a distance in order to deceive enemies you were more threatening than you actually were. Quaker guns found several instances of success throughout the ages and has negated battles that would have otherwise been an easy victory for the opposing side who didn&#039;t realize the guns they were scouting were fakes. These were particularly popular in the US Civil War, when an infantry advance on foot against cannons was absolutely guaranteed to cost the attacker wagonloads of dead and injured.   Advances in modern reconnaissance technology has largely rendered dummy guns ineffective shortly after WWII, but the dummies there were hilariously important from a tactical view- the usage of dummy Allied tanks and artillery along key points helped to convince the Germans that the main attack of D-Day would occur at Calais rather than Normandy (it helped that Patton stayed near their supposed launch point).  &lt;br /&gt;
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*&#039;&#039;&#039;Parrott Rifle&#039;&#039;&#039;: A Union Civil War cannon, the Parrott rifle was distinctive for its cast iron construction incorporating a band of wrought iron strengthening the breech of the gun. This made it an accurate piece of artillery that was simple to produce, though it did have a distressing tendency to burst.&lt;br /&gt;
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*&#039;&#039;&#039;Armstrong gun&#039;&#039;&#039;: The Armstrong gun is one of the first rifled breech loaders. It also employed an innovative built-up construction: an inner barrel made out of a wrought iron or mild steel, surrounded with more wrought iron coils that were shrunk to keep the tube compressed. The Armstong used a screw breech, so to load the gun you had to open it like the door on a ship by spinning a wheel to unscrew it. Armstrong guns were made in a wide range of calibers, from 6 pound horse guns to 110 naval artillery. Used by the British in their colonial wars and Japan in the Boshin War. The most famous Armstrong guns are the 100-ton guns used to defend Malta, capable of obliterating ships that are barely visible over the horizon. That said, despite its technical innovations, the next generation of British guns were all rifled muzzleloaders, partly because of cost concerns but also because the Armstrong&#039;s breech was not strong enough to handle armour-piercing shot at a time when a growing number of warships were clad in iron. Also, the Armstrong guns quickly became obsolete as everyone was switching from Black Powder to the more powerfl Smokeless Powder.&lt;br /&gt;
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*&#039;&#039;&#039;Krupp System&#039;&#039;&#039;: Krupp is an old German company that has been making guns and working iron for centuries, but it really made its name known in the mid 19th century when it worked out a system to load a cannon from the rear. The idea of loading a cannon from the breech rather than cramming everything down the muzzle had been toyed around with before, but there had been problems which prevented it from being fully practical. In 1859, Krupp solved these problems by introducing a sliding block system on an all cast steel cannon able to fire explosive shells. Long story short, there was a block in the back of the cannon which could be fastened into place and unfastened and slid out of the way to load it. These guns let Otto von Bismarck unite Germany under his banner and let him beat the French in the Franco-Prussian War who, despite having better rifles, airships, and primitive machine guns, were still using muzzle-loading artillery.&lt;br /&gt;
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*&#039;&#039;&#039;System de Bange&#039;&#039;&#039;: Yes that&#039;s it&#039;s real name. No, it doesn&#039;t mean &#039;Bang System&#039;, instead &#039;de Bange&#039; was its inventor, [[Skub|though that arguably makes it funnier.]] Essentially a very efficient breech loading system. After the Germans beat them with Breech Loading Cannons, the French wanted their own such guns if those Germans came back. The solution they settled on was to make a cannon with a steel plug which screwed into the back, but with the screw&#039;s thread being removed on two quarters of the length of the plug/bore so it could be secured and opened by rotating it 90 degrees with a washer of good old fashioned asbestos to get a solid seal. The system worked very well and (with a few tweaks) is still in use today.&lt;br /&gt;
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*&#039;&#039;&#039;Disappearing gun&#039;&#039;&#039;: Guns have recoil; a disappearing gun uses that recoil to lower itself immediately after firing, protecting them from retaliation and making them difficult to spot. Later versions were mounted on retractable platforms for the same effect. They became obsolete once planes were a thing.  Because of the complex mechanisms involved, these tended to be used in stationary coastal defense batteries.  &lt;br /&gt;
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*&#039;&#039;&#039;Canon de 75 mle 1887&#039;&#039;&#039;: The French 75 (or as the French would put it, &#039;&#039;le soixante-quinze&#039;&#039;) was pretty much the first modern artillery gun as we know it, incorporating a fast-acting screw breech, self-contained ammunition (cartridge case attached to the shell), and most significant of all, a hydro-pneumatic recoil mechanism that smoothly returned the gun to its original position after firing. Put together, all of these features allowed the 75 to put out [[Dakka|an average of fifteen rounds a minute, or as many as thirty rounds a minute with an experienced crew]]. That said, it was also one of the last field guns as we know it, with the advent of modern warfare pushing artillery way further into the backline, and off the field of battle.&lt;br /&gt;
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*&#039;&#039;&#039;Autocannon&#039;&#039;&#039;: Essentially an automatically loading cannon with a calibre between 20mm to 76mm. Dating back to the 19th century (see below), the autocannon really came into its heyday during the Second World War, when there came to be a need for a rapid-firing cannon that could fire armour-piercing and explosive shells to swat planes out of the sky. They utilize a number of mechanisms to achieve their ends, including the tried-and-true Gatling mechanism to beefed up recoil operation systems, not to mention a range of externally-powered mechanisms that automate the process of loading, firing, and extracting ammunition. Employed on pretty much every vehicle you can think of. From wheeled vehicles to tanks; helicopters. fighter jet, patrol boats and even aircraft carriers. &lt;br /&gt;
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=== Noncannon guns worth mentioning ===&lt;br /&gt;
There have been numerous inventions in the history of firearms that use a cannon&#039;s limbers and caissons to mount a weapon that was not quite cannon, and was often used in a way most cannons were not. What they all had in common was that they were all &amp;quot;artillery&amp;quot; in the sense that they were static, mounted firearms that could fuck up enemies in ways that infantry-portable firearms could not, much like your average cannon.&lt;br /&gt;
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*&#039;&#039;&#039;Chongtong&#039;&#039;&#039;: Not &amp;quot;really&amp;quot; cannons but this entry was here before the rocket page existed and these were fired out of a cannon. The Congtong was a Korean cannon, or rather, cannons since there was more than one type. The four types were the &amp;quot;Cheonja&amp;quot;, &amp;quot;Jija&amp;quot;, &amp;quot;Hyeonja&amp;quot;, and &amp;quot;Hwangja&amp;quot;, the names being roughly equivalent to Cannons A, B, C, and D. The Cheonja was the largest with a 130mm bore able to fire 30 pound rocket out to just over a kilometer. The other three types were pretty much the same, only shrunk down, the Jija had 100mm bore, the Hyeonja, 80mm while the Hwangja was very similar to a European hand cannon. (Wait a minute, barreled weapons that fire self propelled rockets... [[Bolter|Why does that sounds familiar?]])&lt;br /&gt;
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*&#039;&#039;&#039;Da Vinci Cannons&#039;&#039;&#039;: included in this section because, as far as we know, they were never actually built or used in battle. If they were ever used, we have no record of them, and you’d think it would be a big deal if they were successful. The famous inventor Leonardo understood the emerging importance of cannons, and sought to improve on its design. He had an early version of breech-loaders, but like a true mad scientist, that was just the beginning. Not only did he design a triple-barreled cannon, [[Steampunk|steam-powered]] cannons, and his own version of the Ottoman Bombard, but also a &#039;&#039;33-barreled&#039;&#039; cannon that had three rows of 11 small-caliber barrels set on a rotating axle, and each row would be fired in volley by rotating the row into firing position. [[The Empire (Warhammer Fantasy)|Certainly reminds you of a certain gun from a certain tabletop game, doesn&#039;t it?]]&lt;br /&gt;
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*&#039;&#039;&#039;Ribauldequin&#039;&#039;&#039;: Don&#039;t ask us how to say it (Ri-bow-de-kin, pretty much like it&#039;s written. Just ignore the &#039;l&#039;). A simpler name is “Organ gun”, because the gun barrel arrangement looks like a pipe organ, or volley gun. The Ribauldequin is troubling to list as a &amp;quot;cannon&amp;quot;, since it has a number of small barrels rather than one big one. Rather than a cannon, thinking of it as a bunch of guns on a cannon carriage may be more accurate. Of course, the downside to being able to fire a bunch of guns at once is that, in the age of muzzle-loaders, you had to take even longer to reload it. And compared to having a bunch of guys individually aiming an loading a single barrel, you had maybe one or two guys doing all the loading. Still, if you could take the enemy out in a single volley, or at least create an opening for the rest of your guys, it could be an effective force-multiplier and morale weapon. After all, it wasn’t called the “infernal machine” for nothing.&lt;br /&gt;
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*&#039;&#039;&#039;Wall gun&#039;&#039;&#039;: Essentially guns too big to be personal firearms, but too small to qualify as proper field artillery. These are generally designed to be rested atop a wall, or supported on a stand. They are, roughly, the ancestor to modern sniper/anti-material rifles. &lt;br /&gt;
**&#039;&#039;&#039;Abus Gun&#039;&#039;&#039;: An Ottoman artillery piece, similar to a Hook Gun, the Abus gun was small, but still hard to move about and was fired from a tripod and shot a roughly 5 pound cannon ball.&lt;br /&gt;
**&#039;&#039;&#039;Hook Gun&#039;&#039;&#039;: Or Hakenbuechse, an oversized musket, that was always classified as an artillery piece, this weapon was popular in 16-18th century Eastern Europe and was usually used either in sieges or as a proto-sniper rifle.&lt;br /&gt;
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*&#039;&#039;&#039;Swivel gun&#039;&#039;&#039;: Essentially small cannons on stick, swivel guns were mostly used on ships and were mounted on the decks. While ineffective against all but the smallest boats, against boarding parties they could be very effective. &lt;br /&gt;
**&#039;&#039;&#039;Pierrier à boîte&#039;&#039;&#039;: A french breech loading swivel gun made of wrought iron. The Pierrier à boîte breech, though allowing it to fire more rapidly than other guns, still had issues and had a tendency to leak leading to a loss of power and additional danger to the gunners.&lt;br /&gt;
**&#039;&#039;&#039;Lantaka&#039;&#039;&#039;: A (usually) bronze swivel gun developed by the Philippine Moros, firing a half-pound ball or charge of grapeshot. Mounted on the fronts of boats and on the walls of earthwork forts. Saw much use against the Spanish conquistadors, but was defeated by the howitzers and mortars brought by the American infantry.&lt;br /&gt;
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*&#039;&#039;&#039;Mechanical machine guns&#039;&#039;&#039;: These are essentially the first machine guns. Technically firearms, they differ from later machine guns in that their firing mechanisms relied on repetitive manual operation via a crank or lever. They also tended to be mounted on artillery carriages, partly because these were pretty heavy machines, but also because military thinking had yet to really move on from the idea that crew served weapons didn&#039;t need to be horse-drawn. All of these were rendered obsolete by the Maxim gun except the gattling gun which with some modifications is still in use to this day.&lt;br /&gt;
**&#039;&#039;&#039;Mitrailleuse&#039;&#039;&#039;: French for &amp;quot;grapeshot&amp;quot;, though the word now refers to &amp;quot;machine gun&amp;quot; in that language. This was a weapon that looked like a cannon, only instead of one big hole in the muzzle it had twenty five 13mm barrels. It is not unlike a ribeaudequin, in that it fires multiple shots at a time. The main difference is that it is much easier to reload and shoot: all you need to do is unscrew the breech, slot in a steel plate with all twenty five cartridges, and then screw the breech closed. To fire it, you turned a crank that sequentially fires five barrels at a time. Was France&#039;s super duper secret weapon during the Franco-Prussian War, but it largely failed to live up to expectations in large part because the French insisted on deploying it as artillery just outside of rifle range.&lt;br /&gt;
**&#039;&#039;&#039;Gatling Gun&#039;&#039;&#039;: Not to be confused with the chain gun, which operates on a completely different principle. The Gatling Gun features multiple barrels which fire in turn as they rotate around the twelve o&#039;clock position. This configuration allowed higher rates of fire to be achieved without the barrel overheating. The earliest gatling gun required a person to crank it like a pepper grinder, so it&#039;s not like it can be fired automatically by some sandwich eating Russian. Notable for its use in Zulu and the Boshin war, mowing down those &amp;lt;s&amp;gt;pre-historic savages&amp;lt;/s&amp;gt; unlucky pre-industrial indigenous like a combine harvester through chaff. It would later be brought back coupled with a motor to allow for so high a rate of fire that each of the guns &amp;quot;dakkas&amp;quot; blur into each other to become one long &amp;quot;BZZZZZZZZZZZZ&amp;quot;, because jet planes were too fast to be easily brought down by anything less than a hundred 20mm rounds fired in a split-second.&lt;br /&gt;
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*&#039;&#039;&#039;Dynamite gun&#039;&#039;&#039;: In the early days of high explosives, there were no explosives stable enough to be fired from a gun without blowing up, and high explosives were far more powerful than low explosives like gunpowder. Hence, the Dynamite gun, the most steam punk weapon ever deployed. Dynamite guns worked like a big air gun, only instead of a BB they fired a shell full of Dynamite or other high explosives and instead of air they used compressed steam if on a ship, or smokeless powder used to indirectly propel a gas into the barrel to launch the shell.&lt;br /&gt;
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*&#039;&#039;&#039; Maxim gun&#039;&#039;&#039;: The first successful weapon that can be considered a true machine gun, harnessing the power of recoil to load, fire, and extract cartridges several hundred times a minute, with little more input than depressing a trigger. Like earlier mechanical machine guns, it was at first mounted on a horse-drawn carriages, though reductions in weight led to rethinking the whole mounting business and putting it on a lighter tripod. It was also the direct ancestor of the autocannon. The QF 1-pounder (37mm) and the QF 2-pounders (40mm) &#039;Pom-poms&#039; (nicknamed like that because of the continuous rumble one produces when firing) were adopted by nations as soon as they became aware of them or had been on the receiving end, essentially converting the machine gun design into autocannons. The QF 1 started out as a field gun before it was used on warships as an anti-aircraft weapon. The Maxim along with it&#039;s descendants made field charges and line combat impossible, ushering in the era of trench warfare, with only [[Katanas_are_Underpowered_in_d20|mall ninjas]] and [[/pol/|other idiots]] lamenting the loss of those tactics.&lt;br /&gt;
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== Types of cannon ammunition==&lt;br /&gt;
As mentioned before, cannon munitions can essentially be categorized according to two categories: shot or shell. Generally, you want the latter when you want to blow things up; the former is generally for breaking hard targets.&lt;br /&gt;
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* &#039;&#039;&#039;Round shot&#039;&#039;&#039;: As the name suggests, it&#039;s a round ball made of either stone or later iron. Round shot was best used against fortifications and infantry in the open. When firing at infantry the ideal use of iron round shot was to fire just in front of the infantry and let the ball bounce up and through the formation like a bowling ball from hell. This is replicated in cannon mechanics in Warhammer Fantasy. This is also one of the reasons why armies stopped fighting in deep formations and switched to lines. Also, don&#039;t knock a stone cannon ball because while they wouldn&#039;t bounce as well on impact, they have a tendency to shatter and spread deadly shrapnel like a primitive HE round instead.&lt;br /&gt;
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*&#039;&#039;&#039;Hot Shot&#039;&#039;&#039;: Against wooden ships that were full of black powder and other flammables, often the best solution is to light them on fire. As such an attempt to do this was to take an iron cannon ball, and heat it up so that it glowed red and then fire it... carefully. As you can imagine sticking a red hot cannon ball down the barrel of an iron tube full of explosive was careful work in order to pull it off they had to put a plug of wet clay between the ball and the powder. As any Hornblower fan will tell you, hot shot was rarely used by ships. Naval artillery in the age of sail was risky enough without adding an extensive furnace infrastructure and running red-hot balls all over your own very flammable ship. Hot shot was most often used by coastal forts against passing ships. This is the modern origin for the term &amp;quot;Hotshot&amp;quot; as someone who is renowned for their skill and courage - like the people who could load said red hot cannonballs without blowing themselves up in the process. &lt;br /&gt;
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*&#039;&#039;&#039;Chain shot&#039;&#039;&#039;: used mostly at sea, Chain shot was either two small cannon balls linked with chain, or one single cannon ball that broke into two halves connected by a chain after firing. Chain shot covered a larger area and was used to target the rigging of enemy ships (though as the tv series &#039;The Borgias&#039; shows, it could also be quite useful in mowing down infantry). As steamships become more common however, chain shot became less and less useful.&lt;br /&gt;
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*&#039;&#039;&#039;Canister shot&#039;&#039;&#039;: A canister shot is a collection of small iron musket balls, that was jammed down the barrel in a tin can. Upon firing, it basically turned the cannon into a massive shotgun spraying the area in front of it with hundreds of musket balls. In a day and age where fighting was done shoulder to shoulder canister shot was lethal, a single cannon could and has stopped an infantry charge dead in its tracks. &#039;&#039;&#039;Grape shot&#039;&#039;&#039; was similar in concept but used bigger balls and was loaded in a bag, not a can (supposedly the bulges the balls made in the bag looked like a bunch of grapes, hence the name) and was more common on ships since it could better punch though wooden hulls. While still in use, with some utilizing dart-like flechettes instead of shot, canister rounds fell out of favour thanks to the invention of the...&lt;br /&gt;
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*&#039;&#039;&#039;Shrapnel shells&#039;&#039;&#039;: You know how a person invents a thing and get his name attached to the invention so completely that if you tried to use it today as a name it just sounds strange? Well Henry Shrapnel was so successful with his invention that all types of flying debris now bear his name. Shrapnel rounds were invented in 1784 and they&#039;re similar to a canister shot, except the outer hull is solid enough to withstand being shot out of the cannon, and it is outfitted with a fuze so that the shell explodes in mid-air. Rather than only a &#039;shotgun blast&#039; at the muzzle of the gun, this almost triples the range of the anti personal round while keeping the lethality. Round shot for use against infantry became a thing of the past, and Shrapnel rounds were used all the way up to the 20th century when it was discovered that the fragmentation effects produced by the casing of a High-Explosive shell made the balls themselves largely unnecessary. That said, Shrapnel-like rounds operating on timed or proximity fuzes are still employed, with &#039;airburst&#039; munitions designed to hit either targets hiding behind cover or to knock down fast-moving targets like planes/helo&#039;s and incoming missiles.&lt;br /&gt;
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*&#039;&#039;&#039;Explosive shells&#039;&#039;&#039;: A shell that&#039;s hollow and has explody stuff in it. While shells have been known to exist ever since the 14th century, they didn&#039;t become widespread until reliable fuzes appeared after the end of the Napoleonic wars. Prior to then, early fuzes were essentially slow-burning wooden plugs lit by the heat of firing: not very reliable, as they would often explode too early, explode too late (in which case an enemy could put them out), or not explode at all. Later fuzes incorporated a shock-sensitive explosive that would set off the main payload, detonating either on impact or much later, by mechanical timed or proximity fuzes. When introduced, they made the wooden sailing ship useless as no such vessel could withstand being hit by more than a few shells; likewise, their ability to blast apart brick and mortar made many an existing fortification obsolete. Today, such shells come in a wide variety of munition types with chemical and explosive, but the most common versions are High-Explosive (HE), (Semi-)Armor-Piercing High-Explosive ((S)APHE), High-Explosive Incendiary (HE-I) and High-Explosive Anti-Tank (HEAT, see below).&lt;br /&gt;
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*&#039;&#039;&#039;Nuclear shells:&#039;&#039;&#039; For a time, you also had shells with nuclear warheads, though these have been largely phased out as impractical. First, if you start tossing nuclear weapons at your enemy, they might take it as a sign that nuclear war is a go, which then leads to further escalation. Second, they irradiate the battlefield, which in turn poses difficulties for attackers. Thirdly, you need a really, really big gun to launch a nuclear shell far enough that your well out of the blast zone (and it has to have a big blast because why else use a nuclear shell at all?). Finally, with the advent of precision guided munitions (PGM) they&#039;ve been largely rendered pointless: the whole point of a nuclear weapon is to ensure destruction of a target with as few munitions as possible, but PGMs can do the job nearly as efficiently without all the negative associations.&lt;br /&gt;
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*&#039;&#039;&#039;Chemical shells:&#039;&#039;&#039; These are filled with chemical payloads. They were in their heyday during the First World War, when they were employed as a means of suppressing enemy defenders before an attack, but it was then quickly realized that they could be just as much of a hazard to attackers. Eventually, both sides came up with highly effective gas masks to ward them off. This, along with the lingering memory of the horror associated with their use, meant that they were very rarely employed in the Second World War and thereafter. The main exception is just below.&lt;br /&gt;
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*&#039;&#039;&#039;Smoke shells:&#039;&#039;&#039; Self-explanatory. Designed to provide a screen that blocks visual detection, in addition to electronic devices such as infrared and thermal. Technically a chemical shell; some variations have offensive applications as well. The white phosphorus used by some countries (the United States and Russia) for example, will spontaneously combust in the presence of oxygen, setting flammables on fire and burning flesh on contact.&lt;br /&gt;
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*&#039;&#039;&#039;Illumination shells:&#039;&#039;&#039; A special type of payload shell designed to eject a flare at a predetermined altitude, which then slowly descends on a parachute. As per the name, they are generally used for illumination, but different colored variations can be used for signalling.&lt;br /&gt;
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*&#039;&#039;&#039;Cluster:&#039;&#039;&#039; It&#039;s a shell designed to burst in mid-air and scatter its payload over a large area. Said payload consists of tiny bomblets (incendiary, chemical, anti-personnel, or anti-tank) or mines. While bomblets are designed to explode on timer or on impact, the fuzes can fail, and since these each shell can contain dozens of these things, bombarding an area with cluster munitions can leave lots of nice little presents for people to later find. On the cheerier side of things, they can also be filled with paper and other things as well.&lt;br /&gt;
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*&#039;&#039;&#039;Carcass shell&#039;&#039;&#039;: No, not something a [[Deep Rot|necromancer]] would use. A carcass shell was a reserve of highly flammable material encased within an iron shell with some vents, as to spray the chemical after firing. it was called Carcass shell because, supposedly, the shot looked like a human carcass thanks to the holes. Carcass shell was shot mostly out of lower velocity mortars and Howitzers and was one of the first chemical weapons to be used. It was especially useful at night as the glow allowed it to be used to spot for the gun.&lt;br /&gt;
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*&#039;&#039;&#039;Junk&#039;&#039;&#039;: Obviously if you&#039;re out of proper ammunition you could just shove anything you want down the barrel and hope it works. Mostly, this amounted to things like scrap metal and rocks, but supposedly a Uruguayan ship once fired stale cheese out of their cannons and shattered the mast of a Brazilian ship. Contrarily to the common portrayal, however, the practice was discouraged as it would quickly wear the barrel of the weapon out and render it unusable.&lt;br /&gt;
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*&#039;&#039;&#039;Armor-Piercing Composite Rigid (APCR)&#039;&#039;&#039;: Also known as High Velocity Armor Piercing (HVAP) if you&#039;re an American or &#039;Hartkern&#039; (hard core) if you&#039;re German. As tanks got bigger to the point where they were just shrugging off hits from tiny early war cannons, all nations were faced with the dilemma of stopping those monsters. There was the time-honored solution of bringing a bigger, longer gun, but that came with a prohibitive increase in weight, if only because you needed a bigger breech and enough mass to counterbalance everything. Another alternative was to make the projectile itself out of denser material, to focus all that energy onto a smaller area. That&#039;s HVAP/APCR/Hartkern. Same overall shell size, but the weight of the projectile is &#039;concentrated&#039; in a smaller core made out of tungsten fitted with a lightweight aerodynamic cap. It worked, but at the expense of significantly decreasing range, since rifling isn&#039;t designed to stabilize a sub-calibre round.&lt;br /&gt;
**&#039;&#039;&#039;Squeeze-bore&#039;&#039;&#039;: A variant of APCR, also known as Armor-Piercing Composite Non-Rigid (APCNR). The most significant difference is that the gun is partially tapered, squeezing the sides of the shell as it travels down the barrel. This leads to propellant gases focusing on an ever smaller area, significantly increasing exit velocities. While it made APCR work a lot better, it has two major downsides: first it complicated logistics: guns employing tapered barrels or adapters to squeeze AP shells typically could not fire the same ammunition as other guns, even if they were of the same nominal calibre, and secondly a full on tapered barrel is a BITCH to make, since your trying to drill a long narrow CONE through a Cylinder!&lt;br /&gt;
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*&#039;&#039;&#039;Sabot&#039;&#039;&#039;: Not to be confused with the later armour-piercing shell design described below. Sabots (French for a clog shoe and pronounced like &amp;quot;Sah-bo&amp;quot;) were used in the 19th century with weapons like the Paixhans gun, one of the first naval guns designed to fire an explosive shell. A sabot is a container made of a light material that fits the barrel and contains the actual munition but falls away after leaving the barrel, leaving just the sub-munition to fly toward the target. It was used to center the projectile and prevent propellant gas leakages, which could potentially prematurely detonate the shell in the barrel. Advances in metallurgy and the invention of the driving band have made such sabots obsolete. Buuuuut...   &lt;br /&gt;
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*&#039;&#039;&#039;Armour-Piercing Discarding Sabot (APDS)/Armour-Piercing Fin-Stabilized Discarding Sabot (APFSDS)&#039;&#039;&#039;: Remember the APCR above, where we said &#039;core made out of hard material to deal more damage&#039;? Well the modern APDS/APFSDS rounds take this one level further. A small, very heavy projectile is encased in a sleeve (called a sabot), which is discarded the moment it exits the barrel, leaving only the projectile to fly toward the target. Features much better ballistics than APCR, though APDS rounds still tend to somewhat less accurate when fired out of a rifled cannon. With the move to APFSDS, modern tanks now shoot what basically amounts to a huge dart made of depleted uranium or tungsten at one another through their smoothbore cannons. These are a whole kettle of fish altogether. Exhibiting an even smaller cross-section, they travel at near hypersonic (Mach 5 and above) velocities, with whatever they hit getting absolutely wrecked by the pressure wave and spall they generate while traveling through solid material. That said, if you tried to point them at the sides of a car or another lightly-armoured vehicle, all they&#039;ll do is make two very neatly-shaped holes, assuming that they don&#039;t turn someone into red paste on their way through.&lt;br /&gt;
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*&#039;&#039;&#039;High-Explosive Anti-Tank (HEAT)/High-Explosive Anti-Tank Fin-Stabilized (HEAT-FS)&#039;&#039;&#039;: A modern round (it was introduced in WW2) that uses the Munroe effect to defeat heavily-armored targets, like a tank. In essence, all the force of the explosion is concentrated into a &#039;jet&#039; that forces/melts/erodes its way through the armor and incinerates anything behind. Since their penetration capability is independent of the projectile&#039;s kinetic energy, they can take a variety of different forms: a shell launched by a cannon is the most applicable one here, but it also can be a rocket, or even a bomb thrown at/attached to a vehicle. While extremely effective, they have the drawback of needing to detonate at just the right distance and angle from their target. Furthermore, the rifling of a cannon tends to have a detrimental effect on the high explosive jet, causing it to splay out upon detonation, which needs to be counteracted in some form or another. The fin-stabilized version is a later variation that (as the name indicates) uses fins to stabilize the shell&#039;s flight (negating the need for rifling) and improve the chance of hitting at exactly said right angle/distance. &lt;br /&gt;
**&#039;&#039;&#039;Tandem Charge&#039;&#039;&#039;: HEAT, when introduced, was a game changer and everyone scrambled to find ways to protect their tanks from them. The counterspell to the opponent&#039;s counterspell, a tandem charge is exactly what its name implies: a first small HE charge fucks up whatever HEAT countermeasures are installed to allow the secondary HEAT charge to strike true. It has since been broadened to different combinations of charges for different applications, but the general idea is always the same. [https://www.youtube.com/watch?v=q6j9wEF1sf8 See here for a demonstration of a building-clearing AP/HE combo.]&lt;br /&gt;
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*&#039;&#039;&#039;High-Explosive Squash-Head (HESH)&#039;&#039;&#039;: Bears a mention for completeness&#039; sake, this one is a bit weird: the explosive charge is a blob of malleable plastic explosive. When it hits the target, the plastic is squashed against the target&#039;s surface (hence the name), and the resulting pancake is detonated by the fuze. This creates shockwaves that will cause the inner surface to break off and turn into shrapnel (spall). Modern composite armor and anti-spalling liners have rendered this type of shell inefficient against tanks, but they are still extremely effective against concrete structures and light vehicles. Unlike many of the shells described above, HESH requires rifling in order to work effectively, as the centrifugal force of a spinning shell allows the high explosive pat to spread out evenly.&lt;br /&gt;
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{{MedievalWeaponry}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C02:20E0:0:0:0:C847</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Yu-Gi-Oh&amp;diff=572269</id>
		<title>Yu-Gi-Oh</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Yu-Gi-Oh&amp;diff=572269"/>
		<updated>2021-10-25T06:11:32Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C02:20E0:0:0:0:C847: /* Archetype */&lt;/p&gt;
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&lt;div&gt;{{heresy}}&lt;br /&gt;
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[[File:Poogioh.jpeg|500px|thumb|right|With a [[Pokemon]] backdrop, too.]]&lt;br /&gt;
{{Topquote|The only thing intricate about [[Paradox poker|this game]] is its ban list.|[[Magnus the Red]], &#039;&#039;[[If the Emperor had a Text-to-Speech Device]]&#039;&#039;}}&lt;br /&gt;
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&#039;&#039;&#039;Yu-Gi-Oh&#039;&#039;&#039; (also written &#039;&#039;&#039;Yu-Gi-Oh!&#039;&#039;&#039;) is a [[Collectible Card Game|CCG]] (or &amp;quot;Children&#039;s Card Game&amp;quot; in the popular Abridged Series) produced by Konami which is based off a [[Anime|shonen battle manga]] of the same name (literally meaning &amp;quot;King of Games&amp;quot; in Japanese). It can be surprisingly fun, and while confusing at first, it becomes second nature to most after just a few games.&lt;br /&gt;
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While it does have some major rules problems thanks to idiotic rulings and decisions by Konami (i.e. missing the timing, semi hidden information going into hidden information zones, and an errata policy based mostly on what cards get reprinted), Yu-Gi-Oh is not as bad as some people have been led to believe; it has a quite interesting amount of game styles to choose from in the way you use the cards in your &amp;quot;deck&amp;quot; which is quite customizable.&lt;br /&gt;
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...At least, unless you&#039;re playing in a tournament, in which case the majority of players will be playing 3 different deck styles max, because power creep &#039;n&#039; seep is a bitch like that. The [[#Formats and Ban Lists|banlist]] has usually been the primary means of balance, meant to keep the best current playstyle(s) from overruning the meta for TOO long. In addition to outright banning cards that completely fuck the balance (ideally, anyway), other cards are limited so that the play styles that aren&#039;t completely gimped can still perform their strats reliably, without surgically excising chance from the game altogether like several older infamous combos, a few of which necessitated the creation of its Forbidden section.&lt;br /&gt;
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Unlike most trading card games, Yu-Gi-Oh has no set rotation. This means you can play every card released in your region since the game started in 1999/2002 today if it isn&#039;t banned. While most of the useful cards from this era have been banned or power crept, cards like Dark Hole (released in Volume 1, the very first OCG product) can remain options. Further, old cards often get new cards as support that allows them to see continued use; this is especially true with many of the earliest iconic cards, like Volume 1&#039;s Dark Magician. A card need not be iconic to get support (though that makes it significantly more likely), and even really random old cards can get some attention. Supporting this is the lack of a Reserved List or policy that only allows reprinting good cards in expensive products ([ [https://twitter.com/maro254/status/1263552860526010368 like Magic has]), and Konami&#039;s ability to reprint any card (except Tyler the Great Warrior, a one off gift to a dying child, and a handful of Japan-only cross promotion cards that were just normal monsters or terrible gimmicks) at any time, even re-releasing promos to the generic public. Even entire sets can be reprinted at once, and while full on reprints of much older sets are primarily seen in Korea and certain facsimilie promos (that will likely never happen in the west due to the lawyer encouraged renaming of &amp;quot;Magic Card&amp;quot;s to &amp;quot;Spell Card&amp;quot;s) packs that combine two or more older sets have been released with some frequency.&lt;br /&gt;
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The upside to this is that the card pool is huge, currently exceeding 10,000 cards, and can provide limitless combinations. The downside to this is that the card pool is huge, and those 10,000+ cards are impossible to keep track of and can combine with new cards in unexpected combos that destroy the game. One notorious example of this is [https://yugipedia.com/wiki/Grinder_Golem Grinder Golem]: Once a trash card that blew your summon to give yourself two weak tokens and your opponent a large beatstick, it got banned after Link Monsters came about and used it in multiple infinite or otherwise degenerate combos.&lt;br /&gt;
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At first it was just played by a few groups of people over the world, but then it got a major increase in its player base after its anime dropped in the West. It is a relatively simple to play game that can keep you entertained for hours thanks to deck building and combo opportunities. It&#039;s an alright game for playing with friends, but the competitive scene for it is awful, partly due to the community being [[That Guy|kinda shitty]]; while something of an understatement, it&#039;s to be expected from a long-running grog magnet, to say nothing of its various anime and [[Weeaboo|some of the fans]] THOSE have attracted.&lt;br /&gt;
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Mostly, though, it&#039;s due to Konami&#039;s usual practice of releasing new stuff, often in the form of &#039;structure&#039; (i.e. preassembled) decks that generally fall into one of two categories: they&#039;re A) broken as shit, which sells more packs while potentially buttfucking the meta until the next banlist; or B) gimmicky as shit and thus utterly useless outside of select reprinted cards, even on a casual level (which was the case for many of the first ones released). In that regard, they&#039;re akin to good ol&#039; Games Workshop - which, if you consider their reputation outside of this TCG, is being EXTREMELY generous. This has also given birth to the &#039;&#039;Yu-Gi-Oh! Meta Cycle&#039;&#039;:&lt;br /&gt;
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#Did the company release a structure deck or set containing cards that are either new or powering up an old archetype?&lt;br /&gt;
#If yes, do said cards make a new deck which dominates the meta completely and warps the game?&lt;br /&gt;
#If yes, sit back and await a sudden update to the Limited/Forbidden list, and take a shot for each of those new cards that make it. Try not to die of alcohol poisoning.&lt;br /&gt;
#Enjoy the new format until new overpowered cards are released, which brings you back to step 1. Rinse and repeat.&lt;br /&gt;
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==How to Play==&lt;br /&gt;
[[File:Yu-gi-oh player.jpg|thumb]]&lt;br /&gt;
Yu-Gi-Oh is rather similar to [[Magic the Gathering]] in terms of play; in fact, it was introduced in the manga as a sort of Magic clone that was one of many featured games (it&#039;s even called &#039;&#039;Magic and Wizards&#039;&#039;), from which point its popularity took off and changed the manga&#039;s entire focus as the game was fleshed out and became something more relatively unique. You can guess how much a [[Skub|point of contention]] this is for the respective fanbases.&lt;br /&gt;
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Each player starts with a 40-60 card deck plus a 0-15 card extra deck (both of these &#039;&#039;used&#039;&#039; to have no maximum, but someone actually took a 2000+ card deck to a tournament) and tries to take his opponent&#039;s 8000 life points down to 0. If you are playing a best 2 out of 3 match, you can also use a side deck of up to 10 cards. It also is possible to win by making the opponent run out of main deck cards, as they also lose if they must draw but have no cards left. There also are a small number of cards that allow you to win automatically by meeting a difficult condition, such as the Exodia cards, which make you win if you have all 5 of them in your hand, or Final Countdown, which makes you win in 20 turns. Players take turns to play creatures and spells, attack the opponent&#039;s creatures and deal with some of the most badass cards brought to play.&lt;br /&gt;
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The number of cards you can have in play is currently limited as follows: you can have five monsters (and one which you summon from the extra deck!), five spells/traps and one field spell in play at the same time. If you have five monsters you cannot summon additional ones without sacrificing others; you also can&#039;t play spell/trap cards if you already have five of them active, but you can play a field card if you already have one (in which case, the former field gets destroyed).&lt;br /&gt;
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Note that 8000 is a really fucking huge number of life points to keep track of: you might want to bring a notebook, calculator or app along to keep track of your life points. The manga and anime starts with 2000 instead (later 4000 due to power creep).&lt;br /&gt;
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Notable compared other TCG&#039;s, Yu-Gi-Oh lacks a &#039;cost&#039; mechanic the way Magic has with lands, [[Pokemon]] has energy, or Hearthstone has with mana. The limiting factor for powerful monsters in Yu-Gi-Oh are (generally) that they need other monsters to be &#039;spent&#039; to bring them out, either on the field or with the aid of a spell card, you need to expend some monster to bring out a bigger one, and you can normally only normal summon once per turn.&lt;br /&gt;
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===The makeup of a card===&lt;br /&gt;
The three basic types of cards in Yu-Gi-Oh are Monster, Spell and Trap.&lt;br /&gt;
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====Monster Cards====&lt;br /&gt;
These cards are your warriors who will do the fighting for you. Monsters have levels, which affects how you summon them. Monsters from level 1 to 4 can be summoned normally. Monsters of level 5 and 6 require you to sacrifice one of your monsters, 7 or higher require two sacrifices. Monsters also have Attributes (think the colors from Magic the Gathering, except there are seven, and they are less important), Monster Types (like creature type, there are 23, including fish, aqua and sea serpent), Attack and Defense (Strength and Toughness). There are eight types of them (or nine if you count tokens). The first four (or five) are from the early days of the game, with the latter four being added in 2008 and onwards:&lt;br /&gt;
*Normal - Coloured yellow. A straightforward card with no abilities. They used to be pretty common place as the &amp;quot;basic&amp;quot; units in the earliest stages of the game, but became increasingly rare with the rise of good Effect Monsters. Has received support cards at times, and modern ones typically have higher attack for their levels, but Effect Monsters remain the most commonly used.  Note that monsters that do not have effects do not necessarily count as Normal Monsters, for example, a Fusion monster without an effect is a non-effect Fusion monster, not a Normal Fusion monster.&lt;br /&gt;
*Effect - Coloured orange unless they also belong to another class of monster. A monster that has a special ability. These are the most commonly used monsters. In the early days of the game the effect monsters were balanced by typically being weaker than normal monsters but eventually powerful effect monsters started showing up. It&#039;s almost a rule now that every monster must have an effect.&lt;br /&gt;
*Token:  Colored grey. Token monsters are a special class of monster which are not kept in any of the decks and do not required that you even have the card to play them). Although most tokens that can be summoned do exist as cards, [[Proxy| you can instead place any form of marker on the monster zone to represent it]]. Because of this, cards that have the ability to summon tokens will always tell you the token&#039;s properties. Tokens always count as normal monsters, even if the card that summoned them gives them effect-like properties. Tokens cannot be turned face down and are treated as ceasing to exist if they are removed from the field. Tokens cannot be used as overlays for summoning XYZ monsters, but they can be used to pay the cost for summoning other kinds of monsters, unless the card that summoned them puts a restriction on what they can be used for, and a few cards forbid using tokens to pay their costs.  They also cannot be used to pay an effect cost if the effect specifically says to send the paid card to a specific place, since they can&#039;t exist off the field.  For example, they can be used as a tribute to pay a cost, which would normally send the card to the graveyard, but they can&#039;t be used to pay a cost that specifically says to send the paid card to the graveyard.  Because they do not exist as actual cards in the deck, it is possible to summon more than three copies of the same token.  Most tokens are extremely weak, so their primary purpose is for stalling the opponent or for paying costs.&lt;br /&gt;
*Ritual - Coloured blue. A ritual monster is summoned using a ritual spell card and tributing monsters. They are placed in the main deck and cannot be summoned without a ritual spell. Usually has an effect, but not always.&lt;br /&gt;
*Fusion - Coloured violet. A fusion monster is one where you have to combine two or more cards in order to summon it. This combining is done by the special abilities of other cards, usually the spell card, Polymerization, though not always. Modern fusion monsters usually have effects, but rarely did early on. Since alternative extra deck monster types were created, the support they&#039;ve gotten in the form of actually good fusion monsters and better Polymerization searchers and replacements has actually caused them to be &#039;&#039;more&#039;&#039; used than they originally were.&lt;br /&gt;
** Early Fusion Monster- In the early days of the game, nobody used them without cheating them out since, while high attack, they required at least &#039;&#039;three&#039;&#039; specific cards, generally bad/useless on their own, be in your hand/field simultaneously for what most of the time was just a normal monster with a high attack that still died to any removal and was generally still weaker than just giving Gemini Elf an axe (two cards that can be used without the other). Few still get some play because of Instant fusion giving you an easy material for another card and there are not many newer low-level Fusions, but otherwise the only one that sees any play is Blue-Eyes Ultimate Dragon because it&#039;s the best target for Fists of the Unrivaled Tenyi.&lt;br /&gt;
**Contact Fusion - A variation of Fusion that involves either sending the cards that make up the fusion material into the graveyard or the banishment zone, or shuffling them into the deck. Polymerization is not needed; this effect is inherent to the Contact Fusion monsters in question. This effect is commonly found on A-to-Z monsters, the Neos, Gladiator Beast and Ritual Beast archetypes, and a few other cards. This means that while the lack of dependency on Polymerization cards makes them easier to play, these cards require their tributes to be on the field instead of either on the field or in the player&#039;s hand.&lt;br /&gt;
**Transformation Summon - Limited to the Masked HERO archetype, Transformation Summons requires a tribute of one card in favor of another, more powerful one. This requires the play of a Change-type spell, of which there are three. Because all Change cards are Quick-Play, you can play them during the Battle Phase in order to avoid negative effects or targeted destruction by your opponent, as well as attack several times in a single turn.&lt;br /&gt;
*Synchros - Coloured white. They go in the fusion deck, now known as an extra deck, and are summoned by sending monsters with a total level equal to theirs to the graveyard, including one tuner monster. These quickly dominated the meta when they came out because of how easy they are to bring out with the number of cards that make it easy to bring the lower level monsters needed to summon them by time they were released and Konami made sure to make all the initial ones &#039;&#039;really&#039;&#039; good.&lt;br /&gt;
**Dark Synchros (anime and &#039;&#039;Tag Force&#039;&#039; video games only)- Used to summon Dark Synchro monsters. Instead of adding the values of the Tuner and the non-Tuner monsters together the level of the Tuner monster is &#039;&#039;subtracted&#039;&#039; from the level of the non-Tuner monster. This matters a lot more in the anime, where they are treated as their own card type. When the cards were adapted to the CCG the became just Synchro monsters that required specific materials. &lt;br /&gt;
**Double Tuning - The rare Synchro monsters that require two Tuner monsters to summon. There are only five of them in the game, three of which are variants of Hot Red Dragon Archfiend (which is also home to the only three tuner monster). &lt;br /&gt;
**Accel Synchro - Just like regular Synchro summoning, except all material cards have to be Synchro cards themselves.&lt;br /&gt;
*XYZ - Coloured black with streaking stars. Pronounced &amp;quot;Exceeds&amp;quot;, and summoned by placing two or more cards of the same level on top of each other and can expend them to activate its effects. Instead of a level they have a rank that reflects the level of the monsters that must be &amp;quot;overlayed&amp;quot; to summon them from the extra deck. Like Synchros, these are largely the dominant force in competitive play with how easy it is to summon two monster of the same level.&lt;br /&gt;
**XYZ Evolution - XYZ Evolution monsters can be XYZ summoned as normal, but they can also use a single specific card as XYZ Material. This can be either from the effect of the XYZ monster itself or a Spell card often called &amp;quot;Rank-up Magic&amp;quot;. Many XYZ Evolution monsters are either CXYZ or Number-C monsters.&lt;br /&gt;
*Pendulum - Coloured the same colour as the other monster type they are in their top half and green in their bottom half, with a transition between the two, to show how they&#039;re like a mix of monster and Spell. Thus you can have Normal Pendulum monsters, Effect Pendulum monsters, XYZ Pendulum, Fusion Pendulum, etc. There are currently no ritual pendulum monsters or link pendulum monsters in existence, though this may change in the future. These are monsters that can also be played as spells in the pendulum zones, and go to the extra deck when they&#039;re destroyed while on the field. With the release of Link monsters, the rules have changed to remove the Pendulum zones, so now they are played in the same zones as regular spells. They have a number called a scale, which is used when they are played as a spell card. They also allow you to summon a bunch of monsters in one turn, as long as the levels are between the scales of the two pendulum monsters you have in your pendulum zones. Newfags.&lt;br /&gt;
*Link - Coloured blue like Ritual monsters, but in another shade and with a hexagonal background. They have a link rating instead of a level or rank and have no DEF and can never be in defence position. They go in the extra deck, and are summoned by sending a number of monsters you control to the graveyard whose total Link Rating is equal to the summoned monster&#039;s Link Rating (monsters that do not have a link rating count as 1). They have Link markers that point to other monster zones, and you can summon other links monsters (formerly required for &#039;&#039;any&#039;&#039; extra deck monster) from the Extra Deck to the zones pointed at by the markers. Their effects often relate to the zones pointed to by the arrows. Newerfags.&lt;br /&gt;
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On top of that, there are several secondary monster types that said monsters have on top of their normal type:&lt;br /&gt;
*Flip - When a Flip monster is attacked when it is face down or turned up by its controller or an effect, it triggers its own effect. Having the monster destroyed or exiled outside of being attacked, the effect does not trigger. Can trigger multiple times if an effect turns it face down.&lt;br /&gt;
*Gemini - A Gemini monster is played as a regular Normal monster. It can later (either a later turn or outright, depending on what other cards its controller plays) be summoned again as if it entered the field from a player&#039;s hand. When it is, it triggers its effect. And no, Gemini Elf is not a Gemini monster.&lt;br /&gt;
*Spirit - When a Spirit monster is summoned, it returns to its owner&#039;s hand from the field during the End Phase. This means that Spirit monsters have little staying power, and they cannot be Special Summoned.&lt;br /&gt;
*Toon - Toon monsters resemble existing monsters in the game in a cartoony style. They rely on the Toon World card, and they are frequently destroyed if Toon World is.&lt;br /&gt;
*Tuner - These monsters are mandatory if you want to run a Synchros deck. While it is tempting to make a deck of nothing but Tuner monsters to make sure you always have one, most Synchros monsters require at least one non-Tuner monster or a monster of a particular type instead. &lt;br /&gt;
*Union - Often weak on their own, Union monsters can equip themselves to another monster to grant said monster a special effect. If that monster were to be destroyed, its equipped Union monster is destroyed instead.&lt;br /&gt;
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====Spell Cards====&lt;br /&gt;
These cards are for support, augmenting monsters, giving you more cards or life points, stunning the opponent...etc, anything to give you an upper hand in the battle. They are coloured green. They have have six subtypes:&lt;br /&gt;
*Normal - A one-time use card that is discarded after its effect is completed&lt;br /&gt;
*Continuous - The effect persists, so long as the card is still in play&lt;br /&gt;
*Equip - Equipped on a monster card to augment their stats or give them special abilities&lt;br /&gt;
*Quick-Play - Like a normal spell, but can be played in response to other card or card effect activations. If they are set they can also be activated during the opponent&#039;s turn like a trap card..&lt;br /&gt;
*Ritual - A card which lets you sacrifice monsters whose total levels are a certain amount in order to bring forth the patron of the ritual, a ritual monster (see above).&lt;br /&gt;
*Field - Changes the attribute of the playing field, which can give certain monsters buffs or penalties (I.E: Water monsters benefit from Umi and Dark monsters benefit from Yami). It used to be that only 1 field spell may be active at a time, but later rules made it that each player may have their own field spell at the same time.  Unlike other types of spell cards, you can place a field spell on the field even if your field spell zone is already occupied, which destroys the card in it.&lt;br /&gt;
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====[[Trap]] Cards====&lt;br /&gt;
Trap cards can&#039;t be played directly and have to be deployed in the face-down position. As their name implies; they&#039;re traps for your opponent, which can be triggered either by your decision or once your opponent meets certain conditions. Thanks to the animu&#039;s flair for the dramatic, you&#039;re required to say &amp;quot;[[Meme|YOU&#039;VE ACTIVATED MY TRAP CARD!]]&amp;quot; in a loud and smug fashion when activating, while dramatically flipping your trap card. Verbally explaining the trap&#039;s effects in a dramatic fashion is optional. They are coloured pink. Trap Cards exist in three kinds:&lt;br /&gt;
*Normal - This sort of card can be used once and discarded after its effect is completed&lt;br /&gt;
*Continuous - This kind of trap persists so long as the card is still on the field.&lt;br /&gt;
*Counter Trap - A trap used to counter other cards; the only thing that can stop a counter trap is another counter trap. Also single-use like normal traps.&lt;br /&gt;
*Trap Monster - A trap card that has the ability to summon itself and become a monster. They may be treated as a normal monster or an effect monster depending on the text of the card. Most trap monsters are continuous traps and are treated as a monster and a trap at the same time while they are on the field, and take up two zones instead of one (a monster zone and a spell/trap zone). A few which may be called pseudo trap monsters are normal traps instead and are not treated as a trap at the same time when summoned as a monster and only take up one zone. This changed in the 2020 rules and now &#039;&#039;all&#039;&#039; trap monsters don&#039;t take up a trap card space when activated.&lt;br /&gt;
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===The Turn===&lt;br /&gt;
*The turn starts with a &#039;&#039;&#039;Begin of Turn&#039;&#039;&#039; phase where some things can happen depending on the cards in play, but most of the time this turn is just filler.&lt;br /&gt;
*The &#039;&#039;&#039;Draw Phase&#039;&#039;&#039; allows you to draw 1 card from your deck. Again, some abilities might be triggered in this phase, but it&#039;s not all that flashy.&lt;br /&gt;
*The &#039;&#039;&#039;Standby Phase&#039;&#039;&#039; the phase that happens between the Draw and Main Phase. Nothing really happens here, but some abilities use this as part of their trigger requirements. &lt;br /&gt;
*The &#039;&#039;&#039;First Main Phase&#039;&#039;&#039; is where it all happens: you can play 1 monster and as many magic/trap cards as you like. Monsters can either be &#039;&#039;&#039;Summoned&#039;&#039;&#039; or &#039;&#039;&#039;Set&#039;&#039;&#039;. Summoning means they are placed in a face-up upright position; this makes their Attack stat the number used in the combat phase. If a monster is set it is placed in a face-down position turned 90 degrees to the right; this makes their Defense stat the number used in combat. You can only summon one monster normally, although card effects may allow you to conduct a &amp;quot;special summon&amp;quot; which is basically the same except that they are almost always summoned face-up and they don&#039;t take up your normal summon&lt;br /&gt;
*The &#039;&#039;&#039;Battle Phase&#039;&#039;&#039; has four sub phases. Again it has a Start and End step in which some effects trigger, but most of the time they&#039;re just there to look pretty. The big part of this is the Battle and Damage steps: you choose one of your monsters and attack one of your opponent&#039;s monsters. You then compare your monster&#039;s Attack to the other monster&#039;s opposing stat. If it is in Attack Position you compare the two Attack scores: the monster with the lowest Attack is destroyed and its controller loses life equal to the difference in Attack. If the scores are equal both monsters are destroyed. If the monster is in Defense Position you compare your Attack to the other&#039;s Defense: if yours is lower or equal then you lose life (but not your monster) equal to the difference (obviously you can&#039;t lose zero life), if yours is higher the other monster is destroyed but the opponent does not lose life. If the scores are equal nothing happens. If you attack a face-down monster this way then it flips up: either to reveal a weak monster that your opponent put down to stall for time, an effect monster that does something beneficial when flipped or destroyed, or a large blocker that might deal you damage. All monsters you control may attack only once (Unless an effect says otherwise), one by one; you are allowed to attack the same monster several times.&lt;br /&gt;
*After this is the &#039;&#039;&#039;Second Main Phase&#039;&#039;&#039;, which is identical to the First Main Phase. You don&#039;t get another summon, so you can&#039;t usually summon unless you never summoned in your first main phase (generally done to avoid certain effects that can only be activated in the battle phase, or because you only got a monster in your hand after an effect in the battle phase), so it&#039;s mostly just used to set traps and quick play spells to use in your opponent&#039;s turn. &lt;br /&gt;
*Finally there is the &#039;&#039;&#039;End Phase&#039;&#039;&#039; where effects might be triggered and where you have to discard cards from your hand if your hand is over the current hand size cap of six to meet it.&lt;br /&gt;
&lt;br /&gt;
==The Metaplot==&lt;br /&gt;
Some sets of cards will depict the stories of recurring characters.&lt;br /&gt;
Usually forming in the Duel Terminal Storyline but also shifting into other characters.&lt;br /&gt;
the Metaplot of Yugioh while usually interesting is often ecstatic and while often interesting winds up being hard to compact without a Konami made meta-books. &lt;br /&gt;
Particular ones include the story of Gagagigo setting from Dark Revelation all the way to Abyss Rising and Memory of the Adversary.&lt;br /&gt;
&lt;br /&gt;
==Archetype==&lt;br /&gt;
&lt;br /&gt;
Archetypes are series of cards of a similar theme or kind, often with a series of related monsters. Through their interwoven and complementary mechanics a deck can become greater than the sum of its parts. There are dozens upon dozens of archetypes in the game, with many of them having their own sub-archetypes. Also, there is fluff of sorts for many of them, but this tends to have no real bearing on the game. &lt;br /&gt;
&lt;br /&gt;
Archetypes were in the game since before the physical card game existed, with Toon and Harpy existing in the manga and anime before that and most duelist having themed decks even though the majority of their cards were ultimately generic. Despite that, it would take over five years, about the GX era, before making cards archetype centered really took off. Unfortunately, it would be even longer before Konami understood how to make archetypes actually work. Before the GX era proper, a few archetypes were released, but they were just sets of cards with some other cards of with abilities that worked with other cards of specific names (e.g., “Yellow Gadget” adds a “Green Gadget” to your hand, “Green Gadget” adds “Red Gadget” which adds “Yellow Gadget”) or a series of cards with related effects and names but no requirement to run them together (e.g., Early Monarchs all had “Monarch” in the name and effects that destroyed cards when they were tribute summoned, but no interactivity between each Monarch). GX brought with it archetypes like we have now, except Konami had no idea what they were doing and most early ones suffered from having no real synergy, lacking a consistent strategy, being horribly gimmicky, and/or being worse than the generic options (Two of the most prominent archetypes of the era, Neos and -roids are still considered some of the worst in the game despite disproportionately high support). Still, Konami &#039;&#039;eventually&#039;&#039; figured things out and archetypes are a well regarded part of the game.&lt;br /&gt;
&lt;br /&gt;
Unlike a lot of other card games &#039;archtype&#039; is often tied into the name of the card rather then some mechanical aspect of the card. As an example: [https://yugipedia.com/wiki/Madolche_Magileine Madolche Magileine] is a member of the Madolche archtype due to it&#039;s name, but it&#039;s monster type is spellcaster effect, it&#039;s level (the stars along the top) is 4 and it&#039;s attribute is earth. This means that cards that affect Madolche, Spellcasters, effect monsters, level 4 monsters and earth attribute monsters all can interact with Magileine. This design tendency has a couple advantages and draw backs. First it&#039;s easy to add support for a set of cards just by adding more cards the key off the name, which is what they have done with Dark Magician, Blues Eyes White dragon and Red Eyes Black Dragon. Additionally it also allows decks to splash multiple Archtypes together by using synergy for the things they have in common, such as type or attribute to help hold the deck together.  But it also means that on occasion yugioh can run into the Scunthorpe problem and accidentally add support for a random card. For example this noticeable happened with the Ciper Archtype of monster which ended up giving support to a card known as Cipher Soldier, released almost a decade earlier. It also runs into issues with translations, as English (ect.) names that seem normal at the time can give a card the name of an archetype it’s not actually part of years later, which results in bits of rules one just has to know or get a reprinted version of the card with a new name or says it isn&#039;t an X card. Cipher Solider is another example because in it&#039;s initial release in english it was called &amp;quot;Kinetic solider&amp;quot;, and when the Cipher archetype was released the english version of the card had to be Errata to be called &amp;quot;ciper soldier&amp;quot;: and again Cipeher solider was an almost decade old card that was not even played when it was new. This also works in reverse, where cards that were linked in Japanese aren’t in English and it matters when their archetype gains cards or was created. Tons of early cards, like Summoned Skull, have デーモン/Daemon in them which was never translated in a consistent way before then, creating a big mess when it was turned into an archetype with at least 9 different cards needing to be errated to count as as Archfiends in english.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Some of the archetypes are:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ally of Justice&#039;&#039;&#039; - A series of cards that shut down LIGHT monsters and suck at absolutely everything else despite not being any good at fighting LIGHT monsters either. If you&#039;re wondering how why allies of justice hate light monsters, its because in lore they&#039;re robots built to fight invading aliens who happen to be LIGHT. Their only good card (to the point one can forget there is an archetype at all) is Ally of Justice - Catastor: An easily splashed Synchro monster that&#039;s a good toolbox option for removing any non-DARK monster that can be targeted for a battle.&lt;br /&gt;
* &#039;&#039;&#039;Arcana Force&#039;&#039;&#039; - A series of cards based on the Major Arcana of [[Tarot]] decks. Unfortunately, all of there coin flip effects that at best give you a meh monster at best and backfire horribly on you at worst. Many Years later Konomi surprisingly gave Arcana Force a card for searching coin flip cards. It didn&#039;t help the archetype as a whole but made the turn skipping shenanigans of [[Jojo|The World]], their best card, more consistent for gimmick decks. &lt;br /&gt;
* &#039;&#039;&#039;Blackwing&#039;&#039;&#039; - A bunch of birds focused on summoning a bunch of monsters quickly, then using them as synchro fuel or transferring their attack power of the member that can attack the opponent&#039;s life points directly. Was broken when it came out (and still can be) so it quickly became a tournament staple and actually resulted in executives forcing rewrites to the anime so that a minor recurring character who used it joined the main cast to promote it further. Even Tag Force, an official video game, openly calls it broken.&lt;br /&gt;
* &#039;&#039;&#039;Blue-Eyes&#039;&#039;&#039; - Based on the famous Blue-Eyes White Dragon used by Seto Kaiba in the first series, the Blue-Eyes White Dragon itself has the distinction of being the most powerful main deck Normal Monster in the game at 3000/2500. With its plentiful support a well-built Blue-Eyes deck can [[meme|summon a bunch of monsters in one turn]] and lay a massive smackdown through regular monsters and powerful Rank-8 Xyz monsters and do it well enough to win high level tournaments. This archetype is very old, so it includes a lot of awesome but impractical cards such as &amp;quot;Blue-Eyes Shining Dragon&amp;quot;. Its normally impractical ace monster &amp;quot;Blue-Eyes Ultimate Dragon&amp;quot;, is and has been a popular monster to cheat out of the extra deck. With its light scales and disintegrating breath the Blue-Eyes is based on [[Bahamut]] from [[D&amp;amp;D]].&lt;br /&gt;
* &#039;&#039;&#039;Burning Abyss&#039;&#039;&#039; - Taking its inspiration from the Inferno part of Dante&#039;s Divine Comedy, the Burning Abyss archetype is based around swarming the field, then summoning its Xyz, Synchro, Fusion and Ritual boss monsters. On their own the Burning Abyss monsters (called Malebranches) are not very strong: except for the boss monsters they are all Level 3 and top at 1700 ATK and 2000 DEF. On top of that, if you control a non-Burning Abyss monster all of them go to the graveyard, and if you don&#039;t have a spell or trap card on the field you can special summon them. The Malebranches have a variety of effects to help them not immediately crumble come your opponent&#039;s battle phase.&lt;br /&gt;
** &#039;&#039;&#039;PK-Fire:&#039;&#039;&#039; a powerful combo of Burning Abyss and Phantom Knights as they&#039;re both Level 3 centric archetypes that like sending their own cards to the GY.&lt;br /&gt;
* &#039;&#039;&#039;Phantom Knights:&#039;&#039;&#039; - often abbreviated to PK, Used by Yuto, the XYZ dimension&#039;s version of Yuya Sakaki from Arc-V. They Are made of level 3-4 Dark Warriors but have a weird tensing were the monster is called &amp;quot;The Phantom Knights&amp;quot;. Thier effects often revolve around banishing themselves from the GY to summon themselves or other Knights with many of the Spell&amp;amp;Trap cards also having GY effects to summon them themselves as monsters. Newer support had tried to link them with Raid Raptors.&lt;br /&gt;
* &#039;&#039;&#039;Raidraptors:&#039;&#039;&#039; Used by Shun from Ark-V. Was clearly made to be the XYZ version of Blackwings. Mostly spamming level 4 Dark Winged beasts and ranking up their XYZ monsters with searchable Quick-play Rank-up Magic cards. Since the release of Waking the Dragon in 2018 their boss monster Raidraptor - Ultimate Falcon sees use in loads of random decks as an easy to bring out hard to remove beatstick.&lt;br /&gt;
* &#039;&#039;&#039;Chaos&#039;&#039;&#039; - Uses a lot of LIGHT and DARK monsters and revolves around banishing cards (like destroying them, but they will super duper never come back, totally, unless you play this or several other banish-based archetypes). Technically only an archetype because of one card which only works for Rituals, given the number of cards in Japanese that don&#039;t have the name of the archetype in English. Just UDE things. The Black Luster Solder monster, another of Yugi&#039;s favorites, is part of this. Home to a shit tonne of previously broken cards, including an upgraded version of Black Luster Soldier, and Chaos Emperor Dragon - Envoy of the End, a broken card which [[Exterminatus|blows up everything]] and is half the reason (with Yatagarasu being the other) Konami started banning cards instead of just limiting them to one and would &#039;&#039;still&#039;&#039; be OP today if it weren&#039;t errataed to death. Even the nerfed version of these two cards, Chaos Sorcerer, spent a decade on the ban list.&lt;br /&gt;
* &#039;&#039;&#039;Charmer&#039;&#039;&#039; - Cute elemental themed magical girls with partner monsters that focus on stealing your opponent&#039;s monsters of the correct attribute and using it to fuel effects. Unfortunately, while cute and a relatively early release, they were never very good at any point in the game&#039;s history due requiring your opponent be running a particular attribute and being exceptionally fragile even if you did correctly match them. The most notable thing about them aside from being cute girls is that several of their support cards can summon themselves directly from the main deck, being home to two thirds of the cards capable of doing that. A structure deck with some really powerful support has been released, but its only been sufficient to make them an OK archetype and not a great one.&lt;br /&gt;
* &#039;&#039;&#039;Cyber Dragon&#039;&#039;&#039; - The original Cyber Dragon is Power Creep: The Card, to the point that there&#039;s still a popular fan format, GOAT Format, which is &amp;quot;everything that came before Cyber Dragon&amp;quot; (though other cards from the same booster are also serious power creep, Cyber Dragon is the one on the cover that &#039;&#039;Cybernetic Revolution&#039;&#039; is named for). Being used by the only competent rival in GX, Zane, they&#039;ve gotten enough support through the years to play in any format since their release. Their first main strategy is quickly summoning the above Level 5 2100 ATK monster to the field (without Tributes) and then using the &amp;quot;Power Bond&amp;quot; card to create an 8000+ ATK Fusion Monster that runs over everything. In later formats, they might try to create a Rank-5 Xyz Monster or a number of other tactics.&lt;br /&gt;
*&#039;&#039;&#039;Cyberdark:&#039;&#039;&#039; when your rival falls to the dark side, and gets a new [[edge]]y upgrade, but actually a [[fail|downgrade]]. A spin of Cyber Dragons, a card ahead of its time, and then drag it down to down to pack filler while the anime insists it&#039;s an improvement. The deck involved equipping dragons in the grave to the machine dragons more ATK. as they were cards a popular GX rival had used, they had gotten support long after. its third wave came During a structure deck poll, with Cyberstyle getting second place (better by the meme that was Ice Barriers). aiming to merge Cyberdarks with Cyber Dragons, getting better at searching out cyber cards and dumbing monsters. Zane&#039;s signature &amp;quot;Power Bond&amp;quot; card is now searchable and easier to use, and fusing his two boss monsters together to create a &#039;&#039;&#039;Towers&#039;&#039;&#039; monster with the legendary 5000 ATK.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dark Magician&#039;&#039;&#039; - The signature monster of Yugi Muto from the original series. On its own, the Dark Magician is... not very good. 2500/2100 for a two-Tribute monster is middling, even back in the day. Summoned Skull provided the same ATK for only one Tribute, and for two Tributes you could instead get a Blue-Eyes White Dragon. To mitigate this the archetype includes a fair number of Monster/spell/trap cards to summon, support, and protect the Dark Magician. Once got a card called Dragun of Red-Eyes, shared with Red-Eyes with an effect so bonkers it was limited to one per deck before it was released in English.&lt;br /&gt;
:* &#039;&#039;&#039;Magician Girl&#039;&#039;&#039; - A sub-archetype based around gaining power and summoning more Spellcaster-type monsters. The Dark Magician Girl is notable for being one of the most popular [[waifu]]s of the game.&lt;br /&gt;
* &#039;&#039;&#039;Egyptian Gods&#039;&#039;&#039; - Giant God-Soldier of Obelisk, Sky Dragon of Osiris and Winged God-Dragon of Ra, aka Obelisk the Tormentor, Slifer the Sky Dragon and Winged Dragon of Ra. The only three monsters in the game with the Divine-Beast type, they are legendary monsters based around the Egyptian gods Ra, Osiris and... [[Wat|Obelisk]]. They all require THREE Tributes to summon normally but they are beefy: their summoning cannot be negated and no cards can be activated as a reaction to their summoning. Obelisk has a hefty 4000/4000, cannot be targeted by spells, traps or card effects (but can still be destroyed by non-targeted effects). By tributing 2 monsters Obelisk can destroy all monsters your opponent controls, but Obelisk cannot attack that turn. Slifer&#039;s has all monsters your opponent summons lose 2000 ATK (if they hit 0 they are destroyed), and Slifer&#039;s ATK and DEF are equal to the number of cards in your hand x1000. Ra starts out with 0 ATK/DEF, and by paying all but 100 of your LP Ra&#039;s ATK and DEF becomes equal to the paid. By paying 1000 LP you can destroy one monster on the field. It&#039;s obvious that these two abilities are difficult to use at the same time. While powerful they&#039;re difficult and risky to use. Suffers from how destruction effect heavy Yu-Gi-Oh is and how only one of them has any protection from it&lt;br /&gt;
* &#039;&#039;&#039;Elemental HERO&#039;&#039;&#039; - Used by Jaden Yuki from GX, the HERO monsters (based on superheroes) require extensive use of Fusion Summoning to get your good monsters on the field and attack with them. A serious source of [[skub]] because of the heavy reliance on summoning, the fact that they were used by the GX protagonist, that they were in every set of the GX era meaning that they clogged up booster space, and there were a LOT of them. Seriously: about two dozen in the main deck, over three dozen in the Extra Deck, and that&#039;s not even counting all their support cards and sub archetypes. On top of all that the HERO monsters are terrible, with only a few being worth running. Has some of the worst support cards in the game thanks to mediocre effects tied to overly obtuse activation requirements&lt;br /&gt;
:* &#039;&#039;&#039;Destiny HERO&#039;&#039;&#039; - Like the Elemental HERO monsters, except 50% more [[British Empire|British]] and 50% more [[edgy]]. Used by Aster Phoenix from GX.&lt;br /&gt;
:* &#039;&#039;&#039;Evil HERO&#039;&#039;&#039; - As above, but less Britishness and with extra edge. Used by Jaden Yuki once he goes evil in the third season of GX.&lt;br /&gt;
:* &#039;&#039;&#039;Masked HERO&#039;&#039;&#039; - Based on [[Mantis Warriors|Kamen Rider]], the Masked HERO cards use Transformation Fusion to turn Elemental HERO monsters into Masked HERO monsters, who have powerful effects. The three transformation cards are all Quick Play cards, allowing you to change your monsters mid-turn to attack over and over again.&lt;br /&gt;
* &#039;&#039;&#039;Exodia&#039;&#039;&#039; / &#039;&#039;&#039;Forbidden One&#039;&#039;&#039; - The most famous alternate win condition, Exodia comes in five pieces. If you have all pieces in your hand you win the duel. While on their own it&#039;s very unlikely to obtain all parts, when combined with a wide variety of draw and search engines you become able to draw just about your entire deck in one turn and obtain all the parts. This means that playing an Exodia deck automatically makes you [[That Guy]], even in the eyes of other That Guys with their own That Guy decks. There are a number of monsters based on Exodia and are supported by him, but they&#039;re mostly even more difficult to use than regular Exodia. Its tendency to reduce matches to [[Patience|solitaire]], even if not consistent enough to be competitive viable without an otherwise broken draw engine, would have gotten it banned over a decade ago if it weren&#039;t so highly iconic. Still, Exodia rarely sees competitive play due to the simple fact that anytime there&#039;s enough draw/search to make it good, there&#039;s some more consistent FTK options that require fewer, non-limited, cards.&lt;br /&gt;
* &#039;&#039;&#039;Gem-Knights&#039;&#039;&#039; - A gemstone-themed archetype of warriors who can combine to create more powerful beings in order to face more powerful opponents. And before you ask: the Gem-Knights came around just over three years before Steven Universe became a thing. The Gem-Knights are [[Paladin|a bunch of honorable warriors who fight to protect the weak]]. They are very reliant on Fusion Monsters: of the 24 monsters in the archetype, there are 12 Normal, Effect, and Gemini monsters, 11 Fusion monsters and one Xyz monster. To aid in this they have access to six cards that allows Fusion for Gem-Knights in a variety of ways.&lt;br /&gt;
* &#039;&#039;&#039;Gishki&#039;&#039;&#039; - A revival of the long-neglected Ritual summoning method, they are built around finding both Ritual Monsters and the Gishki Aquamirror Ritual card, which allows them to summon all of their monsters. They are one of the archetypes featured in the Duel Terminal arcade machines, where they made their debut.&lt;br /&gt;
* &#039;&#039;&#039;Golden Castle of Stromburg&#039;&#039;&#039; - An unusual archetype with no shared names between the cards. Instead all of them reference Golden Castle of Stromburg in their text or target cards that reference it in their text. This field spell card requires you banish 10 cards each turn or destroy it, but protects you from battle damage while its up and lets you special summon monsters of its archetype from the deck.&lt;br /&gt;
* &#039;&#039;&#039;Gravekeeper&#039;&#039;&#039; - One of the oldest archetypes and one of the few that play up the Egyptian aspect of the game, Gravekeeper Monsters resemble Egyptians protecting tombs and those who rest in them. Some of the artwork resembles characters from ancient Egypt as depicted in the anime/manga. They heavily depend on the Necrovalley Field Spell, which shuts down just about anything having to do with the graveyard. Despite being able to mess over many other archetypes this way a well-placed negation or card destruction will leave them quite vulnerable.&lt;br /&gt;
* &#039;&#039;&#039;Harpie&#039;&#039;&#039; - The signature archetype of Mai Valentine from the original show, the Harpie monsters resemble, well, [[Harpy|harpies]]. Attractive winged women who don&#039;t wear a lot of clothing, their archetype is built on swarming the field with monsters and beat the opponent down that way. Awkwardly predates modern archetype standards so cards have to change their name to &amp;quot;Harpie Lady&amp;quot; to benefit from older stuff and the archetype has been kinda sucky. Still, as the signature monsters of one of the major anime characters, it will keep getting support for forever and can be a decent deck. Not great, just decent.&lt;br /&gt;
* &#039;&#039;&#039;Ice Barrier&#039;&#039;&#039; - A shit archetype which spawned two broken cards that aren&#039;t even used in it. They have no well-defined strategy at all (the nearest they get is some passable walls) but they have Synchro Monsters (Brionac and Trishula) that can be used in other decks and have superb effects: Brionac allowed the player to repeatedly bounce their own cards back to the hand and reuse on-activation effects, which was so broken they had to issue an erratum, and Trishula removes 1 card each from the hand, field, and Graveyard when summoned. Memed by &amp;quot;Forcing Konami explains what Ice Barrier do&amp;quot;, They had surprisingly won a Structure deck poll, even beating out the more popular Cyber Dragons. Second wave Ice Barrier, while not Spetecluarly powerful does elevate the archetype from a grab bag of cards to a proper deck with combos. Most Still have situation Stun effects but you can now make boards of them to hinder your opponent and then summon your strong synchros to attack for game. &lt;br /&gt;
* &#039;&#039;&#039;Jar&#039;&#039;&#039; - Just about the biggest middle finger you can play to your opponent, Jar monsters are weak (except for Pot of The Forbidden) monsters resembling jars with a grinning creature inside. They all have very powerful but annoying flip effects, from discarding your hand and drawing a new card to wiping the board followed by forced revealing of cards, playing some of them and putting the rest in the graveyard. These are all supremely annoying effects, and the most annoying ones are outright forbidden. Playing them automatically makes you [[That Guy]] on the same level of an Exodia player, except even Exodia players think you&#039;re being That Guy because Jars get rid of Exodia pieces so easily.&lt;br /&gt;
*&#039;&#039;&#039;Paleozoic&#039;&#039;&#039; - an archetype with all its main Deck monsters are normal Traps based on sea creatures from that era. Many cards have good effects to help deal with an opponent any turn or give you more card advantage. The defining Gimmick of the archetype is that they summon themselves as Level 2 Aqua Normal Monster that are unaffected by monster effects when another trap card is activated. Cards like &amp;quot;Canadia&amp;quot; are often slotted into decks that used traps as they provide removeal while giving a extra body.&lt;br /&gt;
* &#039;&#039;&#039;Jinzo&#039;&#039;&#039; - A small archetype dating back to the early days, Jinzo (short for the [[Japan]]ese &#039;&#039;jinzoningen&#039;&#039;, which means cyborg) itself is a Lvl 6 2400/1500 Monster that stops the activation of and negates all Trap cards on the field. Given that Trap cards were a notable part of the game, Jinzo was quite feared back in the day for outright shutting down an entire type of card on top of being almost as strong as Summoned Skull&#039;s 2500 attack (the then gold standard for a one tribute monster). At one point it even was Limited to stave off its reign of terror, but in the modern day it is Unlimited because it is easier to get rid of, and traps are relatively rare. Jinzo spawned a few spinoffs that either shut down Trap cards as well or aid in summoning other Jinzo monsters. Jinzo was only a archetype in that their were anime people that played some Jinzo support cards for a long time until Konami gave a proper deck. A Situational play style of now Jinzo making card advantage if the enemy happened to play traps against a Jinzo deck, but still works better a side option that&#039;s rarely used. Jinzo became one of Joey Wheeler&#039;s signature monsters halfway into the Battle City arc of the original show.&lt;br /&gt;
* &#039;&#039;&#039;Kaiju&#039;&#039;&#039; - GOJIRA! Yes, of course Godzilla and Friends were adapted into the game. Their gimmick is twofold: you can summon one to your opponent&#039;s side of the field to make it easier to summon one of your own (because Kaiju do love to battle one another, and because this is done by tributing one of their pre-existing monsters), and their non-Monster cards generate Kaiju Counters which can be spent for a variety of potent effects. Their roster includes expies of Godizlla, Mothra, Gamera, Gigan, Kumonga, Ghidorah and Mecha Godzilla, and strangely enough Dark Lugiel from Ultraman as well. Of course none of this matters since people only play Gamera, the weakest in terms of attack, to get rid of the opponent&#039;s monsters easily. Opinions are sharply divided on if such a card is healthy for the game or not, debating on if it&#039;s a good way to avoid &amp;quot;unbreakable boards&amp;quot; of monsters immune to all other removal that plagued some prior formats. &lt;br /&gt;
* &#039;&#039;&#039;Kozmo&#039;&#039;&#039; - You know what&#039;s neat? The Wizard of Oz. You know what&#039;s also neat? [[Star Wars]]. So what happens when you slap those two together? You get the Kozmo archetype. Oh yes. Luke Skywalker is now [[promotions|a smokin&#039; hot redhead]], R2-D2, C-3PO and Chewbacca are the Tin Man, Scarecrow and Cowardly Lion, Ben Kenobi has been replaced by a rather attractive Good Witch of the North and even the Darth Vader and Darth Maul of the set (The Wicked Witches of the West and East respectively) are pretty. You&#039;d think &amp;quot;Oh [[Japan]]&amp;quot; at this, but the archetype was actually created on the TCG side. The archetype consists of two kinds of cards: the &amp;quot;pilots&amp;quot; are used to summon the second type, the spaceships. Summoning the spaceships is as easy as banishing the pilot in order to get a spaceship on the field. In turn, a spaceship that&#039;s in the graveyard can be banished to summon a pilot from the deck. This means that it&#039;s ridiculously easy to get extremely powerful cards on the field, and aimed destruction is easily avoided. There was even a very easy one-turn kill available that lead to several Kozmo cards being Limited.&lt;br /&gt;
* &#039;&#039;&#039;Kuriboh&#039;&#039;&#039; - One of the contenders for the title of series mascot, Kuriboh are a series of Lvl 1 300/200 or lower monsters with a series of effects that involve negating your opponent&#039;s attacks. Yugi, Jaden and Yuma from the first, second and fourth series  all have their own Kuribohs which saw frequent use. Because of their low stats Kurioh have great difficulty standing on their own, and require support from powerful monsters in order to win a duel instead of avoiding losing it. Despite the support, only one Kuriboh was ever used seriously and that was purely as an effect.&lt;br /&gt;
* &#039;&#039;&#039;Lightsworn&#039;&#039;&#039; - A bunch of light monsters that focus on sending their deck to the graveyard as a cost. With the number of cards that work in the graveyard nowadays and their already good effects, they&#039;re heavily splashable. Despite seeing solid play and support, they somehow wound up in a poll on what archetype should gain more support in 2020. The backlash was enough that they lost to an obscure archetype focused on the unpopular pendulum summoning mechanic in their first round.&lt;br /&gt;
* &#039;&#039;&#039;Monarch&#039;&#039;&#039; - A series of tall humanoids dressed in armor, the Monarch archetype consists of a series of six 2400/1000 Monsters supported by two 2800/1000 Monsters and upgraded versions of the core six, a series of Spell/Trap cards, weaker 800/1000 Monsters and a few other cards built around Tribute Summoning. When you successfully do so the Monarchs destroy or otherwise remove cards from your opponent&#039;s field, giving you the advantage. They can Tribute Summon at a relatively high speed and can even shut down your opponent&#039;s Extra Deck, but this is at the cost of many Monarch cards revolve about you either not using or having an empty Extra Deck on your own. They can be frighteningly effective and fast, filling their field while emptying their opponent&#039;s, and were a top deck in the final years before synchro (though that may have been largely due to heavy restrictions on other forms of removal during this era). Monarchs are a rather large archetype, with around 40 cards (but don&#039;t build a deck of 1 of each of these cards: it won&#039;t work very well). Exactly what they are monarchs of is unknown. Their ability to remove stuff from the field while generating a beatstick that only requires a monster tribute to fuel them makes the cards in the archetype without extra deck restrictions extremely splashable, especially in decks focused on special summoning.&lt;br /&gt;
* &#039;&#039;&#039;Nekroz&#039;&#039;&#039; - see &amp;quot;Gishki&amp;quot;, but insert the words &amp;quot;broken&amp;quot; and &amp;quot;busted&amp;quot; as necessary between all the words. Technically not in Duel Terminal, though, but they were part of the follow-up to the Duel Terminal story that was being rolled out between 2014-17, to the point that their Ritual Monsters were corrupted versions of Duel Terminal story favorites.&lt;br /&gt;
* &#039;&#039;&#039;Neo&#039;&#039;&#039; - An archetype built around Elemental HERO Neos, Jaden Yuki&#039;s signature monster. The archetype revolves around using Contact Fusion involving Neos and a Neo-Spacian Monster to summon a better monster. These monsters are not spectacular on their own, and they&#039;re made even worse by the fact that they return to the Extra Deck at the end of the turn. This made an already iffy archetype drop even more in use. Its best monster, Neo-Spacian Grand Mole, has nothing to do with the archetype in the slightest but sees use because its ability to repeatedly bounce both itself and whatever it fights to the hand makes it really good at screwing over any deck that used anything more than their normal summon to bring a monster out (read: almost all of them).&lt;br /&gt;
* &#039;&#039;&#039;Number&#039;&#039;&#039; - Central to the plot of ZEXAL, the Numbers are Monsters whose names start with a number. While they are all Xyz monsters this is the only thing they have in common: their archetypes, attributes, types and effects are all widely different. Some of them are generic, while others work exclusively in certain archetypes. In the anima only they did also had a &#039;&#039;Number claws&#039;&#039; which they can only be destroyed in battle by another number. &lt;br /&gt;
* &#039;&#039;&#039;Odd-Eyes&#039;&#039;&#039; - The archetype used by Yuya Sakaki, the protagonist of ARC-V. The Odd-Eyes monsters are a group of dragons with heterochromia, giving them mismatched eye colors. The archetypes consists of a large number of high level, high power (7+, 2500+ ATK) dragons and their support cards, which includes the Magician archetype. A large number of them are Pendulum cards designed to summon a large number of them onto the field quickly. There are also several cards that are both Pendulum and another type: Fusion Pendulum, Synchro Pendulum and Xyz Pendulum.&lt;br /&gt;
: &#039;&#039;&#039;Supreme King&#039;&#039;&#039; - Near the end of ARC-V a new sub-archetype was introduced to reflect the series&#039; villain: the Supreme King archetype. The main card of this archetype is Supreme King Z-ARC, a Fusion Pendulum monster that requires you to tribute 1 Fusion, 1 Synchro, 1 Xyz and 1 Pendulum dragon-typed monster. In return, you get a 4000/4000 beast that cannot be destroyed or targeted by your opponent and can Special Summon a Supreme King Dragon card from your (extra) deck if it destroys a monster. With the changes made to the game regarding Link Summoning, this archetype has become next to unusable.&lt;br /&gt;
* &#039;&#039;&#039;Spellbook&#039;&#039;&#039; - An odd archetype that has a &#039;&#039;single&#039;&#039; monster card (not that central &#039;&#039;and&#039;&#039; also a member of an otherwise unrelated archetype as well), and is entirely (bar one trap) spell card-based. They focus on tutoring other cards of the archetype out and supporting Spellcaster monsters but are prevented from spamming them by only allowing one of each card name to be activated per turn. Due to their ability to thin the deck and support monsters they don&#039;t have, they are typically combined with other archetypes. Had Spellbook of Judgement, which led to one of the most broken decks of all time that only avoided dominating the game because the equally broken Dragon Rulers were around at the same time.&lt;br /&gt;
* &#039;&#039;&#039;Twins&#039;&#039;&#039; - Kisikil and Lilla are the V-Tuber duo known as Live☆Twin by day, and the jewel thieves Evil★Twins by night. They swarm the Live☆Twins to use them as tribute/link material to bring out the Evil★Twins series, which destroy the opponent&#039;s field on summon.&lt;br /&gt;
* &#039;&#039;&#039;Ojama&#039;&#039;&#039; - Named after the Japanese phrase Ojamashimasu (&amp;quot;pardon me for interrupting&amp;quot;), the Ojamas resemble small ugly imps in tiny speedos. &#039;&#039;Oh you, Japan.&#039;&#039; They are the main archetype used by Chazz Princeton, one of the main characters of GX, and the spirit of Ojama Yellow acts as Chazz&#039; sidekick in the show. Standing at a weak 0/1000 each, the core Ojama monsters are not very tough. Instead, they rely on a mix of spell and trap cards to clog up the opponent&#039;s side of the board with tokens that they cannot tribute and stall the battle, allowing for the summoning of the Ojama King and using their field spell to switch around the ATK and DEF of all Ojama monsters, followed by either a wipe of the opponent&#039;s side of the board or destroying all other Ojamas on the field to make the Ojama King unreasonably buff. A gimmicky and not very powerful archetype by it self that&#039;s fun to play but annoying to play against. Later on to synergies with Chazz&#039;s other cards, Ojama also becomes an engine to spit out ABCXYZ and Armed Dragon monsters.&lt;br /&gt;
* &#039;&#039;&#039;Performapal/Performage&#039;&#039;&#039; - One of the most broken archetypes of its time and a contender for the most powerful deck of the game pre-nerf, Performapal and Performage are based on circus animals and circus performers respectively. The former is the other archetype of ARC-V&#039;s Yuya Sakaki, who uses the circus animals for his signature Entertainment Dueling style. Both archetypes are based on Pendulum Summoning and shenanigans in the battle phase that break the game so utterly, Konami was forced to employ the second emergency ban list in the game&#039;s history. &#039;&#039;Even then&#039;&#039; it remained powerful enough to remain a meta staple until the [[power creep]] set in. It&#039;s safe to say that a lot of people did not like them a lot, with the cartoony art being the least of their complaints.&lt;br /&gt;
* &#039;&#039;&#039;Red-Eyes&#039;&#039;&#039; - The Red-Eyes Black Dragon (Red-Eyes B. Dragon because they wanted to avoid the association with black magic) is one of the game&#039;s most famous cards and the signature card of Duelist Kingdom&#039;s Joey Wheeler. On its own the Red-Eyes is not very impressive: 2400/2000 at level 7 is just not worth it, even with its good attribute and type: outclassed by the Dark Magician and the Summoned Skull alike it&#039;s just not up to par. What it makes up with however is its support and mind-boggling versatility: Gemini, Burn, Pendulum, Toolbox and more are all options for the archetype. This means that the archetype is capable of a great many things, but herein lies the trap: an improperly built deck will only get in its own way. A good Red-Eyes deck is the result of a great degree of finetuning to make a specialized deck. The archetype is also lacking in defensive measures and doesn&#039;t have a large number of good trap cards to support it, so a powerful opponent will simply steamroll a Red-Eyes deck. Shares broken Dragun of Red-Eyes with Dark Magician, and Red-Eyes Fusion as support made it even crazier.&lt;br /&gt;
* &#039;&#039;&#039;Six Samurai&#039;&#039;&#039; - An unimpressive archetype that focused on shifting what monster was destroyed by battle with a bit of swarming.&lt;br /&gt;
: &#039;&#039;&#039;Legendary Six Samurai&#039;&#039;&#039; - A much better archetype that focuses primarily on swarming and deck searching to fuel that summon. This surplus of monsters on the field is then used to summon their quite good boss monster, and supporting it with tribute monsters (they&#039;re also good at summoning utility synchro monsters from outside the tribe). Since it so heavily focuses on a single card it&#039;s very vulnerable to limited list changes and Master Rules 4.&lt;br /&gt;
* &#039;&#039;&#039;roid&#039;&#039;&#039; - Cars with faces. A deck that sucks, played in GX by a character who sucks. Make a typical anima fusion Archetype were the game plan was to make random weak pack filler that only wins because of plot. Sometimes called &amp;quot;Vehicroids&amp;quot; so as not to be confused with...&lt;br /&gt;
: &#039;&#039;&#039;Speedroid&#039;&#039;&#039; - These are technically roids, but they look completely different and have a completely different strategy. This gave them a headache when it came to attempting to making Vehicroids not garbage, as they had to support them in a way that didn&#039;t help Speedroids. Their strategy somehow managed to hurt the Vehicroid deck. But hey, it&#039;s Konami. Speedroids are wind monsters based on toys that want to synchro-spam. &lt;br /&gt;
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* &#039;&#039;&#039;SPYRAL&#039;&#039;&#039; - A TCG-only set that&#039;s two parts [[James Bond]], one part [[Metal Gear]] and a nod at the Spyral agency from DC Comics. The archetype revolves around getting its core monster, SPYRAL Super Agent (or one of the many, many, cards counted as it on the field), onto the table followed by using a set of support cards to keep it on the field. It also involves looking frequently at your opponent&#039;s hand (which fits with the spy theme) to trigger effects. This means that the SPYRAL archetype suffers from a few weaknesses that, if exploited, can utterly shut it down. While it saw play with relative frequency, it was never &#039;&#039;that&#039;&#039; popular till years of support eventually built up and it suddenly became a tier 0 (65%+ of tournament placements used it) strategy in 2017.&lt;br /&gt;
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* &#039;&#039;&#039;Shaddol&#039;&#039;&#039;  - A menace of its time being a fusion archetype basted around of all things, strong flip monsters that came straight from the dual terminal. The Flip effects were just icing during a time when set a monster and pass was still a viable move. The real threat was how much card advantage they generated by the absurdly broad stipulation that they had to be &#039;&#039;&#039;sent to the GY by card effect&#039;&#039;&#039;. Not just by fusion summing, not just by your opponent, not just by Destruction, not just sent from the hand. If you had a card that discarded, dump, or milled, you got card advantage. Being such splashable and powerful made it tier-zero for a time until the banhammer came. By a fan pull, Shaddols did make a return years later with a structure deck, new card, and with all the old ones unbanned, but the meta had evolved past Shaddol&#039;s shinagins.&lt;br /&gt;
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* &#039;&#039;&#039;Red Dragon Archfiend/Resonator&#039;&#039;&#039;  - The deck of the Main Rival and teammate Jack Atlas. Is an inverse to Yusa&#039;s Defensive Stardust Dragon, with a focus on offensive and pressuring the opponent. Keeping up the reflection of Stardust, Red Dragon Archfiend has several evolutions, with the higher level taking the approach of using multiple tuner monsters instead of a Synchro Tuner monster. The Resonator Tuners facilitates that Red Dragon Archfiend gets out first turn.&lt;br /&gt;
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* &#039;&#039;&#039;Watt&#039;&#039;&#039; -  A seemingly random (their Japanese names all start with キ/ki, but this is impossible to convey in English) series of animals with electrical parts on them. They focus on attacking directly and inflicting additional pain on the opponent for doing so successfully. Unfortunately, the most relevance they ever got was one of the video games had them used by the default partner, a game only character that’s prime waifu fodder.&lt;br /&gt;
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* &#039;&#039;&#039;World Legacy&#039;&#039;&#039; - An archetype notable not for its game effects, but because of how (alongside World Chalice, Krawler, Mekk-Knight, Knightmare, and Orcust), it&#039;s art and names tell a surprisingly complex story that could have been its own vidya. How complex? The official Master-Guide series takes multiple pages across tens of pages each in multiple installments to cover it (and the latest additions post-date the newest so it doesn&#039;t fully cover it). There are multiple videos (even in Japanese) that need an &#039;&#039;hour&#039;&#039; to tell the whole thing, and even the ultra condensed version takes several minutes.&lt;br /&gt;
** &#039;&#039;&#039;Orcust&#039;&#039;&#039;  - Konami is also compiled to create at least one tier zero archetype whenever they do their long-running stories. A Link Deck of dark machines monster made of orchestra instruments. The deck locks you into Dark monster for the rest of the turn but gives you card advantage by banishing them from GY, then have your link monsters Recycle them to get you your powerful counter-trap, then use that link monster to immediately go into &#039;&#039;&#039;Dingirsu&#039;&#039;&#039; to pop and protect your field. Given Splashablity with an already well-supported machine and Dark cards, easy to dump for effects, and easy to loop for card advantage, you have a tier zero deck until power creep rased the totem pole.&lt;br /&gt;
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* &#039;&#039;&#039;Photon/Galaxy/Galaxy-Eyes Photon Dragon&#039;&#039;&#039;  -  Used by Kite, one of the main Rivals in ZEXEL. The deck consists of Light monsters with specifically 2000 ATK so you can tribute them to summon his ace dragon. Outside some anime Number monster gimmicks, his deck is based around XYZ summoning Rank 4 and 8 monsters, which is a ready strong pool of Toolbox monsters. In his Arc-V version, he also added Galaxy-Eyes Cipher Dragon with a gimmick of stealing monsters to make a copy of itself. Add in that some XYZ Galaxy-Eyes monsters can rank up on top of other Galaxy-Eyes, now you have Rank climbing shenanigans.&lt;br /&gt;
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* &#039;&#039;&#039;Starry Night&#039;&#039;&#039;  - an example of Konami executives finding an old OG Vanilla monster and deciding to make a new entire archetype around it. Most of the monsters are Level 4 Light Fairies, with the purpose of Special summoning or bouncing back to the hand a Level 7 Light Dragon, specifically, the retrain of Seiyaryu, Starry Night, Starry Dragon. Its main ability being popping a card each time it&#039;s summoned from the hand. &lt;br /&gt;
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*&#039;&#039;&#039;Fallen of Albaz&#039;&#039;&#039; - Konami&#039;s next long-running storyline set in an inter-dimensional junkyard desert, about the forbidden love between a nun from the church that hates the extra deck and a dragon boy that fell from the sky who&#039;s a polymerization on legs. The archetypes are connected by support cards that also include Albaz. His Dragon fusion produces an advantage when sent to the GY, which is liked by...&lt;br /&gt;
**&#039;&#039;&#039;Dogmatika:&#039;&#039;&#039; Dogmatika is an interesting deck for its time as the pool of cards that what to be directly dumped from the extra deck to the GY so to activate their effects is ever increasing. Throwing way &#039;&#039;Elder Entity N&#039;tss&#039;&#039;, &#039;&#039;Fossil&#039;&#039; monsters, or one of Albaz&#039;s fusion forms grant greater card advantage than summoning them. &lt;br /&gt;
**&#039;&#039;&#039;Tri-Brigade:&#039;&#039;&#039; a group of post-apocalyptic [[anime]] [[Furry]]s rebelling against the church. made up the 3 beast monster types (Beast, Beast-warrior, and Winged beast) with a gimick of the main deck monsters banishing themselves and others of the beastial type as material for link summoning.&lt;br /&gt;
**&#039;&#039;&#039;Springans:&#039;&#039;&#039; the introduction of &#039;&#039;[[splash Damage]]&#039;&#039; to YuGiOh. They are a crew of robots made from ammunition. they XYZ summon the hover ship that sails across the desert, able to attach them sieve to it from the hand, field, and GY.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Non-Archetype Deck Themes===&lt;br /&gt;
Notable deck themes that &#039;&#039;aren&#039;t&#039;&#039; based on card archetypes. Most of these are either based on the effects of a particular card (which can quickly be killed by banlist changes), interactions between two specific cards, or Type-based tribal (which has been supported since before there was a real card game in the original manga).&lt;br /&gt;
* &#039;&#039;&#039;Burn&#039;&#039;&#039;: Do direct damage to the opponent&#039;s life points and stall till they die instead of trying to smash them with monsters. Some archetypes support this (Konami threw minor burn effects in entirely random archetypes a lot during the GX era) but burn decks without an archetype are common.&lt;br /&gt;
** &#039;&#039;&#039;Nurse Burn&#039;&#039;&#039;: Both Darklord Nurse Reficule and Bad Reaction to Simochi have an effect where anytime the opponent would gain life, they lose it instead. Nurse Burn decks combine this with effects that give your opponents life points, something that is pretty easy since it&#039;s often included on otherwise good cards as a drawback, or on apparent joke cards that do nothing &#039;&#039;but&#039;&#039; give your opponent a bunch of life points.&lt;br /&gt;
* &#039;&#039;&#039;Cyber-Stein&#039;&#039;&#039;: Cyber-Stein was an earlyish card that allowed special summoning nearly any fusion monster without polymerization or the materials at the low cost of 5000 life points. This was really good, since a good fusion monster on its own could deal almost that much damage in one turn while Megamorph would boost that attack enough for a OTK (and later it had a lot of toolbox options it could choose on demand). While a common card in Japan and a guaranteed inclusion in the Kaiba starter deck (alongside the best abuser, Blue-Eyes Ultimate Dragon), for some bizarre reason it wasn&#039;t released in the west for years till it was given out as a tournament prize card. It was later released as a rare card, just in time to cause the tournament finale to end in three turns and promptly get it on the next ban list. It&#039;s merely limited today, but power creep, only working on fusion monsters, and more counters has rendered it less useful.&lt;br /&gt;
* &#039;&#039;&#039;Dinosaur&#039;&#039;&#039;: [[Meme|Holy fucking shit, it&#039;s a dinosaur, Jesus Christ, what the fuuuuck.]] A whole lot of Dinosaur monsters slapped together to form a deck, supported by spells/traps. These are dinosaurs that do not fit into any of the existing archetypes, so they band together to form a large toolbox with many different ways to essentially do the same thing: rush and beat down your opponent.&lt;br /&gt;
*&#039;&#039;&#039;Dragon:&#039;&#039;&#039; With age and popularity, Dragon has a lot of strong cards that spam these beat sticks. Although many were intended to support a particular archetype, they are usually generic enough to be used with any dragon card. &lt;br /&gt;
* &#039;&#039;&#039;Empty Jar&#039;&#039;&#039;:  Morphing Jar is a card that forces both players to discard their entire hand and draw 5 cards when it&#039;s flipped. Since you were constantly getting new cards it was quite easy to repeatedly flip and unflip Morphing Jar with these cards to rapidly to deck out your opponent just by having slightly more cards in your deck and some ways to return cards from the graveyard to the deck. Since this could win the game on the first turn, the combo components have repeatedly been subjected to the banlist. Still possible today with Morphing Jar (currently limited to one per deck) being easily searched, but hand traps can easily disrupt it and it&#039;s non-trivial to recover if disrupted.&lt;br /&gt;
* &#039;&#039;&#039;(IT&#039;S THE) Final Countdown&#039;&#039;&#039;: The card Final Countdown gives its user a win 20 turns (opponent&#039;s turns included) after its activation. Final Countdown decks focus on getting that spell out and stalling till they win.&lt;br /&gt;
* &#039;&#039;&#039;Goat Control&#039;&#039;&#039;: The card Scapegoat loads your field with level 1 token with zero attack and defense that can block attack. The card Metamorphosis lets you turn a monster on your field into a Fusion Monster of the same level. Thousand-Eyes Restrict is a level 1 Fusion monster that&#039;s really hard to bring out normally (requiring a useless monster, a hard to bring out ritual monster, &#039;&#039;and&#039;&#039; Polymerization) with a powerful effect of absorbing one of your opponent&#039;s monsters and gaining their attack and defense. After combining those three elements, the deck focuses on flipping TER upside-down then up again to destroy the stolen monster and let it absorb another before crushing the enemy. The signature and namesake deck of the &amp;quot;GOAT Format&amp;quot;, a format consisting of everything in the TCG prior to Cybernetic Revolution&#039;s release on August 17, 2005 that is still played regularly today. Nowadays while Metamorphosis has been banned for over a decade, TER is unlimited (after spending forever banned) and a valid target for Instant Fusion, though changes to the game since its been gone mean its merely an option instead of a central focus.&lt;br /&gt;
* &#039;&#039;&#039;Gren Maju&#039;&#039;&#039;: Gren Maju Da Eiza is a card with a really simple, and really good, effect that grants it a bunch of attack for every banished card. At first it was just an unofficial member of the Golden Castle of Stromberg cards, but when Konami decided to print a bunch of cards that banished cards from your deck as a cost people started making entire decks around it (though it still overlaps with Golden Castle decks).&lt;br /&gt;
* &#039;&#039;&#039;Normal Monster&#039;&#039;&#039;: Once Konami realized Normal Monsters no longer really had a point, they started releasing a bunch of for support them. This is a deck type that focuses on the support that would be powerful if it wasn&#039;t designed for such bad monsters. Support was never enough to make it that great a deck type, but it has its fans. The support for swarming normal monsters saw use once link monsters were a thing, but that was always just an engine to special summon effect monsters.&lt;br /&gt;
* &#039;&#039;&#039;Synchro Spam&#039;&#039;&#039; and &#039;&#039;&#039;XYZ Spam&#039;&#039;&#039;: Decks focused around summoning a bunch of monsters in one turn into order to use them to bring out powerful extra deck monsters. Typically paired with more swarm friendly archetypes, but can be run on its own (in-fact, such an archetypeless swarm deck is the starter deck for &#039;&#039;Tag Force Special&#039;&#039;, which is by far the best starting deck in any video game in the series).&lt;br /&gt;
** &#039;&#039;&#039;R4NK&#039;&#039;&#039;: A deck focused on level 4 monsters that quickly bring out Rank 4 XYZ monsters quickly. Since almost all level 4 monsters can be normal summoned, they&#039;ve traditionally been easy to special summon compared to higher levels. &lt;br /&gt;
** &#039;&#039;&#039;Rank 10&#039;&#039;&#039;: In contrast to Rank 4, Rank 10 monsters are supposed to be harder to bring out and are accordingly more powerful than their rank 4 counterparts. In practice, level 10 [https://yugipedia.com/wiki/Heavy_Freight_Train_Derricrane has] [https://yugipedia.com/wiki/Night_Express_Knight enough] [https://yugipedia.com/wiki/Exodius_the_Ultimate_Forbidden_Lord easy to] [https://yugipedia.com/wiki/Metal_Reflect_Slime special] [https://yugipedia.com/wiki/Tragoedia summon] [https://yugipedia.com/wiki/Rocket_Arrow_Express monsters] (and the [https://yugipedia.com/wiki/Revolving_Switchyard aid of] [https://yugipedia.com/wiki/Mirror_Ladybug level changers]) it&#039;s not all &#039;&#039;that&#039;&#039; hard to use a Rank 10 engine.  A subtype, &amp;quot;trains&amp;quot; is in the weird position of having a series of thematically and mechanically related cards with a relatively prominent user in the anime but not having any common name and not being a &#039;&#039;true&#039;&#039; archetype as a result. &lt;br /&gt;
* &#039;&#039;&#039;Zombie&#039;&#039;&#039;: Focuses on the excellent support the Zombie type has received. One of their big things is graveyard revival, often letting you pull out monsters who are normally hard to summon properly.&lt;br /&gt;
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==Formats and Ban Lists==&lt;br /&gt;
Yu-Gi-Oh has a strange relationship with what cards are legal or not. Unlike the two other big card games, [[Pokémon]] and [[Magic: The Gathering]] Yu-Gi-Oh does not have a &amp;quot;standard&amp;quot; format that says &amp;quot;all cards in sets X, Y and Z can be played and the rest cannot&amp;quot;. This means that every single card, printed from &#039;&#039;Legend of the Blue Eyes White Dragon&#039;&#039; to the latest set can be used in a deck, as long as they&#039;re not on the ban lists. This means that in effect there are several thousand cards legal to use in your deck, with only a fraction being limited and only a handful being outright banned. Cards have four levels of legality, determining how many you can have of any one card in your Main, Extra and Side Decks:&lt;br /&gt;
&lt;br /&gt;
* Unlimited: 3&lt;br /&gt;
* Semi-Limited: 2&lt;br /&gt;
* Limited: 1&lt;br /&gt;
* Forbidden: 0&lt;br /&gt;
&lt;br /&gt;
There are also Illegal cards: cards that were never intended to see use in official duels or tournaments. These are often promotional materials, with the vast majority of them having conditions that allows their player to win the match. Not the duel: &#039;&#039;the best-out-of-three match&#039;&#039;. This is less useful than it sounds because the opponent can forfeit before the effect goes off. The remaining ones are cards based on the anime, one being a promotional card handed out during the World Championship of 2007 that is quite useful in the right kind of deck, and the last three remaining cards being the unofficial versions of the three Egyptian Gods. There&#039;s also one special version of &#039;&#039;The Seal of Orichalcos&#039;&#039; with all the anime powers, including the &amp;quot;The soul of whichever Duelist loses this Duel is forfeit to the winner&amp;quot; part, intact. It was an internal novelty for Upper Deck Entertainment employees when they were distributor.&lt;br /&gt;
&lt;br /&gt;
Exactly which cards are of what legality is determined by the region you&#039;re in. Yu-Gi-Oh has two regions where the game has different names: the Official Card Game and the Trading Card Game, shortened to OCG and TCG respectively. The OCG is played in Asia while the TCG is played in the rest of the world. Both regions have their own ban lists, some exclusive cards on either side, and (at times) different rulings, meaning that a deck that is played in one region might not work as well or is perhaps not even legal in the other. This separation stems from the card backings being different, and Konami farming the western release out to Upper Deck Entertainment for its early history. Originally the two were fairly similar, just with a delay on cards being released for the western game (with many promo cards in particular not showing up for half a decade!). After a decade of near identical ban-lists (there&#039;s less than a dozen differences in OCG/TCG bans before this), the two diverged a good deal in 2012, largely because Shock Master was completely broken, but a valuable promo card in the OCG and merely rare in the TCG, resulting in Konami of Japan stalled its banning for the rest of the world.&lt;br /&gt;
&lt;br /&gt;
This is even further complicated that while the OCG has only one format, the TCG has two: Advanced and Traditional. The difference between the two is akin to the difference between Legacy and Vintage: Advanced restricts more cards to create a more balanced experience and has quite a few cards that are illegal in the format. Traditional is a friendlier kind of game: all Forbidden cards are Limited. If you want to use Illegal cards then you need your opponent&#039;s permission first due to the amount of [[cheese]] found in the banlist. Advanced is the format used in official tournaments and events, making it akin to Standard. In other words, Traditional and no banlist at all are for fun games with friends, and Advanced is for more serious games.&lt;br /&gt;
&lt;br /&gt;
Beyond the &amp;quot;standard&amp;quot; tournament rules, Konami has also recently introduced the Generation Duel format, where players pick a Forbidden and Limited list for their decks from a set corresponding to the cards that were new when the various cartoons were released. This is the closest Yu-Gi-Oh comes to having an explicit list of legal cards, as every Generation Duel banlist has entries that ban card types that weren&#039;t extant when that list&#039;s cartoon was airing, and some ban &#039;&#039;all&#039;&#039; effect monsters that don&#039;t have a list entry. This never really took off due to Konami adding various unnecessary shit that detracted from the entire point.&lt;br /&gt;
&lt;br /&gt;
=== Goat Format ===&lt;br /&gt;
GOAT Format (Named for both &amp;quot;Greatest of All Time&amp;quot; and the prominence of Scapegoat in it) is the the TCG as it was prior to the release of &#039;&#039;Cybernetic Revolution&#039;&#039; in 2005. This demarcation point is chosen because of that expansion&#039;s power creep and being closely followed by an extensive banlist change. This period has been immortalized due to the period boasting heavy competition, having a surprisingly diverse number of decks, and representing a much earlier era of the game that played significantly differently from the modern one. The revival is not officially supported by Konami, but it remains the most played historical format (unless one counts video games)&lt;br /&gt;
&lt;br /&gt;
=== Master Rules 4 ===&lt;br /&gt;
{{Topquote|If you look at Firewall Dragon’s effect and see nothing wrong you’re either mentally deficient, or a very money hungry company[...] the first wave of Cyberse and Link Monsters was like witnessing 20 different FTK engines suddenly spawning into existence with no foresight by the developers whatsoever.|Rank10YGO}}&lt;br /&gt;
Introduced in 2017, Master Rules 4 (or &amp;quot;New Master Rules&amp;quot;) made big changes to the game. The most obvious being the introduction of Link Monsters and there&#039;s an extra monster zone for extra deck monsters (which you can only have one of without work). This change would be widely despised due to its massive balance problems: Every existing deck type was screwed massively and needed to buy new link monsters to even have a remote chance of working &#039;&#039;&#039;except&#039;&#039;&#039; the ones that were &#039;&#039;already&#039;&#039; OP as shit anyways. Several early Link Monsters were stupidly broken, with anime ace monster Firewall Dragon alone getting half a dozen other cards banned, while most other Link Monsters were total garbage except for their arrows, a stark contrast with early Synchros offering plenty of good and generic options. Link Monsters lacking face down position, defense position or levels made a lot of older cards that changed cards to those positions or did things based on level completely and utterly useless. High level Yu-Gi-Oh already was heavy into board wipes where monsters never really fought each other that much, and MR4 made it far worse since link monsters were &#039;&#039;all&#039;&#039; about summoning a bunch of monsters in one turn and sacking them for OP shit before your opponent could really do anything to counter it. Problems were further compounded by Konami taking years to support a lot of &amp;quot;lesser&amp;quot; archetypes or generic support (The [https://yugipedia.com/wiki/Attribute_Booster Attribute Booster Link Monster] cycle is frequently highlighted here for Missus Radiant being decent generic support among the first set of Link Monsters but Konami taking a full year to provide a version for every other attribute, even though its predecessors were all within a single booster). So widely despised was MR4 that MR3 was still widely played on unofficial simulators.&lt;br /&gt;
&lt;br /&gt;
====Master Rules 5====&lt;br /&gt;
In December of 2019 it was announced they&#039;d &#039;&#039;&#039;finally&#039;&#039;&#039; be ending MR4 after years of that shit. Starting April 1st 2020 (with unofficial simulators moving over almost entirely as soon as it was announced), &amp;quot;Master Rules (April 1st 2020 Revision)&amp;quot;, which everyone will just call Master Rules 5, were implemented. Now Fusion, Synchro, and Xyz monsters may be placed in either the Main Monster Zones or in the Extra Monster Zone, while Link Monsters and Pendulum Summoning from the Extra Deck are still dependent on summoning in either the Extra Monster Zone or link arrows pointing to their Main Monster Zones. Also a bunch of other minor rules changes, mostly just clearing up a bunch of crap.&lt;br /&gt;
&lt;br /&gt;
Master Rules 5 unfortunately coincided with the outbreak of the [Wikipedia:Coronavirus_disease_2019|Nurgle&#039;s latest blessing]. See, Konami bases banlist changes largely on tournament results and utterly refuses to acknowledge simulator play, so with most tournaments being canceled Konami had nothing to base a new banlist on. As a result the June 2020 TCG banlist (which set Altergeist Multifaker, Nekroz of Unicore, and Ritual Beast Ulti-Cannahawk from Limited to Unlimited while doing nothing else) was the smallest change to the banlist in TCG history, and is tied in size only with the very first OCG banlist (which put Dark Hole, Raigeki and Trap Hole to Limited). This wouldn’t be too bad if this didn’t leave the TCG stuck in a fairly degenerate format for five months. Even the September 2020 banlist did the bare minimum in banning 3 problem cards and reducing restrictions on cards that had been unrestricted on the OCG side for years.&lt;br /&gt;
&lt;br /&gt;
=== Speed Duel ===&lt;br /&gt;
Speed Duel was an alternate ruleset in the game for years that was primarily used for spin-off video games (&#039;&#039;Duel Terminal&#039;&#039;, &#039;&#039;Saikyo Card Battle&#039;&#039; and &#039;&#039;Duel Links&#039;&#039;) and has lower starting LP/hand size/deck minimum, only three slots each for monsters and spell/traps, no extra monster zone (though this is at least in part due to predating that rule), and no Main Phase 2. The one unique thing about this format is that in the most recent incarnations each player has a skill card that is always activate-able if the conditions are met. One odd consequence of the lower deck size is that mill decks are actually quite good, and some cards [https://yugipedia.com/wiki/Cup_of_Ace that are absolutely horrible] [https://yugipedia.com/wiki/Hiro%27s_Shadow_Scout in the normal game] (because they give your opponent free cards) are actually used since you need to mill less than 16 cards to win. Likewise, the smaller field means giving your opponent cards they can&#039;t get rid of to block them from putting something useful on the field is also viable. &lt;br /&gt;
&lt;br /&gt;
There&#039;s several variants of this format with their own card pools.&lt;br /&gt;
&lt;br /&gt;
The most prominent is Duel Links, Konami&#039;s gotchapon mobile game adapation of the franchise. The card pool for this is fairly eccentric, containing reprints of OG anime era cards, some synchro era stuff, some new cards that are weaker in the normal game, and a few anime cards that don&#039;t exist in the real world. These cards are selected to make a format based on moderately hard to bring out beatsticks instead of getting into crazy chains to wipe the opponent&#039;s field while summoning a bunch of monsters in one turn.&lt;br /&gt;
&lt;br /&gt;
The reason this is getting a section is that in 2019 it was used for a soft reboot of the game in the west. Taking the skill cards from Duel Links with a completely different card pool that only allows cards printed with a Speed Duel watermark (these cards are also legal in normal TCG matches), though the core rules haven&#039;t really changed so casual matches with the full TCG card pool are possible. There&#039;s actually a few physical cards that have exclusively been released for this format, but they&#039;re just really old normal monsters that were never released physically in the west before because they were terrible (though they have shown up in video games). In 2020 Konami used it to make a quasi Living Card Game with the Speed Duel Box.&lt;br /&gt;
&lt;br /&gt;
===Rush Duel===&lt;br /&gt;
Another alternate ruleset, similar to Speed Duels in that there are only 3 spell/trap slots and no Main Phase 2, but extra monster zone. In addition to being only able to use Rush Duel specific cards there are certain &#039;&#039;Legend&#039;&#039; cards that you can have only 1 copy of in your deck. Both players begin a Rush Duel with 8,000 LP and 4 cards in their hand. During your Draw Phase you draw until you have 5 cards in your hand. You can normal summon as many times as possible in a Rush Duel, although tribute summoning restrictions still apply. All cards and effects can only be activated once per turn, not counting field spells. In contrast to the original game, every card except normal monsters has a requirement to activate it. Some of these are passive, like controlling a monster of a particular type, while others require actions like discarding certain cards. A player can also only activate one effect per trigger.&lt;br /&gt;
&lt;br /&gt;
==Simulators==&lt;br /&gt;
Since Konami &amp;lt;s&amp;gt;is&amp;lt;/s&amp;gt; was primarily a video game company, Yu-Gi-Oh has far more video game versions than any other TCG. Indeed, it&#039;s one of the video game franchises with the most released games, clocking in at over 50. These can be simple games with nothing to do but fighting opponents and navigating a menu, repeats of the anime storyline or, more rarely, completely original plots set in the same world as the anime. Unfortunately, these games vary wildly in quality, with many being shit, almost always due to cheating AI and gimmicks that aren&#039;t card games. Among the ones considered best are &#039;&#039;Stairway to the Destined Duel&#039;&#039; (OG), &#039;&#039;World Championships 2008&#039;&#039; (GX) and &#039;&#039;Over the Nexus&#039;&#039; (5Ds), which coincidentally were all released near the end of one of the anime series and before the next round of gimmicks were introduced to the card game. &#039;&#039;Over the Nexus&#039;&#039; in particular has a surprisingly high degree of effort put into it, with an original story, customizable avatar, a bunch of side-quests and tons of shit to find. There&#039;s also a bunch that play by the anime &amp;quot;rules&amp;quot;, many of which were made prior to many of the actual card game&#039;s rules being codified.&lt;br /&gt;
&lt;br /&gt;
Unfortunately with Konami&#039;s move to focusing on pachinko, they stopped making many games at all, including Yu-Gi-Oh ones, and so we only have Duel Links, which is unfortunately a mobile game and thus a relatively stripped-down experience and (far more pressing) is riddled with microtransactions. Years after this move to pachinko, Konami walked this stance back in September of 2019 in wake of anti-addiction laws that would cripple pachinko stating &amp;quot;high-end console games are the most important&amp;quot; and they were working on &amp;quot;multi-device titles for [...] Yu-Gi-Oh&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
There&#039;s two main fan-made simulators for players to use without having to buy expensive cardboard. Duelingbook is an browser-based manual simulator, while EDOpro is a downloaded automatic one. (So it moves the cards for you, if you&#039;re too lazy to do that.)&lt;br /&gt;
&lt;br /&gt;
==The Anime/Manga==&lt;br /&gt;
[[Image:Banditkeith.jpg|450px|thumb|right|This is what the rest of the world thinks all people look like... IN AMERICA.]]&lt;br /&gt;
Yu-Gi-Oh was clumsily &amp;quot;advertised&amp;quot; by a cartoon for children about adults playing a children&#039;s card game, which shared the same name. Made even worse in the West where 4Kids Entertainment americanized the show and badly censoring anything violent, such as banishing characters to &#039;&#039;The Shadow Realm&#039;&#039; instead of dying in the story. However 4Kids was found to have withheld royalties from Konami, [[Fail|leading them to terminate their Yu-Gi-Oh contract and 4Kids&#039; eventual bankruptcy.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Season 0&#039;&#039;&#039; as fans refer to it was the first anime made for the series based on the early chapters of the manga, notably more darker in tone yet equally as silly compared to the second anime most people are familair with. Yami Yuugi is a well known follower of [[Tzeentch]] (as if the Egyptian gig wasn&#039;t enough of a give away). Mostly it was about Yami Yuugi punishing local bullies and scumbags by challenging them to a &amp;quot;Yami No Game&amp;quot;, a dark and demented game of Yami&#039;s making with a stringent set of rules (dependent on the current challenge) that are meant to test the person&#039;s true character. If the person looses a Yami Game, or breaks the rules in any way, he will either kill them or [[Grimdark|give them such realistically horrifying hallucinations that they turn into a gibbering, hapless wreck]]. As an example, Yami once played table hockey with a puck full of nitroglycerin and blew the other guy to bits. [http://www.youtube.com/watch?v=rWXTZ8zuuDQ In another game in the anime, he tricked an armed criminal holding his friend hostage into pouring 180 proof vodka all over himself and putting a lighter on his hand]. Subsequent Yamis... well, he IS the King of Games, but his punishments weren&#039;t AS horrific so he arguably drifted away from it somewhat, but outside of the DURO MONSTA CARDO scene where he invokes [[Khorne]], he&#039;s still in [[JUST AS PLANNED]] territory.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Yugi Moto is a [[Neckbeard|lonely high school kid]] with few friends but covets his &amp;quot;treasure&amp;quot; - an ancient Egyptian puzzle inscribed with the message that the one who solves the puzzle will be granted [[Chaos|dark powers.]] Although no one has been able to solve it Yugi is close to completing it after 8 years of trying. One day at school while showing off the puzzle to his classmate Anzu (Tea in English), a bully named Jonouchi (known [[Meme|IN AMERICA]] as Joey) secretly snatches a piece while messing with Yugi and throws it into a river. However this attracts the attention of Ushio, a huge malicious hall monitor, who takes it upon himself to be Yugi&#039;s bodyguard and beats Jonouchi and Honda (Tristan) - who Ushio thought was also bullying Yugi - to a pulp. Yugi however intervenes, claiming that they&#039;re his friends, which surprises Jonouchi and earns his respect. Ushio shrugs and says Yugi must pay up for his bodyguard services and when Yugi can&#039;t pay he beats him as well. Jonouchi retrieves the missing piece from the river, allowing Yugi to complete the puzzle. Immediately the spirit of puzzle [[Daemonhost|possesses Yugi]] and challenges Usio to a Yami Game where they hang from the roof by a single rope they share. When Usio loses he tries to throw Yugi off the building but instead hallucinates himself falling into the river and getting eaten by monsters. Yugi, Joey, Honda, and Anzu now forming a close group of friends - and occasionally a second girl named Miho who existed for 1 chapter in the manga but was added into the cast of the anime.&lt;br /&gt;
&lt;br /&gt;
:Many episodes then follow a similar format, where a bad guy antagonizes Yugi or his friends, Yugi is possessed by the spirit &amp;amp; challenges them to a Yami Game, where they usually try to cheat and suffer the penalty. Famously as mentioned before when an escaped convict holds Yugi&#039;s friend Anzu (Tea) at gunpoint in the restaurant she is working at. The possessed Yami Yugi challenges him to a game where they try to kill the other with one finger. The criminal obviously chooses his trigger finger while Yami chooses his thumb, offering to light the gunman&#039;s cigarette while he pours himself a shot of vodka. Yami dropping the lighter on his wrist pouring the drink, meaning if he shoots he&#039;ll drop the lighter in the vodka he&#039;s now spilling all over himself. In the manga he actually does die agaonizingly, while in the anime [[Pretend|he only hallucinates catching fire.]]&lt;br /&gt;
&lt;br /&gt;
:One day at school Yugi mentions to his friends his grandpa owns the [[FLGS]] and has a rare limited edition card: the Blue Eyes White Dragon. This attracts the attention of the billionaire transfer student Seto Kaiba, who offers to trade an entire suitcase worth of cards for it but Yugi&#039;s grandpa refuses. Kaiba manages to trick Yugi to bring the card to school so he can steal it, but Yami Yugi challenges him to a Yami Game of Duel Monsters for it where the monsters in the cards come to life. Kaiba and Yugi trade blows, but Kaiba gains the upper hand with the stolen Blue Eyes White Dragon card. Just before he&#039;s about to win though Blue Eyes [[What|refuses to attack and kills itself because Yugi&#039;s Grandfather&#039;s heart was in the card.]] Kaiba manages to end the duel in a draw, leaving the Blue Eyes card and vowing to defeat Yugi.&lt;br /&gt;
&lt;br /&gt;
:Yugi also meets other people who possess different Millennium Items in the series, including Shadi, a mysterious figure who wields both the Millennium Scales and Key. Able to see into people hearts and control people with his items, Shadi challenges Yugi to a Yami Game to test his worthiness of wielding the Millennium Puzzle. Making Anzu walk onto a plank high up on a building, secured only to ushabti statues that represent Yugi&#039;s heart in the game while a single ushabti connects to Shadi&#039;s Millenium Key that will free her if he loses. Shadi torments Yami Yugi trying to break his spirit and in turn almost breaks all the statues holding Anzu up, but Yugi keeps his composure, believing in his friends while Shadi doubts his faith. For the final test Shadi summons a phantom of Jonouchi to be Yugi&#039;s opponent, but Yami refuses to play against it. Shadi is shocked when the phantom also refuses to play as the real Jonouchi saves Anzu, causing his ushabti to break and lose the game. Shadi admits defeat and leaves, claiming that Yugi is indeed worthy.&lt;br /&gt;
&lt;br /&gt;
:Later in the series Kaiba returns, kidnapping Yugi&#039;s grandpa. Challenging Yugi for a rematch if he wants his grandpa back at his new amusement park: Death-T, specifically designed to &#039;&#039;murder&#039;&#039; Yugi and his friends. Kaiba hiring professional hitmen and murderers for the challenges, and several traps that would electrocute, cut, or crush them all to death. After defeating and saving Kaiba&#039;s younger brother Mokuba from Death-T, Yami/Yugi learns that Kaiba once cared about [[Timmy|having fun]] but became cruel over time. Mokuba and his brother were once orphans but Seto challenged a chess master and president of KaibaCorp, Gozaburo Kaiba to a chess game with the promise that if they won he&#039;d have to adopt them both - which Gozaburo loses. Furious Gozaburo puts incredible strain on his new adoptive son, making him study advanced subjects and business throughout his childhood. Eventually Seto grew to be a cold and ruthless business tycoon, overthrowing Gozaburo from his own company. Gozaburo congratulates Seto before jumping out of the window of the KaibaCorp building, ingraining the lesson to Seto that [[Grimdark|defeat equals death.]]&lt;br /&gt;
&lt;br /&gt;
:Yugi arrives to face Kaiba, who has installed holograms to simulate their previous Yami Game for their duel. Kaiba summoning [[Powergamer|3 Blue Eyes]] while Yugi only draws weak pieces of a larger monster. Just before he&#039;s about to lose Yugi puts his faith in his cards and draws the final piece of [[Meme|the unstoppable Exodia]] winning the game. As penalty Yami Yugi shatters Kaiba&#039;s mind, but leaves the pieces in his heart promising Mokuba that if any kindness remains inside Kaiba he can put the pieces back together.&lt;br /&gt;
&lt;br /&gt;
:The second and final Millennium Item user Yugi faces is a fellow classmate, Bakura who wields the Millennium Ring which also holds a spirit inside. However this spirit is cruel and torments both it&#039;s opponents and it&#039;s host, stealing the souls of those he defeats and putting them into game pieces. Yami Bakura plays a game of [[Dungeons &amp;amp; Dragons|Monster World]] with Yugi and his friends in an attempt to steal the Millennium Puzzle, [[Rocks fall, everyone dies|transferring their souls to their miniatures until there are no players left.]] Yami Yugi then gets up to Yami Bakura&#039;s surprise, taking up the dice rolls for everyone for the remainder of the game. The party eventually making it to the end of the dungeon, with the real Bakura sacrificing himself so that they can defeat the final boss. But then [[What|they revive his character in game which brings him back to life in the real world]], ending the series with Bakura making a diorama with all their miniatures.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Yu-Gi-Oh! Duel Monsters&#039;&#039;&#039; was the main series most remember but is technically the second made. Completely butchered by 4Kids in an attempt to localize and edit it for a much younger audience, the only saving grace being Dan Green&#039;s performance as both Yugis. Made more infamous at the start of the series as the card game hadn&#039;t been created yet, leading to many cases where characters seem to make up rules on the fly, although by the second season this slowly becomes less of an issue. It&#039;s popularity going to spawn off several set of cards, spin-off series, and many, many memes.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
:[[Epic|Long ago, when the pyramids were still young, ancient Egyptian kings played games of great and terrible power. But these Shadow Games caused a war which threatened to destroy the entire world, until a brave and powerful Pharaoh sealed the magic away within the seven mystical Millennium Items. Now, 5,000 years later, a boy named Yugi unlocks the secret of the Millennium Puzzle. He is infused with ancient magical energies, for destiny has chosen him to defend the world from the return of the Shadow Games, just as the brave Pharaoh did, 5,000 years ago.]]&lt;br /&gt;
&lt;br /&gt;
:Yu-Gi-Oh! Duel Monsters begins much the same as Season 0, minus the fact that Yugi has already completed the puzzle and made friends with the rest of the cast. While playing Duel Monsters against Joey/Jonouchi, Yugi invites them all to see his Grandfather&#039;s rare card, which the rich student Kaiba overhears and follows them to the [[FLGS]]. When his Grandpa shows off the one of a kind Blue Eyes White Dragon, Kaiba rushes in offering to trade or buy it outright, but is turned down. The next day Kaiba challenges Yugi&#039;s grandpa for the card and defeating him, [[Troll|only to tear the card in half in front of everyone.]] Yugi transforms into Yami Yugi and challenges Kaiba to a rematch, [[Powergamer|during which Kaiba summons 3 more copies of Blue Eyes.]] Believing in [[Tzeentch|the heart of the cards]] Yugi gathers the last piece of Exodia in his hand winning the duel.&lt;br /&gt;
&lt;br /&gt;
:Word of Kaiba&#039;s defeat quickly spreads to the creator of Duel Monsters, Maximillion Pegasus, who sends a [[STC|VHS tape]] to Yugi&#039;s house. But when he plays the tape everything suddenly freezes around him as he&#039;s thrown into a Shadow Game. [[What|Through the prerecorded video Pegasus reveals he possess the Millennium Eye and challenges Yugi to a duel.]] Yugi manages to almost win [[Bullshit|but runs out of time on the tape before the last attack lands.]] Pegasus technically the victor of the Shadow Game steals his grandpa&#039;s soul, taunting Yugi that if he wants his grandpa returned to face him in the tournament on his own personal island.&lt;br /&gt;
&lt;br /&gt;
:Yugi travels to Pegasus&#039;s island, fighting against opponents with some wonky rules as the anime came before any actual card game existed yet, but eventually earn their spot in Pegasus&#039; castle. Kaiba making a reappearance to save his younger brother Mokuba who had also been kidnapped by Pegasus in a plot to take over his company. Yugi faces him in a rematch on top of the castle, but refuses to deal the finishing blow as Kaiba threatens to commit suicide if he loses - or fall off from the shockwave of the hologram in the 4Kids dub. Yugi is able to recover and eventually faces Pegasus in the finals. Switching between Yami and normal Yugi to throw off his mind reading powers, before throwing his hairy balls in his eyes to win the duel. Yugi is crowned king of games, but gives Joey/Jonouchi the prize money to pay for his sister&#039;s expensive eye surgery and saving his grandfather, Kaiba, and Mokuba.&lt;br /&gt;
&lt;br /&gt;
:Pegasus meanwhile is attacked by another of Yugi&#039;s friends, Bakura, who is in possession of the Millennium Ring with it&#039;s own dark spirit. Yami Bakura defeats him and [[Grimdark|rips out the Millennium Eye from Pegasus&#039;s skull]], stating his desire to posses all the items for his own purposes. In the anime continuity Pegasus survives the attack but the manga has him die from his wound with blood gushing from his empty eye socket. Seemingly having died clutching a card portrait he made of his deceased wife whom he wished to revive using the power of the millennium items.&lt;br /&gt;
&lt;br /&gt;
:Shortly after this Kaiba is approached by a woman named Ishizu Ishtar who claims he and Yugi are the reincarnations of ancient Egyptian kings, showing him an ancient stone tablet depicting Kaiba and Yugi dueling. She states her brother Marik possess the Millennium Rod and is after the rest of the Millennium Items and [[Power Nine|3 incredibly powerful God cards:]] Obilisk the Tormentor, [[Meme|Slifer the Executive Producer, and Mega Ultra Chicken]] - who are ironically terrible in the real life card game. Ishizu gives Kaiba Obilisk, managing to save it before her brother took the other two. This prompts Kaiba to hold a city wide tournament to draw out the god cards where the victor takes their opponents rarest card, and also as a chance to challenge Yugi for the championship title.&lt;br /&gt;
&lt;br /&gt;
:The semi finals of this tournament being played on Kaiba&#039;s own personal dueling blimp, and the grand finals are played on yet another island. Through exposition and flashbacks Marik&#039;s and Ishizu&#039;s backstory is revealed during &amp;amp; in between matches. The Ishtar family tasked with guarding the pharaoh&#039;s tomb in the Valley of the Kings since ancient times. Marik&#039;s father was an old and bitter man because his wife was unable to sire him a son - only giving birth to Ishizu - so they adopted an orphan named Odion (Rashid). Ishizu&#039;s mother loved Odion like her own son, but just before he was to come of age she became pregnant. She died giving birth to Marik, leaving all 3 to their father&#039;s abuse. Eventually Marik became of age and was went through the tomb-keeper ritual, [[Grimdark|where they carve hieroglyphs onto the back of the child]] - or tattoo them in the 4kids dub. This trauma caused Marik to develop a split personality dubbed Yami Marik, murder his father, and eventually plan to get revenge of the Pharaoh himself as he believe he was the cause of all his misery in life.&lt;br /&gt;
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:Jonouchi/Joey faces Marik in the semi finals and despite being physically tortured by the pain of the Shadow Game he is about to defeat Marik, but dies just before he declares the finishing attack - or falls into a coma in 4kids&#039; dub. Leaving Yugi and Kaiba have their rematch with the winner battling Marik. Yugi and Kaiba clash fiercely, each summoning their ace monsters and even their respective God cards. Yugi using Joey&#039;s Red-Eyes Black Dragon card to turn the tide of the duel and eventually wins the match against Kaiba, taking the second God card and heads to face Yami Marik in the finals.&lt;br /&gt;
&lt;br /&gt;
:Yami Marik concocts a wicked Shadow Game to set the scene of the final duel, where the loser&#039;s other half will slowly fade away as they lose points. Taking great glee in torturing both Yugi and the normal Marik with the effects of his God card, taunting both with the fact he was the one who was responsible for the miserable parts of Marik&#039;s life. Though Yugi is able sacrifice all his cards to defeat Yami Marik&#039;s Winged Dragon of Ra, the result letting the real Marik regain control as Yami Marik had fused with Ra for more power. This left Yami Marik the one to disappear and Yugi &amp;amp; the Pharaoh completely defenseless. Marik however forgives the spirit of the Pharaoh and forfeits the duel as Yami Marik vanishes.&lt;br /&gt;
&lt;br /&gt;
:Now having gathered all 3 god cards, Yugi goes to unlock the pharaoh&#039;s memories sealed in the Millennium Puzzle through the previously mentioned stone tablet. Yami Bakura then makes his move, challenging Yami Yugi to a [[Dungeons &amp;amp; Dragons|Dark RPG]] for his Millennium Items, through which the events that happened in Egypt 5,000 years ago are repeated. The goal of Yami Bakura&#039;s RPG team (himself, the mummy of Aknadin, and the evil spirit of Zorc) is to repeat the events of 5,000 years ago, releasing Zorc into the modern world. While Yami Yugi&#039;s goal is to find a way to stop him, Yugi and his friends on a side quest for the Pharaoh&#039;s true name that is the key to defeating Zorc. &lt;br /&gt;
&lt;br /&gt;
:The cast witnessing what led up to the cataclysm that almost ended the world, such as the Priest Aknadin falling to Zorc&#039;s influence, Kaiba&#039;s ancestor Priest Seto falling in love with a peasant woman named Kisara; who contained the powerful Blue Eyes White Dragon spirit, and the royal palace&#039;s clash with the King of Thieves Bakura. Eventually revealing that the Millennium Items [[Grimdark|were created by mixing the flesh, blood and bones of 99 human sacrifices with gold]], but that one boy survived the slaughter and became the Thief King Bakura. In the past Thief Bakura returned to seek his revenge and took the 7 Millennium Items to summon forth a demon of darkness called Zorc Necrophades. However the pharaoh sacrificed himself to seal the memory of him and Zorc into the Millennium Puzzle. Unknown to him however both Thief King Bakura and Zorc had sealed part of their soul into the Millennium Ring: creating the modern day Yami Bakura.&lt;br /&gt;
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:The Pharaoh puts up his best fight, but he is unable to stop Zorc from being summoned once again. Zorc is let loose, setting Egypt into chaos with the goal of killing the Pharaoh in the game world to escape into the modern world. Aknadin then pulls a Darth Vader on Seto, revealing he was both his father and the King&#039;s brother (making Yugi and Kaiba cousins) and planned for Seto to rule as the new Pharaoh under Zorc. Seto rejects his offer and defeats him, but Kisara sacrifices herself to save Seto from an attack. In grief (and secretly possessed by his father&#039;s evil spirit) Seto battled the Pharoah, the scene becoming the visage on the stone tablet. Seto ending defeating the Pharaoh, but Kisara&#039;s spirit reincarnated in the Blue Eyes White Dragon frees him from his father&#039;s control. Now united, their combined forces battle Zorc, but are easily defeated with not even [[Meme|The Unstoppable Exodia]] managing to last long against him. But just as all seems lost, Yugi defeats Yami Marik on his own and discovers the Pharoah&#039;s true name Bakura kept hidden - Atem. Atem now empowered combines the God cards into Holactie the Creator of Light, which swiftly obliterates Zorc. Erasing him and Yami Bakura from the Earth for good while in the real world Aknadin&#039;s mummy crumbles to dust and Bakura is freed for good.&lt;br /&gt;
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:While everyone is happy that Atem has regained his memories, he must now pass on since his mission is complete - having to be defeated in a duel by Yugi in the Valley of the Kings to ascend to the afterlife unlocked by the Millennium Items. Yugi nor any of his friends wanting him to have to leave, but Yugi resolves to give his all in their duel. Being able to prove his growth from the start of their adventures in their duel, even destroying the 3 god cards at the same time, before finally defeating Atem. Though everyone is saddened by the Atem&#039;s departure they promise that he will live on in the memories they shared. Atem silently bidding them farewell as he walks into a literal door to the afterlife as the tomb starts to collapse, the Millennium Items falling into the abyss as everyone escapes. Ending the series by saying that their own stories are just getting started.&lt;br /&gt;
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&#039;&#039;&#039;Yu-Gi-Oh! Abridged&#039;&#039;&#039; as previously mentioned offhandedly near the top of the page, is an abridged series of the second anime. An affectionate parody that &amp;quot;dubbed&amp;quot; episodes of the series into non-canon humor, it&#039;s so popular that enough imitators of it focusing on other media entirely happened for the &amp;quot;Abridged series&amp;quot;-style of fan parodies to be considered a genre on its own. Also, there&#039;s even &#039;&#039;more&#039;&#039; memes from it than the actual show. Perhaps the most widespread joke spawned by the series is the use of the phrase &amp;quot;children&#039;s card game(s)&amp;quot; to underscore how silly everything revolving around card games is and how everyone takes it &#039;&#039;way&#039;&#039; too seriously. Not only has this has gained use within the larger fandom, it has quickly entered use to refer to other [[Card Game]]s. Other jokes of note are Seto&#039;s utterance &amp;quot;Screw the rules! I have money!&amp;quot;, and 5ds as &amp;quot;Cardgames on motorcycles&amp;quot;.&lt;br /&gt;
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Yu-Gi-Oh Duel Monsters was so popular, they released a spin-off sequel show called &#039;&#039;&#039;Yu-Gi-Oh GX&#039;&#039;&#039;, about children attending a university that teaches students how to play a children&#039;s card game (really). This bad premise is made worse by being from an era where card design quality was rock bottom, giving main characters terrible decks &#039;&#039;and&#039;&#039; plot armor at the same time, leading to some really stupid duels. The main character&#039;s plot armor is such that he loses three times in the entire anime (Yugi lost more than that before the end of Duelist Kingdom!), one of those to Seto Kaiba&#039;s literal self-insert character, and another to a professional. Even the US dubbers noticed how stupid this series was, and would write dialog that mocked the franchise, making [http://www.dailymotion.com/video/x2bml9_is-littlekuriboh-writing-for-yu-gi_fun#.Ub5g-_k3uSo some parts] of the show look like an Abridged parody. It&#039;s also infamous for randomly getting really good in the 3rd season. (You can skip most of the first season.) For real though, the Supreme King plot was awesome.&lt;br /&gt;
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:Sometime after the first series, Seto Kaiba created a university specifically centered around teaching children how to play the card game on a volcanic island. GX follows Jaden Yuki who narrowly misses the entrance exams to Duel Academy after bumping into Yugi from the Duel Monster series, who gives him [[Troll|rare]] Winged Kuriboh card. Jaden is given an opportunity to take the exam against one of the top professors and his Ancient Gear deck, Professor Crowler (or Chronos in the sub). Jaden is berated both in the duel and out by Crowler, but Jaden states that he is having fun dueling him. In the end Jaden manages to win and is accepted into Duel Academy as promised, albeit at the lowest hierarchy - the Slifer Red dorm. Although he quickly makes friends with several students such as Syrus and Chumley in Slifer Red, Bastion Misawa in the middlemost dorm; Ra Yellow, and Chazz Princeton &amp;amp; Alexis Rhodes in the top dorm Obelisk Blue. Each dorm named after their titular Egyptian god cards, [[Troll|Kaiba apparently placing his at the top and Yugi&#039;s at the bottom.]] Slifer&#039;s students living in a cramped and dirty apartment, Ra being a more normal dormitory, and Obelisk&#039;s essentially a luxurious mansion.&lt;br /&gt;
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:The earliest season is notoriously bad, with many episodic, nonsensical plots [[What|such as a monkey being forced to learn to duel by scientists, a student being kept underground because when he duels he makes other people &amp;lt;s&amp;gt;high&amp;lt;/s&amp;gt; sleepy when he duels them, and the group threatening to be murdered by Duel Monster spirits]] - and a semi serious subplot of several students going missing, one being Alexis&#039;s brother, and being covered up by Duel Academy. One of the &#039;&#039;few&#039;&#039; good decisions 4kids made when dubbing over the series was adding in dialogue making fun of the series itself it borders on being it&#039;s own Abridged Series. However they still did their usual over the top censoring on anything violent and other dumb localization changes like giving children adult voices and grown men the voice of prepubescent kids.&lt;br /&gt;
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:Outside of Professor Crowler spending a few episodes trying to expel Jaden as revenge for embarrassing him, the only other stand out characters are [[Edgelord|Zane Truesdale]] - Syrus&#039;s older brother who called him weak for [[What|being afraid to play a card]] - and Tyranno Hassleberry who&#039;s entire deck and character is dinosaur themed because [[What|as a kid he had a dinosaur fossil grafted onto his broken leg after an accident.]]&lt;br /&gt;
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:The main conflict of the season begins when the principal of Duel Academy approaches the cast and reveals that [[What|Duel Academy is merely a front to seal 3 powerful &amp;lt;s&amp;gt;not god cards&amp;lt;/s&amp;gt; Sacred Beast cards underneath with seven spirit keys.]] He then gives each a key and says seven &amp;quot;shadow riders&amp;quot; will come to try and take them to unleash the Sacred Beasts. The shadow riders turn out to be mostly joke characters that are defeated the episode they are introduced. The only losses being against the vampire Camula because Syrus&#039;s soul would be sacrificed if she lost her duel against Zane, and Bastion lost his duel against a [[Musclegirl|Amazon]] who turned out to be a [[Furry|cat]] after she was defeated by Jaden in the episode immediately after. Despite beating everyone they couldn&#039;t end the arc without a climactic battle so the show makes Chazz steal the seven spirit keys to ask Alexis out on a date because &amp;lt;s&amp;gt;Sonic the Hedgehog&amp;lt;/s&amp;gt; her brother told him it was a good idea. The one behind the plot turns out to be the chairman of Duel Academy, who steals the keys from Chazz and reveals he wants to use the power of the Sacred Beasts to obtain eternal youth. Jaden challenges him to save the world and defeats him after a tough duel, telling him he doesn&#039;t need [[Chaos|the powers of evil god cards]] to feel young - [[Fail|only to break his frail spine after giving him a hug.]]&lt;br /&gt;
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:After graduating from Duel Academy in the second season Zane goes into the pro leagues, only to get humiliated by a duelist named Aster Phoenix who also uses a HERO deck like Jaden. Becoming a hasbeen, Zane goes into the [[Edgy|underground dueling scene where duelists fight in a steel cage and wear shock collars that electrocute them when they take damage.]] The main antagonist this time is Sartorius, a fortune teller who can &amp;quot;control destiny&amp;quot; through his Arcana Force cards (by predicting their coin flip effects) and mind controlling people he defeats in a duel to join his Society of Light. As a side job apparently he manages Aster Phoenix in the pro duel leagues and asks him to defeat Jaden so that he will be mind controlled. Aster actually defeats Jaden, but instead of being mind controlled he is left unable to see his cards. &lt;br /&gt;
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:Jaden is depressed by this until he is abducted by an [[Furry|alien dolphin]] who explains that [[Pretend|The &amp;quot;Gentle&amp;quot; Darkness is the force of good and The Light of Destruction is evil]] and possessing Sartorius. Jaden remembers who the dolphin is, as a child he entered a card design contest hosted by Seto Kaiba [[What|where the winning designs would be turned into cards and sent into space to teach aliens dueling.]] Jaden finds his Neo Spacian cards and thus his sight and drive to duel is restored. Meanwhile back at Duel Academy the Genex tournament is beginning, which Sartorius uses the opportunity to mind control a random prince who just happened to attend this card game tournament with the launch codes to [[Exterminatus|an orbital laser]] that the possessed Sartorius will use to destroy the world (or mind control it in the dub). Although Sartorius&#039;s good half is able to regain control briefly and gives possession of the two keys needed to activate it to Jaden and Aster.&lt;br /&gt;
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:At the final battle Jaden confronts Sartorius who has taken Aster captive after he tried to stop him, placing him in a scale that will drop him into a vat of lava unless Jaden hands over the keys. Jaden does so [[Troll|but then Sartorius has the mind controlled prince take the keys and activate the satellite]] despite Hassleberry&#039;s best efforts to stop him. [[What|Enraged, Hassleberry&#039;s inner dinosaur awakens as an astral projection and is joined by the spirit of Jaden&#039;s Elemental HERO Neos as the two fly off into space to destroy the satellite before it fires.]] Jaden is able to defy Sartorius&#039;s divinations and defeats him just as the satellite is destroyed, freeing everyone mind controlled including Sartorius.&lt;br /&gt;
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:In the 3rd season Duel Academy hosts the Disclosure Duel tournament (shortened to Des Duels as a pun on &#039;&#039;Death Duels&#039;&#039;) ran by [[Goge Vandire|a guy with the most evil sounding name ever, Thelonious Viper,]] under the guise to weed out duelists with weak fighting spirits. In actuality the bracelets they wear feeds off their duel energy to the point they either collapse or die from exhaustion, and sends their energy to the disembodied arm of a strange being in a tank. During the tournament Jaden becomes fast friends with Jesse Anderson and others from different schools. They eventually discover the truth behind the Des Duels thanks to a duelist named Adrian Gecko who had been investigating Viper, and they plan their counter attack.&lt;br /&gt;
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:The group successfully overload the bands and head to Viper&#039;s hidden base, although Adrian secretly went ahead to confront Viper. They both take off their shirts and throw down fists instead of cards, though just before Adrian deals the finishing blow he&#039;s paralyzed by the demon in the tank with visions of his younger self [[Grimdark|contemplating killing his infant brother.]] Afterwards Viper duels Jaden with his venom deck, but Jaden manages to make a comeback and defeat Viper. The demon then appears as a glowing apparition aside from it&#039;s arm, as it had promised Viper to let him see his son who had died in a car accident in exchange for helping it recover. It does just that, giving Viper a vision of his deceased son and making him [[Grimdark|walk off the roof and fall to his death]], only for the demon to reveal it knows Jaden before teleporting the entire school to another dimension.&lt;br /&gt;
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:The students find themselves trapped in a world where duel monsters are real, and also Bastion who the writers actually forgot about midway through season 2. Meanwhile the demon slowly accumulates it&#039;s power, possessing the body of one of the children and using the bio bands still around the students wrists. Once they&#039;re completely drained of energy they rise up as &amp;quot;duel zombies&amp;quot; and wander to battle more students. Jaden and co battle their way through the horde while Bastion works up a plan to bring them back to their world. Eventually Jaden and Jesse face the possessed student by the demon who reveals itself to be named Yubel and again taunts Jaden that they&#039;ll make him suffer like he made them - though he has no idea what she means. In the end Jesse sacrifices himself to save Jaden just as the school and students are transported back to Earth.&lt;br /&gt;
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:Depressed that Jesse is gone, but believing he&#039;s still alive in the duel monster dimension somewhere, Jaden plans to leave on his own to look for him. However is friends stop him, saying they want to join him on his. They enter a portal to other dimension and quickly find both weak monsters and humans being oppressed and enslaved. While battling the boss monster in a duel to free the slaves Jaden learns that being defeated in a duel actually means dying. He&#039;s shaken by this but decides to keep this fact to himself, reasoning that he will be the only putting his life on the line and won&#039;t lose any more friends. He then loses all his friends.&lt;br /&gt;
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:While searching for Jesse, the group besides Jaden and Syrus get captured - and Bastion who stayed behind with his [[furry]] [[musclegirl|amazon]] gf, presumably until the end of the series. Jaden challenges their leader, the monster Brron, Mad King of Dark World to let his friends go. Instead during their duel Brron sacrifices each of Jaden&#039;s friends in front of him as they succumb to a curse placed on them by Brron. The end goal being to bring forth a powerful card: Super Polymerization. However, this only causes Jaden to succumb to his inner darkness, ruthlessly defeating Brron in an OTK and seemingly enjoying taking revenge unlike his usual laid back demeanor. This shocks Syrus who had been watching, the curse still embedded in Syrus taking effect as he tells Jaden he never wants to hang around someone so cruel and leaves. This pushes Jaden over the edge now that he&#039;s lost everyone close to him, submerging into a darker persona. &lt;br /&gt;
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The third spin-off, &#039;&#039;&#039;Yu-Gi-Oh! 5D&#039;s&#039;&#039;&#039;, where angsty emo teenagers play a children&#039;s card game on motorcycles, in a setting that&#039;s some sort of attempt at dystopian [[cyberpunk]]. Seriously, that&#039;s actually the premise. Not terrible. Surprisingly interesting and edgy at times. The dub is mediocre compared to the subbed, as 4kids of course excised the more &amp;quot;mature&amp;quot; parts from their localization. This is the show that introduced Synchro monsters to the game.&lt;br /&gt;
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:Card games on motorcycles&lt;br /&gt;
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:Season 2 onwards of 5D unfortunately suffer from problems caused by outside events. A voice actress being involved in a cult forced the erasure of the series signature occultism. Meanwhile, the sudden popularity (due to being broken) of Blackwings resulted in a minor antagonist being rewritten into a main character.&lt;br /&gt;
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This was followed by &#039;&#039;&#039;Yu-Gi-Oh! ZeXal&#039;&#039;&#039;, which is basically [[anime|Naruto]] with card games instead of ninjas, set in an alternate universe from 5Ds where Synchros don&#039;t exist. Xyz monsters were invented here. It gets better after the Barians are introduced.&lt;br /&gt;
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:Get set to get decked&lt;br /&gt;
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Next up was &#039;&#039;&#039;Yu-Gi-Oh! Arc-V&#039;&#039;&#039;, which seemed to have remembered the other series and summoning methods existed, but the promise the show had got butchered once they traveled to the Synchro dimension, a world similar to that of 5D&#039;s... and then literally shot itself it the foot with what could be considered the most nonsenical twist in all of anime. &lt;br /&gt;
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:But you&#039;ll still take the damage!&lt;br /&gt;
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The final series produced by Studio Gallop beginning with Duel Monsters, &#039;&#039;&#039;Yu-Gi-Oh! VRAINS&#039;&#039;&#039; (which stands for Virtual Reality Artificial Intelligence Network System) introduces Link monsters. Its villains, the Knights of Hanoi, are basically [[Anonymous]] with a technomagical supercharge whose goal is to wipe out a race of AI at all costs believing them to be a threat to humanity. The protagonist is an antihero seeking revenge on The Knights of Hanoi for cruel experiment he was put through as a child. While the signature cards of previous protagonists were OK at best or (for Stardust Dragon) merely a good staple rather than a deck center, here the protagonist&#039;s signature card Firewall Dragon was stupidly OP and a cause of loads of degenerate infinite loops. Konami desperately tried to ban every other card in the loops to avoid banning such a prominent card before they eventually had to give up and ban it. &lt;br /&gt;
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:Seize the wind!&lt;br /&gt;
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&#039;&#039;&#039;Yu-Gi-Oh! Sevens&#039;&#039;&#039; is currently the most recent series of the franchise, being the seventh series overall. Causing a lot of [[Butthurt]] over the new art style and direction to a far younger audience. Following the new protagonist Yuga Ohdo, an elementary schooler who&#039;s sick of [[Rules lawyer|all of the rules and restrictions]] placed on dueling, [[Pretend|deciding to make up his own Rush Duel rules.]] The Goha Corp being the antagonists in this world having control over not just dueling, but also influence over people&#039;s daily lives.&lt;br /&gt;
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:Future Card Buddyfight&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Manga without anime counterpart===&lt;br /&gt;
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&#039;&#039;&#039;Yu-Gi-Oh! OCG Structures&#039;&#039;&#039; actually sticks to the real rules of the game and doesn&#039;t introduce new cards as the plot demands. It stars Shoma Yusa and his older sister Ageha Yusa. Its side characters have actually appeared in one the video game &#039;&#039;Saikyo Card Battle&#039;&#039;. &lt;br /&gt;
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???&lt;br /&gt;
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==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
YugiohTimeWizard.jpg| The Time Wizard&lt;br /&gt;
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==[[TL;DR]]==&lt;br /&gt;
A decent card game that could have been better, even great, if not for the two-headed giant that is Konami&#039;s incompetence and the crappy player base. Hey, at least it gave birth to a memetastic set of anime and parodies thereof.&lt;br /&gt;
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{{Card Games}}&lt;br /&gt;
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[[Category:Weeaboo]]&lt;br /&gt;
[[Category:Yu-Gi-Oh]]&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C02:20E0:0:0:0:C847</name></author>
	</entry>
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