A list of puns related to "Essar Group"
They are also among the most indebted of Indian corporates, with a combined cumulative debt of Rs 6,31,024.70 crore β over $100 billion, according to a widely discussed research report by Credit Suisse.
Are you looking to play three houses again and want some new things to try? Some of these builds might be really meta, but since I don't really follow the FE scene, they were new for me, and I hope they may be new to some of you too. I'll start with the builds I thought were successful.
Warlock Hilda: Hilda learns bolting, and bolting is absolutely overpowered. If you give her a couple stat boosters, she'll one shot any key target that you need. If you dance at her, she can quite often 2-shot bosses. She also learns thoron and is really fast, so she's not bad at being a conventional mage. Furthermore, she is much tankier than your usual mage, which can prove quite useful in the early game. Give her a high hit rating battalion so she'll always land those Boltings (I suggest Macuil Evil Repelling Co. for authority A, Edmund Troops or Ordelia Sorcery Co. for Authority B, and if she's stuck in authority E, maybe Essar Research Group isn't bad and is rather accessible). She's really outclassed by Constance, but a 9/10 unit nonetheless. 10/10 if you aren't running the DLC.
Axe Ignatz: Ok, I never thought I would put my boy in the front line, but this build is absolutely broken. Ignatz personal ability and insane dexterity growth means he'll be the only axe user you'll ever use that actually lands his hits. His also obscene luck growth means he'll have outstanding critical hit, getting around 80% crit with a killer axe+ and smash. He also has great speed, meaning he'll not be doubled easily. Overall one of the best units I've ever used. I was first running a death blow player phase unit, but after he got wrath, I took a quick detour to get vantage and he turned into god himself. 10/10. I'd give 11/10 if I could.
Frozen Lance builds: This is not really news as frozen lance is one of the most broken combat arts in this game, but I tried both Marianne and Flayn as frozen lance users and found them fantastic. Marianne was a pegasus rider and avoidance tank, and Flayn was a (bit less successful but great nonetheless) paladin. Notice that frozen lance damage is magical damage, so you'll want some Mag boosts. Start with mage to get Fiendish Blow, give them a Magic Staff and they'll start one shotting whoever you need them to. Notice that if you want to go for a flying unit, you'll want the battalion Nuvelle Fliers Corps, as it's as far as I know the only flying battalion that boosts magical damage. This battalion unfortunately is DLC only. 9/10 for Marianne, 7/
"This is like the type of post I would make when I accidentally take too much of my ADHD medication." -- /u/goobushoobus
"Actual tears forming right now, just thinking about the time spent on this that could have been used for something - literally anything - worthwhile." --/u/EssarD
Lasguns.
Derisively called flashlights, blinkidoodles, and laser pointers (ed. note: one of those may be made up) by fans, these are unquestionably the weakest standard-issue weapon of any of the commonly-playable 40k factions, regardless of edition. As a result, I can't even begin to count the number of times I've heard someone ask why "everybody doesn't just have a boltgun? They're clearly better in every way."
I've seen answers to this question rely on weight or recoil, claiming that a boltgun is too heavy for an unaugmented human... and yet, they've been wargear available to Guard sergeants or characters for decades. The signature weapon of the commissar is a bolt pistol, so bolt weapons generally are clearly not outright dismiss-able for this reason. I think this is a valid argument, but not an airtight one.
I've also seen answers that say that boltguns are simply too expensive or complex to issue in the numbers required for the Imperial Guard, which numbers trillions across the galaxy. This gets a little murkier, as the economics of how the Imperium equips its troops is both complex and vague. I think this is also a valid argument, but it relies on numbers (prices of boltguns or rounds, tax revenue from various worlds) given to us by Games Workshop, and these numbers tend to be inconsistent and rare. I also think this is a valid argument--they ARE too expensive to issue en masse--but proving it is much harder.
So let's put all that aside. Let's pretend the Imperium has both infinite wealth and production capacity, and can manufacture unlimited lasguns, autoguns, and boltguns (and the ammo for these weapons) with ease. Even if this were true, I'll show you why the lasgun is not only the best, but in fact the only option for the Imperial Guard. That reason is due to the weight of ammunition.
(note: I threw Autoguns in there as a comparison of why lasguns are considered superior to autoguns in the books, even though they usually have identical game stats)
HOW MUCH AMMO DOES A GUARDSMAN USE?
To answer this question, we'll ask the Pentagon. Creating accurate estimates of ammo consumption is actually critical for modern industrial w
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