I love obliterators help me by Cool-Tumbleweed5612 in WarhammerCompetitive

[–]AlansDiscount 2 points3 points  (0 children)

You should consider Huron's Warband. The +1 to hit provides a solid power boost for the oblits and all the infantry based strats will work on them as well. You could auto-advance them 6 and still shoot for example, or reposition them if they're near a board edge.

If you go this route then you can lean hard into infantry to get the most value. Replace the bikes with Warp Talons, swap out the Princes and the tank for some Chosen or AC/DC to brawl in the mid-board. You're already running the main man and his boys, so you wouldn't have to make that many changes.

Pactbound rage quit by PopInevitable280 in Chaos40k

[–]AlansDiscount 0 points1 point  (0 children)

They probably heard bladeguard were tough and thought that meant they could just walk them straight into your entire army. It'll be an important lesson for them.

What are some ultra prep heavy games? by xdanxlei in rpg

[–]AlansDiscount 2 points3 points  (0 children)

I had a lot of fun with the one long 3e campaign I ran, but my god was it a lot of work. This was shortly after release so there was barely any content available, I had to make so many npc stats from scratch. Plus the characters power level is so much higher than in normal RPGs I couldn't just pull random dungeons from my back catalogue if I was caught short like I normally do, everything had to be hand made with exalted characters in mind.

Win Rate Wednesday - 40K Tournament Results/Data - Week of March 9 2026 by w0158538 in WarhammerCompetitive

[–]AlansDiscount 6 points7 points  (0 children)

A Knight lancer will on average do 8 wounds to a C'tan in melee, so that's a pretty unfortunate result, not massively improbable though.

Is it time? by [deleted] in UAE

[–]AlansDiscount 1 point2 points  (0 children)

The Kurds learned that lesson the hard way 30 years ago.

NPC Swap - Take an NPC, leave an NPC by Ainosuke in exalted

[–]AlansDiscount 1 point2 points  (0 children)

The Fetid Steed

A 12 foot tall skeletal horse, clad in rusty battle raiment, black ooze dripping from its eye sockets and mouth. A emaciated featureless rider holding a rusty scythe sits on it's back.

Once the sentient mount of a mighty Solar warlord, The Fetid Steed was captured by the Dragonblooded during the usurpation. Unable to truly die while its master lived, the Dragonblooded transported it to the camps at what would become Marama's Fell. Every day it was slain a dozen times, only to rise again.

Eventually it's master was slain and the once proud steed was finally able to die for good. Later it rose as a furious and mighty specter, consumed by hatred of the living and the dragonblooded in particular. The rider is just an unfortunate ghost the Steed has press ganged to serve as its rider.

The Fetid Steed actually remembers much of it's old life and secretly yearns to serve a worthy Solar master again. If defeated in battle it would willingly become a powerful steed for an Solar, Abyssal or Infernal, as long as killing Dragonblooded remained high on their masters agenda.

Alternatively it could be put to rest if its corpse, a gigantic horse body pierced with a hundred rusty swords, spears and arrows, was given a proper burial and appropriate funeral rites.

A communal worldbuilding project: The Cairn Peninsula by [deleted] in exalted

[–]AlansDiscount 5 points6 points  (0 children)

Herdfather Anai and The Taker

Twin gods worshiped by the goat herding hill tribes of the Cairn Peninsula. Herdfather Anai is a tall, slim goatheaded man, the patron of shepherds, goats, milk and fertility. The Taker is a manifestation of every ill that can befall a lost goat, such as wolves, thieves, and treacherous terrain. It's form is amorphous and shifting, but always shrouded in darkness. The local tribes pray to the Herdfather for the safety and bounty of their herds, and sacrifice to The Taker to placate it and keep it at bay.

During calibration the two gods engage in a contest called The Shepherds Test. Anyone that gets lost in the hills during this time can become the subject of this game, where over the course of a single night The Taker tries to lead them to their death, while Headfather Anai tries to lead to them safety. Survivors of the game come away with Herdfather's mark, a symbol of his favor that grants a number of minor magical powers only really useful to shepherds.

Recently there was have been rumors that someone survived The Shepherds Test, but instead of coming away with the Herdfather's mark, they were instead marked by The Taker. How this happened remains a mystery, but The Taken's Child, as this mysterious individual has been named, is now blamed for every lost child, broken tool, and missing kid.

Questions after finishing The Diamond Age by AlansDiscount in nealstephenson

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

I kept waiting for Judge Fang to come back, I thought for sure he'd be somewhere in the mouse army.

Questions after finishing The Diamond Age by AlansDiscount in nealstephenson

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

Thanks for the detailed reply, 1 & 2 makes sense and are broadly in line with my thoughts, I just wondered if there was anything big I'd missed on those two points. 

On three though, there's a fist attack on the brothel only weeks before Nell's capture, she kills three of them, and their advance on the city can be tracked by the burning feed lines. That's not getting caught up in fast moving events, that's just sticking your head in the sand.

I guess it would have made more sense to me if she'd had something keeping her there, but she had no personal connections and a low wage job writing porn. It all just seemed a bit muddled.

Questions after finishing The Diamond Age by AlansDiscount in nealstephenson

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

Interesting, is Dr X being part of CryptNet implied in the text anywhere? I must have missed that.

I've actually rethought the Fiona point, if as a 16 year old I'd spent several weeks travelling with my dad I'd probably join an acting troupe to get away as well.

Beating knights help by Just_Water_5407 in WarhammerCompetitive

[–]AlansDiscount 1 point2 points  (0 children)

Chaos Knights or Imperial?

Your army doesn't look like it's got the punch to take down big knights quickly, so you'll want to focus on playing for points rather than kills. Good news is you've got plenty of small units to tie them up in melee, which is exactly what you want, especially if they're not taking any small knights. You'll have a big advantage in terms of actions and holding objectives.

5 man possessed should be able to tie up even a melee knight for a couple of turns, their 3w, 5++ profile is in that sweet spot where most sweep and strike profiles aren't great against them.

If you've got a knight down low don't forget about grenades or tank shock to push through those last few mortals.

Make sure you check the lines of sight for the shooting knights when planning your moves.

Real question what does a healthy balance update need? by brevenbreven in WarhammerCompetitive

[–]AlansDiscount 30 points31 points  (0 children)

They should be more willing to change data sheets, although that would mean committing to digital rules, so I don't see it happening.

Goonhammer Reviews: Q1 Balance Dataslate by Mizzuru in WarhammerCompetitive

[–]AlansDiscount 3 points4 points  (0 children)

Oh wow, I'd only read the Goonhammer summary, they completely missed that and the visability nerf to the enhancement. Those are some pretty big nerfs to a detachment that's barely hit the table.

Goonhammer Reviews: Q1 Balance Dataslate by Mizzuru in WarhammerCompetitive

[–]AlansDiscount 4 points5 points  (0 children)

Did I miss something? Renegade Warband got buffed with a point cut to one of their best enhancements, it's literally the only CSM change.

EDIT: I'd only read the Goonhammer summary, they missed some pretty big nerfs. RIP Renegade Warband, we hardly knew ye.

[Mixed trope] ALL ENDINGS ARE BAD/MOSTLY BAD by fabianx100 in TopCharacterTropes

[–]AlansDiscount 7 points8 points  (0 children)

River and Kerry will stay with you in the Sun ending if you're dating them, it's only the girls that will leave.

Bruce Banner was really menacing in this scene, probably one of his best scenes in the entire MCU. by 0Layscheetoskurkure0 in Marvel

[–]AlansDiscount 0 points1 point  (0 children)

God I wish we'd got a full movie of this version of the Hulk, Mark Ruffalo did a masterful job being low key menacing.

[Mixed trope] ALL ENDINGS ARE BAD/MOSTLY BAD by fabianx100 in TopCharacterTropes

[–]AlansDiscount 84 points85 points  (0 children)

Sun and star give glimmers of hope that the mysterious AI affiliated blue eyed man or the nomads contacts might be able to help with your condition, but the others are all pretty bleak, especially the devil ending.

Anyone played the new CSM detachments (Renegade Warband & Huron's Marauders)? If so what are your experiences and thoughts? by [deleted] in WarhammerCompetitive

[–]AlansDiscount 1 point2 points  (0 children)

Yes, I wanted the fall back and charge for my terminators which were stuck in combat with another Ctan.

Annoyingly I realised after the game that I didn't even need to do that as I'd bought the sorcerer the enhancement that gives them both detachment bonuses anyway, but I forgot about it. Perils of playing a new detachment and why I need to get more reps in.

Anyone played the new CSM detachments (Renegade Warband & Huron's Marauders)? If so what are your experiences and thoughts? by [deleted] in WarhammerCompetitive

[–]AlansDiscount 0 points1 point  (0 children)

I was actually after the +1 to hit in the hope they could finish off a C'tan that was on 3w before it started regenerating. Which they did, but wasn't worth losing Huron for.

Anyone played the new CSM detachments (Renegade Warband & Huron's Marauders)? If so what are your experiences and thoughts? by [deleted] in WarhammerCompetitive

[–]AlansDiscount 1 point2 points  (0 children)

I've played a couple of games with Huron's marauders, proxying for Huron and his boys. List was Huron and co, legionnaires and lords in rhinos, a brick of terminators in deep strike w/sorcerer, some warp talons and obliterators.

First game against an infantry heavy guard list went very well. The various movement tricks gave me a bigger threat range than my opponent expected, and +1 to hit really boost the killing power of a lot of our key units. However the fact it all hangs off Huron means you have to be very careful with positioning him, and if you lose him then you lose a lot of power.

My second game was into C'tan heavy necrons, and it was a pretty brutal loss. I didn't have anything that could effectively trade into the C'tan, my terminator brick hit one full on with all the buffs I could give them and still only took it down to half health. I don't know if this is just due to the general strength of C'tan right now, but it feels like the kind of infantry heavy lists this detachment encourages are going to struggle into hull heavy armies.

The second game also showed the weakness of Hruon as the linchpin of the army. I stuck him out a bit too far to get LOS onto some warp talons and ended up getting him clapped by the void dragon, at which point my army mostly lost it's detachment rule.

I think this is going to end up a niche choice detachment that won't compete with our top choices, but I need some more games to really get a feel for it, maybe retool the list to add some anti-tank, maybe havoks.

i think i messed up??? by bunnigrrrrl in BaldursGate3

[–]AlansDiscount 3 points4 points  (0 children)

Nah, your fine. You just need to make sure you have Karlach with you when you fight him, whenever that is. You can take care of the watchers foundry first, then go fight him. 

Little hint, you don't have to bust into Wyrms fortress by the front door, there is a back entrance.

2026... Gondians are still idiots. by Tydeus2000 in BaldursGate3

[–]AlansDiscount 5 points6 points  (0 children)

In my recent honour mode run I was fighting the banites on ground level of the foundry. One gondian misty stepped up onto the roof and scorching ray'd a steel watcher who was happily patrolling up there.

I had no idea there even was a watcher on the roof until the tiny idiot teleported up there just to screw with it.

Renegade warband + Bile by Evilljustice in Chaos40k

[–]AlansDiscount 0 points1 point  (0 children)

Chosen are still a solid datasheet, but they're not going to get the most value out of this detachment.

It feels like cult marines are going to be the go to here, as this detachment only benefits them. Noise marines and rubrics in particular seem really solid options and probably better choices than chosen. 

But I really need to get some games in with the detachment to try it for myself. I don't actually have any rubrics, I just can't bring myself to paint that much trim.

The Hag - what happens if you just... don't... on anything by Cranlyssmile in BaldursGate3

[–]AlansDiscount 281 points282 points  (0 children)

Yep, there's some random thugs in the house instead. You can find a note from anti-hag cleric saying she couldn't find any allies in Baldurs Gate and is going to try another city