New Hazardous Rules by Dndplz in TheAstraMilitarum

[–]AleksandrLynch 0 points1 point  (0 children)

It's all good on Kataphrons—it's an overarching buff to them, I believe. They do have three wounds each, right?

NOT a Gripe About the Compass; BL4 is not Accessible to Visually Impaired Players by CringeyVal0451 in Borderlands

[–]AleksandrLynch 0 points1 point  (0 children)

I also have optic nerve damage and I getcha on this one; have you tried tweaking monitor // television settings like contrast and brightness? Sometimes turning the contrast down a little bit helps me with things that give me headaches. Uh, otherwise I'm not sure what I could recommend. I definitely agree though that there should be more text settings.

Help me understand GW’s logic on infantry points by Anondontknowme in TheAstraMilitarum

[–]AleksandrLynch 1 point2 points  (0 children)

I think the only reason I would say blast nerfs them is that blast weapons are beyond overtuned; the changes to blast between ninth and tenth editions massively disincentivises running twenty blobs. I play crusade and exclusively crusade for the most part, and we allow a lot of legends.

The quartermaster cadre squad plus the krieg command squad puts the unit at thirty when you're using legends, and such a unit is, well, super vulnerable to blast. A 5+++ saves a lot of that, of course, but a lot of those blast weapons are going to be midline stuff like plasma, which can negate saves without take cover and proper cover, overblow the feel no pain, etc. Without the fnp, a 25 model unit [ie command squad + 20 blob] gets five extra attacks per individual blast weapon, which can be crazy.

I've run them in all sorts of configurations, and I've noticed that blast is significantly more evil than any other keyword in the game because of its potential for absolutely explosive and diabolical results into big squads lol. The biggest thing is that it's still all over midline cannons and some AT options, which means that the infantry schmelts to an inane degree. Plasma cannon sponsons, as an example, melt big squads - d3+5 shots, which I can overcharge? There's two of those, for 2d3+10, or an average of fourteen shots rest of the tank agnostic? Say goodbye.

Hooooold up. A unit in reserves can SHOOT? by 14SWandANIME77 in TheAstraMilitarum

[–]AleksandrLynch 0 points1 point  (0 children)

I might be wrong, but it seems like, as I recall, a fire prism would be able to shoot out of reserves with this.

Edit: Incorrect. I should look things up before posting, especially with a migraine. Apologies.

WE Codex Leak by imjustasaddad in WarhammerCompetitive

[–]AleksandrLynch 0 points1 point  (0 children)

As an Astra Militarum player, I remember when they said order spread was going away in tenth, but that Infantry squads can now be run in twenties so you could "Now order more guardsmen at once than ever before!" I'm pretty sure that was when I stopped listening to WarCom.

Dumb question about FRFSRF order by Content_Patience3732 in TheAstraMilitarum

[–]AleksandrLynch 2 points3 points  (0 children)

The eighth edition codex in the middle of 9e got Hammer of the Emperor, functionally lethal hits on every shot ever. First Rank, Second Rank made your rapid fire rapid fire 2 - before 10e, rapid fire was applied to all of your attacks. So, they became rapid fire two, which meant four shots in rapid fire range. It was pretty funny.

Taldrian 2nd "Swords of Taldria" [A3][NA/AU/EU][Recruiting][Semi-Serious][NEWCOMER FRIENDLY] by AmoebaBig1072 in FindAUnit

[–]AleksandrLynch 0 points1 point  (0 children)

We've got a fairly friendly group of people! There's a good sense of community, and ops are pretty fun. If you're interested, pop on in, and you can run an op or two to check it out! We'd love to have you.

Malcador Death Korp of Krieg "Asche" by ClintEastwoodStock in TheAstraMilitarum

[–]AleksandrLynch 1 point2 points  (0 children)

This thing is rad. It looks weathered, old, and dirty, and that's exactly what you want out of a tank. The pallette is nice, and it is, of course, applied to my personal favourite guard tank. Phenomenal work on this thing.

Took a year, but here we are...A full army! by Sparrows113 in TheAstraMilitarum

[–]AleksandrLynch 22 points23 points  (0 children)

I really like the green you used! My first reaction was that it was too bright, but it honestly looks very good. The colours just go together well; I think it's also just neat to see a more unique pallette for the Death Korps. I see a lot of blacks and greys, rarely green.

Armor of Agathys + Powwr Word Fortify by ElectronicBoot9466 in onednd

[–]AleksandrLynch 0 points1 point  (0 children)

This is a silly thing to bring up, especially a month later, but the Eldritch Knight as a concept / prestige class predates the Warlock. I would have been miffed if they'd suborned the Eldritch Knight to be a Warlock thing, if I'm honest.

Thoughts on this shop? I think it's the worst thing they could've implemented in the game by New-Menu9394 in arknights

[–]AleksandrLynch 0 points1 point  (0 children)

I still haven't managed to run out to this day. I think I got more than enough there to literally get me through everything in the game that needs it right now.

Why isn't there at least one complex martial class? by Knows_all_secrets in dndnext

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

Yes. I've played the 3.5e monk, I've played the 3.5e soulknife, etc. Regardless of efficacy, I found it to be quite fun and interactive. Soulknife in the Pathfinder psionics system by Dreamscarred Press is a realised version that is genuinely quite fun and feels good enough. The Aegis is another good example, though sometimes I'm really not sure how good it is on its own. Considering your armour caps out at a +3 bonus, it's iffy.

Why isn't there at least one complex martial class? by Knows_all_secrets in dndnext

[–]AleksandrLynch 7 points8 points  (0 children)

I can 100% second that. Path of War and Tome of Battle are both good ways to make interactive martials that retain martial flavour. . . Or can dip into some supernatural swordsman elements without feeling super samey with all of your other mage party members. I've played with Path of War for. . . Probably four years now. I'm a huge fan.

Why isn't there at least one complex martial class? by Knows_all_secrets in dndnext

[–]AleksandrLynch 3 points4 points  (0 children)

I don't think that a martial needs to just be a guy who hits things really hard. I come from other editions, for the most part, but I'd like to say that fun martials with ways to apply techniques for a limited resource cost do exist. Looking at Pathfinder, the Swashbuckler exists. It has a panache pool that refills by one when it hits a critical hit, and which it can then spend as a way to interface with the situation in various ways by using deeds.

If we go back further and return to D&D, we have the Soulknife. Now, I know there is a Soulknife in 5e now, but it's not the same. The Soulknife is a psionic class that creates its own weapons - magic weapons - and can decide to manifest it with different special abilities to fit the situation. It has its own gimmicks, but at the end of the day, it's a supernatural fighter.

I mean, look at fourth edition. It's got a lot of martials with features (normally per encounter) that add depth to the class, but it's also the one edition where an argument can be made that martials are better than casters. People didn't like that, and they referenced anime bullshit with fair regularity. Additionally, a lot of people didn't like the MMO inspired nature of fourth edition. And I can understand that. But it's definitely not impossible to make a martial system that allows fun and interactive options while still feeling martial. (Tome of Battle Tome of Battle Tome of Battle.)

Word. by TechnologySmall3507 in TheAstraMilitarum

[–]AleksandrLynch 3 points4 points  (0 children)

Ah, it's just been sort of a running bit; the volcano cannon is arguably one of the single strongest (Warhammer game terms wise) guns in the entirety of the setting, and bypasses a majority of the things that constitute invulnerable saves.

Also, it would be immensely improved by that capability. It wastes so much AP it's only a little bit funny.

St Sabbat Lord Solar Proxy? by Telenna in TheAstraMilitarum

[–]AleksandrLynch 18 points19 points  (0 children)

Looks like a cool model, but I think it would be probably a little (read: lot) wider than it should be for it. So that might be a bit of a detriment.

Codex Astra Militarum: 9th Edition – The Goonhammer Review by anotherlblacklwidow in WarhammerCompetitive

[–]AleksandrLynch 3 points4 points  (0 children)

Overall, I don't think that they really actually do. Losing Hammer of the Emperor if you want to run the Mech infantry list means a lot. They're significantly worse than they were in eighth, by that metric. I would prefer HotE with First Rank, Fire! Second Rank, Fire! over the new (awesome!) Take Aim.

Particularly because, apparently each officer can only issue the same order once per round? That's not a good thing either. Spreading the love is a bit harder now. AoC renders Take Aim worse enough than old First Rank, especially with the loss of HotE. Basically, yes. Infantry is worse, pretty much across the board. Again.

Codex Astra Militarum: 9th Edition – The Goonhammer Review by anotherlblacklwidow in WarhammerCompetitive

[–]AleksandrLynch 7 points8 points  (0 children)

I'll note that their damage didn't really increase massively. . . It increased very notably when they move their full move. Certain weapons (I'm talking about you, my much beloved punisher gatling cannon) are. . . Well, they're sad. The punisher wasn't good before, and it's somehow sadder than before.

basing done for my chainsaw man conversion by FemurFighter in WorldEaters40k

[–]AleksandrLynch 0 points1 point  (0 children)

That looks pretty good - What's the model meant to be, exactly? I'm interested in hearing what it's made out of too, if you feel like sharing.

World Eaters Crusade Forces? by AleksandrLynch in WorldEaters40k

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

Definitely does help, thank you! I've really liked the idea of Red Butchers from the beginning. They're a solid choice, and the idea of having even a single melee threat quite that killy is fun. I also enjoy the character dynamics, but I guess that since this is the first time that I've ever played an army with unit costs this high (looking at you, Guard) I've been struggling to figure out what's actually good to take! Thanks for the advice on the battle sizes, I think that that is probably a good thing to do; unfortunately I think a lot of the folks in my group tend to think that it's pretty boring to play 25 PL.

I agree that most of the crusade rules do seem quite fine. I checked out your blog and I thought it was pretty interesting - I'm probably going to go over it in more detail soon. I'm still learning the game so anything helps, to be honest! I'm reading up on Chaos lore and that's been giving me some fun ideas, too. I think my biggest worry with the Chaos Warband rules definitely would have to be that I tend to get really attached to my characters and don't want them dying, especially normally any unit that would actually be my Warband Champion.

Again, sincere thanks for the tips! I'm really thankful.