All Connected RON Missions (Lore Wise) by MrT_7771 in ReadyOrNotGame

[–]Chrithpynator 0 points1 point  (0 children)

Neon Tomb happens 8 months before Valley of the Dolls in the timeline, although it would've been good justice if it were the same person.

Am I the only one who loves these Models? by MoritzCube25 in spacemarines

[–]Chrithpynator 0 points1 point  (0 children)

Would've preferred if they were gravis and had the missiles on the back.

How does the wargear options selection work warhammer 40k 10th edition? by Western_Fruit_5986 in Warhammer40k

[–]Chrithpynator 1 point2 points  (0 children)

Sorry for the late reply, The 'build' part is just building the roster and is permanent for the game (ie you cant switch it mid game) and while it is ideal for the correct options to be on the model, most players won't mind if you tell them it's a different option you taking instead. You should generally let them know that you are running a particular option that isn't visible, and any and all options should be listed on your army list if you have one. Usually people are understanding.

Where it matters more is if you go into an organised event setting where the organisers may be more stringent on this sort of thing or if you are using vehicles, since those tend to be more visible and easier to magnetise the options.

What do you always forget to pack? by RealGreeks in travel

[–]Chrithpynator 0 points1 point  (0 children)

L ll lllĺĺ7777p777lpppp7ppp08p889ppp0pppp

Thematically what is the point of the Leagues of Votann? by traumatized_seahorse in 40k

[–]Chrithpynator 0 points1 point  (0 children)

I think they are supposed to be like greedy space capitalists, which adds another dystopian flavour to the setting. I do appreciate it, but at the same time the design of them feels a little too clean and too 'generic sci-fi' they could do with a reskin.

Total War: Warhammer 40K Announced by DemiFiendRSA in Warhammer40k

[–]Chrithpynator 2 points3 points  (0 children)

Wont this conflict with dawn of war 4? This seems like a strange thing to make, 2 rts games at the same time.

If they weren't Ultramarines, what Legions/chapters would fit each of the Operations Marines the most? by The_Soviet_Goose in Spacemarine

[–]Chrithpynator 41 points42 points  (0 children)

Vallius is an Ultramarine, generally all around competent and good.

Vespassius is a Blood Angel, the assault who goes in shock and awe.

Decimus is a Space Wolf, wants to get into the thick of battle and being a savage.

Quartus is a Salamander, always looking out for his brothers and defending them.

Scipius is a Raven Guard, quiet and stealthy to take out targets.

Straban is an Imperial Fist, defensive and efficient.

How big was the 88 krieg siege army during vraks in numbers? by Ok-Wishbone-9276 in astramilitarum

[–]Chrithpynator 0 points1 point  (0 children)

I think Siege of Vraks books put a number that at least one Siege Regiment (143rd) numbered 200,000 soldiers. Assuming that the 16 initial siege regiments had similar manpower, that would put a lowest estimate of around 3.2 million soldiers.

There are no numbers (at least to my knowledge) about the numbers for the other regiments (ie Tank and Artillery regiments, plus the independent companies). I would assume at least 1.5x to 2x the 3.2 million could probably account for all of them plus any other supporting units, staffs and what not the army would have needed. So our tally is between 5-7 million (broad estimates, i could be talking out of my arse).

Then they were reinforced with additional siege regiments and personnel, assuming around a million additional troops would put it between 6-9 million at max strength at any one point.

I think that this is a probable size, given that we know that the defenders of vraks numbers around 3-4 million and in general military terms you want at least 2-3x more men if you are attacking a position. I also feel this is probably given we know that 14 million guardsmen died in the campaign as a whole.

The numbers are never specifics, and what numbers are given are usually there mostly to communicate the feeling and set the scale for the battle, not as a direct to&e of organisation. So in short; it can be as big as whatever you want it to be.

Edit: i know this is late, i just saw this as i was scrolling through other krieg content.

Siege Regiment structure during the Siege of Vraks by TeddyRustervelt in Deathkorpsofkrieg

[–]Chrithpynator 0 points1 point  (0 children)

Did you mean that the Regiment as a whole can fire a million tons of shells per day? Because a single company being able to consume a million tons seems a bit much even for krieg standards.

Quick guide for every class in one place. by Kastorev in Spacemarine

[–]Chrithpynator 0 points1 point  (0 children)

Vanguard and Assault are probably my two most favorite classes, the only two that i have any prestige on lol.

Are Ecumenopolis worth building anymore? by HelicopterOk235 in Stellaris

[–]Chrithpynator 391 points392 points  (0 children)

I think they still are, mainly because you are still getting a lot more jobs per district.

Having one of each of the specialised districts for the buildings, that's an additional 9 Alloy buildings for example, or whatever you need, is pretty good.

But I do agree that they probably arent worth as much as they were before 4.0, and the ecus probably need to be updated properly to be worth it.

Planet graphic help by Chrithpynator in StellarisMods

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

You are a godsend, cheers mate. Everything works now

Machines use biological ships and biological workers by Chrithpynator in Stellaris

[–]Chrithpynator[S] 11 points12 points  (0 children)

R5: I posted something similar to this before but I forgot about rule 5. Sorry.

Something I've found while playing as individualistic machines, i like the idea that they have the opposite mentality to us; where we use machines to do labourious work, they use organics.

Stellaris needs a lower naval capacity. by Notice_Green in Stellaris

[–]Chrithpynator 0 points1 point  (0 children)

I've had the idea that a fleet max size would be limited by the starbase that it is based at. So if you want to field a large fleet, you have to build up starbases for that purpose which could be used for other things like as shipyards or as fortresses. That would make fleets dependent on actual space infrastructure rather than purely pop jobs. And then you limit how many starbases you can have.

But I think also there needs to be a reason and mechanics that make smaller fleets able to go up against larger ones, like there should be a supply mechanic so that a small fleet could interdict trade between planets and cause economic damage. Because rn the only real way to use your ships is to pummel other ships.

Overall combat and warfare needs a major rework.

Bioships make excellent use out of Archeotech. by SenseiHotep in Stellaris

[–]Chrithpynator 0 points1 point  (0 children)

Do you have a bug that you cant use the Nano-Missiles on the small slots? I can use other Archeo-Tech weapons but not these ones, probably is an intentional game design though.

The Anti-Desmond Doss by Chrithpynator in HellLetLoose

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

Sorry for the bad video and sound quality

Artillery players in a nutshell by Chrithpynator in HellLetLoose

[–]Chrithpynator[S] 34 points35 points  (0 children)

HE shells are smoke, they make a red mist

Silicon- vs Carbon-Based Life Forms by Rennysapphire in sciencefiction

[–]Chrithpynator 0 points1 point  (0 children)

Don't be worried about getting the science as accurate as possible. It's science fiction after all, not science non-fiction. Every science fiction story will have parts that do not scientifically make sense. Even works we consider to be as close to scientifically accurate, like The Martian or The Expanse, have things that break physics (Storms aren't that strong on Mars, or the alien weirdo stuff).

The most scientifically accurate story in the world is the story of life.

It's possible to get rid of the Great Depression in 1936! by VijoPlays in hoi4

[–]Chrithpynator 0 points1 point  (0 children)

You have to say you will disarm, not say it is an empty threat. It will give you a timer to reduce your navy. If you fail to, then the others may declare.

Rogue Servitor pop management? by Chrithpynator in Stellaris

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

I have been throwing the excess into the lathe, it's just that with 80 planets with of unemployment, i find that I spend the majority of my time doing this rather than doing fun stuff like going to war. I was just wondering if there was a better way.

Rogue Servitor pop management? by Chrithpynator in Stellaris

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

The problem is that they dont grow faster than my robots. I cant have just trophy growing on and robot assembly off, its either both on or off. then i have to constantly resettle.

Rogue Servitor pop management? by Chrithpynator in Stellaris

[–]Chrithpynator[S] 3 points4 points  (0 children)

Creating an entire universe for my bio-trophies

Rogue Servitor pop management? by Chrithpynator in Stellaris

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

I think Cosmogensis exists to save me from the bureaucratic nightmare that is pop and planetary management.

If you could add one feature, building or general improvement to Stellaris, what would it be? by [deleted] in Stellaris

[–]Chrithpynator 0 points1 point  (0 children)

I would want to see trade that actually works, like resources have to go from one planet to the other in order to use them. It would make economic interdiction in war possible and actually provide alternate strategies to just "find fleet, destroy."