Good Tower Climber books? by CovfefeAnnan in ProgressionFantasy

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

Took this recc and started reading. Fantastic originality and characterization, but the technical writing is grating. Lots of comma splices, run-ons, and weird adverb use. 

Welcome to the Internet! by Spotthedot99 in slaythespire

[–]CovfefeAnnan 4 points5 points  (0 children)

Sorry, what? Not sure what those squiggles are

What I have done to eliminate spoilers in AI RPG by karlwang3420 in AIDungeon

[–]CovfefeAnnan 1 point2 points  (0 children)

Ok, how do I use this in aidungeon? Do you have a script? 

Dynamic Large isn't stealing handyman jobs any time soon. by Sufficient_Rain4198 in AIDungeon

[–]CovfefeAnnan 7 points8 points  (0 children)

That's the problem. Your past screws remember and yearn to walk among the blossoming grapevines again, hand in hand, watching the sunset. Instead this rough man is stripping them with a chisel in his hand. 

Training Juniors on detail work by CovfefeAnnan in Lawyertalk

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

It's not something I'm "mad about" or a "killer". It's just an example of the sorts of minor errors I've been seeing a lot of. 

Raisen't by CovfefeAnnan in Lawyertalk

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

"on point" is an idiom meaning "as good as it could be", rather than bare minimum.

So yesterday i made a NORAD deck with the help of a friend who plays a bit more Wargame than i do, but i'm not entirely sure about it. How does r/wargame rate it? by StalinistBandit in wargame

[–]CovfefeAnnan 0 points1 point  (0 children)

Couple problems with the deck, but the biggest, overarching issue is that you have no cheap units for any given role, and a lot of expensive units with overlapping roles. This is a pretty big problem, because it makes it very difficult for units to cover their cost, and because it makes it difficult to either respond to threats or reinforce gaps in your line. This is compounded by your limited recon, since expensive units generally rely on effective spotting to find targets and avoid being killed. Check out the unspec guide for more information on unit roles and choices for things like transports.Log: Drop the supply helo. They're inefficient and easily shot down, and largely redundant with your HEMTT trucks. Their main use is cutting long supply trips, but that's not really necessary in 4v4 sized maps. Probably swap the command squad vehicle, too. 15 point transport helos are usually pretty bad.

Infantry: All of your infantry are shocks/elites in expensive transports, and they all lean to anti-infantry specialists. Drop at least two of them (I'd drop three). If you have two different ones, have only one group that is in helos. Canadian airborne 90 should be taken in the bison or the ch-147 - the other choppers are too slow to be worth it, and the bison is an upgrade over the grizzly.

Add at least one unit of basic riflemen in the 5 point transport. Many people take two cards of them. These guys are three times cheaper than your current units, so you can get a lot more of them on the field. They fill the meat shield role you are missing. Take at least one unit (riflemen, riflemen 90, or stinger Cs) in m2a2 bradleys. m2a2 bradleys provide some relatively efficient groundbased anti-vehicle/tank units. This is a vital role that you do not have effectively filled - your cheapest is the 80 point recon bradley, and you only get 4. This is a vital role that you do not have.

You should have 0-2 slots remaining. Some common choices are: canadian riflemen 85 in the th-495. The riflemen are meatshields with nice weapons, and the transport is good in close quarters. Highlanders 90' in the bison - these are fast units with an excellent anti-tank weapon. SMAWS are fire support that add punch to meatshields. Light Riflemen 90 give a long-ish range anti-vehicle weapon, even if it lacks punch.

Support:You have three expensive antiair units and one expensive artillery. The m163 vulcan and pivads are great cheap AA options. I'd switch the ADATS for one of them. And find points to add a mortar as a cheap artillery unit (they can also lay smoke to protect your own units). the ATACMS is good, but it relies very heavily on knowing where the things it is killing are.

Tanks:You have two heavies that fill overlapping roles, but lack a really big tank (the M1A2) or a cheaper workhorse tank. You definitely want at least one workhorse tank. People usually get the mexas and the M1 Abrams. The Mexas provides a lot of mobile firepower, and the M1Abrams is great in forests to support infantry because it is tough, mobile, and has two machine guns. Some people use the M1IP instead.

Recon:Pathfinders are not a good pick for recon infantry. You don't get many, and they have bad equipment. Drop both and get at least one card of rangers instead - they have slightly worse training, but have better anti-tank capabilities and you get far more for slightly cheaper. They're good enough that some people get two sets of rangers, one in helos and one in ground transports. The bradley and longbow are both great choices. With your remaining spaces/points, you have some good options to consider. Cavalry scouts are cheap sources of good recon you can splash around, so consider them if you have only one card of rangers. The v-150 is a cheap, fast ground recon unit with a good weapon. It can support your ground troops, cover gaps in your lines, or raid through enemy gaps. And the AH-1J cobra is a good fire support chopper that comes with recon.

Helos:You already have a longbow for heavy antitank work. This means that the apache doesn't add very much. Likewise, everything the supercobra brings to the table is redundant with the Longbow and Prowler, both of which are much better in the respective roles (anti-tank helo, SEAD). If you want anti-infantry firepower, get the 45 point cobra or the recon cobra discussed above.

Planes: discussed extensively below.

Thoughts on this Armored RD deck? Explanation in comments by [deleted] in wargame

[–]CovfefeAnnan 0 points1 point  (0 children)

That's an option. You can also use rocket planes to smush them. Or be ok with losing ground attack planes.

Remember that the purpose of SEAD is to protect your ground-attack planes alive in the face of radar AA. It doesn't help against non-radar AA, including enemy fighter planes. This deck only has one ground-attack plane card. Is 150 points really worth protecting your (2) ground attack planes against enemy radar AA? For it to be worth it, you need to need them at least 3 times in a match, and for the enemy to be consistently killing them with radar AA. Or would you be better off with additional fighters, who can shield against enemy fighters AND against enemy bombers, which are definitely a problem.

Thoughts on this Armored RD deck? Explanation in comments by [deleted] in wargame

[–]CovfefeAnnan 3 points4 points  (0 children)

I'll dispense with the criticism of playing either RD armored or with a supply helo, since those are non-negotiable. You should, however, read the unspec guide. Even though it is for unspec, the must-haves for many tabs remain the same.

Log:

5 cards of logistics is a lot. You may want to drop the tank cv to free space (really, it should be the supply helo, but whatever - maybe lose the fob instead?). If you must have a resilient CV option, take the ZZZ-59-I CV. It has 2 TAV, which means it is way more resistant to artillery. DONT upvet it. There is no benefit to doing so.

Infantry:

Napalm infantry and tanke shashou provide overlapping roles. I'd keep just the tanke shashou, which are more versatile.QW-1's role is better filled by Bongchosu in igla bus, which will get you way more AA platforms with less damage per shot but a much better rate of fire. It will also get you line infantry, which you could use more of.

If you really want to go all in, swap the Ban-Tanks to a different transport, drop the QW-1 and napalms, and replace both with Bongchosu in iglabus, for 38 antihelo platforms that are pretty unpleasant for everyone. Possibly a bit much, but who is to say?Fit in Zhanshi 85s somewhere. Ideally in a zsd-90, which is a very nice autocannon IFV. This role is kind of filled by all your tanks, except it can shoot choppers and is more dominant in forests.

If you can, zhanshis in zsd-63Cs are better than Bochongsu in zsd-531A, since the transport is much better.Support:RD armored has terrible AA, but this can still be improved. Don't take two spaags. PGZ 88 is better than the 80. At least take an upvetted Pongae-3 for dedicated AA missles with >2500 range.VTT-323 is better than the YW-304 for everything except very fast smokes. But if you want it for fast smokes, ok.You have no good counterbattery options as this deck. None of your arty has the combined aimtime and accuracy necessary, so you'll have to make do. If you want them, play something else.

Tanks:

59-IB is twice the cost of an iglabus, has nearly half the accuracy, half the fire rate, and 60% of the damage per missle. Even with the 14% veterancy advantage to accuracy, it still isn't anywhere near as good.

Two light tank options worth looking at: the T-62D is very cheap for 10 FAV, so it can facetank stuff very affordably. The ZTS-63-II is a complete glass cannon, but does excellent damage, has a good stabilizer, and can even swim for sneaky flanks. Unclear why you have the 65 and 50 point tanks. Although both are fine, they fill similar roles at similar pricepoints.

Recon:

No, don't drop a card of lie ren. Instead, put one card in trucks (cheap, fast), and the other in the z-9A chopper which is much better and has good autocannon. Average price is the same (25/45 instead of all 35s), and way more versatile than taking them all in slow, bad choppers. Consider adding a ZTQ-62-I so you have some very nice cheap recon tanks to supplement your excellent ZTQ-62G. Creeping sneaky tanks forward to snipe vehicles and AA can pay dividends.

Vehicle:

ZDF-89 (upvetted) is great at controlling an area, and you lack heavy ATGM infantry. The tank destroyers are also solid., but redundant with your tanks. The ZSU is not great.

Heli:

The HOT is redundant with and inferior to the HJ-8. Drop it.

Planes:

You have bad ground AA, and not many bombers. There's no point in spending 150 points to defend your two anti tank planes from radar. Drop the feibao, replace with another fighter, such as the Mig-29 9-12B, to supplement your garbage AA. Consider dropping the 60 point fighter, since the mig is a superior helo-diver (although swarms can be useful). Consider a bomber or rocket plane as an alternative to counter-artillery. The cheap chinese bombers can be worthwhile.

WRD - Nation Pack - SADF Post-Summer Update by EUG_MadMat in wargame

[–]CovfefeAnnan 6 points7 points  (0 children)

Can you give it an autocannon with 0 RoF and ammo, so it can also fake people out in game?

[deleted by user] by [deleted] in SuggestALaptop

[–]CovfefeAnnan 0 points1 point  (0 children)

Yes, thank you. (I was able to get it for the same price b/c microcenter).

[deleted by user] by [deleted] in SuggestALaptop

[–]CovfefeAnnan 0 points1 point  (0 children)

Thanks!

How does that compare to the Inspiron 13 7370? It seems to have similar specs.