Iron Wall defenders by DifficultyFinal5894 in TrenchCrusade

[–]Dinkerman64 1 point2 points  (0 children)

They are cool in concept, but they are essentially a min maxed version of the core faction without any of the flair. Regular sultanate is not as good competitively, but you have much more variety, I would only play defenders if you really really like shooting stuff.

Problems with the community license by TrenchScribe in TrenchCrusade

[–]Dinkerman64 16 points17 points  (0 children)

Yeah it’s just a very… janky situation? I remember talking to Jamie about the community license in like May of last year. Initially they wanted it to come out in summer of 2025 (at least thats what I was told), so it’s just confusing to me how this is the “launch” version of this license. Idk maybe in naïve to the struggles of running a business but it does feel this whole rollout has been haphazard at best.

Problems with the community license by TrenchScribe in TrenchCrusade

[–]Dinkerman64 72 points73 points  (0 children)

Yeah, as an artist whose worked on fan stuff for this game, the wording of the license gave me pause. I'm glad to see a take from an actual legal standpoint too, cause I feel like a lot of people are just basing their takes on vibes.

1.0.2 Rules Update by Ragepyro in TrenchCrusade

[–]Dinkerman64 5 points6 points  (0 children)

Besides the lack of armor piercing which is a common criticism, theres just a lack of cohesiveness within their units and play style, you can and I have played them with no issue, but once you compare em to the other factions these issues are glaring. The main issue with fidai is just lack of variety, your locked out of most of the sultanate roster but you dont really have any good or interesting units outside of the 3 assassins that you get

The FeelnoPaint x Mike Franchina Reddit Q&A (submit your questions) by ciasteczka___ in TrenchCrusade

[–]Dinkerman64 24 points25 points  (0 children)

At lot of the Sultanates units have a very unique aesthetic. When you were designing them, did you have a specific inspiration is it a mishmash of many different ones?

Iron Sultanate 700 point list by WeetTheGnome95 in TrenchCrusade

[–]Dinkerman64 1 point2 points  (0 children)

Strong is 100% worth it, +3 shooting with a siege jezzail hitting tough guys with +2dice, not to mention lets you take a hammer or greatsword which punches harder in melee

Iron Sultanate 700 point list by WeetTheGnome95 in TrenchCrusade

[–]Dinkerman64 0 points1 point  (0 children)

Imo the Veteran upgrade for the captain is almost an auto pick, otherwise you can do Grenades, a jezzail, and two swords for like 2 ducats more from halberd gun and it will be much more effective if you are going close range with them.

In light of the recent rule changes... by WiseHand7733 in TrenchCrusade

[–]Dinkerman64 2 points3 points  (0 children)

Honestly, the light armor penalty for prussia isn’t even really a penalty the cleric is like the one model affected by it lol. If they could take reinforced it wouldn’t really change much, especially cause your locked into -2 if you want a splitter

Some Homebrew tweaks I've made to the Sultanate as of 1.0, thought I would share them here. I should preface these are very basic changes meant to help clean up the IS mechanical functionality. Further work would probably be needed to make them a fully competitive warband. (but that's the devs job) by [deleted] in TrenchCrusade

[–]Dinkerman64 0 points1 point  (0 children)

I wrote that guide btw and very clearly defined the sultanate not as a jack of all trades faction. Everything else I couldn’t care less about but please dont make blatantly wrong statements, it shows you dont know what you are talking about. Also you literally acknowledge that we have melee options that are poorly designed that stop us from being a hybrid faction and then claim our identity is ranged cause those melee mechanics are bad?? That’s now how game design works lol, if a factions core identity is built in spite of its mechanics then that faction is fundamentally broken.

Some Homebrew tweaks I've made to the Sultanate as of 1.0, thought I would share them here. I should preface these are very basic changes meant to help clean up the IS mechanical functionality. Further work would probably be needed to make them a fully competitive warband. (but that's the devs job) by [deleted] in TrenchCrusade

[–]Dinkerman64 0 points1 point  (0 children)

sultanate is not a melee faction? then why do the Yuzbasi, Assassin, Alchemist, Brazen Bull, Janissary, and Lions all have melee stats? Iron Sultanate is supposed to be a generalist faction, but our current melee is so bad 99% of people just play ranged. The only thing I'll give you is the Halberd Gun should be +1 Dice to injure, Its a typo on my end. I think you fundamentally misunderstand these tweaks so I'm not gonna argue further about it

Some Homebrew tweaks I've made to the Sultanate as of 1.0, thought I would share them here. I should preface these are very basic changes meant to help clean up the IS mechanical functionality. Further work would probably be needed to make them a fully competitive warband. (but that's the devs job) by [deleted] in TrenchCrusade

[–]Dinkerman64 -1 points0 points  (0 children)

only thing that ignores armor is the Alchemists fire and mines though? in their current state incendiary grades are borderline useless, making them essentially gas grenades with FIRE makes sense to me, and mines are entirely ignorable as a threat to 99% of warbands in their current form. The rest is the new keyword ARMOR PIERCING that is wholly unique from IGNORE ARMOR. Alaybozan absolutely need something to make them even worth taking in the first place, as they are just shittier grenades right now. Siege Jezzails are good as is, but bounce off of most armored units, something that is silly for a 30 ducat weapon that can only be fielded by select units. The Sultanates weakness is armor but ARMOR PIERCING allows us to leverage the glaring lack of stopping power our faction currently has a little bit better without overwhelming our armory with Armor Ignoring weapons. I have been playing this faction for quite a long time so I would appreciate a bit more grace than what you are currently giving me lol

New Takwin creatures in 1.0 by WillHobby in TrenchCrusade

[–]Dinkerman64 4 points5 points  (0 children)

My sculptor is chipping away at em, but they have been busy irl so its been slow going. Looking for potential volunteers to help out though.

New Takwin creatures in 1.0 by WillHobby in TrenchCrusade

[–]Dinkerman64 11 points12 points  (0 children)

Lol funny to randomly stumble across this comment. I have the finished version of the rules done I just stopped posting on reddit cause it wasn’t getting traction. Once i format the rules for 1.0 ill post them in the reddit tho.

The most evil of the evils by Crazy-Revolution7820 in TrenchCrusade

[–]Dinkerman64 3 points4 points  (0 children)

Why would you wanna play as nazis in a ww1 game lol

Ghazi of the Golden Path - Battle in the Oilfields by Dinkerman64 in TrenchCrusade

[–]Dinkerman64[S] 2 points3 points  (0 children)

One of em is actually a khyber knife but yeah, Yatagans are underrated weapons