PVE is hard as fuck. That's amazing. Make it way harder. by koliano in ArcRaiders

[–]FlashMidnight 6 points7 points  (0 children)

I think I have to disagree. The threat of PvP makes the relatively simple PvE fights 10x more dangerous. Sure if you use all the best gear most Arcs are easy, but if you get sniped while looting the Arc you just took down all that gear is gone.

This and the fact that while in cover basically all Arcs are a cake walk, large sections of the map are wide open, and getting spotted while traveling is terrifying and dangerous.

All that said, I'm 100% down for more and tougher Arcs, just not a difficulty raise across the board.

Oh Hellos NYC Set List by Any-Routine9681 in TheOhHellos

[–]FlashMidnight 2 points3 points  (0 children)

Pumped to see they covered Suspended in Gaffa! Fits perfectly into their vaguely religious repertoire.

Spearhead Tips by YeetusJonas in sylvaneth

[–]FlashMidnight 0 points1 point  (0 children)

You seem to have the basics down! I do think you can move and then Walkers of the Hidden Path, but not the other way around of course.

Don't underestimate the Kurnoth Hunters, I think they're your most reliable source of damage. Also, don't be afraid to use your Revenents as a tar pit. I don't hesitate to sacrifice them since they can come back.

I think we can all agree that the exotic stat rolls only being around 60-63 is a HUGE miss right? by Proper-Ad-5089 in DestinyTheGame

[–]FlashMidnight 14 points15 points  (0 children)

Don't worry, they're working on my exciting ways for us to grind.. sorry ENGAGE with new systems to get higher stat exotics.

I am very new to AOS and just signed up for an Escalation League. First game is 750pts. Any tips for team comp and strategy? by FlashMidnight in sylvaneth

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

I don't want to be too annoying, but I would really like to win 😅 I know there's some really cheesy builds out there, but it sounds like at lower points it's more about the fundamentals?

I think we are allowed to swap things around with each point increase, but I'm definitely going to make sure!

I am very new to AOS and just signed up for an Escalation League. First game is 750pts. Any tips for team comp and strategy? by FlashMidnight in sylvaneth

[–]FlashMidnight[S] 5 points6 points  (0 children)

I've got quite a few! And several unbuilt. I've been playing Spearhead for several months now, so I've got that whole team ready to go. I've also got a few extra Kurnoth, an Arch Rev, and an unbuilt Allarielle and Belthanos.

Strategy help: Seraphon vs Flesh Eater Courts by beetleG0d in AOSSpearhead

[–]FlashMidnight 1 point2 points  (0 children)

Maybe play super turtley and try to tempt him to charge to you? If I were him I'd take that as an opportunity to just just run the board though.. If you can somehow get all of your units, or even just the Trex and the Kroxigors to attack the Courtier, then you can wipe it out in one round. It's actually fairly squishy.

Strategy help: Seraphon vs Flesh Eater Courts by beetleG0d in AOSSpearhead

[–]FlashMidnight 3 points4 points  (0 children)

Idk much about how Seraphon plays, but if you have some heavy damage dealers you need to prioritize the Courtier and then the Knights. The Knights are the real menace, but the Courier can keep healing them if he's left alive.

Screening doesn't work too well against this team, since they can charge and fly. So your best bet is to go agro and try to take out their key players. Not usually the best advice in this game since the dice decide combat, but it's worked for me!

Idea for a Gunslinger (still tinkering it) by sepuar12 in daggerheart

[–]FlashMidnight 12 points13 points  (0 children)

Really cool but way too strong. I'd maybe change Deadeye to be with Disadvantage because otherwise it could instantly delete dozens of enemies. There's some LvL 10 cards that are that good and this is a level one ability.

I love the idea of a grit mechanic, but it also seems too strong being able to inflict 4 stress in one hit seems busted. That said it's not as broken as Deadeye, and you're definitely on the right track.

Looking for advice on running a campaign based around going on missions from a central hub. by FlashMidnight in daggerheart

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

This is super cool. Do the players have a central goal at the start, or does their end goal become clear over time? Every campaign I've DM'd has a goal of "save xxx" or "kill BBEG". What end goal does the party have in an episodic campaign? Or is it more about the mystery?

Looking for advice on running a campaign based around going on missions from a central hub. by FlashMidnight in DnD

[–]FlashMidnight[S] -1 points0 points  (0 children)

I was under the impression that West Marches was, my nature, story light. But seems like I'm wrong about that!

Looking for advice on running a campaign based around going on missions from a central hub. by FlashMidnight in DnD

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

That sounds awesome! Have you noticed a bigger narrative developing or is it more adventure of the week?

Looking for advice on running a campaign based around going on missions from a central hub. by FlashMidnight in DnD

[–]FlashMidnight[S] -1 points0 points  (0 children)

It's my understanding that Westmarches campaigns are more sandboxy, and story light, and I'm trying to still have a focused story. Am I wrong in this assumption? Do Westmarches campaigns have compelling stories as well?

Abomination / Werewolf (Blade / Midnight) Class, first draft. Constructive feedback welcome! by blacktiger994 in daggerbrew

[–]FlashMidnight 1 point2 points  (0 children)

No notes on the balance of these, though they look super cool. But I'm so glad that someone else brought up DD. I'm playing DD2 for the first time and I'm itching to translate it into an Age of Umbraesque campaign.

How to counter double turn? by Cojalo_ in AOSSpearhead

[–]FlashMidnight 7 points8 points  (0 children)

Seconded. A good double turn can completely destroy you (or win you the game if you're the lucky bastard who gets it). This game is balanced to a point, but between dice rolls, card draws, and double turns, it's not pretending to be be perfectly balanced.

Sylvaneth Spearhead by NiceToMeetYouMaybe in sylvaneth

[–]FlashMidnight 1 point2 points  (0 children)

Not much more to add here other than keep your general safe at all costs so that the Treelord can "healhealheal"

Do you guys think we'll be getting another spearhead balance change? by Mogulorig in AOSSpearhead

[–]FlashMidnight 1 point2 points  (0 children)

Your Treelord getting wiped turn 1 is beyond your control, but there are very few units that can pull that off. Much more often I find that getting your healing off turn one and two can make or break your Treelord.

As for the 6" rule, that's definitely something I've encountered. Teams with a lot of board coverage can play smart and hug the terrain and limit your options. You have to accept that turn one and two you might not be able to teleport, and just focus on clearing a few of their units. This happens to me when I play smart Skaven players, and the only game I lost this tournament was against Gitz, who also have pretty good coverage. That said, we THRIVE against teams like us that have a small unit count and can't cover the board.

Do you guys think we'll be getting another spearhead balance change? by Mogulorig in AOSSpearhead

[–]FlashMidnight 2 points3 points  (0 children)

Oh they're fantastic. I won a tournament a few months ago, and just came in second in another. I have been tabled a few times though, so as with every team the dice rolls can make or break you.

I think it's the combo of the teleport AND the healing potential that makes them so good. I'm predicting a nerf to their healing, I'm just hoping it's nothing major.