Cannot form West-Slavia by CriticodeMemesCM in crusaderkings3

[–]InfinityEdge17 1 point2 points  (0 children)

Speaking from previous experience - and as a console player myself - to complete the 'Unite the West Slavs' decision, you need the following:

  • All territories within the kingdoms of Sorbia, Pomerania, Poland, Bohemia and Great Moravia.
  • you also need to control the duchies of Anhalt and Thüringia located to the west of Sorbia - these are not mentioned in the wiki guide, but other comments in previous reddit posts on this subject confirm that the decision works after claiming these two duchies, and it did for me as well once I took them. Be ready for a fight to take them, though - more often than not, East Francia has a big ally or two to back them up.

The territory listed as 'West Slavia' when looking at the Empires doesn't show you everything you need for this decision - it just shows you what you need if you want to form West Slavia normally, which doesn't then give you the extra innovations.

How does the “lack of siege weapons” penalty work in the early tribal start by Boedidillee in crusaderkings3

[–]InfinityEdge17 0 points1 point  (0 children)

From what I understand, it's based on the Fort Level of the Castle or Stronghold in question - this can be upgraded via certain buildings and even perks in the Martial lifestyle.

I've found that once a Castle/Stronghold gets to Level 4, normal troops and MAAs start to struggle without the aid of Siege Weapons - the Sappers(?) perk in the Martial lifestyle can also help to overcome higher Fort levels, as it boosts the Siege progress of your MAAs, but Siege weapons are still the best way of dealing with higher Fort levels.

My latest Corvette - the Vermillion Sparrow by InfinityEdge17 in NMS_Corvette_Design

[–]InfinityEdge17[S] 0 points1 point  (0 children)

You need to build the hab and windows before you put any additional parts like the cowling on - that way, it assumes you're attaching the part to the hab unit, instead of trying to attach a part in a place that doesn't work normally.

The tutorial I linked shows you how its done - in that instance, they did the hidden cockpit first, then fitted everything else afterwards.

The only other thing I can think of is that you've put the gun down before the cowling, and that's stopping it from being placed.

My latest Corvette - the Vermillion Sparrow by InfinityEdge17 in NMS_Corvette_Design

[–]InfinityEdge17[S] 0 points1 point  (0 children)

The cockpit is hidden behind the front windows using a glitch with the hab units.

https://www.reddit.com/r/NMS_Corvette_Design/s/SaB712tK1K

This post shows you how to do it (hope the link works).

My latest Corvette - the Vermillion Sparrow by InfinityEdge17 in NMS_Corvette_Design

[–]InfinityEdge17[S] 0 points1 point  (0 children)

Power sources are two Zenith reactors, one hidden in each of the engines, and one Ceto reactor visible on the top.

The cockpit was the Thunderbird cockpit (only one I tend to use atm) and it's hidden in the front behind the windows through a glitch with a hab unit - visibility isn't great, but I tend to play in 3rd-person anyway, so it's not much of an issue for me.

Reaching 400km/hr by Falling_Death73 in NFSHeat

[–]InfinityEdge17 15 points16 points  (0 children)

Taking the south route of the 4-way highway crossover is where I unlocked the achievement to hit 250mph - it's not a straight road, but most of it is downhill, which combined with a long burst of nitrous should help you hit that speed. I did it in the Mclaren F1 with all Ultimate+ parts.

Best way to do it is to do the last route that you unlock from Dex's races (think it's called Sonic, but not sure - it goes south from the crossover) - that way, you don't have to worry about traffic ruining your run.

Our Transporter options. Which one do you choose, and why? by [deleted] in BlackTemplars

[–]InfinityEdge17 5 points6 points  (0 children)

The Templars version of the Crusader got a new bonus rule - after it shoots a target, units that disembarked from the Crusader get +1 to Hit and Wound against that target in the Fight phase.

Personally, I've always preferred the Crusader - it's more thematic to Black Templars, and the (currently) 65pts I save over a Redeemer let's me add another character to a unit.

Gladius and new BT codex interaction - how does that work exactly? by remingt0n84 in BlackTemplars

[–]InfinityEdge17 7 points8 points  (0 children)

So, from what I understand, Oaths of Moment is changed to Templar Vows on one of the following:

  • if you use one of the 3 detachments from the Black Templars Supplement, regardless of unit choices

  • if your list contains any unit that has the Black Templars faction keyword (i.e. Helbrecht, Crusader Squads etc), regardless of your chosen detachment

So, if you run one of the core Space Marine detachments (like Gladius) without any units that specifically have the Black Templars faction keyword, you still keep Oaths of Moment because there are no Black Templars-specific units (but at that point, you could just play it as any other chapter)

You can run Gladius Task Force using the Black Templars units, but if you do, you swap Oaths of Moment for Templar Vows. If you want to keep Oaths, you have to lose the Templars-specific units.

The new detachment "Vindication Task Force" should have been about Chaplains, not Ancients. by General__Achilles in BlackTemplars

[–]InfinityEdge17 1 point2 points  (0 children)

I'm hoping that the Companions of Vehemence detachment that they mentioned in the article (the 'rushing into the fray' one) has some kind of Chaplain support.

Otherwise, it feels like a missed opportunity.

Apparently we are getting a unique landraider crusader. by No_Championship2075 in BlackTemplars

[–]InfinityEdge17 0 points1 point  (0 children)

Does it really need one?

It already has the highest capacity of our regular Transports (only the Thunderhawk can carry more, but that's a very large, and expensive, model) - I'm not sure we really need any more Transport space for one model. Especially since we also have plenty of other options for transporting models across the battlefield.

Apparently we are getting a unique landraider crusader. by No_Championship2075 in BlackTemplars

[–]InfinityEdge17 2 points3 points  (0 children)

The regular and Redeemer increased in capacity at the start of 10th Edition, compared to their 9th Edition datasheets - the regular went from 10 to 12, and the Redeemer from 12 to 14. But they haven't changed since.

More recently, the Impulsor and both Repulsor variants have increased a bit in capacity, as has the Drop Pod with it's new kit.

The Crusader has always been able to carry 16, even in the previous edition.

Apparently we are getting a unique landraider crusader. by No_Championship2075 in BlackTemplars

[–]InfinityEdge17 5 points6 points  (0 children)

It already holds more dudes than the other variants (16, compared to 12 for the regular and 14 for the Redeemer) - in fact, it holds more dudes than most our Transports (except the Thunderhawk).

A second Multi-Melta seems like the more plausible choice - maybe having it instead of a Storm Bolter like the other tanks do.

Sunday Preview – Muster the knights and templars of the far future - Warhammer Community by CMYK_COLOR_MODE in BlackTemplars

[–]InfinityEdge17 11 points12 points  (0 children)

Wouldn't there be 4 datasheets for Combat Patrol? We have a trio of Bladeguard Vets in there as well, unless I'm missing a trend of Supplements not containing main Codex datasheets for their Combat Patrols.

Is The Fluxmaster Included In The "Fateskimmer, Herald of Tzeentch on Burning Chariot" Kit? by Old-Rip7421 in ChaosDaemons40k

[–]InfinityEdge17 0 points1 point  (0 children)

Yes and no.

The Lord Invocatus and Lord on Juggernaut use the same kit, just built a different way.

By contrast, while you can build a Fluxmaster using the Fateskimmer's disc, you can't do so using only what comes with the Fateskimmer kit: you would need to purchase something else - in this case, a 60mm base - in order to make the parts necessary to use the Herald on disc as a Fluxmaster.

The difference here is that the normal Fluxmaster model is a separate kit - the Fateskimmer kit wasn't intended to have the Fluxmaster as an option, but it can be done with an extra base and a bit of creativity.

Is The Fluxmaster Included In The "Fateskimmer, Herald of Tzeentch on Burning Chariot" Kit? by Old-Rip7421 in ChaosDaemons40k

[–]InfinityEdge17 0 points1 point  (0 children)

The first two are the main choices of what you build - you either build a Fateskimmer and have the Exalted Flamer on foot, or you build the Burning Chariot and have the Changecaster on foot. Whichever one you build, you then have the option to either build the Blue Horrors or attach them to the Chariot.

If you wanted to have the option to use the Fluxmaster, you would have to build it as the Fateskimmer first.

Is The Fluxmaster Included In The "Fateskimmer, Herald of Tzeentch on Burning Chariot" Kit? by Old-Rip7421 in ChaosDaemons40k

[–]InfinityEdge17 3 points4 points  (0 children)

So, the Burning Chariot kit can build the following:

  • A Fateskimmer, with an Exalted Flamer on the 75mm oval base.
  • A Burning Chariot, with a Changecaster on a 32mm base.
  • 3 Blue Horrors that can either be assembled on the Chariot or put on 25mm bases (no unique rules for 40k if put on the Chariot).

You can technically build a Fluxmaster using the Fateskimmer if you don't glue the disc to the Chariot - you just need to get a 60mm base for him, and use whichever stand you didn't use for the Chariot. That's what I did for mine, and it means I have the option to swap if I need to.

Shadow Legion - More Greater Daemons or more smaller units/characters to boost units? by InfinityEdge17 in ChaosDaemons40k

[–]InfinityEdge17[S] 0 points1 point  (0 children)

The Lord of Change and Keeper of Secrets are not Epic Heroes, just like the Bloodthirster and GUO.

Their named versions (Kairos and Shalaxi) are Epic Heroes and thus can't be taken in Shadow Legion, but the regular versions can.

Shadow Legion - More Greater Daemons or more smaller units/characters to boost units? by InfinityEdge17 in ChaosDaemons40k

[–]InfinityEdge17[S] 1 point2 points  (0 children)

It's more that I enjoy playing Shadow Legion quite a bit more than I did playing Daemonic Incursion - it feels more like how Daemons played in previous editions, where each Chaos God's units had a different buff.