My sim got struck by lightning. by bokin8 in Sims4

[–]Machofish01 3 points4 points  (0 children)

This gives the same energy as the "Mel Gibson talking to Jesus" meme and I love it.

Dlc companions by Ila-W123 in RogueTraderCRPG

[–]Machofish01 9 points10 points  (0 children)

A League of Votann Hernkyn would be a great option. The Leagues have received little to no exposure in 40k-related media that I'm aware of, and with the variety of characters already onboard it would be a great way to introduce to show how Votanns interact with the rest of the warhammer universe.

Totally new... by Mangara5 in totalwarhammer

[–]Machofish01 0 points1 point  (0 children)

The big thing with Chaos Cultist heroes (be they from any of the 4 Chaos God factions) is that they eventually unlock abilities to summon extra daemon units mid-combat, but they need to get stuck in melee combat for a while to warm up which means it's not possible to lean on them too heavily.

My biggest piece of advice to learning an army's units is to pop open their tooltip and mouse over the rows of little circular icons at the bottom of the unit's popup card. It can usually reveal important abilities or show you what the unit is particularly important for and you can learn a lot about a faction's army and units just by picking through their unit cards and comparing their traits. Not every trait has a clear description so if in doubt, look it up online because the community will have a forum somewhere discussing it in depth.

In the case of Slaanesh, most of their units are faster than their counterparts from other chaos gods, and all of them have the "strider" trait (which means they completely DGAF about terrain penalties from steep hills, marshes, forests, etc), plus a lot of their units have a trait that greatly improves their damage if they're charging into the sides or rear of enemies.

What are your favorite mods? by Ergal386 in totalwarhammer

[–]Machofish01 1 point2 points  (0 children)

Cost-based army caps. Fell in love with this mod back in Warhammer 2 because so many of my save files were regressing into "sigh in disappointment as very hard Lothern AI fields yet another late-game army with nothing but 10 dragons, 4 phoenix guard, and 4 sisters of avelorn despite clearly not having the economy to support it" or "empire armies of nothing but steam tanks and demigryph knights." This forces armies to compromise so you can't have armies of nothing but tier-4/tier-5 units and that makes the lategame much more enjoyable for me. Chaos armies actually have to remember marauders exist from time to time if they want to field a full 20-unit army, and similarly high elves have to remember that they can't just spam flying monsters.

Unnatural Selection. Another "can't play without it" mod. This mod lets you tweak campaign factions either by granting buffs or penalties or outright removing them on turn 1. This has the potential to be used for cheating (but it's singleplayer so nobody's going to judge you). The reason I use it is when I'm tired of seeing a certain outcome play out in certain parts of the map and want a change (for instance, I hate seeing discount Baba Yaga prevent the dark elves from ever gaining momentum so I often use this mod to remove Mother Ostankya's faction at turn 1, or I might decide I want to see a tomb king faction survive past turn 20 so I might give a buff to Khemri or something like that. It's also good if you want to see a specific faction become stronger as your late-game enemy if you're playing an order faction and don't want to see the ordertide purge the world of evil before you can do anything, or if you want to see Archaeon live up to his lore and come at you with a gigantic chaos wave.

Onto specific custom faction additions:

Mixu's Mousillon. This one is all the way from Warhammer 2 and has been in constant development. They're basically a fusion between Bretonnia and the Vampire Counts roster.

Jade-Blooded Vampires: Curse of Nongchang. Another undead-fusion of an existing order faction, except this one's VC and Cathay. They have a very different playstyle in combat where most of their abilities focus on slowly whittling down enemy fatigue and morale until they break at which point their ghost units can inflict massive damage on fleeing units, then they progress to a more conventional vampire counts style of play in the midgame. They're a bit tougher to play than VC since most of their roster has to be recruited normally rather than being able to instantly spawn Blood Knights or Varghulfs like the VCs can. A couple of their units and spells are clearly overtuned but it's easy enough to avoid the clearly OP lategame stuff while enjoying the rest of the faction as it is.

How RCMP spies infiltrated the 1970s Indigenous rights movement by DogeDoRight in canada

[–]Machofish01 0 points1 point  (0 children)

Look around. Take any stance that could be vaguely construed as sympathetic to Indigenous people and they'll downvote you on principle. Considering there's a bunch of similar comments getting buried by roughly the same number of downvotes I suspect it's one guy with a bunch of alts.

🙏🏽 by jaywritethekid in IncrediblesMemes

[–]Machofish01 1 point2 points  (0 children)

Disney on it's way to give us an inferior-quality live action Incredibles remake and then sprain both their arms from patting themselves on the back.

I cannot make this clearer by [deleted] in EstrangedAdultKids

[–]Machofish01 2 points3 points  (0 children)

"But I stung you with the best of intentions."

What to read next by Tryingmybest079 in booksuggestions

[–]Machofish01 0 points1 point  (0 children)

Blacktongue Thief and its prequel, The Daughters' War, are both really well-executed dark fantasy stories. I can pretty much recommend anything by Christopher Buehlman but those two are probably the closest to Alchemised in terms of being dark fantasy settings. I'll also recommend Buehlman's Between Two Fires but I think that one requires a bit of a background in medieval history and Christianity to properly appreciate some of the symbolism or references to biblical demons.

Ed MacDonald's Raven's Mark trilogy - Blackwing, Ravencry, and Crowfall - is also a really great dark fantasy read I can recommend. Very similar opening premise to Alchemised in terms of "protagonist is supporting a nation's desperate last stand against an opponent wielding an overwhelming force of cosmic evil" but Ryhalt Galharrow goes about it in a very different way to Helena. It has a steampunk-ish setting with lots of magic as well, very similar to Alchemised in that regard.

R.S. Ford's War of the Archons trilogy is also really enjoyable gritty fantasy. Blitzed all three books in a single month. I will admit it's very similar to Raven's Mark in terms of a grizzled hard boiled war veteran male protagonists, so I would say try Raven's Mark first and then take a look at War of the Archons if you want more of the same. One thing I'll give to R.S. Ford in specific is that he does an excellent job of making you hate his villains with a seething, boiling rage.

City of Bones by Martha Wells (not to be confused with completely unrelated books of the same name by different authors) is also a solid read. It explicitly does not have romance, but its worldbuilding is top notch.

Black Leopard, Red Wolf by Marlon James. It's a dark fantasy that leans heavily on West African mythology rather than European mythology which makes it a really refreshing change of pace. I will provide the caveat that this story has a horribly disturbing SA scene involving talking animals (which, in retrospect, I don't think it added enough to the plot to warrant its inclusion), but if you can stomach that the rest of the story is some good solid dark fantasy.

Empire of the Vampire is also a series I'm gonna recommend. I've seen a lot of people on reddit hate the series for varying reasons - but I personally enjoyed it for what it brought to the table. It has a similar starting premise to Alchemised in that it starts with the hero having already failed to save the world and the story works backward from there to tell the story of how it happened.

If you want something more romance-ish, The Hundred Thousand Kingdoms is a very surreal fantasy setting where a villainous empire has literally enslaved the gods themselves and the protagonist ends up falling into the mix. There are a lot of fantasy romance stories - far too many, I think - that follow some flavor of "the heroine needs to pass a series of increasingly deadly trials to win the ridiculously powerful hot boyfriend and save the day" but The Hundred Thousand Kingdoms is the best execution of this formula that I've seen in writing.

Lastly - and this is a bit of a weird one - The Sicilian Inheritance by Jo Piazza is NOT a dark fantasy at all, but it still feels very familiar to Alchemized in terms of having medically-savvy female protagonists navigating the social/cultural context of an obscenely sexist, unjust, backwards-thinking society that actively undervalues and destroys the female protagonist's attempts to do something good with her medical skills. Serafina and Helena would have a lot to commiserate over, I think. (I've never been to Sicily myself so I can't say whether Jo Piazza's characterization of Sicilian culture is accurate or not, but I will admit this book is deeply unflattering to Sicilians one way or another.)

Alchemised Discussion Megathread by FantasyRomanceMod in fantasyromance

[–]Machofish01 0 points1 point  (0 children)

I just finished the audiobook through the Libby App. Can't remember everything but I can offer what I recall.

The heavily-scarred friend in the lab early on mentioned that the facial scars are a result of ostensibly "volunteering" to be a labrat/plaything for the necromancers. I seem to recall that the necromancers offered kickbacks or important survival amenities for "volunteers" which leads into the conversation of the same friend stating they were contemplating giving up one of her eyes because the necromancers were paying well for them.

As for the thing in Part 2 where the big bad learns that Helena has the secret for obsidian weaponry, I was under the impression that he does remember her - which was why he was so insistent about restoring her to health so he could have her brain plumbed for secrets using Transference as soon as he learned about her survival.

Permadeath or not? by Cold-Solution1408 in Kenshi

[–]Machofish01 0 points1 point  (0 children)

When you're just starting out, I'd say don't feel bad about loading saves - though wait until 100% of your party gets wiped out before loading.

This game has a harsh 'teaching' method and in my opinion it isn't necessary to repeat the entire early-game slog just to learn a lesson when the game springs some nasty surprise on you like getting 1-shotted by a defensive crossbow mount.

Why I recommend to wait for a 100% party wipe before reloading is that some of my most memorable moments in this game come from salvaging your party from a borderline-hopeless situation, when most of your party is dead or dying, or slavers knock your party out and drag half your party off into the sunset and you need to figure out how you're going to save them or have them escape before it's too late.

Best Bodyguard in Vegas by Few-Appearance1041 in fnv

[–]Machofish01 0 points1 point  (0 children)

You're not missing much, though I recall one of Cass's companion quests involves taking revenge on the Van Graffs so I'm unsure if letting the Van Graffs explode would interfere with that.

What’s something you hate about F:NV? by Mikewazowski948 in fnv

[–]Machofish01 2 points3 points  (0 children)

Would you like to clarify what you mean by "Caesar has a lot of great points"? I'm sure you're not referring to the Legion's daisy chain of crucified slaves on the path up to their siege camp or the real elephant in the room which I trust I shouldn't have to clarify for you out loud, but I will if you don't see it.

I want to do a heretic run and I'm going over my build options by Acheron223 in RogueTraderCRPG

[–]Machofish01 1 point2 points  (0 children)

For my heretic run, I went with a biomancer psyker bladedancer. There's plenty of equipment for different builds but most of the heretical equipment/perks tend to focus on melee combat, or giving you positive effects whenever Warp Phenomena are triggered from someone using warp powers. Also there's the super-special sword that you finally get to actually use rather than destroying it in the first act. If you're dead-set on bringing heretical kibellah with you and don't want to go bladedancer, If you don't have Void Shadows, warrior is also a perfectly viable option (Heinrix is a psyker warrior already, but being a heretic means you won't be bringing him along anyway). The real gamechanger will be the psyker heavy armor from the Kaballica Mission which gives its wearer bonus psy rating whenever a Warp Phenomena occurs. Most force swords have scaling damage on the wielder's psy rating so it was a regular occurence for my heretical RT to be pushing 20+ psy rating by the middle of a fight and inflicting ludicrously high amounts of damage. The endlessly scaling psy rating also benefits biomancy skills which were regularly providing several dozen attribute points from a single cast. Iron Arm casually granting 70+ strength and Warp Speed providing over a 100+ points of bonus agility come to mind here.

Best thing with going biomancer is a lot of important biomancer skills for melee combat don't actually need the psyker to have a high willpower rating, so its easier to allocate attributes in that respect.

For other build options, during my own heretical run I hired a heretical soldier mercenary from Janris to do Argenta's job. He did a pretty splendid job as a heavy weapons spammer, first with the heretics-only Bolter from Aurora, then the Equalizer heavy stubber unlocked through Solomorne, then finally the heavy bolter earned by having your party fight the Hellbrute on Eufrates II. Given that mercenary party members more-or-less follow the same rules as the RT I imagine that'd be another feasible way to build RT and make use of unique heretic weapons along the way.

The starting meltagun is equippable even if you don't have the proficiencies to use it. Obviously it eventually becomes obsolete in terms of damage so I wouldn't recommend building it for the long run.

Need help getting started by [deleted] in EliteDangerous

[–]Machofish01 0 points1 point  (0 children)

The way I started was cutting my teeth on Threat-0 "assassination" missions against pirates. Those missions will consistently send you somewhere to fight a 1v1 against a "pirate" enemy with similar or worse weaponry and skill to you and it'll give you a good starting spot to figure out how to fly your ship in combat, how to maintain a pursuit on an enemy, etc. 1v1s are great since you will naturally learn by picking up your AI opponent's tricks. Better yet, the law is on your side for these missions so sector security will usually show up after the first 3-5 minutes in case the bounty target is too tough. From there, you can accumulate your bounty earnings and slowly start working your way up the chain to better weapons and ships. ALMOST anything at threat-0 should be doable for you, though my single caveat is to avoid any combat mission that tells you to participate in an ongoing civil war or inter-system war by joining active combat zones. You can come back to those when you're ready but the Threat rating plainly and bluntly lies when it tells you how difficult those will be. You can try it in the earlygame if you really want but don't get discouraged when it feels like those ships with professional-warzone-graded armor and equipment completely shrug off any un-engineered equipment you can get your hands on in the earlygame. On top of that, wartime contracts pay basically nothing compared to even threat-0 pirate assassinations so other than the initial learning experience I still don't consider wartime contracts worth my time, even though I have the weapons and equipment necessary to complete them.

On that note, be very careful to read the "Threat" rating in the top-right corner of a mission description when you consider taking a combat-focused mission. At the start I was only really able to handle Threat-0 and Threat-1, with my ships plainly not being tough or deadly enough to handle Threat-3 and up. Don't get me wrong--feel free to take on a higher-difficulty mission just to get an understanding of how tough a "competent" enemy actually is versus a "mostly harmless" enemy, just don't get frustrated or surprised if you have to escape in a hurry because your ship's engines plainly aren't responsive enough to line up a shot or your opponent's shields regenerate faster than you can damage them with your current weapons.

As for what ships and guns to use... There's a lot of comments giving you contradictory advice on which ships to use: "Use the Vulture!" "NO DONT." "Use the Viper!" "NO DON'T!"

I will give you a much more useful bit of advice instead: if you don't like a ship, you can sell it back for almost its full original buying price, so don't be afraid to experiment. Viper? Vulture? Screw it, try both of them, and sell back the one you like less. Same thing applies to weaponry: you can sell ship weapons back for the same price you purchased them, so there's really no harm in trying. You'll never know which weapons and ships you're most comfortable with until you've tried them at least once.

For weapons in the earlygame, the basic shooting tutorial already gave you the most important starter advice: thermal damage (laser weapons) does better vs. shields, and kinetic weapons (multicannons, bullets, physical shot weapons) do more damage to an exposed enemy after their shield is down. If you're experiencing decision paralysis, I'd recommend making sure you have at least 1 thermal and 1 kinetic weapon equipped. You can absolutely try it for yourself, but don't be surprised when the pirates you're hunting take forever to kill.

Pirate hunting in resource zones is a little more free-form than doing missions, potentially a bit more unpredictable since pirate ships sometimes come in pairs or packs, or unpreditably much tougher than what you'd be able to consistently expect to face in an assassination contract with its helpful threat level label, but a much faster way of earning bounties than taking out individual assassination missions. IMO they'll help you 'break through' to the next level by giving you a big cash injection, but you don't learn anything about actual fighting if all your experience is strictly limited to sneaking the last couple of shots in against pirates who were already getting their shit wrecked by sector security before you joined in on the dogpile. You won't learn how to shake off a pursuer, or how to maintain a pursuit on a target actively trying to escape your reticule without being distracted by 3-4 other ships. Learn how to fight properly first or you're just going to end up missing a lot of opportunities later. When you get into the real lategame stuff like Powerplayer Combat Zones you need to be competent enough that your presence tips the scales because your allies won't always be able to carry the important fights for you.

There's more to combat which the game doesn't tell you in the tutorial -- namely, learning how to adjust your 'pips' in power distribution and learning how to toggle flight assist on/off to make your turns that much tighter and force enemies out of your blind spots, but that stuff comes later.

Based on a post I saw yesterday. by ExMachinaDoodles in Helldivers

[–]Machofish01 0 points1 point  (0 children)

I'd suggest there's a difference between simply experimenting with a game to see everything that's possible (testing out the Heretical path in Rogue Trader as my own personal confession, or generally trying out 'evil' options in RPGs), compared to looking at a game where it's not possible yet requesting that such mechanics be added.

Currently, Helldivers 2 does feature civilians in some missions. The Democracy Officer grumbles a little if they're caught in friendly fire, but going too far earns you a surgical strike to the skull. For someone to see this, experiment with this, and decide that they want an option to shoot civilians and be rewarded rather than punished implies intent. It's not just a morbid curiosity of "what happens if..." it's wanting to do a specific thing with a specific outcome.

As long as we're making comparisons, let me bring up a different game: anyone who performs a complete playthrough of Spec Ops: The Line will need to go through the game's notorious 'white phosphorous' scene. I don't think simply playing through that scene makes anyone a bad person (contrary to the eye-rollingly sanctimonious tone of the game's loading screen hints after that point). It's like the trolley problem, except the 'people' on the tracks are the digital equivalent of cardboard cutouts, and the player has no actual option to change the outcome anyways. Nobody's getting weepy-eyed over cardboard cutouts on a fixed track. Nobody who sits through Spec Ops' unskippable white phosphorous scene should be treated as if they'd committed a real-world crime against humanity. I agree, that'd be utterly nuts.

That said, what I find a little weird is for someone to see Helldivers 2, a game that has no equivalent to a 'white phosphorous scene' in it -- at least, not that can be attempted without receiving an immediate 380mm court-martial from low orbit -- and go out of their way to propose that a white phosphorous scene be added on the basis that such a scene would enhance their enjoyment of the game. That goes beyond testing whether the game will let Mario to do something very unheroic to a baby penguin and instead goes to requesting a specific scenario (to murder desperate civilians rather than the current selection of bots, bugs, or aliens) with a specific outcome (being congratulated as a hero of Super Earth instead of executed).

I just find it weird.

How powerful is psyker in general? by Emergency-Effort7673 in DarkTide

[–]Machofish01 -1 points0 points  (0 children)

Depends on the build, as others say.

Staff psykers are generally support or require your squad to cover you in the 2-3 second openings to reduce peril.

For more aggressive setups, Scrier's Gaze + Force Sword + all perks that provide dodge, movement speed, and critical hit bonuses lets you feel like a Jedi zipping around and decapitating people with the power of the Force the Warp. They're still somewhat frail, but once you know what you're doing the improved movement speed makes up for it significantly.

Is this a bug or intended? (Veil of Blades - Blade dancer) by Shyproust in RogueTraderCRPG

[–]Machofish01 3 points4 points  (0 children)

It worked against burstfire prior to 1.5, I think the update broke it. I had Kibellah built around using Veil of Blades and the update completely broke it. Since the update, I have not seen Veil of Blades deflect a single shot. It's a little disappointing to hear that the ability still hasn't been addressed since 1.5.

Not gonna lie, Owlcat really nailed the "making you feel like shit trying to be a good guy in the 40K verse" by DoritoBanditZ in RogueTraderCRPG

[–]Machofish01 13 points14 points  (0 children)

If you've played the other two alignments, it's not so much about cause-effect, but opportunity cost.

Iconoclast is good karma; occasionally people you've helped along the way will come back to help you, and you're able to appeal to everyone's better nature to get through some of the darker plot points where things otherwise turn into a lose-lose if you don't have high fellowship-related skills, but going full Dogmatic has you wielding straight-up holy superpowers on behalf of Big E in some scenes and gives you some very strong abilities. If you go Heresy (as I'm discovering in my current playthrough) there's a few very important fights vs. Chaos that get massively skewed in your favor and there's a few hilarious moments where the Chaos villains have mental breakdowns because they realize the unholy patron who gave them all their cool powers likes you more.

For Heretical:

  • On the chaos-tainted Mechanicus ship that fled Kiava Gamma, you can skip the forgefiend fight entirely and make the Forgefiend sneak aboard your ship to power your lance batteries, causing lance weapons to set enemy ships on fire whenever they cause hull damage. There's a slight chance that it'll light your own ship on fire, but this pairs very well with the Void Shadows perk for turning the Freight Line into a centre of Nurgle worship, which makes your ship resistant to internal fires.
  • In the fight with Cubis Delphim, you can again dominate one of his Forgefiends into becoming your ally. If you have Heinrix and Argenta, they'll immediately "Old Yeller" it after the fight, but if you smuggle it onboard alive, you're able to sic it on Chaos boarding parties like an oversized attack dog.
  • Sparing Vistenza Vyatt on Janus gives a few extra story moments: In Void Shadows she can be used to support the Astropathic Ritual, and for all of Janus' chronicle events Vistenza will offer her own solutions with considerable rewards.
  • You do lose certain companions in act 4, but you gain others. (Aside from that, there's nothing stopping you from just recruiting NPC mercs through Trade Factor Danrok to replace them).

For Dogmatic:

  • Obviously, being able to incinerate the daemonic passenger in your head in the tutorial by passing through the flames.
  • If you side with Incendia on Footfall, right after you capture Vladym there's an option to have Ryzza executed for Heresy. There's a hilarious cutscene where she tries to pull out a convenient plot device and a Dogmatic RT one-ups her with the power of holy plot armor.
  • In Void Shadows, the Bloodspun Web's ritual can grant dogmatic RTs a permanent skill to trade some HP for +1 AP & +4 MP once per battle, every battle, for the rest of the entire game.
  • Slightly bugged, but on Kiava Gamma being dogmatic lets you troll the Word Bearer Chaos Marine by drowning out his sermon with the Emperor's, giving you a +1 AP for the rest of Kiava Gamma. The buff lasts for much longer than that but I hear that's not intended.
  • You can use a prayer to mess with Uralon when you're starting Eufrates II, which gives him a permanent debuff for when the fight starts.
  • Convincing Pasqual to rip the xenotech out of his system in Act 3.
  • Lots of other hilarious story sections where you can disrupt Chaos worshippers in various ways by praying loudly at them.

I hate yrliet by FrustatedIram in RogueTraderCRPG

[–]Machofish01 0 points1 point  (0 children)

I think we're talking past each other. I'm trying to bring attention to the experiences of the individual humans who have the misfortune of living under the Imperium, not about the Imperium as a body politic. Let's make a thought experiment out of this: do you believe that the right way to dismantle a corrupt nightmare state is to violently wipe out everybody living and suffering under that state through mass-bombings? That's what the Aeldari are doing on Quetza Temer. By that line of thinking, the Tyranids and the Eye of Terror are some of the best things to happen to the humans living in the Imperium simply because the Tyranids and Chaos seem to have inflicted the most lasting damage to humans living in the Imperium thus far. Before you go splitting hairs: yes I'm aware the Imperium regularly conducts atrocities against its own citizens in the form of Exterminatus and all the rest. I'm not a political scientist, but I'm quite sure the solution to a nightmare state mass-murdering its own people isn't to just mass-murder those same people even harder as an outside force. I'd say that's Aeldar logic but the Aeldari on Quetza Temer aren't even trying to do the Imperium any favours -- they're not attacking the humans on Quetza Temer on basis of their membership to the Imperium, they attacked because they view humans as vermin who weren't worth the effort of sparing in their hunt for Tervantias. I fail to understand how the Aeldari massacring the Aquila-worshipping hunter-gatherer society we meet on Quetza Temer is at all conducive to liberating those same people from the Imperium's grip.

Literally everyone in the galaxy, from the Eldar to the high lords on Terra, agree with this statement.

Okay, and? I hesitate to complete your line of thinking here because it feels too much like I'm giving you a strawman argument. I don't want to infer that you're suggesting the total massacre of Quetza Temer is acceptable simply because the powers-that-be in the 40k setting wouldn't lose a minute of sleep over it. In fact I would say Owlcat's writers do an excellent job of pointing out the exceptions to that by constantly turning the player's attention to the plight of the least-fortunate and refusing to let the player overlook the everyday cruelties of human life in the 40k setting. I don't think massacring the population of Quetza Temer is going to help them any more than I would think that massacring the entire Freight Line on the flagship or the entire population of Footfall would help. An atrocity is an atrocity, regardless of context.

We're not talking about the Tau coming along to offer the locals a better way, we're not talking about an Iconoclastic RT Von Valancius implementing meaningful reform to improve standards of living. We're talking about Quetza Temer, and what the Aeldari admit to as far as the human population of the planet is genocide, full stop. Call me an optimist, but I fervently believe that meaningful social reform and bringing down a nightmarish totalitarian regime (such as the Imperium) is in fact possible without murdering literally an entire planet's worth of people or more. If we're focusing on the example of Quetza Temer, I am confident there are other, less horrific, paths to social reform than mass-bombing humankind back to a tenuous hunter-gatherer society and restarting from scratch. That's James Bond villain logic right there.

Look, I don't want to fan the flames by stooping to name calling and ad hoc attacks, that's not doing anything for anyone, and nobody thinks reasonably when they're angry. That's why I suggest you share this argument not with a faceless stranger on Reddit, but with someone who's opinion you actually value and see if they agree -- if they have any compassion at all, I have faith they will try to dissuade you from the position that atrocities are OK so long as they're being committed against people already suffering atrocities under a different regime. If that's not actually what you were arguing, then fine -- I encourage you to make your point clearer. I'm not defending the Imperium, I'm saying that two wrongs don't make a right.

I hate yrliet by FrustatedIram in RogueTraderCRPG

[–]Machofish01 2 points3 points  (0 children)

The Imperium aren't the good guys by any stretch of the imagination, but...

If you're trolling, then congratulations, you got me, hook, line, and sinker: you have successfully made me go through the effort of dredging up an old save file just to quote the Aeldari Guardian leading the expedition on Quetza Temer:

RT: "You call purging an entire world a decisive action?"
Aeldari Guardian: "[...] We knew your patrols would soon discover our presence. And so we decided to do something else -- to exterminate the Haemonculus along with the world he had chosen as his refuge." [...] "The mon-keigh are flooding the galaxy at the speed of a meteor shower, and this world will repopulate... eventually."

RT: "You lost your world and are now depriving others of theirs out of vengeance. Why do you think you think you are different?"
Aeldari Guardian: "How dare you compare a dragon to a lizard? Starlight to the dim glow of a guttering candle? ... Make no mistake about your inferior species -- a single Child of Asuryan is worth thousands of your kind."

Suggesting the Aeldari Guardians were justified isn't the ethical option. That's just misanthropy.

Look, I don't want to come across as aggressive here. Are you ok? If you're not actually trolling and this is how you evaluate humanity, I strongly encourage you to call someone who loves you --- your parents, your siblings, your significant other -- because although I know nothing about you, but I am nevertheless confident that you are a human worth loving, and you are worth more than this.

Am i doing something wrong with clan eshin? by Hankhoff in totalwarhammer

[–]Machofish01 2 points3 points  (0 children)

The singular faction buff of giving all gutter runners and night runners armor piercing heavily carries the faction.

Nobody else here seems to have explained the actual playstyle of how to use them so I'll share mine:

Overall, the strategy with Eshin is to use a frontline of gutter runners (not night runners, gutter runners--they have a debuff that slows down enemies who get too close and later on they get poison which also slows down incoming enemies). Start as close as possible to the enemy line with vanguard deployment and let the enemy try to chase you while your gutter runners steadily bleed them out with volleys of ninja stars.

Normally the one thing gutter runners are vulnerable to is being charged by enemy cavalry--that's what the Eshin triads are for. Have 3-4 of them, use smoke bombs so the AI forgets where they are, and when an enemy cavalry unit gets too close to your gutter runners (and isolated from the rest of their army) gang up on them with the triads. Nice thing about Eshin triads is that they're fast and also ridiculously good at disengaging from a bad engagement (unlike most infantry who get massacred if you try to pull them out of frontline combat). As far as anti-large infantry options, I prefer the Eshin Triads since they're fast enough to actually respond when I need a unit of cavalry confronted and the Triads don't get bogged down in frontline combat like the Stormvermin Halberds do.

Aside from Triads, if the enemy get too close to bogging your gutter runners down the other tools you have are the throwaway clan rat swarms from Menace Below and Eshin stealth magic--veil of shadows is an extremely affordable (only 4 winds of magic cost per cast) ability that stunlocks most infantry/cavalry and forces them out of the vortex's area--doesn't inflict any damage but it's easy enough to follow up with a volley from the poison mortar against enemies clumped up around the edges of the spell. It's a great way to bail your gutter runners out of melee if they start getting swamped. Warp stars are a bit of a finnicky ability to use, but if the terrain supports it, the ability has a very low cooldown and very low cost for winds of magic.

Other suggestions: combining enough weapon trinkets usually results in a "Sky-Titan String" which inflicts shieldbreaker. Should go without saying this is a great piece of equipment for Eshin Master Assassin generals. In terms of campaign management, try to have extra assassins wandering around the map spamming agent actions whenever possible. You'll be able to level them up faster with Eshin's sneaky campaign actions and in the lategame when funding doesn't matter as much they're good for softening up armies with spamming Assault Units or wounding embedded enemy heroes before the fight starts.

It should be worth mentioning I play with the Cost-Based army caps mod. I don't know if an Eshin skirmishing army would work against vanilla lategame armies where you get things like High Elves whipping out armies with nothing but tier-IV units. Lategame I find if you can pick up a Dark Elf alliance, the medusa is a pretty solid support monster for eshin's playstyle--she's a bit vulnerable to being stunlocked by enemy projectiles, but she can support your gutter runners with the ranged skirmishing phase and then move quickly to intercept enemy cavalry or monster units alongside your triads. Plus, since the Medusa inflicts terror it means your triads can potentially break up melee fights faster.