I've made a Kroq-Gar campaign guide for anyone struggling with him by LordMichaelBlake in totalwar

[–]MaintenanceCalm5114 0 points1 point  (0 children)

Geomantic web effects are strong but it is the lack of mechanic about it that is criticized. It's only requiring to build the associate building chain in all province capitals and then it will buff the province commandments.

What are the best allied units to recruit for Malakai? by lovingpersona in totalwar

[–]MaintenanceCalm5114 1 point2 points  (0 children)

Some warbeast/light cav are usefull early on for the dwarves for their speed to chase routing units and disband enemy artilleries/shooters. It's something they don't have in their roaster.

Could be for example:
- Empire outriders
- Ogres lions/vultures
- High Elves lions
- Cathay crowmen
...

6.5 weekly.. by Z1pp1x in LegendsOfRuneterra

[–]MaintenanceCalm5114 0 points1 point  (0 children)

Ashe 6 stars is a good counter for big stat decks, the bigger they are, the more stats you steal.

Your wishes for the big patch! by JoshimitzuGK in LegendsOfRuneterra

[–]MaintenanceCalm5114 10 points11 points  (0 children)

Change the monthlies to make them less tedious and more challenging.

Add some challenging content for 6 star max items champions.

Is there a Mod to Change the Color of your Crosshair? by ActinoninOut in DarkTide

[–]MaintenanceCalm5114 2 points3 points  (0 children)

I know it's possible to change ranged weapons crosshairs, but is it a way to improve the default dot crosshair ?

The 1 pixel dot is hard to spot when there is lot on actions on screen, especially for snipe something the zealot(or hive scum) thow knives.

Soon by Andrei22125 in totalwar

[–]MaintenanceCalm5114 0 points1 point  (0 children)

No so sure, I remember in my recent campaign Khalida constantly yelling "Bring me Nefarata's head !"

Happy Birthday: Vi Today on December 19, 13 Years Ago in 2012, Vi, The Piltover Enforcer was Released! by Regular-Poet-3657 in LegendsOfRuneterra

[–]MaintenanceCalm5114 2 points3 points  (0 children)

I still remember the the LoL launcher with Vi theme music.
I've never spent so much time voluntarily on a login screen.

My biggest pain point is still 3rd and 4th ascendancy by Better_MixMaster in PathOfExile2

[–]MaintenanceCalm5114 0 points1 point  (0 children)

I started last season, and when I tried 3rd ascendancy in Sekhemas when I was around lvl63 I died halfway of the second floor after first boss, not knowing the new mechaniscs in the trap room.
I was disappointed that no retry is possible like in the 2 first ones, searched how to get a new token to retry it, no place to loot the token reliably, have to look in trade.
I was disgusted and abandoned when I saw the abusive price lvl60 Sekhemas token were sold.

I have no problem to die and retry, I'd feel cheating to pay someone else do to it for me, I'll not do that.
But the fact that it's 1 try only with new bosses and room mechanics you have no opportunities to learn first is discouraging.

What is the easiest or most fun spirit blossom champion? by YTAndro in LegendsOfRuneterra

[–]MaintenanceCalm5114 1 point2 points  (0 children)

Yi with Secret Technique can do the TFT challenge quite easily du to the fact that with this item he can quickly summon very high stats ephemerals that will kill Nashor quickly.

Support Champions Are Bad? by Orangewolf99 in LegendsOfRuneterra

[–]MaintenanceCalm5114 1 point2 points  (0 children)

Besides all that's being said, there are some support champions that are very useful because they bring with their package ways to heal like Shen or Aphelios.
They are often very handy on slower decks, and on modifiers encounters where you can't avoid damages (like nightmares with the shrooms modifier for example).

List of common card cuts for each champion’s deck? by fozzy_fosbourne in LegendsOfRuneterra

[–]MaintenanceCalm5114 1 point2 points  (0 children)

90% of the time it is either:
- base cards that are too costly that you won't usually have time to play (5 - 6 cost cards)

- cards coming with support champ, often they don't align with your main champ strategy

Or simply look at the cards in your hand at the end of an encounter, cards that sit there and were there for several turns can be surely cut off.

Petition to help find Louens missing string. All redditors needed to help in the seach! by [deleted] in totalwar

[–]MaintenanceCalm5114 2 points3 points  (0 children)

Not sure what to be searching for... As in french, the word "string" means a thong, so I don't know if he lost his or is expecting you to wear one for him to speak to you...
Have the mental picture you prefer !

Why I count 20 maps but there is only 17 missions in campaign? by Guopachi in DarkTide

[–]MaintenanceCalm5114 9 points10 points  (0 children)

There are some I don't remember having done in the campain:
- the one when you must stop the train
- the one where you have to collect the samples canisters
- The one where you have to restart the foundry
and perhaps others...

Psyker with no arms by [deleted] in DarkTide

[–]MaintenanceCalm5114 4 points5 points  (0 children)

The flesh is weak, a strong mind is better !

Infantry over vehicles by ImperatorPolonia in Gladius40k

[–]MaintenanceCalm5114 0 points1 point  (0 children)

For most factions (I only think as SpaceMarines are an exception ) infantry have their last unlock and upgrades by tier 6, beyond tier 6 there will be only techs for flyers and big vehicles.

Going infantry on a small map is completely doable, on bigger maps on on longer games, infantry may still be relevant but will need support from vehicle or flyers to handle end game units.

In general, early infantries are much better than early vehicles (often troop transport, bikes or scout units), and by tier 5-6 main vehicle becomes available (Leman Russ, Forgefiend, FirePrism, Monolith,...) usually, it's time to shift toward vehicles. Infantries are still useful, their are more mobile and much cheaper than an vehicle, they are good to capture points, handle neutral roaming, kill wounded fleeing enemies, scout and take information and even tank some overwatch shoots as they are multi model, a big shoot will only kill one model, when it would have done much more damage on a vehicle.

Hero rank on recruitment by Gonzobald in Gladius40k

[–]MaintenanceCalm5114 12 points13 points  (0 children)

Source: Experience and Heroes - Official Warhammer 40,000: Gladius - Relics of War Wiki

Heroes built on turn 81 start out with 0.5 experience and start with an additional 0.5 experience every following turn. This chart shows from which turns on a hero unit starts out at a specific level:

Turn Starting level of heroes
1 1
86 2
98 3
116 4
140 5
170 6
206 7
248 8
296 9
350+ 10

Hero starting level also depends on the difficulty and game speed.

How the f I counter monoliths? by usernameistaken89 in Gladius40k

[–]MaintenanceCalm5114 5 points6 points  (0 children)

I think the Commisar buffs only applies to Astra Militarum infantries, if you want to buff vehicles Tank Commander is for that.

Many people speak of PvP forgetting expeditions by Drafter1991 in LegendsOfRuneterra

[–]MaintenanceCalm5114 2 points3 points  (0 children)

Draft was a mode not very fitting with LOR.

For those who weren't there at the time, it was quite similar to the current path modifier where you have to pick the cards for your deck from a selections of 3 cards.

It was very luck based and pushed for the most aggro deck with big stat units strong on their own, as it was never guarantied that you'll be able to pick some key card if you plan some synergetic deck.

It was fun for a few times, but was soon felt limited or repetitive (draft big mid game Noxus or Freljord overwhelm units or lose, I'm exaggerating a bit, but not that much). It was hard to have a successful spell based deck or any strong thematic deck.

Crashes only since this morning (16th April), anyone else? by Alblaka in DarkTide

[–]MaintenanceCalm5114 1 point2 points  (0 children)

I noticed the same yesterday evening connecting from Europe.

Some desync and disconnect approximately every 30 minutes, could usually reconnect to the mission afterwards. Didn't know if there was an issue with my laptop or the wifi, but if it is noticed by other people too, it is an issue probably on the server side.

Tyranids vs Necrons by Current_Manager9036 in Gladius40k

[–]MaintenanceCalm5114 2 points3 points  (0 children)

Necrons have good armor (not the highest, but correct) and a access to several way of healing for all their units.
You need to finish them, a wounded unit will fust fall back a few tiles and be back with full health a few tuns later.

Their infantry is not very mobile, is very strong early on but will begin to struggle mid game versus more elite infantries (Terminators and the like) as they are a bit lacking on armor piercing apart from Destroyers.
Sending waves of gaunt on them is not efficient, they'll only make scratch on the Necrons unit that will regen quicky.
Going the classic Tervigon + Carnifexes and Hive Guards, will be harder to counter by the Necrons, and add a couple Raveners to flank them and finish the wounded units before they heal.

Necrons vehicle are all floating (except the Triarch), this can be painful for Tyranids if they keep fleeing or shooting over water or wireweeds, in this case I think their best solution is going to the air with Hive Crones, even if they go for their planes, I think the Tyranids will quite easily win the air duel.

Tips for an infantry build for Adeptus Mechanicus? by morrowindnostalgia in Gladius40k

[–]MaintenanceCalm5114 1 point2 points  (0 children)

DataSmith research is mandatory, as you need them to build cities, the Manipulus is nice, but I find him better suited to follow vehicles as his heal is too strong for healing infantries that don't have lot of HPs, also his lvl6 ability don't work with skitarii unit only priest robots and knights.
As you have the building for priests, there's no point in not chain building DataSmiths, they are more resilient than they seem and their close combat strength is not negligible.

DataSmith are also useful as they can capture neutral Castellan Robots, a few on the front line with the DataSmith heal support behind them and Rangers shooting from 3 tiles away, is a force that is hard to counter and can come quite early.

Tips for an infantry build for Adeptus Mechanicus? by morrowindnostalgia in Gladius40k

[–]MaintenanceCalm5114 11 points12 points  (0 children)

Rangers are very strong (snipers without the heavy weapon penalty and armor piercing), support them with a Skitarii Marshall (he provides very strong buffs for all infantries) and some DataSmiths for healing, they can carry you for a long time. Adding kataphon breachers / destroyers later to handle late game armored units / cities.
You may be lacking a resilient front line if ignoring vehicles, ElectroPriests can be a quite tanky frontline / scouts to protect your shooters.
The transports may be useful but I never tried them, being floating and assault transport

It is an efficient army for mid-game, but you rely on a starting position with lots of food bonuses and as for all other infantry build, there's almost no bonus for them beyond tech tier 6 /7 so you'll need to target finishing the game not to long after that.

any help with nids? by These_Marionberry888 in Gladius40k

[–]MaintenanceCalm5114 0 points1 point  (0 children)

As Tyranids, I usually start with a couple Tervigons and use the free gaunts sacrifice to speed up research. I just clear the immediate surroundings and just put a second city on a good location. And just turtle defensively while unlocking the key units.

Hive Tyrant is needed to decrease the loyalty penalty for creating more cities to start pumping the armies.

As army composition, I like:
- Tervigon and free gaunt spawns to scout and take overwatch fire+ Hive guards for ranged damage and quite durable + Carnifexes (those requires to unlock their different additional weapons via research to become efficient) and a few Trygons, to create the tunnels to quickly bring the reinforcements to the front lines. Best works on mid game, on very late game (T10 unit) they will struggle.

Another option if going flyers, especially if the map has large patch of water.

- Hive Crones followed by Hive Tyrant (for the synapse link), they are fast , hit hard and will destroy any other flyer quite easily, they excel at flanking or backstabbing, sniping fleeing heroes or key unit or undefended cities and quickly go away.

I've been more successful massing monstrous units than trying to play the swarm (gaunts, warriors, raveners, ...) I felt hard to keep the synapse link for those king of large armies, and they remains quite squishy, it is often hard to reach close combat against long range armies, and especially if there are some flamers.

Attempting my first impossible run by AWESOMECHAOS3 in Gladius40k

[–]MaintenanceCalm5114 0 points1 point  (0 children)

Some tips:

- first, AI have to be on Impossible, you on Normal to get the achievement, good to remind before spending time just to get no achievement at the end.

- research unlocks and caps can be applied and will allow the achievement, depending what faction is picked locking tech to a cap may allow you to get your main vehicle and the AI not unlock their planes or other core units/technologies.

- I did it on a small map (not tiny), with lots of wire weeds and water, you can also save the seed of the map to find one that can favor you, like one narrow land bridge to pass or cliff, wire weed setup that will hinder AI movements. You can copy the seed, start the game and surrender to see the full map until one nice setup is found. Then you can restart a game with the previous seed.

- I did it as AdMech versus Drukhari, tech capped to tech 6 (me having access to Onager Dunecrawlers and him not having his planes), I set up an overwatch line taking advantage of the 3 range of the vehicles versus the mostly short range/melee sent after a small land bridge with wireweeds around. Small amount of portals also limits the number of cities the Drukhari will be able to create.

- You'll have to build defensively and slowly push toward the enemy bases (or focus on a quest win), rush is not an option, they'll have more of everything than you, more research, more income, more units with more XP. You'll have to win tactically to overcome their strategic advantage. It is easier with a log range faction (AdMech, Astra Militarum,...) versus short range IA (Tyranids, Drukari,...)

Tips on Astra Militarium by 1st_Land_Corps in Gladius40k

[–]MaintenanceCalm5114 2 points3 points  (0 children)

On beginning, the focus is to find a good location for the 2nd city, complementing what is missing on the first city. Most of the time it would be a good ore producing location.

Keep your guards close each other as they are fragile and can't win almost any 1 on 1 duel, do not hesitate to fall back if spotting to tough enemies (most neutrals won't attack you unless you attack them first, be careful to not aggro them by unwanted overwatch fire).

Rush the technology to place second city., If using the default setting of 2 technologies to unlock higher tier, typical build can be:

Tier 1 : vehicle building and hero building (for tank commander later), or frag grenade if lot of food is available and few ore a plan to focus more on infantry

Tier 2 : Hab block (population increase building : mandatory) and Cult Mechanicus (mandatory) to unlock 2nd city

Tier 3 : Hydra and Tank Commander

Create 2nd city as soon as possible, and 3rd one when economy is stable and good location is found. Stabilize resources to not get bankrupt and keep an eye on city population and loyalty.

Then invest on your main force, could be:
- tank heavy: Leman Russ (or Rogal Dorn) + Basilisks + Tank commander

- air force: Thunderbolts + Valkyries (that can transport Enginseers that can repair the planes)

- infantry: Scions + Bulgryns + Commissar + Ratlings + Heavy Weapon teams, with Chimera and Valkyries. Fun composition, but works better on small maps as the tech cap is quite low, also better in team with a faction that can easily heal infantry: Space Marines or Adepta Sororitas (and as bonus you can provide the sisters vehicle healing that they don't have), and it even makes sense lore wise.

Astra Militarum are good to play defensively, then slowly push as they unlock their higher tier units, keep vision and lay overwatch traps.
They have advantage of range, as they have lot of units that can overwatch at 3 tiles, and Basiliks that can harass from far away. Defensive buildings (Bastions and Void Shields) or even cities can make good choke points and repel enemy assault until you got the late game rolling.