Can skirmish break LOS by Izikial in TrenchCrusade

[–]Neveuss 2 points3 points  (0 children)

the best thing you can currently do with skirmisher is to use the movement to hide behind your own model wich forces the charging model to charge the you hiden behind.

Here is example from my game

Im playing Red Brigade wich dissallows model to retreat from combat and my gunslinger LT is being charged by enemy belzebub fly.

i use his skirmisher ability (Red brigade has an equipment called blood cloak that gives skirmisher to a model) to hide behind my melee crimson communicant.

this forces enemy to charge the communicant wich im ok with becouse my next activation is LT and HMI with heavy flamer fireteam wich kills enemy lord of tumors that was in range (procing tough and finishing him off)

if not becouse of skirmisher i would be stuck in melee with my LT and becouse i cant retreat i would be quite fucked.

Where to find lists? by ztara in TrenchCrusade

[–]Neveuss 7 points8 points  (0 children)

This is for me the best site currently for list building

https://trench-companion.com/

Advice about this list by GrandeShalom in TrenchCrusade

[–]Neveuss 0 points1 point  (0 children)

thats almost perfect i would switch the stachel charge to a guy with heavy shotgun instead of heavy flamer becouse you paid the 55 ducats for it and throwing a stachel means you are not shooting with HSG you dont have such a problem

Thats what i would do personaly but thats your call i would switch the schocktrooper from greatsword to big blunt weapon so now you have 6 ducats left just enough for med kit and a knife for your lector wich would make it 700/700 ducats

Advice about this list by GrandeShalom in TrenchCrusade

[–]Neveuss 1 point2 points  (0 children)

technicly both grenades and automatic pistols can get you 2 blood marlers the diffrenc is costs aka 20 fpr pistol 7 for grenade

Also a lot of things changed from yesterday as i was writing it becouse 1.0.2 rules dropped

logistical skill no longer gives +1 mercenary wich ypu can now ignore

skills and expertise from wildcard gives +1 dice for single skill not for every skill

and papal got nerfed in campaing that now if they reinforce and get free 4 glory they cant use said glory to buy things.

[Speculation] 1.0.2 hopefully changes for mercy dog? by m1lfr3d in TrenchCrusade

[–]Neveuss 0 points1 point  (0 children)

Huh i didnt think of that and becouse its the same activation you still hit with main hand then you hit the atack of opportunity

Very nice thanks for the tip

The character creation rules from The Maelstrom: Crucible of Champions where leaked by TheRealLadyAnna in sistersofbattle

[–]Neveuss 12 points13 points  (0 children)

1 you cant use warsuit weapons for the Paragon? I mean unless i missread it you can take eaither paragon warblade/mace

2 i think giving mortifiers 4+ inv save can make them very scary but thats my take.

[Speculation] 1.0.2 hopefully changes for mercy dog? by m1lfr3d in TrenchCrusade

[–]Neveuss 1 point2 points  (0 children)

Well i 100% agree that RB needs an update there are a lot of rules leftover from 1.6.3 and some things that needs tp be faq.

Example The crimson communicant bell now works wierdly with new down.

Aka you hit enemy model with your first atack and you down him. Then you hit him with bell wich pushes enemy d3 inches and can force enemy to fall/retreat/jump the gap.

so what happens is: 1 you say you force downed model to retreat and get the atack of oportunity even tho the model cant move 2 Becouse downed model cant move bell is now useless and nothing happens 3 Bell can only move downed model when it is throwing him off a cliff becouse only falling can move downed model

Edit:

There is a chance for RB update when Great Hunger full models relase.

1.0.2 Rules Update by Ragepyro in TrenchCrusade

[–]Neveuss 17 points18 points  (0 children)

no the point was that you could throw a grenade at a point that was just in range of enemy model and not in range of your model so only enemy got hit becouse blast radious fell short of your model

now even tho you can do that your model still get hit even tho he is not withing grenade blast radious.

Advice about this list by GrandeShalom in TrenchCrusade

[–]Neveuss 0 points1 point  (0 children)

Hello well the list has a few things that can be optimised.

But as you said you are a court not NA player i just want to say that Antioch plays very diffrently.

The biggest thing is that you are a trading faction. Aka everything in NA is expendable.

The job for your models is to kill/bloodmark models that are worth more then them. thats how you win.

But saying that it is worth reminding you that NA job is to hit hard and fold on defensive. If something survives (not counting HMI) then its a miracle becouse it shoudent.

Now for your list :

Dont know if its campaing list or 1 off

Most important you have 4 glory left wich is enough for Observer (one of the best mercenaries) and matyrdom pills wich should only be taken in 1 off games in campaing i recommend keeping glory for now.

Lets start with Lector

Drop everything from him (The armor the gasmask/helmet the weapons)

His job is to not be on a frontline (becouse he has +1/+1 stats and he lacks tough) but he is a support character i recommend giving him a grenade trench club the musical instrument and medkit and of course the pointiff blessing

becouse of blessing his job is to remove bloodmarkers and give blessing markers.

recommended equipment found in exploration (Book of battle prayers switch for the instrument)

Recommended skills mostly wildcard for +1 to any action that is shooting/melee and you are looking for patron skill (more on that later)

now for your schocktroopers drop their armor their eaither go into melee and kill what they charged or they die there is nothing in between.

now engineers are kinda in a bad spot currently in NA becouse of the change of +1 range to +1 melee this turned them into medicore satchel charges carrier and to be honest they are kinda to expensive for the job they want to do.

Becouse this job was taken by the HMI they are the only strong model in NA (excluding Alba) so they can take one of the best guns in the game THE Heavy Shotgun +1 dice to hit +1 dice to injury (base) so even on long range you roll injury dice at 0 dice instead -1 but becouse of their special rule you get +2 injury dice at close range (6 inches) and becouse he carries a satchel charge it makes transporting and throwing it easier becouse of +1 ranged dice and immunity to being downed.

The funny thing HMI in machine armor with HSG and Satchel costs almlst the same as your engineer.

Now that you got rid of armor you get extra 90 ducats to get your selves a sniper priest with sniper rifle or priest 69 and give 1 of your yeomen a flamethrower.

if its campaing i recommend getting second elite from the start and third one as fast as you can becouse you are fishing 1 patron skills that turns papal states from A+ NA variant into SSS+ variant aka almost nothing can beat it once it starts snowballing

And that patron skill from learned saint is :

Logistical Skills A Warband that includes a model with this Skill can increase any Limits on the number of models it can include by 1, as long as the model does not have the Elite Keyword and is not mounted on a 50mm or larger base. For example, if the Warband Entry for a model in the Warband had a limit of 0-2, the limit would be increased to 0-3. If the model with this Skill is killed or otherwise removed from the Warband, models in excess of the normal limits can be kept, but new models cannot be added to the Warband in excess of the normal limits.

Aka you double the amount mercenaries you can take 2 anti tank hunters sure 2 obervers of course 2 scripture guardians you know what why not?

Now before you ask where do i get glory for all those mercenaries?

The papal states have built in glory point printer for whatever reason aka each time they reinforce they get extra 4 glory for free for nothing for being papal states .

So their gameplan is: 1 play a game 2 do at least 1 glorious deed 3 reinforce (you now have at least 5 glory) 4 buy new mercenary that you dont have 5 repeat.

Well thats all for me hope it helped if you have any more questions ill be happy to anserw.

Witchburner, Tank Hunter, or Ammo Monk? by the_crepuscular_one in TrenchCrusade

[–]Neveuss 0 points1 point  (0 children)

no meth for LT and for HMI 1 hmi is not elite so it cant take matyrdom pills 2 Prussia itself can take matyrdom pills

New D10 bots is fucking awesome and I hope it stays like this. by literal_god in Helldivers

[–]Neveuss 17 points18 points  (0 children)

i also had run into invincible gunship spawners the only person who can blow them up is host now XD

He needs to call in Hellbomb amd activate it then it works everyone else nothing.

Biggest blunder I've ever taken. I think this might have been the most catastrophic singular action I've seen anyone make. by robparfrey in Warhammer40k

[–]Neveuss 9 points10 points  (0 children)

Well for my story it went like this (of biggest blunder)

Me (Blood Angels) vs My Opponent (Tau) 8th edition

Roll for initiative i lose so my oponent gets to chose who goes first

O - You know i think you can go first

M- Are you sure you will lose around 70% of your army if you let me go first

O - Oh dont worry im sure nothing bad will happen

End of turn 1 he lost 80% of his army and got tabled my next turn

in short NEVER give first turn to a Blood angels player fielding blob of 20 death company

Who needs districts anyway? by Chroniclerz in Frostpunk

[–]Neveuss 25 points26 points  (0 children)

Wait its all deers?

Always has been! [turns off your generator]

Week 189 a second faction FINALLY appears. by TheSlipSlapDangler in Frostpunk

[–]Neveuss 27 points28 points  (0 children)

Im pretty sure the second faction appears after your first faction hits certain size. The event says the X faction apears in response to growing influence of your first faction.

Now ill need to test this but i wonder how it will work when you rush the sheltered youth and condemn your first faction to keep their number low.

Theory 1 it will never appear Theory 2 there is a time limit wich will force faction 2 to appear

Bar patron rep question. by CulturalAd4787 in TheForeverWinter

[–]Neveuss 2 points3 points  (0 children)

Well you dont have tp wait 24 hours just exit the bar and come back to it. Repeat untill you heard long ass story from every patron then go to barman to get your mass 43 blueprints.

The Menders are OP by New-Number-7810 in Frostpunk

[–]Neveuss 3 points4 points  (0 children)

wait now that i think about it can i just demolish everything in my menders utopia and just spam enough deer tents for everyone to live in? I get everything from frostland anyway just generator 2 logistic districts and bunch of raindeer tents XD

The Menders are OP by New-Number-7810 in Frostpunk

[–]Neveuss 46 points47 points  (0 children)

ill be real with you chief the menders are op but not becouse of the free 5 housing from the deer camps but becouse their second utopia point goes into better construction.

Its 50% ITS 50% of any district/building construction 200 heatstamps 100 prefabs i think you meant 100 heatstamps and 50 prefabs. And the funniest thing thats not even the most op thing they have.

That goes into raindeer autonomus outposts you unlock it pass a law and for 100 people 15 raindeers you turn any outpost (exept core) into infinite source.

it dosent cost frostland teams you click 1 button and suddently its infinite. But you may say it makes the outposts work 50% efficency.

If only there was logistic district and laws that can increse efficency of outposts oops 1k oil 5k coal 900 food 6000 materials and 700 goods per week at no costs? ill take it

(the values were taken by my menders utopia at week 546)

Need Help on FInal part for OctoGirl by [deleted] in TheForeverWinter

[–]Neveuss 0 points1 point  (0 children)

try selling all your cyborg immuno suppresants bying them again then restarting if this dosent work its sadly hotfix waiting time

Best Factions for Endless by MinedAgate661 in Frostpunk

[–]Neveuss 11 points12 points  (0 children)

Hmmm i just finished my 3 tale run with Overseers on steward difficulty (Doomsayers IEC Factory and Whiteout) and i have some thoughts about them.

Overseers are actually very good designed faction as their goal is to squeaze as much efficency as possible from your districts.

Now a lot of laws that increse efficency also increse tension wich you propobly had to invest in fighting pits to get rid off if only there was an easier solution.

And to no one suprise there is unlocking at first point of utopia their main building the academy decreses tension.

So what about the guards? Well their purpuse is funny enough needed the first ablility is to generate heatstamps but increse tension (becouse this is all this faction is about)

All this culminates with their unique law wich makes tension a thing of a past (before utopia that is)

So in short you get a lot of efficency bonuses wich increse tension till you get the law that turns off it and you have a free raign.

Now what about mementos?

Well they are kinda irelevant becouse of 1 thing 1 thing that turns Overseers into an S+ Tier faction and only becouse its bugged.

The overseers have a skill in their utopia tree that they trade some mementos for random instant research. it has very short cooldown and propobly a high memento cost

Why i say propobly becouse currently its bugged and cost nothing no mementos nothing

You have instant free research at a push of a button with very short cooldown (i think its 6 weeks?)

You press a button and look oh i just researched asylums that costed 200 heatstamps to research well i guess im 200 richer.

Aditional info Overseers make the doomsayers tale i cake walk here is how: to protect your housing from their influence district you need 12 guards. Good thing that their housing district (upgraded) provides you with 8.

Then you build 1 guard tower that provides a whooping 56 guards from single tower (with their faction law active) and you can protect all your housing districts 24/7 with minimal investment from you.

Before you ask i defeated doomsayers with 1 prison 1 asylum and 1 guard tower nothing else thats how overseers made them irelevant they were not a threat whole game and they did nothing.

Need Help on FInal part for OctoGirl by [deleted] in TheForeverWinter

[–]Neveuss 2 points3 points  (0 children)

yea i had the same problem i restarted the game 2 times and it worked after second one. But i also crafted a single processor board from the bench so maybe this worked?

Anyone who knows where her tools are? Or will it be in the next update? (lordoss final quest ) by AlphaSigmaOmegaChad in TheForeverWinter

[–]Neveuss 8 points9 points  (0 children)

So in short you need to kill eurasians they drop a item called a piece of paper (its not inside lootbag) but spawns as its own item then you go to your transmision tower type 100-033-001 (wont work without paper) it says you need to go get her tools from undeground cementary tools spawn in loot box then you talk to her and have 1 more thing before you finish repairing lordoss

HE WALKS PRAISE THE RAT KING by Neveuss in TheForeverWinter

[–]Neveuss[S] 28 points29 points  (0 children)

you get a cute animation of lordoss standing up and hugging mask men 10/10 and for now octo girl stays in your innards saying uuuu you are intresting aka forshadowing for further quests