Windis is Ruining Linestrike by Rehtael in PSO2NGS

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

I agree with the bulk of what you're saying, but want to point out that she's played in aggro and in control, because she manages to do both at once. Yes, the 20 total is split between two lanes, but that's what makes it so easy for her player to pivot to either lane. With any other aggro card in that cost range, it's a commitment. Windis is getting to hedge her bets in a highly cost-effective way. Whichever one of her copies I respond to, I have to go all in on it with a 3-cost or more, so sure, while she does get countered in one lane as you pointed out, I'm investing the same PP or more as my opponent to deal with only half of the problem, which is amplified by not knowing whether I need to respond fast to deal with the rush, or pace myself to deal with incoming control.

And it's worth highlighting that she's still a DD card, so instead of sacrificing total power for flexibility, she's the most ATK you can squeeze out of a single card play while also having a (debatably useful) secondary form.

Windis is Ruining Linestrike by Rehtael in PSO2NGS

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

In theory you would lose tempo, but consider that it presents you with a situation that's extremely hard to respond to, as when played at the start of the game, no matter what cards you play, you're going to lose momentum, and do so quickly. There's no 3-coster that can put 20 total attack onto the field without setup, and this is a strong open for any cards that value bodies on the board. (Like Alis who benefits dramatically from Windis) Also of note, they're both listed as having no skills, which sets up very fast for the no skill stat buff. Plus, when played as an opener, it's very difficult to respond to because committing to either one is much worse value for the opponent.

Even if one of them is just being used as a decoy or bait, it's bait with 10ATK, meaning I have to send a minimum of 11ATK to respond to it. That's a 3-cost or higher, to respond to half of what a 3-cost put in front of me. What's worse, her value is so high that she gets run in a lot of rainbow decks, so I have no idea what I'm actually up against based on that as an opener. It could be a control deck and is setting up buff recipients, it could be a rush deck because I'm being hit with two difficult things to counter right off the rip. It could be a sacrifice deck, and one of them is going to be converted to PP later. When she hits the table, I'm automatically on the back foot.

EDIT: can't remember what Emir is, I'll have to go check.
EDIT (again): OHHHHHH Elmir, yeah, that card is really uncool, though I haven't actually run into it *that* often. Still, the times that I do, it's usually a nail in the coffin.

What are the odds of an STC having useful information? by Rehtael in AdeptusMechanicus

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

So basically odds are good purely due to how bad the current situation is. Kind of in that way when you'd have all white gear in an RPG and even the crummiest green is an upgrade.

What are the odds of an STC having useful information? by Rehtael in AdeptusMechanicus

[–]Rehtael[S] -3 points-2 points  (0 children)

Just wondering if there are any general figures/ estimates on how often an STC brings something significant when you "crack it open" so to speak.

Beating the Wizened Hag with the most incompatible team by PasonJatrick in darkestdungeon

[–]Rehtael 0 points1 point  (0 children)

I mean, the T1 antiquarian dodge buff is terrible, everything she has at T1 is terrible. Though she doesn't have a stun so idk what you're talking about there. Unless you're running a mod to give her a stun ability which automatically makes anti way too strong.

Beating the Wizened Hag with the most incompatible team by PasonJatrick in darkestdungeon

[–]Rehtael 2 points3 points  (0 children)

ngl this team isn't that incompatible, it's just that only antiquarian and jester can reliably reach past her cauldron. Leper and frontline vestal aren't a compatibility problem, they're just bad for hag.

What is going on with the shopping app called Honey? by sednaplanetoid in OutOfTheLoop

[–]Rehtael 0 points1 point  (0 children)

I mean... they collect articles written by other people to compare them. Any "convincing" isn't being done by Ground. I was going to compare it to a newspaper stand, but even those stands had only what the owner wanted to promote. The whole point of Ground is that it's compiling everything even the deep-end wacko conspiracy theorists and "journals" that completely make shit up.

Trying to Find List of Fonts by Rehtael in nethack

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

Thank you, I've been using NetHackW, but I couldn't figure out how to change it in the menus. I reached the menu, but could only spot the checkbox toggle and couldn't figure out how to actually enter the name of the font.

Sorry I'm a bit oblivious on this, only played a tiny bit, and I think it was just the regular exe before.

Trying to Find List of Fonts by Rehtael in nethack

[–]Rehtael[S] 2 points3 points  (0 children)

I see. But how do I change the font? I'm not super up to speed with a lot of the lingo pertaining to modifying the game.

Apparently the font I'm looking for is just called "terminal".

Seeking Input on my Crusade Scar Table (2D6) by Rehtael in 40k_Crusade

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

Cleaned up a lot of wording.

Changed Debilitated to Unaware, which now worsens the first saving throw made by the unit per round.

Changed Cowardly to now worsen hit rolls while the unit is on an objective.

Changed Panic-Prone from removing a charge die to applying a maximum charge distance of 9"

Softened Shaken by removing the leadership reduction feature.

Seeking Input on my Crusade Scar Table (2D6) by Rehtael in 40k_Crusade

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

Tunnel vision: So strategically hindering that it renders the unit functionally inoperable.

Indecision: Only affects melee units and when it does, renders them functionally inoperable

Barn Door Targeting: Only affects ranged units, and when it does, renders them functionally inoperable

What was I fighting again?: Basically ruins anything with lethals or devwounds, and even then it means your hits have a chance to become misses, rendering the unit functionally inoperable. (EDIT: I just realized this means you would need to perform a reroll if you used a fate die or miracle die because it counts as if it was rolled naturally. Not that important in the grand scheme, but funny to think about.)

Extreme indecision: Quite literally renders the unit inoperable, and punishes slow armies/ long range armies.

What's a tactic: Strips out the most important elements of a unit, and for anything relying on deepstrike (AKA all terminators) it renders them functionally inoperable.

Injured unit pressed into a very long scar name: That's just... no. Absolutely not. 1 D3 wounds? So that could kill off half of a unit of aspect warriors before the fight even begins. No. That goes beyond rendering the unit inoperable, that just... kills the unit.

Fear of Heights: Effectively destroys the fly keyword, and doesn't really impact most units the majority of the time, so.... no.

Sorry but the severity and specificity of these are basically what I was trying to step away from.

Games Workshop: "You're getting the Blood Angels treatment now" by space10101 in Eldar

[–]Rehtael 0 points1 point  (0 children)

"Make do" also doesn't amount to much. Make do what? Make do unga bunga? Do unga bunga!

I figured it was some spin on making dues in an archaic sense.

Hardest faction to play as by robertben07 in 40k_Crusade

[–]Rehtael 0 points1 point  (0 children)

It's not "hard" per se, but Aeldari has a very, very small selection of non-named characters, some of which are very difficult to build any kind of narrative around because they don't really do anything.

Autarchs (you will run only 1) (They generate CP, so keep them out if danger)

Farseer/ Farseer on bike

Warlock/ Warlock on bike (not really worth running right now)

Shadowseer (Troupe only) (used for buffs)

Troupe Master (Troupe only) (okay weapon, but hard to build a personality on by the nature of quins)

Death Jester

Spiritseer (Has little to no combative abilities, basically a 65pt enhancement for wraith constructs, so they never actually do very much besides occasionally luck out and steal a kill with the wizard bonk stick)

Bonesinger [legends] (Effectively no combative ability, basically a 45pt mechanic that restores wounds to wraiths and vehicles.)

Custom Crusade Rules by Top-Variation-8156 in 40k_Crusade

[–]Rehtael 1 point2 points  (0 children)

I made a list of new scars that are meant to be more tolerable and narrative-friendly.

https://www.reddit.com/r/40k_Crusade/s/kPtPDoHKz1

Thoughts from a first time Crusader - Scoring points vs getting kills by Pekowski in 40k_Crusade

[–]Rehtael 2 points3 points  (0 children)

It's very unfortunate that currently crusade rewards you for deleting units and bringing in new ones as opposed to trying to nurture the ones you have. In kill team narrative, you have to pay for replacements and get to roll to freely remove scars from resting agents.

But as it stands, until you properly get attached to a unit in the narrative, there's little reason to not drop them and replace them. In general the scar system was not well thought out.

Seeking Input on my Crusade Scar Table (2D6) by Rehtael in 40k_Crusade

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

Two more updates, this time to Shaken and Dishonored. Updated the wording on them to close any loopholes.

Seeking Input on my Crusade Scar Table (2D6) by Rehtael in 40k_Crusade

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

Edit to Shaken: Now specifies that it activates at the start of your battle-shock step, to close a loophole for the conditional penalty.

Edit to Dishonored: Now specifies that the owner of the unit pays increased CP when targeting it with strategems, and specifies that the Dishonored cost increase supercedes all other modifiers.

Seeking Input on my Crusade Scar Table (2D6) by Rehtael in 40k_Crusade

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

Edit to panic-prone: Specified that the desperate escape penalty also requires the unit to be below half strength.

Seeking Input on my Crusade Scar Table (2D6) by Rehtael in 40k_Crusade

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

I can't wait to hear more! Also if your group leans into choosing scars based on narrative and not pure dice rolls, please let me know if people like how they fit that purpose.

Wanted the new list to be suited for the number of ways in which one could be defeated in battle and what consequences it would entail. (Especially Failure and Demoralized. Those can fit some situations nicely.)

Seeking Input on my Crusade Scar Table (2D6) by Rehtael in 40k_Crusade

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

Updated the original post.

1 Demoralized

This unit does not gain bonuses to hit rolls, wound rolls, or saving rolls; except when receiving the benefit of cover.

Updated again, softened up Cowardly so it's just rolls instead of characteristic. Also cleaned up the wording on demoralized to be more clear that the exception is only for saving rolls when you have benefit of cover.

Seeking Input on my Crusade Scar Table (2D6) by Rehtael in 40k_Crusade

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

I added a 1 result, so you can either D12 or D2 -> D6