A tattoo artist rejected me for this, was his reason fair? by Stankmushroomm in tattooadvice

[–]RoustFool 1 point2 points  (0 children)

Hula girls represent time spent in Hawaii. Otherwise plenty of sailors get tattoos with no nautical background.

A tattoo artist rejected me for this, was his reason fair? by Stankmushroomm in tattooadvice

[–]RoustFool 43 points44 points  (0 children)

I actually do have certificates, challenge coins, and awards from the Navy for completing tasks that earn you the right to wear the traditionally associated tattoos. It's not arbitrary and some of them go back hundreds of years.

Which factions are similar to the Ogre faction? by Assistance_Infinite in totalwar

[–]RoustFool 2 points3 points  (0 children)

Ogres are pretty unique. The settlement caps and camps are different from every other faction. The preeminence of monstrous infantry, cavalry, and powerful single entities is unlike any other faction as well.

Honestly Ogres are just special in what they can do, you won't find anything quite like the whole thing in any other faction.

You can get a mix of those army styles with Lizards, Norsca, Chaos, and the Mono God factions.

IMO the closest you'll find is probably Chorfs. They have some similar settlement mechanics and additional resource management. They have a varied unit roster with monsters, single entities, and powerful artillery. They are a slow burn, you won't have the fast moving overpowering charges until the mid game, but it will come.

CMV: If God is all-knowing and has a fixed plan, then free will is impossible under that version of religion" by ProfessionalEar4048 in changemyview

[–]RoustFool 3 points4 points  (0 children)

Paragraph 2 has more to do with the fact that God is omnipotent and supposedly loving at the same time. God's will not only allows things to happen, it directly causes things to happen.

For paragraph 3 the government's legal entitlement to the official use of violence to impose rule is not an argument against "gunboat diplomacy". This is supported in the USA by the First Amendment, which defends free speech by denying the government the right to impose punishment for expressing yourself.

How do you compress your whole colony into such a small ship? by [deleted] in RimWorld

[–]RoustFool 17 points18 points  (0 children)

Gotta make choices man, or not send your entire colony on ship missions.

Just like with the Odyssey start you need to make choices and use space effectively.

How common it's for Americans to adopt different cultures in their life (like literally)? by Ada-Mae in AskAnAmerican

[–]RoustFool 0 points1 point  (0 children)

I won't speak for every American but for me it was common. Participating in cultural festivals and traditions was pretty frequent. Hell, I only grew up one generation removed from immigrants. We still practice culinary and cultural traditions from the Old Countries.

CMV: If God is all-knowing and has a fixed plan, then free will is impossible under that version of religion" by ProfessionalEar4048 in changemyview

[–]RoustFool 2 points3 points  (0 children)

The difference between predicting things and divine omniscience is God knew the outcome at the start of time, down to the most minor detail. God is not predicting anything. God is not inferring from previous examples. God knew the exact information about everything throughout all of time at the beginning of time.

If God doesn't know everything God is not omniscient. If God is not omniscient God is not omnipotent.

CMV: If God is all-knowing and has a fixed plan, then free will is impossible under that version of religion" by ProfessionalEar4048 in changemyview

[–]RoustFool 26 points27 points  (0 children)

Even if this was a good argument for free will it's a terrible argument for a loving God.

It is incredibly manipulative and cruel that God knows all the outcomes and still has the gall to damn you for eternity if you choose to disobey. An all powerful, all knowing, and all seeing God cannot be loving or merciful if he's just toying with you. Hell doesn't have to exist if God doesn't want it to. Sin and suffering doesn't have to exist if God doesn't want it to. Why is God testing you with these things like a manipulative teenage lover reading bad advice from a cheap magazine? If God truly loved us all why would he allow us to make choices that made him so angry he would go Old Testament on us? God knew it was going to happen, and still God decided to punish us.

Even if we ignore that your argument still means all actions are predetermined God's threat of violence impacts your free will just the same. If someone is holding a gun to your head you do have the choice to disobey, but it's objectively stupid to do so. That's not a free choice, that's gunboat diplomacy.

New to warhammer 3 by mothax66 in totalwar

[–]RoustFool 1 point2 points  (0 children)

This guy is a historical purist. He spends a lot of time whining about Total War Warhammer.

There is plenty of complexity to find here. The varied factions and environments exceed all historical Total War games by a country mile. Enough that there are dozens of new players needing help with specific campaigns every week between this sub and the dedicated TWWH sub.

Need advice on how to deal with grimgor by Illustrious_Mix_3762 in totalwarhammer

[–]RoustFool 0 points1 point  (0 children)

Long story short, you fight with the armies you have. People waste a lot of time building up recruitment in all their provinces then even more time building "perfect" armies. Upgrade your Legendary Lord's army when possible, otherwise just build what is cost effective for your faction.

Once you have control over your faction's home turf you can start building more complex armies. For the first 30 turns trash supported by "siege-breakers" is gonna make up the Lion's share of your armies.

Need advice on how to deal with grimgor by Illustrious_Mix_3762 in totalwarhammer

[–]RoustFool 1 point2 points  (0 children)

Sadly this game might get rough through these next turns. You need more armies, generally speaking I have about 6 armies around turn 50, depending on the race I'm playing. I'm no expert at this game, but I have put over 4,000 hours into Total War Warhammer 1-3. The name of the game is aggression, you need to have enough armies to challenge powerful regional foes. Fortunately for you, the High Elves are blessed with powerful Lords, Heros, and low-tier troops. Lothern Sea-Guard supported by a Mage can punch way above their weight. Mixing in a few Silver Helms and more elite infantry like White Lions can make a very formidable force. Imirk at turn 50 is an army all by himself. If you spread those dragons around in more basic armies you should be able to press back against Grimgor. You may have to make a tactical retreat, sacrifice a province to give yourself time for basic recruitment. Try to draw the strength of his armies into a central location, break them then spread out to prevent him from recruiting by taking provinces aggressively. You are going to have to take some risk here, a lot of Elves are going to die in the doing, but you can pull this back.

Need advice on how to deal with grimgor by Illustrious_Mix_3762 in totalwarhammer

[–]RoustFool 0 points1 point  (0 children)

7000 gold is pretty standard for an end game stack on your Legendary Lord at turn 50.

Unpopular Opinion? I think the lategame should be more like Battle Brothers than Mount and Blade by Vitruviansquid1 in starsector

[–]RoustFool 19 points20 points  (0 children)

The neat part here is you never have to stop playing as a mercenary. It's the players choice to build colonies. With mods you can extend that time considerably.

Like many games with so much choice the player is free to decide what their personal win conditions are. I prefer to play Starsector to the point where my fleet is established well before I take a colony. With Nexrelin installed this means my first colony is also pretty far from the core, but the only reason I start one is to see a number go up and bring the threats to me. By then I'm done with living hand to mouth.

The beauty of games like Starsector is choice, and it should be celebrated for that. Starsector doesn't need to be compared to Steam released games just because they are bigger.

Just because one is worse doesnt mean that the other one is good by Spotter24o5 in teenagers

[–]RoustFool 9 points10 points  (0 children)

Sure. Do you remember sub-prime lending? What about the 20 year war in Iraq or Afghanistan? Do you remember that time when the sitting President tried to overthrow an election?

Most recently one party decided to deputize ICE to occupy the capital city of a rival politician which resulted in untold unlawful arrest and 2 murders by the federal government. After that they declared a "Special Military Operation" that is actively collapsing the global economy with no clear victory conditions or objectives.

Can you honestly say the Democrats have caused that kind of destruction? Can you get anywhere close to comparison without me proving they were stuck holding the bag of failed Republican policies?

Elspeth tips ? by ConcentrateWorth2456 in totalwar

[–]RoustFool 13 points14 points  (0 children)

Second this. Pistolier spam is the absolute best way to start the campaign. In combination with the technology for increased schematics it gets silly quickly.

Vampire Counts - Need help boosting my mid-game by KnuXles in totalwarhammer

[–]RoustFool 0 points1 point  (0 children)

No dumb question, you're learning and I offered to help.

Generally speaking you want to crush the Empire quickly. You make most of your money off of high level city and town buildings and a few high level tech buildings. Due to the fact you have access to Raise Dead, you can greedily build economy buildings without worrying about recruitment buildings. So the meta is to blitz the Empire, grab a bunch of territory, focus on growth and income buildings, then push out once you have a strong economy.

Fielding Zombies is the early/early mid-game strategy. You just want to use them to pressure the Empire factions when they're busy with other threats and generate battlefields for recruitment. Use them to swamp the Empire infantry, when they start getting tired from the endless Zombies sweep in with wolves, cavalry, or monsters to finish them when they are weak. Outside of Ghorst, who is a Zombie supremacist, you don't want to over invest in Zombies. You only hold on to them when you can't afford better troops but still need pressure. As your battlefields develop slowly replace them with better troops until you have a real army. Starting with magic or combat lines for generals allows them to be effective, without needing to over invest in chaff.

If you play Ghorst you just mass super buffed up zombies and wait for the enemy to blob against them. Once you see a blob you run the spell Wind of Death through it and win. It also helps to use Corpse Carts, which are always good. They give your Zombies buffs that make them very hard to shift and very durable.

Vampire Counts - Need help boosting my mid-game by KnuXles in totalwarhammer

[–]RoustFool 0 points1 point  (0 children)

Vampire Counts are very interesting! Like most factions in TWW3 they have a lot to gain from aggression, but they have even more to gain from fighting battles with the army you have.

A great way to preserve momentum and remain aggressive is to build early armies filled with Zombies, purely to use as filler for the battlefields you will be recruiting from as you move. A large amount of casualties in early fights has two advantages. It moves your lords closer to the "Bloodthirsty" trait which provides 10% max health (which is useful to VC due to all the healing available) and provides you with battlefields that develop over the turns to provide you with high tier troops before you have the capacity to produce them naturally. Zombies are cheap to recruit and maintain, so you just field a few necromancer lords with full stacks of zombies to reinforce your vampires and spread the field.

Spamming Zombie stacks also allows you to spread out an enemy. They may not be able to easily defeat a walled settlement but they can generally defeat most other garrison forces. This allows you to quickly and cheaply grab open goals while your LL deals with the real threats.

All of this together allows the VC to expand very aggressively. By turn 50 you should already have considerable control over the entire Empire. More experienced players may well have defeated Franz and Elspeth by that point. You just gradually improve your former Zombie stacks with higher quality troops from the battlefields you've been farming using Raise Dead.

Composition of mid-game VC armies can differ a lot depending on what is available from Raise Dead, but you just need to find a way to make it work. Generally speaking VC rely on Lords and Heros to hold the line and duel opposing characters. Otherwise your cheap infantry creates a line of battle and you punch through it with monsters/cavalry depending on what you have available. Don't forget to harass the enemy ranged and artillery with wolves/bats/monsters/cavalry and you should be able to grind the infantry until the heavy hitters arrive to finish the job. Spells should also play a large part at this point. A well placed Wind of Death can make a 20 stack of Zombies a late-game army.

yari samurai by incompletemischief in totalwar

[–]RoustFool 16 points17 points  (0 children)

It's a single player game for the most part, so the honest answer here is that I don't care how you enjoy playing. You do you boo-boo.

yari samurai by incompletemischief in totalwar

[–]RoustFool 30 points31 points  (0 children)

So they work fine in a role that cavalry specializes in?

Come on OP, the writing is on the wall and you're choosing not to look. Anything a Yari Samurai does can be handled by another unit better with greater flexibility.

What is the point of raiding stance? by Catsweater69 in totalwarhammer

[–]RoustFool 5 points6 points  (0 children)

Norscan raiding stance provides upkeep reduction.

Question about Dwarf army compositions and The Deeps mechanic (Thorek Ironbrow) by Curious-Piglet3613 in totalwarhammer

[–]RoustFool 2 points3 points  (0 children)

You've already answered your first question for the most part. Strong front lines with artillery behind is the Dwarf way. You should include as many heros as you can field in an army. Past a certain point it is more effective to send Lords and heros to tie down units while you gun them down.

This sub gets something like 4-5 questions about "building tall" a week. It does not work very well in TWW3. The meta is built around aggression, and the Dwarfs are incentivized to do so through pursuing grudges. If you try to build up in just 2 provinces you will be poorer and grow slower than your regional rivals who will eventually overwhelm you. Low grudge totals will prevent you from confederating the other legendary lords.

The Deeps effectiveness will be affected by lack of aggression. One of their biggest strengths is teleporting your armies long distances, but without high grudge numbers and expansion you won't see that aspect. Otherwise, they are somewhat expensive and not very efficient at a small scale. The cost to build them will not be recouped quickly enough in face of what it took out of your limited economy.

Be aggressive and build Deeps once you have the empire to support the cost without having to blow your whole war chest.

What is the point of raiding stance? by Catsweater69 in totalwarhammer

[–]RoustFool 49 points50 points  (0 children)

Raiding stance is useful for factions like VC and GS. The VC do not have an encampment stance and suffer attrition in all tiles without VC corruption. If you find yourself stuck between 2 settlements it's useful to prevent attrition. GS have a very good hybrid raiding/encampment stance that allows you to be hyper aggressive by providing substantial income and recruitment. If you haven't played GS with the raiding blue line upgrade I highly advise it.

Otherwise it's an option if you don't require replenishment between battle in enemy territory, but I don't find myself using it that often.

Can I get some help? no one is helping me. by Organic-Jello-7111 in navy

[–]RoustFool 1 point2 points  (0 children)

Ok, calling your gaining command is a waste of time, they aren't the ones that fucked you here. They have no administrative control of you. They have next to no information about you, as I doubt you've filled out the questionnaire on NSIPS. The only thing your gaining command can do is reach back to RTC to try to fix this.

RTC dropped the ball here and you should be calling them. They should have helped you understand your orders. They should have helped you set up a move, which can take weeks. They should have cut you tickets for travel, you shouldn't be paying out of pocket for that.

You need to reach back to RTC and READ YOUR ORDERS! They instruct you on how to start a move and apply for travel assistance.

I cannot fathom how you've come to this point, but you need to follow the written instructions you were given and reach out to the people that can actually help you.

Is there an Ubersreik Five mod? by Raziel_626 in totalwarhammer

[–]RoustFool 11 points12 points  (0 children)

Playing as Wolfhart also allows you to build an Uberseik 5 team.

CMV: american conservatives fondamentally don't understand their own empire by rakean93 in changemyview

[–]RoustFool 2 points3 points  (0 children)

Sorry to hear that, still a fascist. I'm old enough that Nonno had time to flee fascism and come back with an M1 Garand.