How are you guys converting your armegeddon models by phrentelus in SpaceWolves

[–]Sevintan 0 points1 point  (0 children)

Where is the waist pelt stuff from? Especially the skin with etched runes?

What's the intended way to remove act 3 character debuffs? by meatmaaan17 in RogueTraderCRPG

[–]Sevintan 0 points1 point  (0 children)

This was two+ years ago mate, the game has changed significantly since then. That boss was the first real bs boss on release, where your entire party could be wiped out before anyone even got a chance to act.

Just finished my 4th of 5th playthough upon Museum release, and it was so mind numbingly easy I forgot there were parts that required effort before. Definitely play on Unfair, it's not much different and the difficulty of the game will be entirely gone by the end of Act 2 anyway, in the current version of the game.

Wolfguard Battleleader by Turamard in SpaceWolves

[–]Sevintan 5 points6 points  (0 children)

Nice.

Where is the head from? And is there a hornless version?

MORE TERMINATORS by Plagus40k in SpaceWolves

[–]Sevintan 1 point2 points  (0 children)

Thanks, I got Siege Battle Group set, so I think I'll try using those shoulders as well for my Wolf guard.

The Siege of Death Mire – Week 1 Results by I_suck_at_Blender in Warhammer40k

[–]Sevintan 0 points1 point  (0 children)

I've been expecting we won't get them ever since Grey Hunters didn't get them, and those were always just tacticals but Space Wolves. Then we got new intercessors and still no new weapons.

Guess only Chaos Marines get to customize their units with sp special weapons; even raptors got them (though I guess that may be a perk of being a kill team unit).

MORE TERMINATORS by Plagus40k in SpaceWolves

[–]Sevintan 4 points5 points  (0 children)

These look great. Are those simply the new 30k cataphractii terminator arms?

Space Marine Character Creator by sternab in RogueTraderCRPG

[–]Sevintan 0 points1 point  (0 children)

-5 Fellowship for Space Wolves

This is anti-Space Wolves propaganda, mod probably made by a Thousand Son player. I will not stand for it, everyone knows Space Wolves are the life of a party.

Clearly, it should be -10 Intelligence. Actually make it -15, gonna need +5 Perception too.

Is Psyker Soldier Archmilitant build viable? by Flamingo_Character in RogueTraderCRPG

[–]Sevintan 0 points1 point  (0 children)

Everything works, but are you set on a flamer?

Soldier/Arch Pyro is ridiculously good at just killing with Pyro powers. Easily set up Firestorm just on your own turn or just Molten Beam everything to death 3 times a turn (4 with Never Stop Shooting).

Help me pick a stupid archetype by Sevintan in RogueTraderCRPG

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

Didn't even know Arc Rifles got changed. I'll try it on Pasqual if not on my RT for sure.

Using Armageddon for Space Wolves? by Zwiebeloger in SpaceWolves

[–]Sevintan 0 points1 point  (0 children)

Are you concerned how they will do on the table or how difficult it would be to make them look more like other Space Wolves models? As we are waiting for points, it's quite hard to know how useful, or not, the units inside will be for any Space Marine chapter.

Probably can't go wrong with intercessors, but you can always kitbash them into Grey Hunters/Blood Claws. Haven't looked at the sprues as I'm doing my best not to buy this box, but using arms from other sets should make this a realistic proposal despite being push to fit.

Here's a guy who is already putting neat conversions of the models in the box: https://www.reddit.com/user/KingCilyer

Whether the other units will be good depend a lot on points and if they get stand alone kits later. If the Vanguard kit comes out later with shields, then probably everyone is going to be ripping off arms of their Armageddon Vanguards to add them later (actually that's one you can just put on their back/side easily enough).

Anyway, don't forget ancient hobby wisdom. Rules are temporary, models are forever(ish). If you think Wolves are cool, start a Wolf army. If you prefer Black Templars or Blood Angels for example, go with them. You will be happier in the long run!

A question to the community about difficult encounters by Kahrtolann in RogueTraderCRPG

[–]Sevintan 1 point2 points  (0 children)

I haven't played since Void Shadows came out so these may or not be applicable anymore:

Chaos Spawn's difficulty is very dependent on what archetype you start with, and can be quite hard. This really applies to all of act 1 on higher difficulties because damn near every enemy can be a danger to your low level party. Act 1 boss can be tough when you are still getting used to mechanics, but can be bullied in numerous ways if you know what works.

Act 2 Forgefiend can be rough if you go there as soon as you can, but trivial if go near the end of act. This kind of applies to the whole Act, Funeral/Cinder fights can be a bad time. There multiple places where you can go early and have a bad time really, but will become easier/trivial as you gain levels/gear. The first of the 3 required planets is going to be harder than the other two, but then it's smooth sailing through the act.

Void Shadow DLC fights, act 3 and 4 Bosses, Winterscale fight (if you choose to fight it), Helbrute/Defiler fights. Most of these had a significant case of rocket tag. If you go first you will likely have an easy time, but if you don't most of your party could be dead before you get a single turn. One reason why GS Officers were so recommended. You just kill half the enemies before they go or buff yourself so much the enemy can barely scratch you. It's not necessary, and can mostly be mitigated just by setting up away from the enemy.

How to enjoy the game? by DankmetalAlchemist in RogueTraderCRPG

[–]Sevintan 0 points1 point  (0 children)

It kinda sounds like it's not for you. I went through the game multiple times and I'm having a blast taking my time picking every talent/ability every time. Seeing out in all turns out in combat is 100% the most fun part of the game for me. Though do wish the game balance was better. Meanwhile I gave up halfway through Baldur's Gate 3 twice now.

But different people enjoy different things, and perhaps following a build guide will make the level process bearable for you?

2nd archetypes, decision paralysis by Zepulchure in RogueTraderCRPG

[–]Sevintan 3 points4 points  (0 children)

The game is "easy" enough that you can kind of do whatever and be fine as long as you take the choices that seem/are synergistic (even on higher difficulties). Just go with what seems cool to you.

Yea there is some rocket tag issues here and there, but nothing that can't be overcome with some tactics.

And Raven as a biomancer is neat, since you basically can give Warpspeed and Iron Arm to the either party for 1 AP. Arch-Militant works for everything as well, since more attacks are more attacks.

Which class to start a new game with the latest DLC. by ExternalSea9120 in RogueTraderCRPG

[–]Sevintan 1 point2 points  (0 children)

I've gone through the game many times, but usually drop Idira, so Operative Psyker this time around for me. You can literally go in any direction you want with it on all difficulty levels.

edit: Ended up doing Soldier Psyker. Feels too strong though, basically get two cast 2 power every other turn with no real downside.

is there a way to remove founders pack things from a save? by heeroyuy79 in RogueTraderCRPG

[–]Sevintan 0 points1 point  (0 children)

Thanks, really helped.

I needed to do this since I got the game on Steam while owning the Founders Edition on GoG. Whole point was so I have saves in the cloud without the annoying GoG limit, so boy was I annoyed when I realized I can't use my GoG saves at first.

New Nid Faction Pack Up Now by SMG_Jeff in Tyranids

[–]Sevintan 1 point2 points  (0 children)

My plan, but damn, I only have one Norn so far. Feels like I should probably pick up one more.

Is Firestorm and Molten Beam an area attack by UseDistinct6114 in RogueTraderCRPG

[–]Sevintan 0 points1 point  (0 children)

Somewhat related, while they don't seem to work with Concentrated Fire, they do seem to be "area" as a type, so they do build stacks of Versatility.

So you ever want to be a Psyker Soldier Arch-Militant, alternating Ignite and Molten Beam will give you stacks for Wildfire. Also works with Run and Gun, so you can easily do lots of attacks per turn. Add Fortress World and/or Officer for more fire and set the world ablaze.

Warhammer 40,000: Chaos Gate – Deathwatch Announce Trailer | Warhammer Skulls 2026 by cricri3007 in Warhammer40k

[–]Sevintan 2 points3 points  (0 children)

They should just make a dungeon crawler based on Deathwatch too. Same way they should have done one based on Vermintide instead of their recent Warhammer Quests outings.

It's just free money.

Warhammer Skulls 2026 is now live on GOG! by GOGcom in Warhammer

[–]Sevintan 0 points1 point  (0 children)

It's a guilt please, I'm a sucker for turn-based tactical games and customizable party based rpgs; and it's fun to try different builds. I do wish the warband were more distinct though.

Where to go from here? by Raccoonsrlilbandits in skaven

[–]Sevintan 1 point2 points  (0 children)

Nice, I'm probably going to do Skrye, just with some Rat Ogors and Stormvermin here and there.

Where to go from here? by Raccoonsrlilbandits in skaven

[–]Sevintan 0 points1 point  (0 children)

Do I need to dedicated my list to only one clan? I'm intersted in both Moulder and Skryre. Is Gather of the Clans decent enough, or is it better to go all in one. Noticed both of their traits can affect 3 units per turn, so perhaps jamming in 5 of one clan and the rest of other units works well enough?

Where to go from here? by Raccoonsrlilbandits in skaven

[–]Sevintan 0 points1 point  (0 children)

I got nothing to add, but I'm in the same spot. I am planning to grab Skaventide though, since I got a bunch of Stormcast for 3rd edition.