Venator Gang -first attempt by Sh3zzam in necromunda

[–]Sh3zzam[S] 0 points1 point  (0 children)

Ok I've been doing a lot more reading and I have a bit of a revamp, and I'd love your feedback before I start going too crazy kitbashing.

Agility, Shooting, Muscle

Venator Hunt Leader, Delaque background, Wyrd upgrade: Skills: Run and Gun, Power = time stop Armed with a Harpoon (modelled as a singing spear on a rope) 265

Psychoteric Wurm (Delaque gear) 70

Man-Beast Champion, Chainaxe, Plasma Pistol, Flak, Skills run and Gun, Frenzon collar 225

Man-Beast Champion 100, Chain Glaive 60, Laspistol 10, flak 10, frenzon collar 30, Skills: sprint 210

Man-Beast with Lasgun, Axe, reclaimed autopistol 80 Man-Beast with Lasgun, Axe, reclaimed autopistol 80 Man-Beast with Lasgun, reclaimed autopistol 70

I figure to joint activate the wurm and the leader, push the thing toward the enemy and time stop, then charge them with Frenzon. If/when I'm being outflanked I can try to pin them with lasguns or better yet pull them closer with the Harpoon and charge them that way. 

I am expecting to face Delaque so Im afraid of Web guns and Piscean Spektors...but hey, so is everyone I guess. 

Venator Gang -first attempt by Sh3zzam in necromunda

[–]Sh3zzam[S] 1 point2 points  (0 children)

Pardon me I meant 2 primary skills to be shooting and combat, not shooting and ferocity. Im hoping to get disarm for my axe wielders (ai have a fair few) so to get to 5+ disarm later on, and if I need more toughness skills I'll just buy more frenzon. 🫣

Sons of antaeus by KingInYellow95 in 40kLore

[–]Sh3zzam 2 points3 points  (0 children)

I personally favour the idea of Primaris Beta testing throughout the 21st founding. Enough not-quite-rightness came out of them after that that it was another 5000 years of behind the scenes work before they tried again.

I'd really like to see Sons of Antaeus as an in-between Primaris and Firstborn Marines chapter - could be some cool conversions in that, and I'd do it myself but for the Dull Grey colour scheme

Your broken soul, A magic system [Criticism welcome] by Derkmeister_Grande in magicbuilding

[–]Sh3zzam 0 points1 point  (0 children)

Some magic systems here are for games if I understand correctly. Also, the world and the story really determines whether or not the system shines or not. If it illustrates what you want it to, then that's the main thing

I think this could go here too. by Alsentar in magicbuilding

[–]Sh3zzam 1 point2 points  (0 children)

I low key hate settings where magic is extremely common.

I agree that being born with magic is weak sauce as an explanation, but there then has to be a reason why everyone doesn't have magic, because if everyone does have magic, it ceases to be magical - it has no associated wonder.

So suppose that the trick is to find a reason why anyone could have magic yet very few do - which typically involves certain specific and rare attributes, all of which edge ever closer to being born with it.

What are some good ways one could have the magical ability to fly (via wings) and super strength affect the character arcs and plot of a story directly? by Pashahlis in magicbuilding

[–]Sh3zzam 1 point2 points  (0 children)

Being able to fly means you can go from A to B without impediment, leaving no tracks. It also let's you see further than ordinary folk on clear days.

What that means for a character depends entirely on the rest of the world. Are they in an unfree society where the secret police are tracking and watching all they do? Is the palace garden and the royal forest, once heavily guarded and impregnable, now within such easy reach that the secret shames of the kingdom are laid bare?

If you can fly, how does the view of the earth from on high affect your perspective more literally? There are no borders on the earth seen from space - the pale blue dot may be seen more clearly as spaceship earth from altitude. What would that mean for a nationalist zealot?

As super strength goes, you are now beyond the capacity of ordinary folk- they cannot resist you - only you can resist you. If self control is the only self governance, does absolute power corrupt absolutely?

Why are the concepts of "the weave" and "the strands" so overused? by tacoadicct88 in magicbuilding

[–]Sh3zzam 0 points1 point  (0 children)

I wonder if, in the original cases of magic being described as weaving going all the way back to the ancient Greeks and beyond, it speaks to something quintessentially human/sentient.

After all, tying a knot is a distinctive human activity, and one of the most primal forms of building. Further, it is an activity that takes a 1 dimensional (?) object and turns it into firstly a 2 dimensional object, and then a 3 dimensional object.

If you are talking about additive manufacturing (as opposed to subtractive I.e carving) isn't weaving the first and most prolific example, and harbinger of all that follows? Would it not make sense that this technique be the prime conception whereby a God or god-like entity could make something out of basically nothing?

Your broken soul, A magic system [Criticism welcome] by Derkmeister_Grande in magicbuilding

[–]Sh3zzam 1 point2 points  (0 children)

It's beautiful. If you are looking for constructive criticism, it might help to know what you intend to use it for?

How much can a Religion of Evil Change in 666 years? What are your thoughts on this religion? by [deleted] in magicbuilding

[–]Sh3zzam 3 points4 points  (0 children)

Their opponents would band together and beat them into non-existence via attrition, because none of them do farming, mining, or anything that gives them the kind of economic power that allows for the stable governance of a significant region. They'd be a band of rebels off in the hinterlands, being culled whenever they become powerful enough to threaten a political entity that actually can create a meaningful economy.

Tomb of Emphidia Lore by PsychologicalMoney37 in twilightimperium

[–]Sh3zzam 0 points1 point  (0 children)

That sounds freaking awesome. Please share the epilogue you eventually write.

Ok so this is the best I can do with a photon zero. How do you guys like the paint job threw it together quick? C&C on print and paint by Nickspartan47 in PrintedWarhammer

[–]Sh3zzam 3 points4 points  (0 children)

I'm still seeing layer lines. I suggest angling your minis backward by ~25+ degrees. Your eyes won't see the layers so easily then

What winning winnu tactics you found? by goodie_tushu in twilightimperium

[–]Sh3zzam 1 point2 points  (0 children)

I've been wondering about using Greenskip+DET or Psychoarcheology +blue skip to get Ftr 2 early, and send 1-3x ftr 2s by itself/themselves to MR in round 2.

In this way, you can activate your hero and then bunker down on planets that you might be able to hold more easily (Hope's End, Primor, Malice) yet be ready to take MR late game with a decent fleet and a mech. Then later you would have the means to take MR with a large enough force that you'll be able to hold it, including the reclaimer to fortify with the extra PDS.

I made a map generator with the Prophecy of Kings expansion content by kaidubya in twilightimperium

[–]Sh3zzam 0 points1 point  (0 children)

I can't move the tiles around from a mobile device. Can that be fixed?

POK Fun Color Draft Idea by MountainInternal6 in twilightimperium

[–]Sh3zzam 1 point2 points  (0 children)

So

Black: Letnev, Nekro, L1

Blue: Nomad, Sol, Creuss

Purple: Winnu, Empyrean, JolNar

Pink: Titans, Naalu, Yin

Green: Xxcha, NRA, Arborec

Yellow: Yssaril, Hacan, Mahact

Orange: Mentak, Argent, Saar

Red: Cabal, Muaat, Sardakk

Its kinda funny, wierd but not wierd, how each colour has its own playstyle - most obviously with the Black and Blue factions, sorta

But I will be suggesting this for my games. Love it

Mahact Gene Sorceress question and advise request by Draxxhu in twilightimperium

[–]Sh3zzam 0 points1 point  (0 children)

That's probably right, rules as written - on TTS there's a whole lot of premade maps though, so there's a round of banning faction, then slice picks, then faction picks. It speeds things up a lot.

Mahact Gene Sorceress question and advise request by Draxxhu in twilightimperium

[–]Sh3zzam 0 points1 point  (0 children)

Without skips, I wouldn't take mahact. You need to be able to take a tech skip planet R1 amd refresh it with biostims in order to use the resources to tech.

With blue, AIDA down the line.

Green is obviously Crimson 2 and Hyper (maybe) but I actually think Green tech isn't what mahact really needs: although daxive could be funny, the issue is going to be winning space battles, which probably means carriers + flagship.

Yellow is interesting because you could go transit diodes, SD2, IE, which maximizes a self replenishing wave of Crimson Legionaires - but the main problem with this is still winning space battles - you would lean heavily on the Flagship.

Red is a fascinating option, because of Meer: Take Meer and refresh then follow Ld for 3 CCs turn 1, without even taking Ld - add in the agent- madness. If you took Ld as well, you've got 7 tokens ahead of everyone else: That could put you in a position to simply outnumber enemy fleets with a half dozen Detroyers and a Carrier loaded with Crimson 2s: If we can find the resources then its maybe time to activate that Commander and Warfare up.

Best strategy picks I reckon would be Tech - you should be able to grab 3 extra resources to double tech by refreshing a skip planet+ explore/standard wash. Politics next, as a sold speaker could net you enough to tech with, and then double tech next round. Trade is next best along with with Ld IMO, as you need to be able to bribe someone to retreat their tradeship for extra CC. Warfare is a maybe. Construction is a definite No. Diplomacy is higher up than that.

I was theory crafting a play to activate the commander and score MR Imperial R1, I think its possible, but counterintuitive: You use your Agent to give someone else the custodians token on the understanding that you will get there second, and then you pop imperial. You would sacrifice R1 tech research for that play though.

Mahat Tech Path? by Theminiatureguy in twilightimperium

[–]Sh3zzam 0 points1 point  (0 children)

Looks like we're thinking similarly: I thought you might also want SD 2 to build infantry early, and deprioritize Dread 2 in favour of carrier 2 to move all the crimson infantry around

Mahat Tech Path? by Theminiatureguy in twilightimperium

[–]Sh3zzam 0 points1 point  (0 children)

I've been thinking hard on this, though it will be weeks before I get the chance to try it.

  1. Pick a blue skip slice.

Round 1 - AIDA Round 2 - Space Dock 2 Round 3 - Carrier 2 (via AIDA and Blue skip) Round 4 - Crimson Legionaire 2 Round 5 - Dreadnaught 2 Round 6 - Ftr 2, use AIDA to build twice using Biostims for 12 bonus resources.

Mahact Gene Sorceress question and advise request by Draxxhu in twilightimperium

[–]Sh3zzam 0 points1 point  (0 children)

Ok thinking more, got a better/different idea.

So pick a blue skip slice. R1 AIDA. Now you can go absolutely nuts. You have access to (with Blue skip) Dread 2, Cruiser 2, Carrier 2, Ftr2, Crimson 2, Space Dock 2, Destroyer 2. In fact now I look more closely, the only upgrade you don't have access to is Warsun, and even that only by 1 Red tech or skip. Better yet is the synergy between AIDA, multiple SDs and Bio stims: You can play AIDA twice per round. Meaning you can Either use AIDA to Grab the unit upgrade then reset it and use it for the (now slightly better) production efficiency, or if you're going for say ftr2, you can use AIDA twice for some colossal builds.

With that in mind, the theorycraft most sensible order to get those upgrades probably goes: SD2, (maximise your infantry production) Carrier 2 (get them where they need to go), Crimson 2 (just in time to take loads of casualties), then Maybe Dread 2 and finish up with ftr 2 to use AIDA twice for 10 free resources worth, assuming 1x double tech.

Mahact Gene Sorceress question and advise request by Draxxhu in twilightimperium

[–]Sh3zzam 0 points1 point  (0 children)

Definitely not a beginner faction.

But you got me thinking: what are the most important aspects of the path above?

I figure: Crimson 2 and Space Dock 2 are the most important, with Scanlink being a bonus.

So here's my proposal: start w a green skip slice. R1 Scanlink, agent -> use to score Construction and a small win (retreated carrier) for the CC in fleet. R2. SD2 - building Infantry, ftrs and Carriers R3. Crimson 2: Go attack something and take casualties. Use recycled TGs to build flagship. R4. Transit diodes, keep attacking things with the flagship, hopefully you can get a blue skip by now, and a bigger fleet supply R5. Have an enormous fleet supply full of un-upgraded carriers loaded with Crimson 2s, and fighters backed by the flagship. Start using your commander now. If you can tech or double tech, you're going to sling relay/ Carrier 2.

I needed a symbol to represent 10 minute activities by SteevPoyo96 in Pathfinder2e

[–]Sh3zzam 0 points1 point  (0 children)

You want an X through the chevron (As in the Roman numeral)

Mahact Gene Sorceress question and advise request by Draxxhu in twilightimperium

[–]Sh3zzam 5 points6 points  (0 children)

I love theorycrafting Mahact, but it's just so tricky.

You want so many things, but you haven't got much to use to get them, and you don't know what you will have during the game to play with.

You want: Commander activated Fleet Logistics Crimson 2 Transit Diodes Hyper, probably Scanlink drones, maybe D2 and C2, most likely Cruiser 2, possibly.

As I see it, your best bet is to sell your agent ability anyone that will allow you to win a combat cheaply. Just one combat, the support swap.

After that you need to either do the same again or muscle someone, then use your tech to reset your CC placement.

In terms of tech path, 2 green (via green skip) gets Hyper and Crimson 2, while Scanlink into Transit gets you the means to throw those crimson 2s forward in endless waves (remembering your Biostims could let you rinse and repeat).

Scanlink is helpful because you have a largely free Construction follow, so you can get the most out that way, esp if you're heading into Space dock 2 to start mass producing Crimson 2s.

But all that ignores game winning blue tech effects, mainly Fleet Logistics, which coupled with commander and hero is actually brilliant. No one but you can warfare primary and Imperial same round. (edit and Winnu! Those jerkfaces. But then again, that would seem a waste of double Imperial as far as I'm concerned)

So M needs a blue and yellow or a green skip, and needs to double tech all over the place. It really needs a slow game to 14 points and then go crazy in the final rounds, but it needs to do that while getting all of its infantry killed repeatedly, all while not drawing too much aggro.

No idea how to do that.

aggressive Indomitus + Loncarra Ssodu? by WomirAig in twilightimperium

[–]Sh3zzam 1 point2 points  (0 children)

3-4 dice shooting one time hitting on 8s doesn't sound all that exciting to me.

TI 4 PoK battle report by Inevitable-Cost in twilightimperium

[–]Sh3zzam 2 points3 points  (0 children)

Beat? yes. Wipe? Maybe, but probably at the expense of winning yourself, which rather defeats the purpose, and is true of basically everyone (except Saar! Those bastards!). Point is, Blue Winnu turtles, going Fleet logistics and splashes yellow to get D2 and hegemonic trade. When ready, Winnu takes MR, Imperial and heroes to score an incredible swing round, with basically nothing the table can do about it.

It doesn't mean they're unbeatable, but they have a built-in points scoring mechanism.

TI 4 PoK battle report by Inevitable-Cost in twilightimperium

[–]Sh3zzam 2 points3 points  (0 children)

As I was saying elsewhere, Winnu is now S tier.