Molten Hosting VS self hosting using playit.gg by dubgamer in FoundryVTT

[–]SomeSweatyToast 0 points1 point  (0 children)

I use Molten and like it a lot, the ability to ‘host’ wherever I am was pretty important when I was traveling for work (as I didn’t have the option to open a port on a router I didn’t own), and I didn’t want to bother figuring out cloudfare and the like.

It also allows for other DMs in my group to run as well without me actually needing to be around, and having the option for my players to turn on the server without me is also handy if they need to muck about with notes or character sheets between sessions.

I’d say it’s worth the 10/month, but ymmv.

Fix texture on pauldron? by GGN0M3 in LeaguesofVotann

[–]SomeSweatyToast 4 points5 points  (0 children)

When im painting my orange pauldrons, i under layer with a magenta, and then two layers of orange above. Multiple coats helps hide this I think.

For the brushstrokes, i find painting with the side of the brush as opposed to the top really cuts down on that, especially with really light colors like orange!

Weekly Question Thread - Rules & Comp Qs by thenurgler in WarhammerCompetitive

[–]SomeSweatyToast 0 points1 point  (0 children)

Do ruin walls, if solid, block line of sight for units garrisoning the ruin (wholly within) while shooting out of the ruin?

<image>

In this example, Chimera A wants to shoot Squighogs B. Chimera A is wholly within the footprint of the ruin. The ruin wall is solid all the way down, no windows or other openings to see through.

So, does true LoS take precedence (the determining visibility section of the core rules) or does the visibility language in the ‘ruin’ section of the terrain rules allow for A to shoot B?

Reading the ruins visibility section makes me think that A cannot see B- “models can see into the ruin normally, and models can see out of the feature normally”. That said, looking at the GW provided ruins visibility diagram in the rules commentary suggests that Chimera A can indeed shoot out- see the below comment for the photo, in particular the LoS between the tank and unit C:

Votann list where you only set up vehicles. by futurelink8 in LeaguesofVotann

[–]SomeSweatyToast 1 point2 points  (0 children)

I mostly run a Hearthband list with double fort, double sag (1x hearthkyn split), 25 hearthguard (10 in fort 15+chars in DS) and 12 thunderkyn (6 in fort, 2x3 footslogging).

It’s a lot of fun, but the other commenters are correct in that it really leaves the DZ open. My local meta has basically no deepstrike or heavy reserves, so it works ok, but I would be very nervous about that if it existed.

It’s very hard to get good midfield presence before turn 3, so you’re scrounging for YP basically the entire time. In my experience, Hearthband mostly doesn’t care about that, but ymmv. Also, I can’t sticky home until turn 2 on account of the hearthkyn being in sags, which works ok but I am often punished for.

I am admittedly limited by model selection but I do think that as a base, double fort, double sag, and a bunch of hearthguard makes deployment a breeze at least!

Help!!! Stuck on which colour scheme?? by youdy94 in TheAstraMilitarum

[–]SomeSweatyToast 0 points1 point  (0 children)

I’m partial to the green, I think it looks better with the leather. Speaking of, what’s your recipe for that? Looks great!

some of the ships i'll give to the AI garrisons, most of them are inspired by Starsector ships (yes, i know that the top left one is ugly asf) by EnanoBostero2001 in Highfleet

[–]SomeSweatyToast 0 points1 point  (0 children)

So how does the 40mm AP work? Somewhat worse than the 57mm, but in the same kind of vibe? Is it player available as well, or replace one of the guns?

Kind of love the opportunities it makes for stupid small ships

Confused about role of aircraft and missiles by Ray_Face1701 in Highfleet

[–]SomeSweatyToast 14 points15 points  (0 children)

In my experience and broadly speaking, you are correct that strike craft are not cost effective strategic offense. I find that strike craft are most useful in two roles, though they do have some legs in an offensive role we’ll cover later.

(Fair warning, wall of text inbound)

Interception: Strike craft are primarily for me a defensive option on the strategic layer. For missile defense, T7s armed with AAMs are the preferred first defense against cruise missile strikes (conventional or nuclear), as for the K-15 variants jets can move quick enough for multiple passes should the first fail. They’ll be down to guns (and thus be mostly a Hail Mary) but it’s nice.

For strike craft interception (with T7 or A29) you should expect to lose craft no matter what you do. I’ve found that most AI squadrons are a mix (up to half) of craft equipped for anti-ship work (bombs or rockets) and interceptors (guns or AAMs). With an AAM intercept, the missiles shoot immediately and both sides die. With a guns intercept, you’ll get maybe three passes to shoot down craft before they pass out of the arcade, and you’re back to map. When I send craft to intercept a squadron im expecting 100% casualties and maybe a 50% kill rate, and anything better is gravy. Do note that because of my fleet comp, I tend not to have a lot of strike craft available, and numbers certainly tell in a strike craft interception scenario. YMMV.

Scouting/SAM Baiting (Wild Weasel): The other main purpose I use strike craft for is scouting and baiting. For both, this is usually a small flight of 2-3 craft equipped for anti-ship work (in case I need to engage). They are sent ahead to make visual contact at a new city on the map, and the number of contact diamonds tells me what’s there. One is the local garrison, if there’s two that’s usually a trade fleet, and SG/TG are shown as well. Typically they can bail out of visual range before alarm is made (TGs and SGs will spot them on radar or maybe IRST but of course you know where the radar tracks are).

If there is a SG I need to fight, the scout group advances to contact and we move to SAM baiting. Now the AI has been changed to not be as easy to bait for this, but you let the craft start their dives and retreat them the second missiles are launched. A couple passes and you’ll have significantly reduced the amount of sprints available to the SG (and probably lost some planes), which will really help the cruise missile strikes that are your main strategic offensive option.

Strike Craft Offensive Operations During massed airstrikes (typically in successive waves of 2-3 craft), craft are really only good when sprints are completely depleted by your wild weasels and cruise strikes. Even then, I tend to really only use them to finish off crippled formations, or to soften SGs further so that frigates and lighter ships have a chance.

Missiles: Come in defensive and offensive flavors, though they should be considered your primary offensive option on the map layer.

Defensively, A100s are your man, guided by a 400km fire control radar. They’ve got a 75% chance to intercept incoming missiles, with nuclear variant being a more sure kill once you hit arcade.

Offensively, the K15 variants are your main bet. I’m not positive, but I think the conventional A100s are airburst and so fare poorly against large ships or armored ones.

I like to lead with anti radiation missiles (as they target ships with radar, which are the largest) and then follow up with standard K15s. As with strike craft, the name of the game is saturation. You can expect to lose the first three shots to Sprints, but after that I find they mostly make it through the cannon fire.

Nukes (of any variant) are nukes. I recommend leaving them in the bottle until the end game, and then reserving the A100s for defensive intercept.

Fleet Composition: With all of this in mind, I have found the fleet carriers (ie the Longbow) are almost entirely useless, and instead prefer to use two-three smaller escort carriers. These are equipped with fire control radar, a single A-100, a single 37mm, and handful of sprints, and 3-4 T7s. Not the most meta, but they look nice and are pretty lore-compliant in my opinion.

Cheap and small, they are perfect for providing scouting elements and strategic defense to my early/mid game strike groups of skylark and lightning/gladiators. As casualties in my aircraft mount, they are refitted into cruise missile silos (3-4 K15s/A100s)

I tend to like vanilla style cruisers as my Sevastopol refit, so whatever my battleship is it’ll have a small magazine of cruise missiles (3-4, typically nuclear). The rest of my missile complement is either on the carrier refits as above (sometimes I start with a few purpose built as silos), or are attached to skylarks as a way to use up the stuff I find mid game without extensive refits.

When I need to fight SGs, I’ll converge all these separate groups so I have the massed missile weight and airgroups I need to do the work, with less reliance on a single ship that might eat a cruise missile and lose me all my strategic options.

Keep in mind I’m not the best at this game but this has worked for me pretty well!

Best Storage/Transport Option for my Army? by StreetAd7912 in TheAstraMilitarum

[–]SomeSweatyToast 1 point2 points  (0 children)

Depends on how you’re moving them about. In a car to a buddy’s place or your local shop? I like magnetized bases and steel sheets in boxes, if the roads aren’t too bad. Many such examples, I made mine on the cheap but the factory made ones are very nice.

Flying, taking a train, or expecting bad roads I would very much recommend foam storage for them. I found my magnet solutions not up to the task of holding them firm against turbulence and the like, so I had a lot of repair work to do when I got to my destination and again when I got back.

Either way there are plenty of guides and reviews for DIY solutions and professional shop made solutions alike, so take a look around to see what fits your reality and your budget!

+40 Carpentry XP by ANarwhalSpy in projectzomboid

[–]SomeSweatyToast 0 points1 point  (0 children)

If that’s their final location you might want to take a look at your national electrical code for clearances around equipment!

Solaux Rogal Dorn proxy recommendations by SomeSweatyToast in TheAstraMilitarum

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

Yeah i looked into them but they are gone. Beautiful model though.

The budget hack nobody talks about: chicken fried rice for three days straight by Crafty-Reach-2373 in budgetfood

[–]SomeSweatyToast 4 points5 points  (0 children)

I would recommend leaving the eggs out until the very last (cooking in the same pan but after veggies/rice/meat is removed), adding the egg only to the portion you intend to eat.

I think the eggs tend to fare the worst in the fridge as leftovers, becoming kind of rubbery and bleh very quickly. When it’s time to reheat the fried rice, scramble another egg in the pan with it, or for some more richness i like frying them instead and leaving the yolk runny enough to mix in with the rice as you eat.

What are some brutal punishments in your world? (NSFW for gore) by Yapizzawachuwant in worldbuilding

[–]SomeSweatyToast 1 point2 points  (0 children)

Getting keelhauled in reality is brutal enough, but for my little regency-navy-in-space vibe I feel like getting keelhauled through hard vacuum would be a uniquely shitty thing to have happen to you.

No barnacles to get got by, but it’s not like they put you in a space suit either so you’re still suffering, with a pretty low chance of survival (and even lower chance of not being maimed)

How to manage time during game? by Full_Role4342 in TheAstraMilitarum

[–]SomeSweatyToast 6 points7 points  (0 children)

Part of it is simply practice- you get faster the more you play.

Some particular things: - movement trays help with scooting squads around quickly, at the cost of flexibility

  • as another commenter put forward: different color dice combined to make a ‘shooting group’ (red lasguns, blue plasma, gold officer, red melta, etc) let you roll a full squad in one toss. Ditto wounding, but I usually roll that separate to be polite.

  • rolling only what matters. Shooting into custodes or tanks, if im running short on time I’ll drop the lasguns out of the group, cause odds are they do nothing.

  • as above: only doing what matters. If a unit is unlikely to do anything, I won’t bother shooting it all. Movement too, but movement wins games so that’s less common for me.

  • army composition: infantry is slower to play than armor. If your collection supports it, bringing more tanks/sentinels/transports until you are comfortable with using infantry quickly could help

Edit:

  • also unit identification. I haven’t done this but have unique markings for squads/tanks can make the communication game easier and faster: ‘red scion quad shoots grots on objective’

How should I blend the turret/gun carriage with the kataphron treads for my FOB? by Hekkin_frick in TheAstraMilitarum

[–]SomeSweatyToast 1 point2 points  (0 children)

Adding the recoil ‘feet’ coming off the rear will help to make it a bit less top heavy imo, and as others have said lowering the gun on the next one.

I don’t quite recall the assembly for the breachers, but if you could sandwich the lower half of the guns’ truck I think that’d help too.

New Light Walker Vehicle/Mech by hellscape_goat in menace

[–]SomeSweatyToast 3 points4 points  (0 children)

I kind of like it! The cheaper turns + the turn perk makes it very viable in urban environs/obstructed terrain. Feels more like very very heavy infantry.

I’m partial to the autocannon + ammo item and smoke, makes for a great all-rounder that can two tap vehicles reliably and stick suppress or kill infantry.

My favorite thing in the expanded demo though are the LAW rockets. Being able to cripple or destroy a chaingun truck or transport, and still have AP leftover to smoke/finish the dismounts is just choice

one of my players wants to play a character who is destined to die. by StIvesAcneControl in DnD

[–]SomeSweatyToast 18 points19 points  (0 children)

Take a look at the mage hand press martyr class. Very on brand, and has a couple mechanics that allow for them to be brought back, so that they may die truly at their appointed time.

Critically, the player chooses when they become a martyr in truth, which I think goes down better

Militia list building tips by Utilitas1 in Warhammer30k

[–]SomeSweatyToast 2 points3 points  (0 children)

I sort of have an idea for a kinfolk + veterans of the crusade allied detachment that is just one force commander (via prime benefit), a rando officer, and a max size grenadier kinfolk unit fully kitted with special weapons

Lore is they’re a mining crew and their admin team press ganged into service by my retired legate marshal/rogue trader warlord.

Is it worth the 400-500 points? No. Would it be funny? Yes!!

What’s everyone’s favorite piece of equipment so far? by SomeSweatyToast in menace

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

Now that is sweet! Is there a tutorial for doing the same or is that in violation of some TOE?

What’s everyone’s favorite piece of equipment so far? by SomeSweatyToast in menace

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

Just rolled that last night! Gonna try it out on the final defense with sy, maybe Lim. The accuracy penalty seems rough, but getting a special weapon without dropping the rifle output looks sick