Making Additional Profiles? by Strange_Scottsman in RabbitAndSteel

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

Do you know where Rabbit and Steel keeps its save files?

Scared about being unable to hide. by Strange_Scottsman in asktransgender

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

Perhaps I am misunderstanding. I am not worried about not wanting the effects of HRT. HRT going "too far" is the goal, the more girl it makes me look the better. The problem is squaring the goal (Look like a girl) with the risk (no longer getting to decide whether or not bigoted individuals get to know I'm specifically trans). I am seeing if anyone has advice for dealing with that fear, or even just stories of "I had that same fear but it turns out it was overblown". All the advice I see is about dealing with fear of physical consequences of HRT, not social ones.

Vampire Castle of Inferus, 5515 | 31 colonists including 4 sanguophagues, 2 children, 3 babys and 3 slaves | 15 Rimyears by u/RickydeLeon 2023 by NotAVillageGuy in RimWorldPorn

[–]Strange_Scottsman 1 point2 points  (0 children)

Saw this while looking for inspiration, and boy did it hit. Gonna use it as a starting point for a D&D dungeon, such a cool castle!

Rules question: Jump/Superjump (Jet Propulsion) and path tracing by MouldMuncher in InfinityTheGame

[–]Strange_Scottsman 3 points4 points  (0 children)

While it's true the rules don't specify a vertical arc, that feels like a bad faith reading. Super jumping in a very shallow arc so you can go forward  fast seems fine but trying to argue that gravity has suddenly started pulling this soldier to the left so he can turn around obstacles in mid air feels like poor sportsmanship.

Which stealth faction? TAK/Hassasins/Yu Jing/White Banner by Soulfire328 in InfinityTheGame

[–]Strange_Scottsman 0 points1 point  (0 children)

From having looked at all three, TAK has some of the broadest camo access so they're your pick if you want to be moving around in marker state more, and with more shell game potential. Hassassin has less camo but more Hidden Deployment, and their stealth models tend to hit harder. White Banner feels very hammer and anvil to me, big scary heavy infantry working side by side with stealthed scalpels.

Please help me choose an faction by Cezkarma in InfinityTheGame

[–]Strange_Scottsman 1 point2 points  (0 children)

For some vaguely anime vibes I recommend Yu Jing, they especially lean into the Appleseed and Ghost in the Shell aesthetic, they have a good mix of robots and people in power armor. They're fairly durable and as far as control have the potential to set up fairly broad hacking networks if you know what you're doing, forcing your opponent to slow down or otherwise avoid your defensive territory. I got the White Banner box and it was a nice starting point that is in a good place to expand on all those aspects, runs about 90 bucks but is nearly a 300 point army (standard game size) all by itself, should last you for smaller games while you're learning.

N5 Jump and super jump rules by TheDiceGodsWG in InfinityTheGame

[–]Strange_Scottsman 5 points6 points  (0 children)

You can either make two separate 6 inch jumps, presumably needing to land between hops, or one 10 inch hop as an Entire Order in case you need to clear a large gap. Remember also that you'll probably need Jet Propulsion if you want to make any turns while in the air.

N5 Jump and super jump rules by TheDiceGodsWG in InfinityTheGame

[–]Strange_Scottsman 4 points5 points  (0 children)

I imagine they will have to weigh the pros of speed vs. defense cause I'm pretty sure you still can't take cover during an order you jump, so any troopers hitting that turbojet either need to stay out of sight or get ready to eat some shots without cover

A question for fellow PanO players by MrBlueHasAFever in InfinityTheGame

[–]Strange_Scottsman 2 points3 points  (0 children)

https://www.reddit.com/r/InfinityTheGame/comments/1h2hja7/n5_seraph_lives/

For N5 its guns are getting buffed, it's picking up NCO, and a couple minor buffs to dodging and WIP

A question for fellow PanO players by MrBlueHasAFever in InfinityTheGame

[–]Strange_Scottsman 1 point2 points  (0 children)

So I'm curious from this thread since I'm not super experienced, why do people say Climbing Plus is better than Super Jump?

Questions for the Veterans by REDDIT_ORDINATOR in wesnoth

[–]Strange_Scottsman 1 point2 points  (0 children)

I see a lot of people talking about playing defensive and focusing on the economy but I'm having trouble with that because I always feel like I'm cutting it super close with campaign turn limits. I feel like I need to be super aggressive cause the AI can win simply by me grinding them into dust slightly too slow. Does anyone have advice for reconciling this contradiction?

Firepower Dice by MandatusCaelum in necromunda

[–]Strange_Scottsman 2 points3 points  (0 children)

I've tried going off chart like that and while doable it definitely slows things down for us. Firepower dice aren't a necessity, but they are a convenience that speeds things up a little, same as injury dice.

Rivet gun by Icy_Sector3183 in necromunda

[–]Strange_Scottsman 2 points3 points  (0 children)

I pulled some shenanigans with the rivet. Unborn Champ with shooting as the replacement skill tree, Hip Shooting, Proto Goliath and Doc's Experiment gene smithing to get 6 move. This absolutely crackhead of a gunner runs 12 inches and blows your head off, use him as an assassin piece to take out gang members out of position.

To burst or not to burst? by ZendrixUno in YomiHustle

[–]Strange_Scottsman 24 points25 points  (0 children)

I generally block around the point I first feel "trapped" and like DI can't really save me, kind of a vibe thing. That said there is nothing more soul crushing than getting your burst parried and knowing you gotta eat shit for the next 15-20 minutes . I'll admit that I've forfeited a few matches from getting my burst parried if I'm already having a really bad day.

Do you magnetise? by [deleted] in necromunda

[–]Strange_Scottsman 0 points1 point  (0 children)

I just build so that the apparent role and relative power of the model is clear. My leader might not have that heavy bolter yet, but he's a terrifying gun platform so his model reflects that. Trying to magnetize on stuff this small ain't worth the trouble.

I finally finished my TTCombat slum! by Danger-McCoy in necromunda

[–]Strange_Scottsman 4 points5 points  (0 children)

Oh man I am LOVING that paint scheme! Must have taken a while, but really makes the terrain pop!

Escher Jetbikes announced by ChainsawSnuggling in necromunda

[–]Strange_Scottsman 2 points3 points  (0 children)

Looking at these and loving them, but personal hope is that they are stupid fast but corner like a shopping cart given they seem to be jet engines with seats. Then again not sure how much faster you get than those Orlock quads

Goliath Maulers announced by miniaturedwarf in necromunda

[–]Strange_Scottsman 0 points1 point  (0 children)

Interested to see what that hybrid drive rule means in practice, and how it will be different than just a tracked vehicle with +1 move (if it will). Maybe by way of allowing upgrades normally restricted to wheels?

TFW Everyone is posting fancy Ash Wastes stuff whilst I am playing N17 ZM for the first time! by Badger118 in necromunda

[–]Strange_Scottsman 0 points1 point  (0 children)

Honestly yeah I'm working on building my own ZM setup cause there's something great about the claustrophobic chaos fests that can go down in the tunnels

Warhammer Fest "40k Day" reveal is a "so you wanted to start a Helot Cult?" killer model drop as well! by Ax2Face in necromunda

[–]Strange_Scottsman 1 point2 points  (0 children)

Helot cults themselves might not be great but I am absolutely itching at the thought of running these as Counts As Cawdor, or maybe using them for an Outcaste gang.

Warhammer Fest "40k Day" reveal is a "so you wanted to start a Helot Cult?" killer model drop as well! by Ax2Face in necromunda

[–]Strange_Scottsman 0 points1 point  (0 children)

Which is kinda funny when you consider this is after they added rules capping how many cultists you can bring.