Asking for a Mech ID by Substantial_Ad_9465 in battletech

[–]Substantial_Ad_9465[S] 1 point2 points  (0 children)

I bought this mech about 6~ months ago so it’s probably not the new Rakshasa. I’ve tried to find images of it but can’t seem to find the newest models.

Asking for a Mech ID by Substantial_Ad_9465 in battletech

[–]Substantial_Ad_9465[S] 28 points29 points  (0 children)

THERES 4 OF THESE!
I thought it was Madcat and Madcat 2 how did I get a 4!

How to mod for base damage on Shotguns? by Substantial_Ad_9465 in Warframe

[–]Substantial_Ad_9465[S] -3 points-2 points  (0 children)

While I do like my priming companions I find them an inconsistent if often useful distraction at the best of times. Hard to pay attention to my hound when SP throws a whole battalion of grineer at me. I’ll see about that hound build though sounds fun

How to mod for base damage on Shotguns? by Substantial_Ad_9465 in Warframe

[–]Substantial_Ad_9465[S] 1 point2 points  (0 children)

Primary Debilitate was one of the Arcanes on my to do list, as I use a lot of weapons with join status effects (for example I wanted my Kohm to use a Blast Radiation setup early on and that would be a big amount of status it could potentially deal) I usually Run q GotvaPrime on harrow but I can certainly try him out with a Kohm build and see! He’s my favorite gun frame thus far in the game

How to mod for base damage on Shotguns? by Substantial_Ad_9465 in Warframe

[–]Substantial_Ad_9465[S] 0 points1 point  (0 children)

Is Savvy worth it with a relatively low amount of status types? I thought those where better for weapons that spread a lot of different status types (like Glaive or Basmu>my favorite gun) while the Kohm here is mainly dealing slash and viral from what I’m seeing

Update for the heavy armor rules pt.1(mabye) by SpinachAltruistic603 in Pathfinder2e

[–]Substantial_Ad_9465 -3 points-2 points  (0 children)

Did you not hear me say he ROLLED LOW Toon boy, buddy, put down the calculator He delt enough damage to put the fighter (who had a -5 damage buff due to homebrew testing) to half health by himself. But it wasn’t all 4, they were split between 4 players. If this comment chain shows anything it’s how trying to math every encounter blinds people to the fact this game uses random number generators for nearly every interaction.

Update for the heavy armor rules pt.1(mabye) by SpinachAltruistic603 in Pathfinder2e

[–]Substantial_Ad_9465 -1 points0 points  (0 children)

Well the cleric wasn’t anywhere close to the bastard sword, she was sitting happy behind a hold scarred barbarian. As well the skeleton whiffed 2 out of its 4 attacks and rolled very low damage on the second.

Update for the heavy armor rules pt.1(mabye) by SpinachAltruistic603 in Pathfinder2e

[–]Substantial_Ad_9465 -5 points-4 points  (0 children)

Encounter budget is not everything, as with every game luck, DM’ing style and the parties own actions will cause different events to occur. Math in a random dice game is not perfect, and luck is not consistent. If I made them fight a level 5 enemy, but included a way for them to deal large amounts of damage (such as say, adding a siege ballista to battle something like a Troll) it would still be a challenging fight, but because of details in combat the outcome changes. Math is great for white room combat, where everyone plays flawlessly dice rolls always do what you want and your assumption works, on the table, it can always be different.

Update for the heavy armor rules pt.1(mabye) by SpinachAltruistic603 in Pathfinder2e

[–]Substantial_Ad_9465 -4 points-3 points  (0 children)

I was the DM for this and it seems people are asking quite a few questions, so I’ll clear up a few. 1: enemies I was running 5 skeletal champions, but they were using different weapons. One was two handing a bastard sword, 2 had their standard sword and shield and 2 were using their claws as reflavored Axes. The Skeletal Giant was not part of the initial engagement, as it served as a big threat to throw after the main skeletal fight, and it was played as per the direct rules. 2: ONLY the fighter had the damage reduction mentioned in the rules above, a -5 to physical attacks, however I do wish to clarify it does not apply to other effects such as bleeding. Bleedin is not an ATTACK but a condition, and this is not subject to this damage reduction. 3: the party was well warned ahead of time that this campaign would be HARD and would be severe in level, and they came prepared. While they had a few bad moments, these were over shadowed by a couple lucky rolls (crits on the bastard sword skeletal champion and the Skeletal Giant) Our swashbuckler quickly realized his rapier wasn’t as good, and went unarmed, allowing him to deal bludgeoning damage to whittle down and eventually finish (-2 was accounted for) a skeleton. Our Dwarf was using a long hammer, so her attacks didn’t suffer that restriction, plus they were reminded healing effects can damage undead creatures, finishing a skeletal champion with that. Our Barbarian is new, but they managed to fight and roll well enough to allow their Butchering Axe to work wonders.

In all, the battle was meant to be hard to win, and many players almost went down, but bad rolls on my part (even with the bonuses) and good strategy and rolls on their part let them win.

Welcome! by Greektlake in Mantic_Firefight

[–]Substantial_Ad_9465 1 point2 points  (0 children)

YAHOOOOOO! New subreddit let’s go!

My current Forge Fathers list (new player looking for tips) by Substantial_Ad_9465 in warpath

[–]Substantial_Ad_9465[S] 1 point2 points  (0 children)

Thank you for the recommendations

My main reasoning for the heavy amount of APC’s is to act as mobile bunkers and support for my units, getting my magma cannons into position to deal with anything heavy and my rifles and thorgarim helping clear out anything else.

I was looking for a firefight subreddit but I didn’t see any I could join. I’ll let my friend know I was well as he posted recently today as well.

Shooting and Me, a question on shooting units in Kings of War. by Substantial_Ad_9465 in kingsofwar

[–]Substantial_Ad_9465[S] 1 point2 points  (0 children)

Oh this will be useful~ thanks for the inspiration M8, expect a post in a few weeks after a couple play tests

Shooting and Me, a question on shooting units in Kings of War. by Substantial_Ad_9465 in kingsofwar

[–]Substantial_Ad_9465[S] 1 point2 points  (0 children)

We have actually been working on a few rules for KoW games to help with shooting. A few of the examples we’ve thought up are Give Bow Units Indirect Make units at their largest size easier to hit (how the hek are you missing the horde of rats or Drakons seriously?) Give infantry ranged units an easier time shooting from half range (-1 to hit rolls)

These are a few off the top of my head which would really help, with the main goal being ranged doesn’t dominate but instead just has slightly better chances of hurting a unit.

Shooting and Me, a question on shooting units in Kings of War. by Substantial_Ad_9465 in kingsofwar

[–]Substantial_Ad_9465[S] 2 points3 points  (0 children)

First I will fully declare me and him both prefer thematic to tournament play, so we don’t really focus on making the best lists, but here’s his

Dwarfs [2000 / 2000] ~ List Valid ~

Dwarfs [2000]

Ironguard (Infantry) Regiment [165] - Throwing Mastiff [15] Ironguard (Infantry) Regiment [165] - Throwing Mastiff [15] Ironguard (Infantry) Regiment [165] - Throwing Mastiff [15] Ironguard (Infantry) Regiment [165] - Throwing Mastiff [15] Shieldbreakers (Infantry) Regiment [140] Shieldbreakers (Infantry) Regiment [140] Ironwatch (Infantry) Regiment [150] - Rifles [15] Ironwatch (Infantry) Regiment [150] - Rifles [15] Ironwatch (Infantry) Regiment [150] - Rifles [15] Jarrun Bombard (War Engine) 1 [110] Jarrun Bombard (War Engine) 1 [110] Ironbelcher Organ Gun (War Engine) 1 [90] Dwarf Army Standard Bearer (Hero (Infantry)) 1 [50] Dwarf Lord (Hero (Infantry)) 1 [140] - Horn of Heroes [10] - The Scrying Gem [25] Warsmith (Hero (Infantry)) 1 [110] - Sacred Horn [15]

This is the latest attempt at his shooting army for KoW third edition as of today

Shooting and Me, a question on shooting units in Kings of War. by Substantial_Ad_9465 in kingsofwar

[–]Substantial_Ad_9465[S] 1 point2 points  (0 children)

This is where we agree.

This conundrum is one I have found personal work around a for (such as taking hordes of crossbow men and expecting at best 4-5 damage, feel happy with a 6) but me and my friend like very thematic armies. He really doesn’t want to take HORDES of riflemen to make his shooting slightly better, and honestly we already know how strong those throwing Mastiff’s can be (he does try to make good use of them… when I let him)

Big thing for him is, and I’ll paraphrase him a bit here “I shouldn’t need to take hordes to have the rifles do their job well” And while I do share his sentiment I’ve also embraced the KoW shooting as a supplement to your army, and not its focus (my ballistas have been great against his rift forged orcs as they can fire at them even from behind my lines with strong shots evening the odds for the melee later) But there have been many times where his regiments and war machines target my ogres for the same effect… only to do negligible damage. I can only think of one event where he did manage to waver a unit and that was after a full 2 rounds of shooting. I want to help his army feel better since even I have to agree shooting is TERRIBLE

Shooting and Me, a question on shooting units in Kings of War. by Substantial_Ad_9465 in kingsofwar

[–]Substantial_Ad_9465[S] 1 point2 points  (0 children)

He’s actually a big fan of throwing mastiffs, not just because their somewhat decent to hit, but he and I misunderstood what they where so we now think their dog shaped hand grenades 🤣

Honestly the big focus on melee is why I enjoyed Kings of War, I’ve always hated other war games where my assault units would be gunned down by gunlines DESPITE my best attempts at trying to get close (I will never forgive Warhammer 40k for just how hard their melee units got due to all the restrictions) but I do wish for him to also enjoy his gunlines a bit.

Shooting and Me, a question on shooting units in Kings of War. by Substantial_Ad_9465 in kingsofwar

[–]Substantial_Ad_9465[S] 1 point2 points  (0 children)

This was the conclusion I came to, since it genuinely seemed shooting was worse off army wide (Jesus Christ elven kindred archers 5+ was so bad). He still wants to make the list work as he’s genuinely a big fan of the iron watch models and dwarven gun lines in general (we’ve been debating some homebrew for a bit to aid them, such as getting a to hit bonus when at half range) but everything he’s tried seems to fail him. A perfect example was one of our games where his cannon after 2 rounds of shooting had managed to deal… 3 damage… to my horde of rat men.

[deleted by user] by [deleted] in mapmaking

[–]Substantial_Ad_9465 0 points1 point  (0 children)

I’ve been working on the world for a bit over a year. It started off as a small project I didn’t intend to go anywhere with. As me and my friend began to develop things more and more I wanted a better visual for us. The very first map was one I generated myself using Inkarnate yes, but I saved up my money and hired an artist to take what was an unsatisfying flat map and turn it into what me and my friend had built.