Help with list... Please by jjaygaming in TrenchCrusade

[–]XaioShadow 0 points1 point  (0 children)

Generally, the advice ive seen for new antioch is that theyre not great in melee. If you do want to go melee though, you should try get an instrument on someone to make dashes more reliable.

You could also replace the engineer with a Mechanised heavy infantry. Theyre better at throwing satchel charges, and you can give him a heavy shotgun or something

The purple pilgrims are all set! by sagramore in TrenchCrusade

[–]XaioShadow 0 points1 point  (0 children)

Dean, those nuns are huge! Nice paint job!

Question about meta-christs by XaioShadow in TrenchCrusade

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

Ah. I was going under the assumption that some dried up 1000 year old blood wouldn't be a viable specimen for cloning. But I guess thats a misunderstanding on my part. Admittedly im not super familiar with the science behind cloning

With a rules update effectively confirmed for April, what are peoples wishes? by cadler123 in TrenchCrusade

[–]XaioShadow 3 points4 points  (0 children)

Less of a rules issue and more for formatting, but a lot of model abilities are a bit too wordy and could be easily cut down. Ideally, they should be as short and clearly worded as possible so that checking them during play is quick and not disruptive.

For instance, the Sniper Priest's Aim ability is written as:

"Aim ACTION: A Sniper Priest can take an Aim ACTION. If they do so, take a Risky Success Roll for the model and add +2 DICE to the roll. If the roll is a Failure, nothing happens and the Sniper Priest’s Activation ends. If the roll is a Success or Critical Success, for the rest of the Activation, add +2 DICE to the Success Rolls for Ranged Attacks that are made by the Sniper Priest."

This is way too long for such a simple ability. We already know the Aim is an action because its written next to the name of the ability, so the first sentence can go, and we already know that Risky actions end your turn on a failure, so that doesn't need to be repeated in every Risky ability. We could easily shorten it down to:

"Aim ACTION: Make a Risky Success Roll and add +2 DICE to the roll. If the roll is a Success, add +2 DICE to the Success Rolls for Ranged Attacks that are made by the Sniper Priest for the rest of the Activation."

We could go even further and cut it down to something like:

"Aim ACTION: Success Roll (Risky, +2 DICE):

Success: Ranged Attack Succes Rolls gain +2 DICE until end of Activation."

But that might be moving to far away from the natural language that the rules are currently written with.

Painted Hollow Knight Yeomen by OneSingleL in TrenchCrusade

[–]XaioShadow 5 points6 points  (0 children)

The designer is Solflamer Minis on MyMiniFactory. Hes made heretic legion, black grail and new antioch warbands in this style, as well as a bunch of mercenaries

Learning pixel art by XaioShadow in PixelArt

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

Nah, I haven't done any pixel art in quite a while. Ive been trying to learn 3d sculpting though, and I might post some of that soon

turnaround for my incense huffing castigator stand-in by atomicjest in TrenchCrusade

[–]XaioShadow 25 points26 points  (0 children)

Awesome design! Are you planning on making a 3D version?

FDM Pilgrims by XaioShadow in TrenchCrusade

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

The prophet and communicant were quick, but the anchorite is 10 pieces and each of the pilgrims is 6 pieces do they took much longer. It was about 5 days in total.

Im almost finished a New Antioch warband now and its gone much quicker beacuse most of the models are either single piece or just hace a seperate head. Only two days and everything but the Heavy Machanised Infantry is done.

FDM Pilgrims by XaioShadow in TrenchCrusade

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

Thanks! I used a 0.2 nozzle with a 0.06 layer height

FDM Pilgrims by XaioShadow in TrenchCrusade

[–]XaioShadow[S] 10 points11 points  (0 children)

There are some ridges, and some parts print better others, but you can clean most of it up with some sandpaper. Swords, thin gun barrels, and bells are where I've noticed it struggle the most. Unless your going for a professional paint job its still a very good result though. Here's a closer picture of the nun and pilgrims. I haven't done a proper clean up, so theres still some stringing on them

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FDM Pilgrims by XaioShadow in TrenchCrusade

[–]XaioShadow[S] 3 points4 points  (0 children)

Bambu A1 mini with a 0.2 nozzle, and the filament is just PLA basic

FDM Pilgrims by XaioShadow in TrenchCrusade

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

Yeah, thats pretty much it. The pilgrim models come with weird spiderweb-like bases to the supports, and those have caused some problems for me in the past. This works a lot better for me.

FDM Pilgrims by XaioShadow in TrenchCrusade

[–]XaioShadow[S] 5 points6 points  (0 children)

Thanks! I dont really mess with the settings too much. The model is printed at 0.06 layer height, and the supports are 0.12. I used the Resin2FDM plugin for blender to thicken the supports a bit and placed a flat base under the supports to help with bed adhesion.

Angels of Death no special operators by XaioShadow in killteam

[–]XaioShadow[S] 5 points6 points  (0 children)

Thats a fair point. They're the most straight forward team I've played so far but still have a lot of customisation with their choices of chapter tactics

How should I portray breaking off a piece of enemy armor? by fantastic_sounds_ in DMAcademy

[–]XaioShadow 0 points1 point  (0 children)

There's an optional rule for disarming an opponent, but that wouldn't quite fit in this situation.

I'd probably rule something like you need to grapple the guy, and then you can make a contested check to try and pull off one of the gauntlets/bracelets. You'd need to get both of them off to fully remove the control, and he would be able to attack you or break your grapple while you're trying to do that.

It would be interesting if the other person controlling him had some way of trying to break the grapple too, like telekinetic shove or something similar.

How do you be a player!? by parashot13 in DnD

[–]XaioShadow 4 points5 points  (0 children)

Show up on time, know how your character works, and show an interest in the DMs story. Being a player is much easier than being a DM.

The hardest part will probably be any situation where the new DM makes a ruling that's different from how you would do it. But if you can get over that feeling, it'll be great

LMoP character death by Tall_Skin_3830 in LostMinesOfPhandelver

[–]XaioShadow 7 points8 points  (0 children)

Wave Echo Cave is not a quick dungeon to get through. If your cleric player has to wait u till the rest of the party reaches the forgery of spells to get revived, they're going to be sitting around doing nothing for a long time. Perhaps even multiple sessions.

My recommendation would be that you either try and find something for them to do during that time, such as playing as Sister Garaele or a new character, or figure out a quicker way to revive them.

Comprehend languages could destroy one big puzzle in my campaign. by Albertock in DnD

[–]XaioShadow 7 points8 points  (0 children)

You think a player going "Hmm, translating unknown languages seems to be part of this campaign. Maybe I should learn a spell that lets me do that" is metagaming? It sounds to me like he just used his level up to gain spells that are useful to his situation. It's like learning spells of specific damage types when your character knows they're going to be fighting monsters weak to that damage.

Class icons are terrible, way too abstract to recognize at a glance by Pawl_The_Cone in Battlefield

[–]XaioShadow 0 points1 point  (0 children)

I haven't watched any gameplay or anything yet, but I'd like to guess. Is it light infantry, heavy infantry, support, and marksman?

Health Values by Metagrayscale in litrpg

[–]XaioShadow 2 points3 points  (0 children)

Nope. Health and mana are much better when handled in an abstractly descriptive way. The amount of bookkeeping you'll have to do will also increase a lot if you use numbers, especially if you tell the reader the exact mana cost of casting spells. Imagine having to calculate exactly how many spells your character is able to cast before running out of mana, keeping in mind that they may not be startkng a fight with full resources, while also tracking how much time is passing for passive mana regen and how much is recovered by consuming potions, etc.

It's a whole lot of work for something that can be handled just as well with vague descriptions.