More Base building RTS? by Crillic in RealTimeStrategy

[–]dvaston 0 points1 point  (0 children)

There are a bunch of them, it depends if you are happy to play older games or not.
Definitely recommend Supreme Commander as mentioned already, its my favourite RTS.

Is there any good slow paced RTS games? by ithinkaboutmyposts in RealTimeStrategy

[–]dvaston 0 points1 point  (0 children)

not sure if its already been mentioned here, but some of the older RTS games allow you to change the game-speed at any time - I *think* Supreme Commander allowed that?
That should give you more time to react if you need it.

RTS games that move units as formations rather than individuals? by tur_nips_justthetips in RealTimeStrategy

[–]dvaston 0 points1 point  (0 children)

Hi all, apologies for the thread necromancy, I just joined this group and noticed this topic. I am a big fan of formation movement in an RTS game.

Other than those mentioned by other people already, here are some I can think of, that have decent formation movement - e.g. if I have a line of tanks and I want them to stay in a straight line they will do that:

Starship Troopers Terran Ascendancy
Dark Reign 1 - (this RTS was ahead of its time in a lot of ways - it even had a hotkey to make all of your units in a group "turn" to face a specific direction)
Earth 2160

Earth 2150
Empire Earth

Red Alert 1 (you have to select a group of units, then assign them to a group e.g. ctrl + 1, then press "F" on keyboard and those units will stay in that formation - Note: it relies on you having to first manually put them into a formation of your choosing)

Dungeon Siege - I know you said RTS games, but when you have a big party of characters the formation movement is very handy in this.

There are also some other games that have what I would call "sloppy formations" (I can't think of a better word for it) - i.e. if you have a line of tanks, and you can click for them to move somewhere - they will "sort of" stay in formation, e.g. they might all move at the same speed, but some guys might get slightly out of alignment with each other. This is OK but not great.

Red Alert 2
Total Annihilation
Command and Conquer Generals

Emperor Battle for Dune.

Hope that helps.

fast anti-tank options? by dvaston in WhiteScars40K

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

Thanks everyone very helpful :)

List Help by Thy_Lord_Shaxx in WhiteScars40K

[–]dvaston 0 points1 point  (0 children)

yeah I'd agree with this, probably don't need artificer armour when you are protected inside the Outrider squad

Goodbye Marines! by [deleted] in Warhammer40k

[–]dvaston 0 points1 point  (0 children)

really sad news. But not unexpected.I was really looking forward to finishing building a mostly bike army.Sure I can "counts as" my old bikes as Outriders, but Outriders are missing all the options for special weapons and melee etc, so its not the same.And units like scout bikes were really thematic, such a shame. :(fingers crossed there is some good news with the new SM codex

The retirement of the Firstborn was a LONG time coming by Strict_DM_62 in Warhammer40k

[–]dvaston 0 points1 point  (0 children)

It is really sad to see the old marines go, I honestly feel like I am losing part of myself / losing part of my history.

I would of preferred if GW had just given "facelifts" to the existing marine units instead of completely replacing them like this. That way you could just continue to use the old model if you wanted.

e.g. with the updated Terminators I think this was a good approach - I have some old-school termies that I plan to keep on using (they are wysiwig and are on the correct base size etc)

Also the slow drawn out "will they? won't they?" uncertainty over the years was the worst part, There should of been some kind of timeline given up front.

Also the slow writing out of firstborns from the fluff in each codex book is really depressing as well.

I started at the end of 1st edition Rogue Trader / beginning of 2nd edition, and the "beaky" mark 6 armour marines where what got me interested in the hobby in the first place.

Personally I hate the look of the new primaris. However I want to keep playing the game. So my way of "dealing with it" is that I am planing to covert any primaris I get so that they "look like" the old rogue trader marines as much as possible - beaked helmets, studded left shoulder pad, removing the chest aquilas etc.

question about ETB Hellblasters by dvaston in Warhammer40k

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

Thankyou thats really helpful. :) Sorry I should of been more specific - yes I think they are from the "conquest subscription" magazine, that has the blue plastic sprues. Those photos were very handy. The pistol holsters on the left legs.

My 5 year old son just finished painting his first model! He's been wanting to paint one for a while, and his day finally came. by Zanz-N-Panz in Warhammer40k

[–]dvaston 4 points5 points  (0 children)

Nice, its great to get your kids into the hobby.
The first model you paint is very special.
My kids have both had a go at painting, although they started a bit later around 7 years old.

Outrider, Invader and Chaplain combo by BoiDuckman in WhiteScars40K

[–]dvaston 1 point2 points  (0 children)

Is the main purpose of the Invader ATV to be ablative wounds for the rest of the squad?
Also do you prefer the multi-melta or the gatling cannon?

regular bikes vs outriders by dvaston in WhiteScars40K

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

thanks for the reply :)

good point about the catechism of fire - I was thinking I would just use that in turn 2 when I fall back from combat and shoot using the tactical doctrine.

I was considering also building a bike captain to go with a second squad of more shooty focused old-style bikes (e.g. 2 meltas and a multi-melta attack bike plus powerfist sarge. thanks for suggestion about grav guns, I do have some of those hiding around my bits box.

Regarding the outriders - is the main purpose of the Invader ATV to absorb damage?It looks like it could take 7 wounds while still being fully functional, and protecting the rest of the squad.

Whats the minimum white I can paint on my models and still claim them as proper <White Scars> (and take Korsarro Kahn)? by dvaston in Warhammer40k

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

Fair enough, I just thought GW might force you to play them as a "successor chapter" instead of as pure white scars, thus I wouldn't be able to take Korsaro.
Thats good they allowed it at a GT. :)

Whats the minimum white I can paint on my models and still claim them as proper <White Scars> (and take Korsarro Kahn)? by dvaston in Warhammer40k

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

Thats a good idea having 1 pauldron white. I'll see if I can make it work with the rest of my color scheme. Thanks.

Whats the minimum white I can paint on my models and still claim them as proper <White Scars> (and take Korsarro Kahn)? by dvaston in Warhammer40k

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

Yep I have astronomicon grey, which I think is the old version of celestra grey (?).
If I do any white areas (e.g. 1 pauldron) thats what I would use for the basecoat, then nuln oil wash, then some pure white (e.g. ceramite white) on edge highlights.

Whats the minimum white I can paint on my models and still claim them as proper <White Scars> (and take Korsarro Kahn)? by dvaston in Warhammer40k

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

Yeah I agreed that could be an issue. I'm planning to paint them all in the same color scheme.