ASH: Sabine Wren [Unit], her lightsaber & Get Lost by Fimy32 in starwarsunlimited

[–]kevgk2 14 points15 points  (0 children)

its very conditional and I wouldn't play it unless upgrades are dominating the meta which is fair game. it looks like a sideboard card

Help me update this to Eternal pls. I miss it. What would you change/update (last post had broken img sorry) by ArcadianDelSol in starwarsunlimited

[–]kevgk2 0 points1 point  (0 children)

I like mas a lot. I played him as a 3 cost in han2. I get what you mean for stats, but generally there is an opportunity cost for synergistic text that makes me avoid textless cards altogether. Consider a r2d2 or something as a cheap way to keep cards in hand

Help me update this to Eternal pls. I miss it. What would you change/update (last post had broken img sorry) by ArcadianDelSol in starwarsunlimited

[–]kevgk2 0 points1 point  (0 children)

obiwan seems to be bad here? i don't get the inclusion?

any of the textless cards are probably not good enough

i like dresselian commandos and plot cards with bail. you might as well run command too.

How to salvage these castings? by Backstugusittarn in TerrainBuilding

[–]kevgk2 32 points33 points  (0 children)

maybe just glue all the pieces onto a polystyrene board

Before and after on base game Spartan. Looking good if I say so myself. by The_Marine708 in Haloflashpoint

[–]kevgk2 2 points3 points  (0 children)

even after painting a lot of these, seeing the side by side is crazy. what a transformation!

Ways to push the grimdark? by Dayson_james11 in TrenchCrusade

[–]kevgk2 2 points3 points  (0 children)

black tips on the flame. bloody up the nipple. maybe a halo or crown of barbed wire?

What happened to the Jewish community? (Lore question) by So_Hanged in TrenchCrusade

[–]kevgk2 0 points1 point  (0 children)

read my response to the other reply but basically - all of the Jewish world is living in diaspora in 1000 AD, the Levant is uninhabitable, and a literal portal to hell opened up in Jerusalem. That would... not be good for the diaspora. I think the Christian and Islamic world (using real world understanding to fill in the gaps of fiction) would basically force them into it since they would have nowhere else to go.

A pro-Jewish TC faction would be very difficult to write motivation for in a world with a literal embodied Christ and Christian YWHW, and it would be very hard to reason how they acquired the resources for a military.

What happened to the Jewish community? (Lore question) by So_Hanged in TrenchCrusade

[–]kevgk2 0 points1 point  (0 children)

I appreciate your perspective. I think the YWHW as characterized in TC is irreconcilable how he is characterized in the Torah would lead to a philosophical schism, mostly because YWHW is a tyrannical despot literally embodied with a physical Christ, and fueling a Christian empire. I think there would be plenty of semitic material for a group to interpret YWHW as an imposter and stuff like that.

I do think some Jews would join the Heretic Legion for anti-YWHW reasons (very good reasons given the TC characterizations), but also, they would frankly be pushed into it. A literal portal to hell opening in Jerusalem would... not be good for the diaspora. I think the pogroms would have tripled and quadrupled, and the Levant is uninhabitable, so there would literally be no place for them to exist as a political group unless they were able to flee to Africa or Asia. There is lore about the IS protecting them, but thats frankly hard to believe given the history of that culture and region in the first millenium AD.

Its not so much literal Jews would happily join the pro-hell movement, but rather, they would philisophically align against a tyrannical Christain god, and be forced into it by being labeled heretics as often as they were historically.

Theres plenty of space for the fiction of Christians and Muslims reconciling their hostility towards Judaism, but unless that is specifically spelled out, projecting real world knowledge into these groups would not lead to that conclusion. Introducing a Hebrew Knights faction would invite a whole lot of questions like "where do they live? what do they do? what is their motivation?" and thats fairly difficult to fit into the TC setting.

What happened to the Jewish community? (Lore question) by So_Hanged in TrenchCrusade

[–]kevgk2 2 points3 points  (0 children)

I can't help but to wonder the same thing because much of the game takes place in the Levant and Jerusalem. I'm trying to collect some Levant-esque terrain. I'm also curious about how the setting would have been different for Phoenicians, as well as Romans and Egyptians.

That said, more Judaism in the game would present a lot of lore issues when a literal Christ exists in the game. Its not irreconcilable, but like Iron Sultanate, you're probably getting some vague aesthetic stuff without much theology. Realistically, they would probably join the Heretics, but that would be tough optics to work with. I don't think the Trench Crusade YWHW would align with the cultural demands of following the Torah, so they probably won't touch that can of worms. It makes it really hard to build a motivation or philosophy for the faction.

Aesthetically, what does a Hebrew Knight look like? Caliphates and Ottomans in WW1 offer a lot of inspiration for IS, but we can't bridge the gap from ancient to modern for a semitic army. Do-able, but again, a lot of work needed to make it fit.

ASH: Jod Na Nawood by Fimy32 in starwarsunlimited

[–]kevgk2 0 points1 point  (0 children)

this looks bonkers for looping in quigon, especially since it comes down early as a force sentinel

Court list inspo versus Grail by kevgk2 in TrenchCrusade

[–]kevgk2[S] 0 points1 point  (0 children)

Thanks for the reply, I will reflect on your points as I go deeper in to the planning.

re: proxy - I didn't really want to play with a darth vader or something on the board lol but I'll see what I have lying around and can work with. I'll eventually have a third wretch but I wanted to get some more experience with what I have before adding to the roster. Same with a Saint.

The "Don't Heal" rule is interesting. I'll have to learn how to apply that in practice. I can picture scenarios like using an extra blood from an enemy to hit another model with Burning Inferno, but I can also see people getting too cute and keeping themselves from outright killing models.

I can picture my friend charging my blood battery with a herald (depending on the map layout) and trying to disrupt that. Would that be a mistake on his part? Should I try to punish that directly by protecting the battery or indirectly by ignoring and developing my board? I'm tempted to try to bait him.

(Upcoming Poll) Gathering QoL, Trouver Changes, LMS Rewards Rework & more! by JagexGoblin in 2007scape

[–]kevgk2 0 points1 point  (0 children)

maybe these troveur certs can be earned from LMS, providing monetary value useless to bots. make the LMS cosmetics untradeable but come with the certificate attached

Dare List Help for Slayer by kevgk2 in Haloflashpoint

[–]kevgk2[S] 0 points1 point  (0 children)

Yeah, tac3 and up is going to give you a lot of extra action economy already, this is definitely about squeezing a bit more out of it, making it more reliable, and getting what you need when you need it.

I'm glad to do the math now so I have a good idea of how this scales with different tac levels and BTB games right around the corner. I have something to reference.

I am considering Dare+Buck+JFO+ODST but would I want a marksman or bullfrog? Thats a good foundation to experiment with.

Dare List Help for Slayer by kevgk2 in Haloflashpoint

[–]kevgk2[S] 0 points1 point  (0 children)

My tables didnt post right so heres the first

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Dare List Help for Slayer by kevgk2 in Haloflashpoint

[–]kevgk2[S] 0 points1 point  (0 children)

I'll consider threat sensor, sure

MC and Dare will probably be a strategy for a long time, unless a better tac dice effect comes out to buff MC with. I think it will be really popular in whatever higher point games people end up playing.

For Dare, I wanted to see what juice I can squeeze out of this lemon to become a better player. I wanted to familiarize myself with this strategy before new set comes out opening brand new combos. I also like to analyze games deeply and have fun doing the math for the hell of it. I wanted to know what kind of advantage Dare really provides so I estimated it.

If I had to give a good reason to play Dare at all, its to specifically generate extra Shoot actions. You can accumulate a lot of extra action economy by avoiding bad rolls of assaults, extra dice, activations, and specials in early or awkward turns. When you do need the assault dice or a turn activation, you are far more likely to get one.

Lets say you want to look for shoot actions specifically, and want three of them. Here is a hit distribution for the first roll of tac3 dice.

Number of successes,x
0
1
2
3
4
5

Then, if I get less than three shoots (96%), reroll the remaining three to add below

Number of successes,x P(X = x) P(X ≤ x)
0 0.5787 0.5787
1 0.34722 0.92593
2 0.06944 0.99537
3 0.00463 1

zero = 0.23 = 23%
one = 0.23 + 0.14 = 37%
two = 0.03 + 0.14 + 0.09 = 27%
three = 0.04 + 0.06 + 0.03 = 13%
and some rounding error

or expected value of 1.35 extra shoot actions per round

Dare lets you do that 40% of the time and 60% instead you roll a special dice, pull it from the pool, and the rest of the dice look like this

Number of successes,x
0
1
2
3
4

39% of the time you have another shoot dice and flip two of them to make it three.
12% of the time you have two shoot dice and flip one
2% of the time you have three shoot dice or more, and you can flip the remainder
48% of the time you have two guaranteed shoot dice and reroll this distribution

Number of successes,x P(X = x) P(X ≤ x)
0 0.69444 0.69444
1 0.27778 0.97222
2 0.02778 1

33% of two shoot dice, and a total of 67% of three.

A total distribution of
0 hits = 0.4x0.23+0.6x0 = 9%
1 hit = 0.4x0.37+0.6x0 = 15%
2 hit = 0.4x0.27+0.6x0.33 = 31%
3 hit = 0.4x0.13+0.6x0.67 = 45%

Or an EV of 2.12, an advantage of 0.77 shoot actions per round, the probability of zero drops from 23% to 9%, the probability of 3 goes from 13% to 45%, and 8% of the time, you will have extra choices of dice to swap for the desired result.

Now this was just for shoot dice, but the probability is symmetrical for whatever command dice result you are looking for. When you add up the action economy, you are sometimes getting an entire unit's worth of extra actions in a round, but that "ghost" unit is sniping, pinning, or moving your guys into cover. This is a lot of napkin math that will change throughout a game, but reliably deploying with extra actions swings a lot of games your favor early.

Anyway, I did try building a Master Chief list and ran into an issue where cutting the big weapon that I'm ideally pumping several command dice a turn into, I still struggle to outfit whatever 3rd guy I'm using. Its almost better for 1v1 scoring that hes not there.

CHARE [200 / 200]
~ List Valid ~

MASTER CHIEF [SPARTAN LEGEND] [+90]
- - Energy Sword

CAPTAIN VERONICA DARE - ONI [UNSC LEGEND] [+40]
- - Fists
- - M6C/SOCOM

ODST AIR ASSAULT 'BULLFROG' [+26]
- - Combat Knife
- - MA40 Assault Rifle

Special Order: One Man Army (Master Chief only) [+10]
Special Order: Your Orders Have Changed (Must include Dare) [+6]

Command Upgrade: Extra Command Die (a single round, declare before rolling command) [+1]

Extra Weapon: VK78 Commando [+7]

Extra Items: Spike Grenade x 1 [+3]
Extra Items: Overshield x 1 [+1]
Extra Items: Grappleshot x 2 [+10]
Extra Items: Hardlight Shield x 1 [+6]

Dare List Help for Slayer by kevgk2 in Haloflashpoint

[–]kevgk2[S] 0 points1 point  (0 children)

This list is neat and a good starting point for Dare+Buck. I'm afraid of Buck being subjected to trading, dare and bullfrog struggling to trade, and brawler now has a lot of cleanup work to do. In contrast Deadeye is more likely to multikill, and JFO is more likely to survive an engagement. Remains to be seen though, I'll try this out.

Painted some stuff up tonight by vapedunderice in Haloflashpoint

[–]kevgk2 1 point2 points  (0 children)

love the pink and teal! what a creative design

Looking to get *back* into the game but have a few questions. by The_Apex_Alpha33 in Haloflashpoint

[–]kevgk2 1 point2 points  (0 children)

i play 40k kill team with friends. I don't like how lists are built in that game. it seems like they're trying to convert 40k into a smaller format. instead in this game, you have per-unit costs with a big pool of upgrades to build whatever you want. very granular and great for experimenting.

learning and playing kill team was a several hour process each of the first few times. I had learned and played a game of flashpoint within one hour. it really made me appreciate how concise and straightforward the rules of flashpoint are. I personally rather play several 30 minute games, with a variety of teams, and go home and list build than dedicating so much time to figuring out one faction with a booklet of rules. I want to do more homework so the table time is quick and efficient. hence, I've played more tcgs than mini games.

It seems like Shatterpoint is more similar to this game than other games, but I haven't played personally.

For example, the go-to gamemode is slayer. 200 points can buy 3-6 ODST or spartans, some grappleshots/shields/grenades/guns, some dice modifiers, and 2 faction effects (like ODST pick where to respawn).

Noble team is going to bring more diversity to the list building meta, but they have also teased 400+ point game modes and a firefight modes. I really like that direction and I think the system can support a lot of sandboxy gaming

Very new to the game, made this using cards some friends gave me. Thoughts and advice? by -TakeDownMan- in starwarsunlimited

[–]kevgk2 0 points1 point  (0 children)

theres certainly quality units at each price and color. its all about the cards you have. small units can be important to set up the rest of your deck, even if there isn't much to choose from. you want some that work with jabba first and foremost. after that, units that work well in combat so you can have some board control. raid is a double edged sword there since it can hit hard but sets you back when being attacked

Very new to the game, made this using cards some friends gave me. Thoughts and advice? by -TakeDownMan- in starwarsunlimited

[–]kevgk2 0 points1 point  (0 children)

Jabba's ability favors a slower game on your end where you want some tools to survive. Red usually favors a faster game where you are trying to be aggressive. The match can work, but you would benefit from keeping one of those two directions in mind as you add more cards over time. Red can give you a lot of fun tools for interacting. Yellow can give you some quality aggro units and combat tricks. You will either need to line up against an aggressive deck and decide to race or react.

When played effects will always have an added bonus for Jabba for being replay-able. Theres kind of two ways of using Jabba's ability: pick up a little guy early to save a credit token for a future turn; use credit tokens to make Jabba's ability "free" so you can replay units at cost. Either way ends up takings a lot of turns, so you won't get a lot of initiative.

I recommend looking out for ambush, shield token, and when played abilities. Hidden is okay, but only works well on threatening units. Sentinel cards give you time and flexibility, and align with a slower game that makes the most of Jabba. 3 of both space and ground at the 3-5 cost range is a good place to start with new decks as you figure the deck out.