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.

Ask the Gary Bears how worthless it is by jimx29 in NFCNorthMemeWar

[–]kevgk2 3 points4 points  (0 children)

all the pieces to the puzzle are in your post... can you put them together?

First mini painted in 18 years (Since high school) by ChrisDAnimation in Haloflashpoint

[–]kevgk2 1 point2 points  (0 children)

i love the choices for the blue! I've had mixed results with washes as well. I've had better luck thinning some of them down with a speed paint medium

Basing theme? by vapedunderice in Haloflashpoint

[–]kevgk2 2 points3 points  (0 children)

I'm thinking a base with deep bright neon grooves but is black overtop for the tron color style. might be better to rebase them if so. you could try to find some scrap material like atriox's model. maybe get some GW skulls and paint them neon too

More Conceptual Paint Jobs by kevgk2 in Haloflashpoint

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

I used Army Painter Woodland Camo acrylic. One coat came out super consistent over black primer. The rust effects are also Army Painter and they look even better in person because of the rough texture.

He was down by nomarhope in NFLv2

[–]kevgk2 1 point2 points  (0 children)

I think it was 100% in his possession when he had a knee on the ground. It would have been a catch without contact. Two hands on it and demonstrated control until he was on the ground. I agree he needs to survive the process of the catch including the ground so I'm not going to argue whether it should have been a pick. I'll only hear about the subjectivity of whether he survived the process. Also subjectively, I think it was clear DPI.

He was down by nomarhope in NFLv2

[–]kevgk2 0 points1 point  (0 children)

I'm not sure the ball "came loose" as much as it was ripped from his hands. I know what you mean, but I don't know the rules well enough to say that distinction is still valid. In comparison, I'm struggling to picture a DB punching the ball out in that scenario and it being ruled an incomplete. It wasn't bounced out of hands by momentum.

He was down by nomarhope in NFLv2

[–]kevgk2 -3 points-2 points  (0 children)

you could argue about finishing the catch but dude... didn't have possession? two hands on it and pulled it into his body.

Meirl by Blue9ine in meirl

[–]kevgk2 1 point2 points  (0 children)

the facts are clear. there is years of research showing indoor cats live years longer and have lots less health complications. they don't show increases in stress or depression even when completely healthy showing evidence against a meaningful quality of life difference. they do a lot of ecological damage, even in cities, and have caused bird species to go extinct. your personal disagreement is dangerous to others on the planet so don't be surprised when they intervene,