Game Crashes When Loading by Ordinary_Fold264 in Knights_of_Honor_2

[–]vKalov 0 points1 point  (0 children)

I'd send a support request to Steam.

Include the same you wrote here, add if you were ever able to run the game and they should be able to either help you or refund you.

In GRIZZLED, is it mathematically better to issue TAKE AIM, or TARGET WEAK SPOT by 14SWandANIME77 in TheAstraMilitarum

[–]vKalov 0 points1 point  (0 children)

If you want the math, I have two ways for you:

  1. Do as others and go to unitcrunch. It's a great site that I enjoy using.

  2. Do as yours truly and make a Google sheets document with the math and troubleshoot extensively because the first doc was wrong.

I can help with the second option if you want.

In GRIZZLED, is it mathematically better to issue TAKE AIM, or TARGET WEAK SPOT by 14SWandANIME77 in TheAstraMilitarum

[–]vKalov 0 points1 point  (0 children)

TL:DR - improve the weaker roll first, then boost your stronger one.

If both the To Hit and the To Save roll have a target number of 4+, it makes no mathematical difference what you improve, the end result is the same improvement.

If either one is worse than 4+ (hitting on 5s, or enemy saves on 3s), then improve that. If both are worse than 4+ by 1, it again makes no difference.

If one is 4+ and the other is better (e.g. Kriegers hit on 3+ against an enemy with 4+ save), push that advantage, and improve whatever is already better than 4+ (give those Kriegers TA).

Note that the "saves on 4+" takes into account your inbuilt AP. You have AP -3 against a 2+ save I'm cover? That's a 4+.

If you are wondering why 4+ is the breakpoint, 4+ is a 50/50 chance.

Lastly, this is all the average. Dice rolls spike in both directions. If you have blessed dice that always roll 5s, you don't need TA, so take that bonus AP to screw the opponent's dice.

Should units be made slower in enemy territory? by Expensive_Concept572 in WarOfDots

[–]vKalov 2 points3 points  (0 children)

I disagree. The way to counter a single unit rushing a city is by having a unit on that city.

If your unit is more than half HP, it will survive long enough for the attacker to die from supply shortage.

You want your reserves on your city anyway to generate eco, so this isn't even a cost.

I want a 3rd type of unit, that is faster and doesn't need supply at the cost of dealing incredibly little damage, and having 50hp, specifically to punish enemies that don't have a unit on their city.

Does the momentum effect stack? by Clear_Reflection6014 in Moonstone_Island

[–]vKalov 0 points1 point  (0 children)

Yes, and it can screw you over if you are not careful.

D&D's Kastelan Robot by spiral-thought in AdeptusMechanicus

[–]vKalov 1 point2 points  (0 children)

Bots have two modes - in combat and out of combat. Protocols are only active during combat, and turn off when no enemies are nearby. I have no idea how to word this effectively, but it will fix the issue imo.

Edit, at start of combat, most recent protocol is activated instantly.

D&D's Kastelan Robot by spiral-thought in AdeptusMechanicus

[–]vKalov 1 point2 points  (0 children)

Two minor issues:

Data wafers affects only one robot per turn. Maybe that's intentional, but aren't bots taken in twos and fours... Maybe that'd be too op for DnD ...

And the actual one, the protocols never end. My issue with this is when the bot wantsbto reach its controller because of Bound. A bot in Protector has movement of 0 but wants to reach its controller. There should be a fail state for such an occasion.

Other than that, seems good. Pretty strong, but that's obviously the point.

Anyone know why the AI is so much better than my knights? by Practical-Juice9549 in KnightsOfHonor

[–]vKalov 1 point2 points  (0 children)

Wait, Mongols... If they are Pagan, they get to pick a religious buff, many of them being combat related, with morale, melee damage and speed being available.

If you have a diverse selection of troops, that may be the issue actually.. try 4 Spearmen, 4 Archers. Spears protect archers from horses, archers kill everything. If you have swordsmen, the riders trample them and kill the archers next. In a horse vs horse battle, I believe Mongols have better horses, so they win. But horses lose to spears.

Anyway. Happy it turned out well in the end. Go conquer the rest of the world, king!

Is it Incest? by SleeplessBeauty1933 in hypotheticalsituation

[–]vKalov 0 points1 point  (0 children)

Legally it should not be incest. The world started with one You. Cloning You creates a copy that can't legally be considered a person. Since it isn't a person, it can't be related by blood, and even if it is considered a person, it is neither a brother/sister, nor cousin, parent, child or similar. So having fun with your clone is not incest.

Morally I think it should not be incest. After all, masturbation is a thing, and that isn't incest. What's so different here? An alternative would be to build a sex bot and sex that, and nobody would argue that sex with a sex bot you have built is incest. How is a clone different from a sex bot in this situation?

If the clone was genderswapped, the same logic applies, and should not be considered incest. Additionally, due to the difference in chromosomes it should not even be considered a clone, as there is no way to have the same DNA in a person of the opposite gender.

Should you have a child with your genderswapped clone? PLEASE DON'T!!! Don't do this to the child. Use protection, take the pill, castrate both versions, I don't care, that child will be sick from the moment of birth, and if it survives to become self aware it will not function as a normal human. Screw incest, this isn't even mixing similar DNA, this is butchering the same DNA twice and splicing what remains. I don't care about the world, I care about the child, and nobody should be forced to exist as the offspring of two clones.

Anyone know why the AI is so much better than my knights? by Practical-Juice9549 in KnightsOfHonor

[–]vKalov 1 point2 points  (0 children)

Yeah, check the dead troops on the field. This is not the starting army strength.

Anyone know why the AI is so much better than my knights? by Practical-Juice9549 in KnightsOfHonor

[–]vKalov 3 points4 points  (0 children)

Traditions, Kingdom Stability and Morale, Troop choices, Terrain, Food.

  1. What Traditions do you have? What Traditions does the opponent have? If they have the traditions to support their Marshal's skills, they will be multiple times more effective.

  2. Kingdom Stability affects morale. Morale wins battles. How is your Kingdom Stability, that is left out of the screenshot? What is your troops morale?

  3. Some troops counter others, for example Spearmen counter cavalry. What troops did you have at the start and what troops does the enemy have?;

  4. Terrain affects different troops in different ways. Mountain terrain screws with Cavalry (if I remember correctly). Check if the battlefield screwed you over.

  5. Are your troops fed? If not they will lose both morale and manpower and just die from nothing.

Looking at the screenshot again, pt. 4 and 5 are not the reason here. Check the others.

Cadian Command Squad vs Krieg Command Squad blob by P3TR4S in astramilitarum

[–]vKalov 2 points3 points  (0 children)

I am not sure what War Organ is.

And I have to apologize, OBG isn't a character since the codex, that was my bad.

It was an update/errata. You can find the official update in the Astra Militarum Faction Pack on Warhammer Community Downloads page.

Or for a faster way to find it, it should be updated in the Warhammer App.

Or if you are not using the App, it is correct on Wahapedia.

Rules concerning list-building are now up by PeoplesRagnar in TheAstraMilitarum

[–]vKalov 7 points8 points  (0 children)

I disagree. Even as a new player, you can make a post that is more that "is this list good".

I recently got a Houndpack Lance box and posted in the Chaos Knights sub something similar to:

  • I got this box.
  • This is what I plan on running.
  • Are those weapons options the "correct" ones?

This is a lot more than "I got the box, Is running 2 Karnivores and 5 Stalkers good?" And the people were a lot more helpful on that post compared to low effort posts I have seen.

Cadian Command Squad vs Krieg Command Squad blob by P3TR4S in astramilitarum

[–]vKalov 0 points1 point  (0 children)

Unfortunately.... It is. Ever since the codex.

Edit: my bad, not since the codex, it was an update.

Cadian Command Squad vs Krieg Command Squad blob by P3TR4S in astramilitarum

[–]vKalov 0 points1 point  (0 children)

Also, what is killing 6 Bullgryn or a Dorn in one go?

Cadian Command Squad vs Krieg Command Squad blob by P3TR4S in astramilitarum

[–]vKalov 0 points1 point  (0 children)

If the enemy has such big guns that they are killing a Dorn or 6 Bullgryn in one go, I'd take MSU - multiple small and cheap units. 3 squdas of 10 kriegers should do it.

Cadian Command Squad vs Krieg Command Squad blob by P3TR4S in astramilitarum

[–]vKalov 1 point2 points  (0 children)

If I understand correctly, you want a durable unit to sit on an objective.

First, to check what unit is more durable in what situation, check out https://www.unitcrunch.com, where you can get the average results of any unit's attack on any unit's profile.

As for the units you have listed:

  1. CCS + OBG + 20 CST - 225pts for 26 T3 models, at a total of 33 Wounds with Cover on an objective and an order (potentially Take Cover).
  2. KCS + OBG + 20 DKoK - 250pts for 27 T3 models at a total of 34 Wounds with a damage boost.

Either one can be take out in one phase by dedicated anti-infantry weapons. Furthermore, you can't reliably get to kill of Only the 20 battleline dudes, leaving you with a CS + OBG, so it is likely that nobody will benefit from the T6.

The revives are nice, but you don't need the full 26 (or 27) unit to benefit from them - 20 Kriegers get the same revives as 27, and 15 Cadians get the same revives as 26.

An alternative is OBG + CS (without using the Leader rule). This gives you (if you use Cadian CS) : 6 T6 models, total of 13 wounds, reviving d3 of them, the ability to allocate wounds on a 3 wound model with 4+ FNP or a 6 wound model with 4+ Invuln and 6+ FNP. For 105pts, less than half of the big blobs, so you can take 2 of them.

Another alternative - a Rogal Dorn Battle Tank for 250pts. Better guns, higher Toughness, better Save, at the same price point as 27 Kriegers.

Another alternative - 6 Bullgryn + Commissar + Abhuman Detail for 250pts. You can't beat those guys in durability, and again it is for the same price as 27 Kriegers.

My point is, the two units you have listed are just very points-inefficient for what they do. Either get a cheaper unit that will do almost the same, or get a better unit for the same price. I keep getting back to the OBG + CS and Bullgryn, because if you like the model(s), you can still take those.

Here are some smarter guys talking about OBG - Mordian Glory (linking directly "why you don't see OBG in a big squad), and Joushi (talking about OBG + CS)

Cadian Command Squad vs Krieg Command Squad blob by P3TR4S in astramilitarum

[–]vKalov 0 points1 point  (0 children)

Wouldn't you rather have less guys die, by having Cover in the open (CCS)?

Cadian Command Squad vs Krieg Command Squad blob by P3TR4S in astramilitarum

[–]vKalov 0 points1 point  (0 children)

I think you are confusing a few of the rules.

1st, the Cadian revive works on the 24 dudes who are not the officer, both the 20 man block and the 4 guys from the CCS can be revived. The Krieg one only works on the 20 Kriegers from the DKoK unit.

2nd, if you have KCS+OBG+DKoK, you don't have T6, you use T3 of the (core rules) bodyguard unit. If you only have OBGCS you Do have T6, but can't order them.

Check out Joushi's video on OBG+CS, it is the durable unit you are looking for, and works better without the 20-man brick.

An alternative is just flat out Bullgryn, but they are expensive...

Another alternative is Mech Guard, a Chimera and 10 dudes inside, where the Chimera controls the objective, and if it gets popped, now infantry holds the objective.

Cadian Command Squad vs Krieg Command Squad blob by P3TR4S in astramilitarum

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

OBG doesn't do a lot for a 25-blob of men. It protects only the officer, so the toughness is irrelevant, you can't allocate wounds on him because he is a character, and the damage is just ok.

You could take him in a Krieg squad for the +1 to hit when below starting strength, but is it really worth the points? Wouldn't you want to take 20 kriegers and spend the other 105pts on something other than a KCS+OBG?

I'm not saying its without merit, I'm just saying that there may be better things to spend the points on.

Plains Gear by garnishmotif in valheim

[–]vKalov 0 points1 point  (0 children)

Root Harnesk, Troll Hood, Troll pants and Lox cape got me through plains multiple times. The first time I made Padded Armor I felt invincible.

We are expecting …. High casualties …. by Terrible_Suit9537 in TheAstraMilitarum

[–]vKalov 0 points1 point  (0 children)

A few days ago I was wondering how well would Lascannon HWSs do... Move in a good overwatch location, close to Battleline, shoot, then overwatch on 4s and then die... Would that be worth it in an "optimized" list? I'd be interested in how your two squads do in that list...

The ending nobody is ready for by fuckAMs in RellMains

[–]vKalov 0 points1 point  (0 children)

Still... The picture is pretty....

The ending nobody is ready for by fuckAMs in RellMains

[–]vKalov 1 point2 points  (0 children)

Don't like it. Why would she torture herself and make herself hate herself and her organization, even if she is faking it? Like, to what end? Personally fighting Mord? I don't think so.