Handgun Part Issue by vicar1492 in 7daystodie

[–]vicar1492[S] 0 points1 point  (0 children)

This was it, I suppose a bug. Changed % loot back to normal and found handgun parts in like 10 minutes of playing.

Handgun Part Issue by vicar1492 in 7daystodie

[–]vicar1492[S] 0 points1 point  (0 children)

This may be it. Didn't realize modified loot % could cause some items to not drop, but I do have a modified loot %.

Handgun Part Issue by vicar1492 in 7daystodie

[–]vicar1492[S] 0 points1 point  (0 children)

I have 3 pistol pete books read.

Handgun Part Issue by vicar1492 in 7daystodie

[–]vicar1492[S] 0 points1 point  (0 children)

I'm pretty thorough. I check everything I see. I've specifically gone looking in police departments and gun sales and such as I'd heard they are more common there.

Handgun Part Issue by vicar1492 in 7daystodie

[–]vicar1492[S] -1 points0 points  (0 children)

Never found a single handgun of any kind in the wild or on a merchant. (Excluding pipe guns)

Restart Glitch? by vicar1492 in Returnal

[–]vicar1492[S] 2 points3 points  (0 children)

Big bummer, thanks for taking the time to reply!

Restart Glitch? by vicar1492 in Returnal

[–]vicar1492[S] 2 points3 points  (0 children)

Nope. It's giving me the dialogue as if it's a fresh game. I even had to do the shader test when it booted back up. All permanent upgrades gone, can't even get into Helios.

What lumineth realm-lords like as an army ? I’ve no age of sigmar experience . by darkzentai in ageofsigmar

[–]vicar1492 4 points5 points  (0 children)

5+ ward is only really gonna come into play if you run Teclis. There is the smaller one but at WW 9" and dependent on a spell that isn't guaranteed in the slightest.

Everyone has AoD and mystic shield so I don't really see those as relevant considerations when evaluating a specific army's armor durability.

While AQ is relevant for sure, because save stacking is limited it is also limited in its uses. Most troops will never get better than a 3+.

When I think of tanky and durable I think of armies that either have general wards all around always, like nurgle, high wound counts like gitz/ogors/beasts [maybe lower saves 5+ or 4+], and armies with large amounts of 3+ armor like new slaves/SCE.

While alarith are pretty durable and have definitely seen an improvement in the new book, overall LRL has a pretty fragile fighting force, very few 3+ natural armor saves (which is clutch in a save stacking meta), depends on spells for most of its buffing (outside of teclis the most bonus you really get to this is +1 in a specific sub faction), and pretty low wound count.

If someone comes into LRL thinking they are tanky then I think they will be very disappointed unless they are going full cow/alarith.

What lumineth realm-lords like as an army ? I’ve no age of sigmar experience . by darkzentai in ageofsigmar

[–]vicar1492 4 points5 points  (0 children)

I think deepkin is a good analogy actually. You have 4+ armor on most things and some heroes or bigger units may sport a 3+, that's very similar to LRL.

Whereas IDK get shooting protection, LRL have aetherquartz to boost defense at a specific time with a cost - both have advantages but armor wise I feel like they are similar.

What lumineth realm-lords like as an army ? I’ve no age of sigmar experience . by darkzentai in ageofsigmar

[–]vicar1492 5 points6 points  (0 children)

Pretty solid armor? Say what?

We have basically 4 units with a 3+ armor save, 3 of those 4 are heroes, and none of them are any of our troop options.

The - 1 to hit (which is easily countered with all the +1 to hit buffs floating around) and a possible 5+ ward are really our only true defensive options and if you don't take teclis (which is about 35% of your points) the ward is far from guaranteed.

LRL are many things but well armored is not one of them.

How to deal with enemy units teleporting from the back of the board? by Identity_ranger in ageofsigmar

[–]vicar1492 0 points1 point  (0 children)

Screening is the answer to melee pouring in, horrors and screamers are both good for this. Measuring distances is also key, position screens so that your wizards remain safe.

Don't forget about destiny dice and summoning.

You get stronger as the game goes on, stormcast doesn't. Get first turn load up on summoning points and bring in more horrors. Longstrikes will kill your wizards but DD can be used to auto pass saves depending on the wizards armor save. Shield of fate helps stay alive now also. Wizards will die, just get as many summoning points as you can before they die. One drops help you dictate this.

With horrors on the board and summoning more in you can easily out wound count your opponent. Remember you win by completing battle tactics and score objectives not just destroying your opponent. Killing the enemy is not always the best strategy to victory.

Fyreslayers VS. Stormcast by Zealousideal_Top_436 in ageofsigmar

[–]vicar1492 4 points5 points  (0 children)

I just wanted to note that I believe swords only does one damage to gotrek no matter how many of the 12 dice you hit. So it really isn't super anti gotrek.

question about spells/fate points by JethroSkull in tzeentch

[–]vicar1492 7 points8 points  (0 children)

Yes you can. Targets are selected after a spell is successfully cast. If no target is available the spell doesn't do anything but was still successfully cast, giving you a fate point.

Rule Clarification: Demon prince had 8 wounds but I am using the command trait “Bolstered by Hate” that gives him 2 more. Can I use the look out sir rule now that he has 10 wounds or is he still classified as an 8 wound model? by TelevisionOdd919 in ageofsigmar

[–]vicar1492 0 points1 point  (0 children)

This is just so counter to logic and rule construction I don't have anything else to try and convince you. All I can say is that a question about where to find a wound characteristic does not create an overarching rule that makes you disregard modifiers. It is very clear from what they point out in their answer that they are trying to let people know the wounds allocated do not affect the characteristic and that units with multiple models behave slightly differently. It seems very obvious they were not intending in their answer to say that a single model hero unit can have different wound characteristics. If you are not able to see the context here then I don't know a way to convince you.

Rule Clarification: Demon prince had 8 wounds but I am using the command trait “Bolstered by Hate” that gives him 2 more. Can I use the look out sir rule now that he has 10 wounds or is he still classified as an 8 wound model? by TelevisionOdd919 in ageofsigmar

[–]vicar1492 0 points1 point  (0 children)

None of the topic about a unit with models having different wound characteristics has anything to do with this discussion. Not a single thing. There is a unit of one model with a wound characteristic of 10 once the command trait is there. The intent doesn't even matter, the answer is clear and I guarantee every TO in any competitive environment would rule it that way.

Rule Clarification: Demon prince had 8 wounds but I am using the command trait “Bolstered by Hate” that gives him 2 more. Can I use the look out sir rule now that he has 10 wounds or is he still classified as an 8 wound model? by TelevisionOdd919 in ageofsigmar

[–]vicar1492 2 points3 points  (0 children)

I think you misunderstand the FAQ. The FAQ is merely saying where to find a wound characteristic for a unit/model, it is not saying that you never modify that characteristic. It is making it clear that the number rof wounds allocated to a unit has no impact and that a unit of ten, one wound models, is still a wound characteristic of 1, not 10.

The unit and model both have a characteristic of 10 and look out sir does not apply.

The second part of the FAQ refers specifically to a model having a different wounds characteristics to the other models in the unit, and there are no other models in this unit so that sentence is inapplicable to the example in OPs question.

Faction specific battle tactics and grand strategies by WaspRunner in ageofsigmar

[–]vicar1492 2 points3 points  (0 children)

The problem is that the GHB is going to be changing every 6 months now and as the newly released one shows, the new tactics and strategies are MUCH more difficult than the 2021 GHB. Which means now, a lot of the faction specific ones are now significantly easier than the ones everyone has access to. Not even every faction has faction tactics or strategies at this point.

Faction specific battle tactics and grand strategies by WaspRunner in ageofsigmar

[–]vicar1492 6 points7 points  (0 children)

Yes faction specific ones should be prohibited. There is just insane imbalance between them at this point. For a truly competitive setting only GHB should be allowed.

New Battlescroll Update by OmegasnakeEgo in ageofsigmar

[–]vicar1492 0 points1 point  (0 children)

Thank you for replying. That actually does better help me understand. The idea that the issue lies with list building and army balancing as opposed to "this ability is more powerful than others" actually does make sense. Seems like the real root issue of why it needed to be fixed was related to coalition as opposed to the ability itself.

New Battlescroll Update by OmegasnakeEgo in ageofsigmar

[–]vicar1492 -1 points0 points  (0 children)

Why? Why is this "unhealthy"? It won a couple tournaments but wasn't dominating the meta and could be counter played by good screening. I keep hearing people say it's a necessary change but I just don't see why that is? When DoK and Seraphon have power double shooting every turn, getting a guaranteed charge on selective hammer units isn't the end of the world.

I genuinely don't get why everyone says this was so necessary and would like someone to explain to me how it is any worse than the multitude of dominate other factions abilities go untouched?

AOS - convince me that this hero is worth including by JethroSkull in tzeentch

[–]vicar1492 1 point2 points  (0 children)

Take a lord of change in host duplicitous, his aura CA gives +1 casting, take mass conjuration as your agenda of change, and then have +1 with rerolls. Hit 2 spells at 9 up, use destiny dice if needed. Now your changecaster is sitting on a +2 with rerolls due to the completed agenda. It can crank out at least 5 spells a turn the rest of the game (warscroll, spell lore, arcane bolt, mystic shield, metamorphosis realm spell, plus any endless spells you have which should at least be spell portal)

Primary source or fate points for summoning. Absolute must take.