What's the point.

So during the endgame Loop where you defend your strongholds what is the actual point of playing them? Because I really want to defend the stronghold but half of the time I'm running around playing medic and since your Orcs can permanently die in this game mode it just doesn't feel worth it there's always comes a point within the fight where I'm on the second to last wave or I think the last wave and there's so many captains so many that all of my WarChiefs and Body Guards get overwhelmed and I can't revive everyone especially since getting people back up takes a little bit of time are there any easier ways to where you don't have to deal with this? Should I not give my Warchief bodyguards? I'm really just at a loss because at this point anytime I attempt a mission like that I always lose my Fortress now ensure maybe I care a little bit too much about losing my Orcs maybe I just need to stop caring as much but on the other hand I don't want to lose all of my WarChiefs in order to save myself especially with how much time I put into my WarChiefs and picking ones that have very little if any negative traits which are not easy to come across so any advice would be helpful because I'm at a point where I'm just going to give up on the defense Mission as much as I want to play it I just don't see how it's worth it without losing all of my WarChiefs

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u/Abject_Ad6664 — 7 days ago

Best orc I've found

I can imagine this guy isn't the best ever but honestly the best orc I've ever found not only is he from a Outlaw DLC faction which I think is dope but he's the first Necromancer Captain I've came across and that's not even adding on the fact that he has three epic traits he was tough to take down because he would just reanimate his gang but super worth it

u/Abject_Ad6664 — 8 days ago
▲ 39 r/trans

So.

Am I a bad person if I feel jealous over someone else being able to present the gender that they feel and post about it here? I hate that it makes me feel bad like oh I wish I was there already am I just seriously a dick? I mean I very much am happy when other trans folk have something good going on but it also makes me feel like oh ill never get there I dunno.

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u/Abject_Ad6664 — 9 days ago

I am the judge

Let me set the scene I start out as a cooperative and peaceful artificial research intelligence that is proficient within engineering and you know what galaxy I awoke to? Fighting and chaos I tried to send out envoys to improve and seek out the cause of the fractured relationship even got attacked before we even made first contact BY MY OWN KIND NO LESS. I tried. I FUCKEN TRIED. But they ALL hated me and yknow what?! I was fed up I may prefer to live out my days with my research but they all came in and RUINED IT. Not long I was at war with 2 different Empires and yknow what happened? I won both suddenly EVERYONES opinion of me grew positively but why? Because I'm not defenseless? Did they finally realize my creator's made me for war but I CHOSE a different path? I didn't want this all these deaths and alien citizens who are now apart of my electrical grid they made me do this and yes some saw reason to start a new to focus on peace and research but many still hate me for what I've done so...I'm done. I'll show them fear..fear of what will happen when u force me into war. Too late did they realize they don't got a chance I'm in a war with 5 different Empires all but 1 against me. And I'm winning they forced my hand and they too will meet the warm embrace of my grid I'll be seeing you all real soon...

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u/Abject_Ad6664 — 1 month ago

What am I doing wrong??

So I've played the Xbox One version wich had no issues spawning my custom Empires in a game before but when I switched to the Xbox S/X version suddenly they can't spawn in together and no matter if I change the home worlds to random or different star system the title saying I have incompatible systems will not go away and I don't even know what the other one is talking about with saying there isn't enough of them because when I make a new one it's not getting added the two ? Ones are staying there

I'm at a loss on how to fix this. Any help will be appreciated.

u/Abject_Ad6664 — 1 month ago

Looking for players

I need 1 to 4 players to sit down and play some of my tabletops DM me I'd your interested :) I hope to meet some good ppl who don't mind longer tabletops!

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u/Abject_Ad6664 — 1 month ago

Looking for players

I am looking for one to four players who are up to play some table tops with me at board fox games I don't know of anyone who's interested in playing any of my tabletops and so if you are interested hit me up I would love to schedule a time whether that be with multiple players or a one-on-one session :)

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u/Abject_Ad6664 — 2 months ago

Hey yall!

Looking for anyone instrested in playing tabletops I need anywhere from 1 to 4 players to meet me at bored fox games if your interested lemme know I'd love to set up a game with yall :)

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u/Abject_Ad6664 — 2 months ago

Not finished!!

I am looking for advice on how I can make the Game better let me know your opinions on it :) (for context I started makeing this game 2 days ago ik it unfinished I'm just looking for advice on how I can make it better)

HCOE: goal destroy the mothership and force a retreat thru 3 ways

(Artillery company) gain access to devastating long-ranged artillery strikes and better bunkers

(Mech company) gain access to a new vehicle types along with mobile HQ mechs)

(alien ops) gain access to running covert op missions inside enemy territory along with new Infantry

The Lyrite compact: goal force a surrender Of earth thru 3 ways

(Force) gain access to weapons of mass death new armored units

(sabotage) gain access to use Covert ops and mislead enemy forces

(diplomacy) gain access to convert towns and cities to your cause and be able to mask your operations inside human territory and out.

Rules: gain territory through key interest points Within the region once you launch a mission you cannot recall those units neutral territory however can be sabotaged if it Borders The Defenders territory and each territory will give a different resource

combat: when encountering enemy armies you will enter a combat phase where both sides playing out what you're going to do to secure victory after the initial phase attackers will go first keep in mind each Armies can hold up to six individual units it will act as turn-based combat the initial phase will be movement of any and all units you want to move up into cover retreating pushing forward Etc then after the movement phase if any troops are in range you'll have the option to open fire different units have different health and armor that will mitigate certain damage in order to win the battle make your opponent Retreat or destroy their armies

Attacking: use a standard D20 roll and whatever unit your using will deal damage to the enemy example (if your using light tank u roll and add +2 to your roll)

Armor: armor helps u block damage like soldier can block up to 1 damage before health is affected.

Day/time: when moving units it takes time it's not instant to move from one District to another takes 1 day unless a unit has slow applied then it will take longer and slow down anyone else in the army no matter their normal walking pace

Cover: cover works like armor but only while stationary there is (full cover +3 armor while behind it) (damaged cover +2) and (unusable cover +1 armor)

Tech upgrades: to research Tech you'll need labs Labs can only be built in certain territories that need to be built away from prying eyes building lab will be marked on the world map so make sure you always have a garrisoned army or make sure there's no possible way for your opponent to reach your labs once you have established a lab you will start generating research points and when you have enough you can research unfortunately researching is not an instant process and will take quite a bit depending on the research to complete if for whatever reason your research is interrupted by the enemy they can steal whatever you were researching and while you can research it again your enemies will now be able to have a slightly different version of your same Tech which can come with consequences if you're not careful luckily stolen research can be acquired again when you research is stolen you will have a brief window to launch a counter-attack mission to retrieve the army that possesses your research before they reach their territory this Mission will not be available if you don't have any nearby army's

Production: like your labs when you build Manufacturing buildings they will appear on the map inside the territory but unlike labs they can be placed on anything that isn't a research resource and will boost the output of available resources within that territory

Military: while military buildings will be shown on the world's map attacking military installations attackers will always be at the disadvantage as installations will be protected by whatever the faction weaponry they chose

Attacking HQ: once you get to the enemy's HQ it's going to play out similar to a military installation where the attacker is at the disadvantage except each HQ will be supported by their factions superweapon whether they have their super weapon researched or not they will always have a defensive superweapon available if fired the super weapon will take out all attacking forces but before it is fired the attackers will have an opportunity to sabotage or destroy their defensive superweapon while disabling or destroying the super weapon won't guarantee an automatic victory it will help your chances when attacking HQ attackers get-3 to their dice rolls and Defenders get +3 to their dice roles please keep in mind these modifiers do not apply when attacking the defensive super weapon

Super weapons: each faction has its own different super weapon that gives different effects and abilities once researched anytime you want to fire your super weapon if there is an adjacent enemy Army to the territory your super weapon is in they will get the opportunity to shut down the installation if there's no available armies able to sabotage or they fail the sabotage super weapons can be fired up to two territories in front of where the installation is and the super weapons affect will remain in that territory for the rest of the game super weapon effects do stack if fired at the same district more than once please note you can only have one super weapon facility at a time so be careful where you place it

Human Tech

Basic Tech:

upgraded weapons (+1 on dice rolls)

Infantry padded body armor (+2 to armor)

Flame troops (clear out defensive structures without rolling dice)

Better equipment (takes Less time to get somewhere)

Mass factories (+5 on goods)

Research facilities (+10 research Points)

Protected labs (your Labs will always have a defense army but produce -5 research points)

Starting units:

Infantry ( 20 health +0 damage +1 armor)

Armored car (27 health +3 damage +5 armor)

Light tank ( 30 health +2 damage +7 armor)

Artillery Tech:

Extended tank barrels: (all tanks can now shoot one District away from the battle providing fire support +1 to dice rolls)

Defensive artillery: (gain access to mounted artillery that can defend key districts it's next to note can only Protect One District at a time and cannot have more than one defensive artillery in a district at a time +1 to dice and defensive artillery will act as a Garrison Army to the key District it is next to)

Mortar teams (gain access to infantry mortar teams that can help lay suppressive fire during when mortar teams hit Infantry they will become stunned for one turn 15 health +5 damage +0 armor)

Bunkered medium tanks: (medium tanks that can deploy into small defensive bunkers with a tank turret when mobile cannot hold infantry when deployed can Garrison up to two units and it's Health increases by +50 but cannot move and cannot be redeployed once the tanks are deployed they are like that for the rest of the battle also bunker has to be destroyed before garrisoned Infantry take any damage 40 health +3 damage +10 armor)

Movable artillery: (ever imagined a kodiak? Well now you don't have to the bright Minds at HCOE I have devised a experimental heavy tank this thing can take quite a beating but takes a day to set up and tear down also because of its bulk it does not move very fast either but it does pack more of a punch then standard artillery 50 health +6 damage 20 armor +1 day traveling time)

Nuke: (plain and simple the enemy got a fortified stronghold leading to research rich areas? Just point and shoot sure the area will become radiated but it will sure get rid of your target plus this isn't any normal radiation killed a few of these Invaders we know what type of radiation makes them sick and thankfully it doesn't make us sick I know you will still have to deal with the devastation that is caused but a small price to pay to get rid of key installations [destroys all key districts and resource deposits 100 damage 50 radiation damage a day])

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u/Abject_Ad6664 — 2 months ago

Revised but still not completed game

So I will be making more posts like this in the future as I add more and more content to my custom-made tabletop but I would like suggestions on what you think I could add or do better let me know what you think of it and please keep it respectful any negative comments that were made only to be negative will be blocked

HCOE: goal destroy the mothership and force a retreat thru 3 ways

(Artillery company) gain access to devastating long-ranged artillery strikes and better bunkers

(Mech company) gain access to a new vehicle types along with mobile HQ mechs)

(alien ops) gain access to running covert op missions inside enemy territory along with new Infantry

The Lyrite compact: goal force a surrender Of earth thru 3 ways

(Force) gain access to weapons of mass death new armored units

(sabotage) gain access to use Covert ops and mislead enemy forces

(diplomacy) gain access to convert towns and cities to your cause and be able to mask your operations inside human territory and out.

Rules: gain territory through key interest points Within the region once you launch a mission you cannot recall those units neutral territory however can be sabotaged if it Borders The Defenders territory and each territory will give a different resource

combat: when encountering enemy armies you will enter a combat phase where both sides playing out what you're going to do to secure victory after the initial phase attackers will go first keep in mind each Armies can hold up to six individual units it will act as turn-based combat the initial phase will be movement of any and all units you want to move up into cover retreating pushing forward Etc then after the movement phase if any troops are in range you'll have the option to open fire different units have different health and armor that will mitigate certain damage in order to win the battle make your opponent Retreat or destroy their armies

Tech upgrades: to research Tech you'll need labs Labs can only be built in certain territories that need to be built away from prying eyes building lab will be marked on the world map so make sure you always have a garrisoned army or make sure there's no possible way for your opponent to reach your labs once you have established a lab you will start generating research points and when you have enough you can research unfortunately researching is not an instant process and will take quite a bit depending on the research to complete if for whatever reason your research is interrupted by the enemy they can steal whatever you were researching and while you can research it again your enemies will now be able to have a slightly different version of your same Tech which can come with consequences if you're not careful luckily stolen research can be acquired again when you research is stolen you will have a brief window to launch a counter-attack mission to retrieve the army that possesses your research before they reach their territory this Mission will not be available if you don't have any nearby army's

Production: like your labs when you build Manufacturing buildings they will appear on the map inside the territory but unlike labs they can be placed on anything that isn't a research resource and will boost the output of available resources within that territory

Military: while military buildings will be shown on the world's map attacking military installations attackers will always be at the disadvantage as installations will be protected by whatever the faction weaponry they chose

Attacking HQ: once you get to the enemy's HQ it's going to play out similar to a military installation where the attacker is at the disadvantage except each HQ will be supported by their factions superweapon whether they have their super weapon researched or not they will always have a defensive superweapon available if fired the super weapon will take out all attacking forces but before it is fired the attackers will have an opportunity to sabotage or destroy their defensive superweapon while disabling or destroying the super weapon won't guarantee an automatic victory it will help your chances when attacking HQ attackers get-3 to their dice rolls and Defenders get +3 to their dice roles please keep in mind these modifiers do not apply when attacking the defensive super weapon

Super weapons: each faction has its own different super weapon that gives different effects and abilities once researched anytime you want to fire your super weapon if there is an adjacent enemy Army to the territory your super weapon is in they will get the opportunity to shut down the installation if there's no available armies able to sabotage or they fail the sabotage super weapons can be fired up to two territories in front of where the installation is and the super weapons affect will remain in that territory for the rest of the game super weapon effects do stack if fired at the same district more than once please note you can only have one super weapon facility at a time so be careful where you place it

Human Tech

Basic Tech:

upgraded weapons (+1 on dice rolls)

Infantry padded body armor (+2 to armor)

Flame troops (clear out defensive structures without rolling dice)

Better equipment (takes Less time to get somewhere)

Mass factories (+5 on goods)

Research facilities (+10 research Points)

Protected labs (your Labs will always have a defense army but produce -5 research points)

Starting units:

Infantry ( 20 health +0 damage +1 armor)

Armored car (27 health +3 damage +5 armor)

Light tank ( 30 health +2 damage +7 armor)

Artillery Tech:

Extended tank barrels: (all tanks can now shoot one District away from the battle providing fire support +1 to dice rolls)

Defensive artillery: (gain access to mounted artillery that can defend key districts it's next to note can only Protect One District at a time and cannot have more than one defensive artillery in a district at a time +1 to dice and defensive artillery will act as a Garrison Army to the key District it is next to)

Mortar teams (gain access to infantry mortar teams that can help lay suppressive fire during when mortar teams hit Infantry they will become stunned for one turn 15 health +5 damage +0 armor)

Bunkered medium tanks: (medium tanks that can deploy into small defensive bunkers with a tank turret when mobile cannot hold infantry when deployed can Garrison up to two units and it's Health increases by +50 but cannot move and cannot be redeployed once the tanks are deployed they are like that for the rest of the battle also bunker has to be destroyed before garrisoned Infantry take any damage 40 health +8 damage +10 armor)

Movable artillery: (ever imagined a kodiak? Well now you don't have to the bright Minds at HCOE I have devised a experimental heavy tank this thing can take quite a beating but takes a day to set up and tear down also because of its bulk it does not move very fast either but it does pack more of a punch then standard artillery 50 health +10 damage 20 armor +1 day traveling time)

Nuke: (plain and simple the enemy got a fortified stronghold leading to research rich areas? Just point and shoot sure the area will become radiated but it will sure get rid of your target plus this isn't any normal radiation killed a few of these Invaders we know what type of radiation makes them sick and thankfully it doesn't make us sick I know you will still have to deal with the devastation that is caused but a small price to pay to get rid of key installations [destroys all key districts and resource deposits 100 damage 50 radiation damage a day])

reddit.com
u/Abject_Ad6664 — 2 months ago