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EdsTeioh posted:I think it's the left arm that attaches to the weapon at the wrist and the gun has the hand molded on. On a part that small, I can probably get away with using some Oyamaru and making a dupe. Or just getting a second box. I got away with some creative filing/trimming of another unused arm. Sadly I don't remember the part number.
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# ? Jun 13, 2022 14:44 |
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# ? May 13, 2024 09:31 |
Randalor posted:That looks... decidedly unpleasant. GHAST Not even once
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# ? Jun 13, 2022 14:44 |
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Floppychop posted:I got away with some creative filing/trimming of another unused arm. Sadly I don't remember the part number. I figured that'd also be an option. Did you do one plasma and one melta?
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# ? Jun 13, 2022 15:07 |
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EdsTeioh posted:I figured that'd also be an option. Did you do one plasma and one melta? You absolutely want the plasma. The melta can be handy when fighting teams with invulns, so it's nice to have, but plasma is king, esp. when you can give yourself re-rolling 1s.
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# ? Jun 13, 2022 15:36 |
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Rofl why is megamind in necromunda now?
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# ? Jun 13, 2022 15:47 |
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That looks like something that gets a planet glassed.
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# ? Jun 13, 2022 15:51 |
goatface posted:That looks like something that gets a planet glassed. Delaque got blackmail on Helmawr (got his nasty heretical porn) so he lets them do whatever they want no matter how heretical.
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# ? Jun 13, 2022 16:02 |
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Covermeinsunshine posted:So big brain energy is comming to underhive https://www.warhammer-community.com/2022/06/13/dominate-the-underhive-with-the-psychic-powers-of-the-delaque-spyker Ok, that just looks dumb.
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# ? Jun 13, 2022 16:10 |
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$95 and $60 for the Cargo-8.
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# ? Jun 13, 2022 16:43 |
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Covermeinsunshine posted:So big brain energy is comming to underhive https://www.warhammer-community.com/2022/06/13/dominate-the-underhive-with-the-psychic-powers-of-the-delaque-spyker https://www.youtube.com/watch?v=DZsMMoYryTI
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# ? Jun 13, 2022 16:59 |
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EdsTeioh posted:I figured that'd also be an option. Did you do one plasma and one melta? I got two kits and made one of everything. Robert Facepalmer posted:$95 and $60 for the Cargo-8. So they decided to go the insane pricing route. loving lol at $60 for a crate with some wheels. Floppychop fucked around with this message at 17:13 on Jun 13, 2022 |
# ? Jun 13, 2022 17:11 |
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Last time I checked most Psy gheist powers weren't worth it or the psy gheist themselves aren't able to cast powers reliably compared to 40k units. Not sure how this unit would fare. On another end jesus christ get that the gently caress away from me please.
Annointed fucked around with this message at 17:48 on Jun 13, 2022 |
# ? Jun 13, 2022 17:44 |
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In KT, is there a reason that the "MWs" rule exists instead of just making it crit damage? ex: a LongLas has D: 3/3 with MWs3 as the special ability. Isn't this functionally the same as having it be D: 3/6?
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# ? Jun 13, 2022 18:22 |
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EdsTeioh posted:In KT, is there a reason that the "MWs" rule exists instead of just making it crit damage? You can critical save to protect against a normal crit, but the mortal wounds still go through if the crit is saved. Functionally yes but basically if you crit with a melta or sniper you're guaranteed those wounds as they can't be saved unless with Feel no Pain or whatever
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# ? Jun 13, 2022 18:29 |
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Spanish Manlove posted:You can critical save to protect against a normal crit, but the mortal wounds still go through if the crit is saved. OOOOH ok, so, frex I hit with a Long Las and get one 6, opponent gets 3 6s, I'm still doing 3 wounds?
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# ? Jun 13, 2022 18:33 |
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EdsTeioh posted:OOOOH ok, so, frex I hit with a Long Las and get one 6, opponent gets 3 6s, I'm still doing 3 wounds? Yes. For every crit you roll, you do the MW damage. So if you rolled 3 6s and they rolled 36s, you do 9 wounds. Which is why melta is used against invulns because it stacks so much MW on crits.
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# ? Jun 13, 2022 18:39 |
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Yup
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# ? Jun 13, 2022 18:39 |
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Got it; thanks y'all!
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# ? Jun 13, 2022 18:41 |
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Does the Plague Marines "disgustingly resilient" apply to mortal wounds?
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# ? Jun 13, 2022 19:18 |
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Jack B Nimble posted:Does the Plague Marines "disgustingly resilient" apply to mortal wounds? No, because mortal wounds are not a attack with a damage characteristic.
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# ? Jun 13, 2022 19:40 |
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Geisladisk posted:No, because mortal wounds are not a attack with a damage characteristic. I'm guessing they meant in Kill Team. In which the answer is that it works against mortal wounds, afaik
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# ? Jun 13, 2022 19:43 |
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I'm planning a test run of KT using just some Death Guard, pox walkers, and Primaris, tomorrow. First game, just warriors, no equipment but probably using tac ops because they seem like a really cool/important part. So yeah DR is on my mind.
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# ? Jun 13, 2022 19:49 |
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The wording of DR is: Disgustingly Resilient: Each time this operative would lose a wound, roll one 06: on a 5+, that wound is not lost. Other than the effects of Battle Scars, this operative can not be injured. This doesn't seem like it matter what the source of the lost wounds are; just that wounds are lost, so unless there's a different wording for Mortals, I'd say that it does.
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# ? Jun 13, 2022 20:01 |
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Floppychop posted:I'm guessing they meant in Kill Team. In which the answer is that it works against mortal wounds, afaik Oh sorry, my bad, didn't notice which thread this was.
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# ? Jun 13, 2022 20:19 |
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My local shop has the sprues for underworld warbands for 20 bucks a pop. Is that a good deal?
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# ? Jun 13, 2022 20:29 |
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Annointed posted:My local shop has the sprues for underworld warbands for 20 bucks a pop. Is that a good deal? If you don't care about the cards, $20 a warband isn't bad. I want to say they're at least $30 when GW sells them as just sprues.
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# ? Jun 13, 2022 20:57 |
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In Kill Team, how long are the placeable barricades and how many do I need for max play at most? Like, assuming both players deploy one at game start? I'm going to mock up some rough tank trap type barricades from the sprue of this Chalnath box.
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# ? Jun 14, 2022 01:42 |
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Jack B Nimble posted:In Kill Team, how long are the placeable barricades and how many do I need for max play at most? Like, assuming both players deploy one at game start? 2"x1" Each player deploys 2 at start by default, then pregame each player can choose to deploy one more if they choose the "Fortify" scouting option. So most you'd ever need is 6.
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# ? Jun 14, 2022 03:18 |
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Cool, thanks, from you tube battle reports I had estimated six of them but was going to go with three inches long, so I'm glad I checked.
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# ? Jun 14, 2022 03:29 |
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Randalor posted:Is the arm absolutely vital, or can you get away with doing some creative posing to get away with using the "wrong" arm on two of the 3? As others have said if you have even a little green stuff there are other items you can lop the hand off of and make it work. I haven't been able to so far, but it's also the first time I've tried modifying a piece.
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# ? Jun 14, 2022 11:49 |
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Just came back from my first game of Kill Team, an open play game of 3 Intercessors and 3 Reivers vs 3 Plague Marines and 8 Pox Walkers. No Equipment, and we both only picked from the Search and Destroy Tac Ops to keep things simple. It's a lot of fun! Much more palatable for my friend than when I tried to make him play Flames of War a year or so ago. This he actually liked and we can play again some time. Also, uh, holy poo poo disgustingly resilient is good. You get to roll it when fighting! I saw Pox Walkers tangle with Reavers and come out ahead. Granted, there were other times when rolling 5 3+ meant you'd take a pox walker from full wounds to dead in a single swipe, but maaan that resilient working in a fight is a Big Deal. Edit: Also, I only have the terrain from the chalnath boxed set and I really feel like it need a full half dozen more pieces; the board still looked way too open, as much as I tried to craft an appropriate layout.
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# ? Jun 15, 2022 04:35 |
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An Emperor-class battleship for my Imperials. What is the "standard" BFG game size?
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# ? Jun 16, 2022 00:07 |
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Geisladisk posted:
Depends on what type of game you’ll be playing. Easiest for learning is a basic 500-point cruiser clash - Specialist Arms has a BFG board with suggested starter fleets to get to grips with the mechanics (first list introduces basic fleets, 2nd game adds escorts, 3rd adds fighters and bombers and the all-important Nova Cannon) and free STLs for all the ships designed by one of the several sculptors keeping this game alive-ish. I’m using them as a good way to teach people, plus giving printed files to folks who are interested. I think standard is about 1500 points for when you can afford the bigger ships. 4/10 of the 8-hour prints for my Space Hulk are finished and cleaned. Gonna wait until I’ve got them all printed before final curing. It’s already absolutely gigantic.
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# ? Jun 16, 2022 01:20 |
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Does your space hulk double as a board for space hulk?
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# ? Jun 16, 2022 09:32 |
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Eediot Jedi posted:Does your space hulk double as a board for space hulk? 6mm scale space hulk board for travel games, plz Wwould work if everything is magnetized, like those tiny chess/checkers/backgammon/etc sets
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# ? Jun 16, 2022 09:38 |
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6mm travel necromunda
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# ? Jun 16, 2022 10:18 |
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Eediot Jedi posted:6mm travel necromunda Got a buddy working on that right now. lilljonas posted:6mm scale space hulk board for travel games, plz There's another guy who did a mini-hulk setup yeeeears ago with Epic minis and tiles that were on a cookie sheet.
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# ? Jun 16, 2022 12:57 |
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Speaking of backgammon boards. https://www.youtube.com/watch?v=g90WbcBqsdI
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# ? Jun 16, 2022 13:06 |
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Jack B Nimble posted:Just came back from my first game of Kill Team, an open play game of 3 Intercessors and 3 Reivers vs 3 Plague Marines and 8 Pox Walkers. No Equipment, and we both only picked from the Search and Destroy Tac Ops to keep things simple. This is good to know as I'm playing my first game of it this weekend! How long did it take start to finish?
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# ? Jun 16, 2022 17:17 |
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# ? May 13, 2024 09:31 |
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EdsTeioh posted:This is good to know as I'm playing my first game of it this weekend! How long did it take start to finish? So! People will tell you Kill Team takes an hour to play, and that may be true for experienced players, but if e us it was about two and a half hours from the time I walked through his door to when the game was stored away again. Here's how it went for me: My friend started reviewing the rules, which he'd never seen before then, when I was setting up terrain, and was still doing reviewing them maybe fifteen minutes later. Then we spent the better part of another half hour doing a lot of things necessary to the start of the game, like setting up models, picking tac ops, discussing what eve tac ops are and whether they should or shouldn't be excluded from this streamlined first game (we included them because they're such a strong driver of gameplay, and it was the right decision). So, after all that, we finally start the first turn strategies or whatever (recon, fortify, etc). From that point on, right there: about two hours. Speaking of being a new player, there are some things I want to kind of bounce off the thread: Plague Marines and pox walkers move very slowly but their dash and charge are the same as everyone else (excepting that I think charge is, like, your move distance +X)? You really can just fall back out of a fight with no penalty other than being unable to take another move action? Or am I overlooking some check or complication? I don't really understand the details of entering or leaving concealment/engagement. We sort of naturally adopted a procedure of declaring some people as concealed at the start, moved them up the board according to our understanding of concealment, and once they declared an attack we engaged them and never had anyone renter concealment. But I know there's real rules about re-entering concealment: when you can, how to become engaged again, etc. We couldn't understand how to set a unit into overwatch and didn't do it, we assumed that if you didn't have a unit shoot they could enter into overwatch instead, but we were just guessing. Oh haha I just realized I forgot all about, what, consolidate moves after a fight?
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# ? Jun 16, 2022 18:16 |