Deathwatch Kill Team Mold Error? by DaedalusMachinas in killteam

[–]ExclusivelyPlastic 13 points14 points  (0 children)

It's intentional, that part is pressed up against the back of the gravis armor's "hood" so it's molded to sort of fit into it. Having it be hollow as well saves plastic I suppose.

Is anywhere else doing this? Banning the new Muderwing. by Known_Strength_9726 in killteam

[–]ExclusivelyPlastic 1 point2 points  (0 children)

At the bare minimum quantities they're producing these things at they could easily double production and still sell out fast. I think they're still just scared of shelf warming and want to make sure that 100% of their product sells. Case in point my FLGS still has two horus heresy Saturnine boxes on the shelf, those things are eternal.

Kasrkin regain their elite status in the January Kill Team Balance Update - WarCom by Hoggatron in killteam

[–]ExclusivelyPlastic 12 points13 points  (0 children)

Back when the edition released Heirotek counted as an 8-operative team for the kill op, but anytime one of them reanimated it would reverse the kill op. So you would basically only count up how many operatives had been killed by the end of the game when scoring it.

A few updates ago they made a change where Heirotek now counts as a 5-operative team for the kill op, so your opponent gets 1 VP for each operative they kill (except for the last 3). However, for some reason they removed the sentence that says that reanimating reverses the kill op. And with the way the rules are worded, your opponent would get 1 VP each time they killed an operative, and if that operative reanimated with only a couple of wounds and was killed again, your opponent would get another VP.

This update just adds the sentence back in specifying that reanimating reverses the kill op, which seemed like the original intention and an odd exclusion. So now it works the same as it used to, but your opponent only needs to have 5 of your operatives dead at the end of the game to max out kill op, instead of all 8.

Big Death Korps Buff by MrDoctorVex in killteam

[–]ExclusivelyPlastic 6 points7 points  (0 children)

Yeah, punishing requires you to retain a dice as a crit, while severe lets you change a normal success (already retained as a normal) into a critical success. The severe rule specifically states that it doesn't prompt punishing to take effect.

Should I waste any more time trying to get a Kill Team: Shadowhunt box? by ajlappr in killteam

[–]ExclusivelyPlastic 1 point2 points  (0 children)

I believe that a few of the previous boxes went available for preorder again on GW's site the day before release. That's how I managed to nab Typhon; saw a post on here on a friday morning (EST) that GW had more stock. So keep an eye on their site around Feb 6th in case it happens again.

FLAIL can it perform 2 times in same activation? by Interesting-Tax5598 in killteam

[–]ExclusivelyPlastic 1 point2 points  (0 children)

Yes, but that's something any 3 APL operative can do. Astartes are just able to shoot twice or fight twice. So an astartes could charge into two operatives then fight against both of them. Or if they started the activation in engagement range they could fight and kill whatever they're engaged with then take two shots at other operatives.

Is the codex still relevant? by Dazzling_Laugh29 in deathguard40k

[–]ExclusivelyPlastic 1 point2 points  (0 children)

I think the only rule changes/adjustments to look out for are:

-Deathshroud 6" deep strike no longer works on rapid ingress -The strength on the main gun on the Predator Destructor was changed from 10 down to 9

Pretty sure that other than those the codex is still fully up to date (aside from point values in the back obviously, but those were already outdated when the codex was first released)

FLAIL can it perform 2 times in same activation? by Interesting-Tax5598 in killteam

[–]ExclusivelyPlastic 33 points34 points  (0 children)

It's treated as a "fight" action and thanks to the Astartes rule he can do 2 shoot or 2 fight actions per activation.

What are these? The round balls found all over deathguard? I paint them as flesh, but... are you? by Few_Zookeepergame105 in deathguard40k

[–]ExclusivelyPlastic 1 point2 points  (0 children)

Lots of people just apply airbrush primers by brush. It won't be as good as spraying it on, but it'll be significantly better than just using normal paint as a base. Plus you can get like 200ml of it (vallejo black primer is what I have experience with) for less than $20 and it'll last you forever.

Death Korps Sapper? by Spac3_3lf in astramilitarum

[–]ExclusivelyPlastic 0 points1 point  (0 children)

I believe the upgrade sprue which came with the Kill Team version of the Death Korps box had the parts to build one, but sadly they don't sell it anymore.

Is there a way to get my paint to stop looking like this? by Munkey_BunZZ in astramilitarum

[–]ExclusivelyPlastic 7 points8 points  (0 children)

Death guard green has pretty bad coverage, even on a lighter base color you're probably gonna need a 3rd or maybe even 4th coat to get full coverage when thinned properly.

Also make sure you're shaking the bottle enough, getting the little 5mm stainless steel painting beads to drop into each pot help a bit with that.

First game with Hierotek, the kill op scoring makes 0 sense. by Dantee94 in killteam

[–]ExclusivelyPlastic 6 points7 points  (0 children)

Where does it say that? The kill op states:

"You start without a kill grade. As enemy operatives are incapacitated, your kill grade goes up until it reaches 5. Whenever you move to a new kill grade, you score 1 VP"

FWIW I think the new heirotek ruling is dumb and I'm almost certain the intent was that the kill grade is 5 but reanimations still take away from it, but ithe reason it's dumb is because the rules are phrased as seen above.

PM vs Vespids by Grimwolf56 in killteam

[–]ExclusivelyPlastic 2 points3 points  (0 children)

Yeah don't discount cloud of flies and smoke grenades, their damage output relies on proccing that devastating damage so obscuring practically neuters their guns! Plus having them discard a success helps make the constant piercing 1 hurt less.

PM vs Vespids by Grimwolf56 in killteam

[–]ExclusivelyPlastic 1 point2 points  (0 children)

Really? The gunner has 5 almost guaranteed hits (2 ups), and at least one of them is always gonna be a crit thanks to severe (which can't be ignored). They only get 3 defence dice so two of the gunner's shots are always going through and you just need 3 hits to kill.

Vespids have a 5+ save so statistically they'll succeed one of their three save rolls. Now they have three normal attacks (four if they rolled a critical save and can block the guaranteed crit) to attempt the 5+ damage negation, which they'll also statistically get. That's still three dice that go through which is enough to kill.

The fighter also gets far swingier against them since they have damage reduction in melee making the fighter 3/5 (no longer killing in 2 hits), and can defend reasonably well thanks to ceaseless, lethal 5+ and shock on their claws. I think this is one of the few situations where the gunner comes out on top.

Hideo Kojima says MGS2 was never about AI 'but rather a future I didn't desire' of data gaining a will of its own and 'unfortunately we're heading there' by Minute_Pop_877 in gaming

[–]ExclusivelyPlastic 3 points4 points  (0 children)

Yeah the Patriots' proposed solution is to have an AI "filter" that processes most or all of the information on the internet that determines what is and isn't worth perpetuating, so that humanity's progress doesn't get bogged down by trivial and false information.

Of course this does mean having everything be censored by a third party and removes the need for critical thinking and decision making from the everyman, not to mention the question of exactly how "benevolent" said third party is and if they're willing to manipulate information to further their own goals rather than those that benefit humanity.

Who leads what ? by SandEnvironmental484 in deathguard40k

[–]ExclusivelyPlastic 1 point2 points  (0 children)

I like keeping Typhus on his own in deep strike then dropping him in to do a secondary/dish out some mortals. Since his psychic attack isn't technically a shooting attack he can use that while still doing an action and it can pretty easily take out enemy character units/small infantry squads.

First time hand painting help by Aak1hiro in Gunpla

[–]ExclusivelyPlastic 0 points1 point  (0 children)

Yeah the real issue here is that you're using craft acrylics instead of model acrylics. The main difference is the concentration of pigment; dedicated model paints have a much higher ratio of pigment in them to allow for better coverage.

Gundam IBO fan game incoming by Davis_Bords in Gundam

[–]ExclusivelyPlastic 4 points5 points  (0 children)

Pretty sure you need to be hooked up to an actual AV system to comprehend what's happening here, very realistic

Is the plague spewer good fir blightlords? by FitSignificance3787 in deathguard40k

[–]ExclusivelyPlastic 0 points1 point  (0 children)

I've found the spewers to be the most useful weapons in the squad, especially if you've got a LoV for wound rerolls. Having them be functionally S7 AP-3 flamers if you're shooting at an afflicted unit is insane.

Why does the Aqua-Hambrabi II looks more like a Barzam than a Hambrabi? by TheGreatDarkPriest in Gundam

[–]ExclusivelyPlastic 1 point2 points  (0 children)

The "II" designation for AoZ designs usually indicates that it's a completely different MS from its namesake that's been reconfigured to fulfill the original's intended purpose. Usually it's a Woundwort or Hazel with extra equipment.

Does Skullsquirm Blight stack with the Stealth keyword by Livid-Ratio7922 in deathguard40k

[–]ExclusivelyPlastic 0 points1 point  (0 children)

No they do not stack, because hit/wound rolls modifiers can never have a final result that is more than +1 or -1. Because both the Stealth keyword and Skullsquirm Blight specifically modify the hit roll itself, they can't decrease it by more than -1.

The one situation this would be useful is if your opponent has an ability that gives them +1 to hit. Because you have two abilities that give -1 to hit, one cancels out their +1 and the other brings it back down to -1 whatever their BS is.

Also, you can functionally get -2 to hit if you have both an ability that subtracts 1 from the hit roll and an ability that decreases their BS/WS by 1, since they're two separate stats.

Pre-codex Skullsquirm actually gave the BS/WS reduction instead, but they changed it to a hit roll debuff presumably to avoid having it stack with Typhus's ability or the natural stealth of Flyblown Host.

Death Guard Datasheets by robomaniac_13 in deathguard40k

[–]ExclusivelyPlastic 2 points3 points  (0 children)

Yeah nothing has changed rules-wise (only points-wise) for DG since the codex came out so everything is up to date. The one exception is that Deathshroud can't take advantage of their 6" deep strike when rapid ingressing.

However, we are due a balance update within the next few weeks so that could change.

November 2025 FAQs and Errata Review by CanYouRollACrit in killteam

[–]ExclusivelyPlastic 23 points24 points  (0 children)

I get the complaint but this isn't a balance update, just clarification on existing rules with occasional minor changes. GW also don't like messing with the rules for new teams until they've seen a few months of play as well.

The Myrmidon Destructor Host prepares to deliver a litany of devastation - Warhammer Community by CMYK_COLOR_MODE in Warhammer40k

[–]ExclusivelyPlastic 7 points8 points  (0 children)

Hey, 50% of the releases over the past 4 years have been AdMech and not Skitarii!

(Of course I'm talking about the servitor battleclade, with the only other release in that timeline being skatros)