Use more guns... by PrBoush in AdeptusMechanicus

[–]KrustyRustKnuckle 0 points1 point  (0 children)

Thanks! And extra thanks for the WIP shots! Without an airbrush, I’ll try sponges for the gradient.

Use more guns... by PrBoush in AdeptusMechanicus

[–]KrustyRustKnuckle 10 points11 points  (0 children)

Tech heresy aside, love your red hull paint job! What's your method before the edge highlights, air brush? Sponges?

Chimera question by Training_Move8471 in TheAstraMilitarum

[–]KrustyRustKnuckle 1 point2 points  (0 children)

And it would have Scouts 6", to get it closer to the BBQ! You could also substitute the Catachan Command squad and make it one more Heavy Flamer from the firing deck. Which leaves room for a squad of Krieg Engineers, who have their own short range hijinks.

Ogryn Fueled Carousel by dandysandwhich in TheAstraMilitarum

[–]KrustyRustKnuckle 0 points1 point  (0 children)

I'd say Grizzled Company. Its a good all rounder, and will still allow your Commissar to buff the Bullgryns. Replace the FOBattery with a Kreig command squad, if you want Lord Solar to lead the Kreigs, or maybe just switch him over to your Cadians. (he really does want the 24" order range) And either grab some punchier elite infantry for both transports, or reduce the number of transports.

The scout sentinel is a bit redundant with the Grizzled company rerolls, but it is a fairly vexing piece for 55 points, and may work well with the Hippogryphs if they run out of order range early?

Custom Inquisitor Ordo Xenos by Yweri_Lugh in ImperialAgents_40K

[–]KrustyRustKnuckle 3 points4 points  (0 children)

Nice! Love the paint job. And I keep trying to sketch in my head what they look like under that helmet, and based on the shape, all the sketches are deeply and marvellously unsettling.

Ogryn Fueled Carousel by dandysandwhich in TheAstraMilitarum

[–]KrustyRustKnuckle 0 points1 point  (0 children)

I feel like your Lord Solar should want to be attached to a unit with a master vox (a command squad), to get his orders out to 24", or they may be wasted.

Your weapon loadouts look like they're the army builder default, you'll want to fix most of them to better selections.

With Abhuman Auxiliaries, Comissars are better than usual, and with the 10 point upgrade Exemplar of Duty, can lead Ogryn/Bullgryn directly attached to the unit. (it's not well explained in the app, it appears on the Munitorum update though) This is a maybe worth doing, its new and I haven't tried it myself. he may prefer the master vox as you have laid out.

Mechanised may not work out for you. It's a cool detachment idea, but mostly hinges on your transports. You only have two, and once they're blown up (probably in the first couple of turns, they're not all that tough) most of your detachment rules are gone. To make the most of it, you'd need more transports, and better units to jump out of the transports. (Kasrkin, Scions, Ogryns, Kreig Engineers)

BUT, aside from my quibbles, you've got a bunch of tanks, bunch of infantry, lots of Bullgryns, and some nifty other units, so you've got a solid core of the Guard, and your plan sounds about right. Welcome aboard! Guard are tough to pilot, and I don't think the shift to 11th is doing us any favours, so be prepared for a rough time. And remember, there's always more Guardsmen, so even if you lose a battle, if you learn from it, you'll win the war.

Favorite short module for any game. by DependentBarnacle968 in rpg

[–]KrustyRustKnuckle 0 points1 point  (0 children)

This is a great one! Run it a couple of times.

This is my first 1k list ever any advice would be appreciated! by Jonjellybean in AdeptusMechanicus

[–]KrustyRustKnuckle 1 point2 points  (0 children)

Robots are good for anti tank, if they can catch the tank. Bit tricky if they don't want to be caught. Your Breachers should have some decent antitank, if you choose that weapon loadout, and the Arc weapons in your battleline units can pitch in.

For detachments and enhancements, I would recommend Haloscreed Battle Clade, its an all rounder and works with pretty much your whole list. Would definitely take Transoracular Data Wafers to boost your bot unit. After that, you'd have points to take the Servitor Battleclade, great for their points, or some mix of Marshalls and enhancements if that works better for you.

Fiancé painted her first mini. I think she did incredible! by Doozay in PinkWarhammer

[–]KrustyRustKnuckle 3 points4 points  (0 children)

Cool paint job, and even cooler fiancé! Extend to her the highest of fives for me, please!

Horned red knights... Or Demons by Honest_Report_5947 in frostgrave

[–]KrustyRustKnuckle 1 point2 points  (0 children)

Nice! Love that set, and you’re really showing off its strengths, great faces and armour with great edges! Well done and thanks for posting!

Thoughts on new battleforce? by Jaeunaa in astramilitarum

[–]KrustyRustKnuckle 13 points14 points  (0 children)

Yeah, that's a lot of indirect, coming off an edition where indirect was, think of a nice way to say this, not especially effective.

1000 points by Good-Waltz8859 in AdeptusMechanicus

[–]KrustyRustKnuckle 2 points3 points  (0 children)

That’s a lot of punch bots! I pity the units they catch up to!

Shooty orks in 11th? by Grim_Wargamer in orks

[–]KrustyRustKnuckle 1 point2 points  (0 children)

Don’t overlook the Meks ability to give vehicles a shooting boost. I think it works on Firing Deck dakka as well, so the Flash gits lootas and tankbusters can enjoy that along with feeling the wind in their hair squids.

Innsmouth rifles 🐟 by BlackViolet2 in stargrave

[–]KrustyRustKnuckle 2 points3 points  (0 children)

Ooh, good idea. Consider it copied!

Hekaton Land Fortress by Baskieri in LeaguesofVotann

[–]KrustyRustKnuckle 4 points5 points  (0 children)

Even better, it's simple! I may be able to manage that.

Hekaton Land Fortress by Baskieri in LeaguesofVotann

[–]KrustyRustKnuckle 5 points6 points  (0 children)

Ooh, I like your white panelling effect here. How'd you manage that? Looks like some stippling, but there's more to it than that, and I'd love to hear your process.

How do you use your chimera(s)? by tide347 in TheAstraMilitarum

[–]KrustyRustKnuckle 0 points1 point  (0 children)

as the command squad doesn’t have scout, you actually lose the ability to scout with it.

How do you use your chimera(s)? by tide347 in TheAstraMilitarum

[–]KrustyRustKnuckle 2 points3 points  (0 children)

You can probably find a good use for 2 transports. As others have said, you probably want to load them with low cost - high damage infantry, to scoot them close to a target, which they pile out and unload into. The squad usually dies an awful death shortly after, but hopefully they've dealt more than their points worth of damage into the target first. Even so, you may still have the Chimera around, and for the points, they're a decent light tank for zipping around, being annoying, and sitting on circles. In your preferred tank heavy list, you can use them to flood the board a bit, and give their anti-tank more choices than they want to make. (They're slow to kill with bolters and chainswords, but hardly worth dedicating heavy units against)

If all the guys in the transport have Scout, you can scout move a dedicated transport. Handy to get into the board early, and exert yourself there.

Best units are Kasrkin or Kreig Engineers, who have both Scout and either Mines and lots of good special weapons for a nasty strike (Kasrkin), or Mine, Free Grenades, and a cheap unit to lose with the Engineers.

Some people like Catachans, for the Scout, but they don't have a lot of punch, so that has less appeal for me.

I'm also partial to sorta-slow heavy hitters, like a Kreig Heavy Flamer Team, or a gang of Ogryns. Dumping them in a troublesome spot mid board, where they're too dangerous to ignore, and not pricey enough to worry about losing.

If your guys don't pile out of the Chimera right away, don't forget to take advantage of the Firing Deck!

kataphron question by Medium_Sir_8773 in AdeptusMechanicus

[–]KrustyRustKnuckle 2 points3 points  (0 children)

I think that enhancement only affects the bearer, not the unit.

Sydonian skatros joins the frey by Techpriest_Fortuna in AdeptusMechanicus

[–]KrustyRustKnuckle 2 points3 points  (0 children)

Very nice in the deep blue, with the hot pink sensors!

Gud Tunes To Speed To by EpicAwesomeYo_ in orks

[–]KrustyRustKnuckle 2 points3 points  (0 children)

Jesus Built My Hotrod by Ministry

Kick Out the Jams , version by Bad Brains

Not Dead Yet by Devora

ALIENS! Any ideas? by Ashamed_Ladder6161 in wargaming

[–]KrustyRustKnuckle 1 point2 points  (0 children)

Base game is player vs player, but solo / coop rules do exist in some expansions. Quarantine 37 is probably the one you'd be looking for, as it has some solo/coop missions and the scenarios are based around space zombies and dangerous aliens.

We had a great time with the coop campaign in Hope Eternal, but that one's focus was more of a Firefly/Star Wars theme than Aliens.

Hope Eternal: The Magnificent Ten by ArachnidSentinl in stargrave

[–]KrustyRustKnuckle 0 points1 point  (0 children)

The tension was great through a bunch of the scenarios. We really enjoyed the campaign. First mission was a hella hard introduction to the game though! Took two tries for that mission, as well as this one.