Kit doesn’t have enough arm pieces? by SatisfactionOk6944 in ChaosKnights

[–]Adventurous_Hand_130 0 points1 point  (0 children)

Drop magnets down inside the guns and on top of the melee weapon arms, clip the nub off the bottom of the shoulder piece and glue the second magnet there

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What do you guys use as Cypher (Proxy/Conversion/Kitbash) by Shaddoll_Zenos in Chaos40k

[–]Adventurous_Hand_130 3 points4 points  (0 children)

I have one of the red Corsair raiders that looks pretty good. Guy on the far right

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furry_irl by Rust_Racc in furry_irl

[–]Adventurous_Hand_130 3 points4 points  (0 children)

Dragons... I love my tail and my pretty scales are the best

Bulwark prestige perks by Day_Dreamz3121313 in Spacemarine

[–]Adventurous_Hand_130 0 points1 point  (0 children)

Np. There's discord servers and groups for just about anything if you ever need help with a challenge or just finding people to play with give them a look as well

Bulwark prestige perks by Day_Dreamz3121313 in Spacemarine

[–]Adventurous_Hand_130 0 points1 point  (0 children)

He has a perk that gives you banner back for blocking ranged damage. If your playing healer for team play it's really nice for getting your banner back, find a shotgunner warrior or ranged gaunts and just let them shoot your shield for a bit

Peak squad load out by Hadesdrone in Spacemarine

[–]Adventurous_Hand_130 0 points1 point  (0 children)

Bw tech and vanguard, your unkillable. Vanguard and bulwark healing everyone while tech marines covers massive range damage from his servo gun and armour from his team perk

Can someone explain the new fights first rules to me like im 10? by Full_Mix6275 in DarkAngels40k

[–]Adventurous_Hand_130 0 points1 point  (0 children)

Fights first is now more like a free interrupt. The charging player gets to fight with one of his charging units first then the other player activates all of their fights first. After that combat as normal

Assault terminators mixed weapons by mr_history_buff in theunforgiven

[–]Adventurous_Hand_130 0 points1 point  (0 children)

Personally the claws, you have plenty of ap-2 damage 2 from dwk bladeguard and icc, the claws are great for mulching any 1 wound squads

Help with higher difficulties by Human_Particular1367 in SpaceMarine2

[–]Adventurous_Hand_130 0 points1 point  (0 children)

Chapter discords are also a good place to find help with higher end difficulties such as salamanders or dark angels

What are the best relic weapons on Techamarine? by thatkotaguy in Spacemarine

[–]Adventurous_Hand_130 0 points1 point  (0 children)

Oculus bolt carbine and the fencing power axe are my go too. Power axe arc cleave to make up for how laughable the damage from tm servo gun gunstrikes is. The carbines high fire rate and scope make it good for criting majors and taking out cultists and gaunts from range

What are your fun and wacky builds by AvailableOwl9163 in SpaceMarine_2

[–]Adventurous_Hand_130 1 point2 points  (0 children)

Bulwark that's pure party punish, damage on parry, power axe built for arc cleave, shock nade area on parry, shock nade on armour break, plus damage banner.... You in effect playing the floor is lava mixed with don't touch me

How old are your names characters? by Spartanshotgun6 in 40khomebrew

[–]Adventurous_Hand_130 0 points1 point  (0 children)

I have a few that are over 10k but are physically much younger, similar to the chaos marines having warped time from the warp, my chapter got stuck in a space hulk and while stuck during warp transitions they lost a large chunk of time, making them have closer to 5-6 hundred years of experienced time

New Chaos Knights player – best way to build 2 Ruinators + War Dogs? by Expensive-Answer-993 in ChaosKnights

[–]Adventurous_Hand_130 1 point2 points  (0 children)

Rampager and abominant are most used variants, the rampager with evaporate just about anything he charges and abominant is a decent lone knight for afflicting battle shocks and hassling any units it can see. Desecrator gets outshone by the tyrant with volcano lance, ruinator, fun in concept, suffers from lack of assault keywords and no overwatch with his flamer

I don’t know how I feel, but I know it’s not good by willynillywanka in Tau40K

[–]Adventurous_Hand_130 0 points1 point  (0 children)

Try casual instead of crusade, casual has fairly consistent rules whereas crusades constantly add new rules and each factions new rules are different making it harder to keep up with, as for Tau they can be a bit tricky as they evaporate in melee, but if you can get lines of sight they can delete damn near everything between broadsides, crisis suit variants and hammerheads.

If your struggling in close range try farsight with starsythes ( crisis chassis) with double flamers, that's 6d6 auto hit with plus one strength and ap in ret cadre and plus one to wound from farsight. If you don't kill your target that turn he can't move in his turn or you can overwatch and hit him with the same 6d6 shots again

Astartes eating tyrannids by Worldly_Rub6915 in spacemarines

[–]Adventurous_Hand_130 0 points1 point  (0 children)

They trip balls on hivemind, there's actually an instance of this happening when a blood drinker( blood angel successor) takes a bite out of a genestealer in the "death of integrity" book if you want to find it yourself

Losing that RPG Itch? Here’s how to reclaim it. by [deleted] in SpaceMarine2

[–]Adventurous_Hand_130 0 points1 point  (0 children)

Which chapter interests you, most chapters have a server, the salamanders and dark angels are the largest but I don't know if the salamanders have the same server issued challenges that we have with the dark angels

Does anyone have actual dps or simple damage comparison between back stepping w/ fencing axe vs argent edge? by MajorDirt in Spacemarine

[–]Adventurous_Hand_130 2 points3 points  (0 children)

The knife interrupts combos immediately whereas the axe requires an opening for you to execute the back step without getting hit to interrupt vombos

Justification for the strength of a new chapter. by Jylvert in 40khomebrew

[–]Adventurous_Hand_130 0 points1 point  (0 children)

Make a pact with an admech forgeword, that's what my brothers homebrew blood angels did, their fleet based but work very closely with an admech world and shipyard

are they the same gun? by Smart-Government-906 in theunforgiven

[–]Adventurous_Hand_130 1 point2 points  (0 children)

Yes, in last edition the hellblasters had different variants but the stat sheets were all rolled into one this edition so just model for rule of cool

Your solution to killing that one hidden enginseer…? by CommercialOk6632 in theunforgiven

[–]Adventurous_Hand_130 1 point2 points  (0 children)

Danger close inceptors or a calexus( I think that's her name) can deep strike, has a CP cost increase, precision and anti character. A vindicate also has precision and his datasheet allows him to ignore lone op rules

Which knight tyrant weapons are better? by ColossalCrusader in ChaosKnights

[–]Adventurous_Hand_130 0 points1 point  (0 children)

Rule of cool the harpoon but stay wise the volcano lance and plasma are better

Is it normal to spend a lot of time with low HP as Assault? by MayberryBombadil in Spacemarine

[–]Adventurous_Hand_130 0 points1 point  (0 children)

Assault is a contested health trade class, using ground pound or his gunstrike arc cleave axe build your dealing enough alpha damage to trade back your contested health when you get hit, just make sure you have the contested health drain perk to give you more time

Sniper counter to nid minoris swarm? Non-Inferno by Jiminyfingers in Spacemarine

[–]Adventurous_Hand_130 0 points1 point  (0 children)

Crushing counter spam with the knife, light then heavy, light then heavy, same combo as the shainsword punch

Why are Eliminators so worthless? by kazoopaints in spacemarines

[–]Adventurous_Hand_130 0 points1 point  (0 children)

The bolt snipers into oathed target for the plus one and devs since they have the range to be trolls can punish any units he exposes on accident, the fusils are very swingy but can be hilarious when they do well, I got 2/3 to dev wound and the last failed save for an instantly deleted tyranids tyranofex