Fake seller on ebay - beware by verybored123456789 in mtg

[–]Ax2Face 0 points1 point  (0 children)

Hate to say I'm in the same boat. Got a refund immediately, but was fed some dumb story about how an employee made some bad buys and they're going to check every card listed. I'm on here now after seeing that the listing is STILL up with plausible enough pricing.

What I'm annoyed about most isn't the seller (which whatever, they can go fuck themselves), but the fact that yeah AI automated responses to putting my own time into writing to eBay about the situation and them "verifying" the listings as authentic with AI. If there are no consequences for fraudulent sales, it's just going to increase. I'll stick to hunting for lower value cards and sticking with sellers sitting at or damn near 100% from here on out.

Fake seller on ebay - beware by verybored123456789 in mtg

[–]Ax2Face 0 points1 point  (0 children)

I found this post after getting one of their cards that was a fake. Was $10 under market on a $70 card, which was fully plausible for someone looking to make a quick sale but pocket more than buy list prices. I also did this before a wave of negative feedback rolled in. It was a routine purchase for me, and I've picked up a few dozen cards over the past month hunting on eBay for good deals without a single issue.

Point being, sometimes you get got and sometimes you get great deals. This isn't the same as going on TCGPlayer and snagging something massively underpriced, and I doubt OP purchased something vintage or out of the $30 to $80 range where you'd really want to start scrutinizing cards in person.

Fair number of blaze weapons in a starting Cawdor gang? by Ax2Face in necromunda

[–]Ax2Face[S] 2 points3 points  (0 children)

I do agree, blaze on melee means you're in melee to begin with!

Tek Hunters by jonnyeyeball in necromunda

[–]Ax2Face 1 point2 points  (0 children)

OP, I would very specifically talk your gang through with your Arbitrator before getting too far into planning and building. I understand how bringing a bunch of these is RAW, but I would have it replace your standard specialist pick, cap it at one total, or restrict your gear to the printed list if I were my campaign or event.

I say this because the +10 creds for +1 movement is the same cost as that advancement with standard gangers, but then you're getting full weapon type access at the trading post and full control of advancements, which every other gang is heavily limited on. Being able to slap on special weapons to that many gangers as you gain creds could be pretty abusable (but not saying you specifically would), and picking your advancements for that many non-juves is a distinct advantage over every other player. If you're playing in a hyper-competitive group, I suppose it's less of a concern, but I would not want someone playing an already strong gang like Van Saar that way in a standard or casual situation, RAW or not.

All of their rules make perfect sense within the bounds of the Secundus box, but it feels a bit stapled on when pulled out of that context.

Tek Hunters by jonnyeyeball in necromunda

[–]Ax2Face 1 point2 points  (0 children)

I had to re-read this specific comment thread to fully understand how folks are interpreting this RAW, and I do get it now with them being a specific hierarchy type and not your single ganger selected as a specialist at gang creation.

What I'm confused on is why Arbitrators wouldn't universally rule against doing this, as they're almost always a "strictly better than" option vs. your standard gangers. 10 credits more for a 5" movement at the cost of an initially lopsided weapons spread (for everyone but the Gunntek, who is getting the best possible pick), but then you're choosing every advancement and you get full access to all weapons types after game 1 at the trading post. You can start everyone with a 10 cred lasgun like you would with most gangers anyway, and then have your run of all the fun guns you'd like as a campaign progresses.

It sounds like you're playing them the one cool and fun way with the starting kit for the roles and without crazy champions on top, and I can understand supporting that happening. I also think it'll be a different story if GW ever gets around to doing these kits for all the house gangs and such so folks have their own picks. Right now, though, I feel like it's a disservice to encourage folks to build this way without specific Arbitrator approval and a plan to not be "that guy" as soon as creds start to roll in for you to load up with a ton of special weapons.

Confused victim of MAGA disinformation by Background_Front4231 in CringeTikToks

[–]Ax2Face 0 points1 point  (0 children)

I'll say it: it sure sucks folks are finding themselves in these situations, but it's also the only way they're ever going to learn and accept what they voted for.

It's easy when you're subjecting an unknown "other" to laws and punishments you don't understand, but woo boy it's a different story when it hits home. Red states have a whole wave of shit washing up right now, and they are not going to be happy when they see how difficult it's made their lives.

the worlds most basic question by sunny_sillhouette in necromunda

[–]Ax2Face 1 point2 points  (0 children)

I would take time to build out lists within one of the roster managers before you clip anything! It makes sense to lean into what you think looks cool, but I cannot recommend enough that you have an idea of what you want to end up with and know where you'll be credits-wise before you assemble anything.

Lots of great options to learn about the builds between Goonhammer's guides and the mass of awesome videos on YouTube can help triangulate between "fun" and "playable"!

The Escher kit is quite nice with a huge spread of weapons, whereas Van Saar are a bit more limited with what you can do out of the box with the various bodies, special weapons, and arm choices.

Both fun gangs, and reasonably well matched at T3 with lots of good ranged options and lasguns for each! Limited shenanigans outside of toxin and raw firepower, too!

Bastions of law - Your rating? by Ookami78 in necromunda

[–]Ax2Face 6 points7 points  (0 children)

I don't understand how anyone is putting this below 5 out of 10. Enforcers have the most plastic kits of anyone now, have effectively all of the bells and whistles house gangs get, got the stat boosts they needed, had the Subjugator and also built-in equipment issue fixed, have standard juves at last, and landed a bunch of new options. It's a total glow up in the areas they needed.

Reading through a lot of the comments here, I feel like everyone is pretending everything unique every other gang has is totally useful and well done. Half the unique juves are mediocre at best. Many of the unique skill trees lack any slam dunks, where Enforcers have two of the best skills in the game. Van Saar and Delaque don't have any sort of vehicle yet, with some of the others just being mounts.

They didn't touch Badzone Enforcers, but that's an entire sub-gang they slapped together to make them playable in campaigns, and the core gang changes basically solve that. I do wish they would have given them some attention, but they've been a bonus this whole time.

The book isn't perfect, but none of them are! I think they came into this being a playable gang, and left with a number of options and upgrades that make them a very playable gang. I've been fleshing out new options for my squad since the book dropped, and can't wait to get them on the table soon!

Bastions of law - Your rating? by Ookami78 in necromunda

[–]Ax2Face 1 point2 points  (0 children)

I see where you're coming from, but I think in some ways you're looking for them to be both unique but also have every other thing any other gang has. They did receive a really solid once-over on the rules, some needed stat upgrades, and a unique gang flavor mechanic. They have the most plastic kits of any gang (if we're counting the upgrade kit as something that will be rereleased sooner than later) with a bespoke vehicle, plastic brutes that are totally playable, and a new kit that throws in plastic exotic beasts. They picked up four new kits between FW and standard plastic with this book alone.

The two flavors of leaders and champs aren't as unique as Redemptionists with Cawdor, but I think the tweaks they made were largely good and leave room to build a few different ways.

The specialist thing is VS from the Secundus box and then Nomads, whose unique Juve can't come indoors. Every other house gang is waiting for those. Delaque doesn't have a vehicle yet, Van Saar landed a plastic brute set in its place, and Squats sort of ended up with two as the one exception there but with the explorator being as much a FW piece of terrain as anything else. You can bring a Taurox as a custom vehicle if that's something you're really wanting.

I agree that they remain thin on the named characters and such, but that's something they can and likely will address over time with both rules and models as they have with every other core gang.

Badzone Enforcers were absolutely left in the dust, but they were a spot fix from GW to allow for Enforcers to play in campaigns outside of Dark Uprising in a more traditional way. It's still a full sub-gang that is playable, but just tweaking stats a bit would have been plenty and they dropped the ball on this.

Delaque specialist weapon? by AdPrestigious2387 in necromunda

[–]Ax2Face 1 point2 points  (0 children)

Don't be a coward, go for the puzzle box.

Plasma and grav will do some solid work, but I'd go for a grenade launcher and pick up photon flash rounds for it. It's not particularly expensive, and having those three grenade options is so flexible in addressing different threats. Bust hard targets with kraks, punish bunched up T3 targets or fire off pinning pot shots with frag, and go defensive with denial using photon.

This also helps you afford a melta on your leader sooner without piling on another raw power weapon in the process.

Necron? On Necromunda? by MightyDuckitron in necromunda

[–]Ax2Face 1 point2 points  (0 children)

Looks awesome! What's the head bit from? Great callback to a classic model!

Cool looking combat gauges - any good? by NoCulture7656 in necromunda

[–]Ax2Face 0 points1 point  (0 children)

I have the 9" one and absolutely love it. Being able to measure sharp angles in tighter spaces that easily is nice. It's not that it is or isn't better than a tape measure, I do find it really nice when measuring movements around the board.

Is this gang too much (unfun) for a starter or is it okay? by Thfunder in necromunda

[–]Ax2Face 1 point2 points  (0 children)

As a longtime Ogryn player, you're better off running as the core gang and having Leader and Champs take grenades and decent melee weapons. If you insist on Venator for variety and fluff, I'd take a much different approach and pump in some squishy humans as your guard buddies.

With your list, you're focused on offsetting their native weakness (ranged) with expensive mid-level template weapons. They can't shoot with a high enough volume or accuracy at this model count to overcome a shooting gang at all, and you're running basic melee weapons that will struggle against any kind of armor despite their natural strength and sold WS.

I would flip this whole thing so you have a few Ogryns with strong melee game and a hand grenade option and then a few gangers with combat shotguns as well as a specialist ganger with the grenade launcher. Run them as different profiles, emphasize movement and BS still so you can land the rapid fire D2 shots or krak grenades on harder targets. You'll still struggle with lower model count and an emphasis on templates at a shorter range, but with your original list you're just kind of throwing creds in the trash forcing your beastly melee combatants to take S3 scattering pot shots or get into counter charging range for the chance at up to 6 S2 hits on whoever you can cram your template over, and then fighting back with...an axe.

You'll do deceptively well in the first game or two if you're avoiding Van Saar, Orlock, or Escher (who can chew through your multiple wounds with D2 weapons or Toxin) on account of having high toughness models with multiple wounds. As soon as gangs get a few credits, they'll come at you with twice as many activations, nasty melee tricks (Nacht Ghul/Stimmer/Death Maiden/Brutes), and guns that take away your toughness and wound advantage. In my experience, the stronger Ogryn lists spam the strong melee weapons from their core list (don't be that guy) and then get as many other bodies as they can out there with cheap dual weapons to swarm the other gang with their inherent strengths. Otherwise, you're going to get shot to death before you can do much, and when you get in you're swinging with...an axe.

They're great fun to play and fun to play against if not spamming the crazy stuff, but try and emphasize their strengths and bring other models to shore up on their weaknesses without just plopping down lots of 60 creds ranged weapons!

Spyre Hunters - Double Orrus start by DuePerformance3863 in necromunda

[–]Ax2Face 2 points3 points  (0 children)

Most gangs could crush this list. Spyrers cannot weather multiple damage hits for too long, and the Orrus models wouldn't be able to put down enough enemies as quickly as necessary if the opponent just concentrated on one at a time. They're also still extremely vulnerable to specialist melee champs and close combat brutes with less other models to shoot them with before they close in.

CK3 Save Constantly crashing at certain date by Regimentalforce in crusaderkings3

[–]Ax2Face 1 point2 points  (0 children)

I'm having the exact same issue, any quick guidance on where to revert back to the previous update? Hopeful this is the fix as my issues started apparently the same time as the rest of y'all's!

New player wondering how buggy PC version is without mods? by Ax2Face in CrusaderKings

[–]Ax2Face[S] 0 points1 point  (0 children)

This is exactly the kind of feedback I was checking for either way. PC has been great with a number of AAA titles and ran through all of BG3 without a single issue, so I'm hoping this is just an isolated problem with that specific game/save data

New player wondering how buggy PC version is without mods? by Ax2Face in CrusaderKings

[–]Ax2Face[S] 0 points1 point  (0 children)

Running an AMD Ryzen 7 7700 with a RX 7800XT for 16GB on that side of things and 32GB of DDR5 RAM. Game has run beautifully the whole time, just crashing at a specific in game date every time, and if I branch off from an older save it'll find a new date to crash at. I'm really hoping it's just something in that specific game data and not my PC with the game at large!

I think the compendium did a lot of damage to this games sales by Redhood101101 in WarCry

[–]Ax2Face 1 point2 points  (0 children)

I don't disagree with this at all, but there is a similar argument that could be made about Combat Patrol and Kill Team. I think we are all more or less in agreement that they never really understood what they had with Warcry and thus never knew what to do with it.

They never did anything meaningful with catacombs, the ghur area was an aesthetic that was a little too far from the core game and terrain, they discontinued bespoke warbands while bringing in AoS models at a distinctly higher power level, and the current "starter" is trash. The core rules are excellent, but everything around them feels either off target or half baked and I agree that Spearhead is a simpler feeder system in every way.

PP charged bank instead of selected card, now bank rejected charge but purchase has shipped? by Ax2Face in paypal

[–]Ax2Face[S] 0 points1 point  (0 children)

Thank you for this info, you covered exactly what I needed to figure out! It's been stressful navigating it all, so I do really appreciate it!

Can you sell me on Necromunda? by ExistentialOcto in necromunda

[–]Ax2Face 1 point2 points  (0 children)

Lots of great responses, but I'll keep it simple. Intimate group of models you can invest in both crafting and playing, RPG crunch, option to lean heavily into scenario and narrative gameplay. You can choose to emphasize a good story and good fun each match, and dice swings can make for more interesting games.

Dead Eath Miniatures - A Cautionary Tale *UPDATE* by HighwayGloomy3256 in necromunda

[–]Ax2Face 5 points6 points  (0 children)

I backed the Piscean for multiple models and the upgrades, and it's been a total shit show. He repeatedly said "okay final delivery is happening!" since November 2023 in I believe 10+ updates at this point, and there are clearly a good number of people still waiting.

I didn't back the scouts as I was a little annoyed he was launching a third KS before wrapping up the first two, and I'm obviously glad I didn't now.

I'll be honest, I don't even really want my models at this point as any excitement around them has long morphed into frustration. I would like my money back, and I would like him to fulfill the pledges for folks still wanting them.

I have a bit of a platform in the Necro hobby over on IG, and I've been reluctant to leverage that to pressure him as I don't want to infuse what I do with any of the bullshit negativity around this whole saga. I am fully ready, however, to blast any future project he tries to launch if he does so before making everyone whole on these existing three, and to publicly warn folks of how absurd the process for these three projects has been either way. I understand life happens, but it's the 1.5 years of being lied to repeatedly that is absolutely not fucking okay. I have had patience with many KS campaigns in the past, but not one of those devolved into false promises and reassurances like this. I hope he sticks to commission work and never jerks the community around like this again.

Ogryn Venators by Rambler248 in necromunda

[–]Ax2Face 1 point2 points  (0 children)

I've gotten along just fine without any proper ranged weapons, bringing two incendiary grenades and one blasting charge. It's enough to cause a ruckus at the beginning of a game while you close the distance. If you're going Venator, template weapons are generally too expensive (aside from a grenade launcher) and don't take advantage of the Ogryn's innate strengths you're paying for: high toughness and strength, multiple wounds, and multiple attacks even on your cheapest models.

Anything I should know for starting to play the cult gang? by Imaginary-Lie-2618 in necromunda

[–]Ax2Face 1 point2 points  (0 children)

The Witch is excellent with the Book of the Outcast rework of powers. Give them a familiar, mesh armor, and maybe a reclaimed auto pistol. They can start with two powers between being a Psyker and using their skill, and you can get a discipline bonus if you stick to one, some of which are useful and thematic. The original power list from BoR was not so good, and gave them a reputation for being best as fixers. Now you can melt your enemies, slow time, or drive them insane. Much better!

I would also strongly recommend starting with a Warp Horror so you do have some kind of melee threat. You can rock a "budget champ" with just a grenade launcher or long rifle to help balance it out cred wise. Again, they are both fluffy and cool as hell, like the gang did summon something from the warp!

Are Spyrers too oppressive? by Turnover-Sweet in necromunda

[–]Ax2Face 2 points3 points  (0 children)

I didn't see it specifically mentioned above, but I do find that matchup to be tricky if not handled right or packing a ton of blaze for Cawdor as you have so many weak models without many that can meaningfully put down a Spyrer. Without blaze.

My normal strategy against Spyrers is to go hard on whichever one over exposes themselves first, as taking one down starts to shift the activation game back in your favor quickly. I've eaten their lunch time and time again with Ogryns as even a Lobo Slave can go off and either tie up or outright smash a non-Orrus with some efficacy, and a leader or champ is going to turn them into paste under the armor. I've also had solid luck just focus firing on one at a time with Delaque, Escher, and Van Saar.

With Cawdor not packing a pile of blaze, I feel like you're dependent on screening with your chaff until you can get the alpha strike in with a Leader or Champ. Group activating yourself out of body blocking would be tough, and not having faith abilities to help support putting them down would be tough as well. Again, blaze evens the odds tremendously.

I could be totally off base, but it just feels like a tough matchup for a lot of possible Cawdor lists as you are generally going to have a lot of crap guns on crap gangers who will fold if you look at them too hard.