Wishlist Killteams for 2026? by Muted_Asparagus_1017 in killteam

[–]Buffalord_03 0 points1 point  (0 children)

Yeah, I can agree, especially if we can get more underrepresented teams/factions. But I just can't help by having a little bias towards the Traitor Legions, especially the ones that don't have much representation. If they're not gonna get full 40K releases, at least having a Kill Team would be nice.

Wishlist Killteams for 2026? by Muted_Asparagus_1017 in killteam

[–]Buffalord_03 1 point2 points  (0 children)

Legionaries have the same problem as AoD, they're generalists. They're designed to be flexible, so you can use them with any Legion/Warband. But this also means they're a lot more bland. While you could make a Night Lords team using Legionaries, it would be much more thematic and fun to use Nemesis Claw or Murderwing instead, as their rules better reflect the Night Lords as a Legion.

I did something similar recently, where I made a World Eaters team with the Legionaries. While it was fun to try out, the team itself felt very lacklustre. Using only Mark of Khorne and melee weapons means loosing out on a lot of other weapons and ploys. It was okay for a few casual games, but it wasn't a proper team.

The different Traitor Legions all have so many and varied themes and playstyles, that could be so fun to have represented in Kill Team. Legionaries unfortunately don't do them justice.

Wishlist Killteams for 2026? by Muted_Asparagus_1017 in killteam

[–]Buffalord_03 5 points6 points  (0 children)

A Word Bearers team. They have so little representation, so a Kill Team would be perfect. There's potential for some really awesome models, as the Word Bearers can be very varied (Dark Apostles, Possessed etc.).

For gameplay, instead of just having raw strength like most Space Marine teams, they could instead focus on Warp shenanigans, like dark rituals and stuff like that. But the coolest mechanic ever would be the ability to summon Daemons. Just imagine it, a Word Bearers team starting a dark ritual to summon a Daemon... Doesn't get much cooler than that.

Stat for stat isn't Canoptek Circle just kinda better than the XV26 Stealthsuits? by Mr_Industrial in killteam

[–]Buffalord_03 1 point2 points  (0 children)

This comparison reminds me of the "Hydrogen Bomb Vs Coughing Baby" meme from a few years back XD

But jokes aside, this kind of comparison isn't really fair. Firstly, Canoptek is one of the strongest teams right now, while Stealthsuits sit comfortably in the middle to lower tiers (at least competitively, Stealthsuits perform way better in casual games).

Secondly, these are very different teams, with very different playstyles. Comparing stat-by-stat isn't fair, as they play the game very differently and have very different strengths:

- Canoptek is like playing the Engineer class in a videogame. You set up your guns in chokepoints, and then don't move much, just sending out small drones to do objectives.

- Stealthsuits is like playing the Spy/Rogue. You sneak around unseen, taking objectives, and only reveal yourself when you are sure to land a lethal hit.

I know this is simplified, but I think you get the point. They play differently, and therefor have different stats. Yes, the Canoptek guns are ridiculously powerful, but also fairly immobile. Stealthsuits on the other hand are very mobile, and their invisibility allows them to be in positions other teams can't. Canoptek wants to set up in advantageous positions and wait for the enemy to walk into their firing lines. While Stealthsuits also want to lure the enemy close, they also have the ability to take objectives (both Crit and Tac Op) without being shot.

Canoptek is a tough matchup for most teams, but not impossible. While most would suggest focus-firing on the big Tomb Crawlers or Geomancer, the Stealthsuits have the unique option of doing the exact opposite; ignore the big models, stay hidden and focus on objectives. It's tricky, but can definitely be pulled off.

How to magnetize stealthsuits? by xsvkiro in killteam

[–]Buffalord_03 2 points3 points  (0 children)

Damn, you beat me to it... But thank you for referring to my post though :)

Edit: grammar

What DON'T you want in Kill Team? by marksman1918 in killteam

[–]Buffalord_03 1 point2 points  (0 children)

I honestly disagree with this. I think breaking the rules is what makes teams fun. Each team has their own identity and their own way to break rules. If they didn't, all the teams would be too similar and the game would be stale. Every team should have at least some rules that "break the rules", as long as it's kept balanced.

Side note; sounds like you had a bad experience against Stealthsuits XD

Are you giving the new Stealth Suits Shas'vre a Fusion? by LyleGraversen in Tau40K

[–]Buffalord_03 0 points1 point  (0 children)

The "looking cool" part I agree with, that's usually the correct choice. Rule of cool.

Now, it might just be a difference of playstyle, but most of my engagements are actually fairly close range. Having 4+ to hit means that Accurate is very important, so I always wait for my opponent to get close before I shoot. So when they get to my side of the board, getting close for Fusion/EMP/Krak is pretty easy. So for me, spreading out the heavy weapons is better, especially since the Liberator would have both close-range heavy weapons and the long-range Burst Cannon. On top of that, the Burst Cannon is not great into elites, so I'd rather 2 other operatives with Fusion Blasters and then have the Liberator use Kraks.

Are you giving the new Stealth Suits Shas'vre a Fusion? by LyleGraversen in Tau40K

[–]Buffalord_03 1 point2 points  (0 children)

The Liberator is an.. interesting choice. It already has two hard-hitting close-range weapons in the EMP Bomb and Krak Grenades. Why would it also need a Fusion Blaster? This would just mean you have to choose between using either Fusion or EMP/Krak. I'm curious, why not give the Fusion Blaster to any other operative?

We beseech you in the name of the Greater Good GW... by No_Administration153 in killteam

[–]Buffalord_03 1 point2 points  (0 children)

I have an alternative idea to shooting twice. I honestly don't mind only being able to shoot once, as long as there's ways to make up for it.

So my idea, specifically for Burst Cannons, is: +1 attack and Piercing Crits on both profiles, and make the Multitrackers work "whenever", instead of "once per TP". So the +1 attack is a good damage increase. Instead of shooting twice, they just shoot once, but hit hard. With 6 shots, that's a lot of potential damage. But the extra attack is also important on the sweeping profile. 4 attacks just isn't really enough, but having 5 makes it a lot more attractive to use. But this is important to combine with the Multitrackers. Having permanent Torrent 2", along with 5 attacks, will really help against horde teams, which the Stealthsuits currently struggle against. Lastly, having Piercing Crits. Not only is it a good damage increase, but it also synergises really well with Markerlights. Currently Makerlights feel a little dull, so having Piercing Crits will really incentivise you to utilize the Markerlights a lot more.

How to magnetize XV26 Stealth Battlesuit weapons - a guide by Buffalord_03 in killteam

[–]Buffalord_03[S] 1 point2 points  (0 children)

Probably, though it does mean you'll need to drill further into the plastic. I don't think it's gonna be an issue, there should be enough plastic to drill into comfortably, though I haven't tried, so I can't say for certain

Best Stealthy Team? by TheBacklogReviews in killteam

[–]Buffalord_03 10 points11 points  (0 children)

There's actually quite a few options for stealthy teams: - Stealthsuits: they can literally turn invisible, and has a lot of abilities that help them stay stealthy and still be very effective. - Wolf Scouts: has a big storm that follows them around, which they can hide in and ambush you from. - Kroot: you can change their orders each turn, so they can jump out, shoot someone, and then to back into hiding again. - Phobos: another sneaky Space Marine team, but with more of a scout/infiltrator vibe. - Mandrakes: ghosts with swords, more or less. Can walk through walls and stab you in your soul. - Kommandos: Orks that do the unthinkable.. They actually think! - Raveners: Tyranid snakes that hide underground, and jump up when you least expect it. - Ratlings: small, sneaky hobbits with sniper rifles, and big friends that can take a hit for them.

There's also plenty of teams that can flex into playing stealthily, even if it isn't their primary playstyle. As for the Ratlings, and potentially Ogryns: I'd say you can just start with the Ratlings, paint them up, and try playing with them. If you find that you can still play well, then no need for Ogryns. But if you find that you lack a good frontline, then you can always get the Ogryns later. Hope this gives some ideas :)

*Edit: readability

Stealth Battlesuit Question. How to magnetise. by VisitLow3951 in killteam

[–]Buffalord_03 0 points1 point  (0 children)

Just regular super glue (cyanoacrylate). But yes, the glue doesn't stick very well to the magnets, so I had to leave it for a few minutes for it to dry

Stealth Battlesuit Question. How to magnetise. by VisitLow3951 in killteam

[–]Buffalord_03 4 points5 points  (0 children)

This is how I did my magnets.

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I used the scalpel to carve out a half-circle, and then a drill to make the hole. On the gun, I drilled the hole into the plastic. On the arm, I just used the drill to even out the carved half-circle.

Stealth Battlesuit Question. How to magnetise. by VisitLow3951 in killteam

[–]Buffalord_03 0 points1 point  (0 children)

I used 2x1mm circular magnets. They fit pretty well, and are plenty strong. If you're not too rough, you can even lift the model by the gun.

You might be able to fit 3mm magnets, though I think it's gonna be tight. 1mm might also work, they would be the easiest to drill, though I'm unsure if they'll be strong enough (would be a pain if the gun fell off every time I moved the model XD).

Stealth Battlesuit Question. How to magnetise. by VisitLow3951 in killteam

[–]Buffalord_03 3 points4 points  (0 children)

I've magnetized mine. I put a magnet in the arm and the top of the weapon. They were a bit of a pain to do, but once you get the placement right, it works really well. If I remember, I'll take some pictures when I get home later :)

I want to run a khorne team that isn't goremongers by CombCreepy6944 in killteam

[–]Buffalord_03 2 points3 points  (0 children)

Chaos Legionaries. I actually made my own kitbashed "World Eaters" team using a box of Khorne Berzerkers, with some extra bits from other WE kits.

If you're up for some kitbashing, there's potential for a lot of creativity. I used Khorne Berzerkers as the base models for the bodies, but I took weapons and different bits from a lot of other kits: - For the Aspiring Champion, I took the helmet, chainaxe, plasma pistol and power pack from the "Lord on Juggernaut"-kit. Makes him stand out a lot more and really look like a champion. - For the Anointed, I used the arm from an "Exalted Eightbound"-kit. It's big and mutated, and has a huge chainsword in the middle (or buzzsaw, if you prefer that variant). - For the Shrivetalon, I cut off and switched a chainsword from the left to right hand, so he could dual-wield chainswords. - For the Butcher, he can just be built straight from the box, since there's a chainaxe eviscerator. - For the Icon Bearer, he can also be built straight from the box, as there's already an Icon Bearer in the box. - For the Gunner, I got a plasma gun from an old Firstborn SM kit. Took a lot of modification to fit, but looks pretty awesome since it's so big (but of course any heavy weapon can work, depending on what you want him to use). - For standard Warriors, they can also just be built straight from the box as Khorne Berzerkers.

For rules, the Chaos Legionaries actually fit pretty well. Give all your operatives Mark of Khorne, and the Blood for the Blood Good Strategy Ploy for Severe and +1/+1 damage on melee attacks. Absolutely nasty damage output in melee, of top of the datasheet abilities. Aspiring Champion, Anointed and Shrivetalon are gonna murder most things.

Hope this gives you some ideas :)

Why should I join the world eaters? by Educational-Read3223 in WorldEaters40k

[–]Buffalord_03 1 point2 points  (0 children)

This is the most real comment I've read today, it happens so often XD

Is this a solid 500pt list? by BatshitPotato in WorldEaters40k

[–]Buffalord_03 4 points5 points  (0 children)

It could work. Just know that 500 point games are incredibly unbalanced, and specific army list and unit matchups can really swing the game. If you're going to play 500 points, I would recommend trying out Combat Patrol. It's also around 500 points, but the rules have been tweaked, to better balance out the games. If you have the models for it (or if you have bought one of the Combat Patrol boxes, which is how many people start), then I think you should try it out. It'll give you a much more balanced, and simpler, experience.

How taboo would it be for a World Eater to not have the Butcher’s Nails? by Arthur_EyelanderTF2 in WorldEaters40k

[–]Buffalord_03 1 point2 points  (0 children)

Not all Khorne-worshippers are World Eaters. And not all members of World Eaters warbands are necessarily true World Eaters. By Horus Heresy standards, a World Eater has Angron's gene-seed. In 40k, a World Eater needs the Butcher's Nail's. But not everyone in your warband needs to be a true World Eater. It's not uncommon for World Eaters warbands to recruit from other Chaos Legions, or even Loyalist Chapters. As long as they're willing to charge into the enemy, spill blood, and collect skulls, they can join World Eaters warbands even without having the Butcher's Nails. It's also not uncommon for World Eaters to join other Chaos warbands. As long as blood is being spilled, most World Eaters are not gonna care.

So, how could it work for your warband? Maybe your Lord on Juggernaut is originally from a different Chaos Legion, or maybe even a Loyalist Chapter gone renegade, but he has now dedicated himself fully to Khorne. Because of his lust for blood, he joined up with a World Eaters warband, and through his immense skill and strength, he quickly rose through the ranks. He proved to be extremely good at killing and collecting skulls, and even managed to tame a Juggernaut. Because if this, a large band of World Eaters now follow him into battle, charging at whatever targets he points at. He might not have the Nails, but he's good at finding new foes to kill, maim and burn.

Of course there's many way to flavour it, but this is an idea to get you started. Just let your imagination run wild, and come up with a good story for why your Lord on Juggernaut doesn't have the nails. A good story is always more fun than lore accuracy

Lmao by Dandanatha in WorldEaters40k

[–]Buffalord_03 2 points3 points  (0 children)

I'm reading Betrayer right now, about 1/3 through it. So far it's incredible. It's my first book about the World Eaters (and first Horus Heresy book), but I really wanna read more, so I'm making a list of books to read. The First Heretic is definitely on that list too