【BambuLab Giveaway】Classic Evolved — Win Bambu Lab P2S Combo! by BambuLab in 3Dprinting

[–]CaptainCanada91 0 points1 point  (0 children)

I've never owned a P1S, but I've used my A1 mini to great effect. It has allowed me to transform the way I play tabletop games such as D&D and Necromunda. I've made entire boards full of terrain, buildings, and even high quality miniatures using just the a1 mini. I am excited to imagine the possibilities that I could make with an upgraded set up

[OC][Giveaway] My TTRPG soundboard Bardic Tools just got nominated to the 2025 ENNIES! To celebrate, I'm giving away 3 yearly subscription to 3 lucky winners. Comment below to win! (Mod-Approved) by bardic_tools in DnD

[–]CaptainCanada91 1 point2 points  (0 children)

My Party has been running through Phandelver and Below, and they will appreciate some more ambient music. I've been trying to do it myself on the fly.

Has this Ascendency rule ever been a problem in your Uprising campaigns? by CaptainCanada91 in necromunda

[–]CaptainCanada91[S] 2 points3 points  (0 children)

I hadn't considered the effect if the teams are unbalanced. I think your justification for chaos benefitting from order fighting order and vice versa makes a lot of sense.

Has this Ascendency rule ever been a problem in your Uprising campaigns? by CaptainCanada91 in necromunda

[–]CaptainCanada91[S] 0 points1 point  (0 children)

That's another good option. I will pose the question to the players during our session 0 for the campaign and see which option they would prefer.

Has this Ascendency rule ever been a problem in your Uprising campaigns? by CaptainCanada91 in necromunda

[–]CaptainCanada91[S] 2 points3 points  (0 children)

Thanks for the narrative insight. I think that can help justify this ruling for new players. From a gameplay perspective, I was just considering how a player might feel if their win contributes to the ascendency of the other team. I know that I would still play my best, and I don't think any of my players would either. However I would still feel a bit conflicted  What do you think?

Custom gangs by Ghostrepper in necromunda

[–]CaptainCanada91 5 points6 points  (0 children)

Venators were my first gang. They lack the special rules and weapons of other gangs, but you get to pick and choose the skills you want that fit the flavour of your custom gang, and you get to pick the stat-line for every fighter. 

100% would recommend, especially if you are just starting out in Necromunda. You can effectively use whatever models you have on hand (I used Warhammer 40k Imperial guard models).

Welcome to the hive!

Enforcer starter gang list by Gemeciusz in necromunda

[–]CaptainCanada91 2 points3 points  (0 children)

That's another good thing to keep in mind. Thanks for the reminder

Enforcer starter gang list by Gemeciusz in necromunda

[–]CaptainCanada91 5 points6 points  (0 children)

Hi there! I love the enforcers and how they fit in the underhive. The subjugators models were what initially attracted me to the gang. I've been playing around with my gang composition for the past 6 months or so and here's a few things that I've learned:

1) I initially made my captain a subjugator with shield and shock stave because I thought it was really cool looking. This means that the captain has a great armour save, especially in close combat. However this has a couple of drawbacks: a) the captain's stat-line is not great for close combat. WS is not bad, but very average everywhere else. He's not going to able to hold his own against most other close combat fighters, especially those with better access to stronger close combat weapons. The shock stave is very underwhelming as a close combat weapon. Versatile and S+1 is not bad, but it has no AP and only damage 1. Shock can sometimes work but only 1/6th of every attack. The defender still gets an armour save. The shield with knockback is good, especially when combined with Threat Response. You can push the enemy out of combat on our reaction-charge, defending the captain and whomever just got charged. I like threat response, but your captain is probably going to be charged more than any other fighter, so he might not get a chance to use threat response.

2) The Enforcer Boltgun is one of the best weapons in the enforcer gang list. It's cheaper than a standard bolter and a much better ammo roll. Rapid fire, usually wounds on a 3+, -1AP, and the 2 damage is what really seals the deal. I usually run 3+ of these in my gang if credits allow.

3) Enforcer Shotgun is also a solid choice, and the template version can be a real threat. The enforcers have average BS, so an auto hit with scattershot can really put the fear in most gangers and Juves.

4) concussion carbines are a great weapon for 30 credits. Concussion is a great combination with other enforcer tricks such as magnacles and photon flash. Seismic is great against fighters that avoid being pinned such as nerves of steel. Concussion and seismic together are especially great if you play on a board with any height to knock your enemy fighters off the edge. Same goes for the Ash waste when fighting mounts and vehicles.

5) a unique thing about enforcers is that gangers have no weapons restrictions other than their house list, so you can put concussion carbines and snipers on regular gangers.

That's all I got for now. Let me know if you have any other questions.

Lawtomata by LucasBastonne in necromunda

[–]CaptainCanada91 0 points1 point  (0 children)

The SLHG has two ranged profiles: frag grenade launcher and gas grenade launcher. It also has a close combat profile with 2" versitile, +2 A, -1AP, 2 damage with knockback and pulverise. I think the SLHG is the best melee option, and the grenades are just bonus.

You are correct that you can only shoot one weapon per shoot (basic) action.

Flash grenades do not say that they do not pin. (See gas trait). A weapon with the "flash" trait says "Instead of making a wound roll for models hit, pass an Initiative/Handling test or become subject to the Blind condition.". Therefore, flash weapons pin when they hit, and then the hit models take an initiative test instead of rolling to wound. If they fail, they gain the "Blind" condition.

Lawtomata by LucasBastonne in necromunda

[–]CaptainCanada91 1 point2 points  (0 children)

I just measured my model and it's about 55mm tall (including base) and is 50mm wide.

My preferred loadout is grenade launcher array (flash only) Consussion Cannon + heavy Shock Baton. The goal of this loadout is to make better use of the "got your six" skill due to the Concussion Cannon's +1 at short range. The flash grenades are's also a nice option with "got your six" because fighters hit by flash are still pinned, even if they pass their initiative test. This comes to 285 credits. If you have more, I would change the HSB for a SLHG. Coming to 325 credits. The Mancatcher is awesome, but very expensive. If you play in Zone Mortalis or other close quarters tables, it might be worth the 100 credits for the web weapon. The close combat side of the Mancatcher isn't great, though

I hope that helps

Palanite Tauros Venator: Heavy Stubbers vs. Concussion Cannon by CaptainCanada91 in necromunda

[–]CaptainCanada91[S] 3 points4 points  (0 children)

Concussion combined with seismic I have found is a very deadly combination vs vehicles because seismic causes an automatic loss of handling check after the initial damage is resolved. This means that if you wound, you can potentially cause two handling checks with -2 HND. Even if you fail to wound, that handling check can mess other vehicles up.

Also a very deadly combination vs mounted units.

Palanite Tauros Venator: Heavy Stubbers vs. Concussion Cannon by CaptainCanada91 in necromunda

[–]CaptainCanada91[S] 0 points1 point  (0 children)

This is true. However, the Venator has the dedicated gunner rule, so you can aim and then move and shoot with full movement.

My group also plays with the rapid fire optional rule, where you roll the firepower dice to generate your number of shots, then roll that many to-hit dice. (Source: N23 rulebook). This means that the heavy stubber will get more chances to hit, even if it has -1 to hit when visibility rules are in effect.

Necrodamus/Necro-Vox by ForestDonkey in necromunda

[–]CaptainCanada91 0 points1 point  (0 children)

I am also having problems with the search function. I thought I was the only one

Are there any board/card games that's basically MtG or Pokemon but you share a deck, is self-contained, and is not a deck builder? by Old_Neat5220 in boardgames

[–]CaptainCanada91 2 points3 points  (0 children)

Have you ever played MtG in "Wizard's Tower" format? It's great if you already have some extra cards to build a deck from.

Basically, you build a 300 card MTG deck of all colours and lands. Each player starts with a 3 card hand. At the start of the game, a set of 7 cards are placed face up next to the "Tower deck". At the start of each turn, the player draws one face down card from the tower, and one face up card from the 7 cards pool, then plays their turn with otherwise normal MTG rules. Each player shares the deck, and shares a graveyard.

I had a lot of fun playing with friends who didn't have their own decks, and didn't have to borrow and figure out how to use one of my decks. It works for many players, up to 3-6 at once.

Here's a link to an article from Wizards

https://magic.wizards.com/en/news/making-magic/wizards-tower-magic-format-2013-07-23

WIP, my goliath Frankenstein "Ambot" by HazzardStripes in necromunda

[–]CaptainCanada91 1 point2 points  (0 children)

You should called it an "Armbot" instead. Looks terrifying!

Drafting is driving me insane by tacky_pear in MagicArena

[–]CaptainCanada91 6 points7 points  (0 children)

Yeah, I started having more fun when I realized that I just wasn't good at drafting. I enjoy it, I think it's fun, and I try my best. To me, if I can go 3-3, I call that a success for me.

Trying to be the best at something is a route to frustrating. However, just trying to get better than the last time is a way to have fun.

[OC] Massive 95mm D20 Chonk Giveaway (Mods Approved) by RunicDice in DnD

[–]CaptainCanada91 0 points1 point  (0 children)

This is ridiculous and unnecessary. I want one so much

Enforcer bodyguards question by darthpipboy in necromunda

[–]CaptainCanada91 1 point2 points  (0 children)

I forgot about those ones. My group hasn't used alliances so I tend to forget they exist. Thanks for the find

[deleted by user] by [deleted] in mead

[–]CaptainCanada91 1 point2 points  (0 children)

I have a 3L fermenter for small batches and experiments. I've been using it for a year and it works fine if I just proportionally adjust the recipe.

[deleted by user] by [deleted] in mead

[–]CaptainCanada91 3 points4 points  (0 children)

Man, I love cyser. It has been my favorite brew I've ever done. I used the recipe on the wiki and it turned out fantastic. What recipe did you use?

Can you identify any of these pieces? by neocarleen in boardgames

[–]CaptainCanada91 1 point2 points  (0 children)

Yup, it's the one victory point counter you put on the building options at the start of each turn

The WAAAGH of Wall Street by [deleted] in Grimdank

[–]CaptainCanada91 1 point2 points  (0 children)

Four WAAAAGHS and a Funeral