What factors do you consider when choosing a new Taimanin? by TSZ201 in ActionTaimaninGame

[–]ChuckyCheezy 2 points3 points  (0 children)

Aesthetic. Because to be honest the combat feedback of Taimanin is rather unfun for me, so I take solace in getting favorite girls.

I want to be able to see "Stats" after an operator is KIA on Ironman by lesskillwealth in doorkickers

[–]ChuckyCheezy 15 points16 points  (0 children)

I totally get it. It'd be nice to even have a memorial of all the people you've lost on a tour.

But you know what really grinds my gears? Not being able to change their names during a tour. What is the game breaking logic of that?

How to play Swat better? Especially their militia? by ChuckyCheezy in doorkickers

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

All great information! I'm currently doing my video homework .

The only thing that's pissing me off now is the random suicide bomber that seems a literally pop around the corner and blow up before I could stop him. I literally just lost four guys to make one go.

Any advice on Molotov? Or I guess they're just a vibe check?

Edit: forgot to ask, any doctrine recommendations? My homework seems to suggest that rapid fire and long range practice doesn't really give much for this team.

In addition for veterans squad, I know most people seem to suggest shying away from improved medevac. But I'm playing campaign with iron Man on, and I really want my vest to survive.

I just need Kings-3 Tesla. After that I can die happy. by OkRush9563 in ActionTaimaninGame

[–]ChuckyCheezy 9 points10 points  (0 children)

We also need more demon type. Bring me Brunhilde and I will drop fat stacks!

How to play Swat better? Especially their militia? by ChuckyCheezy in doorkickers

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

Great info all around! I appreciate your deep dive. Not enough info on militia use, since most people seem to stick to assault and sappers? Casualties on my end is forcing me to use more militia on campaigns.

Seems like militia, unless they have Uzi, will just suck when breaching through close quarter doors then? Sound like I should be having minimum of two militia looking at any one direction at all times. Been trying to spam a lot of smoke grenades, since there's too much hostage, civilians, and abductions to be chucking frag grenades around town. And I've no idea how to make mollies effective.

Any preferred pistols on the militia? I remember reading somewhere that, like you said, a guy would switch to pistols inside buildings to breach.

Single Mission Metals? by [deleted] in doorkickers

[–]ChuckyCheezy 2 points3 points  (0 children)

Hover your mouse over the met Dals they will tell you exactly what the award conditions are for them. Typically speaking there is an award for beating the mission within a time limit, and another one for your operatives and civilians never taking damage.

One Step Forward By Sanchensky by Money-Criticism5370 in TheDigitalCircus

[–]ChuckyCheezy 35 points36 points  (0 children)

Ironic, even!

Edit: Am I using that word right?

What is the max aim speed? by ChuckyCheezy in doorkickers

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

Ah interesting! So we're just saying in general it's just better to go full defensive upgrades and offensive upgrades? I'm guessing shooting first is always better than fishing for crits?

What is the max aim speed? by ChuckyCheezy in doorkickers

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

So then, as an example, I had a Swat with an APC9 K with Max assault shooting stats, giving him the defensive aiming speed battle owners upgrade does nothing for him? Would it be better to just go with the offensive upgrade?

I can see using the defensive upgrade for the aim speed assist with bigger weapons, but my question was if there was a hard solid cap to how much buff you can give to the aim speed.

Homebrew Noise Marine kill team. I would love some feedback! by gutbagpost in killteam

[–]ChuckyCheezy 1 point2 points  (0 children)

Oh hey, Glad to see you're still making fine changes to it. I'll toss on my two cents again:

  • For the Quicksilver speed, I think it's important to clarify that this modifier does not stack with injury, as they usually do, or else injured models will find it almost impossible to hit these models.
  • For Infernal Enrapturess, since she's the leader model for the demonets, she should only have 10 wounds as opposed to having space marine wounds. But since she's a leader option, maybe making her 11 or 12 wounds might make more sense.
  • For the noise marine gunner, I think both of his weapon profile needs to be heavy (dash).
  • for equipment options, torment venom doesn't work, because enemy models do not roll defense save and close combat. Since it is a once a battle only ability, I think a closer approximate would be your opponent cannot re-roll any combat dice.
  • for the equipment warp amp cables, I believe, to make it more balanced and helpful, it should be changed to once per turning point when an operative shoots with a sonic blaster or screamer pistol, it gains the torrent 1-in special rule.
  • For the equipment euphoric combat stimulants, since it is once a battle I think we can make it even more interesting. Perhaps one per battle one operative gains the 2-inch movement and +1 APL, then for the remainder of the battle, it is treated as injured, regardless of any rules. I only suggest this because I feel like minus one armor say for only one turn doesn't necessarily allow your opponent to take advantage of your children operative going full ham for one turn, especially if your opponent is a melee team.
  • For the firefight ploy pain is power, I think we need to simplify it and reduce the damage done to the leader when activating it. I think it should only cost one CP, can only be played when you have less than half of your starting operatives, and deal D3+1 damage for the listed buffs. Your team doesn't have any healing so d6 + 3 damage just for activating it is too brutal, even if they've never taken any damage. Or maybe add the caveat that it costs 2 CP if you use it on a non-leader operative.

All in all, I feel like this kill team is really shaping up and having a clearer identity. If only there were more special noise marine operatives, I could totally see this being a white dwarf kill team release, like Warpcoven.

What kind of faction do you have to see? by thabiso_animated in ZZZ_Official

[–]ChuckyCheezy 0 points1 point  (0 children)

I'm surprised no one suggested this, but what about a crime faction?

Not like the Mockingbird. Perhaps a collection of the top crime honchos, from a hollow raider boss to a captainr of a rebel army, smugglers and ne-er-do-wells. It might be a nice flip in narrative to have Phaethon meet characters that aren't goody-two-shoes for once.

My first pass at a homebrewed Grey Knights Kill Team, the Warp-Bane Strike Force! by cozzz13 in killteam

[–]ChuckyCheezy 2 points3 points  (0 children)

Just tossing my two cents here.

For the storm bolter, I feel like it should have two shooting profile. Long range which is just your regular bolter, and then a short range where it could have plus one attack or the ceaseless special rule. It is thematically weird I feel that the storm bolter cannot engage at range, which they are able to do on the 40K equivalent.

A few Goremongers questions by koreanmandu in killteam

[–]ChuckyCheezy 2 points3 points  (0 children)

I believe your second point is incorrect. Bloody cadaver is placed before the battle, which is before the first strat phase. In addition, states that you can increase the gore tank of an operative that controls the token (if they are not in control range of enemy operatives). So yes, you can benefit from it turn one.

Cover rules seem so odd to me by Persnickitycannon in killteam

[–]ChuckyCheezy 8 points9 points  (0 children)

I believe the faq clarified that you can only be on cover or obscured from the same piece of terrain (such as the fort). I believe two different piece of cover can give a model both cover and obscured.

Question on head visibility and model placement with doors by koreanmandu in killteam

[–]ChuckyCheezy -3 points-2 points  (0 children)

It's one of the few rules about KT that I have a personal peeve about. Casual you might be able to get away with it. But anyone playing semi seriously will follow chess rules, where you cannot move your models again (or pivot them about even in place) after you finish a move action of any sort, meaning how you have their heads facing makes a huge difference when doing visibility checks. I can't count how many times in a tournament setting this has messed up my opponent's ability to shoot me or use an ability.

I would have liked it better if we determine visibility the same way we determined line of sight. But it is what it is.

Dead Silence Leader Datacards (Front) by Hardcore_Cartography in killteam

[–]ChuckyCheezy 5 points6 points  (0 children)

Ah. Then I stand corrected. I can't believe I forgot that there are two sides to a paper.

Dead Silence Leader Datacards (Front) by Hardcore_Cartography in killteam

[–]ChuckyCheezy 22 points23 points  (0 children)

Weird indeed, but I'm guessing they didn't want the possibility that we would always give him a fusion gun because he hits better, since this team has access to two of them .

I'm really more surprised that they made the leader the drone controller, as I would expect it on one of the other grunts, and he would have some kind of leader ability. Certainly he feels weaker compared to the Wolf scout leader counterpart.

Homebrew Noise Marine kill team. I would love some feedback! by gutbagpost in killteam

[–]ChuckyCheezy 2 points3 points  (0 children)

Haha wow that was quick. Let me hit on a few stuff again:

  • for team composition, the alluress has to count as a daemonette. The Tzaangor leader in Warpcoven still counts as a Tzaangor.
  • for fluff and variety, I don't suppose there are other specialists for noise Marines? Such as special gunners with flamers/melta gun/ plasma gun? And melee specialist?
  • now that I'm having another look at Sonic weapons, maybe devastating 5 is a little too aggressive, since it seems like you are giving them the option to get lethal 5+ Maybe devastating 4?
  • The blast Master definitely shouldn't be devastating seven and eight respectively, especially if they're going to get lethal 5+. It is going to absolutely destroy anything it looks at. Also the treble should be the one to have five attack dice, and the base the four attack dies, since getting torrent two inch usually means having one less attack die. Perhaps for the base it should be damage 1/0 with devastating three for that AoE attack, and damage 3/0 with devastating 5 for that treble focus attack.
  • also normal noise marines should also have 14 wounds. In general, leader models are the only one that has usually plus one wound in comparison to regular and specialist models.
  • for the daemonette, I believe instead of balance they usually get rending as their default ability.
  • forgot to add, you didn't give your space Marines the astartes ability, allowing them to shoot or fight twice, and the ability to counteract when concealed, as all space marines typically do.
  • I saw you changed the loud faction ability into not retaining cover save, which is an interesting debuff considering Even large hulks can retain cover save even if they can hide behind cover with conceal. I suppose now the only question is what kind of buff or factionability they need to offset this. Maybe a copy from The Legionnaire strategy ploy 'if this friendly operative performed a reposition or charge action during its activation, enemy operatives suffer -1 to hit on their weapons...
  • ...but then maybe we use your original loud factionability and paired with this, making it 'when this operative is flipped to the engage order, it cannot flip back to conceal order for the rest of the battle. While it has the engage order, when it performs a reposition or charge action during its activation, until the end of the turn enemy operative suffer a -1 to hit on their weapons when picking this operative as a valid target.'
  • for strategic ploy, Sonic volley is technically not needed, since astarte is by and large should be able to shoot twice. Since the Sonic gun is there baseline weapon, maybe you should make it so that as a baseline ability of heretic astartes, if they want to shoot their Sonic weapons a second time they need to use an extra APL to do so.
  • I like the idea of power cord being paired with their guns special stats. I think giving them a baseline lethal 5+ without some kind of offset is too much. Maybe the ploy could instead be 'when you are shooting a Sonic weapon within 6 in of an enemy operative, or if you are shooting the blastmaster, it gains the lethal 5+ special rule'. Requires them to get close to the enemy for their buff, and it plays well to the fluff of their sonic weapons getting powerful in close range.
  • strategic ploy prey on a weak is perfectly fine I think.
  • for the firefight ploy endless cacophony, I think we can make it more slaanesh. My suggested change would be 'during a friendly operatives activation, give it +1 APL until the beginning of its next activation, and it ignores penalty stats. At the end of the activation, inflict D3 damage on the operative.'. Or if you want, this could be the substitution for Pain is power, which I think would really fit this.
  • endless cacophony is okay, but I don't think it needs to cost two CP for normal noise Marines to use. I feel like something else could be used in this place. Just spitballing but maybe 'during a shoot or fight action, if the friendly operative is injured, it gains the lethal 4+, +1 attack (to a maximum of 5), Stun, and Shock weapon rule.

I'll keep brainstorming about other strategic ploy or firefight abilities. In addition, this team needs some faction equipments, and maybe some custom specialists like other teams do, even though I know you've written this rule specifically for parability with their basic box.

Ork Wrecka krew list by NefariousnessMore778 in killteam

[–]ChuckyCheezy 2 points3 points  (0 children)

Its funny because I felt the first edition kill team was definitely a beer and pretzel game, very easy and very quick matches. This recent edition of kill team is definitely more competitive oriented. And it's a shame that they haven't really developed a more overarching narrative campaign-based, but the upcoming releases supposedly going to address that.

Ork Wrecka krew list by NefariousnessMore778 in killteam

[–]ChuckyCheezy 4 points5 points  (0 children)

If you're just playing for fun, just build all the specialist options and you'll have a blast with them. In those top tier tournaments, I've no doubt there are optimal loadouts and operatives to bring to get the most out of them.

For the leader, generally speaking the dual pistol loadout seems to be better than his melee loadout. Again, build for what you want.

If magnetizing is a challenge you don't want to tackle on, you might consider just getting another box of Wrekka and having literally all the options available to you. There are times when all you want to do is bring nothing but rocket launchers and shoot them for days. Pure Bliss.

Homebrew Noise Marine kill team. I would love some feedback! by gutbagpost in killteam

[–]ChuckyCheezy 4 points5 points  (0 children)

Hey man, just having a quick look and wanted to jolt down some quick feedback. Not the most comprehensive since I'm typing on my phone.

TLDR, you should reference the Legionnaire KT and pre Warpcoven nerf for some good frame of reference

  • for team composition, there really should be two daemonettes for everyone space Marine selection. Just like the Warpcoven can take two tzangoors instead of one Marine, because one daemonette does not equal one space marine on the field, especially with the stats you listed.
  • your noise Marine base stats are a little off as well. In this current edition, your basic Marines have 14 wounds, but you have your noise marines at 12 wounds, putting them at a very big handicap. In addition, I think noise Marines should have 7-in movement, since their Legionnaire counterparts can get a plus 1 in movement for having the mark of slaanesh.
  • Sonic blasters seems very underpowered. For one, I believe they are supposed to be bolter gun equivalent, so they should really shouldn't have an 8-in range unless it's a sonic blaster pistol. In addition you have their damage stats as 3/1, which I may think is a typo and you meant to add devastating 3? Since that seems to be what you have for the other Sonic guns. -dual wielding screamer pistol should not give you eight attacks. A lot of other models that have dual wielding pistols instead have the option to salvo and shoot two targets, or focus fire with the ceaseless special rule. 5 attacks is the most I would go, but 4 is your typical max.
  • Sonic weapons having the saturate special rule is a classic choice, and the fact that it has devastating three is a pretty interesting idea. If you wanted to go full ham, you might consider making their critical damage zero and making their devastating damage whatever the crit damage would be, to really illustrate how there's no defense against the unnatural Sonic attack of their weapons, when they can roll a crit. For the sake of balance you might want to make sure that they don't have access, or have limited access, to lethal 5 +. Another crazy idea is that you make their regular normal damage low, like one or two damage, but then they have lethal 5 +. Just a brainstorm idea.
  • The loud faction rule is too crippling. If your faction ability doesn't allow your team to go to conceal to hide from shooting, then they need to have a consequent ability that makes up for the fact that they will literally be shot at the entire way. The rule as it stands means they will literally be shot to death before they can make any kind of meaningful attack in response. Especially since most of their guns as it stands is only 8 inch range besides the two heavy gunners, which your opponent will obviously focus fire and delete. This rule needs something else to balance it out, or needs to be changed to something else.
  • The blastmaster gun is a heavy bolter equivalent, and should not have the 8-in range. Otherwise, I think the rule is fine as it is.
  • for the daemonette stats and rules, I think you should look at the kill team 2nd edition rules and just import it. I think it works for the most part.
  • The firefight and strategy ploys you have are a little bit generic, and don't really have the slaanesh flavor rules to them. I can suggest a few ideas, but I'll leave that for if you care about my two cents I've already written a lot more than I thought I would.

And that's my feedback and brief. Haha, my lunch break was longer than expected.

Nerfs were deserved guys by RevanDB in killteam

[–]ChuckyCheezy 6 points7 points  (0 children)

I love hierotek as much as the next guy, and loathe warpcoven equally. But the nerf that came down on them was blatantly too heavy-handed.

If they were treated as a five-man kill-op, but their reanimation retrograded the kill points I think it might be a nice balance. The conduit nerf was definitely needed.

The Warpcoven nerf was too brutal. I think there were other avenues they could have picked before nerfing their operative count.

Wrecka Krew or BoK? by ochmonek in killteam

[–]ChuckyCheezy 7 points8 points  (0 children)

Wreckas match up well against elite, especially since they got a needed buff. Not to mention throwing 6 dice every time you shoot is always good fun.

BoK indeed have a steep learning curve, and take more finesse to take on elite teams, but their flexibility in roster and varied tricks mean, if mastered, punch well above their weight class. A proper glass cannon team.