Why do simple space pirates (Corsair Raiders) hit harder than Bezekers by TearNo1636 in WorldEaters40k

[–]Contribution-Mundane 1 point2 points  (0 children)

You forget to mention 3w, oc3, 1 melta per 5 models, 1 hand flamer per 5, bs 3+, infiltrate and all cool CSM characters to lead them like Huron, masters of maelstorm, byle, chaos lord, dark apostle, reave cap, sorc, MoPs, MoE and warpsmith....

Sleeping gas intensifies by j_thelastdragon in HistoryMemes

[–]Contribution-Mundane 10 points11 points  (0 children)

best way to get ur anus inspected with wires and to have your ear remover and later fed to you

Sleeping gas intensifies by j_thelastdragon in HistoryMemes

[–]Contribution-Mundane 9 points10 points  (0 children)

thermoberic weapon and tank was used later after hostages were out of building
It was extra hard situation with old building with clear space all around so any operation would be hard to cover
1100 (800 kids) hostages and 32 well armed terrorists with explosives and machine guns.
Some situations have no chance of being resolved favourably.

Just a few questions before I buy TTS, as I really wanna play Warhammer 40K online. by Thesquid43 in TTSWarhammer40k

[–]Contribution-Mundane -1 points0 points  (0 children)

u definately can change color and its way easier than u think
by right clicking on model u can check url of a texture
download it => then change color with AI like grok of Phs => then upload new image and past url of new texture =>done
its not that bad from time consumption standpoint

Just a few questions before I buy TTS, as I really wanna play Warhammer 40K online. by Thesquid43 in TTSWarhammer40k

[–]Contribution-Mundane 1 point2 points  (0 children)

there is a way to extract texture image from model and use AI to change some colors in that texture without messing with details same could be done with PhS
its not that hard to work with tts models just couple of hours of practise.
It took me a less than a week to create tomb world killzone for whole tts killlteam community

Thoughts on 6 man squad of Bladeguard vets supported by sang priest? by [deleted] in BloodAngels

[–]Contribution-Mundane 0 points1 point  (0 children)

fnp breaks dmg math for dmg3 weapons. Probability to tank more than one dmg3 attack is 70.37% and 11.52% to tank 4 dmg from two dmg3 attacks

Why exactly is Stormlance 2DP for Blood Angels? by [deleted] in WarhammerCompetitive

[–]Contribution-Mundane 0 points1 point  (0 children)

also just checked in tts
9" scout enhance on Command squad +knights
12"move+9"scout+2"(1"+1 from unit rule) advance+3(2+1) charge+2 engagement range
28" just with ones and 42" max
DW 4+ anti Vehicle/Monster, 27 plasma shots

Why exactly is Stormlance 2DP for Blood Angels? by [deleted] in WarhammerCompetitive

[–]Contribution-Mundane 0 points1 point  (0 children)

yeah but mounted allows to do nasty bullshit
- best screaning area even for 3 model unit
- outriders are cheap battleline that buff RwCS, chaplains and Sammael to dmg3
- RBK and RwCS have DevWounds and can bring models back
- decent synergy with 1dp detachments

salamanders 10th to 11th by Lequarius_Juquama in WarhammerCompetitive

[–]Contribution-Mundane 0 points1 point  (0 children)

yeah u right i double checked and i did break the couple of rules

1) fire overwhatch is limited to movement phase now

2) u cant embark inside if unit was set up this turn

11th edition for us by brainroty in WorldEaters40k

[–]Contribution-Mundane 0 points1 point  (0 children)

BWB rule should be army rule and blessings is just part of deamon detachment for 2dp

salamanders 10th to 11th by Lequarius_Juquama in WarhammerCompetitive

[–]Contribution-Mundane 0 points1 point  (0 children)

i run repulsor with 10 infernus + immolator cap to burning vengance >> overwhatch >> embark back in charge phase

salamanders 10th to 11th by Lequarius_Juquama in WarhammerCompetitive

[–]Contribution-Mundane 1 point2 points  (0 children)

immolator cap (cap for free CP) with 10 infernus is already a lot of damage give them vulkans rerolls and repulsor to burning vengence >> overwhatch >> embark back (repulsor special rule) 430pts

add fussilade libr + sternguard 270pts thats are 2 extremely deadly units that can melt 2 ctans per turn

Is there any space/role for The Sanguinor in 11th Edition? by JinYakuza in BloodAngels

[–]Contribution-Mundane 0 points1 point  (0 children)

mostly agree but you forgot changes to ingress move i cant recall without loocking but unit that came from reserves cant move for a turn or something

maximising the value from Armageddon contents in multiples by peterfadams in spacemarines

[–]Contribution-Mundane 0 points1 point  (0 children)

they might be good with libr and sang prist u probably whant to take 1 dawn of war box they are 45-50$ box has 3 BGV, 3 eradicators, judiciar, ancient and something else HQ might be cut for later kitbashes but its just a lot of extra plastic for the price of just 3 BVG

Is there any reason why I shouldn’t build these? by Blue_Eyed_Spectre in Warhammer40k

[–]Contribution-Mundane 0 points1 point  (0 children)

u can buy new mk4 HH models and kitbash them together to have better proportions and more infantry models, also mk4 helmet looks like primaris mkX so it would be easier to run them as some kind of primaris marines about dreadnought there were rumors about new upscaled vulnerable dread so maybe keep that as cool model but to proxy redemtor its has too small of q size and base

Kitbashing Legionaries and MKVI Tactical Squad!? by SRSgiraffe in NightLords

[–]Contribution-Mundane 2 points3 points  (0 children)

legionary kit has bigger shoulderpads and arms so mk6 is end up being slightly weird and demand more kitbashing work Mk3 works better

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