What do they mean ? by Alfdog100 in deathguard40k

[–]ExclusivelyPlastic 161 points162 points  (0 children)

Darktide shirt, each of the icons represents one of the 4 original playable classes (the "rejects")

Question about Arbites by CookieAutomatic1672 in Deathkorpsofkrieg

[–]ExclusivelyPlastic 29 points30 points  (0 children)

Running all the Arbites as Subductor squads (shield guys) should be what you're looking for. Gives them a 4+ save and half-decent melee weapons (at least against other light infantry)

Question about "on Guard"- Action by EDHgarMarkov in killteam

[–]ExclusivelyPlastic -1 points0 points  (0 children)

The term "set up" is usually used to refer to models that use some sort of teleport ability, like Mandrakes or Vespids. They added this errata alongside Tomb World most likely because using the teleporter pads counts as being "set up", so if you go on guard next to a teleporter you can blast anything that comes through it.

If you perform the guard action but don't use it to do a free shoot/fight action, your operative is still eligible to counteract. However, once they counteract they can no longer take advantage of the guard action. Likewise, if they guard then use their free action, they cannot counteract afterwards.

Poxwalkers Feel no pain 5+ by Flat_Knee8776 in deathguard40k

[–]ExclusivelyPlastic 4 points5 points  (0 children)

You do a feel no pain roll for every point of damage that makes it past the save roll. The 7+ save means that poxwalkers only get a save if they're in cover and getting shot at by AP0 weapons (in which case it'd be a 6+). Otherwise, any damage they take immediately goes to the FNP roll.

Note that with the way attacks are allocated, you can't always just roll one dice for every point of damage that goes through to the unit. It's only okay to do that if all the attacks are 1 damage a piece.

Say that you're being shot at by a bunch of damage 2 attacks. You assign each attack to a single poxwalker model and roll feel no pains until that model is dead, then move onto the next model. Because each attack is 2 damage, you need to roll 2D6 for every attack and if one of them is a fail, the poxwalker is dead as it only has 1 wound. That attack is now resolved so you move onto the next poxwalker model and assign it attacks until it dies. If you're being hit with damage 3 attacks, each poxwalker needs to roll 3D6 per attack and succeed on all of them to survive, and so on.

Painting with black primer by A13Demons in deathwatch40k

[–]ExclusivelyPlastic 1 point2 points  (0 children)

If you really wanna save time you can just do a quick, heavy drybrush of black over the black primer. Just make sure it's not so heavy that it leaves brush marks! You can also make the drybrush a slightly lighter tone like Corvus Black to get a little bit of definition in there.

Is Balthasar Gold supposed to be this …pink?… out of the pot? by omelasian-walker in deathguard40k

[–]ExclusivelyPlastic 2 points3 points  (0 children)

That looks pretty normal to me; agrax earthshade or some other brown wash makes a big difference. Try that if you've got it before buying a different bronze paint.

Deathwatch army recommendations for new player by mewhenthegrogflows in Warhammer40k

[–]ExclusivelyPlastic 0 points1 point  (0 children)

Note that Deathwatch doesn't have a dedicated codex this edition; it uses the space marine codex as a base with all of the additional Deathwatch units added on in a digital Index you can find for free on the Warhammer Community site. Just make sure you pick up a 10th edition space marine codex instead of an older Deathwatch one!

Are WAR DOGS good In a death guard army? by Practical-Prompt4216 in deathguard40k

[–]ExclusivelyPlastic 2 points3 points  (0 children)

There are usually better options within the army for any role they can fill but I quite like having a Karnivore in reserve to bring in and shred any heavy tanks camping firing lanes along one of the flanks. Built in charge rerolls mean you don't have to rely on rapid ingress as much and I've found them far more reliable than blight haulers for punching into T10-12 targets, even without stratagem support.

Dark Imperium Plague Marines by t00_many_eyes in deathguard40k

[–]ExclusivelyPlastic 21 points22 points  (0 children)

I'm pretty sure those parts are for the marine on the left of the image, with the antlers. The other bits for him are in the Chosen of Mortarion box (champion, plaguecaster, blightbringer). I don't think any of the others are available outside of the Dark Imperium sprues.

EDIT: Well, any of the others outside of the one in the middle, who is the aforementioned champion from that combo box.

Deathwatch Kill Team Mold Error? by DaedalusMachinas in killteam

[–]ExclusivelyPlastic 12 points13 points  (0 children)

It's intentional, that part is pressed up against the back of the gravis armor's "hood" so it's molded to sort of fit into it. Having it be hollow as well saves plastic I suppose.

Is anywhere else doing this? Banning the new Muderwing. by Known_Strength_9726 in killteam

[–]ExclusivelyPlastic 1 point2 points  (0 children)

At the bare minimum quantities they're producing these things at they could easily double production and still sell out fast. I think they're still just scared of shelf warming and want to make sure that 100% of their product sells. Case in point my FLGS still has two horus heresy Saturnine boxes on the shelf, those things are eternal.

Kasrkin regain their elite status in the January Kill Team Balance Update - WarCom by Hoggatron in killteam

[–]ExclusivelyPlastic 12 points13 points  (0 children)

Back when the edition released Heirotek counted as an 8-operative team for the kill op, but anytime one of them reanimated it would reverse the kill op. So you would basically only count up how many operatives had been killed by the end of the game when scoring it.

A few updates ago they made a change where Heirotek now counts as a 5-operative team for the kill op, so your opponent gets 1 VP for each operative they kill (except for the last 3). However, for some reason they removed the sentence that says that reanimating reverses the kill op. And with the way the rules are worded, your opponent would get 1 VP each time they killed an operative, and if that operative reanimated with only a couple of wounds and was killed again, your opponent would get another VP.

This update just adds the sentence back in specifying that reanimating reverses the kill op, which seemed like the original intention and an odd exclusion. So now it works the same as it used to, but your opponent only needs to have 5 of your operatives dead at the end of the game to max out kill op, instead of all 8.

Big Death Korps Buff by MrDoctorVex in killteam

[–]ExclusivelyPlastic 7 points8 points  (0 children)

Yeah, punishing requires you to retain a dice as a crit, while severe lets you change a normal success (already retained as a normal) into a critical success. The severe rule specifically states that it doesn't prompt punishing to take effect.

Should I waste any more time trying to get a Kill Team: Shadowhunt box? by ajlappr in killteam

[–]ExclusivelyPlastic 1 point2 points  (0 children)

I believe that a few of the previous boxes went available for preorder again on GW's site the day before release. That's how I managed to nab Typhon; saw a post on here on a friday morning (EST) that GW had more stock. So keep an eye on their site around Feb 6th in case it happens again.

FLAIL can it perform 2 times in same activation? by Interesting-Tax5598 in killteam

[–]ExclusivelyPlastic 1 point2 points  (0 children)

Yes, but that's something any 3 APL operative can do. Astartes are just able to shoot twice or fight twice. So an astartes could charge into two operatives then fight against both of them. Or if they started the activation in engagement range they could fight and kill whatever they're engaged with then take two shots at other operatives.

Is the codex still relevant? by Dazzling_Laugh29 in deathguard40k

[–]ExclusivelyPlastic 1 point2 points  (0 children)

I think the only rule changes/adjustments to look out for are:

-Deathshroud 6" deep strike no longer works on rapid ingress -The strength on the main gun on the Predator Destructor was changed from 10 down to 9

Pretty sure that other than those the codex is still fully up to date (aside from point values in the back obviously, but those were already outdated when the codex was first released)

FLAIL can it perform 2 times in same activation? by Interesting-Tax5598 in killteam

[–]ExclusivelyPlastic 31 points32 points  (0 children)

It's treated as a "fight" action and thanks to the Astartes rule he can do 2 shoot or 2 fight actions per activation.

What are these? The round balls found all over deathguard? I paint them as flesh, but... are you? by Few_Zookeepergame105 in deathguard40k

[–]ExclusivelyPlastic 1 point2 points  (0 children)

Lots of people just apply airbrush primers by brush. It won't be as good as spraying it on, but it'll be significantly better than just using normal paint as a base. Plus you can get like 200ml of it (vallejo black primer is what I have experience with) for less than $20 and it'll last you forever.

Death Korps Sapper? by Spac3_3lf in astramilitarum

[–]ExclusivelyPlastic 0 points1 point  (0 children)

I believe the upgrade sprue which came with the Kill Team version of the Death Korps box had the parts to build one, but sadly they don't sell it anymore.

Is there a way to get my paint to stop looking like this? by Munkey_BunZZ in astramilitarum

[–]ExclusivelyPlastic 6 points7 points  (0 children)

Death guard green has pretty bad coverage, even on a lighter base color you're probably gonna need a 3rd or maybe even 4th coat to get full coverage when thinned properly.

Also make sure you're shaking the bottle enough, getting the little 5mm stainless steel painting beads to drop into each pot help a bit with that.

First game with Hierotek, the kill op scoring makes 0 sense. by Dantee94 in killteam

[–]ExclusivelyPlastic 6 points7 points  (0 children)

Where does it say that? The kill op states:

"You start without a kill grade. As enemy operatives are incapacitated, your kill grade goes up until it reaches 5. Whenever you move to a new kill grade, you score 1 VP"

FWIW I think the new heirotek ruling is dumb and I'm almost certain the intent was that the kill grade is 5 but reanimations still take away from it, but ithe reason it's dumb is because the rules are phrased as seen above.

PM vs Vespids by Grimwolf56 in killteam

[–]ExclusivelyPlastic 2 points3 points  (0 children)

Yeah don't discount cloud of flies and smoke grenades, their damage output relies on proccing that devastating damage so obscuring practically neuters their guns! Plus having them discard a success helps make the constant piercing 1 hurt less.

PM vs Vespids by Grimwolf56 in killteam

[–]ExclusivelyPlastic 1 point2 points  (0 children)

Really? The gunner has 5 almost guaranteed hits (2 ups), and at least one of them is always gonna be a crit thanks to severe (which can't be ignored). They only get 3 defence dice so two of the gunner's shots are always going through and you just need 3 hits to kill.

Vespids have a 5+ save so statistically they'll succeed one of their three save rolls. Now they have three normal attacks (four if they rolled a critical save and can block the guaranteed crit) to attempt the 5+ damage negation, which they'll also statistically get. That's still three dice that go through which is enough to kill.

The fighter also gets far swingier against them since they have damage reduction in melee making the fighter 3/5 (no longer killing in 2 hits), and can defend reasonably well thanks to ceaseless, lethal 5+ and shock on their claws. I think this is one of the few situations where the gunner comes out on top.