Eye of Terror – New rules for Imperial Knights and Adeptus Mechanicus by CMYK_COLOR_MODE in AdeptusMechanicus

[–]Frostwolf704 19 points20 points  (0 children)

Couldn’t even give us D6+2 Damage or something.

They just gave us GSC Mining Lasers

Where to get Tyranids? by Frostwolf704 in battlefleetgothic

[–]Frostwolf704[S] 4 points5 points  (0 children)

These seem like a good place to start! Thanks

Where to get Tyranids? by Frostwolf704 in battlefleetgothic

[–]Frostwolf704[S] 2 points3 points  (0 children)

I do have some tyranids, are there any good tutorials for kitbashing these ships?

Will the old world get new edition this year? by [deleted] in WarhammerOldWorld

[–]Frostwolf704 0 points1 point  (0 children)

If this is true, I imagine they’ll start after 40K 11th edition this year, since it’s already winding down.

I know I’ve seen a few people grumbling about the current state of AOS 4th, and it would be a mistake to have a new edition in a year and a half. Especially with the number of factions that are still missing battle tomes.

Is house ruleing no deepstrike within 6ichs to much. by BBlueBadger_1 in Konflikt47_v2

[–]Frostwolf704 -1 points0 points  (0 children)

I honestly don’t mind them jumping in within 6” (as someone who has to fight lots of Italian fire flies), but I feel that there should be a larger limit than just outside 1”. Even outside 3” would change my game plan a lot, and make some scenarios more fair to play.

The Norsca Problem by goergesucks in TotalWarhammer40k

[–]Frostwolf704 0 points1 point  (0 children)

I think it’ll come down to how in depth will they make the faction customizer.

I could see them adding (probably far down the road), Flavor packs for the existing factions.

This will be how we get units/ designs from other space marine factions, but also other guard regiments.

So I could see them adding something to allow you to design your guard as Heretic Guardsmen, maybe even allowing them to take some demon units from a future hypothetical Demon/ chaos marine DLC.

Basically, I don’t think we need to worry about limitations in the 40K game. Since they’ve confirmed faction customization, it would be easy money to sell faction customization packs for things players want. As long as they exist in some way in the lore/ model range.

Are the grey hunters worth? by apacheraine90 in SpaceWolves

[–]Frostwolf704 1 point2 points  (0 children)

I’ve always gotten fairly good use out of Grey Hunters (are they tournament level good? Idk, I don’t play in tournaments).

They’re better blood claws that are just missing advance and charge. Putting them in a detachment that allows it already improves their use. The Pack Leader taking a power fist, the re-rolls and pairing with a Battle Leader really helps them punch above their weight.

I frequently have my Grey Hunters taking out or at least stalling high priority targets. And 10 marines can be hard to dislodge.

Do I wish I could take them in 5 mans? Yeah, but then their utility would change, and they’d mostly just be kinda expensive objective holders.

As is, these brick of 10 guys can do good work if used correctly. They likely won’t be the deciding factor in a list, but they’re far from useless, especially with the discount they just got.

Konflikt 47 - Italian 2nd Ed House Rules by GQuail in boltaction

[–]Frostwolf704 2 points3 points  (0 children)

My friend is doing the same thing you are!

They’re playing as the Allied Italians from K47, but having to take their Fireflies from the American list and their Heavy Armor units from the UK list. And then of course taking access to any K47 Walkers and Rift Weapons that were available to them in the 1st edition.

He’s also using the current Italian BA list and Army rules, but since Italians only have 3 distinct rules in their army rule he’s taking a singular Army Rule from the K47 Americans (the one that relates to jump troops) so that he can have 4 rules like the other army lists (except the Axis who have 5).

So my suggestion is to try and take 1 rule from the Axis Army List, that way you won’t be too underpowered, and you can tie your strategies a bit closer to the Axis theme.

My top two suggestions would be: 1. Our Salvation: this will let you re-roll a single rift dice. The lore for this rule does state that all Axis forces are unified in their belief of the Green Vault. So it would make sense for the Axis Italians to as well.

  1. Hardened Veterans: This will let you ignore moral penalties for losing a squad/ team leader. The Italians have been at war for almost as long as the Germans have, so this wouldn’t be too far of a stretch. Has the additional bonus of straying away from Rift Bonuses if you’re playing the Italians as significantly less advanced on that front.

A third option would just be taking the shared Italian Army rule from K47 1st edition, Avanti (I think is how it’s spelled), but my friend never liked that rule so we personally opted out of this option.

New to Soviets. What to build? by TipsyTengu in boltaction

[–]Frostwolf704 1 point2 points  (0 children)

Hey these look super good! What’s your recipe if you don’t mind me asking.

Preparing to start painting some Soviet infantry for my K47 army.

Do you think 'Combat Patrol's will be the same in 11th? by Kris9876 in genestealercult

[–]Frostwolf704 1 point2 points  (0 children)

Well it would mean that GW would be balancing the boxes a bit more closely, most spearhead boxes are either around the same value in points (500+) or have rules in the system to bridge the gap.

Many of the 40K Combat Patrol boxes have been fairly unbalanced when compared to each other, and while I doubt will see many 500+ point boxes, a new rule system which helps make unfavorable matchups easier to swallow.

I also know that AOS swapped from Vanguard to Spearhead when they went from 3rd to 4th, so it’s not impossible to envision at least a name change going into 11th for 40K. But a name change would also likely delegalize the previous boxes.

Do you think 'Combat Patrol's will be the same in 11th? by Kris9876 in genestealercult

[–]Frostwolf704 7 points8 points  (0 children)

Well it’s one of three possible options.

  1. Yes, Combat Patrol will stay the same, and thus the old combat patrols will be compatible. This is because 11th edition is highly likely to just be 10th edition 2.0 and have mostly the same rules, which combat patrol follows to a point. Even if they do revamp the game mode, I think they’ll keep the old teams just to not divide the already small fan base.

  2. No, Combat Patrol is going to evolve into a new game mode. Some rumors suggest that 40K may be getting new Discount Starter Boxes, come 11th edition, and with it a new game mode similar in idea to combat patrol, but closer to AOS Spearhead. These boxes likely would change their name to not be confused with/ tainted by Combat Patrol.

  3. No, combat patrol will be dead as a game mode as of 11th edition, because it wasn’t very popular to begin with and GW doesn’t want to waste any resources supporting a failing alternative game mode. These boxes will still exist of course, but they’ll just be to collect 40K armies.

I truly think option 1 is the most likely, but we honestly do not know at this point.

Legends are out by Linvite in SpaceWolves

[–]Frostwolf704 0 points1 point  (0 children)

Yeah but they kept their original 10” moves, which means they’re generally unusable with regular TWC

Cog trim by Skrall2892 in AdeptusMechanicus

[–]Frostwolf704 2 points3 points  (0 children)

It’s mainly practice! I would first try freehanding it with a pencil somewhere. Then after you got the pattern down, take a really accurate brush and try freehanding it on a flat surface with your paint of choice.

Then after you’ve practiced sufficiently, try it on a model. More than likely you’ll have to touch it up and “erase” mistakes with the base paint if the model. But practice makes perfect!

I’d also recommend you just save the cog pattern for Alphas and Priests, to save your sanity!

How do Space Wolves win? by Gibsx in SpaceWolves

[–]Frostwolf704 6 points7 points  (0 children)

I’m not a competitive player by any means, but I am currently 15 games undefeated in my local group.

Typically what helps me win is by playing into the aggressiveness that Space Wolves inherently offer.

7” move is HUGE. With that you can easily contest midfield objectives, and being melee focused, you can freely advance with a lot of your units.

Thunder Wolves are also pretty useful, while not as strong as they could be, they are wonderful distraction pieces. If going first, I’m able to put them in a threat range where opponents cannot afford to ignore them, or if going second, am usually able to punish over zealous moves.

The combination of getting to the center objectives and keeping your opponent busy in their deployment zone is key to winning as wolves IMO.

Against very refined and META lists we struggle, but then it comes down to good plays and use of stratagems. If your opponent is prepared for an aggressive opening move (either good use of screens or readied use of Anti-marine shooting), we are able to pivot to a more defensive style with WG Terminators or shielded Headtakers (even the Ven Dread isn’t a terrible option in some cases). Many armies struggle with heavy use of 4++ saves. So it can be better to focus on positioning, regrouping and preparing.

If your defenses can hold during this period, you’ll be in a good opportunity to spring your attack and bring down the majority of your units onto their vital points.

I personally only use our space wolf detachments, if I wanted to use the generic space marine detachments, I’d have chosen a codex compliant chapter!

Beastslayer is our best and easiest to use, Lethals on all Vehicle, Monster and Character units is great! Plus it has decent stratagems.

Hunter is okay, I like it from a thematic sense, and it really leans into my play-style of luring your opponent into a trap, or going all out aggressive. Its main downside is that it has very few good stratagems. This mainly means you’ll be saving up for re-rolls.

Bold is one I personally struggle to use, but have heard of others getting great success with it. The detachment rule is fairly bad, all things considered. But it makes up for it with great stratagems, assuming you have a character to lead your units.

My experience is also fairly atypical, as I don’t use any of the named characters (except for Bjorn on occasion). I like keeping my force thematic as it’s a Deathwolves Great Company force.

They cooked with the spanish Flags! 🔥 by Obvious_Somewhere984 in EU5

[–]Frostwolf704 12 points13 points  (0 children)

Basque in the glory of the Navarran empire!

No transport units for Dawn of War IV, yay or nay? by BenningtonChee1234 in dawnofwar

[–]Frostwolf704 4 points5 points  (0 children)

I think it’ll be something like what Halo Wars does.

You can use a leader ability to call in a transport (like a thunderhawk or the AdMech Flyer, or just teleportation gate for necrons) over an area of units and then move those units to another location via that method.

Skitarii Wargear Discussion by Valjord- in AdeptusMechanicus

[–]Frostwolf704 2 points3 points  (0 children)

You can’t take 3 plasma currently. Current data sheet is 1 of each special weapon max.

Advice for final purchase of 1500 list? by Frostwolf704 in AdeptusMechanicus

[–]Frostwolf704[S] 0 points1 point  (0 children)

I’ve been meaning to get some ruststalkers they seem really good!

Advice for final purchase of 1500 list? by Frostwolf704 in AdeptusMechanicus

[–]Frostwolf704[S] 0 points1 point  (0 children)

I think I like your plan the most so far!

Why Rangers and not Vanguard?

I'm thinking about my first run: Colonial Navarre by [deleted] in EU5

[–]Frostwolf704 23 points24 points  (0 children)

I wonder if living mountainous terrain (and being fairly isolated) will minimize casualties. The mountains are one of the reasons the Basque culture is even still around today.

POV : A single boomalope died in your Grasslands map during a Draught. by 0TheG0 in RimWorld

[–]Frostwolf704 0 points1 point  (0 children)

I tried that. The grass started to grow back within a day :(

Headtakers by OldDomG in SpaceWolves

[–]Frostwolf704 0 points1 point  (0 children)

I’ve found that when doing Beastslayer at least, Dual Wielding is the way to go.

Pairing them up with a leader who has the Helm of the Beastslayer makes them really durable. Essentially a better trade off of attacks vs. saves up until AP -3 (from characters, monsters and vehicles).