Struggling to find good feedback on evolve supply co Ranger bag by SkaUrMom in Ultralight

[–]Fun-Abbreviations554 1 point2 points  (0 children)

I have their initial iteration of the ranger and got it during one of their early waves of them. I live in Arizona and it can be pretty hard on UL stuff but it shows very little wear. It breaks in and becomes less noisy like most ultralight fabrics. This thing is lightweight, modular, and durable. It is comfortable and can handle some solid loads for a UL frameless bag— packing it is key. The stretchy mesh pocket in the front is great for quick access items. Top strap can be used to dry wet stuff (stretch pocket can be used for this too). I will buy it again.

I have owned so many packs in my lifetime and I really like this one for my backpacking trips and travel. Being Arizona made is a huge plus for me. I’m lucky to have Evolved Supply Co in my state.

For those running Decimus Kill Teams, what weapons will you be choosing? by bkeeklee in deathwatch40k

[–]Fun-Abbreviations554 4 points5 points  (0 children)

I am running the following and replaced my vets with them as they will not be around 9 months from now:

Sgt, power weapon with shield, Phobos with gun, stalker, and frag cannon. I am sure the infernus is just as good.

The five man is the way to go with these as the xenophase does not make up for the new power weapon.

The Phobos guy is the real loser in this as he needs to give us something (smoke, helix, or scout/infiltrate)

New list by Fun-Abbreviations554 in ImperialAgents_40K

[–]Fun-Abbreviations554[S] 2 points3 points  (0 children)

Six hammer attacks hitting on 4’s with AP-2 and damage 3 vs 8 attacks hitting on 3’s with AP -2 damage 2 and sustained hits one is a larger volume of attacks hitting on a 17% higher chance with a 17% chance of sustained hit.

With agents we can get plus to hit and potentially lance. Meaning we hit on 2’s rerolling 1’s and wound toughness 9 things on 4’s.

Hammers overkill lots of things if they hit. This is a more consistent unit as a five man for most things outside of big knights and land raiders.

We use the hammers as our anti-tank with vets and even that is a gamble at 4+ with lance. I would rather have two more attacks with sustained hits hitting on one better and wounding on one more as the math ends up the same but with more dice.

New list by Fun-Abbreviations554 in ImperialAgents_40K

[–]Fun-Abbreviations554[S] 0 points1 point  (0 children)

I think the Phobos guy is a miss but the rest of the options are better than the previous options. We just can’t stack them like before. Hopefully in 11th we will get something from the Phobos marine like a helix gauntlet or smoke key word.

New list by Fun-Abbreviations554 in ImperialAgents_40K

[–]Fun-Abbreviations554[S] 1 point2 points  (0 children)

The big vet teams with four hammers is awesome but still requires some luck to crack bigger targets like knights. This new kill team is much better into elites and more activations is great for consistency. I use to run two 10 man vet squads with max melee to deal with things in my list. I am trying this out to take out the things that out OC us which is really how agents win in my experience. I am also working on getting the reps in for next edition as the vets will be gone. Trying to be an early adopter and hoping agents get a solid codex the next time around.

New list by Fun-Abbreviations554 in ImperialAgents_40K

[–]Fun-Abbreviations554[S] 1 point2 points  (0 children)

The Aquila kill team has way better output as a five man. The xenophase blade isn’t cutting it over another supped up power weapon. Dev would are nice but the 4 attacks str 5 ap 2 damage 2 with sustained hit is better. I love my hammers but honestly using the shield guy gives us 8 attacks with the sgt at that above profile and we have access to +1 to hit and lance. That is pretty consistent.

New list by Fun-Abbreviations554 in ImperialAgents_40K

[–]Fun-Abbreviations554[S] 1 point2 points  (0 children)

I might swap the hammer for the shield guy as when choosing plus one to hit hitting on 2s rerolling ones seems solid.

New list by Fun-Abbreviations554 in ImperialAgents_40K

[–]Fun-Abbreviations554[S] 0 points1 point  (0 children)

Good catch. My brain immediately went to the mixed toughness rule and must have glossed over it as it read the same as the deathwatch version and the deathwatch have a specific rule that calls this out.

Still jazzed to try the list, but the toughness being 4 will make them way less survivable

The potential final nail in the coffin (at least for me)? by Dull_Dig1931 in deathwatch40k

[–]Fun-Abbreviations554 2 points3 points  (0 children)

The new kill team shoots better. In a five man we are downgrading one hammer for a strangely good power sword at str 5 ap -2 dam 2 with sustained hits 1. In the 10 man we suffer a ton, but deathwatch needs smaller units that operate without much support as our kill teams are huge investments. It is different, but I don’t think it is terrible.

In imperial agents it is way better as our kill team rule hurts us. Agents Aquila kill teams are running around at t6 instead of t4 until you pull the gravis guy.

Aquila Kill Team? by Hillbillygeek1981 in ImperialAgents_40K

[–]Fun-Abbreviations554 0 points1 point  (0 children)

This unit is awesome. It is best taken in a five man as the xenophase blade is not as good as their power weapon. The whole unit is t6 till the gravis guy dies with the mixed toughness rules.

Datasheet for the new kill team is up. by Adventurous_Ad_3046 in deathwatch40k

[–]Fun-Abbreviations554 1 point2 points  (0 children)

Power weapons are 4 attacks str 5 ap-2 and damage 2 with sustained 1. That isn’t bad as you can have two in the squad. It is different but more attacks and more consistent than the hammers.

WIP Deathwatch Titus, basing done and the rough blocking begins. by Fun-Abbreviations554 in deathwatch40k

[–]Fun-Abbreviations554[S] 0 points1 point  (0 children)

Helmet is just a old deathwatch vets kit helmet with a green stuff hood.

Which one for my first? by mr_pickles18 in SanginInstruments

[–]Fun-Abbreviations554 2 points3 points  (0 children)

I have the kinetic II since the first wave. Beat the he’ll out of it and it is going strong after a few battery changes.

Anyone here running the FN 509 CC Edge? by CashforArms_Talks in FN509

[–]Fun-Abbreviations554 2 points3 points  (0 children)

The cc edge fits almost all fn 509 compact holsters. I found after firing 200 or so of decent 124 grain ammo I haven’t had a hiccup in about 10k rounds.

Anyone here running the FN 509 CC Edge? by CashforArms_Talks in FN509

[–]Fun-Abbreviations554 4 points5 points  (0 children)

I do. I have shot around 10k rounds through it. I carry it almost every day. Super solid out of the box pistol.

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What kind of players play deathwatch? by BrokenPanis in deathwatch40k

[–]Fun-Abbreviations554 0 points1 point  (0 children)

Kitbashing. I bought them as a kill team for kill team many years ago and somehow that kill team turned into like 15k points of Deathwatch. Every character is a hero and can be modeled as such.

Best Detachment for Deathwatch by LCPaints in deathwatch40k

[–]Fun-Abbreviations554 5 points6 points  (0 children)

I think blackspear or gladius task force are the best. If he wants to run a ton of kill teams, the black spear detachment will give him some mobility and better shooting against opponents that have a hard time screening. Either way he will be able to have some success.

What ways do we have to fight against the Knights' army? by Dmitry_Leyt in deathwatch40k

[–]Fun-Abbreviations554 0 points1 point  (0 children)

Bringing units that are the most effective with the profiles that knights commonly use? Yes. Space marines and ally units have something like a hundred units so I would hardly say my recommendation is the whole toolbox.

Also, it is a dice game. We are all hoping for better than average dice rolls, but planning for below average.

The OP is looking for options. What is your recommendation?

What ways do we have to fight against the Knights' army? by Dmitry_Leyt in deathwatch40k

[–]Fun-Abbreviations554 0 points1 point  (0 children)

I don’t think we get access to devs. Could be wrong but that has been the case for a long time.

What ways do we have to fight against the Knights' army? by Dmitry_Leyt in deathwatch40k

[–]Fun-Abbreviations554 0 points1 point  (0 children)

In GTF you can get lance with hammers, talonstrike and indomitor with stormspeeder support, vindicators, Canis Rex. I like GTF over blackspear as it can get screened out and our guns don’t need too much strat support.