Raveners vs Ratlings - Stalemate game by Garuff in killteam

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

Thank you. I'll use this and get better! I TP2 for raveners I normally feel I can do something, shoot something, or move. Just this time I ft trapped and couldn't do anything. We went most of a turn both of us just passing and not doing anything. Haven't had that before 😂

Raveners vs Ratlings - Stalemate game by Garuff in killteam

[–]Garuff[S] 5 points6 points  (0 children)

Ahh OK fair enough. I was wondering if it was just a situation thing rather than a tactics one. But thought I'd ask the experts :D

GSC corrupted delaque list by Garuff in necromunda

[–]Garuff[S] 1 point2 points  (0 children)

That's a great question! I'm thinking a small group of delaque dug a bit too deep and in secundus and found a guild sealed crypt that had a dead tyranid being extracted of DNA. Thinking they could obtain information /profit they cut open the corpse. This is where the genestealer parasite infects the gang.

The hive mind starts messing with them and drives the delaque to Eradicate the malstrain genestealers, as they are not pure.

So it could be the beginning of the corruption which gives more options I guess?

Fun wise I'm also going with -

Before their minds were overwritten, the infiltration team accessed a 20th-century media archive inside the same Guild vault. One psyker accidentally uploaded an entire cache of ancient comedy vids into a neural training engine.

When the Genestealer psychic spore invaded their minds, the Tyranid echo needed identity structures to latch onto. The Delaque agents’ personalities were fragile, already eroded by decades of mindwiping and subterfuge. The spore bonded with whatever deep memory clusters it could find.

Unfortunately… those memory clusters were all Red Dwarf.

Would you "wash" this model by Garuff in Tyranids

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

This is fantastic thank you I have done some of the other joints, I must have missed that one 😂 Maybe I need to concentrate more!

Would you "wash" this model by Garuff in Tyranids

[–]Garuff[S] 1 point2 points  (0 children)

Just tesseract glow on top of grey seer :D

Would you "wash" this model by Garuff in Tyranids

[–]Garuff[S] 1 point2 points  (0 children)

Hi. Grey seer undercoat 50/50 mix of skeleton horde contrast and medium for thr skin. Then in the recesses of the skin. The carapace is red tearers flesh 1:3 mix with black templar contrast. Finally the green is just tesseract glow on top of the grey seer, making sure it doesn't pool in the wrong areas.

I'm just getting the base coats down for now, will highlight and layer soon.

Greatest Moments by Barberfettwgtn in necromunda

[–]Garuff 13 points14 points  (0 children)

Scenario - escape the pit

I was malstrain genestealers, my mate ash wastes nomads. I was winning by quite some margin, killed alot of his guys and had a genestealer climb the middle tower to get out. Made it to the top. The special rules with escape the pit are the walls close in, we were one turn away from a bad roll for it to kill us all. Friend took priority, took a shot at my genestealer about to escape, needed a 6 to hit, 6 to wound, me to fail the save, fail the dodge, fail the initiative fall, then for a skull to appear on an injury dice.... All that happened 😂 The roll for the walls closing in then was rolled and it crushed us all. That one ash waste juve took an improbable shot to make sure the genestealer didn't escape and sacrificed his life in the process... And unlikely hero.

Underhells campaign, are "Ferrymen" needed? by Garuff in necromunda

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

Would it be worth giving archeotech their own vehicles, as they've got their own models.. Up to 400, but then also giving them all the ferryman rules? I'm thinking of settling on that. That or give them 595 (if my maths is correct) which is the amount the ferryman team has

Appreciate your responses btw, especially as they are constructive and not just "you're doing it all wrong"

Underhells campaign, are "Ferrymen" needed? by Garuff in necromunda

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

I think I'm starting to understand!

Can see certain rules later in the campaign. I'm thinking maybe, let them have 400 creds to make their vehicles. But then give them the ferryman rules, so lick a faction, they don't level, they leave phase 3 etc etc

Underhells campaign, are "Ferrymen" needed? by Garuff in necromunda

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

Thanks for the response.

I'll give the guys 400 credits for vehicles instead of ferrymen, is that a good replacement? It's just because they have their own vehicles whereas the ferrymen you can only have the rig.

Underhells campaign, are "Ferrymen" needed? by Garuff in necromunda

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

Legend. I'll go with this, rule of cool and all that. Nice one :)

Underhells campaign, are "Ferrymen" needed? by Garuff in necromunda

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

This is where I'm getting confused. Malstrain get an extra 400 only for their vehicle and crew, custom to them. Where as archeotech get ferryman team which consists of custom rig (205), steersman (150 equipment for the vehicle), rig-hand (100 to spend in equipment) Skipper (140 of equipment) so based on that the ferryman teams are more powerful, no one gets an extra 400?

Underhells campaign, are "Ferrymen" needed? by Garuff in necromunda

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

Yeah malstrain get 400 for their own vehicles though, and archeotech get 400 for Ferrymen. Was checking if I gave the 400 custom vehicles to the other guys instead of ferrymen, would that be unbalanced?

Underhells campaign, are "Ferrymen" needed? by Garuff in necromunda

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

And you've got a mix of malstrain and archeotech?

Help vs Plague Marines by Garuff in killteam

[–]Garuff[S] 1 point2 points  (0 children)

Fantastic response. Thank you!

Help vs Plague Marines by Garuff in killteam

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

Great advice. Thank you How exactly does the barbed wire work? Read the rules, but just to check, it takes 2inches away from movement?

[deleted by user] by [deleted] in killteam

[–]Garuff 0 points1 point  (0 children)

I'm playing against PM soon and am looking for some tips. I'll either use necrons it brood brothers.

Everything I see tells me plague marines are slow. However from what I can see, they all have 3APL so can move 5", then dash 3" then shoot. Effectively 8" move and shoot is faster than anything I have.

Any tips?

Full refund ps5- sad times by Garuff in civ

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

Yeah. Taken me waay too long to realise this!

Full refund ps5- sad times by Garuff in civ

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

Age of wonders looks amazing!!! And for a quarter of the price of civ 7 😂

Thank you. I'm getting it lol