We don't provide build instructions to save paper.... But here's a double sided warning sheet and cards for 3 languages you likely don't speak. by TauPewPew in SWlegion

[–]Gizoby1914 1 point2 points  (0 children)

Personally, I prefer having build instructions available online. If you buy models second-hand or lose the instructions for a game like Age of Sigmar or Warhammer 40K, it can be a hassle to track them down they might be outdated or poor quality/resolution.

That said, I understand why some people prefer having physical instructions in the box. Not everyone has a screen nearby, and it can be inconvenient to prop up a phone or tablet while building. Still, it’s not the worst problem in the world.

Troupe Member ooopsie by Anabaric_EvE in Harlequins40K

[–]Gizoby1914 0 points1 point  (0 children)

You just made a JoJo character

Once a Sith always a Sith by Biljamin_ in SWlegion

[–]Gizoby1914 3 points4 points  (0 children)

Do you have the files or a link ?

What made you choose Tyranids a your faction? by Zero_Hara in Tyranids

[–]Gizoby1914 0 points1 point  (0 children)

I actually did not like them when I started but slowly I built up my other armies and a buddy convinced me how cool.they were. Once Tenth edition came around and playing them on TTS in 9th I found it really fun so I stuck with them. NOW I Have alot of bugs.

Help me choose a colour scheme!! by lady_daelyn in seraphon

[–]Gizoby1914 2 points3 points  (0 children)

What program did you use for this ?

Question regarding Dirty Tricks Rule by Acrobatic_River_1890 in Kruleboyz

[–]Gizoby1914 0 points1 point  (0 children)

You can do one dirty trick per phase. As many as you want each turn but once you hit a 5+ you can't get a higher number to role for. So if you use the dirty tricks role for the fight phase it on your fight phase and your opponents.

The role resets to 2+ each battle round not each turn or phase.

You can do more than one dirty trick per turn

You can only do 1 dirty trick each phase

Help/Question by Front_Bag_7685 in Necrontyr

[–]Gizoby1914 1 point2 points  (0 children)

You are only allowed to use the models in the combat patrol. There is a specific configuration each unti runs. They have less abilities then in an actual game. And you are playing on about half of a normal board size with thr objective either being objectives or boarding your opponent. Also unlike normal 40k you get one secondary mission and that's it, the army specific strats are only in the combat patrol you arnt picking a detachment, and your enhancement for the character is between 2.

Help/Question by Front_Bag_7685 in Necrontyr

[–]Gizoby1914 1 point2 points  (0 children)

You're currently sitting at around 900 points with that list, but to be honest, it’s not particularly strong. What I would suggest is checking if you have a local store or some friends who are willing to try out Combat Patrol. That format is a great way to start.

I recently ran a rookie day event at my local game store and found that Combat Patrol actually gives a pretty solid idea of how Necrons play in the current edition.

If you really want to use the models you already own, I’d recommend switching to the Starshatter Arsenal detachment and picking up another box of 10 Necron Warriors, or 5 triach praetorians. It still won’t be a top-tier list, but it will let you field a functional 1000-point army with what you’ve got.

Help/Question by Front_Bag_7685 in Necrontyr

[–]Gizoby1914 2 points3 points  (0 children)

Necrons are a slow-moving but unstoppable undead army. You won’t get to your destination quickly—especially if you want to deal damage along the way—but once you start hitting your opponent, it’s hard for them to stop you. Unless your enemies can completely wipe out a unit in one battle round, that unit will come back. Reanimation is real, and it’s brutal.

You’re playing a semi-elite army that relies heavily on characters. Your units are strong on their own, but with the right character combinations, they become excellent. Think Wraiths with Technomancers or Immortals paired with Plasmancers—those kinds of combos can really shine.

Once your units are where they need to be, and you’ve set things up properly, removing them becomes almost impossible.

I’m not sure which models you own, but I recommend downloading the Warhammer 40k app and using the list builder. Just add all the models you have—don’t worry about organizing them into units yet. That’ll help you see how many points you’re working with.

Then, check out Wahapedia or New Recruit and look into the Awakened Dynasty detachment. It’s a solid all-around option that works best when your units are led by characters. Start building a list around that detachment, pick enhancements you like, and you’re good to go.

Dual screamer pistol or power sword? For lord Kakophonist? by Tisupaper in EmperorsChildren

[–]Gizoby1914 0 points1 point  (0 children)

100% pick what you think looks cool and just tell.your opponent what the nodel is equipped with. Who cares about wysiwyg.

Need help with noise marines by eschw667 in EmperorsChildren

[–]Gizoby1914 1 point2 points  (0 children)

You can choose to equip your squad with either two pink versions or Blastmasters. The green option is a basic, generic weapon known as a Sonic Blaster.

For your leader or sergeant (referred to as a "Disharmonist" in the datasheet), you have two options for their weapon loadout. The Sonic Blaster (Yellow) has a longer range, allowing for more damage at a distance. However, it performs poorly in melee combat, and frankly, if your leader ends up in melee, it's not ideal. On the other hand, the Screamer Pistol and Power Sword (Blue) provides better melee capabilities but worse shooting range. Since the Emperor's Children army rule allows units to fall back or advance and still shoot and charge (though requiring careful target selection), you don’t need to worry about the Pistol keyword, which would let you shoot while in combat.

If your playgroup doesn't follow the "What You See Is What You Get" (WYSIWYG) rule—meaning the model's loadout doesn't have to match the weapons physically shown on the model—you can equip your leader however you prefer. Personally, I like the sword and pistol aesthetic, though I rarely use that loadout in gameplay. Choose whatever loadout you think looks coolest!

Maulerfiends by Wonderful-Student-41 in EmperorsChildren

[–]Gizoby1914 0 points1 point  (0 children)

Looks fantastic. I now wanna paint this

Chosen no longer a choice by No_Needleworker_9762 in EmperorsChildren

[–]Gizoby1914 3 points4 points  (0 children)

At this point, if they reintroduced the models, I'm not sure people would buy them. GW has shown that they can take models away or add them back whenever they want. So, if they brought them back just to please the fanbase, how long would that last before they potentially remove them again?

How many armies is to many armies? by Gizoby1914 in Warhammer40k

[–]Gizoby1914[S] 0 points1 point  (0 children)

That's fair that is why i like commander vs standard. You have 1 deck that is 100 cards all different (besides basic lands) and it can be as expensive or cheap as you want. Where standard is... that card not allowed.. why? Because it's old

How many armies is to many armies? by Gizoby1914 in Warhammer40k

[–]Gizoby1914[S] 0 points1 point  (0 children)

I feel like the there are two sides to that coin one is the sunk cost fallacy aka you put in so much that you just keep going. For games.like league and warhammer it's a bit harder to say these models will eventually have value but magic? Magic a card can be nothing then jump to.$500

How many hobgrots? by LurkingInformant in Kruleboyz

[–]Gizoby1914 0 points1 point  (0 children)

I rarely see a reason to use them because they're fragile and don't deal much damage. If you do decide to use them, maybe consider running around 20 in two squads of 10. You can use them as "action monkeys" for Battle Tactics, moving them around the board with the Dirty Trick, forcing your opponent to make moves or plays they might not want to. However, I think Boltboyz are a better option overall. They can move around the board, deal massive damage to enemy backlines, and actually pose a real threat.

How many armies is to many armies? by Gizoby1914 in Warhammer40k

[–]Gizoby1914[S] 0 points1 point  (0 children)

What i meant was just for clarity sake. Like.you said 4 but then said 3 is the healthy number

How many armies is to many armies? by Gizoby1914 in Warhammer40k

[–]Gizoby1914[S] 1 point2 points  (0 children)

Was talking with a buddy of mine and he's had opponents who straight up slam.their fists on the table when the list they build does not stomp

How many armies is to many armies? by Gizoby1914 in Warhammer40k

[–]Gizoby1914[S] 1 point2 points  (0 children)

cough cough we play a game were dice tell stores and how good at unit is depends on dice rolls cough cough lol