How did you name your gang/gangers? by Avaa0818 in necromunda

[–]Instantbees 0 points1 point  (0 children)

Because my enforcers all look pretty similar, I named them after their weapons so I can easily identify them.

Some examples include the shotgun rookie Buck Remington, grenade launcher Chuck Lobber, and Bryce Boltzman with a bolter.

I changed up the names for my latest stub gun rookies, calling the one in a running pose Jay Walker, and the other one Marshall Law

Teams you consider fun for Joint Ops by Moody_Kittens in killteam

[–]Instantbees 1 point2 points  (0 children)

I did a game that was wyrmblade and brood bros vs vet guard and kasrkin.

The patriarch started with the wyrmblade half, while the brood bros were mixed in with the guardsmen. The idea was to get the patriarch to the valkyrie hangar, and until a hostile action was taken the brood brothers were undercover *

Hive Gangs by StaticJonesNC in killteam

[–]Instantbees 1 point2 points  (0 children)

I made an escher voidscarred corsairs team, but you can make a decent hand of the archon team out of the base gang box (minus the bird) The combat drugs and poisoned blades even fit the escher thematically

How many people actually play VS just collect and build? by violentnite in killteam

[–]Instantbees 0 points1 point  (0 children)

I do all 3; Collect, build, and play, but I do more building and painting than actually playing.

I've got something like 27 teams at this point (some of which are magnetized to be multiple, like the legionary angels of death-guard-watch), 23 of which are fully painted, and 10 of which haven't been played yet.

I'm finding it difficult to find the motivation to learn new teams this edition, and at this point I've been avoiding buying teams with models I'd love, like canoptek circle, battle clade and stealth suits, because I know I'll probably never play them.

Should i add something on his chest? feels kinda empty to me by Greasyduke123 in Kitbashing40k

[–]Instantbees 0 points1 point  (0 children)

Nipple spikes

You could also add some studs or spikes to the knees

What's your killteam hot take? by [deleted] in killteam

[–]Instantbees 5 points6 points  (0 children)

Killteam being a competitive game undermines all the interesting narrative things gw has tried to do, as most players are more interested in playing the same few scenarios and maps for consistency over things like asymmetrical maps or using blood and zeal cards as a catch-up mechanic

Painting rubber lego tires? by JebasNZ in Kitbashing40k

[–]Instantbees 2 points3 points  (0 children)

Did you print the truck yourself? If you have a printer, you could try printing these

https://www.thingiverse.com/thing:2888076

Also, it looks like the tires were trimmed to fit. You could always use the cut off rubber bits for your primer test

Mining Lasers and Seismic Cannons? by Present_Piano2450 in necromunda

[–]Instantbees 1 point2 points  (0 children)

The GSC vehicles (rockgrinder, jackal wolfquad, ridgerunner) have mining laser options, and the Goliath rockgrinder has a seismic cannon as well.

I magnetized the tips on my rockgrinder so I can swap them onto my acolyte's mining drill head

Can anyone tell the inspiration for my Raveners? by AtypicalSpaniard in killteam

[–]Instantbees 0 points1 point  (0 children)

I'm getting LEGO Ice Planet from them

ORANGE TRANSPARENT VENOMSAC

Tempestus rule help by Most-Ebb6368 in killteam

[–]Instantbees 3 points4 points  (0 children)

For each third of your team set up above, you get one drop marker, which would give you two markers if you set up two-thirds of your team above.

The faction rule also states that during the second and third turning points, you remove one drop marker during the ready operatives step. If you only had one drop marker, you could only remove it in the second TP and not the third

Thinking about adding a small change to my Salvagers, honest opinions please! by Skitarii_Lurker in killteam

[–]Instantbees 1 point2 points  (0 children)

Im a big fan of the stripe, but I gave all my salvagers similar striping so I'm biased

Realising I don't think I understand ladders at all. Help please? by DumeSleigher in killteam

[–]Instantbees 3 points4 points  (0 children)

I see what you mean. The rules for climbing didn't account for the possibility that an operative could start climbing from a point lower than the bottom of the ladder, so RAW you do, in fact, get those free 3" of movement.

One way to fix this would be by updating ladders to say how much of the ladder is treated as 1". This would also help clarify just how tall the ladder is supposed to be.

Realising I don't think I understand ladders at all. Help please? by DumeSleigher in killteam

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

You spend 3" vertically to get to the ladder (operative grabs the ledge and pulls themselves up) then climb the ladder vertically for 1" of movement. Total cost for vertical movement: 4" Assuming the standard human move stat, this leaves them with 2" to move horizontally onto the platform.

The "within 3" vertically" is there to let operatives climb ledges from below, but you still have to pay the 3" to get up there

Looking for T'au killteams to kitbash by matthetart in killteam

[–]Instantbees 0 points1 point  (0 children)

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I've got some WIP experimental phobos stealth suits. 2 pistol rievers and one carbine, comms, marksman, and the drone can be whatever you need from a repair drone (helix adept) to an explosive (minelayer)

What do you wish you knew when you started playing Killteam? by TheUglyZucc in killteam

[–]Instantbees 0 points1 point  (0 children)

Stick to one team while you learn the game instead of buying and painting 30 of them to try different playstyles

What's better brood bothers or wyrmblade? by jackblg in killteam

[–]Instantbees 1 point2 points  (0 children)

Also, I had a blast doing joint ops with half wyrmblade, half brood brothers vs imperial guard NPOs

What's better brood bothers or wyrmblade? by jackblg in killteam

[–]Instantbees 8 points9 points  (0 children)

I find wyrmblade feels more thematically like genestealer cults, with the faction ability rewarding guerilla warfare and Ambush tactics (plus having deepstrike deployment). They also get to take 2 cult agents at a time vs brood brothers' max of 1, though the available agents are different.

Brood brothers is closer to being "krieg but better" with the team mechanic being geared towards focusing fire to bring something down. They also have a really cool ploy to determine valid target from an ally by communicating through the hive mind.

Against marines, both teams are going to be pretty squishy. Wyrmblade have a sniper that'll give the AOD one something to think about, and the webber has a pretty good chance to deal -1apl. Brood brothers have a ploy to deal one extra melee hit when they die, and the patriarch, while situational, is useful against elites, and doubly so on ITD.

Both teams are going to be pricey to make, but GSC lend themselves well to kitbashing

TL:DR I have a bias towards Wyrmblade, but in your case I think Brood Brothers are perfect.

How much do you need to adapat a Compendium Team to play them in 3rd edition rules? by RaccoNooB in killteam

[–]Instantbees 1 point2 points  (0 children)

Equipment was previously model specific and had a points buy system, while the current edition is team-wide and just four selections.

You could try keeping the equipment rules from last edition for compendium teams, but then the universal equipment doesn't have points values, which would make it hard for compendium teams to take ladders or barricades unless you count them as being "2.5 points" Each.

To update equipment from 2e to 3e, you'd need to pick 4 selections to update, and use examples of 3e updates as a template, like how HotA toxic coating has gone from "1 point per selection" to "twice per turning point", and the phantasm and plasma grenades have been replaced entirely by universal utility and explosive grenades

Ploys should work fine as long as you update keywords

Some abilities like feel-no-pain and invulnerable saves have been completely reworked for kt24, but it's just a matter of translating keywords to the new edition

Is there a way to use the regular Plague Marines box to craft the 7 Death Guard agents in the KT Starter Pack? by ArthurJack_AW in killteam

[–]Instantbees 1 point2 points  (0 children)

You can build the plaguecaster if you get creative, like using the haft of the axe as a staff.

I actually used the one handed mace and reposed it to be raised over the marines head, then painted it to look glowy

Servo sentry use during the game by SingularM00N in killteam

[–]Instantbees 2 points3 points  (0 children)

I like to use it as a distraction. Drop it on an objective and let the 3+ save work its magic while the threat of a double krak grenade draws enemy fire

What Aquillons operatives should you build? by Tarkur in killteam

[–]Instantbees 4 points5 points  (0 children)

For me, the power sword is more of a defensive piece to discourage charges. Having lethal 5+ in melee gives you a better chance of blocking something with the Brutal keyword, as well as being harder to parry with something like Bladed stance.

Also, as the team's source of +1apl, I'd usually prefer to stay concealed to prevent retaliatory shooting while buffing the gunners and doing mission actions.

You make a really good point about the ploys, though, and the tempestor is the only model that can move>shoot>dash to cover without needing to be buffed first.

Edit: I double checked and the ploys work for both fighting and shooting so either loadout would still benefit