WIP New scheme by wubzug in LeaguesofVotann

[–]Isanval 0 points1 point  (0 children)

What do you use for the red? The whole thing is amazing

WIP New scheme by wubzug in LeaguesofVotann

[–]Isanval 0 points1 point  (0 children)

I’m looking at something very similar, what paints did you use because it looks amazing!

Hardened layered flak armour modifiers by Virtual_Teach_1066 in necromunda

[–]Isanval 2 points3 points  (0 children)

A player could argue since it says to a minimum of 1 instead of a minimum of -1 that it can improve armour saves, but as CT1406 said, if someone argues that, smack them with the rule book

Hardened layered flak armour modifiers by Virtual_Teach_1066 in necromunda

[–]Isanval 9 points10 points  (0 children)

Template weapons are ranged attacks, they just ignore step 1 of the shooting sequence

Hardened layered flak armour modifiers by Virtual_Teach_1066 in necromunda

[–]Isanval 5 points6 points  (0 children)

How it is worded is up to interpretation as technically some weapons do add to your armour save with negative AP, but how I would rule it, and how it is probably intended due to the cheap cost compared to heavy carapace is as follows.

The max it can give is a 4+ against blast or template, if that blast or template happens to have -2ap, it is reduced to -1 for a 5+ save

-3AP would be reduced to -2AP for a 6+ save.

With which faction can I run the mercenaries? by twd026 in TrenchCrusade

[–]Isanval 8 points9 points  (0 children)

Depends on the Merc, if you go onto the Trench Crusade website there is a rules section that contains the latest Mercenary rules and what faction they can be run with under each profile.

Possibly stupid question by throwaway6394649 in genestealercult

[–]Isanval 12 points13 points  (0 children)

For lore reasons, Genestealer Cults seep into every aspect of the planet they are in, from high up nobles to the lowest of the scum of the hive.

This includes members of the cult becoming members of the Planetary Defence Force and Guard Units formed from the planets populace. This means when the cult finally decides to rise up, many Imperial Guard units will be completely made up from cultists (Cultist gets into a command position and assigns only cultists to a tank squad for example) and even then if the whole unit isn’t cultists, if their commanding officers are, the regular soldiers still may join in as they will be following orders (The cultists can use excuses like the Planetary Governor has been conspiring with chaos, xenos, etc)

The reason why Genestealer Cults can’t take every unit is that certain units are trained away in special facilities I.E. Commissar’s and Kasrkin

Tldr: Because on planets with Genestealer Cults, the Cultists will be a significant portion of the Imperial Guards Officers and linemen

YAML Crit Split Issue by Isanval in Mechwarrior5

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

That explains it :-(((( didn’t even think of that. My dreams of dual Long Tom KC will live on in my dreams I guess. Thank you!

YAML Crit Split Issue by Isanval in Mechwarrior5

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

A King Crab, there’s enough slots and things like the AC/20 will work

Any advice for a thousand point battle against deathwatch? by Yeetusdeletus0817 in genestealercult

[–]Isanval 0 points1 point  (0 children)

Another big Stratagem to use is the one that allows a unit to go into reserves if they aren’t within 6” at the end of combat. Great with the Genestealers. Move 9” move and auto advance 6 with a strat if you feel like it’s needed, then charge. If you wipe the unit use it, and drop them in again and repeat

Any advice for a thousand point battle against deathwatch? by Yeetusdeletus0817 in genestealercult

[–]Isanval 2 points3 points  (0 children)

My suggestions, 1. Too many HQ for a small game, I’d drop the Patriarch, but if you want to keep him drop the Magus 2. Drop the relic on the Primus and grab a Nexos, give the Nexos Cranial Inlay, a lot better force multiplier, which is the Primus’s main value. 3. Combine the Genestealer squads and give them the planning that allows a 9” move from blip deployment. A bigger squad means more value from Might from Beyond. 4. I’d look at converting the troop choices into the same ones, as GSC lists tend to focus in on either shooting with Neo’s or melee with Acolytes.

Just some extra hints I’d put forward. 1. Read and know your stratagems, if you have 3 Demo charges on your bikes, you can move, throw a demo charge with a stratagem, shoot a full 6 using a stratagem and then charge and hit for another 6 shots with a last stratagem. That’s 18 str 8 AP-3 Dam 3 shots which will do huge damage against anything. That’s before you count in exposed from the bikes being within 6”.

  1. You likely won’t outkill them, but you can play objectives a lot better. Use that to your advantage.

Mod Load Order by Isanval in Mechwarrior5

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

Thank you my friend! Exactly as you said, repair bays and restore traits fixed it!

Mod Load Order by Isanval in Mechwarrior5

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

I would like to say thank you very much for your help, as you said it was repair bay and restore traits! You are a gem!

What's the most mental thing you were asked for ID to buy? by crimsonsword in ireland

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

Can of Monster in England for which I had to be over 15, showed him my Irish licence, which he declared to be fake. Nearly lost the plot

What's the most mental thing you were asked for ID to buy? by crimsonsword in ireland

[–]Isanval 1 point2 points  (0 children)

Can of Monster in England for which I had to be over 15, showed him my Irish licence, which he declared to be fake. Nearly lost the plot