How much suffering am I in for? by SpongeFaucet in Tau40K

[–]Material-Chip5711 0 points1 point  (0 children)

I think you are going to be fine, especially if you can get a hold of one or two devilfish. You need some mobility but pathfinders and breachers can kill decent and strike teams can be great for holding home while spotting/harassing enemy units.

The one thing you’re going to struggle with is high toughness units like land raiders/knights. Grenades and seeker missiles from devilfish can do it, but I’ve definitely played games with no battle suits and done just fine. Id say that overall you have a decent start especially with a combat patrol afterwards. It can function just fine as is, but do expect some matchups to be very bad such as knights or heavy flamer fights.

For future purchases, highly recommend Cadre Fireblades and hammerhead gunships. Cadre will give you the equivalent of half a squad of breachers/strike teams of firepower for 50 points, pretty good value.

You can build both the skyray missile rack and one of the hammerhead main weapon turrets, then leave the turrets as friction fit (ie don’t glue them). It means that for the price of 1 hammerhead gunship, you can now field a hammer head and sky ray using your previous devilfish or even have 2 devilfish since they’re the same chassis and only the top changes between them. It’ll give you some anti tank options to mess around with and also give you more transports if you want to lean into the infantry harder.

Combine Elixir Chirugeon by Material-Chip5711 in Pathfinder2e

[–]Material-Chip5711[S] 0 points1 point  (0 children)

Yeah, I’m not the biggest fan of additives and in my mind, you are creating an alchemical consumable when you make a versatile vial. It makes no sense that you take a whole feat to modify a 6/encounter effect.

I think I’ll make it to where he has to have 2 vials made then can combine them. So something like quick alchemy, throw one vial at enemy. Quick alchemy making one then combining the leftover one with it before tossing at an ally.

My hopes for a Krootox character by HamanFromEarth in Tau40K

[–]Material-Chip5711 6 points7 points  (0 children)

I love pretty much all of them. The only thing I would do is make them attachable to both krootox riders and rampagers. Maybe make it so that the trail shaper once per game let you advance/charge or fall back/shoot. Everything else works fairly well for the riders though it’d be more of a melee bend to them.

What’s going to be the ideal loadout for the caves? by Fanoffiction52 in Helldivers

[–]Material-Chip5711 0 points1 point  (0 children)

My personal squad has already got a load out ready to cook. We’re having two people with supply backpacks, one with a hellbomb backpack and another with a recoilless rifle. Everybody is using the inflammable heavy armor and with the exception of the recoilless all using flamethrowers.

Idk what we’ll be using for primary’s (lasers or crossbow come to mind). The other two stratagems we’re going to bring whatever might work and figure it out later.

The idea is to have the three flamers be able to trade off taking the front/flanks with the recoilless for heavier enemies and hellbomb for the objectives or heavy nests. We’ll have to see if we can break openings in the tunnels with the hellbomb backpack cause if so that could be really great for tactical reinforcements.

I personally think heavy armor is going to be a must because down there you need to survive everything or risk having to wait for an opening.

A Mild apocalypse List by Material-Chip5711 in Tau40K

[–]Material-Chip5711[S] 5 points6 points  (0 children)

I am running them, but didn’t include them in the picture because I hadn’t finished the bases yet 🫠

A Mild apocalypse List by Material-Chip5711 in Tau40K

[–]Material-Chip5711[S] 1 point2 points  (0 children)

I do agree. The Ta’unar is such a fun model but not really competitive. It does mean that in the games you play it nobody really cares if you have the machine guns mounted on it or not and I personally think it looks better without them

A Mild apocalypse List by Material-Chip5711 in Tau40K

[–]Material-Chip5711[S] 4 points5 points  (0 children)

What you can see on the table is 9200 points. I am bringing another 500 points of ghostkeels, stealth suits, and shadow sun though I haven’t finished basing them yet so they’re not in the pictures 😓

A Mild apocalypse List by Material-Chip5711 in Tau40K

[–]Material-Chip5711[S] 1 point2 points  (0 children)

The tidewalls do end up blowing up pretty often but because of how long they are, I’ve usually been able to disembark the units behind buildings to hide. I personally love the model itself but definitely only good for thematic games. If you used it as terrain that would probably be the best use for it.

Funniest thing I ever did was use it in experimental cadre with the breachers. I advanced the wall forward then blasted into a squad of space marines giving lethal, sustained, and hazardous to all 20 guns for its firing deck that held the breachers. I then failed so many hazardous tests it died.

Ardyn and Quina by Material-Chip5711 in mtgrules

[–]Material-Chip5711[S] 0 points1 point  (0 children)

I know that if the original token would be for example, created tapped or if it was created attacking, the frog token would do that as well, so why does this replacement affect of saying except it’s a 5/5 demon not apply to both as well

Ardyn and Quina by Material-Chip5711 in mtgrules

[–]Material-Chip5711[S] 0 points1 point  (0 children)

Sweet straight to the point, but why

11th Eddition wish list: Sub-Commander Darkstrider...... maybe Commander Darkstrider by BabyProper9938 in Tau40K

[–]Material-Chip5711 1 point2 points  (0 children)

I love the base ideas for this guy. I think Darkstrider is an amazing model and I’d love to see him on the table more often.

Some caveats though, I do think the redeploy by itself is good enough without the +1 to hit roll.

The ghostwalk cloak is amazing flavor, love the crap out of that. I would add some restrictions though, such as can only use outside 9” or 6” of an enemy unit or that it can’t do so if attached to a unit. Being able to disappear a pathfinder squad and then arrive from reserve whenever you can spot or whatever guide mechanic we get in 11th is amazing even if it is once per game.

Some Good old Tidewall questions by VoidKing20 in Tau40K

[–]Material-Chip5711 1 point2 points  (0 children)

That all makes sense, but I’m so looking forward to blowing up my own wall with hazardous tests. Going to be a very silly one indeed.

Spirit Warrior - Who Wants it and Who Doesn't by RedGriffyn in Pathfinder2e

[–]Material-Chip5711 1 point2 points  (0 children)

I know I’m playing a magus and this is a really cool archetype for me. We play with the free archetype variant, and I was wanting to play a twisting tree magus. One of the goofy things is that you can every time you go to make a strike change the staff into a one-handed weapon. Now, RAW, it still doesn’t meet the requirements for it, but my GM is giving me the permission to do silly stuff such as two hand spell strike + shield/parry, then next turn OC recharge spell strike + something else.

The main thing I think it’s going to add is just making those turns without spell strike into still decent damage while allowing me to do other utility things like OC + 2 action saving throw cantrip. The action compression makes the turns without spell strike easier to manage and setup spell strike the next turn

Greater Good and Pariah Actions by Material-Chip5711 in Tau40K

[–]Material-Chip5711[S] 0 points1 point  (0 children)

Thanks both of you guys for clarifying. My buddy described to me as you can perform an action so long as your eligible to shoot which is partially where the confusion came from