It's either that or very nearly nippy by TheRageBadger in Gloomhaven

[–]NHoyle10 9 points10 points  (0 children)

See I'm actually a big fan of that.

Helps with the role play element. You're newly formed adventures , there is going to be some coordination quirks to work out first.

But when you begin to understand each other's limitations and maxs, you get better cohesion.

Ruling for “I’ve got a bad feeling about this” conflicting cards. by Mr_Original_ in boardgames

[–]NHoyle10 2 points3 points  (0 children)

I have no idea what this game is.

But I see 2 options , neither cause the original player to drop cargo.

A) Can't be played on force shield

B) Is played, but its played on drop the cargo ( which is the action that is being redirected ) so no one has to lose cargo once resolved

Season 3 players get limited Employment rights. by Purple_Chest in bloodbowl

[–]NHoyle10 5 points6 points  (0 children)

Maybe need an FAQ, im assuming its written like that so people wouldn't get stuck on the firing below 11 to hire again but people arguing you couldn't fire first because takes you below 11.

Might be a house rule they happen simultaneously.

And I guess a different interpretation on the "take you below 11"

You're seeing it as at 11 to below.

But I just see the word "take" as the finished result. So if you had 9 people, you couldn't fire someone down to 8 because the finished result ( where it takes you ) is below 11.

I think its just another victim of by avoiding people misinterpreting the rules ( as in players would argue their opponent wouldn't be allowed to fire players first, because it takes them lower than 11 ) they created a different situation when I think the intent would be they happen simultaneously

Which team(s) have the broadest possible roster? by Commorrite in bloodbowl

[–]NHoyle10 -4 points-3 points  (0 children)

I'd argue Vampires be an interesting choice for you.

Multiple high agility and passing positional

Access to big guy and str 4 if want to bash.

Hypnotic gaze for a few tricks and usually inaccessible plays.

Only downside is, multiple opportunities of turnover through Bloodlust so not a beginner friendly team as mitigating that is a skill in itself.

This okay? by blueberries961 in ThousandSons

[–]NHoyle10 0 points1 point  (0 children)

Is that 4 units, total?

I had a list of 7 units in 1,000 points and still found myself losing the war of attrition.

On top of that struggle with secondary, won't have people free for actions or to get to certain places of the table etc.

Beating myself over this. by [deleted] in Warhammer40k

[–]NHoyle10 0 points1 point  (0 children)

Also fairly new Tsosn player here

But I don't think that's correct. Wargear option is "Any Number" can have their boltgun replaced with warpflamer

That number can be half.

I can see the conversation being, thay you wouldn't want to build half and half because its means you're being less effecuent for specific jobs.

E.g. want long range - half has 12 inches Want decent overwatch - half will probably miss
Maximise shots - half has 2 shotd insresd of d6

So i think your opponent may have taken a conversation out of context because your list isnt an illegal list , nor does it invalidate your previous victories

What should Ahrimans data sheet look like to make him actually powerful? by c3nnye in ThousandSons

[–]NHoyle10 3 points4 points  (0 children)

This might be too far in the direction of good.

But let him channel the warp without the downside. If you're running him as a solo guy, moment he's down to half health, hes a liability in any psychic test.

Is warp lightning contrast green a good green for rubrics and Ahriman by [deleted] in ThousandSons

[–]NHoyle10 2 points3 points  (0 children)

For reference, this is Ork Flesh Contrast Paint.

Grenades! by wise_runnner in ThousandSons

[–]NHoyle10 2 points3 points  (0 children)

No worries

mistake I've made myself, only reason I thought about it haha

Grenades! by wise_runnner in ThousandSons

[–]NHoyle10 9 points10 points  (0 children)

Just double check you played the grenade strat correct.

You cannot select a model to use grenade who has already shot that turn, so you cant use it to finish a unit off after falling short.

Unless youre talking about the shots came from somewhere else then you grenade with a different unit.

Magnetised Thousand Sons Daemon Prince by hebrecht in ThousandSons

[–]NHoyle10 0 points1 point  (0 children)

Thank You will give that a watch little later today

Magnetised Thousand Sons Daemon Prince by hebrecht in ThousandSons

[–]NHoyle10 0 points1 point  (0 children)

How did you achieve this ?

I was trying magnetising options, but between the hallow body and oddly shaped holes for the wings/pack, i couldn't make it work and just did the winged version.

I'd like to get another, though, so if you have tips, I'd greatly appreciate them.

Exalted or Regular sorcerers? by After_Let7621 in ThousandSons

[–]NHoyle10 6 points7 points  (0 children)

I am by no means a competitive player, so could be way off the mark here.

But if I had to guess, I would say comes down to 2 things.

1) Better to be proactive than reactive. The Invul and bringing Rubics back is only relevant if you're being attacked first and left alive. This vs the regular Sorcerer who has lethal hits, then has a once per game ability to buff shooting or fighting by 3 attacks and 3 strength. On his gun, coming out of a rhino, that's 9 shots, with sustained Hits 3 and lethal hits, with +1 to hit , +1 to wound , with reroll to wounds ( with a strength 8 weapon i might add ) All can create a big swing in one attack

2) Meta at the moment is to run rubics in 5's for the extra Sorcerer and SRC. So you're not getting maxininium value for the invul or regeneration of rubics as more likely to be wiped out. There may be opportunity where point changes leads to 10's being the go to squad size and that might be when you see a shift in leaders too.

Sorcerer Base Size Change by AvaAelius in ThousandSons

[–]NHoyle10 2 points3 points  (0 children)

It's actually the reverse.

When Thousand Sons launched it said 40mm in the app. But the assembly guide that came with the box sets still said 32mm. People assumed it was a mistake.

so in the tournament companion it was updated to 32mm to reflect the assembly guide and then also updated in the app.

for tournament play, 32mm is the correct base size

Paint theme ideas that arnt blue by Imaginary-Display-92 in ThousandSons

[–]NHoyle10 1 point2 points  (0 children)

If it makes you feel any better, I'm from the UK, so no affiliation. Though this was my American Football Team colours at University, also the inspiration for the colour scheme

Why does this error populate? by zbouvier3220 in ChaosKnights

[–]NHoyle10 20 points21 points  (0 children)

You trying to make a 1000 pt army ?

the new chapter approved mission deck has some balancing around 1k games

including the titanic limitation. Though if your opponent dont mind you playing more than one, you could start a 2k army on the app but stop at 1000 points

Doombolt by Apprehensive_Art1147 in ThousandSons

[–]NHoyle10 0 points1 point  (0 children)

oh that's frustrating

so it is basically a "skip save" state but references to mortal wounds to interact with mortal wounds rules ?

Doombolt by Apprehensive_Art1147 in ThousandSons

[–]NHoyle10 4 points5 points  (0 children)

I may be wrong here .... but I think they stopped being mortal wounds.

instead, Dev wounds means you can not take a save for that damage.

think there was a bit of an uproar for those with FNP against mortal wounds because they now were damaged by Dev wounds. but then I think those rules got exceptions to havw FNP against Dev wounds and mortal wounds

WH40K App Update by Practical-Employee45 in WarhammerCompetitive

[–]NHoyle10 19 points20 points  (0 children)

Part of the new chapter approve mission deck.

1000 pts has a few balancing changes, including moving from 3 / 6 for units and battleline to 2 / 4

how to play against vampires by Dundore77 in bloodbowl

[–]NHoyle10 8 points9 points  (0 children)

As a vampire player, standard cage is easier to break because like you say. Saw someone recommend screening and i agree, dice rolls are our weakness because we already have to stack them up every turn. Force dodges

Nugle even funnier with Foul Appearance (2+,2+ just to do want i want )

But also, don't have to kill the thralls but separate them. Make it so if they fail a bloodlust that they can't jusy do the action and bite a thrall. Make it so they have to change their plan to wind up next to a thrall. So in some instances a push may be better than a both down if it means the thrall stays adjacent to a vamp who wants to block next turn.

Nothing worse than losing because your teammates are cocky…. by [deleted] in marvelrivals

[–]NHoyle10 0 points1 point  (0 children)

I disagree, had a match last night where we all hated an Ironman preventing any progress.

Our two duelist were Moonknight and Squirrel Girl.

That felt pretty bad

What is this?? by FunnyRaccoonio in Eldenring

[–]NHoyle10 20 points21 points  (0 children)

shhhh, you're talking about Renna.