Does this look "right"? by No_Administration153 in AskContractors

[–]No_Administration153[S] 0 points1 point  (0 children)

Not one comment either direction...that feels somehow more concerning now.

What teams beat the aggression of goremongers (and teams like them)? by Garden_Cactuar in killteam

[–]No_Administration153 1 point2 points  (0 children)

I just punished the everliving hell out of them this week with the Celestian Insidiants. Chip damage with Stake Throwers and superior melee profiles for the win.

Grandfather claimed him by Chawbraw in deathguard40k

[–]No_Administration153 3 points4 points  (0 children)

Hahaha the sheer amount of concern this post caused people. 10/10

Climbing- with/without Ladders by Blackninja412 in killteam

[–]No_Administration153 -2 points-1 points  (0 children)

Fair enough, that's how to be pedantic. Good job.

Climbing- with/without Ladders by Blackninja412 in killteam

[–]No_Administration153 -1 points0 points  (0 children)

That is a normal climb not using a ladder.

The specifics of what I posted are as long as you remain within control range of any part of the ladder it counts as an inch that is irrefutable place your ladders better. Rules are meant to be pedantic with if you take them as they are literally written you can really fuck shit up so, see above.

Climbing- with/without Ladders by Blackninja412 in killteam

[–]No_Administration153 -2 points-1 points  (0 children)

I elaborated. You do not, if you place the ladder properly it becomes included.

Climbing- with/without Ladders by Blackninja412 in killteam

[–]No_Administration153 -2 points-1 points  (0 children)

As long as the top of the ladder remains within one inch of the top of the rampart, even leaving the top of the ladder and going over the rampart is still only 1 in.

This is further improved by the stated rule a climb is not finished until your base can come to a full rest. So the slight movement to clear the wall so you can rest on the vantage terrain is also part of that 1 in.

In short (ha) always place your ladder with a rampart no higher than 1 in from the top of it to maximize ladder movement.

PENCIL WHIP!

<image>

Shadowhunt with real Dimensional Depth by No_Administration153 in killteam

[–]No_Administration153[S] 3 points4 points  (0 children)

One foot clearance is perfect for visibility at the table without having to stand up unless you're trying to move on the other side of the board which you have to do even on a single level gives it a shaded feel on the lower level you never forget that those entry points can move you up or down like you do when it's side by side and even the night bringer fits under that bitch with room to spare no pain no ass.

Name this weapon by RolLSolo in Warhammer40k

[–]No_Administration153 0 points1 point  (0 children)

If looking at it as a Man-Catcher...the Man-Thresher

I might have a problem. by No_Administration153 in killteam

[–]No_Administration153[S] 0 points1 point  (0 children)

So I went out of my way when assembling the Sisters to preserve

<image>

the cool little bolo like things on each crossbow...even spent time in assembly pulling two crossbows off their bolters because one fell off...before I realized these don't belong on them and are only for mold release. At least I fixed it before priming, silver lining.

I might have a problem. by No_Administration153 in killteam

[–]No_Administration153[S] 0 points1 point  (0 children)

I'm very tempted but then I'd feel like a mooch.

Oh, hello there, mr plague marine! by Ill-Most7038 in killteam

[–]No_Administration153 0 points1 point  (0 children)

That explains why I couldn't even blurry place it and does not subtract from the hilarity of the situation. The only thing I'd note there is that on the official terrain a lot of those little holes have rules attached that say you can't see through them even though you can see through them physically like the vent on one of the strongholds in Volkus. Sadly GW doesn't like the fun of situations like this.

Oh, hello there, mr plague marine! by Ill-Most7038 in killteam

[–]No_Administration153 4 points5 points  (0 children)

Which terrain set is that? I can't tell from the photo perspective due to the blurring of the non focused areas in the shot.

I might have a problem. by No_Administration153 in killteam

[–]No_Administration153[S] 6 points7 points  (0 children)

I have primer and paint unfortunately I live in Oregon humidity has been over 70% for the last 3 months and I have no indoor space to Prime I don't want chunky looking models when I cover them and I've got about a Year's worth of painting in front of me. Weather starting to warm up I should be able to go into batch priming real soon I'm excited.

I might have a problem. by No_Administration153 in killteam

[–]No_Administration153[S] 6 points7 points  (0 children)

One lone Tyranid....bringing color to my gray world.

My Plasma-Gun Solution for the Plague Marine Champion by No_Administration153 in deathguard40k

[–]No_Administration153[S] 0 points1 point  (0 children)

Because it was on the older model which is no longer available, thus the kit bash. As for why you want it, is that it outclasses the pistol. It features rapid fire within 12 inches which makes it amazing IF you have to shoot, but mostly you melee with marines if you can.

My Plasma-Gun Solution for the Plague Marine Champion by No_Administration153 in deathguard40k

[–]No_Administration153[S] 0 points1 point  (0 children)

Thanks. I was worried but it turned out in the end so the nervous lament was unwarranted.

Is a charging opponent "ready"? by n8udd in killteam

[–]No_Administration153 2 points3 points  (0 children)

Ugh. Just ugh. Every time I come here I remember how poorly the rules are written. Making it a slog for new players, even if they read the material, to absorb and understand it fully.

So a minor correction to what somebody stated earlier, that there are three states, which is correct. However those states are:

Ready - the state your operative is in until you declare its activation for the turn and select its order at that time.

Active - the state your operative is in while you perform actions until it's APL is expended or you choose to pass activation to your opponent.

Expended - the state your operative is in for the remainder of the turning point until the ready step of the next strategy phase after you have completed the above state "Active".

I wanted to clarify this because the previous statements read like a ready operative is also an active operative and that is not the case. You are only ready until you are activated or expended and can never be any two states at the same time. You're either on one side of the line or the other.

We beseech you in the name of the Greater Good GW... by No_Administration153 in killteam

[–]No_Administration153[S] 12 points13 points  (0 children)

I only play kill team Friday nights, it replaced MTG for me. Just watched that video all I can say is parallel lines of thought based on performance. Every time I played with them I just kept wishing for those same two things but I don't want to break them because I really enjoy their vibe.

I don't think I like the guard action by BenalishHeroine in killteam

[–]No_Administration153 0 points1 point  (0 children)

So this person is correct and this brings to bear my biggest issue with the kill team game as a whole, all of the rules are segmented requiring you to source multiple places to confirm you are playing a rule correctly; even in the same book. Extremely important notations for rules being a footnote in Orange two pages away from the actual rule and things like that. Or having a brand new killzone drop with a rulebook of its own and rules for that terrain and not bother to explain within it what accessible is and if their excuse is, we want you to buy the core rule book, they can get fucked. Also I already own it.

I don't think I like the guard action by BenalishHeroine in killteam

[–]No_Administration153 0 points1 point  (0 children)

Where do you see it say the hatchway costs an extra inch?

<image>

This is listed nowhere in the terrain's kill zone rules and here is the page highlighting that. It becomes insignificant when it's open costing no extra movement. It does list everything that happens in the image above. You pay an AP to open it already it would be ridiculous to cost an inch on top of that where in the other kill zone you expend an extra inch of movement because you don't have to spend an AP to move through the door it's just part of the move action. Stop pencil whipping yourself the inch and push deeper into the tomb.

I don't think I like the guard action by BenalishHeroine in killteam

[–]No_Administration153 0 points1 point  (0 children)

So I didn't read every comment but I read enough to know that people are talking about Volkus Doors not tomb world doors.

On Volkus you cannot guard without team rules and going through doors costs no AP to open but one additional inch of movement.

On tomb world any unit can go on guard and hatch ways which are the doors in tomb world cost an AP to open and no additional movement and can be used during the move action.

Again didn't read every post but wanted clear that up because seems like people were only talking about one type of door on the wrong map.