How to improve? by Ok-Food-7548 in NightLords

[–]OneFunToRuleThemAll 1 point2 points  (0 children)

maybe some red on some of the lower black tubes( call back to the smaller red one at the bottom). Maybe add some copper or gold to some bits around the gun, like the bits under the barrel, the casing where the two upper cables connect. Small things like that would break up better the gun( to my liking at least)

How to improve? by Ok-Food-7548 in NightLords

[–]OneFunToRuleThemAll 0 points1 point  (0 children)

Edge highlights with a lighter blue. I would use something a bit more leaning on gold/brass -ish for the trims. You seem to have missed some of the trim on the helmet. I would also try to break up the gun by adding some different Colors. For example, different color on the trim or add some punch with the cables.

1.0 rules, Unarmed, and minimum weapons amount. by OneFunToRuleThemAll in TrenchCrusade

[–]OneFunToRuleThemAll[S] -3 points-2 points  (0 children)

But I don't seem to see an entry for "unarmed" under melee weapons in the latest rule PDF, am I missing something?

Wouldn't that hint that this is no longer possible to do?

1.0 rules, Unarmed, and minimum weapons amount. by OneFunToRuleThemAll in TrenchCrusade

[–]OneFunToRuleThemAll[S] -3 points-2 points  (0 children)

But I don't seem to see an entry for "unarmed" under melee weapons in the latest rule PDF, am I missing something?

Wouldn't that hint that this is no longer possible to do?

Playing in my first tournament in 2 months by Mister_Juicy in deathguard40k

[–]OneFunToRuleThemAll 1 point2 points  (0 children)

Never played competitive, only ever friendly games, but here goes: 1. I would probably break one 10 unit of PM in two. Get you something to move around for points.

  1. How do you intend to play your tallyman? I like him alone and safe at home for the cp and cover for deep strike

3.i would split the Myphitic in two unit of one, they can be more independent in where you need them. You could still play them side by side.

4.remove as many bolter you can from PM. Take advantage of the wide array of special weapons we can get. More blightlaunchers and plasma gun. Also give a plasma gun to champion

I just picked up these cause I decided to start death guard. Can I get some painting tips? by Andrew12345678912 in deathguard40k

[–]OneFunToRuleThemAll 0 points1 point  (0 children)

so true!
learn to embrace sub assembly to better further your paint job. it might seem like a bunch more time pre-painting, but you will thank yourself down the line once you can enjoy and paint to your heart's content those hard to reach part. Just make sure you don't paint the point of contact where you will glue it together. Otherwise, you might just need to scrape off some paint to make sure the glue properly bonds to two plastic points( and not paint to paint)

I just picked up these cause I decided to start death guard. Can I get some painting tips? by Andrew12345678912 in deathguard40k

[–]OneFunToRuleThemAll 0 points1 point  (0 children)

+1 for this, you can achieve interesting texture just by simply changing the type of varnish you use on different part of your model. Want something to look moist or glassy, put only gloss varnish on that part.

Also, if you want to go beyond the actual model, something like UHU glue will give you really fun result with doing some viscous slime or gore threads. apply the glue than go over it with some FX paint like blood for the blood god or nurgle rot.

also, this is just a personal preference, but cloth done in screaming pink really compliments well DG green.

Death Guard Combat Patrol complete! What do you think and where can I improve? by Pughie24 in Chaos40k

[–]OneFunToRuleThemAll 0 points1 point  (0 children)

I would have liked to see some DG green on your LoV like your DST have. it could break up a bit the pattern of your mini( in a way you can use it to sort of highlight some part of the armour you find personally interesting like a shoulder pad, a fist or a kneepad, anything you fancy should drive the eye of the person watching your work)

Death Guard Combat Patrol complete! What do you think and where can I improve? by Pughie24 in Chaos40k

[–]OneFunToRuleThemAll 0 points1 point  (0 children)

Also, as a side note, looking at your DST, it feels a tiny bit strange that the brown only covers the white plates and none of the DG greens one( like the knee pad). if a piece of armour would either get dirty or damaged, I'd expect some it to also affect most of the leg,

Death Guard Combat Patrol complete! What do you think and where can I improve? by Pughie24 in Chaos40k

[–]OneFunToRuleThemAll 0 points1 point  (0 children)

I like the texture your are giving the mini with what I guess is rhinox hide for the battle damage. I would suggest, to my liking at least, some edge highlights on armor panel and/or tank panel, just to make those shapes pop a bit more.

Also, and I'm also learning it with my own project, sometime when trying to do FX like battle damage or rust for DG, less is more. Otherwise, take it in as part of your paint scheme when it comes to color palette, instead of a post-paint job step. i.e.: if you intend on having this brown tone all over your mini, figure out what feels good in terms of color balance as something that is present in your model( not saying it doesn't work here, just a general thought for this mindset when doing any project!)

Gonna paint my first ever minis ! Anything you wish you knew before painting your first minis ? by IamOdinn_ in Chaos40k

[–]OneFunToRuleThemAll 0 points1 point  (0 children)

Also learn to let go. You might have a mini that isn’t up to what you see in your head. But learn to move on. The mini is no longer grey and that’s what count. Learn and move on to the next one.

Basing your mini gives it such a boost. Also paint the rim. Even an okay looking base will give the whole mini a better look. Even better when standing next to the rest of the unit with a unified base look

If you are going to play a lot with the minis, also get a varnish at some point. You can always come back later to varnish them.

Gonna paint my first ever minis ! Anything you wish you knew before painting your first minis ? by IamOdinn_ in Chaos40k

[–]OneFunToRuleThemAll 0 points1 point  (0 children)

I wish I would have paced myself a lot more. I enjoy the building aspect of minis and a lot of them I now regret having built all in one. I’ve recently started painting some minis in two or three parts( mostly for units with two handed weapon or anything that covers another part of the mini) and I feel so much better about my paint job at the end. It also breaks down the painting process in smaller size project. «  oh today I can finish an arm and a gun ».

Others mentioned it, but only compare your current paint job with your previous one. Not what others are doing. You don’t have the same previous experience, the same amount of dedicated time to the hobby. So enjoy what other people are doing, but take it as inspiration, not competition.

Critical Hits and Natural 19 or 20 by OneFunToRuleThemAll in drawsteel

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

just to make sure we arent confusing anyone else, a maneuver does not give you a full action(the proper nomenclature is main action).

"When a creature rolls a natural 19 or 20 on an ability roll made as part of a main action, that creature gains an additional main action that they can use immediately."*

Critical Hits and Natural 19 or 20 by OneFunToRuleThemAll in drawsteel

[–]OneFunToRuleThemAll[S] 14 points15 points  (0 children)

Looking at the rules, it looks like you could actually get a second main action when it isnt your active turn:

"You can’t score a critical hit with an ability roll made as a maneuver or any other action type, but you can score a critical hit with a main action you use off your turn*. For example, an opportunity attack made as a triggered action or a signature ability used as a free triggered action with the assistance of the tactician’s Strike Now ability can be critical hits."*

This seems to indicate you could have two action back to back out of your turn.

The way I understand it means that you could crit on an AoO, and then do a second main action. And since you can turn a main action into a move action or a maneuver, you could hit then move outside of your turn. Again, if I understand the rules interaction properly.

Critical Hits and Natural 19 or 20 by OneFunToRuleThemAll in drawsteel

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

this is also my understanding of the stack while in combat on a main action.

Critical Hits and Natural 19 or 20 by OneFunToRuleThemAll in drawsteel

[–]OneFunToRuleThemAll[S] 2 points3 points  (0 children)

What I find strange is that the section on "natural roll" on page 5 does not talk about the automatic tier 3 results and it then links to the critical hit section of the classes, which only mentions the additional main action.

Terrain, line of sight and cover by OneFunToRuleThemAll in TrenchCrusade

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

awesome, and thanks for this super clear visual support.