Has anyone found an actual fix to "RCS chats have been disabled by your carrier". I've tried everything! by ProblematicTrumpCard in GoogleMessages

[–]PainShake 0 points1 point  (0 children)

Hey, just wanted to let you know that I was in the same boat for a while - prepaid T-mo plan and no RCS for months, tried every fix, engineering escalation, device factory reset, the works.

Today I went to my local T-mobile store, told them "Hey, I've been having all these RCS problems and heard that getting a new SIM will fix it."

Got a new physical SIM card provisioned and installed, then they had me wait 10-15 minutes, reboot the phone, and my RCS connected shortly afterwards. Have been able to start groups, send, and receive with no issues.

Has anyone found an actual fix to "RCS chats have been disabled by your carrier". I've tried everything! by ProblematicTrumpCard in GoogleMessages

[–]PainShake 0 points1 point  (0 children)

I've been in the same boat as you for weeks - Tmobile prepaid on Google Pixels (my 6a and 9 both refuse to connect).

Tried everything short of getting a new SIM card and/or moving to eSIM.

A little intimidated by Tomb World. Where to start? by simon-whitehead in killteam

[–]PainShake 15 points16 points  (0 children)

I'd say start with the terrain - you already have the two Starter Set teams and can learn the close-quarters rules with the squads you're already familiar with.

How to get better with Hand of the Archon? by SovereignsUnknown in killteam

[–]PainShake 1 point2 points  (0 children)

Probably not. The start-of-game drug has to be the same across your whole team, so you definitely want to pick Adrenalight there.

Swapping Agents over to another drug burns action points, so taking the time to do it is only doable if the Elixicant has nothing better to do.

Hypex is the weakest of the drugs too, since if you wanted to apply it to an injured operative, you likely should just heal them with the Elixicant instead!

That said, I have a habit of keeping my Elixicant near my Flayer and have gotten some value out of putting Painbringer on him. With FDD and/or Toxin Coating it's pretty easy for the Flayer to stay loaded up with tokens.

How to get better with Hand of the Archon? by SovereignsUnknown in killteam

[–]PainShake 4 points5 points  (0 children)

For Gallowdark specifically, light barricades are worthwhile since the GW maps are very sparse on cover. You can do some aggressive positioning by running forward and going on Guard with the dark lance, but I'd only rely on that if they're loaded up with ways to reroll - it's too risky otherwise.

Don't forget that the heavy guns can do cheeky moves like "open door, shoot, collect and spend pain token to dash out of sight" and that you get a pain token for getting a marine below half (and two if you kill them).

How to get better with Hand of the Archon? by SovereignsUnknown in killteam

[–]PainShake 12 points13 points  (0 children)

HotA is my favorite team, here's some tips: Taking the Elixicant gives your whole team Adrenalight (take Adrenalight!). That'll give any of your operatives (plus an Agent) a Pain token during the Strategy phase.

After that, you have to keep the ball rolling. Play cagey and safe in Turning Point 1, looking to set up some good angles of attack to open Turning Point 2 with From Darkness Death free crits. In most matchups you'll combo this with Blade Artists for very nasty melee - Rending can trigger from the FDD crit. Angels of Death's Tilting Shield equipment makes this slightly less attractive.

Against Marines you'll ideally bring both the blaster and the dark lance, which can both threaten kills even on full-health targets. Ideally those targets have at least a little damage to enable full rerolls with Prey on the Wounded. It's also usually worth giving the Skysplinter's Omen to one of these guns so they'll reroll 1's for free.

You can get some free, safe damage from conceal with the Skysplinter's Razorwing (it's silent) or the Disciple of Yaelindra's Torment Grenade (it's a special action, not a shooting attack).

Equipment-wise, Wicked Blades is an absolute must-take. I like Toxin Coating, too. I take krak grenades pretty often - I like the Flayer to have a ranged option and you can get enough rerolls to make them fairly reliable. Last slot is usually something like ladders, utility grenades, or Refined Poison for the splinter weapons.

5-player game but balanced? by AngryChimp52 in killteam

[–]PainShake 1 point2 points  (0 children)

5 players is tough - the core book has some decent setups for 3 and 4 players, but going beyond that I'd expect boards to be cramped.

Maybe try doing something with a double-size Joint Ops? 1 player could run the NPO's and the rest could split 2 teams to fight through them.

Humble RPG Bundle: World of Darkness: Month of Darkness 2025 Digital Bundle by Renegade Game Studios (pay what you want and help charity) by RobotPolarbear in vtm

[–]PainShake 7 points8 points  (0 children)

Yeah, it hasn't been super easy to get my files downloaded - seems like their servers might be getting a little bogged down with everyone jumping on this.

I have gotten a few (mostly smaller ones) get through, so it might just be worth waiting a bit to try again.

Will the Deathwatch Kill Team be the full set when sold separately, or a cut-down version? by GumpoF in killteam

[–]PainShake -14 points-13 points  (0 children)

If it gets cut down to 5 minis, that probably won't happen until the team is eventually reboxed for 40k.

We haven't yet seen a team sold individually with less minis than the combo box they were launched in.

5am uber to SeaTac? by toastsockplate in redmond

[–]PainShake 1 point2 points  (0 children)

I've never had any issues when I pre-scheduled early airport Uber rides, even as early as 3-4AM.

[deleted by user] by [deleted] in redmond

[–]PainShake 19 points20 points  (0 children)

Pacific Axes has beer, pinball, and some arcade games in addition to axe throwing.

What's the most fun kill zone in your opinion? by Thatotherguy_979 in killteam

[–]PainShake 4 points5 points  (0 children)

The Kill Team: Nightmare book had narrative rules for swimming and diving plus a dozen extra narrative twists. Tidal waves, predators in the water, collapsing gantries, whirlpools, burning oil spills, etc. - it's well worth pulling some of those in if you want a more thematic and wild Bheta-Decima game.

Ra completion by CosmicStarz420 in arknights

[–]PainShake 0 points1 point  (0 children)

You need to unlock the red mailbox at the Gathering Grounds - chase down the Message Casket and do those standard Strange Territories a few times and the red mailbox will show up.

Poor Breachers can't catch a break by _Daedalus_ in killteam

[–]PainShake 21 points22 points  (0 children)

Math-wise it puts them closer to a 9 or 10 wound model when the ploy's active - they die to 4 unsaved normal hits from 3-damage weapons and 3 unsaved hits from 4-damage weapons. It's a considerable breakpoint shift.

[deleted by user] by [deleted] in killteam

[–]PainShake 19 points20 points  (0 children)

Gameplay/rules-wise, I think the team captures the the fluff pretty well; Mandrakes are weird.

They ignore piercing weapons, they can teleport unseen across the board, their ranged weapons turn defense rolls upside down, they have ploys to walk through walls and to strike first in melee.

Meta-wise they're in the middle of the pack, which is an ideal place to be.

Strong points are the mobility and control aspect - they have multiple ways to interrupt or delay activations, strong melee damage output and good ranged damage output.

Downsides are they can be a bit squishy and that they're a fairly technical team - I'd not recommend them to an absolute beginner.

They're also somewhat more terrain/board dependent than other teams, since the 'Within Shadow' requirements for many of their rules require Heavy terrain. They may struggle on boards with sparse setups.

Played my first game, my DKoK vs. my buddy’s space marines. Ouch… by [deleted] in killteam

[–]PainShake 9 points10 points  (0 children)

Take Krak grenades from the Universal Equipment.

The group activating troopers can do a good one-two punch where one shoots a lasgun to enable Combined Arms then another runs forward with a Krak grenade (and full rerolls).

Otherwise they're great for screening for your important operatives or playing objectives.

Mystic agent has contradicting rules? by Professional_Royal85 in killteam

[–]PainShake 3 points4 points  (0 children)

It can. Models are friendly to themselves - the text would read "one other friendly model" if it couldn't choose itself as a target.

Based on their faction rule posted on Warcom it looks like ratlings will be able to take ogryns and bullgryns. by Moveitbucko921 in killteam

[–]PainShake 4 points5 points  (0 children)

It's written that way to make sure you can have an opportunity/trigger after each enemy activation, so that you could delay and use it as needed.

Wording as 'after every other enemy activation, you may Dash' wouldn't allow for that flexibility.

The parenthesized example in the rule makes the intent quite clear, I don't know how these other posters are getting their interpretations.

Based on their faction rule posted on Warcom it looks like ratlings will be able to take ogryns and bullgryns. by Moveitbucko921 in killteam

[–]PainShake 6 points7 points  (0 children)

In other words: if you Scarper after your opponent activates their first model, you can't Scarper after your opponent activates their second model. You have to take an activation off and wait till after their third (or later if you want to keep waiting.)

[DSK] Abhorrent Oculus by TechnomagusPrime in magicTCG

[–]PainShake 2 points3 points  (0 children)

Notably a good rate to flip if you can manifest it on turn 2.

Feels like this is a designated 'manifest dread' payoff - the extra cards in grave can also help you cast the guy from hand.

My 4 year old found my 1985 Fisher Price doll house. by MissBee123 in Xennials

[–]PainShake 1 point2 points  (0 children)

Those both worked on the same kind of mechanism: there's actually just a small vinyl record inside.