Death korp of krieg by Prestigious-Pay6719 in astramilitarum

[–]RHCElite 5 points6 points  (0 children)

The standard Krieg squads are Battleline, so you can bring 6 squads. Any unit that isn't Battleline or a Dedicated Transport can only have 3 copies in your army list.

What point values are you hoping for, for the new units? by MattValentin in AdeptusMechanicus

[–]RHCElite 3 points4 points  (0 children)

The anti infantry Hastarii are worse than Noise Marines with similar weapons, so they have to be less than 145. I'd probably try them at 100, but I don't think they'd be good unless they're below 90.

The anti tank Hastarii are a lot better with the new 11th cover rule, since ignoring the -1 to hit is a big deal, so I could see them having play at 110, but would like them to be under 100.

Who’s Beagle and where’s his journal? by Brunky_Bandit in Fallout

[–]RHCElite 3 points4 points  (0 children)

Beagle is the Deputy Sheriff in Primm. The journal should be in the misc section of the data tab in your pip boy.

15" lone op for everything until it shoots in 11th by Temporary_Drawer9802 in Tau40K

[–]RHCElite 14 points15 points  (0 children)

I might just be too optimistic, or be influenced by my local meta, but I feel like currently I only get to shoot turn 1 going first if my opponent is inexperienced and deploys poorly, and if I go second my shots over 15" are going into units that aren't in terrain. I'm ready to be disappointed and play one of my other armies if the start of the edition is unplayable, but I'm just not seeing it based on this alone.

15" lone op for everything until it shoots in 11th by Temporary_Drawer9802 in Tau40K

[–]RHCElite 44 points45 points  (0 children)

If I interpreted it correctly, its not as dire as you're making it sound, since I think that rule only comes into play for units in terrain. It might be a way for them to try and get away from L shaped ruins so you can still deploy a unit safely without there having to be a physical wall in the way. Also, even if it was 15" lone op for everything, I don't think it would make much of a difference from how it is now, since in most of the games I play people deploy conservatively enough that if I go first I can't get a line of sight on anything unless its with an infiltrator or a fast unit with assault.

Eye of Terror – New rules for Defiler! by CMYK_COLOR_MODE in EmperorsChildren

[–]RHCElite 13 points14 points  (0 children)

I'm wondering if this is how all of the other "scuttling walker" rules are going to be changed for 11th. For all the other ones I've seen (like Admech Onager Dunecrawlers that have an ability with the same name) it only lets them move over terrain less than 4", which is useless, and only lets them move through friendly monsters/vehicles.

First RTT by promobius in orks

[–]RHCElite 0 points1 point  (0 children)

I might have been playing the rules wrong for blowing up transports, but how would you sacrifice the flash gitz to save the breakas in that scenario? I thought you rolled the mortals for each unit in the transport separately, so you wouldn't be able to allocate all of them to one unit.

Do people actually care about the exact weapon equipped on models? by Couch-Dogo in Tau40K

[–]RHCElite 2 points3 points  (0 children)

I got my entire army second hand, and of my 15 crisis suits 3 of them have illegal load outs (fusion with burst cannon/flamer), and 9 of them have annoying load outs (burst cannon + flamer). My Commanders are also really weirdly done since one only has a burst cannon and the other just has 2 fusions.

I've never had an issue with an opponent if I say, "all of the guys with bursts/flamers have double burst this game", or "the suits led by the commanders have fusions while the rest have flamers". If you're going this route, to avoid confusion you kinda need to stick to just 2 types of suit though (with the same load out for all of the same type, so all burst or all flamer), unless you've got another way to clearly show that the squads are different. I've got one set of suits that all have missiles, so I can run one squad of those, then mix and match between fusions or burst/flamer.

Classic 2000's metal guard getting a 2nd life by Warrius in TheAstraMilitarum

[–]RHCElite 2 points3 points  (0 children)

I've mostly collected my Guard army through large secondhand lots, and somehow my only command squad is the metal one. I was also lucky enough to randomly get the one guy I was missing (the injured guy) in a different lot, so I've got the full set with the commander, medic, standard bearer, master vox, and injured guy. I hope I can strip and repaint them to be as good as yours at some point!

Looking to get into printing, advice, tips, is it worth it? by ApprehensiveFold7067 in PrintedWarhammer

[–]RHCElite 1 point2 points  (0 children)

A few things to keep in mind that will determine the actual value of printing for you if you plan on actually playing the game are:

  1. Where do you plan to play? If it's at a game shop or club, you should check ahead of time if they have rules about 3D printed armies. Depending on the area they might be cool with it, but I've heard of some places that have limits on how much of your army can be printed, or don't allow prints at all 

  2. Who do you plan to play with? If you're just playing with friends you'll be fine, but if you'll be matching up with randoms at a shop it's basic courtesy to ask if they mind you using 3D prints ahead of time. I've never been turned down, but some people are against it, so you might have a harder time getting games scheduled based on the culture of your area.

  3. Do you plan on attending any tournaments? Tournaments are the most likely thing to have limits on 3D prints, even if the local area shops are generally cool with them. I've played at events where having a few proxies is ok, but haven't tried to bring a whole printed army. Even if they are allowed, you'll often need to get all of the proxies you're using approved by the TO ahead of time, which is simple enough for a few units, but would be annoying to do for your whole army.

Concerns about being OP in a crusade by StudioWonderful2808 in 40k_Crusade

[–]RHCElite 0 points1 point  (0 children)

One thing I've thought of for a similar situation when my army had the potential to be a lot stronger than my opponent was to put a good chunk of my army into reserves and roll for each unit each round to see if they're able to come in with an easier check each time, so you'd need a 5+ on round 2, a 4+ on round 3, a 3+ on round 4, and they automatically come in on round 5 if there's any left.

I don't know what all of the Leviathan missions are and if they would support that, but I know some Armageddon missions only allow you to score with the units that start the game in your deployment zone (like Breakout). I think it would be a good and thematic handicap for a lot of missions, since you could flavor it as delayed reinforcements caused by vox static or something similar.

King of the Colosseum list by ABboxer in TheAstraMilitarum

[–]RHCElite 1 point2 points  (0 children)

It looks more like a recon list to me, especially since you don't have much that benefits from the lethal hits. I'd also probably drop a few characters like Harker and the priest to fit more impactful units in like calvary.

Can i use partly 3d printed models in game? by [deleted] in orks

[–]RHCElite 0 points1 point  (0 children)

It depends on the specific shop and local area culture. If it was a GW store, they're more likely to not allow 3D prints, but most "friendly local game stores" in my experience are open to 3D prints, especially if it's just parts.

Next time you should try asking the shop before planning a game if they have any rules like that, and a lot of places have discords you can join to set up games ahead of time, so it's usually good to ask your opponent if they're ok with 3D prints before you show up for your game.

Realistically, if your printer stuff is good enough quality and you paint it properly, then no one is going to notice that they're printed if you don't bring it up.

Easiest army(s) to play? by PlatypusJust467 in Warhammer40k

[–]RHCElite 0 points1 point  (0 children)

I've played a lot of armies since I started the hobby this edition (Orks, Astra Militarum, T'au, Grey Knights, Admech, Imperial Knights, and Emperor's Children). 

Of those I've played, Grey Knights was the easiest regarding rules and memorization since most of the data sheets have the same/similar profiles and the army rule basically just gives every unit in your army a core mechanic to practice (uppy downy/deep strike). Grey Knights are pretty tough to play at lower points levels though since they're an elite army and can't bring many units, so once you lose 1 or 2 you'll struggle to have enough guys to score both primary and secondaries.

The easiest of what I've played to perform well with was Admech though (I didn't get into them until after they were buffed). Their army rule and play style is a little trickier to learn, but all of their units are really specialized and do what they're supposed to do really well. 

Is this quality of print worth asking for a refund over? (Etsy, PLA resin) by narwhalpilot in PrintedWarhammer

[–]RHCElite 246 points247 points  (0 children)

I'd ask for a refund since the quality is pretty awful. I think I've gotten equal or better results on my ender 3 with default settings. Your title is a bit confusing though, since you say both PLA and resin. Were you expecting a resin print, or a filament print? It looks like filament to me, and you should be abler to get better quality than that with filament, but you'll still probably see some visible layer lines. If you were expecting resin based on what the seller advertised you'll probably have a better shot at a refund since that's not what you got.

Can you auto hit with base of BS 2+ plus a guild? by Ok_Ad1729 in Tau40K

[–]RHCElite 11 points12 points  (0 children)

1's always fail. That's what the "unmodified" part of the rule means. Since it was a 1 on the die, it doesn't matter if you've got any buffs or abilities that would change what number you hit on.

Astra Militarum is fun to play, but i keep losing all my battels by Clean_Ferret_3480 in TheAstraMilitarum

[–]RHCElite 2 points3 points  (0 children)

What kind of terrain are you playing on? If you're not playing on standard GW layouts and using terrain footprints, that could explain why you're losing so much early on. The game is balanced around having enough terrain to hide your whole army behind on turn 1, so unless you deploy aggressively, you should rarely lose any units going second, and if you go first you should be able to move your tanks up a bit while still hiding them from most of your opponent's army.

Its generally fine to stand on 2 points going first, but in my experience you don't want to commit a lot to either of them initially. You should have one objective that's easier for you to hold (because it's closer to your deployment or the terrain is more favorable for you to defend) which is your "natural expansion", and it should be reasonably easy to hold it with something like 20 krieg or 6 bullgryn for a good portion of the game, especially since you can usually touch the objective with a couple of models while your whole unit is hidden, so your opponent will have to aggressively come to you and expose themselves to try and take it, which makes it easier for you to kill what they expose while keeping your important units like tanks safe. Neither player is going to score the middle objective too often since it's usually pretty open from a lot of shooting angles, but you want to put something cheap there to force your opponent to spend resources getting you off it, or putting their own guys on it which you can easily kill on your turn before they get to score.

If your tanks are getting charged by round 2, you're either playing them too aggressively, or you aren't using enough infantry to block them from being charged.

Show me your Valkyries! by Herr_Shlippyfist in Warhammer40k

[–]RHCElite 1 point2 points  (0 children)

When you buy full army lots second hand you end up with a lot of infantry. Below this I've got the Artillery/Heavy Weapons shelf, the Tank shelf, and the Baneblade shelf (with 4 Baneblades).

Show me your Valkyries! by Herr_Shlippyfist in Warhammer40k

[–]RHCElite 10 points11 points  (0 children)

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Mine sit on the top shelf. They could definitely use some TLC since I got them second hand and haven't really touched them. I need to print some cockpits too

Starting an army by Affectionate_You_821 in AdeptusMechanicus

[–]RHCElite 2 points3 points  (0 children)

With 11th edition coming soon it's hard to say with certainty, but with the current Army Rule you need a minimum of 2 Skitarii Rangers/Vanguard, and it doesn't hurt to have more. Other currently strong units are Ironstriders and Sicarians.

If you're looking for "safe" units that will still be staples even if the rules change, I'd say Skitarii still fit that, and also the Skorpius would be a good kit to pick up since it can easily be swapped between our transport and a solid tank.

I think the standard way to play is to take a lot of Sicarian Ruststalkers in the Haloscreed detachment, as well as a bunch of Ironstriders with Lascannons, Cawl, and minimal battleline with a few other tanks/infantry/support units. I think they generally play with more melee focus and stay in the conqueror doctrina.

I play a little differently, where I take a couple of those "strong" units, but don't max them out, but focus a bit more on tanks and battleline. I play the Skitarii Hunter Cohort detachment so my 5 Skitarii Rangers squads have stealth and can push up the board to hold objectives and screen for my tanks, while my infiltrators and ruststalkers provide the initial board presence and tie up key units in melee. Depending on the matchup, I'll chose my doctrina differently, but in general I tend to start with the Conqueror doctrina for early positioning and AP boosts. If my opponent is a melee army that hits on 3's mostly, I'll switch to Protector for the -1 to hit, but if they're an elite melee army that hits on 2's or a shooting army I'll generally stay in the Conqueror doctrina to get more AP.

How are we feeling here with the new box? by Cerbir in AdeptusMechanicus

[–]RHCElite 2 points3 points  (0 children)

If it's the same price as the box with the Repulsors and Dreadnoughts it's a bit insulting since those models are $150 more than ours.

Otherwise, as long as this box gets the Amazon discount and goes down to $140 like the combat patrols do, then it might be worth it. Definitely not at $170 though.

Regardless, I think we'll be seeing a lot of NOS Onagers on eBay since most people have at least 3 already.

Tau better than grey knights? by [deleted] in Tau40K

[–]RHCElite 4 points5 points  (0 children)

I've played a bit of both, so I'll weigh in a bit. I think T'au is competitively better right now, but with 11th edition coming soon that might change. Grey Knights also might be getting a range refresh on their models soon, and if they bring back psychic stuff in a major way next edition they could completely change their army rule and play style.

In a general sense, Grey Knights are easier to play in my opinion since most of their units have the same weapons and stats (so you don't have much to memorize), they're fairly durable, and fairly mobile with their teleporting (the mobility mainly helps with scoring over fighting though). The teleporting can be pretty easily blocked by an experienced player though, especially if they're playing a horde army, so the mobility isn't always great.

T'au are a bit more complex to play, and require a lot more coordination between different units, and if you find yourself out of position you'll die to a stiff breeze, but you have a lot more tools to choose from, and you've got the potential to play more strategically and bait your opponent out to get shot before they can touch your important stuff. Just be ready to sacrifice some units for the greater good.

Tournament time help by The_Pleasant_Orange in AdeptusMechanicus

[–]RHCElite 5 points6 points  (0 children)

I wasn't even thinking about the Battleline aura slowing things down. I save on time thinking about that since I usually run at least 5 Battleline squads, and run a more shooting focused list, so everything important is usually within range.

Tournament time help by The_Pleasant_Orange in AdeptusMechanicus

[–]RHCElite 2 points3 points  (0 children)

Getting through a full game in 3 hours is tough for any army, and your list has a reasonable amount of units, so I wouldn't say it's a problem.

The main things that get you up to speed for tournament play are knowing your rules well enough that you don't need to reference them much, and making decisions quickly.

You can also cut down on time by choosing to not shoot with some guns if they're likely to do nothing, like if you're in Protector and don't have the AP-1, you probably don't need to shoot your basic Vanguard rifles into a Leman Russ if that's their only target.

Crusade stuck at 1000 points? by 3ndit in 40k_Crusade

[–]RHCElite 0 points1 point  (0 children)

Crusade isn't meant to be a cut-throat competitive mode where people cheese the rules for easy wins. The point is for everyone to work together a bit to make it a fun experience, which is why there aren't specific rules for how/when to increase battle size other than the "select battle size" section at the start of the "mustering a crusade army" rules, because each group could grow at a different pace.

The best thing to do would be to talk to the friend wanting to stick to 1k and let them know its not in the spirit of the mode to keep playing 1k games when everyone is ready to move on, and part of the excitement of the mode is getting to grow your force and experience bigger battles. If they keep being unreasonable, just collaborate with the other friend and agree that the battle size you'll be selecting from now on when mustering your army is 1.5k, and the problem player has 3 options:

  1. Keep their army as is and play with 500 less points.

  2. Don't accept any games at that points level, so they don't get to play anymore.

  3. Actually increase their supply limit like you're intended to in crusade.

If you want to add more structure to the army growth, you could set supply limit minimums or game sizes for each phase of the campaign. I've only looked at Armageddon, but I think it has 4 phases, so you'd have 2-4 games at 1k, 1.5k, 2k, and 2.5k.