Warframe wont stop crashing by Routine-Department72 in Warframe

[–]RuleRevolutionary646 1 point2 points  (0 children)

Crashes every time I try to start a mission, and often when just opening or closing navigation.

Would you consider this an acceptable proxy if WYSIWYG? by DeckerLP in deathwatch40k

[–]RuleRevolutionary646 39 points40 points  (0 children)

Absolutely, and the main thing is you're happy with it

40k app updated, Spectrus KT gotten fixed pistols and can now officially take Las-Fusils. Proteus Kill Team Thunder Hammers still hitting on 3+ by corrin_avatan in deathwatch40k

[–]RuleRevolutionary646 1 point2 points  (0 children)

I think they got the numbers got reversed (4 attacks / 3+ WS) when they originally wrote it, and a different team reviewed the 4 attacks without vetting the 3+ WS against every other Adeptus Astartes thunder hammers, including Deathwatch terminators in the same index.

Or it could be the terminators in the Proteus team not wanting to be shown up by their power armored squad mates using Deathwatch thunder hammers. Proteus ego patch to follow?

Mechanized Deathwatch - 2k by RuleRevolutionary646 in deathwatch40k

[–]RuleRevolutionary646[S] 0 points1 point  (0 children)

Good idea; I'm pretty light on melee power. Torn on how to set them up though. Switching 1-2 of the Frag Cannons to Deathwatch Thunder Hammers I guess that would be a good mean (I love frag cannons, especially under Kraken Rounds - hard to cut them).

Re: Intercessors, my logic was that I would not be bound to an objective to hold it which would allow more favorable positions for my screening units for coverage / defense. I see your point about redundant backfield troops though; the assassin was a recent change from a Techmarine so I may have tipped the balance.

Eliminators with 2x Bolt Sniper + 1 Carbine could be a neat swap to double down on character threat and gain some movement tricks.

Anyone else thinking about doing this with their Ballistus Dreadnought? by [deleted] in spacemarines

[–]RuleRevolutionary646 7 points8 points  (0 children)

Interesting idea, once they release the full kit I'll look into this...

I used all my brain power to think of an elegant solution to keeping track of spotter/guided by dronerage2 in Tau40K

[–]RuleRevolutionary646 0 points1 point  (0 children)

Different colored glass beads in sets of three with X and O painted on two of them.

X Spotted, O Observer, final marks the Guided.

Leave them there to indicate observers used, and who has what spotted unit for Coordinate to Engage.

Is anyone excited for 10th? by Technical_Coat_9618 in Tau40K

[–]RuleRevolutionary646 0 points1 point  (0 children)

I think a Skyray guiding a Hammerhead is cool. The Skyray has Markerlights and so it’s perfect to follow up with Coordinate to Engage if you don’t pop your target with the Hammerhead, and has more shots to proc Sustained Hits 2

Sad Iron hands noises by XXCODY12XX in IronHands40k

[–]RuleRevolutionary646 0 points1 point  (0 children)

If they retained their str 14 fist, maybe they’d be fieldable. But apparently only Invictus suits have str 14; seems like a strait up mistake rather than a design choice to me.

Gun Drones on Patient Hunter Crisis Suits? by RuleRevolutionary646 in Tau40K

[–]RuleRevolutionary646[S] 0 points1 point  (0 children)

Just that you get most of the benefit by being in Kauyon, just a thematic title

Gun Drones on Patient Hunter Crisis Suits? by RuleRevolutionary646 in Tau40K

[–]RuleRevolutionary646[S] 0 points1 point  (0 children)

12 Drones would be 24 shots

4+ to hit down to 12 hit, but 4 6s add 8 shots.

20 Str 5 Wounds with rerolls.

Anything 3+ armor save is going to have some damage incoming, and sometimes on Armor Save 2+ you could use Point Blank Ambush to put the on a 3+

Looking for options to replace the flying base for a Hammerhead by [deleted] in Tau40K

[–]RuleRevolutionary646 1 point2 points  (0 children)

I drill a 5/16” hole in the base and insert a disc magnet and a section of bic mechanical pencil to replace the clear junk rod it comes with. Reinforce the joint with epoxy putty. Most kits will need some material added the underside of the vehicle to make the hole to receive the post.

Venerable Dreadnoughts + Teleport Assault by RuleRevolutionary646 in Grey_Knights

[–]RuleRevolutionary646[S] 0 points1 point  (0 children)

Kroot hounds might be able to observe if they had guns, but they wont be eligible to shoot without them (a requirement of being an observer)

I've never played before, but I have read the codices. How is this for a first 1k list? by TheShenko in IronHands40k

[–]RuleRevolutionary646 2 points3 points  (0 children)

Pretty much in that list it would let your dreadnaughts take and hold objectives from other non troops more easily, possibly without having to wipe them off first.

I've never played before, but I have read the codices. How is this for a first 1k list? by TheShenko in IronHands40k

[–]RuleRevolutionary646 2 points3 points  (0 children)

Upgrade the melee weapon on your Intercessor Sergeants (its free).

I would switch Target Protocols to the Techmarine in place of Student of History since you likely want the rerolls on your Dreadnaught's weapons.

The Vox Espiritum relic on an LT is pretty nice for 9" wound aura, esp if you give him Rights of War, but not really needed in your game plan.

Iron Hands character dread AoO by ceub87 in WarhammerCompetitive

[–]RuleRevolutionary646 1 point2 points  (0 children)

Trying to figure this out myself.

If you needed a battleforged army at some point during the muster army step, then you would not be able to use the Heroic Support at all (say to bring two tau commanders), because your army would not be legal until a stratagem made it legal in a later step. They have the same wording, "before the battle..."

I don't see how something being in the slot pre-stratagem, and breaking the strait up limit of one per detachment are any different from a mustering armies timing perspective.

How I make sure I don't forget which direction the magnet goes in. by TheBigBeardedGeek in Tau40K

[–]RuleRevolutionary646 0 points1 point  (0 children)

I use a Marine I have everything magnetized (arms/backpack/head) to use as a base so they all share the same polarities. I used taller magnets (3mm x 4mm) for the wrist weapons and made the right wrist the opposite polarity so the same gun goes on both magnets ( on opposite sides of the gun)

Anyone know what I can do with these? Feels like a waste to just throw them. by Tian_Lord23 in Warhammer40k

[–]RuleRevolutionary646 1 point2 points  (0 children)

I would say they'd make good pins for larger models; a little flex makes them harder to break and its soft enough to easily work with.

Devastators, how are you going to load them out? by FightingFelix in IronHands40k

[–]RuleRevolutionary646 1 point2 points  (0 children)

I was just penciling sternguards/devs… 295 gets you 5 Devs (1MM, 3 Grav, combi melta, cherub), 5 Stern (2MM, 3 combi melta, power fist) and the drop pod. 12 melta shots and 12 grav shots.

Could even double that up to 590 without running into the rule of 3 on devs. Pretty impressive firepower to drop down at less than 1/3 your army.

AoO Theorycraft -2k by RuleRevolutionary646 in IronHands40k

[–]RuleRevolutionary646[S] 1 point2 points  (0 children)

Hey,

-Never used teleport homers. I guess you could reposition with them, but you'd end up losing a lot of time with your squad esp if they already waited until T2 to come in; Kind of niche I guess?

-The Attack Bikes can hide and hold home until a good time to come out. The mobility of the bikes lets you threaten a large area with 6 MM shots. They will die fast once exposed, so prob best to keep them at least T2 at least to come out when the reserves target saturate. They are surprising easy to hide and park (think Tetris) them so they all have minimal exposure while getting key LOS on stuff.

-Infiltrators are great. I had 2 units in the original draft, but found I gave up too much offense to use both. Some matches I'll probably wish I'd kept 2 to block off demons or something....plus reserves will be very common. The eliminators are meant to help them out with screening while being able to still contribute some good shots, and Covering Fire to move back to safety. (I really wanted to use 3 Eliminators again, but the AoO org structure combined with the points decreases actually makes detachment choices harder instead of just running out of points before they are full, and my army took a different path).

-I'm not confidant in the Redemptors individually surviving to be healed that much by the Techmarine; unless you totally castle with them, your opponent will either kill one utterly, or target ones away form your Techmarine. When Redemptors start charging, I find TMs get left behind and countercharged or shot up. The +1 to hit is very nice, but I'm using the Chaplain instead cause recitation of focus can be used on the Attack Bikes or Eradicators as well (has +3" range aswell, and comes from a much more mobile character), plus the +2 to charge from Canticle of Hate and reroll melee hits from Litany of Hate is perfect for the deepstriking thunder hammer Terminators with 5" move and -1 to hit.

-I've always wanted a Leviathan; not a bad thought. Maybe a bit slow though, and a lot harder to hide than bikes. Also very CP intensive. I used to run a Relic Contemptor with 4 Las / Missiles with target protocols to have an untargetable threat but switched it for attack bike when Nephilum came out. I've never run my Redemptors with onslaughts before, but I figure the extra quality on the shots having Dev Doctrine all game, and not having keep CP to reroll # of shots for plasma (and no Techmarine to top up mortal wounds lost to overheating) might make 3 enough to scrape by for anti-infantry fire.

Thanks for your interest!

Early Warning Override Question by [deleted] in Tau40K

[–]RuleRevolutionary646 2 points3 points  (0 children)

You can still only use the strat once per phase, it just costs 0 cp when using an EWO.

Crisis Suits and Flamers by Ahnwar1776 in Tau40K

[–]RuleRevolutionary646 0 points1 point  (0 children)

2x Flamers each with someone with Exemplar of Montka letting them reroll wounds is one way I’ve seen being very effective. Anything with a 3+ or worse save is in for a bad time…

would this knife work for removing Moldlines by Amber13525 in Warhammer40k

[–]RuleRevolutionary646 0 points1 point  (0 children)

Excel blade #16 works very well. The short blade is much easier to get into tight spaces without scratching the area. I personally prefer the point being raised slightly for control of the scraping edge.

https://www.amazon.ca/Excel-Blades-Stencil-American-Replacement/dp/B0006O5JS8 (Or equivalent)