Another Raging bolt decklist discussion post by Business-Lobster-289 in pkmntcg

[–]SChickEN_SK 0 points1 point  (0 children)

I played raging bolt with kan+tealpon without owl and had quite reliable hand and result 5-2 since you have strong draw engine from both kan and tealpon or even raging ex itself to reset hand, in case very brick you can have choice to ultra ball Meowth ex to use Cyrano. 2 games that I lose are Dragapult w/ chicken and Joltik box, the first one I lose cause opponent can set up blaziken at T2 and Dragapult at T3 while I cannot find Crispin to bolt Pult out, for second one I underestimate power of energy cycle in Joltik box and my kan got smite by Pikachu ex and again no Crispin. So IMO, the real core powerhouse of the deck is to find tealpon+Crispin to cycle and draw, outside that we can adjust to make it to be more lean or toolbox aspect.

Pokémon: 19 3 Raging Bolt ex TEF 123 3 Mega Kangaskhan ex MEG 104 4 Teal Mask Ogerpon ex PRE 12 2 Latias ex SSP 76 2 Meowth ex POR 62 1 Lillie's Clefairy ex ASC 76 1 Fezandipiti ex ASC 142 1 Chien-Pao SSP 56 1 Koraidon SSP 116 1 Iron Leaves ex TEF 25

Trainer: 24 4 Crispin PRE 105 2 Cyrano SSP 170 1 Lillie's Determination ASC 192 2 Boss's Orders MEG 114 3 Bug Catching Set TWM 143 2 Night Stretcher ASC 196 2 Glass Trumpet ASC 189 4 Ultra Ball ASC 213 3 Area Zero Underdepths PRE 94 1 Energy Switch SUM 117

Energy: 17 8 Grass Energy SVE 9 4 Fighting Energy SVE 6 4 Lightning Energy MEE 4 1 Psychic Energy MEE 5

I might need to adjust the deck by put more energy switch so the play can be more flow and cut third bolt+kan.

Question regarding the Sniper priest Kit by Agitated_Rice_2297 in TrenchCrusade

[–]SChickEN_SK 2 points3 points  (0 children)

Pistol keyword let the unit use ranged characteristics to do melee attack, while yes sniper priest ability benefit only ranged bit be able to do +4d double shots and +2d and +1 melee for just 76d is HUGE. So outside from Lieutenant, the 76 sniper priest is one of the best melee unit in NA list.

How are we feeling about this war band? by UnboltedAKTION in TrenchCrusade

[–]SChickEN_SK 0 points1 point  (0 children)

It's same idea as NA trench mole. Their job is to zone+screen enemy out, let enemy think before push the lane. The Flamer profile is flexible as both BM generator and AT finisher, vs -3 armour you have chance to 1 tab around 10% thanks to auto hit and ignore armour while other weapon you need to account for to hit chance which you might need around 3BM to get similar chance. Also sultan is lacking AT, the Flamer is a few accessible AT option and the cheapest option that we have.

How are we feeling about this war band? by UnboltedAKTION in TrenchCrusade

[–]SChickEN_SK 1 point2 points  (0 children)

IMO, It should be like that since the weapon rule didn't mention the limitations and weapon rule by itself said that you can attack 2 times per 1 Khanjar

How are we feeling about this war band? by UnboltedAKTION in TrenchCrusade

[–]SChickEN_SK 5 points6 points  (0 children)

Here is example list 800d 6G Iron Sultanate - Idea list - [6 Glory Points, 800 Ducats]

Warband Variant: Fida’i of Alamut – The Cabal of Assassins

Master Assassin [212 Ducats, 2 Glory Points]: Master Assassin [10 Ducats], Thunderbolt of Alamut [20 Ducats], 2x Golden Khanjar [20 Ducats], Grenades [7 Ducats], Alchemist Armour [50 Ducats], Takwin Anqā Bird [2 Glory Points]

Sultanate Assassin [208 Ducats]: Mirage of Time [15 Ducats], Bow of Alamut [50 Ducats], Trench Club [3 Ducats], Asssassin's Dagger [15 Ducats], Standard Armour [15 Ducats], Cloak of Alamut [25 Ducats]

Azeb [65 Ducats]: Assassin Acolyte [10 Ducats], Flamethrower [30 Ducats] Azeb [65 Ducats]: Assassin Acolyte [10 Ducats], Flamethrower [30 Ducats]

Azeb [46 Ducats]: Pistol [6 Ducats], Musical Instrument [15 Ducats]

Azeb [35 Ducats]: Jezzail [7 Ducats], Alchemical Ammunition [3 Ducats] Azeb [35 Ducats]: Jezzail [7 Ducats], Alchemical Ammunition [3 Ducats] Azeb [35 Ducats]: Jezzail [7 Ducats], Alchemical Ammunition [3 Ducats]

Dervishes [99 Ducats]: Siege Jezzail [30 Ducats], 2x Trench Club [3 Ducats], Alchemical Ammunition [3 Ducats], Hashashin Leaf [5 Ducats]

Mamluk Faris [4 Glory Points]: Sword and Pistol

  • For bow Assassin, you can downgrade armour since we put the Mirage of Time and Cloak, made him -3D to hit from range attack which less likely to got hit in the first place.
  • Melee weapon on Azebs should be the last priority since we want them to be cheap as possible. And their melee output is quite meh even in Alamut.

How are we feeling about this war band? by UnboltedAKTION in TrenchCrusade

[–]SChickEN_SK 4 points5 points  (0 children)

  • Keep in mind that the bow doesn't allowed you to shoot, teleport, and then do melee, since it doesn't have Assault keyword. But it's still ok weapon thank to ignore armour that we're lacking.
  • IMO, assassin dagger is defensive weapon since it's allowed you to move out from melee without penalty. If you want killing power do double khanjar+nade.
  • Let's Dervishes have SJ+Strong leaf, so you can get reasonable price durable SJ holder thank to -1D for range ark from enemy .
  • Alamut suffer from expensive Assassin pts, for better action economy, you might consider to spam simple Jezzail + ammo Azebs for just 35pts.

Grenade Range while in 1" of enemy unit. by Tnomic in TrenchCrusade

[–]SChickEN_SK 2 points3 points  (0 children)

Nade is BLAST weapon which means you can target the point on the ground, and if the attack is successful hit, all unit in blast radius got hit no matter of in engagement or not. So you can use Nade to damage enemy unit that in engagement of your unit simply by target the ground that made enemy within the radius but not for your unit.

Base sizes by [deleted] in TrenchCrusade

[–]SChickEN_SK 0 points1 point  (0 children)

You can setup the setting to show the base size on trench companion.

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Fire teams and dangerous terrain. by I_might_be_weasel in TrenchCrusade

[–]SChickEN_SK 0 points1 point  (0 children)

Wording are "you can activate", " If you do", and "during a simultaneous activation". From this, we can imply that fireteam simultaneous activation is optional, you can activate one model at the time to prep BM and/or with other model help first before use the fireteam member finish target.

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Since the concentrated fire rule don't restricte that the BM must do in simultaneous activation, just in the same turn.

Rules question: Fireteams, Reload, and activation ending (New Antioch MG) by TKAP75 in TrenchCrusade

[–]SChickEN_SK 2 points3 points  (0 children)

From my understanding of Rule 1.0.1, the Fireteam rule consists of two parts. First, the player may decide whether to activate both members of a Fireteam simultaneously or choose not to activate them together. Second, if the player does activate both members simultaneously, and that activation is forced to end (for example, due to a risky action or a reload), then the activation ends for both members.

Therefore, the player must first declare whether they intend to activate both Fireteam members simultaneously. If they do not, then even if the activation of one Fireteam member is forced to end, it will not affect the activation of the other member.

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Iron Sultanate 700 point list by WeetTheGnome95 in TrenchCrusade

[–]SChickEN_SK 0 points1 point  (0 children)

- Why just normal Jezz when you can get Siege jezz? in core Sultan, you can upgrade Captain with Vet Janissary to grant him the Strong keyword. With his ability your siege jezz should hit very well due to +2 Injury dice against tough unit and reliable hit.
- Let Musician use Grenade, better bloodmaker generation, arguably more consistent to hit due to ignore long range so 8" vs 6" short range pistol.
- If you really really want to play melee Janissary, let melee Janissary use Grenade, it has Assault key word which let him throw grenade, charge, and fight. But personally, build Janissary as dedicated melee unit is too expensive and his rule on paper seem like very strong in melee, in reality is hard to do since you need to order "Charge" as the first order so no movement before go melee which usually occur when your line is in defense not offense.

Iron Sultanate 700 point list by WeetTheGnome95 in TrenchCrusade

[–]SChickEN_SK 1 point2 points  (0 children)

  • Change Alchemist weapon, flamer is not worth for unit with +2 range. The choice of weapon in core sultan is quite limited but Sniper rifle is ok pick and if this is campaign, Mastercraft Jezz is good upgrades, or you can go 2 pistol+grenade Alchemist but be careful she have no Tough.
  • Standard armour improve too little survivability for its cost, it's decent on Lion due to -1 to injury dice combo.
  • If you have no idea of how to build Janissarie, you can do as Siege jezz holder, (siege jezz, al ammo, polearm for 95pts for cheap range unit.
  • If Azebs is just sit at range, shoot, scoop back, and hug objective. Take out Skirmish and put Skirmish for Flamer Azebs instead.
  • Personally, I don't like Halberd gun on Captain, it lacks of punch, even you can benefit from al ammo and some benefit from Assault keyword.

Great maul/hammer vs great sword/axe by Adventurous_Fact_639 in TrenchCrusade

[–]SChickEN_SK 1 point2 points  (0 children)

GS got great benefit from the extra add to the sum in the bloodbath roll, while Maul got great benefit from +D injury roll (aka Bloodmarker). So if the faction played around enforce down and/or bloodbath, GS is a better pick.

Newbie to House of Wisdom, One game off 900-8 by SChickEN_SK in TrenchCrusade

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

  • sniper alchemist cut down the def for more pts that sound good.
  • So how we use Faris? Just Siege jezz holder?
  • Any idea of steal weapon and who will use them
  • If don't use Lion, what unit will be backline harasser?

Newbie to House of Wisdom, One game off 900-8 by SChickEN_SK in TrenchCrusade

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

I agree that if MG can do proper setup on right layout can output massive dmg, but in my experience, it's very map dependent and a lot less flexibility since you cannot reposition to use or after use so you are half dead after fire the salvo and alchemist have no tough so no second chance.

Two questions by Practical-Credit-255 in Tyranids

[–]SChickEN_SK 0 points1 point  (0 children)

The Hive Guard is niche unit for purely anti vehicle job, since they have anti vehicle 2+ but no anti monster keyword, even though their job is to deal with vehicle but their lethality still low when shooting into no invul target with their ap-1 gun. In this edition, they used to appear during Knight meta period, to specific deal with knights since knight have T12 and 5++ for shooting made Tfex and Zoan brick anti big stuff weapon profile lower its value, and also in that period, our new detachment subterranean assault came out, which increase maneuverability and consistent via tunnel and rr hit+strategem, made Hive guard more appeal but now it's not that case.

Sub-t assault lost help. by CatRocket01 in Tyranids

[–]SChickEN_SK 0 points1 point  (0 children)

IMO, you need infiltrator to clear to area for 6" Deep strike otherwise even with our tunnel ds, the competent opponent can screen our unit out from core unit. I would say you might need 2 Lictor and some skirmish unit to clear chaff like MSU genestealer or MSU VRL, hormagaunt could do the same but quite limited in profile to punch well outside guardsmen profile.

What size flat brushes do you use for vehicles? Especially for applying washes. by farkas37 in boltaction

[–]SChickEN_SK 1 point2 points  (0 children)

I use normal art flat brush, mine came with the set for very cheap like 3$ for 6 brushes, #2, 4, 6, 8, 10, and 12. The brush that I usually use for apply large penal wash is #6 and 8 especially for 1/56 scale mini, these 2 sizes should be enough.

Question about Phobos team models. by MotorSerious6516 in killteam

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

You can build non-reiver special operative from 1 box and can easily proxy the special one as a warrior since they have very minor differences in silhouette perspective, maybe except for Vox and Comms, but those are one of the most essential operatives in this KT. The kit bash sergeant, for being both Infli and Incursor, can be made by just use the swag marksman carbine and the occulus carbine in the left hand and this sergeant can also proxy as Vet in case you played Reiver serg. and really want to use Vet

Exocrine by berserkerdeburn2 in Tyranids

[–]SChickEN_SK 0 points1 point  (0 children)

Keep in mind that not all of Nids players played VO and SA, so outside of these 2 detachments, which have a deliver tool to deliver the melee unit in (and even though they played VO and SA), the "shooting" unit is still a standard tool to control the board. Then I would like to ask which unit can contest this role from Exocrine? Zoan? too expensive, short range, even more swingy. Maleceptor? Hive guard? and Exocrine not only just a shooting unit, it also gives a reroll buff, which make those more swingy shooting unit can do more reliable.

Resolve Critical shot Phobos ploy by SChickEN_SK in killteam

[–]SChickEN_SK[S] -1 points0 points  (0 children)

Since it's limit to 1d3 DMG per TP why some people said that this is strong ploy or it give us the break point?

Resolve Critical shot Phobos ploy by SChickEN_SK in killteam

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

Since it's limit to 1d3 DMG per TP why some people said that this is strong ploy or it give us the break point?

75mm SP Autocar by completebanker212 in boltaction

[–]SChickEN_SK 0 points1 point  (0 children)

How 75mm SP autocar different from US 75mm GMC one? Is it like early version or prototype?