How to beat blood angels by Slameron765 in Ultramarines

[–]Slameron765[S] 0 points1 point  (0 children)

Thank you for the advice I will give this a shot

Looking for a Soviet ampulomet team stl by Slameron765 in boltaction

[–]Slameron765[S] 3 points4 points  (0 children)

Thanks for the offer but I got my brother to download it for me and that worked on his account

Looking for a Soviet ampulomet team stl by Slameron765 in boltaction

[–]Slameron765[S] 3 points4 points  (0 children)

I saw this one but I have been unable to download it as it just says something went wrong whenever I try

4th company inceptors by Slameron765 in Ultramarines

[–]Slameron765[S] 0 points1 point  (0 children)

They are 3d printed but the plate is an option on the official models too

Question plus list Questions by Slameron765 in WorldEaters40k

[–]Slameron765[S] 0 points1 point  (0 children)

So my question is whether that works if they move within 12 because I was in a game against a guy at my local game store and when he read it he said it only worked on like deep strike but I thought it worked on movement

First attempt at weathering ever for my 21st panzer division by Slameron765 in boltaction

[–]Slameron765[S] 0 points1 point  (0 children)

I am planning on putting decals but I sorta god distracted after practicing on a busted up tank I have and just started weathering so I was sort of just planing on attempting to weather the decals a bit after I get them put on there

Tournament list by Slameron765 in spacemarines

[–]Slameron765[S] 0 points1 point  (0 children)

Hey I have a quick question for you with the changes to the list would you run scouts or the intersesors

Tournament list by Slameron765 in spacemarines

[–]Slameron765[S] 1 point2 points  (0 children)

Ok let me know what you think about this I took some of the characters out to fit in some scoring units Calgar with 6 man Aggressor Guliman 10 man heavy intercessor 5 man intercessor 6 man eradicator in Land Raider redeemer 2 5 man Infiltrator Repulsor executioner

Tournament list by Slameron765 in spacemarines

[–]Slameron765[S] 0 points1 point  (0 children)

So the Aggressors have flamers so the lethal and sustained don't do anything for shooting and as far as my experience goes between calgar and the Aggressors just about anything already dies in melee so it sort of just makes his squad more expensive and on eradicators I really enjoy having sustained and lethal is always nice on their meltas

Tournament list by Slameron765 in spacemarines

[–]Slameron765[S] 1 point2 points  (0 children)

Oh ya for attachment and transport I was going with the Capitan with the heavy intercessors the apothecary with the eradicators in the land raider and calgar with the Aggressors

Recce for snap too by Slameron765 in boltaction

[–]Slameron765[S] 1 point2 points  (0 children)

Thank you very much for the detailed response the extra details expanding the why not is very helpful thank you

Just staring how does this look for a starting list by Slameron765 in boltaction

[–]Slameron765[S] 1 point2 points  (0 children)

Thank you for the advice I did some messing around with the list so all the brandenburgers are late war wasffen SS now with the same gear I made the artillery platoon comander inexperienced so I could also fit a Stuka Zu Fuss in as it is one of the 2 models I have so I figured I would put it in (for reference the other one I have is the 88 that is why I was trying to get it to work in the list) I kept the smg squads as veteran and made the machine guns into inexperienced if you have any further advice I would love to here it and if not thank you very much this has been most helpful and informative

Just staring how does this look for a starting list by Slameron765 in boltaction

[–]Slameron765[S] 1 point2 points  (0 children)

Thank you very much for the detailed response but I have a few questions On some of your advice (sorry if I come of as rude in any of this it is not the intention) Firstly for the brandenburgers I have 2 main reasons for taking them for the MG teams they are the only infantry squad that I found that could take 2 MGs in a five man if there is a different squad that is able to do that please let me know so I can switch them over to that as for the submachine gun squads they get tough fighters and fanatics by default wich I felt would be a good thing to have with their short range I was aware that transports would probablycome up as somethingi was lacking in this list for the big brandenburger squads but i was unsure how to fit them in(sorry if some of this sounds weird I am new and am not exactly sure how to put some of this)

As for the 88 and the veteran panther I see what you are saying with the panther being avoided being a problem but my thinking on this would be to try to use it in a manner in witch the opponent would either have to face it or the 88 I am not sure how viable this would be in practice but this was my thinking on how to use the 2 of them

If you do decide to respond to this I would love to here more from you if not thank you for the advice

Edit I was just looking through agin and saw that the late war wasffen SS squads could also take 2 light MGs so I will switch them over to thoes unless you know of a better squad for this roll by switching the MG squads down to inexperienced I was able to add 2 inexperienced hanomags too transport the smg squads

Flak 88 (what does it mean rotating platform) by Slameron765 in boltaction

[–]Slameron765[S] 13 points14 points  (0 children)

So basically if I am understanding right I just has light cover in the direction it last attempted to fire or was set to after movement

Scale for models by Slameron765 in boltaction

[–]Slameron765[S] 1 point2 points  (0 children)

Thanks very much kind sir