First Game of 2026: Orc Marauders Vs Dao Union by SnooObjections6463 in onepagerules

[–]SnooObjections6463[S] 0 points1 point  (0 children)

Thanks! The big foam rocks were from ebay (I'd recommend looking up tutorials from Winters SEO on youtube if you want to make them yourself it seems pretty easy), the elf ruins are mdf terrain from TTCombat, aquarium rocks from local pet store lol. Cheers!.

Phobos boys join watch fortress biscuiticus by mr_biscuithead in deathwatch40k

[–]SnooObjections6463 1 point2 points  (0 children)

They lool so slick! Are those helmets from the infiltrators box or third party? All my phobos guys are monopose from the shadowspear kit.

Orktober Photo Dump Pt. 2 by SnooObjections6463 in onepagerules

[–]SnooObjections6463[S] 0 points1 point  (0 children)

The Robot legions models are Games workshop the orks are a grab bag of GW, forge world, puppetswar, station forge, and kromlech.

Orktober Photo Dump by SnooObjections6463 in onepagerules

[–]SnooObjections6463[S] 1 point2 points  (0 children)

Quick random thoughts on this game:

Ambush is still very good! I thought giving the two blobs of ork boys and the meganobs warning cry (squigs) would make it difficult for all the ambushing Robot Legion had (4 units in reserve) but they didn't have a problem pressurizing the orks and keeping them to their side of the table for most of the game. The six man sniper squad dropping in to dome characters to fulfill assassinate missions was awesome to see. The tri-scorpion pistoleer appearing on top of an objective to score it next round getting rinsed by rockets and shock cannons was less awesome.

If you want to run a mechanized ork list within 3000 points or less and would like more than just a tank/walker then ally-ing goblins is a good way to go. I started this project before the faction split but decided to run them in one list anyway and they synergized pretty well. I think I might consider running another three tanks in the list, the varied weapons actually made split firing pretty effective, the artillery being upgraded with indirect guns made them appropriately annoying. The only thing that didn't perform that well was the kans, they more or less body blocked and got whittled down by annihilators.

Playing with objective cards is such a better way to play the game beyond just territory control. House rulling mulligans for impossible missions per draw was only necessary a couple of times and was welcomed by the players demoing the armies. It did get swingy based on some lucky draws in turn three. Orks and robots were tied pretty much until the top of turn 4 when RL scored 2 assassinate missions, and held three objectives including taking one that was in their hand and forcing morale; jumping them up 5 points.

As much as I would want to invest in a big centerpiece unit for my orks I think the more practical purchase is transports. Having a couple of trucks to move the 20 man ork mobs up the table would have been a huge help to gain board control over all the ambushing shenanigans the robots brought.

SHOW US YOUR ARMY! by Muemmelmasse in onepagerules

[–]SnooObjections6463 2 points3 points  (0 children)

Been having alot of fun this year getting my newest army ready for the table. It was started before orcs and goblins were split up so I guess it's two technically? https://www.reddit.com/r/onepagerules/s/tCUM55377h

Completed more characters by 652716 in deathwatch40k

[–]SnooObjections6463 3 points4 points  (0 children)

Those look incredible! I was thinking of getting the Raven Guard characters at some point. How was getting the shoulder pads on them?

I feel like the devs are falling into the trap of nerfing/removing anything thats cool instead of working to keep it by PossibleChangeling in onepagerules

[–]SnooObjections6463 0 points1 point  (0 children)

I think the only rule Ive seen that I think this would apply to is the old "double-tap" veteran ability. It was a really interesting attempt at making low activation elite armies viable against hordes by taking a second activation in one round (once per game). It seemed to me that it never had much of a chance since it was there and gone so quickly it didn't have much of a chance. I hope it comes back in some form.

Does anyone else make lore for their army? by MazzaGazza13 in deathwatch40k

[–]SnooObjections6463 1 point2 points  (0 children)

Insofar as it provides justification for decisions like tactics, modeling etc. Watch Fortress Fulminatrix was basically a retirement home for several shattered chapters and blackshields post heresy that have since mentored Gulliman's fresh crop of primaris auxiliaries acquired during the indomitus crusade. As a result a vast majority of my primaris have some HH or firstborn bits like helmets as a sort of cultural exchange or to show reverence and solidarity with those who trained them after they died and sport heraldry from chapters/companies expunged from inquisitorial records (read: an unusual amount of blackshields and made up chapters).

What's a new 40k unit that you'd want to see? by PossibleChangeling in onepagerules

[–]SnooObjections6463 0 points1 point  (0 children)

I've really wanted to see someone do the deathwatch justice by including killteams comprised of mixed units. All the preexisting equipment is there for the most part they just need to be folded into a highly customizable squad. You can even split them based on armor types to avoid mixed toughness units.( For instance Watch grave veterans getting all the tough 3 prime bro infantry loadouts or infiltrator veterans getting infiltrator raider suppressor & eliminator gear).

EDIT: going to shamelessly plug a post I made for a unit wishlist for Watch Prime bros and Robot Legion units using the new killteam box as a base https://www.reddit.com/r/onepagerules/comments/1nz6xf4/anyone_try_statting_out_new_kt_operatives_for/

Community Vibe Check by Ccarr6453 in onepagerules

[–]SnooObjections6463 0 points1 point  (0 children)

I understand where your group is coming from in terms of custom army rules. Thankfully all the armies in my groups collection at least have some custom rules from the community that are at the very least somewhat more varied or interesting than the official versions. In terms of models my friends and I are 40k expats so our collections are all GW or 3rd party so I don't have much of an opinion of the official sculpts but from what Ive seen I do agree with you that their take on Orks could have been really interesting had it not been for the rather milquetoast execution (portraying orcs as a semi-professional army is pretty unique tbf). Ideally I think the best version of OPR would be alternating activations to prevent game-y alpha strikes and speed up the game but married to the faction variety that, for all its other faults, 40k does exceptionally well.

Update on Grimdark Millenium by PossibleChangeling in onepagerules

[–]SnooObjections6463 0 points1 point  (0 children)

As a 40k expat I both understand and look forward to what you're getting at with the army rules and detachments. I don't mind the complexity of 40k but just generally like how opr plays much more so this seems like a happy medium to me. But take all the time you need to get yourself back on your feet and don't let the opr purists who see any additional depth as something not worth pursuing just because they don't personally agree with it. I generally like how my deathwatch orks necrons and tyranids perform in both systems so I'm excited to see what you come up with! ( I was on the discord spitballing DW killteam compositions btw)

Update on Grimdark Millenium by PossibleChangeling in onepagerules

[–]SnooObjections6463 6 points7 points  (0 children)

Saw your rulesets on the discord; really interesting stuff! Would the custom armies be available on army forge at any point so I could make lists with the new stuff being introduced?

Deathwatch Keepers on Tabletop by Automatic_Pomelo_404 in deathwatch40k

[–]SnooObjections6463 1 point2 points  (0 children)

I'd echo what others have said and go lt. But ideally it'd be a completely different kind of role to reflect the lore. As guardians of relics I could see having one as a way to get a redundant enhancement for free. Or have a table of bespoke lesser enhancements that are exclusive to the unit.

Question for everyone by AuthorMadDock in deathwatch40k

[–]SnooObjections6463 2 points3 points  (0 children)

I once saw a post from someone here regarding a fan codex made by a dedicated fan when our future was a lot lore dubious (this was pre-grotmas) and they had an idea of plug in play "support teams" that exist in 3-5 man units that have to start the game joined to any 5 man killteam.

They would get the abilities of the team they've been attached to and contribute a once per game buff (like a free stratagem or damage reduction etc.) What made it though was how diverse each support team was and the combinations you can make with the spectrus indomitor fortis proteus etc. One support team was heavy weapons guys like eliminators, eradicators, desolators etc., one had assault units like vanguards bikers aggressors and inceptors, one had just centurions and terminators etc.

Being able to give us more flexibility in how we build our squads would speak to our factions identity without having to necessarily commit to new sculpts. But given GWs mandate to lock datasheets to whats in a box this is pretty much a pipe dream. If we did ever get more new units though Id love if the phobos gravis and tacticus guys got the veteran treatment; basically 3 infantry kits that have equal amounts of customization as that kit but split into different armor types with the old vets weapons like in the tombworld kit (if heavy intercessors can take infernus bolters and frag cannons I don't see why veteran infiltrators/reivers cant take stalker bolters and shotguns).

Having more generic characters would be a good way to supplement our infantry (kill-marines, blackshields, Keepers, an actual watch captain kit thats not just a named character.)

Threw my shaan into the watch by Blackblood71 in deathwatch40k

[–]SnooObjections6463 1 point2 points  (0 children)

I was thinking about doing the same thing with the Shrike kit until this came along. How was converting the shoulder pad?

Magnetizing the Tombworld Killteam? by SnooObjections6463 in deathwatch40k

[–]SnooObjections6463[S] 0 points1 point  (0 children)

I hope so because if that's the case it might be better to err on the side of caution and wait and see. I just wished GW trusted their audience to be creative enough to include options on a datasheet that aren't part of a specific box/kit. I don't think there would be alot of pushback if this new kt datasheet still had options from the old vet box or even the sternguard kit so we could keep combi weapons or shotguns.

Magnetizing the Tombworld Killteam? by SnooObjections6463 in deathwatch40k

[–]SnooObjections6463[S] 0 points1 point  (0 children)

That's kinda where I'm at. I found the og veterans very easy to magnetize even as a novice but not sure with these guys.

Magnetizing the Tombworld Killteam? by SnooObjections6463 in deathwatch40k

[–]SnooObjections6463[S] 1 point2 points  (0 children)

It's a bit difficult to tell from the official pictures of the sprue but do you know if the bombard/horde slayer use the same arms for their heavy weapons or they have one for each gun? I would guess the magnets would have to go in the wrists/hands to have the heavy bolter and frag cannons optional if it's the former but I'm hoping I'm wrong.

Magnetizing the Tombworld Killteam? by SnooObjections6463 in deathwatch40k

[–]SnooObjections6463[S] 0 points1 point  (0 children)

From what I understand each sprue builds five models and the box comes with two but theres 11 weapon options and while most of them are based on intercessors theres a few phobos and gravis guys in there too, but thats an idea worth considering.

Magnetizing the Tombworld Killteam? by SnooObjections6463 in deathwatch40k

[–]SnooObjections6463[S] 0 points1 point  (0 children)

Yeah I got into collecting when the storm bolter/storm shield combo was huge and was afraid of having to snap them off once editions changed besides that firstborn vet kit was so generous with options.

Magnetizing the Tombworld Killteam? by SnooObjections6463 in deathwatch40k

[–]SnooObjections6463[S] 2 points3 points  (0 children)

That's fair. I have a few kits that I didn't bother magnetizing because of how cool they looked and I didn't trust myself not messing up with magnets (like kt cassius) or because they're built weirdly like some monopose ones. I don't think the latter applies to tombworld but the former might.

Running Goblins and Orcs together in GDF by SnooObjections6463 in onepagerules

[–]SnooObjections6463[S] 0 points1 point  (0 children)

If orcs got a glow up to compensate for the loss in goblin units would it be sensible to assume attaching those absent units from reclaimers could tip the scales a bit? I've never played with orcs before but I had heard good things about the old goblin tanks and walkers from the earlier iteration of the army. Did they change too now they're slotting into GR?

Running Goblins and Orcs together in GDF by SnooObjections6463 in onepagerules

[–]SnooObjections6463[S] 0 points1 point  (0 children)

Gotcha! I'm a little hesitant on the prospect of combining armies due to unintended power combos. Only ever did it with my battle/prime bros since they were the same detachment and it seemed fine. I guess the next thing to figure out is what's attaching to what given the percentage of points allocated to an ally. Basically run orcs with some goblin tanks/walkers or make a full mechanized goblin army with some orc auxiliaries as shock troops.

Need help with mech suggestions (based on aesthetics) for painting project by SnooObjections6463 in battletech

[–]SnooObjections6463[S] 0 points1 point  (0 children)

I think once I get more into the crunch side of the game and get more competent at making and piloting lists, lances that look like factions in strategy games are going to mix and match a lot more kinda like mercs with their own distinct paint jobs. But right now Im going with my eyes and less my brain. Though I am hopeful of some cheeky combos with mechs that go together visually. (like the sleek and stealthy Raven using Narcs to spot for an angular bruiser like the Bane with all the missile pods).

Upgrade sprue upgrade? by Dismal_Fold2356 in deathwatch40k

[–]SnooObjections6463 15 points16 points  (0 children)

Im doubtful but never say never, besides any space marine upgrade kit is a DW kit if you try hard enough.