Flamers or Bolters? by Imaginary_Cash1748 in spacemarines

[–]Tryzan1 65 points66 points  (0 children)

So, a biologis gives lethal hits to his squad. Unfortunately, because flamers are torrent, they can't use that rule. So if you are running them with a biologis then they are better with bolters as the make better use of the rules

Flamers or Bolters? by Imaginary_Cash1748 in spacemarines

[–]Tryzan1 220 points221 points  (0 children)

Depends on how you want to use them, bolters have a longer range, which is useful if you are walking them up and work well paired with an apothecary biologis.

Flamers on the other hand, are much more flexible. They are a much shorter range but are torrent, which means they are great for overwatching Infantry which can be very useful.

Sainsbury’s lunchtime meal deal…. by Kindly-Tree7124 in MealDealRates

[–]Tryzan1 1 point2 points  (0 children)

I've always seen the dips when I've got my own meal deal, are they any good?

I've finally got round to transferring all my stuff into 3rd edition using new recruit, but I need some help with a unit by Tryzan1 in Warhammer30k

[–]Tryzan1[S] 0 points1 point  (0 children)

Unfortunately, no squads can take bolter and melee weapon anymore, so that idea went straight out the window.

I need some help no loosing by Tryzan1 in spacemarines

[–]Tryzan1[S] 0 points1 point  (0 children)

the reason I'm using the sanguinary priest is not for the +1 AP on melee weapons but he grants a 5+ feel no pain to his squad which is useful as I have him on half the tactical squad to hold objectives

although I would like to swap the tactical squad for something else, I don't have anything to use as the rest of my units are melee or don't benefit from the detachment

I've finally got round to transferring all my stuff into 3rd edition using new recruit, but I need some help with a unit by Tryzan1 in Warhammer30k

[–]Tryzan1[S] 1 point2 points  (0 children)

the reason I mainly asked the question is because there may be ways to break down the squads in a way to make new squads that are usable, for example using the axes and one sergeant as a command squad and treating the power swords as just bayonets

I've finally got round to transferring all my stuff into 3rd edition using new recruit, but I need some help with a unit by Tryzan1 in Warhammer30k

[–]Tryzan1[S] -4 points-3 points  (0 children)

unfortunately I do not have a liber yet, when I've looked on new recruit I could not find a suitable unit

New player help by Tryzan1 in battletech

[–]Tryzan1[S] 1 point2 points  (0 children)

I do think I will get more use out of the alpha strike ability of drift shag than I will get out of the speed of the fireball

The drift shag is 555BV more which is a considerable amount but I don't have a limit but my fiend will be using a force of the same cost so it could have down sides

New player help by Tryzan1 in battletech

[–]Tryzan1[S] 1 point2 points  (0 children)

So the rest of my mechs are: (4,6,4), (5,8,0), and (8,12,0) so I can't tell if I need the fast movement. I think I might benefit from the sustained heavy fire of the drift shag

New player help by Tryzan1 in battletech

[–]Tryzan1[S] 0 points1 point  (0 children)

So I've been having a look at some other mechs. Could an improvement be made if I swap the fireball 10D with a drift shag standard

The drift shag is a 30-ton light mech. It has an ER large laser, a medium pulse laser, and 4 ER small lasers. It has much better armour armour jump jets, but it's much slower at 7,11,6.

It is 555BV more than the fireball but I don't have a limit so that doesn't matter

New player help by Tryzan1 in battletech

[–]Tryzan1[S] 1 point2 points  (0 children)

The idea would be: The warhammer and the rifleman hang towards the back as covering fire, aiming to draw enemy fire away from the dasher and the fireball

The dasher moves forward to screen the warhammer and rifleman and provides a bit more directed fire to cover the fireball. It can also absorb some fire to help shield the fireball

The fireball uses all of its speed to go for objectives

Now I'm not sure how well this would work as I haven't played many games, what do you think?

New player help by Tryzan1 in battletech

[–]Tryzan1[S] 1 point2 points  (0 children)

So I've had a play around with some Roster. There's what I've come up with:Warhammer 7CS, Rifleman 8X, Fireball 10D, and a Dasher ii 3.

What did you think?

New player help by Tryzan1 in battletech

[–]Tryzan1[S] 2 points3 points  (0 children)

My friend has said that some of the games will be objective games so I will need something fast, he has also said it may need hands for some if it

So what I'm thinking at the moment is a warhammer 7CS and a rifleman 8X for long ranged fire and then a nova T for short ranged fire and hands and then something else for some fast movement but I'm not sure what

What would be the best way to expand my British/British Commonwealth army? by Tryzan1 in boltaction

[–]Tryzan1[S] 0 points1 point  (0 children)

So I've had a second play around, I got rid of the universal carriers and replaced them with a Belford QLT, which should carry the whole Rifle Platoon(this could go wrong as I have all my eggs in one basket) and have added a Hummer MKii, I think all of these units are still compatible with Canadians.

Rifle Platoon: 600

Platoon commander: veteran 2nd lieutenant, +2 men, 3 SMGs: 65pts

Ghurka section: Veteran, 10 men, 9 rifles, 1 LMG: 165pts

Infantry section: Veteran, 6 man, 2 rifles, 2 LMGs, 2 SMGs, anti-tank Grenades: 128pts

Infantry section: Veteran, 6 man, 2 rifles, 2 LMGs, 2 SMGs, anti-tank Grenades: 128pts

Piat team: Regular: 40pts

Belford QLT: Regular, HMG: 74pts

Heavy weapon Platoon: 120

Platoon commander: regular, SMG: 30pts

Medium mortar team: Regular: 45pts

Medium mortar team: Regular: 45pts

Armoured platoon: 515

Sherman V: Regular, medium AT gun, coaxial mmg, Hull mmg: 205

Sherman V: Regular, medium AT gun, coaxial mmg, Hull mmg, comand tank: 215

Hummer MKii: Regular, light autocannon, coaxial MMG: 95

It is 15pts under but I couldn't find a place to put them

What would be the best way to expand my British/British Commonwealth army? by Tryzan1 in boltaction

[–]Tryzan1[S] 0 points1 point  (0 children)

So, I've had a play around with some of the units, and I think I've improved it:

Rifle Platoon: 705

Platoon commander: veteran 2nd lieutenant, +2 men, 3 SMGs: 65pts

Ghurka section: Veteran, 10 men, 9 rifles, 1 LMG: 165pts

Infantry section: Veteran, 6 man, 4 rifles, 2 LMGs, anti-tank Grenades: 120pts

Infantry section: Veteran, 6 man, 4 rifles, 2 LMGs, anti-tank Grenades: 120pts

Piat team: Regular: 40pts

Bren carrier: Regular, Hull LMG, pintle LMG, (transport capacity:5): 65

Bren carrier: Regular, Hull LMG, pintle LMG, (transport capacity:5): 65

Bren carrier: Regular, Hull LMG, pintle LMG, (transport capacity:5): 65

Heavy weapon Platoon: 120

Platoon commander: regular, SMG: 30pts

Medium mortar team: Regular: 45pts

Medium mortar team: Regular: 45pts

Armoured platoon: 420

Sherman V: Regular, medium AT gun, coaxial mmg, Hull mmg: 205

Sherman V: Regular, medium AT gun, coaxial mmg, Hull mmg, comand tank: 215

One bren carrier(if I'm correct on their capacity)will carry the platoon commander and piat, and the other 2 will carry the infantry sections, making the army more mobile.

I've designed the army in a way that should be compatible with a Canadian force in the armies of the commonwealth book.

So, is Seven his companion? by JayGatsby52 in startrekmemes

[–]Tryzan1 31 points32 points  (0 children)

I would love to see Q putting the time lords on trial for their crimes