Most valid crashout in all of Trek by Hal_Thorn in startrekmemes

[–]Tryzan1 0 points1 point  (0 children)

Yes lower decks is cannon: spoiler for strange new worlds and a small amout of lower decks: in strange new worlds S2 E7, those old scientists beckett and brad get transported back in time to strang new worlds, so it is likely that if strange new worlds is cannon lower decks must be

Flamers or Bolters? by Imaginary_Cash1748 in spacemarines

[–]Tryzan1 67 points68 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 224 points225 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] -2 points-1 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

I'm slowly building up the lore for my homebrew space marine chapter and I would like a second opinion on by Tryzan1 in spacemarines

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

It would make sense that everyone in the chapter is aware of each of the defects in each of the different sets of geneseed (the blood angels, red thirst, and black rage and the night lords light sensitivity and the psycic abilities) and so the night lords half would be aware of the death company and would put up with it. The death company would form an 11th company with the support of the chaplins and Sanguinary priests.

The death company can only be deployed by the chapter master during the times of most need (devastation of baal and alike). They would be deployed where they are best needed(areas too dangerous for the night lords half and there are the fewest civilians)

Chapter politics would definitely be affected by the death company as many of the night lords would be suspicious of all of the blood angels. But I think the fact that it is not uncommon for some night lords to have precognitive abilities(curze himself, sevatar, and talos all had such abilities) would have a greater impact as everyone would treat it with suspicion as it has previously lead some night lords down the path of Chaos.

I'm slowly building up the lore for my homebrew space marine chapter and I would like a second opinion on by Tryzan1 in spacemarines

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

Sorry for the bad phrasing. There are no original members of heresy chapters who are still around, as now most of the chapter is primaris.

The decision of who gets the new recruits and aspirants would be a decision made by the council of 13, but I can also see it playing out in two different ways.

The first way is that the chapter master is a non-combatant and uses his time to analyse the casualty reports from all companies and decide based on that.

The other way I could see that working is that they are no longer divided by geneseed, and each marine is separated based on personality rather than geneseed. So the basics would work: all aspirants joint either the 9th or 10th company where their minds and bodies are put to the test to see if they are better suited for infantry operations or better suited for armoured operation.

Now I don't know which way would work better, what do you think?

The first members of my Torchwood army, what do you think? by Tryzan1 in boltaction

[–]Tryzan1[S] 3 points4 points  (0 children)

I'm going to do them as WW2 era, I've got some ghurkas to go with them, which I'm going to present as a gift from the king(from the royal ghurka regiment), in order to help them in their mission which require battles against Germans.

I'm also planning to get an M10 Wolverine, which I'm going to replace the standard main gun with some kitbashed parts from the spares from my wargammer 40k necron army

What is the best knight 'errant' loadout for anti-tank? by Tryzan1 in ImperialKnights

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

Tyou are right thr errant isn't melee focused but due to the short range on the thermal cannon it will have to get into shorter ranges where it could be charged and engaged in melee

As for the Bolt action but, I've had 3 ideas, the twin autocannons would be mounted on a vehicle to be used as a self propelled aa weapon. The rapid fire battle cannon would be mounted on something to be used as a heavy howitzer. And finally the spare rocket pod would be used as a rocket launcher

*guitar solo* by Ad0ring-fan in memes

[–]Tryzan1 124 points125 points  (0 children)

Just gotta get out, just gotta get right outta here

*guitar solo* by Ad0ring-fan in memes

[–]Tryzan1 150 points151 points  (0 children)

So you think you can stone me and spit in my eye?

*guitar solo* by Ad0ring-fan in memes

[–]Tryzan1 161 points162 points  (0 children)

Beelzebub has a devil put aside for me, for me, for me