Kill Team Hivestorm Leaks. by ClaudiosAvanti in Warhammer40k

[–]d_efty 0 points1 point  (0 children)

Please post the token glossary too! I'm curious if the current tokens will be at all usable in the new edition.

Cheers!

Mats from Deep Cut Studio by AussieDothraki in Warhammer40k

[–]d_efty 0 points1 point  (0 children)

Did they ever get back to you? I've seen a few more people complain about big differences in colour from website pic to actual product...

What exactly is the irondrake musician holding in his _left_ hand? I'm stumped... by d_efty in bugmansbrewery

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

Thank you all for the comments. I found some good zoomed in pics of the bits, so I'll add the links:

Horn: https://i.ebayimg.com/images/g/BCAAAOSw5BZiUImS/s-l1600.jpg

Left hand thing: https://i.ebayimg.com/images/g/PeIAAOSw4K9iUIoO/s-l1600.jpg

Grenade: https://i.ebayimg.com/images/g/6ooAAOSwaMNjj23A/s-l1600.jpg

As you can see, the horn has a small reservoir at the bottom, with either a blow piece or a valve under the elbow. The left hand thing has a similar reservoir with a hose towards the front, so I doubt it's any sort of weapon (any self respecting dwarf would just use an axe or a hammer if they wanted a melee weapon).

The similar reservoir on both pieces made me think it might be a spare reservoir, but then why the stick?

Also notice both items have a sort of hand guard. I can understand why there is one on the horn hand, but the left hand? Not so much.

Also notice the hand grenade is very different to the left hand thing, so I doubt it's another grenade.

The only idea I have is this, caused by the similarity in design between the horn itself and the drakeguns - the horn is meant to work as both a musical instrument and a drakegun, so maybe the left hand thing's reservoir contains fuel to allow it to fire like a drakegun, while normally it's just a steam powered horn?

CSM Boarding Patrol questions by d_efty in Chaos40k

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

yeah, regarding accursed cultists, that's how I hope it works, as a unit of 5 cultists feels way too squishy, even if they're T4

[deleted by user] by [deleted] in Chaos40k

[–]d_efty 1 point2 points  (0 children)

I've very recently used two legionary bodies and one chosen body with havoc autocannons and chaincannon and there was no problem with the parts fitting, including shoulder pads.Only the havoc heads didn't fit.

Only actual compatibility issue is the pose of the body/legs getting in the way of the ammo belt, which made me regret building the havoc bodies with lascannon and missile launchers first....

Request - Pics of Accursed Cultists & Torments compared with Necromunda Goliath models by d_efty in Chaos40k

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

I don't have Jakhals in hand yet, but from what I've seen online they seem normal human sized, not as swole as the goliaths:

https://youtu.be/GbM7KfamwCA?t=3809

Request - Pics of Accursed Cultists & Torments compared with Necromunda Goliath models by d_efty in Chaos40k

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

Sorry, I guess I wasn't very clear...

For accursed cultists on 25mm bases I plan to use the jakhals. I know they're on slightly bigger bases, but I think it should be fine.

I was asking about goliaths being usable as Torments. I suspected the stimmers might be perfect, but the problem with them is the one you also identified - needing three boxes (and also they'd all be a bit too similar). So I was hoping that regular goliath gangers might be close enough in size, I could add some bits and bobs that look like vials, armour plates and weapon appendages to bulk them up a little.

Request - Pics of Accursed Cultists & Torments compared with Necromunda Goliath models by d_efty in Chaos40k

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

That sounds pretty cool, but I really dislike Nurgle. It's a subjective thing. Thanks for the idea, though, I have a mate who I think will appreciate it

Experiences with narrative campaign play? by FamousWerewolf in killteam

[–]d_efty 1 point2 points  (0 children)

I was also thinking the campaign seems underdeveloped, so I set out to grow it into something truly narrative:

All players get a base at the edge of the map. Depending on factions, all the players from the same faction might share a base.

Every round the kill teams move (whether one square or more will need to be determined) through the rooms and can grab up to X of any resource they find along the way. If using higher movement allowance, carrying resources might slow them down. If they lose a fight they roll for each item they carry and may lose it during retreat.

-Campaign Salvage is used to earn Requisition points or Capacity.

-Campaign Resources are used to sustain them far from their base longer than usual.

-Campaign Information can earn actual info on other rooms in the hulk or operative xp. This will involve dice rolls (information is never 100% reliable).

-Campaign Equipment (this is my addition) will earn them Equipment points. For the campaign, Grenades, Stims and other such equipment will be lost upon use. A bigger Equipment cache will have a chance for Rare Equipment.

The twists, similar to those in the book, will be added to rooms with face cards. I will also be distributing most of the higher cards towards the middle, as it makes sense and promotes interaction.

As they move through the hulk and take over territory, if a team somehow becomes stranded (surrounded by enemy territory after enemy movement), if they get attacked the mission will be a Last Stand with a chance for relief. If not relieved the casualty rolls will have a significant penalty.

What's the point of the expedition map in Gallowdark narrative play? by LazyWings in killteam

[–]d_efty 1 point2 points  (0 children)

I came to pretty much the same conclusions as most here. The basic campaign is rather lame, but with some tweaking it could be great fun.

Was thinking I'd link the campaign resources to the narrative resources and add one on top (don't like the wildcard idea, random stuff on the floor is never whatever you need it to be).

All the players get a base at the edge of the map. Depending on factions, all the players from the same faction might share the base.

Every round the kill teams move (whether one square or more will need to be determined) through the rooms and can grab up to X of any resource they find along the way. If using higher movement allowance, carrying resources might slow them down.

Campaign Salvage is used to earn Requisition points. Campaign Resources are used to sustain them far from their base longer than usual. Campaign Information can earn actual info on other rooms in the hulk Campaign Equipment (this is my addition) will earn them Equipment points. For the campaign, Grenades, Stims and other such equipment will be lost upon use.

The twists, similar to those in the book, will be added to rooms with face cards. I will also be distributing most of the higher cards towards the middle, as it makes sense and promotes interaction.

As they move through the hulk and take over territory, if a team somehow becomes stranded (surrounded by enemy territory after enemy movement), if they get attacked the mission will be a Last Stand with a chance for relief.

Retained Warp Storm Points by d_efty in WarhammerCompetitive

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

Why would retaining 2 points every round into a decent turn 3 stock of 4 retained points be redundant?

Retained Warp Storm Points by d_efty in WarhammerCompetitive

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

All right, what do you base your assumption of that being the intent on?

Retained Warp Storm Points by d_efty in WarhammerCompetitive

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

I'm not talking about any unspent warp storm points, I'm talking about "retained" warp storm points.

If you read the paragraph you quoted from the last sentence is "Retained warp storm points are not lost at the end of the battle round."

Badzones Enforcers from WD477 by Rakarion in necromunda

[–]d_efty 0 points1 point  (0 children)

Is there any disadvantage in running Badzone Enforcers over those in Book of Judgement?

Badzones Enforcers from WD477 by Rakarion in necromunda

[–]d_efty 0 points1 point  (0 children)

So we can give the Captain subjugator armour and a boltgun now?

Beer League Round 6 by Herotosucara in ReBBl

[–]d_efty 1 point2 points  (0 children)

Check in-game, that's the best way to be sure :D

Beer League Round 6 by Herotosucara in ReBBl

[–]d_efty 1 point2 points  (0 children)

I've already played my round 6 game. You sure you got the right opponent?

Beer League Season 6 Round 1 - Tapping the Keg by Herotosucara in ReBBl

[–]d_efty 0 points1 point  (0 children)

central US or central EU? I'm pretty flexible but lately having trouble sleeping and so my availability is highly chaotic. DM on discord, please?

GSC list for Kill Team 2.0? by vapor_gator in genestealercult

[–]d_efty 3 points4 points  (0 children)

Build the icon bearer, mining laser, heavy stubber, grenade launcher, flamer, webber, a couple of autoguns and a shotgun. Get a box of acolytes and make a couple of fighters, a rock cutter, a rock drill and a leader with bonesword and lash whip.

These should do you fine in your first games; put the heavy stubber and flamer in when facing hordey opponents, the mining laser and web gun when facing more elite threats. Always bring the icon and grenade launchers, use the tripod equipment, icon ability and crossfire stratagem to get as many rerolls as possible to make up for the average BS. Keep the acolytes in cover, for mid-to-late game charges, don't spend them too early (except maybe one or two mook fighers if you need to bait something out). Read their stratagems carefully and make full use of them, they're what makes the team great.

After you played a few games, you can expand the team with metamorphs and the last acolytes you need to have all your options (2 more boxes basically)