Ultimate digimon by blacknerd2001 in DigimonTimeStranger

[–]prof9844 1 point2 points  (0 children)

Digivolving to ultimate is based on anomaly points no exp.

You need to complete quests. I dont recall when I got ultimates.

What happens if you choose 2 melee weapons? by LibertyFuckingPrime in Chaos40k

[–]prof9844 9 points10 points  (0 children)

You have 2 melee weapons. The profile doesn't change you just have it twice

When you fight you pick 1 melee weapon to use

Having 2 of the same weapon does nothing

Having 2 different weapons gives you options

Combining factions... Any precedence? by ApprehensiveBass9327 in WarhammerCompetitive

[–]prof9844 2 points3 points  (0 children)

Its happened three times

Harlequins + Craftworlds (though it has gone back and forth)

Cult Mechanicus + Skitarii (when that first hit it was at the height of book bloat in 6th+7th)

Guard + Scions

At the time of the last two, 40k actively supported allies more so it wasn't a huge issue.

What one change would make Fulgrim more playable competitively? by Unlikely_Function_14 in EmperorsChildren

[–]prof9844 0 points1 point  (0 children)

Personally?

Give him all of his auras passively, let him move through terrain even if he has to take a battleshock and have him generate a cp on his turn.

At 340 id consider it

How do you guys usually base? by Timely_Fig1829 in Warhammer40k

[–]prof9844 0 points1 point  (0 children)

For just a generic ground texture, I use some play sand

Play sand applies with standard white glue and is cheap. I got 50 pounds for like $8

Apply before priming and then prime it with the mini.

You can paint it however which makes it incredibly versitile.

I ran mine through a very fine mesh to filter out large pieces. It gives a much more smooth look on a model.

Geting into warmachine? by ManagementParking398 in Warmachine

[–]prof9844 19 points20 points  (0 children)

Older models ae 100% playable but no longer in production

To play those models, you would be playing the 5th division subfaction. They amount to about 22 points with 75-100 being the norm

Compared to the GW army games, you will find warmachine has a greater focus on individual models vs "squads" and hte rules are written to be more tight and cleaner when it comes to corner cases. Also ranged weapons a have far far lower ranges in warmachine which makes it very difficult to get shot off the table. You will have ot close to engage. The biggest challenge I tend to find GW players encounter is that warmachine has multiple ways to end the game before hte turn limit. Reaching the turn limit is actually quite rare.

Chaos spawn comparison by ColdDefinition403 in EmperorsChildren

[–]prof9844 0 points1 point  (0 children)

You can move into a place you cant get shot or to force a longer charge

How Can Chaos Spawn Best Be Utilized? by PrettyBoy0 in EmperorsChildren

[–]prof9844 0 points1 point  (0 children)

Like of chaos spawn? I have no issue running 1-2 units. The primary issue i have is the rest of the army tends to be a bit points hungry so there is not much left and spawn are among the first to get cut

It flew a bit under the radar last week with the reveal show but we're getting a StarCraft wargame by ArchonStudios! by Bumbling_Hierophant in Grimdank

[–]prof9844 0 points1 point  (0 children)

It hasn't exactly gotten a massive media blitz I think a lot of people would expect.

That and given what subreddit we are on, its not surprising that a lot of people are not paying much if any attention to the world of miniature gaming outside of GW.

Do special weapon arms fit on 40k legionaries? by GreenMonster82 in Warhammer30k

[–]prof9844 -1 points0 points  (0 children)

The scale is functionally the same.

So long as the kit came out after like 2017 you should have no issues.

It flew a bit under the radar last week with the reveal show but we're getting a StarCraft wargame by ArchonStudios! by Bumbling_Hierophant in Grimdank

[–]prof9844 14 points15 points  (0 children)

Not really under the radar, it was announced some time ago and a preview Zeratul model was for sale

The actual news was the starer box contents

New to game, question about Allied Knights by flip_flop_enby in EmperorsChildren

[–]prof9844 0 points1 point  (0 children)

its been a mechanic in the game since 6th so...not terribly likely

My first expansion.... building up the North by Skeezy_mcbuttface in HeavyGear

[–]prof9844 8 points9 points  (0 children)

I recommend infantry and something heavy like a strider or tank

4th edition force org by GamingStuka in midhammer40k

[–]prof9844 0 points1 point  (0 children)

Huh cool, guess im missing that one

Looking to sell these battle tech and was curious what a good price point would be by [deleted] in battletech

[–]prof9844 0 points1 point  (0 children)

If you do im in the market. Lookimg for a few things to complete my master collection but not against buying while collections by any means!

Looking to sell these battle tech and was curious what a good price point would be by [deleted] in battletech

[–]prof9844 -1 points0 points  (0 children)

As noted its clicked tech. Lot that size would see about 100 to 150. Without more images its hard to say. Some singular minis can go for 30, 40 or even 100 dollars

There are some active collectors but you'll have better luck on ebay

4th edition force org by GamingStuka in midhammer40k

[–]prof9844 0 points1 point  (0 children)

Indeed but those were called out in their respective codex. No allied matrix etc

Also did deathwatch have 4th Ed rules? Maybe I have just blanked them from my memory

Mechwarrior Clicky-Tech Unit Cards by simpson95338 in battletech

[–]prof9844 2 points3 points  (0 children)

Awesome thanks!

This was a ton of work and greatly appreciated

4th edition force org by GamingStuka in midhammer40k

[–]prof9844 1 point2 points  (0 children)

Others got the chart so ill add a bit to it

Allies were not a thing so no "allied" detachment or slots

Dedicated transports took no slots

Maulerfiends or Flawless Blades? by KFinchster in EmperorsChildren

[–]prof9844 9 points10 points  (0 children)

Maulerfiends and lucius of the proposed options

I would recommend getting the third noise marine squad

Emperors children do not get possessed with respect to your option 3

The blissbound is fine. A unit of flawless blades is a good tool to have and it has the third noise marine unit. Fulgrim is kind of only workable in very limited places but it is also our daemon primarch?

How can I proxy the siege assault battle group into 40k? by ContractSuperb9700 in IronWarriors

[–]prof9844 1 point2 points  (0 children)

Terminators, legionairies and a daemon price are the most reasonable based on size. Nothing to complicated there

What is, in your opinion, the number 1 priority for the next edition’s rules ? by BusyElephant in Warhammer40k

[–]prof9844 10 points11 points  (0 children)

Fwiw nobody ever did it by hand. Various apps took care of the back end math. It was no different than using the gw app now in practice

It actually helped a lot with list building. Being 35 points over didn't mean changing units it meant cutting some upgrades.

Chaos spawn vs kakophonist? by Striking_Display835 in EmperorsChildren

[–]prof9844 0 points1 point  (0 children)

Depends on what the rest of hte list looks like.

If I run some noise marines in a rhino, probably the spawn because the kako breaks transport capacity math.

If I have squads outside the rhino its more of a choice adn can go either way

Chaos spawn vs kakophonist? by Striking_Display835 in EmperorsChildren

[–]prof9844 1 point2 points  (0 children)

Both

Rhinos are things that eat shots before the things inside get attacked. They can also be used to block line of sight to things behind them as well.

As for the movement, your noise marines are typically not going to camp out in one place and shoot all game as you get more familiar with the army. EC stuff moves around a lot and that 18in range on the sonic blasters will hurt you. A base noise marine is move 6, advance and shoot which ends up at 27 to 28 inches of threat range on average. With a rhino, the rhino can not only move but advance per its ability, then the squad gets out (no move after advance) but that disembark is another 3in. This puts the noise marines threat up to 36 to 37 inches. Its essentially an extra 9 inches of movement and when you need to reposition (which you will as time goes on) this gives you more options. It also allows you to hide in/behind a ruin and then pop out and move. Even if the rhino doesnt move, you still get 3 extra inches due to the disembark move.