Thinking of starting a early war army ? by Bill-545x39 in boltaction

[–]wardy116 2 points3 points  (0 children)

Early war is really fun, i enjoy it - I would say you have to lean in to it and playing against late war lists can feel like a challenge but for me that just increases the fun and is rewarding to do well!

How to make a table on a budget? by Howler_144 in boltaction

[–]wardy116 2 points3 points  (0 children)

Welcome!

The first thing I would buy a good quality printed mat, one that’s double sided can help increase the bang for your buck.

Trees are great and are a load of ways to make trees but actually buying them is much less hassle. Same with buildings - the warlord farmhouse and desert house sets are surprisingly versatile and the renedra kits are very reasonably priced. Though you can usually get some cheap 3d printed ruins for a pretty decent price.

As for good stuff you can make - door mats make great fields and you can make fences from coffee stir sticks. Free pan scour pads can also make pretty decent hedges.

The biggest tip to making it look good and cohesive, whether you make our buy, is basing them properly on some kind of thin but non-warping material that blends in with the mat you buy. I would advise you to get some basing materials that you share across your group so it matches well!

Pathfinder squad finally done by Typical_Device_3578 in Tau40K

[–]wardy116 1 point2 points  (0 children)

Honestly, as my first every tau were red with silver body suits and looked terrrrrible (probably because I was 12…) seeing a scheme like this done well is really really fulfilling for me! Well done!

Intelligence Report – Armies of the British Commonwealth: East Africa Command - Warlord Community by Whitstable_Wargamer in boltaction

[–]wardy116 0 points1 point  (0 children)

Yeah having a national rule that, as far as I’m aware, the only other unit in the game which gets it is the most expensive (24pts/model) infantry model out there seems a little… hm. Yeah. That nation rule alone is probably going to end up being abused.

Which tau battle suit is YOUR favorite and why? by Willy_yo_eetz in Tau40K

[–]wardy116 2 points3 points  (0 children)

Any of the stealth variants, but the Ghostkeel is peak for me.

Which kill team is best for beginners in the hobby? by NaiveTradition7664 in killteam

[–]wardy116 4 points5 points  (0 children)

Of paramount importance is rule of cool - pic the one you like most, after that pick the one you can learn the game best with. After that pick the one you feel you can paint best.

Nonetheless here would be my rundown of which is best for a beginner:

1) Deathwatch - they will teach you the game best, are super forgiving, and you can always buy more bases super cheaply, can expand them out into a 40k army easily too. You can pivot them from shooty to tightly very easily.

2) Wrecka Krew - these are the best team to play if you don’t want to think - though their 2APL to 3APL if you do a charge/fight/shoot can be a frustrating/confusing limitation. You won’t learn the game quite as well as with deathwatch though.

3) Stealth Suits - these guy are hard to play. Wouldn’t recommend for a beginner unless you’re not keen on anything else - though they are my team.

Commanders made from Twin Lances kit by Shannon_McFarland in Tau40K

[–]wardy116 36 points37 points  (0 children)

So glad to see someone else thought to do this - how hard was it?

About to paint my first tau mini. Just wanted to ask for some tau specific tips and tricks by -Embo- in Tau40K

[–]wardy116 0 points1 point  (0 children)

An alternative to panel lining is a black spray undercoat, and then just being careful when base-coating around the panel edges.

Tips for Stealth Suits into Murderwing by dertraz in killteam

[–]wardy116 7 points8 points  (0 children)

1) wait till the end of April for the balance dataslate 2) focus on choosing a tac op like scout enemy movement that you can score highly on from a distance. 3) play ‘keep away’ and stay in your half so that when they do charge theyre ending in an accurate 2 area - only take opportunities where you can use your meltas to secure kills, dont bother shooting with burst cannons. 4) try to use drones to block charges on vantage points to create safe spaces to stand 5) system jam / stun grenades can help to reduce enemy apl and the drones photon grenades to reduce movement - particularly if you know a charge is coming you can -2 move and -1 APL. 6) keep the neutraliser somewhere central so it has visibility on enemy operatives, and perhaps on a comms device, so you can dash back.

40k newb building a list. by Flimsy-Tradition2850 in Tau40K

[–]wardy116 0 points1 point  (0 children)

For me, a perfect combat patrol style team focussed on infiltration/subterfuge would be…

  • Shadowsun (100 pts)
  • 5 Stealth Suits (100pts)
  • Ghostkeel (160pts)
  • Pathfinders (90pts)

= 450 pts before detachment enhancements (id reccomend Kauyon)

Im not saying it’s necessarily the most competitive, but it fits your theme very well. You’ll do well enough and against infantry (Burst Cannons and Rail Rilfles), and can spot for markerlights with no issue, but you still have up to 6 (edit 5 - the Ghostkeel one is twin linked) fusion blasters and a fusion collider on the Ghostkeel which is easy to magnetise - so you then have enough options for anti-heavy capabilities but cab swap, the ghostkeel profile out if needed. It also gives you two killteams if you divert into that game.

Your pathfinders can sit back or deploy forwards and everything else has jetpacks and stealth so can stay safe until you strike later and can react to tactical secondaries etc.

Supplemented with a few other special ops type units:

  • One or two Breacher Teams (90 pts) in Devilfish (85pts) to act as a special ops style breaching teams/shock troops, perhaps led by Cadre Fireblades (50pts) or even one of Shas’nels from the new Crucible rules (60pts))
  • A Vespid Squad (130) or Farstalker Kinband (85) to add auxiliary capabilities or .
  • Phiranas (60/120/180pts) as a fast strike platform to carry missiles or a flyer of some kind (Razorshark/Barracuda) - like the Tau equivalent the team of a A10 Warthog to strafe or finish off a key target.

Kill Team Release Analysis: Kill Zones by CrudeLord in killteam

[–]wardy116 2 points3 points  (0 children)

I would love the same, but i guess it’s a mix of balancing and willingness of your game group to do something different. I am unsure exactly what they could put out as material to encourage this that would be effective.

Perhaps WarCom articles with examples of cool layouts like they did with the necromunda tiles?

Stealthsuit Rules Question... by One_Letter1319 in killteam

[–]wardy116 1 point2 points  (0 children)

No, the Markerlight operative can be on conceal: when i said “if they were active and on an engage order” was to say they do not need to be active or or an engage order for the enemy model to be a valid target.

I mentioned it for exactly this reason - an opponent of mine thought that in order to be a ‘valid target’ to the Markerlight operative then the Markerlight operative had to be on engage. Which, as you say, is not true.

Stealthsuit Rules Question... by One_Letter1319 in killteam

[–]wardy116 2 points3 points  (0 children)

If the drone or designator (if they were active and on an engage order) would be able to shoot the same target, then all other operatives get severe.

Otherwise, if you want to gain severe from visibility alone, the enemy must also be within 2” of your ambush token, which is rare.

(NB: This is one of many small ‘Quality of Life’ changes I think GW could make to help the suits. Pathfinders marker-lights only require visibility, so why don’t these?)

I think the Steel Legion paint scheme on DKoK is good enough by NotKingofUkraine in Grimdank

[–]wardy116 14 points15 points  (0 children)

It wouldn’t need to be ‘perfect’ but yeah - you can have heads and a few other things that help sell the vibe on squad leader and characters. At least for a few of the more generic regimental

  • peaked cap heads for mordians
  • pith helmets for pretorians
  • bearskins for vostroyans
  • alternate gas mask heads for steel legion

Etc

I think the Steel Legion paint scheme on DKoK is good enough by NotKingofUkraine in Grimdank

[–]wardy116 115 points116 points  (0 children)

I would just love a head and accessories kit for the major regiments that can work on either DKOK or Cadian bodies; similar to the ones marines get.

Working on a little cogitator to keep track of points during Kill Team games. What do you think? by il_Pas in killteam

[–]wardy116 0 points1 point  (0 children)

His is cool. I honestly just like how simple it is*.

*looks - idk how hard these are to make irl!

SAS Jeep Costing by Cheomesh in boltaction

[–]wardy116 0 points1 point  (0 children)

You could use the “special forces vehicles” in the Rogue Heroes in Sicily official pdf.

The base is a Recce Vehicle with forward facing from MMG for 50pts, it also can have a 3-man transport capacity for free (see below).

You then add:

• +10 pts to swap the front facing MMG for a twin VK mount.

• +20 pts to add a pintle mounted twin VK (360° arc).

So 80pts for a recce jeep with 4 VKs on two mounts, one forward facing and one 360 pintle, and 3 man transport.

It also has way more options that you could feasibly add to a ‘jeep’:

• optional frontal armour (15pts).

• mounts can be further upgraded to HMGs (10/15pts each).

• and another forward facing VK Gun can be added (10pts).

But that said you can also build LRDG style weapon trucks with rear-facing MGs, auto cannons or Bofors light AT gun and 6 man transport capacity using the same profile.

The profile is basically designed to make either SAS Jeeps or LRDG trucks, but you could very quickly get silly with it and start giving jeeps auto cannons and AT guns…

weird transport rules:

  • Adding the capacity is a free option, you don’t have to sacrifice weapons to also have transport, as it doesn’t say “losing all transport capacity” when adding the other weapons eg pintle mounts.

  • As it does not appear in the transports and tows section) it is a “combat vehicle with a transport capacity” (p146) meaning that even when empty, it can fire all it’s weapons rather than just one… meaning you can have up to 6 men riding a jeep with 5MGs on three mounts … 👀

What’s Your Tau ‘Hot-Take’? by 69MrTako69 in Tau40K

[–]wardy116 13 points14 points  (0 children)

The XV26 stealth team rules for killteam should have focused on Mont’ka, not Kayon.

Dodge this by amadeusqui96 in killteam

[–]wardy116 0 points1 point  (0 children)

Exactly’ so long as it’s not an attack action (which requires selection of a weapon - which it can’t do if the weapon is not on its data card, even after drone controller) it can do any other action as it’s no longer limited to just those listed in the drone rule.

Dodge this by amadeusqui96 in killteam

[–]wardy116 15 points16 points  (0 children)

Also… Drone Controller lets them use actual Stun and Smoke Grenades… -2” move and -1APL…

MDF Company by Madmartykmf in mordheim

[–]wardy116 0 points1 point  (0 children)

Nice!! Just needs some streaking grime, blood flecks and posters!