Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Safety Factor
Oct 31, 2009




Grimey Drawer
I honestly really like Silver Tower. I've never played the original Warhammer Quest so I can't comment on how they compare, but I've liked this one way more than I thought I would given the AoS branding. It's a solid dungeon crawler and if you've got any characters laying around from WHFB, you can probably find a role for them out of the expansion cards though some, such as the dwarf engineer, are way too good. They also left options open for the bad guys too. If you want to go all-out, you can pick up screamers, flamers, and a herald to add as additional encounters. I wouldn't be too surprised if the Lord of Change they just showed off gets added in too, though that'll be crazy expensive and absolutely not worth picking up specifically for Silver Tower.

My main complaint with Silver Tower is the lack of tiles. There are 13(?) double-sided tiles which sounds fine until you've played a few times. When a run involves 10+ rooms, you tend to hit the same rooms over and over.

Adbot
ADBOT LOVES YOU

Safety Factor
Oct 31, 2009




Grimey Drawer
If that dorf's rules aren't changed, he's busted as hell. Currently, if he shoots his shotgun (whether he hits or not) he gets an additional attack on a 3+. He keeps shooting as long as you make those rolls. I've only played one game with that chracter and he tore through everything virtually solo. That player ranked up like four times while my poor chaos lord only managed one.

Looks like this new set is just going to be a bunch of reboxed sprues. I already have the dwarf engineer, high elf swordmaster, and the chaos sorcerer, but if this is a solid expansion, I'll pick it up anyways. Given the prices on previous boxed games I probably wouldn't be losing out on too much. That said, sewers ain't sewers without skaven. :colbert:

Safety Factor
Oct 31, 2009




Grimey Drawer

SRM posted:

It's what John Blanche and his acolytes play, they've been showing stuff off for it for months in Blanchitsu, and there's even a display at Warhammer World for it right now. I'd love to actually play it at some point.
It's kind of odd White Dwarf has been showing off a fan-made game like that. I can't help but wonder if they have plans for their own version. I'd give it a shot. I'm aware they've got plans to bring back Necromunda and I'll give that a shot too, but a kooky band of inquisitorial weirdos has a certain appeal.

Safety Factor
Oct 31, 2009




Grimey Drawer
I just built the new Blood Bowl dwarf team and I've just got to say that these are probably some of the best dwarf models GW has ever made. There are some great details like the blitzer's gut hanging out of his shirt. Can't really tell behind the beard though. :v: My one issue was that the bare-headed slayer head didn't quite fit right and needed some minor gap filling. That may have been on me, everything else was flawless.

Safety Factor
Oct 31, 2009




Grimey Drawer

El Estrago Bonito posted:

I have a very important question/request:

My GF is interested in learning Blood Bowl since I have been playing it a lot lately. What's the cutest range of miniatures I could base a BB team conversion on?
I mean, you could probably build a skaven team out of those mousling models, but they'd all die horribly what with being a skaven team and all.

Safety Factor
Oct 31, 2009




Grimey Drawer

Atlas Hugged posted:

Women like swarms of things, right?
What are you trying to say here?

Blood Bowl has a max of 16 models and only 11 can be on the field at once. That's hardly a swarm.

Safety Factor
Oct 31, 2009




Grimey Drawer

Atlas Hugged posted:

It's a Futurama quote. I just thought it was a good fit, meant nothing by it.
:shrug: I had to look it up. Sorry.

Safety Factor
Oct 31, 2009




Grimey Drawer
I'm really disappointed that this isn't a full Necromunda revamp, but I can get why GW is going this route. Using the existing range cuts out design time and lets the game act as a gateway to 40k-proper. GW's Kill Team is honestly garbage and it'd be great to have an actual skirmish ruleset rather than try to deal with half-assedly scaling down 40k.

Would I rather see Necromunda gangs in plastic? gently caress yeah. However, I understand why GW decided to go this route and I'll give it a shot. I probably won't bother buying the box though as I couldn't care less about more scouts or orks. I'm sure it'll still sell thanks to the terrain, but new models really would have helped.

Safety Factor
Oct 31, 2009




Grimey Drawer

glitchkrieg posted:

The last official word was that NM was being handled by Specialist Games/Forgeworld. There's also a new video game based on it. So I think NM is still on the cards. As for rules compatibility - doesn't Gangs of Comorragh use a completely custom ruleset? Swear I read something about using D8s.
Gangs of Commorragh is entirely based off of 2d6 rolls. Burning of Prospero, however, has D6s, D8s, D10s, and D12s which I think is the first time they've ventured away from D6s in a long, long time.

Safety Factor
Oct 31, 2009




Grimey Drawer
If you've got no need for the terrain or models, wait a bit and snag the rules portion of the set off of ebay for cheap. I'm sure a lot of resellers are going to try to move the terrain separately and they'll wind up with a bunch of spare rulebooks they'll toss up for cheap.

$130 isn't a bad deal if you want the scouts, orks, and the terrain, but it's pretty steep when all you want are the rules.

Safety Factor
Oct 31, 2009




Grimey Drawer
Can't fault them for testing the waters for Necromunda with this. Like has been said earlier, it lets them use the existing plastic range and cuts down on design time. I'm happy to hear that it won't be a full Necromunda replacement. It's probably a bit stripped-down just because of the variety of gangs/mobs/squads possible.

Safety Factor
Oct 31, 2009




Grimey Drawer
Wanna see that minotaur set up a perfect blitz, roll triple skulls, and fail its loner check for the re-roll.

Safety Factor
Oct 31, 2009




Grimey Drawer
That was an awful demo, but what I can see of the game looks interesting. I will definitely give it a shot though I'm not terribly interested in either of the starting warbands. If they come out with new lizardmen or dwarf sculpts, I'm in.

Safety Factor
Oct 31, 2009




Grimey Drawer

Leperflesh posted:

Trolls are also misshapen beasts who might have really odd anatomical mechanics. I expect an orangutan throwing a football would look very different from a human, for example.
I wanna see an orangutan throw a football.

Safety Factor
Oct 31, 2009




Grimey Drawer
This thread is probably my best bet for answering a couple of questions I have regarding the Necromunda/Shadow War ruleset so here goes.


Ammo rolls occur on 6's to hit. How does this interact with a 7+ (or worse) to hit? Would it be triggered by the first roll or would the second die need to roll a 6 as well?

Fighters in close combat alternate their attacks between their equipped melee weapons. This is covered in the rules, but not in much detail so I thought I would ask for some clarification here. Let's say a fighter is armed with a chainsword and bolt pistol and scores three hits against an opponent. Two are allocated to the chainsword and one to the bolt pistol. Does the bolt pistol use its ranged damage profile? Now that it is being used in close combat, would the bolt pistol's strength of 4 also modify armor or would only the normal -1 modifier apply?

Can ammo rolls be triggered by using a pistol in close combat? Technically, they don't roll to hit as with shooting so I don't think so, but wanted to ask for clarification.


Any information regarding these questions is appreciated. I've gone through a copy of the Necromunda rules and tried my hand at Google without much luck.

Safety Factor
Oct 31, 2009




Grimey Drawer

ineptmule posted:

This is based on my knowledge of Necromunda so may be incorrect in minor details - although there is a very high degree of similarity as far as I can see so far.

Ammo rolls are not triggered by using pistols in hand to hand.

Your example of alternating hits with weapons is correct and the pistol uses all relevant stats when working out Strength and damage. The player whose model won the combat may choose which weapon 'leads'.

On 7s to hit the first 6 triggers the ammo roll regardless of whether the second roll succeeds or not.
Thanks. I figured that's how ammo rolls would work, but just wanted to check. I watched a short battle report earlier today and that's how they played it so that seems right.

Just to clarify one thing, a bolt pistol used in close combat would be S4 with an additional -1 modifier for a total of -2, right?

Safety Factor
Oct 31, 2009




Grimey Drawer

glitchkrieg posted:

I'm kinda surprised that GW didn't just take the rules for CSM from Outlanders, where Power Armour gave them a load of skills for free, including the one that meant you could test for pinning without having to worry about somebody being with 2".
Normal marines can break pinning like that thanks to And They Shall Know No Fear. They're also immune to Fear and Terror because of course they are.

Chaos Marines don't have that rule, they get marks instead. I see cultists playing an important role as meat shields and supporting the chaos marines so they can get out of pinning early.

Safety Factor
Oct 31, 2009




Grimey Drawer
Terminator armor makes the wearer immune to pinning except for weapons S7 and above. Power armor should probably have done the same, but :shrug:

Safety Factor
Oct 31, 2009




Grimey Drawer
I'm pleasantly surprised by this. I was down at my FLGS on Monday to get some Shadow War games in to learn the rules. The owner seemed kind of down after being really excited about it the week before. He told me that his rep had told him that there were no plans to support Shadow War in the future. I guess GW really underestimated demand and are going to scramble to put out some support. Good. Shadow War is good and I want to continue playing it in the future.

Safety Factor
Oct 31, 2009




Grimey Drawer
You can spend one cache and only one cache for an additional 100 points. This kind of screws over kill teams like grey knights, tyranids, or harlequins that have very expensive troopers, but there are a lot of opportunities to get more points. For example, each player rolls 2d6 on a subplot table before each mission. A result of a 6 gives the winner of the mission another 100 points to spend. If both players roll a 6, the winner gets 150 more points. You could also roll on the Guerrilla skill table and try to get the Scavenger skill. If a model with Scavenger survives a mission, your kill team gets an additional 50 points to spend.

I played another three Shadow War games last night and I really like this game. I've still only played against Grey Knights and haven't found them to be that challenging so far. They are really strong, but their low model count keeps them in check.

Safety Factor
Oct 31, 2009




Grimey Drawer

Phyresis posted:

All of those factions have an option that gets in at 200 points or under, then you can resupply them after the next mission. Purchasing the Specialists becomes much harder, and that is intentional, of course. You kinda want both gunners in your starting roster.
The only option that Grey Knights have at 200 points is a dude with a warding staff and nothing else. I mean, he comes with power armor and a storm bolter, but he's not getting any fancier weapons or red dot sights or whatever without extra points available. Not the worst thing in the world, but I know a couple of guys at my store who will be running them so it's come up in conversation.

Safety Factor
Oct 31, 2009




Grimey Drawer

Phyresis posted:

You say this as if warding staves and storm bolters are bad or something when they're actually ridic, the cost of these weapons are baked-in, that's why GK are so expensive to begin with. it's circular thinking or whatever
Nah, just commenting that I've heard some complaints from Grey Knights players. Their basic dudes have sustained fire weapons and a warding stave is a 3++ in melee. They're not suffering.

Safety Factor
Oct 31, 2009




Grimey Drawer

Zaphod42 posted:

Grey Knight Gunner, cost to recruit 200 points

Am I looking at the same list you are?

Should I post a picture?

Justicars are the ones that cost 250 and they're the leader.
The gunner has to take a melee weapon or a special weapon so that 200 points isn't their final cost. At minimum with a storm bolter and warding stave, they're 225.

Safety Factor
Oct 31, 2009




Grimey Drawer

JcDent posted:

I still think that the whole promethium cashes thing is stupid and could have easily been replaced with requisition points. The soldiers are down there for military reasons anyways and promethium is only needed to burn through to Von Straub's caches of guns.
Eh, it's an abstraction. There are other ways to get more points after a mission through lucky subplots or even the Scavenger skill. They wanted to keep the campaign system relatively simple and with that in mind, I like the caches. They simultaneously serve as the goal of the campaign, additional requisition points, and currency to hire special operatives. Players will have to weigh how many caches they're spending versus what they need to win.

It's definitely not a perfect system, but after playing half a dozen games of Shadow War I like it for what it is.

Safety Factor
Oct 31, 2009




Grimey Drawer
All leaders have a 6" bubble where the other models in their squad can use their leadership and their initiative for testing out of pinning.

It doesn't apply to fall checks, but it's something at least. A nob is I3, after all.

Safety Factor
Oct 31, 2009




Grimey Drawer

Strobe posted:

A Yoof is literally half the cost of a Vet Guard and numbers matter a whole lot for a group that collectively gets next to nothing for sustained fire. Lasguns for days is going to drop Orks, but it's not going to drop them fast enough, especially if you're not marching single file across catwalks and actually trying to stay out of line of sight until you get close to charge range.

It's pretty easy to spam a full 20 model Ork band from square 1 with 450 points in Yoofs and five models worth caring about. You're statistically unlikely to lose more than two or three dead before they're Boyz and you can start gutting things right proper like. :v:

EDIT: basically that I2 Guard with 4+ and a Lasgun is already, at bare minimum, three times the cost of a Yoof, and twice the cost of a Boy (I think they're 40 points?). It adds up fast, and if they're that much more expensive they should drat well better be superior.
You can only run half of your models as new recruits. Sorry, no 15 yoof kill teams.

Orks get a shitload of sustained fire on their basic guys. BS2 isn't as big of an issue when even a basic ork can spit out d3 shots and still has access to a red dot. Orks are not hurting.

Safety Factor
Oct 31, 2009




Grimey Drawer
I've been kind of iffy about IG too. They don't get any bonuses in the random team size missions like orks. Even another 1 or 2 dudes would them a lot. Their only real strength is that they can get three specialists. For some reason, this isn't on their list/wargear pages like most kill teams, but instead it's said in the generic kill team construction rules. This is likely their saving grace, but I really think they'll get hosed over in any mission where they can't bring a full squad.

Safety Factor
Oct 31, 2009




Grimey Drawer

Zaphod42 posted:

Oh, for that matter, am I the only person who thinks it strange that one of the ork special ops is Runtherd and D6 Gretchin ???

I mean, they're just gretchin, yeah, and you could be taking a flash git or a terminator or something as a special op. But seriously, D6 models?

There's kinda a massive difference between 1 and 6 gretchin. They couldn't make it at least 2D3 or something?? Let you re-roll 1s or something? That just seems absurdly random.

I guess that's what GW wants for SW:A, sometimes you roll on the mission table and you get hilariously screwed over, but since the match only takes like 30 minutes you just play it out, lose, and then move on?
If you only get one grot, it's a particularly mean one and gets +1A. :v:

Safety Factor
Oct 31, 2009




Grimey Drawer
Just give me a goddamned lictor kill team. It could be 2-3 models, I don't care. Gimme lictors.

Safety Factor
Oct 31, 2009




Grimey Drawer
Played some more Shadow War tonight with my new Catachan kill team. I was playing against an ork player with 12 models and nothing but sluggas and choppas. Anyways, in the first mission, my sergeant was in combat for 3-4 rounds and while he kept winning, he was completely incapable of wounding an ork with his chainsword. He wound up in a 2v1 fight so I thought I'd help him out with a lasgun shot. Naturally, the hit randomized to him, wounded him, and he failed his 4+ save.

Luckily, the enemy orks bottled out immediately. :v:

Safety Factor
Oct 31, 2009




Grimey Drawer
I have never heard of Tyranids just setting their guns down and picking up new ones. That's not something they do; their guns are living creatures that merge with their own body.

Tyranid warriors in SWA can upgrade or switch their weapons for gameplay reasons, nothing more. Does it kind of suck that they can't swap stuff around with other team members? Kind of, but it is not that big a deal.

Safety Factor
Oct 31, 2009




Grimey Drawer
While it's cool to see a goblin team, it's worrisome that they don't have any of their positionals like the fanatic or pogoer. I'm willing to bet that FW will put them out separately as a team booster like those skaven that were teased recently. However, they'll need to get that out around the release of the team. They're kind of the heart and soul of a goblin team and without them, you're just mashing meat into a grinder. I mean, you are with them too, but at least it's more entertaining. :v:

Safety Factor
Oct 31, 2009




Grimey Drawer
Yesssss :getin:

I hope there's a pogoer too.

Safety Factor
Oct 31, 2009




Grimey Drawer

Lord_Hambrose posted:

Taking Goblins on an Orc team? Just hurl those points harder into the trash directly into the endzone an opponent.

Safety Factor
Oct 31, 2009




Grimey Drawer
Goblins. :swoon:

I'm definitely going to pick up a team, but it seems like they'll be kind of pricy. The base team, two trolls, and 6 specialists from FW won't be cheap. You also wind up with four extra goblins that way, but I guess I can use a couple for an orc team and have a couple of spares.

It's too bad the troll pose is so specific. I'd like one of them, but then I'd probably grab a river troll to convert so there's not two identical trolls in throwing poses.

Safety Factor
Oct 31, 2009




Grimey Drawer
Yeah, given how they tweaked the goblin team, I'm hoping for a couple of positional options for halflings.

I have no idea what they could even do for ogres.

Safety Factor
Oct 31, 2009




Grimey Drawer

Redvenom posted:

Hopefully GW 'gets' that BB teams aren't made equal, and neither should they be.
For what it's worth, the latest White Dwarf has a tactics article by one of the designers and he even breaks down the teams into three tiers.
Showboaters - Amazons, Chaos Dwarfs, Dark Elves, Dwarfs, Lizardmen, Norse, Orcs, Skaven, Shambling Undead, and Wood Elves
Contenders - Chaos, Chaos Renegades, Elven Union, High Elves, Humans, Khemri, Necromantic Undead, Nurgle, Underworld, and Vampires
Stunties - Goblins, Halflings, and Ogres

He elaborates that the stunties are a challenge and meant for more experienced coaches to goof around with. He also says that while there are multiple tiers, this typically represents teams without any sort of advancements and skills tend to level the playing field a bit.

Given all that, I'd say they know.

Safety Factor
Oct 31, 2009




Grimey Drawer

berzerkmonkey posted:

SWA related, is the GSC Heavy really just 10 points? Has that been FAQd? That seems awful cheap for a model. I know the GSC heavy weapons are stupid expensive, but still...
Yeah, it got fixed. They're 70 points base.

Safety Factor
Oct 31, 2009




Grimey Drawer
I'm not fan of shotguns in space marine scout teams because a bolt pistol is 5 points more and just simply better.

For guardsmen? gently caress yeah. :black101: I've got two in my Catachan squad. If I were doing Cadian I'd totally go for that same kit.

Adbot
ADBOT LOVES YOU

Safety Factor
Oct 31, 2009




Grimey Drawer

Beer4TheBeerGod posted:

Does BB have the ogre team still? I wanted to do one where the ogres were chaos spawn and the snotlings were squigs.
Yep. All of the unprinted teams are available in a pdf.
https://www.games-workshop.com/resources/PDF/blood_bowl/teams_of_legend_en.pdf

Some will likely get updated slightly later, as goblins did, but they're all 100% valid.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply