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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.
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# ¿ Jan 10, 2017 01:46 |
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# ¿ Apr 28, 2024 15:05 |
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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.
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# ¿ Jan 24, 2017 22:35 |
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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.
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# ¿ Feb 2, 2017 07:03 |
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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. 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.
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# ¿ Feb 11, 2017 09:37 |
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El Estrago Bonito posted:I have a very important question/request:
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# ¿ Feb 14, 2017 05:36 |
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Atlas Hugged posted:Women like swarms of things, right? Blood Bowl has a max of 16 models and only 11 can be on the field at once. That's hardly a swarm.
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# ¿ Feb 14, 2017 06:50 |
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Atlas Hugged posted:It's a Futurama quote. I just thought it was a good fit, meant nothing by it.
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# ¿ Feb 14, 2017 07:09 |
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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.
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# ¿ Mar 16, 2017 14:57 |
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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.
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# ¿ Mar 16, 2017 16:12 |
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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.
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# ¿ Mar 16, 2017 19:39 |
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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.
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# ¿ Mar 17, 2017 18:08 |
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Wanna see that minotaur set up a perfect blitz, roll triple skulls, and fail its loner check for the re-roll.
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# ¿ Mar 24, 2017 15:01 |
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TKIY posted:Here is a demo of Shadespire:
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# ¿ Mar 27, 2017 21:20 |
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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.
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# ¿ Mar 28, 2017 20:24 |
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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.
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# ¿ Apr 2, 2017 10:38 |
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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. 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?
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# ¿ Apr 3, 2017 01:11 |
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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". 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.
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# ¿ Apr 4, 2017 17:32 |
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Terminator armor makes the wearer immune to pinning except for weapons S7 and above. Power armor should probably have done the same, but
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# ¿ Apr 5, 2017 08:21 |
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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.
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# ¿ Apr 5, 2017 19:45 |
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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.
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# ¿ Apr 7, 2017 20:08 |
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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.
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# ¿ Apr 7, 2017 20:22 |
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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
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# ¿ Apr 7, 2017 20:27 |
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Zaphod42 posted:Grey Knight Gunner, cost to recruit 200 points
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# ¿ Apr 7, 2017 20:31 |
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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. It's definitely not a perfect system, but after playing half a dozen games of Shadow War I like it for what it is.
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# ¿ Apr 7, 2017 21:20 |
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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.
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# ¿ Apr 12, 2017 23:17 |
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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. 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.
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# ¿ Apr 13, 2017 04:37 |
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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.
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# ¿ Apr 13, 2017 20:07 |
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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 ???
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# ¿ Apr 13, 2017 20:14 |
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Just give me a goddamned lictor kill team. It could be 2-3 models, I don't care. Gimme lictors.
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# ¿ Apr 13, 2017 20:26 |
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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.
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# ¿ Apr 22, 2017 07:55 |
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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.
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# ¿ May 5, 2017 23:40 |
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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.
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# ¿ May 7, 2017 20:58 |
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SteelMentor posted:Goblin secret weapons are gonna be resin. I hope there's a pogoer too.
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# ¿ May 8, 2017 18:30 |
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Lord_Hambrose posted:Taking Goblins on an Orc team? Just hurl those points
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# ¿ May 13, 2017 22:52 |
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Goblins. 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.
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# ¿ May 16, 2017 17:24 |
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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.
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# ¿ May 17, 2017 01:52 |
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Redvenom posted:Hopefully GW 'gets' that BB teams aren't made equal, and neither should they be. 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.
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# ¿ May 17, 2017 06:00 |
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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...
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# ¿ May 22, 2017 15:05 |
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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. I've got two in my Catachan squad. If I were doing Cadian I'd totally go for that same kit.
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# ¿ May 28, 2017 08:53 |
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# ¿ Apr 28, 2024 15:05 |
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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. 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.
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# ¿ Jun 3, 2017 08:11 |